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                    _______________________________________
                   |                                       |
                   |          HUNT FOR RED OCTOBER         |
                   |                                       |
                   |         A Soft-Sect production        |
                   |                                       |
                   |      Documentation originally by:     |
                   |                                       |
                   |              The Dirtbag              |
                   |_______________________________________|


                               Mission Documents
                                   (Orders) 
                               ~~~~~~~~~~~~~~~~~

COURSE:  Proceed W by NW, 2-9-0 degrees.

ULTIMATE
DESTINATION:  Cuba

ROUTE:  Usual evasive track through Reykjanes Ridge.  Head west past the north
cape of United State's imperialist puppet state, Norway.  Proceed to usual
southwest massing point (same point used for North American nuclear attack
simulations) and turn towards open Atlantic.  Maneuver per standard
procedures.

SEA TRIALS:  You are to push RED OCTOBER to her limits.  Every element of RO's
design must be tested and evaluated, especially the Caterpillar Drive.

STRATEGY:  To thoroughly evaluate the RO and the Caterpillar Drive, you must
elude all naval vessels from all nations (friend and foe alike).  This evasion
must be treated with utmost seriousness by the entire crew.

   Naturally, United States and NATO naval patrols will try and trace your
every move.  The Soviet navy will also engage in a major exercise to find and
follow the Red October.

COMMUNICATION:  This is a clandestine mission.  Strict communication silence
must be maintained to avoid being tracked by United States or Soviet sensors.

BACKGROUND:  Some improvisation in navigation may be necessary in order to
avoid detection.  You are hereby officially notified that such improvisation
is permissible for this mission.

   Upon crossing the Atlantic, you will skirt down the North American seaboard
from Virginia, south to Cuba.  If you are successful, you will be the first
Soviet sub to arrive at the secret sub base which is under construction near
Cuba's Santa Cruz del Sur in the Golfo de Guacanayabo.  A submarine
replenishment vessel will rendezvous with you there.  The exact rendezvous
coordinates are in the boat's computer (priority access-key sequence).

   A week of rest and relaxation awaits you on the most beautiful beaches of
Cuba.  Shore leave will not take place, however, if your trek to Cuba is
discovered.  We presume this discovery will not occur.  When the shore leave
is complete, follow the same Sea Trials and Strategy on your return trip.

CLOSING:  Every time a Soviet vessel puts to sea, it is protecting the
sovereignty of our beloved socialist homeland.  This is the most important
naval technological test we have ever undertaken.  The Caterpillar Drive
should allow us to move through the world's waters with complete stealth -
avoiding the aggressive sensor devices deployed by the West.  We will at last
have naval superiority!

   And to the Red October's crew: do your duty.  There are no small jobs on
the RO; the responsibility for the success of this mission lies with every
man, from the highest officer to the lowest seaman.  Follow orders, be
diligent, and make the homeland proud of you.

END ORDERS

Admiral Yuri Ilych Padorin

YIP/tjc


                             Background Information
                             ~~~~~~~~~~~~~~~~~~~~~~
As commander of the nuclear-powered sub, Red October (RO), you're in charge of
one of the most powerful weapons on earth - difficult to detect, swift to
strike.

You've been entrusted to test the latest in Soviet naval technology: a
revolutionary "Caterpillar" Drive that will make the RO practically
undetectable.  Unfortunately for Mother Russia, they've trusted the wrong man.
You plan to defect to the US and hand over the Reds' new technology.

You've handpicked your officers, men who will risk their lives for your plan.
The enlisted men suspect nothing and this must not change.  Your mission
orders (faked, of course) will help keep your crew in the dark.

The defection starts in the Reykjanes Ridge (affectionately renamed
"Gorshkov's Railroad" after Admiral Gorshkov).  Along the Ridge are Russian
surface vessels and subs, not to mention US attack subs, and a complete
underwater listening network, all with the sole purpose of preventing boats
like the Red October from slipping through to the open special event (message, riddle, etc.).  The OMother commands available should be selected through the keyboard equivalents NLlisted on the preceding pages, or by selecting the commands from the actual ?menus.??Keyboard Control?9?Movement             Meaning               Arrow FiringMK   I                   Up                       W J  +  K     ->    Left + ?Right        <-     A  +  S3?   M                  Down                      Z??or alternate keypad movement:?            8political asylum.  They hope you're
telling the truth; but, since you're the enemy, they'll also be on guard.  In
other words, they'll be ready to help you defect OR to blow you out of the
water.

