Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ by Kasey Chang released February 25, 2003 0 Introduction 688(I) H/K (from here on, just 688i) is a terrific simulation from Sonalysts and Jane's, and yet, it could be so much more. The FAQ by Adam Yoshida doesn't cover the subjects I expect it to, so here's my version. This section is mainly about the FAQ itself and some legalese. You can read the most often asked FAQs at the end of this section, or skip right to [1] for the "stuff". This USG/FAQ covers version 1.07 and the realism patch. If you like the FAQ, send me $1.00 (one dollar). :-) See 0.3 0.1 A WORD FROM THE AUTHOR This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have (and exist, at the time of this document's release). Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among many others. 0.2 TERMS OF DISTRIBUTION This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, etc.). I only release it to Gamefaqs, so they would always have the latest. If you get it from anywhere else, beware that it may NOT be the latest and greatest version. To webmasters who wish to archive this FAQ on their website, please read below. This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001-2002, all rights reserved excepted as noted in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1) This notice and author's name must accompany all copies of this document: "688(I) Hunter/Killer Unofficial Strategy Guide and FAQ" is copyrighted (c) 2001-2002 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2) This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. 3) No charge other than "reasonable" compensation should charged for its distribution. (Free is preferred) Sale of this information is expressly prohibited. If you see any one selling this guide, drop me a line. 4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5) NOTE TO WEBMASTERS: The author hereby grants all games-related web sites the right to archive and link to this document to share among the game fandom, IF ALL ABOVE RESTRICTIONS HAVE BEEN FOLLOWED. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, you did not meet the statutory contract conditions, thus you have no right to display this document. If you still do so, then you are infringing upon my copyright. This section was added for any websites who don't seem to understand this. 0.3 VOLUNTARY CONTRIBUTION Gamers who read this guide are under NO obligation to send me ANY compensation. However, a VOLUNTARY contribution of one (1) US Dollar would be very appreciated. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.4 HOW AND WHEN TO CONTACT ME PLEASE let me know if there's a confusing or missing remark, mistakes, and thereof... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified below. I'll try to answer it and include it in the next update. Please do NOT write me for technical support. That is the job of the publisher. Please do NOT ask me to send you a list of controls, the manual, etc. If you borrowed the game without borrowing the manual, blame your own stupidity. If you bought the game without a manual, blame your own stupidity. If you copied the game without copying the manual, you're not only scum, but STUPID scum. Please do NOT ask me to answer questions that have already answered in this FAQ/guide. It makes you REALLY idiotic. I will NOT answer stupid questions like the ones above unless I'm in a really good mood. If you send questions like that, do NOT expect a reply. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha- Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. This document was produced on Microsoft Word 97, with some notetaking on a Handspring Visor with the Targus foldable keyboard. Some editing done with Editpad (editpadclassic.com). 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed: Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet Command Volume II, and a few more. Most of them should be on http://www.gamefaqs.com, the biggest FAQ site around. To contact me, see 0.4 above. 0.6 DISCLAIMER/ COPYRIGHT INFORMATION 688(I) Hunter/Killer is a Jane's Simulation, published by Electronic Arts, created by Sonalysts. This USG is not endorsed or authorized by Jane's, Electronic Arts, or Sonalysts. The information compiled in this USG has been gathered independently through the author's efforts except where noted. This FAQ contains some material from Adam Yoshida's 688i FAQ, and some material from the Seawolves' and Marauders' websites regarding multiplayer. This guide includes strategies and tactics of approaching each and every mission. If you need just a little help, don't read the rest! There is no warranty for this unofficial strategy guide. After all, it depends on YOU the player. All I can do is offer some advice. 0.7 REVISION HISTORY 21-SEP-2000 Initial Release 01-DEC-2001 Updated with Sub Command info, updated format, added standard intro information 25-FEB-2003 Second revision, more Sub Command info, some debug issues, updated contact address. Mission checklist moved to just before mission walkthroughs. 0.8 THE MOST OFTEN ASKED QUESTIONS Q: Can you send me the game (or portions thereof)? A: No Q: Can you send me the manual (or portions thereof)? A: No Q: Do you have any editors or cheats that you can send me? A: No. See section 11 Q: What's the latest version? A: As of the date of the FAQ, V1.07, which includes all previous patches. You'll need matching versions to play multi-player. Latest version disabled 3D view in multiplayer to prevent cheating. Q: Why does the torpedo just keep circling above the enemy sub and does not hit it? A: You set the "floor" limit too high. The enemy sub went below it, and your torpedo cannot follow. Q: The enemy keeps shooting down my TLAM or Harpoons! What do I do? A: Fire more at one time. You need to saturate his defenses. For TLAMs, plot the waypoints around the SAM sites. Or, just kill the shooter first... Q: Why when I launch the torpedo, it just sinks? A: You can't launch torpedoes while you're surfaced. Q: Why do my torpedo never hit the target, and I get a report that the torpedo has performed a "breakaway maneuver"? A: That's what exercise torpedoes do when they "hit". An actual hit on the hull, even with an exercise torpedo, can cause damage to the target. Q: Why when I launch Harpoons or TLAMs, they just sink? A: You're too deep. Max launch depth is about 120 ft. Q: Why do "boss" Newton yell at me even though I did good in the campaign? A: You need at least two good missions to get on his good side. Q: Is there any cheats? A: No cheat codes. You can activate some "cheats" in the options. Q: I can't get past mission X! A: See specific mission notes in section 8, 9, and 10. Q: Why can't I run the game on NT/2K/XP? A: Apparently Criterion 3D library used by Sonalysts to make 688I isn't fully compatible with NT/2K/XP. Criterion has released an update that should solve the problem. Go to Subsims.com and look for the updated "Renderware" files, which should fix the problem. Q: What happened to Jane's Combat Simulations? A: Jane's severed their relation with EA. EA wanted out of the sim business and Jane's didn't get too much out of the deals any way, apparently. So they parted ways. Q: Is there a sequel? A: Sub Command, also by Sonalysts, is already on the market. 1 Jane's 688(I) Hunter/Killer General Information From here on, the game will simply be referred to as "688i". 1.1 WHAT IS 688I? 688i is a game from Jane's Combat Simulations which simulates the Improved version (thus the "I") of the American Los Angeles-class nuclear attack submarine. All US submarines since WWII also has a number as the class, and Los Angeles-class is also called 688-class. Sonalysts, a naval contractor, designed the game. They also create simulations for the Department of Defense and the US Navy. In fact, the US Navy uses 688i as a training tool. The 688-class, which is also known as Los Angeles-class, is the current mainstay of the U.S. submarine fleet. The improved version moved the dive planes from the conning tower to the bow to improve maneuverability, added 12 vertical launch system (VLS) launch tubes for Tomahawk cruise missiles, additional quieting, and improved sonar and computer support. 1.2 HOW REALISTIC IS 688I? The original version of the game is VERY unrealistic, it features almost instant torpedo reload times, extremely fast turn rates, and fast tube unload time. The "realism patch" available from Jane's website (janes.ea.com) corrects the problem. There are several aspects of the sub simplified for play. There's only one towed array (real 688 have two, a short one and a long one), and only one periscope (real 688 have two). There is no "damage control" procedure. Otherwise, the game is very authentic. On the other hand, some of the more "famous" ships and subs are missing. The Soviet Alfa SSN and the Typhoon SSBN are notable examples. A lot of 1.3 HOW DO I GET IT? 688i is currently available as a "gold box" budget label from Electronic Arts. The price should be under $10. 688i is also available as a part of the Janes' Naval Warfare collection along with Fleet Command and F/A-18. Try your local software vendors, or order online directly from http://store.ea.com Beware that Jane's have broken their relationship with Electronic Arts. Jane's F/A-18 was the last Jane's title from EA. Xicat managed to publish Jane's Attack Squadron, but it was not too well received. Sub Command was a pure EA title without Jane's endorsement. 1.4 HOW DO I PLAY MULTI-PLAYER? 688i supports Internet multiplayer, but only via IP address matching. There's no built-in "lobby" or server search support. You may be able to use Gamespy as a player-matching tool. EACom is a similar playmatching service, but you may have to pay for that. Please also see section [12] Multiplayer. 1.5 EXPANSION PACK? SEQUEL? The expansion pack, titled "Under the Ice", was cancelled a while back, and its features folded into Sub Command (see below). Jane's Fleet Command is the "spiritual" sequel to 688i. Apparently when creating Aegis, which was supposed to be a Aegis destroyer sim to play with/against 688i, Sonalysts changed the scope of the program to do a whole fleet battle, and we got Fleet Command instead. Sub Command, from Sonalysts and EA is the successor to 688i. You get to play 688i, Akula, or the Seawolf. It was launched in October 2001. You can find it in stores for about $20 as of the release of this guide. 2 How to read the briefing: when not to follow orders. The briefing in 688i are written to resemble real submarine tasking orders. However, you don't need to follow the orders completely. Often, some creative interpretation of the orders is needed for maximum success. CHEAT: The main thing to read is the "goal list", on the "laptop" in your stateroom. The goal list has two sections, critical goals, and non-critical goals. You MUST complete all critical goals to "pass" the mission (and in the campaign, to advance to the next mission). The non-critical goals are there to bring up your score. As this tells you exactly what you need to do, DO NOT READ IT unless you have having severe problems. Here are some of the mission types you'll see in 688i 2.1 TLAM STRIKE Goals: go to this location, arrive to within a few miles, plot the TLAM waypoints around nearby SAM sites, launch at the proper time, destroy the target. Complications: one or more enemy vessels blocking your way to the launch point, last second additions to the targets, Helix patrols, SAM sites, etc. Comments: While in real life you don't really want to call attention to yourself before the launch, in 688i it doesn't matter. If it's on the non- critical goal list, you can kill it any time you feel like it, before or after the critical goal. The surface combatants have SAMs that can shoot down your TLAMs, especially if your TLAMs have to fly near them. Sinking them first prevents them from interfering in your mission. If you need to destroy a SAM site, fire MULTIPLE TLAMs at it, like 3-4. SAM sites launch three shots, then spends some time to reload. If you fire more than that to saturate them, you can destroy the SAM site. Remember to check for last-minute target updates just before launching. Also double check your coordinates. 2.2 BOOMER HUNT (KILL ENEMY SSBN) Actions: kill the boomer, preferably BEFORE you kill the escorts. Complications: one or more SSNs acting as escorts, sometimes mines. Comments: Hunting a boomer is a tough business. They are usually escorted by at least one SSNs equivalent to you, and they are VERY, VERY quiet. Soviet boomer "bastions", where boomers hide, are often protected by mines. And boomers do have torpedo tubes. They won't hesitate to use them if they hear you coming. Maintaining stealth is VERY important here, as you want know where they are, and keep them from learning where you are. Go slow, don't go below 750 feet (or your hull will "creak"), and keep listening. Avoid the escorts and find the boomer. Once you find the boomer, keep the range open (at least 10000 yards) so they don't detect you. Then launch one or two torpedo at each contact and start evading. NOTE: Passive torpedo against boomers may be a problem. Set the floor and ceiling properly. One possibility is both active and passive torpedo attack. 2.3 HUNT ANOTHER SSN (ASW OPERATION) Goals: kill the enemy sub(s) Complication: neutral targets in the area, usually... Comments: You are probably tasked to hunt down Akula(s) or Kilo(s), and they're tough customers, though no tougher than you are. The problem is finding them before they find you. You should have a general idea what direction they're coming from. Head in that direction, but keep your towed array unmasked. Maintain stealth until you hear them coming. Then figure out a place to engage them. 2.4 HUNT SURFACE TARGET(S) (ASUW OPERATION) Goals: Kill the enemy vessels... Complications: neutral targets in the waterways, escorts, shallow water, Helix patrols... Comments: You can identify ships via their sonar signatures, using the narrowband console, but you'll need to have a solid signal. If you're close enough, you can also try a periscope observation. Evade all the escorts and get close, then feed the target a torpedo... In general, it's better to use torpedoes than missiles (Harpoons). Harpoons don't do as much damage and can be shot down the SAMs, where as torpedoes can't really be evaded. 2.5 MINING THE ENEMY PORT Goals: Get within 10 miles of the mine coordinates, at least 15 minutes before the deadline, and launch the mines at specific target coordinates. Complications: the whole Rebel Russian Navy is in your way... Subs, escorts, even choppers. Comments: Treat it like a TLAM mission. You may choose to take out all that are blocking your way, if you have the ammo for it. 2.6 SEAL TEAM DROP OFF / PICKUP Goals: get to the specified location, within a few miles of specific coordinate, then slow to 2 knots, periscope depth, and wait until the SEALs launch. Complications: patrols and helicopters, and often, mines and shallow water. Time limit. Comments: Sprint and drift is the only way to go, as you need to evade the escorts and patrols, while arriving at the target on time. 2.7 RESCUE A DOWNED PILOT Action: get there, find him, surface the sub close to him, pick him up. Complications: patrols, shallow water Comments: Sprint and drift to the coordinates, then use HF sonar to find the contact. When you're point-blank, surface the ship. Feel free to kill the patrols if they get in your way. 2.8 DSRV DEPLOYMENT Action: get there, go to deploy depth, wait a long time Complications: patrols, shallow water Comments: Treat it like either SEAL team or TLAM mission. Remember to save before arriving at the launch point. You may have something else to do before getting there. 3 Finding the enemy: knowing your sensors There are five ways of finding the enemy in your 688i. They are passive sonar, active sonar, radar, periscope, and ESM. Most of the time you'll be using passive sonar only. 3.1 PASSIVE SONAR Passive sonar actually has three components. The spherical array in the bow, the hull array on the sides, and the towed array that you must deploy manually but is the most sensitive of all. 3.1.1 Spherical array Named so because it actually IS a big sphere encased in the bow, spherical array is not quite as sensitive as the towed array, but you don't have to worry about deploying/retrieving it either. Note that it is not a 360 sensor. There are blind spots behind you known as "the baffles" that it cannot cover. See the manual for details on coverage areas. Spherical array contacts are noted with WHITE lines in the TMA console. 3.1.2 Hull array Located along the flanks of the hull, the hull array has very low sensitivity compared to the other two arrays. Its main purpose is to help classify the contact via the narrow-band frequency graph, but you'll need to get quite close, less than 5000 yards. 3.1.3 Towed array The most sensitive of the passive sonars, it's also the most delicate and takes time to deploy. It is capable of detecting contacts well over 20 miles away, depending on the sound conditions, but again, it has blind spots like the area directly ahead of you. If you have one deployed, do NOT engage in reverse! You'll chop it right off your tail. And you only have two. Towed array contacts are noted with PURPLE lines in the TMA console. 3.1.4 Sonar notes The best place to get a good read on contacts is your 3 o'clock/ 9 o'clock line, where both your towed array and your spherical array and try to get a read on them. Turn to place the contacts there, then slow down and wait for the TMA (target motion analysis) to develop better solutions. Without knowing the range, computer always put in 10000 yards as a range. So the first time you see a contact, it'll ALWAYS show up at/around 10000 yards. As time go on, you'll get more information to better triangulate the contact and the range information will improve. This also means you should NEVER fire a shot based on the first contact information. You need two or three readings on the plot before you can get an accurate position fix. The TMA range estimates are based on the water temperatures and conditions. If the water is bending sound (see the XBT screen) paths, expect the range to fluctuate wildly (from 10000 to 30000 yards, for example) until you change the water conditions yet again. It is common for the range to suddenly double or halve when you cross a thermal layer. The sound suddenly is travelling a different path to you, and TMA just process the data as if sound is travelling straight. Take that into account when planning your torpedo shot. A "combination" plot done with both spherical array and towed array are marked with PURPLE lines in the TMA screen. 3.2 ACTIVE SONAR Active sonar transmits a sound pulse into the water, and tries to read the reflection. Active sonar pulse gives away your position and bearing. Don't use it very often. In fact, you would probably use the "single pulse" mode, where you need to open the XMIT cover, THEN push it once to send off one pulse. Once the reflection comes back, move the cursor to the "bright" spots and hit the MARK button to mark contacts. Also listen for the sound cues. As each contact is returned you'll hear a "ping". There's actually also a high frequency (HF) mine-hunting sonar used to look forward for small objects, such as mines. Enemy vessels do not seem to be able to detect this sonar, so use it all you want. Active sonar contacts are marked with YELLOW lines (including HF sonar contacts) on the TMA console. As you can guess, active sonar tells the whole world who's listening where you are, so be ready to evade as soon as you transmitted the pulse. 3.3 RADAR 688i does have radar, but it's a VERY weak one, and you'll need to be at periscope depth or surfaced, at a dead stop. It takes a LONG time to get that thing rigged properly. It is also VERY delicate. If you tried to deploy it going 5 knots, the radar will be damaged. You probably will never need to use it with all the other sensors available. Enemy radars CAN detect the antenna itself, so use of radar with enemy vessels still around is not recommended. 3.4 PERISCOPE Periscope has a limited range, usually no more than 5 miles. You can use the analysis mode to guess target's heading, bearing, and range by taking the height of the target's mast vs. the sea level. Since the mast height is known, the range can be deduced by some math (done by the computer). See the manual for further details. As you can guess, you need to be at periscope depth to use the periscope. At night, you can engage the LLTV (low-light TV) mode, which turns the view green, but is a bit more visible. You also have zoom up to 24X. Hold down the SHIFT key to rotate faster. It is possible to detect a periscope via radar, so spend as little time using the periscope as possible. 