Pacific Theater Of Operations – Cheats & Tips

Nintendo, SNES

Here are some cheats and tips for the game Pacific Theater Of Operations.

Note: This is a HTML adaptation of the Pacific Theater Of Operations

Game Play Guide, by the Koei Corporation.

Overview
As the Commander of Pacific Fleets in P.T.O., you must issue

orders to the naval commanders of up to16 individual fleets through

a system of command and intelligence.

Strategy is crucial to winning. Supply, diplomacy, intelligence,

and the industrial and technological capabilities of your country

are as critical to game play as your tactical skill in warfare.

You are responsible for setting naval policy regarding logistical

support, tactics, and diplomacy with allied countries. Your distribution

of budgetary funds will determine the support you receive from

your country and industry, as well as the quality and quantity

of your military intelligence and hardware. Your skill as a tactician

will determine the outcome of the war in the Pacific.

The Command Menus
P.T.O. makes extensive use of an hierarchical command and

information structure (see Example 1). The main command menu is

positioned at the top of the main screen. Commands selected from

the menu bar open sub-menus of commands and information windows

for your fleets and bases. The information portion of the main

command menu screen will show the status and current position

of the fleet you are issuing orders to and base information if

that fleet is docked at port. Orders are issued in rotation for

each fleet while they are in port. The # 1 Fleet main command

menu will always be displayed during command rotation.

Game Play
Command of your forces during the game is at high level, you

command from the highest rank in your navy. You do not have direct

control of planes and ships except for those in your # 1 Fleet.

Orders are issued to fleet commanders who execute your directives

to the best of their abilities. # 1 Fleet battles may be DELEGATED

or you may choose to take direct control of offensive and defensive

fleet maneuvers.

Officers’ abilities are crucial to the performance of the fleets

under your command, roll them carefully during game set-up! Roll

officers with high ability in SEA for shipboard duty. Roll officers

with high ability in air for carrier duty. Roll officers with

high ability in war for conferences. Officers with low bravery

perform their duties with caution. Officers with high bravery

may perform recklessly. Assign officers with high sea ability

and bravery points between 20-25 to shipboard duty to engage in

sea battles, ship based artillery attacks, and to direct fleet

movement. Place officers with high air ability in charge of carrier

groups for air strikes against enemy installations. Officers

gain experience points during the game that will enhance their

abilities across the board (though you will not see ability points

changing).

Tricks
There are a few tricks that may be used while playing P.T.O.

which will make game play a bit easier for beginning game players.

Displaying the opposition on the map

Your opponent may be displayed on the wide Pacific map by

selecting the Options Menu when you are at the main command screen.

Select Participation then change sides for a turn.

Select INFO from the Main Command Menu, then select the command

SHOW FLEET from the sub-menu.

A listing of all the enemy fleets will be displayed.

Select each fleet and change their display status (they should

all be red in color).

Return back to the Main Command Menu.

Select the OPTIONS MENU once again.

Select PARTICIPATION to change back to your side.

Opposing fleets will now be displayed on the wide Pacific

map during game play. New fleets created by your opponent after

the above process will not automatically show up on the Pacific

map. You’ll have to repeat the process to show the new enemy fleets.

Returning disabled ships for repairs
There isn’t any way to tow ships disabled in battle back to

port in a normal game, but there is a way to return disabled ships

to port by trickery.

Select the OPTIONS MENU at the main command menu.

Select PARTICIPATION to change sides.

Play a turn on the other side then change back to your original

side by again selecting the options menu and then selecting participation

to change sides.

The fleet with the disabled ship or ships will be back at the

Home Port and you’ll be able to discharge them for total repair.

Supplying your fleets
Fleets can be supplied while at port with Fuel and Troops.

Planes and Rockets can only be supplied while at the Home Port.

Plan ahead to re-arm your carriers with Planes at the Home Port.

Be sure that your important bases have sufficient fuel to supply

your fleets and be sure to fuel your fleets.

Select PORT from the Main Command Menu, then SUPPLY from the

sub-menu. A list of fleets will be displayed from which you can

choose fleets to supply.

Select the fleet you wish to be supplied.

A new window will open with a list of the ships in your fleet,

the amount and type of equipment loaded on each ship and the number

of troops assigned to each ship.

Move the highlighted square to the item on the ship to be

supplied (you are allowed to move the highlight only to those

items which are available).