The defection plan is cunning.  Your engineering officer fakes a leak in the
nuclear reactor.  Radiation!  The boat must be abandoned!  A "convenient"
American vessel is on hand to rescue your crew.  The RO will be scuttled and
the world will believe that the pride of the Soviet fleet has been destroyed
instead of falling into capitalist hands.  But it won't be true.  Through
nautical slight-of-hand, the US Navy will sink an old sub in place of the RO
and steal away with the Soviet boat.


                               Playing The Game
                               ~~~~~~~~~~~~~~~~

You may use the cursor keys, a mouse, or a joystick for gameplay.  When the
game loads, hit a cursor key to use the cursor keys; click the mouse button to
use the mouse; or press the firebutton to use the joystick.  To use a
different gameplay option (eg, the mouse instead of the joystick), reload the
game, then make your selection.

If you're using the keyboard, the arrow keys direct the RO and number keys 1-5
select the options shown to the right of the Main Display Window (sonar,
engines, etc.).  If you're using the mouse, click the mouse button to accept
commands.  If you're using a joystick, press the firebutton to accept
commands.


                             Time & Date            Battery Indicator
       ___________________________/\___________________|________________
    M | Depth       Speed | _____/__\_______  =__= __ _| __ __ ||       |
    A |  __  Heading  __  || 00:41 | 06 DEC | [__]|__|__|__|__|||       |\
    I | |  | _______ |  | | ----------------                   || Sonar | | 1
    N | |> ||       ||  | |____________________________________||       | |
      | |  || <---> ||> | |                                    ||_______| |
    C | |  ||_______||  | |      M A I N     D I S P L A Y     ||_______| |
    O | |__|         |__| |                                    ||       | |
    N | ____  ____  ____  |           W I N D O W              ||       | |
    T ||001 ||225 || 20K| |                                    ||Engines| | 2
    R ||====||====||====| |                                    ||       | |
    O || /\ || <> || /\ |<----- Depth, Heading & Speed         ||_______| |
    L || \/ ||    || \/ | |     Fine-Tune Controls             ||_______| |
      | ----  ----  ----  |                                    ||       | |
    P | __________  ____  |                                    ||       | |
    A ||          ||    |<----- Magnification Factor           ||Weapons| | 3
    N ||          || 02 | |     Readout                        ||       | |
    E ||          ||----| |                                    ||_______| |
    L ||          || <> |\|                                    ||_______| |
      ||          ||----| >---- Magnify in or out by           ||       | |
   +------>       ||>  <|/|     factor of 4                    ||       | |
   |  ||__________| ----  |____________________________________|| Scope | | 4
   |  |                   |    CONTOUR       |     OPTIONS     ||       | |
   |  |                    -------------\---------/------------||_______| |
   |  |  ____   _________________________|________|___________ ||_______| |
   |  | | /\ | |   (MESSAGE WINDOW)      |        |           |||       | |
   |  | |____| | Periscope depth sir!    |        |           |||       | |
   |  | | [] | | Sonar Contact Bearing   |        |           |||  Maps |/  5
   |  | |____| | 242 degrees sir!        |        |           |||       |
   |  | | \/ | | Sonar Data Locked in    |        |           |||_______|
   |  |_|____|_|_________________________|________|___________||________|
   |                                     |        |
   |_______  This Window always shows    |        |
             the Terrain Map, Hydrophone |
             Display, or Torpedo Depth & |      Red October Options:
             Heading Windows, depending  |      Save 1  Save 2  Save 3
             on what was last selected   |      Load 1  Load 2  Load 3
             from the options on right   |      Recognition Charts
             (1-5).                      |      Exit to ProDOS (Quit)
                                         |      Back to Game
                                         |

                                 Press Contour once
                                 to call up the Contour
                                 Display in the Main Display
                                 Window.  Click it again to   
                                 see the Sonar Display.


