Jane's 688(I) Hunter/Killer
Unofficial Strategy Guide and FAQ
by Kasey Chang (ksc1@aol.com)
released December 1, 2001
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 1.07 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.
0.1 A word from the author
This is a FAQ, NOT a manual. You won't learn how to play the game
with this document, and I'm NOT about to add it to ease the life
of software pirates.
This USG only covers the PC version since that's the only version
that I have (and exist, at the time of this document's release).
Some of you may recognize my name as the editor for the XCOM and
XCOM2: TFTD FAQ's, among many others.
0.2 Terms of Distribution
This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001,
all rights reserved excepted as noted in the disclaimer section.
This document is available FREE of charge subjected to the
following conditions:
1) This notice and author's name must accompany all copies of
this document: "Jane's 688i Hunter/Killer Unofficial Strategy
Guide and FAQ" is copyrighted (c) 2000-2001 by Kasey K.S. Chang,
all rights reserved except as noted in the disclaimer."
2) This document must NOT be modified in any form or manner
without prior permission of the author with the following
exception: if you wish to convert this document to a different
file format or archive format, with no change to the content,
then no permission is needed.
2a) In case you can't read, that means TXT only. No banners, no
HTML borders, no cutting up into multiple pages to get you more
banner hits, and esp. no adding your site name to the site list.
3) No charge other than "reasonable" compensation should charged
for its distribution. Free is preferred, of course. Sale of this
information is expressly prohibited. If you see any one selling
this guide, drop me a line at ksc1@aol.com.
4) If you used material from this, PLEASE ACKNOWLEDGE the source,
else it is plagiarism.
5) The author hereby grants all games-related websites the right
to archive and link to this document to share among the game
fandom, provided that all above restrictions are followed.
Sidenote: The above conditions are known as a statutory contract.
If you meet them, then you are entitled to the rights I give you
in 5), i.e. archive and display this document on your website. If
you don't follow them, then you did not meet the statutory
contract conditions, and therefore you have no right to display
this document. If you do so, then you are infringing upon my
copyright. This section was added for any websites that don't
seem to understand this.
For the gamers: You are under NO obligation to send me ANY
compensation. However, I do ask for a VOLUNTARY contribution of
one (1) US Dollar if you live in the United States, and if you
believe this guide helped your game. If you choose to do so,
please make your US.00 check or .00 worth of US stamps to
"Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San
Francisco, CA 94118 USA".
If you don't live in the US, please send me some local stamps. I
collect stamps too.
0.3 Distribution
This USG should be available at Gamefaqs
(http://www.gamefaqs.com) and other major PC game websites (such
as gamesdomain.com, gamespot.com, etc.).
To webmasters who wish to archive this FAQ on their website,
please read the terms of distribution in section 0.2. It says
exactly what it says.
0.4 Other Notes
There is no warranty for this unofficial strategy guide. After
all, it depends on YOU the player. All I can do is offer some
advice.
To ALL readers: if you actually DO have a question about this
USG, chances are it's already answered, but you are NOT reading
the latest version. The latest version of the FAQ is at
gamefaqs.com. So please look there first. Otherwise, PLEASE let
me know if there's a confusing or missing remark... If you find a
question about this game that is not covered in the USG, e-mail
it to me at ksc1@aol.com. I'll try to answer it and include it
in the next update.
0.5 The Author
I am just a game player who decided to write my own FAQs when the
ones I find don't cover what I want to see. Lots of people like
what I did, so I kept doing it.
Previously, I've written Unofficial Strategy Guides (USGs) for
XCOM, XCOM2:TFTD, Wing Commander 3, Wing Commander 4, Fade to
Black, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3
Expansion Pack, and Need for Speed: Porsche Unleashed,
Mechwarrior 4, Mechwarrior 4: Black Knight, and many, many
others... Look for them on GameFAQs.com
You can also find some of them on my KC Game Nexus
website at http://www.geocities.com/TimesSquare/Alley/6275.
If you need to write me, send e-mail to ksc1@aol.com. (Any spam
will be reported to respective authorities).
0.6 Disclaimer/ Copyright Information
688(I) Hunter/Killer is a Jane's Simulation, published by
Electronic Arts, created by Sonalysts.
This USG is not endorsed or authorized by Jane's, Electronic
Arts, or Sonalysts. The information compiled in this USG has been
gathered independently through the author's efforts except where
noted.
This FAQ contains some material from Adam Yoshida's 688i FAQ, and
some material from the Seawolves' and Marauders' websites.
This guide includes strategies and tactics of approaching each
and every mission. If you need just a little help, don't read the
rest!
0.7 Revision History
21-SEP-2000 Initial Release
01-DEC-2001 Updated with Sub Command info, updated format,
added standard intro information
0.8 The most often asked questions
Q: Can you send me the game?
A: Do I know you?
Q: Can you send me the manual (or portions thereof)?
A: Who are you again?
Q: Do you have any editors or cheats that you can send me?
A: See section 11
Q: What's the latest version?
A: As of the date of the FAQ, V1.07, which includes all previous
patches. You'll need matching versions to play multi-player.
Latest version disabled 3D view in multiplayer to prevent
cheating.
Q: Why does the torpedo just keep circling above the enemy sub
and does not hit it?
A: You set the "floor" limit too high. The enemy sub went below
it, and your torpedo cannot follow.
Q: The enemy keeps shooting down my TLAM or Harpoons! What do I
do?
A: Fire more at one time. You need to saturate his defenses. For
TLAMs, plot the waypoints around the SAM sites. Or, just kill the
shooter first...
Q: Why when I launch the torpedo, it just sinks?
A: You can't launch torpedoes while you're surfaced.
Q: Why do my torpedo never hit the target, and I get a report
that the torpedo has performed a "breakaway maneuver"?
A: That's what exercise torpedoes do when they "hit".
Q: Why when I launch Harpoons or TLAMs, they just sink?
A: You're too deep. Max launch depth is about 120 ft.
Q: Why do "boss" Newton yell at me even though I did good in the
campaign?
A: You need at least two good missions to get on his good side.
Q: Is there any cheats?
A: No cheat codes. You can activate some "cheats" in the options.
Q: I can't get past mission X!
A: See specific mission notes in section 8, 9, and 10.
1 Jane's 688(I) Hunter/Killer General Information
From here on, the game will simply be referred to as "688i".
1.1 What is 688i?
688i is a game from Jane's Combat Simulations which simulates the
Improved version (thus the "I") of the American Los Angeles-class
nuclear attack submarine. All US submarines since WWII also has a
number as the class, and Los Angeles-class is also called 688-
class.
Sonalysts, a naval contractor, designed the game. They also
create simulations for the Department of Defense and the US Navy.
In fact, the US Navy uses 688i as a training tool.
The 688-class, which is also known as Los Angeles-class, is the
current mainstay of the U.S. submarine fleet. The improved
version moved the dive planes from the conning tower to the bow
to improve maneuverability, added 12 vertical launch system (VLS)
launch tubes for Tomahawk cruise missiles, additional quieting,
and improved sonar and computer support.
1.2 How Realistic is 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 are several aspects of the sub simplified for play. There's
only one towed array (real 688 have two, a short one and a long
one), and only one periscope (real 688 have two). There is no
"damage control" procedure. Otherwise, the game is very
authentic.
On the other hand, some of the more "famous" ships and subs are
missing. The Soviet Alfa SSN and the Typhoon SSBN are notable
examples. A lot of
1.3 How do I get it?
688i is currently available as a "gold box" budget label from
Electronic Arts. The price should be under .
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 .
Try your local software vendors, or order online directly from
ea.com.
1.4 How Do I Play Multi-player?
688i supports Internet multiplayer, but only via IP address
matching. There's no built-in "lobby" or server search support.
You may be able to use Gamespy as a player matching tool.
Please also see section 12 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.
Sub Command, from Sonalysts and EA is the successor to 688i. You
get to play 688i, Akula, or the Seawolf. It was launched in
October 2001.
2 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)
This should be done before you're close enough to the enemy that
the sound would alert them. Technically you should only do this
when you are ready to shoot as the gyros and batteries in the
torpedo have a finite life, but in 688i this is not simulated and
therefore does not matter.
* Go to 150 ft or 60 ft and get the latest orders
Always do this at the beginning so you know where to go and what
to do once you get there.
* Stream the towed array
You'll ALWAYS need this, as it's the best sensor you have.
* Read the goals (your stateroom, the laptop on the desk)
Often, this tells you more about your mission than the orders you
get from radio.
You don't necessarily do to do all this in this order, but they
should be done as soon as possible.
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.
You can end a mission at ANY time by going to the captain's
stateroom, click on the cabinet, and click END MISSION. You'll
have to start over from scratch, but it sure beats having the sub
blown up from under you.
You can also COMPLETE a mission at any time by using the "send
mission report" button at the radio room, at ANY depth, even when
you're still dodging torpedoes. If the primary goals are not
complete, you will have to do the mission again.
2.3 End of Mission
There are several steps you should check before you hit the "send
mission report" button.
Start the reload process for all the torpedo tubes. In a campaign
mission, whatever you have loaded is what you get at the starting
of the next mission, unless it's the end of the region. If you
have an empty tube then, you'll have an empty tube later that
you'll have to spend time reloading.
Confirm that all critical goals have been met. You must meet all
critical goals to "complete" the mission or go on to the next
mission in the campaign.
3 How to read the briefing: when not to follow orders.
The briefing in 688i are written to resemble real submarine
tasking orders. However, you don't need to follow the orders
completely. Often, some creative interpretation of the orders is
needed for maximum success.
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 are 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 second 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.
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 SSNs equivalent to you, and they are
VERY, VERY quiet. Soviet boomer "bastions", where boomers hide,
are often protected by mines. And boomers do have torpedo tubes.
They won't hesitate to use them if they hear you coming.
Maintaining stealth is VERY important here, as you want know
where they are, and keep them from learning where you are. Go
slow, don't go below 750 feet (or your hull will "creak"), and
keep listening.
Avoid the escorts and find the boomer. Once you find the boomer,
keep the range open (at least 10000 yards) so they don't detect
you. Then launch one torpedo at each contact and start evading.
3.3 Hunt another SSN (ASW operation)
Goals: kill the enemy sub(s)
Complication: neutral targets in the area, usually...
Comments: You are probably tasked to hunt down Akula(s) or
Kilo(s), and they're tough customers, though no tougher than you
are. The problem is finding them before they find you. You should
have a general idea what direction they're coming. 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)
Goals: Kill the enemy vessels...
Complications: neutral targets in the waterways, escorts, shallow
water, Helix patrols...
Comments: You can identify ships via their sonar signatures,
using the narrowband console, but you'll need to have a solid
signal. If you're close enough, you can also try a periscope
observation. Evade all the escorts and get close, then feed the
target a torpedo...
3.5 Mining the enemy port
Goals: Get within 10 miles of the mine coordinates, at least 15
minutes before the deadline, and launch the mines.
Complications: the whole Rebel Russian Navy is in your way...
Subs, escorts, even choppers.
Comments: Treat it like a TLAM mission. You may choose to take
out all that are blocking your way, if you have the ammo for it.
3.6 SEAL team drop off / pickup
Goals: get to the specified location, within a few miles of
specific coordinate, then slow to 2 knots, periscope depth, and
wait until the SEALs launch.
Complications: patrols and helicopters, and often, mines and
shallow water. Time limit.
Comments: Sprint and drift is the only way to go, as you need to
evade the escorts and patrols, while arriving at the target on
time.
3.7 Rescue a downed pilot
Action: get there, find him, surface the sub close to him, pick
him up.
Complications: patrols, shallow water
Comments: Sprint and drift to the coordinates, then use HF sonar
to find the contact. When you're point-blank, surface the ship.
