P.T.O. II
Pacific Theater of Operations II for the Super Nintendo Entertainment System.

Copyright 6/14/2004 (Version 1.99)
Copyright 9/30/2003 (Version 1.9)
Copyright 5/18/2001 (version 1.8)
Copyright 3/19/2001 (version 1.71)
Copyright 2/22/2001 (version 1.7)
Copyright 2/21/2001 (version 1.6)
Copyright 2/19/2001 (version 1.2)
Copyright 2/17/2001 (version 1.0)

Created by   Tim "Sheepy99" Maurer
Contact Info: Sheepy99@Yahoo.com
Special thanks to KC0AYG for proofreading
Special thanks to everyone who wrote me and
told me of serveral things I missed.

Version 1.99
This will probably be the last update for a while. 
To all the people who have emailed me about the 
German Ships. Stop already!!! I have updated the section.

Version 1.9
After 2 years I finally have another update, "Shocking"
Here's whats been added:
Rumors section (includes emails about tips and tricks)
Added more stuff to planes section.

Version 1.8
Yeah will I updated again, so what, anyway added some
stuff to technology and the long asked question
"How do I make a customized warship?"

Version 1.7
Im pretty darn sure this is my last update.
Finally fixed that word wrap

Version 1.7
updated FAQs
fixed the Monthly Conference Guide word wrap
hopefully this is my last update

Version 1.6
added a lot to the ships section table wise
finally included my Monthly Conference Guide (IXa)
fix a few typos here and there

Version 1.2
hopefully fixed all the tables
fixed a few grammatical errors
spruced up the parts of each section
fixed another Koei mistake in the Cruiser section

Version 1.0
First version of FAQ released

Hello, everyone this is my first Guide/FAQ's I have ever done and I hope it
helps out anyone who has ever got stuck in PTO II (or got the game without the
manual).




__________________________
         INDEX
__________________________
I. Intro
II. Campaigns
III. Bases
IV. Ships
V. Planes
VI. Technology
VII. Monthly Conference
VIII. Commands
IX. Strategies
IXa. Monthly Conference Strategies
X. FAQs
XI. Rumors/Unconfirmed
XII. Conclusion
______________________
I.  Introduction
______________________
PTO II was produced by Koei in 1995 for the Super Nintendo (although it came
out on the PC and Sega Saturn also). PTO II is about the war in the pacific
that was part of World War II (1941-1945). World War II began when Adolph
Hitler invaded Poland in 1939. Britain and France were allies with Poland and
when Germany attacked Poland, Britain and France were forced to declare war
against Germany. In 1939 the United States was still officially neutral and
there was pressure from Britain to join the war on the side of the Allies. Then
the Axis powers (Germany and Italy) signed a treaty with Japan to aid each
other should either side be attacked. Soon other nations of Europe fell,
Including France. Britain stood alone against the Axis power with a divided
United States still debating to join on the side of Britain. But all that would
change on December 7th, 1941.

The United States had a resource embargo on the nation of Japan due to the
military nature of Japans actions in Asia. Japan needed resources to continue
it's expansion in the Pacific and the only power that stood in it's way was the
United States Pacific fleet, which was stationed at Pearl Harbor, Hawaii.
Knowing that Japan's military would grind to a halt with out resources, the
Japanese leaders decided that a surprise attack on the United States was the
only recourse to keep Japan alive. On November 26, 1941, six aircraft carriers
left Kure Harbor, Japan (Home port of the Japanese Imperial Navy) destined for
Pearl Harbor, Hawaii. The plan of attack was to declare war on the United
States one hour before the attack (which was international law that war must be
declared before an attack can commence) The Japanese plan was to sink the
United States Navy Aircraft Carriers and Battleships before the Americans could
scramble for fighter cover, and giving the Japanese Navy enough time to secure
their resources.

December 8th 1941, Japan sends the signal to it's Embassy in Washington DC to
declare war against the United States. The six aircraft carries launch their
planes on Pearl Harbor and exceeds total surprise on the pacific fleet and
sinks the battleships Arizona, West Virginia, California, Oklahoma, and damages
almost all of the battleships in the harbor. But all the aircraft carries are
on missions and miss the attack. But because the International Date Line is
between the Pacific Ocean, the message arrives on Dec 7th 1941, and 30 minutes
after Japan launches it's successful attack on Pearl Harbor. The result enrages
the American public and the next day the United States declares war on Japan.
Thus America joins the Allies, along with the Soviet Union and fights the Axis
until 1945.
________________________
II.    Campaigns
________________________
Although you have the option of fighting from the very beginning you have
several options in which you may start in almost any part of the war. Below is
the name of Scenarios and Campaigns in which to play:

