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Pearl Harbor[edit]

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

On the control panel you must perform the following actions

First session[edit]

All ahead slow
press + once.
Right full rudder, set course 180
press as far as it goes. When Heading reaches 180, bring the rudder back to its initial position.
Right full rudder, set course 270
press 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  ↑  until depth is 200 and then press  ↓  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[edit]

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:

Example of an acceptable route (not perfect)
  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[edit]

Set speed to 2/3
Hit + to light 3 lights.
Dive to 300 ft
Hit  ↑  and when you reach 300, restore and type DEPTH ATTAINED

(note: You will have messages about sonar and "330 degrees" often mistaken for orders. These are not orders)

Throttle 1/3
- so that only 2 lights are on
Set periscope depth
Hit  ↓  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[edit]

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[edit]

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. Check that you have the caliper in your inventory and 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).

PUSH BUTTON, GET DIVER, TURN ON DIVER, CHECK VIBRATION, CHECK SHAFT. It malfunctions and needs a new washer and nut. MEASURE SHAFT. Now go back to the machinist room and OPEN CABINET. For the diver GET NUT, GET WASHER (both 1/2’’). For the conveyor 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. 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 previous room and OPEN DRAWER, GET WRENCH (1/2’’), GET HAMMER. To get the diver back PUSH BUTTON, GET DIVER, PUT WASHER ON SHAFT, PUT NUT ON SHAFT, TIGHTEN NUT WITH WRENCH and it is fixed.

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.

Note: The repair is solely for points and it won't affect your battles with other ships.

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 BOTTLE 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.

Note: You can still finish the game without winning the bottle and/or the magnetic device but it will be slightly harder; as for his money, you won't need any for the remainder of the game.

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

Third session[edit]

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

65,170[edit]

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[edit]

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[edit]

EXIT and once more TALK RADIO MAN. Note down the 4 codes and once again decode them and USE COMPUTER in your room 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.

Note that until you return to the console, you have time to do things you missed before, like repair the torpedo conveyor, repair the shaft or play with Flanagan to win the bottle and the magnetic device. If you've done all these, return to the console.

80,120[edit]

Fifth session[edit]

You are approaching icebergs and you must drive the submarine to avoid them. Activate the monitor and drive with and .

Navigate so that you are always going north, no more left than 350 degrees and no more right than 15 so that your course won't deviate; in other words try to keep at 0 degrees. The more you deviate, the less your score.

You can be hit 3 times before sinking.

Note that perspective here works in a weird way: As the icebergs approach, they are not seen passing out of your view, but are simply seen growing larger, as if all are closing around you.

85,15[edit]

After clearing the icebergs, wait until you catch a sonar signal that could be the ice station looking for you. Type CONTACT STATION (if it takes you too long and pass the range, you will "die"). You get a new message so STAND.

Third radio[edit]

Once more TALK RADIO MAN and decode the messages. The Washington message is instructions on how to contact the ship Coontz at 36,12 to guide you through the straits. The CIA message suggests a diversion by destroying an oil rig. Since it must be done without weaponry, it means that it must be sabotaged (however it doesn't say when and where)

Since there is nothing much else to do, return to the helm.

60,30[edit]

Sixth session[edit]

There will be a report of an inversion layer at 1000 ft. at Reykjanes. Later on you will be pinged; a Russian submarine. Luckily it is the second and last battle of the game.

The inversion layer is somewhere around a depth of 1200 ft. so dive there and activate silent running.

The enemy submarine can only be destroyed using two stingers only (harpoons are useless). The layer, according to the manual, supposedly will divert the enemy torpedoes but in practice invariably all of her torpedoes will hit you successfully, no matter how many times you restore the game. And even if you are hit once, the game is over.

It is not sure if this is a bug of the game. The solution is to use the remainder of your decoys as soon as a torpedo line appears on the screen.

Like before, fire your torpedoes; if they miss, RESTORE, if they hit, SAVE until you destroy it. Then save and restore until all of its torpedoes miss you; as mentioned, torpedoes have a 100% chance against you even if you are in the inversion layer, so use your decoys.

When you get rid of the sub, time advances and you are found near Portugal.

36,12[edit]

Radio man tells you about an erratic signal. According to the instructions from Washington, activate the ACTIVE SONAR and stop it immediately to contact Coontz.

The screen changes to an aerial view. You must bring the submarine icon to the ever-moving cross. Use the helm for that. Remember that to go up, you must head 0, to go left you must head 270, to go right you must head 90 and to go south you must head 180.

Note that if by chance you ascent to the surface, the mission will be aborted.

Once you manage that, your performance and accuracy will be scored.

33,-13[edit]

The screen blanks and you must do the same: try to have the sub icon right where the cross is moving. You will roughly traverse the screen from lower left to upper right. When you reach that, the Coontz will leave. You will again receive a score according to your performance.

The Captain recovers and tells you to go to periscope depth. Ascend to 70 ft. make sure your speed is slow, then STAND. He tells you about a warship and lets you look at the area around. LOOK SCOPE. Note that the harbor is at 40 degrees and at 282 degrees is the oil rig mentioned in the message.

Exit bu pressing  ↓ . TALK SONAR MAN, GET DISTANCE TO HARBOR, GET DISTANCE TO RIG; the distances are 2850 and 1640 yds respectively.

Leaving the submarine[edit]

(Now it is the last chance to win the bottle and the magnetic device if you haven't done so before.)

Go to the machinist room and GET KEY (if you ask it earlier, Johnson would say that he misplaced it. He will give it to you only now). Go to the storage room and OPEN COMPARTMENT. Johnson will come and take the gear for you. For some fun you can try OPEN DOOR and visit the nuclear reactor room but then you will have to restore.

You are ready to leave, go to the hatch room and PUSH BUTTON, GET DIVER, ENTER COORDINATES: Enter 2850, 282, 1640, 40. CLIMB LADDER, OPEN DOOR and GET GEAR.