Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ by Kasey Chang released February 25, 2003 0 Introduction 688(I) H/K (from here on, just 688i) is a terrific simulation from Sonalysts and Jane's, and yet, it could be so much more. The FAQ by Adam Yoshida doesn't cover the subjects I expect it to, so here's my version. This section is mainly about the FAQ itself and some legalese. You can read the most often asked FAQs at the end of this section, or skip right to [1] for the "stuff". This USG/FAQ covers version 1.07 and the realism patch. If you like the FAQ, send me $1.00 (one dollar). :-) See 0.3 0.1 A WORD FROM THE AUTHOR This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have (and exist, at the time of this document's release). Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among many others. 0.2 TERMS OF DISTRIBUTION This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, etc.). I only release it to Gamefaqs, so they would always have the latest. If you get it from anywhere else, beware that it may NOT be the latest and greatest version. To webmasters who wish to archive this FAQ on their website, please read below. This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001-2002, all rights reserved excepted as noted in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "688(I) Hunter/Killer Unofficial Strategy Guide and FAQ" is copyrighted (c) 2001-2002 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) NOTE TO WEBMASTERS: The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, IF ALL ABOVE RESTRICTIONS HAVE BEEN FOLLOWED. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, you did not meet the statutory contract conditions, thus you have no right to display this document. If you still do so, then you are infringing upon my copyright. This section was added for any websites who don't seem to understand this. 0.3 VOLUNTARY CONTRIBUTION Gamers who read this guide are under NO obligation to send me ANY compensation. However, a VOLUNTARY contribution of one (1) US Dollar would be very appreciated. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.4 HOW AND WHEN TO CONTACT ME PLEASE let me know if there's a confusing or missing remark, mistakes, and thereof... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified below. I'll try to answer it and include it in the next update. Please do NOT write me for technical support. That is the job of the publisher. Please do NOT ask me to send you a list of controls, the manual, etc. If you borrowed the game without borrowing the manual, blame your own stupidity. If you bought the game without a manual, blame your own stupidity. If you copied the game without copying the manual, you're not only scum, but STUPID scum. Please do NOT ask me to answer questions that have already answered in this FAQ/guide. It makes you REALLY idiotic. I will NOT answer stupid questions like the ones above unless I'm in a really good mood. If you send questions like that, do NOT expect a reply. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha- Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. This document was produced on Microsoft Word 97, with some notetaking on a Handspring Visor with the Targus foldable keyboard. Some editing done with Editpad (editpadclassic.com). 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed: Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet Command Volume II, and a few more. Most of them should be on http://www.gamefaqs.com, the biggest FAQ site around. To contact me, see 0.4 above. 0.6 DISCLAIMER/ COPYRIGHT INFORMATION 688(I) Hunter/Killer is a Jane's Simulation, published by Electronic Arts, created by Sonalysts. This USG is not endorsed or authorized by Jane's, Electronic Arts, or Sonalysts. The information compiled in this USG has been gathered independently through the author's efforts except where noted. This FAQ contains some material from Adam Yoshida's 688i FAQ, and some material from the Seawolves' and Marauders' websites regarding multiplayer. This guide includes strategies and tactics of approaching each and every mission. If you need just a little help, don't read the rest! There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. 0.7 REVISION HISTORY 21-SEP-2000 Initial Release 01-DEC-2001 Updated with Sub Command info, updated format, added standard intro information 25-FEB-2003 Second revision, more Sub Command info, some debug issues, updated contact address. Mission checklist moved to just before mission walkthroughs. 0.8 THE MOST OFTEN ASKED QUESTIONS Q: Can you send me the game (or portions thereof)? A: No Q: Can you send me the manual (or portions thereof)? A: No Q: Do you have any editors or cheats that you can send me? A: No. See section 11 Q: What's the latest version? A: As of the date of the FAQ, V1.07, which includes all previous patches. You'll need matching versions to play multi-player. Latest version disabled 3D view in multiplayer to prevent cheating. Q: Why does the torpedo just keep circling above the enemy sub and does not hit it? A: You set the "floor" limit too high. The enemy sub went below it, and your torpedo cannot follow. Q: The enemy keeps shooting down my TLAM or Harpoons! What do I do? A: Fire more at one time. You need to saturate his defenses. For TLAMs, plot the waypoints around the SAM sites. Or, just kill the shooter first... Q: Why when I launch the torpedo, it just sinks? A: You can't launch torpedoes while you're surfaced. Q: Why do my torpedo never hit the target, and I get a report that the torpedo has performed a "breakaway maneuver"? A: That's what exercise torpedoes do when they "hit". An actual hit on the hull, even with an exercise torpedo, can cause damage to the target. Q: Why when I launch Harpoons or TLAMs, they just sink? A: You're too deep. Max launch depth is about 120 ft. Q: Why do "boss" Newton yell at me even though I did good in the campaign? A: You need at least two good missions to get on his good side. Q: Is there any cheats? A: No cheat codes. You can activate some "cheats" in the options. Q: I can't get past mission X! A: See specific mission notes in section 8, 9, and 10. Q: Why can't I run the game on NT/2K/XP? A: Apparently Criterion 3D library used by Sonalysts to make 688I isn't fully compatible with NT/2K/XP. Criterion has released an update that should solve the problem. Go to Subsims.com and look for the updated "Renderware" files, which should fix the problem. Q: What happened to Jane's Combat Simulations? A: Jane's severed their relation with EA. EA wanted out of the sim business and Jane's didn't get too much out of the deals any way, apparently. So they parted ways. Q: Is there a sequel? A: Sub Command, also by Sonalysts, is already on the market. 1 Jane's 688(I) Hunter/Killer General Information From here on, the game will simply be referred to as "688i". 1.1 WHAT IS 688I? 688i is a game from Jane's Combat Simulations which simulates the Improved version (thus the "I") of the American Los Angeles-class nuclear attack submarine. All US submarines since WWII also has a number as the class, and Los Angeles-class is also called 688-class. Sonalysts, a naval contractor, designed the game. They also create simulations for the Department of Defense and the US Navy. In fact, the US Navy uses 688i as a training tool. The 688-class, which is also known as Los Angeles-class, is the current mainstay of the U.S. submarine fleet. The improved version moved the dive planes from the conning tower to the bow to improve maneuverability, added 12 vertical launch system (VLS) launch tubes for Tomahawk cruise missiles, additional quieting, and improved sonar and computer support. 1.2 HOW REALISTIC IS 688I? The original version of the game is VERY unrealistic, it features almost instant torpedo reload times, extremely fast turn rates, and fast tube unload time. The "realism patch" available from Jane's website (janes.ea.com) corrects the problem. There are several aspects of the sub simplified for play. There's only one towed array (real 688 have two, a short one and a long one), and only one periscope (real 688 have two). There is no "damage control" procedure. Otherwise, the game is very authentic. On the other hand, some of the more "famous" ships and subs are missing. The Soviet Alfa SSN and the Typhoon SSBN are notable examples. A lot of 1.3 HOW DO I GET IT? 688i is currently available as a "gold box" budget label from Electronic Arts. The price should be under $10. 688i is also available as a part of the Janes' Naval Warfare collection along with Fleet Command and F/A-18. Try your local software vendors, or order online directly from http://store.ea.com Beware that Jane's have broken their relationship with Electronic Arts. Jane's F/A-18 was the last Jane's title from EA. Xicat managed to publish Jane's Attack Squadron, but it was not too well received. Sub Command was a pure EA title without Jane's endorsement. 1.4 HOW DO I PLAY MULTI-PLAYER? 688i supports Internet multiplayer, but only via IP address matching. There's no built-in "lobby" or server search support. You may be able to use Gamespy as a player-matching tool. EACom is a similar playmatching service, but you may have to pay for that. Please also see section [12] Multiplayer. 1.5 EXPANSION PACK? SEQUEL? The expansion pack, titled "Under the Ice", was cancelled a while back, and its features folded into Sub Command (see below). Jane's Fleet Command is the "spiritual" sequel to 688i. Apparently when creating Aegis, which was supposed to be a Aegis destroyer sim to play with/against 688i, Sonalysts changed the scope of the program to do a whole fleet battle, and we got Fleet Command instead. Sub Command, from Sonalysts and EA is the successor to 688i. You get to play 688i, Akula, or the Seawolf. It was launched in October 2001. You can find it in stores for about $20 as of the release of this guide. 2 How to read the briefing: when not to follow orders. The briefing in 688i are written to resemble real submarine tasking orders. However, you don't need to follow the orders completely. Often, some creative interpretation of the orders is needed for maximum success. CHEAT: The main thing to read is the "goal list", on the "laptop" in your stateroom. The goal list has two sections, critical goals, and non-critical goals. You MUST complete all critical goals to "pass" the mission (and in the campaign, to advance to the next mission). The non-critical goals are there to bring up your score. As this tells you exactly what you need to do, DO NOT READ IT unless you have having severe problems. Here are some of the mission types you'll see in 688i 2.1 TLAM STRIKE Goals: go to this location, arrive to within a few miles, plot the TLAM waypoints around nearby SAM sites, launch at the proper time, destroy the target. Complications: one or more enemy vessels blocking your way to the launch point, last second additions to the targets, Helix patrols, SAM sites, etc. Comments: While in real life you don't really want to call attention to yourself before the launch, in 688i it doesn't matter. If it's on the non- critical goal list, you can kill it any time you feel like it, before or after the critical goal. The surface combatants have SAMs that can shoot down your TLAMs, especially if your TLAMs have to fly near them. Sinking them first prevents them from interfering in your mission. If you need to destroy a SAM site, fire MULTIPLE TLAMs at it, like 3-4. SAM sites launch three shots, then spends some time to reload. If you fire more than that to saturate them, you can destroy the SAM site. Remember to check for last-minute target updates just before launching. Also double check your coordinates. 2.2 BOOMER HUNT (KILL ENEMY SSBN) Actions: kill the boomer, preferably BEFORE you kill the escorts. Complications: one or more SSNs acting as escorts, sometimes mines. Comments: Hunting a boomer is a tough business. They are usually escorted by at least one SSNs equivalent to you, and they are VERY, VERY quiet. Soviet boomer "bastions", where boomers hide, are often protected by mines. And boomers do have torpedo tubes. They won't hesitate to use them if they hear you coming. Maintaining stealth is VERY important here, as you want know where they are, and keep them from learning where you are. Go slow, don't go below 750 feet (or your hull will "creak"), and keep listening. Avoid the escorts and find the boomer. Once you find the boomer, keep the range open (at least 10000 yards) so they don't detect you. Then launch one or two torpedo at each contact and start evading. NOTE: Passive torpedo against boomers may be a problem. Set the floor and ceiling properly. One possibility is both active and passive torpedo attack. 2.3 HUNT ANOTHER SSN (ASW OPERATION) Goals: kill the enemy sub(s) Complication: neutral targets in the area, usually... Comments: You are probably tasked to hunt down Akula(s) or Kilo(s), and they're tough customers, though no tougher than you are. The problem is finding them before they find you. You should have a general idea what direction they're coming from. Head in that direction, but keep your towed array unmasked. Maintain stealth until you hear them coming. Then figure out a place to engage them. 2.4 HUNT SURFACE TARGET(S) (ASUW OPERATION) Goals: Kill the enemy vessels... Complications: neutral targets in the waterways, escorts, shallow water, Helix patrols... Comments: You can identify ships via their sonar signatures, using the narrowband console, but you'll need to have a solid signal. If you're close enough, you can also try a periscope observation. Evade all the escorts and get close, then feed the target a torpedo... In general, it's better to use torpedoes than missiles (Harpoons). Harpoons don't do as much damage and can be shot down the SAMs, where as torpedoes can't really be evaded. 2.5 MINING THE ENEMY PORT Goals: Get within 10 miles of the mine coordinates, at least 15 minutes before the deadline, and launch the mines at specific target coordinates. Complications: the whole Rebel Russian Navy is in your way... Subs, escorts, even choppers. Comments: Treat it like a TLAM mission. You may choose to take out all that are blocking your way, if you have the ammo for it. 2.6 SEAL TEAM DROP OFF / PICKUP Goals: get to the specified location, within a few miles of specific coordinate, then slow to 2 knots, periscope depth, and wait until the SEALs launch. Complications: patrols and helicopters, and often, mines and shallow water. Time limit. Comments: Sprint and drift is the only way to go, as you need to evade the escorts and patrols, while arriving at the target on time. 2.7 RESCUE A DOWNED PILOT Action: get there, find him, surface the sub close to him, pick him up. Complications: patrols, shallow water Comments: Sprint and drift to the coordinates, then use HF sonar to find the contact. When you're point-blank, surface the ship. Feel free to kill the patrols if they get in your way. 2.8 DSRV DEPLOYMENT Action: get there, go to deploy depth, wait a long time Complications: patrols, shallow water Comments: Treat it like either SEAL team or TLAM mission. Remember to save before arriving at the launch point. You may have something else to do before getting there. 