Feel free to kill the patrols if they get in your way.
3.8 DSRV deployment
Treat it like either SEAL team or TLAM mission. Remember to save
before arriving at the launch point.
4 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 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 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 blind spots like the area directly
ahead of you.
If you have one deployed, do NOT engage in reverse! You'll chop
it right off your tail. And you only have two.
Towed array contacts are noted with PURPLE lines in the TMA
console.
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 develop better solutions.
Without knowing the range, computer always put in 10000 yards as
a range. So the first time you see a contact, it'll ALWAYS show
up at/around 10000 yards. As time go on, you'll get more
information to better triangulate the contact and the range
information will improve.
The TMA range estimates are based on the water temperatures and
conditions. If the water is bending sound (see the XBT screen)
paths, expect the range to fluctuate wildly (from 10000 to 30000
yards, for example) until you change the water conditions yet
again.
It is common for the range to suddenly double 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. Active sonar pulse gives away your position
and bearing. Don't use it very often. In fact, you would probably
use the "single pulse" mode, where you need to open the XMIT
cover, THEN push it once to send off one pulse. Once the
reflection comes back, move the cursor to the "bright" spots and
hit the MARK button to mark contacts. Also listen for the sound
cues. As each contact is returned you'll hear a "ping".
There's actually also a high frequency (HF) mine-hunting sonar
used to look forward for small objects, such as mines. Enemy
vessels do not seem to be able to detect this sonar, so use it
all you want.
Active sonar contacts are marked with YELLOW lines (including HF
sonar contacts) on the TMA console.
As you can guess, active sonar tells the whole world who's
listening where you are, so be ready to evade as soon as you
transmitted the pulse.
4.3 Radar
688i does have radar, but it's a VERY weak one, and you'll need
to be at periscope depth or surfaced, at a dead stop. It takes a
LONG time to get that thing rigged properly. It is also VERY
delicate. If you tried to deploy it going 5 knots, the radar will
be damaged.
You probably will never need to use it with all the other sensors
available. Enemy radars CAN detect the antenna itself, so use of
radar with enemy vessels still around is not recommended.
4.4 Periscope
Periscope has a limited range, usually no more than 5 miles. You
can use the analysis mode to guess target's heading, bearing, and
range by taking the height of the target's mast vs. the sea
level. Since the mast height is known, the range can be deduced
by some math (done by the computer). See the manual for further
details.
As you can guess, you need to be at periscope depth to use the
periscope. At night, you can engage the LLTV (low-light TV) mode,
which turns the view green, but is a bit more visible. You also
have zoom up to 24X. Hold down the SHIFT key to rotate faster.
It is possible to detect a periscope via radar, so spend as
little time using the periscope as possible.
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. NEVER trust ESM range unless you have MULTIPLE ESM
lines.
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 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 Advanced Capabilities, is the second
release of the Mk. 48 torpedo. It's believed to be designed
specifically to go after the Alfa class Soviet subs, which can go
45-48 knots and dive to 3000 ft (more than twice that 688i can).
Usually one ADCAP can kill most ships in the game. Very few would
need another.
The ADCAP torpedo, however, is not a foolproof weapon. Decoys and
jammers can fool it, and while it is fast and has good range, the
range is limited.
The torpedo has three modes. Pre-enabled, enabled, and shut down.
Pre-enabled mode means the torpedo is in transit. It travels at a
reduced speed, and the sensors are turned off (i.e. it won't
explode). Upon reaching the enabled distance, the torpedo will
activate. The torpedo transit depth is usually the launch depth,
though it will continue at the current depth if it was pre-
enabled later. You can enable the torpedo at any time. You can
also change the direction of the transit with the steering
controls.
Enabled mode means the torpedo will go to the specified depth and
start searching for a target in the sensor range. If there are no
contacts to home on, it will start a snake search pattern in the
specified direction. You can turn it back to pre-enabled at any
time.
You can also shut down the torpedo, which means it will stop and
sink to the ocean floor. It cannot be reactivated.
You can fire the torpedo in active mode, where its onboard sonar
will attempt to seek out the target within 4000 yards, or in
passive mode, where it will only listen for target within 2500
yards. You COULD also turn the seeker off, but why would you do
that?
ADCAP is also wire-guided. A VERY long spool of wire attaches the
torpedo to your control console. You can pre-enable or enable the
torpedo at any time, even shut it down, as long as the wire is
still attached. To detach the wire, close the "muzzle door" (see
the F, E, and M buttons at the fire console? F=Flood, E=Equalize
Pressure, and M=Muzzle door). That'll cut the wire on the
torpedo, and you will no longer control it. From there on, it can
hit its target, go off into infinity and sink, or hit somebody
else (neutral or friendly), it is no longer up to you. Therefore,
it's best to keep the torpedo in your control until the torpedo
has acquired its target or has already killed its target, to
avoid "friendly fire" or "collateral damage" situations.
If there's a thermocline (thermal layer), consider launching the
torpedo from the other side of it against your target. It gives
your target minimal time to react upon acquisition of the
torpedo. This applies to both subs and surface vessels as
targets.
Consider steering your torpedo to NOT head directly at your
target so that if the enemy snapshot a torpedo at the reciprocal
heading you're not in the way. Instead, head about 45 degrees off
the bearing, then when you're half way there, turn the torpedo
toward the target.
Passive torpedoes are very useful. The AI can't seem to detect
the passive torpedoes until the very last moment, and by then
it's too late to launch countermeasures. Against human players,
an incoming passive torpedo does NOT trigger a "torpedo in the
water!" warning that you would normally get when a torpedo is
detected.
ADCAP is very useful against surface ships, since surface ships
cannot launch decoys, and they are always near the surface.
Launch close enough, and you're virtually guaranteed a hit.
ADCAP against subs requires a bit more planning. If there's a
thermocline, consider launching two torpedoes, one above and one
below, to pincer him. Also vary the heading a little so they
converge on the target.
Remember to check the floor and ceiling levels carefully. The
fire control assistant does a really poor job of setting them up.
Use the cursor to check the depth from you to the target, and set
the "floor" setting to a little above that. For example, if the
minimum depth along the path is 267, set the floor depth to about
250. If the depth is beyond 1500, set 1500. The default floor
setting is 810 ft, and Akulas 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 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 anti-ship missile
Harpoon is one of the premier anti-ship missiles in the US
arsenal. It has several variants. The Navy uses several air-
launched variants aboard the carriers, both the AGM regular
version, as well as the "SLAM" TV-guided version. The sub-
launched version is encased in a "floating" capsule to help it
reach the surface. However, this capsule only works if launched
at LESS THAN 150 feet. If you fire off Harpoons or Tomahawks and
they just float in the sea and sink slowly, this is why. Launch
at 100 ft is preferred.
Harpoons, while very fast, can be engaged by SAMs, and unless the
target is small, one hit will not sink the vessel. Always fire
Harpoons in pairs or more in order to saturate the target's
defenses.
Consider the destruct range and seeker range carefully. Seeker
range is the minimal range. Any contacts inside that range will
be ignored. Or in other words, the missile will go beyond that
point before activating the seeker radar. The missile will self-
destruct if it went beyond the destruct distance without homing
in on anything.
The seeker cone setting is either wide or narrow, and usually
you'll use wide. Use narrow only if you're sure about the
targeting and you have neutral traffic nearby that you don't want
to hit.
Sidenote: SAMs, whether from SAM bunkers or surface vessels, have
a range of 10 miles. They are always launched in threes and less
than a minute between each shot.
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 about 15 minutes). You must get to the launch
coordinates (or come close to within the parameters, like within
5 miles) at or before the launch window, and launch during the
window.
Beware of last second additions and changes to the tasking list.
Always check the radio again at the beginning of the launch
period to make sure there are no additional changes.
If you need to destroy a SAM site with TLAMs, launch FOUR TO SIX
TLAMs at the SAM site. TLAMs fly slowly, and a SAM site will have
plenty of time to engage them. Also, put three to five seconds
between each launch so that one explosion 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.
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 weapons.
To employ SLMMs properly, you must know the activation depth. In
the case of the finale, you're tasked to take out the Kuznetsov,
which has a draft of 35 ft. So setting the SLMM depth to 20 ft
would ensure it WILL go off as the carrier goes by. Do NOT rely
on the default (100 ft). I've deployed AT LEAST TWICE (one at 100
ft, the other time at 40), and the carrier just drove on by, with
no damage.
SLMMs are launched to stop at a particular location (coordinates
would be radioed to you). To employ them properly, launch the
FURTHEST one FIRST. If you launch that one last, it will set the
earlier mines off!
SLMM have a range 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 Evading the enemy: knowing the way out
Situation awareness is critical in any type of combat situation,
so you that you can classify your threats and deal with them
appropriately.
6.1 Stealth: prevent yourself from being detected
Stealth is basically slip in, without being seen, passing the
guards by 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 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 occurrence.
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).
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: 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 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 ships 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.
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 (deep or shallow). Then go to active sonar intercept and find
WHERE the torpedo is coming from. Then head 70 degrees OFF of
that bearing. Change depth to opposite of what you were 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).
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 close from 30, so turn to heading 110.
Remember that the default turn rate is quite low, only 10 degrees
rudder. Feel free to help it by clicking on the rudder graph to
force it to 30 degree 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.
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 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, and etc.
Improved TMA assistant will be able to get you more precise TMA
solutions for the contacts, and thus giving you better firing
solutions.
Improved fire control assistant doesn't really do anything.
You'll need to do most of its work even at level 4. So upgrade it
last, or don't do it at all.
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.
7.2.2 Improved spherical array
Improved spherical array is 25% more effective. This is probably
third on your list since it's very 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 Training Missions
Training missions are simple to teach you the basics of ship
handling and the elements of stealth, torpedo usage, Harpoon
usage, TLAM usage, and other needed skills to survive and succeed
as an SSN captain. Do these missions. You'll need those points
for your initial upgrade any way, so do them.
Practice torpedoes do not actually hit. It turns away at the last
second, and you get a report that the torpedo had conducted a
"breakaway maneuver".
There are no exercise TLAMs, so you must remember to turn the
weps console to TRAINING mode before the simulated TLAM launch.
Due to space concerns, the mission logs included are edited
slightly to remove non-essential portions.
Note: "ran aground" penalty of -200 is implied, even if it's not
listed in every mission.
8.1 Training Mission 1: Silent Service
Go south 50 NM by 1600 (mission starts at 1200), while evading
detection from surface assets. Furthermore, you have to go to
periscope depth at least once between 1230 and 1530.
Critical Goals:
Arrive at Finish: 700 points
Go to Periscope Depth: 300 points
Penalties:
Detected by Spruance Mission 1: -???
Detected by Spruance Mission 2: -???
Time Range Bearing Event
15:19:47 --- --- USS Pasadena (SSN 752) Survived
15:19:47 --- --- Spruance Survived
15:19:47 --- --- Spruance Survived
Tactics: You are facing two Spruance destroyers. One is located
roughly 10 NM south, the other roughly 40 NM south. The northern
one is just going east and west, so just time him and sneak out
behind him. The southern one is on a random box search, and his
active sonar is on, so evading him is a bit more difficult.
You need to get as close to the ocean floor as possible. Use the
fathometer all the time, keep yourself within 20 ft of the floor,
10 ft at a time. You'll find a thermocline to get you past the
second one. You can't go too slow, as you only have four hours.
Once you find the thermocline, you can go flank if you wish.
Draw a circle from your starting point, and drop a nav marker 50
miles due south, and use that as a "target" to approach.
Don't forget to surface at least once during the trip. Do it half
way between the two destroyers should do it quite well.
8.2 Training Mission 2: Assault on Freeport
Transit to launch area, then launch a simulated TLAM strike
against 4 targets.