3.5 ESM ESM, or Electronic Support Measures, is basically a directional antenna use to find where the radar signal is coming from, and from that you'll get a target bearing, but no distance. Based on the radar frequency received, you can also guess at the class of the radar source. Beware that if you "mark" a contact's bearing with ESM, the range is always entered as 10000 yards. The actual range will vary greatly. NEVER trust ESM range unless you have MULTIPLE ESM lines. 3.6 SOME NOTES ON THE SENSORS ESM, passive sonar, and periscope are passive sensors and does not point back at you. However, ESM and periscope requires you to be at periscope depth, where you can be detected more easily. Therefore, MOST of your fighting should be done by passive sonar alone. It takes more time to refine the solutions, but it is also the most stealthy way. 3.7 TMA (TARGET MOTION ANALYSIS) TMA is basically a best guess at the target's motion based on your own motion (direction and speed), contact's bearing, estimated speed, etc. It involves some VERY complicated math and a lot of guesswork, since a target turn can throw most of your calculations out the window. When playing with "assistants" (not the cheat, those "points" you used for upgrades in the "outfitting" screen) it's recommended that you raise the ratings of TMA first, then sonar. Fire control does the least and can be upgraded last. 3.8 CLASSIFYING AND MERGING CONTACTS If you're not playing with TMA assistant, you will have to classify and merge contacts yourself. Right-click on the target to classify it as friendly, neutral, hostile, or unknown. You can also classify it as air, surface, or subsurface. You'll also have to merge contacts manually, as each sensor's contacts are reported separately. It is up to you to know which contacts are actually pointing at the same vessel. Select one primary contact, and the secondary contact below that, then click the MERGE button to merge. I personally always play with the assistants on. 4 Killing the enemy: knowing your weapons Your 688i is a formidable weapons system. The Mk. 48 ADCAP is one of the best torpedoes in the world. Harpoon is a very capable anti-ship missile. The Tomahawk Land Attack Missile is a great cruise missile capable of great precision, and SLMM (submarine launched mobile mine) is a very powerful weapon in the right hands. However, they are not foolproof, and here's some notes on how to deploy them properly. 4.1 THE MK. 48 ADCAP TORPEDO ADCAP, which stands for ADvanced CAPabilities, is the second release of the Mk. 48 torpedo. It's believed to be designed specifically to go after the Alfa class Soviet subs, which can go 45-48 knots and dive to 3000 ft (more than twice that 688i can). Usually one ADCAP can kill most ships in the game. Very few would need another. The ADCAP torpedo, however, is not a foolproof weapon. Decoys and jammers can fool it, and while it is fast and has good range, the range is limited. The torpedo has three modes. Pre-enabled, enabled, and shut down. Pre-enabled mode means the torpedo is in transit. It travels at a reduced speed, and the sensors are turned off (i.e. it won't explode). Upon reaching the enabled distance, the torpedo will activate. The torpedo transit depth is usually the launch depth, though it will continue at the current depth if it was pre-enabled later. You can enable the torpedo at any time. You can also change the direction of the transit with the steering controls. Enabled mode means the torpedo will go to the specified depth and start searching for a target in the sensor range. If there are no contacts to home on, it will start a snake search pattern in the specified direction. You can turn it back to pre-enabled at any time. You can also shut down the torpedo, which means it will stop and sink to the ocean floor. It cannot be reactivated. You can fire the torpedo in active mode, where its onboard sonar will attempt to seek out the target within 4000 yards, or in passive mode, where it will only listen for target within 2500 yards. You COULD also turn the seeker off, but why would you do that? ADCAP is wire-guided. A VERY long spool of wire attaches the torpedo to your control console. You can pre-enable or enable the torpedo at any time, even shut it down, as long as the wire is still attached. To detach the wire, close the "muzzle door" (see the F, E, and M buttons at the fire console? F=Flood, E=Equalize Pressure, and M=Muzzle door). That'll cut the wire on the torpedo, and you will no longer control it. From there on, it can hit its target, go off into infinity and sink, or hit somebody else (neutral or friendly), it is no longer up to you. Therefore, it's best to keep the torpedo in your control until the torpedo has acquired its target or has already killed its target, to avoid "friendly fire" or "collateral damage" situations. If there's a thermocline (thermal layer), consider launching the torpedo from the other side of it against your target. It gives your target minimal time to react upon acquisition of the torpedo. This applies to both subs and surface vessels as targets. Consider steering your torpedo to NOT head directly at your target so that if the enemy snapshot a torpedo at the reciprocal heading you're not in the way. Instead, head about 45 degrees off the bearing, then when you're half way there, turn the torpedo toward the target. Passive torpedoes are very useful. The AI can't seem to detect the passive torpedoes until the very last moment, and by then it's too late to launch countermeasures. Against human players, an incoming passive torpedo does NOT trigger a "torpedo in the water!" warning that you would normally get when a torpedo is detected. ADCAP is very useful against surface ships, since surface ships cannot launch decoys, and they are always near the surface. Launch close enough, and you're virtually guaranteed a hit. ADCAP against subs requires a bit more planning. If there's a thermocline, consider launching two torpedoes, one above and one below, to pincer him. Also vary the heading a little so they converge on the target. Remember to check the floor and ceiling levels carefully. The fire control assistant does a really poor job of setting them up. Use the cursor to check the depth from you to the target, and set the "floor" setting to a little above that. For example, if the minimum depth along the path is 267, set the floor depth to about 250. If the depth is beyond 1500, set 1500. The default floor setting is 810 ft, and Akulas (and maybe Deltas) can go deeper than that. If you left it on 810 and the sub is deeper than that, when the torpedo gets there, it just keeps circling and circling... Then eventually heads off to somewhere unknown. Set floor to 1500 and don't let this happen to you. The ceiling level can be left at the default, though if there's neutral traffic above, consider setting the ceiling to 80-100 ft. 4.2 HARPOON ANTI-SHIP MISSILE Harpoon is one of the premier anti-ship missiles in the US arsenal. It has several variants. The Navy uses several air-launched variants aboard the carriers, both the AGM regular version, as well as the "SLAM" TV-guided version. The sub-launched version is encased in a "floating" capsule to help it reach the surface. However, this capsule only works if launched at LESS THAN 150 feet. If you fire off Harpoons or Tomahawks and they just float in the sea and sink slowly, this is why. Launch at 100 ft is preferred. Harpoons, while very fast, can be engaged by SAMs, and unless the target is small, one hit will not sink the vessel. Always fire Harpoons in pairs or more in order to saturate the target's defenses. Consider the destruct range and seeker range carefully. Seeker range is the minimal range. Any contacts inside that range will be ignored. Or in other words, the missile will go beyond that point before activating the seeker radar. The missile will self-destruct if it went beyond the destruct distance without homing in on anything. The seeker cone setting is either wide or narrow, and usually you'll use wide. Use narrow only if you're sure about the targeting and you have neutral traffic nearby that you don't want to hit. Sidenote: SAMs, whether from SAM bunkers or surface vessels, have a range of 10 miles. They are always launched in threes and less than a minute between each shot. 4.3 TOMAHAWK LAND ATTACK MISSILE There actually was a Tomahawk Anti-ship Missile (TASM), but those have apparently been phase out, leaving us the Tomahawk Land Attack Missile, or TLAM, the version used against Iraq so many times, and that's the one you get to launch in 688i. TLAM is always launched at a specific coordinate given over SSIXS (the secure radio used by US subs). If given a strike mission, you'll also be given a launch location, as well as the timeframe of launch (usually about 15 minutes). You must get to the launch coordinates (or come close to within the parameters, like within 5 miles) at or before the launch window, and launch during the window. Beware of last second additions and changes to the tasking list. Always check the radio again at the beginning of the launch period to make sure there are no additional changes. If you need to destroy a SAM site with TLAMs, launch FOUR TO SIX TLAMs at the SAM site. TLAMs fly slowly, and a SAM site will have plenty of time to engage them. Also, put three to five seconds between each launch so that one explosion doesn't take out more than one TLAM. TLAM can follow four different waypoints, and you can use this to go around SAM sites, approach targets from different directions, etc. As mentioned before, SAM sites have range of 10 miles, so plot the TLAMs to fly more than 10 miles away from SAM sites, which would be visible on the target screen. You can type in the target coordinates by clicking on the numbers You will need to enter a dash between the degrees and the minutes. 4.4 SUBMARINE LAUNCHED MOBILE MINE (SLMM) SLMM is an interesting weapon, and you'll only called upon to use it twice: once in an exercise, the other in the campaign finale. When employed properly, it can be very devastating, but it takes up space and forces you to carry less torpedoes, which are the ultimate weapons in 688i. To employ SLMMs properly, you must know the activation depth. In the case of the finale, you're tasked to take out the Kuznetsov, which has a draft of 35 ft. So setting the SLMM depth to 20 ft would ensure it WILL go off as the carrier goes by. Do NOT rely on the default (100 ft). I've deployed AT LEAST TWICE (one at 100 ft, the other time at 40), and the carrier just drove on by, with no damage. SLMMs are launched to stop at a particular location (coordinates would be radioed to you). To employ them properly, launch the FURTHEST one FIRST. If you launch that one last, it will set the earlier mines off! SLMM have a range of 15-20 miles, but their travel speed is quite slow. Close to within 10-12 miles, then launching them. You can type in the target coordinates by clicking on the number. You will need to enter a dash between the degrees and the minutes. 5 Evading the enemy: knowing the way out Situation awareness is critical in any type of combat situation, so you that you can classify your threats and deal with them appropriately. 5.1 STEALTH: PREVENT YOURSELF FROM BEING DETECTED Stealth is basically slip in, without being seen, bypassing the guards. The guards never even know you've been there. Submarine is an ideal vessel to do that. Here are a couple techniques to avoid detection 5.1.1 Hug the bottom The closer you are to the bottom, the harder you are to detect. It's called "bottom masking". The ocean current flowing along the bottom makes noise, and it can mask your sub's sounds. You don't want to go beyond test depth though, and going beyond 750 ft would cause the hull to "groan" under water pressure, which is a sure giveaway that a sub is nearby. You don't want to run aground either. Consider going slow near the bottom, no more than 20 ft off the ocean floor. WARNING: running aground can cost you 200 pts or more per occurrence. 5.1.2 Hide behind the thermocline If there's a thermocline, get on the other side of it. Thermocline severely degrades sonar efficiency (both yours and theirs). One possibility is move just above the thermocline. Your towed array will "dip" below the thermocline, giving you a picture of what's below while you stay hidden above. 5.1.3 Do NOT cavitate (unless you need to) Cavitation occurs when the propeller is spinning so fast water bubbles at the blades' edges. If you want to go faster, go deeper first. Water pressure at deeper depth reduces/eliminates cavitation. If you have the improved propeller upgrade, you can go about 25% faster without causing cavitation. Rule of thumb: number of feet down, divide by 10, subtract 1, is the fastest speed you can go without cavitation. For example, at 150 feet, you can go 14 knots without causing cavitation. 150/10 = 15, 15-1 = 14. You can get the exact chart at the Marauders' website. (url's at the end of the document) 5.1.4 Keep your distance If you see a hostile contact, consider going around it. Change course so you're heading 90 degrees off his heading, in the direction that'll take you away from it, until you lose contact. Then start a sprint-and-drift routine until you reacquire contact, and eventually you'll work your way past it. 5.2 YOU'VE BEEN FOUND, NOW WHAT? If the hostiles are heading toward you, and you've been painted by active sonar, it's time to evade, or fight, or both. First, determine what type of active sonar is painting you. Use the active sonar intercept console in the sonar screen to tell the heading and strength. Signal strength: Red means they got you for sure and would be sending a torpedo your way any second. Yellow means they see something suspicious and would be coming for a closer look. The frequency of the active sonar tells you what type of vessel. A 15 kilohertz sonar is probably the Helix helicopter with the dipping sonar, and since you can't shoot them, they're bad news. Use Jane's ship database to find the sonar info on the ships you encounter. If you see a 20 kilohertz signal, go flank speed immediately. That's a TORPEDO's active sonar! No matter what the signal strength is, drop a decoy and evade immediately! If the pinger is in torpedo range (within 15000 yards), you should feed him an ADCAP immediately, as it's probably heading toward you. Killing it stops any more torpedoes from launching. Use snapshot if you need to. After that, duck behind a thermocline if there is one. Then go deep and try to open the range. 5.3 TORPEDO AVOIDANCE Avoiding torpedo is a last resort. You don't want them to launch at you in the first place. However, it's a skill you'll need to survive, and it's actually not that hard, but requires good timing. The idea is to get out of the torpedo "nose cone" where it sees its target, while the decoy remains in the search cone, and the torpedo destroy it instead of you. First, go FLANK speed. Second, drop a decoy for the depth you're in (deep or shallow). Then go to active sonar intercept and find WHERE the torpedo is coming from. Then head 70 degrees OFF of that bearing. Change depth to opposite of where you were. Repeat until torpedo loses tracking or you got hit. For example, say you are cruising at 200 ft heading 030 when you suddenly got a LOUD ping, then "Torpedo in the water, bearing 180!" First step is go FLANK. It'll take a while for the speed to build up, and you'll need all the speed you can get to avoid a torpedo. Don't worry about cavitation now. Second is drop a decoy appropriate for the depth you're in. If you're shallow, drop a shallow decoy or jammer (I tend to drop BOTH a jammer and a decoy, but that's just me), and vice versa. 200 ft is shallow, so drop shallow decoy (you should always have the appropriate set loaded for your depth as you make depth changes). Third, go to sonar and find where's that torpedo pinging from, should still be bearing 180. You need to head either 250, or 110, depending on which one is closer to your current heading. If you can't remember 70 degrees off, remember 90 degree off (90 or 270 in this case), then turn another 20 degrees. If it's not pinging yet, assume it's from the old bearing and evade off of that. In this case, 110 is closer from 30, so turn to heading 110. Remember that the default turn rate is quite low, only 10 degrees rudder. Feel free to help it by clicking on the rudder graph to force it to 30 degree tight turn. Remember to click on a heading again to stop the turn once you've reached the desired heading. Now, change depth. If you're shallow, go deep, and vice versa. Across the thermocline if there is one. Add or subtract at least 400 ft in depth. Once depth change is half way complete (within 200 ft), check sonar again, adjust heading to compensate. When you reach the desired depth drop another decoy (for the appropriate depth), then change depth again. AVOID the torpedo before it gets to the one-second ping interval. By then, it's probably too late. Still, it's worth trying as you keep going up, then down, while turning to keep ahead of the torpedo. Keep switching back and forth between the active sonar intercept and the conn to steer the ship, and keep dropping decoys and jammers. Repeat until you lose the torpedo, or it hits you. The improved propeller (40 knots flank!) is very useful in dodging incoming torpedoes. 5.4 SPRINT AND DRIFT As you probably noticed, your sonars don't work too well at speeds greater than 15 knots. Therefore, real SSN's adopted a method known as sprint and drift. They go high speed for a short interval (about 5-15 minutes), then drift for a while to listen to make sure the area is clear, then repeat. You should do the same. Sprint at maximum no-cavitation speed for about 5- 15 minutes, then slow to 4 knots and listen for a while. Repeat until you get to where you need to go. 6 Upgrades: what do they do and how they affect your ship You can "purchase" upgrade equipment for your sub, or upgrade the assistants, with the points you earn from the missions. 6.1 ASSISTANT UPGRADES There are three different assistants: TMA assistant, Sonar assistant, and Fire Control assistant. TMA assistant is the most critical, but the sonar comes in a VERY close second. Upgrade them first. Leave fire control for last, since even at max level he does a very poor job. There are four levels to each assistant upgrade, 1-4. It costs 1000 pts to upgrade each by one level. You COULD downgrade, but you'll only get 250 pts back. So don't do it. Improved sonar assistant will be able to classify contacts faster, detect them at longer ranges, separate multiple contacts on the same bearing, and etc. Improved TMA assistant will be able to get you more precise TMA solutions for the contacts, and thus giving you better firing solutions. Improved Fire Control assistant doesn't really do anything. You'll need to do most of its work even at level 4. So upgrade it last, or don't do it at all. 6.2 SHIP UPGRADES The improvements you can get for your sub are as follows: 6.2.1 Improved towed array Improved towed array is 25% more effective than the standard towed array. You can now find targets at even further distances! Very useful. Get this or Own Ship Quieting first. 6.2.2 Improved spherical array Improved spherical array is 25% more effective. This is probably third on your list since it's quite useful. 6.2.3 Improved hull array Improved hull array is 25% more effective. Since hull array is only good for about 4000 yards, that's not much of an improvement. Leave this for last. 6.2.4 Improved ADCAP Improved ADCAP have an expanded active search cone of 120 degrees instead of the regular 70 degrees. Search range remains 4000 yards (or 2500 in passive mode). You can get this fairly late as this is not that much of an improvement. 6.2.5 Own ship quieting Makes your ship 25% quieter. This is either first or second item you should acquire for your ship. 6.2.6 Improved propeller Makes your ship about 25% faster, less worry about cavitation. Your flank speed is now 40 knots instead of 32, very useful when evading torpedoes. Get this after the improved spherical array. 6.2.7 What should I get? There's debate whether you should get own ship quieting first, or go for the increased detection range first. Both are equally valid choices. I personally go for improved towed array, then improved spherical array. Then I take own ship quieting, then improved propeller, improved ADCAP, then finally, improved hull array. 7 Mission Checklist Some general hints about missions... Things you should do first. 7.1 START OF MISSION At the beginning of every mission you should do all this immediately: 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.

