青の6号: Time & Tide (DC) – Game Guide Part 2

Please Read First:
This is the second part of my game guide. In this post I will be covering the following topics, most of them dealing with translations. Once again, a special thanks to KinsukeJP for his well-written and translated FAQ on Gamefaqs. I’m not claiming ownership of his information, just improving on it.


1.  Shin Sekai City Locations and descriptions
2.  Sub Equipment details
3.  Weapons and ammunition

Shin Sekai City Locations

  • [速水の家] Hayami’s House – Customize and arm your Grampus; begin salvage mission; save or load game.
  • [東ギルド] East Guild Office – Take salvaging missions from here
  • [鄭の家] Zheng’s Residence
  • [スクラッブ屋] Scrapyard i.e. the shop – Upgrade your sub and buy weapons/ammo
  • [城門] Main Gate/Submarine Dock – Entrance to Governor Cox’s office. Usually off limits
  • [バー・口ドリゲス] Rodrigue’s Bar – To hear gossip and sometimes meet Chung Ying 
  • [飲茶包包楼] Roadside Eatery – Mostly to hear gossip
  • [新世界日報] Newspaper Agency Office – The reporter will regularly give you news about the city and its past history
  • [教会] Church – Priest Goldon’s hangout
  • [倉厙街] Warehouse Alley – Home to the three street orphans (place to get gossip)
  • [コソビナート] “Combinatio”; Water-works & Industrial Area – Deserted at first; later becomes the meeting place for the resistance movement

Sub Equipment

Your Grampus can be customized in the following areas: Engine, Body Frame, Active Sonar, Passive Sonar, VR Sonar and Battery. In addition, 3 auxillary equipment slots are also available for you to mount special equipment, extra storage space and other items (covered in the next part of the FAQ).

There are 3 types of sonars available, all of which can be installed into the Grampus. Below is a description of each sonar type, and how they work. Physics/submarine experts would probably have a much better idea than what I’m describing.

  1. Active Sonar (AS) – This sonar works by sending out a pulse or ‘ping’, with detected objects showing up as dots/blips on your screen. You will need to ping manually with the X button. Note that your pings can alert enemies to your presence if they are near it. Active sonar is the standard sonar found even in today’s ships and subs, I think. The colors of the dots represent the following:
    • Blue – Non-hostile lifeforms, low-noise enemies (late versions only) or freshly-killed enemies
    • Green – Salvagable items. Some versions of the AS do not have the green detection ability, in exchange for more sensitive red and blue detection.
    • Red – Hostile enemies. For early versions of the AS, non-hostile enemies will also show up as red dots to confuse you.
  2. Passive Sonar (PS) – Unlike AS and the VR-Sonar, the passive sonar is ALWAYS ‘active’ (ironic yeah) and does not need to be switched on. It works by detecting sounds emitted by living creatures, which then show up as varying ‘wave lengths’ and humming noises on your screen. The closer or bigger the creature is, the louder the humming noise, and the bigger the wave length. Note that some creatures generate very little noise for the PS to detect, while critters will show up as noise on earlier models of the PS. Late models are able to filter these sounds out.
  3. Virtual Reality Sonar (VR-S) – The VR-Sonar is a strange system that I find hard to explain. This sonar works via manual ‘pinging’, similar to the AS. Instead of sending out a ping however, the entire screen turns greenish like what you see when wearing night-vision goggles. During the 2-3 seconds when the surroundings are painted in shades of green, living objects and sometimes salvagable items show up as very white in color. The VR-Sonar consumes a little battery power each time you ‘ping’, and is required in one mission where you will be navigating in total darkness. Like the AS, the activation of the VR-Sonar may alert enemies.

You can’t have the VR-S and AS active at the same time. You will have to switch between them. I rarely use the VR-Sonar to be honest.

The battery is fuel for your Grampus. Just about all major functions require battery power – accelerating, firing bullets and torpedoes, activating the VR-sonar, using the manipulator arm. Strangely however, ballast controls can still operate even when your batteries are dead. This can be a lifesaver as you can simply float up to the surface and call the carrier ship, assuming you’re not underground. More battery is expended when your Grampus is carrying loot, and also depends on the engine model. No reason not to get the best battery pack thats available. Its simply too important. Its redundant to have a list of the battery models in the game here, as the parameters are pretty self explanatory.

