Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ · 2003-02-25 · Jane's 688(I)...

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Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ by Kasey Chang released February 25, 2003 0 Introduction 688(I) H/K (from here on, just 688i) is a terrific simulation from Sonalysts and Jane's, and yet, it could be so much more. The FAQ by Adam Yoshida doesn't cover the subjects I expect it to, so here's my version. This section is mainly about the FAQ itself and some legalese. You can read the most often asked FAQs at the end of this section, or skip right to [1] for the "stuff". This USG/FAQ covers version 1.07 and the realism patch. If you like the FAQ, send me $1.00 (one dollar). :-) See 0.3 0.1 A WORD FROM THE AUTHOR This is a FAQ, NOT a manual. You won't learn how to play the game with this document, and I'm NOT about to add it to ease the life of software pirates. This USG only covers the PC version since that's the only version that I have (and exist, at the time of this document's release). Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among many others. 0.2 TERMS OF DISTRIBUTION This USG should be available at Gamefaqs (http://www.gamefaqs.com) and other major PC game websites (such as gamesdomain.com, gamespot.com, etc.). I only release it to Gamefaqs, so they would always have the latest. If you get it from anywhere else, beware that it may NOT be the latest and greatest version. To webmasters who wish to archive this FAQ on their website, please read below.

Transcript of Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ · 2003-02-25 · Jane's 688(I)...

Page 1: Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ · 2003-02-25 · Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ by Kasey Chang released February 25,

Jane's 688(I) Hunter/Killer

Unofficial Strategy Guide and FAQ

by Kasey Chang

released February 25, 2003

0 Introduction

688(I) H/K (from here on, just 688i) is a terrific simulation from

Sonalysts and Jane's, and yet, it could be so much more. The FAQ by

Adam

Yoshida doesn't cover the subjects I expect it to, so here's my

version.

This section is mainly about the FAQ itself and some legalese. You can

read

the most often asked FAQs at the end of this section, or skip right to

[1]

for the "stuff".

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

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

0.1 A WORD FROM THE AUTHOR

This is a FAQ, NOT a manual. You won't learn how to play the game with

this

document, and I'm NOT about to add it to ease the life of software

pirates.

This USG only covers the PC version since that's the only version that

I

have (and exist, at the time of this document's release).

Some of you may recognize my name as the editor for the XCOM and XCOM2:

TFTD FAQ's, among many others.

0.2 TERMS OF DISTRIBUTION

This USG should be available at Gamefaqs (http://www.gamefaqs.com) and

other major PC game websites (such as gamesdomain.com, gamespot.com,

etc.).

I only release it to Gamefaqs, so they would always have the latest. If

you

get it from anywhere else, beware that it may NOT be the latest and

greatest version.

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

read

below.

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This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2001-2002,

all

rights reserved excepted as noted in the disclaimer section.

This document is available FREE of charge subjected to the following

conditions:

1) This notice and author's name must accompany all copies of this

document: "688(I) Hunter/Killer Unofficial Strategy Guide and FAQ" is

copyrighted (c) 2001-2002 by Kasey K.S. Chang, all rights reserved

except

as noted in the disclaimer."

2) This document must NOT be modified in any form or manner without

prior

permission of the author with the following exception: if you wish to

convert this document to a different file format or archive format,

with no

change to the content, then no permission is needed.

2a) In case you can't read, that means TXT only. No banners, no HTML

borders, no cutting up into multiple pages to get you more banner hits,

and

esp. no adding your site name to the site list.

3) No charge other than "reasonable" compensation should charged for

its

distribution. (Free is preferred) Sale of this information is

expressly

prohibited. If you see any one selling this guide, drop me a line.

4) If you used material from this, PLEASE ACKNOWLEDGE the source, else

it

is plagiarism.

5) NOTE TO WEBMASTERS: The author hereby grants all games-related web

sites

the right to archive and link to this document to share among the game

fandom, IF ALL ABOVE RESTRICTIONS HAVE BEEN FOLLOWED.

Sidenote: The above conditions are known as a statutory contract. If

you

meet them, then you are entitled to the rights I give you in 5), i.e.

archive and display this document on your website. If you don't follow

them, you did not meet the statutory contract conditions, thus you have

no

right to display this document. If you still do so, then you are

infringing

upon my copyright. This section was added for any websites who don't

seem

to understand this.

0.3 VOLUNTARY CONTRIBUTION

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

compensation.

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

appreciated.

If you choose to do so, please make your US$1.00 check or $1.00 worth

of

stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San

Francisco, CA 94118 USA".

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

collect

stamps too.

0.4 HOW AND WHEN TO CONTACT ME

PLEASE let me know if there's a confusing or missing remark, mistakes,

and

thereof... If you find a question about this game that is not covered

in

the USG, e-mail it to me at the address specified below. I'll try to

answer it and include it in the next update.

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

publisher.

Please do NOT ask me to send you a list of controls, the manual, etc.

If

you borrowed the game without borrowing the manual, blame your own

stupidity. If you bought the game without a manual, blame your own

stupidity. If you copied the game without copying the manual, you're

not

only scum, but STUPID scum.

Please do NOT ask me to answer questions that have already answered in

this

FAQ/guide. It makes you REALLY idiotic.

I will NOT answer stupid questions like the ones above unless I'm in a

really good mood. If you send questions like that, do NOT expect a

reply.

The address below is spelled out phonetically so spammers can't use

spambots on it:

Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-

Alpha-

Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike

To decipher this, simply read the first letter off each word except for

the

numbers and the punctuation. This is "military phonetics" or

"aeronautical

phonetics" in case you're wondering.

This document was produced on Microsoft Word 97, with some notetaking

on a

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Handspring Visor with the Targus foldable keyboard. Some editing done

with

Editpad (editpadclassic.com).

0.5 THE AUTHOR

I am just a game player who decided to write my own FAQs when the ones

I

find don't cover what I want to see. Lots of people like what I did,

so I

kept doing it.

Previously, I've written Unofficial Strategy Guides (USGs) for XCOM,

XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing

Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3,

MW3

Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for

Speed:

Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet

Command Volume II, and a few more.

Most of them should be on http://www.gamefaqs.com, the biggest FAQ site

around.

To contact me, see 0.4 above.

0.6 DISCLAIMER/ COPYRIGHT INFORMATION

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

Arts,

created by Sonalysts.

This USG is not endorsed or authorized by Jane's, Electronic Arts, or

Sonalysts. The information compiled in this USG has been gathered

independently through the author's efforts except where noted.

This FAQ contains some material from Adam Yoshida's 688i FAQ, and some

material from the Seawolves' and Marauders' websites regarding

multiplayer.

This guide includes strategies and tactics of approaching each and

every

mission. If you need just a little help, don't read the rest!

There is no warranty for this unofficial strategy guide. After all, it

depends on YOU the player. All I can do is offer some advice.

0.7 REVISION HISTORY

21-SEP-2000 Initial Release

01-DEC-2001 Updated with Sub Command info, updated format, added

standard intro information

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25-FEB-2003 Second revision, more Sub Command info, some debug

issues,

updated contact address. Mission checklist moved to just

before mission walkthroughs.

0.8 THE MOST OFTEN ASKED QUESTIONS

Q: Can you send me the game (or portions thereof)?

A: No

Q: Can you send me the manual (or portions thereof)?

A: No

Q: Do you have any editors or cheats that you can send me?

A: No. See section 11

Q: What's the latest version?

A: As of the date of the FAQ, V1.07, which includes all previous

patches.

You'll need matching versions to play multi-player. Latest version

disabled

3D view in multiplayer to prevent cheating.

Q: Why does the torpedo just keep circling above the enemy sub and does

not

hit it?

A: You set the "floor" limit too high. The enemy sub went below it, and

your torpedo cannot follow.

Q: The enemy keeps shooting down my TLAM or Harpoons! What do I do?

A: Fire more at one time. You need to saturate his defenses. For TLAMs,

plot the waypoints around the SAM sites. Or, just kill the shooter

first...

Q: Why when I launch the torpedo, it just sinks?

A: You can't launch torpedoes while you're surfaced.

Q: Why do my torpedo never hit the target, and I get a report that the

torpedo has performed a "breakaway maneuver"?

A: That's what exercise torpedoes do when they "hit". An actual hit on

the

hull, even with an exercise torpedo, can cause damage to the target.

Q: Why when I launch Harpoons or TLAMs, they just sink?

A: You're too deep. Max launch depth is about 120 ft.

Q: Why do "boss" Newton yell at me even though I did good in the

campaign?