Select the item with the control pad. The message ‘Furnish

with how many battalions (0-10)?00’ will be displayed (if SLDR

had been selected).

You may then supply that item if it is available. Each ship

in your fleet may be supplied in this fashion.

You will be able to fuel your fleets at the following screen.

The amount of fuel is displayed along with the percentage of

total fleet fuel capacity. The message ‘Set sufficiency to what

(0-100)?000’ will be displayed at the bottom corner of the window.

You will be able to fuel the fleet by percentage of total fleet

capacity.

NOTE: The percentile range for re-fueling depends on the amount

of fuel available from the base where the fleet is docked.

Supplying from the National reserve
Items can only be supplied to ships and bases if they are

available in the National Reserve. Items can be made available

by allocation through the ORD, BASE, SUPPLY menu selections as

follows:

Select the command ORD from the main menu, and the sub-command

BASE.

Select the base from which supplies, planes, materials, or

troops will be pulled.

An informational screen showing base resources will be displayed.

Select SUPPLY from the menu bar at the top of this screen.

Base resources will be displayed with numbers in three columns

showing: the amount currently allocated to the base, what changes

you would like to make, and reserves available to draw from National

Reserves, ‘SPLY’.

Select an item to change.

The message ‘Set the Amount’ will be displayed at the bottom

of your screen. Enter the amount you would like to allocate to

this base (either higher or lower than the amount in ‘Goal’).

If you set a lesser amount the balance will go into SPLY (National

Reserve). These reserve items will then become available for

supplying on ships and bases.

You may also use the above command routine to redistribute Supplies,

Men, and Equipment to bases where they may be needed.

Assigning fleet commanders
Assign a commander to each fleet before undertaking any fleet

action. Your fleets do not have commanders assigned to them at

the start of the game. You have 20 Officers during a game and

they will not be replaced if lost with a fleet.

Select the command ORD from the main command menu.

Select the sub-command ARRANGE.

Then select the command FORMATION AT PORT or FORMATION AT

SEA (depending on whether your ships are at port or at sea).

Select the command SPLIT from the command choices presented

at the bottom of the screen.

Select the fleet for arrangement (to be split in this example).

Then select the fleet # of the empty fleet where you will

allocate ships.

A graphic screen will be displayed showing the ships in the

fleet in which you are performing this operation and the new (empty)

fleet to which you may transfer ships.

Do not make any changes to your fleet. Press the appropriate

button for the game system you’re playing on to finish your fleet

changes, without making any changes, and confirm your changes

with Y.

A list of your available commanders will be displayed.

Select the officer to command.

A list of the fleets ships will then be displayed.

Select a flagship for the fleet.

You will then be returned to the Main Menu.

Supplying bases
Recognize the importance of each base and devise your strategy

accordingly. Important bases provide refueling and repair points

across the Pacific Ocean. Some bases are sources for steel and

fuel (example: Sorong and Bandjarmasin) which may be placed into

your National Reserve.

Select the command ORD from the Main Menu.

Then select the sub-command BASE.

A listing of all your bases will appear with statistics denoting

the bases’ capacity for: Iron and Oil production, Industry, re-fueling

and supplying fleets. Other statistics display information on

Friendliness, Base Endurance, etc.

Bases listed can be supplied with Fuel, Equipment, Troops,

and Ships or these bases can supply your National Reserve if they

are producers of Iron, Oil, or have Industrial capacity. Select

the base to be supplied or which will supply an item from the

base list.

A base status window will open with a small command bar displayed

across the top.

Select the command SUPPLY from the command bar.

A new window will open showing a listing of items held in

the base inventory. Each line shows the name of an item, how

much is currently held at the base in the first column headed

NOW, a second column where changes may be made to the amount held

at the base (either more or less) headed GOAL, and a third column

headed SPLY showing how much of an item is available in the National

Reserve.

Use the directional control pad to move the highlight up and

down in the column headed GOAL to select an item to change.

Select the item to change and the query ‘Set the amount’ will

be displayed. Input a number for the item, more to increase the

supply, less to decrease the supply, and place the balance into

the National Reserve.

Select ‘Y’ to confirm your item change.

First Fleet involvement
You may either keep the # 1 Fleet docked at Home Port to access

CONF (conference) commands, or take the #1 Fleet out to engage

the enemy first hand. The # 1 Fleet is the only fleet which may

access CONF commands while docked at home port. There are definite

advantages to having the ability to issue CONF commands during

game play. In conference you can allocate the budget, invest

in skills and technology, send special forces into action, and

spend money on propaganda to raise support, troops, and additional

budget funds for your war effort.

