Naval Ops: Warship Gunner Game FAQ
By: Scott Dumblauskas
[email protected]
Version 4.1


Copyright notice is as follows, also contains the ONLY site this should
be on.
This FAQ copyright 2003 Scott Dumblauskas and may not be reproduced in
any form and may not appear on any site except www.gamefaqs.com or my
personal homepage without the expressed written consent of Scott
Dumblauskas. All rights reserved.

Table of Contents
I. Intro (a.k.a what no one reads)
II. Controls
III. The Basics
IV. The Walkthrough
V. Ship Building Tips
VI. Hints and Tips
VII. Contact Info
     VIII. Version Updates

I. Intro
   Not much to see here. If you need to find anything press Ctrl+f
then type what you want to find. Levels will always have their game
designation (e.g. A-01, B-10, etc.), as will any hulls and weapons,
with common letters replacing the Greek letters (e.g. Battleship I,
Radar A (as apposed to Radar a, which would be harder to type in the
find box) Greek letters will be replaced by the first letter in their
name (a for alpha, b for beta, etc.) With that out of the way, lets get
on to what actually matters, the game.

II. Controls
This is the default setup, there are other setups. Personally I like
the default controls, but I use an inverted Y-axis.

Left analog stick - Move targeting
Right analog stick - Binocular mode (Up to zoom in, down to zoom
out/exit)
D-pad up- Increase speed (double tap to get a speed boost)
D-pad down - Decrease speed
D-pad left/right - Turn left/right respectively (double tap to turn
faster)
Triangle - Switch Armaments up
Square - Switch armaments down
X - Fire selected weapon
Circle - Precision mode
L1/R1 - Turn left/right (double tap to turn faster)
L2 - Sight steering
R2 - Intercept mode
Select - Change radar range
Start - Pause menu

Sight steering - allows you to just look at where you want to go and
the ship will automatically turn towards it. Good if you do not want to
deal with the rudders, bad if you want to bring all of your guns to
bear on a target.

Precision mode - zooms in on a target, good for making sure your shots
count, but you do lose your radar while in it. Helpful for locking on
to what you want to, although sometimes the game does lock onto a plane
and tries, in vain, to follow it.

Binocular mode - lets you zoom in on the horizon, basically the same
zoom as in precision mode, but you can do this just to scan the horizon
for the little flashes of light that signify a ship is there.

Intercept mode - uses certain guns to fire at incoming missiles,
rockets, torpedoes, planes and even submarines. Some weapons will not
fire in intercept mode, and you cannot put up any (real) offense
against ships that are near you. (Meaning you will sometimes hit a ship
when firing against a threat, but most likely the only kills you will
get will be stray PT boats) However, the trade off is that it will save
your life many times over.

Utilizing aircraft - to launch an air flight, keep pressing square
until the up arrow next to the armaments list is highlighted, then
press X. All of your planes that can take off will, they will circle
once, and then go hunting. To call them back, press square until the
down arrow next to the armaments list is highlighted, then press X. All
of your aircraft will return to the ship. Note that planes will go very
far out and practically destroy everything that is out there. Just be
aware that if your offense is centered around aircraft and they all get
shot down, you may be in a little bit of a jam.

This should only appear on www.gamefaqs.com and my web page. If you are
reading this on any other site, let me know now!

III. The basics

First off, this is a shooting game. Yes, ship design is a big part of
the game, but it takes back seat to blowing stuff up. Don't be afraid
to just go out into a mission, see how your ship can do, and if you
fail rethink it and do it all over again. First off some useful tips
for this game

Learn to gauge your shots - early on, all you have are guns that fire
in arcs. Learn to judge how far a ship is from yours (it's really easy;
there's a distance finder on the HUD). Fire above them, and then see
where the shots land. If they land short of the target, adjust your
aiming up a little and try again. If they land long of the target (too
far), then aim lower towards the water. You also must note that the
ship is moving and lead accordingly. If the ship is coming towards you,
aim a little lower than you think you need to in order to compensate
for the movement. This is something that is very necessary in many
stages of the game, and if you fail to master it early you will be out
gunned when the bigger capital ships come. Master it early, use it
often and all you will see are heavily damaged ships coming your way
when you do see them.

Missiles and rockets - for missiles and rockets (and other weapons
later on) a box will appear over any target, but when in range the box
will get smaller and smaller until it makes a "bracket" sound. Fire
when you hear that. For missiles, they will have a much greater chance
of hitting when this happens, for rockets they will semi adjust to lead
just a little, but not too much. Rockets are better for ground attacks,
while missiles are good overall.

Get funds - don't be afraid to go back and do easier missions to gain
parts and money. Yes, some people find this to be nothing more than
cheating, but the game allows you to do this so you should take
advantage. Getting ahead of the curve on technology and weapons means
easier missions and is sometimes very necessary. Also, there are some
weapons and parts (namely the better ones) that can only be obtained
through missions, so make sure to pick up the parts crates when you see
them.

Repair your ship - not only can you be damaged normally (hit point
damage) but some attacks will also cause status effects to take place.
Some status effects (fire and flood) will repair themselves over time,
others (deck damaged, rudder damage, or engine damage) can only be
repaired by picking up a status restore crate, or doing emergency
repairs.

Firing arcs - certain weapons (mostly torpedoes and depth charges) have
a side firing arc. The enemy must be on the side of you to fire the
weapon. Other weapons (rockets and missiles) have minimum ranges; they
will not fire when a target is too close to your vessel.

Research - research technology in groups, many times to get the newest
weapons, engines or electronics, you not only need to research their
respective category, but also another technology. (E.g. the 20mm CIWS
requires both high armaments and high electronics) There are also parts
that can only be gotten through missions, so not everything can be
bought. (Mainly anything with a Greek letter after it and higher
caliber, high cm guns)

Prebuilt ship - they have both their good points and bad points. First
off, some of the ships have non-buyable technology on them (e.g. FWD
bridges alpha, etc.) so buying one of them, then scrapping it for parts
isn't such a bad idea. But that's about all they are good for. Most of
the time, I found I could sit in the design shop and get better
performance from a ship I created than a prebuilt one. However, if you
want to get ahead of the curve, just research metallurgy and buy
prebuilt ships, then scrap them for parts.

Lastly, don't be afraid to just jump into a mission with the ship you
used last mission. The game pretty much lets you know when you need to
upgrade. (You'll know, you'll die over and over and over again.) A lot
of the game is experimentation in and out of battle, don't be afraid to
just scrap a design and start all over.

IV. The Walkthrough

A-00
The Prelude
Move north
Time: Afternoon
Conditions: Sunny

Ships Faced:
Slow-Speed Transport Hp: 60
1923 Class Hp: 75
Penguin Class Hp: 290

Walkthrough: This is the first level, so it is a cake walk. Just move
on north with the battle group and destroy all the ships in the level.
Near the end of the level, you face a Penguin Class that is a little
sturdier than the 1923 class. Get along side of it, and then hammer it
with some torpedoes. It should go down after one volley.
Reward: 2000 credits, 0 points
Quick Tip: Go to the design center and up the barrels on your
destroyer. This gives you a much needed boost in offense for not too
much more weight.

