Project Neptune

Loading Instructions

1. Set up your system and plug in both your mouse and joystick (if you have
one).

2. For the Atari ST, insert Project Neptune disk 1 into drive A and turn on
your system.

For the Amiga 500 or 2000, insert the Project Neptune disk into the
drive and turn on your system.

For the Amiga 1000, detach the external memory if present. Insert a
disk containing Kickstart version 1.2 into the drive and turn on your
system. When asked to insert the Workbench disk, insert the Project
Neptune disk instead.

3. The game loads automatically. After a moment a plane appears and
special agent Robert (Rip) Steel parachutes to his drop zone in the
North Sea. To get Rip to his submarine, steer his Power Ski by moving
the joystick handle or pressing the Left and Right Arrow keys. To kick,
press the fire button or Spacebar.

4. When the first game screen appears, press F1, F2, or F3 to choose a
skill level and begin play. (Level 1 is easiest.)

Note: You can press Esc any time after the plane appears to bypass the
opening sequence. On the Atari ST, follow the on-screen prompts to switch
disks in the drive.

5. When a game ends, press Esc to begin a new game.

Game Control

You can use the mouse, joystick, and keyboard interchangeably to pursue
your enemy, Yellow Shadow.

Joystick Control. Push the handle in any direction to move. Press the
fire button to fire your weapons.

Keyboard Control. Press the Up, Down, Left, and Right Arrow keys to move.
Press the Spacebar to fire your weapons.

Mouse Control. Roll the mouse in any direction to move. Press the left
mouse button to fire your weapons.

1

The Remora's Control Room

When you're in the control room of the Remora, press Return to toggle
between submarine control and cursor command.

Submarine Control

Toggle to submarine control to steer the Remora with your joystick,
keyboard, or mouse and fire Needle CAST-2 torpedoes. (See Weapons and
Tactical Hardware Briefing in your Top Secret folder for complete
information about the Remora and its underwater equipment.)

Cursor Command

Toggle to cursor command to select and use the defense systems in the
control room. An arrow cursor appears when you can move with the joystick,
keyboard, or mouse. Move the cursor to the item you want, then activate
the item by pressing the fire button, Spacebar, or the left mouse button.
(See the 633S-EG/1 Submarine Operating Instructions PN1520E-62 in your Top
Secret folder for complete information about your defense systems.)

UCDs (Underwater Concussion Devices)

To drop a UCD from the sub, follow these steps:

1. Toggle to cursor command.

2. Select the Drop UCD panel. The UCD graphic in the panel disappears.

3. Select either arrow in the UCD Timer Adjust to set the time to anywhere
from 5 to 120 seconds.

4. Select the UCD Timer panel to launch the UCD. Or select the Drop UCD
panel again to abort the launch. You must either launch or abort the
UCD before you can give another command.

When in SCUBA gear, press Return to drop a UCD. For SCUBA drops, the UCD
detonation time is constant at 40, 35, and 30 seconds respectively for
skill levels 1, 2, and 3.

2

Using the SASMAP

When you select the SASMAP item in the control room, the Satellite/Aircraft
Symbolic Map appears. This map gives you constantly updated information
about your undersea situation. Use the joystick, keyboard, or mouse to
move the crosshair on the map.

To receive information about an object on the map, position the crosshair
on the object and press the fire button, Spacebar, or the left mouse
button. A message appears identifying the object and giving its current
status.

To return to the control room, press Esc. (See the SASMAP sheet in your
Top Secret folder for more details about your map.)

Automatic Pilot

To set the Automatic Pilot, first display your SASMAP. On the map,
position the crosshair near the object you want to go to, then press the
fire button, Spacebar, or the left mouse button. Next, press Return. The
Automatic Pilot engages and takes you to your requested destination. during
Automatic Pilot navigation, an armored grid protects the viewport in the
control room.

To disengage the Automatic Pilot, return to the control room and press
Return, or activate your SCUBA or PDP gear.