(Scenario that can only be played from the Japanese side)
The Day of Infamy 12/08/41

(Campaigns, beginning, middle, and end of the war)
The Brink of War 11/26/41
Counter Offensive 05/27/42
Approaching V-Day 03/31/44

(The rest are Scenarios)
Southern Operations 12/09/41
Battle of Midway 06/04/42
US Australia Plan 08/07/42
Operation A-GO 05/03/44
Battle of Leyte 10/18/44
The Final Days 02/14/45
_______________________
III.     Bases
_______________________
These are the bases you start out with the Campaign "The Brink of War" It
should be noted that there are two kinds of "Bases". The first kinds are bases
that can launch air cover and/or supplies for fleets, and are represented by
squares. The other kinds are village/posts and only land forces (Marines or
Army) can occupy them. They are represented by circles. It should also be noted
that only a maximum of 4 land forces can occupy any base at one time. Bases
also have natural resources (Ore or Oil) I am only going to name the square
bases below for the
United States:

Attu (Islands of Alaska)
Dutch Harbor (Islands of Alaska)
Palmyra (Island below Hawaii)
Midway (Island officially part of Hawaii chain)
Wake (Island beyond Midway)
Pearl Harbor (Part of Hawaii, Home Port of Pacific Fleet)
Manila (Capital of Philippines in today's world, cut off from supply lines)
Davao (Below Manila, city of the Philippines cut off from supply lines)
Guam (Island between Philippines and Wake, cut off from supply lines)
Panama (Base on North American Continent, maintains the Panama Canal)
United States (Many Bases make up the United States, too many to name here, but
most costal cities are "Square" bases).
_____________________
IV.     Ships
_____________________
Ships make up the fleets of the game. There are 5 types of ships (6 if you
count transports) that are represented by the game. I will explain the naming
scheme of the naval ships that were part of World War II. Again, I am only
going to list the United States ships (USS). First off I will explain the
abbreviations the game uses to represent the ships on the screen. CV and CVL
mean Aircraft Carriers and Light Aircraft Carriers. Carriers during WWII were
named after other famous ships and famous battles. This is the class of
Carriers represented in the game and to be a nice guy I included the maximum
number of airplanes you can carry, speed in knots, vs Fleet statics , vs Air
statics and the amount of Mat'l it can carry.
CV's                   Max# Planes  Speed VsFlt VsAir Mat'l
Lexington Class            90         34   36     48   85
Yorktown Class             99         34   12     48   96
Wasp Class                 84         30    8     32   94
Essex Class                99         33   12     99   99
CVL's
Independence Class         45         32    2      6   85
Sungamon Class             34         18    2     64   99
Casablanca Class           34         19    1     20   86
Commencement Class         34         19    1     76   86

Battleships were named after States of the United States of America with one
exception. "BB" represents them in the game and to be a nice guy I included how
fast they can go in knots, vs fleet statics, vs Air Statics and Mat'l it
can carry:

BB's                      speed   VsFlt  VsAir Mat'l
*Texas Class                21      56    88    95
Oklahoma Class              21      60    80    98
Pennsylvania Class          21      68    80    95
New Mexico Class            21      72    96    99
*California Class           21      68    80    99
*Maryland Class             21      76    32    98
N. Carolina Class           28      74    80    90
S. Dakota Class             28      74    99    90
Iowa Class                  33      74    99    86
! Alaska Class              33      43    99    98

(*Error made by Koei, Texas Class should be "New York Class", Maryland class
should be "Colorado Class", California Class should be "Tennessee Class" )

(! Although Alaska wasn't a state during WWII it was a very, very large cruiser
and had the armament of a battleship and was for all practical purposes a
battleship)

Cruisers are kind of like miniature battleships(cheaper) but scaled down and 
are usuallyfaster then battleships. They were primarily escort vessels that 
provided goodanti-ship and anti-air protection for the rest of the fleet. 
They were namedafter United States cities and territories.  They are 
represented by "C" andlight cruisers are "CL". I have listed the class 
of the US cruisers and thespeed in knots, Vs Fleet Statics, Vs Air Statics, 
and Mat'l:

C's                    speed  VsFlt VsAir Mat'l
Pensacola Class         33      43    32   61
N. Hampton Class        33      40    32   67
*Astoria Class          33      40    32   73
*Indianapolis Class     33      40    32   73
Wichita Class           34      40    32   66
Baltimore Class         33      44    99   68
CL's
! Omaha Class           34      33    24   51
Brooklyn Class          34      53    32   58
! Atlanta Class         32      24    80   50
Cleveland Class         33      48    99   50

(* Error made by Koei, Astoria Class should be "New Orleans Class" and
Indianapolis class should be "Portland Class".)
(! Omaha Class carried torpedoes and could drop depth charges, so does Atlanta
Class)

Destroyers were also escorts for the battleships and carriers but were scaled
back from cruisers. They also had the unique function of hunting submarines
that could cripple or sink battleships and carriers. Destroyers were named
after people who contributed to the United States Navy. Destroyers are
represented by "DD". I have listed the number of torpedoes, speed in knots, Vs
Fleet statics, Vs Air statics, and Mat'l:

DD's                       Torps. speed VsFlt VsAir Mat'l
Flash Deck Class            30      33    4    17    34
Farragut Class              20      37    8    20    38
Porter Class                20      37   12    32    38
Mahan Class                 30      37    8    20    42
Craven Class                40      37    8    16    38
Sims Class                  30      38    8    20    42
Benson Class                20      36    8    20    46
Livermore Class             20      37    8    20    45
Fletcher Class              25      37    8    30    48
A.M. Sumner Class           25      37   14    44    46
Gearing Class               25      35   14    48    48
J.C. Butler Class            8      24    4    16    48

Submarines were the silent hunters of fleets and useful spies to look for
enemy fleets and sinking transports around bases. Submarines were named after
famous ships and sea creatures. They are represented by "SS". The United States
Submarine fleet was quite lacking till the end of the war. This was mostly due
to faulty torpedo design. Below are the classes and armor, # or Torps, speed in
knots and supplies (Mat'l).

SS's            Armor     Torps.   Speed  Mat'l
Old Type          1         10       15    20
Argonaut          5          8       15    64
Narwhal           5         12       17    36
Dolphin           3         12       17    32
Cachalot          2         12       17    28
Type P            2         12       19    50
New Type S        2         16       21    50
Type T            2         20       20    50
Gato              3         20       20    64
Tench             3         20       20    89
_______________________
V.     Planes
_______________________
World War II began the age of Plane Warfare and ended the era of the
battleship. Japan learned this too late and even tried to convert their
remaining battleships into carriers with mix results (usually poor). America
started off with weaker planes and by the end of the war had created planes
that flew rings around the dreaded Japanese "Zero". Below are the types of
planes and their power, range and armament.

Plane             Pwr    Rng  Armnt
F2A Buffalo        3      4   Guns
F4F Wildcat        4      4   Guns
F4U Corsair        6      4   Guns/Bombs
F6F-3 Hellcat      7      6   Guns/Bombs
SBD Dauntless      2      4   Guns/Bombs
SB2C Helldiver     3      5   Guns/Bombs
TBD Devastator     1      1   Guns/Bombs/Torps.
TBF Avenger        2      5   Guns/Bombs/Torps.
OS2U Kingfisher           3   Scout
The Two unconfirmed planes
F8F Bearcat        9      6   Guns/Bombs
AD Skyraider       6      7   Guns/Bombs/Torps. Credit Joey. See section XI.

_____________________
VI.   Technology
_____________________
Should you start at the beginning of the war as the United States. Technology
represents the break through in science and research for both countries.  If
you have ever studied any history of WWII you should know that the Allies had
Radar Technology and Japan had the highly accurate Oxygen Torpedoes designed
especially for the raid on Pearl Harbor. So in the beginning all you have for
technology is the Anti-air Radar. If you play as Japan at the beginning, all
you have is the oxygen torpedo. To get more technology you have to allot funds
during the monthly conference to research more. Below is a list of available
techs you can get as the United States and a brief description of what it does.
"*" indicates that you have to install that tech on the ship itself to use it:

Techs
*Anti-Air Radar (Increases the strength of Air Escorts over fleets)
*Sea-born Radar (Fleets auto-search for enemy fleets with in a give range)
*Gunnery Radar (Ship hit % increases during a naval or land bombardment battle)
VT Fuse (Ships Anti-Aircraft guns increase 2 fold)
Cryptograph (Decodes enemy messages/ You can now see enemy objectives in the
Mil Op.
 Goals menu)
*ECM (Nullifies enemy Gunnery Radar)
Incendiary Bomb (Damage from bombs increases)
Flame Thrower (Ground forces become more powerful)
*Shipboard Rockets (Disables depth charges/torpedoes, but VASTLY increases Land
Base attacks)
Oxygen Torpedoes (% of hitting targets VASTLY increases)
Guided Missile ( you have to "earn" this one by spending large amounts of $$$
in technology. once you have this all ship and aircraft attacks increase, The
enemy is pretty much screwed by this point anyway.)
____________________________
VII.  Monthly Conferences
____________________________
This is the most complex part of PTO II and its quite frustrating for newbies.
Monthly Conferences happen at the end of each month where the leaders of the
war effort meet in Washington DC or Tokyo, Japan and plan the coming months
missions and budget. I'm going to describe the United States Conference. The
players in the conference are the President (7 cards), The Chief of Staff (5
cards) You, as Chief of Naval Operations (5 cards), Secretary of the Treasury
(4 cards), and Secretary of State (3 cards). So how does this work exactly?
Well I will do my best to explain what's going on here. It's best to think of
this as a Political Poker Game gone aria. Cards represent ideas and political
backstabbing. The cards you use:
Plan: Make up a new plan cause someone took out your plan with one of their
cards.
Refuse: Refuse to go along with someone's plan.
Plead: Ask someone to go along with your plan (take away their plan from the
table)
Direct: This is the advance Plead, This make the opponent support you when the
time runs out.
Bide: Create a distraction to make the time on the clock run out.
Pass: Skip somebody in the meeting for a full turn.
Unify: The ultimate card, this makes every person on the table to look at your
plan and if everyone doesn't have any Refuse cards left, then everyone agrees
with your plan and you win that round. KEEP these for sticky situations.
Extend: Ask the President to allow more time for this meeting.
____________________
VIII. Commands
_____________________
When you start a campaign or scenario you are taken to a large map with the
pacific nations, from Alaska and N. East Soviet Union to Australia and S
America. You should see seven buttons on top of the screen:
Order - control Fleets, Submarines, Base Air Forces, and Marines.
Assign - Fleet, Base Air Forces, and Marines.
List - Fleet, Navy Air Forces, Marines, Submarines, Base, Post, and Army.
Mil Op - Goals, Intel, Personnel.
Info - (takes you to game info, from ship specs to national relations mostly
for the history buff.)
Assets - Net, Ore, Oil, Mat'l, Navy, and Army.
Options- Save, Load, Quit, and Set-Up.

The lower buttons on the map:
Fleet - display your fleets on the map
Subs- display your subs on the map
Marines - display your Marines on the map
Enemy- display any Enemy units on the map
(Light blue represents orders, Dark blue represents no orders)

The Super Nintendo Controller.
X button - activate the curser on the maps and buttons on the large map.
A button - once the curser is activated use A to zoom in on the map, or base,
or fleet.
Also confirms all orders and buttons.
Y button - once zoomed in on the map use the directional pad and Y button
together to move from grid to grid.
B button - cancel out of screens and to end phases.
Select button - once zoomed in hit select to see weather conditions.
L Button - speed up text messages
R Button - slow down text messages

Commands you can give to fleets that have no orders During the Move Phase:
Sail - move to a location manually within the highlighted circle.
Org - Organize ships within two fleets that are close to each other, or
organize formation, etc.
Escort - Create an air escort above your Carrier fleets.
Re-Arm - Change armament on your airplanes from, guns, bombs, or torps.
Order - Assign orders to the AI of the fleet (the Admiral of the fleet).
Info - General info about this fleet and ships within it.

If your fleet has orders already:
Order - Assign a new order to the AI of the fleet or change their current
order.
Cancel - Take manual control over this fleet cause the AI is rather stupid.
Info - see above.

Commands you can give to Bases during the Move Phase:
Fleet: Give orders to the fleet at this base.
AF: Give orders to the Base Air force.
LF: Give orders to your land forces.
Sub: Give orders to your Submarines.
Base: Give orders to your Base Personnel. (Which is basically order more
transports/materials, build a new harbor, build a new Dry Dock, build a new
Airfield, lay anti-sub mines).

Commands you can give to Fleets without orders during the Plan Phase:
Search - Search for enemy fleets.
Shell - Shell enemy targets (Bases or Fleets)
Strike - Launch an Air Attack on enemy targets (Bases or Fleets)
Re-Arm - see Move Phase for Fleets without orders.
Order - see Move Phase for Fleets without orders.
Info- see Move Phase for Fleets without orders.
_____________________
IX.  Strategies
_____________________
I'm going to talk about some basic concepts and strategies I missed. First, the
game moves in Phases. Three Phases for every single calendar day. They are the
Move Phase, The Plan Phase, and the Attack Phase/Battle Phase.

Movement points. Movement points are based on the speed of the naval vessels in
your fleet. Doing anything to your fleet eats up movement points. Just remember
to keep an eye on your points so you still have some options by the time the
Attack Phase comes up, You need at least one point to attack a target.