A-01
Northern Gales
Rendezvous at the staging point
Time: Afternoon
Conditions: Sunny

Ships Faced
Slow-Speed Transport Hp: 60
Esprit Class Hp: 100

Walkthrough: Wait for permission to fire then take down the Esprit
Class with guns and torpedoes. The other ships you can do as you feel
with. They drop parts, nothing too impressive, but helpful nonetheless
if you want some easy money. Just head north towards the battle group
and then exit the sector by heading toward the edge of the map. Was
that simple enough for you?
Reward: 15000 credits, 10000 points

A-02
Blind the Blockade
Destroy 3 radar installations
Time: Afternoon
Conditions: Sunny

Ships Faced
Exige Class Hp: 180
Elam Class Hp: 200
MTB20 Class Hp: 2

Walkthrough: Deal with the ships that are going to give you problems
first; you don't want to be bothered while you're blowing up radars.
Note that you do face a cruiser in this level and that it is a threat
that should be dealt with. Use precision mode to aim at the radars,
bring all guns to bear (meaning be parallel to the shore so all your
guns fire on the radar) then just blast away. There are mines around
the shoreline, use intercept mode to blow them up for safety. After the
radars are toast, exit the sector at your discretion.
Reward: 17500 credits, 10000 points

A-03
Sea Wolves
Sink 5 enemy subs
Time: Afternoon
Conditions: Sunny

Ships Faced
Vehement Class Hp: 120
1924 Class Hp: 85
Emden Class Hp: 400

Walkthrough: First off, make sure that if you did for some reason sell
or get rid of the depth charges on your destroyer that you get them
back or put them back on, submarines cannot be attacked with guns. Note
that the Emden Class cruiser is not really a threat, it just seems to
hang around the shore line near the one of the subs. I never had a
problem with it, but if it gives you any grief just torpedo it to
death. As for the depth charges, they are fired from the stern of your
ship, unless you moved them, so make sure to just get close and ahead
of the subs. It only takes one volley of depth charges to sink a sub,
so you have plenty of ammo for this mission.
Reward: 20000 credits, 10000 points

A-04
Duck Shoot
Sink 15 Transports
Time: Afternoon
Conditions: Sunny

Ships Faced
High-Speed Transport Hp: 40
Slow-Speed Transport HP: 30
Tribal Class Hp: 170
Europa Class Hp: 220
London Class Hp:
York Class Hp: 800
Revenge Class Hp: 2500
Dido Class Hp: 350
Elise Class Hp: 190
Arethusa Class Hp: 400

Walkthrough: Okay, you start with a set of nine transports off to your
port side, go and sink them (watching out for their escorts), after you
sink all of the transports there, there will be groups that are going
both directions (moving west and moving east), just hit the map and see
where they are. After you get 15 the mission is complete and you can
exit, but I recommend against it. This is a mission that is really easy
to do over for money, as well as the fact that destroying lots and lots
of transports gets you special hulls. You won't be able to do this the
first time through, but if you replay the mission a couple times you
should be able to rack up a good amount of kills and cash.
Reward: 25000 credits, 10000 points

A-05
Through Dover
Escort Battleship to its destination
Time: Afternoon
Conditions: Sunny

Ships Faced
Olympia Class Hp: 200
Hood Class Hp: 2000
High-Speed Transport Hp: 50
Planes Hp: Varies

Walkthrough: First of, use intercept mode to destroy the mines near you
and then proceed to sink the three Olympia Class Destroyers ahead of
you. You can play this mission either way, actually stick by the
battleship and make sure nothing touches it or you can scout ahead and
just pummel anything you want to. I prefer the second method, but it is
your choice. You defiantly want to destroy as many aircraft as possible
to make it easy, so stock up on machine guns and high angle guns for
the mission. The mission ends when the battleship reaches the little
blue boxed area on the pause map and begins bombarding the coast line.
Reward: 30000cr, 10000 points

A-06
The Fire of Feold
Sink 2 enemy cruisers
Time: Night
Conditions: Rainy

Ships Faced
High-Speed Transport Hp: 50
19368 Class Hp: 300
Admiral Hipper Class Hp: 1200
Scharnhorst Class Hp: 3500
XXI Class Hp: 150

Walkthrough: You start heading the right direction so just put it in
full ahead and blast away. The cruisers have escorts, but they should
prove to be nothing, sink them and then the cruisers behind them. After
taking them out, reinforcements come via the south. Head that way,
taking out the transports to trigger a sub ambush. Sink that, and then
proceed to sink the rest of the fleet that you can see. As it is night
and rainy, if you have non night capable planes, they will not be able
to take off and fight, so be aware of that.
Reward: 35000cr, 12000 points

A-07
Winds of Freedom
Destroy 6 gun emplacements then exit battle sector
Time: Afternoon
Conditions: Sunny

Ships Faced
Valerian Class Hp: 1800
XXI Class Hp: 150
High-Speed Transport Hp: 50

Walkthrough: This mission is probably the first actually hard mission
out there. There are just a metric crapload of ground turrets and they
all do insane damage, and to make it worse, the mission critical
targets, the towering gun turrets, do more damage than the regular. My
advice is to go into precision mode when the turrets are in your main
gun's range, then just, from maximum distance, blast away. It's safe
and effective. There are enemy ships roaming the area, so make sure to
sink them if any of them give you problems. You trigger a sub ambush
when the turrets are destroyed so be aware of that.
Reward: 40000cr, 12000 points

A-08
Attack at Dawn
Do not let the enemy carrier escape
Time: Night
Conditions: Fair

Ships Faced
U Class Hp: 300
Illustrious Class Hp: 1700 (Under Repair)
Vanguard Class Hp: 2800
Fiji Class Hp:

Walkthrough: First off, the carrier cannot go anywhere, however, its
deck guns and flight deck are fine, so it's not entirely defenseless.
Take out a couple of the ships near you to start, and then move in on
the carrier. Just blast away at it and it will go down. Head west and
reinforcements come. Sink these too, for more points and cash. Then
just exit the battle sector. The main threat in this mission are the
planes, there are a lot of them, so taking high angle guns may not be a
bad idea.
Reward: 45000cr, 12000 points

A-09
The Enemy Typhoon
Sink 8 enemy transports
Time: Night
Conditions: Fair

Ships Faced
Slow-Speed Transport Hp: 30
Battle Class Hp: 200
South Hampton Class Hp: 1100
Revenge Class Hp: 2500

Walkthrough: As deceptive as the mission objective seems, it's a lot
harder than A-04. First off, there are Battle Class destroyers mixed in
with the transports. Secondly, there are plethoras of land turrets
around that do massive damage. And lastly, the escorts (the South
Hampton Class) are very agile and pack a wallop. You only have to take
out eight transports, but that's all thereare. Make sure to sink
everything you can, the cash and parts help a lot. If the land turrets
are too much for you, do not hesitate to do emergency repairs to
counter the damage.
Reward: 50000cr, 12000 points

A-10
The Typhoon Hunter
Sink the Enemy Supership
Time: Afternoon
Conditions: Sunny

Ships Faced
Wirbelwind Hp: 5000
Slow-Speed Transport Hp: 30

Walkthrough: Ok, to clear something up... I in no way classify this as a
cruiser. If you look at the info, it mounts 35.4 cm guns, a battleship
class gun. Anywho, this ship is fast. Unless you did some real research
into engines, I doubt you'll be able to keep up with it. Remember how I
told you to make sure you mastered gauging your shots?? This is one of
those missions where if you are good, it will make it easier. The
Wirbelwind will use its awesome speed to pretty much play hit-and-run.
It will move away, shooting its guns at you, stay far away for a while,
then turn around and come at you. What you want to do is not head right
for it, but rather lay in an intercept course so you meet it at a 90
degree angle. This way, when you lay down a barrage and it slows down,
you can bring all guns to bear and fire away. The game does state that
firing a barrage will slow it down, and it does, but if it's really far
away, it won't matter. Just keep picking away at its massive HP total
and eventually it will sink. Planes will start to come after you at
this point, so get out of there ASAP.
Reward: 60000cr, 15000 points

B-01
Hammer and Anvil
Protect the airstrip for 300 seconds
Time: Night, moving into dawn
Conditions: Fair

Ships Faced
Modified Yuubari Class Hp: 1900
Matuki Class Hp: 700
Slow-Speed Transport Hp: 30
Modified Aobe Class Hp: 2500
Modified Takao Class Hp: 2950
Modified Furutaka Class Hp: 2500
Modified Tenryuu Class Hp: 1700

