_  __   _  _         _ _     _      _           _           
  __| |/ /_ | || |     __| (_)___| | __ (_)_ __   __| | _____  __
 / _` | '_ \| || |_   / _` | / __| |/ / | | '_ \ / _` |/ _ \ \/ /
| (_| | (_) |__   _| | (_| | \__ \   <  | | | | | (_| |  __/>  < 
 \__,_|\___/   |_|    \__,_|_|___/_|\_\ |_|_| |_|\__,_|\___/_/\_\
                                                                 
            

GATO 2         D

FILE INFORMATION

FILENAME(S): GATO 2         D

FILE TYPE(S): SEQ

FILE SIZE: 16.8K

FIRST SEEN: 2025-11-30 18:12:27

APPEARS ON: 1 disk(s)

FILE HASH

1a94da01cf0f140b41f7df079d485cd1fd33c292558d10cfa5f249175349c61f

FOUND ON DISKS (1 DISKS)

DISK TITLE FILENAME FILE TYPE COLLECTION TRACK SECTOR ACTIONS
WAREZ DOCS 1 0 GATO 2         D SEQ Sailor, Ganheden 7 1 DOWNLOAD FILE

FILE CONTENT & ANALYSIS

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000007C0: 0D 0A 0D 0A 20 20 20 20  20 20 20 20 47 41 54 4F  |....        GATO|
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00000C20: 20 59 4F 75 20 6D 61 79  20 63 68 6F 6F 73 65 20  | YOu may choose |
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00000C70: 20 20 20 20 20 20 20 59  6F 75 20 6D 61 79 20 73  |       You may s|
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00000D90: 63 20 47 41 54 4F 2D 63  6C 61 73 73 20 73 75 62  |c GATO-class sub|
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00000E10: 6E 20 74 6F 20 77 69 6E  2E 0D 0A 20 20 20 20 20  |n to win...     |
00000E20: 20 20 20 59 6F 75 72 20  72 65 63 6F 72 64 20 6F  |   Your record o|
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000020E0: 0D 0A 0D 0A 20 20 20 20  20 20 2B 2D 2D 2D 2D 2D  |....      +-----|
000020F0: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |----------------|
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00002ED0: 20 20 20 20 20 2B 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |     +----------|
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00003A80: 61 6D 6F 6E 67 20 66 6F  75 72 20 61 6C 6C 69 65  |among four allie|
00003A90: 64 2D 63 6F 6E 74 72 6F  6C 6C 65 64 20 71 75 61  |d-controlled qua|
00003AA0: 64 72 61 6E 74 73 20 28  31 2C 32 2C 36 2C 20 61  |drants (1,2,6, a|
00003AB0: 6E 64 20 37 29 2E 20 57  68 65 6E 20 79 6F 75 20  |nd 7). When you |
00003AC0: 61 70 70 72 6F 61 63 68  2C 20 74 68 65 20 73 75  |approach, the su|
00003AD0: 62 74 65 6E 64 65 72 27  73 20 73 70 65 65 64 20  |btender's speed |
00003AE0: 77 69 6C 6C 20 64 65 63  72 65 61 73 65 20 74 6F  |will decrease to|
00003AF0: 20 61 62 6F 75 74 20 33  20 6B 6E 6F 74 73 2E 20  | about 3 knots. |
00003B00: 4F 6E 63 65 20 79 6F 75  20 61 72 65 20 63 6C 6F  |Once you are clo|
00003B10: 73 65 20 65 6E 6F 75 67  68 2C 20 61 6E 64 20 70  |se enough, and p|
00003B20: 61 72 61 6C 6C 65 6C 20  63 6F 75 72 73 65 20 61  |arallel course a|
00003B30: 6E 64 20 73 70 65 65 64  2C 20 64 61 6D 61 67 65  |nd speed, damage|
00003B40: 20 77 69 6C 6C 20 62 65  20 72 65 70 61 69 72 65  | will be repaire|
00003B50: 64 2C 20 74 6F 72 70 65  64 6F 65 73 20 72 65 70  |d, torpedoes rep|
00003B60: 6C 61 63 65 64 2C 20 61  6E 64 20 66 75 65 6C 20  |laced, and fuel |
00003B70: 74 61 6E 6B 73 20 72 65  66 69 6C 6C 65 64 2E 0D  |tanks refilled..|
00003B80: 0A 20 20 20 20 20 20 20  20 44 6F 20 6E 6F 74 20  |.        Do not |
00003B90: 73 68 6F 6F 74 20 79 6F  75 72 20 6F 77 6E 20 73  |shoot your own s|
00003BA0: 75 62 74 65 6E 64 65 72  21 20 59 4F 75 20 77 69  |ubtender! YOu wi|
00003BB0: 6C 6C 20 68 61 76 65 20  6E 6F 20 77 61 79 20 6F  |ll have no way o|
00003BC0: 66 20 72 65 73 75 70 70  6C 79 2C 20 61 6E 64 20  |f resupply, and |
00003BD0: 69 74 20 77 69 6C 6C 20  67 65 74 20 79 6F 75 20  |it will get you |
00003BE0: 69 6E 20 68 6F 74 20 77  61 74 65 72 20 77 69 74  |in hot water wit|
00003BF0: 68 20 43 4F 4D 53 55 42  50 41 43 21 21 21 0D 0A  |h COMSUBPAC!!!..|
00003C00: 0D 0A 43 61 70 74 61 69  6E 27 73 20 4C 6F 67 3A  |..Captain's Log:|
00003C10: 0D 0A 0D 0A 20 20 20 20  20 20 20 20 55 73 65 20  |....        Use |
00003C20: 74 68 65 20 4C 20 6B 65  79 20 74 6F 20 64 69 73  |the L key to dis|
00003C30: 70 6C 61 79 20 74 68 65  20 43 61 70 74 61 69 6E  |play the Captain|
00003C40: 27 73 20 4C 6F 67 20 2D  20 74 68 65 20 72 65 63  |'s Log - the rec|
