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    FAQ/Walkthrough by antseezee

    Version: Final | Updated: 03/11/11 | Search Guide | Bookmark Guide

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                                 For PC
                               Version Final
                             By Chris Zawada
                             User: antseezee
                       E-mail: chris@z-wad.com
                       Website: www.z-wad.com
                             Created: 11/27/05
                           Last Update: 03/10/11
                        Copyright 2011 Chris Zawada
    Author's Note
    Ever accidentally scream battleship while taking a bath? Hah, I never have and
    surely hope you never have to. The point is, submarines have been quite a
    mystified item, especially in video games. Rarely has any game come across so
    accurately as the Silent Hunter series has over the past few years. Silent
    Hunter III is the newest addition to the series, featuring our favorite U-Boat
    submarines during the WWII era. The ultimate goal is to assume the role as a
    submarine commander aboard a U-Boat, and practically sink anything that roars
    across the massive oceans. Developed by Ubisoft, this isn't just some generic
    simulator game that most gamers toss out the window. Silent Hunter III manages
    to combine elements of action, such as commanding stations, turret weapons,
    and literally developing your own missions with the in-game editor. Will you
    push the rotors to full speed ahead, or stall the engines in an attempt to
    escape your horrible reality?
    If you have any contributions, feedback, or strategies you'd like to have
    added to the guide, contact me via e-mail or on GameFAQs. I'll be more than
    content to add your segment of information, and will also provide credit. If
    you have any questions you'd like added to the Common Questions section, ask.
    I simply don't have the time to sit around thinking of questions. Provide me
    with what you want to know!
    =03/10/11= vFinal
    Final update.
    =12/3/05= v1.0
    Finished the FAQ. What an awesome game, especially with such an in-depth and
    random career mode. Wish I had more time to invest into the replayability of
    this title.
    =11/27/05= v1.0
    Started the FAQ. This is truly a great game, regardless of whether you like
    submarines are not. The toughest part is getting use to the massive control
    - I've now added a Quick Search function to the guide. Press CTRL + F, and
    type in the designated (#.#) to be quickly forwarded to that specific section
    of the guide.
              -    Table of Contents     -
              1) Introduction
              2) Game Basics
                 > Controls/HUD
              3) Career Walkthrough     (3.1)
                 > Naval Academy
                 > Career Mode
              4) Features
                 > Multiplayer
                 > Missions Walkthrough (4.1)
                   > Barham
                   > Bismarck
                   > Courageous
                   > Gibraltar
                   > Happy Times
                   > Malta
                   > Narvik
                   > Scapa Flow
                   > U505
                   > XXI
                 > Mission Editor
              5) Museum                 (5.1)
                 > Warhips
                 > Merchants
                 > U-boats
                 > Aircraft
              6) Codes
              7) Common Questions
              8) Copyright/Distribution/Reproduction Guidelines
              9) Proper Credits
    - 1) Introduction          -
    Submarine games are few and far between. To be quite frank, no one wants to
    play a game where you stay at the controls inside a submarine hull for hours
    upon hours. This is why Ubisoft came up with the Silent Hunter series; they
    wanted to help place some action elements along with the simulation-like
    gameplay. Silent Hunter III is the third game in the series that features
    beautiful graphics inside a 3D engine, complete with staff crews, an
    encyclopedia of naval vessels from various nations, and a completely innovative
    campaign mode that keeps the players hooked time and time again. Will you be
    sent on a specific mission to down a secretive military project of the Allies?
    Or, will your mission simply consist of randomly patrolling channels, knocking
    out any ships that attempt passage? Either way, the game challenges you to act
    as a commander, and also act as a military combatant.
    In case you had not figured it out by now, Silent Hunter III places you in the
    role of the Germans. You command a U-Boat, and also place various tasks upon
    your crew members. Your goal is to fight the Allies, and seek your best to down
    ships of the Allied fleet. While the series has taken a stray heading towards
    more action-orientated combat under Ubisoft (SH1 & SH2 were developed by SSI),
    the game still tends to dismount upon the old fundamentals.
    The following is an excerpt from the Ubisoft manual (credit to Ubisoft):
    August 1939. The Second World War is about to begin. The grey wolves, the U-
    boats of the German Kriegsmarine, take to the sea. There will be war in the
    Atlantic. The goal - to cut England's lifelines.
    Six years later, the war ends, and Germany lays in ruins. The U-boat fleet is
    all but wiped out, 30000 of its 40000 men having died at sea. Still, fighting
    hard but fair, they had accomplished success beyond all expectations and out of
    proportion to their strength. At some points during the war, they had come
    close to bringing the British Empire to its knees.
    On the Allied side, the cost of victory has been even higher. More than 30000
    merchant seamen have been lost in this struggle, along with many thousands of
    servicemen from all branches of the military. About 20 million tons of merchant
    tonnage lie under the sea. And the emotional cost of the was has been even
    Yet, this is also a time of explosive technological development. Allied anti-
    submarine defenses have discovered how to defend against the U-boat and
    submarine warfare in general. But the real breakthrough is taking place in
    Germany. Having just entered operational service, yet never used in actual
    combat, the revolutionary Type XXI U-boat is a prototype for post-war submarine
    development in the world's major naval fleets. This, alone, is testimony to the
    high level of professionalism and experience of the U-boat force and the
    engineers behind them.
    This game pays homage to everyone - Allies or Axis - who served at sea during
    the crucial years of World War II.
    ##### GAME INFO #####
    Player(s): 1-8 (up to 8 on Ubi.com)
    Developer: Ubisoft
    Released: 2005
    Rarity: fairly rare
    Special Features: mission editor, online play
    ESRB: Teen
    Cover Art on box:
    - Shows submarine gliding underwater with ships passing through on the surface
    	> Windows 2000/XP or better
    	> Pentium 4 - 1.4ghz (Pentium-M works faster)
    	> 512MB RAM + (More RAM decreases loading times GREATLY)
    	> DVD-ROM drive (There is no CD-ROM version of this game)
    	> 2.0GB+ free HD space
    	> DirectX 9.0c
    	> 64MB Video Card or better
    			(Pixel Shaders v1.1 must be supported. Obviously,
    			 by assumption, you'd need close to the ATI Radeon 8500
    			 or better, along with a respective GeForce 3/4 FX or
    			 better. Heavy emphasis is placed on 3D elements in
    			 this title.)
    - 2) Game Basics           -
    To be quite honest, the PC is the only system capable of managing controls for
    Silent Hunter III. This game relies HEAVILY on the keyboard, specifically with
    submarine controls, and commanding what to do. The mouse will be used for
    selecting options and aiming/navigating. It is essential to understand how the
    controls work.
    /Controls - Commanding/
              Left Click - Pick, confirm, choose
    - Commands for quick navigation of the U-boat are commanded by various meters
    on the main commanding screen. Point and click the appropriate meter to adjust
    the navigational control to what you desire. These controls are taken from the
    commanding view on the ship.
       === Speed Meter ===
       - Click the lower left button to increase speed or decrease. The command
         will not be instantaneous as the engine crew must appropriately adjust the
         engine to your request. Certain requests may get delayed if you have
         insufficient crew or damaged parts.
       === Direction ===
       - Click on either rudder direction to turn the U-boat. You can alternatively
         click on the copmass, and pick a set heading. Your Chief Engineer will
         automatically navigate the submarine for you. The boat turns faster as
         long as the speed is higher.
       === Depth ===
       - Depth can be set by clicking on the depth meter, and picking the desired
         amount. The lowest possible depth is 4 meters, as this accounts for the U-
         boat's keel sinking underwater. Two versions of the depth meter exist. One
         is fine tuned for shallow depths up to 25 meters, where you want to attack
         ships using your periscope. The other version allows for much deeper
         amounts. DO NOT reach the red portion on your meters unless you want
         instant depth (too much pressure).
       === Time Compression ===
       - If you need to speed up the game, adjust the time compression from x1 to
         x1024. This basically speeds up the time scale. If you need to patrol an
         area, and have a far-off destination, change time compression to a high
       === Messages Log ===
       - This is a practical tool to check up on past messages delivered or
         received. Check up on them during tense situations, but mainly an inter-
         submarine practice. Does not contain important details from HQ.
       === Stations Panel ===
       - This tool let's you fast forward to the various rooms on your U-boat.
         These are essential for micro-managing the submarine, aiming, and managing
         the turret guns. The following keys are quick shortcuts to avoid using
         this panel:
          F2 - Command Room
          F3 - Attack Periscope
          F4 - Bridge
          F5 - Navigation Map
          F6 - Torpedo Data Computer
          F7 - Crew and Damage Management
          F8 - Mission Orders
          F9 - Radio Room
         F10 - Deck Gun
         F11 - Flak Gun
         F12 - Free Camera
       === Officers Panel ===
       - A communication tool that let's you speak with the crewmen aboard your
         submarine. These men sort of "auto-handle" the tasks at hand for each
         department of the ship. Remember though, losing staff members, or under-
         skilled officers can cause trouble aboard your U-boat. This is why it's
         important to manually visit their stations and override their commands to
         lead your stealth ship to victory. The officers are as follow from left to
         right on the actual panel:
         Chief Engineer -> Navigator -> Weapon Officer -> Sonarman -> Radioman ->
         Watch Officer
       === Stealth Meter ===
       - Indicates how stealthy the presence of your U-boat is. This shows the
         current status of stealth, but does not indicate whether the enemy has
         spotted you or not. Four factors compose the stealth rating on the meter:
         SPEED > Increased speed results in more noise (not good)
         HEIGHT > The closer you are to the surface, the easier it is to spot
         WEATHER > Clearer conditions makes it easier to spot your U-boat
         LIGHT LEVEL > More light makes it easier to spot your U-boat
       === Moving in the U-Boat ===
       - While you can instantly visit the following stations via the keyboard
         shortcuts, you can also physically move your commander around the ship
         and freely enter rooms by clicking on doors. Officers can be interacted
         with by left clicking on them.
    /Controls - Periscope Station/
              Left Click - Pick, confirm, choose
                      F3 - Shortcut to Periscope Station
                  Arrows - Rotates view
          Shift + Arrows - Rotates view faster
           Ctrl + Arrows - Rotates view slower
                 Page Up - Elevates view
               Page Down - Lowers views
     Ctrl + Page Up/Down - Lowers/Raises entirely
                       Y - Cycle torpedo tubes selection
                       Q - Open selected tubes
                       W - Close selected tubes
                       I - Open weapons management screen
                       N - Open/close Recognition Manuals
                       L - Lock or unlock a target
                   ENTER - Launch highlighted tubes
    - The Periscope Station is the primary tool you use when attacking other ships,
    and also for noting down what's going on. There are two periscopes on each U-
    boat, an observation & attack version. The attack type is smaller with better
    magnification. The observation type is larger (easier to spot by the enemy),
    but has a much larger field of view, and can be angled for spotting aerial
    targets. The view can be rotated using the keyboard. Make sure to raise or
    lower the periscope so that it appears just above the surface of the water. To
    ensure you've breached the surface of the water, look for a meter just left of
    the periscope instrument. Wait for the scope to break the surface of the water
    on the Papenberg Depth Meter. Do not overextend the raising procedure,
    otherwise, you're easier to spot. There is an additional tubes status panel
    that let's you know what torpedo bays are ready to fire. The appropriate green
    (ready to fire), red (tube is loading), or white (tube is not loaded) colors
    should fill each bay. Remember to open the selected tube that you want to fire.
    Do not forget to fire on friendly ships without identifying them. Make use of
    the Recognition Manuals, and attack ships of the opposing nationality. To gain
    additional information about a target, press L while in view to almost "seek"
    the target. The fire button is right next to the periscope. Press Enter to
    launch the selected tubes at the designated target. A small stopwatch in the
    one corner of the periscope is the chronometer. This times when being attacked
    by depth charges, or when you fire a torpedo. It is mainly used for reference
    on how long it takes to knock out a target.
    /Controls - UZO Station/
              Left Click - Pick, confirm, choose
                       U - Shortcut to UZO Station
    - The UZO Station is the preferred scope for shooting targets with torpedoes.
    It is practically a weapons-designed system placed on the bridge of the U-boat.