Critical Goals:
Launch Point: 100 points
Attack Target Mission 1: 200 points
Attack Target Mission 2: 200 points
Attack Target Mission 3: 200 points
Attack Target Mission 4: 200 points
Non-Critical Goals:
Landfall Point Mission 1: 25 points
Landfall Point Mission 2: 25 points
Landfall Point Mission 3: 25 points
Landfall Point Mission 4: 25 points
Penalties:
Actually launched missiles: -???
Time Range Bearing Event
19:03:59 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:04:16 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:04:32 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:04:51 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:20:29 215560 299 USS Pasadena (SSN 752) destroyed
Warehouse
19:20:36 205524 272 USS Pasadena (SSN 752) destroyed
Warehouse
19:27:23 221820 351 USS Pasadena (SSN 752) destroyed
Factory
19:31:42 391712 240 USS Pasadena (SSN 752) destroyed
Sonalysts
19:33:14 --- --- USS Pasadena (SSN 752) Survived
19:33:14 --- --- Warehouse Survived
19:33:14 --- --- Factory Survived
19:33:14 --- --- Sonalysts Survived
19:33:14 --- --- Warehouse Survived
Tactics: Turn the weapons console to TRAINING! This is a
SIMULATED strike!
Yes, Sonalysts put their facility as a target for the simulated
TLAM strike.
Get on the radio and find the target and landfall coordinates.
Once you get that, head for the launch area. There are no
enemies, so go ahead and cavitate if you want to.
Remember to check the radio again at launch time to find out any
last minute changes. This is a good habit to make whenever you
come near the target area or launch area.
8.3 Training Mission 3: Virginia SLMMs
Place 6 SLMMs, and then navigate between each pair.
Critical Goals:
Place SLMM 6: 100 points
Place SLMM 5: 100 points
Place SLMM 4: 100 points
Place SLMM 3: 100 points
Place SLMM 2: 100 points
Place SLMM 1: 100 points
Check Point 1: 130 points
Check Point 2: 130 points
Check Point 3: 140 points
Time Range Bearing Event
00:05:16 --- --- USS Pasadena (SSN 752) launched:
SLMM
00:05:30 --- --- USS Pasadena (SSN 752) launched:
SLMM
00:19:39 --- --- USS Pasadena (SSN 752) launched:
SLMM
00:20:03 --- --- USS Pasadena (SSN 752) launched:
SLMM
00:24:06 --- --- USS Pasadena (SSN 752) launched:
SLMM
00:24:25 --- --- USS Pasadena (SSN 752) launched:
SLMM
00:25:36 6227 132 SLMM came to rest
00:26:31 1495 266 SLMM came to rest
00:27:44 1992 086 SLMM came to rest
00:29:14 8638 110 SLMM came to rest
00:30:40 7426 044 SLMM came to rest
00:35:15 10556 047 SLMM came to rest
00:37:00 --- --- USS Pasadena (SSN 752) launched:
SLMM
00:48:20 3937 060 SLMM came to rest
01:20:56 --- --- USS Pasadena (SSN 752) Survived
Tactics: Get the coordinates off the radio first. Remember the
mission start checklist? The mines are three sets of two,
slightly staggered.
Plot the points on the map with NAV markers first.
Load and shoot the mines. Remember to reload. If one of the SLMMs
is off, launch another one. You have extras this time.
You can TYPE IN the waypoints, for SLMMs or TLAMs, if the mouse
is too jittery. That will ensure accuracy.
Launch the furthest mine first is a good habit to make, though in
this case it does not matter as these are exercise mines only.
Use the HF sonar to navigate between the mines.
8.4 Training Mission 4: Fire One
Sink two simulated Victors.
Critical Goals:
Kill Mobile Target 1: 500 points
Kill Mobile Target 2: 500 points
Time Range Bearing Event
06:15:44 --- --- USS Pasadena (SSN 752) launched:
ADCAP
06:20:11 7603 065 USS Pasadena (SSN 752) Simulated
a hit on: MK37 Mobile Target
06:26:20 --- --- USS Pasadena (SSN 752) launched:
ADCAP
06:31:09 8428 186 USS Pasadena (SSN 752) Simulated
a hit on: MK37 Mobile Target
06:34:27 --- --- USS Pasadena (SSN 752) Survived
06:34:27 --- --- MK37 Mobile Target Survived
06:34:27 --- --- MK37 Mobile Target Survived
Tactics: This is for practice, so practice for all it's worth. Do
this multiple times, use both active and passive sonars. Active
sonar makes this too easy, so you should really practice using
the passive sonar.
8.5 Training Mission 5: Just like John Wayne
Locate two simulated hostile surface ships amidst a lot of
neutral ship traffic, and simulate torpedo hits.
Critical Goals:
Attack Cimmaron 2: 500 points
Attack Cimmaron 1: 500 points
Penalties:
Attacked the wrong ship(s): -???
Time Range Bearing Event
12:29:48 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:33:51 6708 333 USS Pasadena (SSN 752) Simulated
a hit on: Cimarron
13:13:30 --- --- USS Pasadena (SSN 752) launched:
ADCAP
13:15:44 4002 074 USS Pasadena (SSN 752) Simulated
a hit on: Cimarron
13:17:05 --- --- USS Pasadena (SSN 752) Survived
13:17:05 --- --- Tanker Survived
13:17:05 --- --- Oiler Survived
13:17:05 --- --- Power Boat Survived
13:17:05 --- --- Cruise Ship Survived
13:17:05 --- --- Cimarron Survived
13:17:05 --- --- Cimarron Survived
Tactics: Classify every contact you see using narrowband sonar or
periscope. Cimarrons are somewhere in there. Don't shoot the
wrong ship! There are plenty of targets around here. Fortunately
you can't actually sink a ship in training, but it'll be VERY
embarrassing 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 confirm this with
more ESM tracking or radar.
You can also take periodic ESM readings of the merchant, to make
sure he's far away from the exercise area. Use the radar if you
like.
Fire TWO Harpoons to sink the old scrap frigate, if you want, but
it's not required.
8.7 Training Mission 7: Mano a Mano
Simulate a hit on another 688(I), who want to do it to you first.
Critical Goals:
Kill SSN 688I: 1000 points
Penalties:
detected by SSN 688I: -200
Time Range Bearing Event
12:36:20 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:59:17 --- --- SSN 688I launched: Static CM
12:59:17 --- --- SSN 688I launched: Static CM
13:12:36 --- --- USS Pasadena (SSN 752) launched:
ADCAP
13:44:09 --- --- USS Pasadena (SSN 752) launched:
ADCAP
13:47:53 --- --- USS Pasadena (SSN 752) launched:
ADCAP
13:58:47 9619 358 USS Pasadena (SSN 752) Simulated
a hit on: SSN 688I
14:00:38 9566 001 USS Pasadena (SSN 752) Simulated
a hit on: SSN 688I
14:03:34 --- --- USS Pasadena (SSN 752) Survived
14:03:34 --- --- SSN 688I Survived
14:03:34 --- --- Merchant Survived
Tactics: Not that difficult. The hostile sub goes pretty fast so
you can hear him coming. Just be patient. Once you heard him,
it's a matter of shooting him first. Do it across the layer so he
doesn't hear your torpedo launch (which is -200!).
9 Single Missions
In single missions, you have plenty of ammo, so you can afford to
shoot two or more torpedoes at each contact. On the other hand,
you should not develop a habit of that. Try to go for one-shot
kills.
You know the mission objectives, so you should have the
appropriate weapons loaded in the tubes when you arrive on scene
without having to unload and reload something else.
Note: "ran aground" penalty of -200 is implied, even if it's not
listed in every mission.
9.1 Single Mission 1: Tutorial
Read the manual, please. Do I have to repeat that here?
Critical Goals:
Kill Krivak: 300 points
Kill Victor II: 300 points
TLAM landfall waypoint: 100 points
TLAM Strike on Armory: 300 points
Time Range Bearing Event
12:28:19 --- --- USS Pasadena (SSN 752) launched:
Harpoon
12:28:19 19571 235 Victor II detected USS Pasadena
(SSN 752)
12:31:36 47867 242 USS Pasadena (SSN 752) attacked
Krivak
12:31:36 --- --- Harpoon damaged Krivak engine
room
12:34:16 --- --- USS Pasadena (SSN 752) launched:
Harpoon
12:37:30 46822 241 USS Pasadena (SSN 752) destroyed
Krivak
12:49:57 --- --- USS Pasadena (SSN 752) launched:
Harpoon
12:49:57 19178 248 Victor II detected USS Pasadena
(SSN 752)
12:59:20 --- --- USS Pasadena (SSN 752) launched:
ADCAP
13:17:23 --- --- USS Pasadena (SSN 752) launched:
ADCAP
13:32:45 25045 083 USS Pasadena (SSN 752) destroyed
Victor II
13:36:10 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
13:54:10 268839 153 USS Pasadena (SSN 752) destroyed
Armory
13:56:05 --- --- USS Pasadena (SSN 752) Survived
13:56:05 --- --- Tanker Survived
Tactics: How hard can this be? Follow the instructions!
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 (he's just moving back and forth) and
you'll find the Akula. Go beyond that, and you'll find the Delta.
NEVER be closer than 7500 yards to any one or they'll detect you.
When you find the Delta, launch a torpedo at each sub you're
tracking, then get ready to evade.
Note: once when I played this scenario, I fired three torpedoes,
none of them hit, but three Russian subs manage to sink each
other!
9.5 Single Mission 5: Fidel's Folly
Sneak into Cuban harbor and sink cargo ship 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 civilian ships in this
mission. Too bad.
You have three choices to take out the cargo ship: TLAM, Harpoon,
or torpedo.
TLAM: you see the two piers on the weapons map. Just assign one
TLAM each and that should take care of the cargo ship tied up
next to it as well. Beware of Helixes. Technically, you only need
to hit the western dock (that's the one with the ship), but
you're not supposed to know that. (ha-ha)
Harpoon: almost same as TLAM, except you shoot them down the
channel instead of over land like TLAMs. Beware of Helixes. If
your activation range is off you may end up killing some neutral
ships.
Torpedo: fire them at long range and try to sneak them into the
channel pre-enabled, so they don't hit any neutral shipping. Then
once in the area, steer them into the target. Fire the torpedoes
at a VERY shallow depth (60 ft) and set them to VERY shallow
depth as well, so that they don't bury themselves in the silt in
the Cuban harbor. Of course, you can try sneak into the harbor,
but the Helixes will pound you if they find you.
9.6 Single Mission 6: Oscar-winning performance
Protect Nimitz, sink a Russian rebel Oscar II
Critical Goals:
Kill Oscar: 200 points
Non-Critical Goals:
Nimitz Must Survive: 400 points
Arleigh Burke Must Survive: 400 points
Time Range Bearing Event
18:14:42 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:14:43 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:21:16 --- --- Oscar II launched: Static CM
18:21:16 --- --- Oscar II launched: Static CM
18:22:09 11904 347 USS Pasadena (SSN 752) destroyed
Static CM
18:22:09 11904 347 USS Pasadena (SSN 752) destroyed
Static CM
18:22:45 12199 341 USS Pasadena (SSN 752) destroyed
Oscar II
18:22:45 52461 328 Arleigh Burke detected Oscar II
18:28:58 --- --- USS Pasadena (SSN 752) Survived
18:28:58 --- --- Nimitz Survived
18:28:58 --- --- Arleigh Burke Survived
18:28:58 --- --- Cargo Ship Survived
18:28:58 --- --- Trawler Survived
18:28:58 --- --- Merchant Survived
Tactics: Easy mission. Head north, and you'll hear the Oscar
coming at a decent speed. Keep your distance, and stay at
periscope depth to get the latest radio message. As soon as you
get weapons free, launch the killing shot. Technically, you can
shoot even before that, but why violate orders when you don't
have to?
