Codename: ICEMAN/Submarine

You enter the submarine and change. In your cabin OPEN DRAWER, GET CALIPER. OPEN BOOKSHELF, GET BOOK. Exit and meet the Captain.

Pearl Harbor
On the control panel you must perform the following actions

First session

 * All ahead slow: press + once.
 * Right full rudder, set course 180: press right as far as it goes. When Heading reaches 180, bring the rudder back to its initial position.
 * Right full rudder, set course 270: press right until Heading is at 270 and then restore the rudder.
 * Set throttle 1/3: press + once more.
 * Prepare dive sequence, acknowledge green board: type CLOSE HATCH, GREEN BOARD
 * Dive to 200 ft: press up until depth is 200 and then press down to bring the valve back. Type DEPTH ATTAINED
 * Set course to 360: Turn the rudder with until the Heading turns 0
 * Full throttle ahead: press + key repeatedly until all lights are on.
 * All stop: press - until engine stops (all lights off; watch out not to reverse the gear)

30,170
The Captain says that it's time to open and read your secret orders, so type EXIT or STAND.

You follow him to his cabin and give him the half combination for the briefcase (134). Now it's good to GET COMBINATION from the Captain, who gives you freely the numbers. The safe opens with 23448803 and the briefcase opens with 762-134.

Now, GET ENVELOPE, READ ORDERS, READ CHART. Note them down because they will be destroyed right after (if you are using an emulator it's better if you take a screenshot, especially of the chart). You must follow these orders to plot your course next.

Go outside (if you tarry in the Captain's cabin too much you will be fired) and approach the table; LOOK MAP, PLOT COURSE. Aided by the map given in the game package, you must plot a course that resembles the image shown in the chart you looked before, and enter the coordinates. If you make a mistake type CHANGE COURSE; to restart type PLOT COURSE. An acceptable entry would be:
 * 1)    30,170 (you start there)
 * 2)    72,170 (Bering Straits)
 * 3)    86,86 (Ice Station)
 * 4)    83,2 (Greenland Sea)
 * 5)    65,23 (Past the Denmark Strait)
 * 6)    36,12 (Outside Gibraltar)

The above will give you 0 miles deviation from the "optimal course" and therefore full score; other routes are acceptable but the higher the deviation, the lower your score.

Once you finish plotting, you sit once more on the control panel.

Second session
(note: You will have messages about sonar and "330 degrees" often mistaken for orders. These are not orders)
 * Set speed to 2/3: Hit + to light 3 lights.
 * Dive to 300 ft: Hit up and when you reach 300, restore and type DEPTH ATTAINED
 * Throttle 1/3: - so that only 2 lights are on
 * Set periscope depth: Hit down to achieve depth about 60, then restore.
 * Throttle slow: - so that only 1 light is on

When you are notified about a new radio, just EXIT.

First radio
Approach the two men and TALK RADIO MAN. He gives you four combinations, two from Washington and two from CIA, which you lookup in the Technical Manual that came with the game and find page-line-word.

Go back to the Captain's cabin and OPEN SAFE (23448803) and OPEN BRIEFCASE (762134). Then INSERT ID. The secret compartment contains a microfilm reader.

INSERT FILM and you learn the CIA decoding offset: "A" is for Army, "N" for Navy, "AF" for Air Force and "M" for Marine. You are interested in the offset for Navy. When decoding a message from the CIA, add the offset to the number you get from the Decoding Book (the numbers circle from 1 to 0; you don't go above 9 but rather continue with ...0,1,2...)

If you failed to do one of the following:
 * 1) Meet Stacy and/or get her earring
 * 2) Get your correct ID from the Pentagon
 * 3) Ask the Captain his combination when you had the chance

...you won't be able to decode the CIA messages. It's easy to guess the offset with plain logic, but you will miss the points.

Now with the help of the Code Book in your inventory (LOOK BOOK) decode the first two codes and get six numbers. Do the same to the other two codes, adding the Navy offset (3) to each and consult the Technical Manual from the game package to have 4 words.

Enter your cabin and USE COMPUTER. Enter the two pairs of words. The Washington message is a hint about signaling the contact in Tunisia. The CIA message is about the presence of USSR patrol ships in the Bering Sea.

Inspection
Now that you have some time, it's a good opportunity to explore the submarine. In the central screen, descent the stairs to the kitchen. Go to the left (pass below the stairs) and you will find yourself to the hatch tube. CLIMB DOWN and exit to the right door.