    Note that this station can only be accessed when your U-boat is surfaced. Thus,
    it would best be used during night attacks where you're rarely detected. The
    appearance is identical to the periscope from above, so just use the same
    controls to adjust it appropriately. The Papenberg Depth meter and height
    adjustment are missing since this is solely mounted.
    /Controls - Torpedo Data Computer/
              Left Click - Pick, confirm, choose
                      F6 - Shortcut to Torpedo Data Computer
    - One of the few useful aiming tools when firing torpedoes. The Data Computer
    calculates an angle at which the torpedo would have to turn in order to hit the
    designated target. It obviously doesn't give you the direct solution, but gives
    you a reference point as to how many degrees to turn before firing the torpedo.
    Refer to the base map, and look where the red line aims towards the nearest
    target. Several details are told about the estimated target, such as speed,
    angle on bow, range, and bearing. The computer can also estimate angles for
    submarines with multiple firing tubes.
    /Controls - Torpedo Data Panel/
              Left Click - Pick, confirm, choose
                   ENTER - Launch selected tubes
    - This is the practical weapon status controller for detailing settings on each
    of your torpedoes. Torpedoes come in two varieties: impact only (first hit
    causes an explosion) or magnetic & impact only (detonates upon magnetic
    detection or detonation). The torpedoes base depth can be set to adjust for
    varying ship sizes. Most torpedoes run off of a minimal 3 meter depth. Torpedo
    speed can be adjusted appropriately to 3 different settings.
    /Controls - Navigation Map/
              Left Click - Pick, confirm, choose
                      F5 - Shortcut to Navigation Map
    - This is the practical tool when plotting the course for your submarine. To be
    honest, the navigation map is generally a one-time tool. You'll pick a
    destination based on your mission's objectives. You may have to fool around
    with the map during patrol missions. Waypoints can be set using the designated
    tools under this section. Make sure to delete old waypoints or unwanted courses
    of action.
    /Controls - Crew and Damage Management/
              Left Click - Pick, confirm, choose
                      F7 - Shortcut to Crew and Damage Management
    - The basic goal of this station is to repair damaged areas of the ship, or
    check the status of your mates. Crew members have three types of stats - Morale
    (blue), Fatigue (yellow), and Health (if wounded). The idea is to upkeep all of
    these bars to a full position for maximum effectiveness aboard your submarine.
    Crew can also be trained in the following categories:
    	> Torpedoes
    	> Gunner
    	> Flak
    	> Watch
    	> Command
    	> Communication and Sensors
    	> Engines
    	> Damage Control
    	> Medic
    - Any mate with a rank of Warrant Officer is only permitted one category
    specialty, while general Officers can acquire up to 3 specialties. There are
    also several key stations to a U-boat that must be fairly understood if you
    want to be the ultimate commander:
    	+ Bow/Stern Torpedo Room (where torpedoes are fired)
    	+ Bow/Stern Crew Quarters (resting locations)
    	+ Radio and Sonar Room (communications)
    	+ Command Room (where you do most of the hands-on managing)
    	+ Diesel/Electric Engine Room (most important, moves the submarine)
    	+ Tower Deck (peak tower on ship, used when surfaced)
    	+ Deck Gun (mounted gun for personal defense on surface)
    	+ Flak Gun (another surface gun with heavier firepower)
    - Crew assignments must be maintained to operate each station. Not enough crew
    for an essential station can be doomed. You can move crews via this main
    station by clicking on personnel and repositioning them. Some of the commands
    are automatic, especially crews on the surface switching back underground
    during a diving attempt. If your U-boat sustains damage, you have to be
    careful. Non-repairable damage either causes cosmetic damage, or can cause
    internal hull problems. Your depth meter maximum diving depth will be reduced.
    You can assemble a repair team out of skilled personnel by clicking the button
    below the submarine shadow. Assign them by pointing, dragging, and clicking to
    the damaged area.
    /Controls - Deck Gun Station/
              Left Click - Pick, confirm, choose
                     F10 - Shortcut to Deck Gun Station
                     Tab - Enters optical aim
                   Space - Fires gun
    - The deck gun is essentially the mounted cannon the submarine's tower. This
    weapon can only be used when surfaced, and primarily in good weather. You must
    assign a crew to the deck gun if you want to use it. Refer to the crew
    management screen and manually assign a crew when surfaced or operate it
    yourself by directly heading to the station. Think of this tool as a finishing
    weapon for nailing down cargo ships, or easy targets. You may have to refer to
    this once your submarine runs out of torpedo ammunition.
    /Controls - Flak Gun Stations/
              Left Click - Pick, confirm, choose, fire
                     F11 - Shortcut to Flak Gun Stations
                       F - Switches to Flak Gun #1
                       T - Switches to Flak Gun #2
                       G - Switches to Flak Gun #3
                     Tab - Zooms in
    - The flak guns are essentially secondary weapons, sort of like anti-air
    defenses. They're designed for shooting down aerial, or targets that must be
    aimed at with a varying angle. To be honest, these will rarely be used unless
    aiming for enemy torpedo planes. On a side note, you will also have to assign
    crews to the flak guns via the watch officer, a separate crew, or manual
    operation. Some submarines have up to 3 Flak Guns, although others will have
    /Controls - Radar Station/
              Left Click - Pick, confirm, choose
                       R - Shortcut to Radar Station
    - This allows you to manually operate the radar station if searching for far-
    off targets. The direction, range, and type of mode can be altered. This is
    essentially an unimportant task at hand, as it is usually automatically
    staffed. However, on a side note, if you use the radar, it also gives away your
    position due to strong frequencies and sounding waves. This is best used during
    /Controls - Hydrophone/
              Left Click - Pick, confirm, choose
                       H - Shortcut to Hydrophone
    - The hydrophone is practically a synonym for sonar, although it is a much more
    primitive version. The Hydrophone relies heavily on sound waves in the water,
    thus your ears of operation. The machine sends out a ping underwater that will
    bounce back if an object is hit. The range between both targets will be sent
    back as data to the submarine. You can manually operate this if you wish, but
    again, it should be automatically crewed and not worried about. You can alter
    the volume, ping, and any information noted down.
    /Controls - Radio Messages Station/
              Left Click - Pick, confirm, choose
                       M - Shortcut to Radio Messages Station
    - This is the official area where you keep in contact with your HQ to receive
    or send status updates. The interesting thing about the radio messages station
    is that you can interact with the BdU, or commander of all U-boats. From here,
    you'll receive the ability to request a new patrol zone, send out contact
    reports to other U-boats, request new orders, or an escort if fairly close to a
    nearby base. Obviously, it can get fairly difficult under extreme conditions,
    but is still an interesting option nonetheless.
    /Controls - Captain's Log/
              Left Click - Pick, confirm, choose
                       K - Shortcut to Captain's Log
    - The neat captain's log is just a status updater on any events accomplished
    during a mission. The best feature is that it notes down how much tonnage your
    U-boat has sunk.
    /Controls - Orders/
              Left Click - Pick, confirm, choose
    - If you ask me, this is by far the most important feature of Silent Hunter
    III. When aboard your submarine, speak to the officers aboard for each
    department, and left click to issue a specific order. The following list will
    tell you what each order does, and when issued to the appropriate officer:
    	::" CHIEF ENGINEER "::
    	`Standard Mode = Submarine uses diesel engines on surface, electric
    	                 engines underwater and maintains use of both sides.
    	`Recharge Mode = Submarine must be on surface - charges batteries
    			 for electric motors while using one engine for
    	`Snorkel Up = Raises pole to charge batteries.
    	`Snorkel Down = Lowers pole to charge batteries.
    	`Rip for Silent Running = Ultimate stealth mode for the U-boat.
    	`Secure from Silent Running = Cancels stealth mode and any actions
    				      that occurred from doing it.
    	`Knuckle Left = Makes an evasive 90 degree turn to the left.
    			Will automatically sink to 25 meters if on surface,
    			otherwise, stays at current depth. Useful for
    			avoiding torpedoes.
    	`Double Knuckle Left = Same as above, except makes an additional
    			       90 degree turn. Just used to throw opponents
    			       off to an extent.
    	`Knuckle Right = Same as Knuckle Left, except to the right.
    	`Double Knuckle Right = Same as Double Knuckle Left, except right.
    	`Deploy Decoys = Launches decoys to help throw off depth charges or
    	                 torpedo attacks
    		#Emergency Orders#
    	`Crash Dive = Dives to 70 meters as quick as possible. Do this if
    		      you're scrambling to evade.
    	`Blow Ballast = Uses compressed air to rise to the surface as quickly
    		        as possible. Do this if you're sinking fast and need
    		        emergency rising power.
    	`Fuel Level = Shows current fuel level for your U-boat.
    	`Battery Level = Used for your electric motors, make sure to recharge
    			 these while on the surface.
    	`Compressed Air Level = Used for the ballasts, this supply is
    				replenished on the surface.
    	`CO2 Level = This essentially acts as how much oxygen is left for
    		     breathing purposes. This will replenish naturally when
    	::" NAVIGATOR "::
    	`Plot Course = Let's you manually plot a course on the map.
    	`Spiral Search Pattern = Spirals around from a center looking for
    				 targets in the surrounding area.
    	`Zigzag Search Pattern = Zig-zags back and forth from point to
    	`X Search Pattern = Forms an X pattern from several points looking
    			    for opposition.
    	`Maximum Range at Current Speed = Calculates how far you can go
    					  with fuel supply & speed range.
    	`Time to Course End = Time necessary to reach plotted course end.
    	`Range to Course End = Calculates distance to reach plotted course
    	`Depth Under Keel = Tells the depth from the submarine to surface.
    	`Weather = Gives a brief status update on the weather.
    	`Return to Course = Submarine will go to a previously plotted course.
    	::" WEAPON OFFICER "::
    		#Torpedo Attack#
    	`Ship Identification = Gives a brief status on the targeted ship.
    	`Solution = A torpedo solution will be given to hit a target.
    	`Fire Torpedo = Officer fires torpedo using current solution.
    		#Choose Target#
    	`Nearest Ship = Officer will target nearest ship for torpedo firing.
    	`Nearest Merchant = Officer will target nearest merchant ship for
    	`Nearest Warship = Officer will target nearest warship for firing.
    	`Recommended Target = Officer will target best choice for firing.
    	`Solution on Map = Officer shows current target on your wide-view map.
    	`Weapons Management = Shows status displaying flak, deck gun, and
    			      torpedo ammo.
    	::" SOUND OPERATOR "::
    	`Repeat Last Report = Operator repeats last message.
    	`Report on Nearest Contact = Sound Operator will attempt to ping
    				     or detect the nearest contact.
    	`Normal Sweep = Typical search pattern is used with auditory detection.
    	`Follow Nearest Sound Contact = Operator will follow nearest contact
    					using pings.
    	`Estimate Range to Contact = Estimates range to detected sonar contact.
    	`Precise Range to Contact = Attempts to target a precise range on a
    	::" RADIO OPERATOR "::
    	`Report Nearest Radio Contact = Repeats last radio contact.
    	`Send Contact Report = Operator sends contact report to base.
    	`Send Patrol Report = Operator sends patrol report to base.
    	`One Sweep = A 360 degree radar sweep is attempted to detect objects.
    	`Continuous Sweep = Radar is used continuously.
    	`Turn Off = Radar is turned off; this helps prevent being detected.
    	`Play = Plays music on your gramophone; useful for disguising your
    		submarine sounds as radio waves.
    	`Previous = Goes to a previous song.
    	`Stop = Stops the gramophone.
    	`Skip = Skips to the next song.
    	::" WATCH OFFICER "::
    		#Choose Target#
    	`Nearest Ship = Nearest ship will be targetted for deck gun shot.
    	`Nearest Merchant = Nearest merchant ship will be aimed for deck gun
    	`Nearest Warship = Nearest warship will be targetted for deck gun shot.
    	`Recommended Target = Best available target will be aimed for with the
    		              deck gun.
    		#Crew on Deck#
    	`Man the Deck Gun = Orders a crew to operate the deck gun.
    	`Man the Flak Gun = Orders a crew to operate the flak gun(s).