9.7 Single Mission 7: Against all Odds
Penetrate a Soviet/Russian carrier escort screen and sink the
Kuznetsov-class carrier
Critical Goals:
Kill Kuznetsov: 700 points
Non-Critical Goals:
Kill Slava 1: 50 points
Kill Slava 2: 50 points
Kill Akula 1: 100 points
Kill Akula 2: 100 points
Penalties:
Detected by Akula 1: -150 points
Detected by Akula 2: -150 points
Detected by ???????: -???
Time Range Bearing Event
06:26:22 --- --- USS Pasadena (SSN 752) launched:
Harpoon
06:26:22 18253 066 Helix detected USS Pasadena (SSN
752)
06:26:23 --- --- USS Pasadena (SSN 752) launched:
Harpoon
06:26:23 --- --- USS Pasadena (SSN 752) launched:
Harpoon
06:26:24 --- --- USS Pasadena (SSN 752) launched:
Harpoon
06:30:09 --- --- Slava launched: SAM
06:30:21 --- --- Slava launched: SAM
06:30:27 8037 097 Slava destroyed Harpoon
06:30:27 7881 097 Slava destroyed Harpoon
06:30:37 7087 062 Slava destroyed Harpoon
06:30:57 67192 291 USS Pasadena (SSN 752) destroyed
Slava
06:31:11 --- --- Slava launched: SAM
06:31:39 --- --- Slava launched: SAM
06:40:29 --- --- Helix launched: Torpedo-40cm
06:41:05 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:43:03 --- --- Helix launched: Torpedo-40cm
06:43:04 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:43:34 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:43:56 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:44:21 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:44:34 5123 271 Helix destroyed Static CM
06:44:34 5042 269 Helix destroyed Static CM
06:44:34 4953 269 Helix destroyed Static CM
06:47:33 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:47:51 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:48:04 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:48:14 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:48:31 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:48:36 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:48:41 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:48:59 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:49:01 --- --- USS Pasadena (SSN 752) launched:
Static CM
06:49:13 9927 271 Helix destroyed Static CM
06:49:13 9916 271 Helix destroyed Static CM
07:00:26 33195 122 Akula detected USS Pasadena (SSN
752)
07:01:56 --- --- Akula launched: Torpedo-65cm
07:12:13 31312 135 Akula detected USS Pasadena (SSN
752)
07:12:37 36159 143 Akula detected USS Pasadena (SSN
752)
07:13:48 --- --- Akula launched: Torpedo-65cm
07:15:23 --- --- USS Pasadena (SSN 752) launched:
Static CM
07:18:22 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:18:23 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:20:34 --- --- Akula launched: Torpedo-65cm
07:33:41 --- --- Akula launched: Torpedo-65cm
07:37:42 --- --- Akula launched: Static CM
07:37:42 --- --- Akula launched: Static CM
07:39:01 --- --- Akula launched: Torpedo-65cm
07:39:41 32374 339 USS Pasadena (SSN 752) destroyed
ADCAP
07:39:41 49365 127 Kuznetsov detected USS Pasadena
(SSN 752)
07:39:41 32207 339 USS Pasadena (SSN 752) destroyed
Akula
07:41:59 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:42:01 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:49:09 37970 132 Slava detected USS Pasadena (SSN
752)
08:01:51 34071 181 Akula detected USS Pasadena (SSN
752)
08:03:55 --- --- Akula launched: Torpedo-65cm
08:23:04 33922 192 Akula detected USS Pasadena (SSN
752)
08:24:34 --- --- Akula launched: Torpedo-65cm
08:38:44 --- --- USS Pasadena (SSN 752) launched:
ADCAP
08:43:13 --- --- Akula launched: Torpedo-65cm
08:44:16 --- --- USS Pasadena (SSN 752) launched:
Static CM
08:44:24 --- --- USS Pasadena (SSN 752) launched:
Static CM
08:44:51 --- --- USS Pasadena (SSN 752) launched:
Static CM
08:45:29 --- --- Slava launched: Torpedo-53cm
08:45:40 --- --- USS Pasadena (SSN 752) launched:
Static CM
08:46:09 --- --- Slava launched: Torpedo-53cm
08:46:50 --- --- USS Pasadena (SSN 752) launched:
Static CM
08:47:09 25151 219 Helix detected USS Pasadena (SSN
752)
08:47:28 34051 215 Akula destroyed Static CM
08:47:28 34064 215 Akula destroyed Static CM
08:47:39 --- --- Helix launched: Torpedo-40cm
08:48:28 --- --- Slava launched: Torpedo-53cm
08:48:33 --- --- Helix launched: Torpedo-40cm
08:52:49 19087 006 USS Pasadena (SSN 752) destroyed
Slava
08:59:52 --- --- USS Pasadena (SSN 752) launched:
Static CM
09:00:32 --- --- USS Pasadena (SSN 752) launched:
Static CM
09:00:39 --- --- USS Pasadena (SSN 752) launched:
Static CM
09:01:19 18715 197 Slava destroyed Static CM
09:04:07 --- --- Akula launched: Torpedo-65cm
09:07:58 --- --- USS Pasadena (SSN 752) launched:
Static CM
09:11:43 --- --- USS Pasadena (SSN 752) launched:
Static CM
09:33:01 28122 250 Akula detected USS Pasadena (SSN
752)
09:35:13 --- --- Akula launched: Torpedo-65cm
09:39:40 --- --- USS Pasadena (SSN 752) launched:
Harpoon
09:39:40 29861 141 Kuznetsov detected USS Pasadena
(SSN 752)
09:39:43 --- --- USS Pasadena (SSN 752) launched:
Harpoon
09:39:45 --- --- USS Pasadena (SSN 752) launched:
Harpoon
09:41:42 28520 323 USS Pasadena (SSN 752) attacked
Kuznetsov
09:41:42 --- --- Harpoon damaged Kuznetsov
09:41:46 28487 323 USS Pasadena (SSN 752) attacked
Kuznetsov
09:41:46 --- --- Harpoon damaged Kuznetsov
09:41:47 28479 323 USS Pasadena (SSN 752) destroyed
Kuznetsov
09:43:30 29815 262 Akula detected USS Pasadena (SSN
752)
09:52:04 --- --- Akula launched: Torpedo-65cm
09:53:05 29948 266 Akula detected USS Pasadena (SSN
752)
10:52:44 --- --- USS Pasadena (SSN 752) launched:
ADCAP
11:03:36 17012 030 USS Pasadena (SSN 752) destroyed
Akula
11:05:42 7627 260 Helix detected USS Pasadena (SSN
752)
11:08:04 --- --- USS Pasadena (SSN 752) Survived
11:08:04 --- --- Helix Survived
11:08:04 --- --- Helix Survived
11:08:04 --- --- Trawler Survived
Tactics: This mission is probably the most difficult mission in
the whole game. The Helixes are just about everywhere, and
avoiding them is just about impossible if you take the frontal
approach. The Akulas can ruin your day if you get too close, and
Slavas in pairs are just about Harpoon proof. There may or may
not be a thermocline to hide behind.
You have two approaches: frontal assault, or end-run.
If you choose frontal assault, you'll need some luck avoiding the
Helixes while you take care of the two Akulas acting as vanguard.
Consider using passive torpedoes to take out the Akulas. Then
circle in place as the Slavas and Kuznetsov come to you, but you
will need to avoid the Helixes. Kuznetsov needs three hits to
sink, so you'll need to reload at least once. If the Helixes
pound you with torpedoes, the Akulas and the Slavas will join in,
as you see from that wild melee above. It involves more luck than
tactics.
End-run may be easier. Head south immediately at max depth, flank
speed, and open the range 15-20 miles from their eastward track.
Then circle around behind them, after the Helixes and Akulas went
past. Then use deep sprinting to catch up, and take out the
surface ships with torpedoes up their baffles. Then you can stay
around to get the subs for extra points, or just quit the mission
here.
9.8 Single Mission 8: Rebel Yell II
Eliminate a rebel Akula sub that may be trying to attack the
Nimitz.
Critical Goals:
Kill Akula: 1000 points
Penalties:
Detected by Akula: -100
Time Range Bearing Event
18:08:47 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:08:50 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:18:57 --- --- Akula launched: Static CM
18:18:57 --- --- Akula launched: Static CM
18:19:54 17351 249 USS Pasadena (SSN 752) destroyed
ADCAP
18:19:54 17264 249 USS Pasadena (SSN 752) destroyed
Akula
18:19:54 55478 225 Nimitz detected Akula
18:25:08 --- --- USS Pasadena (SSN 752) Survived
18:25:08 --- --- Nimitz Survived
18:25:08 --- --- Oiler Survived
18:25:08 --- --- Arleigh Burke Survived
18:25:08 --- --- Spruance Survived
18:25:08 --- --- Perry Survived
18:25:08 --- --- Container Ship Survived
18:25:08 --- --- Tanker Survived
Tactics: Easy mission. Akula just charge in. One torpedo should
do it. Ignore the part of the order about "hostile intent". If
it comes close, shoot it.
9.9 Single Mission 9: Keep the Petrol Flowing
Two Kilo subs are attacking merchant shipping. They are closing
in on a disabled tanker. Destroy the Kilos.
Critical Goals:
Kill Kilo 2: 500 points
Kill Kilo 1: 500 points
Time Range Bearing Event
08:17:36 --- --- USS Pasadena (SSN 752) launched:
ADCAP
08:17:37 --- --- USS Pasadena (SSN 752) launched:
ADCAP
08:17:39 --- --- USS Pasadena (SSN 752) launched:
ADCAP
08:17:40 --- --- USS Pasadena (SSN 752) launched:
ADCAP
08:21:28 6264 264 USS Pasadena (SSN 752) destroyed
ADCAP
08:21:28 6398 263 USS Pasadena (SSN 752) destroyed
Kilo
08:30:09 12004 317 USS Pasadena (SSN 752) destroyed
Kilo
08:30:26 11978 317 USS Pasadena (SSN 752) destroyed
Kilo
08:31:45 --- --- USS Pasadena (SSN 752) Survived
08:31:45 --- --- Tanker Survived
08:31:45 --- --- Trawler Survived
Tactics: Easy. When you get the coordinates of the tanker, head
there at flank speed (don't worry about cavitation). Get within
10 miles of there, then slow to a decent pace (5 knots) and start
listening for the Kilos. 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 Campaign Missions
The campaign involves travelling to four regions of the globe and
put out some regional fires for the US of A... In campaign
missions, your loadout are limited to what you can carry with
you, so don't waste any torpedoes. You're likely to run out or
torpedoes in Region 4, so start learning to be stingy on
torpedoes and Harpoons.
10.1 Region 1, Mission 1: SEALing their fate (Part 1 of 2)
Drop off some SEALs without being detected.
Critical Goals:
Arrive at launch point: 1000 points
Penalties:
Detected by Foxtrot: -500
Detected by Koni: -???
Detected by Osa: -???
Time Range Bearing Event
03:35:39 --- --- USS Pasadena (SSN 752) dropped
off Seal-Team
03:36:47 --- --- USS Pasadena (SSN 752) Survived
03:36:47 --- --- Osa Survived
03:36:47 --- --- Foxtrot Survived
03:36:47 --- --- Merchant Survived
03:36:47 --- --- Koni Survived
03:36:47 --- --- Tanker Survived
03:36:47 --- --- Sail Boat Survived
03:36:47 --- --- Trawler Survived
03:36:47 --- --- Seal-Team Survived
Tactics: This is easy. You have MUCH better sonar than they do,
right? Find the Foxtrot, avoid it, and get to the SEAL launch
point before 4AM. If they don't launch, you're too late.
Once they launch and you get the points, you can end the mission.
Ignore the part in the order about evade 25 miles to south.