Walkthrough: Ok... Protect the airstrips... Can't be that hard. Right??
WRONG! First off, the airfields are right behind you, but the problem
is that there is a narrow strip of land separating you from the open
sea. Simply put, going beyond that will put the mission in extreme
jeopardy. Stick close to the airfields, sinking ships that come close
to where you are. Just deal with them as they come and don't stray too
far. This may seem like a stupid tactic and that going out and sinking
ships as they show would be a better one, but the above mentioned land
strip makes intercepting ships very tough. To further that point, if
you stray too far out into the open seas and then a battleship or
cruiser slips through and gets close to the strips, you are screwed.
Just stick to your guns and keep those ships at bay. After 300 seconds
(five minutes for all those non math savvy people out there) have
passed, exit the battle sector.
Reward: 70000cr, 12000 points

B-02
Fire on Icy Waters
Destroy 60% of Enemy Harbor Facilities (60 targets)
Time: Afternoon
Conditions: Fair

Ships Faced
Modified Craven Class Hp: 300
Modified Omaha Class Hp: 1800
Brooklyn Class hp: 2000
Modified Farragut Class Hp: 400
Nevada Class Hp: 3500
Lexington Class Hp: 4000
Modified Mahan Class Hp: 600

Walkthrough: First take out all the Craven Class DD's near you; it
makes life a little easier. Start picking away at the nearest harbor
facility (the west most one), taking it all out will bring you up to
about 44 targets down. There will be reinforcements from the east,
notably a carrier. As you head east, make sure to sink it fast,
otherwise the bombers may pick you to pieces. Also note that the harbor
installations have missile launchers, not rocket launchers, missile
launchers. The do a lot of damage (500-750), just make sure to go into
intercept mode to kill the missiles. Basically just a mission where you
have to shell everything in sight, so make sure you can move fast and
take some hits from the ground turrets (damage usually in the 900s).
Sometimes a sub ambush will happen, I think this may be only the second
time through but I will go back and confirm this later.
Reward: 75000cr, 12000 points

B-03
Bandits on Your Six!
Sink 1 Enemy Aircraft Carrier
Time: Afternoon
Conditions: Fair

Ships Faced
Fubuki Class Hp: 800
Modified Mogami Class Hp: 3000
Modified Shoukaku Class Hp: 4500
Modified Asashio Class Hp: 1000
High-Speed Transport Hp: 50
Modified Nagara Class Hp: 1800
Shouhou Class Hp: 2000

Walkthrough: Ok, the fleet starts off to your north west, so head
there. You will have a lot of aircraft to deal with, but they aren't
too much of a threat. Just sink the enemy ships as you see them. Make
sure that when you actually see the carrier, you focus on it. Taking
out the carrier will prevent the planes from being attacking you. After
you complete the objective, the enemy reinforcements show up in the
form of another carrier. Sink it and then exit the battle sector to
complete the mission.
Reward: 80000cr, 15000 points

B-04
Fox and Hounds
Escort the Allied Carrier to Port
Time: Afternoon
Conditions: Fair

Ships Faced
Junsenhei Class Hp: 270
Modified Kagero Class Hp: 1100
Modified Myouko Class Hp: 2900
Modified Yugumo Class Hp: 1200
Fusou Class Hp: 4700
Modified Agano Class Hp: 2300

Walkthrough: Ok, I hate this mission. First off, head west and sink the
three subs. Then go back to the battle group and stick by it at all
costs. Do not stray from it! The carrier has no planes, and all you
have to protect it are two cruisers and a destroyer. The enemy
practically throws everything at you here, and the carrier is quite
fragile. Destroy ships as they become threats, making sure to keep an
eye out for reinforcements. Near the end of the trip, there are some
ground turrets. Make sure you blow them up. They do massive damage and
focus on sinking the carrier. The real problem with this mission is
straying too far from the carrier and letting it get picked apart by
the cruisers and destroyers while you are off sinking the two
battleships that show up. Just deal with the threats and try to keep
ahead of the curve and you should do fine. Just remember about the
ground turrets.
Reward: 90000cr, 15000 points

B-05
Assault at Rabul
Sink 4 Enemy Cruisers
Time: Night (dawn breaks after you complete the objective)
Conditions: Fair

Ships Faced
High-Speed Transport Hp: 50
Junsenhei Class Hp: 270
Modified Takao Class Hp: 2950
Modified Aoba Class Hp: 2500
Modified Junyou Class Hp: 3500
Modified Shoukaku Class Hp: 4500
Modified Asahio Class Hp: 1000
Nagato Class Hp: 5000
Modified Asashio Class Hp: 1100
Modified Shiratsuyu Class Hp: 900

Walkthrough: Head north, taking out the sub on the way. As you get
closer to the port where the cruisers are, they start to mobilize. Make
sure to put the hurt on them. Now, due to the sheer volume of ships
that you will be facing this is a tricky part. Also, there are some
ground turrets near you and they still cause problems. Make sure to be
aware of your Hp status at all times. When you destroy a couple
cruisers, enemy reinforcements show up, en masse. A lot just appear
near where you are, so make sure you're ready for them. After taking
out everything in the north, you can exit the sector, or head south to
take out the carriers that showed up. This is dangerous due to the fact
that the planes are a little better than what they have been, but they
are still not hard.
Reward: 100000cr, 15000 points

B-06
The Killing Machine
Sink 1 Enemy Battleship
Time: Night
Conditions: Fair

Ships Faced
North Hampton Class Hp: 2500
Modified Livermore Class Hp: 750
Portland Class Hp: 2600
New Mexico Class Hp: 3500
Tennessee Class Hp: 3500
New Orleans Class Hp: 2700
Modified Fletcher Class Hp: 900

Walkthrough: Ok, off to the right of you there is a small battle group.
Sink them all, none of them are mission critical, but the points, parts
and cash will help. Go northeast and you will run into the battleships.
Note that there just isn't one, but there are six. Be very careful
around them, they all do high damage. Sink whatever you can then
withdraw. Note that reinforcements do appear a lot in this mission.
First a supply convoy, then more ships. If you can, take them out.
Again, the funds and such will help you greatly. Try to keep moving
around the ships as you attack them, not only will this bring all guns
to bear on a target, you will also dodge shots in the process.
Reward: 105000cr, 16000 points

B-07
Majesty
Sink 4 Enemy Cruisers
Time: Afternoon
Conditions: Fair

Ships Faced
Brooklyn Class Hp: 2000
Atlanta Class Hp: 1900
South Dakota Class Hp: 4500
Colorado Class Hp: 4000
Modified Fletcher Class Hp: 800
Gato Class Hp: 295

Walkthrough: Ok you start practically right next to the battle group
with the cruisers. Just turn and fire on them, again making sure to
take into the sheer number of ships that are in the group. After they
are all sunk, you have options. You can just withdraw, or you can
choose to take part in the other battles taking place in the sector.
Just go into binocular mode and search out the little reflections of
light from ships or explosions to see where they are happening. One
battle is nothing but battleships, so be careful if you do go over
there in search of parts and funds.
Reward: 110000cr, 16000 points

B-08
The Terror Below
Sink the Enemy Supership
Time: Night
Conditions: Fair

Ships Faced
Dreadnought (Submerged) Hp: 3000
Dreadnought (Surfaced) Hp: 7000

Walkthrough: Ok, make sure you have a good amount of anti-sub weapons
on your ship before you leave port. Planes are acceptable, but make
sure you have some sort of anti-sub weapon on your ship incase they get
shot down. A good recommendation is that if you have a high enough
metallurgy rating, go into prebuilt ships and look for a cruiser or
destroyer with nothing but VLS systems on it. Buy two of those, and
then scrap them for the anti-sub VLS. It's expensive, but if you are
using a battleship it is the only anti-sub weapon you can have. (Yes,
you can have a battleship by this point. I received a battleship hull V
a few missions before this one.) Start to unleash on the submerged sub.
Out of the 3000 Hp it has, you have to do about 1000 damage to get it
to surface. It has some powerful torpedoes and missiles, so make sure
to intercept them. When it surfaces, my suggestion is that if you have
any torpedoes, you unleash them first. This will whittle its Hp total
down quite nicely. Its attacks don't change much after it surfaced,
except that now it has deck guns it can bring to bear on you. Just keep
up the fire on it and it should sink, its not that hard, but still a
challenge.
Reward: 125000cr, 18000 points

B-09
Behind Enemy Lines
Raid Kagoshima and Escape
Time: Night
Conditions: Fair

Ships Faced
Modified Asashio Class Hp: 1000
Modified Kagero Class Hp: 1100
Modified Tone Class Hp: 3100
Modified Ouyodo Class Hp: 2400
Junsenhei Class Hp: 270
Modified Yuubari Class Hp: 1900
Modified Tenryuu Class Hp: 1700

Walkthrough: Ok, head east to start and sink the ships over there. Then
proceed northwest. Take out the ships as you see them, it makes life
easier to take them out now rather than later. Reinforcements appear
from the south, go and sink them while you're at it. Now, head north,
cautiously. There is a minefield near the entrance to the port, but
that's nothing serious. However, the ground turrets and missile
launchers are a different story.  Make sure to approach them with
caution. The first set is on the east side of the inlet. Then the
second set is right next to the extraction zone. Rockets make taking
them out very easy, although using your guns to do the dirty work isn't
that hard.
Reward: 130000cr, 16000 points

B-10
Shadow of Evil
Destroy the Enemy Supership
Time: Afternoon
Conditions: Stormy

Ships Faced
Archeopterix Hp: 18000

Walkthrough: Ok, first things first. Do not un-equip your main guns
thinking they will not hit, they are the best weapon in this fight.
However, on the other hand, take off all anti-sub and torpedoes to gain
a few knots of speed. As the Supership approaches, take your main guns
and start aiming at it. You have to lead your shots a little more than
usual due to Archaeopterix's high speed. As they state, it does have a
blind spot right under it, so try and stay there. Like all other
superships, as it gets down to its last 1000 or so Hp it starts to use
its better weapons. In this case, it just lies down a ton of cannon
fire upon the seas. Just keep blasting it and it will go down.
Reward: 150000cr, 20000 points

C-01
Caroline Islands
Guard the Troop Transports
Time: Afternoon
Conditions: Fair

Ships Faced
Modified Kawachi Class Hp: 2000
Modified Tone Class Hp: 3100

Walkthrough: Ok, escort duty. Not a really hard mission. Just get ahead
of the transports and destroy anything in their way. Note that there
are reinforcements in the mission, but they appear so far away that
sometimes they are never a factor. There are tons of aircraft in this
level, also, so you may want to take high-elevation guns or a CIWS or
something like that. As you near the end of the level, ground turrets
become a problem. There are about 6 of them, 4 on the main island and 2
on the island to the SSW of it. Take them out before the transports
come under fire. Not too hard.
Reward: 160000cr, 16000 points

C-02
Defend the Islands
Sink 3 Enemy Aircraft Carriers
Time: Afternoon
Conditions: Fair

Ships Faced
Modified Tone Class Hp: 3100
Akizuki Class Hp: 1200
Modified Shoukaku Class Hp: 4500
Ise Class/BattleCarrier Hp: 4800
Taiho Class Hp: 5000
Modified Yugumo Class Hp: 1200
Modified Yamato Class Hp: 7000
Junsenhei Class Hp: 270
Modified Agano Class Hp: 2300
Modified Nagara Class Hp: 1800

Walkthrough: Weren't we just here?? Anyway, this is a fun mission,
tough, but fun. First things first, you're probably looking at the ship
list thinking "What the hell is a battle carrier??" Basically, it's a
carrier with the firepower of a battleship, this is the only level with
them in it, so if you want that 999 BattleCarrier kill reward, you need
to do this mission about 445 times. Now, head ESE to the battle group.
You will get an anti-air alert, and then about 100 or so planes will
fly at you. I wouldn't waste intercept mode, but it's your call. Now,
don't get into the middle of all the ships, you will get killed if you
do that. I would just recommend staying in front of the group, and
picking off ships one by one with a combination of torpedoes and guns.
Just remember this... repair when needed! Don't assume a ship you just
sunk will drop an Hp restore! Now, after sinking the battle group,
reinforcements come, lots of them. Feel free to take them out; the cash
will go a long way. Exit the sector when you rule the seas to cash in.
Reward: 165000cr, 18000 points

C-03
The Surigao Strait
Stop the Enemy at the Strait for 300 Seconds
Time: Night
Conditions: Fair

Ships Faced
Modified Yugumo Class Hp: 1200
Modified Takao Class Hp: 2950
Fusou Class Hp: 4700
Modified Yamato Class Hp: 7000

Walkthrough: Ok, head WSW to intercept the first set of ships. You have
to work fast on destroying them then moving on to the next set of
ships. Make sure your ship can go at least 30 knots before attempting
this mission. After you take out the first wave, two more will come,
one right behind the wave you just destroyed, one on the other side of
the island. Make short work of the close wave, and then head around the
island (heading east) to cut off the other ships. Sink them and then
exit the battle sector. From what I have gathered, you need only
destroy the bigger ships to complete the mission, you can let the
Yugimo Class go through and nothing happens (at least that's what
happened to me.)
Reward: 175000cr, 18000 points

C-04
Dogfight
Destroy 3 Enemy Airstrips
Time: Night
Conditions: Fair

Ships Faced
Modified Asashio Class Hp: 1100
Modified Agano Class Hp: 2300
Modified Kongou Class Hp: 4500
Modified Matsu Class Hp: 1200
Senkou Class Hp: 200
Ise Class Hp: 4800

Walkthrough: Pick a target and head there. Make sure to sink any ships
near it first before going into ground attack. Having missiles makes it
easy, but you can still complete the mission without them. Note that
the airbases (as well as the ships) have missile launchers and ground
turrets that do massive damage. Intercept mode here will save you. To
put the hurt on the airstrips, aim slightly above them when in range
and fire away. The shells will detonate over the airstrip and do damage
to it. Again, with missiles or rockets, just lock and fire. Not too
hard, but the constant missiles will make life not fun for a while.
Reward: 180000cr, 18000 points

C-05
Breath of a Lion
Protect the 4 Carriers
Time: Morning
Conditions: Fair

Ships Faced
Modified Yugumo Class Hp: 1200
Modified Mogami Class Hp: 3000
Modified Shoukaku Class Hp: 4500
Ise Class Hp: 4800
Modified Kongou Class Hp: 4500
Modified Agano Class Hp: 2300
Akizuki Class Hp: 1200

Walkthrough: Ok, this is what I like, a difference between protect and
escort. You are given free reign to go off and sink ships, making sure
that the carriers stay alive. Sink the ships nearest to them (off to
the east of the carriers) first. Then either a) go off and sink the
carrier that appears to the NNE or b) head to the NW and sink the
destroyers and cruisers up that appear up there. I recommend you go
sink the destroyers, because as much of a threat the carrier seems to
be, it retreats a little and lures you with it, away from the
destroyers. After the carriers leave the sector, you can still go off
and sink things, so feel free to hunt down the carrier and its escorts.
Reward: 190000cr, 20000 points

C-06
Battle Off Hawaii
Sink 3 Enemy Battleships
Time: Afternoon
Conditions: Fair

Ships Faced
Modified Yugumo Class Hp: 1200
Modified Mogami Class Hp: 3000
Modified Kaga Class Hp: 5500
Modified Yamato Class Hp: 7000
Modified Hiryuu Class Hp: 3000

Walkthrough: Ok, start heading west. You have choices; there is a small
contingent of cruisers to the north that you can take out. They aren't
that powerful, but they can do some damage if you aren't careful. Or,
you can just head west and engage the battle group. There are a lot of
battleships, and if you are in a cruiser (like I usually am) they can
wreck havoc on your Hp total. Focus on taking out one at a time,
bringing all guns to bear and then moving on. While the Kaga class
battleships are less powerful, I recommend taking out the Yamato class
simply because they can and will put the hurt on. After completing the
objective, more ships appear, as well as a carrier. Feel free to go
around and sink it.
Reward: 200000cr, 20000 points

C-07
No Mercy
Sink the Supership
Time: Evening
Conditions: Fair

Ships Faced
Harima Hp: 30000
Matuki Class Hp: 700

Walkthrough: Ok, I will detail the two ways to do this. First I'll
explain the easy way. Earn some cash and research into metallurgy and
air tech. Get the best BattleCarrier out there and the best bombers out
there. Build a ship that can hit at least 35 knots and can carry some
good weapons and load it with nothing but bombers. Then go into the
mission. At the start of the mission, launch all your bombers and let
them go to work for a while. While they won't make quick work of the
Harima, they will put a good amount of hurt on it. Then your deck guns
should be able to finish off the remaining amount of hp it has. Just
keep your distance and don't let it bring its guns to bear.
Now, the other way is a lot harder. It involves going at it with
whatever ship you have. For me, the first time I went up against it I
had my cruiser, needless to say, it sunk me. Unlike other ships, you
cannot aim at the bridge and have your shots hit, you must aim at the
hull. This is where guts come into play, you will have to get close to
it to get good shots in but at the same time, risk it using its bigger
better guns against you. Personally, I find that using the first tactic
is way more effective, but it is your choice.
Another note, if you do this mission over and over, you get 30mm and
35mm CIWS; they rock and are hard to find later in the game. I
recommend getting some of these before moving on.
Reward: 215000cr, 25000 points

C-08
Clean-Up Operation
Sink 8 Enemy Transports
Time: Night
Conditions: Fair

Ships Faced
High-Speed Transport Hp: 50
Modified Asashio Class Hp: 1100
Modified Nagara Class Hp: 1800
Shimakaze Class Hp: 1200
Modified Yugumo Class Hp: 1200
Modified Agano Class Hp: 2300

Walkthrough: Simple as can be. Find the transports and sink them. The
only real difficulty about this mission are the missiles that everyone
seems to be using now. They do massive damage. Make sure to intercept
them rather than just letting them hit. There are ground turrets and
missile launchers on the north land, just make a note of them. Not too
hard of a mission, quite a cool down from the supership you just sunk.
Reward: 225000cr, 20000 points

C-09
The Closed Trap
Guard the Fleet for 300 Seconds
Time: Night
Conditions: Fair

Ships Faced
Viking Class Hp: 4
Modified Yugumo Class Hp: 1200
High-Speed Transport Hp: 50
Modified Ibuki Class Hp: 3100
Senkou Class Hp: 200

Walkthrough: Ok, the first wave is simple, five Viking Class Pt boats.
If you lose at this point, please take the game out of the system and
return it. The first real wave of ships appears from the south. Nothing
too severe, just intercept them and then head back toward the fleet.
Second wave in from the west, take them out, but don't stray too far
from the fleet. Ships also approach from the ENE but slowly, so while
it may seem all clear to go out and engage the ships to the west, the
eastern ships might come in and create general disorder in the fleet.
Move swiftly to sink everything that is a threat to the fleet then go
out hunting for subs and transports.
Reward: 240000cr, 22000 points

C-10
The Smell of Cordite
Destroy the Supership
Time: Morning
Conditions: Fair

Ships Faced
Arahabaki Hp: 34000

Walkthrough: Ok, before even leaving dock make sure you have an
electromagnetic shield equipped. Trust me on this one, you will need
it. Start the mission and head toward the supership. Let the cinematic
play, they show just why you should be cautious when maneuvering around
the ship. Try to keep your distance and out maneuver it. It isn't that
hard, but if you have a slow ship, you may have problems. Keep shelling
it until the music changes. At this point, it starts using laser
weapons, lots of them. If you do not have an EM shield, you might as
well hang it up right now. The weapons do about 2000 damage and couple
that with the missile attacks and other weapons and you have problems.
If you take too much damage, there is a small island in the middle of
the map, play cat and mouse with the ship. Go to one side, repair, then
go around and attack it, repeat if necessary. It isn't that hard if you
are prepared.
Reward: 250000cr, 28000 points

D-01
Defend Unto Death
Guard the Strait for 300 Seconds
Time: Afternoon
Conditions: Fair

Ships Faced
High-Speed Transport Hp: 40
Modified Allen M. Sumner Class Hp: 450
Modified Iowa Class Hp: 5000
Albany Class Hp: 3600
Goering Class II Hp: 900
Modified C.F. Adams Class Hp: 1100
Pirahana Class Hp: 2200

Walkthrough: Head north, sinking the few ships that get in your way.
After you get about half way done with them, another set of ships show
up. Sink them but be wary because they are all battleships that can put
out damage as well as take it. Sink those, then two sets of ships show
up, one on the west side of the strait one on the east. Deal with both
of them quickly then just sit there. Eventually there will be an anti-
air alert, but it's only about five fighters. Just sit there until the
time runs out.
Reward: 275000cr, 22000 points

D-02
Top Brass Rescue
Rescue the FF Commanders
Time: Afternoon
Conditions: Fair

Ships Faced
Albany Class Hp: 3600
Modified Brook Class Hp: 1200
Modified C.F. Adams Class Hp: 1100
High-Speed Transport Hp: 50
Pirahana Class Hp: 2200
Modified Nox Class Hp: 1100
Modified Forrestal Class Hp: 6500

Walkthrough: Ok, first take out the ships near you, shouldn't be too
hard, just pay attention to whom is shooting at you. If you head north,
you encounter a carrier, sink it then head back south. The overall
mission isn't that hard, but I will brief you on something. From this
point on, always have an EM shield on your vessel. The Pirahana Class
use a lot of energy weapons and not taking damage from one ship makes
life easier. Also, before moving too far ahead, I suggest getting some
cash for ships and technology.
Reward: 300000cr, 22000 points

D-03
Ocean Destroyer
Destroy the Supership
Time: Evening
Conditions: Fair

Ships Faced
Dual Crater Hp: 45000
Pt109 Class Hp: 3

Walkthrough: Ok, first things first. From this point on, you should use
the best battleship hull you can get with 61cm 50 cal (or better) guns
on it (at least 4 mounts, 3 barrels each), 6 30mm CIWS (C-07 has them)
and at least three anti-sub VLS (look in the prebuilt ships in
destroyer or cruiser, press square on them to see what they have, buy
one then scrap it to get the parts.) Speed is secondary, make sure you
can get at least 30 knots, but make sure at the same time you have
anti-46cm armor. This seems like a weird setup for a ship, but it will
get you through the rest of the missions with few difficulties (at
least for me it did.) Now, you would think that this mission is easy,
just another supership, right? Not exactly. First off, from the
supership many (read: a metric crapload) Pt109s will swarm out and
attack you. The sheer number is horrific, but if you focus on them, the
second trick comes into play. Dual Crater will slowly move toward a
spot on the map, if it reaches it, you fail. So you are racing the
clock here. As soon as you can, start bombarding the crap out of Dual
Crater, ignoring the Pt109s for now. Intercept mode here will save your
life, but don't stay in it for too long. Keep pummeling Dual Crater
with everything you have and it will go down soon enough. Now, you may
wish to farm this mission. It gives out flamethrower guns and tower
rail guns, both of which come in very handy. I would stock up here and
now, rather than later.
Reward: 400000cr, 25000 points

D-04
On the Beach
Pick Up the Agents from 2 Locations
Time: Night
Conditions: Fair

Ships Faced
Nikino Class Hp: 350
Vicious Class II Hp: 4600
Pirahana Class Hp: 2200
Vendetta Class Hp: 5100
Vantage Class Hp: 4000
Victor III Class II Hp: 300

Walkthrough: Head west, but do not go to the south extraction point.
Instead, head to the north one first. Take out the ships as you see
fit, making note of the missile turrets along the shore. Be aware of
the mass amount of ships that await you at the north extraction point.
After you sink them and exfill the agents, head to the southern
extraction point. There will be reinforcements, but they prove to be
noting too hard. Sink them and a sub ambush happens pretty much right
under you. Sink them using the VLS missiles and then exit the battle
sector. Hanging around for too long causes an air alert, so you may
want to motor to get out of there.
Reward: 450000cr, 25000 points