    	`Man the Deck & Flak Gun = Orders a crew to operate both weapons.
    	`Watch Crew = Orders a crew on the watch tower for sighting ships.
    		#Weapons Management#
    	`Fire at Will = Orders deck/flak gun to fire at any target.
    	`Hold Fire = Prevents the topside crews from firing their weapons.
    	`Short Range = Orders gun crews to fire at only targets 1000 meters or
    	`Medium range = Orders gun crews to fire at targets up to 3000 meters
    			or less.
    	`Long Range = Orders to fire at targets up to 8000 meters or less.
    	`Aim for Hull = Target will be aimed at in the hull section.
    	`Aim for Command Deck = Target will be aimed for at the commanding
    				section, useful for knocking out a commander.
    	`Aim for Weapons = Target will aim for the weapons section aboard the
    	`Aim for Waterline = Target will be aimed at right where the waterline
    			     meets the ship's base.
    - 3) Career Walkthrough (3.1) -
    Before you can hop into career mode, it becomes essential to learn the key
    traits of this enticing mode. For starters, career mode is generated entirely
    RANDOM. All patrol assignments are randomized. As the years progress, the
    advancements become more accessible, with tougher ships to face on the high
    seas. Please note that while your U-boats get better, so do the enemy's ability
    to hunt you down. You have a choice of starting anywhere from 1939 to 1943
    under career mode. Various flotillas (water stations) can be picked to start
    your career from. You can transfer to another base for a change of scenery.
    /Naval Academy/
    To be quite frank, the Naval Academy is a "training session" per say to teach
    you the basics of Silent Hunter 3. The Naval Academy is NOT part of the career
    mode, although I include it as a sub-section since this mode sort of
    intertwines as a tutorial. The following paragraphs will guide you through the
    five training missions.
       - The first few screens will display data depicting brief shortcuts for
         the speed controls and navigation. Read them over briefly, but remember
         that a lot of the commands can be issued manually. Hit start once you've
         read them through.
       + You will be in your main control room. Look at the left pop-up bar
         vertically along the screen. Pick the objectives button. You'll notice
         that you have to travel south, southeast through the narrow channel. Use
         the arrow keys to turn around, and click on the man leaning over the map.
         In the lower left corner, click the Plot Course button. Now, click and
         drag a line through the channel. Once this is done, your navigator will
         automatically adjust the speed to Ahead Standard at the correct heading.
         Wait until you receive your first radio message. When this occurs, dive
         the submarine to about 11 or 12 meters. Do this by adjusting the meter in
         the lower right corner just right of the compass. Your watch crew should
         automatically go inside. If you want to fool around with the periscope,
         head to the station, and press Page Up until it erodes out of the water.
         Some of your fellow Schnellboats will pass by on the surface. Eventually,
         you will the second objective completed. Now, look on your main map via
         the Navigator. Plot a new course towards the three red lines that appear
         on the map. Once you do this, your third objective is complete. Finally,
         set your depth to 25 meters. Continue on this course slightly south. Once
         the red lines disappear from the navigation map, manually set the compass
         directly south. Your fourth and final objective will complete. Use time
         compression to speed things up (+ and - in the lower right corner). Once
         the last objective is complete, set your depth to 0 meters to surface.
         Press escape and abandon the mission. You will receive excellent as your
       ^Naval Artillery^
       - As usual, you'll be debriefed with a few screens on how to operate naval
         artillery. The biggest consideration is that you have to manually order a
         crew to operate a deck gun or flak gun as proceeded. They do not do it
         automatically. It can be done either from the crew management screen, or
         your Watch Officer (one of his commands).
       + The main goal of this mission is to down 4 out of 5 merchant ships using
         the deck gun. Click the man with the hat in the lower right corner. Tell
         the Watch Officer to man the deck gun with some of his crewStart off by
         pressing B, and then pick a target by marking it with the binoculars and
         the spacebar. Your men should start firing at the recommended target. If
         you want to try it yourself, press F10, although it's fairly difficult.
         Moving the mouse up or down will adjust the range on the gun, while you
         can swivel back and forth. Anyhow, stay in binocular mode and watch as
         your men continue to pound the ship. You can recommend a target to aim
         for. Since this is a transport boat, just aim for the hull as merchant
         ships are fairly weak. Down the 2 closest ones in front of you. You may
         want to time compress as it takes time to down ships using the deck gun.
         Again, pick another target to take down using the deck gun. Keep doing
         this, and aim manually if you wish. Sometimes the AI does a horrible job
         on missing. Just find the perfect ideal range where you hit the ship, and
         keep firing there until it says "neutral unit destroyed."
         Repeat this strategy until all 5 ships are destroyed. If a ship starts to
         run away from you, simply increase the speed and chase after it. You'll be
         told that all objectives are complete with an OK message.
            *NOTE: There is a minor glitch that disables your watch officer from
                   the icon to the lower left. If you happen to press D or dive the
                   submarine, your watch officer will for some odd reason head to
                   the crew quarters. He can be re-assigned to the bridge, however,
                   his icon will be grayed out. Nonetheless, if this happens,
                   assign some men manually to the deck gun from below, and aim it
       ^Flak Artillery^
       - As usual, you will learn the basics through a few brief screens about
         the Flak Gun. Think of it as the anti-aircraft weapon. It works the same
         way as the deck gun, except has shorter range and is used at an aerial
       + The Flak Gun Artillery was by far the easiest in my judgement. Start off
         by immediately going to the Watch Officer, and assigning a crew to the
         Flak Gun just like you did for the deck gun. For this exercise, press F11
         to immediately take control of the Flak Gun. Aiming the Flak Gun is really
         easy. It's just like firing a weapon in any first person shooter, except
         shots at farther ranges tend to sag a bit. Click the mouse to get rid of
         the arrow pointer, then swivel it around like a mounted turret. When the
         planes start to swoop towards you, fire a round or two and try to pierce
         them. You only have 20 ammo rounds per cartridge, so don't hold down the
         trigger unless the enemy is close. It really takes 2-3 flak rounds to down
         a plane. For farther ranges, aim slightly above, and single fire hoping a
         round swoops in the area of the plane. Ten planes will circle around your
         perimeter. Aim for the bi-wings first, the bombers, then the fast fighters
         last. You should be able to get a majority of them easily.
       ^Torpedo Attack^
       - You'll read up on the basics of firing torpedoes. All you need to do for
         this exercise is to place the periscope over a target, wait for the arrow
         to appear, then click the fire button while holding the periscope fairly
         close to the ship. Don't worry about manual aiming as that comes about
       + You'll have several ships scattered around you. DO NOT fire at the
         merchant ship standing still in front of you. For some odd reason, this is
         the only ship that will actually speed up causing your torpedoes to
         frustratingly miss time and time again. I found that speeding forward
         slowly on this mission (2-6 knots) made a world of a difference. Launch
         the torpedoes while moving slowly by holding the periscope over the
         target. A tip is to press Q to open a selected tube bay, before firing it.
         This saves time. Click the 2nd, 3rd, and 4th tube from the periscope view,
         and then the fire button to launch each one. Chase each ship around,
         adjusting your meter to the appropriate heading. You can use the periscope
         heading at the top for reference. Don't worry about asking your weapons
         officer for identification or anything like that. Simply use the periscope
         and fire method. It will be done automatically for you.
       ^Convoy Attack^
       - As usual, the game will give you in-game tips on how to ambush the convoy.
         Most of it is self-explanatory, but they provide some good tips for
         evasion maneuvers when dealing with depth charges, not to keep your
         periscope always raised, and so forth.
       + This mission will test everything you've learned so far in Silent Hunter
         3. However, it won't be an easy task. Basically, a convoy will be roaming
         north-northeast, while you approach from the southeast. Right when the
         mission starts, raise your periscope. You should see several ships. The
         game says to down the merchant ships first, however, that's your choice.
         There is approximately one Hunt I Destroyer at the lead of the pack. If
         you take this baby out, then all of the merchant ships can easily be taken
         down (even with cannons to an extent). However, if you pass, this may come
         back to haunt you. Either way, I simply ignored the Destroyer. Target the
         first merchant ship dead ahead and fire 1-2 torpedoes. Make sure to down
         this one. Stay at the 12 meter depth moving ahead silently. Check on your
         stealth meter though as it will start to turn less green. If this occurs,
         lower the periscope to restore the green meter. Anyhow, move slowly
         towards them, and try to aim for the big C2 Cargo Ships if possible. These
         babies stack a lot of tonnage. It will usually take two torpedoes to down
         the large cargo ships, unless you get a squeak shot that causes it to tip.
         Eventually, the Destroyer will catch on to your position. You may hear
         pinging along your interior. Go to the Free-look camera, and check where
         the Destroyer is. If it's running a straight-path over you, press D, and
         go to maneuvers (under your Chief Engineer). Have him make a hard right or
         hard left to avoid the depth charges being dropped by the destroyer. Try
         not to sustain any damage. Reset your bearing, and speed up time
         compression if you're turning. Get back to 12 meters depth, raise the
         periscope, and fire 1-2 more torpedoes at several targets. Keep firing
         until you're waiting for reloads, or a Destroyer makes another run at you
         again. Repeat this strategy until you've decommissioned about 8 tons of
         ships. If you reach 16 tons downed, you'll receive an excellent
    /Career Mode/
    Career mode is quite different from most next-gen titles. Rather than just
    playing out a linear compilation of missions, Silent Hunter III let's you
    choose your starting year, and ALSO your starting base. The selections will
    decide your mission output, patrol zones, and varying maps to travel
    throughout. For purposes of this walkthrough, the guide will start with 1939.
    - After you select a year and flotilla, the game brings you to the Career
    Management screen. The area will appear to be like an office. The middle desk
    controls the logs for your career. You can view earned awards, commendations,
    apply for a transfer (to another flotilla), and also view the entire history of
    your actions. The leftmost desk allows you to adjust video & sound options. The
    right desk is fairly interesting. This allows you to view what current
    advancements are equipped on your U-Boat. A technology tree for U-boat
    advancements can also be viewed for reference purposes. The upper left filing
    cabinet allows you to manage your crew. The charted map against the wall let's
    you start a mission. You must click there in order to save your changes as
          - To be honest, Crew Management is the most key essential to manage
            during career mode. During your career, you will earn RENOWN points
            that act as part-reputation, and also like buying credits. These points
            can be paid out to recruit, or "entice" other men to join your U-boat
            crew. Skilled officers, pettyofficers, and sailors vary in skills. The
            most skilled of each category cost more or a hefty amount of renown
            points. Unskilled sailors generally tend to cost 0 renown points.
            Sailors with specialties will cost more. The idea is to earn renown
            points, but spend a few to make sure your submarine staff is at full
            capacity. If you lose any men during a mission, replace them via this
            menu. You can also pre-sort the base configuration for who you want
            where on the ship.
          - Crew is split into 3 categories: Officers, Pettyofficers, and Sailors.
            Officers are brown-suited men with skills. They can head departments on
            your ship based on their qualification(s). Pettyofficers are unskilled
            officers; they have no qualifications. Sailors are white-suited with no
            skills, and are generally used for labor-purposes.
          - Qualifications List:
            > Watchman = [Star] --> The watchman qualification greatly increases
                                    observation capabilities when surfaced. This
                                    officer usually leads on the bridge.
            > Gunner = [X] --> The gunner is responsible for lead firing
                               capabilities of the deck gun. This is optional on
                               smaller submarines.
            > Flak Gunner = [Eagle] --> The flak gunner will hit enemy planes
                                        better if specialized.
            > Radioman = [Backwards Z] --> A radioman will work more efficiently
                                           along with your sonarman. They can pick
                                           up targets at farther ranges.
            > Helmsman = [Insignia] --> These specialties allow them to command
                                        at the head of the boat in a chief
                                        engineer, navigating, or weapons position.
            > Machinist = [Steering Wheel] --> These improve the efficiency of your
                                               electric or diesel engines
            > Torpedoman = [Torpedo] --> Allows for faster reload times, and/or
                                         less misfiring chance.
            > Medic = [Snake around Rod] --> Heals any wounded personal, or
                                             improves morale.
