688(I) Hunter/Killer




688(I) Hunter/Killer

Developer:Sonalysts Genre:Simulation Release Date: Download Games Free Now!

About The Game

At last, the long wait for a worthy nuclear submarine simulation is over.
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688(I) Hunter/Killer

688(I) Hunter/Killer Review

By Mike Armstead |

SSN didn't do it. Fast Attack and Seawolf didn't do it. But Jane's 688(I) Hunter/Killer does it with a vengeance. At last, the long wait for a worthy nuclear submarine simulation is over. Since MicroProse published Red Storm Rising umpteen years ago, sub-heads have been waiting for a realistic game that put them at the helm of a modern attack submarine. And though there are still some minor issues to be worked out, there is no denying that 688 is the best submarine game yet.

688 is the work of the submarine veterans at Sonalysts, the military contractor that created subsystems and training programs for the Navy. This is a complex, detailed simulation of the Los Angeles class nuclear attack submarine - so complex that the manual runs to 280-plus pages. Sonar stations, target tracking and recognition, and complex undersea warfare tactics are all modeled in depth. Missions take a long time and require careful planning and attention to protocol. The sonar, target motion analysis, and fire control sections can all be turned over to AI crew members, but that still leaves a lot to do.

The interface for 688 is similar to most Jane's games: a simple front end with access to single missions, a custom mission builder, campaigns, and tons of online information. Gameplay comes in the form of 18 individual scenarios and tutorials or a set of 15 scenarios linked together to form a canned campaign spanning the globe. As a commander, your tasks cover the entire spectrum of sub ops: sub hunting, anti-surface warfare, cruise missiles strikes, SEAL team insertions, and search and rescue. In campaign mode, you also need to manage sub repairs and the installation of new equipment, which you can "buy" with points earned on successful missions.

688 is played from a series of stations: ship control (for steering and depth), radar, Target Motion Analysis (TMA, for developing fire solutions from information provided by various sensors), periscope, sonar, radio, fire control, sound speed profile (SSP, to determine the thermal layers), the CO's stateroom, and a set of reference materials on friendly and enemy weapons and targets. Since passive information gathering is the key to undersea warfare, the heart of the game is its ultra-realistic sonar suite, including active intercept, DEMON, broadband, and narrowband stations to help find, track, and identify every ship in the water.

This information is fed to fire control, where you actually launch Tomahawks, ADCAP torpedoes, and harpoon anti-shipping missiles. The systems work together flawlessly, and with a bit of practice you'll be jumping between stations and sinking ships in no time. The sharp attention to detail makes you feel like you're actually running each station, and an effective 3-D viewing mode even ensures that you get to see the fireworks.

Just about everything you could possibly want in a submarine game is in 688. The globe is accurately mapped with varying water temperatures, equipment looks and responds realistically, enemy and friendly vessels respond intelligently, and missions are complex, tough, and challenging. There's even network, modem, and TCP/IP play for head-to-head sub hunting, and online "fleets" have been formed for competition and ranking.

There are some things that don't feel right, however. Torpedo reload times and turning speed both seem too fast to be right, but I can't be sure of this since I've never driven a nuclear submarine. (Apparently, Sonalysts thought so too: a "realism" patch has already been issued to correct turn rates and reload times.) For the wish-list: Navigational waypoints, more platforms (where are the Typhoons?), naming contacts on the nav map, and better post-launch control and feedback for weapons. Some missions gave me funky results: I know I flattened a target, but never got points for it. These are small items and easily fixed, however. Considering all that 688(I) offers, it is required gaming for naval warfare enthusiasts.

688(I) Hunter/Killer Game Walkthrough

                        Jane's 688(I) Hunter/Killer
                     Unofficial Strategy Guide and FAQ
                              by Kasey Chang
                        released February 25, 2003

0    Introduction
688(I) H/K (from here on, just 688i) is a terrific simulation from
Sonalysts and Jane's, and yet, it could be so much more. The FAQ by Adam
Yoshida doesn't cover the subjects I expect it to, so here's my version.

This section is mainly about the FAQ itself and some legalese. You can read
the most often asked FAQs at the end of this section, or skip right to [1]
for the "stuff".

This USG/FAQ covers version 1.07 and the realism patch.

If you like the FAQ, send me $1.00 (one dollar). :-) See 0.3


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.


This USG should be available at Gamefaqs () and
other major PC game websites (such as gamesdomain.com, , etc.).
I only release it to Gamefaqs, so they would always have the latest. If you
get it from anywhere else, beware that it may NOT be the latest and
greatest version.

To webmasters who wish to archive this FAQ on their website, please read

This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001-2002, all
rights reserved excepted as noted in the disclaimer section.