  Critical Goals:
  Launch Point: 100 points
  Attack Target Mission 1: 200 points
  Attack Target Mission 2: 200 points
  Attack Target Mission 3: 200 points
  Attack Target Mission 4: 200 points
  
  Non-Critical Goals:
  Landfall Point Mission 1: 25 points
  Landfall Point Mission 2: 25 points
  Landfall Point Mission 3: 25 points
  Landfall Point Mission 4: 25 points
  
  Penalties:
  Actually launched missiles: -???
  
   Time  Range  Bearing Event
   19:03:59     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:04:16     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:04:32     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:04:51     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:20:29     215560  299    USS Pasadena (SSN 752) destroyed Warehouse
   19:20:36     205524  272    USS Pasadena (SSN 752) destroyed Warehouse
   19:27:23     221820  351    USS Pasadena (SSN 752) destroyed Factory
   19:31:42     391712  240    USS Pasadena (SSN 752) destroyed Sonalysts
   19:33:14     ---     ---    USS Pasadena (SSN 752) Survived
   19:33:14     ---     ---    Warehouse Survived
   19:33:14     ---     ---    Factory Survived
   19:33:14     ---     ---    Sonalysts Survived
   19:33:14     ---     ---    Warehouse Survived


Tactics: Turn the weapons console to TRAINING! This is a SIMULATED strike!

Yes, Sonalysts put their facility as a target for the simulated TLAM
strike.

Get on the radio and find the target and landfall coordinates. Once you get
that, head for the launch area. There are no enemies, so go ahead and
cavitate if you want to.

Remember to check the radio again at launch time to find out any last
minute changes. This is a good habit to make whenever you come near the
target area or launch area.


8.3       TRAINING MISSION 3: VIRGINIA SLMMS

Place 6 SLMMs, and then navigate between each pair.

  Critical Goals:
  Place SLMM 6: 100 points
  Place SLMM 5: 100 points
  Place SLMM 4: 100 points
  Place SLMM 3: 100 points
  Place SLMM 2: 100 points
  Place SLMM 1: 100 points
  Check Point 1: 130 points
  Check Point 2: 130 points
  Check Point 3: 140 points
  
   Time  Range  Bearing Event
   00:05:16     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   00:05:30     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   00:19:39     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   00:20:03     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   00:24:06     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   00:24:25     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   00:25:36     6227    132    SLMM came to rest
   00:26:31     1495    266    SLMM came to rest
   00:27:44     1992    086    SLMM came to rest
   00:29:14     8638    110    SLMM came to rest
   00:30:40     7426    044    SLMM came to rest
   00:35:15     10556   047    SLMM came to rest
   00:37:00     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   00:48:20     3937    060    SLMM came to rest
   01:20:56     ---     ---    USS Pasadena (SSN 752) Survived
  
Tactics: Get the coordinates off the radio first. Remember the mission
start checklist? The mines are three sets of two, slightly staggered.

Plot the points on the map with NAV markers first.

Load and shoot the mines. Remember to reload. If one of the SLMMs is off,
launch another one. You have extras.

You can TYPE IN the waypoints, for SLMMs or TLAMs, if the mouse is too
jittery. That will ensure accuracy.

Launch the furthest mine first is a good habit to make, though in this case
it does not matter as these are exercise mines only.

Use the HF sonar to navigate between the mines.


8.4       TRAINING MISSION 4: FIRE ONE

Sink two simulated Victors.

  Critical Goals:
  Kill Mobile Target 1: 500 points
  Kill Mobile Target 2: 500 points
  
   Time  Range  Bearing Event
   06:15:44     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   06:20:11     7603    065    USS Pasadena (SSN 752) Simulated a hit on:
  MK37 Mobile Target
   06:26:20     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   06:31:09     8428    186    USS Pasadena (SSN 752) Simulated a hit on:
  MK37 Mobile Target
   06:34:27     ---     ---    USS Pasadena (SSN 752) Survived
   06:34:27     ---     ---    MK37 Mobile Target Survived
   06:34:27     ---     ---    MK37 Mobile Target Survived


Tactics: This is for practice, so practice for all it's worth. Do this
multiple times, use both active and passive sonars. Active sonar makes this
too easy, so you should really practice using the passive sonar.


8.5       TRAINING MISSION 5: JUST LIKE JOHN WAYNE

Locate two simulated hostile surface ships amidst a lot of neutral ship
traffic, and simulate torpedo hits.

  Critical Goals:
  Attack Cimmaron 2: 500 points
  Attack Cimmaron 1: 500 points
  
  Penalties:
  Attacked the wrong ship(s): -???
  
   Time  Range  Bearing Event
   12:29:48     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:33:51     6708    333    USS Pasadena (SSN 752) Simulated a hit on:
  Cimarron
   13:13:30     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:15:44     4002    074    USS Pasadena (SSN 752) Simulated a hit on:
  Cimarron
   13:17:05     ---     ---    USS Pasadena (SSN 752) Survived
   13:17:05     ---     ---    Tanker Survived
   13:17:05     ---     ---    Oiler Survived
   13:17:05     ---     ---    Power Boat Survived
   13:17:05     ---     ---    Cruise Ship Survived
   13:17:05     ---     ---    Cimarron Survived
   13:17:05     ---     ---    Cimarron Survived


Tactics: Classify every contact you see using narrowband sonar or
periscope. Cimarrons are somewhere in there. Don't shoot the wrong ship!
There are plenty of targets around here. Fortunately you can't actually
sink a ship in training, but it'll STILL be VERY embarrassing for you if
you simulate a hit on the wrong target!

If you home in on the wrong ship, pre-enable the torpedo and turn it away
before it hits, or worst case, shut it down and shoot another one.  Of
course, this means you need to maintain the wires on the torpedo.

Periscope verification can be critical here. Remember periscope's range is
well under 8000 yards.


8.6       TRAINING MISSION 6: SINKEX

Attack a stationary Perry-class frigate, using ESM only. Note: make sure
there's no civilian traffic in the exercise zone before missile launch.

  Critical Goals:
  Attack Perry: 1000 points
  
  Penalties:
  Merchant in exercise area: -200
  
   Time  Range  Bearing Event
   12:47:55     ---     ---    USS Pasadena (SSN 752) radar mast damaged
   13:07:26     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   13:10:48     49648   080    USS Pasadena (SSN 752) attacked Perry
   13:10:48     ---     ---    Harpoon damaged Perry engine room
   13:12:20     ---     ---    USS Pasadena (SSN 752) Survived
   13:12:20     ---     ---    Perry Survived
   13:12:20     ---     ---    Merchant Survived
   13:12:20     ---     ---    Merchant Survived
   13:12:20     ---     ---    P3-C Survived


Tactics: there is a merchant around the exercise area, and it'll take him
about an hour to clear the area. Use that hour to get some cross-fixes on
the location of the Perry frigate with ESM only. Take one from where you
started, then head off to one side (90 degree off of the original bearing)
and take another reading every 10 game minutes. Where the lines intersect
is his location.

Remember NOT to launch until an hour later. That's when the merchant had
left the exercise area. You can confirm this with more ESM tracking or
radar.

You can also take periodic ESM readings of the merchant, to make sure he's
far away from the exercise area. Use the radar if you like.

Fire TWO Harpoons to sink the old scrap frigate, if you want, but it's not
required.


8.7       TRAINING MISSION 7: MANO A MANO

Simulate a hit on another 688(I), who want to do it to you first.

  Critical Goals:
  Kill SSN 688I: 1000 points
  
  Penalties:
  detected by SSN 688I: -200
  
   Time  Range  Bearing Event
   12:36:20     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:59:17     ---     ---    SSN 688I launched: Static CM
   12:59:17     ---     ---    SSN 688I launched: Static CM
   13:12:36     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:44:09     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:47:53     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:58:47     9619    358    USS Pasadena (SSN 752) Simulated a hit on:
  SSN 688I
   14:00:38     9566    001    USS Pasadena (SSN 752) Simulated a hit on:
  SSN 688I
   14:03:34     ---     ---    USS Pasadena (SSN 752) Survived
   14:03:34     ---     ---    SSN 688I Survived
   14:03:34     ---     ---    Merchant Survived
  
Tactics: Not that difficult. The hostile sub goes pretty fast so you can
hear him coming. Just be patient. Once you heard him, it's a matter of
shooting him first. Do it across the layer so he doesn't hear your torpedo
launch (which is -200!).



9    Single Missions
   
In single missions, you have plenty of ammo, so you can afford to shoot two
or more torpedoes at each contact. On the other hand, you should not
develop a habit of that. Try to go for one-shot kills.

You know the mission objectives, so you should have the appropriate weapons
loaded in the tubes when you arrive on scene without having to unload and
reload something else.

Note: "ran aground" penalty of -200 is implied, even if it's not listed in
every mission.


9.1       SINGLE MISSION 1: TUTORIAL

Read the manual, please. Do I have to repeat that here?

  Critical Goals:
  Kill Krivak: 300 points
  Kill Victor II: 300 points
  TLAM landfall waypoint: 100 points
  TLAM Strike on Armory: 300 points
  
   Time  Range  Bearing Event
   12:28:19     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   12:28:19     19571   235    Victor II detected USS Pasadena (SSN 752)
   12:31:36     47867   242    USS Pasadena (SSN 752) attacked Krivak
   12:31:36     ---     ---    Harpoon damaged Krivak engine room
   12:34:16     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   12:37:30     46822   241    USS Pasadena (SSN 752) destroyed Krivak
   12:49:57     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   12:49:57     19178   248    Victor II detected USS Pasadena (SSN 752)
   12:59:20     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:17:23     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:32:45     25045   083    USS Pasadena (SSN 752) destroyed Victor II
   13:36:10     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   13:54:10     268839  153    USS Pasadena (SSN 752) destroyed Armory
   13:56:05     ---     ---    USS Pasadena (SSN 752) Survived
   13:56:05     ---     ---    Tanker Survived


Tactics: How hard can this be? Follow the instructions in the manual!