            > Repair = [Diving Helmet] --> Repairs any damaged parts quicker.
          - Since there are roughly 4-5 base U-boat models, you can also purchase
            upgrades for your own U-boat to enhance its abilities. The same RENOWN
            points used for purcasing better staff can be used for receiving
            upgrades. Please note that these upgrades can only be acquired via the
            chronological scale listed under the reference tree. Once you reach
            that date in your career, the part or new technology is available at
            the cost of several points.
          - Upgrades List:
            > U-Boats (Various models have size, speed, and firepower differences)
              Type IIA @ Early 1939
              Type IID @ Late 1939
              Type VIIB @ Middle 1939
              Type VIIC @ Early 1940
              Type VIIC/41 @ Middle 1943
              Type VIIC/42 @ Early 1944
              Type IXB @ Middle 1939
              Type IXC @ Middle 1941
              Type IXC/40 @ Middle 1943
              Type IXD2 @ Early 1943
              Type XXI @ Middle 1944
            > Canning Towers (The surface tower used for observation)
              VIIB/1 @ Early 1939
              VIIC/1 @ Late 1939
              VIIB/2 @ Late 1941
              VIIC/2 @ Middle 1942
              VIIC/3 @ Late 1942
              VIIC/4 @ Late 1943
              IX/1 @ Early 1939
              IX/2 @ Early 1940
              IX/3 @ Late 1941
            > Torpedoes (Each advancement has better stealth or destructive power)
              T1 @ Middle 1939
              T2 @ Late 1939
              T3 @ Early 1941
              FaTI @ Middle 1941
              FaTII @ Late 1942
              LuTI @ Late 1943
              LuTII @ Late 1944
              Falke @ Late 1942
              ZaunkoningI @ Middle 1943
              ZaunkoningII @ Early 1944
            > Flak Guns (Each advancement has better ammo capacity or firepower)
              C/30 @ Early 1939
              M42 @ Middle 1943
              M42 Zwilling @ Late 1943
              C/30 Zwilling @ Middle 1940
              C/38 @ Late 1942
              C/38 Vierling @ Early 1943
              C/38 Zwilling @ Late 1943
            > Sensors (Each advanced hydrophone, sonar, or radar capabilities)
              GNG @ Early 1939
              KDB @ Late 1939
              S-Gerat @ Late 1941
              Balkon-Gerat @ Middle 1943
              Nibelung @ Early 1944
              FuNO29 @ Late 1941
              FuNO30 @ Late 1942
              FuNO60/64 @ Middle 1943
              FuNO391 @ Early 1944
              Metox @ Middle 1942
              Borkum @ Middle 1943
              Naxos @ Late 1943
              Tunis @ Middle 1944
            > Specials (Advancements increase hull materials, armor, and integrity)
              Bold1 @ Late 1941
              Bold2 @ Late 1942
              Bold3 @ Late 1943
              Bold4 @ Middle 1944
              Bold5 @ Late 1944
              Alberich @ Middle 1941
              Tammatte @ Middle 1943
              Alberic Verbessert @ Late 1943
              Snorkel @ Middle 1943
          - The missions assigned in the game are actually by random. They consist
            of patrol zones. You will generally come across random encounters of
            convoys, enemy escorts, and so forth. Use what you learned from the
            training exercises.
          - Before a patrol mission starts, you can click a Change Realism button
            if you want to alter the outcome of a mission. The interesting thing is
            that the higher realism % yields better rewards, and a more valid
            score. From most veteran players, 33% realism is a good number to set
            it at by checking the various boxes. If YOU have a very long patrol
            route, I recommend turning off limited fuel. There was a large problem
            with the game sending your submarine to insane patrol routes (until the
            recent patch came out from Ubisoft).
          - The Patrol Report will tell you where you must go, to which grid, and
            which base to return to.
          - Upon completion of a patrol route, you'll be rewarded with one
            qualification star. Qualifications are specialties that can be assigned
            to certain sailors/officers to make them specialized men. The advantage
            of specialized men in certain compartments is that the efficiency of
            that compartment rises GREATLY. You are rewarded (1) Qualification Star
            after a patrol. Go to Barracks, Qualifications, then pick a soldier.
            Drag the gold-filled star according to which category you want. Place
            it over the description of the selected soldier. This man will now
            receive that specialty. You can assign medals and promotions the same
            way, however, they are earned on a basis of performance during the
    - If there is a weak spot on your ship, finish your patrol, then tune it up by
    awarding your qualification to a well-performed officer. When you start off in
    1939 (for example), your electric engines compartment will be very weak. The
    batteries run dry only after a few hours underwater. Fix this by awarding one
    of your pettyofficers with a machinist qualification. This way, your electric
    engines operate at full potential. I recommend giving a Medic qualification to
    your Watchman as well, since the Watchman tends to go into the Bow Quarters
    once you go underwater.
    - 4) Features           -
    When Ubisoft goes out of their way to take a submarine simulation, and enhance
    it to the next degree, they better add some extras for it. Silent Hunter III
    also includes online multiplayer, the ability to play scenario-designed
    missions, and even create your own missions with the handy editor! This section
    will describe all three major features in detail.
    - One way of increasing the replayability when playing Silent Hunter 3 is to
    hone your skills to a higher degree against humans opponents. Multiplayer can
    be played over a LAN (local area network), or on Ubi.com. Ubi's personal online
    service acts much like the MSN Gaming Zone, or Gamespy. You can easily signup
    for a Ubi.com account inside the game by providing an e-mail and account name.
    After doing this, login. Game can be sorted by settings, ping, or other
    options. When creating your own server, you may choose from the following
         >-> Server Name
         >-> Password (if you want restricted players only)
         >-> Players (1-8)
         >-> Difficulty: Easy, Normal, Hard, or Realistic
         >-> Game Mode: Generated (random environment) or Normal
         >-> In Game Chat: Free (players can talk), Restricted (no talking)
         >-> Allow U-boat/Crew/Torpedo Selection (Customization Features)
    - Once the settings are picked, the host may selct from four different
    multiplayer maps. Basically, Silent Hunter III can only be played as a CO-OP
    type. Since everyone spawns in their own submarine, you act together like the
    classic wolfpacks that hunted throughout World War II.
         +" Morning Wolfpack "+
         LOCATION: North Atlantic
         BRIEFING: Large convoy left Halifax port. Estimated route through grid
                   BE. Heavily escorted convoy.
         GOAL: Destroy oil tankers
         "A nice mission where everyone can hit the convoy from all sides. Usually,
          teammates can destroy the armed escorts/destroyers, then focus on taking
          out the slow-moving objective tankers."
         +" Night Attack"+
         LOCATION: North Sea
         BRIEFING: The HX-45 convoy inbound. Any U-boats patrolling grids BD, BE,
                   CF head for interception!!!
         GOAL: Attack and sink
         "Yet another convoy mission, except at night. Your main goal is to down
          every ship, however, you have to be careful as the spotlights can really
          let yourself get lit up. It's crucial to ensure your targetted shots head
          for the enemy combatants. The HX-45 is heavily guarded near the interior,
          back portion."
         +" Storm "+
         LOCATION: North Atlantic
         BRIEFING: Bad weather reported west of England. Visibility conditions are
                   poor. Rely on hydrophone and radar detection of targets.
         GOAL: Proceed with operations
         "Too bad they didn't include a single-player mission like this. You're
          basically coasting along a patrol route in horrible, wavey conditions.
          Try to stay at periscope depth the entire time as you cannot see a single
          thing. Once a target is sighted, make sure to contact with teammates on
          who hits what."
         +" Task Force "+
         LOCATION: North Sea
         BRIEFING: The Atlantic war has already been lost, but the hunters are
                   still out at sea. Your wolfpack has intercepted a heavily
                   escorted carrier task force. Show them what you're made of!
         GOAL: Take out everybody
         "A very difficult missions since you have air threats to deal with, a
          plethora of modern destroyers, and large cannon ships. Fire multiple
          torpedoes at the carriers to penetrate their thick hulls. Focus on
          eliminating destroyers that tail your buddies."
                                 #Missions Walkthrough (4.1)#
      BRIEFING: "November 1941
      	     You are Oberleutnant zur See Von Tiesenhausen, commander of the
      	     U-331. On the 25th of NOvember, operating off the coast of Egypt &
      	     Lybia, he spotted a group of three battleships and eight
      	     destroyers. These were the Queen Elizabeth, Barham, and Valiant -
      	     out of Alexandria in support of operations against Axis convoys.
      	     With a daring approach, Von Tiesenhausen launched a salvo of four
      	     torpedoes at the second battleship in the line. Although he came
      	     under attack immediately and was not able to witness it, he scored
      	     three hits and sunk his target."
      GOAL: Sink any British capital ship <---> RATING: ****
    - This is by far one of the more exciting missions during the game. You're
    basically in perfect position to ambush some key ships, but have to keep an eye
    out for the gruesome line of Destroyers that will rip you to shreds. No wonder
    why Von Tiesenhausen never lived to see the battleship sunk.
    - When you first start off, stay stopped until the eight destroyers close in on
    your position. The three battleships will be grouped behind the initial line of
    destroyers. Do a rig for silent running, and head diagonally straight ahead to
    the right. This should line you up for a 90 degree shot on one of the
    battleships. Make sure to stop again to prevent the destroyers from pinging
    your submarine.	I recommend launching all four torpedoes at one of the
    battleships. Try to get within 1500 meters of range, otherwise, many of the
    torpedoes will simply miss or your detection range will be ruined. The
    Destroyers will start to disperse once you are detected. Make sure to to fire
    the back torpedo if any Destroyers circle around back. Whatever you do, do not
    surface the submarine, otherwise you will be killed. Make use of the free-
    looking camera and prepare to emergency dive if a Destroyer is about to ride
    directly over your boat. You may get crushed and die immediately. Expend all of
    your torpedoes, and try to down a second battleship for kicks and giggles. Your
    mission is complete if you destroy one of the battleships, so fire spare
    torpedoes to eliminate them if they do not sink.
      BRIEFING: "May 1941
      	     Home Fleet sent to hunt Bismarck. Current position of Bismarck
      	     grid BE. All U-boats in area move to engage any British warships."
      GOAL: Intercept and sink any British capital ships <---> RATING: ***
    - This is another entertaining mission, although it is ruined by a lack of
    danger. You're basically submerged for periscope depth, however, the entire
    Home Fleet is directly ahead of your U-boat. You must sink them to help prevent
    your own Bismarck from sinking.
    - Considering the Bismarck is a German landmark (their ultimate Battleship),
    your utmost important is to protect. However, this is not your ultimate
    objective. You simply need to sink one major British battleship. Fire two
    torpedoes at each major target. Make sure to manually reload the torpedoes via
    the weapons management screen. Aim for the two nearest Battleships, then work
    on the Destroyers last as cleanup. It's sort of a fun mission, but you most
    likely will NOT be detected unless you surface. Just waste all of your torpedo
    ammo for a mission complete. Don't worry about the Bismarck, as it will most
    likely sink due to cannon fire. It's a sad sight to see, but at least you
      BRIEFING: "September 1939
      	     The most effective counter-measure against u-boats of early war
      	     was the aircraft. Understanding this, the British Admiralty
      	     deployed its carriers to provide air patrols over the hunting
      	     ground of the u-boat. On 17th September 1939, U-29 came upon one
      	     of these carriers - the HMS Courageous. By sinking it, he would
      	     prove the carrier's vulnerability and thus win the open ocean for
      	     the u-boats."
      GOAL: Sink the Courageous <---> RATING: **
    - Sadly enough, while the description sounds enticing to the average player,
    the Courageous mission turns out to be more of a bore, than an absolute
    - You'll start at a position about 8000 meters north of an incoming fleet
    consisting of 4 British Destroyers & 1 Courageous Fleet Carrier. The problem
    with this mission is that the ships move too darn fast, and even at a speed of
    Ahead Flank, you'll only come to within 2500 meters of the carrier. This
    distance, while susceptible for the torpedoes, will rarely hit their target,
    especially if they slow down or alter their course. Because of this, I found
    that the only way to take down the carrier was to fire (2) long-range torpedoes
    at roughly less than 1800 meters. It usually takes more than (2) torpedoes to
    bring down the thickly armored carrier. Preferably 3+ torpedoes ought to do the
    job. It works best to alter your course slightly southeast so you can get even
    closer to the carrier which flocks behind the 4 Destroyers. If the carrier
    manages to move east past you, you're literally screwed as it will zig-zag its
    path back & forth if you're detected. Your submarine is too slow to catch up to
    it on the surface, unless you travel several grids. The deck gun HARDLY does
    any damage to the carrier - trying to eliminate just the destroyers and
    finishing the carrier off with the deck gun does not work. If you find yourself
    left alone, or a plane attacks, manually gun against the airplane. Use the Flak
    aiming system, and simply estimate the arch on your rounds to nail the weak
    British planes. This was a frustrating mission, and not as fun as the others.
      BRIEFING: "December 1941
      	     Despite opposition from Admiral Doenitz - who regarded this as a
      	     distraction from the main effort of war against merchant shipping,
      	     Germany sent over 60 u-boats into the Mediterranean during the
      	     war. As the straits were under effective control of British
      	     patrols, this was always a risky affair. An additional 19 u-boats
      	     were either lost or forced to return, and no u-boats ever returned
      	     inside the Med. All were either sunk or scuttled by their crews.
      GOAL: Sneak through their defenses and enter the Mediterranean
            <---> RATING: ***
    - This is one of the few missions that hands you a instant win by giving you an
    advantage over the enemy. Instead, you must navigate through the narrow Strait
    of Gibraltar while avoiding enemy patrols, and surviving to reach a certain
    - The biggest problem with this mission is that you cannot simply glide
    underwater to the other side. Your battery levels will go to low. Start off by
    going to periscope depth while it is daylight out. Use time compression to
    boost ahead until a ship or aircraft is spotted in range. If you're not
    detected, use the periscope to fire a torpedo and nail the ship (if it's
    closing in on you). If you just keep getting sonar contacts, ignore them. When
    it becomes night out, and the surrounding area seems fairly clear, surface.
    This will recharge your batteries, and let you use the electric engines for the
    most important place - the strait. You should have passed several ships before.
    If you stayed surfaced, patrol aircraft would have spotted you and start to
    engage. Anyhow, continue through the strait. If you are spotted recharging on
    the surface, try to engage the lighter boats with your deck gun. The problem
    is, the remaining Allied fleet will flock to your coordinates, meaning you have
    to do an emergency dive. Do this, and rig for silent running. Stream steadily
    through the strait with a full power supply. Head for the grid about two blocks
    right to the exit of the strait. Once here, you'll have to head northeast to La
    Spezia base for repairs. This is by far one of the longest single-player
    missions, so feel free to save your progress and try it another time.
    /Happy Times/
      BRIEFING: "April 1940
      	     It's early in the war, in the U boat "Happy Times". You are on the
      	     surface, in the vicinity of the Rockall Banks. Your watch officer
      	     has spotted a weakly escorted convoy dead ahead. The opportunity
      	     presents itself for a devastating attack, and the night is
      	     approaching. Convoys are scheduled to be picked up by escorts near
      	     Longitude of 12W, so your window of opportunity is of just one or
      	     two hours."
      GOAL: Sink 25,000 tons of merchant shipping <---> RATING:
    - You would think a mission of this magnitude would be easy, but it can be
    challenging due to the limitations of your U-boat.
    - Start off by moving slightly northwest at a fast speed on the surface. Get
    within 4000 meters of the large convoy, then go to periscope depth. Bring the
    periscope up, and move forth at ahead flank underwater. Now, engage the nearest
    transport ships using torpedoes. The task is harder than usual because merchant
    ships usually have large hulls. It may take up to 2-3 torpedoes to down the
    large C2s. Tankers will usually down themselves from their own fires. You must
    make every torpedo count, otherwise, it's a waste of a possible downing.
    Getting within the 1000 meter range is EXTREMELY critical. The deck gun is
    fairly useless as you'll take extreme fire from the minor armed transport
    ships. Watch for the Hunt I Destroyer at the north tip of the convoy. If you
    follow these directions, you should be able to reach the convoy before the
    armed destroyers to the northeast. They'll be set off by about 6000-8000
      BRIEFING: "August 1942
      	     Major convoy passing south of Sicily. All U-boats head for CN25,
      	     CN26 and CN28. Report contact with convoy and engage."
      GOAL: Engage merchant ships <---> RATING: **
      RECOMMENDED OPTION: Type VIIC/41 (1942)
    - This is another frustrating merchant-sinking mission where you'll have to
    bypass some patrols.
    - For the most part, this mission starts off fun, but becomes frustrating near
    the end. If you raise your periscope, you'll notice that warships are battling
    in the distance. However, they're shooting at German aircraft flying overhead.
    This is your main distraction. As tempting as it is to engage the warships
    (especially the Nelson Battleship), hold off from the urge. Instead, keep
    zooming by underwater till you're within 2500 meters of the transport. Adjust
    your direction farther northeast so you can get a perpendicular firing angle. I
    recommend getting as close as possible, and as quick as possible. If you try
    firing the torpedoes from a long range, a few will miss, and there will be no
    way to complete your primary objective (you also do not have a deck/flak gun).
    Start to fire torpedoes at five second bursts apart. Two to three torpedoes per
    target will surely bring one down. If you fire your torpedoes too close, they
    will both him the same section of the ship and do minimal damage. Aim for the
    cargo ships as the troop vessels tend to be heavily armored and not worth the
      BRIEFING: "April 1940
      	     As part of Operation "Weserubung", the Invasion of Norway, you
      	     have been tasked with the protection of forces landing at Narvik.
      	     On 10th of April, British Destroyers have probed the fjord. Losing
      	     two of their own for two of our Zerstorer, they have managed to
      	     destroy the troop carriers. Now, reinforced by a battleship, they
      	     are coming again."
      GOAL: Sink the Warspite <---> RATING: *
    - You would think protecting a fleet could be more exciting, but not when
    you're stationed a hefty distance away in shallow water.
    - Basically, the British are attacking your trapped fleet in and around the
    area of Norway. It's up to you to help sink the oncoming fleet with a surprise
    attack. You'll spawn north of the advancing warships. To the right of the
    attacking fleet are some German Type 34 Destroyers, however, most of them will
    get mowed down by the British fleet. Move south at a moderate speed (no more
    than 1/3 or slow - enemy has excellent sonar capabilities). Concentrate on
    downing the gigantic Revenge Battleship in the middle of the 3-4 Destroyers.
    Three torpedoes will take it out, however, they must be direct hits. Whatever
    you do, don't dive below 15 meters. The water you're in is extremely shallow,
    and you'll cause damage or a lack of stealth to arise on your position. Your
    goal is to destroy practically every ship you come in contact with. The problem
    with this mission is that the objective says to engage the Warspite. However,
    no "Warspite" ship actually appears during the mission. I'm not sure if this
    was a typo on the developer's part or what. Concentrate on destroying the
    battleship, then the surrounding destroyers. You'll most likely be out of ammo,
    and will have to resort to the deck gun for supporting fire.
    /Scapa Flow/
      BRIEFING: "October 1939
      	     You are NE of Scapa Flow British naval base. Attempt to penetrate
      	     the base defences. Sink any capital warship you may find. Good
      GOAL: Priority targets - British capital warships <---> RATING: ****
    - This is one of my more preferred missions since you have to do some tricky
    navigating, while practically the goal of assassinate any discovered
    - You'll basically be northeast of the Scapa Flow base, however, a long
    peninsula surrounds the base preventing sea access. You have to navigate to the
    left diagonally south, then cut up around the peninsula while avoiding enemy
    patrols. You will find the lone battleship about 15000 meters off-shore of the
    Scapa Flow base. Refer to this ASCII map on where to navigate:
       |            Scapa Flow    |     - Plot a path right near the beginning
       |               __         |       of the mission. You will encounter 2-3
       |    __        / /        /        ships while navigating around the
       |   /  \__/\__/ /___     / [You]   perimeter. If you want, destroy any
       |__/               /    |          ships that chase after you. Once you
       |            [B]  /     |          get close to Scapa Flow, search lights
       |                /     /           on the ground will start to shine back
       |               /     /            and forth. Surface during the night,
       |              /_____/             but go under if any ships approach
       |                                  your position. The Battleship should
                                          be stationary in the harbor. Finish it
                                          off with 4 fired torpedoes for a mission
                                          complete. There is only one encountered
      BRIEFING: "June 1944
      	     On June the 4th, 1944 Task Force 22.3 - a Hunter Killer group
      	     formed around the escort carrier USS Guadalcanal - was heading for
      	     Casablanca. Travelling northwards, they were expecting, based on
      	     ULTRA and Radio Direction Finder intercepts, to encounter a
      	     submarine on the route. And they got it, closer than they may have
      	     wanted. You are in a bad position minutes away from destruction.
      	     But so is their carrier."
      GOAL: Sink the USS Guadalcanal <---> RATING: *****
      RECOMMENDED OPTION: Type IXC/40 (1944)
    - One of the few missions that places you in danger first, and gives you only
    one way out.
    - Basically, you're trapped, and the path of your travel is also known. Two
    destroyers have surrounded your position. A nearby carrier is supporting their
    movement. You are ordered to take out the grand carrier. When you first spawn,
    one destroyer is perpendicular to you straight ahead. Another one should be
    heading directly towards you from the rear. Try to eliminate the Destroyer in
    front of you first, as this one is VERY dangerous. The one on the rear can be
    evaded using a hard left knuckle maneuver. Fire two torpedoes at the straight-
    ahead destroyer. Then, do an emergency maneuver. Once you hit a manageable
    depth, lower your speed and secure for silent running. Hope that your stealth
    meter goes to green. If it does not, rise anyway, and head west towards the USS
    Guadalcanal. Get to periscope depth, and go full speed if you have to
    considering the fact that you're probably being chased by the remaining
    Destroyer. Fire all four front torpedo bays at the carrier, even if the
    distance is close to 3500 meters. Now, do another dive and evasion maneuver to
    prevent damage done by the depth charges. If you're lucky, two out of the four
    shots will pelt the carrier. This can actually sink the carrier after a tad
    while. However, try to reload, re-dive, resurface and repeat until the carrier
    is destroyed. Once it is destroyed, get the hell out of there. You can try to
    eliminate both Destroyers near the beginning using the aft bay torpedoes,
    however, the ship will be closing too fast (before the torpedoes can actually
    arm & disable it). The excitement on this mission is quite simply the best.
      BRIEFING: "November 1944
      	     You are the first type XXI U-boat to reach operational status,
      	     ahead of the schedule. And you have just the prestige target to
      	     test the boat against, a heavily escorted carrier task force."
      GOAL: Primary -> Sink the fleet carriers
            Secondary -> Sink the escort carrier <---> RATING: *****
    - Yet again, the developers surprise us with an enticing mission that let's you
    explore the possibilities of the most advanced submarine during World War II.
    - When you first start off, you'll be diagonally northeast of a convoy
    proceeding north. The two primary goal carriers are located in the middle of
    the pack, past the second row of warships. The two carriers are lined up one
    after another, so find them on your radar as you proceed forth. Use Ahead Slow,
    and the speed is quite adequate based on your excellent crew. It takes roughly
    3-4 torpedoes to nail down each main carrier, and another three torpedoes for
    the Bogue Escort Carrier. The Escort carrier is hiding around back at the rear
    of the fleet. Focus on this threat last. To actually navigate to the center
    where the carriers are can be a real treat. Make sure you're dived at or around
    14-15 meters (the XXI has an extended tower bay). Use Ahead Slow, but rig for
    silent running so you are not initially detected. Make sure to stop before
    firing your enhanced torpedoes for maximum destruction capabilities. You may
    have to fire a few torpedoes to disable some of the Destroyers as they're
    extremely dangerous on this one. Really, the best part about this mission is
    how sleek, advanced, and awesome your XXI is. It's faster, has TONS of more
    torpedo ammunition, and six firing tubes.
                                   #Mission Editor#
    - One of the customization features released with Silent Hunter III was a
    mission editor. It can be accessed in the Windows Start Menu, under Ubisoft->
    Silent Hunter III->Mission Editor. The Mission Editor only allows you to create
    a single loadable mission via the missions mode once you start up the game. The
    following section will briefly go over the system and how it works.
       *NOTE: If you need visual guidance, click open, and enter the SH3 directory
              under My Documents. Browse through the folders till you see a file
              called mission for a SH3 compatible format. Open it. This basic
              template shows set waypoints, and what happens when you simulate a
              created mission.
      [ NEW MISSION ]
    - Start off by clicking the blank page in the upper left corner. A start date
    (Year, Month, Day) & Start Time must be selected for the mission. This starts
    the mission off right when you spawn on the screen. This is perfect for setting
    the date according to important invasions.
    - Now, a world map of the entire planet will be displayed. EVERY single area is
    simulated in this game, which is absolutely amazing. Use the scrollbar on your
    mouse to zoom in on the map. I do not believe there is an alternate key to zoom
    in. Anyhow, use the horizontal scroll bar to move side-to-side. As you zoom in
    closer, major naval bases along the coast will be displayed. You will have to
    choose the strategic location where most of the action takes place. If you want
    the drag and pan the view back and forth, use the white hand key on the main
    - Entities form the details of a map you make. These are the enemies you
    engage, or the artificial objects that have artificial intelligence act for
    them. In order to place an entity, click on any of the tabs under the Tools
    Panel to your right. Once a tab is picked, select a nationality, then a model,
    and drag it onto an appropriate area on the map. Note that sea, land, and air
    vehicles must be set to the correct terrain type (or lack thereof). Once the
    object is placed at a specific position, a large dialog box pops up. In here,
    details can be assigned regarding the object. Anything from the crew skill
    operating the craft, to max speed, heading, or even description can be altered.
    Click Accept, and your object will be placed.
    - First off, not all entities can be set to waypoints. Certain land
    emplacements or bases are restricted from this option. Anyhow, once a ship is
    placed, make sure the hand tool is not selected. Click on the diamond shape for
    the entity. It should now be highlighted. Right click to bring up a mini-menu,
    and hit Add Waypoint. Simply click and drag from point-to-point where you want
    the object to move IMMEDIATELY when the game starts. Right-click to stop adding
    waypoints. When the game starts, your ship/vehicle/aircraft will begin to move
    towards the designated position.
    - If you want to piece fleets together, right click a waypoint, and hit add
    group. Create a group, then mix-n-match them using the tools panel and
    assigning them via the drop-down box. Really, groups should be limited to
    convoys that travel together, or warships vice-versa.
    - Click on the Mission item on the main toolbar. This brings up several
    different choices.
       > Parameters:
         The main title of the mission, briefing, and starting date/time can
         be set. Parameters are perfect for setting the mood. These also display
         the letters that appear on the WWII-stylish memo, along with the
         customized wording you want to tell the human player. This is ideal for
         setting the perfect scenario, like a D-Day ambush, or something along
         those lines. Weather, visibility, wind speed, and even the chance for
         weather to change can all be altered from this option.
       > Objectives:
         This is where the official brief list of objectives are listed for
         the player. Objectives cannot be typed in. They must be created, then
         defined by using objects you created on the map. In many cases, this
         involves sinking a certain amount of tonnage, patrolling a map zone, or
         eliminating a certain amount of ships.
       > Triggers:
         Triggers are essentially reactions that occur when a certain event
         happens. These are perfect for adding mood to the atmosphere of a tense
         mission. For example, passing through a certain narrow strait causes 3
         battleships to start moving. The idea is to use these to make key events
         occur. Don't overuse triggers though, otherwise, the mission can become
         more of a hassle to the player than a fair chance.
       > Events:
         These are similar to triggers, except they tend to coordinate the relation
         between objectives and triggers. If for example, a certain ship is
         destroyed, then trigger blank will occur. Events do not necessarily have
         to be used, but can flash messages to the player, or alter objectives.
         They're useful in a sense for objective-based missions, as opposed to
         patrol zones.
       > Validate:
         This is probably the most useful tool in finalizing your mission. Click
         the Check Mission button, and the SH3 Mission Editor will go through
         everything you've created to make sure there is no conflict or gruesome
         error. If you're missing something, it says what it is. In many cases, you
         need to add a player unit where the player spawns.
    - There are also some side tools not heavily described.
       > Radius Ruler:
         Shows the distance between two points, or a circular obtrusion.
       > Estimated Time Arrival:
         Used to show you how long it would take a ship at a set speed to reach
         a waypoint. You can get it to show by clicking on the designated entity.
       > Simulator:
         The most important side tool. Click the > arrow button on the main
         toolbar. It actually starts the mission with all waypoints moving or
         events occurring. It does not account for the player's unit actions,
         however, it does account for all AI-controlled events. This is ideal for
         making sure ships do not hit each other based on accidental waypoint
         paths, or a mission lasting too long. You can speed time acceleration up
         using the + red clock, or down using the - blue clock.
    - Once everything is created, you can save your mission. Note that you cannot
    save your mission as a "mission file" unless it is validated. Make sure
    everything is compatible using the Validate tool. The game will not let you
    save it as a mission until validated.
      [ SUMMATION ]
    - There you have it. The SH3 Mission Editor is a useful tool, but you need
    imagination, the ability to add excitement, and utilization of all features.
    Try to add triggers and events if a player thinks they can take an easy route
    only to get surprised. Try setting slower speeds on the larger ships (rather
    than their max speed), in case your human player gets caught in a bind and has
    to submerge. No one will have fun spending 25 minutes chasing a carrier because
    they're going 18 knots, and you can only go 12 knots. The Mission Editor cannot
    be used in creating a career, so just stick with creating single missions. Try
    to re-create certain key events from World War II, and publish your mission
    file on a popular website like subsim.com. The possibilities are endless.
    Ensure to fine tune your briefing to a brief, but cordial style. Make
    everything seem strict, professional, and you'll have a great time customizing
    for this wonderful engine (and darn good game).
    - 5) Museum (5.1)          -
    One of the more intriguing features of Silent Hunter III is the inclusion of a
    statisical museum, in which you can examine past ships, trade vessels, and some
    aircraft/U-boats used during World War II. Exact specifications are provided,
    although it's interesting to examine the types with their advantages &
    disadvantages. This section will detail what the enyclopedia inlcudes,
    excluding exact specifications.
    Warships are the muscle boats of the sea. These are armed with cannons, depth
    charges, AA guns, and new technologies that make them superior to merchant
    boats. Warships are generally produced out of high-grade materials, making them
    armor plated along the hull. This proves to be an advantage as normal light
    arms hardly do any damage. Warhips generally feared U-boats since there was no
    definitive method of detecting them, aside from lucky pings or noise detection.
    Warships consist of carriers (ships that allow launching/landing of aircraft),
    destroyers (ships designed for underwater hunting), cruisers (naval support
    fire, fairly bulky), boats (small ships with light arms), and battleships
    (motherships with maximum cannon power).
      { Bogue Escort Carrier } [ American/British ] ( 1942-45 )
      Description: This is practically a large carrier that is designed for
      	       quick exploitation of fighter jets aboard the ship's base. It's
      	       main purpose was escorting large fleets and giving the ability
      	       for immediate air power, preferably for planes with submarine
      	       downing capabilities.
      { Casablanca Escort Carrier } [ American ] ( 1943-45 )
      Description: A smaller version when compared to the Bogue, the Casablanca
                   was slightly faster, and a tad more agile in avoiding enemy
                   attacks. Again, it's main purpose was for escorting fleets with
                   air support.
      { Clemson Destroyer } [ American/British/Canadian ] ( 1939-45 )
      Description: One of the smaller American destroyers, these ships were
      	       designed for attacking other ships, U-boats, and a plethora of
      	       vessels aboard the rumbling seas. The ship is quite fast, and
      	       not the easiest target to take down.
      { Fletcher Destroyer } [ American ] ( 1942-45 )
      Description: Almost twice as big as the Clemson, the Fletcher had the
      	       advantage of more firepower with nearly identical speed. A
      	       bigger target though.
      { Samers Destroyer } [ American ] ( 1939-45 )
      Description: A build slightly faster than the two above destroyers, the
      	       Samers had the advantage of better anti-aircraft capabilities.
      	       Thankfully, our U-boats glide underwater.
      { Buckley Destroyer Escort } [ American ] ( 1943-45 )
      Description: A fairly small vessel designed for escorting the larger
      	       carriers, the Buckley had the advantage of depth charge racks
      	       and a fairly modern design.
      { Evarts Destroyer Escort } [ American ] ( 1942-45 )
      Description: A very small escort vessel with basic armament. Has the ability
                   to launch advanced depth charge devices, though.
      { JC Butler Destroyer Escort } [ American ] ( 1943-45 )
      Description: Introduced somewhat late, this escort has an awesome amount of
                   firepower, especially the main battery cannons. Moderately small
                   with a slow speed though.
      { Armed Trawler } [ American/Australian/Brasil/British/Canadian/France/
                          German/Greece/India/Italian/Japan/Netherland/New Zealand/
                          Norway/Poland/Romania/Russia/South Africa/Sweden ]
                        ( 1939-45 )
      Description: Do not be fooled by these dinky old ships. While they hardly
      	       have any speed, and lack the modern design to be destructive,
      	       they do have depth charge racks. On a side note, they're
      	       extremely small, making them tough targets to hit. These were
      	       usually set aside to escort merchant convoys.
      { Elco Torpedo Boat } [ American ] ( 1939-45 )
      Description: This was a surface boat designed for firing torpedoes at other
                   ships or surfaced submarines. The advantage was that it
                   possessed awesome speed, and was extremely small. Keep an eye
                   out for these small targets as they love catching up on
                   distracted submarine commanders.
      { V&W Destroyer } [ Australian/British/Romania ] ( 1939-45 )
      Description: This ship really has nothing innovative, aside from lots of
      	       AA guns for emergency situations. It does have slightly faster
      	       speed than most destroyers.
      { River Destroyer Escort } [ Australian/British/Canadian/FreeFrench ]
                                 ( 1943-45 )
      Description: The late introduction of this ship was mainly due to the
                   addition of better U-boat protection. Not very fast though.
      { Flower Corvette } [ Australian/British/Canadian/FreeFrench/Greece/India/
                            Norway/South Africa ]
                          ( 1940-45 )
      Description: This is a fairly small escort ship designed for taking down
                   submarines. However, it has a horrible speed amount, making it
                   fairly useless.
      { King George V Battleship } [ British ] ( 1940-45 )
      Description: An almost ceremonial battleship for the British, this baby has
                   huge battery cannons, lots of anti-aircraft weaponry, and a nice
                   speed for a HUGE ship. No anti-submarine weapons exist, but
                   that's what the escort ships are for.
      { Nelson Battleship } [ British ] ( 1939-45 )
      Description: A fairly primitive yet huge battleship, the Nelson has less
                   firepower than the King George. Still, it's capable of laying
                   down punishable fire under extreme conditions.
      { Revenge Battleship } [ British ] ( 1939-45 )
      Description: The smallest of the battleships, the Revenge still possesses
                   capable cannons on both ends of the ship. The speed is fairly
                   drab, but it can serves it usefulness during wartime.
      { Illustrious Fleet Carrier } [ British ] ( 1939-45 )
      Description: The largest of the British carriers, this behemoth has great
                   speed and plenty of room for aerial attacks. It's also armed to
                   the teeth when dealing with opposing German planes.
      { Dido Light Carrier } [ British ] ( 1939-45 )
      Description: For a Cruiser, the Dido Light has excellent speed, and a balance
                   of weapons capable of handling any situation. Can be tough to
                   hit though unless you get a well-planned shot on it.
      { Fiji Light Cruiser } [ British ] ( 1939-45 )
      Description: Another cruiser, except twice the size of the Dido, the Fiji
                   makes an excellent companion for larger travelling fleets.
      { Auxiliary Cruiser } [ British ] ( 1939-45 )
      Description: This is a large cruiser that makes extensive use of its numerous
                   topside cannons. It lacks defensive weapons though, especially
                   against air attacks or submarine attacks. Quite a primitive
                   build if you ask me.