Body Frame/Hull
The hull of your Grampus determines its durability i.e. HP and ability to absorb shocks. There are 3 types of hulls available in the game:

  1. Strength” hulls – for maximum HP and shock absorption. Meant for combat, but these hulls can be heavy.
  2. Deep-dive hulls – for deep diving missions. These hulls sacrifice durability for much greater operating depth values. Mandatory for deep-dive missions.
  3. Lightweight hulls – as the name suggest, these hulls are extremely light and are desirable if you are aiming to maximize your sub’s speed. Durability and operating depth values tend to be poor however. A high-speed sub is required to complete one mission in the game.

The engine provides power to your Grampus. Power translates to both movement speed and the amount of weight your Grampus can support. Engines also generate considerable noise when accelerating, but some later models can be ultrasilent. The engine’s mileage parameter represents the amount of battery required to move a certain amount of distance. High mileage = more battery required. Not sure if that makes sense. Your engine will need to have a certain minimum amount of power in missions involving the salvaging of very heavy items.

Weaponry and Ammunition

The bulk of your expenses will usually go towards upgrading your sub’s weapon systems as well as ammunition. ALL ammunition in this game, with the exception of 1 type, costs money. Your Grampus comes with 3 weapon points (1) Left, (2) Right and (3) Bulletgun slot.

Only needle cannons and their variations can be installed in the bulletgun slot. There are 3 types of bulletguns you can install. Late-game versions of the bulletguns can have auto-lock/homing capabilities.

  1. Needle Cannon – The most common gun type that is available throughout the entire game. Pay attention to the rate of fire parameter as it affects ammo usage and weapon power. Some versions have noise reduction devices installed, but I find these pointless, as any enemy you’re attacking will know where you are.
  2. Energy Gun – There are only two versions of this in the game. Energy guns do not require ammo; they expend battery power instead. Moderately useful for shallow water missions (as you can dock and refuel easily) and can save you some money in the short term. But towards the end of the game, this gun will be too weak. The second version of the Energy Gun (Lorelei001-P) is a secret item that has to be salvaged. It is extremely powerful, but eats through your batteries really quickly.
  3. Vulcan Guns – These guns have a high rate of fire and are powerful enough to damage enemies that are immune to needle and energy guns. Unfortunately, vulcan ammo is more expensive, and the guns tend to consume more battery.

Torpedo Launchers
These launchers can be installed in the left and/or right slots of your Grampus (2 maximum)

324mm Launcher Torpedoes (in order of attack power)

  • 324mm Torpedo – Standard unguided torpedo. Average damage
  • 324mm Homing Torpedo – A guided version of the 324mm torpedo.
  • 324mm Exploding Torpedo – An unguided torpedo that does strong damage and has a large blast radius
  • Small Missile – A faster torpedo that is unguided
  • “Hound Dog” – An unguided missile that is more powerful than the smaller version

533mm Launcher Torpedoes (in order of attack power)

  • 533mm Torpedo – Unguided
  • POP-CHASER – A homing version of the 533mm Torpedo
  • S-ADCAP – An unguided torpedo that has a massive blast radius. Great for tunnel missions
  • CANNON-BALL – A homing version of the POP-CHASER. Best choice if you have the cash
  • “Shin” – High damage torpedo. Very rare and expensive.

Cuttlefish Killer – A special torpedo that does not require a launcher, but takes up the entire left/right slot. Only one such torpedo can be placed into a slot at any one time. This torpedo is used to inflict massive damage on the Catherine giant-squid. Very rare.

Raiden – A special torpedo requiring a 400mm launcher. This launcher is given to you when you start a new mission (after completing the game once). The Raiden is a very powerful and fast torpedo. And its turn rate is amazingly good. Deliberately made to be overpowered.

Part 3 in a few days…where I’ll go into details on equipment, and general strategies. Hope this guide has been helpful so far.


~ by ticktank on September 19, 2008.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

%d bloggers like this: