FAQ/Walkthrough by SDumblauskas

Version: 4.1 | Updated: 07/28/03 | Printable Version

Naval Ops: Warship Gunner Game FAQ
By: Scott Dumblauskas
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 
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 
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 

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 

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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 
Reward: 125000cr, 18000 points

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

Destroy the Supership
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 

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. 

Changes: New Ships (Piranha 2540, Shwarz Zondarc 14400, Q. Elizabeth 

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

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

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

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

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

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

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 

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.

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.

Changes: New Ships (Emerson 4800, Eminence 19800) 

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

Changes: New Ships (Emerson 4800, Eminence 19800)

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

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

Changes: New Ships (Eminence 19800)

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.

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 

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

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.

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.

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

Changes: New Ships (Argent 6000, Eminence 19800)

Changes: New Ships (Nahato 10800, Argent 6000, Eminence 19800, Shinano 

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.

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

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 

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.

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.

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.

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

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

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.

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.

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.

Changes: New Ships (Emerson 4800, Tukuyomi 14400, Delta V 9240, 
Nagimaru 21600, Argent 6000, Albany 4320, Modified Forrestal Class 
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.

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

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

Changes: New Ships (Musspellheim 38000 before transformation, 84000 
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.

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 

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

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 

VI. Hints and Tips

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

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 - icmann@hotmail.com (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 
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.