This document is available FREE of charge subjected to the following

1) This notice and author's name must accompany all copies of this
document: "688(I) Hunter/Killer Unofficial Strategy Guide and FAQ" is
copyrighted (c) 2001-2002 by Kasey K.S. Chang, all rights reserved except
as noted in the disclaimer."

2) This document must NOT be modified in any form or manner without prior
permission of the author with the following exception: if you wish to
convert this document to a different file format or archive format, with no
change to the content, then no permission is needed.

2a) In case you can't read, that means TXT only. No banners, no HTML
borders, no cutting up into multiple pages to get you more banner hits, and
esp. no adding your site name to the site list.

3) No charge other than "reasonable" compensation should charged for its
distribution.  (Free is preferred) Sale of this information is expressly
prohibited. If you see any one selling this guide, drop me a line.

4) If you used material from this, PLEASE ACKNOWLEDGE the source, else it
is plagiarism.

5) NOTE TO WEBMASTERS: The author hereby grants all games-related web sites
the right to archive and link to this document to share among the game

Sidenote: The above conditions are known as a statutory contract. If you
meet them, then you are entitled to the rights I give you in 5), i.e.
archive and display this document on your website. If you don't follow
them, you did not meet the statutory contract conditions, thus you have no
right to display this document. If you still do so, then you are infringing
upon my copyright. This section was added for any websites who don't seem
to understand this.


Gamers who read this guide are under NO obligation to send me ANY

However, a VOLUNTARY contribution of one (1) US Dollar would be very

If you choose to do so, please make your US$1.00 check or $1.00 worth of
stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San
Francisco, CA 94118 USA".

If you don't live in the US, please send me some local stamps. I collect
stamps too.


PLEASE let me know if there's a confusing or missing remark, mistakes, and
thereof... If you find a question about this game that is not covered in
the USG, e-mail it to me at the address specified below.  I'll try to
answer it and include it in the next update.

Please do NOT write me for technical support. That is the job of the

Please do NOT ask me to send you a list of controls, the manual, etc. If
you borrowed the game without borrowing the manual, blame your own
stupidity. If you bought the game without a manual, blame your own
stupidity. If you copied the game without copying the manual, you're not
only scum, but STUPID scum.

Please do NOT ask me to answer questions that have already answered in this
FAQ/guide. It makes you REALLY idiotic.

I will NOT answer stupid questions like the ones above unless I'm in a
really good mood. If you send questions like that, do NOT expect a reply.

The address below is spelled out phonetically so spammers can't use
spambots on it:

Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-
Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike

To decipher this, simply read the first letter off each word except for the
numbers and the punctuation. This is "military phonetics" or "aeronautical
phonetics" in case you're wondering.

This document was produced on Microsoft Word 97, with some notetaking on a
Handspring Visor with the Targus foldable keyboard. Some editing done with
Editpad (editpadclassic.com).


I am just a game player who decided to write my own FAQs when the ones I
find don't cover what I want to see.  Lots of people like what I did, so I
kept doing it.

Previously, I've written Unofficial Strategy Guides (USGs) for XCOM,
XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing
Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3
Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed:
Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet
Command Volume II, and a few more.

Most of them should be on , the biggest FAQ site

To contact me, see 0.4 above.


688(I) Hunter/Killer is a Jane's Simulation, published by Electronic Arts,
created by Sonalysts.

This USG is not endorsed or authorized by Jane's, Electronic Arts, or
Sonalysts. The information compiled in this USG has been gathered
independently through the author's efforts except where noted.

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

This guide includes strategies and tactics of approaching each and every
mission. If you need just a little help, don't read the rest!

There is no warranty for this unofficial strategy guide. After all, it
depends on YOU the player.  All I can do is offer some advice.


21-SEP-2000    Initial Release
01-DEC-2001    Updated with Sub Command info, updated format, added
               standard intro information
25-FEB-2003    Second revision, more Sub Command info, some debug issues,
               updated contact address. Mission checklist moved to just
               before mission walkthroughs.


Q: Can you send me the game (or portions thereof)?
A: No

Q: Can you send me the manual (or portions thereof)?
A: No

Q: Do you have any editors or cheats that you can send me?
A: No. See section 11

Q: What's the latest version?

A: As of the date of the FAQ, V1.07, which includes all previous patches.
You'll need matching versions to play multi-player. Latest version disabled
3D view in multiplayer to prevent cheating.

Q: Why does the torpedo just keep circling above the enemy sub and does not
hit it?
A: You set the "floor" limit too high. The enemy sub went below it, and
your torpedo cannot follow.

Q: The enemy keeps shooting down my TLAM or Harpoons! What do I do?
A: Fire more at one time. You need to saturate his defenses. For TLAMs,
plot the waypoints around the SAM sites. Or, just kill the shooter first...

Q: Why when I launch the torpedo, it just sinks?
A: You can't launch torpedoes while you're surfaced.