10.2 Region 1, Mission 2: SEALing their fate (Part 2 of 2)
Pick up the SEAL team you dropped off earlier. Feel free to take
out elements of the Cuban Navy if they get in your way.
Critical Goals:
Pick-up SEAL Team: 700 points
Non-Critical Goals:
Kill Foxtrot 1: 200 points
Kill OSA 2: 200 points
Kill Grisha: 200 points
Kill OSA 1: 200 points
Kill Foxtrot 2: 200 points
Time Range Bearing Event
18:06:15 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:26:52 22864 320 USS Pasadena (SSN 752) destroyed
Osa
18:37:22 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:44:49 11067 309 USS Pasadena (SSN 752) destroyed
Osa
18:59:19 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:07:40 11591 115 USS Pasadena (SSN 752) destroyed
Grisha
19:10:03 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:10:05 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:20:55 --- --- Foxtrot launched: Static CM
19:20:55 --- --- Foxtrot launched: Static CM
19:23:12 --- --- Foxtrot launched: Static CM
19:23:12 --- --- Foxtrot launched: Static CM
19:24:02 19986 306 USS Pasadena (SSN 752) destroyed
Static CM
19:24:02 19986 306 USS Pasadena (SSN 752) destroyed
Static CM
19:24:22 14026 037 USS Pasadena (SSN 752) destroyed
Foxtrot
19:27:50 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:28:53 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:38:25 --- --- Foxtrot launched: Static CM
19:38:25 --- --- Foxtrot launched: Static CM
19:39:27 --- --- Foxtrot launched: Static CM
19:39:27 --- --- Foxtrot launched: Static CM
19:39:28 16453 284 USS Pasadena (SSN 752) destroyed
Static CM
19:39:28 16453 284 USS Pasadena (SSN 752) destroyed
Static CM
19:40:28 --- --- Foxtrot launched: Static CM
19:40:28 --- --- Foxtrot launched: Static CM
19:40:30 16048 284 USS Pasadena (SSN 752) destroyed
Static CM
19:40:30 16048 284 USS Pasadena (SSN 752) destroyed
Static CM
19:40:30 16047 284 USS Pasadena (SSN 752) destroyed
Foxtrot
19:51:52 --- --- USS Pasadena (SSN 752) picked up
Seal-Team
19:54:01 --- --- USS Pasadena (SSN 752) Survived
19:54:01 --- --- Cargo Ship Survived
19:54:01 --- --- Trawler Survived
Tactics: you're a little short on time, but now you're weapons-
free. Shoot anything that stand in your way.
Head for the pickup point at a decent speed (15-20 knots should
do it) and periodically slow down to listen for nearby contacts.
You'll find two subs nearby the pickup point, the rest patrolling
outside. Killing the Foxtrots is probably needed.
Once you picked up the SEALs, you can go after the rest of the
patrols for points, or just end the mission.
10.3 Region 1, Mission 3: Doing Drugs
Launch TLAM strike against drug factories in Cuba
Critical Goals:
Arrive at Launch Point: 100 points
Destroy Drug Factory 1: 125 points
Destroy Drug Factory 2: 125 points
Destroy Drug Factory 3: 125 points
Destroy Drug Factory 4: 125 points
Non-Critical Goals:
Kill Osa 1: 100 points
Kill Osa 2: 100 points
Kill Osa 3: 100 points
Time Range Bearing Event
12:47:34 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:47:40 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
12:47:40 17899 038 Osa detected USS Pasadena (SSN
752)
12:47:40 33895 250 Osa detected USS Pasadena (SSN
752)
12:47:40 37982 227 Helix detected USS Pasadena (SSN
752)
12:47:53 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
12:47:57 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
12:48:01 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
12:48:05 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
12:48:41 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:48:43 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:53:20 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
12:53:25 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
12:53:29 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
12:53:33 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
12:54:53 12909 212 USS Pasadena (SSN 752) destroyed
Osa
12:55:45 --- --- SAM Bunker launched: SAM
12:56:12 --- --- SAM Bunker launched: SAM
12:56:40 --- --- SAM Bunker launched: SAM
12:56:44 0 000 SAM Bunker destroyed
12:58:39 --- --- SAM Bunker launched: SAM
12:59:07 --- --- SAM Bunker launched: SAM
12:59:35 --- --- SAM Bunker launched: SAM
13:00:03 --- --- SAM Bunker launched: SAM
13:00:31 --- --- SAM Bunker launched: SAM
13:00:59 --- --- SAM Bunker launched: SAM
13:01:11 --- --- SAM Bunker launched: SAM
13:01:26 --- --- SAM Bunker launched: SAM
13:01:39 --- --- SAM Bunker launched: SAM
13:01:54 --- --- SAM Bunker launched: SAM
13:02:07 --- --- SAM Bunker launched: SAM
13:02:11 163271 340 USS Pasadena (SSN 752) destroyed
Drug Factory
13:02:22 --- --- SAM Bunker launched: SAM
13:02:29 163956 030 USS Pasadena (SSN 752) destroyed
Tomahawk
13:02:29 164468 029 USS Pasadena (SSN 752) destroyed
Drug Factory
13:02:35 --- --- SAM Bunker launched: SAM
13:02:50 --- --- SAM Bunker launched: SAM
13:03:03 --- --- SAM Bunker launched: SAM
13:03:18 --- --- SAM Bunker launched: SAM
13:03:30 --- --- SAM Bunker launched: SAM
13:03:46 --- --- SAM Bunker launched: SAM
13:03:59 --- --- SAM Bunker launched: SAM
13:04:14 --- --- SAM Bunker launched: SAM
13:04:26 --- --- SAM Bunker launched: SAM
13:04:42 --- --- SAM Bunker launched: SAM
13:04:44 170803 352 USS Pasadena (SSN 752) destroyed
Drug Factory
13:05:10 --- --- SAM Bunker launched: SAM
13:05:38 --- --- SAM Bunker launched: SAM
13:06:00 160663 016 USS Pasadena (SSN 752) destroyed
Drug Factory
13:06:05 --- --- SAM Bunker launched: SAM
13:06:11 --- --- SAM Bunker launched: SAM
13:06:34 --- --- SAM Bunker launched: SAM
13:06:39 --- --- SAM Bunker launched: SAM
13:07:01 --- --- SAM Bunker launched: SAM
13:07:07 --- --- SAM Bunker launched: SAM
13:07:29 --- --- SAM Bunker launched: SAM
13:07:35 --- --- SAM Bunker launched: SAM
13:07:50 162390 340 USS Pasadena (SSN 752) destroyed
Drug Factory
13:08:22 163615 030 USS Pasadena (SSN 752) destroyed
Drug Factory
13:09:31 170016 352 USS Pasadena (SSN 752) destroyed
Drug Factory
13:11:47 159739 016 USS Pasadena (SSN 752) destroyed
Drug Factory
13:11:57 20984 060 USS Pasadena (SSN 752) destroyed
Osa
13:24:37 --- --- USS Pasadena (SSN 752) launched:
Harpoon
13:27:27 --- --- Osa launched: SAM
13:27:57 --- --- Osa launched: SAM
13:28:06 3622 007 Osa destroyed Harpoon
13:28:39 --- --- Osa launched: SAM
13:29:08 --- --- Osa launched: SAM
13:44:22 --- --- Helix launched: Torpedo-40cm
13:44:45 --- --- USS Pasadena (SSN 752) launched:
Static CM
13:45:18 --- --- Helix launched: Torpedo-40cm
15:54:41 --- --- USS Pasadena (SSN 752) launched:
ADCAP
15:59:56 6896 123 USS Pasadena (SSN 752) destroyed
Osa
16:01:30 --- --- USS Pasadena (SSN 752) Survived
16:01:30 --- --- Helix Survived
16:01:30 --- --- Trawler Survived
16:01:30 --- --- Container Ship Survived
16:01:30 --- --- Helix Survived
16:01:30 --- --- Helix Survived
16:01:30 --- --- Trawler Survived
16:01:30 --- --- SAM Bunker Survived
16:01:30 --- --- SAM Bunker Survived
16:01:30 --- --- SAM Bunker Survived
16:01:30 --- --- SAM Bunker Survived
16:01:30 --- --- SAM Bunker Survived
16:01:30 --- --- SAM Bunker Survived
16:01:30 --- --- SAM Bunker Survived
16:01:30 --- --- SAM Bunker Survived
Tactics: Even though the orders only say three targets, by
reading the goal list, you KNOW there's going to be a fourth
target radioed to you when the launch time comes.
Feel free to kill all patrol boats you encounter. They have SAMs
that can shoot down your TLAMs if they get too close. Then it's
just a regular TLAM strike mission, except for those Helixes.
10.4 Region 1, Mission 4: Crush the Cartel
Sneak into a Colombian harbor and sink two ships carrying drugs.
Critical Goals:
Kill Container Ship 1: 500 points
Kill Container Ship 2: 500 points
Penalties:
Detected by FS 1500 1: -???
Detected by FS 1500 2: -???
Time Range Bearing Event
07:09:52 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:09:52 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:09:54 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:09:55 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:11:12 1973 127 USS Pasadena (SSN 752) destroyed
ADCAP
07:11:12 14457 262 Container Ship detected USS
Pasadena (SSN 752)
07:11:12 2077 126 USS Pasadena (SSN 752) destroyed
Container Ship
07:19:12 16986 074 USS Pasadena (SSN 752) destroyed
ADCAP
07:19:12 17022 074 USS Pasadena (SSN 752) destroyed
Container Ship
07:25:31 --- --- USS Pasadena (SSN 752) Survived
07:25:31 --- --- FS 1500 Survived
07:25:31 --- --- FS 1500 Survived
07:25:31 --- --- Cargo Ship Survived
07:25:31 --- --- Fishing Boat Survived
07:25:31 --- --- Cruise Ship Survived
Tactics: This one is tough... There are TWO Colombian FS 1500
patrol boats nearby, and you are NOT allowed to shoot them!
What's worse, the intelligence is wrong... Those two container
ships are leaving the harbor now! One of them will steam straight
north. The other will try to hug the eastern coastline out of the
harbor. If you get past the patrol boats you should see them.
Remember, use torpedoes, and make CERTAIN of the targets before
shooting. You can get into periscope range, so confirm your
target before engaging.
10.5 Region 1, Mission 5: Snatch the Boss
Sink a pleasure yacht carrying the drug lord, without waking up
the Colombian navy.
Critical Goals:
Kill Dom Hasquez: 1000 points
Penalties:
Detected by FS1500-2: -300 points
Detected by FS1500-1: -???
Time Range Bearing Event
12:01:39 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:08:22 14790 133 FS 1500 detected USS Pasadena
(SSN 752)
12:17:08 29077 065 USS Pasadena (SSN 752) destroyed
Pleasure Boat
12:17:49 --- --- USS Pasadena (SSN 752) Survived
12:17:49 --- --- FS 1500 Survived
12:17:49 --- --- Fishing Boat Survived
12:17:49 --- --- Cargo Ship Survived
12:17:49 --- --- FS 1500 Survived
Tactics: Shallow water again, and those FS 1500's are REALLY
annoying 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, Mission 1: R0/R0, Row your boat
Sink a mine-laying ship mining the Adriatic Sea. However, there
may be a sub nearby...
Critical Goals:
Sink the R0-R0: 800
Non-Critical Goals:
Sink the Heroj: 200
Penalties:
Detected by the Heroj: -???