MAIN DISPLAY WINDOW - This area is where all Maps, Periscope Views, Ship
Recognition Charts, and Battery Power are displayed.

Battery Power is always visible as a readout next to the battery icon above
the Main Display Window.  When the readout is completely green, you're fully
charged.  When it's completely red, you need to surface and recharge the
batteries.

MESSAGE WINDOW - Text information appears in the Message Window.  This
includes crew responses to orders, plus other information, including Sonar
contacts, Electronic Surveillance Monitor message interceptions, damage
control reports, etc.

Messages can be scrolled up and down by clicking on the up and down arrows at
the left of the window.

The Message Window also doubles as the Sonar Information and Fire Control
System Window when you click on the box between the up and down arrows.

Information is a sub commander's lifeline.  The data displayed in this window
is vital for the success of your mission.


MAIN CONTROL PANEL - This panel allows instant control over the major
navigational functions.

Speed Indicator - When you want to change speed quickly, click on the area of
this gauge corresponding to the speed level you want.  Click upper end to slow
you down and the lower end to speed up.  Each marker on the gauge indicates 5
knots.

Speed Readout - This shows your current Speed in knots.  If you set the Speed
at 0 knots, you're also giving the order for total silence (used when trying
to avoid detection).  Use the fine-tune arrows to increase speed in multiples
of 1 knot.

Compass - Click on a Compass heading to change directions quickly.

Heading Readout - This shows the exact compass Heading.  The direction the
sub's bow is pointing at any given time is the heading (the direction it needs
to point to to reach a target is called a Bearing).  Use the fine-tune arrows
to change heading in multiples of 11 degrees.

Depth Gauge - When you want to change depth quickly, click on the area of this
gauge that corresponds to the depth you want.  Click on the top end to surface
and the bottom end to dive; each marker on the gauge indicates approximately
60-70 meters.

Depth Readout -  Use the fine-tune arrows to adjust depth in multiples of 10
meters.  It's important to keep your Depth above the safe pressure level of
400 meters and to be sure that the Depth is appropriate for the sea bed
terrain.

Clock/Calendar - This shows you the time of day and the date.  You can
accelerate the game (about twice as fast) by holding down the solid-apple key.
Be cautions since it's dangerous to speed up the clock in areas where
navigation is complex; you run the risk of grounding and sinking the Red
October.


CONTOUR DISPLAY CONTROL - Click on this to turn the Contour Map ON or OFF in
the Main Display Window.


SONAR DISPLAY CONTROL - Click on this to turn the Sonar Map ON or OFF in the
Main Display Window.

____________________________________________________________________________
                                   ICONS
                                   ~~~~~

SONAR

       Click on this icon to call up the sonar function icons.  Submarines
operate with a continuous "passive" sonar that gives approximate details of
targets and their identity or bearing.  This data requires verification by
visual sighting or by the use of "active" sonar to gain an accurate fix.

Display - Click on this icon to get an accurate Contour Map of the sea bed.
In this Map, white shows the peaks of rock formations; the darkest blue
indicates the sea bed; the in-between shades of color show the slopes of the
terrain.  The darker the shading, the deeper the sea.

Contour/Sonar - Click on either of these controls to turn the Contour Map ON
and Off.  When the Contour Map is OFF, only the Sonar Map is visible.

The Sonar Map shows all sonar contacts.  Capital letters indicate other
vessels.  Each contact is keyed and details of the contact are shown in the
Sonar Information Window (Message Window):

                _____________________________________________
               |      Bear    Dep   Range   Heading   Speed  |
               |   A: *278     0     4.6      199       8.8  |
               |   B:  307     0     4.6      276      14.0  |
               |_____________________________________________|

Info on a ship represented by the letter A shows up in the Sonar Information
Window next to the letter A.  Click on the box between the up and down arrows
at the left of the Message Window to get the Sonar Information Window (click
on the box again to return to the regular Message Window).

The Bearing shows the direction from Red October to the sonar contact; the
Range is the distance in nautical miles.  Depth is shown if the contact vessel
is another submarine.  The sonar contact's approximate Heading (the direction
it's going) and the Speed in knots are also given.

