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688 Attack Sub – DOS Manual – English

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Type
Manual
Platform
DOS
Language
English
Size
7.79 MB
Filename
688-attack-sub_dos_manual_en_rm2.pdf
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-- USER MANUAL _ _

______ r-

We|comeAho,rd....................,...............'....................1
1
Ab0u1lheGame............................ ..........................

....

llsingThisManual..........................................................2
.. . 2
Get|ing Shded......................... ............................

.

2

Howto Gel Help ................... ............... .. .... . . ...... . . ... 9
0uict stad cuide lo I0RPEx'89 ..................,,................10

3 Misalon,......................,.......................... ............18
4 Gamocontrc|s..........................................................2s

Conligu ng 688toYo rComputer................. . . ... .. . . ...29
Playing by Modem .................................. .. . ...... . . ...... . 30
.. ..... . . .. 30
llsing Two ll,/todems ............. ...................... .
..
.. .. .33
Using a Null Modem Cable ................... . . ......
...34
..
.
.
.....................
Conrols..........-..
Other Game

.

. ..
....
.. . ......34
Russian Sc pl On/Off .......... .................... .
34
Sound on/ofi .......................... ..................... ...... . .
Surr€nd€r.,,..,-.........,,,..,..,..,... - - ,,..,,.,,.,,........,,.,. ...... ,,34
TurrinoOflYourlllouse.......... ..................... . .. . ...... ..34
8ossKey............................................................. . . .. .35
SubmarinsC0n1t01s.......,..........................................36

ReadingYourDisplays............. ............................ 36
.....42
Radio Room ......................... ....................... .

......
-. . ....
......

......43
NavigalionBoard.................-..............
.......45
Ship'sControlPanel............. ................ . .
sonal Room ....,,..,..,,.,,.,,..,..,.., ,,,,,,,,,,..,,., ,,,,,, . . ...,,, , .46
Periscope.-..,,,,,,,,,,,,,,,.,.,..........,.,,.,,..,.... . . ........ . .,.. . 48
,, 49
Weapons Control Panel .,,,,,,,,,,..,. ,,,,,,,,,,..,,..... ,, ,, ,.
..,,51
,,,,,,,.,..,,.,.....,.,,,, .
Slatus Pane1 ,..,.............,,,,,,,.,,..,..
........,......52
submaine l

.

.

.

larlar€
6
7 Tschnical RelerencE..............,............... ......... .. ......60

Submarines ,,,,,.,,.,,..,..........,,,,,,,.,..,,.,, ,,,,,,,,,,.,,........,,,.. 60
Weapons ...,,.,,,,,,,,,,,,,...........,,,,.,,.,,.,,.. .- .. ., . ...... . . ,, ,.... . 61
65
Ships................... ......................

............ .... ..

Aimrrlt .............-............................. ...................... .. . . .....68

ADp€nd1rA..,...................,,....................................70
G1ossary...........................................

'......... .........71

lnder--.............................................,......................73

WETGOME ABOARD
Therc arc utly lwo *lnds ol sllry sulnadrcs and

laryets--You are her€by giv€n command of a nuclear'powered atlack submaline, the

wodd's mosl powedulandversatile ocean-going detense weapon. You are
nowa hunler,&iller, a predator of the deep, You play a silent, somelimes
l€lhaloame ol hide and seek. Every minul€you make counlless decisions
lhat may hav€ glave consequencos loryou, yourcrew.,,even your counlry,

About the Gome
You command an Ameican Los Angeles or Soviet Alla class su bmarine. You

prowl lhrouoh a da*, undetsea world, carryino oul dan0ercLts mi6sions lhal
requk€ predaiorycunflingandboldaction. ln peacelime,youtrackandhunl
potential enemies, ln war, you ambush enemy convoys and delend your
waBhips; slalk ballistic missile submarines and du€l olher hunler/killeG;

strikeat inland targelsirom enemywatersand livelo lellaboul il.
sonar, weapons,
Allthe major sysiems ol a mod€rn atlack submaine
are al your disposal. over 40
navigation, helm, Edio and p*iscope
separate corlrols lel you Jeel whal il's like lo operale th€ world's most

-

-

sophisticated
deadly
delense lechnolo0y. At the same lirne, cr€w
-and
transmissions and picturcs rcmind you that as captain you manage men as

-

wellas machlnes.

688Att ck Subturns the most ut-lo-dat€ lechnical inlormalion available
conc€rnino sub3 inlo on€ ol lhe hollesl gam€s on the markel. Whetheryou
play lhe computero. challenge a triend lo. modem 0ame,you'll0et houls
ol pleasurelrom 688,4llrc* Suts exciting 0raphics,lasl pace, attention lo
detail and variely of playeroptions.

Using This lilonuol
This manualwas w tl€n for lBlll or lgll,ll-compatible compulers. li you?e
usin0 anolhertype ot compuler,some commands and leallres described in
this manualmay be dilferenl or unavailable on your compuler system, lf
you're using any compuler olrerltaran lBl\,ll or lBl\,/l'compalible compuler,
please read lhe Command S0mmary Card included in lhe pacl€oe lor
inlormation sp€cilic to your computer.
The manualis bothan ir rcduclion10lhe 688 /Aart Sub simulalion and a
relerence manual. lt's divided into two parts so you don'l have lo read il all
lhe waylhrough in orderto starl playing.

Chapletsl-2: lnltoduclionlo

t t-Thefirstlwochaplersaredesignedto

getyou inlolheoame quicklyand painlessly. By no me3nsdoyou haveto
il you're lhe type of playerwho doesn't like 10 read
nanuals, iollow the slep-by-st€p instructions in Chapter 1 and yotl'll be
ready lo choosea mission and beoin play. However, lhe fastest way 10 oet
your{inger on th€ launch button is to letlhe Oujck Start Guide in Chapler2
leadyoulhrouoh lhelilst mission, ToRPEX'89.8y showin0you howlo sel
llp an atlack on seve.al decom m issioned warships,lhe ouick Siart G uide will
introduceyou to lhe sub's controlsand basic oame concepts,
read both chapters

-

Chaptors 3-7: Captain's nslorsncs
th€se chapters only when
-Relerlo
you need lo know aboL,'t somelhing specific
missions, controls, laclics,
or ship and weapon specilications.

-

Getlhg Slqrt€d
Io play 688 Anack Sub,you need a compulerwilh al least onelloppy drive
and 384K ol lree memory. Your system must be runnino on DoS 2.0 or

hi0her.
688,4tt?ckSurhas an llnu6ually laroe numberol detailed screens, bhmaps

andlexl:in facl, over lwo megabyles ol inlormation, all ol which had to be
compressed several limes lo til onlothetloppies included in lh€ package.

TheresuhisY0UCA'TPLIYFRoMTHE0RlGltlAL6S3D|SX(S).

2

lnslead,

aninslallproglamonyouroriginal6SSdiskcr€1€sacopyof thegameiiom
which you'll play. Th€ installproglam confioures lhe game loyour current
system. llyou upglade your syslem, you should crcate a new copy ofthe
lame.Thetime ittakesto makeacopyoJths gamevariesdepending onyour
hardware, Although the prcc€ss can tak€ up lo severalminutes, we l€ltthe
extralime was a lairtradeiorthe game's stunIing graphics and line delail.

5.25"us3rs:You'lllindtwodisks inlhe packaoe: Disk#1 and Disk*2. 0uring
inslallalion, yo!'ll have to swap lhese disks.

3.5"use$:Theenlire game has been packed onto one disk. Whenev€ryou're
asked lo ins€rl an or?lralDisk (#l or*2), inserl lhe sinole disk included in
lhe packaoe.

lnstolling 688 Attocft Sut on o Hord Disk
To copyalllhe lilestrom the original68S disksloyour hard disk, do the

lollowing:

1. Turn on yourcompulerand waitlorthe 00S prcmpl.
2. lnsertthe originalDisk#1 in driveAor g.
3. TypeA:org:(whjcheverd velheo ginaldiskisin)andpress<EnteD.
4. Type lllSTAtLand pr€ss<Enle>.0n slow machin€s,you may not see
anything on your scre€n lorabouta minule,
5. You'llbeasked whal kind oldisksyou wantto inslallthegameon.Type
l and pr€ss <EnkDlo inslallthe game on your hard disk.
6. Next,you'llb€ asked wherclhe o ginalDisk*1 is. Typ€Aor
(whicheverdivethe orioinal Disk#1 is in)and press<EnleD.
7. The mach ine will want lo know which drive onyour harddisk youte
B

8.

goinolo install 688,4tlad Su, on. The delau lt d ive is C. Prcss<EnteD
lo insialllhe game on driv€ C, ortypelhe letleroflhe drive you wantlo
ioslallit on,lhen press <EntsD.
Finally, you'llneed lo name the dheclorylhat the game willbe storcd
under. "688" islhe deJauh name. Press<EnlsDto name lhe direclory
"688", ortype in a newmme andlhen press<EnlsD.

L Theinslallpro0ramwilllellyouwhenlolaleoutDisk*landinsen0isk

#2. When lhe installation is complele, pulawaylheoriginaldiskslor
salekeeping.

3

\llhen you want to slanplaying:

1. llyou have a mouse, plug it in and loadyour mouse dtiver.lfyou'rc
usin0 a Covox Speech Thingd, pluo il in,loo.
2. Type CI and the name ol the direclorylhal the game is slored under
(for inslance, if you chose th€ delaull nam€, "688", you'd type clM88).
Prcss <EnleD.

3. Alihe prompl, type 688and press <EnlsD.
4. Type in the numbertorthe monitorand color adapter approp ateto
your compuler 1 lor EGA, 2 lor Tandy 1000, 3 lor CGA, 4 lor VGAl\ICGA, 5 lor Hercules.

5. Typeinlhenumberolth€soundadaplerappropriatetoyourcompuler:

6.

0 il you only havean internalspeaker;1 il you hav€ an Ad Libnboard;
2 ifyou have a Covox Sp€ech Thing. Whalyou h€ dependson what
you have. lfyou only havean inl€rnalspeaker, yo! woll'l hearlhetille
music butyou'llstillgel sound eli€cts (however, a Tandy compL'ler
wilh Enhanc€d Sound Capabilily givesyou bolh). The Ad Lib boad reproducesth€ tille musicthe besl, bui rclies on lhe int€rnalspeakerfol
sound ellecls. Th€ Speech Thing reproduces bolh reasonably well. A
Tandy wilh Enhanced Sound Capabilityand an Ad Lib Board willgive
you the best sound qualitylorthe game.
Pressthe apacebarlo go dkectlylolhe [.llSSl0N SELEcTI0N screen.

lnstolling 6S8ltlloct 5u! on tloppy Disks
Y0U CAN'T PI-AY FRoM THE0RlGl At 688 D lSKs, so you'll have to inslall
the game on lloppy diskskom whichyou can play. Pleaselormat oreollhe

lollowinq conliauntions 0l disks beloreyou doanylhing else;

A) two 5.25'360Kfloppydisks
B) one 5.25'1.2M8 or one 3.5'MB lloppy disk
C) two 3.5 720Klloppydisk6

manualilyou don'l know howlotormal disks. ll you oet one
ollhese messages during installalion orgame play, do lhe lollowing:
See your00S

4

lns€rllhe disk wilh balch file

You should insert your

afd pressany key when ready

coplof 688 Disk #1

Inserl disk with command coml

You should insert your
DoS disk

T0 installlhe game on yourblan* dir*5, dolhs l0llovinq:
goolyoursyslem with DoS (2.0 or higher).
lnsertlheo 0 inal 688 Disk *1 ii drive A or g. Typ€ A: or l: {whichever
conlainslhe o 0inaldisk)and prcss <Enl.D.
Type lllSTAILand press<EnleD.0n slowmachines,you may nol see

1.
2.
3.
anythin0loraboul a minute.
4. You'llbeaskedwhatkindoldisksyouwanlloinstalllhegameon.Type

the number ollhe disk confiourationthat's appropriate lo you:2 ityou

haveone5.25'1.2lv4Borone3.5'l.44MBiloppydish3if

youhavelwo

5.25'360Kt oppy disks;or4 ilyou have lwo 3.5'720Ktloppy disks.
Press <EnloDlo chooselhe disk conli0uration.

5. Th€ machine willask ityou havelhese disks rcadyatthislime. Press
6.

<EntoD il yoLr havelhe blank disks ready. It nol, relurnto D0S bytyping
ll0 and pressin0 <EnleD.
Followlhe onscrcen inslruclions. You'llhave to swap disks trom time
lo lime. When lhe installation is complele, pul awaylhe orioinaldisks

ior salek€eping.
You only need one drivelo Dlay. whenyouto rsadylo slarl:
Ityou haveamouse, plu0 il inand loadyourmousedriver. lfyou?e
using a Covox Speech Thino, pluo it in,1oo.

1.

2.
3.
4.
5.

6.

lnsen your copy of Disk #1 into driv€Aor B.
Type A: or 8: (whichever containsthe copy),lhen pr€ss<EnteD.

lype 688 and press <EnleD.
Allhe prompt, type in lhe numberlorlhe monilor and coloradapler
approprialeloyourcompuler:1 forEGA,2lor'landy1000, 3lorCGA,
4 lor VGA-ll,,lCGA, 5 ror Hercules.
Al the nodprompt, type in the sound adapler appropriale to your
computer.Type inlhe numbff oilheso!ndadaplerapproprialeloyour
compuler:0i,youonthaveaninlernalspeakell ilyouhaveanAdLjb
dependson
board;2ilyouhaveaCovoxSpeechThing.Whatyouhe
whatyou have- llyou only havean inlernalspeaker,you won lhearthe
till€ music bulyou'll slill0elsound ellecls (however,aTandycomputer
wilh Enhanced SoundCapabilitygivesyou bolh).IheAd Lib board reproduces lhe tille musicthe best, bul relies on the inlernalspeakerlor
sound elJecls. The Speech Thing reproduces both reasonably well. A
Tandywilh Enhanced Sound capabililyand an Ad Lib Board willgive
you the besl sound qualilylorlhe oame.

7. Prcsslhe atacsbarto go directlytothe MlSSl0N SELECTI0N screen.
(ornrncnding 688 Attotk Sub
The 688ltiacl Sl/b sim ulalion is divided into levels. Al lhe top levelis lhe
C0NN (Connjng Towe4,lhegam€'s main menu. F omlheC0NNyou can 0o
to different staliors. Each station i3 id€ntilied by its own iconwhichappears
as your cursor passes overlhearea.

Figur. r.I! 6aa coNN
At each o{lhe stalionsare controlslor dift€renl parls ol the sub. Some of the

conlrols are clustered into corllo/9/oups; for inslance,lhe controlstorthe
soundliher,activ€ sonarandlowed a(ay make upthe Sonar Control group.
The stalions and lheir contrclsarc "hot spots",ateaslhai perlorm lunctions.

You give commands by moving lhe culsor to a hol spol and pressing

<Enle>orclickingamousebutton.Ther€ar€twowayslomovelhecursor:

ljsin! a mous.iA mouse (wilh a M icrosoll@-compalible mouse driver)is
by farthe ersiest way to playthe game. Your cursor willchange colorand/
or shape when it's overa hol spot. C ickany bulton on your mouseto selecl
thallunction llyou encounler problems wilhyour mouse,you may have lo
disconn€ct it and use the keyboard lo move the cursor. Turn to p. 34 tor

intormalion on disconnecting the mouse.

6

ljsin! lha teyboard: l\lov€ the cursor irsin0 the<Tab key and the affow
keys. P!essing <Tab while holding the <3hiff> keydown movesthroughlhe
q roups

in rcvelse. use <Tab or <Shilb + Tab lo lab through the dillerenl

conlrolgroups;lhen usethe riohl and l€ft arrow keys (e +)lo movethe
cursor between positions within a controlgroup. The up and down arrow
keys (1J )will move the culsorthrough allthe contrcls regardless ollheir
groupinos (T moveslh€cursollolhelett J moveslheculsortolherighl).

6rt,4ttacl Su, also has quick keys lhat inslantly move your cursol to a
slalion ora f unction, On every scr€en, each conlrol gloup has been assigned
a number-lhe numbet leys willmove your culsol lothe controlgloups

you see onscreen. The lunclion keys (<Fb<Fllb)lakeyou tothe submarlne's slations. Wilhin each slalion, dilferenl conlrols have been assigned
lotler leys (lorexample, pressino R al the Ship's Conrol Panel will move

your c!rsor immediat€ly to the rudder conlrol).
For lhe oame's keyboard interface, seelhetable on the back inside cover ol

this manual.
ln the rest olthe manual, "sel€ct'means moving your cursorloa stalion or

control ardactivating h by pressing <EnlsD orclickinoihe mouse bullon

(hoose o lllhrion. (onligure 688
Choose a mission (mission descriplionsbegin on page 18).0nceyou select
amission,the C0NFIGUMTI0N PANELcomes up. Setlhe sound, playlevel

and whether you wanl to play by modem (see p. 29 lor iniormation on
configurin! yourcompule4. S€lecl BEGIN GAlvlEto slarlyour mission.

ll you plan on using lh. Quick slad Guid.lo foRPEx ?9 in lh. nexl
chapter: 0nlhe l,'llSSl0N SELECTIoN screen,selecl 688lromlhe column
nexl to TORPEX '89. once you've selecled the ToRPEX 89 mission, lhe
CoNFIGUFIATIoN PANELwillcomeup.MakesulelosellheCoNF|GUM-

TloN PANELaslollows:

1. Select ll0 M00EM game.
2. It you have a CovoxSpeech Thing, sel€cl lhe porlyolr unh is pluoged
inlo (LFT 1: or l-PI 2J. oth€rwise, select DEFAIJLT.

