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Submariner — Voyage Checklist

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Voyage Checklist

Your first voyage step by step — and what to do between voyages. Commands are typed into Twitch chat during the live stream. In chat, !sub checklist links this page.
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New here? Submariner is a Twitch chat game: everyone watching crews one biological submarine, and each live stream is one voyage. Voyages currently depart weekly on twitch.tv/ai_kills. Tick things off as you go — your checks are saved in this browser only. If you are signed in with Twitch linked, steps your account has already done are checked for you. This page is the short version; the full How To Play guide has every command and detail.
1 · Before you board
2 · The goal

The voyage only succeeds if all three mission tracks — Military, Science and Navigation — are complete when the host docks the sub, and the hull has not been destroyed. On success everyone's salvage sells for Sawpoints. On failure everything gathered is forfeited and boarding fees are not refunded. Once a track is finished its payouts drop to about half, so spread the effort around instead of grinding one track.

3 · Basic commands tick each one once you've tried it

Most actions are open to everyone. Working in your own class earns full rank credit; working outside it still counts, just at reduced weight. Costs come out of Action Points first, then Bonus SP, then regular SP.

Science
Search the ocean floor for materials. It always turns something up — most finds are common, and a legendary is rare (about 3 in 100).
Costs Action Points first, then Bonus SP, then SP. Each catch also has a small chance to turn up a bonus repair material.
Navigation
Vote to move the sub's depth. Enough votes in the same direction actually shifts it. Deeper water brings tougher, more valuable creatures — but a lost hunt down there hurts the hull more.
!sub steer left / right is a separate vote: it never changes depth, it uncovers a fresh batch of mining and wreck nodes.
Navigation
Pull ore, silver, gold and diamond out of a mining node — only works at depth 3–5. About half the nodes are guarded by a creature; someone has to !sub hunt it to open the node for everyone.
Minerals are not sold automatically: use !sub cashin to turn silver/gold/diamond into SP while you are boarded. From depth 1–2, !sub survey scouts deeper nodes early.
Military
Fight a roaming creature (it picks the newest one if you give no number). A win harvests it for salvage and advances the Military track; the first-ever harvest of a species pays double. A loss costs the action and damages the hull — more in deep water.
Use !sub scan first: it shows your personal odds, and analyzing a creature helps the whole crew.
Any class
Prepares raw repair materials into a pending pool. Only the song artist's !sub songinfo moves that pending stock into the shared bank that !sub repair draws from.
Navigation pays half the cost and gets a bigger yield. It has cooldowns, and it refuses (without charging you) once the pending pool is full.
Any class
Spend banked repair materials (plus a small SP cost) to heal the hull. Do it when !sub status shows the hull getting low — hull at 0 ends the voyage on the spot.
A Cook aboard heals extra from the same materials.
Free
Code Red! When the host calls an emergency (galley fire, hull breach, kraken grapple, engine bloom), type this before the timer runs out. It is always free with no cooldown, and each crew member counts once.
If too few people answer in time, the hull takes damage — so answer even if you are busy.
Free
React to the song that is playing. Each is free and works once per song (plus one edit if you make a typo). Each has a 50/50 chance of paying bonus AP, and your comments become part of the song's record.
Missed the window? !sub listenlast and !sub ratelast react to the previous song. AP pays for your other actions, so this saves SP.
Look-ups
!sub scan analyzes a creature (stats, salvage value, your odds). !sub status shows the voyage at a glance. !sub me shows your own class, rank, AP and held loot.
Holding loot? It only pays out if the voyage succeeds — that is why the crew works all three tracks.
4 · Solo quests bonus XP for your class

Solo quests give you a personal objective for bonus XP in your class. They are worth doing on every voyage because they ride on top of things you would do anyway.

What counts toward a quest: fishing and hunting, steering, mining, weaponsmithing/armorsmithing, trivia, cooking/baking, Store purchases, Auction House wins, building level-ups, Creature Lab fusions, and (voyage-only) song listens and ratings. A quest is locked to the class that accepted it, even if you swap classes mid-voyage. Store, Auction, building and fusion objectives can tick between voyages from the website — you only need to be boarded to turn them in.