9.2       SINGLE MISSION 2: FIGHTER PLANES DON'T FLOAT

Pick up a downed pilot in the Adriatic Sea.

  Critical Goals:
  Pickup Pilot: 800 points
  
  Non-Critical Goals:
  Kill Heroj: 100 points
  Kill Grisha: 100 points
  
  Penalties:
  Detected by Heroj: -200
  Detected by Grisha: -??? (200?)
  
   Time  Range  Bearing Event
   12:37:42     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:46:28     9713    026    USS Pasadena (SSN 752) destroyed Heroj
   13:35:40     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   13:35:42     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   13:37:26     25220   286    USS Pasadena (SSN 752) attacked Grisha
   13:37:26     ---     ---    Harpoon damaged Grisha engine room
   13:37:27     25221   286    USS Pasadena (SSN 752) destroyed Grisha
   13:44:02     ---     ---    USS Pasadena (SSN 752) surfaced
   13:45:03     ---     ---    USS Pasadena (SSN 752) picked up Raft
   13:45:28     ---     ---    USS Pasadena (SSN 752) Survived
   13:45:28     ---     ---    Cargo Ship Survived


Tactics: while the radio message warns of dire consequences if you don't
get there like bat out of hell, there's really no need to do so. If you go
in fast, you'll be detected by the Heroj and lose some points. Sink the
Heroj when you see it, and feel free to sink the Grisha any time.

Best way to find the pilot is to use the mine hunting HF sonar. He shows up
in it quite well in short range. Then confirm with periscope, and surface
when you get really close, going less than two knots.


9.3   SINGLE MISSION 3: MOHAMAR'S MADNESS

Launch a TLAM strike on chemical weapon sites in Libya.

  Critical Goals:
  TLAM Strike 1: 150 points
  TLAM Strike 2: 150 points
  Kill SAM Site: 400 points
  Arrive at Launch Point: 100 points
  
  Non-Critical Goals:
  Kill Foxtrot: 50 points
  Kill Grisha 1: 50 points
  Kill Grisha 2: 50 points
  Kill Krivak: 50 points
  
   Time  Range  Bearing Event
   06:11:44     6212    076    Foxtrot detected USS Pasadena (SSN 752)
   06:15:00     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   06:18:27     24726   019    Grisha detected USS Pasadena (SSN 752)
   06:18:48     5295    268    USS Pasadena (SSN 752) destroyed Foxtrot
   06:35:07     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   06:43:28     15463   302    USS Pasadena (SSN 752) destroyed Krivak
   06:48:32     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   06:53:52     8977    296    USS Pasadena (SSN 752) destroyed Grisha
   07:00:14     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:06:18     7732    103    USS Pasadena (SSN 752) destroyed Grisha
   08:02:04     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   08:02:08     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   08:02:13     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   08:02:17     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   08:02:22     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   08:02:26     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   08:02:30     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   08:02:38     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   08:15:38     ---     ---    SAM Bunker launched: SAM
   08:16:05     ---     ---    SAM Bunker launched: SAM
   08:16:05     13716   290    SAM Bunker destroyed Tomahawk
   08:16:26     9546    290    SAM Bunker destroyed Tomahawk
   08:16:32     ---     ---    SAM Bunker launched: SAM
   08:16:46     5713    290    SAM Bunker destroyed Tomahawk
   08:17:00     ---     ---    SAM Bunker launched: SAM
   08:17:06     1758    290    SAM Bunker destroyed Tomahawk
   08:17:17     221612  111    USS Pasadena (SSN 752) destroyed Tomahawk
   08:17:17     222951  111    USS Pasadena (SSN 752) destroyed SAM
  Bunker
   08:31:22     369400  145    USS Pasadena (SSN 752) destroyed Building
   08:31:28     369400  145    USS Pasadena (SSN 752) destroyed Explosion
   08:31:28     369400  145    USS Pasadena (SSN 752) destroyed Building
   08:33:01     ---     ---    USS Pasadena (SSN 752) Survived
   08:33:01     ---     ---    SAM Bunker Survived
   08:33:01     ---     ---    SAM Bunker Survived
   08:33:01     ---     ---    Container Ship Survived


Tactics: Very straightforward mission. Either kill all the opposition or
sneak around them. I prefer killing them.

Check the radio at the beginning of launch window to get additional
target(s).

Remember to plot the TLAM waypoints around the SAM sites, and assign 4-6
TLAMs to take out that one SAM site you have to destroy. For the other
targets allocate two missiles each.


9.4       SINGLE MISSION 4: REBEL YELL

Sink a renegade Russian Delta boomer, with escorts.

  Critical Goals:
  Kill Delta: 800 points
  
  Non-Critical Goals:
  Kill Victor II: 100 points
  Kill Akula: 100 points
  
  Penalties:
  detected by Delta: -200
  detected by Akula: -200
  detected by Victor II: -???
  
   Time  Range  Bearing Event
   06:46:53     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   06:46:56     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   06:47:57     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   06:57:00     ---     ---    Delta launched: Static CM
   06:57:00     ---     ---    Delta launched: Static CM
   06:57:49     18496   116    USS Pasadena (SSN 752) destroyed Static CM
   06:57:49     18496   116    USS Pasadena (SSN 752) destroyed Static CM
   06:57:49     18436   116    USS Pasadena (SSN 752) destroyed ADCAP
   07:01:07     18873   119    USS Pasadena (SSN 752) destroyed Delta
   07:21:46     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:21:49     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:24:28     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:24:31     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:33:02     13621   183    USS Pasadena (SSN 752) destroyed ADCAP
   07:33:02     13709   183    USS Pasadena (SSN 752) destroyed Akula
   07:42:44     32034   135    USS Pasadena (SSN 752) destroyed ADCAP
   07:42:44     32118   134    USS Pasadena (SSN 752) destroyed Victor II
   07:46:27     ---     ---    USS Pasadena (SSN 752) Survived


Tactics: The Victor II is the "beater". He's the noisy one to attract
attention while the Akula lies in wait... Don't fall for it. Go around the
Victor (he's just moving back and forth) and you'll find the Akula. Go
beyond that, and you'll find the Delta. NEVER be closer than 7500 yards to
any one or they'll detect you. When you find the Delta, launch a torpedo at
each sub you're tracking, then get ready to evade.

Note: once when I played this scenario, I fired three torpedoes, none of
them hit, but three Russian subs manage to sink each other!


9.5       SINGLE MISSION 5: FIDEL'S FOLLY

Sneak into Cuban harbor and sink cargo ship. It contains cargo US does not
wish to leave port.

  Critical Goals:
  Kill Cargo Ship: 800 points
  
  Non-Critical Goals:
  Kill Grisha: 200 points
  
  Penalties:
  Detected by Helix 2: -100 points
  Detected by Helix 1: -100 points
  Sink the wrong ship: -???
  
   Time  Range  Bearing Event
   13:16:37     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:19:56     6278    068    Helix detected USS Pasadena (SSN 752)
   13:19:56     6533    358    Helix detected USS Pasadena (SSN 752)
   13:22:09     ---     ---    Helix launched: Torpedo-40cm
   13:22:43     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:23:10     ---     ---    Helix launched: Torpedo-40cm
   13:24:08     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:25:21     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:25:32     ---     ---    Helix launched: Torpedo-40cm
   13:26:04     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:26:51     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:27:06     478     324    Helix destroyed Static CM
   13:29:03     ---     ---    Helix launched: Torpedo-40cm
   13:29:26     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:30:34     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:36:48     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:37:06     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:37:24     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:37:42     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:38:00     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:38:06     5503    204    Helix destroyed Static CM
   13:38:06     5514    203    Helix destroyed Static CM
   13:49:53     24365   356    Helix destroyed Power Boat
   14:09:38     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   14:09:39     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   14:15:26     12358   332    USS Pasadena (SSN 752) destroyed ADCAP
   14:15:26     12476   332    USS Pasadena (SSN 752) destroyed Cargo
  Ship
   14:15:26     12494   331    USS Pasadena (SSN 752) destroyed Dock
   14:16:30     ---     ---    Merchant ran aground
   14:16:49     73      315    Dock collided with Merchant
   14:53:15     7209    269    Helix detected USS Pasadena (SSN 752)
   14:53:15     6663    273    Helix detected USS Pasadena (SSN 752)
   16:11:56     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   16:11:57     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   16:31:31     28901   068    USS Pasadena (SSN 752) destroyed Grisha
   16:37:05     ---     ---    USS Pasadena (SSN 752) Survived
   16:37:05     ---     ---    Merchant Survived
   16:37:05     ---     ---    Fishing Boat Survived
   16:37:05     ---     ---    Trawler Survived
   16:37:05     ---     ---    Sail Boat Survived
   16:37:05     ---     ---    Cruise Ship Survived
   16:37:05     ---     ---    Helix Survived
   16:37:05     ---     ---    Helix Survived


Tactics: Nasty mission. The Helixes are patrolling the channel heavily and
will drop torpedoes at any suspicious contact they see. It's probably
impossible to avoid being detected by the Helixes unless you go WAY south
and then sneak through the minefield to the west.

Either way, the target cargo ship is tied up at the pier. The radio message
about a large ship leaving is false. That large ship is a CRUISE ship. If
you sink it, you'll get in BIG trouble.

The Helixes will probably sink several civilian ships in this mission. Too
bad.

You have three choices to take out the cargo ship: TLAM, Harpoon, or
torpedo.

TLAM: you see the two piers on the weapons map. Just assign one TLAM each
and that should take care of the cargo ship tied up next to it as well.
Beware of Helixes. Technically, you only need to hit the western dock
(that's the one with the ship), but you're not supposed to know that. (ha-
ha)

Harpoon: almost same as TLAM, except you shoot them down the channel
instead of over land like TLAMs. Beware of Helixes. If your activation
range is off you may end up killing some neutral ships.

Torpedo: fire them at long range and try to sneak them into the channel pre-
enabled, so they don't hit any neutral shipping. Then once in the area,
steer them into the target. Fire the torpedoes at a VERY shallow depth (60
ft) and set them to VERY shallow depth as well, so that they don't bury
themselves in the silt in the Cuban harbor.  Of course, you can try sneak
into the harbor, but the Helixes will pound you if they find you.


9.6       SINGLE MISSION 6: OSCAR-WINNING PERFORMANCE

Protect Nimitz, sink a Russian rebel Oscar II

  Critical Goals:
  Kill Oscar: 200 points
  Non-Critical Goals:
  Nimitz Must Survive: 400 points
  Arleigh Burke Must Survive: 400 points
  
   Time  Range  Bearing Event
   18:14:42     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:14:43     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:21:16     ---     ---    Oscar II launched: Static CM
   18:21:16     ---     ---    Oscar II launched: Static CM
   18:22:09     11904   347    USS Pasadena (SSN 752) destroyed Static CM
   18:22:09     11904   347    USS Pasadena (SSN 752) destroyed Static CM
   18:22:45     12199   341    USS Pasadena (SSN 752) destroyed Oscar II
   18:22:45     52461   328    Arleigh Burke detected Oscar II
   18:28:58     ---     ---    USS Pasadena (SSN 752) Survived
   18:28:58     ---     ---    Nimitz Survived
   18:28:58     ---     ---    Arleigh Burke Survived
   18:28:58     ---     ---    Cargo Ship Survived
   18:28:58     ---     ---    Trawler Survived
   18:28:58     ---     ---    Merchant Survived


Tactics: Easy mission. Head north, and you'll hear the Oscar coming at a
decent speed. Keep your distance, and stay at periscope depth to get the
latest radio message. As soon as you get weapons free, launch the killing
shot. Technically, you can shoot even before that, but why violate orders
when you don't have to?


9.7       SINGLE MISSION 7: AGAINST ALL ODDS

Penetrate a Soviet/Russian carrier escort screen and sink the Kuznetsov-
class carrier

  Critical Goals:
  Kill Kuznetsov: 700 points
  
  Non-Critical Goals:
  Kill Slava 1: 50 points
  Kill Slava 2: 50 points
  Kill Akula 1: 100 points
  Kill Akula 2: 100 points
  
  Penalties:
  Detected by Akula 1: -150 points
  Detected by Akula 2: -150 points
  Detected by ???????: -???
  