3 Finding the enemy: knowing your sensors There are five ways of finding the enemy in your 688i. They are passive sonar, active sonar, radar, periscope, and ESM. Most of the time you'll be using passive sonar only. 3.1 PASSIVE SONAR Passive sonar actually has three components. The spherical array in the bow, the hull array on the sides, and the towed array that you must deploy manually but is the most sensitive of all. 3.1.1 Spherical array Named so because it actually IS a big sphere encased in the bow, spherical array is not quite as sensitive as the towed array, but you don't have to worry about deploying/retrieving it either. Note that it is not a 360 sensor. There are blind spots behind you known as "the baffles" that it cannot cover. See the manual for details on coverage areas. Spherical array contacts are noted with WHITE lines in the TMA console. 3.1.2 Hull array Located along the flanks of the hull, the hull array has very low sensitivity compared to the other two arrays. Its main purpose is to help classify the contact via the narrow-band frequency graph, but you'll need to get quite close, less than 5000 yards. 3.1.3 Towed array The most sensitive of the passive sonars, it's also the most delicate and takes time to deploy. It is capable of detecting contacts well over 20 miles away, depending on the sound conditions, but again, it has blind spots like the area directly ahead of you. If you have one deployed, do NOT engage in reverse! You'll chop it right off your tail. And you only have two. Towed array contacts are noted with PURPLE lines in the TMA console. 3.1.4 Sonar notes The best place to get a good read on contacts is your 3 o'clock/ 9 o'clock line, where both your towed array and your spherical array and try to get a read on them. Turn to place the contacts there, then slow down and wait for the TMA (target motion analysis) to develop better solutions. Without knowing the range, computer always put in 10000 yards as a range. So the first time you see a contact, it'll ALWAYS show up at/around 10000 yards. As time go on, you'll get more information to better triangulate the contact and the range information will improve. This also means you should NEVER fire a shot based on the first contact information. You need two or three readings on the plot before you can get an accurate position fix. The TMA range estimates are based on the water temperatures and conditions. If the water is bending sound (see the XBT screen) paths, expect the range to fluctuate wildly (from 10000 to 30000 yards, for example) until you change the water conditions yet again. It is common for the range to suddenly double or halve when you cross a thermal layer. The sound suddenly is travelling a different path to you, and TMA just process the data as if sound is travelling straight. Take that into account when planning your torpedo shot. A "combination" plot done with both spherical array and towed array are marked with PURPLE lines in the TMA screen. 3.2 ACTIVE SONAR Active sonar transmits a sound pulse into the water, and tries to read the reflection. Active sonar pulse gives away your position and bearing. Don't use it very often. In fact, you would probably use the "single pulse" mode, where you need to open the XMIT cover, THEN push it once to send off one pulse. Once the reflection comes back, move the cursor to the "bright" spots and hit the MARK button to mark contacts. Also listen for the sound cues. As each contact is returned you'll hear a "ping". There's actually also a high frequency (HF) mine-hunting sonar used to look forward for small objects, such as mines. Enemy vessels do not seem to be able to detect this sonar, so use it all you want. Active sonar contacts are marked with YELLOW lines (including HF sonar contacts) on the TMA console. As you can guess, active sonar tells the whole world who's listening where you are, so be ready to evade as soon as you transmitted the pulse. 3.3 RADAR 688i does have radar, but it's a VERY weak one, and you'll need to be at periscope depth or surfaced, at a dead stop. It takes a LONG time to get that thing rigged properly. It is also VERY delicate. If you tried to deploy it going 5 knots, the radar will be damaged. You probably will never need to use it with all the other sensors available. Enemy radars CAN detect the antenna itself, so use of radar with enemy vessels still around is not recommended. 3.4 PERISCOPE Periscope has a limited range, usually no more than 5 miles. You can use the analysis mode to guess target's heading, bearing, and range by taking the height of the target's mast vs. the sea level. Since the mast height is known, the range can be deduced by some math (done by the computer). See the manual for further details. As you can guess, you need to be at periscope depth to use the periscope. At night, you can engage the LLTV (low-light TV) mode, which turns the view green, but is a bit more visible. You also have zoom up to 24X. Hold down the SHIFT key to rotate faster. It is possible to detect a periscope via radar, so spend as little time using the periscope as possible. 3.5 ESM ESM, or Electronic Support Measures, is basically a directional antenna use to find where the radar signal is coming from, and from that you'll get a target bearing, but no distance. Based on the radar frequency received, you can also guess at the class of the radar source. Beware that if you "mark" a contact's bearing with ESM, the range is always entered as 10000 yards. The actual range will vary greatly. NEVER trust ESM range unless you have MULTIPLE ESM lines. 3.6 SOME NOTES ON THE SENSORS ESM, passive sonar, and periscope are passive sensors and does not point back at you. However, ESM and periscope requires you to be at periscope depth, where you can be detected more easily. Therefore, MOST of your fighting should be done by passive sonar alone. It takes more time to refine the solutions, but it is also the most stealthy way. 3.7 TMA (TARGET MOTION ANALYSIS) TMA is basically a best guess at the target's motion based on your own motion (direction and speed), contact's bearing, estimated speed, etc. It involves some VERY complicated math and a lot of guesswork, since a target turn can throw most of your calculations out the window. When playing with "assistants" (not the cheat, those "points" you used for upgrades in the "outfitting" screen) it's recommended that you raise the ratings of TMA first, then sonar. Fire control does the least and can be upgraded last. 3.8 CLASSIFYING AND MERGING CONTACTS If you're not playing with TMA assistant, you will have to classify and merge contacts yourself. Right-click on the target to classify it as friendly, neutral, hostile, or unknown. You can also classify it as air, surface, or subsurface. You'll also have to merge contacts manually, as each sensor's contacts are reported separately. It is up to you to know which contacts are actually pointing at the same vessel. Select one primary contact, and the secondary contact below that, then click the MERGE button to merge. I personally always play with the assistants on. 4 Killing the enemy: knowing your weapons Your 688i is a formidable weapons system. The Mk. 48 ADCAP is one of the best torpedoes in the world. Harpoon is a very capable anti-ship missile. The Tomahawk Land Attack Missile is a great cruise missile capable of great precision, and SLMM (submarine launched mobile mine) is a very powerful weapon in the right hands. However, they are not foolproof, and here's some notes on how to deploy them properly. 4.1 THE MK. 48 ADCAP TORPEDO ADCAP, which stands for ADvanced CAPabilities, is the second release of the Mk. 48 torpedo. It's believed to be designed specifically to go after the Alfa class Soviet subs, which can go 45-48 knots and dive to 3000 ft (more than twice that 688i can). Usually one ADCAP can kill most ships in the game. Very few would need another. The ADCAP torpedo, however, is not a foolproof weapon. Decoys and jammers can fool it, and while it is fast and has good range, the range is limited. The torpedo has three modes. Pre-enabled, enabled, and shut down. Pre-enabled mode means the torpedo is in transit. It travels at a reduced speed, and the sensors are turned off (i.e. it won't explode). Upon reaching the enabled distance, the torpedo will activate. The torpedo transit depth is usually the launch depth, though it will continue at the current depth if it was pre-enabled later. You can enable the torpedo at any time. You can also change the direction of the transit with the steering controls. Enabled mode means the torpedo will go to the specified depth and start searching for a target in the sensor range. If there are no contacts to home on, it will start a snake search pattern in the specified direction. You can turn it back to pre-enabled at any time. You can also shut down the torpedo, which means it will stop and sink to the ocean floor. It cannot be reactivated. You can fire the torpedo in active mode, where its onboard sonar will attempt to seek out the target within 4000 yards, or in passive mode, where it will only listen for target within 2500 yards. You COULD also turn the seeker off, but why would you do that? ADCAP is wire-guided. A VERY long spool of wire attaches the torpedo to your control console. You can pre-enable or enable the torpedo at any time, even shut it down, as long as the wire is still attached. To detach the wire, close the "muzzle door" (see the F, E, and M buttons at the fire console? F=Flood, E=Equalize Pressure, and M=Muzzle door). That'll cut the wire on the torpedo, and you will no longer control it. From there on, it can hit its target, go off into infinity and sink, or hit somebody else (neutral or friendly), it is no longer up to you. Therefore, it's best to keep the torpedo in your control until the torpedo has acquired its target or has already killed its target, to avoid "friendly fire" or "collateral damage" situations. If there's a thermocline (thermal layer), consider launching the torpedo from the other side of it against your target. It gives your target minimal time to react upon acquisition of the torpedo. This applies to both subs and surface vessels as targets. Consider steering your torpedo to NOT head directly at your target so that if the enemy snapshot a torpedo at the reciprocal heading you're not in the way. Instead, head about 45 degrees off the bearing, then when you're half way there, turn the torpedo toward the target. Passive torpedoes are very useful. The AI can't seem to detect the passive torpedoes until the very last moment, and by then it's too late to launch countermeasures. Against human players, an incoming passive torpedo does NOT trigger a "torpedo in the water!" warning that you would normally get when a torpedo is detected. ADCAP is very useful against surface ships, since surface ships cannot launch decoys, and they are always near the surface. Launch close enough, and you're virtually guaranteed a hit. ADCAP against subs requires a bit more planning. If there's a thermocline, consider launching two torpedoes, one above and one below, to pincer him. Also vary the heading a little so they converge on the target. Remember to check the floor and ceiling levels carefully. The fire control assistant does a really poor job of setting them up. Use the cursor to check the depth from you to the target, and set the "floor" setting to a little above that. For example, if the minimum depth along the path is 267, set the floor depth to about 250. If the depth is beyond 1500, set 1500. The default floor setting is 810 ft, and Akulas (and maybe Deltas) can go deeper than that. If you left it on 810 and the sub is deeper than that, when the torpedo gets there, it just keeps circling and circling... Then eventually heads off to somewhere unknown. Set floor to 1500 and don't let this happen to you. The ceiling level can be left at the default, though if there's neutral traffic above, consider setting the ceiling to 80-100 ft. 4.2 HARPOON ANTI-SHIP MISSILE Harpoon is one of the premier anti-ship missiles in the US arsenal. It has several variants. The Navy uses several air-launched variants aboard the carriers, both the AGM regular version, as well as the "SLAM" TV-guided version. The sub-launched version is encased in a "floating" capsule to help it reach the surface. However, this capsule only works if launched at LESS THAN 150 feet. If you fire off Harpoons or Tomahawks and they just float in the sea and sink slowly, this is why. Launch at 100 ft is preferred. Harpoons, while very fast, can be engaged by SAMs, and unless the target is small, one hit will not sink the vessel. Always fire Harpoons in pairs or more in order to saturate the target's defenses. Consider the destruct range and seeker range carefully. Seeker range is the minimal range. Any contacts inside that range will be ignored. Or in other words, the missile will go beyond that point before activating the seeker radar. The missile will self-destruct if it went beyond the destruct distance without homing in on anything. The seeker cone setting is either wide or narrow, and usually you'll use wide. Use narrow only if you're sure about the targeting and you have neutral traffic nearby that you don't want to hit. Sidenote: SAMs, whether from SAM bunkers or surface vessels, have a range of 10 miles. They are always launched in threes and less than a minute between each shot. 4.3 TOMAHAWK LAND ATTACK MISSILE There actually was a Tomahawk Anti-ship Missile (TASM), but those have apparently been phase out, leaving us the Tomahawk Land Attack Missile, or TLAM, the version used against Iraq so many times, and that's the one you get to launch in 688i. TLAM is always launched at a specific coordinate given over SSIXS (the secure radio used by US subs). If given a strike mission, you'll also be given a launch location, as well as the timeframe of launch (usually about 15 minutes). You must get to the launch coordinates (or come close to within the parameters, like within 5 miles) at or before the launch window, and launch during the window. Beware of last second additions and changes to the tasking list. Always check the radio again at the beginning of the launch period to make sure there are no additional changes. If you need to destroy a SAM site with TLAMs, launch FOUR TO SIX TLAMs at the SAM site. TLAMs fly slowly, and a SAM site will have plenty of time to engage them. Also, put three to five seconds between each launch so that one explosion doesn't take out more than one TLAM. TLAM can follow four different waypoints, and you can use this to go around SAM sites, approach targets from different directions, etc. As mentioned before, SAM sites have range of 10 miles, so plot the TLAMs to fly more than 10 miles away from SAM sites, which would be visible on the target screen. You can type in the target coordinates by clicking on the numbers You will need to enter a dash between the degrees and the minutes. 4.4 SUBMARINE LAUNCHED MOBILE MINE (SLMM) SLMM is an interesting weapon, and you'll only called upon to use it twice: once in an exercise, the other in the campaign finale. When employed properly, it can be very devastating, but it takes up space and forces you to carry less torpedoes, which are the ultimate weapons in 688i. To employ SLMMs properly, you must know the activation depth. In the case of the finale, you're tasked to take out the Kuznetsov, which has a draft of 35 ft. So setting the SLMM depth to 20 ft would ensure it WILL go off as the carrier goes by. Do NOT rely on the default (100 ft). I've deployed AT LEAST TWICE (one at 100 ft, the other time at 40), and the carrier just drove on by, with no damage. SLMMs are launched to stop at a particular location (coordinates would be radioed to you). To employ them properly, launch the FURTHEST one FIRST. If you launch that one last, it will set the earlier mines off! SLMM have a range of 15-20 miles, but their travel speed is quite slow. Close to within 10-12 miles, then launching them. You can type in the target coordinates by clicking on the number. You will need to enter a dash between the degrees and the minutes. 