A: You need at least two good missions to get on his good side.

Q: Is there any cheats?

A: No cheat codes. You can activate some "cheats" in the options.

Q: I can't get past mission X!

A: See specific mission notes in section 8, 9, and 10.

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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

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towed array (real 688 have two, a short one and a long one), and only

one

periscope (real 688 have two). There is no "damage control" procedure.

Otherwise, the game is very authentic.

On the other hand, some of the more "famous" ships and subs are

missing.

The Soviet Alfa SSN and the Typhoon SSBN are notable examples. A lot of

1.3 HOW DO I GET IT?

688i is currently available as a "gold box" budget label from

Electronic

Arts. The price should be under $10.

688i is also available as a part of the Janes' Naval Warfare collection

along with Fleet Command and F/A-18.

Try your local software vendors, or order online directly from

http://store.ea.com

Beware that Jane's have broken their relationship with Electronic Arts.

Jane's F/A-18 was the last Jane's title from EA. Xicat managed to

publish

Jane's Attack Squadron, but it was not too well received.

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

1.4 HOW DO I PLAY MULTI-PLAYER?

688i supports Internet multiplayer, but only via IP address matching.

There's no built-in "lobby" or server search support.

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

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

that.

Please also see section [12] Multiplayer.

1.5 EXPANSION PACK? SEQUEL?

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

and

its features folded into Sub Command (see below).

Jane's Fleet Command is the "spiritual" sequel to 688i. Apparently when

creating Aegis, which was supposed to be a Aegis destroyer sim to play

with/against 688i, Sonalysts changed the scope of the program to do a

whole

fleet battle, and we got Fleet Command instead.

Sub Command, from Sonalysts and EA is the successor to 688i. You get to

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play 688i, Akula, or the Seawolf. It was launched in October 2001. You

can

find it in stores for about $20 as of the release of this guide.

2 How to read the briefing: when not to follow orders.

The briefing in 688i are written to resemble real submarine tasking

orders.

However, you don't need to follow the orders completely. Often, some

creative interpretation of the orders is needed for maximum success.

CHEAT: The main thing to read is the "goal list", on the "laptop" in

your

stateroom. The goal list has two sections, critical goals, and non-

critical

goals. You MUST complete all critical goals to "pass" the mission (and

in

the campaign, to advance to the next mission). The non-critical goals

are

there to bring up your score. As this tells you exactly what you need

to

do, DO NOT READ IT unless you have having severe problems.

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

2.1 TLAM STRIKE

Goals: go to this location, arrive to within a few miles, plot the TLAM

waypoints around nearby SAM sites, launch at the proper time, destroy

the

target.

Complications: one or more enemy vessels blocking your way to the

launch

point, last second additions to the targets, Helix patrols, SAM sites,

etc.

Comments: While in real life you don't really want to call attention to

yourself before the launch, in 688i it doesn't matter. If it's on the

non-

critical goal list, you can kill it any time you feel like it, before

or

after the critical goal.

The surface combatants have SAMs that can shoot down your TLAMs,

especially

if your TLAMs have to fly near them. Sinking them first prevents them

from

interfering in your mission.

If you need to destroy a SAM site, fire MULTIPLE TLAMs at it, like 3-4.

SAM

sites launch three shots, then spends some time to reload. If you fire

more

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than that to saturate them, you can destroy the SAM site.

Remember to check for last-minute target updates just before launching.

Also double check your coordinates.

2.2 BOOMER HUNT (KILL ENEMY SSBN)

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

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

Comments: Hunting a boomer is a tough business. They are usually

escorted

by at least one SSNs equivalent to you, and they are VERY, VERY quiet.

Soviet boomer "bastions", where boomers hide, are often protected by

mines.

And boomers do have torpedo tubes. They won't hesitate to use them if

they

hear you coming.

Maintaining stealth is VERY important here, as you want know where they

are, and keep them from learning where you are. Go slow, don't go below

750

feet (or your hull will "creak"), and keep listening.

Avoid the escorts and find the boomer. Once you find the boomer, keep

the

range open (at least 10000 yards) so they don't detect you. Then launch

one

or two torpedo at each contact and start evading.

NOTE: Passive torpedo against boomers may be a problem. Set the floor

and

ceiling properly. One possibility is both active and passive torpedo

attack.

2.3 HUNT ANOTHER SSN (ASW OPERATION)

Goals: kill the enemy sub(s)

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

Comments: You are probably tasked to hunt down Akula(s) or Kilo(s), and

they're tough customers, though no tougher than you are. The problem is

finding them before they find you. You should have a general idea what

direction they're coming from. Head in that direction, but keep your

towed

array unmasked. Maintain stealth until you hear them coming. Then

figure

out a place to engage them.

2.4 HUNT SURFACE TARGET(S) (ASUW OPERATION)

Goals: Kill the enemy vessels...

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Complications: neutral targets in the waterways, escorts, shallow

water,

Helix patrols...

Comments: You can identify ships via their sonar signatures, using the

narrowband console, but you'll need to have a solid signal. If you're

close

enough, you can also try a periscope observation. Evade all the escorts

and

get close, then feed the target a torpedo...

In general, it's better to use torpedoes than missiles (Harpoons).

Harpoons

don't do as much damage and can be shot down the SAMs, where as

torpedoes

can't really be evaded.

2.5 MINING THE ENEMY PORT

Goals: Get within 10 miles of the mine coordinates, at least 15 minutes

before the deadline, and launch the mines at specific target

coordinates.

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

escorts, even choppers.

Comments: Treat it like a TLAM mission. You may choose to take out all

that

are blocking your way, if you have the ammo for it.

2.6 SEAL TEAM DROP OFF / PICKUP

Goals: get to the specified location, within a few miles of specific

coordinate, then slow to 2 knots, periscope depth, and wait until the

SEALs

launch.

Complications: patrols and helicopters, and often, mines and shallow

water.

Time limit.

Comments: Sprint and drift is the only way to go, as you need to evade

the

escorts and patrols, while arriving at the target on time.

2.7 RESCUE A DOWNED PILOT

Action: get there, find him, surface the sub close to him, pick him up.

Complications: patrols, shallow water

Comments: Sprint and drift to the coordinates, then use HF sonar to

find

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the contact. When you're point-blank, surface the ship. Feel free to

kill

the patrols if they get in your way.

2.8 DSRV DEPLOYMENT

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

Complications: patrols, shallow water

Comments: Treat it like either SEAL team or TLAM mission. Remember to

save

before arriving at the launch point. You may have something else to do

before getting there.

3 Finding the enemy: knowing your sensors

There are five ways of finding the enemy in your 688i. They are passive

sonar, active sonar, radar, periscope, and ESM. Most of the time you'll

be

using passive sonar only.

3.1 PASSIVE SONAR

Passive sonar actually has three components. The spherical array in the

bow, the hull array on the sides, and the towed array that you must

deploy

manually but is the most sensitive of all.

3.1.1 Spherical array

Named so because it actually IS a big sphere encased in the bow,

spherical

array is not quite as sensitive as the towed array, but you don't have

to

worry about deploying/retrieving it either. Note that it is not a 360

sensor. There are blind spots behind you known as "the baffles" that it

cannot cover. See the manual for details on coverage areas.

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

3.1.2 Hull array

Located along the flanks of the hull, the hull array has very low

sensitivity compared to the other two arrays. Its main purpose is to

help

classify the contact via the narrow-band frequency graph, but you'll

need

to get quite close, less than 5000 yards.

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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

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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.

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At night, you can engage the LLTV (low-light TV) mode, which turns the

view

green, but is a bit more visible. You also have zoom up to 24X. Hold

down

the SHIFT key to rotate faster.

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

using the periscope as possible.

3.5 ESM

ESM, or Electronic Support Measures, is basically a directional antenna

use

to find where the radar signal is coming from, and from that you'll get

a

target bearing, but no distance. Based on the radar frequency received,

you

can also guess at the class of the radar source.

Beware that if you "mark" a contact's bearing with ESM, the range is

always

entered as 10000 yards. The actual range will vary greatly. NEVER trust

ESM

range unless you have MULTIPLE ESM lines.

3.6 SOME NOTES ON THE SENSORS

ESM, passive sonar, and periscope are passive sensors and does not

point

back at you. However, ESM and periscope requires you to be at periscope

depth, where you can be detected more easily. Therefore, MOST of your

fighting should be done by passive sonar alone. It takes more time to

refine the solutions, but it is also the most stealthy way.