This information is updated sonar.  It may be necessary to verify the data
with visual sightings (use the periscope).

When there's a large number of sonar contacts on-screen, the Sonar Information
data can be scrolled up and down by clicking on the up and down arrows at the
left of the Window.

Active - Click the icon for an Active Sonar signal.  (The word "Ping" will
appear in the message window to let you know that active sonar is enabled).
This gives an accurate sonar picture for assessing targets.

Warning: Active Sonar tells the ships on the receiving end of your signal that
a potentially hostile sub is near (and may give those ships a fix on your
Bearing!).

Terrain - Click on this icon to get a small window that shows you a
cross-section of the sea bed.  This Terrain Map is valuable in that it can
help you to avoid unpleasant collisions with the ocean floor.  Keep in mind,
when viewing the Map, that you are seeing it as though you were outside the
Red October.  Using the mini-icons to the right of the Terrain Map will allow
you to magnify the view.

Note: If you hit the ocean floor, you will incur damage to your sub.  On the
fifth collision with the ocean floor, you will be sunk.

Hydrophonics - Click on this icon to see the Hydrophonics Windows.
Hydrophonics work best when the sub is stopped.  It won't work well if you
are using the Propeller Drive, since you'll keep picking up your own engine
noises. Click on a target ship's data (A, B, etc.) in the Sonar Window to get
a picture of it's sonar signal in the Hydrophonics Window.  Use the up and
down arrows to match the target ship's signal with one from your library
signals.

Exit - Click here to return to the previous level of icons.

______________________________________________________________________________


ENGINES

      Click on this icon to select the Red October's propulsion method.

Nuclear - Nuclear power gives you the fastest speeds.  However, after game day
12, the nuclear power plant is shut down (this is part of the defection plan).

Diesel - Diesel power is noisier than nuclear; but, after you lose the nuclear
power plant, diesel is all you have.

Caterpillar Drive - The Caterpillar Drive uses impellers rather the
propellers.  The sub sucks water in through the bow and the impellers eject it
from the stern, thereby moving the boat very quietly, but also very slowly.

Propeller Drive - Propellers drive the boat faster than the Caterpillar Drive
does.  When the propellers turn at high speed, they develop an area of low
pressure behind the trailing edge of the blade.  This low pressure area
collapses, water rushes forward against the blade, and lots of noise results
(you're leaving a trail for hunters).

Exit - Click here to return to the previous level of icons.

____________________________________________________________________________


WEAPONS

      Click on the Weapons icon to call up the options for doing battle.
Torpedoes are the only weapons the Red October has at her disposal.  Use the
Sonar Information Window or the Attack Scope to select targets.

Torpedoes - This icon shows the status of RO's four torpedo tubes; 1 and 2 are
forward tubes, 3 and 4 are aft.

The first number shows which tube is selected; the second number tells how
many torpedoes are in that tube.  Click on the icon to change tubes.

Manual Override - The Manual Override bypasses automatic control of torpedo
launching and lets you set the heading and elevation of each torpedo.  Don't
set the angle too steep, or the target might spot your torpedo soon enough to
take evasive action.

To change the torpedo's Heading, click on the arrows on either side of the
gauge; the readout beneath shows the exact Heading.  Click on the up and down
arrows to change the torpedo tube's elevation; the readout beneath shows the
current angle.

Fire - Click here to fire torpedoes.  You can launch one torpedo at a time
from each tube.

Note: This is noisy and can give away your position.

Lay Flack - This lets you lay electronic decoys to deflect and confuse
incoming enemy fire.  Of course, laying flak also creates noise that can give
away your position.

There is enough ammunition in your flak stores for eight uses of this decoy.

Exit - Click here to return to the previous level of icons.

______________________________________________________________________________


SCOPE

      Click on this icon to activate the periscope options.  You can only use
the periscope when at the proper depth (no more than 24 meters).

Note: Using the periscope makes it easier for Red October to be detected by
other ships.

Search - Click on this to get a periscope view of the horizon.  Click on the
left and right arrows in the Control Panel to rotate the Scope for a better
view of your surroundings.