   Time  Range  Bearing Event
   06:26:22     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   06:26:22     18253   066    Helix detected USS Pasadena (SSN 752)
   06:26:23     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   06:26:23     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   06:26:24     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   06:30:09     ---     ---    Slava launched: SAM
   06:30:21     ---     ---    Slava launched: SAM
   06:30:27     8037    097    Slava destroyed Harpoon
   06:30:27     7881    097    Slava destroyed Harpoon
   06:30:37     7087    062    Slava destroyed Harpoon
   06:30:57     67192   291    USS Pasadena (SSN 752) destroyed Slava
   06:31:11     ---     ---    Slava launched: SAM
   06:31:39     ---     ---    Slava launched: SAM
   06:40:29     ---     ---    Helix launched: Torpedo-40cm
   06:41:05     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:43:03     ---     ---    Helix launched: Torpedo-40cm
   06:43:04     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:43:34     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:43:56     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:44:21     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:44:34     5123    271    Helix destroyed Static CM
   06:44:34     5042    269    Helix destroyed Static CM
   06:44:34     4953    269    Helix destroyed Static CM
   06:47:33     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:47:51     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:48:04     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:48:14     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:48:31     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:48:36     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:48:41     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:48:59     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:49:01     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   06:49:13     9927    271    Helix destroyed Static CM
   06:49:13     9916    271    Helix destroyed Static CM
   07:00:26     33195   122    Akula detected USS Pasadena (SSN 752)
   07:01:56     ---     ---    Akula launched: Torpedo-65cm
   07:12:13     31312   135    Akula detected USS Pasadena (SSN 752)
   07:12:37     36159   143    Akula detected USS Pasadena (SSN 752)
   07:13:48     ---     ---    Akula launched: Torpedo-65cm
   07:15:23     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   07:18:22     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:18:23     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:20:34     ---     ---    Akula launched: Torpedo-65cm
   07:33:41     ---     ---    Akula launched: Torpedo-65cm
   07:37:42     ---     ---    Akula launched: Static CM
   07:37:42     ---     ---    Akula launched: Static CM
   07:39:01     ---     ---    Akula launched: Torpedo-65cm
   07:39:41     32374   339    USS Pasadena (SSN 752) destroyed ADCAP
   07:39:41     49365   127    Kuznetsov detected USS Pasadena (SSN 752)
   07:39:41     32207   339    USS Pasadena (SSN 752) destroyed Akula
   07:41:59     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:42:01     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:49:09     37970   132    Slava detected USS Pasadena (SSN 752)
   08:01:51     34071   181    Akula detected USS Pasadena (SSN 752)
   08:03:55     ---     ---    Akula launched: Torpedo-65cm
   08:23:04     33922   192    Akula detected USS Pasadena (SSN 752)
   08:24:34     ---     ---    Akula launched: Torpedo-65cm
   08:38:44     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   08:43:13     ---     ---    Akula launched: Torpedo-65cm
   08:44:16     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   08:44:24     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   08:44:51     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   08:45:29     ---     ---    Slava launched: Torpedo-53cm
   08:45:40     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   08:46:09     ---     ---    Slava launched: Torpedo-53cm
   08:46:50     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   08:47:09     25151   219    Helix detected USS Pasadena (SSN 752)
   08:47:28     34051   215    Akula destroyed Static CM
   08:47:28     34064   215    Akula destroyed Static CM
   08:47:39     ---     ---    Helix launched: Torpedo-40cm
   08:48:28     ---     ---    Slava launched: Torpedo-53cm
   08:48:33     ---     ---    Helix launched: Torpedo-40cm
   08:52:49     19087   006    USS Pasadena (SSN 752) destroyed Slava
   08:59:52     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   09:00:32     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   09:00:39     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   09:01:19     18715   197    Slava destroyed Static CM
   09:04:07     ---     ---    Akula launched: Torpedo-65cm
   09:07:58     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   09:11:43     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   09:33:01     28122   250    Akula detected USS Pasadena (SSN 752)
   09:35:13     ---     ---    Akula launched: Torpedo-65cm
   09:39:40     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   09:39:40     29861   141    Kuznetsov detected USS Pasadena (SSN 752)
   09:39:43     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   09:39:45     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   09:41:42     28520   323    USS Pasadena (SSN 752) attacked Kuznetsov
   09:41:42     ---     ---    Harpoon damaged Kuznetsov
   09:41:46     28487   323    USS Pasadena (SSN 752) attacked Kuznetsov
   09:41:46     ---     ---    Harpoon damaged Kuznetsov
   09:41:47     28479   323    USS Pasadena (SSN 752) destroyed Kuznetsov
   09:43:30     29815   262    Akula detected USS Pasadena (SSN 752)
   09:52:04     ---     ---    Akula launched: Torpedo-65cm
   09:53:05     29948   266    Akula detected USS Pasadena (SSN 752)
   10:52:44     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   11:03:36     17012   030    USS Pasadena (SSN 752) destroyed Akula
   11:05:42     7627    260    Helix detected USS Pasadena (SSN 752)
   11:08:04     ---     ---    USS Pasadena (SSN 752) Survived
   11:08:04     ---     ---    Helix Survived
   11:08:04     ---     ---    Helix Survived
   11:08:04     ---     ---    Trawler Survived


Tactics: This mission is probably the most difficult mission in the whole
game. The Helixes are just about everywhere, and avoiding them is just
about impossible if you take the frontal approach. The Akulas can ruin your
day if you get too close, and Slavas in pairs are just about Harpoon proof.
There may or may not be a thermocline to hide behind.

As you can see, I had a hard time in this mission, and just about exhausted
my decoys when I killed the last Akula.

You have two approaches: frontal assault, or end-run.

If you choose frontal assault, you'll need some luck avoiding the Helixes
while you take care of the two Akulas acting as vanguard.  Consider using
passive torpedoes to take out the Akulas. Then circle in place as the
Slavas and Kuznetsov come to you, but you will need to avoid the Helixes.
Kuznetsov needs three hits to sink, so you'll need to reload at least once.
If the Helixes pound you with torpedoes, the Akulas and the Slavas will
join in, as you see from that wild melee above. It involves more luck than
tactics.

End-run may be easier. Head south immediately at max depth, flank speed,
and open the range 15-20 miles from their eastward track. Then circle
around behind them, after the Helixes and Akulas went past. Then use deep
sprinting to catch up, and take out the surface ships with torpedoes up
their baffles. Then you can stay around to get the subs for extra points,
or just quit the mission here.


9.8       SINGLE MISSION 8: REBEL YELL II

Eliminate a rebel Akula sub that may be trying to attack the Nimitz.

  Critical Goals:
  Kill Akula: 1000 points
  
  Penalties:
  Detected by Akula: -100
  
   Time  Range  Bearing Event
   18:08:47     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:08:50     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:18:57     ---     ---    Akula launched: Static CM
   18:18:57     ---     ---    Akula launched: Static CM
   18:19:54     17351   249    USS Pasadena (SSN 752) destroyed ADCAP
   18:19:54     17264   249    USS Pasadena (SSN 752) destroyed Akula
   18:19:54     55478   225    Nimitz detected Akula
   18:25:08     ---     ---    USS Pasadena (SSN 752) Survived
   18:25:08     ---     ---    Nimitz Survived
   18:25:08     ---     ---    Oiler Survived
   18:25:08     ---     ---    Arleigh Burke Survived
   18:25:08     ---     ---    Spruance Survived
   18:25:08     ---     ---    Perry Survived
   18:25:08     ---     ---    Container Ship Survived
   18:25:08     ---     ---    Tanker Survived


Tactics: Easy mission. Akula just charge in. One torpedo should do it.
Ignore the part of the order about "hostile intent". If it comes close,
shoot it.


9.9       SINGLE MISSION 9: KEEP THE PETROL FLOWING

Two Kilo subs are attacking merchant shipping. They are closing in on a
disabled tanker. Destroy the Kilos.

  Critical Goals:
  Kill Kilo 2: 500 points
  Kill Kilo 1: 500 points
  
   Time  Range  Bearing Event
   08:17:36     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   08:17:37     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   08:17:39     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   08:17:40     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   08:21:28     6264    264    USS Pasadena (SSN 752) destroyed ADCAP
   08:21:28     6398    263    USS Pasadena (SSN 752) destroyed Kilo
   08:30:09     12004   317    USS Pasadena (SSN 752) destroyed Kilo
   08:30:26     11978   317    USS Pasadena (SSN 752) destroyed Kilo
   08:31:45     ---     ---    USS Pasadena (SSN 752) Survived
   08:31:45     ---     ---    Tanker Survived
   08:31:45     ---     ---    Trawler Survived


Tactics: Easy. When you get the coordinates of the tanker, head there at
flank speed (don't worry about cavitation). Get within 10 miles of there,
then slow to a decent pace (5 knots) and start listening for the Kilos.
Those two should pop up easily. When you get good solutions to both of
them, take them out.


9.10      SINGLE MISSION 10: LET MY PEOPLE GO

Drop off some SEALs for a rescue op, then pick them up.

  Critical Goals:
  Drop-off SEALS: 400 points
  Pick up SEALS: 400 points
  
  Non-Critical Goals:
  Kill Turya 3: 100 points
  Kill Turya 2: 100 points
  Kill Turya 1: 100 points
  
  Penalties:
  Detected by Turya 3: -50 points
  Detected by Turya 2: -50 points
  Detected by Turya 1: -50 points
  
   Time  Range  Bearing Event
   00:00:48     21976   343    Turya detected USS Pasadena (SSN 752)
   00:02:44     11095   343    Turya detected USS Pasadena (SSN 752)
   00:02:44     15022   125    Helix detected USS Pasadena (SSN 752)
   00:03:16     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   00:03:20     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   00:03:25     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   00:03:31     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   00:11:07     13310   161    USS Pasadena (SSN 752) destroyed ADCAP
   00:11:07     13214   161    USS Pasadena (SSN 752) destroyed Turya
   00:22:55     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   00:38:20     ---     ---    Turya ran aground
   00:38:21     ---     ---    Turya ran aground
   00:38:53     21538   209    USS Pasadena (SSN 752) destroyed Turya
   00:55:02     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   01:13:26     31733   099    USS Pasadena (SSN 752) destroyed Turya
   01:43:43     ---     ---    USS Pasadena (SSN 752) dropped off Seal-
  Team
   02:01:40     4989    220    USS Pasadena (SSN 752) destroyed Dock
   02:08:31     ---     ---    USS Pasadena (SSN 752) performed emergency
  blow
   02:09:45     ---     ---    USS Pasadena (SSN 752) picked up Seal-Team
   02:10:31     ---     ---    USS Pasadena (SSN 752) Survived
   02:10:31     ---     ---    Helix Survived


Tactics: get there fast, but no cavitation, unless you want to attract a
lot of attention from the Turyas and Helixes. Hug the ocean floor, and take
out the Turyas if you feel like it.

Once you get to the launch point, go 65 ft and 2 knots, and eventually the
SEALs will leave.

Once you hear things got blown up, SEALs are on their way back. Go back to
the same point. As the freed hostages are coming also, it's time to surface
the ship. Once they're close, surface, and wait for them to board. Use the
HF Minehunting sonar to get REALLY close.

Get there before 2AM or you'll be too late.


9.11      SINGLE MISSION 11: NEED A LIFT?

Transport the DSRV near a downed friendly sub, eliminate any threats in the
area. There is a time limit on this mission.

  Critical Goals:
  Recover DSRV: 400 points
  Launch DSRV by 15:00: 400 points
  
  Non-Critical Goals:
  Kill Kilo 2: 100 points
  Kill Kilo 1: 100 points
  
  Penalties:
  Detected by Kilo 1: -100
  Detected by Kilo 2: -100
  
   Time  Range  Bearing Event
   13:07:55     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:07:57     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:18:40     ---     ---    Kilo launched: Static CM
   13:18:40     ---     ---    Kilo launched: Static CM
   13:19:43     18525   006    USS Pasadena (SSN 752) destroyed Static CM
   13:19:43     18525   006    USS Pasadena (SSN 752) destroyed Static CM
   13:20:16     18667   004    USS Pasadena (SSN 752) destroyed Kilo
   13:33:08     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:33:08     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:39:54     9606    356    USS Pasadena (SSN 752) destroyed ADCAP
   13:39:54     9667    356    USS Pasadena (SSN 752) destroyed Kilo
   14:28:50     ---     ---    USS Pasadena (SSN 752) dropped off DSRV
   17:20:54     ---     ---    USS Pasadena (SSN 752) picked up DSRV
   17:23:57     ---     ---    USS Pasadena (SSN 752) Survived
   17:23:57     ---     ---    Trafalgar Survived
   17:23:57     ---     ---    Fishing Boat Survived
   17:23:57     ---     ---    Tanker Survived


Tactics: Go around the minefield (either east or west), and then slow down
and wait for the Kilos to show up. Kill the Kilos, get to the launch point,
and see the DSRV go off and later come back. It will take a LONG time as
the DSRV only goes about 3 knots.

Save the game after you kill the Kilos. Sometimes the DSRV gets stuck and
won't go anywhere after you launch it. In that case, reload the game and
try again.



10   Campaign Missions
   
The campaign involves travelling to four regions of the globe and put out
some regional fires for the US of A... In campaign missions, your loadout
are limited to what you can carry with you, so don't waste any torpedoes.
You're likely to run out or torpedoes in Region 4, so start learning to be
stingy on torpedoes and Harpoons.


10.1      REGION 1, MISSION 1: SEALING THEIR FATE (PART 1 OF 2)

Drop off some SEALs without being detected.

  Critical Goals:
  Arrive at launch point: 1000 points
  
  Penalties:
  Detected by Foxtrot: -500
  Detected by Koni: -???
  Detected by Osa: -???
  
   Time  Range  Bearing Event
   03:35:39     ---     ---    USS Pasadena (SSN 752) dropped off Seal-
  Team
   03:36:47     ---     ---    USS Pasadena (SSN 752) Survived
   03:36:47     ---     ---    Osa Survived
   03:36:47     ---     ---    Foxtrot Survived
   03:36:47     ---     ---    Merchant Survived
   03:36:47     ---     ---    Koni Survived
   03:36:47     ---     ---    Tanker Survived
   03:36:47     ---     ---    Sail Boat Survived
   03:36:47     ---     ---    Trawler Survived
   03:36:47     ---     ---    Seal-Team Survived


Tactics: This is easy. You have MUCH better sonar than they do, right? Find
the Foxtrot, avoid it, and get to the SEAL launch point before 4AM. If they
don't launch, you're too late.

Once they launch and you get the points, you can end the mission. Ignore
the part in the order about evade 25 miles to south.


10.2      REGION 1, MISSION 2: SEALING THEIR FATE (PART 2 OF 2)

Pick up the SEAL team you dropped off earlier. Feel free to take out
elements of the Cuban Navy if they get in your way.

  Critical Goals:
  Pick-up SEAL Team: 700 points
  
  Non-Critical Goals:
  Kill Foxtrot 1: 200 points
  Kill OSA 2: 200 points
  Kill Grisha: 200 points
  Kill OSA 1: 200 points
  Kill Foxtrot 2: 200 points
  
   Time  Range  Bearing Event
   18:06:15     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:26:52     22864   320    USS Pasadena (SSN 752) destroyed Osa
   18:37:22     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:44:49     11067   309    USS Pasadena (SSN 752) destroyed Osa
   18:59:19     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:07:40     11591   115    USS Pasadena (SSN 752) destroyed Grisha
   19:10:03     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:10:05     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:20:55     ---     ---    Foxtrot launched: Static CM
   19:20:55     ---     ---    Foxtrot launched: Static CM
   19:23:12     ---     ---    Foxtrot launched: Static CM
   19:23:12     ---     ---    Foxtrot launched: Static CM
   19:24:02     19986   306    USS Pasadena (SSN 752) destroyed Static CM
   19:24:02     19986   306    USS Pasadena (SSN 752) destroyed Static CM
   19:24:22     14026   037    USS Pasadena (SSN 752) destroyed Foxtrot
   19:27:50     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:28:53     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:38:25     ---     ---    Foxtrot launched: Static CM
   19:38:25     ---     ---    Foxtrot launched: Static CM
   19:39:27     ---     ---    Foxtrot launched: Static CM
   19:39:27     ---     ---    Foxtrot launched: Static CM
   19:39:28     16453   284    USS Pasadena (SSN 752) destroyed Static CM
   19:39:28     16453   284    USS Pasadena (SSN 752) destroyed Static CM
   19:40:28     ---     ---    Foxtrot launched: Static CM
   19:40:28     ---     ---    Foxtrot launched: Static CM
   19:40:30     16048   284    USS Pasadena (SSN 752) destroyed Static CM
   19:40:30     16048   284    USS Pasadena (SSN 752) destroyed Static CM
   19:40:30     16047   284    USS Pasadena (SSN 752) destroyed Foxtrot
   19:51:52     ---     ---    USS Pasadena (SSN 752) picked up Seal-Team
   19:54:01     ---     ---    USS Pasadena (SSN 752) Survived
   19:54:01     ---     ---    Cargo Ship Survived
   19:54:01     ---     ---    Trawler Survived


Tactics: you're a little short on time, but now you're weapons-free. Shoot
anything that stand in your way.

