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--