3.
4.

Sel lhe play levelon SEGl[[ER.

Selecl lEGl GAlrlEto stan playino. You slart in the sub's CoNN. Beforeyou do anylhin0 else, you musl enlet a SecurityAccess Keycode
(see below).

[nter fie Se(uriry A((esr l(ey(ode

li'urc 1,2; l.dio lom
You'rc in th€ sub's CoNN, You can lakeyourtime:the 0amealways pauses
when youte inthe CoNN, excepl in modem games. Selecllhe Radio Room

bymovin0yourcursorwilhlhemouseorthe<Tah>keyunlilitchang€sinto
lhe Radio Room icon. Enlerthe Radio Boom by pr€ssing <EnleD or any
butlon onyourmousewhilethe Radio Room icon appears (you couldalso
have pressed n or F2to go to the Radio Room). You?e liv€nlhe name of
a Los Angeles class submarine and lhe beginnino ol a sent€nce (in the
example in Figure 1-2,lhe code is 'ALBANY: THERE ARE 10 ???"). Startino
on page 18, you'llJind paragraphs marked wilh the names oJ Los Angeles
in alphabeticalord€r
class submarines. Findlhe name ollhe sub
-lheyre
lookat lhe paragraph lhat's direcllylo ils side. Find the senlence

-lhen
llagmenl you see onscreen, lhen enler lhe Jirsl three lettels of lhe next
missin0wod.Forexample,lhenexlmissin0wotdinlhesenlenceaskedfol
in Figure 1.2 is oIFFERENT (p. 18). DlFwould bethe lettelsyou'd enter into

ihe box€s on lhe screen

I

lJsethearrcws belowthe box€sloenlenhe letlers, When you haveth€ l€tt€rs
in lhe riohl sequence, sel€ctSEllD C00 E. lf you've lransmitt€d the correct
security cod€, yos willr€ceiveyour mission ord€rs. 618r4ttac* Sr, willlell
you il you'v€ sent an invalid code and willputyou back in lhe CoNN. lflhis
happens, go loihe Radio Room lolryagain. Yol, have as manylries as you

Quitting lhe Gqne
To quil the game, sel€ct [XlTlrom the CoNN. You'llbe given a choice of
playing another mission, continuing your last mission, or exilinolo DoS.
Select EXIT T0 D0S.

How lo Gel Help
Youcan geton-lin€helpforallthecontrolswilhth€Help{ealuIe.Prcss<F1>
within each slation orfrom lhe CoNN lo gel explanalions ot each feature.
Presslhe sparebar lo advanceihroughlhe help screens, BeJoreyo! dive

intothelirslscenarjo,lryusin!the helpkeytotakea"walkinglour' olyour
sub. Wh€n you're done,you'llal leasl have a nodding acquainlance with all
of lhe game's contrcls.

9

OUIGK START GUIDE TO TORPEX'89
As a quick stan to 688,4ttacl Srr, we'll run throuoh lhe firsl mission,
T0RPEX'89. Playing the mis3ion should acquaint you wilh mosl ot the Oame
controlsand alewotihe stmtegies. ln T0RPEX'89, youte lhe captain otlhe
los,4rgeles(SSN 688) on atonedoexerclse inlh€ tae.oe lslandchain- Your
mission is lo sin&lhree decolnmissioned warships without being delected-

Duinglhe€xerciseyou'll give commands bymovinglhecursorlothesub's
conlrcls and clicking your mou6e button or pressing <EnleD, You cin move
the cursor by a variety o{ m eans. lurn to p. 6, Com manding 688 Attack Sub,
to learn the mouse and keyboard inledace. Forthe sake oi simplicity, we'll
use lhe word se/eclto mean a two-step process: 1) moving yout cursorlo
a slalion or conlrol; and 2) aclivaling the slalion or conlrol by pressing
<EnleD ora bullon on your mouse.

llyou lind yourselt complelely cluelessaboul a slation, aierm, ora control,
prcss <F1> tor help or go to th€ appropriate seclion in the manual. lflh€
lelephone inos or some olher crisis comes up, you can pul lhe game 0n
pause by goinolo the CoNN. When you?€ ieadino whal lo do nexi in the
exercise, go lo th€ CoNN so you won'l los€lrluabl€ game lime.

tiquE 2.lt l€d'b R@m

1. EIilthe Badio Room. Ityou followed the inslructions underGetlin0
Starled in Chapler 1, you've alrcady a)sel€ct€d ToRPEX'89lrom the
l,,llSSl0N SELECTI0N scrcen; b)confiourcd 68810 your compuler on
lhe CoNFIGURATIoN PANEL; and c) enlered inth€ S€curityAccess
Codeand receivedyour mission otders, You should now be in lhe Badio Room of the losrrgeles. Gotothe CoNN by 6€lecling EXIT inlhe
top leil-hand corner ollhe screen.

2. TourthsC0Nll.Youarenowinthesubmarine'sC0NN.Thisislhemain
menu ofthe 0ame
here you can golo any ol the submarine's
-frcm
conlrolslations. Prcss <F'l> lo Oetth€ locationsand descriplions of
each ofthe staiions (within €ach slation, <F'l> willtellyol.l whatalllhe
controls do). When youte done wilhlhetour,selecllhe Perlscope icon.

liguF 2.2. 6aa P.rir@p.

3. Gololhe Pe 6cope.Youarenowatlhepedscopestalion. Lookatthe
map. You probably seea numberof "X"'s. These aresonarconlacls lhal
your sonar operalor is pickino up. Allhis point, he doesn'l know whal
lhe contacts ar€ ortheir range, depthorspeed, lnlhismission, you
won'l have to worry about unidentilied conlacts unlil your sonaI opeF
atorcan idenlilythem, You'llbe rcceivin0 sonarcontactsand they can
be anything lrom en€my substo schools ollish. The ocean's tilled wilh
sounds- the only reliabh sounds arc the onesyour sonar operator

tt -------

can positiv€ly idenlit. (ln combal, however, you might make more
guesses.)
Sonar is nollhe onlywaylo get positie idenlification ol ataruet- if
it's asudace ship, you canview ilwith your peiscope. n!ghl nowyou r€

alperiscopedepth (20tl),so0oioth€PEE|SC0PEbutlonands€lect
it. Rolalelhe perlscope uniilyou s€€1he destroyers. SelectTARGET.A
crosshair-cLrrsor will appear inlheviewing window. Placelhe c!rsoron
the closestshipand press<EnloDorclicklhe mousebutlon. Nolicethe

target inlormation thal lillslhe bar al lhe lop ofthe screen. Nowlakea
lookat the top-down map by selecling T on the g-butlon map display
conlrolinlhe lower leftconerolthe screen. At l€asl one ol lhe "X"'s
should haveiurned inlo a letler. This meansihal you have atirm tixon

thetar0et'slomliofl . liyoucan'lseelhelelter,thelargetmaybeoutside
lhe maparea. Select 0 on lhe mapdisplayconlrolunlilyou gela bigger
viewof lhemap.Whileyourperiscopeisstillup,returntotheCoNN by
selecling D(lT.

liguE 2.3: NcYigclid B.dd

4. Selawaypoinl.Whileyourpe scope is oiling you ailm li\ on your
targets, gololhe Navigalion Boad soyou can sellheauto'piloltosteer
your sub loward your laroets. S€lect SETfrom lhe WAYPoINT CoNTR0LS.A closshair-cursolwillapp€aronthe map. Usingthe mouse or
the cursor keys, mov€ lhe crosshalrto a poinl n&ryoultargels. Press

12 -------

<EnleD orthe bultonon yourmousetoselectlhat poinl.Anumberwill
appear marking the waypoini.

Nowthatyou knowlhe genenldircclion you should be going, relurn
10 the Periscope slation and lower the peiscope to aloid beino

delecled by surtac€ radar. You may immediately lose lhe la.get
inlormalion alth€ top of lhe scree!. Don1 worry about il. Aft€tyour
sonar man has listened lor a lew mjnules, he'll get another fix on the
largel wiih his passive sonar,

.

See pa0e 53lor a briel discussion ol passive sonar.

j

"""

z.

"...,

FiguE 2.4! 5hip" aatFl Pon.l

5. Sellholhrotlleanddeplh.Evenwhenlheship'saulo'pilotison,youle

slill incontrolollhespeedanddeplhof yoursub.GololheShip'sCon_
trolPanel by pressing <F4>. Sel the THRoTTLE on 2,8. Selecl150 FT
!nderAUT0 FuNCTl0N. The crewwillbring lhe subtothatdeplh. You
couldalsohave donelhis manually using the DlvE PLANEc0NTRoL.

trrE[ ltr

EED[l-f,kr
ETEEIEI

]

Figurc 2.5r W.cpon (.nrFl Psncl

6. loadlooedoes. Torpedoes are nevet slored armed and ready in a
sub's lorpedolubes, Consequenlly, yoLr rnusl0ive an orderlo ready

lhem.GololheWeaponConlrol Panelbypressing<F7>.Torpedolube
1 sholld already be selected (the box around lhe numberwillbe high'
lighled). Press R or4to move lhe cursorlothe boxand prcss <EnleD
orclicka rnouse bullon toarm and loadlhetoDedo. Placeyou.culsor
on lhe nexllubeand press <EnleDonceio s€lecl the lube, lhen onc€
more lo arm the lorpedo. Dolhisforallfourtorpedolubes. Thelwo
auxiliarylub€s hold noisemakers- don't bolher loading them, you
wo n l need them jn lh is m ission. The weapon s oflicer will inform yo!
when each olth€ torpedoes is armed. Thelorpedo iconswillalsolurn
d darler color, rid cal -o lhdllhevie ready lo lire.

.

see paoe 5710. a briel d scussion oi noisemakers.

FiglE 2.6. 9on€r Rem

7. DeployTowedAffay. Nowpaess<F8>to0ototheSonarRoom.select
T0WE0 ABRAY. Alowed aftay is a lon0 cable wlth a series of microphones along its length. The towed array will improve your sonaT
operatofs lisiening capabl ties bltwill limltthes!b'stopspeed.

.

See page47-48lora briel discussion ol lowed arays.

Figur 2.7' Novigction lo.rd

8. Comprssslims. Ityoursonarmandoesn\havealixonlhedeslroyels,
you'llhave lo wait. This can lake alew minutes. lJyouie impatienl, go
to lhe Navigalion Board and selecl TIME underWAYP0lNTCoNTRoLS. This speeds up lhe lime. Keep your hand overthe <Enleb
button. Whenyoursonarman hasaJix ononeof thetaqels,deactivate
lhelim€ compresslon by pressinq <EnleD.

i5 ------

FiguE ?.8! w.dp.n ConrFlPqn.l

9- Tarq.landlaunch.GololheWeaponConl.olPanel.lltheshipsarcio
longerlaOel€d,seledTAnGETagainand

movelheculsoronthemsp

to lhe ship you wanl to anack. ll lhe range is under l0 rniles (1he
rnaximum nn9e of a 688,4fiac*Sublorpedo), you can go ahead and

i rcalorpedo. Checkthattheboxar0undlorpedotubel hhighliqhted
lJ it isn'l hiqhliqhled, select itonce. Nowselecl LAlJllCH. ltwilllake
more than onetorpedo lo sinka deslroy€., so walt about 10 seconds,
thenselecl LAUNCHagain. llyoulestilloulotran0e (l0milesormore),

you'llhavelo move in onthe targels. This may require sellirlgyour
engine on a highet speed.
The sonar man will conlirm il and when the torpedoes have rcached
th€lrlaroel. lfyouthink il swodh the rbk of deteclion (and in beoiffer
mode, il probably is), you can go lo periscope depih and raise your

periscopetoconlimahil (lhebloodand gutsbrandotcaplaifl doeslhis
iuslio walchlheflam€s risd. Filelorpedoes untillhe ship sinks (lhe
lett€r will disappear lrom lhe map).

tst,u"d43

,4

lglJ;ntr'L.
tgL4.'B'
3g oE,u I

tiguE 2.9l Nqvigqtion &dd

10. Sol upyoljr allacka on tho nsn ship.ll you?e luclry, you]ealrcady in
rangeloslrileyournexltar0el. llyou?eunlucky,you'llhavetosetnew
waypoinlsloaltackth€ olherlwoships. Rememberthatyou can setup
to nine dilferenl vvaypoinls and yoursubwill go loeach ollhem in

11. Endolerctcise.Theexsrciseendswhenyousinkallthreeshipsorafter
15 min,rles have gone by. lhis ls when you r€ceive wa'rr pBise or a
so!ndverballashing lrom your supeio16.0on'l worry il you didn'tdo
loo well this lirst time around. Run lhrou!h lhe exercise again
-lhe
conlrolswill begintob€comesecond natureandyourp€rfomanc€will

improve immediately.
You've been inlroducedto mostolthe submadn€ s contlols. Thercar€

onlyaJewmorethatyou haven'lacluallyused,You mightwanttolake
a lew momentsto r€ad up on theseas well:

.
.
.
.
.

Plol Prcjeclion

p. 43

Sonar Computer
Sonar Control

pp.46-47
pp.47-48

Topedo Conlrol

pp.50-51

Slalus Panel

p. 51

tltsstoNS
AIBAIIY

68ts perilous missions trylhe lrue metlle of a submarine captain. Ihereare

l0 ditferenl missions set in the oeo0raphical powder kegs ot lhe world's
slate o,
oceans. Th€ missions progress chronologically frcm a cold
mulual dislrusllototal war. The challenge olthe earlier missions isonelaced
daily by submarine commanders:determinino il a silualion is lhrcal€ning
whiletryingtoavoid ambiguous geslur€s thal could leadlo a shooting malch
with f orei0n submarines, (0f course, in 688you'r€lreelo'?esolve" conf licts
in any way you like.)The later missions pul lh€ command€r's abillties as a

w

honter/killerlo thelesl. ln g€neral,lhe missions become more and more

difticult-aslhe war heats up, each side becornes morc and more merciless
in lheirhunlin0.

ln each mission,lhe aclion unlolds within only a small ponion of lhe l{rll
mission map. This "play,tield" is usuallyanarea ol taclicalinteresl lo one or
bolh sides.li a player wand€rs loo laa away raom where the aclion is,lhe
lame willcomelo an end and a message lrom yourClNC (Command€r-inChiej) willinlorm you thatyou missed lhe boat. The idea isto keep players
lrom going ott on wild goose chases where nothin0 will challenge them.

llBucurtquE

lhelollowin0 briel mission descriplions giveyou th€ necessarybackground
intormalioa that you won'l oet lrom your onscre€n mission orders. You can
chooselo command an American 688 ora SovielAlfa- Bolh subs havelheil
advanlages and disadvanlaoes, bul nehhersub'sabililiesoulweioh thevalue
ol a cunlrioo commander, A note on playing by modem:you can chooselo
play by lhe mission obi€clives described here, or you can sel your own.
There are no special objeclives when playing by modem. Whalever objectivesyou declar€ arevalid-even somelhing as unsophislicaledas "lurnthe
olherguy into canned t!na". The worse lhing lhal can happen isthatyour
and even ,e mn be
CINC will scold you lor your runaway batile lusl
silenced by the <Esc> key.

-

Iorpex '89

liguE 3.tr L.r

l3HEVtltE

l.lond. - Ntrgiqn te

688: Your superiors are going to iookoveryourshouldera few mor€ time6
before they lel you sailollwith a billion dolld sub. ln this trainino exercise,
you ont have 15 minuteslo sinkthree decommissioned Foffesl Sheman
class destroyers and prove thal youle commander matedal. Your allacl

mustcome swihlyand silentt. Navy h€licoptels will be attemptino to locate
yoursub, so donl art€itiseyour position with a lot oJ active sonar or by
leaving your periscop€ oul ollhe water lor too lono.
Tollodooa: 22 Mark 48 ADCAP Torpedoes
Illissilss: 2 Submarine'Launched Hanoon Anli,Ship Itlissiles

l{ois€malst'i 6
700: You commahd lhe ral/as (SSN 700) in aiointlraining exercis6 with the
lorl4rgeler ln lhis mission, you eam your commandeis respecl by bealin0
you r colloaoue lo lhe draw Sinklhree of the llve de-commissioned warships
lo win lhe compelilion.Yo0 can playthis onyourown {againsta compuler-

run lot /4rgeles) or by moden. Bolh subs are equipped with th6 above

ModEm: ToRPEX'89 is the only nission in which you and your modem
opponent can match LosAngeles chs6 subsagainst each other.one side
com mands the losl4rgelaband lhe other commands lhe Drl/as, Forthe sake
ol0ame balance, neilher sid€ has missiles in the mod€m game.

lt -------

Shoke 'En
Se€ Figure 3.1 for map ol location

AII,ANIA

688: American and Soliel naval lorces sometimes pEclice ASW (Anli
S!bmarineWadare) techniques on €ach other, rehearsing, as il wer€ lorthe
realthing. The experience the clews gain andlhe inlomation lalhered on
enervliclrcsappa'enl'y makelhese high-tech game6ol superpowe'hide_
and-see(wonh lhe risk ln lhis mGsion, a Soviet sub is lrack;ng you The
navy brass sees lheirown pdde and budoets on the line, so the prcssure's
on yo,to shakelhis Russian sub. (S€e pp.52_59, Subma neWadare'for
lips on runeuvers you can lry.) You musl lose the Soviel sub lor d peliod

olrl leasl3 minut€6 in oroe'lo be d€dared successlul -thismeanslhal
lheAllacan'ldelectyouasan x"(seep.38,SonarContacls).Themissiof
willend once you've successfully evaded your opponent lorlhe 3 minules
or aiterlhe 20 mlnutetime llmh is !p.
To0edoes: l!la* 48 ADCAPTorpedoes
Missile3:4 SLrbmarine_La!nched Harpoon Anli_Ship l\rissiles

I

Noisemakels:6

/tucuSta

ALFA: As in every Na!y, lhe only way up the ladder is by making your
supe ors noticeyou. ProvelhatAmerican hi0hlech equipmenl is no malch
Joi Soviel lnining and you'll make a big impr€ssion on the lleei adnriral
Since you'rc practicing for realwar, you m ust track lhe 688 in such a way that
yo0'd b€ ableto destroyhim illhiswere acombatsituation. This meansyou
may notlosecontacl withihe 688lorany period lonoerthan 3 minules (to
keep "conlacl" onlhe 688, itmustappe as an "X" or a letler on youl map
p.38, Sonar Conlacts). Don\ los€ conlact on the 688 ai the
display
-see
lasiminute oryou lose. You must beclose enough tolhe 6SSlhalyou c0Llld

lirconhimandeasilyhilhim(seepp.58-59,EvadingTorpedoes tornnges).
Try and stay in the batlles (p.59)ol the 68810 slay undelected as long as
possible.
Toruedoes:8 Type 53 Torpedoes

lloiaemakets:4
Mod.m: ln lhe modem game,th€ 688 has20lorpedoesandtheAlla has 18.

20

Sub Ops

nsln 3.2r Lrcnr. t..
A[FA: After a week-long operationaltest inlhe Ba.ents Sea,youte ordered
10 execule toutine ASW (Anti-Submaine Warfare) maneuvers before relurning lo your home pon oJ Severemorsk. Since imperialisl submaines
sometimes trytofollow oulbound Soviet subsasthey leave home watels,
youare givenlhe jobof "securingtheporl"-i.e.,chasingolianyinlruders.
lJ you use actjve sonar ("pinoino"), enemy subs will knowyou'r€ there and
you llscarelhem otl (see p.47, TARGETING PULSE).8e carelul,tho!gh
spying subs may inlerpret pings irom a long'dislance as a prelude to a
torpedo attack...al which poinl lhey may decide lo aclively detend lhemselves. Yourbesl b€l is lo gei ascloseasyou can (Jndet one mjle)betore

-

youaclively'ping"th€Jn.Atverycloselange,lheriskolbeingdamagedby
their owntorpedoes is too 0reat
lhey'llbe forced lo simply run away.

-

Torpdoes:18 Type 53 To.pedoes

l{oilemaleE:4

lilumor (odsver

tisuE 3.3' StEir ol Gihrllr€.

BAltlfoll

688:TheWhileHouseisblamingtheLibyanslorrecentactsolterroism lo
punishlhese"intemational criminals",a688 is oderedlosinklourIibyan
oil lankers as they €xit the Slrait ol Gibnhar. The tankers are undBr lhe
proteclion ol Libyan warships- Rememborthatlhe Strait is f illed wilh tafi ic,
60 don'l puithe U.S. in a bad liohl by6inking non'Libyan ships
ToDedoe6: 20 l\lark 48 ADCAP Torpedoes
IUissll6: 4 Submarine-Launched Harpoon Anli-Ship llrissiles

lloisemale6:6

Istope
See Figure 3.3lormap ol location

lalol{
noUc:

688: Your crew is fatigued flom monlh]ong operalions in lhe l\ledilerranean, so youte less than happy when you I com mandel rcports that there arc
soviel submarines wailing lo "accompany" you oul of ihe strait ol Gibrahar'
Th€ Nary wanls you to make a lastin! impr€s6ion on the Russians
musl passlhrough lhe weslern edge ollhe Slail undeleded bySoviet subs.
(TheSoviets shouldn'l have conlact on you whenyou reachlheAtlantic.See

-you

p.38, Sonar Conhcts.)
TotDedoe6: 20 Mark 48 ADCAP lorpedoes
M166ileai 4 Submarine-Launched Harpoon Anli_Ship l\lissiles

llolsemalers:6

ALFA: While relLrrnirg homefrom tourduly,your sub is suddenly ordered
back to lhe Slrail oi G brahar where you ll wait lo jflercepl an American
atlacksub. ntelli0encesources observeda688inan ltali porlandexpeci
it lo exil the fuledilerranean soon You musl k€ep contacl on the 688 as il
enlers lheAllanlic (see p.38, SonarContacls). Also,you musl b€ al a range
al whlch you could easily deslroy th€ 688 il you had 10 (6ee pp. 58-59,
Evading Torpedoes,lor langes). Tryto be sly aboul lhis...aclive sonff wil
notonly make your presence known, il could b€ regarded as hoslileacllon

Tonsdo.s: 18 Type 53 Torpedoes
lloisemakels:4
Modem:Thls mission provldesa 0ood batl elieldlora on€-on-one hunl and
kill scenaio. However,evenilyouthrowoutlhemissionobjectivesandiust
play'loihe dea1h", you should concenlnle of movin0 to the wesl so you
wont wander out ol1he plalield and end the misslon abruplly.

Goulosh

FisuE 3.4! Louth .f lh. Adri€ti.5.o

Sn IiICHifl

688: llnder new l€adership, Yugoslavia altempls to rclom lheir economy

andwidenlheiraulonoriy.Todoso,lheyhavechosenacapitalislmodeland
haveasked f orNATo's sLrpporl. Perceiving aYu0oslavian alliance wilh NAl0
as alhreat lo themselves and lhe olher Warsaw Pact nations,lhe Soviels

invadeYugoslaviaandatlemptlosetupanavalblockade.ThelJ.S and llaly
agree to provlde Yugoslavia with coven ml ilary aid. A Los Angeles cLass
submarine is assl0ned as escort to provid€ maxinrum proleclion wilh a

27 -------

minlmumolexposure.Youriobisto getslxcaqoshipsnodhloTrivatbeiore
ihe rebellion ls compklelycrushed. The Sovietwarships have orderstosink
lirst, ask questions laler- ilthey gel close enou0h,your car0o ships ar€
hislory. Youcan lryto lead lhewarshipsaway, oryou €n makelhe seas$le
lorlieelrade bydeslroyinglhewarships belorelheyle in ranqe oJ the €rgo
ships. The bottom line is:ihe cargo 6hips must gel norlheast salely
ToDsdogs: 20 lllark 48 Torpedoes
Missiles:4 Submarin*Launched Harpoon Anli'ship [lisslles

lloisemakels:6

(ot Wolk

ligurc 3.5! l(Uncthi P.s.gc

BOltoN

688:Sparked bylheYugoslavian con{lict,a limiled warin Europo beginsand
quickly escalales intoWorld Wrr ll1. Your 688 has been asslgnedto palrol
imporlanl sea lanelhrough which a number of
an area norlh ol Japan
Soviel SSBN'S (nuclearpowered ballistic misslle subfiraines) llavel A
Soviel SSBN has reporledly leitVlad vostokthe day belore and is enlerin0

-an

your palrc1 seclor. ll may be under lhe prolection ol a Soviet atlack
arbmarine(SSN).Yourmain obiectiv€ istodestroythe SSBN-lhlnkolany
sSN's you encounter as dessert Since slow_moving SSBN's can be exlremelydifficulllodelecl,aSe3hawkhelicoplerwilltrytoaidyou in localing
it. llthehelicoplellindstheboomer, il'lldropa"ma*ei'buoyinilsvicinity
The.rarker buoylloalson lhe ocean surfaceandlransmltsasonar"ping,
inlorm ng you that itt overthe generallocalion ol lhe SSBN YoUTsonar
ollicer willlnlorm you when he delecls a marker buoy Whenyougellhe

24 -------

m€ssage, you should go lo a d€plh ot 150 tl or less so thal you can hruel
lh€ markerbuoy. Notelhe bearino aod distance ol the buoy: it yo!]e loo far
away to launch torpedoes, makea course tor th€ buoy;il the SSBN is close
enotJgh, launch lorpedoes and directthem lo lhe buoy's localion, then sel
thetorpedoes on a search program.
Torpodus: 20 lllark 48 Tonedoes
Mi$lle5: 4 Submarine'Launched Harpoon Anli-Ship Missiles

llol6emaleE:6
ALFA: Virtually all Soviel ships entering or leavin0 the main pon ol Vladivos-

tok musl lraveFe the Kunashir passage, This strateoically critical"choke
poinl" connecling lhe Sea ofJapan wilh the Pacilic is a likely place for an
Amedcan altack onlhe oulbound SSBNyou've been ordered lo prolect. It il
comes down to com bat, don'l conluse lh€ sSBN with the 688. I\lake su rc you
know what youte ti ng on, because your torpedoes won'tl The sonar
analyzer will help you distinguish contacts and keep you from fi n0 on
lriendlies (see pp. 46-47, Sonar Compuler).
Tonedoes: 18 Type 53 Torpedoes

lloisemake6:4
Modem:This mission can also be played by mod€m.

Surprise Porty

liguE 3.6. Edg. of r[. C.lri 3ft.1f

25 ------

BnEHtfiO

688: The war is heiting up. NAIo is sending a large battle group to lhe

NoMegian Sea {rom the south in support ol lheir cuffent lorc$. The
NorwegianSeaisolvitalsignificancelo bothsides-h repr€senlslheont
accesstheSoviel Northern FleethaslotheAtkntic oc€an. 1l UATocan keep
lhe Sovi€l Norlhen Fleet "botlled !p" in hs home porl6, American and
European shipping can conlinue deliverino preciously needed ams and
supplies with minimum harassment. Your orders arelo escortlhG rcinlorcemenls to the north and proleclthem Jrom Soviet submaine atlack,

Tonedoes:20 Mark 48 Torpedoes
Missiles: 4 Submaine-Launched Harpoon Anti-Ship lllissiles

okrmakels:6
ALFA: Yourorders are lo parol your secloaand proceed to attackany enemy

vessels you encounter. You slumble onlo a large batlle group and must
singl e-han ded]y engage the American ships. Good luck.

Tonodoes:18 Type 53 Tonedoes

lloisemalleB:4
Modem:SlncelheAllaisalacleardisadvaniagei0lhis mission,lhestron0er
player shouid lake lhe Sovi€l6ide as a handicap.

Honeroning
S€e Figure 3.6for map of localion.

EUtt^to

688:lnordertokeeplhew €llonrolling,Americamuslleeplhesealanes
lo Wesiern Eurcpe open. As inlwopreviouswo d wars, American sh ipping
torms convoys prolecled by warships. Your688 is assigned to countelany
naval assaulls on a convoy desiined lor France, ln lhe event of an atlack,
you'll havelo quickV perceivewhailhe bi0gestthrealstolhe convoyare and

dealwilh them lirst.
Torpedoes: 16 l\lark 48 lorpedoes
Missilea:8 Sea Lance l\lissiles

lloisemakels:6
AIFA: The Sovi€l Slavka rcalizes thal h only has to cul off the Ame can
will come lo an ellective halt, perhaps
supplies 10 Europe and lhe

w

resultin0 in lotal victoryf orthe Soviels. The massiv€ Soviel submali0€ lorce

26 ------

is sentto sealocipplelielJ.S. Nr!y.Thistime,yourAliaandanOscarclass

SSGN (nuclearpowered c.uise missile submarine) wait in ambush ior a
NATo convoy.

Toruedoes: 18 Type 53 Torpedoes

lloisemakel.:6
Modsm:The sheer number ol targets in thewat€r nake lhis an exciling
scenario. With the Americans at a slight disadvanlaqe,
slronoer playe.s should lakelheAmerican side lo balancethe game.

and dillicult

-

-

Hit ond Run

CHTCACO

w

688: As lhe
belween East and Wesl €scalates, lhe Navy decides that
lorward defense is lhe only way lo lorce the Soviets to back off. FoMard
delense attemptslo cripple or intimidate lhe enemy byaiacking long-ange

largels behind enemy lines. The nexl step i6 to destroy inland largets- in
ihis inission,you v€ been senl lothe Baltic Seato delivera load ot Torialrawk
cruisemissilesthatwilllake o!l Soviet nuclearweaponsfacililies.Whenihe
scenarjo begins, you're jusl otllhe coasl ot East Gernany.ore oJtheJirst
thingsyoushould doisraiseyourperiscopetoconfirmyourlocalion.Switch
to lop-down map by selecling T on lhe map display conlrol. Zoom out by
selecling 0 unlilyou seea letleron lhetop-down map. The tellerisa pre,set

waypoinlloryourTofirahawkmissiles: lhisisthetargetyou'll betiringyour
missiles al. (Cruise missil€s such as the Tomahawk get their bearings by

2f

-------

comDarino comlulelired maps wilh lhe locallerlain -whatyou're doing
is orovidino lhs m issile wilh its lirst landmark which lh€ missile will use as

areierenc;ointloguid€ilsellto stargel )Withyourperiscopeslillrais€d

seleciTARdEL You have onlv 5 minuleslolkeALLlow missiles Don l get
too lar away ilom the coa6t or yoLl'll lose th€ largeted waypoim lor the
your own cunnino to
missiles. Aftolyoulhethe missiles, you musl ret on
escape through the na(ow. heavily patrollsd passaoeoutolthe EalticSea'

Tonedoss: 20 Mark 48 TorPedoes
Mis;iles: 4 Submarine_Launched Tomahawk cruhe ll'li6siles

lloisemak6ts:6

2t

GAftIE CONTROIS
(onliguring 688 lo Your (omputer
once you've selected a mission, yo! can adjusl lhe lollowino on lhe
ConfigulaUon Panel:
Sound: llyou haveaCovoxSpeech Thing,selecltheporlyoLrrunilispluoged
inlo (LPT|l or LPT:2)
otherwise, lenve DEFAUI-T S0UllD highlighled.

-

ct'lalltltltt

Pl^y L.vel:688 AnackSubcomes with two play lev€ls
BEGINNER and
STANDARD. You can choose play l€velsonlywhenyoute playin0a0ainstlhe
compulet . Moden ganes are autorzthally set on SI ANDARD.

-

you certain advantaoesi youle quieter;yoursonar

BEGIIINER

-Gives
is more powerlul lhan your opponenl's; your sub can lake more
dama0eiandyourraisedperiscopeisn'lasnoiiceablebysurface
radar,
and your opponenl have normal capabilities.

STAIIDARo

-You

Modem: Selecl N0N-M0DEM iiyou wanlto playagaif slthe computer. To
playagainsl a modem opponent, see p.30, Playing 8y lrodem.
Eril:ThercarelhreewaystoexittheConliguralion
BEGltl GAME

Panel:

- Beoins lhe mission you selecled on lhe ll,lission

Seleclion screen.

MlSSl0llSELECTl0[-Returnsyoulolhel\rissionSelectionscreen.
EXIT T0 D0S-0uils 68t,4tlack Srb ahogether and rctunsyou lo
00s.
Nqle : Wh e n evet y0 u ch a n ge the setti n gs 0 n I he C0 nlig n nti 0 n
Panel, 688 Aflac* Suh saves the rcw c|nllgwallon as y,ut

default setllng.

Ploying by Modem
Bolh com pulers will have lo meel the specilicalions on p 2 ol thi6 manual
Bolh playe6 must have manuals and play disks ol lheir own

c|IY Oi

cotPus
cltRtslt

688 Atuck Sub canbe played usino two Hayeso_com patible modems with

aminimum of 1200BAllD or one null modem cable ln both instances,one
player wili have lo be designaled the "originalor" and the olher th€ "answer€r".Theori0inalorsetsuplheqam€andinilialesthecall (theoriglnator

alsotooislhebilli{lherearearryphoiecosls).
There arc a lewthin06 you should know about playing aoainst a mod€m
opponenl, Ther€ are no pauses in a modem game. Any lime 6pent in lhe
CONN lsiime wasled. Learnlhe Funcllon keys and usethem olten lo save
lime.Also,lime complession has no eiiecl
oametime runs nomally

-

lJsing Modens
P.sliminades (bolh padiss):

1. Choose one play€rto be th€ "orioinaloi'and the oiherto bo the "answerer". Decid€which missionyou'd bolh liketo play Only mbsions 1,

2,5,7,8,and gmaybeplayedbymodem Whil€youlealit,decidewho
aels whal side (LosAn0eles orAlia).

2. Load 608 AnackSub and selecl yo-r mission
3. AttheC0NFlGUMTl0NPANEL,eachplayershouldselectthecommunicalion (s€rial)porl his or her modem line is connecledlo (MoDEM
GAME0 CoM l: or M0DElvl GAIIIE 0N CoM 2J

!,hal lhs otiginator doe,:

1. Enteryour opponent's phone number under SET TELEPHoNE NUlt'l8ER. Th€Ie are 11 slots forslandard phone numbers: enouqhiora
sevendigitphone number, aihreedigilareacode, andasingledigil
prefix (lorexample, a"1" for lon0'distance calls). Selecl IJP or D0Wl
abov€ and belowthe box$ lo s€tlhe numbels lfyou don'lne€d 11
diglts (i.e.,yourcallis local), leave lhe exlras blankatthe €fld of the
number,

2. llyoule using any speciallono-dislance ate numb€rs likethose otlered by Sprinl, I\l.C.l. and other com pan ies, dial them now and wait lor
you
lhe second dirltone. Ire /ro den nust delecl a dial lone to staft
you
wilh a
can only use speckl long-distance ate nunbers that leave
dial lone so the noden can dial your opponent's phone nunbeL

3. Selecl 0nlG lIATE. Yourcompul€rwillnowtrylo establish communi_
calion with your opponent's computer (awindowwill app€ar indicaling
that lhe machin€s are atl€m pting 10 communicate). ll lhe callis successlul, lhe messag€ window will disappear and the scenariowill
begin. ltlhecalldoe6nol gothro!gh,amessa0ewillappearlellingyou
so. Select 0K lo have the compulerlry aoain.

DAI.LIS

Whallhe answorsr doas:You have a choice of lellingyourcomputelanswer
lhe phoneotanswering ityourself, llyou'rc goingtoletthecompuleranswer

the phone, s€lecl AuTo-AI,|SWEB and wait lorlhe computelto makelhe
connection (a messa0e willapp€artellino you when this happens).ltyou
want lo answer lhe call manually, wail lor lhe phone lo rillg, lhen selecl
MAI'IUAL ANSWER,

ll you can'tseem lo eslablish any communicalion behl/een lhe modems:
Check the lollowin0:

A) Have you enlered the righl phone number? lf it's wrong, someconfused soul is oetting a very irritalino noise atlhe olherend. Select
CAIICEL and rcsel the phone number,lhen 0BlGlI{ATEaoain.

B) Did you selectihe corr€cl com mln i€lion pod? Checkloseewhich
portyour modem is connecledtoand compale it wiih whatyou selecred on the C0NFlGUMll0N PANEL.
C) Are you and the other player clearon who's an6welino and who's
orioinaling? lf you'rc bothselecting0RlGlNATE, youwon'tgelany-

D) ls your modem working righl? Check your modem manlallo see thai

it's hooked up prop€rly and youte using it c0rrcclly. lf youle gelting
adialtone but yourmodem reJuseslodial, make sure the Carrier
D€tecl (CD)selling isn't"lorced on".0n mosl modems, C.rrier Detect
is swilch

#6-il should be in lhe "up" (or oil)posilion.

llyou gsl cul ofl:Your com puter will send you a messagetelling you it's no
longer communicating with your opponent's compuler. Select 0K lo have
the computer atlem pl 10 re-establish contact or CAI{CELto relurnto 00s.
Sendin0mesaagealoy00ropp0nsnl:Wh€nyou'replayingbymodem,you
can usetheRadioRoomtochatwithyouroppon€nl.You can beatanydepth
and you don't need to useyouranlenna. Sel€ct TRAI{SMIT and iype your
messageonthekeyboard. Pressin0<E l6Dlurnsotllhelransmitmodeand
sends lhe message.
Playin0 another mission: Allet anission,688 Attack Sub will mainlain a
connection betw€en you and theother playerso you can playanother 0ame
wilhout redialing. The 0ame ends in the Radio Room s0lhatthe playels can
type messagesto each olherand arranoe loranolher oame (see "Sending
messagestoyouropponenl"above), Decidewhalmissiony0uwanlto play
and who is going to orioinale lhe call (eilher player can oiginale). Bolh
playels musl selecl EXIT lrom the top left corner ol the Radio Room. A
messa0 e window will appefi in the middle oflhescreen. Each playershould
selecl PLAY ACAIll, lhen select the new mission. The o.ioinalor sekcts
0RIGlllATE. The answerer selecrs lllAilllAl ANswER. (The modems will
know lh€yte con necl€d and lhe $me will beg in wilhout one of lhe modems
needing to dial.)

etotoit

0uitling lhe 0ame (REA0 THIS!):Thegame ends in lhe Radio Room. Selecl
EX|Tf.om lhelop letl cornerA message window will app€ar in lhe middle
oJlhescreen. Whenyou've playedalllhemodem gamesyoule goin! lo play

forthat day, select EXIT T0 D0S. You rrrsl return 10 DoS in oderlo break
the modem conneclion.liyou donl,the com puter will still mainlain contacl
wilh lheolher modem...even tyou've goneonto playa newmission a0ajnsl
the computerlThat can add uplo big bucks itihe callwas long-distancel

HEIENA

Gstting cutott durinq yourgame? Doesyour phone have "callwailing"? ll

hdoes,youmaybegetlingphonecallsduringyourgameswhichdisrupllhe
modem conneclion.Youcantemporarilystopyour"callwaiting"seryiceso
thatothercallswon'linlerruptyourgame. lnmanyar€as,you candothisby
dialing '70 on alouchlone phone or 1170 on a rotary phone relole you
"originate" or'hnswel'. "Callwailino" will be cut ofilorlhe dunlion 0i a

32 ------

singlecall(i.e.,your game). Notethalihese numbersmayvarydependin0
on your location. Consult your phon€ companyJorlhe numbers in use in

Conneclin0lhamodenstlilh alel€phone cabls:lJyourcomputersarenear
each olher(i.e., inth€ same room), il's sonettmes possibleto connectyour

modems usino regularlelephone cable. Plug on€ €nd ol lhe cable inlo lhe
jack marked "WALL" or "LlNE" onyour modem. Plu0lhe oiher end inloihe
jack marked "WALL" or "LlNE on the other player's modem l/helherlrli
wotks depends enliely on the kinds ol nodemsyou have Some modems
search lora diallon€ beiore establishing conlact with the other compuler'
Obviously, a telephone cable by itsell won't produce a diallone, so this
melhod won'l work whh these kind ol m odems (il lh is is the case, you should
invest in a nullmod€m, available al computer or electronic slores)

lJsing c Null l/lodern (oble
You can also playa modem game using a "nullmodem" A nullmodem is
a cable thal lransmils inlormation from your comput€r's communication
porltothatolyouropponenl's. You don't need modems at all when you use
however, the two compulers must each have aiiee
a null modem cabl€

-

se alporl connectionand be nearenou0hlo conn€clwilhthe nullnrodem
cable. Ask your compuler dealer lor details 0n where you can g€4 a null
modem cable. (See AppendixAlorthe specilic wiring inlormalion )

HO OIUlU

Preliminaries (bolh Dadies): With your complters oJJ, conn€ct lhe two
compllers with th€ nullmodem cable. Turn on lhe compulels, load the
game, and go to the cONFIGUMTION PANEL. Selecllh€ communicalion
iserial)porlyour null'modem line isconnecledlo (M0DEM GAlrlE 0[ C0[l
CoM2J.
1: or M0DEll GAME

0

Whatths originatordoes:

1. SelectMlSSl0 SELECTl0l{andchoosethemission Thesidelhalyou
(lhe originalor) selects is the sideyou llplay.
2. Select 0RlclMTE.

Whal lhe answercr does:
1.
2.

Wah lorthe olher playerto "originale"the conlact
Select MA tiAt A SWER.

0ther Gome (ontrols
Rusrion Saipt 0n/0ll
TheAl{ah conlrols are in a pseudo'q/rilljc script lo remind you lhat you're
a Soybt oilicer Jighting lorworld socialism. However, we realke thatthis
attem pt lo add llavor may be distractin0to some playerc, so we made il an
oplionalJe.lure. Tolun lhe pseudo-Cyrillic scripl otl, go to the CoNN and
press <Ckb-R. Tolurn it back on, return lolhe CoNN and press <Ckl>-R
again.

Sound 0nlOll
Togglethesound on and oli by pressing <Clrl>-ll.ln some circumstances,
you maywanlto lurn lhe sound oiilorawhile. Depending on howfaslyour
compuleris, sound ettecls mayslowdownthe rate at which yourmachine
is updalingtheinformalion on yourmaps. lnsonecircumslanc€s,lhiscaal

becritical.Forexample,iltimecompressionison,iheinfomationloslwhile
a sound is being produced

could make a big dilfercnce.

Surrender (modem gomes only)
There may com€ a tifle in a modem oame when lhe only conclusion you
f oresee consists olyou and your sub scatlered across several miles ol ocean

floor. Ratherlhan walch your crew 0ettransfomed into fish Jood, you can
surrender by pressing <Clrb-K. lt's not lhe mosl honorable waylo go, but

ildoesdenylheotherplayerlhesalisfactionolheain0

hislorpedoesripinlo

your h!ll.

Turning 0ll Your ltilouse

llyoule havin0lrouble wilh you. mouse, you can t!n lt oft wilhoul having
to disconnecl il. Press<Clrl>-Alolurn lhe mouse ollallo0elher. The mouse
wiilslillbeenabled lorothersoftware. To turn lhemouse backon, yol1 m!st
exil lo DoSand rebootthe game.

34 ------

Bosr l(ey
You?e at work, and you?e 6sc!pin0 the dlll monotony ol whatever it is
youle supposedlo b€ doing with a quickgame ol68a Jusllhen,you hear
lhelamili loolsleps ol your boss drawin! closer. Ralherlhan anxiolsly

awaitingthepainlulattiludeadjustmenlheorsheisgoin0toinllictonyour
head, prcss<Fl0>. This will pauss the gam€ and replac€th€ scre€n wilh a
bogus DoS prompt. Wand€r otf 10 th€ cotl€e machin€ or make il look like
youle doing something ol vilal imporlance lo lhe company. When the

otlending supervisor is out ol view, press <FiD again to resume lhe
inlinilet more interesling game. Kids,lhis works just as well wilh lhe
parenlalunil.

SUBMARINE CONTROI.S
l\,losl olthe srbmaine controls arelhe sam€ lor bolh American ard Soviel
slbs-they lookdifferenl, and may beon ditler€nt area6 oflhe scrcen, but
they do lhe same thinqs. The older SovielAlfa class sub is missino some

high.tech equipment,such asthe contour ima0ino displaf anyexceptions
pertaining to the Alfa are noled in lhe descriptions.

Reoding Your Disploy:

HOUStOlr

As an atlack boat, your primary role is to stalk enemyvessels. To success'

fully do lhis, you must corstani/y b€ awarc ol your position and course
relativetolhose of youllalget(s). Since in a submarineyou can'l actuallysee
an}(hingarcundyou,you can oientyouGellwilhlheaid of lop_down maps
and the contour imaging display.

Top-down maps a.e available al all staiions excepl in ihe Radio Room
and al the
where onlyyour localion and larg€l inlormation are al hand
Stalus Panel. Conlour imaqinq is availabh at allstalions exceplthe Radio
Room, Stalus Panel and Peiscope. Ai the Periscope, the map window
becomesyourperiscopeviewwhenyou aiselheperiscope. (Nole: lre,4ta

-

isnl equipped with contour inagirg.)

-

Top-Down

lllop ..

Sonar
depth

Thermrl
laUcr
Fosition

DeDth of

Ti.gcls

Yigpoint
Your course, speed and depth
ligurc 5.1:ToFDowr rvlap

HYfl

C.

ttc(ovEn

Thelop-down map 0ives you aerial perspectives of ihe areay0ur slbmarine
is travelsing and displays inlormation collecled by your sonar and peri
scope, The area can be viewed irom len diller€nl ranoes usinolho zoom
leatur€.0n the 688, select land 0 komthe ll,lap Display Conlrcls to zoom
in and or,r. Tozoom in andoulonth€ mapaboardlheAlfa, seloct Dfl and UP.
Selecting the zoom bullon6 repeatedly moves you quickly through the

magnilicalions. Your submarino isthe lixed poinl in lhe centdr oi the scleen
(excepl ai some ol the highest zoom levels). olher inlomalion on your maps
include:

o(gon Deptht

lllDta lPouS

Dillerent shades on you. map desionale dilferenl depths. The darker lhe
shade, the deeperlhewatel (l!lcGA and VGA graphics modes will display

morelay€rsbetweenlighlandda .)Depthcanvaryfrom0totr$lerlhan
2000fi (sinceverylewsubmaines can actuallydive below2000 ll,lhe exact
depth ol realt deep ocean doesn't malter). Always slay aware of the averaoe
depth ollhe wateryou?€ sailing lhrou0h (se€ H€ads-up_Displaybelow). ll's

possible lo run aground

- somewhat embaftassing lor a submaine

commandet. To cross lhe shallowest walel. (the lighlesl cololonyoultopdown map),you'llhave lo surlace,

3' ------

So!!r (ontodr (lellert)
When you lirst receive a sonar conlacl, the ship's computer displays lhe
contact as an "X". An "X" m€ans lhalyou only knowwhal direction lhe sourd
came lrom. The targel's Rnge, spe€d and depth are slilla myslery. An "X"
a/ways appeaE halfway b€tw€enyouand lhe edteolth€ display regardless

ol the zoom level. When your sonar openlor gels a fix on a taQel, its
assioned a letler so you can keep tracl0l it. L€tt€rs always markth€ exact
locatlon olalarget. The sonar operator stillnuy not know exaclly whatthe
larg€t is. ll he doesn'l, UNKNoWN SURFACE CoNTACT or UNKNoWN
SUBMERGED C0NTACT\.!ill be displayed in lhelargel inlormation barand

lhe larget's htler will appear dark. When the sonar opeEtor positively
identiliesthelaroet,the letterwillturn a lightershade. lfa conlact is lostand
reoained, it may be assiqned a n€w letler.

Wlypolnb (nlnteri)
Waypoinls (destinationt that you've sel are displayed on the map as
numbers (see Waypoinl Controls, p.43-44, on howto sel and clear way'
poinls).

(ontour lmoging Dirploy

Tarqets

Your course, speed and depth
liguB 5.2t cchrou r It€P

3a ------

,acl(3orvtllE

ln 688 Attack Sub,lhe Los Angeles is €q uipped with a device called a "s ide
scanning sonafthat produces aconlour image ol lhe oc€antloor. This js
usefulwhen traveling n€arthe oc€an lloor. A sophisticated, highJr€qu€ncy
sonarbeam scanslhe oc€an terrainaroundthe bow, ponand slarboard ol
lhe submarine. The beam's hi0h{requencyand shon ran0e make hvinually
und€leciable byother ships'a ays-therc are no penahhs lot usingthe
conlour inaging system.Wtlh lhe sonar inlormation, a com puler generates
an image ollhe ocean lerBin arcund lhe sub.ovalshapes desionale sonar

conlacls. The lar0er th€ oval,lhe closer il is to your sub. Th€ ovals are
assi0ned letters,too, which always cofiespond withthe letlers displayed on
the lop-down map.
Toturn onlhecontourimagingdisplay,selectCJrcmthemapdisplaycontrol
on the letl side ofthe screen. llse P, F and S to look l0 porl,loMard and to
slarboard. (Notei lre /4/fa isn't equipped wi i contour inaging.)

t(EY wl5r

Heods-Up-Disploy (HUD)
The HIJD is an overlay onlh€ map lhal letsyou quickly r€fertoyour sub's

courseanddepth.Acompassisdisplayedalongthelopof yourviewscr€en.
Thewhitetriangle in th€ middle ol lhe line isyoursub's cuffenl course. The
verlical 0au0e alono the riohl side ot the view screen shows your depth
rclalivelolhe ocean tloor,Thetop ma*eronlhelefl side otlhe gaugeisyour
sub's cur.ent deplh. The botlom marker is lhe deplh ol lhe ocean direclly
below you. Thermal layers are marked by lon0erlineson lhe righl side ot the
deplh qauqe, Always slay aware ol how closeyou are tolhe ocean tloorkeepa sale dislance belweenyou andthe bottom markeroryou mayend up
wilha ruplured hull. lnlhetoplefthandcorner,lheHllDwillalsolellyouwhal
direclion your p€iscope is currenlly poinling.
When you lirst boolthe game,lhe HUD will be aclivaled. ll it's inlhe way ot

atargelyou'reviewing,you can lurnthe HIJD on and oll byselectino H lrom
the 9-button map displayconl.olol lhe 688.0n theAlla, select HllD lot(rn

lhe displayon and ol{.

Mcp Display (ontrol
The 688 has conlour imagifo, and the Alfa doesn'1. Consequeflly, lhe 688
has more map conlro sthan the Affa.

!l il: ll

u44l
Jl!l4l

E$M l tsriril.+lJtil*

fr!1 r

t{t

688 Map 0lsplay Control

Alta Map Display Control

Pod- Lookto pon in conlour

UP-Zoom oul ontop down map.

imaging or periscope view

F.Mard
in
-Looklorward
contour rnaqinq or periscopevlew.
Look lo slarboard in
Slarboard

DIil Zoom in on top-down map.

C0NT0uR-Bollom conlourcon/oll
HUD

-

- Heads-Up Display on/oti.

contour imaOln0 or peiscope !kw.
ln on lop-down map.
ln

-Zoom

Heads'Up'Display- HUD o oii.
0ut

-Zoom

out lrom lop'down map.