Special Key Controls

Esc Bypasses airlock sequences when you're switching to PDP or SCUBA
gear. Returns you to the sub after PDP or SCUBA activities.
Returns you to the control room after using the SASMAP. Begins a
new game from the end-of-game screen.

F1 Reverses up/down control of your PDP. For example, after pressing
F1, pushing the joystick handle up will move the PDP down. Press
F1 again to resume the original control state.

P Pauses the game at any time. Press the fire button, Spacebar, or
the left mouse button to resume play.

S Saves a game. Press S, then press Y to save or N to continue
without saving. The game you save overwrites any other saved game
on the disk.

L Loads a saved game. Press L, then press Y to load or N to continue
the current game without loading the saved game.

3

T O P S E C R E T

DOSSIER

Subject Name: Richard Douglas Klein

Code Name (if any): Yellow Shadow Sex: M

Birth Date: 07-12-35 Birthplace: Norfolk, Virginia USA

Ht.: 5'3 Wt.: 230 Eyes: GRN Hair: None

Distinguishing Features: Heavy brow, severe overbite, sallow skin tone due
to chronic jaundice.

Education:

1. B.S. Physics, M.I.T. 1956
2. M.S. Nuclear Engineering, M.I.T. 1959

Employment History (list most recent first):

1. Date: March 1966-February 1969
Employer: Wilson Research, Inc., N.Y., W.Germany
Position: Weapons Research Coordinator
Reason for Separation:

Voluntary. Disappeared when company discovered he was selling development
blueprints of classified weapons systems to Warsaw Pact countries.

2. Date: November 1964-February 1966
Employer: New Jersey Marine Institute, N.J.
Position: Submersible Drive Systems Engineer
Reason for Separation:

Involuntary. Terminated for violence of company non-disclosure oath.

3. Date: July 1959-September 1964
Employer: National Aerodyne Industries, W.Vir.
Position: Weapons Propulsion Engineer
Reason for Separation:

Involuntary. Terminated for misuse of company funds and equipment.

Known Personality Disorders:

Hyperactive as a child. In adolescence, developed a dependency on
methaqualone (Quaaludes). In college was diagnosed as suffering from manic
disorder, characterized by seizures of wild enthusiasm and exaggerated
feelings of self-worth. Uses alcohol as a depressant when methaqualone is
unavailable.

Cause for Surveillance:

Intelligence reports that subject defected to East Germany in February 1969
just before West German officials indicted him for espionage and conspiracy
to commit treason.

Remarks:

Subject is considered to be one of the most successful arms dealers in the
world, specializing in large-scale tactical weapons. He is rumored to have
contacts with every military weapons contractor in the United States. He
has a reputation for being hones with clients; treacherous and ruthless
with competition.

File: PC#1420H-62 Date: 27 October 1982

Authorization: Col. O. Bennett Bendix

ref file 011.8397
PN#1520A/62

M E M O R A N D U M

TO: Supreme Allied Commander Europe, NATO

FROM: Commander Allied Special Forces Europe

DATE: November 15, 1989

RE: YELLOW SHADOW

My tactical team and I have analyzed the situation developing in the North
Sea. We agree that YELLOW SHADOW's operation must be eliminated as
quickly and quietly as possible.

The situation is unfortunately complicated by the fact that YELLOW SHADOW
is conducting his operation on the northeast edge of Dogger Bank.
This location is one of the most heavily trafficked fishing grounds
in the North Sea. In addition, the area is encumbered with natural
gas drilling platforms. Due to the repeated occurrence of
potential witnesses in the area, sending a surface strike team is
out of the question.

The only way this operation can be performed secretly is by sending a small
one-man submarine into the area to covertly destroy YELLOW SHADOW's
network of bases. The operation's code name will be PROJECT
NEPTUNE>

I am assigning special agent Robert "Rip" Steel to this mission. He is an
accomplished diver who has successfully completed several
underwater missions, most notably PROJECT PUFFERFISH (ref file
009.3665). He is also experienced in piloting submersibles. Most
importantly (due to the extreme urgency of this mission), he is
currently unassigned. I am confident Steel will quickly eliminate
YELLOW SHADOW and his operation.