00003C50: 6F 72 64 20 6F 66 20 65  61 63 68 20 73 68 69 70  |ord of each ship|
00003C60: 20 73 75 6E 6B 20 61 6E  64 20 74 68 65 20 74 6F  | sunk and the to|
00003C70: 61 6C 20 74 6F 6E 6E 61  67 65 20 61 63 63 75 6D  |al tonnage accum|
00003C80: 75 6C 61 74 65 64 20 66  6F 72 20 61 6C 6C 20 74  |ulated for all t|
00003C90: 68 65 20 73 75 62 27 73  20 6D 69 73 73 69 6F 6E  |he sub's mission|
00003CA0: 73 20 73 69 6E 63 65 20  74 68 65 20 6C 6F 67 20  |s since the log |
00003CB0: 77 61 73 20 6C 61 73 74  20 63 6C 65 61 72 65 64  |was last cleared|
00003CC0: 2E 20 54 68 65 20 6C 6F  67 20 69 73 20 6E 6F 74  |. The log is not|
00003CD0: 20 72 65 73 65 74 20 77  68 65 6E 20 79 6F 75 20  | reset when you |
00003CE0: 62 65 67 69 6E 20 74 68  65 20 67 61 6D 65 2C 20  |begin the game, |
00003CF0: 73 6F 20 79 6F 75 20 6D  61 79 20 63 6F 6E 74 69  |so you may conti|
00003D00: 6E 75 65 20 74 6F 20 70  6C 61 79 20 77 68 65 72  |nue to play wher|
00003D10: 65 20 79 6F 75 20 6C 61  73 74 20 6C 65 66 74 20  |e you last left |
00003D20: 6F 66 66 20 28 75 6E 6C  65 73 73 20 79 6F 75 20  |off (unless you |
00003D30: 77 65 72 65 20 73 75 6E  6B 29 2E 20 59 6F 75 20  |were sunk). You |
00003D40: 6D 61 79 20 63 6C 65 61  72 20 74 68 65 20 4C 6F  |may clear the Lo|
00003D50: 67 20 77 69 74 68 20 74  68 65 20 67 61 6D 65 20  |g with the game |
00003D60: 63 6F 6E 74 72 6F 6C 2E  20 54 68 65 20 4C 6F 67  |control. The Log|
00003D70: 20 69 73 20 61 6C 73 6F  20 63 6C 65 61 72 65 64  | is also cleared|
00003D80: 20 77 68 65 6E 20 74 68  65 20 6C 69 73 74 20 6F  | when the list o|
00003D90: 66 20 6B 6E 6F 77 6E 20  65 6E 65 6D 79 20 73 68  |f known enemy sh|
00003DA0: 69 70 73 20 69 73 20 65  78 68 61 75 73 74 65 64  |ips is exhausted|
00003DB0: 2E 20 50 72 65 73 73 20  61 6E 79 20 75 6E 75 73  |. Press any unus|
00003DC0: 65 64 20 6B 65 79 20 74  6F 20 72 65 74 75 72 6E  |ed key to return|
00003DD0: 20 74 6F 20 74 68 65 20  6D 61 69 6E 20 72 6F 75  | to the main rou|
00003DE0: 74 69 6E 65 2E 20 28 54  68 65 20 70 72 6F 67 72  |tine. (The progr|
00003DF0: 61 6D 20 70 61 75 73 65  73 20 77 68 65 6E 20 79  |am pauses when y|
00003E00: 6F 75 20 64 69 73 70 6C  61 79 20 74 68 65 20 4C  |ou display the L|
00003E10: 6F 67 2E 29 0D 0A 0D 0A  0D 0A 20 20 20 20 20 20  |og.)......      |
00003E20: 2B 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |+---------------|
00003E30: 2D 2D 2D 2D 2D 2B 0D 0A  20 20 20 20 20 20 7C 20  |-----+..      | |
00003E40: 42 65 67 69 6E 6E 69 6E  67 20 74 68 65 20 47 61  |Beginning the Ga|
00003E50: 6D 65 20 7C 0D 0A 20 20  20 20 20 20 2B 2D 2D 2D  |me |..      +---|
00003E60: 2D 2D 2D 2D 2D 2D 2D 2D  2D 2D 2D 2D 2D 2D 2D 2D  |----------------|
00003E70: 2D 2B 0D 0A 0D 0A 20 20  20 20 20 20 20 20 57 68  |-+....        Wh|
00003E80: 65 6E 20 79 6F 75 20 68  61 76 65 20 72 65 63 69  |en you have reci|
00003E90: 65 76 65 64 20 79 6F 75  72 20 66 69 72 73 74 20  |eved your first |
00003EA0: 6D 69 73 73 69 6F 6E 20  61 73 73 69 67 6E 6D 65  |mission assignme|
00003EB0: 6E 74 20 61 6E 64 20 68  61 76 65 20 70 72 65 73  |nt and have pres|
00003EC0: 73 65 64 20 61 20 6B 65  79 20 74 6F 20 62 65 67  |sed a key to beg|
00003ED0: 69 6E 2C 20 79 6F 75 20  77 69 6C 6C 20 73 65 65  |in, you will see|
00003EE0: 20 74 68 65 20 6D 61 69  6E 20 73 63 72 65 65 6E  | the main screen|
00003EF0: 20 77 69 74 68 20 74 68  65 20 69 6E 73 74 72 75  | with the instru|
00003F00: 6D 65 6E 74 73 20 69 6E  64 69 63 61 74 69 6E 67  |ments indicating|
00003F10: 20 66 75 6C 6C 20 73 75  70 70 6C 69 65 73 20 61  | full supplies a|
00003F20: 6E 64 20 7A 65 72 6F 20  64 65 70 74 68 2C 20 73  |nd zero depth, s|
00003F30: 70 65 65 64 2C 20 61 6E  64 20 62 65 61 72 69 6E  |peed, and bearin|
00003F40: 67 2E 20 59 6F 75 20 77  69 6C 6C 20 62 65 20 69  |g. You will be i|
00003F50: 6E 20 61 20 66 72 69 65  6E 64 6C 79 20 71 75 61  |n a friendly qua|
00003F60: 64 72 61 6E 74 2C 20 75  73 75 61 6C 6C 79 20 71  |drant, usually q|
00003F70: 75 61 64 72 61 6E 74 20  37 2C 20 77 68 69 63 68  |uadrant 7, which|
00003F80: 20 79 6F 75 20 63 61 6E  20 76 65 72 69 66 79 20  | you can verify |
00003F90: 62 79 20 70 72 65 73 73  69 6E 67 20 74 68 65 20  |by pressing the |
00003FA0: 5B 43 5D 20 6B 65 79 20  74 6F 20 76 69 65 77 20  |[C] key to view |
00003FB0: 74 68 65 20 70 61 74 72  6F 6C 20 61 72 65 61 20  |the patrol area |