Cof lour lma0lng Dlsplay-Turn

contour imaoin0 on,
Botlom conlours on/otl
(top-down map only).
Top-Down Map-Turn lop-down map on.
Botlorn

-

Iorgel lnlorrnotion
ln the box al lhetop oithe screen is lhelar!el inlormatlon

!a JotlA

ln a lypical combal silualion, your map will be showlno several 6onar
contacts. Some may have been idenlilied; olhers maysiillbe undelermined
Choose lhe IARGEI command to lind oul what your sonar opeftltol has
delermined aboll the varlous oblects in ihe water The thiros the sonar
operator istrying to detetmine are:

TARGET: Whalth€taroet is. lfthe sonar operalor doesn't knowyet, "lJNKNoWN coNTAcT" willappear here. Sometimes lhe sonar operaior will

knowwhelherthe conlact is on the surlace or submel0ed- inlhis case,

rogAll9:l:3

"UNKNoWN SURFACE CoNTACT" o. "UNKNoWN SUBII,IERGED CoNTACT" willappear here.
SEARING: Wherelhelaroetis in rclaliohloyoutsubna ne.llisimponanl
to underslandlhedilfercncebelween bearingandcoulse. ln deiermining a
ship's course,the norlhem point olthe compass is

rcJerence poinl (000" is Norlh; 180'i6 sollh;
,rr5:/\0d5'/ the
elc.). ln delermining your largels bearirg. your
/ I \ 0,0" submal,reislhe relerence poinl. Your bow (lhel:o
270'1
otyour ship)is000.:lhelocationolallothervesse s
| f
in lhe walel are leckoned lrom lhis pornl. L4ovin0
,,.\l-l--^
clockwise, 090' isloyour rrghl Gtarboard): 180",s

behind you (stern);and270' istoyourlell (porl). ln

the li0ure above,lhe b€a.ino ot lhetonedo isabou 045".
RAN0E: How far away lhe taroel is i.om your ship. This is measurcd in

naulicalmiles (nm).
C0ll RSE: What direclion on lhe compass lhe larget

isheaded-Whenreckoning course,North is000'. ln
the li0urelo lhe lefi,the sub's coulse is 0900.
SPEED: How lasl lhe largel is goino. Th is is measured in knols.
0EPTH: Howdeeplhetargelis. This is measured in

leel.

lnlornolion Bor
Thecrew repoislo youirom timetotimetotellyou when somethino has
happened. Crew rcpods and messages run lrom right to lelt along lhe
intormalion bar dircclly belowlhe slation's convols, lttor some reason a
message has lo be repeated,the messaoe willnol scrclltom rightto
instead, an audibh "click" willlellyou lhat the message curently in the
inlormalion bar is beiig repealed, tono sl nos ol m€ssates mayinlerrupl
your!ame. Yo! can make messages go bylastet bypressin0thetpacebar.

lell-

Lo(qtior md fine

touIsvtltE

0n the informalion bar al lhe base ol the scre€n ar€ yoursub's currenl map
coordinates. Toihe ri0hl ollhese is lhe number oi minut€8 that have elapsed
duing your currcnl mission. Mission lime run6lwic€ as tast as realtime
whenlime compression is aclivat€d (thb is a rou gh approximalion:the exacl

latio depends on the speed ol your compule.). Time rompression isn't
available in modem games,

Rcdio Room
AllriissionsbeginandendinlheRadioRoomwhereyoureceiv€yourClNC's
warm praise or cold shoulder, However,lhis isn'tthe only lunction ol lhe
Radio Room...

EX|T- nelurns you to lhe coNN.
PIRISCoPE-Raises or lowe.s your periscope. You mlsl be al periscope
deplh (20 tl)lo niseyour peiscope.

A TE A-Raisesorlowelsyo!rantenna.Youmustbeatperiscopedepth
(20 fl)lo aise you r anl€nna.

Messoge Review

ttE ltlltg

ll messages lrom lhe crew are rolling by loo quickly and yoo think you
missedsomelhingcritical,youcanreviewlhem€ssag€sinlheradioroom.
Sel€ct PREVto revi€wlhe previous reco.ded message. ll will appear in the
message bar, only da er lhan the cufient messa0es coming ilom your
crew. IqTwill6crollyo!{olwardthrouOhthe recorded messages unlilyo!
cometolhe lalesl message.

Trsnsmil
lJ you foryol you r m ission objeclives.

you can reviewyoLrrrnission orderc

durhglhe mission by selecling TRANSMITand rypif g MlSSl0ll. You must
beat periscope depth andyouranlenna musl be up.

42 ------

IAflI

Whenyoule playing by Dodem,you can useTnA SMITtochalwilhyour
opponenl. Forthis, you can be at any deplh and you don'l need to use your
antenna. Selecl TBAllSlillT and type your h€ssa0e on the leyboad.
Pressing <EhleDturns olllhetransmit mode and sendslhe mes6age.

Novigotion Boord

EXIT- Relu.ns you lo the CoNN.
Plottirg

lltill{E Poltt-

la[itt PAUI

ALL TRACKS-Selecl lhislo viewlhe lracks ol alllhelargets dispiayed on
lhe scr€en. Thelracksappearas smalldots. The closerlhe dots arelo each

olher,theslowerthetargetismoving.Alltrackswillbe blackexcepllhelack
of the currenl larget, which will appear rs a lighter color (red on most
TABGET TRACK- Displays lhe largel's lrack only.

PLoT PRoJECT|oil
6ee where you and a largel willbe in a
-Selectthisto
given amounl ofljme assumingyou both mainlainyourpresent course and
speed. You have to use this in conjunction whh the Tll\,1E PRoJECTIoN
lealure. Enler lhe number ol minut€s you wanl to project into the Tl[,lE
PR0JECTI0N slots. Nowselecl PL0TPB0JECTI0il. A li0ht markerwi show
you whalyourposilion willbe in lhe sekcted amounl ollime lyou maintain
your presenl speed and coulse. A dark marker will show lhe currerlt
sel€cted larget's p.ojecled posilion. You can now directlorpedoesto 0o to
lhe proiected poinl (seeTorp€do Conlrolon pp.50-51).
TIME P80JtCTl0

-See PLoT PRoJECTI0N above.

Wrypoinl Coilrcl
NEW YORX

atlY

A waypoinl is a deslinalion loryour sub. Selectin0 waypoinls aclivatesthe
auto-pilot, which will sleeryoursubto each olth€ waypoints in lhe orderyou

selecledlhem. Theauto-pilolwonlsetyourspeedforyou. ltwilladjustthe
speed down to make turns etlicientlyand quietly. Alter mak,ng thelurn,the
aL'to-pilol will relurn lo the previously set speed. (Note: the aulo-pilot js
prog.ammed not lo returnlo FLANK speed
il yo! were at FLANK speed
and you make alun,lhe aulo-pilot willonly return you to FULL.)The a!lo-

-

pilotwon'l controlyourdepth, eilher,so makesureyou're nottoocloselo

43 ------

the oc€anlloor. Awaypoinl iscleared onlywhenyou've r€ached it or when
You've s€lecled CLEAR
S ET
Yo! can only sel waypoints whik viewjno lhe lop-down map When
you selecl this command, a crosshair'cursor will appear in the viewing
window. lllov€ lhe cursor lo whele you wafl yolr sub 10 go and pless
<EnleD orany mouse bulton. A numberwillappearon your map marking
lhewaypoinl.You mayselectuptonlnewaypoinls Theship saulo-pilolwill
guide lhe s!b lo each waypoint in numericalorder'

-

CLEAB

- Erasesthe lasl wavpointvou set

TIME-Turns on lhe time compression lealure, making game lime go by
lwice asiasl (lhis isa rough approximalion i the exact ntio depends on lhe
speed oJ your compuler) lise lhis lo speed up the game durin0 longer
transils. Press <Enler>10 relurn lo nolmallime

liliwDoRt AllT0-PlL0T - Turns lhe aulo pilol on or oll. The aulo-pilol will only
l{tws iunclion il you have sel al leasl one waypoinl Ch ging lhe rudder will

auto matically tun o,flhe aulo pllol Chan!ing your deplh or speed won't

ellecllhea!to pilot. (Notethaltheauto'pilolhobllviouslotheoceandepth
It won'llakeYou to a higherdeplh il you're aboutto smash inlo the boltom
ol lheocean.)lfsomelhing comes up and you have lo change yout couIse

manLrallyusingtherudder(lhusluningyouraulo_pilololl)'youcanal!!€ys
headbaakloawaypoinlaslongasil'sslillset Slmplylurnlheaulo pilolback

will app€ar on the

- When you s€lecl lhis a crosshai_cursor
viewin0windou l,4ovelhecrosshair-cursorwilhlheTabkeyol
TARGTT

mouselothe

target (rypin0 the lelterol atargel wilalso movethe crcsshair'cuBor) As
yoLr move the culsor to each ol lhe largels on lhe screen' all availabk

intormalion on thelaroet appears in theTARGEr lNFoRI'4AT|oN boxallhe
top ollhe screen. Selectalarget by prcssing <EnleD orclicking a mouse
butlon. Launched lorpedoes will head lor whichever tar0el is currently
selected, Oncelhelorpedoes are launched, howev€r, yo! aa€tieelo laroel
any other conlacls in lhe water.

44-

Ship's (ontol Ponel
EXIT-Relunsyou to the CoNN.

(ovitotion level Gouge

ltoRFolK

This gauge monilors ihe noise produced by cavilation. Cavitalion results
irom partial vacuums that lorm around lhe propellor blades when the
propellor is moving lasterthan the waterarcund it can follow. Since the
bubbles produced by cavilation arc very nolsy,you wanl lo avoid il as if it
were death lts€lf. Two laclors are involved here: acceleralion and deplh.
0uickacceleration causes your propelle.lo spin iaslerthan normal, which
spells more noise. Deplh etiecls lhe cavitalion level, loo. Sinc€ waler
pressure increases wilh depth, paitial vacu!ms don'1 lorm as readilyaround

yoLrrpropellersthelanherdownyou0o.Youcanavoidhi0hcavitalionlevels
by nol selting your speed al FLANK or REVERSE. (Nolei Irls gauge /irr1

Dive Plone (ontrol

oK]rallo[A

.I'Y

Conlrols the rate at which you dive and surface. Lowering the handle
releasesairlromtheballastlanks,fillingthelankswithseawaterandcausin0
ihe sub to dive. Raisino ihe handle rcleases comprcssed air inlothe ballast
lanks which blows oul the waterand causes lhe sub to rise. Howlfiyou

lowerornisethe handle det€rmines howJaslyou dive or rise-lorinslance,
raising lhe handle alewdegrces willcauselhe sub 1o rlse very gadually,
while raisin0lhe handle all lhe way will cause lhe sub to rise q!ickly.

Aulo Iurrlions
Use lhe aulo funclion6 so you can order the crew lo chanoe your depth

wilhout having to monitorlhe dive plane.
Brings you lo a deplh ol150fl.
youlo periscope deplh (20f1).
PERISCoPE DEPTH
-Brifgs
EMEBGEflCY SURFACE-Brin0syoutolhe surface al maximum rale. This
can be quile noky. Do€s il says and only uselhlsIn e,,.ergencies.

150 Ff

-

AUTo-PIL0T

- See AUTo'P lLoT, p.44.

4E ------

olYlilPlA

ENGlilE C0NTR0l--Setyour 3p€€d wilh lhe engine conlrol orlhrotlle. The
numbers represeni f ractions orpercenlages oJyourtolal power output. You
ca, ?goloSTD (standad), FULL or FLANKaI depthsof 1 00f I olless because

you'd be makingtarloo much noiseforyourowngood. UseFL Nl( speed
to accelerale quickly, bul rcmemberlhal hi0he. speeds have lheir penahies
becomemoreaudibleloenemy sonaral high sp€eds,you
-notonlydoyou overYourown engines and the walertlowing ov€ryoLlr
can'l hear as much

hydrophones.Pai0itherealanolsubmariningi6knowif0whenyoushould
use high speeds and when you should cul yo!r engines complelely. REV

(reverse) will slow you down quickt bul is extremet noisy (lhe sub's
prcpellor is spinnin0 opp0site ils normal direclion, which producesa /otol
cavitalion, especially belween 0and 10011).

OfAIIA

RIJ0DER ....-The rudder chang€sthe ship's course providrd you're noving
lolward. The conlrolis incr€menled, which means you can contlollhe rate
I

al which you change course. The larlher
you movethe handlelolhe l€itorright,the
"harder" (i.e., more severe) lhe lurn.
Remember lhal activaiin0lhe rudder will
lurn otl the aulo-pilot.

Sonor Roon
D(lT

- Retunsyo! lo lhe CoNN.

Sonor (ompuler

-tJl--ttJu
ShiFs Subs BiL1. TnrF.
ligurc 5.5: son€r An€|F..
PASADEIIA

A AI-YZE

ships, submarines,lorcedoesand marine llie make djslinc_
-All
tive sounds, Each ol lhese sounds has a sound "signature" or lrequency
pallern lhal distifeujshes il lrom olher sounds. lJse thetrequency anal!?el

46 ------

todisplaylhesoundsignalureolyourcurrentlarg€t.Thehoizonlallineot
the gauoe rcprcsenls lhe audibl€ lrequency speclrum (lelt b€ing the low
irequency end and ight being lhe hioh lr€qlency end). The verlical line
represenls lhe degree ol sound receiv€d in that part of the lrequency
spectrum. Diiierenl objecls will "peak" in dilferenl parts ol ihe spectrum.
Figurc5.5shows wheredillerenl objects lerdlo peakinth€ so!nd speclrum.
As you can see, ships tend 10 make more noise in the low end of lhe
fieq0ency spectrum;loDedoes in the higher end. Keep in mind lhal ihe

abovediagramlsonlyaroughapproximation-lhereareexcepuons.Toget
posltive identjiicalion,you mug be able lo recognize lhe individualsound
signalure ot an object, This takes expe ence, Remember, it can be well
wodhyourwhileto knowthesignalurcsollorpedoesand enemy subswhen
youle surrounded by "unknown conlacls and you need lo acl lasll

Sonsr (onlrols
FILT[n

waves travelat manyfrequencies inlhe ocean. Genelally,

-Sound
you'llwanllo
have th€ llller sel on BA 0 PASS soyou can monilor allol
them.However,incrilicalsitualions,you mayhavelosetlhisonfi lGfi PASS

lolilteroul eveMhing excepl hightrcquencynoise.Toryedoengines

make
noise ii the hiqh iiequency range, and iorpedo sonararays usually €mil
high lrequency "pings" whenaclivelysearching foraiarget. Sellhelill€.ing
device on HIGH PASS when you wanl lo see jusl torpedoes on your map
display.

PHILIDEIPHll TARGErI GPULSE-Thelaroelingpulseisyouractivesonar.Selecling
this di.ects your sonar ollicer lo send a sonar "pino" which lempoGrily
inlormsyou of eveMhin0 that's ahead olyou. The problem is, il also alerls
justaboul everylhino lo you. presence. (See p.53 tor a briel description ol
aclive sonaa.)

T0WED ARnAY

- The towed aruy is a long cable with a series oJ

microphones alon0 hs length lhal heighlen the sub's lisle0in0 capabililies.
Figure 5.6 shows the relative lislening capabililies of a subma.ine wilh a
lowed affay and wilhout.

)'/-;

I

7',1\

lis.E 5.6r ln.E&d a-r.r C.p.biliri.. With Towd ArFy
dnq ginglowed arrays isthatlheyoscillate at hi0h speeds
(crealing a 0ood dealol noise) and prcduce dm0. Forth€se r$sons,lowed

The disadvantageto

aifays limil lhe sub'6 speed:28 in the 688;50% intheAlla.

PllOEl{tX

Towed arays cff be over 2000it long. Consequenlly, thelowed aray musl

bereeledoul.Asyou canexpecl,thislakesamalleroJ minutes. SeleclT0WED
ARBAY oncelo d€ploylhe lowed aray. S€lecl il again lo retrieve il. Siluations
mayaise in which you absolulely mustaccel€lal€ q!ickly despite lhelacllhat
yourtowed arEy is d€ployed.lnlhese siluations,youwillbe qiv€n the choice
olcutting lhe aray'scable or nol.0nc€you'v€ cutyourlowedaray, it's gone
tor the resl otthe mission.

TARGET-Targets a vessel. (SeeTARGEr, p.44).

Perisrope
iNote:There is no contour imaging atthe Periscope station. C on the map
controls only r€lurns you to periscope viBw)

EXIT- Returns you to the C0NN.
tSM Level

PllIIAUIGH

ESN,I standslorElectronicSensing lvleasures. This !auges howstrongyour

4A ------

opponenl'ss€arch radar isalyourlocation, Enemy radff can delecl nol only
your nised peliscope butlhe wake it leaves inlhewater"lhis h lnre lor a
.aised antenna as well. The stronger the ESI\I signal, th€ lastel you ll be
detect€d. Always loweryolr peliscope orantennaas soon asyou can

PERISCoPE-Raisesandlowersyourperiscope.You muslbeatpe scope
depth (20 ft)in o.d€rto do this. Walch the ESIII hvello keep yourchanceg
o{ detection low When you laiseyour periscope, the map display window
willl!rn intoyour periscope view You can swilch backand lodh between
your map displayand your peiscopeview: selecl Tlromlhe map controls
lo swilchlo lheiop-down map,lhen sel€cl Cto lelurn lo periscopeview
Use the arrows lo rotal€ the pe scope The
PERISC0PE RoTATl0ll
direclion ol the peiscope is relalivelolhe bow oJyoursubmarine (lhe bow
is 000').

-

ANTEI,INA

- lJse lhis Io rai6e oI loweryour anlenna so

you can communr_

calewilh salelliles lo receive mission ordersand transmil messages You
musl be at periscope deplh (20tl)in oderto dothis. While youranienna is
up,watch lhe ES[,l levello keepyour chances o{ deleclion low

- Tarq€ts vessel(se€ TARGET, p.44).
(whichever is
LAUNcH
- Launches a torpedo, noisemaker or missile
currcnllyselectedallhewmponsconirol Panel).

TARGET

a

Weopons (onlrol Ponel
EXIT

- Returns you lo the CoNN.

Torpedo Tubes ond Auxiliory Tubet

FOrlr$totm't

The 688 is oullilted with Jour main torpedo lubes (al the bow) and two
auxiliarytubes (amid ship)lor noisemakels. The Alfa has sixtorpedo tubes
al the bowonly, bullhe sixlh t!be launches noisemakers (lnlllyou run oul

al which poinl il launchestorpedoes). Armed weapons aren'l slored in lhe
torpedolubes, soyou haveto orderyour crewlo load lorpedoes Fhstselecl
lhe lorpedo lubeyou wanl to arm by moving lhe cursorlothaliube You

49 ------

muslarm eachlube individually. Press the actival€ butlonlo highli0htthe
tube's number. Pressthe aclivale button again to starllhearming cycle (an
icon otihetypeof torpedointhetubewillappear).Whenlheweapon
is ready
10 fke, the weapon icon will change colo.s. The weapons oflicer will also
inform you lhal the lorpedo i6 ready 10 launch.

Missile Selertion

DtoYtDtlta:

Thouoh lhe more rccent ships of lhe 688 class are equipp€d wilh venical

l.unch lub€stor missiles,lhe los rrgeles itself lires its missil€slrom il6
torpedolub€s- Sincethe rcom aboad a submaine is limited, onlya small
numberolmissiles maybecarried.Thenumberandtypeot missilesare preselecledlor each mission and are listed in Chapter3, Missions (pp.18-28).
lllissiles arc loaded and launched th€ same waylorpedoes are. Selectlhe
mi6sile box,lhen selectitagainio iniliatethe armin! cycle. The missile icon
willappearas lon0 as you slillhav€ missiles on board. When lhe icon turns
a darker color, it's readylolire. Selecl LlUNCHtolirc lhe missile.I\4issile
specilicalions begin on p.64.

- Targels a vessel (see TARGET, p.44).
LAtlNCfi
- Launches a lo.pedo, noisemaker or missile (whichever is
currently selected).

TARCET

Torpedo (onnol

talt

t rctsco

5Al{ Jg^ll

Th€ Tonedo Conlroltunclions

lelyou guidetorpedoeslo alarg€l or,ocalion

orsellhem onanactivesearch program.This is uselul if yourtorpedose€ms
lo have "losl" ils target or in lhose shualions where you don'l have alirm
Jix on an enemyvessellhatyou wanllo lry and lake oul.

A launched lorpedo has a guidance-wire connecling il lo your sub. The
guidance-wire is 7.5 nm lono: once it's cul, you can no longer conlrcllhe
weapon. The weapons otlic€r willinlorm you when alorpedo hasgone off
course. Thelo.pedo markeronlh€ map will chan0e lo a darker color (red on
most machine4. A torpedo wilh a cut ouidance-wirc willseekalarget until
il delonales or runs oul offuel.

LANE

'AI.T CIIY

SELECT-llyou've launched alorpedoandyou wanl lo control it, you musl
Jirsl prcss SEIECT. A crosshair-cursor willappear in theviewin g window Use

the Ta! key or mouse to selecl lhe torpedoyou wanl lo conlrol,lhen paess

<Enleb or click a mouse button. Now select on€ otlhe followingi
SEABCH
th€ tonedo on acliv€ search. Thetorpedo willrun a
-Sels
s€arch patlern and begin emitting sonar pingslo help itfind ataqet.

0IRECT-Selectthis and a crosshair-c!rsor wjjlappear on the map.
lllovetheculsorto whereyou expectyourtargetto be it it maintains its
co!rse afd press <EnleD orclick a mouse bullon. Directing atorpedo
willonly send lhe lorpedo lo a specilic location
in ilsetf isnt
enoLrgh. When thelorpedo's near its destination, -that
you have to sei il on
SEARCH so itwilllooklora larget.liyou don't iniliate a search panern,
your lorpedo will drill untilil runs out olluel.

SClA tOl{

DEToNATE-Yourowntorpedomaylos€ilsoriginallargetandendup
Jocking on you ora lriendlyship. ln a situalion like lhis yo! may decide

h's saterlo jusl blow il up.ll,,lake sure lbelorpedo is al a sale lange-

il doesn'l havetoactlally hil something lo do darnage.

Stotur Ponel
E(lT

- R€t!rns you to the CoNN.

lopEKA SELECT-Your crew willtetlyou when a severe hit or scraping the boflom
has damaoed one oi the ship's syst€ms. It you need to reviewthe damage
your s!b has laken, press SELECT repealedlyto scrollthrough the status oi

each of lhe ship's systems. Att systems will r€ad.,Ol(" ufless youve
suslained dama0e. lf lhe system has been dama0ed,lhestatus barwiil lell you
its operalionalcondilion in percentages. For exampt€, a hard hhlo the st€rn
could damage the ship's enoines. Th€ status mioht read: "Engjnes 75%
operalional". This would mean you couldn't 0o tasierthan 3/4 ot yourtop
speed. The diagram showslhe sub's major syslems
any majorsyslems
thal have been damaged willbe highlighled. (Nolet^/odbgran is availabte an

-

the Affa.)

Remember thal a damaged system is danaged lor the duratbn of the
m/bslon. lncombal,yo!rcrewisloobLtsyrunnin0lhesublorepairanylhing.
Al any 0iven moment, you have to make do with whai you have.

Bt -------

SUBIiARINE WAN,FARE
A submarine isn'l much morelhan an air-bubble enclosed by one or more
melal shelb (hulls) and desloned lo nove undeffalel al greal deplhs. All

submarinesmustdocerlainlhinqsisubmelge,movefolwald,navigateand
monitortheirsuro!ndin0s.Therelore,theyshatecertain designtealures.

Propulsion-Submarines n€ed power sourcesto propelthem lorward and
to provideenerqytorsubsidiary syslems such as life support, lightin0,
navi0atjon, weapons conllol, lhe ge scop€, etc. lnternal combuslion en-

gines,likeautomobileenlines,requiaeaklobuanluelandar€lher€forc
unsuilabletor usewhile underwaler, Two solrcesol pow€rhave proventhemselves eff eclive Jor submarine prcpulsion, and bolh have their advan_
lages and disadvanlages. Convenlional sljbmarines use electric baileies
while underwater, bullhese run down wilh use and musl be recharu€d by
dieselengines. To dothis,lhe sLrbma.ine ha6lo relurn to ihe surface, at
shool al it (il's
which point h becomesJairgameloranybodywhowanlsto

dieselenginesmakeitprcttyaudibletoenemysonar,too).

Despilelhis dis-

advanlage, conventional submarines rcmain popular amono a majo ty oJ
ch€p, simpleto operate, and vinually silenl
the world's navies
-lhey're
when runnin0 on battery power,

Ntcleat-nou,srod submarines use a nucleal reacloato heal waler, which
in turn drives a steam generator. They don't need to recharge balleries,
which nicely eliminates unsavorythings like range limilations and the need

lo surface, However, nuclear-powered submarines ale cosilyand require
greater expertiselo operale.ont lalge navies with huge resources can
maintain nuclear-poweled submarines in their lleels. Nucharpo$/ered
submarines have one disadvanlage:lhe pumps lhey need lo cooltheir
r€actors make them noisierthan convenlional submarines- However,lheir

ability lo remainsubmer0edlorliterallyyealsmakeslhisasuitable risk.
Submadnes submerge byllooding ballasllankswilh seawater,whichcausesthesubmarinelolosebuoyancyandsink,Tosurface,
compressed air is blown intothe ballasl lanks, torcing lhe seawaier back

submorsion

-

52 ------

outa0ain. Ballanlanks can be located withinlhe pressurc hull or belween

the p.essurc hull and the oL't€r hull. Somesubma nes hav€ "6addle
tanks":streamlinedtanksliltedlolh€ outsideollhehull. oiving planes
(finlikeappendaoeslocaledonth€sidesnearlheboworonthesail)con_

trollhe angle ol lhe dive.

Senso6-A submarine's most inportanl sensors are ils sonar and
periscope. Since ihe periscope can only be used nearthe sudace, lhe
modern submaine musl aely almosl lotalt on sonartor ilssensino,
Sonar slandstor Sound Navioalion Ranoiig and works on lhe principle
thatallobjecls in lhe waler produce sound waves or relleclthem and are
thereby sLrb ject lo delection.

Aclive aond devices aclively emil sound waves llhe legendary sonar
"pino"), which arc rcllecled back by obiecls in the waler. Sensilive
receiveas on board the sub pick up lhe rellected waves, which are then

inlerpreled by sonar operators using processino devices. Active sonar
devicesare usuallybow-m0llnted,lhough some submarines (suchasthe
giving
688)also haveconlomalarayslhalrunalonglhesldesollhesub,
greal€rall-ar0und sensin0.Activesonar,lhough limiled bythe characlel.
islic lealures and noises ol the ocean, can 0ive you a lol ol crilical
intormalion aboul the objects dircclly bef ore you. The major drawback of
aclive son is lhal il alerls just about eveMhin0 in lhe vicinity oi your

Passiv, sonar ls€s sensitive lisiening devices called hydrophonrs 10
pickupsound wave6lhalarealready moving lh rouoh the wat€r. Passiv€
sonar has lhe advantage ol nol alening everyone to your presence.
lJilo'1unalely. 'i somelh.rg -o'e or an an lhan a science. requillng
sophlslicaled speclaum analyzets, powerlul microprocessors, intuition,
and, mosl impo.tantly, tme Passve sonar caprbilhies can be g.€a1ly
increased wilh lhe useolalo{ed a ay,along,lapered cablewith many
hydrophones on il. While alowed array is helplul, il limilsa submarinet
speedandmaneuverability.Towed arrays are not elleclive inhardl!rns,
and thelactlhallheyoscillaleal

overallspeed ot lhe submaalne.

53 -------

high speeds (and create noise) limilsthe

Submorine 0cssilirotions
The U.S. NaW lypically classilies submarines in two ways The lirst is by the

rol€ lhe submarlne is desl0ned to tullill. Traditionally, the submarine's
gtralegic purpos€ has beef lo hlnl and allacl onemy surlacs vessels,
whelher merchantorrni tary.Whilethis isstillapimaryllnction,technological innovalions have 0iven the slibmarin€ new roles. Relifed sensors
nowallow submarineslo hunl and allack ensmysubmarines. Finally, lhose
submarinesoutlittedwilh long-langecruiseand ballisticmissilescansttike
al land-basadlargels, too.
The roleasubmarine performs determineswhatkindsolweapons

itcarries.

Anach sdbmarines s-c_ as lhe los rrgeles generally carry mines. cruise

missilesof vaaioussorls,andlorpedoes.Aiewclassesof

submarines,such

as the charlie and oscar classes of lhe Soviet Union, are p marily cruise
missile platiorrns. Ballislic missile submarines lypically carry long-ran0e
billislic irhsiles and a small num ber ol 1o rpedoes tor defense.
Another way lo classiiy asubmaine is by its means ol plopulsion. Subma-

ines are lypically conventional or nuclear-powered Gee "Propulsion"
above). Thuswe havelhelollowin0classilicalionsi

SS Convenlionalatlacksubmarine
ssll Nuclear-poweredatlacksubma ne
ssB Convenlionalballislicmissilesubmain€
sSBll NucleaFpowered ballislic missile subma ne
SSG Convenlional 0uided missile submaine
SScI Nuclearpowered guided missile submaine
The Oceon Environmenl
Sincetheocean do€sf'tallow much lighl in, submarinesare "blind" in the
mosllil€ralsense,Consequenlly,submarineslelyonsoundlooaininfomalion aboll lhe lhinos around them, SoLrnd waves travellhrough waler al
speeds roughlyfourtimes greaterihanthey dothrcu0h air. Solid objects in
the waler rcilecl sound wave6, and a sonar operalor wilh a good listening
devic€ can list€n lolhe sound waves and delermine a number of imponant
things aboutan objectthat's near him:whal il h, its locationand speed, etc.

5a ------

However,lhe art ol sonar is by no means simph. The ocean is a dynamic
envhonmenl, a lacl that has, f or betler orlorworse, direct cons€quenc€s on
a sonar operalor's abilityto pick up sound waves, There are severaliactors
which ailecl lhelnnsmission ol sound waves, butlhe mosl imponafl is
waler density. Sound waves in waler ol aconsislenl densitywould travelin
aslraight line, bul sound waves moving from an areaofwalerwith a certain
densily inlo an area oi water with a d ilferenl densily will ,erd Two lm ponant
factors aiiectin! the density ol waler are lemperatLre and pressure
Cold waler, ol course, is denserlhan warm waler.
Waler TemDeralure
Sound w3vestraveling {rom wam wal€r inlo cold walerwillbend towad
the bottom ol the ocean (a neqalive gradienl), while sound waves
lrav€ling lrom cold t0 warm will bendtoward lhe sudace (a Dosilive
gladienl). Th€ lemperature oi water decreases wilh deplh, bul noias

-

gradually asyou mightexpecl lnslead,lhe ocean at any glven timewill
be made u p oi severa Llh em al layers. The w3le r is normally warm esl near
lhe surlace,tormin! a sudace duclthal can betens lo hundreds ol l€el
deep depending onyourlocalion. Belowlhe sudace layerlhelemperature
drops gradually wilh deplh unlil il reaches anolherlhermallayer(lhe
them0cline). The temperalure lalls quil€ rapidly belowlhe lhermocline

untililreachesalhinlayernearlhebotlom (lhepemanentlhsrm0cline).

WalerPressure-The grerter lhe pressue, lhe moredense th€waler.
Water pressure increases the deeper yo! go,sosoundwaves bend up

wilh depth.

*

55

llsing lhe 0cean EnvhonmenlloYourAdvanlage-The compkxityolthe
ocean environmeni aod its etlects on sonar can providethe submarine

caplain wilh numerous "hiding places"andthe sonar operatorwilh numerous headaches. Sound waves arelypically "trapped" belw€enthermal

lay€rs,lorminqlongsoundchannels. Asubna netryingioescapedetection canoftencrossathermal layerand standa goodchanceof evading
enemy sonar. Even within a sound channel, a submarine is noteasily
deiected. L00katFigurc6.1 above. Padof theeflectof bendingsound
waves islhattheytendlo falllfto amore orless sin0le, orconvergenl,
path. Convergeftpathsproduce€xtensiveareaswherenosonarwaves
peneirate, Thes€ areas, calledshadowzones, can be exploited by subma-

rinecaplains-a sLrbmarine lurking inashadowzonewlllbevidually
invisibletoenemysonar. Irerc's no way to kn ow wh eth eryou ?e prec ise ly
in a shadovr' zone ot nol.bt)tyour best bet is to h ide just bel0w th e th e mal
layer. TacUcally,this isa000d placelo be anywayi it allows you to quickly
move betlveenlhermal layets andthus !ivesyou an easyway of "dodging"

theen€my'ssonar,

Ivoding Submorines
There'snotoolproolwayoJevadin0asubmarinethat'spursuingyou.
llyour
submarine is ta6ter, you can oulrun the other sub over the long run
however, lhis laclic 0ives the olher sub plentyoltimeto callin help or, in
combat, to f iretoeedo€s and destroyyou (lhe noiseyou create attop speed
also makes you a greattargel). ll's betlerlo lry and out-maneuverthe other

-

sub.

Theiirslstep islodosomethin0lhalwillmaketheothersublemporarilylose
conlactonyou, You can dolhis in anLrmberol ways. As menlioned above,
sllpping acrcss athemallayer givesthe other sub a weaker rclum signal
(lhe sound waves bouncing otl ol you willlendto slay in the lhe.mallayer
youtein). lf you?elucky,theolhersubwilllosecontactwilhyoualto0elher.
Anolherlaclic is to cul your engines and drifl. Chances are, the enemy has
been tackin0 you by listening to your engines tun. When you cul your
engin$, his sonar operalor will have to listen forsomething else:the water
rushing overthe out€r hull,your reactor pumps, etc. ln any case, itwilllake
a momenllor him 10 reeslablish contact onyou.

56 --------

Once you thinklhe olher sub has 106l coniacl on you, change coutse. The

moreunexpectedthenewcourse is,thebelter.Youcanlurntolheside'turn
180" irom the other sub! colrse and duck lnder him, or atlempt lo circle
arcund and start trackino ,im. Combinin0 maneuveB is efl€ctive,loo You
can cutand drift, change coulse, drop below a thermal layer, lhen change
course again and silentlyspe€d olf. The mo.e imaginativeand complexlhe
move, the betl€r your chance6 ol survival,

Using Noisemokers
Noisemakets are devicesyo! lile from
your iorpedo tubes thal simulale lhe
ooises prodlced by your submaine.
Enemy sonar- whelher submadne or
torpedo- maybetemporarit deceived
into thinkino that the noisemaker is ac'
luallyyoua submarine, Fi0ure 6.2 shows
the etleclive lse ot nois€makers (lhe
example demonstrales one sub evading
another, bulthe principal isthe same lor
evadin0 atoryedo). SubA is beino pur'
sued by sub B. Al1. , sub A cuts his

engines and ditls. Sub B immediately

losesconlaclwilhA, 2.SubA r€leases a
noisemaker lo dislracl his lulsuer. At
thesamelime,Amakesahardlurnloeilherlherightorlhe lefi (inlhiscase,
the ri0ht), SubA can nowuse olheI maneuvels: he can dive belowalhemal
layer, or, while he's slilldritling, he can circlearcund and attempl lo hide in

rislE 6.2: U.ing Noit.mok..t

sub B's baffles.
ln combal,againsttorpedoes or submarines, noisemakers can onlyhslpyou

survive, How€ver, in peacelime, il may nol be such a good idea to release
noisemaksrs in orderto evad€ anothelsubnarin€. Sincs noisemakers are
rcleased bycompressed aklhrough torpedo orauxiliarytubes, the oth€r sub
has no way ol knowing whelheryoute launchin0 anoisemakerto€vade him
or a lorpedo lo kill himl He mioht answer your call by launchin0 several

torpedoes in your direction.

