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Ship Hunt
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You are the ship.
Enemy submarines cruise beneath you at every depth — sink them all with depth charges.
Steer:
drag left or right anywhere on the screen (or use the
arrow keys
/
A
and
D
). The ship takes a moment to build speed.
Drop a charge:
tap the water
where you want it to go off — the charge rolls off the stern and sinks to the depth you tapped before it detonates. On a keyboard,
Up/Down
set the fuse depth (the dashed line) and
Space
drops. Charges sink slowly, so
lead the sub
: drop ahead of where it's heading.
Charges carry your ship's momentum — drop while moving and they drift the way you were going. They also go off early if they brush a sub.
The
deeper
the sub, the
more points
it's worth. Sink subs back-to-back without a wasted charge to build a score
multiplier
; a charge that hits nothing resets it.
Hunters
fire torpedoes straight up at you — move out of the way, or blow the torpedo up with a charge.
Heavies
take several hits and release floating
mines
; don't sail into one.
Your crew reloads the
rack
a charge at a time — watch the pips. The
sonar
sweep lights up subs hiding in the deep.
Sink the patrol's quota to clear it; clear it without letting a sub slip past for a
perfect bonus
. Lose every ship and the hunt is over.
Pick your patrol on the title page:
Rookie
gives you four ships, a bigger rack and lazier subs;
Ace
is the real thing. Each keeps its own best score.
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