Steel will be dropped by parachute to his submarine tomorrow at 0745Zulu.
I will keep you advised on his progress.

Rip -

This is a copy of the memo H. sent to SACEUR this morning. He asked me to
slip this into your TOP SECRET folder. The mission is entirely on your
shoulders. Be careful!!

TOP SECRET

FROM: Commander Allied Special Forces Europe

TO: Special Agent Robert "Rip" Steel

RE: PROJECT NEPTUNE

INFO: Mission Summary and Assignment

1. Allied intelligence reports surveillance satellite stations and are
recording increased underwater activity in North Sea as of 0903Z 14Nov.
Photographs by Airborne Unit show activity is undersea mining operation
of unknown duration. Intelligence believes operation coordinated by
known private arms dealer code name Yellow Shadow. Past geologic
surveys indicate area is rich with uranium deposits repeat uranium
deposits. Consensus is that Yellow Shadow will manufacture nuclear
stockpile for sale to unfriendly governments.

2. Mining operation consists of multiple undersea bases. Intelligence
suspects facilities can extract unacceptable amounts of uranium within
thirty-six hours repeat thirty-six hours. Consensus is that these bases
must be destroyed. NATO concurs but insists operation be covert to
avoid international incident.

3. You will be airlifted to North Sea drop site 55N 3E at 0745Z 16Nov.
From there you will travel due west by power ski to rendezvous with
submarine HMS Remora. Conduct commando raid to destroy bases before
Yellow Shadow extracts sufficient uranium to fuel nuclear arsenal.

Sent: 1037Z 15Nov

TOP SECRET

PN1420B-62

PN 1420G-62

LOCATION AND ENVIRONMENT REPORT 15 NOV 1989

LOCATION: NORTH SEA, 55N 3E
DOGGER BANK, BETWEEN GREAT BRITAIN AND DENMARK

DEPTH: 50 TO 120 FEET

TEMP: AMBIENT: 4 TO 5
(DEGREES OCEAN SURFACE: 7
CELSIUS) DEPTH 20 FEET: 5
40 FEET: 5
60 FEET: 4
80 FEET: 4
100 FEET: 3

TIDE: TIDES ENTER NORTH SEA FROM THE SOUTH THROUGH THE ENGLISH CHANNEL AND
THE STRAIT OF DOVER, AND FROM THE NORTH ALONG THE COASTS OF NORWAY AND
DENMARK. TIDES CANCEL EACH OTHER ABOVE DOGGER BANK. THE AREA EXPERIENCES
ALMOST NO RESULTANT TIDE.

SEA LIFE: SMALL AMOUNTS OF KELP PRESENT. AREA IS SHARK INFESTED AND
ATTACKS HAVE BEEN REPORTED. ALSO ISOLATED REPORTS OF ATTACKS BY GIANT
OCTOPUS. THESE ACCOUNTS ARE UNRELIABLE.

WEATHER FORECAST: FOR 16 NOVEMBER 1989 0800 HOURS. PARTLY CLOUDY WITH
CLOUD BASE AT 9,500 FEET. 60% CHANCE OF PRECIPITATION.

########################

TOP SECRET

1048Z 15NOV

INFO: SASMAP Radio Frequency - 3.27 kHz

1 - Allied Bases
2 - YELLOW SHADOW's Bases
3 - Power and Supply Linkage with Node
4 - Crosshair for Positioning
5 - Oxygen and Energy Meters
6 - Underwater Topography

Due to the dynamic nature of your assignment, you will need
up-to-the-minute information about YELLOW SHADOW's movements and activities
in the area. Your submarine is equipped with a SASMAP (Satellite/Aircraft
Symbolic Map) which superimposes graphic symbols of various strategic
elements on a map of your immediate surroundings.

SASMAP is compiled from a number of intelligence sources which are
invisible to you; however, you get the resultant signal. It is fortunate
that your assignment location is in water less than 150 feet deep, so you
will not have to surface to receive telemetry. The SASMAP signal can be
transmitted directly to you continuously by ELFR (Extremely Low Frequence
Radio) from an aerial 200kW transmitter. This telemetry will be
transmitted on a coded channel known only to you and the radio technician
operating the transmitter.