B' -------

Ivoding Iorpedoes
Ton edo Lim ilations
There are no loolprcot ways ol evad ing lorpedoes.
Modern lorp€does areinlelligenlandcapableolrecoCnizingdecoysand
execuling search programs. However, all loapedoes have limilalions
which a kno$/l€d0€abl€ srbmarine capiain can exploit. Likea submadne,
atorpedo relies on sonarlo pinpoinl ilslar0et; however, lhetonedo's
relativet smallsize limitsth€ area ilcan sens€. lls cone olvision--lhe
arca itactually"sees" orsenses
(perhapsont 20'widedireclt
-issmall
in frcnt ol il) comparcd toasubmarine's. ll a submarine captain can
quickly maneuver his shipoul ol lhetorpedo's narrowcone olvision,the
lo.pedowillhaveto inilialea search program in ordertotryand find him.
Torpedoes are lairly 'ttupid" in the senselhalthei. reactionstoa lost
larletareverym€chanical. Alorpedo doesn'l hav€lhefacililylo"guess"
wherethelargel wenl when it escaped thelorpedo's sight. Theiorpedo
can only initjale a pre-programm€d search patlern, which mi0htvery well
lake it in th€ wrong direclion, giving lhe submarine a chancetoslipaway.

-

Torpedoesarealso limiled bytheamounlollueltheycaa carry.Thh gives

th€mamaximumnnge

-apojntalwhichlheyrun

o{.(olluelandsink

to th€ botlom, whe.e they sell-deslruct. ln r€alily, lorpedo rang6 vary
from lypeloiype. However, in 6r8l4[aclSr4alltorpedoes have a ranle
ot 10 nm (see Designer's Noles, p.68). This makes it possible to oulrun
torpedo€s in certain cicumslances,
Like submarines and ships,lorpedoes also have a maximum Bale-olHeading-Changs (RHC). The RHC is nothing mor€lhan howlighllythe
lorpedocan make al!rn.Alorpedo's RHC is pretlygood in comparison
10 a ship's, bul alorpedo can't lurn on a difl€
aller all, it's swimming
,t sp€eds grcalerlhan 45 ktslAsubma ne caplain can maneuversuch
thatthetorpedo islorced lo lun in oderlo keep thelarget in view lJlhe

-

lorpedo'sRHC mn'lcompensatelorthe change inthelar0el's course,lhe
lorpedo may "overshoot", losing the tar0et ahogelher.

SssponsssloaTonodoAllacl- Frgure6.3sh0wsrhreeevasNemezsure
20nes (4, EandC),€ach demandinga diilerenl responseonlhe parl ollh€

submaline cap13in. Th€ numb€ls r€pr€senl lhe approximale ranges of the
torpedo€s
rangeal which an evasile measure sho!ld be

-noticelhallhe

5A ------

taken depends largely uponthetonedo's bearin0. Forexample, ilth€
lorpedo's bearing i6 000', you'd have io take aclion soonerthan il the
lo rpedo we re coming lrom behind. Wh], Becauseal000., youand lhe
loapedoar€ h€adedJoreach olher-lhe0ap belweenyouandlhetorpedo
is closing last.
A) At long range, you should tlrn
and out-run the lorpedo. Alllorpodoes inlhegame havoa nnqs ol10
nm.Yo! only need to stay ahead ol

thetorpedolora lewmilesand itwill

B) At medium anqe,lurn so your
sub is headlfg 90'away trom lhe
toDedo's couase (choose the shortest paih to get there). il you're rea{
l0cky, you'll escapetheto.pedo'sna.-

rowcon€ ofvision,which wi lforce it

Iisurc 6.3. Ewding lorp.dat

lo initiate a search program to look
loryou.

C) Al shon nnge,the beslyou can do islurn soyour sub is heading 150.
or 210o away trom lhe lorpedo's course (choos€ the shorl€sl palh lo gei
there). Hopeiu yyou'llescape the lorpedo's cone ofvision ortun so tast
lhatlhelorpedo wl l"ovelshool", giving you limeto makea clenn gel away.

The Bollles

I

I

I
I

90"

45'

J

J

Bolh lhe wakea subma ne leaves as it
moves lhrouoh lhewaterand lh€ rota-

lion ollhe screw (propellor) disruptthe
lnnsmission of sound direclly behind
lhe sub. The "ballle6" are, in eilecl,lhe
submarinet blind spot. Even a towed
array,lhou0h diminhhinglhe si?eollhe
balfles, does not compl€lely eliminate
lhe problem. The experienced captain
stays aware o{ the lacl that he senses
vinua ly rothlrglo a narrowareaasten.

TECHNIGA] R.EIERENCE
Subnorine:
Allhou0h you can only play a LosAngeles orAlla, olhel submarife classes
make lheir appearances in one or more ol lhe missions The following
specifimtions will h€lp you know whal you'rc up againsl should you

e;counter one ol these submafines. For lhe sake ot convenience' we've

chosen to calilhe Soviel subs bvtheir USN designalions, even \,vhen youte
probably
commandin0 the Alla. Since verylew players speak Russlan'this
won't b€ missed much. Note that some of the specilications have been
altered to balance game play, parlicllarly lhe maxim!m depth oi cerlain
Soviel submarines (see p.68, Designer's Notes)

Max. Max. Nois€
Deplh Level Weapons
Speed
Nal.
Type
Class
aKULA USSR SSN 45 kt
ALFA

IJSSR SSN

42kt

CHARLIE USSR SSGN 24kl

ll

FOXIBoI USStu sS

XLLO

USSA ss

US
LOS
ANGELES

l6kl

13OO

ll

13OO

tl

Abow TyPe 53 Tvpe 65
Av€ag6 SS N 16 A/S
Abow Type53
Av€.age

130011 Avaaoe Tvp€ 53
ssNs
3oo

ri

Ld

16kl 12oorl Very

SSN 37 kl

Tvpa 40, Tvpe !3

TYPe 53

L@

15oO

ti

Lo*

MK 43 ADCAP

llalp@n Tomahawk
Sea Lane IVS

Max,

Typ€ Speed

Max.
Deprh

Noiss

L€vel Weapons
ssN16,SSN19

t

Weopons
The f0llowing we.apons are used in th€ tame by or agiinsl submarines.
Those multilude ol weapons used by shipsaoainsl airplanes, mi6siles,land
largels or olhershipsare notdescribed herc sincethey have linle impact on
lhe submarine commander. Weaponsfla00ed wilh icons are acluallyused
in lhe qame by th€ 688 orAlla. Allotherweapons d€scibed here appear in
ihe game but arc used by ships or olhersubs.

Torpedoes
688 Atlack 9ub was designed lo be a "hol" game, demanding quick
rcsponsesand daring moves onthe pad o, playels. Realsubmaine combal
maybe intense, butalllrulhtold,there'salol otwaitin0lorlhin0slo happen
courses to be plotled, conlacls lo be idenlilied, missiles lo lly... A
compuler game can l reprcduce this aspect ol naval combal and still call
ilselt a game: lhe excilement has to be ol lhe grab-you-bylhe-shin'collar
variety. With this in mind, the enlire oame was "scaled down" solhal the
rangesatwhich lhings happen were 0really rcduced (see p.68, Designe/s
Noles). The resultwasthat a//loDedoes (Soviel and Amedcaf)were 0iven
an anilicially short rang€ ol10 nm.

-

5t -----

Nal.
MK

Rang€ Sps€d Payload Notes

32 USr 10 nm

Thouqh som*hal obsolele, lh s.nl.
submarine lomedo sril linds use in
manyoifte woid's navi€s, pimari y

Th€ Mk 46ls adep.dlving, high spe€n
AsW roeedo epablo or dullipe
8oarch panems and G.anack. lt ca. be
aunch€n lom suria@ ships ad akctalt
or bs €ded by AsRoc missiilos.

M( 43

US

10 n6

Th€ Mk 4a ADCAP (advan€d €pabi
iies) DrorraB was besun lo counr€rrhe
op€Erlo n al characre sr6 ol newer
lhe Alla. Tno dsult
Sovier subs such
of the pro!@m was a hstor, deepe.
divng toeedo wirh b€ns a@uslics

4

MK

50 uS

10 nm

The Mk 50 Advanced LlghMe qhr
Toeedo (AL$,T) is he 3uoessr
ro rhe Mk 46 ttpedo. lvtrt lllp€do
wadeads havo a ao€ pay oad $ar
b asrs ouMad nald.eclions The
dn€ded 6ne.9y warhead usss a
sflallsr, direcred bl*r ro 'punch" a hole
h@uQh dr€ ship s hull.This r€qu r.s
ev6n more pre. se dol vsry syslems 3o

tEt the dnecEd b*rwon\tusl !ane
oflrh€ sid€ burwi acrua ly

Spear UK

l0 nm

Uke ire Mk43 ADCAP, fie Spea ish
was develop€n in d @t rcsponse lo
mpov€n sovior subma ne rehnology

(n prlicu a tle Alla). This heavPe tht
rorpedo is laste., mo6 [email protected] and
€lable ol qr€al€r d€plhs han iG
pGdo€ssor. The Spedfsh a so uses a
dnecEd.ne@y wadead (*e Mk 50

62-

Max.

Topedo Nal. Rang6 Sps€d Payload
This @ aivs y n4, I lhrwolghl io4€do
b cumnlt in m6 with Ohl dastoyers
and otB sub kill.re. h may a 3o ba
round aboad cenaln Sovier nuclear
533 mm has b€€n rh€ sLndard dlib.r
usod by lhs SoM€l Navy d ils alli€s

90O kg

This h€avyv€ilhl toQ€do was only

r@nlly d€Elop€d and mdy shlps ar.
curenly bein! rerined lo ac@m
-modaG l5 laeor d amerer.

Missiler
Missil€

Nar

Ranse Spe€d Payload
2.10

km Classilied Mk,16
To/P.do

130 kd

0.9

Mach

570lb

hsh

SLCM

oneQv
warhead

us
SLCM

ss.N,14

10001b
km 47s kr
hioh{ai.shipy
.n5l0y
2$0km
(and aock)
warh€ad
55 km
0.95Mach S€e
460

Notes

US

C ass

led Classiliod Classilied

Nol6s
The ASFOC (Anr.Submaine Rft ker)
ls tD pr ncipal ASW woapon ol lhe US
NavY and is popul&wift over l€n orh.r
@unr.i6s. The As noc @nsisls ol a
ba lisric rcck€r carryinQ an Mk 46
rorp€do. The @ker drops lhe roeedo
by parachure ar a p€ delemined poi.r
near rh€ raraer. on@ undeearer, rhe ro.
p€do homes n on lhe tarcot By
quickly p ac n! a roeedo in nre vidnily ol
lhe larcer, rhe As8oc reluces he
srb anne s.eacrion dme ro lho anack.
ins€asing he Iikellh@d ol sorin! a h L

Ulsr b€ ar porispe deplh and have
posir vs id€irli€ron oi your raoet
b€lo€you can launch lhis weapon.

spe

Musr b€ ar p€.
dep$ and havs
posir ve idenr
on ol your laroel
belore you @ launch th s weapon

fa

-rheSS

N la(sbx) sashplaunched
tuS m ss le be eved ro .ary a homLng
beedoor
evel nuclea.wadr€ad

d

The s€a Lance was desiqn€n

b oiw

Am€rcan allack submanes an €dge
ovor sovier subs bv ert€nd no fieir
nomal loDedo ranqe. The misslle s
aunch€n nom asubmerced sub
maine. As the mi$ile clea6rh6

s!da€, a rek€r moror is ion red wh ch

sn€s lne pav o.d (a rop€do) ro lhe
besr. As $e missile €.enl€6tle

*aGr. he ho nod€vceon he

ro4edo acrivares d bolins seacnino
lor a rarcot. Exacr fiouros lor rh€ s€a

Laneaedr€nty nol ava lable.
TesrnO ls sh€duled lor July 1S39.

5hips
As a submarine commander, you needlo knowas much aboutyourtargels

as yo! do aboulyour own sLrbmarine. A ship's noise level will give you an
ideaoi how easily it mn be lncked, while ils lype, size and maximum speed

willlellyou howeasilyitcanevad€youratlack.Thekindsoiweaponsaship
delermin€ whal lhe ship can do lo your
-they
lorpedoes ard mlss es as wellas your submarine. Armed ships Oen€rally
rely on a lhree-point syslem of defens€ aoainsl incoming missiles and
lorpedoes. Sudace-to-alr missiles (SAl,4s) and anti'lonedo missilesarcihe
iirst lire ol defense,lyplcaily being €mployed againsl long ran0elargeis. ll
missile deiense is unsuccesslul, guns wlllb€ used. Phalanxand chalf make
!p lhe last llne of delense. Ships willatlemptto protecl each other as well
as lhemselves, flrino al mhsiks and loeedoes deslined lor other ships.
Keeplhls n mind when setl ng upallackson convoysand batllegr0ups
lake oui warships tirsl.8e waryaround any ships carryino d€plh charoes,
deplh bombs, and anlisubmarine (A/S)tonedo€sor missiles (ASR0C and
SS-N-14's). The latler are parlicularly dangerous because ot their longcarri€s aae also importanl

mn0e.

Max. Noiss

class

Nat.

Type Speed L€vel Weapons

CAFGO Varous Hsh

Hgh

Guns:915 n/50ounsj125 n€3 quns:

ah

SLCM3: To
k, eighquad launchers
SSM3: Halpoon,4 quad launcheA

4,6 Mlssll.s; SS N l4,2quadlaunch€rc
D€plh Aomb6: tus7anliroeedo dep6
bombs 2 RAU 6aao 12 baze edt inabl.

6B

Class

Max. Nois€
Nal. Typo Speed Level Weapons
GuB: 4 76 mm/59 OUns: 4 30 mm Gad nO
sAMs: SA-N.6.5 aunche6: S .N-4,2Min
launchers: sA-N-3, 1 Mln launchor
ArS Mbsll€.: ASROC m$ e3
Mk 32, 2 blp€ao Iubes
Ars

DDG

Tdp.de.

GuE:2 MK 1620mmclWS6 barelled
SAMs: Sl+1 EB,1MK 13dua Pulpose

sSMs: Ha4oon, Mo quad lanch€rc
BC

33 kl

Hoh

,/S Mlssll€r: ss N 14,I quad aunder
ArS Torp€des: Type 53. 10 totpedo ubes

D.dh aombs: lrs7anli'l!.Pedo dep$

bombs. I RBU 6000 12 banellsd lrainable
aunche., 2 ABU 1000 six bdGlled rainab e

Guns:21COdm guns;A 30 mm Ga in! luns
sAMs: SA-N.6.12 auncheBr SA.N'4, 2 Min
SSM.: SS N 19

Av€rage AE Tdp.d€s: Typs 40, lou loQedo
D€plh Bomb.: tuganti to4edo dopnr
bombs. 2 12'barelled RBU 6000 ldi^able

o€plh Ch.rg6: D€plh charq4, so acks
Gun.:210Omfr nouns
Man.r: capacity lor 20
sAMs: SA N.a.4twinlalncheG
Sigh

NIMITZ US

High

GuE:4 MK 1620 mm clws s x barell6d
SAMr: s€a sparcw

Max. Noiss

Class

Nal

Type Speed Lsv6l Weapons
Abo6 AE tdp.d6.: rJk 32 tuS loeodo, iwo
Awalo v ple lo'p€ao tub€s
G!F: 1 76 mm62 MK 75 gun; 1 20 md
CIWS MK 17 st barellod Pha ur
SAM.. Slvll EF,1M( 13dual.purpos
SSMS: Halpos, 1 sino 6 MK 13 launcher

High

MENTO

SAM': SeaSpaow, 1 Ml( 29 system

Abore ,VS Tdp.d6r: Tvpe 53 loned@s, 3
D.plh Bonb6: A/s/dr .lolp€do depth
b.mb.2 RBU dXlO r2 ban6 dd rain:br.
D.plh Ch:rg..: D€ptl ch.ees, Mo 6cks
SAM.: SA-N6 , 3 launchedi SS,N.4. 1 twin
SSM': SS N-12

T NKER va'ious

-

Hiqh

Airrrolt

Max.

Mission

Nat. sp€ed Enduranc€
This lou.onaln.d, land-bassd plane hs seryod
h€ USNav' {o s an ASW patrolairoafi l'\rirh ils
onboa'd 6dtr. rodad]@kns nlrai€d lvl,AD
aquipmenrand sonobuoys, h6 rc3 oaon s
uq.d nebd rtukmd.ltnmssary derrrcv

'.

bya var sryolou so6,desrov€rc'ltigar€s
sp€oal heli@pr€rcadeG, rh€ Seahawkacls
and '6!

Ca
SH 608

iq'hc rn :,d sn$rsol b€ shilbas€d LAMPS

I

ss&dr radar, lded MAD
1vsr.m, enobuoys and dipp ng sonar rh€
ha coprer p'ovdss raw dara lo' fie paronl sh p1
.nh.i/n o'eesers. Ihe Seahawk a so ard€s
lso Mk 46 liohMeighr rolped@s, makin! I
I I I ASW syst€m. Wirh

a se ousrh6al lo ercmy submadn6s

Desigrer'r l{otes
By PaulGrace

when John. Randv, and I starled 618 AlTac* 5u4 we wanled io
des,on a oame whele lh€ slraleqic and lacl:caldec'sions lhal con' ont lhe
ohv;r oc;ur ata reasonab v e{c:lin0 pace An atlack s-b isn l a lelli0hler'

;r ;o,nsc burwe l€ltlhdlasubmarine oame s pote.lEllorexcilerenland
serious challenge was al least equallothat ol an aircombat simulator-and
qivenlhelhlngsthattoday'sbillion'dollarsubscando'lhepoienlial might
even be orealer.