3.7 TMA (TARGET MOTION ANALYSIS)

TMA is basically a best guess at the target's motion based on your own

motion (direction and speed), contact's bearing, estimated speed, etc.

It

involves some VERY complicated math and a lot of guesswork, since a

target

turn can throw most of your calculations out the window.

When playing with "assistants" (not the cheat, those "points" you used

for

upgrades in the "outfitting" screen) it's recommended that you raise

the

ratings of TMA first, then sonar. Fire control does the least and can

be

upgraded last.

3.8 CLASSIFYING AND MERGING CONTACTS

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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

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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.

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Passive torpedoes are very useful. The AI can't seem to detect the

passive

torpedoes until the very last moment, and by then it's too late to

launch

countermeasures. Against human players, an incoming passive torpedo

does

NOT trigger a "torpedo in the water!" warning that you would normally

get

when a torpedo is detected.

ADCAP is very useful against surface ships, since surface ships cannot

launch decoys, and they are always near the surface. Launch close

enough,

and you're virtually guaranteed a hit.

ADCAP against subs requires a bit more planning. If there's a

thermocline,

consider launching two torpedoes, one above and one below, to pincer

him.

Also vary the heading a little so they converge on the target.

Remember to check the floor and ceiling levels carefully. The fire

control

assistant does a really poor job of setting them up.

Use the cursor to check the depth from you to the target, and set the

"floor" setting to a little above that. For example, if the minimum

depth

along the path is 267, set the floor depth to about 250. If the depth

is

beyond 1500, set 1500. The default floor setting is 810 ft, and Akulas

(and

maybe Deltas) can go deeper than that. If you left it on 810 and the

sub is

deeper than that, when the torpedo gets there, it just keeps circling

and

circling... Then eventually heads off to somewhere unknown. Set floor

to

1500 and don't let this happen to you.

The ceiling level can be left at the default, though if there's neutral

traffic above, consider setting the ceiling to 80-100 ft.

4.2 HARPOON ANTI-SHIP MISSILE

Harpoon is one of the premier anti-ship missiles in the US arsenal. It

has

several variants. The Navy uses several air-launched variants aboard

the

carriers, both the AGM regular version, as well as the "SLAM" TV-guided

version. The sub-launched version is encased in a "floating" capsule to

help it reach the surface. However, this capsule only works if launched

at

LESS THAN 150 feet. If you fire off Harpoons or Tomahawks and they just

float in the sea and sink slowly, this is why. Launch at 100 ft is

preferred.

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Harpoons, while very fast, can be engaged by SAMs, and unless the

target is

small, one hit will not sink the vessel. Always fire Harpoons in pairs

or

more in order to saturate the target's defenses.

Consider the destruct range and seeker range carefully. Seeker range is

the

minimal range. Any contacts inside that range will be ignored. Or in

other

words, the missile will go beyond that point before activating the

seeker

radar. The missile will self-destruct if it went beyond the destruct

distance without homing in on anything.

The seeker cone setting is either wide or narrow, and usually you'll

use

wide. Use narrow only if you're sure about the targeting and you have

neutral traffic nearby that you don't want to hit.

Sidenote: SAMs, whether from SAM bunkers or surface vessels, have a

range

of 10 miles. They are always launched in threes and less than a minute

between each shot.

4.3 TOMAHAWK LAND ATTACK MISSILE

There actually was a Tomahawk Anti-ship Missile (TASM), but those have

apparently been phase out, leaving us the Tomahawk Land Attack Missile,

or

TLAM, the version used against Iraq so many times, and that's the one

you

get to launch in 688i.

TLAM is always launched at a specific coordinate given over SSIXS (the

secure radio used by US subs). If given a strike mission, you'll also

be

given a launch location, as well as the timeframe of launch (usually

about

15 minutes). You must get to the launch coordinates (or come close to

within the parameters, like within 5 miles) at or before the launch

window,

and launch during the window.

Beware of last second additions and changes to the tasking list. Always

check the radio again at the beginning of the launch period to make

sure

there are no additional changes.

If you need to destroy a SAM site with TLAMs, launch FOUR TO SIX TLAMs

at

the SAM site. TLAMs fly slowly, and a SAM site will have plenty of time

to

engage them. Also, put three to five seconds between each launch so

that

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one explosion doesn't take out more than one TLAM.

TLAM can follow four different waypoints, and you can use this to go

around

SAM sites, approach targets from different directions, etc. As

mentioned

before, SAM sites have range of 10 miles, so plot the TLAMs to fly more

than 10 miles away from SAM sites, which would be visible on the target

screen.

You can type in the target coordinates by clicking on the numbers You

will

need to enter a dash between the degrees and the minutes.

4.4 SUBMARINE LAUNCHED MOBILE MINE (SLMM)

SLMM is an interesting weapon, and you'll only called upon to use it

twice:

once in an exercise, the other in the campaign finale. When employed

properly, it can be very devastating, but it takes up space and forces

you

to carry less torpedoes, which are the ultimate weapons in 688i.

To employ SLMMs properly, you must know the activation depth. In the

case

of the finale, you're tasked to take out the Kuznetsov, which has a

draft

of 35 ft. So setting the SLMM depth to 20 ft would ensure it WILL go

off as

the carrier goes by. Do NOT rely on the default (100 ft). I've deployed

AT

LEAST TWICE (one at 100 ft, the other time at 40), and the carrier just

drove on by, with no damage.

SLMMs are launched to stop at a particular location (coordinates would

be

radioed to you). To employ them properly, launch the FURTHEST one

FIRST. If

you launch that one last, it will set the earlier mines off!

SLMM have a range of 15-20 miles, but their travel speed is quite slow.

Close to within 10-12 miles, then launching them.

You can type in the target coordinates by clicking on the number. You

will

need to enter a dash between the degrees and the minutes.

5 Evading the enemy: knowing the way out

Situation awareness is critical in any type of combat situation, so you

that you can classify your threats and deal with them appropriately.

5.1 STEALTH: PREVENT YOURSELF FROM BEING DETECTED

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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.

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You can get the exact chart at the Marauders' website. (url's at the

end of

the document)

5.1.4 Keep your distance

If you see a hostile contact, consider going around it. Change course

so

you're heading 90 degrees off his heading, in the direction that'll

take

you away from it, until you lose contact. Then start a sprint-and-drift

routine until you reacquire contact, and eventually you'll work your

way

past it.

5.2 YOU'VE BEEN FOUND, NOW WHAT?

If the hostiles are heading toward you, and you've been painted by

active

sonar, it's time to evade, or fight, or both.

First, determine what type of active sonar is painting you. Use the

active

sonar intercept console in the sonar screen to tell the heading and

strength.

Signal strength: Red means they got you for sure and would be sending a

torpedo your way any second. Yellow means they see something suspicious

and

would be coming for a closer look.

The frequency of the active sonar tells you what type of vessel. A 15

kilohertz sonar is probably the Helix helicopter with the dipping

sonar,

and since you can't shoot them, they're bad news. Use Jane's ship

database

to find the sonar info on the ships you encounter.

If you see a 20 kilohertz signal, go flank speed immediately. That's a

TORPEDO's active sonar! No matter what the signal strength is, drop a

decoy

and evade immediately!

If the pinger is in torpedo range (within 15000 yards), you should feed

him

an ADCAP immediately, as it's probably heading toward you. Killing it

stops any more torpedoes from launching. Use snapshot if you need to.

After that, duck behind a thermocline if there is one. Then go deep and

try

to open the range.

5.3 TORPEDO AVOIDANCE

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Avoiding torpedo is a last resort. You don't want them to launch at you

in

the first place. However, it's a skill you'll need to survive, and it's

actually not that hard, but requires good timing. The idea is to get

out of

the torpedo "nose cone" where it sees its target, while the decoy

remains

in the search cone, and the torpedo destroy it instead of you.

First, go FLANK speed. Second, drop a decoy for the depth you're in

(deep

or shallow). Then go to active sonar intercept and find WHERE the

torpedo

is coming from. Then head 70 degrees OFF of that bearing. Change depth

to

opposite of where you were. Repeat until torpedo loses tracking or you

got

hit.

For example, say you are cruising at 200 ft heading 030 when you

suddenly

got a LOUD ping, then "Torpedo in the water, bearing 180!"

First step is go FLANK. It'll take a while for the speed to build up,

and

you'll need all the speed you can get to avoid a torpedo. Don't worry

about

cavitation now.