Fleet orders are carried out as you issue them from the # 1 Fleet

or Home Port. Any fleet may be directed from the #1 fleet menu

screen under ORD, FLEET, DUTY while they are at sea. Orders are

issued directly to a fleet if it is on port call.

Select ORD at the #1 fleet command menu, and the sub-command

FLEET. A list of fleets will be displayed.

Select the fleet to which you would like to redirect or issue

new orders. Statistics for the selected fleet will be displayed

with a menu bar across the top.

Select DUTY. The fleet’s current mission will be displayed

with the question ‘Mission Change (Y/N)?’

Select Yes and the command options will be displayed.

Select a fleet command from the list: Attack enemy base, Gather

intelligence, Attack fleet, Port call.

A map of the Pacific will be displayed. Move the cursor near

the coordinates of your new objective and select it. A smaller

tactical map will then pop open allowing you to select the objective’s

coordinates with finer control.

You will be returned to the fleet’s sub-command screen.

You may select another fleet to issue orders to by returning

to the fleet list or by backing out completely through the command

menus to the Main Command Menu.

Moving the #1 fleet
The command TACT will appear on the Main Menu Bar once the

#1 fleet has left port. Movement of the # 1 Fleet is accomplished

following these steps:

Select TACT from the Main Command Menu, then MOVE from the

sub-menu.

A new window will open showing a smaller tactical map of the

Pacific Ocean. The message ‘Determine fleet’s speed (1-20)?00’

will be displayed. Enter the speed by which you would like your

# 1 Fleet to travel.

A cursor will appear in the tactical map window once the fleet

speed has been set. Use the cursor to set the distance and the

direction you would like the # 1 Fleet to traverse. Set your fleet

speed. Your top speed is limited by the slowest ship in your

fleet, freighters, troop carriers, submarines, etc.

Note: The # 1 Fleet, unlike your other fleets, must be manuevered

around islands and through channels. The message ‘There is Land

in the way’ will be displayed anytime you try to cross a land

mass during fleet manuevers.

Answer Yes to confirm the fleet movement after setting your

course.

Select the command REST from the Main Command Menu, once you’ve

returned to it, then the command ARRIVAL from the sub-command

menu. You will not have to issue further commands to the # 1

Fleet until it has arrived at the destination selected during

fleet movement.

Elements of Strategy
Here are a few hints that can be included in the strategies

you devise to win P.T.O.

Japan has the logistical and offensive advantage at the start

of the game, but lacks the resources and raw materials to keep

up a sustained war effort.

The Allies lack logistical and tactical advantages but have access

to resources and material to fuel a sustained military effort

once their industrial potential is harnessed.

Technology is critical. Fuel is a # 1 consideration. Midway,

Wake, Truk, and the Marshall islands are crucial mid-Pacific bases.

You must also have sufficient materials at bases where ships may

be repaired.

Freighters attached to fleets extend the range of that fleet by

increasing total fuel capacity.

Troops, Fuel, material, and aircraft are critical to base defense.

Do not allocate Rockets to bases; they will not be used.

Bases will not take direct orders but will use Fighters and Bombers

for defense and attack if they are available.

Bases which have Long Range Bombers will execute bombing strikes

against enemy forces if they are supplied with sufficient quantities

of fuel. Long Range Bombers are effective against inland bases

and will be used to take them.

You must have control of a nearby coastal base in order to supply

an inland base.

Some bases actually produce fuel resources and material that may

be sent into your national reserve and used by your industry or

distributed to other bases.

Bases which produce fuel and material are prime targets. Attacking

and taking productive bases held by the enemy will reduce the

fuel and material available to their industry and war effort.

Freighters and troop carriers assigned to bases ship supplies

to and from the Home Port, the National Reserve, and other bases.

These ships form supply convoys which may be attacked by enemy

fleets reducing your supplies, equipment, and men.

Raise your Industry and Technology while in conference at the

Home Port. Make good alliances and request new technologies when

they become available. Gain the technological edge.

Aircraft Carriers can only be supplied with Planes and Rockets

when in the Home Port. Supply Planes to carriers and dispatch

new carrier groups as you bring older carrier groups back to

Home Port for repairs and new planes.