With the periscope up, you get a Control Panel beneath the Main Display:

        __________________________________________________________
       |                                                          |
       |               /I\                                        |
       |              / I \       __________                      |
       |             /  I  \     |          |                     | Okay, so
       |        ____/___I___\____|__________|_                    | Dark
       |        \                  SS Minnow /                    | Prophet
       |         \                          /                     | has no
       |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| worries...
       |                                                          |
       |                                                          |
       |__________________________________________________________|
       |  ______   __  __          ______         __  __  ______  |
       | |      | |  ||  |  ____  | LOCK |  ____ |  ||  ||      | |
       | |      | |  ||  | | <- | |======| | -> ||  ||  ||      | |
       | |      | |  ||  |  -|--  |  321 |  --|- |  ||  ||      | |
       | |__|___| |__||__|   |     ---|--     |  |__||__||___|__| |
       |____|_______\__/_____|________|_______|____\__/______|____|
            |        \/      |        |       |     \/       |

            A         B      C        D       C      E       F


A - Noise made by Red October           D - Periscope Heading
B - Power left in the sub's batteries   E - Air levels in the compressor
C - Arrows for rotating the Scope       F - Incoming signals 
    Left or Right                           (Check Message Window)

              Lock - Button for locking onto target ships.

Attack - Click on the Attack Scope icon to see the Attack Sights in the Main
Display. 

To use the Control Panel to lock onto a target vessel, you must first have the
target in your sights (it doesn't have to be in the Sonar Information Window).
If more than one ship is in your sights, you'll lock onto the one closest to
you.

Click on the LOCK button and the target ship's co-ordinates are fed to the
Fire Control System (check the Sonar Information Window for this data). Select
the Torpedoes and the current Torpedo tube will have these co-ordinates.

Note: You lock onto co-ordinates, not ships!  If you want to be sure to hit
the ship, you'll have to fire while it's still in the co-ordinates where you
first sighted it.

Night - Click here to use the latest image intensification technology for
visual references at night.

If your Scope is up and the entire screen is white, this means it's daytime
and your night enhancement is turned on!

E.S.M. - The Electronic Surveillance Monitor (E.S.M.) allows interception of
any messages being transmitted between ships.  It updates you on fleet
positions on the Atlantic Map and may also give useful info about enemy
intentions during the hunt or rendezvous.

Exit - Click here to return to the previous level of icons.

______________________________________________________________________________


MAPS

      Click on this icon to toggle between the Atlantic Map (a view of the
entire game area) and the Contour Map.

This won't turn on the Contour Map if you've turned it off from the Main
Control Panel using the CONTOUR/SONAR button.

______________________________________________________________________________


                           OVERALL STRATEGY & TACTICS
                           ~~~~~~~~~~~~~~~~~~~~~~~~~~

While stealth is vital, failure to make headway early will result in major
troubles.  Fortunately, RO has an advantage over it's rivals.  The Caterpillar
Drive provides silent, virtually undetectable movement.  The drawback?  Using
the Caterpillar Drive reduces the RO's speed by two-thirds.

Extended use of the diesel back-up engines increases the need to surface and
recharge the batteries.  This increases the risk of discovery.  Another risk
is being attacked, an event which is quite likely.

And don't forget not to raise the suspicions of the crew.  To journey too far
from the course outlined in the mission "orders" will cause concerned
questions from your navigation officer and may result in your being relieved
of command (mutiny!).

______________________________________________________________________________


NAVIGATION

Figuring out how to get from Iceland to the Eastern Seaboard of the United
States is your navigational challenge.  Do you head directly south, or do you
go north, first, to throw your pursuers off track?  It's up to you.

The North Atlantic Map shows approximate positions of all fleets in relation
to the RO.

The Contour Map helps you negotiate the complex valleys of the Reykjanes
Ridge, the main route for Soviet Ballistic Missile subs heading for the open
Atlantic.  This Ridge is where Red and US attack subs constantly lurk.

You can superimpose the Sonar Map over the Contour Map for a more complete
picture of who's in the area.

Using these three Maps together, you can plan the safest route to your
objective.