Head for the pickup point at a decent speed (15-20 knots should do it) and
periodically slow down to listen for nearby contacts. You'll find two subs
nearby the pickup point, the rest patrolling outside. Killing the Foxtrots
is probably needed.

Once you picked up the SEALs, you can go after the rest of the patrols for
points, or just end the mission.


10.3      REGION 1, MISSION 3: DOING DRUGS

Launch TLAM strike against drug factories in Cuba

  Critical Goals:
  Arrive at Launch Point: 100 points
  Destroy Drug Factory 1: 125 points
  Destroy Drug Factory 2: 125 points
  Destroy Drug Factory 3: 125 points
  Destroy Drug Factory 4: 125 points
  
  Non-Critical Goals:
  Kill Osa 1: 100 points
  Kill Osa 2: 100 points
  Kill Osa 3: 100 points
  
   Time  Range  Bearing Event
   12:47:34     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:47:40     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   12:47:40     17899   038    Osa detected USS Pasadena (SSN 752)
   12:47:40     33895   250    Osa detected USS Pasadena (SSN 752)
   12:47:40     37982   227    Helix detected USS Pasadena (SSN 752)
   12:47:53     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   12:47:57     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   12:48:01     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   12:48:05     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   12:48:41     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:48:43     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:53:20     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   12:53:25     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   12:53:29     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   12:53:33     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   12:54:53     12909   212    USS Pasadena (SSN 752) destroyed Osa
   12:55:45     ---     ---    SAM Bunker launched: SAM
   12:56:12     ---     ---    SAM Bunker launched: SAM
   12:56:40     ---     ---    SAM Bunker launched: SAM
   12:56:44     0       000    SAM Bunker destroyed
   12:58:39     ---     ---    SAM Bunker launched: SAM
   12:59:07     ---     ---    SAM Bunker launched: SAM
   12:59:35     ---     ---    SAM Bunker launched: SAM
   13:00:03     ---     ---    SAM Bunker launched: SAM
   13:00:31     ---     ---    SAM Bunker launched: SAM
   13:00:59     ---     ---    SAM Bunker launched: SAM
   13:01:11     ---     ---    SAM Bunker launched: SAM
   13:01:26     ---     ---    SAM Bunker launched: SAM
   13:01:39     ---     ---    SAM Bunker launched: SAM
   13:01:54     ---     ---    SAM Bunker launched: SAM
   13:02:07     ---     ---    SAM Bunker launched: SAM
   13:02:11     163271  340    USS Pasadena (SSN 752) destroyed Drug
  Factory
   13:02:22     ---     ---    SAM Bunker launched: SAM
   13:02:29     163956  030    USS Pasadena (SSN 752) destroyed Tomahawk
   13:02:29     164468  029    USS Pasadena (SSN 752) destroyed Drug
  Factory
   13:02:35     ---     ---    SAM Bunker launched: SAM
   13:02:50     ---     ---    SAM Bunker launched: SAM
   13:03:03     ---     ---    SAM Bunker launched: SAM
   13:03:18     ---     ---    SAM Bunker launched: SAM
   13:03:30     ---     ---    SAM Bunker launched: SAM
   13:03:46     ---     ---    SAM Bunker launched: SAM
   13:03:59     ---     ---    SAM Bunker launched: SAM
   13:04:14     ---     ---    SAM Bunker launched: SAM
   13:04:26     ---     ---    SAM Bunker launched: SAM
   13:04:42     ---     ---    SAM Bunker launched: SAM
   13:04:44     170803  352    USS Pasadena (SSN 752) destroyed Drug
  Factory
   13:05:10     ---     ---    SAM Bunker launched: SAM
   13:05:38     ---     ---    SAM Bunker launched: SAM
   13:06:00     160663  016    USS Pasadena (SSN 752) destroyed Drug
  Factory
   13:06:05     ---     ---    SAM Bunker launched: SAM
   13:06:11     ---     ---    SAM Bunker launched: SAM
   13:06:34     ---     ---    SAM Bunker launched: SAM
   13:06:39     ---     ---    SAM Bunker launched: SAM
   13:07:01     ---     ---    SAM Bunker launched: SAM
   13:07:07     ---     ---    SAM Bunker launched: SAM
   13:07:29     ---     ---    SAM Bunker launched: SAM
   13:07:35     ---     ---    SAM Bunker launched: SAM
   13:07:50     162390  340    USS Pasadena (SSN 752) destroyed Drug
  Factory
   13:08:22     163615  030    USS Pasadena (SSN 752) destroyed Drug
  Factory
   13:09:31     170016  352    USS Pasadena (SSN 752) destroyed Drug
  Factory
   13:11:47     159739  016    USS Pasadena (SSN 752) destroyed Drug
  Factory
   13:11:57     20984   060    USS Pasadena (SSN 752) destroyed Osa
   13:24:37     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   13:27:27     ---     ---    Osa launched: SAM
   13:27:57     ---     ---    Osa launched: SAM
   13:28:06     3622    007    Osa destroyed Harpoon
   13:28:39     ---     ---    Osa launched: SAM
   13:29:08     ---     ---    Osa launched: SAM
   13:44:22     ---     ---    Helix launched: Torpedo-40cm
   13:44:45     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   13:45:18     ---     ---    Helix launched: Torpedo-40cm
   15:54:41     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   15:59:56     6896    123    USS Pasadena (SSN 752) destroyed Osa
   16:01:30     ---     ---    USS Pasadena (SSN 752) Survived
   16:01:30     ---     ---    Helix Survived
   16:01:30     ---     ---    Trawler Survived
   16:01:30     ---     ---    Container Ship Survived
   16:01:30     ---     ---    Helix Survived
   16:01:30     ---     ---    Helix Survived
   16:01:30     ---     ---    Trawler Survived
   16:01:30     ---     ---    SAM Bunker Survived
   16:01:30     ---     ---    SAM Bunker Survived
   16:01:30     ---     ---    SAM Bunker Survived
   16:01:30     ---     ---    SAM Bunker Survived
   16:01:30     ---     ---    SAM Bunker Survived
   16:01:30     ---     ---    SAM Bunker Survived
   16:01:30     ---     ---    SAM Bunker Survived
   16:01:30     ---     ---    SAM Bunker Survived


Tactics: Even though the orders only say three targets, by reading the goal
list, you KNOW there's going to be a fourth target radioed to you when the
launch time comes.

Feel free to kill all patrol boats you encounter. They have SAMs that can
shoot down your TLAMs if they get too close. Then it's just a regular TLAM
strike mission, except for those Helixes.


10.4      REGION 1, MISSION 4: CRUSH THE CARTEL

Sneak into a Colombian harbor and sink two ships carrying drugs.

  Critical Goals:
  Kill Container Ship 1: 500 points
  Kill Container Ship 2: 500 points
  
  Penalties:
  Detected by FS 1500 1: -???
  Detected by FS 1500 2: -???
  
   Time  Range  Bearing Event
   07:09:52     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:09:52     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:09:54     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:09:55     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:11:12     1973    127    USS Pasadena (SSN 752) destroyed ADCAP
   07:11:12     14457   262    Container Ship detected USS Pasadena (SSN
  752)
   07:11:12     2077    126    USS Pasadena (SSN 752) destroyed Container
  Ship
   07:19:12     16986   074    USS Pasadena (SSN 752) destroyed ADCAP
   07:19:12     17022   074    USS Pasadena (SSN 752) destroyed Container
  Ship
   07:25:31     ---     ---    USS Pasadena (SSN 752) Survived
   07:25:31     ---     ---    FS 1500 Survived
   07:25:31     ---     ---    FS 1500 Survived
   07:25:31     ---     ---    Cargo Ship Survived
   07:25:31     ---     ---    Fishing Boat Survived
   07:25:31     ---     ---    Cruise Ship Survived


Tactics: This one is tough... There are TWO Colombian FS 1500 patrol boats
nearby, and you are NOT allowed to shoot them! What's worse, the
intelligence is wrong... Those two container ships are leaving the harbor
now! One of them will steam straight north. The other will try to hug the
eastern coastline out of the harbor. If you get past the patrol boats you
should see them. Remember, use torpedoes, and make CERTAIN of the targets
before shooting. You can get into periscope range, so confirm your target
before engaging.


10.5      REGION 1, MISSION 5: SNATCH THE BOSS

Sink a pleasure yacht carrying the drug lord, without waking up the
Colombian navy.

  Critical Goals:
  Kill Dom Hasquez: 1000 points
  
  Penalties:
  Detected by FS1500-2: -300 points
  Detected by FS1500-1: -???
  
   Time  Range  Bearing Event
   12:01:39     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:08:22     14790   133    FS 1500 detected USS Pasadena (SSN 752)
   12:17:08     29077   065    USS Pasadena (SSN 752) destroyed Pleasure
  Boat
   12:17:49     ---     ---    USS Pasadena (SSN 752) Survived
   12:17:49     ---     ---    FS 1500 Survived
   12:17:49     ---     ---    Fishing Boat Survived
   12:17:49     ---     ---    Cargo Ship Survived
   12:17:49     ---     ---    FS 1500 Survived


Tactics: Shallow water again, and those FS 1500's are REALLY annoying. Dom
Hasquez is in the pleasure boat heading WEST out of the harbor. If you see
a red contact way off to the east, that's him.

Somehow I ALWAYS get detected by the FS 1500, even though I'm quite a ways
away from it.


10.6  INTERMISSION

That concludes region 1... You'll resupply at Spain for the next regional
  assignment.
  
Add any upgrades or assistants as you need.

Take a mix of Harpoons and ADCAPS at the reload. You don't need any mines.
I'd recommend six Harpoons and the rest ADCAPs. Or you can go all
torpedoes.


10.7      REGION 2, MISSION 1: R0/R0, ROW YOUR BOAT

Sink a mine-laying ship mining the Adriatic Sea. However, there may be a
sub nearby...

  Critical Goals:
  Sink the R0-R0: 800
  
  Non-Critical Goals:
  Sink the Heroj: 200
  
  Penalties:
  Detected by the Heroj: -???
  
   Time  Range  Bearing Event
   06:56:50     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:08:45     15624   047    USS Pasadena (SSN 752) destroyed Heroj
   07:35:03     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:40:41     9279    086    USS Pasadena (SSN 752) destroyed Roll-on
  Roll-off
   07:43:04     ---     ---    USS Pasadena (SSN 752) Survived
   07:43:04     ---     ---    Container Ship Survived
   07:43:04     ---     ---    Trawler Survived
   07:43:04     ---     ---    Container Ship Survived
   07:43:04     ---     ---    Fishing Boat Survived


Tactics: From reading the goals, you can tell there's a Heroj sub nearby.
So watch for it as you get close to the reported position of the minelayer,
and remember to periodically turn on the minehunting sonar. There's plenty
of neutral traffic around so don't get too trigger-happy. Once you find
them, kill them.


10.8      REGION 2, MISSION 2: ACROSS THE LINE OF DEATH

Protect the Nimitz from Libyan forces. An Osa missile boat and a Kilo sub
is nearby, and probably will try to attack the Nimitz. Take them both out.

  Critical Goals:
  Kill Kilo: 200 points
  Arleigh Burke 2 Must Survive: 250 points
  Arleigh Burke 1 Must Survive: 250 points
  Nimitz Must Survive: 250 points
  
  Non-Critical Goals:
  Kill Osa: 50 points
  
   Time  Range  Bearing Event
   12:00:01     101637  136    Arleigh Burke detected Osa
   12:00:01     96461   132    Arleigh Burke detected Osa
   12:00:09     101457  316    Osa detected Arleigh Burke
   12:00:09     96279   312    Osa detected Arleigh Burke
   12:00:13     104499  311    Osa detected Nimitz
   12:01:00     60561   280    Kilo detected Arleigh Burke
   12:01:00     59897   273    Kilo detected Arleigh Burke
   12:01:32     103034  131    Nimitz detected Osa
   12:13:08     ---     ---    Arleigh Burke launched: Harpoon
   12:15:25     ---     ---    Arleigh Burke launched: Harpoon
   12:16:32     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:17:04     ---     ---    Osa launched: SAM
   12:17:11     ---     ---    Arleigh Burke launched: Harpoon
   12:17:21     7037    311    Osa destroyed Harpoon
   12:17:45     ---     ---    Osa launched: SAM
   12:18:14     ---     ---    Osa launched: SAM
   12:18:43     ---     ---    Osa launched: SAM
   12:19:33     ---     ---    Osa launched: SAM
   12:20:02     ---     ---    Osa launched: SAM
   12:20:12     45991   262    Kilo detected Arleigh Burke
   12:20:12     3594    258    Osa destroyed Harpoon
   12:20:45     ---     ---    Osa launched: SAM
   12:21:14     ---     ---    Osa launched: SAM
   12:21:42     65695   131    Arleigh Burke attacked Osa
   12:21:42     ---     ---    Harpoon damaged Osa
   12:24:58     ---     ---    Kilo launched: Static CM
   12:24:58     ---     ---    Kilo launched: Static CM
   12:30:19     43581   258    Kilo detected Arleigh Burke
   12:41:39     10183   014    USS Pasadena (SSN 752) destroyed Kilo
   12:41:39     38166   074    Arleigh Burke detected Kilo
   13:21:10     ---     ---    Arleigh Burke launched: Harpoon
   13:23:45     ---     ---    Osa launched: SAM
   13:24:02     7464    310    Osa destroyed Harpoon
   13:24:31     ---     ---    Osa launched: SAM
   13:25:01     ---     ---    Osa launched: SAM
   13:37:01     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:44:29     ---     ---    Arleigh Burke launched: Harpoon
   13:46:43     ---     ---    Osa launched: SAM
   13:47:25     12071   158    USS Pasadena (SSN 752) destroyed Osa
   13:51:54     ---     ---    USS Pasadena (SSN 752) Survived
   13:51:54     ---     ---    Arleigh Burke Survived
   13:51:54     ---     ---    Nimitz Survived
   13:51:54     ---     ---    Arleigh Burke Survived
   13:51:54     ---     ---    Cargo Ship Survived
   13:51:54     ---     ---    Trawler Survived
   13:51:54     ---     ---    Cargo Ship Survived
   13:51:54     ---     ---    Merchant Survived


Tactics: You got deeper water, but there are neutral traffic and
biologicals all around to make your life difficult.

The Kilo is coming from northeast, and the Osa from southeast. Take out the
Kilo when you see it. The Burke should be Harpooning the Osa by itself,
though as you can see, the Osa have good SAM coverage. Feel free to help
out with an ADCAP.