Understanding how resources work. Resources are what your ships and Governments
run on. If you run out of resources your Gross National Product (GNP - the
amount of stuff your country makes in one year) goes way down. If it hits 0
your automatically lose the game. Resources come from certain bases and you can
see which ones on the big map under assets. Oil is the fuel that ships run on
(Mat'l) and what keeps Governments running. Ore is the metal that represents
cash (I guess the nations sell the ore for money), it lets you buy new
equipment for your war and helps your budget at the end of the year (Ore and
Oil are used for more then this I just cant name them all here)

Understanding Experience. When New Ships and Planes are created they have 0 Exp
(Planes have a minimum of 20 Exp, flight school must have paid off). Ships with
0 Exp won't be able to hit much when it comes time to attack and planes with 20
exp will miss their targets (scouts get lost and never come back) and have a
high casualty rate. The way to combat this is to train your ships and planes
with the "Patrol" command underneath the "Orders" command. It takes a while but
you can bump the exp to 60 (or planes and ships will hit their targets roughly
60% of the time). The more battles surviving ships and planes take part in, the
higher the exp will become.

Understanding Weather. Weather can make or break your attack on a target.
Carrier fleets and Bases under rain, storms, fog, or snow can't put up escorts
and are sitting ducks to any air or ship attack. Clouds lower the percentage of
successful hits for Anti-Air Guns on board ships and bases. To see what the
weather is like, zoom in on an area of the map and hit select to see the
weather. Hit select again get out of the weather window.

Understanding Transports. So what's so great about transports? Well there are
some important things to know about them. One is you can't do much with out
them. Transports carry fuel and troops with your fleet. And taking out fleet
transports with ships or planes is a good way to hinder an incoming enemy
fleet. Cause if a fleet runs out of fuel they disappear from the game. (The
captains of the ships probably scuttled them to keep them out of the hands of
the enemy) Also, transports ferry troops from friendly base to friendly base.
So you should always keep one transport at each base just incase you need to
call in reinforcements. Lastly transports carry supplies to and from bases so
if the enemy cuts off your supply lines to your base you are sunk.

Understanding Personnel. You may remember that button on the large map called
"Mil Op". And underneath that it lists Goals, Intel, and Personnel. What on
earth does Personnel do? Personnel represent the Admirals and Commanders that
can take charge of your fleets.  Why would you want them in charge of some
fleet? Well a couple of reasons. One if you are manually controlling your
fleets your commanders will tell you some interesting stuff like "A enemy fleet
may be present" or "Sailing into hostile waters, recommend escorts" They give
you helpful advice on your missions. They also have one more helpful use. The
more battles they take part in the higher their naval exp and air exp go up.
What does that mean? Well if you put an experienced Admiral on a New Ship like
a carrier or a battleship. Those ships will gain experience faster then if
there was no Admiral (with exp). The same goes for Airplanes on the Carriers.

==================================
 IXa.Monthly Conference strategies
==================================

Monthly Conferences. Like I said above, this is a political game that the big
wigs of the war play at the end of each month. You are the Chief of Naval
Operations and your job is to secure as many resources for the navy as
possible. The Chief of Staff is the head of the Army and his goal is to get as
many resources for the Army (and often stiffing the Navy in the process) The
President more or less looks out for everyone's interests. Sec. of Treasury and
Sec. of State are usually too weak to be a real problem at the table(use this
to your advantage).

When you get started, everyone shows their plan first then you draft up your
own using the commands the computer gives you. Generally try to be reasonable
when picking next months targets (targets that are close to your bases or just
defending your base) and when dealing out the resources make sure everybody
gets something (especially technology)

* Keep atleast 1/3 to 1/2 of the allotted resources in the US (for the economy
so the GNP wont go down)
* Try to weaken the Chief of Staff with Pleads and Directs early in the game
(to take out his Refuse cards)
* Focus on one part of the Conference so you can use most of your good cards
and get atleast one thing you want out of it
* If your out of good cards pick somebody else (lesser of two evils) plan and
support it
* NEVER TOSS out Unify Cards
* The first part of the Conference debates international relations, use this
part of the Conference to get rid of your useless cards (Once your at war this
part is meaningless)
* Try to keep a balanced hand at all times (a couple Plan cards, a few Refuse
and a few pleads or Directs)
* Dont worry if the conference didnt pick mission objectives you wanted (Your
really under no obligation to follow those missions)
* You gain or lose more cards each month (or keep the cards you have and gain
nothing) base on how many ships/bases you lost, how many enemy ships were sunk,
and how many mission objectives that were met.
_____________________
X.      FAQ's
_____________________
When I first played this game I didn't have any manuals, and the guides I had
were very pathetic and left me with many questions. I have tried to think of as
many questions that I had when I first started playing.

Q: On the large map underneath the Fleet button I see some of my fleets are
yellow, what does that mean?
A: It means the command you gave the fleet is no longer valid (i.e. ran out of
planes cause there were all shot down, or the target you are shooting at is in
your hands now) or you need to re supply your fleet with oil (Mat'l). BTW this
holds true for the Sub button as well.

