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===Pearl Harbor===
===Pearl Harbor===
On the control panel you must perform the following actions
On the control panel you must perform the following actions
====First session====
;All ahead slow: press {{kbd|+}} once.
;All ahead slow: press {{kbd|+}} once.
;Right full rudder, set course 180: press {{kbd|right}} as far as it goes. When Heading reaches 180, bring the rudder back to its initial position.
;Right full rudder, set course 180: press {{kbd|right}} as far as it goes. When Heading reaches 180, bring the rudder back to its initial position.
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Once you finish plotting, you sit once more on the control panel.
Once you finish plotting, you sit once more on the control panel.
 
====Second session====
;Set speed to 2/3: Hit {{kbd|+}} to light 3 lights.
;Set speed to 2/3: Hit {{kbd|+}} to light 3 lights.
;Dive to 300 ft: Hit {{kbd|up}} and when you reach 300, restore and type DEPTH ATTAINED
;Dive to 300 ft: Hit {{kbd|up}} and when you reach 300, restore and type DEPTH ATTAINED
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;Throttle slow: {{kbd|-}} so that only 1 light is on
;Throttle slow: {{kbd|-}} so that only 1 light is on


When you are notified about a new radio, just EXIT, 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.
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.  
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.  
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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.
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 1''X6''.
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 {{kbd|+}} to light all lights
;Dive to 300 ft: Press {{kbd|up}} until you reach 300. Restore pitch and type DEPTH ATTAINED
;Reduce speed: {{kbd|-}} until 3 lights are on
;Go to depth 100 ft: {{kbd|down}} until you reach 100 and restore (no need to acknowledge)
;All ahead slow: {{kbd|-}} (only one light on)
;Surface: {{kbd|down}} till you go as up as possible


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.
====Fourth session====
===70,170===
===70,170===
===84,77===  
===84,77===