00003FC0: 63 68 61 72 74 2E 20 54  68 65 20 73 75 62 20 61  |chart. The sub a|
00003FD0: 6E 64 20 28 61 74 20 64  69 66 66 69 63 75 6C 74  |nd (at difficult|
00003FE0: 79 20 6C 65 76 65 6C 73  20 6C 65 73 73 20 74 68  |y levels less th|
00003FF0: 61 6E 20 33 29 20 74 68  65 20 73 75 62 74 65 6E  |an 3) the subten|
00004000: 64 65 72 20 77 69 6C 6C  20 62 65 20 70 6C 6F 74  |der will be plot|
00004010: 74 65 64 20 61 73 20 62  6C 75 65 20 64 6F 74 73  |ted as blue dots|
00004020: 20 6F 6E 20 74 68 65 20  63 68 61 72 74 2E 20 45  | on the chart. E|
00004030: 6E 65 6D 79 20 73 68 69  70 73 20 77 69 6C 6C 20  |nemy ships will |
00004040: 62 65 20 70 6C 6F 74 74  65 64 20 69 6E 20 72 65  |be plotted in re|
00004050: 64 20 28 61 74 20 6C 65  76 65 6C 20 32 20 6F 72  |d (at level 2 or|
00004060: 20 6C 6F 77 65 72 29 2E  0D 0A 20 20 20 20 20 20  | lower)...      |
00004070: 20 20 54 68 65 20 70 61  74 72 6F 6C 20 61 72 65  |  The patrol are|
00004080: 20 69 73 20 64 69 76 69  64 65 64 20 69 6E 74 6F  | is divided into|
00004090: 20 32 30 20 71 75 61 64  72 61 6E 74 73 2E 20 4F  | 20 quadrants. O|
000040A0: 66 20 74 68 65 73 65 2C  20 31 2C 32 2C 36 2C 20  |f these, 1,2,6, |
000040B0: 61 6E 64 20 37 20 61 72  65 20 6F 63 63 75 70 69  |and 7 are occupi|
000040C0: 65 64 20 62 79 20 61 6C  6C 69 65 64 20 66 6F 72  |ed by allied for|
000040D0: 63 65 73 2E 20 51 75 61  64 72 61 6E 74 73 20 31  |ces. Quadrants 1|
000040E0: 31 20 61 6E 64 20 31 36  20 61 72 65 20 72 65 6C  |1 and 16 are rel|
000040F0: 61 74 69 76 65 6C 79 20  6E 75 65 74 72 61 6C 2E  |atively nuetral.|
00004100: 20 45 6E 65 6D 79 20 73  68 69 70 73 20 61 72 65  | Enemy ships are|
00004110: 20 6E 6F 74 20 6F 66 74  65 6E 20 66 6F 75 6E 64  | not often found|
00004120: 20 74 68 65 72 65 2E 20  54 68 65 73 65 20 6F 66  | there. These of|
00004130: 20 74 68 65 20 61 72 65  20 69 73 20 64 6F 6D 69  | the are is domi|
00004140: 6E 61 74 65 64 20 62 79  20 74 68 65 20 65 6E 65  |nated by the ene|
00004150: 6D 79 2E 20 59 6F 75 72  20 6D 69 73 73 69 6F 6E  |my. Your mission|
00004160: 73 20 61 72 65 20 74 6F  20 69 6E 66 69 6C 74 72  |s are to infiltr|
00004170: 61 74 65 20 74 68 69 73  20 72 65 67 69 6F 6E 20  |ate this region |
00004180: 74 6F 20 63 75 74 20 6F  66 66 20 65 6E 65 6D 79  |to cut off enemy|
00004190: 20 73 75 70 70 6C 79 20  6C 69 6E 65 73 2C 20 72  | supply lines, r|
000041A0: 65 73 63 75 65 20 61 6E  64 20 72 65 73 75 70 70  |escue and resupp|
000041B0: 6C 79 20 61 6C 6C 69 65  64 20 66 6F 72 63 65 73  |ly allied forces|
000041C0: 2C 20 61 6E 64 20 70 65  72 66 6F 72 6D 20 72 65  |, and perform re|
000041D0: 63 6F 6E 6E 61 69 73 73  61 6E 63 65 20 61 6E 64  |connaissance and|
000041E0: 20 65 73 70 6F 69 6E 61  67 65 20 73 75 70 70 6F  | espoinage suppo|
000041F0: 72 74 2E 0D 0A 20 20 20  20 20 20 20 20 55 73 65  |rt...        Use|
00004200: 20 74 68 65 20 63 68 61  72 74 20 74 6F 20 64 65  | the chart to de|
00004210: 74 65 72 6D 69 6E 65 20  74 68 65 20 63 6F 75 72  |termine the cour|
00004220: 65 73 65 20 6E 65 63 65  73 73 61 72 79 20 74 6F  |ese necessary to|
00004230: 20 72 65 61 63 68 20 79  6F 75 72 20 6F 62 6A 65  | reach your obje|
00004240: 63 74 69 76 65 2C 20 61  6E 64 20 75 73 65 20 74  |ctive, and use t|
00004250: 68 65 20 6D 61 69 6E 20  73 63 72 65 65 6E 20 64  |he main screen d|
00004260: 69 73 70 6C 61 79 20 74  6F 20 6D 6F 6E 69 74 6F  |isplay to monito|
00004270: 72 20 79 6F 75 72 20 75  73 65 20 6F 66 20 74 68  |r your use of th|
00004280: 65 20 63 6F 6E 74 72 6F  6C 73 20 61 73 20 79 6F  |e controls as yo|
00004290: 75 20 73 65 74 20 74 68  65 20 73 75 62 20 69 6E  |u set the sub in|
000042A0: 20 6D 6F 74 69 6F 6E 20  6F 6E 20 74 68 65 20 70  | motion on the p|
000042B0: 72 6F 70 65 72 20 63 6F  75 72 73 65 2E 20 55 73  |roper course. Us|
000042C0: 65 20 74 68 65 20 63 68  61 72 74 73 20 74 6F 20  |e the charts to |
000042D0: 74 72 61 63 6B 20 79 6F  75 72 20 70 72 6F 67 72  |track your progr|
000042E0: 65 73 73 20 75 6E 74 69  6C 20 74 68 65 20 6F 62  |ess until the ob|
000042F0: 6A 65 63 74 69 76 65 20  69 73 20 69 6E 20 76 69  |jective is in vi|
00004300: 65 77 2E 0D 0A 0D 0A 3A                           |ew.....:        |
......                    <[=-----------
----------------------=]>..             