Time Range Bearing Event
06:56:50 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:08:45 15624 047 USS Pasadena (SSN 752) destroyed
Heroj
07:35:03 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:40:41 9279 086 USS Pasadena (SSN 752) destroyed
Roll-on Roll-off
07:43:04 --- --- USS Pasadena (SSN 752) Survived
07:43:04 --- --- Container Ship Survived
07:43:04 --- --- Trawler Survived
07:43:04 --- --- Container Ship Survived
07:43:04 --- --- Fishing Boat Survived
Tactics: From reading the goals, you can tell there's a Heroj sub
nearby. So watch for it as you get close to the reported position
of the minelayer, and remember to periodically turn on the
minehunting sonar. There's plenty of neutral traffic around so
don't get too trigger happy. Once you find them, kill them.
10.7 Region 2, Mission 2: Across the line of death
Protect the Nimitz from Libyan forces. An Osa missile boat and a
Kilo sub is nearby, and probably will try to attack the Nimitz.
Take them both out.
Critical Goals:
Kill Kilo: 200 points
Arleigh Burke 2 Must Survive: 250 points
Arleigh Burke 1 Must Survive: 250 points
Nimitz Must Survive: 250 points
Non-Critical Goals:
Kill Osa: 50 points
Time Range Bearing Event
12:00:01 101637 136 Arleigh Burke detected Osa
12:00:01 96461 132 Arleigh Burke detected Osa
12:00:09 101457 316 Osa detected Arleigh Burke
12:00:09 96279 312 Osa detected Arleigh Burke
12:00:13 104499 311 Osa detected Nimitz
12:01:00 60561 280 Kilo detected Arleigh Burke
12:01:00 59897 273 Kilo detected Arleigh Burke
12:01:32 103034 131 Nimitz detected Osa
12:13:08 --- --- Arleigh Burke launched: Harpoon
12:15:25 --- --- Arleigh Burke launched: Harpoon
12:16:32 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:17:04 --- --- Osa launched: SAM
12:17:11 --- --- Arleigh Burke launched: Harpoon
12:17:21 7037 311 Osa destroyed Harpoon
12:17:45 --- --- Osa launched: SAM
12:18:14 --- --- Osa launched: SAM
12:18:43 --- --- Osa launched: SAM
12:19:33 --- --- Osa launched: SAM
12:20:02 --- --- Osa launched: SAM
12:20:12 45991 262 Kilo detected Arleigh Burke
12:20:12 3594 258 Osa destroyed Harpoon
12:20:45 --- --- Osa launched: SAM
12:21:14 --- --- Osa launched: SAM
12:21:42 65695 131 Arleigh Burke attacked Osa
12:21:42 --- --- Harpoon damaged Osa
12:24:58 --- --- Kilo launched: Static CM
12:24:58 --- --- Kilo launched: Static CM
12:30:19 43581 258 Kilo detected Arleigh Burke
12:41:39 10183 014 USS Pasadena (SSN 752) destroyed
Kilo
12:41:39 38166 074 Arleigh Burke detected Kilo
13:21:10 --- --- Arleigh Burke launched: Harpoon
13:23:45 --- --- Osa launched: SAM
13:24:02 7464 310 Osa destroyed Harpoon
13:24:31 --- --- Osa launched: SAM
13:25:01 --- --- Osa launched: SAM
13:37:01 --- --- USS Pasadena (SSN 752) launched:
ADCAP
13:44:29 --- --- Arleigh Burke launched: Harpoon
13:46:43 --- --- Osa launched: SAM
13:47:25 12071 158 USS Pasadena (SSN 752) destroyed
Osa
13:51:54 --- --- USS Pasadena (SSN 752) Survived
13:51:54 --- --- Arleigh Burke Survived
13:51:54 --- --- Nimitz Survived
13:51:54 --- --- Arleigh Burke Survived
13:51:54 --- --- Cargo Ship Survived
13:51:54 --- --- Trawler Survived
13:51:54 --- --- Cargo Ship Survived
13:51:54 --- --- Merchant Survived
Tactics: 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, Mission 3: Surgically Removed
Conduct retaliatory TLAM strike on two Libyan airfields.
Critical Goals:
Arrive at Launch Point: 200 points
Destroy Airport-1: 250 points
Destroy Airport-2: 250 points
Non-Critical Goals:
Kill Krivak: 100 points
Kill Koni: 100 points
Kill Grisha: 100 points
Time Range Bearing Event
19:00:08 --- --- USS Pasadena (SSN 752) launched:
Harpoon
19:00:08 15013 089 Grisha detected USS Pasadena
(SSN 752)
19:00:08 35203 044 Il-38 May detected USS Pasadena
(SSN 752)
19:00:08 8429 041 Il-38 May detected USS Pasadena
(SSN 752)
19:00:09 --- --- USS Pasadena (SSN 752) launched:
Harpoon
19:00:15 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:00:17 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:00:37 --- --- Krivak launched: SAM
19:00:53 7078 304 Krivak destroyed Harpoon
19:01:19 16756 121 USS Pasadena (SSN 752) attacked
Krivak
19:01:19 --- --- Harpoon damaged Krivak engine
room
19:01:24 --- --- Krivak launched: SAM
19:01:45 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:01:47 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:01:48 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:01:49 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:01:50 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:01:52 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:01:53 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:01:54 --- --- USS Pasadena (SSN 752) launched:
Tomahawk
19:01:58 16089 301 Krivak destroyed Tomahawk
19:02:23 --- --- Krivak launched: SAM
19:02:37 5418 306 Krivak destroyed Tomahawk
19:03:13 --- --- Krivak launched: SAM
19:03:41 --- --- Krivak launched: SAM
19:05:34 17622 201 Koni detected USS Pasadena (SSN
752)
19:09:20 13881 293 USS Pasadena (SSN 752) destroyed
Grisha
19:11:22 20548 030 USS Pasadena (SSN 752) attacked
Koni
19:11:22 --- --- ADCAP damaged Koni engine room
19:11:30 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:19:44 197908 121 USS Pasadena (SSN 752) destroyed
Airport
19:20:16 197672 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:16 197672 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:16 197672 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:16 197672 121 USS Pasadena (SSN 752) destroyed
Airport
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Explosion
19:20:44 197464 121 USS Pasadena (SSN 752) destroyed
Airport
19:21:09 185481 106 USS Pasadena (SSN 752) destroyed
Tomahawk
19:21:09 185666 106 USS Pasadena (SSN 752) destroyed
Airport
19:21:18 185612 106 USS Pasadena (SSN 752) destroyed
Explosion
19:21:18 185428 106 USS Pasadena (SSN 752) destroyed
Explosion
19:21:18 185612 106 USS Pasadena (SSN 752) destroyed
Airport
19:26:58 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:29:08 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:33:20 10169 083 USS Pasadena (SSN 752) destroyed
Krivak
19:42:17 --- --- Il-38 May launched: Torpedo-53cm
19:42:48 --- --- Il-38 May launched: Torpedo-53cm
19:43:20 --- --- Il-38 May launched: Torpedo-53cm
19:43:52 --- --- Il-38 May launched: Torpedo-53cm
19:44:05 --- --- USS Pasadena (SSN 752) launched:
Static CM
19:44:25 --- --- Il-38 May launched: Torpedo-53cm
19:44:56 --- --- Il-38 May launched: Torpedo-53cm
19:45:24 2860 342 Il-38 May destroyed Koni
19:45:28 --- --- Il-38 May launched: Torpedo-53cm
19:45:59 --- --- Il-38 May launched: Torpedo-53cm
19:47:33 9094 029 Il-38 May destroyed Koni
19:50:51 --- --- USS Pasadena (SSN 752) launched:
Static CM
19:52:42 --- --- USS Pasadena (SSN 752) launched:
Static CM
19:55:46 --- --- USS Pasadena (SSN 752) launched:
Static CM
19:56:07 --- --- USS Pasadena (SSN 752) launched:
Static CM
19:57:19 --- --- Il-38 May launched: Torpedo-53cm
19:57:50 --- --- Il-38 May launched: Torpedo-53cm
19:58:31 --- --- USS Pasadena (SSN 752) launched:
Static CM
19:58:38 --- --- USS Pasadena (SSN 752) launched:
Static CM
19:58:40 --- --- Il-38 May launched: Torpedo-53cm
19:58:55 4550 359 Il-38 May destroyed Static CM
19:58:55 4575 000 Il-38 May destroyed Static CM
19:59:12 --- --- Il-38 May launched: Torpedo-53cm
19:59:44 --- --- Il-38 May launched: Torpedo-53cm
20:00:24 --- --- USS Pasadena (SSN 752) launched:
Static CM
20:00:57 --- --- USS Pasadena (SSN 752) launched:
Static CM
20:01:23 4379 192 Il-38 May destroyed Static CM
20:01:28 --- --- USS Pasadena (SSN 752) launched:
Static CM
20:01:30 --- --- USS Pasadena (SSN 752) launched:
Static CM
20:02:03 --- --- USS Pasadena (SSN 752) launched:
Static CM
20:02:43 --- --- USS Pasadena (SSN 752) Survived
20:02:43 --- --- Il-38 May Survived
20:02:43 --- --- Il-38 May Survived
20:02:43 --- --- SAM Bunker Survived
20:02:43 --- --- SAM Bunker Survived
20:02:43 --- --- SAM Bunker Survived
20:02:43 --- --- SAM Bunker Survived
20:02:43 --- --- SAM Bunker Survived
20:02:43 --- --- SAM Bunker Survived
20:02:43 --- --- SAM Bunker Survived
20:02:43 --- --- SAM Bunker Survived
Tactics: Straightforward TLAM mission. Around the SAM sites, get
the last second changes as usual, avoid the patrols if you feel
like it, otherwise shoot them. The Koni requires more than one
torpedo.
The air patrols may give you a hard time. The Mays can be pretty
persistent, as you can see above.
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, Mission 1: Strait to Hell
Kilos are mining the Gulf. Sink two enemy Kilos and detect
minefield.
Critical Goals:
Kill Kilo 2: 400 points
Kill Kilo 1: 400 points
Non-Critical Goals:
Detect Mine 10: 50 points
Detect Mine 9: 50 points
Detect Mine 8: 50 points
Detect Mine 7: 50 points
Detect Mine 6: 50 points
Detect Mine 5: 50 points
Detect Mine 4: 50 points
Detect Mine 3: 50 points
Detect Mine 2: 50 points
Detect Mine 1: 50 points
Time Range Bearing Event
18:12:36 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:20:00 9832 206 USS Pasadena (SSN 752) destroyed
Kilo
18:20:04 17572 061 Helix detected USS Pasadena (SSN
752)
18:37:54 --- --- Helix launched: Torpedo-40cm
18:38:44 --- --- Helix launched: Torpedo-40cm
18:38:47 --- --- USS Pasadena (SSN 752) launched:
Static CM
18:40:09 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:50:36 31967 318 Helix detected USS Pasadena (SSN
752)
18:57:13 20440 019 Helix destroyed Tanker
18:58:54 --- --- Kilo launched: Static CM
18:58:54 --- --- Kilo launched: Static CM
18:59:42 15457 263 USS Pasadena (SSN 752) destroyed
Kilo
19:04:09 --- --- Helix launched: Torpedo-40cm
19:04:44 --- --- USS Pasadena (SSN 752) launched:
Static CM
19:05:14 --- --- Helix launched: Torpedo-40cm
19:17:10 --- --- USS Pasadena (SSN 752) launched:
Static CM
19:19:37 716 324 Helix destroyed Fishing Boat
20:24:34 --- --- USS Pasadena (SSN 752) Survived
20:24:34 --- --- Tanker Survived
20:24:34 --- --- Helix Survived
20:24:34 --- --- Helix Survived
20:24:34 --- --- Trawler Survived
Tactics: Could be nasty, but at least there's no real time limit,
even though the mission was apparently designed with one in mind
and taken out at the last minute. A tanker will head through the
minefield if you don't do things quickly, but its survival is not
on your goals list. My guess is the Helixes are known to torpedo
neutral ships by mistake.