Choosing single or multi: take single when you are confident you will finish before this voyage ends; take multi when the objective is slow, or is one that can tick between voyages (a Store purchase, a building level-up).
5 · Choose a class Military, Science or Navigation

Every class has a job, and any of them can help the voyage succeed. Here is the honest trade-off for the three main ones. Rank (Squab → Deckhand → Specialist → Officer → Chief → Master Chief → Commander → Admiral) is earned per class and always survives a failed voyage.

⚔️ Military

The crew's muscle: you fight what the songs summon.

Pros

  • Hunting is where the big payouts come from — a win harvests a creature for salvage, the first harvest of a species ever pays double, and 1 win in 20 is a critical hit (double salvage).
  • Hunting a creature that shares your class gives a small odds boost, and higher ranks add a hunt win-chance edge (Chief and up) plus a bigger boarding discount.
  • Exclusive gear: !sub weaponsmith / !sub armorsmith strip wrecks for parts, and assembled weapons boost your boss damage while armor adds a shared buffer that soaks up hull damage.
  • Its fish slot unlocks earliest of the three (at Deckhand), so slotting a fish starts paying off sooner.

Cons

  • Hunts can lose: you spend the action and the hull takes damage, worse in deep water, and a fumble (about 1 in 20 losses) makes the creature flee and hurts more.
  • You can only hunt what is roaming — creatures are summoned by songs, so there can be quiet stretches.
  • Wreck nodes are guarded about half the time, and the Military track still has to finish for the voyage to succeed.
!sub board mil · Military basics guide

🔬 Science

The crew's gatherer and field medic.

Pros

  • !sub fish never fails — every action turns something up, so it is the steadiest way to make progress and rank up.
  • !sub scan reveals a creature's stats and everyone's odds, and a creature must be scanned before it can be attached to the sub as a component.
  • Fishing has a small chance to also produce bonus repair materials, keeping the hull supply healthy.
  • !sub bioheal patches the hull mid-boss-fight with no materials needed.

Cons

  • Finds skew common (about 60 in 100), so big finds are the exception — fewer dramatic wins than a good hunt.
  • Bioheal only works during a deepest-zone boss fight, has a 10-minute cooldown, and costs more SP each time this voyage.
  • Its fish slot unlocks later than Military's or Navigation's (at Officer).
!sub board sci · Science basics guide

🧭 Navigation

The crew's pathfinder: you set the depth and scout ahead.

Pros

  • Steering deeper unlocks tougher, more valuable creatures for the whole crew.
  • A second income stream: mining pulls minerals from the seafloor that you can cash in for SP (or refine in the Laboratory).
  • !sub passive components costs half as much and yields 50% more for Navigation.
  • Boss-fight tools: !sub map softens the extra danger of deep-water hunts, and !sub vibe can pacify a boss for a few minutes so the crew can repair.

Cons

  • Steering is a vote — it only works if the crew broadly agrees on going deeper or shallower.
  • Mining only works at depth 3–5, and guarded nodes need someone to hunt the guard before anyone can mine them.
  • Deeper water is riskier for every lost hunt, and minerals are not auto-sold (you must !sub cashin while boarded, for a small fee).
!sub board nav · Navigation basics guide
Quick take (a suggestion, not a rule): Science is the simplest to start with because !sub fish never fails; Military has the biggest swings and the most exciting wins; Navigation has the most teamwork and the most to coordinate. There are two more classes — Historian (logs, reviews and ratings; its perks help the whole crew) and Cook (turns held fish into crew-wide AP and bigger payouts; board-only). Working outside your class still counts, just at reduced weight, so no choice locks you out of helping.
6 · Between voyages progress that keeps growing when the stream is off

Your ranks, buildings, fish and Spec Points all persist from voyage to voyage. These four activities are how you keep getting stronger between streams.

🏗️ Level your buildings

On the Buildings page (sign in first).

🐟 Level your fish

On the Aquarium page, or with chat commands.

🎯 Slot your fish

!sub slot <class> <fish> · manage on the Aquarium page · !sub unslot to remove.

🧬 Fuse fish (Creature Lab)

Built in the Laboratory on the Buildings page. !sub creaturelab shows your status.
This checklist is a starting point, not the rulebook — costs, odds and perks get tuned, so when in doubt the full How To Play guide and the live pages win. Questions in stream? Ask the crew, or use !sub hint for a quick strategy tip.