______________________________________________________________________________

EVASION

Both the U.S. and the Soviet navies have sophisticated sensing devices.  There
is a way to avoid these (or at least confuse them): sail through obstacles
which block the devices' sensors: rocks, ranges, and reefs.

Note: The RO's hull is extremely sensitive, so be careful not to run into
anything!  After five collisions with the ocean floor the RO is sunk!

Despite the RO's new hull design and the anechoic (noise-absorbing) tiles, it
is not immune from sonar (even with the Caterpillar Drive on).  Ships and
aircraft carry sophisticated beacons that can find the most silent sub.  And
these vessels, planes, and choppers are also armed with the means of
destroying whatever their sonar finds.

Hint:  Because of the limitations of passive sonar, it's possible a sub could
track RO without your realizing it.  How do you check for silent tails?  The
"Crazy Ivan" is the best method.  The Crazy Ivan is a 360 degree turn which
lets your passive sonar pick up on practically anything within sonar range.

______________________________________________________________________________

UNDER ATTACK

Typical Anti-Submarine Warfare (ASW) engagements have several stages.

First, the hunter seeks his quarry.  It's likely that the search will be
confined to passive sensors, aided by satellite or sea bed sensors.  Once
contact is made, your sub's classification is determined.  The acoustic
signature of the target (e.g., sub type, defense systems, etc.) is compared
with those in the hunter's data banks.  The hunter then moves into an attack
position (within about six miles - roughly half a torpedo's range).

If the attack is a success, you're sunk.   If not, you can run for it, play
"possum", or return fire.

______________________________________________________________________________

USUAL ATTACK WEAPONS

One of the oldest anti-sub weapons is the torpedo.  Aircraft, surface ships,
and other subs carry these.  The RO (or any other nuclear sub) can outrun
torpedoes if there's enough time to react.  Some torpedoes don't give much
warning, however.  These torpedoes are delivered to the target via
rocket-launchers.  After parachuting into the sea, these "fish" quickly home
in on their targets.

You can use electronic decoys to fool torpedoes.  These simulate prop and
general sub noise and are towed about 400 yards behind.  Hopefully, the
torpedo will hit the decoy instead of you.

A riskier proposition is to head for the torpedo!  This only works if your
within 1000 meters of the launching vessel.  A fish doesn't have time to arm
itself within that distance.  Thus, if you ram it, it won't explode.

Another traditional anti-submarine weapon is the depth-charge.  They're very
accurate!  If you find yourself under depth charge attack, take evasive
action immediately (leave!).

Ship-launched missiles are another threat, though they're not as accurate as
torpedoes and depth charges (unless, of course, you're on the surface; in
which case you're a sitting duck).  The best defense against a missile attack
is to dive deeper.

There is also danger from mines.  The hydrophonics officer keeps you posted of
mine fields.

The threat from the air can be the most dangerous since aircraft are hard for
subs to detect or defend against.  Jets, helicopters, and prop planes carry
plenty of search AND destroy equipment.

______________________________________________________________________________

ON THE OFFENSIVE

RO's defenses are limited to four torpedo tubes.  Her torpedo range is 10-12
nautical miles, though chances of a hit are best at about six miles.  While
acoustic torpedoes can be targeted via sonar bearings from the Fire Control
Computer, you can also carry out traditional periscope-view assaults.  If
torpedoes are set for manual override, you'll have to guesstimate the target
vessel's course in relation to the trajectory of the torpedo.

Hint:  Try a "noisy sprint" at a target, followed by a silent drift.  This may
sneak the RO into a good strike position.

Note:  If you attack a US ship, naturally, they'll sink you!  If you fire on
the Soviets or they fire on you while you're in range of US vessels, the US
may join the Reds in a seek-and-destroy mission against you, thinking you're
a renegade ship with the potential for instigating a nuclear war.

______________________________________________________________________________

END OF THE GAME

Whether the Red October is destroyed or you succeed in your mission, you'll
get a news report on your computer screen that lets you know exactly what
happened.

Be sure to call...

Ethereal Dimension Exclusive - Soft-Sect homebase - 9600/104mg. - 301-529-6418
       Magnetic Page - Soft-Sect subsidiary - 9600/80mg. - 312-966-0708

______________________________________________________________________________