D-05
Sea Hawk
Defend the Airfields for 300 Seconds
Time: Evening
Conditions: Fair

Ships Faced
Modified Fletcher Class Hp: 800
Modified Amazon Class Hp: 400
Modified Sheffield Class Hp: 850
Venus Class II Hp: 400
Modified Brook Class Hp: 1200
Emerson Class Hp: 4000
Modified Invincible Class Hp: 3000
Modified Colossus Class Hp: 2500

Walkthrough: This mission sucks, it really does. Start by sinking the
ship that starts right in front of you, then head west to the other
airfield via the south, do not head around the island to the north.
Reinforcements come from the SSW, taking the sheltered route to the
field (they go around the west side of the center island.) Let them get
really close to the airbase before engaging them because when you start
attacking them, another group appears in the north. Finish off the
little fries, then head north at max speed. Sink those ships very
quickly, then head back south. Don't worry about the sub ambush, they
don't attack the airbase. Head south to engage yet more reinforcements,
but make it quick. Another group closes in from the north with a
carrier fleet. Sink them all. Make sure to look east a little bit
because sometimes ships will escape and head toward the base. This
isn't that hard of a mission if played right, just the fact that if you
fail to respond to any threat, you can kiss an airbase goodbye, and
with it, any hopes of completing the mission.
Reward: 500000cr, 25000 points

D-06
Here Be Dragons
Destroy 3 of the Missile Emplacements
Time: Afternoon
Conditions: Fair

Ships Faced
Vendetta Class II Hp: 5100
Volte Class II Hp: 2300
Shawarz Zondarc Hp: 12000
Nikino Class Hp: 350
Vortex Class II Hp: 5700
Victor III Class II Hp: 300

Walkthrough: Head south to start, sinking the ships there. Then turn
about, and engage the new ships to the north. After they are all sunk,
head west to get those ships, continue heading west to encounter some
Nikino Class DDs. From there, head south, taking out the turrets that
you see. Warning, they pack a punch, so engaging from a distance is
advised. After you destroy them, head east through the little canal
they have, following it up to one of the subs in the ambush. Sink the
sub, then if you want find the others and sink them.
Reward: 600000cr, 28000 points.

D-07
A Blood Red Sky
Sink 2 of the Enemy Carriers
Time: Morning
Conditions: Fair

Ships Faced
Modified Nimitz Class Hp: 7000
Albuquerque Class II Hp: 1300
Modified Ticonderoga Class Hp: 3600
Crescendo Class Hp: 700
Esperance Class II Hp: 1100
Modified Los Angeles Class Hp: 600
Modified O.H. Perry Class Hp: 1100
Modified Forrestal Class Hp: 6500

Walkthrough: So, head north to the battle group. Note that all the
ships there do massive damage and the carrier itself and the planes it
launches are threats. Sink whatever you can, making sure to sink the
carrier in the process. Reinforcements from the north, the other
carrier is there. Head over there, making sure to keep an eye on your
life gauge due to the high concentration of turret fire and ships.
After you sink those ships, head back south to get the rest of the
fleet. Doing this is unnecessary, but if you want some good parts and
money, you should do it.
Reward: 750000cr, 28000 points

D-08
The Frozen Sea
Run the Blockade and Head Eastwards
Time: Night
Conditions: Fair

Ships Faced
Modified Los Angeles Class Hp: 600
Victor III Class II Hp: 300
Esperance Class II Hp: 1100
Modified Ticonderoga Class Hp: 3600
Albuquerque Class II Hp: 1300
Modified Nimitz Class Hp: 7000
Emerson Class Hp: 4000
Shwarz Zondarc Hp: 12000
Walkthrough: Look behind you and lock onto the sub at the start for an
easy kill. Start heading east, sinking ships as you go. There is not
too much strategy to this mission, just keep an eye out for ships, and
sink them if you want. There are a massive amount of airplanes in this
mission, so sinking the carriers is defiantly a priority. When you've
killed everything, or just want to get the mission over with, head east
as fast as possible.
Reward: 800000cr, 28000 points

D-09
Into the Fire
Destroy the Supership
Time: Morning
Conditions: Snow

Ships Faced
Habakkuk Hp: 40000
Allen M. Sumner Class Hp: 850

Walkthrough: Ok, I lied about being able to do all the missions with my
ship. Granted, you can do this mission with that ship, but switching
out all the guns for flamethrowers is a good idea for this mission.
There are other tactics, one of the best ones is arming a ship with
nothing but chain guns, but I'll just cut to the chase. The supership
you are about to face... well, it has the uncanny ability to recover
about an amount of damage from every attack you do, unless it is with
flamethrowers. Get up close and personal and just blast away. What is
really nice about this tactic is that the planes will also get
destroyed due to the fire hitting them as they come in for a landing,
so eventually it will just be you versus the supership. It has a lot of
Hp, so be prepared for a long battle if you choose this method.
Reward: 900000cr, 30000 points

D-10
Name
Destroy the Supership
Time:
Conditions: Fair

Ships Faced
Druna Skass Hp: 60000
Allen M. Sumner Class Hp: 850

Walkthrough: Ok, before you begin, go back into missions that had good
weapons/money and play them multiple times. I recommend playing C-07
for CIWS, D-09 for sheer cash (especially if you get an S rank), D-06
for some engines and possibly a few other choice missions for whatever
you need. Well... go on! I'll be here when you return.

Back? Good, then let us begin with the facts. First off, this is a
battle of luck. Sometimes you will get lucky and the supership will
never really hurt you, other times you will not be so lucky and it will
bring its best guns to bear. Case in point, I was playing and I did
emergency repairs right next to it, and it never did any damage, it
kept pushing me and using laser weapons. Secondly, no matter what the
case, do not get in front of it. It does use its wave gun if it gets
the chance, and no ship you have can withstand it. Lastly, this may
turn out to be a damage race at some point. Equipping your ship with
chain guns rather than regular guns may be advisable (and it does work)
but just be wary of your range to the ship. There are multiple
strategies for this boss; it just depends on what type of player you
are. Before proceeding any further, make sure you have all the parts
you want and max out your tech levels.
Ok, now on to the boss. Head north, taking out turrets as you go along,
this doesn't have that much effect on the battle, but if you need to
get away and repair, at least somewhere will be relatively safe. As you
get close to Druna Skass, a cinema will play; it will show you just why
I told you not to get in front of it. As soon as you can start
bombarding it, if you have regular guns, this means bracket it, if you
have otherwise, just zigzag towards it. As you get closer, begin to
circle strafe it to death. There is not much more help I can give you
after this point; you must react to the situation. Good luck.
Reward: The ending, nothing more.

Oh wait, you thought we were done?? Hardly, we are far from done. After
the credits role, you get to save your game. You start all over,
keeping tech, parts, ships, cash, everything, but you start from
mission A-01. "This should be easy!" you think, but what you to think
of is that all the enemy ships are just as teched up as you are. Are
you scared yet?? Well, the real benefit is that all the part drops are
way better. I will continue the guide telling you of new ambushes and
ships and superships. I will call this mode EX mode.

EX Mode
New ships have Hp listed right after them.
All normal ships will have a boost in Hp and some will have higher tech
weaponry. No changes to points or mission reward credits take place,
however you will net more money from the new ship classes, as well as
better parts.

Notes on new ships
Shwarz Zondarc: The new main battleship. Hard hitting and can take
damage as well. Has a VLS launcher that does tremendous damage, you are
advised to sink these when you see them as they create problems if you
don't.

Piranha: The new cruiser packs only energy weapons. Fodder for larger
ships, but they have the uncanny ability to show up in groups.

Emerson: The other cruiser. Packs some hard hitting energy weapons, but
they will be absorbed by an EM shield.

