Project Neptune manual
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 |-----------|------|-------------------|---------------|------------------| | | 1 | | 2 | | | |------| |---------------| | | |----------| | | | 3 | | | |----------| | | |-------------------------------------------------------------| | | | | | | | | | | | ||---|| | | || || | | 4 ||14 || | | || || | | || || | | || || | | || || | |-------------------------------------------------------------||---|| | |-----| |-----|-----| |---| |---| |--------| |-----| | | | 5 | | 6 | 7 | | 9 | |10 | | 11 | | 13 | | | |-----| |-----|-----| |---| |---| |--------| |-----| | | |--------------| |--------| | | | 8 | | 12 | | | |--------------| |--------| | |-------------------------------------------------------------------------| 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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