Q: Why do my torpedo never hit the target, and I get a report that the
torpedo has performed a "breakaway maneuver"?
A: That's what exercise torpedoes do when they "hit". An actual hit on the
hull, even with an exercise torpedo, can cause damage to the target.

Q: Why when I launch Harpoons or TLAMs, they just sink?
A: You're too deep. Max launch depth is about 120 ft.

Q: Why do "boss" Newton yell at me even though I did good in the campaign?
A: You need at least two good missions to get on his good side.

Q: Is there any cheats?
A: No cheat codes. You can activate some "cheats" in the options.

Q: I can't get past mission X!
A: See specific mission notes in section 8, 9, and 10.

Q: Why can't I run the game on NT/2K/XP?
A: Apparently Criterion 3D library used by Sonalysts to make 688I isn't
fully compatible with NT/2K/XP. Criterion has released an update that
should solve the problem. Go to Subsims.com and look for the updated
"Renderware" files, which should fix the problem.

Q: What happened to Jane's Combat Simulations?
A: Jane's severed their relation with EA. EA wanted out of the sim business
and Jane's didn't get too much out of the deals any way, apparently. So
they parted ways.

Q: Is there a sequel?
A: Sub Command, also by Sonalysts, is already on the market.

1    Jane's 688(I) Hunter/Killer General Information
From here on, the game will simply be referred to as "688i".

1.1       WHAT IS 688I?

688i is a game from Jane's Combat Simulations which simulates the Improved
version (thus the "I") of the American Los Angeles-class nuclear attack
submarine. All US submarines since WWII also has a number as the class, and
Los Angeles-class is also called 688-class.

Sonalysts, a naval contractor, designed the game. They also create
simulations for the Department of Defense and the US Navy. In fact, the US
Navy uses 688i as a training tool.

The 688-class, which is also known as Los Angeles-class, is the current
mainstay of the U.S. submarine fleet. The improved version moved the dive
planes from the conning tower to the bow to improve maneuverability, added
12 vertical launch system (VLS) launch tubes for Tomahawk cruise missiles,
additional quieting, and improved sonar and computer support.

1.2       HOW REALISTIC IS 688I?

The original version of the game is VERY unrealistic, it features almost
instant torpedo reload times, extremely fast turn rates, and fast tube
unload time. The "realism patch" available from Jane's website
(janes.ea.com) corrects the problem.

There are several aspects of the sub simplified for play. There's only one
towed array (real 688 have two, a short one and a long one), and only one
periscope (real 688 have two). There is no "damage control" procedure.
Otherwise, the game is very authentic.

On the other hand, some of the more "famous" ships and subs are missing.
The Soviet Alfa SSN and the Typhoon SSBN are notable examples. A lot of

1.3       HOW DO I GET IT?

688i is currently available as a "gold box" budget label from Electronic
Arts. The price should be under $10.

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

Try your local software vendors, or order online directly from

Beware that Jane's have broken their relationship with Electronic Arts.
Jane's F/A-18 was the last Jane's title from EA. Xicat managed to publish
Jane's Attack Squadron, but it was not too well received.

Sub Command was a pure EA title without Jane's endorsement.


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

You may be able to use Gamespy as a player-matching tool.

EACom is a similar playmatching service, but you may have to pay for that.

Please also see section [12] Multiplayer.


The expansion pack, titled "Under the Ice", was cancelled a while back, and
its features folded into Sub Command (see below).

Jane's Fleet Command is the "spiritual" sequel to 688i. Apparently when
creating Aegis, which was supposed to be a Aegis destroyer sim to play
with/against 688i, Sonalysts changed the scope of the program to do a whole
fleet battle, and we got Fleet Command instead.

Sub Command, from Sonalysts and EA is the successor to 688i. You get to
play 688i, Akula, or the Seawolf. It was launched in October 2001. You can
find it in stores for about $20 as of the release of this guide.

2    How to read the briefing: when not to follow orders.
The briefing in 688i are written to resemble real submarine tasking orders.
However, you don't need to follow the orders completely. Often, some
creative interpretation of the orders is needed for maximum success.

CHEAT: The main thing to read is the "goal list", on the "laptop" in your
stateroom. The goal list has two sections, critical goals, and non-critical
goals. You MUST complete all critical goals to "pass" the mission (and in
the campaign, to advance to the next mission). The non-critical goals are
there to bring up your score. As this tells you exactly what you need to
do, DO NOT READ IT unless you have having severe problems.

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

2.1       TLAM STRIKE

Goals: go to this location, arrive to within a few miles, plot the TLAM
waypoints around nearby SAM sites, launch at the proper time, destroy the

Complications: one or more enemy vessels blocking your way to the launch
point, last second additions to the targets, Helix patrols, SAM sites, etc.