Q: I put up an air escort for my carrier fleet and the enemy still attacked my
fleet and sank all my ships, what happened?
A: Several possible things. First if you have a weak type of plane (beginning
of the war) the Japanese Zeros are gonna make mincemeat out of them. If you
don't have a lot of Escorts (at least 1 squadron (20 planes max)) the enemy can
over whelm you and start sink your ships. I always assign 2 squadrons (40
planes) to my carriers. Also you should probably change your fleet organization
so you keep your valuable ships inside (carriers and battleships) and escorts
around them.

Q: I have a fleet of fast Destroyers and Cruisers and a few Battleships and I'm
still only doing 21 knots. What's going on?
A: Well just like a chain is only as strong as it's weakest link, a fleet is
only as fast as its slowest ship. Battleships are (Especially early
Battleships) notoriously slower then their escorts of DD's and C's. But the
Trade off for slow ships is Power in attacks. Use the early Battleships for
land base attacks and later Battleships (South Dakota, N. Carolina, Iowa and
Alaska Class ships) as escorts for Carriers.

Q: How do I equip the radars on my ship?
A: You need to do it in the Move Phase of the game and be at a base with a dry
dock. Once you go to the base, click on the fleet you want to equip radar (or
Rockets later on) and cancel their orders if they have any. Click on the "Fix"
button and then the Equip button. Highlight the radar you want to equip and
equip it and the ships you want it on. Your ship's well spend a couple days in
dry dock, BTW you would use the following steps to repair damage to ships but
instead of "Equip" you would use "Total or Quick" commands to do total repairs
or quick repairs.

Q: Why is it unwise to have a fleet of just one kind of Ship, i.e. all
destroyers, all cruisers, and all battleships?
A: Each kind of ship has a different role to play. Destroyers hunt submarines,
are cheap (compared to anything else) to make, are extremely fast and make good
escorts for any other ship. If you put a fleet of 8 DD's together (a fleet can
have a max of 8 warships and 8 transports) they are vernable to air and ship
attack by any other fleets. I only put 8 DD's together to hunt submarines in my
home waters. Having 8 Cruisers together are a problem because they are sub and
plane target and wouldn't survive for very long. NEVER EVER put 8 Battleships
together. They are the easiest to hit with a submarine (and the Japanese sub's
have almost "Godlike" torpedoes that never miss and can sink a BB in 4 hits)
and they cost a whole lot of money to make. You will never have 8 Carriers till
almost the end of the game so you can't have a fleet of 8 carriers for a long
time, but don't do it anyway, same reason as the battleship. 
(side note: yeah, 8 battleships rock except YOUR PUTTING all you eggs
in one basket. Hello SUBs Please shoot me, I have no defense, Lets hope
somebody is ASubing around your fleet. Oh sure don't listen to me, but don't 
say I didn't warn you)(another side note: below is an email I recieved abou
 the 8 bbs in a fleet. I would have stuck it here but I wanted the email in 
full context which was mainly speaking about the German ships)

Q: How do I invade a base?
A: There are 2 ways basically. One way is the enemy has no ground forces and
you just take your fleet and hit "Shell" in the Plan Phase or "Land" in the
"Orders" Menu in the Move Phase. If the enemy land forces aren't at the base,
then when your troops land it's yours. Otherwise you have to launch several air
and ship attacks on the base until the enemy land forces = 0.

Q: How do I get troops on my transports to go invade some base?
A:  You have to get them on your transport (duh). Ok first you need to have
your fleet at a base that has some land forces their usually Marines because
you have direct control over marines (the Army is controlled by the AI). You
also need to have atleast 4 transports in one transport group. And it needs to
be the Move Phase. So go to the base your fleet is at and click on the base. 
Ok click on land forces (LF). Find your Marines and if they have orders cancel
them with the cancel button. Click the "Board" button and the game will ask if
they should board your fleet when you hit yes it asks if they should board the
1st transport or 2nd transport (assuming you actually have the maximum 8
transports) Well pick a transport group and hit ok. Congrats your Marines are
now with your fleet and ready to kick some tail.

Q: Why are the US subs so pathetic in this game?
A: Well like I mentioned in the Sub Class list above, it was due to faulty
torpedo design. In the beginning of the war the US was still using World War
I subs, and these subs couldn't carry very many supplies and had weak armor. 
Subsare better put to use as spies and sinking transports around enemy bases.
Later US Subs become deadly but that is at the end of game.