You are in the torpedo room. TALK MAN and Flanagan tells you about some strange sound. Approach the console to the right and PRESS BUTTON. You will see that the cycle stops. Approach the torpedo and LOOK CONVEYOR. You see a "sheared cylinder" which you will need to replace, or the submarine will be unarmed. MEASURE HOLE and you learn you need to find a cylinder 1X6.

Exit and CLIMB UP. Exit to the left and find yourself to the machinery compartment. First of all go two screens to the left (through the tube) and locate the drawer near the passage. OPEN DRAWER, GET TOOLS. Now return to the machinery room.

OPEN CABINET, GET CYLINDER (pick up the 6'' one; if you pick a short one you will be told that it's too short to fit the conveyor hole). Now if you try to insert it in the conveyor, it will be too fat, so USE LATHE, SET LATHE (1''), TURN ON LATHE. Still it's too rough to be inserted, so USE GRINDER, TURN ON GRINDER.

Now you can insert the cylinder but it needs a hole so that it can be attached with a pin, or you can't complete the cycle test. GET PIN, MEASURE PIN (you learn it's 1/4), USE DRILL, SELECT BIT (1/4), TURN ON DRILL. Note that if you choose the wrong bit, the pin won't fit, so you will have to start again with a new cylinder.

Return to the torpedo room; INSERT CYLINDER IN HOLE, PUT PIN (you need the hammer for that) and PUSH BUTTON to verify that everything works.

Before you leave, at the top of the screen OPEN DOOR, GET EXPLOSIVES, GET FLARE (you will need them later).

Return to the kitchen and locate the bottle of rum on the table. GET TABLE and Flanagan will challenge you to a game of dice. Make sure to save your game before YES. The rules are in the manual and you can only save/restore twice during the game (those who play through an emulator will be lucky since you can keep savestates). You have to win the bottle, his money, and finally his magnetic device.

When you finish playing, go up and return to the helm to rendezvous with the second radio contact

Third session

 * All ahead full: Press + to light all lights
 * Dive to 300 ft: Press up until you reach 300. Restore pitch and type DEPTH ATTAINED
 * Reduce speed: - until 3 lights are on
 * Go to depth 100 ft: down until you reach 100 and restore (no need to acknowledge)
 * All ahead slow: - (only one light on)
 * Surface: down till you go as up as possible

65,170
You go out with the captain. TALK CAPTAIN and look at the two Russian destroyers. Watch the cutscene as the Captain is injured and incapacitated. Now you must encounter the ship without receiving orders. Return to the helm.

Note: This sequence has a bug of sorts: you will die with the message that the ship hit you even when still outside with the Captain (supposedly because it took you too long to go to the console). It seems that the game "timer", or whatever it is, still ticks even when the dialogue messages are on screen. Make sure you TALK to the captain as soon as you are seen outside, and press ENTER to close the text boxes soon, in order to advance the sequence.

Fourth session
Your task here is to sink the Russian Destroyer by hitting her three times with your harpoons, while avoiding her torpedoes. Since your success is determined by totally random factors, SAVE as soon as you reach the console.

Activate SILENT RUNNING MODE and the FIRE CONTROL PANEL. Dive to around 600-700 feet and maintain a slow speed.

Once the schematic appears on the screen, SELECT a decoy, lock, and fire it; hopefully it will attract one of the torpedoes (indicated by red lines) the Destroyer will fire.

Once you see the white line appearing (indicates the Destroyer's distance from you), SELECT the missiles, lock and fire. SAVE and hope that it will hit the ship (it will flash briefly). If your harpoon reaches the right end and disappears, it means it missed the target and was wasted; it would be a good idea to RESTORE since you have only 4 harpoons.

Repeat this three times and the Destroyer will sink. You must do this before the white lines reaches the left end because by then, the ship will be above you and will destroy you with depth charges.

Once you sink the vessel SAVE and hope that her remaining torpedoes still in the water won't hit you. Once again, if a torpedo misses you and disappear, SAVE; if you are hit, just RESTORE (you can take 3 hits).

With some trial and error and save/restore it's possible to hit the vessel with all your three harpoons, and avoid being hit at all.

When you get the message "Coast clear" it means that your mission is over. You will be notified for new radio messages.

Second Radio
EXIT and once more TALK RADIO MAN. Note down the 4 codes and once again decode them and USE COMPUTER to receive the messages.

The first one is about contacting the agent once you reach Tunisia and the other is an order about not reaching surface after you cross the pole.

You can visit the Captain's cabin. TALK DOCTOR, but you won't be able to talk to the Captain yet.