      { C Class Destroyer } [ British/Canadian ] ( 1939-45 )
      Description: An extremely fast moving ship, the Class C is also armed with
                   modern weaponry for an aged design. Watch out for these nifty
      { Hunt I Destroyer } [ British/Greece/Poland ] ( 1939-45 )
      Description: Not much speed, and lacking with a short stock of ammo, this
                   ship poses little of a threat to your vessel.
      { Hunt II Destroyer } [ British ] ( 1940-45 )
      Description: Slightly faster, and armed better, this is a much-needed
                   improvement over the primitive Hunt I.
      { Hunt III Destroyer } [ British ] ( 1941-45 )
      Description: The best upgrade in the Hunt series, the Hunt III possesses
                   identical speed as the Hunt II, but more stopping power. These
                   ships tend to have excellent turning capabilities, so keep your
                   eyes open, and try to nail them first on an escorted fleet since
                   they can do considerable damage.
      { J Class Destroyer } [ British ] ( 1939-45 )
      Description: One of the faster destroyers, it also possesses lots of U-boat
                   takedown weaponry. The extra length on the ship should make it
                   an easier target though.
      { Tribal Destroyer } [ British/Canadian ] ( 1939-45 )
      Description: A slightly heavier version of the J Class, but the same speed,
                   this is another threat to keep your eyes open for.
      { Black Swan Frigate } [ British/India ] ( 1939-45 )
      Description: This is a slow moving ship designed for isolation patrols.
                   The frigate though has capabilities of downing U-boats if
                   detected. Still, it's fairly large, and the slow speed should
                   make it an easy target for most U-boat commanders.
      { Bismarck Battleship } [ German ] ( 1940-45 )
      Description: Easily one of the largest battleships in the game, the Bismarck
                   was a feared ship during World War II. The multiple massive
                   cannons and moderate speed for a ship of this size almost turned
                   it into a God. Thankfully, this ship is on your side.
      { Hipper Heavy Cruiser } [ German ] ( 1939-45 )
      Description: While this ship is moderately fast and fairly large, it lacks
                   base weaponry when fighting other surfaced ships. It does
                   however have a plethora of extra torpedoes which are useful for
                   downing ships from long distances.
      { Commerce Raider } [ German ] ( 1939-45 )
      Description: The Germans were smart during the war. They created a ship that
                   looks like a Commerce ship, except it is armed with cannons and
                   cranes capable of stealing supplies from merchant ships!
                   Thankfully, we get to protect these in the U-boat fleet.
      { Type 34 Destroyer } [ German ] ( 1939-45 )
      Description: Believe it or not, the Type 34 is one of the best destroyers for
                   multi-tasking. This baby is armed with NUMEROUS depth charge
                   racks for downing opposing submarines, has moderate firepower
                   aboard, and great speed. This was the German destroyer featured
                   in the "U-boat 579" movie.
      { Schnellboat } [ German ] ( 1939-45 )
      Description: Disguised like a leopard's skin on water, the Schnellboat had
                   good speed, combined with a small design. The advantage was that
                   it could fire torpedoes while avoiding cannon fire from opposing
                   large ships. Mak schnell!
      { Saldati Destroyer } [ Italian ] ( 1939-45 )
      Description: For a medium-sized ship, the unique Saldati had great speed.
                   Its even armed with decent amounts of firepower to fight aboard
                   the sea.
    Merchants are practically the non-combatants of the sea. While they may look
    fairly similar to warships, and may possess some of the necessary advancements,
    they practically transport cargo. Cargo can consist of civilians, supplies, or
    reinforcements for an opposing army. Merchants tend to be unguarded and
    extremely easy targets. Their hull also tends not to be thick, meaning they can
    usually be engaged with your onboard deck gun.
      { Landing Ship Tank } [ American/British ] ( 1939-45 )
      Description: This was a huge transporter for landing tanks and convoys at
                   isolated destinations. The perfect target for a U-boat looking
                   to score a difference in the war.
      { Passenger Liner } [ American/British ] ( 1939-45 )
      Description: A civilian ship full of non-combatants. It was rumored that
                   these ships held ammo or supply crates for the British effort
                   secretly between the U.S. & Britain until America declared war.
                   One of the major passenger liners was downed during the war
                   causing controversy. Be weary of your decision when attacking
      { Troop Transport } [ American/British ] ( 1939-45 )
      Description: A lightly armed transport ship designed for moving infantry
                   across the ocean, or from point-to-point. Scoring one of these
                   will help your side greatly.
      { Small Tanker } [ American/British/Greece/Japan ] ( 1939-45 )
      Description: A transport designed for moving petroleum or oil. The
                   disadvantage with tankers was that they were slow and rarely
                   armed. Because of this, these are the easiest targets for U-
                   boats. Also, scoring one scorches the supply effort for the
                   Allies, literally.
      { T2 Tanker } [ American/British ] ( 1942-45 )
      Description: A huge version nearly three times as big as the Small Tanker,
                   the T2 carried more oil for longer trips. Many tanker ships were
                   colored black to help disguise themselves better during the
                   night. Again, another easy unarmed target.
      { T3 Tanker } [ American/British ] ( 1939-45 )
      Description: Slightly faster and bigger than the T2, the T3 tried to move
                   things across the ocean as undetected as possible.
                   Unfortunately, it's just another target that is easy to take
                   down once the escorts are gone.
      { C2 Cargo } [ American/British/Greece/Japan ] ( 1939-45 )
      Description: Cargo ships were just as slow as tankers during the war. This
                   simply transports supplies and is unarmed.
      { C3 Cargo } [ American/British ] ( 1939-45 )
      Description: A thicker version of the C2, this is just as susceptible and
                   easy to take down. Do not worry too much about merchant ships
                   for the most part.
      { Coastal Merchant } [ American/Australian/Brasil/British/Canadian/France/
                             New Zealand/Norway/Poland/Romania/Russia/
                             South Africa/Sweden ]
                           ( 1939-45 )
      Description: Another smaller, yet primitive transport ship. This ship is
                   EXTREMELY slow for a vessel on the sea.
      { Liberty Cargo } [ American/British ] ( 1941-45 )
      Description: One of the few cargo ships that attempted to arm themselves,
                   the Liberty ships were equipped with a few moderate cannon and
                   AA weaponry. This one is just as slow as any other cargo ship
      { Small Merchant } [ American/Australian/Brasil/British/Canadian/France/
                           New Zealand/Norway/Poland/Romania/Russia/South Africa/
                           Sweden ]
                         ( 1939-45 )
      Description: Despite being a merchant ship, these were still targetted during
                   the war. This is one of the slowest ships you'll find on the
                   sea, and also is unarmed. Usually transported goods for private
      { Victory Cargo } [ American ] ( 1942-45 )
      Description: Another ship similar to the Liberty, except faster and just as
      { Fishing Boat } [ American/Australian/Brasil/British/Canadian/France/
                         German/Greece/India/Italian/Japan/Netherland/New Zealand/
                         Norway/Poland/Romania/Russia/South Africa/Sweden ]
                       ( 1939-45 )
      Description: Generally a ship for private fishermen, fishing boats can easily
                   be destructed and are close to the slowest vessel on the sea.
                   Don't worry about these at all unless instructed.
      { Small Coastal Vessel } [ American/Australian/Brasil/British/Canadian/
                                 Netherland/New Zealand/Norway/Poland/Romania/
                                 Russia/South Africa/Sweden ]
                               ( 1939-45 )
      Description: Another slow moving ship usually for tradesmen, the coastal
                   vessels are quite small and easy to raid.
      { Trawler } [ American/Australian/Brasil/British/Canadian/France/German/
                    Greece/India/Italian/Japan/Netherland/New Zealand/Norway/
                    Poland/Romania/Russia/South Africa/Sweden ]
                  ( 1939-45 )
      Description: Think of this as the armed trawler, except unarmed. Plain and
                   simple, it is used for moving goods or assisting merchant ships
                   in transport.
      { Tug Boat } [ American/Australian/Brasil/British/Canadian/France/German/
                     Greece/India/Italian/Japan/Netherland/New Zealand/Norway/
                     Poland/Romania/Russia/South Africa/Sweden ]
                   ( 1939-45 )
      Description: Tug boats are generally used for guiding larger ships in and out
                   of tight quarters. You'll find these ships to be plenty across
                   the sea, however, they're unarmed, so target them last. Note
                   that targetting these first can help rid the navigational skills
                   of larger ships.
    U-Boats are the premiere feature of Silent Hunter III, and essentially where
    ALL of the gameplay takes place. Every station, element, and feature of a U-
    boat is simulated in this game. You interact with the surrounding elements to
    create a realistic experience. U-boats were the first forms of "reliable"
    underwater submarines that could dive to reasonable depths. Their torpedoes
    were considered responsible for nearly turning the tide of the war, had it not
    been for infantry difficulties.
      { Type IIA Submarine } [ German ] ( 1939-45 )
      Description: This was the base design of a German submarine, which were
                   mainly built after World War I. Interestingly enough, the Type
                   IIA was really nothing innovative, consisting of light firepower
                   (3 torpedo tubes, 1 gun). The main goal was for training
                   purposes and/or defensive patrols.
      { Type IID Submarine } [ German ] ( 1939-45 )
      Description: This final version of the Type II featured some extra additions
                   that helped with mobility. However, the ship was eventually
                   assigned to training duties to help teach new commanders how to
                   operate these deadly weapons.
      { Type IXB Submarine } [ German ] ( 1939-45 )
      Description: This was the first base model to incorporate longer firing range
                   capabilities, and also could travel in extensive distances all
                   the way to the South Atlantic. Thus, the ship was larger than
                   the VII's, yet possessed long-range capabilities for sinking
                   many cargo transports.
      { Type IXC Submarine } [ German ] ( 1941-45 )
      Description: Similar to the IXB, except its range was increased to compensate
                   for longer travels. Recharging capabilities were improved as
      { Type IXD2 Submarine } [ German ] ( 1942-45 )
      Description: This was one of the largest and longest range U-boats developed
                   at the time. It was equipped with a dual-diesel engine capable
                   of acting for stealth and/or maximal speed. These ships could
                   travel as far as the Indian Ocean, in an attempt to aid the
      { Type VIIB Submarine } [ German ] ( 1939-45 )
      Description: This was practically the first advanced U-boat capable of
                   extended range, speed, and firepower. One of the firing tubes is
                   placed at the rear of the submarine for instances when turning
                   can not be initiated.
      { Type VIIC Submarine } [ German ] ( 1940-45 )
      Description: This was the most common U-boat produced during WWII. It
                   featured a lengthier design than the VIIB, however, still
                   possessed excellent firepower and moderate underwater speed.
      { Type XXI Submarine } [ German ] ( 1944-45 )
      Description: The latest design featured an extremely fast underwater design,
                   a better reloading mechanism for firing torpedoes, and complex
                   architecture. All in all, this was a hybrid for future submarine
                   design, but only a few could actually be used during the war due
                   to the late arrival.
    Aircraft are especially designed for engaging U-boats (although they had a TON
    of uses during World War II). Their ability to launch bombs, torpedoes, or an
    assortment of loads made them dangerous threats. Combine this with the fact
    that they fly, and well, you're fairly screwed. The game limits the variety of
    aircraft though, so don't expect a flight simulator.
      { B24 Liberator Bomber } [ American/British/Canadian ] ( 1940-45 )
      Description: This was a practical assault aircraft with heavy bombing
                   capabilities. Was mainly used for attacking surfaced ships. Has
                   a ton of defensive turrets mounted on it as well.
      { Avenger Torpedo Bomber } [ American/British ] ( 1940-45 )
      Description: These were very primitive aircraft capable of launching a single
                   torpedo in the water. Their main duty was shooting down opposing
                   ships, although they had the ability to hit surfaced submarines.
                   These should be your primary threat when manning the flak guns,
                   especially a target to take down.
      { PBY Catalina Search Plane } [ American/British/Canadian ] ( 1939-45 )
      Description: Although this aircraft could be armed with a torpedo or bombs,
                   they were primarily fast, unarmed patrol planes used for
                   spotting enemy ships.