Q: I'm getting royally hurt by the Japanese Air attacks and those nasty
torpedoes they keep firing at me. How on Earth did the United States ever win
this war?
A: Well the war was nasty on both sides but the United States (in the first 6
months) was at an almost critical disadvantage against Japan (that was the
Japanese plan after all) for the early part of the war. So how did the US come
out on top? Three things. They had a large Industrial base. The US was able to
make up it's loses from Pearl Harbor in almost one year due the huge amount of
natural resources on the mainland and our Industrial might. The second thing to
remember is that the Battleship was starting to lose its importance in warfare.
Japan had a huge Navy full of Battleships and weak Carriers all pretty slow and
verniable to air attack while the US had good Carrier design that could hold
large amounts of mediocre planes and not to mention Carriers were easier to
build then Battleships and at almost half the cost of them to. The third thing
to help the US win the war was Technology. The US started the war with WWI
veteran ships that were slow and underpowered and sitting ducks for air attack.
The attack on Pearl Harbor destroyed a lot of the ancient vessels and really
didn't damage us at all. With the development of radar on the allies side,
Japan was losing the element of surprise because while they could attack us,
they had to find us first, while the US Ships could find the Japanese ships
even in the deepest of Fog banks and take out the Japanese carriers before they
knew what hit them. Eventually the Technology of Planes, Weapons and Ships
became so great that Japan was reduced to hiding in their home waters near the
end of the war and Suicide attacks started becoming common. So in conclusion
you should develop air technology and start building many carriers.

Q: When I took over a base, the computer said it belonged to the army. Why
doesn't it belong to the navy?
A: Surprise, The Army took over your base , and you put in all that hard work
too. Well when ever you land troops make sure you land Marines(then when you
take  over the base the Marines give control to the Navy). If you land the Army
they take over the base when it gets conquered and robbing you of the pleasure
of launching air strikes on fleets and bases.

Q: How do you assign new ships, base airforces marines and replace aircraft
that were destroyed on the carriers?
A: Remember that big map with the 7 buttons on top and 4 buttons in the corner?
Get back to that map and click "Assign". You can assign reserved ships to
fleets stationed at Pearl Harbor only, or create a new fleet made up of reserve
ships. To assign anything you have to be in the "Move Phase" of the game.
Assign  Marines at Pearl Harbor just like ships(can only have a Max of 20
Marine Units and can  only have 4 ground forces stationed at any base) Assign
Base Airforce at any  base that navy is in control of. You can only replace
carrier airforces at bases with airfields in the move phase.

Q: I found an error in your Guide/FAQ.
A: Please let me know about it and if its historic info let me know your source
so I can correct my mistake.

Q: You still didn't answer my question.
A: You can email me at Sheepy99@Yahoo.com, and if enough people ask me I'll put
it in my next update.

Q: I want to play as the Japanese side when are you going to make a Guide for
that?
A: I really haven't had a lot of experience with the Japanese. I will need to
play more but I will probably do one for the Japanese side soon.

Q: Are you going to be making more guides?
A: If this guide makes it to Gamefaqs.com all right then I probably will. I
will probably make a campaign or scenario strategy guide sometime after this.

Q: Where can I obtain a copy of PTO II?
A: Well It is going to be tough since Koei doesn't make the game anymore but
you might find a copy of it on Ebay or another online auction. If your thinking
about the ROM I don't recommend it since it doesn't capture some of the game
(like the music) very well and it feels watered down. You should only own the
Rom if you have the game yourself.

Q: I read some where that you can build/customize your naval ships, how do I do
that?
A: YES it's true. You already have the power to name your new ships anything
you want simply by hitting the "B" button when chosing a default name for a
ship (up to 12 characters). But how do you custom make your own ship? Well your
best chance to customize your own ships is during the (Counter Offensive
05/27/42) part of the game. During the confrences your asked to stick some
money in the budget for technology. You always want to stick in as much as you
can (but without screwing the economy so dont stick it all in there). Once you
set aside some money you have to allot it to diffrent areas. Focus on sticking
it in Industry, Naval Tech and Weaponry. It will take a serveral more monthly
confrences to get all the money you need. Once you have all the money you need
the computer will say at the start of the next confrence "The new warship
design is complete". Proceed with the confrence as usual and then at the window
that lets you build new ships you can now proceed to the INC area and there you
will get to build serveral diffrent types of warships. Most of it should be
self- explanitory.

