Like the Thresher, the Kraken roams: it comes to a sub that has been sailing far from the ports for a while. But it needs deep water. Its head stays below 240 m, and it keeps more than 200 studs of water between itself and the seabed. Over the Sunlit Shelf you do not have to worry about it.
How an encounter goes
- Deep water3.3–6.3 min
How long you sail over deep water, away from the ports.
- It surfaces nearby2,200 studs away
Out of sight. It drifts around the area for 2.7–4.3 min.
- It notices you3 s
It stops and turns toward the sub.
- It hangs beside you6–11 s
It waits below and to one side, arms stretched toward you.
- Lunge and grabup to 12 s
It closes in at 150 studs/s and two arms lock round the hull.
- The squeeze4 × 1 s
4 squeezes for 280 hull in total. 2 torpedoes at point-blank range make it let go at once.
- It leavesafter 2 grabs
It waits 14 s between grabs, then sinks away into the deep.

What it sees and hears
- Sight — 1,400 studs, within ±125° of its bow. It cannot see behind itself.
- Hearing — 1,100 studs all round. It only hears a sub that is moving: a stopped sub is silent.
- Point blank — 320 studs: this close it notices anything.
- The white line is its body at the same scale (1,390 studs). Your Otter, at 35 studs, would be smaller than a dot here.
Can you outrun it?
It drifts slowly, but its lunge is about twice your top speed. Once it is hanging beside you it is too late to run: get your torpedoes ready.
How to survive
- Shoot your way out. If it is holding you, 2 hits (400 damage) make it let go at once.
- Drive it off. It has 2,400 health: about 8 hits and it leaves.
- Head for a shallow seabed. It needs depth beneath it, so it does not come up over the Sunlit Shelf.
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