5 Evading the enemy: knowing the way out Situation awareness is critical in any type of combat situation, so you that you can classify your threats and deal with them appropriately. 5.1 STEALTH: PREVENT YOURSELF FROM BEING DETECTED Stealth is basically slip in, without being seen, bypassing the guards. The guards never even know you've been there. Submarine is an ideal vessel to do that. Here are a couple techniques to avoid detection 5.1.1 Hug the bottom The closer you are to the bottom, the harder you are to detect. It's called "bottom masking". The ocean current flowing along the bottom makes noise, and it can mask your sub's sounds. You don't want to go beyond test depth though, and going beyond 750 ft would cause the hull to "groan" under water pressure, which is a sure giveaway that a sub is nearby. You don't want to run aground either. Consider going slow near the bottom, no more than 20 ft off the ocean floor. WARNING: running aground can cost you 200 pts or more per occurrence. 5.1.2 Hide behind the thermocline If there's a thermocline, get on the other side of it. Thermocline severely degrades sonar efficiency (both yours and theirs). One possibility is move just above the thermocline. Your towed array will "dip" below the thermocline, giving you a picture of what's below while you stay hidden above. 5.1.3 Do NOT cavitate (unless you need to) Cavitation occurs when the propeller is spinning so fast water bubbles at the blades' edges. If you want to go faster, go deeper first. Water pressure at deeper depth reduces/eliminates cavitation. If you have the improved propeller upgrade, you can go about 25% faster without causing cavitation. Rule of thumb: number of feet down, divide by 10, subtract 1, is the fastest speed you can go without cavitation. For example, at 150 feet, you can go 14 knots without causing cavitation. 150/10 = 15, 15-1 = 14. You can get the exact chart at the Marauders' website. (url's at the end of the document) 5.1.4 Keep your distance If you see a hostile contact, consider going around it. Change course so you're heading 90 degrees off his heading, in the direction that'll take you away from it, until you lose contact. Then start a sprint-and-drift routine until you reacquire contact, and eventually you'll work your way past it. 5.2 YOU'VE BEEN FOUND, NOW WHAT? If the hostiles are heading toward you, and you've been painted by active sonar, it's time to evade, or fight, or both. First, determine what type of active sonar is painting you. Use the active sonar intercept console in the sonar screen to tell the heading and strength. Signal strength: Red means they got you for sure and would be sending a torpedo your way any second. Yellow means they see something suspicious and would be coming for a closer look. The frequency of the active sonar tells you what type of vessel. A 15 kilohertz sonar is probably the Helix helicopter with the dipping sonar, and since you can't shoot them, they're bad news. Use Jane's ship database to find the sonar info on the ships you encounter. If you see a 20 kilohertz signal, go flank speed immediately. That's a TORPEDO's active sonar! No matter what the signal strength is, drop a decoy and evade immediately! If the pinger is in torpedo range (within 15000 yards), you should feed him an ADCAP immediately, as it's probably heading toward you. Killing it stops any more torpedoes from launching. Use snapshot if you need to. After that, duck behind a thermocline if there is one. Then go deep and try to open the range. 5.3 TORPEDO AVOIDANCE Avoiding torpedo is a last resort. You don't want them to launch at you in the first place. However, it's a skill you'll need to survive, and it's actually not that hard, but requires good timing. The idea is to get out of the torpedo "nose cone" where it sees its target, while the decoy remains in the search cone, and the torpedo destroy it instead of you. First, go FLANK speed. Second, drop a decoy for the depth you're in (deep or shallow). Then go to active sonar intercept and find WHERE the torpedo is coming from. Then head 70 degrees OFF of that bearing. Change depth to opposite of where you were. Repeat until torpedo loses tracking or you got hit. For example, say you are cruising at 200 ft heading 030 when you suddenly got a LOUD ping, then "Torpedo in the water, bearing 180!" First step is go FLANK. It'll take a while for the speed to build up, and you'll need all the speed you can get to avoid a torpedo. Don't worry about cavitation now. Second is drop a decoy appropriate for the depth you're in. If you're shallow, drop a shallow decoy or jammer (I tend to drop BOTH a jammer and a decoy, but that's just me), and vice versa. 200 ft is shallow, so drop shallow decoy (you should always have the appropriate set loaded for your depth as you make depth changes). Third, go to sonar and find where's that torpedo pinging from, should still be bearing 180. You need to head either 250, or 110, depending on which one is closer to your current heading. If you can't remember 70 degrees off, remember 90 degree off (90 or 270 in this case), then turn another 20 degrees. If it's not pinging yet, assume it's from the old bearing and evade off of that. In this case, 110 is closer from 30, so turn to heading 110. Remember that the default turn rate is quite low, only 10 degrees rudder. Feel free to help it by clicking on the rudder graph to force it to 30 degree tight turn. Remember to click on a heading again to stop the turn once you've reached the desired heading. Now, change depth. If you're shallow, go deep, and vice versa. Across the thermocline if there is one. Add or subtract at least 400 ft in depth. Once depth change is half way complete (within 200 ft), check sonar again, adjust heading to compensate. When you reach the desired depth drop another decoy (for the appropriate depth), then change depth again. AVOID the torpedo before it gets to the one-second ping interval. By then, it's probably too late. Still, it's worth trying as you keep going up, then down, while turning to keep ahead of the torpedo. Keep switching back and forth between the active sonar intercept and the conn to steer the ship, and keep dropping decoys and jammers. Repeat until you lose the torpedo, or it hits you. The improved propeller (40 knots flank!) is very useful in dodging incoming torpedoes. 5.4 SPRINT AND DRIFT As you probably noticed, your sonars don't work too well at speeds greater than 15 knots. Therefore, real SSN's adopted a method known as sprint and drift. They go high speed for a short interval (about 5-15 minutes), then drift for a while to listen to make sure the area is clear, then repeat. You should do the same. Sprint at maximum no-cavitation speed for about 5- 15 minutes, then slow to 4 knots and listen for a while. Repeat until you get to where you need to go. 6 Upgrades: what do they do and how they affect your ship You can "purchase" upgrade equipment for your sub, or upgrade the assistants, with the points you earn from the missions. 6.1 ASSISTANT UPGRADES There are three different assistants: TMA assistant, Sonar assistant, and Fire Control assistant. TMA assistant is the most critical, but the sonar comes in a VERY close second. Upgrade them first. Leave fire control for last, since even at max level he does a very poor job. There are four levels to each assistant upgrade, 1-4. It costs 1000 pts to upgrade each by one level. You COULD downgrade, but you'll only get 250 pts back. So don't do it. Improved sonar assistant will be able to classify contacts faster, detect them at longer ranges, separate multiple contacts on the same bearing, and etc. Improved TMA assistant will be able to get you more precise TMA solutions for the contacts, and thus giving you better firing solutions. Improved Fire Control assistant doesn't really do anything. You'll need to do most of its work even at level 4. So upgrade it last, or don't do it at all. 6.2 SHIP UPGRADES The improvements you can get for your sub are as follows: 6.2.1 Improved towed array Improved towed array is 25% more effective than the standard towed array. You can now find targets at even further distances! Very useful. Get this or Own Ship Quieting first. 6.2.2 Improved spherical array Improved spherical array is 25% more effective. This is probably third on your list since it's quite useful. 6.2.3 Improved hull array Improved hull array is 25% more effective. Since hull array is only good for about 4000 yards, that's not much of an improvement. Leave this for last. 6.2.4 Improved ADCAP Improved ADCAP have an expanded active search cone of 120 degrees instead of the regular 70 degrees. Search range remains 4000 yards (or 2500 in passive mode). You can get this fairly late as this is not that much of an improvement. 6.2.5 Own ship quieting Makes your ship 25% quieter. This is either first or second item you should acquire for your ship. 6.2.6 Improved propeller Makes your ship about 25% faster, less worry about cavitation. Your flank speed is now 40 knots instead of 32, very useful when evading torpedoes. Get this after the improved spherical array. 6.2.7 What should I get? There's debate whether you should get own ship quieting first, or go for the increased detection range first. Both are equally valid choices. I personally go for improved towed array, then improved spherical array. Then I take own ship quieting, then improved propeller, improved ADCAP, then finally, improved hull array. 7 Mission Checklist Some general hints about missions... Things you should do first. 7.1 START OF MISSION At the beginning of every mission you should do all this immediately: £ Open all torpedo tube doors (flood, equalize, muzzle door) This should be done before you're close enough to the enemy that the sound would alert them. Technically you should only do this when you are ready to shoot as the gyros and batteries in the torpedo have a finite life, but in 688i this is not simulated and therefore does not matter. £ Go to 150 ft or 60 ft and get the latest orders via whatever is convenient (floating wire or radio mast) Always do this at the beginning so you know where to go and what to do once you get there. £ Stream the towed array You'll ALWAYS need this, as it's the best sensor you have. £ Read the goals (your stateroom, the laptop on the desk) Often, this tells you more about your mission than the orders you get from radio. You don't necessarily do to do all this in this order, but they should be done as soon as possible. 7.2 MID-MISSION Consider saving the game after major goal(s) have been completed. For example, if you kill all the escorts before a TLAM mission, then save after you have destroyed the escorts. Then you have a chance to restore if you screw up the launch. You can end a mission at ANY time by going to the captain's stateroom, click on the cabinet, and click END MISSION. You'll have to start over from scratch, but it sure beats having the sub blown up from under you. You can also COMPLETE a mission at any time by using the "send mission report" button at the radio room, at ANY depth, even when you're still dodging torpedoes. If the primary goals are not complete, you will have to do the mission again. 7.3 END OF MISSION There are several steps you should check before you hit the "send mission report" button. Start the reload process for all the torpedo tubes. In a campaign mission, whatever you have loaded is what you get at the starting of the next mission, unless it's the end of the region. If you have an empty tube then, you'll have an empty tube later that you'll have to spend time reloading. Confirm that all critical goals have been met. You must meet all critical goals to "complete" the mission or go on to the next mission in the campaign. Also check if you want to complete any secondary goals. 8 Training Missions Training missions are simple to teach you the basics of ship handling and the elements of stealth, torpedo usage, Harpoon usage, TLAM usage, and other needed skills to survive and succeed as an SSN captain. Do these missions. You'll need those points for your initial upgrade any way, so do them. Practice torpedoes do not actually hit. It turns away at the last second, and you get a report that the torpedo had conducted a "breakaway maneuver". There are no exercise TLAMs, so you must remember to turn the weps console to TRAINING mode before the simulated TLAM launch. Due to space concerns, the mission logs included are edited slightly to remove non-essential portions. Note: "ran aground" penalty of -200 is implied, even if it's not listed in every mission. 