Q. Why are the German WWII Ships in the game and can I play as them with the
Japanese?
A. According to many sources, there are two main ways to get the German into 
the game. According to Andy :
"Hi! My name is Andy, and I stumbled upon your FAQ at gamefaqs.com. I don't 
know if your even going to update it, since it's an old game, but if you are, 
I would like to inform you of a couple of mistakes. First, I have seen the 
German ships enter the game. I was playing as Japan, and Hitler appeared with
 a monologue similar to the ones you have probably seen before("The 
Motherland will never fall", and the other one where it shows a German pride 
parade.) Anyway, to get the German ships, you must occupy ALL of the Asian 
part of the map, including the outposts. I do mean all of them, the Russian 
areas, the English areas, the Chinese areas, and all of the Dutch areas. 
Basically, it is a result of you destroying Germany's opponents in Asia. 
After that, they appear just west of Columbo.
However, it's essentailly worthless. You only get three ships( I think it's
 the Schnarhorst, Biscmark and Prinz Eugen crusier.) Also, I disagree with
 your assesment of not having a fleet compromised of 8 battleships. This 
is the ultimate invasion unit in the game. All you have to do is get some 
troops, and lie outside the area of search for an opposing force's air 
squadron. Once it rains, shell the base and destroy the airfields. Once 
this is done, you can continue to stay in the area and blast the base 
until all of the forces are gone. Then, you land your force and repeat 
the process again at the next base. 
Also, another good strategy to have with this fleet is to leave it at 
the currentbase the enemy is attacking. Because Battleships have the 
greatest range, you can attack your opponent without fear of taking 
damage. Measly, little destroyers and cruisers will be chewed up quickly.
 If you use these two tactics enough, eventually you'll end up with a 
commander that is maxed out in the Naval 
stat, and 8 battleships that are so experienced, they never miss. "

John concers with this:
	"If you play the Japense side, and hold enough
	negotiations and the military pacts, 
	you'll eventually get a scene with hitler (	
	or some other german looking guy) and then you're given a small german
	fleet. It appears near Colombo (Sri Lanka)."

(Guide note: I have recieve word that if the Amercians underfunds the war 
effort in Europe the Axis will win and send in the same 3 ships to Japan in 
Colombo. I forgot who sent this to me so email me and I will credit you)

Q. I need Army stats. Why aren't they included in your guide?
A. Simply because you have no control over the Army and posting stats for them
would be useless simply because you cannot build, play, or research as the
Army. The best you can do is transport them to the front lines.
____________________________________
XI.  Rumors and Unconfirmed Areas
____________________________________
Over the past few years I have discovered and been told a few things by people
who have emailed me about things I didn't include or things they discovered.
Now since I haven't encounter them yet that doesn't mean they dont exist. So I
made this section.

-The Japanese Suicide Speech -
Ok what is that? Well this is a little in game monolog that I found once (and I
didn't bother to try to get again) that I found while playing the game on 2
player. Here is what I recall doing:
Play Counter Offensive Scenario, or the Midway Scenario (as I do not recall
which one)
Find the Japanese Fleet that contains the Aircraft Carriers "Hiryu and Soryu"
Move them out to Midway.
As the Americans send over any fleet you have over to the Japanese fleet and
pick Shell as an attack.
What you want to do shell or torp the Hiryu or Soryu (I don't recall which one
to blow up).
Once you sink one, Yamaguchi (commander of the fleet) will give a speech about
an honorable death (this really happened during the battle of Midway) and will
go down with the ship. Credit to Sheepy99, Status Unconfirmed.

Missing Planes.
Email from Joey:

"Hi, I don't know if your still writing faqs for P.T.O. 2 but if you are
I'd just like to let you know that there are 2 more aircraft for the USA, they
are the (F8F-Bearcat FF) and the (AD Skyraider FA)

At-8 Rng-8                At-6 Rng-7
The US Army also develops The (P-51 Mustang) and (B-29 Sfortress) for
aircraft and as far as tanks go the Sherman M4 not the last tank the
army also develops the (?? Pershing) I Can't remember it's Designation It's
stats are same as the sherman but it seems to get the job done better. your
faqs don't include the army but thooght you like to know if your a die hard
fan you might wanna play to see if you can develope these AFTER time trust
me it takes time.  The Japanese also have many many developments both navy
and army alike but there are so many I don't wanna take up your time, but
I'll give you just a taste the last aircraft that I was able to developed
when I played it as japs was a jet fighter( AT-9 Rng-1)  those jap names are
difficult to remember soo sory bought the name i think it was an army
fighter though thats was long ago so can't be sure". Credit Joey, Status
Confirmed by Vince Gambill 


                                                                    
_____________________
XII.   Conclusions
_____________________
I want to thank everyone who helped me with this guide.
Special thanks to KC0AYG for proofreading this.
Thanks to Joey for the report on the Planes.

I don't care if someone here uses this for their website as long as they follow
the rules laid down by Gamefaqs.com and give me credit for this (This is
Copyrighted Material). Also don't be chargin anybody for this guide it's
intended to be a free bee. I would also like to thank Gamefaqs.com for putting
this up and Koei Co. for making such a wonderful and strategic game. It is the
best Pacific war game I have played to date and I only wish the would still
make the game for the PC or another system.