688(I) Hunter/Killer чит-файл №1

Jane's 688(I) Hunter/Killer
Unofficial Strategy Guide and FAQ
by Kasey Chang (ksc1@aol.com)
revised 21-SEP-2000


0.0 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 I
found from Adam Yoshida doesn't cover the subjects I expect it to,
so here's my version, including most of the information in his FAQ.

Some of you may recognize my name as the editor for the XCOM and
XCOM2: TFTD FAQ's, among others.

This USG/FAQ covers version 1.05 and the realism patch.

To send comments, suggestions, corrections, etc. send it to
ksc1@aol.com, which is my permanent address, but I don't read it very
often due to spam I'm getting. Give me a while to answer questions.

This FAQ contains some material from Adam Yoshida's 688i FAQ, and
some material from the Seawolves' and Marauders' websites.


0.1 The most often asked questions

Q: Can you send me the game?
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.

Q: What's the latest version?
A: As of the date of the FAQ, V1.05, which includes all previous
patches. You'll need matching versions to play multi-player.

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 manuever"?
A: That's what exercise torpedoes do when they "hit".

Q: Why when I launch Harpoons or TLAMs, they just sink?
A: You're too deep. Go to 100 ft and try again.

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: How do I load a saved game?
A: Any saved games would be listed at the end of the missions or
campaigns.


0.2 Revision History

21-AUG-2000 Initial Release

21-SEP-2000 Minor spelling and wording updates



--TABLE OF CONTENTS--

0.0 Introduction

1.0 Jane's 688(I) Hunter/Killer general information
What is it? Bugs? Patches? Expansion? Sequels? Length?

2.0 Mission Checklist
Start of mission, mid-mission, end of mission

3.0 How to interpret your orders creatively
Finding your REAL goals, when to ignore the orders

4.0 Finding the enemy: knowing your sensors
Passive sonar, active sonar, radar, periscope, ESM

5.0 Killing the enemy: knowing your weapons
Mk.48 ADCAP, Harpoon, TLAM, SLMM

6.0 Evading the enemy: knowing the way out
Stealth, torpedo evasion, etc.

7.0 Upgrades you can get and what they do
Assistants and upgrades

8.0 Tutorial Missions
Specific mission walkthroughs

9.0 Single Missions
Specific mission walkthroughs

10.0 Campaign Missions
Specific mission walkthroughs and loadout recommendations

11.0 Mission Editor and SARDINE

12.0 Multiplayer


----
1.0 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. The game was designed by Sonalysts.

Sonalysts, the designers of 688i, also creates sims for the Department
of Defense and the US Navy. In fact, 688i is used by the US Navy 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
manueverability, added 12 vertical launch system (VLS) launch tubes
for Tomahawk cruise missiles, additional quieting, and improved sonar
and computer support, and other classified changes.


1.2 How Realistic is this Game ?

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's 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 also). 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.
There's also a significant lack of non-Soviet ships.


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 $20.

688i is also available as a part of the Janes' Naval Warfare collection
along with Fleet Command and F/A-18. Collection price is about $40.

Try your local software vendors, or order online directly from ea.com.


1.4 How Do I Play Multiplayer ?

688i supports internet play, but only via IP address matching. There's
no built-in "lobby", chat, or server search support.

Please also see section 11.0 Multiplayer.


1.5 Expansion Pack? Sequel?

The expansion pack, titled "Under the Ice", was cancelled a while back.

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.

There's rumors that Sonalysts are working on a new title for EA, but
there's no details yet.



2.0 Mission Checklist

Some general hints about missions...


2.1 Start of mission

At the beginning of every mission you should do all this immediately:

--Open all torpedo tube doors (flood, equalize, muzzle door open)

Doing these makes noise, and you want to do this while far away from
the enemy so they can't hear you doing it.

Technically you should only do this when you are ready to shoot as the
gyros and batteries in the torpedo have a finite life, but in 688i
this is not simulated and therefore does not matter.

--Go to 150 ft or 60 ft and get the latest orders

Always do this at the beginning so you know where to go and what to
do once you get there.

--Stream the towed array

You'll ALWAYS need this, as it's the best sensor you have. In 688i it's
almost impossible to damage the towed array, so deploy it ASAP. It'll
stay with you even when you go at flank speed.

--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 necesarily do to do all this in this order, but they should
all be done as soon as possible.


2.2 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.

Remember, 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 or loaded a saved game, 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. One more reason to save.


2.3 End of Mission

There's several things 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 or loading 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 DURING the next scenario. That
is bad.