8.1 TRAINING MISSION 1: SILENT SERVICE Go south 50 NM by 1600 (mission starts at 1200), while evading detection from surface assets. Furthermore, you have to go to periscope depth at least once between 1230 and 1530. Critical Goals: Arrive at Finish: 700 points Go to Periscope Depth: 300 points Penalties: Detected by Spruance Mission 1: -??? Detected by Spruance Mission 2: -??? Time Range Bearing Event 15:19:47 --- --- USS Pasadena (SSN 752) Survived 15:19:47 --- --- Spruance Survived 15:19:47 --- --- Spruance Survived Tactics: You are facing two Spruance destroyers. One is located roughly 10 NM south, the other roughly 40 NM south. The northern one is just going east and west, so just time him and sneak out behind him. The southern one is on a random box search, and his active sonar is on, so evading him is a bit more difficult. You need to get as close to the ocean floor as possible. Use the fathometer all the time, keep yourself within 20 ft of the floor, 10 ft at a time. You'll find a thermocline to get you past the second one. You can't go too slow, as you only have four hours. Once you find the thermocline, you can go flank if you wish. Draw a circle from your starting point, and drop a nav marker 50 miles due south, and use that as a "target" to approach. Don't forget to surface at least once during the trip. Do it half way between the two destroyers should do it quite well. 8.2 TRAINING MISSION 2: ASSAULT ON FREEPORT Transit to launch area, then launch a simulated TLAM strike against 4 targets. Critical Goals: Launch Point: 100 points Attack Target Mission 1: 200 points Attack Target Mission 2: 200 points Attack Target Mission 3: 200 points Attack Target Mission 4: 200 points Non-Critical Goals: Landfall Point Mission 1: 25 points Landfall Point Mission 2: 25 points Landfall Point Mission 3: 25 points Landfall Point Mission 4: 25 points Penalties: Actually launched missiles: -??? Time Range Bearing Event 19:03:59 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:04:16 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:04:32 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:04:51 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:20:29 215560 299 USS Pasadena (SSN 752) destroyed Warehouse 19:20:36 205524 272 USS Pasadena (SSN 752) destroyed Warehouse 19:27:23 221820 351 USS Pasadena (SSN 752) destroyed Factory 19:31:42 391712 240 USS Pasadena (SSN 752) destroyed Sonalysts 19:33:14 --- --- USS Pasadena (SSN 752) Survived 19:33:14 --- --- Warehouse Survived 19:33:14 --- --- Factory Survived 19:33:14 --- --- Sonalysts Survived 19:33:14 --- --- Warehouse Survived Tactics: Turn the weapons console to TRAINING! This is a SIMULATED strike! Yes, Sonalysts put their facility as a target for the simulated TLAM strike. Get on the radio and find the target and landfall coordinates. Once you get that, head for the launch area. There are no enemies, so go ahead and cavitate if you want to. Remember to check the radio again at launch time to find out any last minute changes. This is a good habit to make whenever you come near the target area or launch area. 8.3 TRAINING MISSION 3: VIRGINIA SLMMS Place 6 SLMMs, and then navigate between each pair. Critical Goals: Place SLMM 6: 100 points Place SLMM 5: 100 points Place SLMM 4: 100 points Place SLMM 3: 100 points Place SLMM 2: 100 points Place SLMM 1: 100 points Check Point 1: 130 points Check Point 2: 130 points Check Point 3: 140 points Time Range Bearing Event 00:05:16 --- --- USS Pasadena (SSN 752) launched: SLMM 00:05:30 --- --- USS Pasadena (SSN 752) launched: SLMM 00:19:39 --- --- USS Pasadena (SSN 752) launched: SLMM 00:20:03 --- --- USS Pasadena (SSN 752) launched: SLMM 00:24:06 --- --- USS Pasadena (SSN 752) launched: SLMM 00:24:25 --- --- USS Pasadena (SSN 752) launched: SLMM 00:25:36 6227 132 SLMM came to rest 00:26:31 1495 266 SLMM came to rest 00:27:44 1992 086 SLMM came to rest 00:29:14 8638 110 SLMM came to rest 00:30:40 7426 044 SLMM came to rest 00:35:15 10556 047 SLMM came to rest 00:37:00 --- --- USS Pasadena (SSN 752) launched: SLMM 00:48:20 3937 060 SLMM came to rest 01:20:56 --- --- USS Pasadena (SSN 752) Survived Tactics: Get the coordinates off the radio first. Remember the mission start checklist? The mines are three sets of two, slightly staggered. Plot the points on the map with NAV markers first. Load and shoot the mines. Remember to reload. If one of the SLMMs is off, launch another one. You have extras. You can TYPE IN the waypoints, for SLMMs or TLAMs, if the mouse is too jittery. That will ensure accuracy. Launch the furthest mine first is a good habit to make, though in this case it does not matter as these are exercise mines only. Use the HF sonar to navigate between the mines. 8.4 TRAINING MISSION 4: FIRE ONE Sink two simulated Victors. Critical Goals: Kill Mobile Target 1: 500 points Kill Mobile Target 2: 500 points Time Range Bearing Event 06:15:44 --- --- USS Pasadena (SSN 752) launched: ADCAP 06:20:11 7603 065 USS Pasadena (SSN 752) Simulated a hit on: MK37 Mobile Target 06:26:20 --- --- USS Pasadena (SSN 752) launched: ADCAP 06:31:09 8428 186 USS Pasadena (SSN 752) Simulated a hit on: MK37 Mobile Target 06:34:27 --- --- USS Pasadena (SSN 752) Survived 06:34:27 --- --- MK37 Mobile Target Survived 06:34:27 --- --- MK37 Mobile Target Survived Tactics: This is for practice, so practice for all it's worth. Do this multiple times, use both active and passive sonars. Active sonar makes this too easy, so you should really practice using the passive sonar. 8.5 TRAINING MISSION 5: JUST LIKE JOHN WAYNE Locate two simulated hostile surface ships amidst a lot of neutral ship traffic, and simulate torpedo hits. Critical Goals: Attack Cimmaron 2: 500 points Attack Cimmaron 1: 500 points Penalties: Attacked the wrong ship(s): -??? Time Range Bearing Event 12:29:48 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:33:51 6708 333 USS Pasadena (SSN 752) Simulated a hit on: Cimarron 13:13:30 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:15:44 4002 074 USS Pasadena (SSN 752) Simulated a hit on: Cimarron 13:17:05 --- --- USS Pasadena (SSN 752) Survived 13:17:05 --- --- Tanker Survived 13:17:05 --- --- Oiler Survived 13:17:05 --- --- Power Boat Survived 13:17:05 --- --- Cruise Ship Survived 13:17:05 --- --- Cimarron Survived 13:17:05 --- --- Cimarron Survived Tactics: Classify every contact you see using narrowband sonar or periscope. Cimarrons are somewhere in there. Don't shoot the wrong ship! There are plenty of targets around here. Fortunately you can't actually sink a ship in training, but it'll STILL be VERY embarrassing for you if you simulate a hit on the wrong target! If you home in on the wrong ship, pre-enable the torpedo and turn it away before it hits, or worst case, shut it down and shoot another one. Of course, this means you need to maintain the wires on the torpedo. Periscope verification can be critical here. Remember periscope's range is well under 8000 yards. 8.6 TRAINING MISSION 6: SINKEX Attack a stationary Perry-class frigate, using ESM only. Note: make sure there's no civilian traffic in the exercise zone before missile launch. Critical Goals: Attack Perry: 1000 points Penalties: Merchant in exercise area: -200 Time Range Bearing Event 12:47:55 --- --- USS Pasadena (SSN 752) radar mast damaged 13:07:26 --- --- USS Pasadena (SSN 752) launched: Harpoon 13:10:48 49648 080 USS Pasadena (SSN 752) attacked Perry 13:10:48 --- --- Harpoon damaged Perry engine room 13:12:20 --- --- USS Pasadena (SSN 752) Survived 13:12:20 --- --- Perry Survived 13:12:20 --- --- Merchant Survived 13:12:20 --- --- Merchant Survived 13:12:20 --- --- P3-C Survived Tactics: there is a merchant around the exercise area, and it'll take him about an hour to clear the area. Use that hour to get some cross-fixes on the location of the Perry frigate with ESM only. Take one from where you started, then head off to one side (90 degree off of the original bearing) and take another reading every 10 game minutes. Where the lines intersect is his location. Remember NOT to launch until an hour later. That's when the merchant had left the exercise area. You can confirm this with more ESM tracking or radar. You can also take periodic ESM readings of the merchant, to make sure he's far away from the exercise area. Use the radar if you like. Fire TWO Harpoons to sink the old scrap frigate, if you want, but it's not required. 8.7 TRAINING MISSION 7: MANO A MANO Simulate a hit on another 688(I), who want to do it to you first. Critical Goals: Kill SSN 688I: 1000 points Penalties: detected by SSN 688I: -200 Time Range Bearing Event 12:36:20 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:59:17 --- --- SSN 688I launched: Static CM 12:59:17 --- --- SSN 688I launched: Static CM 13:12:36 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:44:09 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:47:53 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:58:47 9619 358 USS Pasadena (SSN 752) Simulated a hit on: SSN 688I 14:00:38 9566 001 USS Pasadena (SSN 752) Simulated a hit on: SSN 688I 14:03:34 --- --- USS Pasadena (SSN 752) Survived 14:03:34 --- --- SSN 688I Survived 14:03:34 --- --- Merchant Survived Tactics: Not that difficult. The hostile sub goes pretty fast so you can hear him coming. Just be patient. Once you heard him, it's a matter of shooting him first. Do it across the layer so he doesn't hear your torpedo launch (which is -200!). 9 Single Missions In single missions, you have plenty of ammo, so you can afford to shoot two or more torpedoes at each contact. On the other hand, you should not develop a habit of that. Try to go for one-shot kills. You know the mission objectives, so you should have the appropriate weapons loaded in the tubes when you arrive on scene without having to unload and reload something else. Note: "ran aground" penalty of -200 is implied, even if it's not listed in every mission. 9.1 SINGLE MISSION 1: TUTORIAL Read the manual, please. Do I have to repeat that here? Critical Goals: Kill Krivak: 300 points Kill Victor II: 300 points TLAM landfall waypoint: 100 points TLAM Strike on Armory: 300 points Time Range Bearing Event 12:28:19 --- --- USS Pasadena (SSN 752) launched: Harpoon 12:28:19 19571 235 Victor II detected USS Pasadena (SSN 752) 12:31:36 47867 242 USS Pasadena (SSN 752) attacked Krivak 12:31:36 --- --- Harpoon damaged Krivak engine room 12:34:16 --- --- USS Pasadena (SSN 752) launched: Harpoon 12:37:30 46822 241 USS Pasadena (SSN 752) destroyed Krivak 12:49:57 --- --- USS Pasadena (SSN 752) launched: Harpoon 12:49:57 19178 248 Victor II detected USS Pasadena (SSN 752) 12:59:20 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:17:23 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:32:45 25045 083 USS Pasadena (SSN 752) destroyed Victor II 13:36:10 --- --- USS Pasadena (SSN 752) launched: Tomahawk 13:54:10 268839 153 USS Pasadena (SSN 752) destroyed Armory 13:56:05 --- --- USS Pasadena (SSN 752) Survived 13:56:05 --- --- Tanker Survived Tactics: How hard can this be? Follow the instructions in the manual! 9.2 SINGLE MISSION 2: FIGHTER PLANES DON'T FLOAT Pick up a downed pilot in the Adriatic Sea. Critical Goals: Pickup Pilot: 800 points Non-Critical Goals: Kill Heroj: 100 points Kill Grisha: 100 points Penalties: Detected by Heroj: -200 Detected by Grisha: -??? (200?) Time Range Bearing Event 12:37:42 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:46:28 9713 026 USS Pasadena (SSN 752) destroyed Heroj 13:35:40 --- --- USS Pasadena (SSN 752) launched: Harpoon 13:35:42 --- --- USS Pasadena (SSN 752) launched: Harpoon 13:37:26 25220 286 USS Pasadena (SSN 752) attacked Grisha 13:37:26 --- --- Harpoon damaged Grisha engine room 13:37:27 25221 286 USS Pasadena (SSN 752) destroyed Grisha 13:44:02 --- --- USS Pasadena (SSN 752) surfaced 13:45:03 --- --- USS Pasadena (SSN 752) picked up Raft 13:45:28 --- --- USS Pasadena (SSN 752) Survived 13:45:28 --- --- Cargo Ship Survived Tactics: while the radio message warns of dire consequences if you don't get there like bat out of hell, there's really no need to do so. If you go in fast, you'll be detected by the Heroj and lose some points. Sink the Heroj when you see it, and feel free to sink the Grisha any time. Best way to find the pilot is to use the mine hunting HF sonar. He shows up in it quite well in short range. Then confirm with periscope, and surface when you get really close, going less than two knots. 9.3 SINGLE MISSION 3: MOHAMAR'S MADNESS Launch a TLAM strike on chemical weapon sites in Libya. Critical Goals: TLAM Strike 1: 150 points TLAM Strike 2: 150 points Kill SAM Site: 400 points Arrive at Launch Point: 100 points Non-Critical Goals: Kill Foxtrot: 50 points Kill Grisha 1: 50 points Kill Grisha 2: 50 points Kill Krivak: 50 points Time Range Bearing Event 06:11:44 6212 076 Foxtrot detected USS Pasadena (SSN 752) 06:15:00 --- --- USS Pasadena (SSN 752) launched: ADCAP 06:18:27 24726 019 Grisha detected USS Pasadena (SSN 752) 06:18:48 5295 268 USS Pasadena (SSN 752) destroyed Foxtrot 06:35:07 --- --- USS Pasadena (SSN 752) launched: ADCAP 06:43:28 15463 302 USS Pasadena (SSN 752) destroyed Krivak 06:48:32 --- --- USS Pasadena (SSN 752) launched: ADCAP 06:53:52 8977 296 USS Pasadena (SSN 752) destroyed Grisha 07:00:14 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:06:18 7732 103 USS Pasadena (SSN 752) destroyed Grisha 08:02:04 --- --- USS Pasadena (SSN 752) launched: Tomahawk 08:02:08 --- --- USS Pasadena (SSN 752) launched: Tomahawk 08:02:13 --- --- USS Pasadena (SSN 752) launched: Tomahawk 08:02:17 --- --- USS Pasadena (SSN 752) launched: Tomahawk 08:02:22 --- --- USS Pasadena (SSN 752) launched: Tomahawk 08:02:26 --- --- USS Pasadena (SSN 752) launched: Tomahawk 08:02:30 --- --- USS Pasadena (SSN 752) launched: Tomahawk 08:02:38 --- --- USS Pasadena (SSN 752) launched: Tomahawk 08:15:38 --- --- SAM Bunker launched: SAM 08:16:05 --- --- SAM Bunker launched: SAM 08:16:05 13716 290 SAM Bunker destroyed Tomahawk 08:16:26 9546 290 SAM Bunker destroyed Tomahawk 08:16:32 --- --- SAM Bunker launched: SAM 08:16:46 5713 290 SAM Bunker destroyed Tomahawk 08:17:00 --- --- SAM Bunker launched: SAM 08:17:06 1758 290 SAM Bunker destroyed Tomahawk 08:17:17 221612 111 USS Pasadena (SSN 752) destroyed Tomahawk 08:17:17 222951 111 USS Pasadena (SSN 752) destroyed SAM Bunker 08:31:22 369400 145 USS Pasadena (SSN 752) destroyed Building 08:31:28 369400 145 USS Pasadena (SSN 752) destroyed Explosion 08:31:28 369400 145 USS Pasadena (SSN 752) destroyed Building 08:33:01 --- --- USS Pasadena (SSN 752) Survived 08:33:01 --- --- SAM Bunker Survived 08:33:01 --- --- SAM Bunker Survived 08:33:01 --- --- Container Ship Survived Tactics: Very straightforward mission. Either kill all the opposition or sneak around them. I prefer killing them. Check the radio at the beginning of launch window to get additional target(s). Remember to plot the TLAM waypoints around the SAM sites, and assign 4-6 TLAMs to take out that one SAM site you have to destroy. For the other targets allocate two missiles each. 9.4 SINGLE MISSION 4: REBEL YELL Sink a renegade Russian Delta boomer, with escorts. Critical Goals: Kill Delta: 800 points Non-Critical Goals: Kill Victor II: 100 points Kill Akula: 100 points Penalties: detected by Delta: -200 detected by Akula: -200 detected by Victor II: -??? Time Range Bearing Event 06:46:53 --- --- USS Pasadena (SSN 752) launched: ADCAP 06:46:56 --- --- USS Pasadena (SSN 752) launched: ADCAP 06:47:57 --- --- USS Pasadena (SSN 752) launched: ADCAP 06:57:00 --- --- Delta launched: Static CM 06:57:00 --- --- Delta launched: Static CM 06:57:49 18496 116 USS Pasadena (SSN 752) destroyed Static CM 06:57:49 18496 116 USS Pasadena (SSN 752) destroyed Static CM 06:57:49 18436 116 USS Pasadena (SSN 752) destroyed ADCAP 07:01:07 18873 119 USS Pasadena (SSN 752) destroyed Delta 07:21:46 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:21:49 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:24:28 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:24:31 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:33:02 13621 183 USS Pasadena (SSN 752) destroyed ADCAP 07:33:02 13709 183 USS Pasadena (SSN 752) destroyed Akula 07:42:44 32034 135 USS Pasadena (SSN 752) destroyed ADCAP 07:42:44 32118 134 USS Pasadena (SSN 752) destroyed Victor II 07:46:27 --- --- USS Pasadena (SSN 752) Survived Tactics: The Victor II is the "beater". He's the noisy one to attract attention while the Akula lies in wait... Don't fall for it. Go around the Victor (he's just moving back and forth) and you'll find the Akula. Go beyond that, and you'll find the Delta. NEVER be closer than 7500 yards to any one or they'll detect you. When you find the Delta, launch a torpedo at each sub you're tracking, then get ready to evade. Note: once when I played this scenario, I fired three torpedoes, none of them hit, but three Russian subs manage to sink each other! 