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:
ú 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.
ú 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.
ú Stream the towed array
You'll ALWAYS need this, as it's the best sensor you have.
ú 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.
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.
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?
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.
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.
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
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.
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.
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.
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.
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.
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: -???
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...
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.
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
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
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.
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
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.
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