Confirm that all critical goals have been met. You must meet all
critical goals to "complete" the mission and/or go on to the next
mission in the campaign.


3.0 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 are needed for
maximum success.

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.

Here's some of the mission types you'll see in 688i


3.1 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 additions to the targets, Helix patrols.

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.

There's a very good reason why you would want to eliminate the
opposition before the launch time: 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.


3.2 Hunt a boomer (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 SSN 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, and 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.
Start shooting.


3.3 Hunt another submarine (ASW operation)

Actions: kill the enemy sub(s)

Complication: neutral targets in the area, shallow water, etc.

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. Head in that direction, but keep
your towed array unmasked. Maintain stealth until you hear them coming.


3.4 Hunt surface target(s) (ASUW operation)

Actions: Kill the enemy vessels...

Complications: neutral targets in the waterways, escorts, shallow
water, Helix patrols, time limit, etc.

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 few torpedoes...


3.5 Mining the enemy port

Action: Get within 10 miles of the mine coordinates, at least 15
minutes before the deadline, and launch the mines.

Complications: the usual.

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.


3.6 SEAL team drop off / pickup

Action: 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.


3.7 Rescue a downed pilot (i.e. lifeguard duty)

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.

Note: US Submarines have been doing lifeguard duty since WW2, Pacific
theater.


3.8 DSRV deployment

Treat it like either SEAL team or TLAM mission. Remember to save before
arriving at the launch point.


4.0 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.


4.1 Passive Sonar

Passive sonar actually has three components. The spherical array in the
bow, the hull (conformal) array on the sides, and the towed array that you
must deploy manually but is the most sensitive of all.


4.1.1 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 degree 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.


4.1.2 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.


4.1.3 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 a blind spot: the area directly ahead of you. The hull is in the
way.

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 BLUE lines in the TMA console.

Sensitivity is increased somewhat if you deploy it long, though usually
1500 yards is sufficient.


4.1.4 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 develope
better solutions. The spread in bearing can determine the contact
range quite easily.

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.
So don't fire a torpedo the second you see a contact!

The TMA ranges are approximate 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 fluctuate 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" sensing done with both spherical array and towed array
are marked with PURPLE lines in the TMA screen.


4.2 Active Sonar

Active sonar transmits a sound pulse into the water, and tries to read
the reflection. This gives away your position and bearing, so 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.


4.3 Radar

688i does have a 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. The antenna itself CAN be detected by enemy radars, so use of
radar with enemy vessels still around is not recommended.


4.4 Periscope

Periscope have 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.


4.5 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.
Though you can guess at the range depending on the signal amplitude.


4.6 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.


4.7 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.


4.8 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 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.


5.0 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.

5.1 The Mk. 48 ACAP torpedo

ADCAP, which stands for Advaned 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. It can be
fooled by decoys and jammers, and while it is fast and have 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 enable 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.

Keeping the wire attached also allows you to force the torpedo to
re-attack. Pre-enable the torpedo will stop it from homing on a decoy,
then turn the torpedo back and re-enable it.

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 30-45 degrees off the bearing, then
when you're half way there, turn the torpedo toward the target. If you
fire more than one torpedo, split the heading for a pincer.

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 240. If the depth
is beyond 1500, set 1500. The default floor setting is 810 ft, and
Akulas can go 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 or more 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.


5.2 Harpoon antiship missile

Harpoon is one of the premier anti-ship missiles in the US arsenal. It
has several variants. The Navy use 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 (just barely subsonic), 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. Therefore, Harpoon's effectiveness is not exactly high. Weapon
for weapon, I prefer ADCAPs.

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 targetting 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.


5.3 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
a 15 minute window). 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 slow, 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 don'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. Use the range circle feature to denote SAM ranges.

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.


5.4 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 other weapons.

To employ SLMMs properly, 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, the earlier mines would be set off
by later one passing by! (Yes, happened to me at least once)

SLMM have a range to 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.


6.0 Evading the enemy: knowing the way out

6.1 Stealth: prevent yourself from being detected

Stealth is basically slip in, without being seen, passing the guards,
who never even know you've been there. And a submarine is an ideal
vessel to do that. Here's a couple techniques to avoid detection


6.1.1 Hug the bottom

The closer you are to the bottom, the harder you are to detect, unless
the enemy is close by and/or using active sonar. 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.

Consider going slow near the bottom, no more than 20 ft off the ocean
floor. Keep in mind though that running aground can cost you 200 pts
or more per occurance.