Second is drop a decoy appropriate for the depth you're in. If you're

shallow, drop a shallow decoy or jammer (I tend to drop BOTH a jammer

and a

decoy, but that's just me), and vice versa. 200 ft is shallow, so drop

shallow decoy (you should always have the appropriate set loaded for

your

depth as you make depth changes).

Third, go to sonar and find where's that torpedo pinging from, should

still

be bearing 180. You need to head either 250, or 110, depending on which

one

is closer to your current heading. If you can't remember 70 degrees

off,

remember 90 degree off (90 or 270 in this case), then turn another 20

degrees. If it's not pinging yet, assume it's from the old bearing and

evade off of that. In this case, 110 is closer from 30, so turn to

heading

110.

Remember that the default turn rate is quite low, only 10 degrees

rudder.

Feel free to help it by clicking on the rudder graph to force it to 30

degree tight turn. Remember to click on a heading again to stop the

turn

once you've reached the desired heading.

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Now, change depth. If you're shallow, go deep, and vice versa. Across

the

thermocline if there is one. Add or subtract at least 400 ft in depth.

Once depth change is half way complete (within 200 ft), check sonar

again,

adjust heading to compensate.

When you reach the desired depth drop another decoy (for the

appropriate

depth), then change depth again.

AVOID the torpedo before it gets to the one-second ping interval. By

then,

it's probably too late. Still, it's worth trying as you keep going up,

then

down, while turning to keep ahead of the torpedo. Keep switching back

and

forth between the active sonar intercept and the conn to steer the

ship,

and keep dropping decoys and jammers.

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

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

incoming

torpedoes.

5.4 SPRINT AND DRIFT

As you probably noticed, your sonars don't work too well at speeds

greater

than 15 knots. Therefore, real SSN's adopted a method known as sprint

and

drift. They go high speed for a short interval (about 5-15 minutes),

then

drift for a while to listen to make sure the area is clear, then

repeat.

You should do the same. Sprint at maximum no-cavitation speed for about

5-

15 minutes, then slow to 4 knots and listen for a while. Repeat until

you

get to where you need to go.

6 Upgrades: what do they do and how they affect your ship

You can "purchase" upgrade equipment for your sub, or upgrade the

assistants, with the points you earn from the missions.

6.1 ASSISTANT UPGRADES

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There are three different assistants: TMA assistant, Sonar assistant,

and

Fire Control assistant.

TMA assistant is the most critical, but the sonar comes in a VERY close

second. Upgrade them first. Leave fire control for last, since even at

max

level he does a very poor job.

There are four levels to each assistant upgrade, 1-4. It costs 1000 pts

to

upgrade each by one level. You COULD downgrade, but you'll only get 250

pts

back. So don't do it.

Improved sonar assistant will be able to classify contacts faster,

detect

them at longer ranges, separate multiple contacts on the same bearing,

and

etc.

Improved TMA assistant will be able to get you more precise TMA

solutions

for the contacts, and thus giving you better firing solutions.

Improved Fire Control assistant doesn't really do anything. You'll need

to

do most of its work even at level 4. So upgrade it last, or don't do it

at

all.

6.2 SHIP UPGRADES

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

6.2.1 Improved towed array

Improved towed array is 25% more effective than the standard towed

array.

You can now find targets at even further distances! Very useful.

Get this or Own Ship Quieting first.

6.2.2 Improved spherical array

Improved spherical array is 25% more effective. This is probably third

on

your list since it's quite useful.

6.2.3 Improved hull array

Improved hull array is 25% more effective. Since hull array is only

good

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for about 4000 yards, that's not much of an improvement. Leave this for

last.

6.2.4 Improved ADCAP

Improved ADCAP have an expanded active search cone of 120 degrees

instead

of the regular 70 degrees. Search range remains 4000 yards (or 2500 in

passive mode). You can get this fairly late as this is not that much of

an

improvement.

6.2.5 Own ship quieting

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

should

acquire for your ship.

6.2.6 Improved propeller

Makes your ship about 25% faster, less worry about cavitation. Your

flank

speed is now 40 knots instead of 32, very useful when evading

torpedoes.

Get this after the improved spherical array.

6.2.7 What should I get?

There's debate whether you should get own ship quieting first, or go

for

the increased detection range first. Both are equally valid choices. I

personally go for improved towed array, then improved spherical array.

Then

I take own ship quieting, then improved propeller, improved ADCAP, then

finally, improved hull array.

7 Mission Checklist

Some general hints about missions... Things you should do first.

7.1 START OF MISSION

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

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

This should be done before you're close enough to the enemy that the

sound

would alert them. Technically you should only do this when you are

ready to

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shoot as the gyros and batteries in the torpedo have a finite life, but

in

688i this is not simulated and therefore does not matter.

ú Go to 150 ft or 60 ft and get the latest orders via whatever is

convenient (floating wire or radio mast)

Always do this at the beginning so you know where to go and what to do

once

you get there.

ú Stream the towed array

You'll ALWAYS need this, as it's the best sensor you have.

ú Read the goals (your stateroom, the laptop on the desk)

Often, this tells you more about your mission than the orders you get

from

radio.

You don't necessarily do to do all this in this order, but they should

be

done as soon as possible.

7.2 MID-MISSION

Consider saving the game after major goal(s) have been completed. For

example, if you kill all the escorts before a TLAM mission, then save

after

you have destroyed the escorts. Then you have a chance to restore if

you

screw up the launch.

You can end a mission at ANY time by going to the captain's stateroom,

click on the cabinet, and click END MISSION. You'll have to start over

from

scratch, but it sure beats having the sub blown up from under you.

You can also COMPLETE a mission at any time by using the "send mission

report" button at the radio room, at ANY depth, even when you're still

dodging torpedoes. If the primary goals are not complete, you will have

to

do the mission again.

7.3 END OF MISSION

There are several steps you should check before you hit the "send

mission

report" button.

Start the reload process for all the torpedo tubes. In a campaign

mission,

whatever you have loaded is what you get at the starting of the next

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mission, unless it's the end of the region. If you have an empty tube

then,

you'll have an empty tube later that you'll have to spend time

reloading.

Confirm that all critical goals have been met. You must meet all

critical

goals to "complete" the mission or go on to the next mission in the

campaign.

Also check if you want to complete any secondary goals.

8 Training Missions

Training missions are simple to teach you the basics of ship handling

and

the elements of stealth, torpedo usage, Harpoon usage, TLAM usage, and

other needed skills to survive and succeed as an SSN captain. Do these

missions. You'll need those points for your initial upgrade any way, so

do

them.

Practice torpedoes do not actually hit. It turns away at the last

second,

and you get a report that the torpedo had conducted a "breakaway

maneuver".

There are no exercise TLAMs, so you must remember to turn the weps

console

to TRAINING mode before the simulated TLAM launch.

Due to space concerns, the mission logs included are edited slightly to

remove non-essential portions.

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

in

every mission.

8.1 TRAINING MISSION 1: SILENT SERVICE

Go south 50 NM by 1600 (mission starts at 1200), while evading

detection

from surface assets. Furthermore, you have to go to periscope depth at

least once between 1230 and 1530.

Critical Goals:

Arrive at Finish: 700 points

Go to Periscope Depth: 300 points

Penalties:

Detected by Spruance Mission 1: -???

Detected by Spruance Mission 2: -???

Time Range Bearing Event

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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

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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

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00:26:31 1495 266 SLMM came to rest

00:27:44 1992 086 SLMM came to rest

00:29:14 8638 110 SLMM came to rest

00:30:40 7426 044 SLMM came to rest

00:35:15 10556 047 SLMM came to rest

00:37:00 --- --- USS Pasadena (SSN 752) launched: SLMM

00:48:20 3937 060 SLMM came to rest

01:20:56 --- --- USS Pasadena (SSN 752) Survived

Tactics: Get the coordinates off the radio first. Remember the mission

start checklist? The mines are three sets of two, slightly staggered.

Plot the points on the map with NAV markers first.

Load and shoot the mines. Remember to reload. If one of the SLMMs is

off,

launch another one. You have extras.

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

jittery. That will ensure accuracy.

Launch the furthest mine first is a good habit to make, though in this

case

it does not matter as these are exercise mines only.

Use the HF sonar to navigate between the mines.

8.4 TRAINING MISSION 4: FIRE ONE

Sink two simulated Victors.