Comments: While in real life you don't really want to call attention to
yourself before the launch, in 688i it doesn't matter. If it's on the non-
critical goal list, you can kill it any time you feel like it, before or
after the critical goal.

The surface combatants have SAMs that can shoot down your TLAMs, especially
if your TLAMs have to fly near them. Sinking them first prevents them from
interfering in your mission.

If you need to destroy a SAM site, fire MULTIPLE TLAMs at it, like 3-4. SAM
sites launch three shots, then spends some time to reload. If you fire more
than that to saturate them, you can destroy the SAM site.

Remember to check for last-minute target updates just before launching.
Also double check your coordinates.


Actions: kill the boomer, preferably BEFORE you kill the escorts.

Complications: one or more SSNs acting as escorts, sometimes mines.

Comments: Hunting a boomer is a tough business. They are usually escorted
by at least one SSNs equivalent to you, and they are VERY, VERY quiet.
Soviet boomer "bastions", where boomers hide, are often protected by mines.
And boomers do have torpedo tubes. They won't hesitate to use them if they
hear you coming.

Maintaining stealth is VERY important here, as you want know where they
are, and keep them from learning where you are. Go slow, don't go below 750
feet (or your hull will "creak"), and keep listening.

Avoid the escorts and find the boomer. Once you find the boomer, keep the
range open (at least 10000 yards) so they don't detect you. Then launch one
or two torpedo at each contact and start evading.

NOTE: Passive torpedo against boomers may be a problem. Set the floor and
ceiling properly. One possibility is both active and passive torpedo


Goals: kill the enemy sub(s)

Complication: neutral targets in the area, usually...

Comments: You are probably tasked to hunt down Akula(s) or Kilo(s), and
they're tough customers, though no tougher than you are. The problem is
finding them before they find you. You should have a general idea what
direction they're coming from. Head in that direction, but keep your towed
array unmasked. Maintain stealth until you hear them coming. Then figure
out a place to engage them.


Goals: Kill the enemy vessels...

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

Comments: You can identify ships via their sonar signatures, using the
narrowband console, but you'll need to have a solid signal. If you're close
enough, you can also try a periscope observation. Evade all the escorts and
get close, then feed the target a torpedo...

In general, it's better to use torpedoes than missiles (Harpoons). Harpoons
don't do as much damage and can be shot down the SAMs, where as torpedoes
can't really be evaded.


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

Complications: the whole Rebel Russian Navy is in your way... Subs,
escorts, even choppers.

Comments: Treat it like a TLAM mission. You may choose to take out all that
are blocking your way, if you have the ammo for it.


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

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.


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.


Action: get there, go to deploy depth, wait a long time

Complications: patrols, shallow water

Comments: Treat it like either SEAL team or TLAM mission. Remember to save
before arriving at the launch point. You may have something else to do
before getting there.

3    Finding the enemy: knowing your sensors
There are five ways of finding the enemy in your 688i. They are passive
sonar, active sonar, radar, periscope, and ESM. Most of the time you'll be
using passive sonar only.


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

3.1.1     Spherical array
Named so because it actually IS a big sphere encased in the bow, spherical
array is not quite as sensitive as the towed array, but you don't have to
worry about deploying/retrieving it either. Note that it is not a 360
sensor. There are blind spots behind you known as "the baffles" that it
cannot cover. See the manual for details on coverage areas.

Spherical array contacts are noted with WHITE lines in the TMA console.

3.1.2     Hull array
Located along the flanks of the hull, the hull array has very low
sensitivity compared to the other two arrays. Its main purpose is to help
classify the contact via the narrow-band frequency graph, but you'll need
to get quite close, less than 5000 yards.

3.1.3     Towed array
The most sensitive of the passive sonars, it's also the most delicate and
takes time to deploy. It is capable of detecting contacts well over 20
miles away, depending on the sound conditions, but again, it has blind
spots like the area directly ahead of you.

If you have one deployed, do NOT engage in reverse! You'll chop it right
off your tail. And you only have two.

Towed array contacts are noted with PURPLE lines in the TMA console.

3.1.4     Sonar notes
The best place to get a good read on contacts is your 3 o'clock/ 9 o'clock
line, where both your towed array and your spherical array and try to get a
read on them. Turn to place the contacts there, then slow down and wait for
the TMA (target motion analysis) to develop better solutions.

Without knowing the range, computer always put in 10000 yards as a range.
So the first time you see a contact, it'll ALWAYS show up at/around 10000
yards. As time go on, you'll get more information to better triangulate the
contact and the range information will improve.

This also means you should NEVER fire a shot based on the first contact
information. You need two or three readings on the plot before you can get
an accurate position fix.

The TMA range estimates are based on the water temperatures and conditions.
If the water is bending sound (see the XBT screen) paths, expect the range
to fluctuate wildly (from 10000 to 30000 yards, for example) until you
change the water conditions yet again.