10.9      REGION 2, MISSION 3: SURGICALLY REMOVED

Conduct retaliatory TLAM strike on two Libyan airfields.

  Critical Goals:
  Arrive at Launch Point: 200 points
  Destroy Airport-1: 250 points
  Destroy Airport-2: 250 points
  
  Non-Critical Goals:
  Kill Krivak: 100 points
  Kill Koni: 100 points
  Kill Grisha: 100 points
  
   Time  Range  Bearing Event
   19:00:08     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   19:00:08     15013   089    Grisha detected USS Pasadena (SSN 752)
   19:00:08     35203   044    Il-38 May detected USS Pasadena (SSN 752)
   19:00:08     8429    041    Il-38 May detected USS Pasadena (SSN 752)
   19:00:09     ---     ---    USS Pasadena (SSN 752) launched: Harpoon
   19:00:15     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:00:17     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:00:37     ---     ---    Krivak launched: SAM
   19:00:53     7078    304    Krivak destroyed Harpoon
   19:01:19     16756   121    USS Pasadena (SSN 752) attacked Krivak
   19:01:19     ---     ---    Harpoon damaged Krivak engine room
   19:01:24     ---     ---    Krivak launched: SAM
   19:01:45     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:01:47     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:01:48     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:01:49     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:01:50     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:01:52     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:01:53     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:01:54     ---     ---    USS Pasadena (SSN 752) launched: Tomahawk
   19:01:58     16089   301    Krivak destroyed Tomahawk
   19:02:23     ---     ---    Krivak launched: SAM
   19:02:37     5418    306    Krivak destroyed Tomahawk
   19:03:13     ---     ---    Krivak launched: SAM
   19:03:41     ---     ---    Krivak launched: SAM
   19:05:34     17622   201    Koni detected USS Pasadena (SSN 752)
   19:09:20     13881   293    USS Pasadena (SSN 752) destroyed Grisha
   19:11:22     20548   030    USS Pasadena (SSN 752) attacked Koni
   19:11:22     ---     ---    ADCAP damaged Koni engine room
   19:11:30     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:19:44     197908  121    USS Pasadena (SSN 752) destroyed Airport
   19:20:16     197672  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:16     197672  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:16     197672  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:16     197672  121    USS Pasadena (SSN 752) destroyed Airport
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Explosion
   19:20:44     197464  121    USS Pasadena (SSN 752) destroyed Airport
   19:21:09     185481  106    USS Pasadena (SSN 752) destroyed Tomahawk
   19:21:09     185666  106    USS Pasadena (SSN 752) destroyed Airport
   19:21:18     185612  106    USS Pasadena (SSN 752) destroyed Explosion
   19:21:18     185428  106    USS Pasadena (SSN 752) destroyed Explosion
   19:21:18     185612  106    USS Pasadena (SSN 752) destroyed Airport
   19:26:58     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:29:08     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:33:20     10169   083    USS Pasadena (SSN 752) destroyed Krivak
   19:42:17     ---     ---    Il-38 May launched: Torpedo-53cm
   19:42:48     ---     ---    Il-38 May launched: Torpedo-53cm
   19:43:20     ---     ---    Il-38 May launched: Torpedo-53cm
   19:43:52     ---     ---    Il-38 May launched: Torpedo-53cm
   19:44:05     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   19:44:25     ---     ---    Il-38 May launched: Torpedo-53cm
   19:44:56     ---     ---    Il-38 May launched: Torpedo-53cm
   19:45:24     2860    342    Il-38 May destroyed Koni
   19:45:28     ---     ---    Il-38 May launched: Torpedo-53cm
   19:45:59     ---     ---    Il-38 May launched: Torpedo-53cm
   19:47:33     9094    029    Il-38 May destroyed Koni
   19:50:51     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   19:52:42     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   19:55:46     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   19:56:07     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   19:57:19     ---     ---    Il-38 May launched: Torpedo-53cm
   19:57:50     ---     ---    Il-38 May launched: Torpedo-53cm
   19:58:31     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   19:58:38     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   19:58:40     ---     ---    Il-38 May launched: Torpedo-53cm
   19:58:55     4550    359    Il-38 May destroyed Static CM
   19:58:55     4575    000    Il-38 May destroyed Static CM
   19:59:12     ---     ---    Il-38 May launched: Torpedo-53cm
   19:59:44     ---     ---    Il-38 May launched: Torpedo-53cm
   20:00:24     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   20:00:57     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   20:01:23     4379    192    Il-38 May destroyed Static CM
   20:01:28     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   20:01:30     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   20:02:03     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   20:02:43     ---     ---    USS Pasadena (SSN 752) Survived
   20:02:43     ---     ---    Il-38 May Survived
   20:02:43     ---     ---    Il-38 May Survived
   20:02:43     ---     ---    SAM Bunker Survived
   20:02:43     ---     ---    SAM Bunker Survived
   20:02:43     ---     ---    SAM Bunker Survived
   20:02:43     ---     ---    SAM Bunker Survived
   20:02:43     ---     ---    SAM Bunker Survived
   20:02:43     ---     ---    SAM Bunker Survived
   20:02:43     ---     ---    SAM Bunker Survived
   20:02:43     ---     ---    SAM Bunker Survived


Tactics: Straightforward TLAM mission. Around the SAM sites, get the last
second changes as usual, avoid the patrols if you feel like it, otherwise
shoot them. The Koni requires more than one torpedo.

The air patrols may give you a hard time. The Mays can be pretty
persistent, as you can see above. Fortunately, they also peeled the Konis
off my back.


10.10      INTERMISSION

More shore leave and resupply at Diego Garcia, then off to Persian Gulf...

Add any upgrades or assistants as you need.

Take a mix of Harpoons and ADCAPs at the reload. You don't need any mines.
I'd recommend six Harpoons and the rest ADCAPs, or all ADCAPs.


10.11          REGION 3, MISSION 1: STRAIT TO HELL

Kilos are mining the Gulf. Sink two enemy Kilos and detect minefield.

  Critical Goals:
  Kill Kilo 2: 400 points
  Kill Kilo 1: 400 points
  
  Non-Critical Goals:
  Detect Mine 10: 50 points
  Detect Mine 9: 50 points
  Detect Mine 8: 50 points
  Detect Mine 7: 50 points
  Detect Mine 6: 50 points
  Detect Mine 5: 50 points
  Detect Mine 4: 50 points
  Detect Mine 3: 50 points
  Detect Mine 2: 50 points
  Detect Mine 1: 50 points
  
   Time  Range  Bearing Event
   18:12:36     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:20:00     9832    206    USS Pasadena (SSN 752) destroyed Kilo
   18:20:04     17572   061    Helix detected USS Pasadena (SSN 752)
   18:37:54     ---     ---    Helix launched: Torpedo-40cm
   18:38:44     ---     ---    Helix launched: Torpedo-40cm
   18:38:47     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   18:40:09     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:50:36     31967   318    Helix detected USS Pasadena (SSN 752)
   18:57:13     20440   019    Helix destroyed Tanker
   18:58:54     ---     ---    Kilo launched: Static CM
   18:58:54     ---     ---    Kilo launched: Static CM
   18:59:42     15457   263    USS Pasadena (SSN 752) destroyed Kilo
   19:04:09     ---     ---    Helix launched: Torpedo-40cm
   19:04:44     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   19:05:14     ---     ---    Helix launched: Torpedo-40cm
   19:17:10     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   19:19:37     716     324    Helix destroyed Fishing Boat
   20:24:34     ---     ---    USS Pasadena (SSN 752) Survived
   20:24:34     ---     ---    Tanker Survived
   20:24:34     ---     ---    Helix Survived
   20:24:34     ---     ---    Helix Survived
   20:24:34     ---     ---    Trawler Survived


Tactics: Could be nasty, but at least there's no real time limit, even
though the mission was apparently designed with one in mind and taken out
at the last minute. A tanker will head through the minefield if you don't
do things quickly, but its survival is not on your goals list. My guess is
the Helixes are known to torpedo neutral ships by mistake.

The Helixes are a REAL pain, and the water is quite shallow.

You'll need a little luck avoiding the Helixes, though they generally go
after the biological contacts if you keep your distance. Otherwise...  hope
their torpedoes go after some other contacts.

Note: you may need to turn on the Sonar Assistant to get the detection
points, but others have reported that you can click on the dot in the HF
sonar screen to designate target as well.

Head for the first reported location of the Kilo and the minefield.  Plot a
series of markers along that N/S line. That'll be your search area for the
mines. You should detect the first Kilo as you approach the mines. Kill it,
then keep going west until you see the mines. If you detected a number
OTHER than Mission 10, you're not north or west enough.  Go northwest and
find Mission 10 first. Then turn south and find the rest.

When you hear the other Kilo across the minefield, take him out.

You can go at a decent speed, say 15 knots, while hunting mines. You won't
cavitate if you're deep enough, and you can cover good area while doing so.

The mines are laid in two groups. The northern group has six mines, in two
rows of three, slightly staggered. The southern group, across the deep
channel, has four mines in two rows, again, slightly staggered.

Once you find all the mines, end the mission.


10.12          REGION 3, MISSION 2: DUCK IN A SHOOTING GALLERY

Drop off a SEAL team at an oil rig to blow it up, then pick them up.

  Critical Goals:
  Drop-off SEAL Team: 150 points
  Destroy Oil Rig - 1: 600 points
  SEAL Pick-up: 150 points
  
  Non-Critical Goals:
  Kill Kotor: 100 points
  Kill Koni: 100 points
  
   Time  Range  Bearing Event
   18:11:10     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:16:15     20512   096    Koni detected USS Pasadena (SSN 752)
   18:16:15     49197   044    Helix detected USS Pasadena (SSN 752)
   18:19:22     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:27:29     25274   248    USS Pasadena (SSN 752) attacked Koni
   18:27:29     ---     ---    ADCAP damaged Koni engine room
   18:29:59     ---     ---    Helix launched: Torpedo-40cm
   18:30:41     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   18:30:47     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   18:30:53     ---     ---    Helix launched: Torpedo-40cm
   18:34:45     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:35:29     23568   241    USS Pasadena (SSN 752) destroyed Koni
   19:15:40     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   19:30:15     19221   250    USS Pasadena (SSN 752) destroyed Kotor
   20:50:35     ---     ---    USS Pasadena (SSN 752) dropped off Seal-
  Team
   21:01:26     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   21:01:28     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   21:07:05     ---     ---    USS Pasadena (SSN 752) ran aground
   21:07:17     3197    248    USS Pasadena (SSN 752) destroyed Oil Rig
   21:09:32     ---     ---    USS Pasadena (SSN 752) ran aground
   21:10:02     ---     ---    USS Pasadena (SSN 752) ran aground
   21:10:32     ---     ---    USS Pasadena (SSN 752) ran aground
   21:11:02     ---     ---    USS Pasadena (SSN 752) ran aground
   21:30:43     ---     ---    USS Pasadena (SSN 752) picked up Seal-Team
   21:31:03     ---     ---    USS Pasadena (SSN 752) Survived
   21:31:03     ---     ---    Oil Rig Survived
   21:31:03     ---     ---    Helix Survived
   21:31:03     ---     ---    Tanker Survived
   21:31:03     ---     ---    Oiler Survived
   21:31:03     ---     ---    Fishing Boat Survived


Tactics: Straightforward mission except for the "wrong rig" message. If you
feel like it, kill the surface ships while you're at it. The only
complications are the shallow water, and the Helixes buzzing around.

If you want to take out the Koni, use two torpedoes. A single torpedo only
stops a Koni, doesn't sink it.

I ran aground while dodging torpedoes. That's -200 right there! So be
careful in the shallow waters.


10.13          REGION 3, MISSION 3: SINK THE NAVY

Destroy the Iranian navy near their port.

  Critical Goals:
  Kill Grisha 2: 250 points
  Kill Grisha 1: 250 points
  Kill FS1500: 250 points
  Kill Kilo: 250 points
  
   Time  Range  Bearing Event
   12:01:34     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:02:18     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:05:10     18170   217    FS 1500 detected USS Pasadena (SSN 752)
   12:05:10     14868   234    Grisha detected USS Pasadena (SSN 752)
   12:08:10     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:11:46     26248   085    Helix detected USS Pasadena (SSN 752)
   12:13:34     19432   048    USS Pasadena (SSN 752) destroyed Grisha
   12:15:33     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:18:39     25972   048    USS Pasadena (SSN 752) destroyed FS 1500
   12:22:55     ---     ---    Helix launched: Torpedo-40cm
   12:23:49     ---     ---    Helix launched: Torpedo-40cm
   12:23:52     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   12:23:53     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   12:24:09     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   12:24:10     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   12:24:22     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   12:24:23     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   12:24:30     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   12:24:31     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   12:24:49     2942    100    Helix destroyed Static CM
   12:24:49     2941    100    Helix destroyed Static CM
   12:24:49     2895    099    Helix destroyed Static CM
   12:24:49     2892    099    Helix destroyed Static CM
   12:27:39     18804   353    USS Pasadena (SSN 752) destroyed Kilo
   12:28:57     34201   350    USS Pasadena (SSN 752) destroyed Grisha
   12:29:29     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   12:29:31     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   12:29:54     ---     ---    USS Pasadena (SSN 752) Survived
   12:29:54     ---     ---    Helix Survived


Tactics: Nothing too difficult about this one, except for the Helixes
buzzing around and REALLY shallow water (less than 200 feet!). Keep your
distance and launch LONG range ADCAP shots (20000 yards or more).

One torpedo should kill each contact if you direct them carefully. See that
34K yard shot there?


10.14      INTERMISSION

Another trip around the world, and shore leave at Yokosuka, Japan... Load
only 4 SLMMs, and NO Harpoons. You'll need EVERY torpedo you have, and you
don't have any extras to double bang your targets. You should have full
assistants and upgrades by now.


10.15          REGION 4, MISSION 1: THEY SAID THEY WERE JUST TRAINING

Take out North Korean commando minisubs.