        |         GATO DOCUMENTATION    
    |..                    <[=----------
-----------------------=]>....          
          <[=---------------------------
------=]>..                     | WRITTE
N BY                        |..         
            |                THE CAMEL J
OCKEY   |..                    <[=------
---------------------------=]>....      
              <[=-----------------------
----------=]>..                     | WR
ITTEN FOR                       |..     
                |                       
            |..                     | TH
E OUTPOST          312-441-6957 |..     
                | THE SOUTH POLE       3
12-677-7140 |..                     | TH
E PROVING GROUNDS  415-526-0889 |..     
                | THE PROVING GROUNDS  6
12-645-7132 |..                     | AD
VENTURES TAV.      714-538-     |..     
                | THE UNDERGROUND II   7
14-929-0935 |..                     |   
                                |..     
               <[=----------------------
-----------=]>....                    <[
=---------------------------------=]>.. 
                    |  A T-MEN & WAREFOR
CE PRODUCTION   |..                    <
[=-----------+----------+----------=]>..
                                  | (C) 
1985 |..                                
 <[=--------=]>....                    <
[=---------------------------------=]>..
                     | CRACKED BY       
                 |..                    
 |                                   |..
                     |        THE WAREZI
RD - RACKATEERS  |..                    
<[=---------------------------------=]>.
.....                    <[=------------
---------------------=]>..              
       |   INTRODUCTION & OPERATING INFO
   |..                     |            
   PART 2              |..              
      <[=-------------------------------
--=]>....+---------------+..| INTRODUCAT
ION |..+---------------+....        GATO
 IS A REAL-TIME SIMULATION OF A WORLD WA
R II ATACK SUBMARINE. ALL OBJECTS (SHIPS
, ISLAND, TORPEDOES) ARE TRACKED SIMULTA
NEOUSLY WITH AN ACCURACY GREATER THEN ON
E TEN THOUSANDTH OF A UNIT IN AN AREA OF
 500 MILLION SQUARE UNITS...        "THR
EE DIMENSIONAL" OBJECT PERSPECTIVE PROVI
DES DEPTH OF FIELD MAY EVADE AND FLEE - 
OR ATTRACT THE SUB - IF YOU ARE DETECTED
...        EACH MISSION BEGINS WITH A CO
DED RADIO MESSAGE ASSIGNING YOUR OBJECTI
VE: AN ENEMY CONVOY OR FLEET TO INTERCEP
T, TE POSITION OF FRIENDLY FORCES NEEDIN
G RESCUE OR RESUPPLY, OR A COASTAL POSIT
ION FOR LANDING A SPY OR COMMANDO UNIT..
.        THEN, YOU ARE SHOMEWHERE IN YOU
R PATROL AREA IN THE PACIFIC - AND YOU A
RE ON YOUR OWN! THE SUCCESS OF YOUR MISS
ION, AND THE SAFETY OF YOUR SUBMARINE AN
D ITS CREW, ARE IN YOUR HANDS...        
YOU WILL NAVIGATE THE SUBMARINE IN A PAT
ROL AREA DIVIDED INTO 20 QUADRANTS, SOME
 OF WHICH CONTAINS ISLANDS, AS SHOWN ON 
YOUR PATROL AREA CHART AND QUADRANT CHAR
T SCREENS. YOUR PRIMARY STRATEGIC OBJECT
IVE IS TO EFFICIENTLY COMPLETE AS MANY M
ISSIONS AS POSSIBLE WITH THE SUPPLIES YO
UR CARRY ON EACH PATROL. YOU MAY CHOOSE 
TO RECIEVE YOUR NEXT MISSION ASSIGNMENT 
MESSAGE AT ANY TIME. ..        YOU MAY S
ET THE LEVEL OF TECHNICAL DIFFICULTY, AN
D CHANCE WILL PLAY SOME SMALL PART AT CR
ITICAL MOMENTS. BUT THE MAIN FACTOR FOR 
THE SUCCESS IS THE CAPTAIN'S SKILL OPERA
TING AND NAVIGATING THE SUBMARINE TO ACH
IEVE MISSION OBJECTIVES, USING RADAR, CH
ARTS, AND ALL THE OTHER REALISTIC GATO-C
LASS SUB CAPABILITIES. YOU LEARN AND USE
 THE STRATEGIC, TACTICAL, AND OPERATIONS
 SKILLS OF A GATO-CLASS SUBMARINE CAPTAI
N TO WIN...        YOUR RECORD OF ENEMY 
TONNAGE SUNK IS AUTOMATICALLY ENTERED IN
 THE CAPTAIN'S LOG AND CAN BE SAVED FOR 
FUTURE GAMES. IT ALL GOES INTO YOUR EFFI
CIENCY RATING AT COMSUBPAC - COMMANDER S
UBMARINE FORCE PACIFIC FLEET - IF YOU RE
TURN FROM YOUR MISSION.........+--------
---------------+..| OPERATING INFORMATIO
N |..+-----------------------+....      