It is common for the range to suddenly double or halve when you cross a
thermal layer. The sound suddenly is travelling a different path to you,
and TMA just process the data as if sound is travelling straight. Take that
into account when planning your torpedo shot.

A "combination" plot done with both spherical array and towed array are
marked with PURPLE lines in the TMA screen.

3.2       ACTIVE SONAR

Active sonar transmits a sound pulse into the water, and tries to read the
reflection. Active sonar pulse gives away your position and bearing. Don't
use it very often. In fact, you would probably use the "single pulse" mode,
where you need to open the XMIT cover, THEN push it once to send off one
pulse. Once the reflection comes back, move the cursor to the "bright"
spots and hit the MARK button to mark contacts. Also listen for the sound
cues. As each contact is returned you'll hear a "ping".

There's actually also a high frequency (HF) mine-hunting sonar used to look
forward for small objects, such as mines. Enemy vessels do not seem to be
able to detect this sonar, so use it all you want.

Active sonar contacts are marked with YELLOW lines (including HF sonar
contacts) on the TMA console.

As you can guess, active sonar tells the whole world who's listening where
you are, so be ready to evade as soon as you transmitted the pulse.

3.3       RADAR

688i does have radar, but it's a VERY weak one, and you'll need to be at
periscope depth or surfaced, at a dead stop. It takes a LONG time to get
that thing rigged properly. It is also VERY delicate. If you tried to
deploy it going 5 knots, the radar will be damaged.

You probably will never need to use it with all the other sensors
available. Enemy radars CAN detect the antenna itself, so use of radar with
enemy vessels still around is not recommended.

3.4       PERISCOPE

Periscope has a limited range, usually no more than 5 miles. You can use
the analysis mode to guess target's heading, bearing, and range by taking
the height of the target's mast vs. the sea level. Since the mast height is
known, the range can be deduced by some math (done by the computer). See
the manual for further details.

As you can guess, you need to be at periscope depth to use the periscope.
At night, you can engage the LLTV (low-light TV) mode, which turns the view
green, but is a bit more visible. You also have zoom up to 24X. Hold down
the SHIFT key to rotate faster.

It is possible to detect a periscope via radar, so spend as little time
using the periscope as possible.

3.5       ESM

ESM, or Electronic Support Measures, is basically a directional antenna use
to find where the radar signal is coming from, and from that you'll get a
target bearing, but no distance. Based on the radar frequency received, you
can also guess at the class of the radar source.

Beware that if you "mark" a contact's bearing with ESM, the range is always
entered as 10000 yards. The actual range will vary greatly. NEVER trust ESM
range unless you have MULTIPLE ESM lines.


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.


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.


If you're not playing with TMA assistant, you will have to classify and
merge contacts yourself. Right-click on the target to classify it as
friendly, neutral, hostile, or unknown. You can also classify it as air,
surface, or subsurface.

You'll also have to merge contacts manually, as each sensor's contacts are
reported separately. It is up to you to know which contacts are actually
pointing at the same vessel. Select one primary contact, and the secondary
contact below that, then click the MERGE button to merge.

I personally always play with the assistants on.

4    Killing the enemy: knowing your weapons
Your 688i is a formidable weapons system. The Mk. 48 ADCAP is one of the
best torpedoes in the world. Harpoon is a very capable anti-ship missile.
The Tomahawk Land Attack Missile is a great cruise missile capable of great
precision, and SLMM (submarine launched mobile mine) is a very powerful
weapon in the right hands. However, they are not foolproof, and here's some
notes on how to deploy them properly.

4.1       THE MK. 48 ADCAP TORPEDO

ADCAP, which stands for ADvanced CAPabilities, is the second release of the
Mk. 48 torpedo. It's believed to be designed specifically to go after the
Alfa class Soviet subs, which can go 45-48 knots and dive to 3000 ft (more
than twice that 688i can). Usually one ADCAP can kill most ships in the
game. Very few would need another.

The ADCAP torpedo, however, is not a foolproof weapon. Decoys and jammers
can fool it, and while it is fast and has good range, the range is limited.

The torpedo has three modes. Pre-enabled, enabled, and shut down.

Pre-enabled mode means the torpedo is in transit. It travels at a reduced
speed, and the sensors are turned off (i.e. it won't explode). Upon
reaching the enabled distance, the torpedo will activate. The torpedo
transit depth is usually the launch depth, though it will continue at the
current depth if it was pre-enabled later. You can enable the torpedo at
any time. You can also change the direction of the transit with the
steering controls.

Enabled mode means the torpedo will go to the specified depth and start
searching for a target in the sensor range. If there are no contacts to
home on, it will start a snake search pattern in the specified direction.
You can turn it back to pre-enabled at any time.

You can also shut down the torpedo, which means it will stop and sink to
the ocean floor. It cannot be reactivated.