9.5 SINGLE MISSION 5: FIDEL'S FOLLY Sneak into Cuban harbor and sink cargo ship. It contains cargo US does not wish to leave port. Critical Goals: Kill Cargo Ship: 800 points Non-Critical Goals: Kill Grisha: 200 points Penalties: Detected by Helix 2: -100 points Detected by Helix 1: -100 points Sink the wrong ship: -??? Time Range Bearing Event 13:16:37 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:19:56 6278 068 Helix detected USS Pasadena (SSN 752) 13:19:56 6533 358 Helix detected USS Pasadena (SSN 752) 13:22:09 --- --- Helix launched: Torpedo-40cm 13:22:43 --- --- USS Pasadena (SSN 752) launched: Static CM 13:23:10 --- --- Helix launched: Torpedo-40cm 13:24:08 --- --- USS Pasadena (SSN 752) launched: Static CM 13:25:21 --- --- USS Pasadena (SSN 752) launched: Static CM 13:25:32 --- --- Helix launched: Torpedo-40cm 13:26:04 --- --- USS Pasadena (SSN 752) launched: Static CM 13:26:51 --- --- USS Pasadena (SSN 752) launched: Static CM 13:27:06 478 324 Helix destroyed Static CM 13:29:03 --- --- Helix launched: Torpedo-40cm 13:29:26 --- --- USS Pasadena (SSN 752) launched: Static CM 13:30:34 --- --- USS Pasadena (SSN 752) launched: Static CM 13:36:48 --- --- USS Pasadena (SSN 752) launched: Static CM 13:37:06 --- --- USS Pasadena (SSN 752) launched: Static CM 13:37:24 --- --- USS Pasadena (SSN 752) launched: Static CM 13:37:42 --- --- USS Pasadena (SSN 752) launched: Static CM 13:38:00 --- --- USS Pasadena (SSN 752) launched: Static CM 13:38:06 5503 204 Helix destroyed Static CM 13:38:06 5514 203 Helix destroyed Static CM 13:49:53 24365 356 Helix destroyed Power Boat 14:09:38 --- --- USS Pasadena (SSN 752) launched: ADCAP 14:09:39 --- --- USS Pasadena (SSN 752) launched: ADCAP 14:15:26 12358 332 USS Pasadena (SSN 752) destroyed ADCAP 14:15:26 12476 332 USS Pasadena (SSN 752) destroyed Cargo Ship 14:15:26 12494 331 USS Pasadena (SSN 752) destroyed Dock 14:16:30 --- --- Merchant ran aground 14:16:49 73 315 Dock collided with Merchant 14:53:15 7209 269 Helix detected USS Pasadena (SSN 752) 14:53:15 6663 273 Helix detected USS Pasadena (SSN 752) 16:11:56 --- --- USS Pasadena (SSN 752) launched: ADCAP 16:11:57 --- --- USS Pasadena (SSN 752) launched: ADCAP 16:31:31 28901 068 USS Pasadena (SSN 752) destroyed Grisha 16:37:05 --- --- USS Pasadena (SSN 752) Survived 16:37:05 --- --- Merchant Survived 16:37:05 --- --- Fishing Boat Survived 16:37:05 --- --- Trawler Survived 16:37:05 --- --- Sail Boat Survived 16:37:05 --- --- Cruise Ship Survived 16:37:05 --- --- Helix Survived 16:37:05 --- --- Helix Survived Tactics: Nasty mission. The Helixes are patrolling the channel heavily and will drop torpedoes at any suspicious contact they see. It's probably impossible to avoid being detected by the Helixes unless you go WAY south and then sneak through the minefield to the west. Either way, the target cargo ship is tied up at the pier. The radio message about a large ship leaving is false. That large ship is a CRUISE ship. If you sink it, you'll get in BIG trouble. The Helixes will probably sink several civilian ships in this mission. Too bad. You have three choices to take out the cargo ship: TLAM, Harpoon, or torpedo. TLAM: you see the two piers on the weapons map. Just assign one TLAM each and that should take care of the cargo ship tied up next to it as well. Beware of Helixes. Technically, you only need to hit the western dock (that's the one with the ship), but you're not supposed to know that. (ha- ha) Harpoon: almost same as TLAM, except you shoot them down the channel instead of over land like TLAMs. Beware of Helixes. If your activation range is off you may end up killing some neutral ships. Torpedo: fire them at long range and try to sneak them into the channel pre- enabled, so they don't hit any neutral shipping. Then once in the area, steer them into the target. Fire the torpedoes at a VERY shallow depth (60 ft) and set them to VERY shallow depth as well, so that they don't bury themselves in the silt in the Cuban harbor. Of course, you can try sneak into the harbor, but the Helixes will pound you if they find you. 9.6 SINGLE MISSION 6: OSCAR-WINNING PERFORMANCE Protect Nimitz, sink a Russian rebel Oscar II Critical Goals: Kill Oscar: 200 points Non-Critical Goals: Nimitz Must Survive: 400 points Arleigh Burke Must Survive: 400 points Time Range Bearing Event 18:14:42 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:14:43 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:21:16 --- --- Oscar II launched: Static CM 18:21:16 --- --- Oscar II launched: Static CM 18:22:09 11904 347 USS Pasadena (SSN 752) destroyed Static CM 18:22:09 11904 347 USS Pasadena (SSN 752) destroyed Static CM 18:22:45 12199 341 USS Pasadena (SSN 752) destroyed Oscar II 18:22:45 52461 328 Arleigh Burke detected Oscar II 18:28:58 --- --- USS Pasadena (SSN 752) Survived 18:28:58 --- --- Nimitz Survived 18:28:58 --- --- Arleigh Burke Survived 18:28:58 --- --- Cargo Ship Survived 18:28:58 --- --- Trawler Survived 18:28:58 --- --- Merchant Survived Tactics: Easy mission. Head north, and you'll hear the Oscar coming at a decent speed. Keep your distance, and stay at periscope depth to get the latest radio message. As soon as you get weapons free, launch the killing shot. Technically, you can shoot even before that, but why violate orders when you don't have to? 9.7 SINGLE MISSION 7: AGAINST ALL ODDS Penetrate a Soviet/Russian carrier escort screen and sink the Kuznetsov- class carrier Critical Goals: Kill Kuznetsov: 700 points Non-Critical Goals: Kill Slava 1: 50 points Kill Slava 2: 50 points Kill Akula 1: 100 points Kill Akula 2: 100 points Penalties: Detected by Akula 1: -150 points Detected by Akula 2: -150 points Detected by ???????: -??? Time Range Bearing Event 06:26:22 --- --- USS Pasadena (SSN 752) launched: Harpoon 06:26:22 18253 066 Helix detected USS Pasadena (SSN 752) 06:26:23 --- --- USS Pasadena (SSN 752) launched: Harpoon 06:26:23 --- --- USS Pasadena (SSN 752) launched: Harpoon 06:26:24 --- --- USS Pasadena (SSN 752) launched: Harpoon 06:30:09 --- --- Slava launched: SAM 06:30:21 --- --- Slava launched: SAM 06:30:27 8037 097 Slava destroyed Harpoon 06:30:27 7881 097 Slava destroyed Harpoon 06:30:37 7087 062 Slava destroyed Harpoon 06:30:57 67192 291 USS Pasadena (SSN 752) destroyed Slava 06:31:11 --- --- Slava launched: SAM 06:31:39 --- --- Slava launched: SAM 06:40:29 --- --- Helix launched: Torpedo-40cm 06:41:05 --- --- USS Pasadena (SSN 752) launched: Static CM 06:43:03 --- --- Helix launched: Torpedo-40cm 06:43:04 --- --- USS Pasadena (SSN 752) launched: Static CM 06:43:34 --- --- USS Pasadena (SSN 752) launched: Static CM 06:43:56 --- --- USS Pasadena (SSN 752) launched: Static CM 06:44:21 --- --- USS Pasadena (SSN 752) launched: Static CM 06:44:34 5123 271 Helix destroyed Static CM 06:44:34 5042 269 Helix destroyed Static CM 06:44:34 4953 269 Helix destroyed Static CM 06:47:33 --- --- USS Pasadena (SSN 752) launched: Static CM 06:47:51 --- --- USS Pasadena (SSN 752) launched: Static CM 06:48:04 --- --- USS Pasadena (SSN 752) launched: Static CM 06:48:14 --- --- USS Pasadena (SSN 752) launched: Static CM 06:48:31 --- --- USS Pasadena (SSN 752) launched: Static CM 06:48:36 --- --- USS Pasadena (SSN 752) launched: Static CM 06:48:41 --- --- USS Pasadena (SSN 752) launched: Static CM 06:48:59 --- --- USS Pasadena (SSN 752) launched: Static CM 06:49:01 --- --- USS Pasadena (SSN 752) launched: Static CM 06:49:13 9927 271 Helix destroyed Static CM 06:49:13 9916 271 Helix destroyed Static CM 07:00:26 33195 122 Akula detected USS Pasadena (SSN 752) 07:01:56 --- --- Akula launched: Torpedo-65cm 07:12:13 31312 135 Akula detected USS Pasadena (SSN 752) 07:12:37 36159 143 Akula detected USS Pasadena (SSN 752) 07:13:48 --- --- Akula launched: Torpedo-65cm 07:15:23 --- --- USS Pasadena (SSN 752) launched: Static CM 07:18:22 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:18:23 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:20:34 --- --- Akula launched: Torpedo-65cm 07:33:41 --- --- Akula launched: Torpedo-65cm 07:37:42 --- --- Akula launched: Static CM 07:37:42 --- --- Akula launched: Static CM 07:39:01 --- --- Akula launched: Torpedo-65cm 07:39:41 32374 339 USS Pasadena (SSN 752) destroyed ADCAP 07:39:41 49365 127 Kuznetsov detected USS Pasadena (SSN 752) 07:39:41 32207 339 USS Pasadena (SSN 752) destroyed Akula 07:41:59 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:42:01 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:49:09 37970 132 Slava detected USS Pasadena (SSN 752) 08:01:51 34071 181 Akula detected USS Pasadena (SSN 752) 08:03:55 --- --- Akula launched: Torpedo-65cm 08:23:04 33922 192 Akula detected USS Pasadena (SSN 752) 08:24:34 --- --- Akula launched: Torpedo-65cm 08:38:44 --- --- USS Pasadena (SSN 752) launched: ADCAP 08:43:13 --- --- Akula launched: Torpedo-65cm 08:44:16 --- --- USS Pasadena (SSN 752) launched: Static CM 08:44:24 --- --- USS Pasadena (SSN 752) launched: Static CM 08:44:51 --- --- USS Pasadena (SSN 752) launched: Static CM 08:45:29 --- --- Slava launched: Torpedo-53cm 08:45:40 --- --- USS Pasadena (SSN 752) launched: Static CM 08:46:09 --- --- Slava launched: Torpedo-53cm 08:46:50 --- --- USS Pasadena (SSN 752) launched: Static CM 08:47:09 25151 219 Helix detected USS Pasadena (SSN 752) 08:47:28 34051 215 Akula destroyed Static CM 08:47:28 34064 215 Akula destroyed Static CM 08:47:39 --- --- Helix launched: Torpedo-40cm 08:48:28 --- --- Slava launched: Torpedo-53cm 08:48:33 --- --- Helix launched: Torpedo-40cm 08:52:49 19087 006 USS Pasadena (SSN 752) destroyed Slava 08:59:52 --- --- USS Pasadena (SSN 752) launched: Static CM 09:00:32 --- --- USS Pasadena (SSN 752) launched: Static CM 09:00:39 --- --- USS Pasadena (SSN 752) launched: Static CM 09:01:19 18715 197 Slava destroyed Static CM 09:04:07 --- --- Akula launched: Torpedo-65cm 09:07:58 --- --- USS Pasadena (SSN 752) launched: Static CM 09:11:43 --- --- USS Pasadena (SSN 752) launched: Static CM 09:33:01 28122 250 Akula detected USS Pasadena (SSN 752) 09:35:13 --- --- Akula launched: Torpedo-65cm 09:39:40 --- --- USS Pasadena (SSN 752) launched: Harpoon 09:39:40 29861 141 Kuznetsov detected USS Pasadena (SSN 752) 09:39:43 --- --- USS Pasadena (SSN 752) launched: Harpoon 09:39:45 --- --- USS Pasadena (SSN 752) launched: Harpoon 09:41:42 28520 323 USS Pasadena (SSN 752) attacked Kuznetsov 09:41:42 --- --- Harpoon damaged Kuznetsov 09:41:46 28487 323 USS Pasadena (SSN 752) attacked Kuznetsov 09:41:46 --- --- Harpoon damaged Kuznetsov 09:41:47 28479 323 USS Pasadena (SSN 752) destroyed Kuznetsov 09:43:30 29815 262 Akula detected USS Pasadena (SSN 752) 09:52:04 --- --- Akula launched: Torpedo-65cm 09:53:05 29948 266 Akula detected USS Pasadena (SSN 752) 10:52:44 --- --- USS Pasadena (SSN 752) launched: ADCAP 11:03:36 17012 030 USS Pasadena (SSN 752) destroyed Akula 11:05:42 7627 260 Helix detected USS Pasadena (SSN 752) 11:08:04 --- --- USS Pasadena (SSN 752) Survived 11:08:04 --- --- Helix Survived 11:08:04 --- --- Helix Survived 11:08:04 --- --- Trawler Survived Tactics: This mission is probably the most difficult mission in the whole game. The Helixes are just about everywhere, and avoiding them is just about impossible if you take the frontal approach. The Akulas can ruin your day if you get too close, and Slavas in pairs are just about Harpoon proof. There may or may not be a thermocline to hide behind. As you can see, I had a hard time in this mission, and just about exhausted my decoys when I killed the last Akula. You have two approaches: frontal assault, or end-run. If you choose frontal assault, you'll need some luck avoiding the Helixes while you take care of the two Akulas acting as vanguard. Consider using passive torpedoes to take out the Akulas. Then circle in place as the Slavas and Kuznetsov come to you, but you will need to avoid the Helixes. Kuznetsov needs three hits to sink, so you'll need to reload at least once. If the Helixes pound you with torpedoes, the Akulas and the Slavas will join in, as you see from that wild melee above. It involves more luck than tactics. End-run may be easier. Head south immediately at max depth, flank speed, and open the range 15-20 miles from their eastward track. Then circle around behind them, after the Helixes and Akulas went past. Then use deep sprinting to catch up, and take out the surface ships with torpedoes up their baffles. Then you can stay around to get the subs for extra points, or just quit the mission here. 9.8 SINGLE MISSION 8: REBEL YELL II Eliminate a rebel Akula sub that may be trying to attack the Nimitz. Critical Goals: Kill Akula: 1000 points Penalties: Detected by Akula: -100 Time Range Bearing Event 18:08:47 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:08:50 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:18:57 --- --- Akula launched: Static CM 18:18:57 --- --- Akula launched: Static CM 18:19:54 17351 249 USS Pasadena (SSN 752) destroyed ADCAP 18:19:54 17264 249 USS Pasadena (SSN 752) destroyed Akula 18:19:54 55478 225 Nimitz detected Akula 18:25:08 --- --- USS Pasadena (SSN 752) Survived 18:25:08 --- --- Nimitz Survived 18:25:08 --- --- Oiler Survived 18:25:08 --- --- Arleigh Burke Survived 18:25:08 --- --- Spruance Survived 18:25:08 --- --- Perry Survived 18:25:08 --- --- Container Ship Survived 18:25:08 --- --- Tanker Survived Tactics: Easy mission. Akula just charge in. One torpedo should do it. Ignore the part of the order about "hostile intent". If it comes close, shoot it. 9.9 SINGLE MISSION 9: KEEP THE PETROL FLOWING Two Kilo subs are attacking merchant shipping. They are closing in on a disabled tanker. Destroy the Kilos. Critical Goals: Kill Kilo 2: 500 points Kill Kilo 1: 500 points Time Range Bearing Event 08:17:36 --- --- USS Pasadena (SSN 752) launched: ADCAP 08:17:37 --- --- USS Pasadena (SSN 752) launched: ADCAP 08:17:39 --- --- USS Pasadena (SSN 752) launched: ADCAP 08:17:40 --- --- USS Pasadena (SSN 752) launched: ADCAP 08:21:28 6264 264 USS Pasadena (SSN 752) destroyed ADCAP 08:21:28 6398 263 USS Pasadena (SSN 752) destroyed Kilo 08:30:09 12004 317 USS Pasadena (SSN 752) destroyed Kilo 08:30:26 11978 317 USS Pasadena (SSN 752) destroyed Kilo 08:31:45 --- --- USS Pasadena (SSN 752) Survived 08:31:45 --- --- Tanker Survived 08:31:45 --- --- Trawler Survived Tactics: Easy. When you get the coordinates of the tanker, head there at flank speed (don't worry about cavitation). Get within 10 miles of there, then slow to a decent pace (5 knots) and start listening for the Kilos. Those two should pop up easily. When you get good solutions to both of them, take them out. 9.10 SINGLE MISSION 10: LET MY PEOPLE GO Drop off some SEALs for a rescue op, then pick them up. Critical Goals: Drop-off SEALS: 400 points Pick up SEALS: 400 points Non-Critical Goals: Kill Turya 3: 100 points Kill Turya 2: 100 points Kill Turya 1: 100 points Penalties: Detected by Turya 3: -50 points Detected by Turya 2: -50 points Detected by Turya 1: -50 points Time Range Bearing Event 00:00:48 21976 343 Turya detected USS Pasadena (SSN 752) 00:02:44 11095 343 Turya detected USS Pasadena (SSN 752) 00:02:44 15022 125 Helix detected USS Pasadena (SSN 752) 00:03:16 --- --- USS Pasadena (SSN 752) launched: Harpoon 00:03:20 --- --- USS Pasadena (SSN 752) launched: Harpoon 00:03:25 --- --- USS Pasadena (SSN 752) launched: ADCAP 00:03:31 --- --- USS Pasadena (SSN 752) launched: ADCAP 00:11:07 13310 161 USS Pasadena (SSN 752) destroyed ADCAP 00:11:07 13214 161 USS Pasadena (SSN 752) destroyed Turya 00:22:55 --- --- USS Pasadena (SSN 752) launched: ADCAP 00:38:20 --- --- Turya ran aground 00:38:21 --- --- Turya ran aground 00:38:53 21538 209 USS Pasadena (SSN 752) destroyed Turya 00:55:02 --- --- USS Pasadena (SSN 752) launched: ADCAP 01:13:26 31733 099 USS Pasadena (SSN 752) destroyed Turya 01:43:43 --- --- USS Pasadena (SSN 752) dropped off Seal- Team 02:01:40 4989 220 USS Pasadena (SSN 752) destroyed Dock 02:08:31 --- --- USS Pasadena (SSN 752) performed emergency blow 02:09:45 --- --- USS Pasadena (SSN 752) picked up Seal-Team 02:10:31 --- --- USS Pasadena (SSN 752) Survived 02:10:31 --- --- Helix Survived Tactics: get there fast, but no cavitation, unless you want to attract a lot of attention from the Turyas and Helixes. Hug the ocean floor, and take out the Turyas if you feel like it. Once you get to the launch point, go 65 ft and 2 knots, and eventually the SEALs will leave. Once you hear things got blown up, SEALs are on their way back. Go back to the same point. As the freed hostages are coming also, it's time to surface the ship. Once they're close, surface, and wait for them to board. Use the HF Minehunting sonar to get REALLY close. Get there before 2AM or you'll be too late. 9.11 SINGLE MISSION 11: NEED A LIFT? Transport the DSRV near a downed friendly sub, eliminate any threats in the area. There is a time limit on this mission. Critical Goals: Recover DSRV: 400 points Launch DSRV by 15:00: 400 points Non-Critical Goals: Kill Kilo 2: 100 points Kill Kilo 1: 100 points Penalties: Detected by Kilo 1: -100 Detected by Kilo 2: -100 Time Range Bearing Event 13:07:55 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:07:57 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:18:40 --- --- Kilo launched: Static CM 13:18:40 --- --- Kilo launched: Static CM 13:19:43 18525 006 USS Pasadena (SSN 752) destroyed Static CM 13:19:43 18525 006 USS Pasadena (SSN 752) destroyed Static CM 13:20:16 18667 004 USS Pasadena (SSN 752) destroyed Kilo 13:33:08 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:33:08 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:39:54 9606 356 USS Pasadena (SSN 752) destroyed ADCAP 13:39:54 9667 356 USS Pasadena (SSN 752) destroyed Kilo 14:28:50 --- --- USS Pasadena (SSN 752) dropped off DSRV 17:20:54 --- --- USS Pasadena (SSN 752) picked up DSRV 17:23:57 --- --- USS Pasadena (SSN 752) Survived 17:23:57 --- --- Trafalgar Survived 17:23:57 --- --- Fishing Boat Survived 17:23:57 --- --- Tanker Survived Tactics: Go around the minefield (either east or west), and then slow down and wait for the Kilos to show up. Kill the Kilos, get to the launch point, and see the DSRV go off and later come back. It will take a LONG time as the DSRV only goes about 3 knots. Save the game after you kill the Kilos. Sometimes the DSRV gets stuck and won't go anywhere after you launch it. In that case, reload the game and try again. 