+--------------------+..      | KEYBOARD
S/JOYSTICK |..      +-------------------
-+....        BEFORE STARTING THE GAME, 
SET THE CAPS LOCK KEY SO THAT ALL THE LE
TTERS ARE IN CAPITALS. YOU ONLY NEED TO 
PRESS A KEY ONCE TO ACTIVATE ITS FUNCTIO
N. IF YOU HAVE A JOYSTICK HOOKED UP TO Y
OUR COMPUTER IT WILL BE ACTIVE AUTOMATIC
ALLY. SEE PART 1 FOR KEYBOARD AND JOYSTI
CK OPERATING INSTRUCTIONS.......      +-
--------+..      | SCREENS |..      +---
------+....        THERE ARE 3 INTRODUCT
ORY SCREENS (THE TITLE SCREEN, AUTHOR/CO
PYRIGHT    SCREEN, AND MAIN MENU), AND 9
 GAME SCREENS (DATE INQUIRY, GAME CONTRO
L          PARAMETERS, MISSION ASSIGNMEN
T, MAIN CONTROL SCREEN, CHART, QUADRANT,
 RADAR,    DAMAGE, AND CAPTAIN'S LOG)...
....DATE INQUIRY:....        SHIPS SUNK 
WILL BE LOGGED WITH THE MONTH AND DAY TH
AT YOU ENTER HERE.   THE YEAR WILL ALWAY
S APPEAR AS 1943.......GAME CONTROL PARA
METERS: (GCP)....        THIS SCREEN APP
EARS AFTER THE DATE INQUIRY; IT MAY ALSO
 BE SELECTED     DURING PLAY BY PRESSING
 THE [TAB] KEY. ......1. LEVEL OF DIFFIC
LTY - (0 TO 9, 0 = EASIEST; 9 = MOST DIF
FICULT)....SHIP TRACES SHOW ON QUADRANT 
CHARTS AT DIFFICULTY LEVEL 5 OR LOWER, A
ND ON PATROL AREA CHART ONLY AT THE LEVE
LS LESS THEN 3. AT LEVELS ABOUT 7 THE MO
RSE CODE MESSAGE IS NOT PRINTED AND YOU 
CAN ONLY LISTEN (IT HELPS IF YOU KNOW MO
RSE CODE)....2. SOUND ON/OFF - (1 FOR SH
OUND, 0 FOR NO SOUND)....3. TIME OF DAY 
- (1 FOR DAY, 0 FOR NIGHT)....4. PLAYER 
NUMBER - (1 THROUGH 4. THIS IS NOT THE A
NSWER TO "HOW MANY PLAYERS?"            
         BUT TO "WHICH NUMBER PLAYER IS 
UP NEXT)....        UP TO 4 PLAYERS ARE 
ALLOWED - ONE PLAYER AT A TIME. EACH PLA
YER SHOULD BE ASSIGNED A NUMBER (1 THROU
GH 4). EACH TIME A PLAYER COMPLETES A MI
SSION (OR IS SUNK), THE NEXT PLAYER "UP"
 MUST ENTER THE GCP [TAB] TO "LOG ON" HI
S/HER PLAYER NUMBER. THE PROGRAM THEN AS
SIGNS THAT PLAYER A SEPERATE CAPTAIN'S L
OG FOR TALLYING SCORES.....5. RESET CAPT
AIN'S LOG - ERASES THE SCORES IN THE LOW
 FOR WHICHEVER NUMBER PLAYER IS SHOWN IN
 #4. EACH PLAYER'S CAPTAIN'S LOG IS AUTO
MATICALLY RESET WHEN THAT THAT PLAYER IS
 SUNK...IT GOES DOWN WITH THE SHIP......
.MISSION ASSIGNMENT:....        MESSAGES
 ARE ASSIGNED AT THE BEGINNING OF EACH G
AME OR AT THE REQUEST OF THE PLAYER (PRE
SS M). A MESSAGE IS "RECIEVED" IN MORSE 
CODE AND PRINTED ON YOUR SCREEN ON LETTE
R AT A TIME AS IT IS BEING DECIPHERED. S
HOULD YOU PERFER TO RECIEVE THE MESSAGE 
QUICKLY, TURN THE SOUND OFF, AND THE MES
SAGE WILL APPEAR ON THE SCREEN ALL AT ON
CE.......MAIN CONTROL SCREEN:....       
 THE MAIN SCREEN SHOWS THE SUBMARINE INS
TRUMENT PANEL, WITH THE VIEW FROM THE BR
IDGE OR THROUGH THE PERISCOPE. CROSSHARS
 WILL APPEAR WHEN THE PERISCOPE IS UP...
....      +-----------------------------
-+..      | THE INSTRUMENT PANEL DISPLAY
 |..      +-----------------------------
-+....DEPTH:....        DOWN TO 399 FEET
, AS MEASURED FROM THE SUB'S DECK. THE G
UAGE STOPS WHEN THE SUB GOES BEYOND THIS
 DEPTH (ALTHOUGH THE RADAR SCREEN WILL S
HOW ACUTAL DEPTH REACHED), AND THE SUB W
ILL BE CRUSHED DUE TO PRESSURE IF DEPTHS
 BELOW 399 ARE MAINTAINED FOR MORE THEN 
A FEW SECONDS.....SPEED:....        BETW
EEN 0 AND 20 KNOTS, OR NAUTICAL MILES, P
ER HOUR (1 NAUTICAL MILE - 1.15 LAND MIL
ES.....HEADING:....        PRESENT COURS
E IN DEGREES (MAGNETIC COMPASS BEARING).