You can fire the torpedo in active mode, where its onboard sonar will
attempt to seek out the target within 4000 yards, or in passive mode, where
it will only listen for target within 2500 yards. You COULD also turn the
seeker off, but why would you do that?

ADCAP is wire-guided. A VERY long spool of wire attaches the torpedo to
your control console. You can pre-enable or enable the torpedo at any time,
even shut it down, as long as the wire is still attached. To detach the
wire, close the "muzzle door" (see the F, E, and M buttons at the fire
console? F=Flood, E=Equalize Pressure, and M=Muzzle door). That'll cut the
wire on the torpedo, and you will no longer control it. From there on, it
can hit its target, go off into infinity and sink, or hit somebody else
(neutral or friendly), it is no longer up to you. Therefore, it's best to
keep the torpedo in your control until the torpedo has acquired its target
or has already killed its target, to avoid "friendly fire" or "collateral
damage" situations.

If there's a thermocline (thermal layer), consider launching the torpedo
from the other side of it against your target. It gives your target minimal
time to react upon acquisition of the torpedo. This applies to both subs
and surface vessels as targets.

Consider steering your torpedo to NOT head directly at your target so that
if the enemy snapshot a torpedo at the reciprocal heading you're not in the
way. Instead, head about 45 degrees off the bearing, then when you're half
way there, turn the torpedo toward the target.

Passive torpedoes are very useful. The AI can't seem to detect the passive
torpedoes until the very last moment, and by then it's too late to launch
countermeasures. Against human players, an incoming passive torpedo does
NOT trigger a "torpedo in the water!" warning that you would normally get
when a torpedo is detected.

ADCAP is very useful against surface ships, since surface ships cannot
launch decoys, and they are always near the surface. Launch close enough,
and you're virtually guaranteed a hit.

ADCAP against subs requires a bit more planning. If there's a thermocline,
consider launching two torpedoes, one above and one below, to pincer him.
Also vary the heading a little so they converge on the target.

Remember to check the floor and ceiling levels carefully. The fire control
assistant does a really poor job of setting them up.

Use the cursor to check the depth from you to the target, and set the
"floor" setting to a little above that. For example, if the minimum depth
along the path is 267, set the floor depth to about 250. If the depth is
beyond 1500, set 1500. The default floor setting is 810 ft, and Akulas (and
maybe Deltas) can go deeper than that. If you left it on 810 and the sub is
deeper than that, when the torpedo gets there, it just keeps circling and
circling... Then eventually heads off to somewhere unknown. Set floor to
1500 and don't let this happen to you.

The ceiling level can be left at the default, though if there's neutral
traffic above, consider setting the ceiling to 80-100 ft.


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

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.


There actually was a Tomahawk Anti-ship Missile (TASM), but those have
apparently been phase out, leaving us the Tomahawk Land Attack Missile, or
TLAM, the version used against Iraq so many times, and that's the one you
get to launch in 688i.

TLAM is always launched at a specific coordinate given over SSIXS (the
secure radio used by US subs). If given a strike mission, you'll also be
given a launch location, as well as the timeframe of launch (usually about
15 minutes). You must get to the launch coordinates (or come close to
within the parameters, like within 5 miles) at or before the launch window,
and launch during the window.

Beware of last second additions and changes to the tasking list. Always
check the radio again at the beginning of the launch period to make sure
there are no additional changes.

If you need to destroy a SAM site with TLAMs, launch FOUR TO SIX TLAMs at
the SAM site. TLAMs fly slowly, and a SAM site will have plenty of time to
engage them. Also, put three to five seconds between each launch so that
one explosion doesn't take out more than one TLAM.

TLAM can follow four different waypoints, and you can use this to go around
SAM sites, approach targets from different directions, etc. As mentioned
before, SAM sites have range of 10 miles, so plot the TLAMs to fly more
than 10 miles away from SAM sites, which would be visible on the target

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.


SLMM is an interesting weapon, and you'll only called upon to use it twice:
once in an exercise, the other in the campaign finale. When employed
properly, it can be very devastating, but it takes up space and forces you
to carry less torpedoes, which are the ultimate weapons in 688i.

To employ SLMMs properly, you must know the activation depth. In the case
of the finale, you're tasked to take out the Kuznetsov, which has a draft
of 35 ft. So setting the SLMM depth to 20 ft would ensure it WILL go off as
the carrier goes by. Do NOT rely on the default (100 ft). I've deployed AT
LEAST TWICE (one at 100 ft, the other time at 40), and the carrier just
drove on by, with no damage.

SLMMs are launched to stop at a particular location (coordinates would be
radioed to you). To employ them properly, launch the FURTHEST one FIRST. If
you launch that one last, it will set the earlier mines off!

SLMM have a range of 15-20 miles, but their travel speed is quite slow.
Close to within 10-12 miles, then launching them.