SASMAP has been installed with some special features specific to your
assignment. It is linked with your Automatic Pilot, such that you can
specify a point on the map and your Automatic Pilot will take you there.
Also installed is the ability to access precise information about various
items, i.e., how much longer an acoustic decoy will operate, the amount of
supplies an Allied base has, etc.

TOP SECRET

PN1420F-62

File Pn1420C-62 Page 1 of 2

PROJECT NEPTUNE
Strategic Analysis and Tactical Summary
November 15, 1989

ANALYSIS OF YELLOW SHADOW'S OPERATION

YELLOW SHADOW is planning to extract uranium ore from the sea bottom with a
network of mining bases. Undersea mining has always been too expensive for
commercial applications; however, the amount of money many countries will
pay for nuclear arms makes YELLOW SHADOW's operation extraordinarily cost
effective.

To get the uranium from the sea floor requires a tremendous amount of
energy, and therein lies YELLOW SHADOW's weakness. To power his mining
network, YELLOW SHADOW has connected his bases by what appear to be power
and supply linkages. Halfway between any two linked bases ia a node that
facilitates the transfer of power and supplies between bases. Intelligence
advises that the cutting of all links leading to a base will effectively
destroy it. The conclusion is obvious: destroying all nodes will result in
the destruction of all bases.

This will not be a simple task because YELLOW SHADOW has surrounded his
mining network with undersea patrols. These patrols consist of men in
enclosed versions of your submersible's propeller driven platform. They
make up YELLOW SHADOW's primary work force. Three kinds of patrols have
been identified:

Defense Patrols: Two defenders who stay with each base to
protect it from attack.

Worker Patrols: Two or four workers who construct new bases
and linkages.

Warrior Patrols: Six warriors who aggressively seek out and
attack encroaching vessels.

These patrols are totally dependent upon their bases. By extrapolation,
destroying a base should destroy all its patrols as well.

THREATS TO YOUR OPERATION

1. ATTACK BY YELLOW SHADOW PATROLS. Patrols attack by releasing depth
charges or contact mines. One member of the patrol attacks while the
others hang back to avoid taking flak from the incipient explosion.

To counterattack: A) Launch a UCD from your submersible. Immediately
evacuate

File Pn1420C-62 Page 2 of 2

the area to avoid sustaining damage from the blast.

B) Exit the submersible in SCUBA gear and drop UCDs.

C) Exit the submersible and utilize the PDP to obtain
proximity to a patrol. Destroy the patrol with laser
fire. Watch out for kelp.

2. COLLISIONS WITH FLOATING MINES AND SUBMERGED ROCKS. NOTE: When your
Automatic Pilot is engaged, your submersible will avoid all obstacles.

To protect your submersible from damage: A) Steer around obstacles.

B) Utilize your torpedoes to
destroy them.

ALLIED SUPPLY BASE

By the time you reach your submersible, we will have placed a number of
unmanned Allied supply bases in the area. When you need to restock your
ordnance (UCDs and decoys) or replenish your oxygen and fuel supplies, pull
your submersible up close to an Allied base. It will automatically be
restored to full operating capacity.

Constant monitoring of your control room meters (oxygen, energy, UCD
status, decoy status) is essential to knowing when your submersible
requires repair and resupply.

SUMMARY OF MISSION OBJECTIVES

1. DESTROY YELLOW SHADOW'S BASES. Destroy a base by severing all links to
that base. To sever a link, travel to its node (manually or on
Automatic Pilot), then dive with your SCUBA gear to plant a UCD at the
node. The UCD must be planted directly in front of the node to insure
that the link is completely severed. A spear gun is supplied with your
SCUBA gear for eventualities.

2. PROTECT ALLIED SUPPLY BASES FROM WARRIOR PATROLS. REMEMBER: Refitting
at Allied bases is the only way you can replenish your oxygen and fuel
supplies, restock your defense systems, and sustain repairs. Expect
warrior patrols to attack Allied bases.