      { Swordfish Torpedo Bomber } [ British ] ( 1939-45 )
      Description: Despite how cruddy the appearance of this bi-wing plane is,
                   it still could perform by launching a single torpedo or light
                   load of bombs. Probably one of the worst aircraft you'll
                   encounter in the game.
      { Hurrican MKII Fighter Bomber } [ British/Canadian/Romania ] ( 1939-45 )
      Description: The primary threat of the British aerial division, the MKII
                   was capable of laying down one bomb and the ability to strafe
                   fight with other planes. Has an extremely fast speed and is hard
                   to shoot down.
      { Short Sunderland Search Plane } [ British ] ( 1942-45 )
      Description: This was one of the few long-range planes capable of patrolling
                   and laying down a heavy payload if an enemy was spotted. Has
                   lots of defensive turrets too.
      { JU88 Level Bomber } [ German/Italian/Romania ] ( 1939-45 )
      Description: This long-range bomber has a moderate payload of bombs, and only
                   a few defensive turrets. Nonetheless, it can lay down a payload
                   over a set distance.
      { JU87 Stuka Dive Bomber } [ German/Italian/Romania ] ( 1939-45 )
      Description: This was a short-range bomber designed for laying down a fairly
                   light payload of bombs, returning, reloading, then going back
                   out to combat.
      { BF109 Fighter Bomber } [ German/Italian/Romania ] ( 1939-45 )
      Description: Thankfully one of the fastest aircraft in the game is on your
                   side. The BF109 is capable of holding one bomb, and has powerful
                   machine guns for fighting combat.
      { FW200 Condor } [ German ] ( 1940-45 )
      Description: Primarily a patrol plane for the Germans, the FW200 has an
                   insane amount of fuel storage. This baby can travel in excess of
                   up to 2700 miles! Nonetheless, it has a moderate payload of
                   bombs and equivalent machine guns for fighting in the air.
      { SM79 Sparviero Level Bomber } [ Italian ] ( 1939-45 )
      Description: The odd flame coloring of this attack bomber was ideal
                   considering it could hold "2" torpedos or a fairly heavy load of
                   bombs. Only has a few defensive turrets, but moderately fast
                   power and average range for a obmber. Nice creation by the
    - 6) Codes                 -
    Unfortunately, Ubisoft left the ultimate submarine simulator with no codes. As
    much as it sucks to say it, codes are practically nonexistent in this game
    engine. That isn't to say that codes do not exist, but you'll have to rely on
    trainer programs and/or editing game files. The latest trainers can be
    downloaded from either:
    - or -
    - Make sure to download the trainer that matches your version of Silent Hunter
    III. If you don't have that version, download the new patch and update it!
    - 7) Common Questions      -
    )) Gameplay ((
    << What would you rate Silent Hunter III? >>
    - I'd probably rate it a [10/10]. Now you're probably thinking, what makes this
    game perfect? Honestly, it's the best simulation game I've ever played,
    compared to flight simulators, aircraft simulators, submarine simulators, and
    any simulator. Silent Hunter III combines beautiful high-resolution graphics
    across a vast gaming engine that literally maps the world in all perspectives.
    You can traverse to the polar caps if you wish, or gruesomely engage numerous
    patrols along your path to victory in the Atlantic. What's absolutely amazing
    in this game is how crisp and accurate the details are. This is a submarine
    simulator. Factors such as fuel levels, possible damage, misfiring torpedoes,
    and grumpy crew are all factors that YOU have to solve as a commander. If
    there's really anything to complain about this Ubisoft creation, then it has to
    come down to bugs. Yes, there are bugs in the base version of Silent Hunter
    III. However, the recent patches (up to the latest version, 1.4) have fixed
    nearly all of them. The ability to play online co-op with up to 8 players
    total, the ability to play a single-player career that can literally lasts a
    few years (on your PC, if you play in relative time), and the ability to
    simulate everything to perfection is what amazes me as a gamer. I've personally
    never been a huge fan of simulation games, but I can tell you this one is fun,
    exciting, and crisp to the detail. There's not much more to ask for, and that's
    why it gets a perfect ten.
    << Any common tips I should use during every game? >>
    - I have SEVERAL tips you should always do. If performing long-distance travel,
    try to stay surfaced during the night, and submerged at periscope depth during
    the day. The chance of getting spotted during the day is easier than at night.
    Travelling on the surface at night will recharge your electric engine
    batteries. If these run out, you will have no propulsion underwater. Running
    underwater during the day conserves your diesel engine fuel, which can run out
    leaving your stranded in the middle of a large body of water. When engaging
    targets, a common rule of thumb is to fire two torpedoes per ship. This does
    not guarantee sinking, but "usually" disables the target to an extent. If you
    damage a target just enough, but do not destroy, sometimes the target will
    lopside or collapse from fire/damage. I usually tend to do this to smaller
    boats to conserve my torpedo ammo. Carriers, battleships, and large ships tend
    to take up to four direct hits to down. Not downing a ship yields no reward, so
    it is ESSENTIAL to make sure your wounded victims go down for the count.
    Managing the crews can be a hassle, but a necessary task. If you notice
    exclamation marks around your men, this means they're tired. Fix this by
    placing them in the quarters. However, I usually do not do this for my engine
    crews. Replacing these men with unqualified men decreases the overall
    efficiency of the motors. PLEASE note that the electric and diesel engines are
    staffed by the same crew. They switch automatically depending on whether you're
    on the surface or underwater. Don't forget to click the "Damage Crew" button in
    the lower right corner if you need to quickly assemble a crew. If damage is
    aboard your submarine, click the yellow/orange/red room in the upper left
    corner, and you'll see a fixing animation start to move.
    << Are there any other versions of Silent Hunter? >>
    - Yes. There are official two previous releases - Silent Hunter & Silent Hunter
    II both for the PC. Aside from Silent Hunter III which just came out during
    middle 2005, the previous releases came out a tad earlier (96' & 01'
    respectively). SSI developed both previous titles. In case you didn't know, SSI
    is one of the most known developers of simulation games throughout their
    careers. Both Silent Hunter games were a big success, as they represented
    submarine simulation to the ultimate extreme. Ubisoft saw the sight for a
    profit, and bought out the series for their own development team. Ubisoft
    developed the third game, and upped the presentation values to accomodate
    modern gaming. Hence, you get a masterpiece. If you are wondering, Silent
    Hunter 4 has been announced, and was set for a late 2006 release. However,
    recent news has said that the game was most likely cancelled due to lack of
    interest. Guess we're stuck with SH3 forever. No problems there.
    << My Watchman disappears after I re-surface. How do I get him back? >>
    - This was fixed in the last patch. If you dive underwater, and your Watch
    Officer gets off the bridge, he actually hides away in the Stern Quarters. This
    is a resting room since he is not needed anywhere else. To fix this, you have
    to manually force him back onto the bridge when you surface. Surface the
    submarine, then press F7 to enter the Crew Management screen. Look for the
    officer's face in the Stern Quarters, then click and drag it to the Bridge
    outpost. He'll reassume his position and reappear on your officer menu.
    << My torpedoes won't reload. What's going on? >>
    - I believe this is a major glitch, although I could be mistaken. If you fire
    out your torpedo tubes, but notice they're not getting reloaded, then click on
    your Weapons Officer. Pick Weapons Management. Once at the screen, click on any
    of your torpedoes, drag them out of the torpedo bay slot, then let go. For some
    odd reason, the red light will turn green as if they were loaded all along.
    However, it's almost like you gotta manually queue them to get loaded (it's
    suppose to auto-load for you). Oddly enough, the game will then queue the last
    torpedo bay with the timer (you'll see the torpedo meter slowly fill up). If
    you hold your mouse over the torpedo, a timer counts down to how long it takes
    to get reloaded. I'm not sure if this is a glitch, or a lack of crew operating
    the torpedo rooms.
    << How do I get a better U-boat? >>
    - During career mode, simply buy a new one under the U-boat area in your
    office. Newer models cost more renown, so save it up by doing several patrols.
    I'm going to admit, if you start your career in 1939, then it's gonna be real
    boring. There's hardly any threatful actions, and you can only carry about six
    torpedoes on the basic U-boat.
    << What's the most tonnage you've sunk on a patrol? >>
    - Maybe 16K. I'm really not that good as a torpedo man. I use automatic aiming,
    but I have a tendency not to maximize the effectiveness of the torpedoes. I
    like long-range firing, or am very conservative and will only waste 2-3
    torpedoes on a single target.
    << Have you ever experienced any cool replays? >>
    - The best moment I've had with this game was during the U505 mission under the
    missions mode. I started off by immediately nailing the lone destroyer in front
    of me with two torpedoes. I fired both aft-side torpedoes, but missed the rear
    destroyer. I cut a hard left at Ahead Flank towards the USS Guadalcanal
    carrier. At about 3400 meters, I launched four forward torpedoes at the target,
    hoping a majority would down the large mammoth. Soon enough, the destroyer from
    behind me caught up, and started dropping depth charges. I was too slow to
    dive, and the ship ended up swiping the top of my U-boat, gashing a hole in the
    stern. My stern rudders were destroyed, and I could not rise. My ship started
    to sink from medium flooding. I assembled a repair crew to help hold back the
    damage, but it was too much. Soon enough, my submarine was dropping off a meter
    every three seconds. I told the Radioman to start playing the Gramophone - aka
    the German anthem. Meter by meter my U-boat sunk, however, we heard three out
    of four impacts on the USS Guadacanal, then the crashing thump as the carrier
    was destroyed. Mission accomplished. Our men stood high, proud, and plummeted
    to the bottom with the objective complete. Of course, I forgot to save a
    << What's the latest patch? >>
    - I believe the latest patch is v1.4b. Fixes several problems plagued in the
    past. You need the same version in order to play against other players. Players
    with different versions cannot play with each other. The patch can be acquired
    at subsim.com, or Ubisoft's official website. Google it for mirror links.
    << Where can I get modifications? >>
    - Subsim.com is your best choice. There are a few other fan sites that offer
    links to download the mods as well. I know that there is a popular Reality mod
    which fixes some of the "arcade elements" not tuned to realism in Silent Hunter
    III. There are also several mods that add more military warships, and merchant
    ships. I am not sure if there are any mods which revamp the entire engine.
    << Where can I get custom missions? >>
    - Try subsim.com again. I'm sure they'd have a list of custom missions created
    by people fooling around with the mission editor.
    - 8) Copyright/Distribution/Reproduction Guidelines -
    This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted
    by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO
    NOT steal anything from this FAQ. If you want to use some information in your
    own guide, simply ask me. If you want to place this guide on your website,
    either link to the GameFAQs game page, or download the file and place it on
    your own web server. Basically, you can post this on your website as long as
    it's in ORIGINAL form, and not linking directly to GameFAQs. Aside from that,
    all proper credit is due when necessary. Also, don't even think about selling
    FAQs. Trying to prosper off of other people's work will get you in big time
    trouble (coming from an eBay seller myself).
    Any site out there has permission to host my FAQs (following the above terms),
    however, these are a list of current sites that host my FAQs officially:
    - http://www.gamefaqs.com/
    - http://www.ign.com/
    - http://www.neoseeker.com/
    - http://www.cheatcc.com/
    - http://www.cheatplanet.com/
    - 9) Proper Credit         -
    I'd like to thank the following people for their help in making this FAQ
    )) CJayC (( for constantly updating GameFAQs, and dedicating his entire life
    to it. Takes a lot of effort to keep a site going this long.
    )) Rootsecure.net (( for letting me use an excellent ASCII generator, which
    composed this typical-style art. Excellent.
    )) Ubisoft (( for taking the Silent Hunter series to a whole new level. The
    presentation, detailing, and game engine were simply perfect.
    )) Gamewinners.com (( for proving that the only cheats were trainers and/or
    editing game files.
    )) Silent Hunter III GameFAQs Board (( for their excellent opinionated topics.
    )) Subsim.com (( for being the best Silent Hunter III resource when it comes to
    getting mods, missions, or custom features.
      "Some people make sacrifices to make other people happy." - Chris Zawada
      "Freeeeeeddooommmmmmmmm!" - William Wallace (Braveheart)

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