6.1.2 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).

A good way to hide is stay just ABOVE the thermocline... Your towed
array would be dragged and stay BELOW the thermocline, and thus your
sensors are not impeded.


6.1.3 Do NOT cavitate

Cavitation occurs when the propeller is spinning so fast water bubbles
at the blades. Basically the trick is: if you want to go faster, go
deeper first. If you have the improved propeller upgrade, you can go
about 25% faster without causing cavitation. Usually, I'd use a rule
of thumb like: 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)


6.1.4 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.


6.2 You've been found, now what?

If the 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. Red means they got you for sure and would be
dropping torpedo any second now. 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 sonars you
encounter.

If you see a 20 kilohertz signal, go flank immediately. That's a
TORPEDO's active sonar and coming toward you! 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.

If there are any sunken ships in the area, head for it. The wreckage
confuses the sonars, and should give you a chance to sneak away.


6.3 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. 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 what you're doing. 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). Reload the opposite
set, as you're going deep now...

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. Go to conn and click on the compass is faster.

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 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. At least 400 ft if you can. Otherwise
level off 50 ft from the bottom.

Once depth change is half way complete (within 200 ft), check sonar
again, adjust heading to compensate, 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
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.


6.4 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, 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 10-15 minutes, then slow to 4 knots and listen for a while.
Repeat until you get to where you need to go.


7.0 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.

7.1 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, merge same contacts from different sensors, 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.


7.2 Ship upgrades

The improvements you can get for your sub are as follows:


7.2.1 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.


5.2.2 Improved spherical array

Improved spherical array is 25% more effective. This is probably third
on your list since it's useful.


7.2.3 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.


7.2.4 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.


7.2.5 Own ship quieting

Makes your ship 25% quieter. This is either first or second item you
should acquire for your ship.


7.2.6 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.


7.2.7 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.


8.0 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 manuever".

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 #1: -???
Detected by Spruance #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 max-no-cavitation speed 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 #1: 200 points
Attack Target #2: 200 points
Attack Target #3: 200 points
Attack Target #4: 200 points

Non-Critical Goals:
Landfall Point #1: 25 points
Landfall Point #2: 25 points
Landfall Point #3: 25 points
Landfall Point #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's 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 are
off, launch another one. You have extras this time.

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

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 its 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 or periscope.
Cimarrons are somewhere in there. Don't shoot the wrong ship! There's
plenty of targets around here. Fortunately you can't actually sink a
ship in training, but it'll be VERY embarrasing for you.

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 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 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 wants 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!).


9.0 Single Missions

On single missions, you have plenty of ammo, so you can afford to
shoot two or more torpedoes at each contact. Though you should not
develope 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


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.
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 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 containing 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 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).

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 themslves 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 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: 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.

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, as the Helixes and Akulas already 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

A pair of 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. When you get a good solution, 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.


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.


10.0 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 in Region 4, so start learning to
be stingy on torpedoes and Harpoons.


10.1 Region 1, #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, #1: 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 stood 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, #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, #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's TWO Colombian FS 1500 patrol
boats nearby, and you are NOT allowed to shoot them! What's worse, the
intel 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.


10.5 Region 1, #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
me. 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.


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.


10.6 Region 2, #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.


10.7 Region 2, #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: Deeper water, but still neutral traffic and biologicals 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.


10.8 Region 2, #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.



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.


10.9 Region 3, #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.
Probably because 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 mine field.
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 #10, you're not north or west enough.
Go northwest and find #10 first. Then turn south and find the rest.

When you hear the other Kilo across the mine field, 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, slighly 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.


10.10 Region 3, #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. One 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.


10.11 Region 3, #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?



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 shoot your targets. You should have
full assistants and upgrades by now.


10.12 Region 4, #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 toughest mission of all, if you got 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.

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


10.13 Region 4, #2: Rogue Russian

Russia rebel leader have 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 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.


10.14 Region 4, #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.


10.15 Region 4, #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: 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's no neutral traffic in this mission
(though Kuznetsov, when it comes out, is flagged as a neutral!)

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?



11.0 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).



12.0 Multiplayer

Here is a guide made by VADM Corsair VCNO of the Seawolves which
explains how to play 688i 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.

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: when ever 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 meet people at the Janes site, or you can go to the
Seawolves hopepage at http://seawolves.reaper.org/index.html

There are also othe online fleets like the Submariners at
http://www.submariners.org/submariners.html

and the Maruders at
http://www.marauders.net/.


--THE END--