3. COMPLETE YOUR MISSION WITH THE UTMOST SPEED. YELLOW SHADOW is like a
plague of warts. While you're destroying one part of his operation,
he's constructing new base, strengthening his network with linkages, and
continuing to mine increasing amounts of uranium ore. You MUST move
faster than YELLOW SHADOW.

* * *

WEAPONS AND TACTICAL HARDWARE BRIEFING
PROJECT NEPTUNE

Compiled: 15 November 1989
By: Tactical Division Chief Allied Special Forces
To: Special Agent Robert Steel
Authority: Commander Allied Special Forces Europe
Archive: PN1520-D-62
Status: SECRET

Tomorrow morning at 0745 you will be dropped by parachute into the North
Sea at coordinates 55N 3E. Then you will travel by Power Ski due west to
rendezvous with HMS Remora, the submarine you will use for this mission. We
are confident that we will get you to the drop site unnoticed, so you will
be able to travel to the Remora unmolested.

This report describes all the weapons and hardware that will be at your
disposal throughout the course of your mission.

I. Submarine Spec Sheet 633S-EG/1 (Fig.1.1)

The Remora was originally a research vessel. On short notice it was the
best submarine we could find that was less than twenty meters in length.
Reduced length is desired in order to minimize its sonar signature.

It is fitted with relatively little armor and has no built-in weapons
systems. It does, however, have fairly good range and produces minimal
noise. It has been retrofitted with several technically advanced devices
for your assistance. Due to these refits, the submarine can accommodate
only a single crewman.

Although the submarine originally had no torpedo tubes, the bow area held
powerful underwater spotlights. These were removed to allow installation
of two miniature torpedo launchers capable of firing Needle CAST-2
torpedoes. The submarine also has two chambers in the bow that were used
to discharge scientific equipment. These chambers have been modified to
allow the starboard chamber to drop Underwater Concussion Devices (UCDs),
and the port chamber to drop acoustic decoys.

In the stern is an airlock through which you can exit the submarine while
submerged. Inside the airlock is your equipment for conducting submerged
maneuvers: SCUBA gear, a spear gun, and a Propeller Driven Platform (PDP).
There is direct access from the bridge to the airlock.

I.D.: CS-51/3D (Great Britain)

CLASS: Research Submersible

NAME: HMS Remora

BUILT: March 27, 1983

DIMENSIONS:
Length: 17.6 meters
Beam: 5.1 meters
Draft: 5.6 meters

DISPLACEMENT:
Surfaced: 800 tons
Submerged: 950 tons

PROPULSION:
Diesel/electric; single motor/generator
Single shaft

CREW: 1
Fig. 1.1
HMS Remora (C5-51/3D)

II. Needle CAST-2 Torpedoes (Fig. 2.1 & Fig. 2.2)

The bow of your submarine has been retrofitted to accommodate firing tubes
for the deployment of Needle CAST-2 (Counter Anti-Submarine Torpedoes)
torpedoes. These torpedoes are small contact-detonated explosives which
are designed to quickly destroy enemy anti-submarine devices, such as
floating magnetic mines. Needles are launched in pairs. They are guided
by coordinated active sonar that allows them to contact the target at a
single point to concentrate their destructive power.

III. Underwater Concussion Devices (Fig. 3.1)

Your submarine is stocked with five (5) Underwater Concussion Devices
(UCDs). UCDs are sophisticated bombs made with charges of confined high
explosives. The main explosive is Composition B, which you may know is a
combination of liquid TNT and RDX. (I believe you Americans call RDX
hexogen). The CompB putty is packed into high-strength titanium-steel
cylinders under extreme pressure. These cylinders are then grouped: six
cylinders around one. By detonating the outer cylinders first, the inner
cylinder explodes an instant later, intensifying the resulting shock wave
by a factor of three. The CompB charges of the UCDs are set off by a
powerful detonating base charge made with pentaerythritol tetranitrate
(PETN). This in turn is ignited by a tungsten-magnesium wire, which is
connected to a battery through a simple timer.