10 Campaign Missions The campaign involves travelling to four regions of the globe and put out some regional fires for the US of A... In campaign missions, your loadout are limited to what you can carry with you, so don't waste any torpedoes. You're likely to run out or torpedoes in Region 4, so start learning to be stingy on torpedoes and Harpoons. 10.1 REGION 1, MISSION 1: SEALING THEIR FATE (PART 1 OF 2) Drop off some SEALs without being detected. Critical Goals: Arrive at launch point: 1000 points Penalties: Detected by Foxtrot: -500 Detected by Koni: -??? Detected by Osa: -??? Time Range Bearing Event 03:35:39 --- --- USS Pasadena (SSN 752) dropped off Seal- Team 03:36:47 --- --- USS Pasadena (SSN 752) Survived 03:36:47 --- --- Osa Survived 03:36:47 --- --- Foxtrot Survived 03:36:47 --- --- Merchant Survived 03:36:47 --- --- Koni Survived 03:36:47 --- --- Tanker Survived 03:36:47 --- --- Sail Boat Survived 03:36:47 --- --- Trawler Survived 03:36:47 --- --- Seal-Team Survived Tactics: This is easy. You have MUCH better sonar than they do, right? Find the Foxtrot, avoid it, and get to the SEAL launch point before 4AM. If they don't launch, you're too late. Once they launch and you get the points, you can end the mission. Ignore the part in the order about evade 25 miles to south. 10.2 REGION 1, MISSION 2: SEALING THEIR FATE (PART 2 OF 2) Pick up the SEAL team you dropped off earlier. Feel free to take out elements of the Cuban Navy if they get in your way. Critical Goals: Pick-up SEAL Team: 700 points Non-Critical Goals: Kill Foxtrot 1: 200 points Kill OSA 2: 200 points Kill Grisha: 200 points Kill OSA 1: 200 points Kill Foxtrot 2: 200 points Time Range Bearing Event 18:06:15 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:26:52 22864 320 USS Pasadena (SSN 752) destroyed Osa 18:37:22 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:44:49 11067 309 USS Pasadena (SSN 752) destroyed Osa 18:59:19 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:07:40 11591 115 USS Pasadena (SSN 752) destroyed Grisha 19:10:03 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:10:05 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:20:55 --- --- Foxtrot launched: Static CM 19:20:55 --- --- Foxtrot launched: Static CM 19:23:12 --- --- Foxtrot launched: Static CM 19:23:12 --- --- Foxtrot launched: Static CM 19:24:02 19986 306 USS Pasadena (SSN 752) destroyed Static CM 19:24:02 19986 306 USS Pasadena (SSN 752) destroyed Static CM 19:24:22 14026 037 USS Pasadena (SSN 752) destroyed Foxtrot 19:27:50 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:28:53 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:38:25 --- --- Foxtrot launched: Static CM 19:38:25 --- --- Foxtrot launched: Static CM 19:39:27 --- --- Foxtrot launched: Static CM 19:39:27 --- --- Foxtrot launched: Static CM 19:39:28 16453 284 USS Pasadena (SSN 752) destroyed Static CM 19:39:28 16453 284 USS Pasadena (SSN 752) destroyed Static CM 19:40:28 --- --- Foxtrot launched: Static CM 19:40:28 --- --- Foxtrot launched: Static CM 19:40:30 16048 284 USS Pasadena (SSN 752) destroyed Static CM 19:40:30 16048 284 USS Pasadena (SSN 752) destroyed Static CM 19:40:30 16047 284 USS Pasadena (SSN 752) destroyed Foxtrot 19:51:52 --- --- USS Pasadena (SSN 752) picked up Seal-Team 19:54:01 --- --- USS Pasadena (SSN 752) Survived 19:54:01 --- --- Cargo Ship Survived 19:54:01 --- --- Trawler Survived Tactics: you're a little short on time, but now you're weapons-free. Shoot anything that stand in your way. Head for the pickup point at a decent speed (15-20 knots should do it) and periodically slow down to listen for nearby contacts. You'll find two subs nearby the pickup point, the rest patrolling outside. Killing the Foxtrots is probably needed. Once you picked up the SEALs, you can go after the rest of the patrols for points, or just end the mission. 10.3 REGION 1, MISSION 3: DOING DRUGS Launch TLAM strike against drug factories in Cuba Critical Goals: Arrive at Launch Point: 100 points Destroy Drug Factory 1: 125 points Destroy Drug Factory 2: 125 points Destroy Drug Factory 3: 125 points Destroy Drug Factory 4: 125 points Non-Critical Goals: Kill Osa 1: 100 points Kill Osa 2: 100 points Kill Osa 3: 100 points Time Range Bearing Event 12:47:34 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:47:40 --- --- USS Pasadena (SSN 752) launched: Tomahawk 12:47:40 17899 038 Osa detected USS Pasadena (SSN 752) 12:47:40 33895 250 Osa detected USS Pasadena (SSN 752) 12:47:40 37982 227 Helix detected USS Pasadena (SSN 752) 12:47:53 --- --- USS Pasadena (SSN 752) launched: Tomahawk 12:47:57 --- --- USS Pasadena (SSN 752) launched: Tomahawk 12:48:01 --- --- USS Pasadena (SSN 752) launched: Tomahawk 12:48:05 --- --- USS Pasadena (SSN 752) launched: Tomahawk 12:48:41 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:48:43 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:53:20 --- --- USS Pasadena (SSN 752) launched: Tomahawk 12:53:25 --- --- USS Pasadena (SSN 752) launched: Tomahawk 12:53:29 --- --- USS Pasadena (SSN 752) launched: Tomahawk 12:53:33 --- --- USS Pasadena (SSN 752) launched: Tomahawk 12:54:53 12909 212 USS Pasadena (SSN 752) destroyed Osa 12:55:45 --- --- SAM Bunker launched: SAM 12:56:12 --- --- SAM Bunker launched: SAM 12:56:40 --- --- SAM Bunker launched: SAM 12:56:44 0 000 SAM Bunker destroyed 12:58:39 --- --- SAM Bunker launched: SAM 12:59:07 --- --- SAM Bunker launched: SAM 12:59:35 --- --- SAM Bunker launched: SAM 13:00:03 --- --- SAM Bunker launched: SAM 13:00:31 --- --- SAM Bunker launched: SAM 13:00:59 --- --- SAM Bunker launched: SAM 13:01:11 --- --- SAM Bunker launched: SAM 13:01:26 --- --- SAM Bunker launched: SAM 13:01:39 --- --- SAM Bunker launched: SAM 13:01:54 --- --- SAM Bunker launched: SAM 13:02:07 --- --- SAM Bunker launched: SAM 13:02:11 163271 340 USS Pasadena (SSN 752) destroyed Drug Factory 13:02:22 --- --- SAM Bunker launched: SAM 13:02:29 163956 030 USS Pasadena (SSN 752) destroyed Tomahawk 13:02:29 164468 029 USS Pasadena (SSN 752) destroyed Drug Factory 13:02:35 --- --- SAM Bunker launched: SAM 13:02:50 --- --- SAM Bunker launched: SAM 13:03:03 --- --- SAM Bunker launched: SAM 13:03:18 --- --- SAM Bunker launched: SAM 13:03:30 --- --- SAM Bunker launched: SAM 13:03:46 --- --- SAM Bunker launched: SAM 13:03:59 --- --- SAM Bunker launched: SAM 13:04:14 --- --- SAM Bunker launched: SAM 13:04:26 --- --- SAM Bunker launched: SAM 13:04:42 --- --- SAM Bunker launched: SAM 13:04:44 170803 352 USS Pasadena (SSN 752) destroyed Drug Factory 13:05:10 --- --- SAM Bunker launched: SAM 13:05:38 --- --- SAM Bunker launched: SAM 13:06:00 160663 016 USS Pasadena (SSN 752) destroyed Drug Factory 13:06:05 --- --- SAM Bunker launched: SAM 13:06:11 --- --- SAM Bunker launched: SAM 13:06:34 --- --- SAM Bunker launched: SAM 13:06:39 --- --- SAM Bunker launched: SAM 13:07:01 --- --- SAM Bunker launched: SAM 13:07:07 --- --- SAM Bunker launched: SAM 13:07:29 --- --- SAM Bunker launched: SAM 13:07:35 --- --- SAM Bunker launched: SAM 13:07:50 162390 340 USS Pasadena (SSN 752) destroyed Drug Factory 13:08:22 163615 030 USS Pasadena (SSN 752) destroyed Drug Factory 13:09:31 170016 352 USS Pasadena (SSN 752) destroyed Drug Factory 13:11:47 159739 016 USS Pasadena (SSN 752) destroyed Drug Factory 13:11:57 20984 060 USS Pasadena (SSN 752) destroyed Osa 13:24:37 --- --- USS Pasadena (SSN 752) launched: Harpoon 13:27:27 --- --- Osa launched: SAM 13:27:57 --- --- Osa launched: SAM 13:28:06 3622 007 Osa destroyed Harpoon 13:28:39 --- --- Osa launched: SAM 13:29:08 --- --- Osa launched: SAM 13:44:22 --- --- Helix launched: Torpedo-40cm 13:44:45 --- --- USS Pasadena (SSN 752) launched: Static CM 13:45:18 --- --- Helix launched: Torpedo-40cm 15:54:41 --- --- USS Pasadena (SSN 752) launched: ADCAP 15:59:56 6896 123 USS Pasadena (SSN 752) destroyed Osa 16:01:30 --- --- USS Pasadena (SSN 752) Survived 16:01:30 --- --- Helix Survived 16:01:30 --- --- Trawler Survived 16:01:30 --- --- Container Ship Survived 16:01:30 --- --- Helix Survived 16:01:30 --- --- Helix Survived 16:01:30 --- --- Trawler Survived 16:01:30 --- --- SAM Bunker Survived 16:01:30 --- --- SAM Bunker Survived 16:01:30 --- --- SAM Bunker Survived 16:01:30 --- --- SAM Bunker Survived 16:01:30 --- --- SAM Bunker Survived 16:01:30 --- --- SAM Bunker Survived 16:01:30 --- --- SAM Bunker Survived 16:01:30 --- --- SAM Bunker Survived Tactics: Even though the orders only say three targets, by reading the goal list, you KNOW there's going to be a fourth target radioed to you when the launch time comes. Feel free to kill all patrol boats you encounter. They have SAMs that can shoot down your TLAMs if they get too close. Then it's just a regular TLAM strike mission, except for those Helixes. 10.4 REGION 1, MISSION 4: CRUSH THE CARTEL Sneak into a Colombian harbor and sink two ships carrying drugs. Critical Goals: Kill Container Ship 1: 500 points Kill Container Ship 2: 500 points Penalties: Detected by FS 1500 1: -??? Detected by FS 1500 2: -??? Time Range Bearing Event 07:09:52 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:09:52 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:09:54 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:09:55 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:11:12 1973 127 USS Pasadena (SSN 752) destroyed ADCAP 07:11:12 14457 262 Container Ship detected USS Pasadena (SSN 752) 07:11:12 2077 126 USS Pasadena (SSN 752) destroyed Container Ship 07:19:12 16986 074 USS Pasadena (SSN 752) destroyed ADCAP 07:19:12 17022 074 USS Pasadena (SSN 752) destroyed Container Ship 07:25:31 --- --- USS Pasadena (SSN 752) Survived 07:25:31 --- --- FS 1500 Survived 07:25:31 --- --- FS 1500 Survived 07:25:31 --- --- Cargo Ship Survived 07:25:31 --- --- Fishing Boat Survived 07:25:31 --- --- Cruise Ship Survived Tactics: This one is tough... There are TWO Colombian FS 1500 patrol boats nearby, and you are NOT allowed to shoot them! What's worse, the intelligence is wrong... Those two container ships are leaving the harbor now! One of them will steam straight north. The other will try to hug the eastern coastline out of the harbor. If you get past the patrol boats you should see them. Remember, use torpedoes, and make CERTAIN of the targets before shooting. You can get into periscope range, so confirm your target before engaging. 10.5 REGION 1, MISSION 5: SNATCH THE BOSS Sink a pleasure yacht carrying the drug lord, without waking up the Colombian navy. Critical Goals: Kill Dom Hasquez: 1000 points Penalties: Detected by FS1500-2: -300 points Detected by FS1500-1: -??? Time Range Bearing Event 12:01:39 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:08:22 14790 133 FS 1500 detected USS Pasadena (SSN 752) 12:17:08 29077 065 USS Pasadena (SSN 752) destroyed Pleasure Boat 12:17:49 --- --- USS Pasadena (SSN 752) Survived 12:17:49 --- --- FS 1500 Survived 12:17:49 --- --- Fishing Boat Survived 12:17:49 --- --- Cargo Ship Survived 12:17:49 --- --- FS 1500 Survived Tactics: Shallow water again, and those FS 1500's are REALLY annoying. Dom Hasquez is in the pleasure boat heading WEST out of the harbor. If you see a red contact way off to the east, that's him. Somehow I ALWAYS get detected by the FS 1500, even though I'm quite a ways away from it. 10.6 INTERMISSION That concludes region 1... You'll resupply at Spain for the next regional assignment. Add any upgrades or assistants as you need. Take a mix of Harpoons and ADCAPS at the reload. You don't need any mines. I'd recommend six Harpoons and the rest ADCAPs. Or you can go all torpedoes. 