You can type in the target coordinates by clicking on the number. You will
need to enter a dash between the degrees and the minutes.

5    Evading the enemy: knowing the way out
Situation awareness is critical in any type of combat situation, so you
that you can classify your threats and deal with them appropriately.


Stealth is basically slip in, without being seen, bypassing the guards. The
guards never even know you've been there. Submarine is an ideal vessel to
do that. Here are a couple techniques to avoid detection

5.1.1     Hug the bottom
The closer you are to the bottom, the harder you are to detect. It's called
"bottom masking". The ocean current flowing along the bottom makes noise,
and it can mask your sub's sounds.

You don't want to go beyond test depth though, and going beyond 750 ft
would cause the hull to "groan" under water pressure, which is a sure
giveaway that a sub is nearby.

You don't want to run aground either. Consider going slow near the bottom,
no more than 20 ft off the ocean floor.

WARNING: running aground can cost you 200 pts or more per occurrence.

5.1.2     Hide behind the thermocline
If there's a thermocline, get on the other side of it. Thermocline severely
degrades sonar efficiency (both yours and theirs).

One possibility is move just above the thermocline. Your towed array will
"dip" below the thermocline, giving you a picture of what's below while you
stay hidden above.

5.1.3     Do NOT cavitate (unless you need to)
Cavitation occurs when the propeller is spinning so fast water bubbles at
the blades' edges. If you want to go faster, go deeper first. Water
pressure at deeper depth reduces/eliminates cavitation.

If you have the improved propeller upgrade, you can go about 25% faster
without causing cavitation.

Rule of thumb: number of feet down, divide by 10, subtract 1, is the
fastest speed you can go without cavitation.

For example, at 150 feet, you can go 14 knots without causing cavitation.
150/10 = 15, 15-1 = 14.

You can get the exact chart at the Marauders' website. (url's at the end of
  the document)

5.1.4     Keep your distance
If you see a hostile contact, consider going around it. Change course so
you're heading 90 degrees off his heading, in the direction that'll take
you away from it, until you lose contact. Then start a sprint-and-drift
routine until you reacquire contact, and eventually you'll work your way
past it.


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

Signal strength: Red means they got you for sure and would be sending a
torpedo your way any second. Yellow means they see something suspicious and
would be coming for a closer look.

The frequency of the active sonar tells you what type of vessel. A 15
kilohertz sonar is probably the Helix helicopter with the dipping sonar,
and since you can't shoot them, they're bad news. Use Jane's ship database
to find the sonar info on the ships you encounter.

If you see a 20 kilohertz signal, go flank speed immediately. That's a
TORPEDO's active sonar! No matter what the signal strength is, drop a decoy
and evade immediately!

If the pinger is in torpedo range (within 15000 yards), you should feed him
an ADCAP immediately, as it's probably heading toward you.  Killing it
stops any more torpedoes from launching. Use snapshot if you need to.

After that, duck behind a thermocline if there is one. Then go deep and try
to open the range.


Avoiding torpedo is a last resort. You don't want them to launch at you in
the first place. However, it's a skill you'll need to survive, and it's
actually not that hard, but requires good timing. The idea is to get out of
the torpedo "nose cone" where it sees its target, while the decoy remains
in the search cone, and the torpedo destroy it instead of you.

First, go FLANK speed. Second, drop a decoy for the depth you're in (deep
or shallow). Then go to active sonar intercept and find WHERE the torpedo
is coming from. Then head 70 degrees OFF of that bearing. Change depth to
opposite of where you were. Repeat until torpedo loses tracking or you got

For example, say you are cruising at 200 ft heading 030 when you suddenly
got a LOUD ping, then "Torpedo in the water, bearing 180!"

First step is go FLANK. It'll take a while for the speed to build up, and
you'll need all the speed you can get to avoid a torpedo. Don't worry about
cavitation now.

Second is drop a decoy appropriate for the depth you're in. If you're
shallow, drop a shallow decoy or jammer (I tend to drop BOTH a jammer and a
decoy, but that's just me), and vice versa. 200 ft is shallow, so drop
shallow decoy (you should always have the appropriate set loaded for your
depth as you make depth changes).

Third, go to sonar and find where's that torpedo pinging from, should still
be bearing 180. You need to head either 250, or 110, depending on which one
is closer to your current heading. If you can't remember 70 degrees off,
remember 90 degree off (90 or 270 in this case), then turn another 20
degrees. If it's not pinging yet, assume it's from the old bearing and
evade off of that. In this case, 110 is closer from 30, so turn to heading

Remember that the default turn rate is quite low, only 10 degrees rudder.
Feel free to help it by clicking on the rudder graph to force it to 30
degree tight turn. Remember to click on a heading again to stop the turn
once you've reached the desired heading.

