Phase 1/World 3/3-5


 * To clear 3-5, you need to sink the boss flagship 4 times.
 * LoS requirement is 28 in F33(Cn=4) for G->K.
 * Cn=4 indicates that the LoS you receive from equipment weights 4x more than usual.
 * Clearing this map rewards a Medal and 150 ranking points.

Tips

 * The central routes (A-E-F-K or B-E-F-K) are not recommended as there is an enemy submarine on E node, which diverts attacks from DD & CL while stronger enemy ships deal heavy damage.
 * Some recommended fleet compositions:

North Route (A-C-F-K)

 * 3 CV + 2 CLT + 1 SS / 3 CLT + 3 CV
 * Opening torpedo and air attack can clear out the enemy easily, but it's not effective against.
 * is always forced to attack submarines and her is weak, but other light enemy ships are a threat to your submarine.
 * 3 CV(B) + 3 CA(V)
 * CA(V) can bring Type 3 Shell to disable/destroy . This is completely unnecessary if you wish to only reach the boss.

South Route (B-G-K)

 * 1 CL + 5 DD
 * Guaranteed to reach the boss via B-G-K if you can pass the LOS check.
 * Bring more surface RADAR if you cannot meet the LoS requirement with a seaplane only.
 * You should bring your best DD, players without enough good DD should consider an alternative option.

South Route (B-G-K) with CAV

 * 1 CAV + 1 CL + 4 DD
 * Good for Final Form and makes node G a lot easier as CAV can bring 2 Rank-7 Zuiuns to deny enemy's Air Supremacy there, force Air Parity on both sides => Neither side can perform Artillery Spotting.
 * However, you have 2 chances of getting offrouted if you're using a CA(V) in your fleet, so this is generally not recommended.
 * Moreover, this composition is now useless with the new routing since you'll pretty much be going though A-E-F(?)-... Needless to say, node E is a death sentence to your light ships (unless they're lucky enough to dodge shelling from two BBs and merciless Hoppou).

South Route (B-G-K) with AV

 * 1 AV + 1 CL + 4 DD
 * This setup utilizes an AV for opening attacks and also to establish your own air superiority. This effectively prevents your fleet from having to fight node G under Air Incapability, making this a more reliable choice. However, this comes with the risk of having a small chance to offroute to node A, in which you are recommended to just retreat. Unlike using a CA(V), routing from node B to G is always guaranteed.

South Route (B-G-K) OR (A-D-B-G-K) with 2 CL

 * 2 AV + 2 CL + 2 DD / 4 AV + 2 CL
 * This setup gives you 2 CL to utilize and 2 AV for opening attacks while also preventing Air Incapability. You are allowed to freely interchange DDs with AVs if you want, you can even go for 4 AV + 2 CL. The downside of this setup, is that the risk of offrouting to A at the beginning is much higher as well, compared to using only 1 AV + 1 CL + 4 DD. But in case you do offroute to node A at the beginning with this setup, you will have a higher chance to survive the A node compared to other fleets, allowing you to continue down the A-D-B-G-K route with no real penalty. Just like 1 AV + 1 CL + 4 DD, routing from B to G is always guaranteed.

South Route (A-D-B-G-K) with and 2 AVs

 * + + 1 CLT + 1CL + 2 AV
 * This setup takes the longer route but allows for stronger openings compared to the fleets presented above. A total of 3 opening torpedoes, 2 Torpedo Bombers and at least 2-3 Seaplane Bombers can be brought, making this fleet very useful for taking out a high number of ships before the shelling phase. The main issue of this fleet are the inflated costs if gets damaged and the first battle at node A. Otherwise, it should not pose serious threats on nodes B and G for the reasons mentioned above. You are recommended to put  as flagship for her extreme frailty to reduce the chances of being targeted by any enemy ship. She is best used with 2  and a  to increase her shelling power significantly. Do note however, that her very small slots are subject to rank losses against the  at the Boss node.


 * NOTE: Enemy patterns below with (Final) will always be encountered when the boss gauge is 1/4 or if you've already completed this map.


 * Although there is no visual difference, players at HQ 84 and below will face a weaker version of the at node F.