10.7 REGION 2, MISSION 1: R0/R0, ROW YOUR BOAT Sink a mine-laying ship mining the Adriatic Sea. However, there may be a sub nearby... Critical Goals: Sink the R0-R0: 800 Non-Critical Goals: Sink the Heroj: 200 Penalties: Detected by the Heroj: -??? Time Range Bearing Event 06:56:50 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:08:45 15624 047 USS Pasadena (SSN 752) destroyed Heroj 07:35:03 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:40:41 9279 086 USS Pasadena (SSN 752) destroyed Roll-on Roll-off 07:43:04 --- --- USS Pasadena (SSN 752) Survived 07:43:04 --- --- Container Ship Survived 07:43:04 --- --- Trawler Survived 07:43:04 --- --- Container Ship Survived 07:43:04 --- --- Fishing Boat Survived Tactics: From reading the goals, you can tell there's a Heroj sub nearby. So watch for it as you get close to the reported position of the minelayer, and remember to periodically turn on the minehunting sonar. There's plenty of neutral traffic around so don't get too trigger-happy. Once you find them, kill them. 10.8 REGION 2, MISSION 2: ACROSS THE LINE OF DEATH Protect the Nimitz from Libyan forces. An Osa missile boat and a Kilo sub is nearby, and probably will try to attack the Nimitz. Take them both out. Critical Goals: Kill Kilo: 200 points Arleigh Burke 2 Must Survive: 250 points Arleigh Burke 1 Must Survive: 250 points Nimitz Must Survive: 250 points Non-Critical Goals: Kill Osa: 50 points Time Range Bearing Event 12:00:01 101637 136 Arleigh Burke detected Osa 12:00:01 96461 132 Arleigh Burke detected Osa 12:00:09 101457 316 Osa detected Arleigh Burke 12:00:09 96279 312 Osa detected Arleigh Burke 12:00:13 104499 311 Osa detected Nimitz 12:01:00 60561 280 Kilo detected Arleigh Burke 12:01:00 59897 273 Kilo detected Arleigh Burke 12:01:32 103034 131 Nimitz detected Osa 12:13:08 --- --- Arleigh Burke launched: Harpoon 12:15:25 --- --- Arleigh Burke launched: Harpoon 12:16:32 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:17:04 --- --- Osa launched: SAM 12:17:11 --- --- Arleigh Burke launched: Harpoon 12:17:21 7037 311 Osa destroyed Harpoon 12:17:45 --- --- Osa launched: SAM 12:18:14 --- --- Osa launched: SAM 12:18:43 --- --- Osa launched: SAM 12:19:33 --- --- Osa launched: SAM 12:20:02 --- --- Osa launched: SAM 12:20:12 45991 262 Kilo detected Arleigh Burke 12:20:12 3594 258 Osa destroyed Harpoon 12:20:45 --- --- Osa launched: SAM 12:21:14 --- --- Osa launched: SAM 12:21:42 65695 131 Arleigh Burke attacked Osa 12:21:42 --- --- Harpoon damaged Osa 12:24:58 --- --- Kilo launched: Static CM 12:24:58 --- --- Kilo launched: Static CM 12:30:19 43581 258 Kilo detected Arleigh Burke 12:41:39 10183 014 USS Pasadena (SSN 752) destroyed Kilo 12:41:39 38166 074 Arleigh Burke detected Kilo 13:21:10 --- --- Arleigh Burke launched: Harpoon 13:23:45 --- --- Osa launched: SAM 13:24:02 7464 310 Osa destroyed Harpoon 13:24:31 --- --- Osa launched: SAM 13:25:01 --- --- Osa launched: SAM 13:37:01 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:44:29 --- --- Arleigh Burke launched: Harpoon 13:46:43 --- --- Osa launched: SAM 13:47:25 12071 158 USS Pasadena (SSN 752) destroyed Osa 13:51:54 --- --- USS Pasadena (SSN 752) Survived 13:51:54 --- --- Arleigh Burke Survived 13:51:54 --- --- Nimitz Survived 13:51:54 --- --- Arleigh Burke Survived 13:51:54 --- --- Cargo Ship Survived 13:51:54 --- --- Trawler Survived 13:51:54 --- --- Cargo Ship Survived 13:51:54 --- --- Merchant Survived Tactics: You got deeper water, but there are neutral traffic and biologicals all around to make your life difficult. The Kilo is coming from northeast, and the Osa from southeast. Take out the Kilo when you see it. The Burke should be Harpooning the Osa by itself, though as you can see, the Osa have good SAM coverage. Feel free to help out with an ADCAP. 10.9 REGION 2, MISSION 3: SURGICALLY REMOVED Conduct retaliatory TLAM strike on two Libyan airfields. Critical Goals: Arrive at Launch Point: 200 points Destroy Airport-1: 250 points Destroy Airport-2: 250 points Non-Critical Goals: Kill Krivak: 100 points Kill Koni: 100 points Kill Grisha: 100 points Time Range Bearing Event 19:00:08 --- --- USS Pasadena (SSN 752) launched: Harpoon 19:00:08 15013 089 Grisha detected USS Pasadena (SSN 752) 19:00:08 35203 044 Il-38 May detected USS Pasadena (SSN 752) 19:00:08 8429 041 Il-38 May detected USS Pasadena (SSN 752) 19:00:09 --- --- USS Pasadena (SSN 752) launched: Harpoon 19:00:15 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:00:17 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:00:37 --- --- Krivak launched: SAM 19:00:53 7078 304 Krivak destroyed Harpoon 19:01:19 16756 121 USS Pasadena (SSN 752) attacked Krivak 19:01:19 --- --- Harpoon damaged Krivak engine room 19:01:24 --- --- Krivak launched: SAM 19:01:45 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:01:47 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:01:48 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:01:49 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:01:50 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:01:52 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:01:53 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:01:54 --- --- USS Pasadena (SSN 752) launched: Tomahawk 19:01:58 16089 301 Krivak destroyed Tomahawk 19:02:23 --- --- Krivak launched: SAM 19:02:37 5418 306 Krivak destroyed Tomahawk 19:03:13 --- --- Krivak launched: SAM 19:03:41 --- --- Krivak launched: SAM 19:05:34 17622 201 Koni detected USS Pasadena (SSN 752) 19:09:20 13881 293 USS Pasadena (SSN 752) destroyed Grisha 19:11:22 20548 030 USS Pasadena (SSN 752) attacked Koni 19:11:22 --- --- ADCAP damaged Koni engine room 19:11:30 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:19:44 197908 121 USS Pasadena (SSN 752) destroyed Airport 19:20:16 197672 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:16 197672 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:16 197672 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:16 197672 121 USS Pasadena (SSN 752) destroyed Airport 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Explosion 19:20:44 197464 121 USS Pasadena (SSN 752) destroyed Airport 19:21:09 185481 106 USS Pasadena (SSN 752) destroyed Tomahawk 19:21:09 185666 106 USS Pasadena (SSN 752) destroyed Airport 19:21:18 185612 106 USS Pasadena (SSN 752) destroyed Explosion 19:21:18 185428 106 USS Pasadena (SSN 752) destroyed Explosion 19:21:18 185612 106 USS Pasadena (SSN 752) destroyed Airport 19:26:58 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:29:08 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:33:20 10169 083 USS Pasadena (SSN 752) destroyed Krivak 19:42:17 --- --- Il-38 May launched: Torpedo-53cm 19:42:48 --- --- Il-38 May launched: Torpedo-53cm 19:43:20 --- --- Il-38 May launched: Torpedo-53cm 19:43:52 --- --- Il-38 May launched: Torpedo-53cm 19:44:05 --- --- USS Pasadena (SSN 752) launched: Static CM 19:44:25 --- --- Il-38 May launched: Torpedo-53cm 19:44:56 --- --- Il-38 May launched: Torpedo-53cm 19:45:24 2860 342 Il-38 May destroyed Koni 19:45:28 --- --- Il-38 May launched: Torpedo-53cm 19:45:59 --- --- Il-38 May launched: Torpedo-53cm 19:47:33 9094 029 Il-38 May destroyed Koni 19:50:51 --- --- USS Pasadena (SSN 752) launched: Static CM 19:52:42 --- --- USS Pasadena (SSN 752) launched: Static CM 19:55:46 --- --- USS Pasadena (SSN 752) launched: Static CM 19:56:07 --- --- USS Pasadena (SSN 752) launched: Static CM 19:57:19 --- --- Il-38 May launched: Torpedo-53cm 19:57:50 --- --- Il-38 May launched: Torpedo-53cm 19:58:31 --- --- USS Pasadena (SSN 752) launched: Static CM 19:58:38 --- --- USS Pasadena (SSN 752) launched: Static CM 19:58:40 --- --- Il-38 May launched: Torpedo-53cm 19:58:55 4550 359 Il-38 May destroyed Static CM 19:58:55 4575 000 Il-38 May destroyed Static CM 19:59:12 --- --- Il-38 May launched: Torpedo-53cm 19:59:44 --- --- Il-38 May launched: Torpedo-53cm 20:00:24 --- --- USS Pasadena (SSN 752) launched: Static CM 20:00:57 --- --- USS Pasadena (SSN 752) launched: Static CM 20:01:23 4379 192 Il-38 May destroyed Static CM 20:01:28 --- --- USS Pasadena (SSN 752) launched: Static CM 20:01:30 --- --- USS Pasadena (SSN 752) launched: Static CM 20:02:03 --- --- USS Pasadena (SSN 752) launched: Static CM 20:02:43 --- --- USS Pasadena (SSN 752) Survived 20:02:43 --- --- Il-38 May Survived 20:02:43 --- --- Il-38 May Survived 20:02:43 --- --- SAM Bunker Survived 20:02:43 --- --- SAM Bunker Survived 20:02:43 --- --- SAM Bunker Survived 20:02:43 --- --- SAM Bunker Survived 20:02:43 --- --- SAM Bunker Survived 20:02:43 --- --- SAM Bunker Survived 20:02:43 --- --- SAM Bunker Survived 20:02:43 --- --- SAM Bunker Survived Tactics: Straightforward TLAM mission. Around the SAM sites, get the last second changes as usual, avoid the patrols if you feel like it, otherwise shoot them. The Koni requires more than one torpedo. The air patrols may give you a hard time. The Mays can be pretty persistent, as you can see above. Fortunately, they also peeled the Konis off my back. 10.10 INTERMISSION More shore leave and resupply at Diego Garcia, then off to Persian Gulf... Add any upgrades or assistants as you need. Take a mix of Harpoons and ADCAPs at the reload. You don't need any mines. I'd recommend six Harpoons and the rest ADCAPs, or all ADCAPs. 10.11 REGION 3, MISSION 1: STRAIT TO HELL Kilos are mining the Gulf. Sink two enemy Kilos and detect minefield. Critical Goals: Kill Kilo 2: 400 points Kill Kilo 1: 400 points Non-Critical Goals: Detect Mine 10: 50 points Detect Mine 9: 50 points Detect Mine 8: 50 points Detect Mine 7: 50 points Detect Mine 6: 50 points Detect Mine 5: 50 points Detect Mine 4: 50 points Detect Mine 3: 50 points Detect Mine 2: 50 points Detect Mine 1: 50 points Time Range Bearing Event 18:12:36 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:20:00 9832 206 USS Pasadena (SSN 752) destroyed Kilo 18:20:04 17572 061 Helix detected USS Pasadena (SSN 752) 18:37:54 --- --- Helix launched: Torpedo-40cm 18:38:44 --- --- Helix launched: Torpedo-40cm 18:38:47 --- --- USS Pasadena (SSN 752) launched: Static CM 18:40:09 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:50:36 31967 318 Helix detected USS Pasadena (SSN 752) 18:57:13 20440 019 Helix destroyed Tanker 18:58:54 --- --- Kilo launched: Static CM 18:58:54 --- --- Kilo launched: Static CM 18:59:42 15457 263 USS Pasadena (SSN 752) destroyed Kilo 19:04:09 --- --- Helix launched: Torpedo-40cm 19:04:44 --- --- USS Pasadena (SSN 752) launched: Static CM 19:05:14 --- --- Helix launched: Torpedo-40cm 19:17:10 --- --- USS Pasadena (SSN 752) launched: Static CM 19:19:37 716 324 Helix destroyed Fishing Boat 20:24:34 --- --- USS Pasadena (SSN 752) Survived 20:24:34 --- --- Tanker Survived 20:24:34 --- --- Helix Survived 20:24:34 --- --- Helix Survived 20:24:34 --- --- Trawler Survived Tactics: Could be nasty, but at least there's no real time limit, even though the mission was apparently designed with one in mind and taken out at the last minute. A tanker will head through the minefield if you don't do things quickly, but its survival is not on your goals list. My guess is the Helixes are known to torpedo neutral ships by mistake. The Helixes are a REAL pain, and the water is quite shallow. You'll need a little luck avoiding the Helixes, though they generally go after the biological contacts if you keep your distance. Otherwise... hope their torpedoes go after some other contacts. Note: you may need to turn on the Sonar Assistant to get the detection points, but others have reported that you can click on the dot in the HF sonar screen to designate target as well. Head for the first reported location of the Kilo and the minefield. Plot a series of markers along that N/S line. That'll be your search area for the mines. You should detect the first Kilo as you approach the mines. Kill it, then keep going west until you see the mines. If you detected a number OTHER than Mission 10, you're not north or west enough. Go northwest and find Mission 10 first. Then turn south and find the rest. When you hear the other Kilo across the minefield, take him out. You can go at a decent speed, say 15 knots, while hunting mines. You won't cavitate if you're deep enough, and you can cover good area while doing so. The mines are laid in two groups. The northern group has six mines, in two rows of three, slightly staggered. The southern group, across the deep channel, has four mines in two rows, again, slightly staggered. Once you find all the mines, end the mission. 10.12 REGION 3, MISSION 2: DUCK IN A SHOOTING GALLERY Drop off a SEAL team at an oil rig to blow it up, then pick them up. Critical Goals: Drop-off SEAL Team: 150 points Destroy Oil Rig - 1: 600 points SEAL Pick-up: 150 points Non-Critical Goals: Kill Kotor: 100 points Kill Koni: 100 points Time Range Bearing Event 18:11:10 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:16:15 20512 096 Koni detected USS Pasadena (SSN 752) 18:16:15 49197 044 Helix detected USS Pasadena (SSN 752) 18:19:22 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:27:29 25274 248 USS Pasadena (SSN 752) attacked Koni 18:27:29 --- --- ADCAP damaged Koni engine room 18:29:59 --- --- Helix launched: Torpedo-40cm 18:30:41 --- --- USS Pasadena (SSN 752) launched: Static CM 18:30:47 --- --- USS Pasadena (SSN 752) launched: Static CM 18:30:53 --- --- Helix launched: Torpedo-40cm 18:34:45 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:35:29 23568 241 USS Pasadena (SSN 752) destroyed Koni 19:15:40 --- --- USS Pasadena (SSN 752) launched: ADCAP 19:30:15 19221 250 USS Pasadena (SSN 752) destroyed Kotor 20:50:35 --- --- USS Pasadena (SSN 752) dropped off Seal- Team 21:01:26 --- --- USS Pasadena (SSN 752) launched: Static CM 21:01:28 --- --- USS Pasadena (SSN 752) launched: Static CM 21:07:05 --- --- USS Pasadena (SSN 752) ran aground 21:07:17 3197 248 USS Pasadena (SSN 752) destroyed Oil Rig 21:09:32 --- --- USS Pasadena (SSN 752) ran aground 21:10:02 --- --- USS Pasadena (SSN 752) ran aground 21:10:32 --- --- USS Pasadena (SSN 752) ran aground 21:11:02 --- --- USS Pasadena (SSN 752) ran aground 21:30:43 --- --- USS Pasadena (SSN 752) picked up Seal-Team 21:31:03 --- --- USS Pasadena (SSN 752) Survived 21:31:03 --- --- Oil Rig Survived 21:31:03 --- --- Helix Survived 21:31:03 --- --- Tanker Survived 21:31:03 --- --- Oiler Survived 21:31:03 --- --- Fishing Boat Survived Tactics: Straightforward mission except for the "wrong rig" message. If you feel like it, kill the surface ships while you're at it. The only complications are the shallow water, and the Helixes buzzing around. If you want to take out the Koni, use two torpedoes. A single torpedo only stops a Koni, doesn't sink it. I ran aground while dodging torpedoes. That's -200 right there! So be careful in the shallow waters. 10.13 REGION 3, MISSION 3: SINK THE NAVY Destroy the Iranian navy near their port. Critical Goals: Kill Grisha 2: 250 points Kill Grisha 1: 250 points Kill FS1500: 250 points Kill Kilo: 250 points Time Range Bearing Event 12:01:34 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:02:18 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:05:10 18170 217 FS 1500 detected USS Pasadena (SSN 752) 12:05:10 14868 234 Grisha detected USS Pasadena (SSN 752) 12:08:10 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:11:46 26248 085 Helix detected USS Pasadena (SSN 752) 12:13:34 19432 048 USS Pasadena (SSN 752) destroyed Grisha 12:15:33 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:18:39 25972 048 USS Pasadena (SSN 752) destroyed FS 1500 12:22:55 --- --- Helix launched: Torpedo-40cm 12:23:49 --- --- Helix launched: Torpedo-40cm 12:23:52 --- --- USS Pasadena (SSN 752) launched: Static CM 12:23:53 --- --- USS Pasadena (SSN 752) launched: Static CM 12:24:09 --- --- USS Pasadena (SSN 752) launched: Static CM 12:24:10 --- --- USS Pasadena (SSN 752) launched: Static CM 12:24:22 --- --- USS Pasadena (SSN 752) launched: Static CM 12:24:23 --- --- USS Pasadena (SSN 752) launched: Static CM 12:24:30 --- --- USS Pasadena (SSN 752) launched: Static CM 12:24:31 --- --- USS Pasadena (SSN 752) launched: Static CM 12:24:49 2942 100 Helix destroyed Static CM 12:24:49 2941 100 Helix destroyed Static CM 12:24:49 2895 099 Helix destroyed Static CM 12:24:49 2892 099 Helix destroyed Static CM 12:27:39 18804 353 USS Pasadena (SSN 752) destroyed Kilo 12:28:57 34201 350 USS Pasadena (SSN 752) destroyed Grisha 12:29:29 --- --- USS Pasadena (SSN 752) launched: Static CM 12:29:31 --- --- USS Pasadena (SSN 752) launched: Static CM 12:29:54 --- --- USS Pasadena (SSN 752) Survived 12:29:54 --- --- Helix Survived Tactics: Nothing too difficult about this one, except for the Helixes buzzing around and REALLY shallow water (less than 200 feet!). Keep your distance and launch LONG range ADCAP shots (20000 yards or more). One torpedo should kill each contact if you direct them carefully. See that 34K yard shot there? 