 THE SUBS DIRECTION IS DUE NORTH AT A HE
ADING OF 0 DEGREES, DUE EAST AT 90, DUE 
SOUTH AT 180, AND DUE WEST AT 270.....FU
EL:....        REMAINING DIESEL FUEL IN 
TONS. A FLASHING LIGHT WILL SHOW WHEN TH
E FUEL LEVEL IS CRITICALLY LOW.....BATT:
 ....        CURRECT CHARGE OF BATTERIES
 FOR ELECTRIC MOTORS. A BLINKING LIGHT A
ND BEEPING SOUND INDICATE WHEN THE BATTE
RY CHARGE IS DANGEROUSLY LOW.....CHARGIN
G:....        A LIGHT INDICATES THAT THE
 BATTERIES ARE CHARGING. ....O2:....    
    REMAINING AIR (BREATING OXYGEN), WHI
CH IS USED AT A CONSTANT RATE WHEN THE S
UB IS BELOW 20 FEET. A TRIANGULAR POINTE
R SLIDES UP AND DOWN TO SHOW THE AMOUNT 
OF AIR IN THE TANKS.....TORPEDOES:....  
      THE NUMBER OF TORPEDOES REMAINING.
 A CIRCULAR LIGHT INDICATES THAT THE OUT
ER TORPEDO DOORS ARE OPEN. SQUARE INDICA
TOR TO THE RIGHT SHOW SHICH TORPEDO TUBE
S (1 TO 4) ARE READY TO BE FIRED.....POW
ER:....        SHOWS CURRENT MODE OF PRO
PULSION, EITHER ENGINE OR BATT, OR THAT 
THE DIESEL ENGINES AND ELECTRIC MOTORS A
RE OFF.....DAMAGE:....        A LIGHT IN
DICATES THAT THE SUBMARINE HAS SUSTAINED
 DAMAGE. WHEN YOU SUSTAIN NEW DAMAGE A B
EEP WILL SOUND. PRESS THE [D] KEY FOR A 
DAMAGE REPORT.......      +-------------
---------+..      | SUBMARINE OPERATIONS
 |..      +----------------------+....  
      THE SUBMARINE ITSELF IS RUN WITH T
HE CONTROLS DESCRIBED BELOW. ....SPEED:.
...        NUMBER KEYS 1,2,3,4, AND 5 SE
T FORWARD SPEED. 0 STOPS THE ENGINES OR 
MOTORS. YOUR ACTUAL SPEED DEPENDS UPON W
HETHER YOU ARE USING DIESEL OR ELECTRIC 
POWER, AS WELL AS DAMAGE CONDITIONS AND 
DRAG FROM OPEN TORPEDO DOORS AND RAISED 
PERISCOPE. 9 REVERSES ENGINES.....POWER:
....        YOU MAY SWITCH BETWEEN ELECT
RIC ([B]ATTERY) AND DIESEL ([E]NGINE) PO
WER BY PRESSING THE [B AND [E] KEYS. YOU
 HAVE A MUCH GREATER RANGE AND SPEED WHI
LE USING DIESEL POWER, BUT YOU CANNOT RU
N THE DIESEL ENGINES AT A DEPTH BELOW 20
 FEET. IF YOU DON'T SWITCH TO ELECTRIC P
OWER WHEN DIVING BELOW 20 FEET, POWER GO
ES OFF. IF THAT HAPPENS, TURN ON THE ELE
CTRIC MOTORS, PRESS A SPEED KEY, AND CEN
TER THE DRIVE PLANES...        WITH EACH
 INCREASE IN SPEED, ESPECIALLY WHEN SUBM
ERGED AND UNDER ELECTRIC POWER, AND EVEN
 GREATER INCREASE IN DRAG OCCURS AND BAT
TERY OR FUEL CONSUMPTION INCREASES DRAMA
TICALLY. (SILENT RUNNING NDERWATER IS PO
SSIBLE ONLY AT 1/3, WITH LOW NOISE AT 2/
3 SPEED.)....PERISCOPE:....        THE [
^] AND [6] KEYS SEND THE PERISCOPE UP AN
D DOWN RESPECTIVELY. WHEN THE SCOPE IS U
P A CROSSHAIR APPEARS IN THE MIDDLE OF T
HE SCREEN. YOU CAN USE THE PERISCOPE AT 
DEPTHS OF 0 TO 45 FEET. YOU MAY LOOK IN 
THE DIFFERENT DIRECTIONS, FORWARD, PORT 
(LEFT), STARBOARD (RIGHT) AND AFT (BACKW
ARD), BY TYPING THE FIREST LETTER OF EAC
H OF THSES DIRECTIONS. (THE SCOPE VIEW I
S 90 DEGREES WIDE AND EACH COMMAND TURNS
 THE SCOPE 90 DEGREES.....TORPEDOES:....