Critical Goals:

Kill Mobile Target 1: 500 points

Kill Mobile Target 2: 500 points

Time Range Bearing Event

06:15:44 --- --- USS Pasadena (SSN 752) launched: ADCAP

06:20:11 7603 065 USS Pasadena (SSN 752) Simulated a hit

on:

MK37 Mobile Target

06:26:20 --- --- USS Pasadena (SSN 752) launched: ADCAP

06:31:09 8428 186 USS Pasadena (SSN 752) Simulated a hit

on:

MK37 Mobile Target

06:34:27 --- --- USS Pasadena (SSN 752) Survived

06:34:27 --- --- MK37 Mobile Target Survived

06:34:27 --- --- MK37 Mobile Target Survived

Tactics: This is for practice, so practice for all it's worth. Do this

multiple times, use both active and passive sonars. Active sonar makes

this

too easy, so you should really practice using the passive sonar.

8.5 TRAINING MISSION 5: JUST LIKE JOHN WAYNE

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Locate two simulated hostile surface ships amidst a lot of neutral ship

traffic, and simulate torpedo hits.

Critical Goals:

Attack Cimmaron 2: 500 points

Attack Cimmaron 1: 500 points

Penalties:

Attacked the wrong ship(s): -???

Time Range Bearing Event

12:29:48 --- --- USS Pasadena (SSN 752) launched: ADCAP

12:33:51 6708 333 USS Pasadena (SSN 752) Simulated a hit

on:

Cimarron

13:13:30 --- --- USS Pasadena (SSN 752) launched: ADCAP

13:15:44 4002 074 USS Pasadena (SSN 752) Simulated a hit

on:

Cimarron

13:17:05 --- --- USS Pasadena (SSN 752) Survived

13:17:05 --- --- Tanker Survived

13:17:05 --- --- Oiler Survived

13:17:05 --- --- Power Boat Survived

13:17:05 --- --- Cruise Ship Survived

13:17:05 --- --- Cimarron Survived

13:17:05 --- --- Cimarron Survived

Tactics: Classify every contact you see using narrowband sonar or

periscope. Cimarrons are somewhere in there. Don't shoot the wrong

ship!

There are plenty of targets around here. Fortunately you can't actually

sink a ship in training, but it'll STILL be VERY embarrassing for you

if

you simulate a hit on the wrong target!

If you home in on the wrong ship, pre-enable the torpedo and turn it

away

before it hits, or worst case, shut it down and shoot another one. Of

course, this means you need to maintain the wires on the torpedo.

Periscope verification can be critical here. Remember periscope's range

is

well under 8000 yards.

8.6 TRAINING MISSION 6: SINKEX

Attack a stationary Perry-class frigate, using ESM only. Note: make

sure

there's no civilian traffic in the exercise zone before missile launch.

Critical Goals:

Attack Perry: 1000 points

Penalties:

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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

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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

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12:49:57 19178 248 Victor II detected USS Pasadena (SSN

752)

12:59:20 --- --- USS Pasadena (SSN 752) launched: ADCAP

13:17:23 --- --- USS Pasadena (SSN 752) launched: ADCAP

13:32:45 25045 083 USS Pasadena (SSN 752) destroyed Victor

II

13:36:10 --- --- USS Pasadena (SSN 752) launched:

Tomahawk

13:54:10 268839 153 USS Pasadena (SSN 752) destroyed Armory

13:56:05 --- --- USS Pasadena (SSN 752) Survived

13:56:05 --- --- Tanker Survived

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

9.2 SINGLE MISSION 2: FIGHTER PLANES DON'T FLOAT

Pick up a downed pilot in the Adriatic Sea.

Critical Goals:

Pickup Pilot: 800 points

Non-Critical Goals:

Kill Heroj: 100 points

Kill Grisha: 100 points

Penalties:

Detected by Heroj: -200

Detected by Grisha: -??? (200?)

Time Range Bearing Event

12:37:42 --- --- USS Pasadena (SSN 752) launched: ADCAP

12:46:28 9713 026 USS Pasadena (SSN 752) destroyed Heroj

13:35:40 --- --- USS Pasadena (SSN 752) launched: Harpoon

13:35:42 --- --- USS Pasadena (SSN 752) launched: Harpoon

13:37:26 25220 286 USS Pasadena (SSN 752) attacked Grisha

13:37:26 --- --- Harpoon damaged Grisha engine room

13:37:27 25221 286 USS Pasadena (SSN 752) destroyed Grisha

13:44:02 --- --- USS Pasadena (SSN 752) surfaced

13:45:03 --- --- USS Pasadena (SSN 752) picked up Raft

13:45:28 --- --- USS Pasadena (SSN 752) Survived

13:45:28 --- --- Cargo Ship Survived

Tactics: while the radio message warns of dire consequences if you

don't

get there like bat out of hell, there's really no need to do so. If you

go

in fast, you'll be detected by the Heroj and lose some points. Sink the

Heroj when you see it, and feel free to sink the Grisha any time.

Best way to find the pilot is to use the mine hunting HF sonar. He

shows up

in it quite well in short range. Then confirm with periscope, and

surface

when you get really close, going less than two knots.

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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

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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

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07:33:02 13621 183 USS Pasadena (SSN 752) destroyed ADCAP

07:33:02 13709 183 USS Pasadena (SSN 752) destroyed Akula

07:42:44 32034 135 USS Pasadena (SSN 752) destroyed ADCAP

07:42:44 32118 134 USS Pasadena (SSN 752) destroyed Victor

II

07:46:27 --- --- USS Pasadena (SSN 752) Survived

Tactics: The Victor II is the "beater". He's the noisy one to attract

attention while the Akula lies in wait... Don't fall for it. Go around

the

Victor (he's just moving back and forth) and you'll find the Akula. Go

beyond that, and you'll find the Delta. NEVER be closer than 7500 yards

to

any one or they'll detect you. When you find the Delta, launch a

torpedo at

each sub you're tracking, then get ready to evade.

Note: once when I played this scenario, I fired three torpedoes, none

of

them hit, but three Russian subs manage to sink each other!

9.5 SINGLE MISSION 5: FIDEL'S FOLLY

Sneak into Cuban harbor and sink cargo ship. It contains cargo US does

not

wish to leave port.

Critical Goals:

Kill Cargo Ship: 800 points

Non-Critical Goals:

Kill Grisha: 200 points

Penalties:

Detected by Helix 2: -100 points

Detected by Helix 1: -100 points

Sink the wrong ship: -???

Time Range Bearing Event

13:16:37 --- --- USS Pasadena (SSN 752) launched: ADCAP

13:19:56 6278 068 Helix detected USS Pasadena (SSN 752)

13:19:56 6533 358 Helix detected USS Pasadena (SSN 752)

13:22:09 --- --- Helix launched: Torpedo-40cm

13:22:43 --- --- USS Pasadena (SSN 752) launched: Static

CM

13:23:10 --- --- Helix launched: Torpedo-40cm

13:24:08 --- --- USS Pasadena (SSN 752) launched: Static

CM

13:25:21 --- --- USS Pasadena (SSN 752) launched: Static

CM

13:25:32 --- --- Helix launched: Torpedo-40cm

13:26:04 --- --- USS Pasadena (SSN 752) launched: Static

CM

13:26:51 --- --- USS Pasadena (SSN 752) launched: Static

CM

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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

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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

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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

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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

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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

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about impossible if you take the frontal approach. The Akulas can ruin

your

day if you get too close, and Slavas in pairs are just about Harpoon

proof.

There may or may not be a thermocline to hide behind.

As you can see, I had a hard time in this mission, and just about

exhausted

my decoys when I killed the last Akula.

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

If you choose frontal assault, you'll need some luck avoiding the

Helixes

while you take care of the two Akulas acting as vanguard. Consider

using

passive torpedoes to take out the Akulas. Then circle in place as the

Slavas and Kuznetsov come to you, but you will need to avoid the

Helixes.

Kuznetsov needs three hits to sink, so you'll need to reload at least

once.

If the Helixes pound you with torpedoes, the Akulas and the Slavas will

join in, as you see from that wild melee above. It involves more luck

than

tactics.

End-run may be easier. Head south immediately at max depth, flank

speed,

and open the range 15-20 miles from their eastward track. Then circle

around behind them, after the Helixes and Akulas went past. Then use

deep

sprinting to catch up, and take out the surface ships with torpedoes up

their baffles. Then you can stay around to get the subs for extra

points,

or just quit the mission here.