The Helixes are a REAL pain, and the water is quite shallow.
You'll need a little luck avoiding the Helixes, though they
generally go after the biological contacts if you keep your
distance. Otherwise... hope their torpedoes go after some other
contacts.
Note: you may need to turn on the Sonar Assistant to get the
detection points, but others have reported that you can click on
the dot in the HF sonar screen to designate target as well.
Head for the first reported location of the Kilo and the
minefield. Plot a series of markers along that N/S line. That'll
be your search area for the mines. You should detect the first
Kilo as you approach the mines. Kill it, then keep going west
until you see the mines. If you detected a number OTHER than
Mission 10, you're not north or west enough. Go northwest and
find Mission 10 first. Then turn south and find the rest.
When you hear the other Kilo across the minefield, take him out.
You can go at a decent speed, say 15 knots, while hunting mines.
You won't cavitate if you're deep enough, and you can cover good
area while doing so.
The mines are laid in two groups. The northern group has six
mines, in two rows of three, slightly staggered. The southern
group, across the deep channel, has four mines in two rows,
again, slightly staggered.
Once you find all the mines, end the mission.
10.10 Region 3, Mission 2: Duck in a Shooting Gallery
Drop off a SEAL team at an oil rig to blow it up, then pick them
up.
Critical Goals:
Drop-off SEAL Team: 150 points
Destroy Oil Rig - 1: 600 points
SEAL Pick-up: 150 points
Non-Critical Goals:
Kill Kotor: 100 points
Kill Koni: 100 points
Time Range Bearing Event
18:11:10 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:16:15 20512 096 Koni detected USS Pasadena (SSN
752)
18:16:15 49197 044 Helix detected USS Pasadena (SSN
752)
18:19:22 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:27:29 25274 248 USS Pasadena (SSN 752) attacked
Koni
18:27:29 --- --- ADCAP damaged Koni engine room
18:29:59 --- --- Helix launched: Torpedo-40cm
18:30:41 --- --- USS Pasadena (SSN 752) launched:
Static CM
18:30:47 --- --- USS Pasadena (SSN 752) launched:
Static CM
18:30:53 --- --- Helix launched: Torpedo-40cm
18:34:45 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:35:29 23568 241 USS Pasadena (SSN 752) destroyed
Koni
19:15:40 --- --- USS Pasadena (SSN 752) launched:
ADCAP
19:30:15 19221 250 USS Pasadena (SSN 752) destroyed
Kotor
20:50:35 --- --- USS Pasadena (SSN 752) dropped
off Seal-Team
21:01:26 --- --- USS Pasadena (SSN 752) launched:
Static CM
21:01:28 --- --- USS Pasadena (SSN 752) launched:
Static CM
21:07:05 --- --- USS Pasadena (SSN 752) ran
aground
21:07:17 3197 248 USS Pasadena (SSN 752) destroyed
Oil Rig
21:09:32 --- --- USS Pasadena (SSN 752) ran
aground
21:10:02 --- --- USS Pasadena (SSN 752) ran
aground
21:10:32 --- --- USS Pasadena (SSN 752) ran
aground
21:11:02 --- --- USS Pasadena (SSN 752) ran
aground
21:30:43 --- --- USS Pasadena (SSN 752) picked up
Seal-Team
21:31:03 --- --- USS Pasadena (SSN 752) Survived
21:31:03 --- --- Oil Rig Survived
21:31:03 --- --- Helix Survived
21:31:03 --- --- Tanker Survived
21:31:03 --- --- Oiler Survived
21:31:03 --- --- Fishing Boat Survived
Tactics: Straightforward mission except for the "wrong rig"
message. If you feel like it, kill the surface ships while you're
at it. The only complications are the shallow water, and the
Helixes buzzing around.
If you want to take out the Koni, use two torpedoes. A single
torpedo only stops a Koni, doesn't sink it.
I ran aground while dodging torpedoes. That's -200 right there!
So be careful in the shallow waters.
10.11 Region 3, Mission 3: Sink the Navy
Destroy the Iranian navy near their port.
Critical Goals:
Kill Grisha 2: 250 points
Kill Grisha 1: 250 points
Kill FS1500: 250 points
Kill Kilo: 250 points
Time Range Bearing Event
12:01:34 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:02:18 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:05:10 18170 217 FS 1500 detected USS Pasadena
(SSN 752)
12:05:10 14868 234 Grisha detected USS Pasadena
(SSN 752)
12:08:10 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:11:46 26248 085 Helix detected USS Pasadena (SSN
752)
12:13:34 19432 048 USS Pasadena (SSN 752) destroyed
Grisha
12:15:33 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:18:39 25972 048 USS Pasadena (SSN 752) destroyed
FS 1500
12:22:55 --- --- Helix launched: Torpedo-40cm
12:23:49 --- --- Helix launched: Torpedo-40cm
12:23:52 --- --- USS Pasadena (SSN 752) launched:
Static CM
12:23:53 --- --- USS Pasadena (SSN 752) launched:
Static CM
12:24:09 --- --- USS Pasadena (SSN 752) launched:
Static CM
12:24:10 --- --- USS Pasadena (SSN 752) launched:
Static CM
12:24:22 --- --- USS Pasadena (SSN 752) launched:
Static CM
12:24:23 --- --- USS Pasadena (SSN 752) launched:
Static CM
12:24:30 --- --- USS Pasadena (SSN 752) launched:
Static CM
12:24:31 --- --- USS Pasadena (SSN 752) launched:
Static CM
12:24:49 2942 100 Helix destroyed Static CM
12:24:49 2941 100 Helix destroyed Static CM
12:24:49 2895 099 Helix destroyed Static CM
12:24:49 2892 099 Helix destroyed Static CM
12:27:39 18804 353 USS Pasadena (SSN 752) destroyed
Kilo
12:28:57 34201 350 USS Pasadena (SSN 752) destroyed
Grisha
12:29:29 --- --- USS Pasadena (SSN 752) launched:
Static CM
12:29:31 --- --- USS Pasadena (SSN 752) launched:
Static CM
12:29:54 --- --- USS Pasadena (SSN 752) Survived
12:29:54 --- --- Helix Survived
Tactics: Nothing too difficult about this one, except for the
Helixes buzzing around and REALLY shallow water (less than 200
feet!). Keep your distance and launch LONG range ADCAP shots
(20000 yards or more).
One torpedo should kill each contact if you direct them
carefully. See that 34K yard shot there?
Another trip around the world, and shore leave at Yokosuka,
Japan... Load only 4 SLMMs, and NO Harpoons. You'll need EVERY
torpedo you have, and you don't have any extras to double bang
your targets. You should have full assistants and upgrades by
now.
10.12 Region 4, Mission 1: They said they were just
training
Take out North Korean commando minisubs.
Critical Goals:
Kill Mini-sub 1: 250 points
Kill Mini-sub 2: 250 points
Kill Mini-sub 3: 250 points
Kill Mini-sub 4: 250 points
Non-Critical Goals:
Kill Grisha 1: 200 points
Kill Grisha 2: 200 points
Kill Grisha 3: 200 points
Kill Grisha 4: 200 points
Time Range Bearing Event
00:03:21 --- --- USS Pasadena (SSN 752) launched:
ADCAP
00:09:55 14914 073 Grisha detected USS Pasadena
(SSN 752)
00:09:55 16986 078 Helix detected USS Pasadena (SSN
752)
00:10:07 8748 300 USS Pasadena (SSN 752) destroyed
Grisha
00:10:33 --- --- USS Pasadena (SSN 752) launched:
ADCAP
00:10:55 --- --- USS Pasadena (SSN 752) launched:
ADCAP
00:12:53 --- --- Helix launched: Torpedo-40cm
00:13:50 --- --- Helix launched: Torpedo-40cm
00:14:41 --- --- USS Pasadena (SSN 752) launched:
Static CM
00:14:43 --- --- USS Pasadena (SSN 752) launched:
Static CM
00:15:26 27861 078 Helix detected USS Pasadena (SSN
752)
00:15:26 21840 087 Grisha detected USS Pasadena
(SSN 752)
00:21:06 17923 228 USS Pasadena (SSN 752) destroyed
Grisha
00:21:33 --- --- Helix launched: Torpedo-40cm
00:22:29 --- --- Helix launched: Torpedo-40cm
00:23:39 --- --- USS Pasadena (SSN 752) launched:
Static CM
00:23:40 --- --- USS Pasadena (SSN 752) launched:
Static CM
00:25:27 29574 255 USS Pasadena (SSN 752) destroyed
MiniSub
00:31:19 8115 248 Helix destroyed MiniSub
00:31:51 8115 248 Helix destroyed MiniSub
01:01:57 --- --- USS Pasadena (SSN 752) launched:
ADCAP
01:16:19 16368 283 USS Pasadena (SSN 752) destroyed
Grisha
01:21:59 --- --- USS Pasadena (SSN 752) launched:
ADCAP
01:35:20 13731 287 USS Pasadena (SSN 752) destroyed
MiniSub
01:37:07 --- --- USS Pasadena (SSN 752) launched:
ADCAP
01:58:18 33936 271 USS Pasadena (SSN 752) destroyed
MiniSub
02:23:34 --- --- USS Pasadena (SSN 752) launched:
ADCAP
02:24:31 --- --- USS Pasadena (SSN 752) launched:
ADCAP
02:35:15 18051 130 Helix detected USS Pasadena (SSN
752)
02:35:29 18216 270 USS Pasadena (SSN 752) destroyed
Grisha
02:46:42 34052 264 USS Pasadena (SSN 752) destroyed
MiniSub
02:47:49 --- --- USS Pasadena (SSN 752) Survived
02:47:49 --- --- Helix Survived
02:47:49 --- --- Helix Survived
Tactics: Probably the second toughest mission of all. You can be
pounded by the Helixes early on. Try to keep the biological
contacts between you and the Helixes. I also kill some vessels
early to keep the Helix "stuck" on those underwater contacts
instead of me.
As you can guess from the goal list, there's FOUR minisubs you
need to take out, not three as stated in the briefing. You'll get
a correction later via radio.
Use ONLY passive torpedoes. Take out EVERY target you can see,
but only ONE torpedo each. You don't have any to waste. The
passive torps can take out the Grishas without raising too big of
an alarm. Remember to activate the torpedoes so they don't bury
themselves in the mud. Also, set the floor setting properly so
they don't hit the bottom.
After that, it's just a matter of patience as you locate and take
out each minisub. The Helixes may help you by torpedoing some of
their own ships.
You'll need a level 4 sonar assistant for this one. Despite the
orders say about using active sonar, level 4 assistants can find
the minisubs 20000 yards away with passive sonar only.
You'll probably kill ALL eight vessels when you're done. Just
make sure you don't waste any torpedoes. Allot ONLY eight
torpedoes on this mission.
10.13 Region 4, Mission 2: Rogue Russian
Russia rebel leader has a Delta and an Akula in a "boomer
bastion"... Take them out.
Critical Goals:
Kill Delta: 1000 points
Non-Critical Goals:
Kill Akula: 500 points
Time Range Bearing Event
12:47:35 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:47:38 --- --- USS Pasadena (SSN 752) launched:
ADCAP
12:54:52 13124 058 USS Pasadena (SSN 752) destroyed
Akula
13:07:40 --- --- USS Pasadena (SSN 752) launched:
ADCAP
13:21:44 19137 075 USS Pasadena (SSN 752) destroyed
Delta
13:24:51 --- --- USS Pasadena (SSN 752) Survived
Tactics: Easy mission compared to last one. You're positioned at
the entrance of the bastion... To east and west of you are mines,
so don't go there. To your northeast are the targets... Delta
escorted by Akula.