        BEFORE FIRING A TORPEDO (WHICH I
S DONE WITH THE X ON THE KEYBOARD OR BUT
TON 0 ON THE JOYSTICK), YOU MUST OPEN TH
E OUTSIDE TORPEDO DOORS BY PRESSINT THE 
[T] KEY. A LIGHT INDICATESTHE DOORS ARE 
OPEN (YOUR SPEED WILL THEN DIMINISH SLIG
HTLY DUE TO AN INCREASE IN DRAG.) TO CLO
SE THE DOORS PRESS THE [T] KEY AGAIN. (A
T GREAT DEPTHS DOORS WILL NOT OPEN DUE T
O PRESSURE.)..        YOU BEGIN WITH A S
UPPLY OF 24 TORPEDOES. AFTER EACH TORPED
O IS FIRED THE NUMBER IN THE SQUARE INDI
CATOR DISAPPEARS AND THE TUPE IS TEMPORA
RILY OUT OF COMMISSION UNTIL THE CREW IN
 THE TORPEDO ROOM CAN RELOAD IT. THE NUM
BER REAPPEARS IN THE SQUARE INDICATING W
HEN EACH OF THE 4 FORWARD TUBES IS LOADE
D...        TORPEDOES TRAVEL AT A SPEED 
OF 60 KNOTS AND CAN TAKE SEVERAL SECONDS
 TO REACH THE TARGET, SO YOU MUST AIM AH
EAD OF MOVING SHIPS AT LONG RANGE - AND,
 OF COURSE, THE PERISCOPE MUST BE TURNED
 FORWARD. THE VETICAL CROSSHAIR IS ALIGN
ED ON THE TARGET BY USING LEFT OR RIGHT 
RUDDER. (THE HORIZONTAL CROSSHAIR NEVER 
MOVES. IT IS USED FOR RANGE ESTIMATES.).
.        AT LOW DIFFICULTY LEVELS YOU WI
LL USUALLY SINK THE ENEMY SHIP WITH ONE 
TORPEDO HIT, IF NOT, HIS SPEED AND MANEU
VERABILITY WILL BE REDUCED.....OXYGEN:..
..        THE OXYGEN SUPPLY IS USED AT D
EPTHS BELOW 20 FEET. WHEN YOU SURFACE AN
D TURN ON THE DIESEL ENGINES, THE AIR CO
MPRESSOR STARTS AUTOMATICALLY AND REFILL
S THE TANKS WITHIN A FEW MINUTES.....DAM
AGE REPORT:....        THE SUB'S DAMAGE 
CAN BE CHECKED BY PRESSING THE [D] KEY (
[D]AMAGE). THE AFFECTED AREA WILL BE HIG
HLIGHTED IN RED ON THE SUB DIAGRAM AND A
 TROUBLE LIGHT WILL APPEAR NEXT TO THE N
AME OF THE DAMAGED ARE ON A CHECKLIST...
        DAMAGED SUBMARINE FUNCTIONS ARE 
CRIPPLED OR RENDERED USELESS. THERE ARE 
CERTAIN AREAS WHICH ARE MORE CRITICAL TH
AN OTHERS SUCH AS THE CONTROL ROOM, TORP
EDO ROOM, OR THE BRIDGE. WHEN HEAVY DAMA
GE ACCUMULATES, CHANCES OF SURVIVAL ARE 
SLIM, AND YOU SHOULD RETURN TO THE SUBTE
NDER FOR REPAIRS.......      +----------
--+..      | NAVIGATION |..      +------
------+....        NAVIGATION AND GAME C
ONTROL ARE ACCOMPLISHED WITH THE FOLLOWI
NG FUNCTIONS.....RADAR:....        RADAR
 (THE [R] KEY) SHOWS THE RELATIVE ANGLE 
AND RANGE BETWEEN THE SUB AND OTHER OBJE
CTS SUCH AS SHIPS AND ISLANDS. SHIPS ARE
 TRACKED AS SINGLE DOTS WHICH MOVE ACRES
S THE RADAR SCREEN, AND ISLANDS ARE DISP
LAYED AS CIRCLES. THE TOP OF THE SCREEN 
SHOWS WHAT IS IN FRONT OF YOU, WHAT IS O
N THE RIGHT OF THE SUB, AND SO ON. THE S
UB'S RADAR HAS A RANGE APPROXIMATELY 10 
PERCENT LONDER THAN THAT OF THE PERISCOP
E OR VISUAL SIGHTING FROM THE CONNING TO
WER. THE RADAR SCHOPE IS POSITIONED ATOP
 ITS OWN MOUNTING TUBE AND MAY BE USED T
O A MAXIMUM DEPTH OF 45 FEET. TO CLEAR T
HE RADAR SCHOPE PRESS THE R KEY. PRESS T
HE [SPACE BAR] OR ANY UNUSED KEY TO RETU
RN TO THE MAIN PROGRAM. (YOU MAY FIRE TO
RPEDOES, DIVE, OR SURFACE WHILE USING RA
DAR.) REMEMBER, BOTH YOU AND THE OTHER S
HIPS MAY BE MOVING. ....CHART OF PATROL 
AREA:....        THE PATROL ARE CHART (T
HE C KEY) DISPLAYS YOUR POSITION (IN BLU
E DOTS) AND TRACES YOUR PRESENT COURSE W
ITIN THE ENTIRE PATROL AREA. IT IS MOST 
USEFUL TO SEE WHICH QUADRANT YOU ARE IN 
AND HOW DEEP YOU ARE INTO ENEMY TERRITOR
Y, AS WELL AS ISLAND POSITTION AND GENER
AL PATROL AREA GEOGRAPHY. THE SUBTENDER 
(IN BLUE) AND ENEMY SHIPS (IN RED) ARE A
LSO DISPLAYED AT GAME DIFFICULTY LEVELS 
LESS THAN 3. PRESS C AGAIN TO CLEAR YOUR
 TRACE. PRESS ANY UNUSED KEY TO RETURN T
O THE MAIN SCREEN.....QUADRANT OF OPERAT
IONS:....        THE QUADRANT CHART (THE
 Q KEY) TRACES YOUR POSITION AN COURSE I
N THE QUADRANT WHERE YOU ARE CURRNTLY LO
CATED. (ALLOW AT LEAST TEN POINTS TO BE 