However, crcaling a submarine game thal's bolh reasoiably
acculale as a simulaljon yel exching enough 10 play as a game presenls
cenainproblems.Forerample.along range(two soeed)lorp€docanlravel
uolo 40 miles.al speeds belween 20and 50 knols lls rLn lime could eas_
ily end up being morelhan 30 min,les long. ll we chanoe Ihe game sc,le
s; thatlhis is compressed to a reasonable time frarne lor a game (say one

6a

or lwo minutes 'teal iime"), then lhe speed ol a helicopter (or wo.se, a
missile) is 60 !rcalthat il can'teven b€ representedl
To overcome this djtlicully, we had tolhrowout "convenlional
game designtheories (as might be published in tade journals) and invenl

somelhinglrulyradical. Bys€leclinga"combatrange"ontheorderof 15
miles, we've broughl real excilemenl lo an olh€rwise slow process. The
gamescale is suchlhal ships mov€ at a re:rsonable rate,loapedo run limes
are shorl enough lo provide a tasl leedback loop withoul lhe need forloo
muchUme compression. (lntacl,byusinglhislechnique,timecompression
rufls the enlire game, nol a simplified slalislical model.) The bad news is:
many weapons have incoffecl marimum ranges.
Flrlhermore, (or, as w€ say at EleclronicArls, Farlherrnore,)we
had lo simplify severallealures pre6enl in modern submarine warlare. Som€
ol lhese moditicalions were trivial (modern SoNAR sounds more like a

''warble"lhana"pinq"). olhermoditicalions had realoameimpact- lor
example,wedecidedloplacelheapproprialeweaponsonboardyourvessel

althestanoieach mission,which improvedlhe playbalanceollhemissions
0really. ThelJSenjoyssomeslrongadvanta0esinweapons,andwewanled

lo tocus on specilic problems lacinq h!nter-killer commanders, noi the
intaicacies of weapons selection. For 6imilar reason3, we lefi oul nucle:r
''superueapons" thal would rcb you of long-lerm salislaction. You'll have lo
prelend yo!'ve usedlhem allup,you're sluckwilh whatyou have...

Please,N0lelephonecallsregardinglhelopspeedsotlhevarious
subnraines modelled in lhe game. The published dala in Janet oelense
Weekly seems 1!dicrously low, while other sources would have ustowin0
wateFskiers behlnd our beloved LosAngeles. We picked whal tvelelt were
reasonable speeds, and lhen balanced lhe game aroundlhose speeds.

Good hunlin0,

PaulGmce

The kind ot nullmodem cableyou'llneed depends on the number ol pins
,oth computers have in lheir serialporls. Most serial ports h.ve a 25'pin

g-pins, Both you and your opponenl
lnale connector, blt some have only
should checkyour machinesto see how many pinsyouls€rialpons have
Your modem cable will have lo be conslrucled wilhlemale connectorstofil
lhe serialports on both machines. Therearclhree possibl€ conliguntions
foryolr null modem cable:

25-pin ro 25'pjn

25-pin lo I'pin

g-pin to g-pin

tiguE & Null-r{odcm c.nn..iion.

70 ------

AOE

fast combat suppon ship

A/S

asfl0c
asw

l.lll.t

Tuduhnl water caus€d by lhe $ak€ ol a submanns and
lhe lumin0 oJ ils screw. Eacause xrftulence neg3lively
afocls sonar llansnissions, submarines arc "hlind lo
a nar0w arer direcrly behind them.

8B
8C

Balreshit

SsNm

The extreme w:dlh ol a ship s hull

Eea ng

Th€ direclion ofa larsel in relalion loyoursub (h€ nos€

Batde cruiser

olyoursub = 000")
8F

8alts*i F/ot (Russian 10r &ltic fleel)

Boomsr

Slang term lor SSBNs

Cavilalion

Parlial vacuums lormins around ti€ blad€s of $e
propellor due to hsl acc.lenlion and/or shallow waterc.

Cavihton is €ltremely noisy.
CG

Guided missile cruiser

Chill

Slrips 0f melal l0il shot int0 lhe air lo dislracl inconino
missilos. Used by s0rlac. ships as a lasl dilch det€nse.
Lhhl rircrall car er
Commander-in-Chiet
Creno€ Mrkol t/ot (Russian I0r slack sea Fleel)

cltc

c[{c
GMT

c0l t

cvll

Conninq Tower;lhe elevaled platlofin above lhe ded
used on sa,ly submarines ior altack dircclion and nav-

isrlion.Todayit rclers lo lho conlrol room wh€r€ h€€e
tunclions are now pedormed.
The dnec[onyou're poinlins in relalion tolhe compass
(Nodh = 000')
Mul!'purpos€ aircratl carrier (nudearpolyErcd)

00

Dest,oyer

DOG

Guided nissil€ deslroyet

ESt{

El€ctronic S€nsins M€asur€s

FT

F gaE

rtc

Guided misslle lrigate

0lavnyi

Sho^lot Gtawakananduyushchii
manderin-Chief)

(Russian for Com.

8U0

Headsup-Disph[ a monitodng system lhat proiects com_

Htdrcphonos

Dass and deph readin0s onto he [lap oisplayWndow
MicroDhones alonolhe hullol a submadne lhatlrane

mil sound waves lo r sonar operalor.

LAIiTFII
AO

M:onelic Anomaly Deteclot

IIIEOFLT

ltal0

N0rlh Allantjc Treatv 0rqrnizalion

PAGFLT

PLA

Pdvdnua Lodk Atonnaya Foviel designadon lor
sSNs)

PLARB

Padvadnaya

Lodk Atonnaya Faketnaya Krylataya

(soviel desionaion lor ssBN s)

Pod
REOG

Letl
Rapid Bloom ofl-board Countenneasures; a countet
measure system lor surlace ships used againsl incoming
missihs. The B80c syslem consisls ola number oI

morlrrs {ning chalt carlridoes.
sAM

sf

sevrmy./ tot (Russian for Nodhern nee0

stBlr

Sobmarine-La!nched Ballislic Missih
sobmarine-Launched cruise Missile
Saund Navigatian Banging; a de\ice lhat detecls the
pres€nceand localion otundeftaler objects bvs€nding oul

3!Clll

ss
ss8
ssSlt

soundwavesand monilorino lheirecho.
convenrional attack subma ne
convenrional ballislic missile submaine
Nuclear-powered ballistic missile submaine

ssGll

Convenlional quid€d missile submarine
N clear-!owered qLrided missile subma ne

ssI

Nuclear-por'Yered alhck submarine

Stadoard

Righl

Shm

Back end ol a ship
Iikhij okernskj Flot lc'nssitt' lol PacilicFteet)
A long cable wb m ic rop h on€s lhat enhanc€s a surtace shiP
0r submain€s passive sonar capabilities

35G

T0t

Adesrinationloryoursub$aty0urauio-pilolwillhead

Alltracks€

Periscope, rolaling 49

Aulo-pil0144

Play level, s€tlin0lhe 29

Auxiliarytubes 49

Plot projeclion 43

Bearing 41

Rudder46

Boss key 35

Russian scripl, tuming on/ofl 34

Cavitation, gauging 45

SecurityAccess Code

Conlig!ralion panel29

Sonar com puler 46-47

Contour ima0ing display 38-39

Sonar conlacls 38

Co!rse41

Sonar Conlrols 47-48

Depth, conlrolllng 45

Sound, conlig!ring 29

El€ctrcnic Sensing llleasures (ESiV)

Sound.lurninq on/otl 34

48-49

Suraender34

Floppy disks, playing lrom 4-6

Tactlcs 56-59

Had disk, playinolrom 3-4

Tar0el44

Heads-Up-Display (HUD) 39

Target inJormation 40-41

Help, howlo gel 9

Tar0et tracks 43

irap Contrcls 40

Taroeling p!lse 47

Missile selection 50

Themallay€rs 55-56

l,]lissions 18-28

Thrcttl€, setting 46

l,.lodem, playin! by 30-33

Tim€ compr€ssion 44

Modem, sendlf0 messages lo

Time projection 43

opponenl32

Top-down map 37-38

Il,,louse, lurning of I 34

Torpedoes, conlrolling 50-51

Nullmodem, playing by 33'34

Iowed afiay 47-48

0cean depths,vi€wing on display3T

Waypoinl conlrol43-44

I

Te<hnkcl Support
ll you have queslionsabou lhe game, our TechnicalSuppod Departmenl
canhelp. llyourquesiionisn'lu.gent,phasewritelousat: EleclronicArls,
TechnicalSupport, P.0.Box7578, San Mateo, CA 94403-7578
Please be surelo include lhelollowing inJormalion in your letter:

. Type of computerYou own
. Any addilionalsyslem inlormalion (liketype and make ol monilor,
'
'

video card, prinler, elc.)
Type of operaling system or 00Sversion nLrmber
0esc plion ollhe problem you're havin0

li you need lo lalk to someon€ immedialely, call us at (415) 572'ARTS
l\llondaythouqh Fridaybelween 8:30 am and 4i30 pm, PacilicTime. Please
have the above informalion ready when you call. This will help us answer
your question in lhe sho.lest possible lime.

limiied Worronly
Eleclronic Ans ("EA") provides lolhe original purchaser ol the compuler
soflwarc product,lora period ol ninely (90)daysJromlhe dale oforiginal
purchase (lhe "Warranly Period"), the following limiled warranties:
under normaluse,thenagnetic media and the
Media
-EAwaranlslhal,
packaqing provided wilh itarelreelrom delects in malerialsand workman'
ship.
EA warranls lhal lhe sotlware, as o ginally purchased, will
perlormsubslantiallyinconlormancewilhthespecilicationss€tlorlhinthe

Sollwaro

-

packaging and in lhe usermanual,

Wqrrqnly dqint
To make a warranly claim under this limited warranty, please rclurn the
prodlcllolhe point ol purchase, accompanied by proofol purchase,your
name, your relurn address, and a slatement ol the delect. 0R send the
disk(s)lousattheaboveaddresswilhin 90days of purchase. lncludeacopy
of the dated purchase receipl, your name,your return address, and a slatemenl olthe delecl. EA orilsauthorized dealerwill,at ouroption, repairor

,4 ------

replacethe productand relurn il to you posla0e prepaid, or issu€ you wilh
a credil equallothe purchase price.

To replace deiective media altsrlhe 90 day wafianty period has expied,
send us the producl in protective packagino and poslage prepald lo lhe
above address. Efclose prooJ ol purchase, a stalemenl ol lh€ deiect, your
name, Your return address, and a checkJor $7.50.

THE FOREGOING STATES THF PURCHASER'S SOLE AND FXCLLIS]VE
REIIIEOY FOR ANY SREACH OF WARMNTY WITH RESPECT TO THE
SOFIWARF PRODLICT

Wa anIy &c|Usions: EA EXPRESSLY DISCLAI ,lS ANY II\,,IPLIED WARMNTIES WITH RESPECTTO THE I,IEDIAAND THE SOFMARE,INCLUDING WARMNTIES 0F l\rl ERCHANTAB ILITY 0R FITNESS F0RA PARTICULAR PURPOSE. ANYWARRANTIES III,IPLIEO BY LAWARE LIMITED IN DU-

MTION TO THE WARRANTY PERIOD, SOIVE STATES DO NOT ALLOW
LI]I]ILTATIONS ON THE DURATION OFAN III,IPLIED WARRANTY. SO THE
AEOVE LIII,lITATIONS fulAY NOTAPPLY TO YOU. THIS WARMNTY GIVES

YOU SPECIFIC LEGAL RIGHTS. YOU ]VIAY ALSO HAVE OTHER RIGHTS
WHICN VARY FROI\,i STATE TO STATE.

llnitqllon on Domlger
EASHALLNOT IN ANY CASE BE LIABLE FOR INCIDENTAL, CONSEOUENTIAL, OR OTHER INDIRECTDAMAGESARISING FROI\,I ANY CLAII\,I UNDER
THIS AGREEII,IENT, EVEN IF EA OR ITS AGENTS HAVE BEEN ADV SED OF
THE PoSSIBILITY 0F SUCH DAI\rIAGES. S0ME STATES D0 N0T ALLoW
THE EXCLUSION OR LIM]TATION OF INC]DENTAL OR CONSEOUENTIAL
DA[,1AGES, SO THEABOVE LII\IIIAIION OR EXCLUSION IVIAY NOT APPLY
T0 Y0ll.
Ad LibB is a trademark ol Ad Lib lnc.
Covox Speech Thingnis alademark ol Covox lnc.
Hayes@ isa reg istered tradema* 0t Hayes L.4icrccompuler Producls,lfc.
Il,4icrosoft@ is a regisle.ed hdemark ot l\ricrcsoft Corporalion.

75 ------

lniiiate command

<Enter>

(unor Keys

only)
Tab Tabthrolgh controlgroups (one dllectiongroup
(to the left)
l\love belween positions with in control
e
Ivlov€beiweenpositionswithinacontrolgroup(tothe !ht)
+
l\,love behveen controls regafdless ollroups (tothe lett)
T
J
lvlove behveen conirols r€gardless olgroups (tothe righl)
a

<Shllb plus anyofthe above keys rcvelses lhe direclion
You (0n ptoy lfto eniire glmewith the clove six keys.

Oukk Keys
F1

Callup help screen

<Esc>

Exit help
Go to next help scleon
co to Radio Room
Go to slatus Panel

spacebar

t2

fi|

F1

co toShjp's control
Goto Periscop€
co to NavigaUon Board
GotoWeapon Control

F8

Go to Sonar Room

F9

co to CoNN
goss Key

F4
F5
F6

Ft0
1-S
0

x

Gotoa soecilic contrcl group
co to EXIT
GO IO EXIT

Ship's (ontrol Ponel

n
E
D
.
5
1

Ruddercontrcl

Novigotion Boord

G

Enoine control

w

Diveplandcontrol

K

Allto Pilot
Auto Function
DisplayControls

o

Target

Setwaypoint
Clearwaypoint
Timscompression

Autopilot
4

Plotlin0 Controls

Weopon (ontrol Pcnel

c
R
A
M
L
2
3
1

Perisrope

G
ll
ll
L
=
1

Targ€t

Torpedotub€s
Auxiljarytubes
lvlissil€ tubes- 688
Launch

Torpedooontrol
Torpedo Control-Alla

s

DisplayControl

Rqdio Roon
A

Analyls
sonar controls-688

P

Pe scopeup/down

s

Sonar controls-Alla

T

Displayoontrol

2

send code
Transmit
l\,4essage Review

Statls

Mop Keyr

P
F

Launch
Rotate periscope left
Rotate periscope right

Target

Stotus Ponel

I

Perlscope up/down
Antennaup/down

Displaycontrcl

Sonor Room

G
3
2
4
1

Taruei

Lookto podin contolr mode'
Lookforward in coniour mode'
Lookto slatboard an contour mod€'

Zoom in on top-down map
Heads-Up-0isplay on/otl
0
Zoom out on top-down map
c
Conto!r lmaging Display on/off
B
Botlom contours on/olJ
T
Top'down map odotl*
' Not available on the Alfa
I

H

'

Gone (onlrols

<Crl>-B Pseudo-Cyrillicon/off

<Clrl>-N Soundon/ofl
<Ctrl>'A Disconnectmous€
<Ctrl>-K Surrender(modemOameonly)

NOTICE
ELECTRONICARTS RESERVES THE RIGHT TO II,IAKE IIVPROVE]VENTS IN
THE PRODUCT DESCR IBED IN THIS I\4ANUAL AT ANY TIII,I E AN D WITHOUT
NOTICE,

THIS MANUAL, AND IHE SOFMARE DESCRIEED IN THIS I\4ANUAL, IS
COPYRIGHTEO. ALL RIGHTS ARE RESERVED, NO PARTOFTHlS IIIANUAL
OR THE DESCRIBED SOFIWARE IVIAY BE COPIED, NEPRODIICED, TRANS.
LATED ORREDUCEDTO ANY ELECTRONIC MEOIUI\,I OR fuIACHINE.READ.
ABLE FORI/I WITHOUT THE PRIOR WRITTEN CONSENT OF ELECTRONIC
ARTS, P.0. S0X7578,SAN [rlATE0, CALIF0RN lA 94403-7578, ATTN: CUSTOMER SERVICE.
ELECTRONIC ARTS IIIAKES NO WARMNTIES, EXPRESS OR IIVPLIEO,
WITH RESPECTTO THIS I,lANUAL, ITS OUALITY, MERCHANTABILITY OR
FITNESS FoRANY PAFTI0ULAR PURPoSE. THIS I\TIANUAL lS PRoVIDED
,AS
IS,' ELECTRONIC ARTS MAKES CERTAIN LIMITED WARRANTIES
WITH REGARD TO THE SOFT$/AREAND THE I\,IEDIA FOR THE SOFTWARE.
PLEASE SE€ TH! ELECTRONICARTS LIMITED WARMNry BELOW,
SOFTWARE O 1988 JOHN RATCLIFF

ALL RIGHTS RESERVED.
MANUAL BY DAVIO LUOTO
EDITED BY Z,J, YEE

SPECIALTHANKS TO THE NAVAL POST-GMOUATE SCHOOL CO[1.
PUTER CLU8, MONTEREY, CA,

O 1988 ELECTRONIC ARTS. ALL RIGHTS RESERVED.

ELECTRONIC ARTS'
P.0. Box 7578'san lvlateo, CA'94403'7578
15840s

' (415) 572'ARTS

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