UCDs are very durable and safe. They cannot be accidentally detonated by
mild concussion, they are fairly resistant to heat, and they are, of
course, quite waterproof. The only danger of accidental detonation is if
the timer casing is pierced, which may short circuit the fuse and set off
the bomb. Therefore it would not be wise to shoot your spear gun at an
armed UCD.

IV. Acoustic Decoys (Fig. 4.1)

Your submarine is stocked with five (5) acoustic decoys. These are
cylinders that emit sounds similar to but louder than those made by your
submarine. They are battery powered and have an operating duration of
three (3) minutes.

V. Propeller Driven Platform (Fig. 5.1)

In the airlock you will find a Propeller Driven Platform (PDP). It is
propelled by twin propellers which are housed in cylinders on either side
of the platform. The cylinders are powered by a simple battery. There is
no throttle; just turn on the power to cruise at its nominal speed.
Steering is performed by shifting your weight left, right, up, or down. The
PDP is equipped with a low frequency, high energy laser which, when fired,
can effectively destroy small enemy submersibles at very close range.

VI. SCUBA Equipment

In the airlock you will also find SCUBA equipment, including a spear gun.
Your invigorating reputation as a diver leads me to forego any further
explanation.

***

633S-EG/1 Submersible Operating Instructions PN1420E-62


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1 Compass 8 SASMAP
2 Clock 9 UCD Status
3 AWAM 10 Decoy Status
4 Viewport 11 UCD Timer
5 PDP Access 12 UCD Timer Adjust
6 Drop UCD 13 SCUBA Access
7 Drop Decoy 14 Oxygen and Energy Meters

1 Compass - Shows your current heading in degrees. Zero (0) is magnetic
north.

2 Clock - Displays the current Greenwich mean time (Zulu time).

3 AWAM - Advanced Warning Acoustic Monitor. Collects and interprets
acoustic data on near objects; translates the signals into graphic
images.

4 Viewport - Shows what lies directly ahead of the Remora. Due to light
distortion, objects appear 30% larger than actual size. During
Automatic Pilot navigation, an armored grid protects the viewport from
collision.

5 PDP Access - Use this panel to move into the airlock and activate the
propeller driven platform.

6 Drop UCD - Use this panel to prepare a UCD for launching. Then use the
UCD Timer to launch the UCD, or use this panel again to abort the
launch. Once you use this panel, you must either launch or abort the UCD
before you can give another command.

7 Drop Decoy - Use this panel to jettison an acoustic decoy. Once
jettisoned, decoys operate for 180 seconds.

8 SASMAP - Satellite/Aircraft Symbolic MAP. Use this to consult a detailed
map of the surrounding seascape and all strategic elements, and to set
your Automatic Pilot.

9 UCD Status - Bright lights indicate remaining UCDs. Flashing lights are
UCDs that have been planted and are undergoing countdown to detonation.
Dull lights are UCDs that have detonated within the last 10 seconds.

10 Decoy Status - Bright lights indicate available acoustic decoys.
Flashing lights are jettisoned decoys that are still operating.

11 UCD Timer - Shows the current UCD Timer setting in seconds. It can also
display time left before detonation of the UCD selected in the UCD
Status bar. If no UCDs are selected or undergoing countdown, the
readout displays a time of 000.

12 UCD Timer Adjust - Use these arrows to change the time delay of the
selected UCD. If no UCD is selected, use either arrow to move the
identification square on the UCD Status bar so you can check the time to
detonation of any UCDs you have dropped.

13 SCUBA Access - Use this panel to move into the airlock and activate your
SCUBA gear. SCUBA stands for Self-Contained Underwater Breathing
Apparatus.

14 Oxygen and Energy Meters - Display the amount of oxygen and fuel
available. Full bars indicate reserves are at 100%. During normal
operation, reserves are used at a rate of 8% per minute. Structural
damage to the submarine substantially reduces the available supplies.
If the reserve level in either bar reaches 0, the Remora automatically
surfaces.

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