PLOTTED IF YOU WANT AN ACCURATE COURSE T
RACE.) SUBTENDER AND ENEMY POSITIONS ARE
 SHOWN AT A GAME DIFFICULTY LEVEL OF 5 O
R LOWER. THE POSITION OF ANY ISLAND IS A
LOS SHOWN. SHOALS AND REEFS ARE INDICATE
D BY A DOTTED RED LINE. THE CHART CHANGE
S AUTOMATICALLY WHEN THE SUB MOVES FROM 
ONE QUADRANT TO ANOTHER. PRESS Q AGAON T
O CLEAR YOUR TRACE. PRESS ANY UNUSED KEY
 TO TRETURN TO THE MAIN SCREEN.....MISSI
ON ASSIGNMENT MESSAGES:....        PRESS
ING THE M KEY BRINGS A NEW MISSION ASSIG
NMENT MESSAGE. THIS IS NORMALLY DONE WHE
N YOUR CURRENT MISSION IS COMPLETE, BUT 
YOU MAY CALL FOR A NEW MISSION AT ANY TI
ME. THE PATROL ARE WILL CHANGE ACCORDING
LY. ..        MESSAGES ARE PRECEDED BY T
HE LEVE OF CLASSIFICATION, AND THE DATE 
TIME GROUP (DTG). THIS DTG GIVES THE DAY
 OF THE MONTH (ENTERED AT THE BEGINNING 
OF THE GAME), AND ZULU TIM (GREENWICH ME
ANT TIME, GREENWICH, ENGLAND).....ISLAND
S:....        TAKE CARE WHEN APPROACHING
 ISLANDS. IF YOU GET TOO CLOSE YOU MAY R
UN AGROUND ON A SHOAL. IN THAT EVENT, YO
U WILL DRIFT FREE ON THE TIDE IN A SHORT
 TIME. REVERSE ENGINES TO BACK AWAY FROM
 THE ISLAND (HOLD 9 KEY DOWN UNTIL OFF O
F SHOAL) BEFORE GOING FORWARD ON A NEW C
OURSE.....DAMAGE REPAIR AND RESUPPLY:...
.        WHEN YOU HAVE ACCUMUALATED SIGN
IFICANT DAMAGE OR ARE LOW ON SUPPLIES, Y
OU SHOULD RETURN TO THE ALLIED SUBTENDER
, WHICH CRUISES AMONG FOUR ALLIED-CONTRO
LLED QUADRANTS (1,2,6, AND 7). WHEN YOU 
APPROACH, THE SUBTENDER'S SPEED WILL DEC
REASE TO ABOUT 3 KNOTS. ONCE YOU ARE CLO
SE ENOUGH, AND PARALLEL COURSE AND SPEED
, DAMAGE WILL BE REPAIRED, TORPEDOES REP
LACED, AND FUEL TANKS REFILLED...       
 DO NOT SHOOT YOUR OWN SUBTENDER! YOU WI
LL HAVE NO WAY OF RESUPPLY, AND IT WILL 
GET YOU IN HOT WATER WITH COMSUBPAC!!!..
..CAPTAIN'S LOG:....        USE THE L KE
Y TO DISPLAY THE CAPTAIN'S LOG - THE REC
ORD OF EACH SHIP SUNK AND THE TOAL TONNA
GE ACCUMULATED FOR ALL THE SUB'S MISSION
S SINCE THE LOG WAS LAST CLEARED. THE LO
G IS NOT RESET WHEN YOU BEGIN THE GAME, 
SO YOU MAY CONTINUE TO PLAY WHERE YOU LA
ST LEFT OFF (UNLESS YOU WERE SUNK). YOU 
MAY CLEAR THE LOG WITH THE GAME CONTROL.
 THE LOG IS ALSO CLEARED WHEN THE LIST O
F KNOWN ENEMY SHIPS IS EXHAUSTED. PRESS 
ANY UNUSED KEY TO RETURN TO THE MAIN ROU
TINE. (THE PROGRAM PAUSES WHEN YOU DISPL
AY THE LOG.)......      +---------------
-----+..      | BEGINNING THE GAME |..  
    +--------------------+....        WH
EN YOU HAVE RECIEVED YOUR FIRST MISSION 
ASSIGNMENT AND HAVE PRESSED A KEY TO BEG
IN, YOU WILL SEE THE MAIN SCREEN WITH TH
E INSTRUMENTS INDICATING FULL SUPPLIES A
ND ZERO DEPTH, SPEED, AND BEARING. YOU W
ILL BE IN A FRIENDLY QUADRANT, USUALLY Q
UADRANT 7, WHICH YOU CAN VERIFY BY PRESS
ING THE [C] KEY TO VIEW THE PATROL AREA 
CHART. THE SUB AND (AT DIFFICULTY LEVELS
 LESS THAN 3) THE SUBTENDER WILL BE PLOT
TED AS BLUE DOTS ON THE CHART. ENEMY SHI
PS WILL BE PLOTTED IN RED (AT LEVEL 2 OR
 LOWER)...        THE PATROL ARE IS DIVI
DED INTO 20 QUADRANTS. OF THESE, 1,2,6, 
AND 7 ARE OCCUPIED BY ALLIED FORCES. QUA
DRANTS 11 AND 16 ARE RELATIVELY NUETRAL.
 ENEMY SHIPS ARE NOT OFTEN FOUND THERE. 
THESE OF THE ARE IS DOMINATED BY THE ENE
MY. YOUR MISSIONS ARE TO INFILTRATE THIS
 REGION TO CUT OFF ENEMY SUPPLY LINES, R
ESCUE AND RESUPPLY ALLIED FORCES, AND PE
RFORM RECONNAISSANCE AND ESPOINAGE SUPPO
RT...        USE THE CHART TO DETERMINE 
THE COURESE NECESSARY TO REACH YOUR OBJE
CTIVE, AND USE THE MAIN SCREEN DISPLAY T
O MONITOR YOUR USE OF THE CONTROLS AS YO
U SET THE SUB IN MOTION ON THE PROPER CO
URSE. USE THE CHARTS TO TRACK YOUR PROGR
ESS UNTIL THE OBJECTIVE IS IN VIEW.....:
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