9.8 SINGLE MISSION 8: REBEL YELL II

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

Critical Goals:

Kill Akula: 1000 points

Penalties:

Detected by Akula: -100

Time Range Bearing Event

18:08:47 --- --- USS Pasadena (SSN 752) launched: ADCAP

18:08:50 --- --- USS Pasadena (SSN 752) launched: ADCAP

18:18:57 --- --- Akula launched: Static CM

18:18:57 --- --- Akula launched: Static CM

18:19:54 17351 249 USS Pasadena (SSN 752) destroyed ADCAP

18:19:54 17264 249 USS Pasadena (SSN 752) destroyed Akula

18:19:54 55478 225 Nimitz detected Akula

18:25:08 --- --- USS Pasadena (SSN 752) Survived

18:25:08 --- --- Nimitz Survived

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18:25:08 --- --- Oiler Survived

18:25:08 --- --- Arleigh Burke Survived

18:25:08 --- --- Spruance Survived

18:25:08 --- --- Perry Survived

18:25:08 --- --- Container Ship Survived

18:25:08 --- --- Tanker Survived

Tactics: Easy mission. Akula just charge in. One torpedo should do it.

Ignore the part of the order about "hostile intent". If it comes close,

shoot it.

9.9 SINGLE MISSION 9: KEEP THE PETROL FLOWING

Two Kilo subs are attacking merchant shipping. They are closing in on a

disabled tanker. Destroy the Kilos.

Critical Goals:

Kill Kilo 2: 500 points

Kill Kilo 1: 500 points

Time Range Bearing Event

08:17:36 --- --- USS Pasadena (SSN 752) launched: ADCAP

08:17:37 --- --- USS Pasadena (SSN 752) launched: ADCAP

08:17:39 --- --- USS Pasadena (SSN 752) launched: ADCAP

08:17:40 --- --- USS Pasadena (SSN 752) launched: ADCAP

08:21:28 6264 264 USS Pasadena (SSN 752) destroyed ADCAP

08:21:28 6398 263 USS Pasadena (SSN 752) destroyed Kilo

08:30:09 12004 317 USS Pasadena (SSN 752) destroyed Kilo

08:30:26 11978 317 USS Pasadena (SSN 752) destroyed Kilo

08:31:45 --- --- USS Pasadena (SSN 752) Survived

08:31:45 --- --- Tanker Survived

08:31:45 --- --- Trawler Survived

Tactics: Easy. When you get the coordinates of the tanker, head there

at

flank speed (don't worry about cavitation). Get within 10 miles of

there,

then slow to a decent pace (5 knots) and start listening for the Kilos.

Those two should pop up easily. When you get good solutions to both of

them, take them out.

9.10 SINGLE MISSION 10: LET MY PEOPLE GO

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

Critical Goals:

Drop-off SEALS: 400 points

Pick up SEALS: 400 points

Non-Critical Goals:

Kill Turya 3: 100 points

Kill Turya 2: 100 points

Kill Turya 1: 100 points

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Penalties:

Detected by Turya 3: -50 points

Detected by Turya 2: -50 points

Detected by Turya 1: -50 points

Time Range Bearing Event

00:00:48 21976 343 Turya detected USS Pasadena (SSN 752)

00:02:44 11095 343 Turya detected USS Pasadena (SSN 752)

00:02:44 15022 125 Helix detected USS Pasadena (SSN 752)

00:03:16 --- --- USS Pasadena (SSN 752) launched: Harpoon

00:03:20 --- --- USS Pasadena (SSN 752) launched: Harpoon

00:03:25 --- --- USS Pasadena (SSN 752) launched: ADCAP

00:03:31 --- --- USS Pasadena (SSN 752) launched: ADCAP

00:11:07 13310 161 USS Pasadena (SSN 752) destroyed ADCAP

00:11:07 13214 161 USS Pasadena (SSN 752) destroyed Turya

00:22:55 --- --- USS Pasadena (SSN 752) launched: ADCAP

00:38:20 --- --- Turya ran aground

00:38:21 --- --- Turya ran aground

00:38:53 21538 209 USS Pasadena (SSN 752) destroyed Turya

00:55:02 --- --- USS Pasadena (SSN 752) launched: ADCAP

01:13:26 31733 099 USS Pasadena (SSN 752) destroyed Turya

01:43:43 --- --- USS Pasadena (SSN 752) dropped off Seal-

Team

02:01:40 4989 220 USS Pasadena (SSN 752) destroyed Dock

02:08:31 --- --- USS Pasadena (SSN 752) performed

emergency

blow

02:09:45 --- --- USS Pasadena (SSN 752) picked up Seal-

Team

02:10:31 --- --- USS Pasadena (SSN 752) Survived

02:10:31 --- --- Helix Survived

Tactics: get there fast, but no cavitation, unless you want to attract

a

lot of attention from the Turyas and Helixes. Hug the ocean floor, and

take

out the Turyas if you feel like it.

Once you get to the launch point, go 65 ft and 2 knots, and eventually

the

SEALs will leave.

Once you hear things got blown up, SEALs are on their way back. Go back

to

the same point. As the freed hostages are coming also, it's time to

surface

the ship. Once they're close, surface, and wait for them to board. Use

the

HF Minehunting sonar to get REALLY close.

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

9.11 SINGLE MISSION 11: NEED A LIFT?

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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

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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:

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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

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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

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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

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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)

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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

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Tactics: Shallow water again, and those FS 1500's are REALLY annoying.

Dom

Hasquez is in the pleasure boat heading WEST out of the harbor. If you

see

a red contact way off to the east, that's him.

Somehow I ALWAYS get detected by the FS 1500, even though I'm quite a

ways

away from it.

10.6 INTERMISSION

That concludes region 1... You'll resupply at Spain for the next

regional

assignment.

Add any upgrades or assistants as you need.

Take a mix of Harpoons and ADCAPS at the reload. You don't need any

mines.

I'd recommend six Harpoons and the rest ADCAPs. Or you can go all

torpedoes.

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

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

a

sub nearby...

Critical Goals:

Sink the R0-R0: 800

Non-Critical Goals:

Sink the Heroj: 200

Penalties:

Detected by the Heroj: -???

Time Range Bearing Event

06:56:50 --- --- USS Pasadena (SSN 752) launched: ADCAP

07:08:45 15624 047 USS Pasadena (SSN 752) destroyed Heroj

07:35:03 --- --- USS Pasadena (SSN 752) launched: ADCAP

07:40:41 9279 086 USS Pasadena (SSN 752) destroyed Roll-on

Roll-off

07:43:04 --- --- USS Pasadena (SSN 752) Survived

07:43:04 --- --- Container Ship Survived

07:43:04 --- --- Trawler Survived

07:43:04 --- --- Container Ship Survived

07:43:04 --- --- Fishing Boat Survived

Tactics: From reading the goals, you can tell there's a Heroj sub

nearby.

So watch for it as you get close to the reported position of the

minelayer,

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and remember to periodically turn on the minehunting sonar. There's

plenty

of neutral traffic around so don't get too trigger-happy. Once you find

them, kill them.

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

Protect the Nimitz from Libyan forces. An Osa missile boat and a Kilo

sub

is nearby, and probably will try to attack the Nimitz. Take them both

out.

Critical Goals:

Kill Kilo: 200 points

Arleigh Burke 2 Must Survive: 250 points

Arleigh Burke 1 Must Survive: 250 points

Nimitz Must Survive: 250 points

Non-Critical Goals:

Kill Osa: 50 points

Time Range Bearing Event

12:00:01 101637 136 Arleigh Burke detected Osa

12:00:01 96461 132 Arleigh Burke detected Osa

12:00:09 101457 316 Osa detected Arleigh Burke

12:00:09 96279 312 Osa detected Arleigh Burke

12:00:13 104499 311 Osa detected Nimitz

12:01:00 60561 280 Kilo detected Arleigh Burke

12:01:00 59897 273 Kilo detected Arleigh Burke

12:01:32 103034 131 Nimitz detected Osa

12:13:08 --- --- Arleigh Burke launched: Harpoon

12:15:25 --- --- Arleigh Burke launched: Harpoon

12:16:32 --- --- USS Pasadena (SSN 752) launched: ADCAP

12:17:04 --- --- Osa launched: SAM

12:17:11 --- --- Arleigh Burke launched: Harpoon

12:17:21 7037 311 Osa destroyed Harpoon

12:17:45 --- --- Osa launched: SAM

12:18:14 --- --- Osa launched: SAM

12:18:43 --- --- Osa launched: SAM

12:19:33 --- --- Osa launched: SAM

12:20:02 --- --- Osa launched: SAM

12:20:12 45991 262 Kilo detected Arleigh Burke

12:20:12 3594 258 Osa destroyed Harpoon

12:20:45 --- --- Osa launched: SAM

12:21:14 --- --- Osa launched: SAM

12:21:42 65695 131 Arleigh Burke attacked Osa

12:21:42 --- --- Harpoon damaged Osa

12:24:58 --- --- Kilo launched: Static CM

12:24:58 --- --- Kilo launched: Static CM

12:30:19 43581 258 Kilo detected Arleigh Burke

12:41:39 10183 014 USS Pasadena (SSN 752) destroyed Kilo

12:41:39 38166 074 Arleigh Burke detected Kilo

13:21:10 --- --- Arleigh Burke launched: Harpoon

13:23:45 --- --- Osa launched: SAM

13:24:02 7464 310 Osa destroyed Harpoon

13:24:31 --- --- Osa launched: SAM

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13:25:01 --- --- Osa launched: SAM