A-01
Changes: New Ships (Piranha 2540, Shwarz Zondarc 14400, Q. Elizabeth
3240)

A-02
Changes: New Ships (Piranha 2540, Shwarz Zondarc 14400, Reknown 1920)

A-03
Changes: New Ships (Piranha 2540, Shwarz Zondarc 14400, Bismarck 4800,
Canaris 6000, Delta V 9240, 1936B 360)

A-04
Changes: New Ships (Piranha 2640, Delta V 9240, Modified Courageous
Class 1440, Reknown 1920, Shwarz Zondarc 14400)

A-05
Changes: New Ships (Shwarz Zondarc 14400, Ark Royal Class 1560)

A-06
Changes: New Ships (Shwarz Zondarc 14400, Emerson 4800)

A-07
Changes: New Ships (Shwarz Zondarc 14400, Emerson 4800, Volante 4440)

A-08
Changes: New Ships (Shwarz Zondarc 14400, Emerson 4800, U Class 360, K.
George 3600, Illustrious 2150)
Illustrious is still under repair, but another one will come as
reinforcements.

A-09
Changes: New Ships (Shwarz Zondarc 14400, Emerson 4800)
As the you complete the mission, dawn breaks and a carrier approaches
from the south, it does launch an air flight, so be aware of that.

A-10
Changes: New Ships (Trollslegur 96000)
The Wirbelwind gets some more Hp (now at 6000.) Trollslegur is a laser
BB; it has tons of energy weaponry and a very good EM shield. Take
caution if you have a lot of laser weapons on your ship. This isn't
that hard, but the massive amount of Hp makes it a long battle. Just
keep shelling it and it will sink.

B-01
Changes: New Ships (Emerson 4800, Eminence 19800)

B-02
Changes: (Piranha 2640, Eminence 19800, Gato 354)
New Sub Reinforcements to the south

B-03
Changes: New Ships (Emerson 4800, Eminence 19800)

B-04
Changes: New Ships (Piranha 2540, Shwarz Zondarc 14400)
New Reinforcements from ESE, Carrier inbound from NW corner

B-05
Changes: New Ships (Eminence 19800, Shwarz Zondarc 14400)

B-06
Changes: New Ships (Eminence 19800)

B-07
Changes: New Ships (Shwarz Zondarc 14400, Emerson 4800, Eminence 19800,
Modified York Town 4200, Lexington 4800)
The carriers are a new addition to this battle.

B-08
Hp up, air force enters map after sinking of sub Also, there are more
ships for refilling ammo and hp, but they are near the edges of the
map.

B-09
Changes: New Ships (Emerson 4800, Piranha 19800[not a mistype])

B-10
Changes: New Ships (Nautilus [12000submerged, 8400 surfaced])
Normal boost in Hp for Archeopterix. New enemy supership is the
Nautilus, a clone of the Dreadnought. Same strategy applies, but the
Nautilus does have more powerful weapons, as well as mine layer
systems. Its new torpedoes do massive damage and sometimes cannot be
seen until they are right next to you. This is a tougher battle than
the Dreadnought, but it still should not prove to be that much harder.

C-01
Changes: New Ships (Eminence 19800, also unconfirmed carriers)
New carrier reinforcements from ESE, they play a minor role due to
their late appearance, but they do launch air flight and can cause
damage to the transports if you are not careful.

C-02
Changes: New Ships (Argent 6000, Nahato 9000, Eminence 19800, Shwarz
Zondarc 14400)

C-03
Changes: New Ships (Argent 6000, Eminence 19800)

C-04
Changes: New Ships (Nahato 10800, Argent 6000, Eminence 19800, Shinano
7200)

C-05
Changes: New Ships (Quartermain 15600, Argent 6000, Eminence 19800)
Note: I got an Auto-Load System Gamma (reload time -91%) from this
battle as a random drop.

C-06
Changes: New Ships (Quartermain 15600, Nahato 10800, Eminence 19800)

C-07
Changes: New Ships (Strumwind 68400)
The Harima gains a few thousand Hp, but it still goes down easy. The
Strumwind is another high speed cruiser; see battle A-10 for more
details. It has some powerful weaponry, but it should prove to be no
match for your ship at this point. It approaches from the south, moves
north to intercept you. Just plot an interception course, then shell
it.

C-08
Changes: New Ships (Quartermain 15600, Nahato 10800, Eminence 19800,
Argent 6000)
New set of reinforcements to the NE sector of the map after all
transports are sunk.

C-09
Changes: New Ships (Eminence 19800)
More reinforcements show up with the sinking of the NW group of ships.
The approach from the south, so be aware of them. Also, the ships you
protect FAIL to have EM shielding so charged particle guns do massive
damage. Act quickly, or you risk losing a ship or two.

C-10
Changes: New Ships (Amaterasu 126000)
Boost in Hp for Arahabaki. When the Amaterasu comes, it brings some
other ships with it, but the ones to the north shouldn't be a problem.
There are subs to the south of the new supership, so be aware of that
too. The new supership sports some hard hitting weapons, most notably,
a multi warhead VLS and a 305mm chain gun. It is the same setup as the
Arahabaki, so stay away from the bow and sides of the ship; it also
appears to be faster to turn and to move.

D-01
Changes: New Ships (Quartermain 15600, Eminence 19800, Modified Midway
Class 7200)
Carrier shows up when you sink all enemy vessels in the area.

D-02
Changes: New Ships (Quartermain 15600, Eminence 19800, Nahato 10800)

D-03
Changes: New Ships (Vicious Class II 5240, Vantage Class II 4800, Delta
V 9240, Vendetta 6120)
They throw a real curve ball at you in the form of many more ships than
just the Pt109 and the Dual Crater. Focus on taking out the Dual
Crater, leaving the other ships for dessert. Dual Crater also seems to
put out more Pt109s than when you first fought it. The other ships are
nothing more than distractions, leave them for after the battle.

D-04
Changes: New Ships (Quartermain 15600, Eminence 19800, Nahato 10800,
Argent 6000)
This mission has the ever elusive "nukes." Look for them as cruise
missile launchers and spec. warhead VLS, you can pick up one of the
latter with a S rank.

D-05
Changes: New Ships (Emerson 4800, Tukuyomi 14400)
More ships and harder hitting weapons on them make this a tougher
mission than before, the faster you are in sinking ships, the better
chance you have to succeed. Also, this mission has the best tech drops
in the game (Enigmatech Systems) farm here for good tech.

D-06
Changes: New Ships (Emerson 4800, Tukuyomi 14400, Delta V 9240,
Nagimaru 21600, Argent 6000, Albany 4320, Modified Forrestal Class
7800)
After you destroy the missile launchers, the carrier and the Albany
class show up in the NE corner. Also, this mission has the ever elusive
Atomic Engine Sigma, Turbine Sigma, and the best Gas Turbines, farm
here for engines.

D-07
Changes: New Ships (Emerson 4800, Tukuyomi 14400, Delta V 9240,
Nagimaru 21600, Argent 6000, Modified Shwarz Zondarc 105600, Virago
Class II 4800)

D-08
Changes: New Ships (Argent 6000, Modified Shwarz Zondarc 105600, Virago
Class II 4800, Nagimaru 21600, Tukuyomi 14400)

D-09
Changes: New Ships (Musspellheim 38000 before transformation, 84000
after)
As usual there is the regular boost in Hp for the Habakkuk. The
Musspellheim isn't that hard on its own, however the air planes it
carries (German UFOs) are deadly. The Musspellheim does have some
powerful deck guns, but nothing too deadly. Just treat it as you would
any other ship out there and sink it. After doing some damage to it, it
does transform and loses its ability to launch and recover its UFOs, so
eventually they will run out of ammo. This is also the last level
before starting all over yet again, so I would suggest farming missions
that give good parts while you have the chance.

