World 1

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Tip

 * Easy map for flagship-sparkling.

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Stage Guide
The route from D to C is one-way only (you can not move from C to D). All compass spins in this stage are random. Keep trying if you're getting detoured to the maelstrom. Do note that F has heavy cruisers and the boss node has a battleship.

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Stage Guide
After playing this stage once you may notice that standard aircraft carriers kind of hurt. For now your only countermeasures are to pick up a few heavy cruisers in this stage or 1-3 and train them up or just trying to craft battleships for doing the same just to push through with firepower and armor. Otherwise you can try to build your own aircraft carrier and put on fighters of your own to shoot down enemy aircraft. Note that this last suggestion will also help in completing the Akagi quest (A11 and B10).

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Stage Guide
This is a complete submarine map, unless your fleet composition is wrong and you go off-course. Considering the experience you can achieve per sortie *~1500 exp) and compared to the consumption (8-9 bars), this map can be a good place to level up your DDs and CLs for low level admirals. Since the composition of most of the early formations are very small (less than 3), this is a very good place to have the Quests Bd1, Bd2, Bd3, Bd8, and Bw5 completed with little to no danger to ships.
 * To reach the boss, a fleet of no more than 4 ships is required.


 * Having exactly 1 CVL/CAV/AV/LHA prevents you from being sent to node G from E, 50-50 otherwise.
 * Having more than 2 CL or a normal BB or having more than 4 ships will send you from C to F (enemy carrier).
 * Having a SS might send you from C to F
 * Nodes F and G consist of very strong enemies, even after being adjusted to your admiral level. Make sure you satisfy the fleet requirements above and have at least 1 DD or 1 CL in order to reach the boss safely.


 * Being sent to node D requires more than 4 ships, as yet no D -> I (boss) route is known. UPDATE: If you lose enough ships at D to then have 4 ships or less you can go from D -> I


 * At least 1 BBV is highly recommended as it can equip seaplanes to hit subs while allowing you to enter the 2nd shelling phase.


 * Clearing this map gives you bonus medals and a boost to your admiral points for ranking purposes. At the beginning of each month, the boss HP bar will be reset, thus allowing you to obtain the medal and bonus points again. (If the month has reset and the boss bar didn't regen for you, get a new API link.)


 * The enemies on the map is scaled to your admiral level, which means that the enemy may rank up when you hit a certain admiral level.  Nodes power up at levels 40 and 80.
 * 1 CVL, 1 BBV, 2 DD/CL is the recommended composition with a 100% chance to reach the boss.
 * If you don't need any of the stage's drops and your Admiral Level is below 80, you can infinitely grind the first node by putting your fitting your flagship with pure ASW. The submarine can't attack unless it survives the shelling phase, and like grinding the first node of 1-1, getting MVP every run will virtually ensure that she doesn't become fatigued.
 * Provided you have the resources to burn, consider adding units that can't steal MVP to the grind. Example compositions include CLx1/DDx5, CLTx1/DDx3/CVLx2. If bringing carriers, remove their planes prior to sortieing. These ships will quickly reach low morale, but seeing as they won't be hitting anything (except in the rare case that the flagship misses), that's all right.

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