13:37:01 --- --- USS Pasadena (SSN 752) launched: ADCAP

13:44:29 --- --- Arleigh Burke launched: Harpoon

13:46:43 --- --- Osa launched: SAM

13:47:25 12071 158 USS Pasadena (SSN 752) destroyed Osa

13:51:54 --- --- USS Pasadena (SSN 752) Survived

13:51:54 --- --- Arleigh Burke Survived

13:51:54 --- --- Nimitz Survived

13:51:54 --- --- Arleigh Burke Survived

13:51:54 --- --- Cargo Ship Survived

13:51:54 --- --- Trawler Survived

13:51:54 --- --- Cargo Ship Survived

13:51:54 --- --- Merchant Survived

Tactics: You got deeper water, but there are neutral traffic and

biologicals all around to make your life difficult.

The Kilo is coming from northeast, and the Osa from southeast. Take out

the

Kilo when you see it. The Burke should be Harpooning the Osa by itself,

though as you can see, the Osa have good SAM coverage. Feel free to

help

out with an ADCAP.

10.9 REGION 2, MISSION 3: SURGICALLY REMOVED

Conduct retaliatory TLAM strike on two Libyan airfields.

Critical Goals:

Arrive at Launch Point: 200 points

Destroy Airport-1: 250 points

Destroy Airport-2: 250 points

Non-Critical Goals:

Kill Krivak: 100 points

Kill Koni: 100 points

Kill Grisha: 100 points

Time Range Bearing Event

19:00:08 --- --- USS Pasadena (SSN 752) launched: Harpoon

19:00:08 15013 089 Grisha detected USS Pasadena (SSN 752)

19:00:08 35203 044 Il-38 May detected USS Pasadena (SSN

752)

19:00:08 8429 041 Il-38 May detected USS Pasadena (SSN

752)

19:00:09 --- --- USS Pasadena (SSN 752) launched: Harpoon

19:00:15 --- --- USS Pasadena (SSN 752) launched: ADCAP

19:00:17 --- --- USS Pasadena (SSN 752) launched: ADCAP

19:00:37 --- --- Krivak launched: SAM

19:00:53 7078 304 Krivak destroyed Harpoon

19:01:19 16756 121 USS Pasadena (SSN 752) attacked Krivak

19:01:19 --- --- Harpoon damaged Krivak engine room

19:01:24 --- --- Krivak launched: SAM

19:01:45 --- --- USS Pasadena (SSN 752) launched:

Tomahawk

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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

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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

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20:01:30 --- --- USS Pasadena (SSN 752) launched: Static

CM

20:02:03 --- --- USS Pasadena (SSN 752) launched: Static

CM

20:02:43 --- --- USS Pasadena (SSN 752) Survived

20:02:43 --- --- Il-38 May Survived

20:02:43 --- --- Il-38 May Survived

20:02:43 --- --- SAM Bunker Survived

20:02:43 --- --- SAM Bunker Survived

20:02:43 --- --- SAM Bunker Survived

20:02:43 --- --- SAM Bunker Survived

20:02:43 --- --- SAM Bunker Survived

20:02:43 --- --- SAM Bunker Survived

20:02:43 --- --- SAM Bunker Survived

20:02:43 --- --- SAM Bunker Survived

Tactics: Straightforward TLAM mission. Around the SAM sites, get the

last

second changes as usual, avoid the patrols if you feel like it,

otherwise

shoot them. The Koni requires more than one torpedo.

The air patrols may give you a hard time. The Mays can be pretty

persistent, as you can see above. Fortunately, they also peeled the

Konis

off my back.

10.10 INTERMISSION

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

Gulf...

Add any upgrades or assistants as you need.

Take a mix of Harpoons and ADCAPs at the reload. You don't need any

mines.

I'd recommend six Harpoons and the rest ADCAPs, or all ADCAPs.

10.11 REGION 3, MISSION 1: STRAIT TO HELL

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

Critical Goals:

Kill Kilo 2: 400 points

Kill Kilo 1: 400 points

Non-Critical Goals:

Detect Mine 10: 50 points

Detect Mine 9: 50 points

Detect Mine 8: 50 points

Detect Mine 7: 50 points

Detect Mine 6: 50 points

Detect Mine 5: 50 points

Detect Mine 4: 50 points

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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

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series of markers along that N/S line. That'll be your search area for

the

mines. You should detect the first Kilo as you approach the mines. Kill

it,

then keep going west until you see the mines. If you detected a number

OTHER than Mission 10, you're not north or west enough. Go northwest

and

find Mission 10 first. Then turn south and find the rest.

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

You can go at a decent speed, say 15 knots, while hunting mines. You

won't

cavitate if you're deep enough, and you can cover good area while doing

so.

The mines are laid in two groups. The northern group has six mines, in

two

rows of three, slightly staggered. The southern group, across the deep

channel, has four mines in two rows, again, slightly staggered.

Once you find all the mines, end the mission.

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

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

Critical Goals:

Drop-off SEAL Team: 150 points

Destroy Oil Rig - 1: 600 points

SEAL Pick-up: 150 points

Non-Critical Goals:

Kill Kotor: 100 points

Kill Koni: 100 points

Time Range Bearing Event

18:11:10 --- --- USS Pasadena (SSN 752) launched: ADCAP

18:16:15 20512 096 Koni detected USS Pasadena (SSN 752)

18:16:15 49197 044 Helix detected USS Pasadena (SSN 752)

18:19:22 --- --- USS Pasadena (SSN 752) launched: ADCAP

18:27:29 25274 248 USS Pasadena (SSN 752) attacked Koni

18:27:29 --- --- ADCAP damaged Koni engine room

18:29:59 --- --- Helix launched: Torpedo-40cm

18:30:41 --- --- USS Pasadena (SSN 752) launched: Static

CM

18:30:47 --- --- USS Pasadena (SSN 752) launched: Static

CM

18:30:53 --- --- Helix launched: Torpedo-40cm

18:34:45 --- --- USS Pasadena (SSN 752) launched: ADCAP

18:35:29 23568 241 USS Pasadena (SSN 752) destroyed Koni

19:15:40 --- --- USS Pasadena (SSN 752) launched: ADCAP

19:30:15 19221 250 USS Pasadena (SSN 752) destroyed Kotor

20:50:35 --- --- USS Pasadena (SSN 752) dropped off Seal-

Team

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21:01:26 --- --- USS Pasadena (SSN 752) launched: Static

CM

21:01:28 --- --- USS Pasadena (SSN 752) launched: Static

CM

21:07:05 --- --- USS Pasadena (SSN 752) ran aground

21:07:17 3197 248 USS Pasadena (SSN 752) destroyed Oil Rig

21:09:32 --- --- USS Pasadena (SSN 752) ran aground

21:10:02 --- --- USS Pasadena (SSN 752) ran aground

21:10:32 --- --- USS Pasadena (SSN 752) ran aground

21:11:02 --- --- USS Pasadena (SSN 752) ran aground

21:30:43 --- --- USS Pasadena (SSN 752) picked up Seal-

Team

21:31:03 --- --- USS Pasadena (SSN 752) Survived

21:31:03 --- --- Oil Rig Survived

21:31:03 --- --- Helix Survived

21:31:03 --- --- Tanker Survived

21:31:03 --- --- Oiler Survived

21:31:03 --- --- Fishing Boat Survived

Tactics: Straightforward mission except for the "wrong rig" message. If

you

feel like it, kill the surface ships while you're at it. The only

complications are the shallow water, and the Helixes buzzing around.

If you want to take out the Koni, use two torpedoes. A single torpedo

only

stops a Koni, doesn't sink it.