Now, change depth. If you're shallow, go deep, and vice versa. Across the
thermocline if there is one. Add or subtract at least 400 ft in depth.

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

When you reach the desired depth drop another decoy (for the appropriate
depth), then change depth again.

AVOID the torpedo before it gets to the one-second ping interval. By then,
it's probably too late. Still, it's worth trying as you keep going up, then
down, while turning to keep ahead of the torpedo. Keep switching back and
forth between the active sonar intercept and the conn to steer the ship,
and keep dropping decoys and jammers.

Repeat until you lose the torpedo, or it hits you.

The improved propeller (40 knots flank!) is very useful in dodging incoming


As you probably noticed, your sonars don't work too well at speeds greater
than 15 knots. Therefore, real SSN's adopted a method known as sprint and
drift. They go high speed for a short interval (about 5-15 minutes), then
drift for a while to listen to make sure the area is clear, then repeat.

You should do the same. Sprint at maximum no-cavitation speed for about 5-
15 minutes, then slow to 4 knots and listen for a while. Repeat until you
get to where you need to go.

6    Upgrades: what do they do and how they affect your ship
You can "purchase" upgrade equipment for your sub, or upgrade the
assistants, with the points you earn from the missions.


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

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


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

6.2.1     Improved towed array
Improved towed array is 25% more effective than the standard towed array.
You can now find targets at even further distances! Very useful.

Get this or Own Ship Quieting first.

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

6.2.3     Improved hull array
Improved hull array is 25% more effective. Since hull array is only good
for about 4000 yards, that's not much of an improvement. Leave this for

6.2.4     Improved ADCAP
Improved ADCAP have an expanded active search cone of 120 degrees instead
of the regular 70 degrees. Search range remains 4000 yards (or 2500 in
passive mode). You can get this fairly late as this is not that much of an

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

6.2.6     Improved propeller
Makes your ship about 25% faster, less worry about cavitation. Your flank
speed is now 40 knots instead of 32, very useful when evading torpedoes.
Get this after the improved spherical array.

6.2.7     What should I get?
There's debate whether you should get own ship quieting first, or go for
the increased detection range first. Both are equally valid choices. I
personally go for improved towed array, then improved spherical array. Then
I take own ship quieting, then improved propeller, improved ADCAP, then
finally, improved hull array.

7    Mission Checklist
Some general hints about missions... Things you should do first.


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 via whatever is
  convenient (floating wire or radio mast)
Always do this at the beginning so you know where to go and what to do once
you get there.

    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

You don't necessarily do to do all this in this order, but they should be
done as soon as possible.

7.2       MID-MISSION

Consider saving the game after major goal(s) have been completed. For
example, if you kill all the escorts before a TLAM mission, then save after
you have destroyed the escorts. Then you have a chance to restore if you
screw up the launch.

You can end a mission at ANY time by going to the captain's stateroom,
click on the cabinet, and click END MISSION. You'll have to start over from
scratch, but it sure beats having the sub blown up from under you.

You can also COMPLETE a mission at any time by using the "send mission
report" button at the radio room, at ANY depth, even when you're still
dodging torpedoes. If the primary goals are not complete, you will have to
do the mission again.

7.3       END OF MISSION

There are several steps you should check before you hit the "send mission
report" button.

Start the reload process for all the torpedo tubes. In a campaign mission,
whatever you have loaded is what you get at the starting of the next
mission, unless it's the end of the region. If you have an empty tube then,
you'll have an empty tube later that you'll have to spend time reloading.

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

Also check if you want to complete any secondary goals.

8    Training Missions
Training missions are simple to teach you the basics of ship handling and
the elements of stealth, torpedo usage, Harpoon usage, TLAM usage, and
other needed skills to survive and succeed as an SSN captain. Do these
missions. You'll need those points for your initial upgrade any way, so do

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.


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
  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.


Transit to launch area, then launch a simulated TLAM strike against 4

  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
  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

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.


Place 6 SLMMs, and then navigate between each pair.

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

Plot the points on the map with NAV markers first.

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

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

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

Use the HF sonar to navigate between the mines.


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.


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
  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:
   13:13:30     ---     ---    USS Pasadena (SSN 752) launched: ADCAP
   13:15:44     4002    074    USS Pasadena (SSN 752) Simulated a hit on:
   13:17:05     ---     ---    USS Pasadena (SSN 752) Survived
   13:17:05     ---     ---    Tanker Survived
   13:17:05     ---     ---    Oiler Survived
   13:17:05     ---     ---    Power Boat Survived
   13:17:05     ---     ---    Cruise Ship Survived
   13:17:05     ---     ---    Cimarron Survived
   13:17:05     ---     ---    Cimarron Survived

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

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

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


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
  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

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


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

  Critical Goals:
  Kill SSN 688I: 1000 points
  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.


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

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

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


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

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

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


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: 

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