Allot only two torpedoes for this mission. One torpedo should
take care of the Delta. So you can take out the Akula later. Use
passive seeker and you'll surprise them. These two were so
surprised, they didn't even launch any countermeasures.
You may need to use an active torpedo on the Delta. Somehow
passive torpedo doesn't seem to acquire it.
10.14 Region 4, Mission 3: Rebel Revenge
Take out an Akula going after one of our boomers.
Critical Goals:
Kill Akula: 1000 points
Trident Must Survive: 800 points
Non-Critical Goals:
Harushio must survive: 200 points
Penalties:
Detected by Akula: -???
Time Range Bearing Event
18:08:03 --- --- USS Pasadena (SSN 752) launched:
ADCAP
18:17:42 34078 172 Trident detected Akula
18:19:00 17489 123 USS Pasadena (SSN 752) destroyed
Akula
18:21:42 --- --- USS Pasadena (SSN 752) Survived
18:21:42 --- --- Trident Survived
18:21:42 --- --- Harushio Survived
18:21:42 --- --- Merchant Survived
Tactics: As you can see from the goals, there's a Japanese sub in
the area, and most likely, it's between you and the Akula. The
Akula should come at you at a pretty decent speed. The Trident
boomer is way off in the north and should not be a factor unless
the Akula got past you. Just feed an ADCAP to the Akula when it
comes by, and make sure the ADCAP doesn't home on the Harushio by
mistake.
10.15 Region 4, Mission 4: Giving it all you got
Mine the Petropavlosk harbor, prevent Kuznetsov carrier from
leaving port (i.e. sink it) with mines, and kill any part of the
Russian Rebel navy you can get your hands on.
Critical Goals:
Kill Kuznetsov: 1000 points
Non-Critical Goals:
Place SLMM 1: 100 points
Place SLMM 2: 100 points
Place SLMM 3: 100 points
Place SLMM 4: 100 points
Kill Akula 1: 750 points
Kill Akula 2: 750 points
Kill Kilo 1: 400 points
Kill Kilo 2: 400 points
Kill Grisha 1: 200 points
Kill Grisha 2: 200 points
Kill Krivak: 300 points
Kill Foxtrot: 150?? points
Penalties:
Detected by Akula 1: -50 points
Detected by Grisha 2: -50 points
Detected by Krivak: -50 points
Detected by Helix: -50 points
(-50 for any other detects?)
Time Range Bearing Event
06:11:46 15861 168 Akula detected USS Pasadena (SSN
752)
06:20:40 --- --- USS Pasadena (SSN 752) launched:
ADCAP
06:27:05 10763 355 USS Pasadena (SSN 752) destroyed
Akula
06:53:14 --- --- USS Pasadena (SSN 752) launched:
ADCAP
06:58:43 8797 292 USS Pasadena (SSN 752) destroyed
Akula
07:26:53 --- --- USS Pasadena (SSN 752) launched:
ADCAP
07:37:26 --- --- Foxtrot launched: Static CM
07:37:26 --- --- Foxtrot launched: Static CM
07:37:38 17617 348 USS Pasadena (SSN 752) destroyed
Static CM
07:37:38 17617 348 USS Pasadena (SSN 752) destroyed
Static CM
07:37:38 17627 348 USS Pasadena (SSN 752) attacked
Foxtrot
07:37:38 --- --- ADCAP damaged Foxtrot engine
room
08:02:16 9360 137 Grisha detected USS Pasadena
(SSN 752)
08:02:16 13935 064 Helix detected USS Pasadena (SSN
752)
08:07:07 --- --- Helix launched: Torpedo-40cm
08:08:07 --- --- USS Pasadena (SSN 752) launched:
Static CM
08:08:33 --- --- USS Pasadena (SSN 752) launched:
ADCAP
08:10:50 --- --- Helix launched: Torpedo-40cm
08:11:16 18054 233 Krivak detected USS Pasadena
(SSN 752)
08:11:21 --- --- USS Pasadena (SSN 752) launched:
Static CM
08:11:22 --- --- USS Pasadena (SSN 752) launched:
Static CM
08:11:56 386 129 Helix destroyed Static CM
08:11:56 392 125 Helix destroyed Static CM
08:13:49 7163 340 USS Pasadena (SSN 752) destroyed
Grisha
08:15:46 6790 327 Helix destroyed Grisha
08:33:17 --- --- USS Pasadena (SSN 752) launched:
ADCAP
08:33:20 --- --- USS Pasadena (SSN 752) launched:
ADCAP
08:46:02 19108 014 USS Pasadena (SSN 752) destroyed
Kilo
08:47:53 17943 221 USS Pasadena (SSN 752) destroyed
Kilo
09:40:47 --- --- USS Pasadena (SSN 752) launched:
SLMM
09:42:55 --- --- USS Pasadena (SSN 752) launched:
SLMM
09:50:34 --- --- USS Pasadena (SSN 752) launched:
SLMM
09:52:40 --- --- USS Pasadena (SSN 752) launched:
SLMM
10:15:21 17455 146 SLMM came to rest
10:16:17 12919 144 SLMM came to rest
10:17:10 19563 146 SLMM came to rest
10:18:06 15016 145 SLMM came to rest
10:36:39 190 295 SLMM detected Kuznetsov
10:36:39 18136 323 USS Pasadena (SSN 752) attacked
Kuznetsov
10:36:39 --- --- SLMM damaged Kuznetsov
10:36:39 37706 317 Helix detected USS Pasadena (SSN
752)
10:43:33 192 288 SLMM detected Kuznetsov
10:43:33 15348 320 USS Pasadena (SSN 752) attacked
Kuznetsov
10:43:33 --- --- SLMM damaged Kuznetsov
10:50:18 194 283 SLMM detected Kuznetsov
10:50:18 13284 314 USS Pasadena (SSN 752) destroyed
Kuznetsov
11:35:20 --- --- USS Pasadena (SSN 752) launched:
ADCAP
11:39:50 7904 245 USS Pasadena (SSN 752) destroyed
Grisha
11:41:02 --- --- USS Pasadena (SSN 752) launched:
ADCAP
11:53:35 21072 135 USS Pasadena (SSN 752) destroyed
Krivak
11:58:16 --- --- USS Pasadena (SSN 752) Survived
11:58:16 --- --- Helix Survived
Tactics: You will encounter A TON of enemies. Aren't you glad you
didn't waste any torpedoes? You'll need them all here. Strangely,
the Helixes did not bother me much. I think I destroyed one
vessel very close to me (at 08:13:49) and Helix got "stuck" on
that underwater contact, allowing me to slip away.
By this time, your ship should be fully decked out in the latest
gadgets and have level-4 assistants across the board. Use them.
You can detect Akulas even going at 20 knots before they can
detect you. Adopt a sprint-and-drift routine. Go 20 knots for 15-
20 minutes, then slow down to prosecute the contact. If you see a
new contact pop up, slow down immediately. There is no neutral
traffic in this mission (though Kuznetsov, when it comes out, is
flagged as a neutral!)
Turn to heading 300, and aim for a spot 10 miles south and a
LITTLE east of the exit channel. You have almost 4 hours to get
there, but it's a long way to go. Get there before 10:10 or the
mines won't have enough time to deploy.
You'll first encounter the Akulas, probably one at a time. Kill
each with ONE torpedo. You should have enough if you fire only
ONE torpedo at each target. Use passive torpedoes to avoid
alarming the rest of the fleet.
Once you take care of the Akulas, keep going. You'll probably run
into a Grisha or the Kilos next. Take care of them using passive
torpedoes. Guide them a little if you need to. By this time, you
should be about 20 miles away from launch point. Start reloading
two tubes with SLMMs, keep the other two tubes loaded with
ADCAPs.
If any other vessels come near, kill it with a passive ADCAP. You
should make it to the launch spot, about 10-12 miles SSE of the
middle mine coordinates by 9:45 if you sprint and drift the right
pace. That leaves you plenty of time to shoot the mines and
admire the show.
Triple confirm the coordinates of each SLMM, and launch the
FURTHEST one first. Put a minute between each launch to make sure
there's no interference between the two. Once you launch the
SLMM, you can immediately close and reload another. All the mines
should be in place by 10:15. Then sneak south.
At 10:30, the Kuznetsov steams out, and you should be close
enough to observe that on sonar... As it runs into the first
three mines, and sinks in the channel. If it somehow survives,
fire the last two torpedoes at it and kill it. Then end the
mission. If it sank by the mines, feel free to spend the
remaining torpedoes on the remaining ships.
Note: As you can see from the mission log, the Foxtrot was
damaged, but it did NOT survive. Somehow, the game decided I did
not kill it. What do you think?
11 Mission Editor and SARDINE
688i has a mission editor that includes the entire world to play
with and the missions can be quite challenging, though the editor
also does not allow the full range of missions available. For
example, it's not possible to design a SEAL or rescue mission
with the mission editor.
A fan has written an editor called SARDINE that can help you
design a more full-fledged mission. See the Marauders' website
for links to the utility. (url's at the end of the document)
You can download user created missions from the Marauders or
Seawolves websites (url at the end).
12 Multiplayer
Here is a guide made by VADM Corsair VCNO of the Seawolves which
explains how to play on the Internet:
The SeaWolves - Step by Step Guide to Multiplayer
1) Find some people to play with: The Seawolves mainly use ICQ to
connect to games. If you don't have it, we HIGHLY recommend
you get it. I also recommend adding members of SeaWolves to
your list, so you can always find a match if you want one.
Just request a chat, and get all who are going to play
together.
2) Decide who is going to be host: This has to be a person who
has the best computer AND is going to stay throughout the
entire match. The person with the best processor and
connection is the best host.
3) Get the host's IP address: This is done in ICQ by right
clicking on the host's name in the ICQ list and selecting
"Info". You should then see the IP address. be sure to write
it down 3a) *IN CASE OF PLAYING A CUSTOM MISSION*: in case you
feel like playing a custom made mission in 688i, make sure
everyone who is playing has it. if everyone doesn't, make sure
everyone gets a copy and saves it into their 688i/scenarios
folder.
Note: You can also have each user use IPCONFIG or WINIPCFG and
get their own IP number, then send e-mail or chat program to
each other to connect.
4) Shut off all Applications except your net service and windows.
This includes ICQ (after everyone has decided to leave to go
play game) and Netscape or IE. Also, be sure not to be
downloading anything, because this lags the game also.
5) Start the game: make sure your CD is in!
6) Goto Multiplayer section: in the main menu you should see a
button called "Multiplayer". Click on it.
7) Click on TCP/IP game: This is a button in the multiplayer
menu, below all the ones about IPX and Modem play.
8) Click on Server if you are host and Client for everyone else.
9) Click on Settings, next to the TCP/IP button. (if you are host
skip 9 through 11)
10) Insert Host's IP: In the top Box on the left, above
broadcast.
11) Click OK.
12) Select which side you wish to be on: Either Allied, Neutral,
or
Threat.... make sure you decide sides back in ICQ before you
connect.
13) Click Connect.
14) Wait for Host's name to pop up: This may take a few
seconds... if you don't see it after a few minutes, abort game
and go back to ICQ and find out what happened.
15) Click on Host's name: The name might be different then in
ICQ, but it is definitly the same guy.
16) Chat using the message box.
17) Select mission (Host only): Click Start (be sure all people
are who are coming have arrived!).
18) Play Game: Use Radio Room to chat. Have fun and kick ass!
19) Quit: whenever you are done, just quit using the way you
normally do in Single player. Make sure to read and review the
debriefing andlog reports.
You can go to the Seawolves homepage at
http://www.geocities.com/Pentagon/4218/
There are also othe online fleets like the
Submariners at http://www.submariners.org/submariners.html and
the
Marauders at http://members.xoom.com/ericfree/fleet.htm.
--THE END--
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Janes 688(I) Hunter/Killer :: F.A.Q.
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