I ran aground while dodging torpedoes. That's -200 right there! So be

careful in the shallow waters.

10.13 REGION 3, MISSION 3: SINK THE NAVY

Destroy the Iranian navy near their port.

Critical Goals:

Kill Grisha 2: 250 points

Kill Grisha 1: 250 points

Kill FS1500: 250 points

Kill Kilo: 250 points

Time Range Bearing Event

12:01:34 --- --- USS Pasadena (SSN 752) launched: ADCAP

12:02:18 --- --- USS Pasadena (SSN 752) launched: ADCAP

12:05:10 18170 217 FS 1500 detected USS Pasadena (SSN 752)

12:05:10 14868 234 Grisha detected USS Pasadena (SSN 752)

12:08:10 --- --- USS Pasadena (SSN 752) launched: ADCAP

12:11:46 26248 085 Helix detected USS Pasadena (SSN 752)

12:13:34 19432 048 USS Pasadena (SSN 752) destroyed Grisha

12:15:33 --- --- USS Pasadena (SSN 752) launched: ADCAP

12:18:39 25972 048 USS Pasadena (SSN 752) destroyed FS 1500

12:22:55 --- --- Helix launched: Torpedo-40cm

12:23:49 --- --- Helix launched: Torpedo-40cm

12:23:52 --- --- USS Pasadena (SSN 752) launched: Static

CM

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12:23:53 --- --- USS Pasadena (SSN 752) launched: Static

CM

12:24:09 --- --- USS Pasadena (SSN 752) launched: Static

CM

12:24:10 --- --- USS Pasadena (SSN 752) launched: Static

CM

12:24:22 --- --- USS Pasadena (SSN 752) launched: Static

CM

12:24:23 --- --- USS Pasadena (SSN 752) launched: Static

CM

12:24:30 --- --- USS Pasadena (SSN 752) launched: Static

CM

12:24:31 --- --- USS Pasadena (SSN 752) launched: Static

CM

12:24:49 2942 100 Helix destroyed Static CM

12:24:49 2941 100 Helix destroyed Static CM

12:24:49 2895 099 Helix destroyed Static CM

12:24:49 2892 099 Helix destroyed Static CM

12:27:39 18804 353 USS Pasadena (SSN 752) destroyed Kilo

12:28:57 34201 350 USS Pasadena (SSN 752) destroyed Grisha

12:29:29 --- --- USS Pasadena (SSN 752) launched: Static

CM

12:29:31 --- --- USS Pasadena (SSN 752) launched: Static

CM

12:29:54 --- --- USS Pasadena (SSN 752) Survived

12:29:54 --- --- Helix Survived

Tactics: Nothing too difficult about this one, except for the Helixes

buzzing around and REALLY shallow water (less than 200 feet!). Keep

your

distance and launch LONG range ADCAP shots (20000 yards or more).

One torpedo should kill each contact if you direct them carefully. See

that

34K yard shot there?

10.14 INTERMISSION

Another trip around the world, and shore leave at Yokosuka, Japan...

Load

only 4 SLMMs, and NO Harpoons. You'll need EVERY torpedo you have, and

you

don't have any extras to double bang your targets. You should have full

assistants and upgrades by now.

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

Take out North Korean commando minisubs.

Critical Goals:

Kill Mini-sub 1: 250 points

Kill Mini-sub 2: 250 points

Kill Mini-sub 3: 250 points

Kill Mini-sub 4: 250 points

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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.

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As you can guess from the goal list, there's FOUR minisubs you need to

take

out, not three as stated in the briefing. You'll get a correction later

via

radio.

Use ONLY passive torpedoes. Take out EVERY target you can see, but only

ONE

torpedo each. You don't have any to waste. The passive torps can take

out

the Grishas without raising too big of an alarm. Remember to activate

the

torpedoes so they don't bury themselves in the mud. Also, set the

floor

setting properly so they don't hit the bottom.

After that, it's just a matter of patience as you locate and take out

each

minisub. The Helixes may help you by torpedoing some of their own

ships.

You'll need a level 4 sonar assistant for this one. Despite the orders

say

about using active sonar, level 4 assistants can find the minisubs

20000

yards away with passive sonar only.

You'll probably kill ALL eight vessels when you're done. Just make sure

you

don't waste any torpedoes. Allot ONLY eight torpedoes on this mission.

10.16 REGION 4, MISSION 2: ROGUE RUSSIAN

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

Take

them out.

Critical Goals:

Kill Delta: 1000 points

Non-Critical Goals:

Kill Akula: 500 points

Time Range Bearing Event

12:47:35 --- --- USS Pasadena (SSN 752) launched: ADCAP

12:47:38 --- --- USS Pasadena (SSN 752) launched: ADCAP

12:54:52 13124 058 USS Pasadena (SSN 752) destroyed Akula

13:07:40 --- --- USS Pasadena (SSN 752) launched: ADCAP

13:21:44 19137 075 USS Pasadena (SSN 752) destroyed Delta

13:24:51 --- --- USS Pasadena (SSN 752) Survived

Tactics: Easy mission compared to last one. You're positioned at the

entrance of the bastion... To east and west of you are mines, so don't

go

there. To your northeast are the targets... Delta escorted by Akula.

Page 65: Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ · 2003-02-25 · Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ by Kasey Chang released February 25,

Allot only two torpedoes for this mission. One torpedo should take care

of

the Delta. So you can take out the Akula later. Use passive seeker and

you'll surprise them. These two were so surprised, they didn't even

launch

any countermeasures.

You may need to use an active torpedo on the Delta. Somehow passive

torpedo

doesn't seem to acquire it.

10.17 REGION 4, MISSION 3: REBEL REVENGE

Take out an Akula going after one of our boomers.

Critical Goals:

Kill Akula: 1000 points

Trident Must Survive: 800 points

Non-Critical Goals:

Harushio must survive: 200 points

Penalties:

Detected by Akula: -???

Time Range Bearing Event

18:08:03 --- --- USS Pasadena (SSN 752) launched: ADCAP

18:17:42 34078 172 Trident detected Akula

18:19:00 17489 123 USS Pasadena (SSN 752) destroyed Akula

18:21:42 --- --- USS Pasadena (SSN 752) Survived

18:21:42 --- --- Trident Survived

18:21:42 --- --- Harushio Survived

18:21:42 --- --- Merchant Survived

Tactics: As you can see from the goals, there's a Japanese sub in the

area,

and most likely, it's between you and the Akula. The Akula should come

at

you at a pretty decent speed. The Trident boomer is way off in the

north

and should not be a factor unless the Akula got past you. Just feed an

ADCAP to the Akula when it comes by, and make sure the ADCAP doesn't

home

on the Harushio by mistake.

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

Mine the Petropavlosk harbor, prevent Kuznetsov carrier from leaving

port

(i.e. sink it) with mines, and kill any part of the Russian Rebel navy

you

can get your hands on.

Critical Goals:

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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

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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.

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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.

Page 69: Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ · 2003-02-25 · Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ by Kasey Chang released February 25,

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

Page 70: Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ · 2003-02-25 · Jane's 688(I) Hunter/Killer Unofficial Strategy Guide and FAQ by Kasey Chang released February 25,

called "Multiplayer". Click on it.

7) Click on TCP/IP game: This is a button in the multiplayer menu,

below

all the ones about IPX and Modem play.

8) Click on Server if you are host and Client for everyone else.

9) Click on Settings, next to the TCP/IP button. (if you are host skip

9

through 11)

10) Insert Host's IP: In the top Box on the left, above broadcast.

11) Click OK.

12) Select which side you wish to be on: Either Allied, Neutral, or

Threat.... make sure you decide sides back in ICQ before you connect.

13) Click Connect.

14) Wait for Host's name to pop up: This may take a few seconds... if

you

don't see it after a few minutes, abort game and go back to ICQ and

find

out what happened.

15) Click on Host's name: The name might be different then in ICQ, but

it

is definitly the same guy.

16) Chat using the message box.

17) Select mission (Host only): Click Start (be sure all people are who

are

coming have arrived!).

18) Play Game: Use Radio Room to chat. Have fun and kick ass!

19) Quit: whenever you are done, just quit using the way you normally

do in

Single player. Make sure to read and review the debriefing andlog

reports.

You can go to the Seawolves homepage at http://seawolves.org/

There are also othe online fleets like the

Submariners at http://www.submariners.org/submariners.html and the

Marauders at http://www.marauders.net/default_main.htm.

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

http://www.subsim.com/

Click on 'web fleets' to the left.

--THE END--