D-10
Changes: New Ships (Silfurbor Negla 120000)
Not much has changed with the Druna Skass, just sink it fast, trying to
not get too beat up in the process. Before you read on thinking I have
some fail-proof strategy for the Negla, I will flat out say that I
don't. I've sunk him before with only 3 Hp left, other times I get
lucky and he can never bring his bigger guns to bear. I will give some
advice though. First off, make sure you have lots and lots of ammo for
whatever gun you plan to use. I recommend going back and sinking 500
transports and getting the 2 hull battleship and mounting it up with at
the minimum 8 61cm 50cal (or better) 3 barrel guns, then going to D-05
and getting an Engmatech Strulta and C-05 and getting an Auto-Load
Gamma, all these parts help, a lot. Secondly, drop anything that is
energy based, that does include anti-air pulse lasers; also drop any
anti sub or anti air weaponry (missile systems), also, I would
recommend dropping missiles in general as they will get shot down with
ease. Make sure you have no less than 8 CIWS guns on your ship, for
obvious reasons. Make sure you can take some punishment; I recommend
taking any extra weight you have and putting it toward more armor.
After Druna Skass, you may be low on ammo, if you are, you are screwed.
From what I have sunk, no ship in the area drops an ammo supply box.
See why I recommended the 2 hull BB? Negla will be a test of skill,
luck and patience. It has bigger guns than any ship (period, end),
missiles that do tremendous damage and a bigger wave gun than Druna.
The live fire guns did upwards of 5500 damage (BB, anti 44cm armor with
~8640 Hp total), it doesn't seem to use its missiles very often, but
they come unexpectedly sometimes. Also, unlike in the mission against
just Druna, I would recommend against repairing right when you need it.
Negla loves to use its Breac Wave Gun, as well as its deck guns, so
getting far away from it may be more advisable than repairing when you
need it. As much as I want to give you more help with this fight, I
really cannot. Many factors play into this battle, I would recommend
asking on the boards for help because there are people out there that
have great strategies that work a good amount of the time. Good
hunting!

Now, you finished EX mode, you get to save again and start all over.
Sound like fun? Yeah, not to me either. However, you can tackle
survival mode now. All survival mode is is you taking whatever ship you
want out on all 40 missions straight. No reloads, no regeneration, no
buying more planes after each battle. You don't get anything for doing
it, well nothing I have found. You do, however, get the satisfaction of
blowing up little destroyers with big guns, so there is some coolness
to be had.

Are you reading this somewhere other than www.gamefaqs.com or my
webpage?? Let me know!!

V. Ship Building Tips

First off, have a goal in mind. Not "I want this ship to kick major
***" or "I want a fast ship." Have something specific goal in mind. For
instance, if your current ship can't go 35 knots, but you like the fact
that it can carry all the weaponry you like, try maybe going with a
better hull, or reducing the number of barrels (if applicable) on your
main guns.

Secondly, don't always go with the bigger guns. Sure, there are weapons
that can't be beat (the wave gun, spec. warhead VLS and such) but in
reality, the best guns are smaller. You will find that the 61cm guns
are pretty much the best main guns out there. They aren't too heavy;
they have a great reload rate and power. Sure, the 80cm guns hit for
more power, but they have way too much weight. You can put more 61cm
guns on a ship, and keep a steady rate of fire down on any ship you
want. Also, don't pass up the special chain guns. The higher cm guns
can really tear a new one in any ship (even superships!) Granted, the
overall offense may seem low but the ability to just keep putting the
hurt on a ship constantly makes up for it. The only drawback is that
they will fire at planes and missiles in intercept mode, so you may run
out of ammo quickly.

Engine placement does have an effect on more than speed and weight. If
you use shift placement, you have a lesser chance of having your
engines damage, however you pay for it in extra weight. I recommend
using the shift placement in ships where you have weight to spare, but
not enough to do anything really good with it.
Shift placement (add boilers and turbines to taste):
Turbine-boiler-boiler-turbine-boiler- boiler- boiler
Regular placement
Turbine-turbine-boiler-boiler-boiler-boiler-boiler

Aux systems should be added specifically for ships. For instance, for
all carriers and Battlecarriers (and if you have launchers on your
battleships and cruisers) you should have the auto fire extinguisher.
This makes sure that you can launch an air flight when you need it. You
should always equip an auto load system, as the massive drop in reload
time helps kill things faster. The electronic targeting system (+x
amount to intercept range lock on) seems good, but if you don't have a
good control, you'll just waste ammo faster. The better aux systems
(read: all movement,) can only be found in missions or by destroying
ships. However, they are worth it.  There are systems out there that
help, there is a command system that adds points to control, as well as
other enigmatch parts that do random things. D-05 and C-05 have these
techs, so go there and be prepared to look around for them.

Don't be afraid to scrap a design and start all over. Sometimes it's
better to just start anew rather than try to build upon a design that
doesn't work in the first place. Remember that if you really get stuck
on weight you can always save tonnage by taking off a barrel of a gun,
or getting rid of some armor.

Make sure you can defend against everything. Unless you are making a
mission specific ship (see: Harima battle) make sure you have anti-sub
and anti-air defenses. Also, make sure to take into consideration your
defensive plating. Don't design up to the brim on weight and then
realize that you have to do armor plating. Make sure to adjust it about
midway through.

Regarding planes, I would stick to a max of three types in extreme
situations. You can easily get rid of scouts by equipping an anti-sub
VLS missile onto your carrier, opening other slots for fighters or
bombers. Try to stick to either using fighters or bombers. Fighters can
usually take care of themselves in air to air battles, but have weaker
ordinance and cannot attack land targets, bombers on the other hand,
can attack land turrets, but are more likely to be shot down by
interceptors. On the subject of interceptors, make sure to take some.
You need aerial supremacy to really rack up the kills.

The way better parts can only be gotten through missions the second
time through. D-06 has the best engines, although an A rank on C-06
gets you a Turbine Omega. D-07 and C-07 have better bridges for the
heavy ship classes. D-05 and C-05 have some of the best aux systems in
the game.

Also, make sure you keep to the ship class. Do not try to squeeze
excessive amounts of deck guns on a carrier, or put tons and tons of
weapons on a destroyer. However, at the same time, don't restrict
yourself to following the regular patterns. Go outside the box; make a
ship containing nothing but chain guns and flamethrowers, or a cruiser
with nothing but missile launchers or even a destroyer with nothing
more than torpedoes. You never know what you will like until you try
it.

VI. Hints and Tips

Destroying 100, 500, and 999 of any type of vessel gives you a special
reward.

S and A ranks not only give you a lot of money bonuses, they also give
you a part as a reward. Try to aim for them.

Money is everything in this game. Many players feel that going back and
redoing missions is wrong and nearly cheating, but I feel that if you
are given the opportunity fairly, it's their own fault. More money
means better tech, which means better equipment, which means easier
missions. However, you cannot buy everything, and eventually you will
have nothing to do with your money.

VII. Contact info

Email - [email protected] (make sure to put either FAQ or Naval Ops
(or copyright) in the heading. I use filters so if you leave the
heading blank and get mad, it's your own fault!)
AIM - Icdragoon615 (I'm not on a lot, but if you feel like you need
person to person help, email me (see above regardless) tell me what
time you'll be on, and I'll try to be on at that time.
Gamefaqs message board handle: Hells Dragoon

VIII. Version Updates

Version 0.5 - The beginning, started up everything you see here.
Version 1.0 - Up to A-10
Version 1.1 - Copyright change
Version 1.3 - Up to mission B-03
Version 2.0 - Up to mission C-01
Version 3.0 - Up to mission D-01, took out ship class table, other
changes
Version 4.0 - Up to mission D-10EX
Version 4.1 - Finished except for some touch up work, minor changes

IX. Closing

I purposely did not put this in the table of contents for many reasons.

First off I'd like to thank...
CJayC - for running the site that has all my gaming needs.
Me - for getting the motivation to do this
Koei - for making so many good games
<Insert your name here> - for reading this guide
All of my friends from Valpo (you know who you are) - they know why
All my friends from Chicago - they, too, know why

Copyright notice is as follows, also contains the ONLY site this should
be on.
This FAQ copyright 2003 Scott Dumblauskas and may not be reproduced in
any form and may not appear on any site except www.gamefaqs.com and my
personal homepage without the expressed written consent of Scott
Dumblauskas. All rights reserved.

Note to the reader, if you find this FAQ on any other mainstream site
than www.gamefaqs.com let me know, they are violating many
international laws, as well as federal laws and can be prosecuted to
the fullest extent of the law.