  Critical Goals:
  Kill Mini-sub 1: 250 points
  Kill Mini-sub 2: 250 points
  Kill Mini-sub 3: 250 points
  Kill Mini-sub 4: 250 points
  
  Non-Critical Goals:
  Kill Grisha 1: 200 points
  Kill Grisha 2: 200 points
  Kill Grisha 3: 200 points
  Kill Grisha 4: 200 points
  
   Time  Range  Bearing Event
   00:03:21     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   00:09:55     14914   073    Grisha detected USS Pasadena (SSN 752)
   00:09:55     16986   078    Helix detected USS Pasadena (SSN 752)
   00:10:07     8748    300    USS Pasadena (SSN 752) destroyed Grisha
   00:10:33     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   00:10:55     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   00:12:53     ---     ---    Helix launched: Torpedo-40cm
   00:13:50     ---     ---    Helix launched: Torpedo-40cm
   00:14:41     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   00:14:43     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   00:15:26     27861   078    Helix detected USS Pasadena (SSN 752)
   00:15:26     21840   087    Grisha detected USS Pasadena (SSN 752)
   00:21:06     17923   228    USS Pasadena (SSN 752) destroyed Grisha
   00:21:33     ---     ---    Helix launched: Torpedo-40cm
   00:22:29     ---     ---    Helix launched: Torpedo-40cm
   00:23:39     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   00:23:40     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   00:25:27     29574   255    USS Pasadena (SSN 752) destroyed MiniSub
   00:31:19     8115    248    Helix destroyed MiniSub
   00:31:51     8115    248    Helix destroyed MiniSub
   01:01:57     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   01:16:19     16368   283    USS Pasadena (SSN 752) destroyed Grisha
   01:21:59     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   01:35:20     13731   287    USS Pasadena (SSN 752) destroyed MiniSub
   01:37:07     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   01:58:18     33936   271    USS Pasadena (SSN 752) destroyed MiniSub
   02:23:34     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   02:24:31     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   02:35:15     18051   130    Helix detected USS Pasadena (SSN 752)
   02:35:29     18216   270    USS Pasadena (SSN 752) destroyed Grisha
   02:46:42     34052   264    USS Pasadena (SSN 752) destroyed MiniSub
   02:47:49     ---     ---    USS Pasadena (SSN 752) Survived
   02:47:49     ---     ---    Helix Survived
   02:47:49     ---     ---    Helix Survived


Tactics: Probably the second toughest mission of all.  You can be pounded
by the Helixes early on. Try to keep the biological contacts between you
and the Helixes. I also kill some vessels early to keep the Helix "stuck"
on those underwater contacts instead of me.

As you can guess from the goal list, there's FOUR minisubs you need to take
out, not three as stated in the briefing. You'll get a correction later via
radio.

Use ONLY passive torpedoes. Take out EVERY target you can see, but only ONE
torpedo each. You don't have any to waste. The passive torps can take out
the Grishas without raising too big of an alarm. Remember to activate the
torpedoes so they don't bury themselves in the mud.  Also, set the floor
setting properly so they don't hit the bottom.

After that, it's just a matter of patience as you locate and take out each
minisub. The Helixes may help you by torpedoing some of their own ships.

You'll need a level 4 sonar assistant for this one. Despite the orders say
about using active sonar, level 4 assistants can find the minisubs 20000
yards away with passive sonar only.

You'll probably kill ALL eight vessels when you're done. Just make sure you
don't waste any torpedoes. Allot ONLY eight torpedoes on this mission.


10.16          REGION 4, MISSION 2: ROGUE RUSSIAN

Russia rebel leader has a Delta and an Akula in a "boomer bastion"... Take
them out.

  Critical Goals:
  Kill Delta: 1000 points
  
  Non-Critical Goals:
  Kill Akula: 500 points
  
   Time  Range  Bearing Event
   12:47:35     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:47:38     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   12:54:52     13124   058    USS Pasadena (SSN 752) destroyed Akula
   13:07:40     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:21:44     19137   075    USS Pasadena (SSN 752) destroyed Delta
   13:24:51     ---     ---    USS Pasadena (SSN 752) Survived


Tactics: Easy mission compared to last one. You're positioned at the
entrance of the bastion... To east and west of you are mines, so don't go
there. To your northeast are the targets... Delta escorted by Akula.

Allot only two torpedoes for this mission. One torpedo should take care of
the Delta. So you can take out the Akula later. Use passive seeker and
you'll surprise them. These two were so surprised, they didn't even launch
any countermeasures.

You may need to use an active torpedo on the Delta. Somehow passive torpedo
doesn't seem to acquire it.


10.17          REGION 4, MISSION 3: REBEL REVENGE

Take out an Akula going after one of our boomers.

  Critical Goals:
  Kill Akula: 1000 points
  Trident Must Survive: 800 points
  
  Non-Critical Goals:
  Harushio must survive: 200 points
  
  Penalties:
  Detected by Akula: -???
  
   Time  Range  Bearing Event
   18:08:03     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   18:17:42     34078   172    Trident detected Akula
   18:19:00     17489   123    USS Pasadena (SSN 752) destroyed Akula
   18:21:42     ---     ---    USS Pasadena (SSN 752) Survived
   18:21:42     ---     ---    Trident Survived
   18:21:42     ---     ---    Harushio Survived
   18:21:42     ---     ---    Merchant Survived
  
Tactics: As you can see from the goals, there's a Japanese sub in the area,
and most likely, it's between you and the Akula. The Akula should come at
you at a pretty decent speed. The Trident boomer is way off in the north
and should not be a factor unless the Akula got past you. Just feed an
ADCAP to the Akula when it comes by, and make sure the ADCAP doesn't home
on the Harushio by mistake.


10.18          REGION 4, MISSION 4: GIVING IT ALL YOU GOT

Mine the Petropavlosk harbor, prevent Kuznetsov carrier from leaving port
(i.e. sink it) with mines, and kill any part of the Russian Rebel navy you
can get your hands on.

  Critical Goals:
  Kill Kuznetsov: 1000 points
  
  Non-Critical Goals:
  Place SLMM 1: 100 points
  Place SLMM 2: 100 points
  Place SLMM 3: 100 points
  Place SLMM 4: 100 points
  Kill Akula 1: 750 points
  Kill Akula 2: 750 points
  Kill Kilo 1: 400 points
  Kill Kilo 2: 400 points
  Kill Grisha 1: 200 points
  Kill Grisha 2: 200 points
  Kill Krivak: 300 points
  Kill Foxtrot: 150?? points
  
  Penalties:
  Detected by Akula 1: -50 points
  Detected by Grisha 2: -50 points
  Detected by Krivak: -50 points
  Detected by Helix: -50 points
  (-50 for any other detects?)
  
   Time  Range  Bearing Event
   06:11:46     15861   168    Akula detected USS Pasadena (SSN 752)
   06:20:40     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   06:27:05     10763   355    USS Pasadena (SSN 752) destroyed Akula
   06:53:14     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   06:58:43     8797    292    USS Pasadena (SSN 752) destroyed Akula
   07:26:53     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   07:37:26     ---     ---    Foxtrot launched: Static CM
   07:37:26     ---     ---    Foxtrot launched: Static CM
   07:37:38     17617   348    USS Pasadena (SSN 752) destroyed Static CM
   07:37:38     17617   348    USS Pasadena (SSN 752) destroyed Static CM
   07:37:38     17627   348    USS Pasadena (SSN 752) attacked Foxtrot
   07:37:38     ---     ---    ADCAP damaged Foxtrot engine room
   08:02:16     9360    137    Grisha detected USS Pasadena (SSN 752)
   08:02:16     13935   064    Helix detected USS Pasadena (SSN 752)
   08:07:07     ---     ---    Helix launched: Torpedo-40cm
   08:08:07     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   08:08:33     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   08:10:50     ---     ---    Helix launched: Torpedo-40cm
   08:11:16     18054   233    Krivak detected USS Pasadena (SSN 752)
   08:11:21     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   08:11:22     ---     ---    USS Pasadena (SSN 752) launched: Static CM
   08:11:56     386     129    Helix destroyed Static CM
   08:11:56     392     125    Helix destroyed Static CM
   08:13:49     7163    340    USS Pasadena (SSN 752) destroyed Grisha
   08:15:46     6790    327    Helix destroyed Grisha
   08:33:17     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   08:33:20     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   08:46:02     19108   014    USS Pasadena (SSN 752) destroyed Kilo
   08:47:53     17943   221    USS Pasadena (SSN 752) destroyed Kilo
   09:40:47     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   09:42:55     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   09:50:34     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   09:52:40     ---     ---    USS Pasadena (SSN 752) launched: SLMM
   10:15:21     17455   146    SLMM came to rest
   10:16:17     12919   144    SLMM came to rest
   10:17:10     19563   146    SLMM came to rest
   10:18:06     15016   145    SLMM came to rest
   10:36:39     190     295    SLMM detected Kuznetsov
   10:36:39     18136   323    USS Pasadena (SSN 752) attacked Kuznetsov
   10:36:39     ---     ---    SLMM damaged Kuznetsov
   10:36:39     37706   317    Helix detected USS Pasadena (SSN 752)
   10:43:33     192     288    SLMM detected Kuznetsov
   10:43:33     15348   320    USS Pasadena (SSN 752) attacked Kuznetsov
   10:43:33     ---     ---    SLMM damaged Kuznetsov
   10:50:18     194     283    SLMM detected Kuznetsov
   10:50:18     13284   314    USS Pasadena (SSN 752) destroyed Kuznetsov
   11:35:20     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   11:39:50     7904    245    USS Pasadena (SSN 752) destroyed Grisha
   11:41:02     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   11:53:35     21072   135    USS Pasadena (SSN 752) destroyed Krivak
   11:58:16     ---     ---    USS Pasadena (SSN 752) Survived
   11:58:16     ---     ---    Helix Survived


Tactics: You will encounter A TON of enemies. Aren't you glad you didn't
waste any torpedoes? You'll need them all here. Strangely, the Helixes did
not bother me much. I think I destroyed one vessel very close to me (at
08:13:49) and Helix got "stuck" on that underwater contact, allowing me to
slip away.

By this time, your ship should be fully decked out in the latest gadgets
and have level-4 assistants across the board. Use them. You can detect
Akulas even going at 20 knots before they can detect you. Adopt a sprint-
and-drift routine. Go 20 knots for 15-20 minutes, then slow down to
prosecute the contact. If you see a new contact pop up, slow down
immediately. There is no neutral traffic in this mission (though Kuznetsov,
when it comes out, is flagged as a neutral!)

Turn to heading 300, and aim for a spot 10 miles south and a LITTLE east of
the exit channel. You have almost 4 hours to get there, but it's a long way
to go. Get there before 10:10 or the mines won't have enough time to
deploy.

You'll first encounter the Akulas, probably one at a time. Kill each with
ONE torpedo. You should have enough if you fire only ONE torpedo at each
target. Use passive torpedoes to avoid alarming the rest of the fleet.

Once you take care of the Akulas, keep going. You'll probably run into a
Grisha or the Kilos next. Take care of them using passive torpedoes. Guide
them a little if you need to. By this time, you should be about 20 miles
away from launch point. Start reloading two tubes with SLMMs, keep the
other two tubes loaded with ADCAPs.

If any other vessels come near, kill it with a passive ADCAP. You should
make it to the launch spot, about 10-12 miles SSE of the middle mine
coordinates by 9:45 if you sprint and drift the right pace. That leaves you
plenty of time to shoot the mines and admire the show.

Triple confirm the coordinates of each SLMM, and launch the FURTHEST one
first. Put a minute between each launch to make sure there's no
interference between the two. Once you launch the SLMM, you can immediately
close and reload another. All the mines should be in place by 10:15. Then
sneak south.

At 10:30, the Kuznetsov steams out, and you should be close enough to
observe that on sonar... As it runs into the first three mines, and sinks
in the channel. If it somehow survives, fire the last two torpedoes at it
and kill it. Then end the mission. If it sank by the mines, feel free to
spend the remaining torpedoes on the remaining ships.

Note: As you can see from the mission log, the Foxtrot was damaged, but it
did NOT survive. Somehow, the game decided I did not kill it. What do you
think?



11   Mission Editor and SARDINE
   
688i has a mission editor that includes the entire world to play with and
the missions can be quite challenging, though the editor also does not
allow the full range of missions available. For example, it's not possible
to design a SEAL or rescue mission with the mission editor.

A fan has written an editor called SARDINE that can help you design a more
full-fledged mission. See the Marauders' website for links to the utility.
(url's at the end of the document)

You can download user created missions from the Marauders or Seawolves
websites (url at the end).



12   Multiplayer
   
Here is a guide made by VADM Corsair VCNO of the Seawolves which explains
how to play on the Internet:

The SeaWolves - Step by Step Guide to Multiplayer

1) Find some people to play with: The Seawolves mainly use ICQ to connect
  to games. If you don't have it, we HIGHLY recommend you get it. I also
  recommend adding members of SeaWolves to your list, so you can always
  find a match if you want one. Just request a chat, and get all who are
  going to play together.
  
2) Decide who is going to be host: This has to be a person who has the best
  computer AND is going to stay throughout the entire match. The person
  with the best processor and connection is the best host.
  
3) Get the host's IP address: This is done in ICQ by right clicking on the
  host's name in the ICQ list and selecting "Info". You should then see
  the IP address. be sure to write it down 3a) *IN CASE OF PLAYING A
  CUSTOM MISSION*: in case you feel like playing a custom made mission in
  688i, make sure everyone who is playing has it. if everyone doesn't,
  make sure everyone gets a copy and saves it into their 688i/scenarios
  folder.
  
Note: You can also have each user use IPCONFIG or WINIPCFG and get their
  own IP number, then send e-mail or chat program to each other to
  connect.
  
4) Shut off all Applications except your net service and windows. This
  includes ICQ (after everyone has decided to leave to go play game) and
  Netscape or IE. Also, be sure not to be downloading anything, because
  this lags the game also.
  
5) Start the game: make sure your CD is in!
  
6) Goto Multiplayer section: in the main menu you should see a button
  called "Multiplayer". Click on it.
  
7) Click on TCP/IP game: This is a button in the multiplayer menu, below
  all the ones about IPX and Modem play.
  
8) Click on Server if you are host and Client for everyone else.
  
9) Click on Settings, next to the TCP/IP button. (if you are host skip 9
  through 11)
  
10) Insert Host's IP: In the top Box on the left, above broadcast.
  
11) Click OK.
  
12) Select which side you wish to be on: Either Allied, Neutral, or
  
  Threat.... make sure you decide sides back in ICQ before you connect.
13) Click Connect.
  
14) Wait for Host's name to pop up: This may take a few seconds... if you
  don't see it after a few minutes, abort game and go back to ICQ and find
  out what happened.
  
15) Click on Host's name: The name might be different then in ICQ, but it
  is definitly the same guy.
  
16) Chat using the message box.
  
17) Select mission (Host only): Click Start (be sure all people are who are
  coming have arrived!).
  
18) Play Game: Use Radio Room to chat. Have fun and kick ass!
  
19) Quit: whenever you are done, just quit using the way you normally do in
  Single player. Make sure to read and review the debriefing andlog
  reports.
  
You can go to the Seawolves homepage at http://seawolves.org/

There are also othe online fleets like the
Submariners at http://www.submariners.org/submariners.html and the
Marauders at http://www.marauders.net/default_main.htm.

For a more comprehensive list, please consult the Subsim Web Fleets at

http://www.subsim.com/

Click on 'web fleets' to the left. 

--THE END--