10.14 INTERMISSION Another trip around the world, and shore leave at Yokosuka, Japan... Load only 4 SLMMs, and NO Harpoons. You'll need EVERY torpedo you have, and you don't have any extras to double bang your targets. You should have full assistants and upgrades by now. 10.15 REGION 4, MISSION 1: THEY SAID THEY WERE JUST TRAINING Take out North Korean commando minisubs. Critical Goals: Kill Mini-sub 1: 250 points Kill Mini-sub 2: 250 points Kill Mini-sub 3: 250 points Kill Mini-sub 4: 250 points Non-Critical Goals: Kill Grisha 1: 200 points Kill Grisha 2: 200 points Kill Grisha 3: 200 points Kill Grisha 4: 200 points Time Range Bearing Event 00:03:21 --- --- USS Pasadena (SSN 752) launched: ADCAP 00:09:55 14914 073 Grisha detected USS Pasadena (SSN 752) 00:09:55 16986 078 Helix detected USS Pasadena (SSN 752) 00:10:07 8748 300 USS Pasadena (SSN 752) destroyed Grisha 00:10:33 --- --- USS Pasadena (SSN 752) launched: ADCAP 00:10:55 --- --- USS Pasadena (SSN 752) launched: ADCAP 00:12:53 --- --- Helix launched: Torpedo-40cm 00:13:50 --- --- Helix launched: Torpedo-40cm 00:14:41 --- --- USS Pasadena (SSN 752) launched: Static CM 00:14:43 --- --- USS Pasadena (SSN 752) launched: Static CM 00:15:26 27861 078 Helix detected USS Pasadena (SSN 752) 00:15:26 21840 087 Grisha detected USS Pasadena (SSN 752) 00:21:06 17923 228 USS Pasadena (SSN 752) destroyed Grisha 00:21:33 --- --- Helix launched: Torpedo-40cm 00:22:29 --- --- Helix launched: Torpedo-40cm 00:23:39 --- --- USS Pasadena (SSN 752) launched: Static CM 00:23:40 --- --- USS Pasadena (SSN 752) launched: Static CM 00:25:27 29574 255 USS Pasadena (SSN 752) destroyed MiniSub 00:31:19 8115 248 Helix destroyed MiniSub 00:31:51 8115 248 Helix destroyed MiniSub 01:01:57 --- --- USS Pasadena (SSN 752) launched: ADCAP 01:16:19 16368 283 USS Pasadena (SSN 752) destroyed Grisha 01:21:59 --- --- USS Pasadena (SSN 752) launched: ADCAP 01:35:20 13731 287 USS Pasadena (SSN 752) destroyed MiniSub 01:37:07 --- --- USS Pasadena (SSN 752) launched: ADCAP 01:58:18 33936 271 USS Pasadena (SSN 752) destroyed MiniSub 02:23:34 --- --- USS Pasadena (SSN 752) launched: ADCAP 02:24:31 --- --- USS Pasadena (SSN 752) launched: ADCAP 02:35:15 18051 130 Helix detected USS Pasadena (SSN 752) 02:35:29 18216 270 USS Pasadena (SSN 752) destroyed Grisha 02:46:42 34052 264 USS Pasadena (SSN 752) destroyed MiniSub 02:47:49 --- --- USS Pasadena (SSN 752) Survived 02:47:49 --- --- Helix Survived 02:47:49 --- --- Helix Survived Tactics: Probably the second toughest mission of all. You can be pounded by the Helixes early on. Try to keep the biological contacts between you and the Helixes. I also kill some vessels early to keep the Helix "stuck" on those underwater contacts instead of me. As you can guess from the goal list, there's FOUR minisubs you need to take out, not three as stated in the briefing. You'll get a correction later via radio. Use ONLY passive torpedoes. Take out EVERY target you can see, but only ONE torpedo each. You don't have any to waste. The passive torps can take out the Grishas without raising too big of an alarm. Remember to activate the torpedoes so they don't bury themselves in the mud. Also, set the floor setting properly so they don't hit the bottom. After that, it's just a matter of patience as you locate and take out each minisub. The Helixes may help you by torpedoing some of their own ships. You'll need a level 4 sonar assistant for this one. Despite the orders say about using active sonar, level 4 assistants can find the minisubs 20000 yards away with passive sonar only. You'll probably kill ALL eight vessels when you're done. Just make sure you don't waste any torpedoes. Allot ONLY eight torpedoes on this mission. 10.16 REGION 4, MISSION 2: ROGUE RUSSIAN Russia rebel leader has a Delta and an Akula in a "boomer bastion"... Take them out. Critical Goals: Kill Delta: 1000 points Non-Critical Goals: Kill Akula: 500 points Time Range Bearing Event 12:47:35 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:47:38 --- --- USS Pasadena (SSN 752) launched: ADCAP 12:54:52 13124 058 USS Pasadena (SSN 752) destroyed Akula 13:07:40 --- --- USS Pasadena (SSN 752) launched: ADCAP 13:21:44 19137 075 USS Pasadena (SSN 752) destroyed Delta 13:24:51 --- --- USS Pasadena (SSN 752) Survived Tactics: Easy mission compared to last one. You're positioned at the entrance of the bastion... To east and west of you are mines, so don't go there. To your northeast are the targets... Delta escorted by Akula. Allot only two torpedoes for this mission. One torpedo should take care of the Delta. So you can take out the Akula later. Use passive seeker and you'll surprise them. These two were so surprised, they didn't even launch any countermeasures. You may need to use an active torpedo on the Delta. Somehow passive torpedo doesn't seem to acquire it. 10.17 REGION 4, MISSION 3: REBEL REVENGE Take out an Akula going after one of our boomers. Critical Goals: Kill Akula: 1000 points Trident Must Survive: 800 points Non-Critical Goals: Harushio must survive: 200 points Penalties: Detected by Akula: -??? Time Range Bearing Event 18:08:03 --- --- USS Pasadena (SSN 752) launched: ADCAP 18:17:42 34078 172 Trident detected Akula 18:19:00 17489 123 USS Pasadena (SSN 752) destroyed Akula 18:21:42 --- --- USS Pasadena (SSN 752) Survived 18:21:42 --- --- Trident Survived 18:21:42 --- --- Harushio Survived 18:21:42 --- --- Merchant Survived Tactics: As you can see from the goals, there's a Japanese sub in the area, and most likely, it's between you and the Akula. The Akula should come at you at a pretty decent speed. The Trident boomer is way off in the north and should not be a factor unless the Akula got past you. Just feed an ADCAP to the Akula when it comes by, and make sure the ADCAP doesn't home on the Harushio by mistake. 10.18 REGION 4, MISSION 4: GIVING IT ALL YOU GOT Mine the Petropavlosk harbor, prevent Kuznetsov carrier from leaving port (i.e. sink it) with mines, and kill any part of the Russian Rebel navy you can get your hands on. Critical Goals: Kill Kuznetsov: 1000 points Non-Critical Goals: Place SLMM 1: 100 points Place SLMM 2: 100 points Place SLMM 3: 100 points Place SLMM 4: 100 points Kill Akula 1: 750 points Kill Akula 2: 750 points Kill Kilo 1: 400 points Kill Kilo 2: 400 points Kill Grisha 1: 200 points Kill Grisha 2: 200 points Kill Krivak: 300 points Kill Foxtrot: 150?? points Penalties: Detected by Akula 1: -50 points Detected by Grisha 2: -50 points Detected by Krivak: -50 points Detected by Helix: -50 points (-50 for any other detects?) Time Range Bearing Event 06:11:46 15861 168 Akula detected USS Pasadena (SSN 752) 06:20:40 --- --- USS Pasadena (SSN 752) launched: ADCAP 06:27:05 10763 355 USS Pasadena (SSN 752) destroyed Akula 06:53:14 --- --- USS Pasadena (SSN 752) launched: ADCAP 06:58:43 8797 292 USS Pasadena (SSN 752) destroyed Akula 07:26:53 --- --- USS Pasadena (SSN 752) launched: ADCAP 07:37:26 --- --- Foxtrot launched: Static CM 07:37:26 --- --- Foxtrot launched: Static CM 07:37:38 17617 348 USS Pasadena (SSN 752) destroyed Static CM 07:37:38 17617 348 USS Pasadena (SSN 752) destroyed Static CM 07:37:38 17627 348 USS Pasadena (SSN 752) attacked Foxtrot 07:37:38 --- --- ADCAP damaged Foxtrot engine room 08:02:16 9360 137 Grisha detected USS Pasadena (SSN 752) 08:02:16 13935 064 Helix detected USS Pasadena (SSN 752) 08:07:07 --- --- Helix launched: Torpedo-40cm 08:08:07 --- --- USS Pasadena (SSN 752) launched: Static CM 08:08:33 --- --- USS Pasadena (SSN 752) launched: ADCAP 08:10:50 --- --- Helix launched: Torpedo-40cm 08:11:16 18054 233 Krivak detected USS Pasadena (SSN 752) 08:11:21 --- --- USS Pasadena (SSN 752) launched: Static CM 08:11:22 --- --- USS Pasadena (SSN 752) launched: Static CM 08:11:56 386 129 Helix destroyed Static CM 08:11:56 392 125 Helix destroyed Static CM 08:13:49 7163 340 USS Pasadena (SSN 752) destroyed Grisha 08:15:46 6790 327 Helix destroyed Grisha 08:33:17 --- --- USS Pasadena (SSN 752) launched: ADCAP 08:33:20 --- --- USS Pasadena (SSN 752) launched: ADCAP 08:46:02 19108 014 USS Pasadena (SSN 752) destroyed Kilo 08:47:53 17943 221 USS Pasadena (SSN 752) destroyed Kilo 09:40:47 --- --- USS Pasadena (SSN 752) launched: SLMM 09:42:55 --- --- USS Pasadena (SSN 752) launched: SLMM 09:50:34 --- --- USS Pasadena (SSN 752) launched: SLMM 09:52:40 --- --- USS Pasadena (SSN 752) launched: SLMM 10:15:21 17455 146 SLMM came to rest 10:16:17 12919 144 SLMM came to rest 10:17:10 19563 146 SLMM came to rest 10:18:06 15016 145 SLMM came to rest 10:36:39 190 295 SLMM detected Kuznetsov 10:36:39 18136 323 USS Pasadena (SSN 752) attacked Kuznetsov 10:36:39 --- --- SLMM damaged Kuznetsov 10:36:39 37706 317 Helix detected USS Pasadena (SSN 752) 10:43:33 192 288 SLMM detected Kuznetsov 10:43:33 15348 320 USS Pasadena (SSN 752) attacked Kuznetsov 10:43:33 --- --- SLMM damaged Kuznetsov 10:50:18 194 283 SLMM detected Kuznetsov 10:50:18 13284 314 USS Pasadena (SSN 752) destroyed Kuznetsov 11:35:20 --- --- USS Pasadena (SSN 752) launched: ADCAP 11:39:50 7904 245 USS Pasadena (SSN 752) destroyed Grisha 11:41:02 --- --- USS Pasadena (SSN 752) launched: ADCAP 11:53:35 21072 135 USS Pasadena (SSN 752) destroyed Krivak 11:58:16 --- --- USS Pasadena (SSN 752) Survived 11:58:16 --- --- Helix Survived Tactics: You will encounter A TON of enemies. Aren't you glad you didn't waste any torpedoes? You'll need them all here. Strangely, the Helixes did not bother me much. I think I destroyed one vessel very close to me (at 08:13:49) and Helix got "stuck" on that underwater contact, allowing me to slip away. By this time, your ship should be fully decked out in the latest gadgets and have level-4 assistants across the board. Use them. You can detect Akulas even going at 20 knots before they can detect you. Adopt a sprint- and-drift routine. Go 20 knots for 15-20 minutes, then slow down to prosecute the contact. If you see a new contact pop up, slow down immediately. There is no neutral traffic in this mission (though Kuznetsov, when it comes out, is flagged as a neutral!) Turn to heading 300, and aim for a spot 10 miles south and a LITTLE east of the exit channel. You have almost 4 hours to get there, but it's a long way to go. Get there before 10:10 or the mines won't have enough time to deploy. You'll first encounter the Akulas, probably one at a time. Kill each with ONE torpedo. You should have enough if you fire only ONE torpedo at each target. Use passive torpedoes to avoid alarming the rest of the fleet. Once you take care of the Akulas, keep going. You'll probably run into a Grisha or the Kilos next. Take care of them using passive torpedoes. Guide them a little if you need to. By this time, you should be about 20 miles away from launch point. Start reloading two tubes with SLMMs, keep the other two tubes loaded with ADCAPs. If any other vessels come near, kill it with a passive ADCAP. You should make it to the launch spot, about 10-12 miles SSE of the middle mine coordinates by 9:45 if you sprint and drift the right pace. That leaves you plenty of time to shoot the mines and admire the show. Triple confirm the coordinates of each SLMM, and launch the FURTHEST one first. Put a minute between each launch to make sure there's no interference between the two. Once you launch the SLMM, you can immediately close and reload another. All the mines should be in place by 10:15. Then sneak south. At 10:30, the Kuznetsov steams out, and you should be close enough to observe that on sonar... As it runs into the first three mines, and sinks in the channel. If it somehow survives, fire the last two torpedoes at it and kill it. Then end the mission. If it sank by the mines, feel free to spend the remaining torpedoes on the remaining ships. Note: As you can see from the mission log, the Foxtrot was damaged, but it did NOT survive. Somehow, the game decided I did not kill it. What do you think? 11 Mission Editor and SARDINE 688i has a mission editor that includes the entire world to play with and the missions can be quite challenging, though the editor also does not allow the full range of missions available. For example, it's not possible to design a SEAL or rescue mission with the mission editor. A fan has written an editor called SARDINE that can help you design a more full-fledged mission. See the Marauders' website for links to the utility. (url's at the end of the document) You can download user created missions from the Marauders or Seawolves websites (url at the end). 12 Multiplayer Here is a guide made by VADM Corsair VCNO of the Seawolves which explains how to play on the Internet: The SeaWolves - Step by Step Guide to Multiplayer 1) Find some people to play with: The Seawolves mainly use ICQ to connect to games. If you don't have it, we HIGHLY recommend you get it. I also recommend adding members of SeaWolves to your list, so you can always find a match if you want one. Just request a chat, and get all who are going to play together. 2) Decide who is going to be host: This has to be a person who has the best computer AND is going to stay throughout the entire match. The person with the best processor and connection is the best host. 3) Get the host's IP address: This is done in ICQ by right clicking on the host's name in the ICQ list and selecting "Info". You should then see the IP address. be sure to write it down 3a) *IN CASE OF PLAYING A CUSTOM MISSION*: in case you feel like playing a custom made mission in 688i, make sure everyone who is playing has it. if everyone doesn't, make sure everyone gets a copy and saves it into their 688i/scenarios folder. Note: You can also have each user use IPCONFIG or WINIPCFG and get their own IP number, then send e-mail or chat program to each other to connect. 4) Shut off all Applications except your net service and windows. This includes ICQ (after everyone has decided to leave to go play game) and Netscape or IE. Also, be sure not to be downloading anything, because this lags the game also. 5) Start the game: make sure your CD is in! 6) Goto Multiplayer section: in the main menu you should see a button called "Multiplayer". Click on it. 7) Click on TCP/IP game: This is a button in the multiplayer menu, below all the ones about IPX and Modem play. 8) Click on Server if you are host and Client for everyone else. 9) Click on Settings, next to the TCP/IP button. (if you are host skip 9 through 11) 10) Insert Host's IP: In the top Box on the left, above broadcast. 11) Click OK. 12) Select which side you wish to be on: Either Allied, Neutral, or Threat.... make sure you decide sides back in ICQ before you connect. 13) Click Connect. 14) Wait for Host's name to pop up: This may take a few seconds... if you don't see it after a few minutes, abort game and go back to ICQ and find out what happened. 15) Click on Host's name: The name might be different then in ICQ, but it is definitly the same guy. 16) Chat using the message box. 17) Select mission (Host only): Click Start (be sure all people are who are coming have arrived!). 18) Play Game: Use Radio Room to chat. Have fun and kick ass! 19) Quit: whenever you are done, just quit using the way you normally do in Single player. Make sure to read and review the debriefing andlog reports. You can go to the Seawolves homepage at http://seawolves.org/ There are also othe online fleets like the Submariners at http://www.submariners.org/submariners.html and the Marauders at http://www.marauders.net/default_main.htm. For a more comprehensive list, please consult the Subsim Web Fleets at http://www.subsim.com/ Click on 'web fleets' to the left. --THE END--