Return to Atlantis As you know, the war has been escalating. The historical wing of the capitol's library was destroyed last night by a bomb explosion. From the destruction we salvaged only a few of the priceless historical books and statues. We also recovered the following hand written page, which was unscathed by fire or water. How this undamaged item got in among the rubble remains a mystery. There came a time in the history of the earth when the ocean offered the last frontier. Man had exhausted the resources of the land - the only medium he had ever learned to dominate. The hills were mined dry, the forests were burned bare, and the plains were ploughed raw. Even the timeless deserts bore scars of industrial invasion. Through the centuries, the cancer of progress continued unimpeded until the land could endure no more. When the earth was finally culled clean, mankinds hopes turned to the seas. With visions of a new way of life, free from the legacy of exploitation, he adapted to the waters. The awesome power of the environment tempered man's greed in the beginning. From this spurious veneration, he vowed to ration precious resources and preserve the ocean's many treasures. But as the sea began to lose its intimidating mystery, the majority of those who broke the vow grew. Soon, they became a majority with the strength to propagate their plans worldwide. The plans stated that under their guidance, harvesting of the seas fruits would proceed "with a pioneer spirit" and not be hindered by "conservationist paranoia." They rallied behind the philosophical masthead of "Maximum Utilities Management," one which only thinly disguised the reckless consumption that had gone on throughout the previous centuries. Those who saw the sea as a viable alternative to land-based life did not accept the return to wanton exploitation. Their desire to preserve this new way of life awakened the tale of Atlantis, the island kingdon of the Atlantic. They recalled a great race of people whose lives, both on land and in water, were not separated by any shores. And they vowed to rebuild this great society even if it meant a final confrontation between land and sea forces. Now, the expected battle has finally begun after centuries of antagon- ism. In an effort to proceed covertly to shield the public from the reality of the severed relationship, both forces have adopted sabotage as their favored method of attack. To keep the war from escalating into overt combat, The Foundation, a secret worldwide organization committed to unifying the forces of earth, has recruited the best gradualte form the Academy. What that recruit can do for the future of humanity is yet to be seen.... Your Mission In Return to Atlantis, you are an agent of The Foundation. Your pur- pose: to help mantain the balance between the forces of sea and land; to protect the creatures that swim in the ocean waters; and to oppose all those who seek to exploit the sea's wonders at the expense of the ecosystem. Who knows? You may even discover the secret of lost Atlantis along the way. From The Foundation's base on Isla Perdida, you receive your assign- ments from headquarters through a holographic projection from The Foun- dation's head agent. Headquarters gives you details of the mission and points out any dangers you need to be aware of. Once your briefing is complete, you go to the Sea Thief Cafe on Isla Perdida. This is the hot spot for buying and trading secrets. Here, you question the mysterious informatns for leads tha can help you with your mission. After you've collect your leads, a map of the world appears and a red line traces the flight pattern of your ship, the Viceroy. When you reach your destination, the Viceroy lands and your mission begins. During your mission, ART, your onboard computer, keeps you posted on your status. If you fulfill your objective, ART gives you information about the mission just completed and about your next mission. If you don't succeed, ART outlines the efforts of your failure. Getting Started Boot your Amiga with Kickstart 1.2. IF you don't have an initialized disk to save your characters on, prepare one with Workbench. When that's done, insert Return to Atlantis Disk I in the internal drive when the computer asks for a Workbench disk. Double click the "Atlantis I" fish, and then double click Dive. You now see a messge warning you that if you continue, the system will reset. This reboots the machine, so save any work that you've done. Press the spacebar any time during the introduction to start the aquatic adventure. CAUTION: Never write-enable your Atlantis I or Atlantis II disks. Also, never remove a disk while it's in use or the information on it will be obliterated. Even a top graduate of the Academy like you won't be able to recover the data with all the tools in the world. Mouse, Joystick, and Keyboard Tips Whenever you're instructed to click on something, use the left mouse button unless you're specifically told to use the right mouse button. If you're using a joystick, plug it into port 2. The button on the joystick acts the same as the left button on a mouse. Since there is no right button on the joystick, use the alternative that you're given. After you dive, you'll see the Underwater Actions Menu at the bottom of the screen. To get to it, double click the button, or press M, and an arrow which you can select menu options with appears. NOTE: Don't use M if you're viewing RUF through the camera or the selection arrow will disappear. Should this happen, press X to get out of the Underwater Actions Menu. Press or cllick the right mouse button to stop swimming. Even though you're not swimming, time will still elapse. If you want to pause (and not use up time), press . At almost any time during the game, you can press for onscreen help. Creating a Character After you load Return to Atlantis, you're asked if you've created your ID disk yet. If this is the first time you've played, click NO. If you've previously created an ID disk, click YES. You'll be asked to enter a name, and if you want to rerun an adventure you've previously played. The first step in creating your identity is to choose a name. Click Name and type in a name up to 17 letters long. Next, click Age and enter an age. Then click Male or Female. Finally, click Done and you'll move on to the diver profile. The rest of your identity as an agent of The Foundation rests on the seven attributes that you now see on the screen. Psychology The informant's behavior towards you. Being strong in psycology makes it easier to get information because the informant will be more receptive. You can develop this strength by studying the informant's behavior and using the right methods to question him or her. Athetics Your underwater manueveralbility and your ability to swim against the current. Telepathy The maximum range at which you can communicate with RUF, your underwater robot. Awareness Your self-awareness. The greater your awareness, the slower you'll use up your oxygen supply, and the less you'll have to interrupt your mission to surface for air. Programming Your ability to program RUF to search given coordinates. Strong programming skills let you program RUF to search a larger area for each minute invested. Weapons How well you load and fire your weapon. This is critical when you're confronted with enemies. Health Your overall well-being. All agents begin with 100% Health, but that can change according to what you do and how you perform your tasks. Health affects all your attri- butes. For instance, if you're at 50% health, all your attribute values are reduced by 50%; you will use air twice as fast, your range with RUF is cut in half, and so on. When it's down to zero, it's time for you to change your identity and start your career over again. Although you worked hard at the Academy to sharpen all your attributes, these values are determined mostly by fate. Your control is limited to one attribute, which you can increase five points by clicking on it with the arrow. You're asked, "Is this character ok?" If you don't like the values, click No and try again. Once you're satisfied, click Yes and you'll be asked for an initialized disk. This disk will become your ID disk, which you'll put into df0: (the internal drive) to store your new character on. Questioning the Informants After headquarters explains your assignment, a screen with the silhou- ettes of each informant appears. (If you don't want to listen to the entire speech for headquarters, hold down the button to fast forward through it.) Click on the box of the informant you'd like to question or click Continue if yo'd rather go straight to the mission. To learn a little about the informant you're dealing with, press and a short profile appears. To return to the informant, click Done. You have several methods of questioning. Because each informant has his or her own personality, a particular method may work for one informant but not for another. Getting useful information is a tricky process that requires a savvy of who you're dealing with. Remember that informants have their limits. Push them too far - by threatening them too much or by bribing them excessively - and you may find that they won't give you any information. If this happens, it's up to you to reverse their bad opinion of you. All of the informants have critical information so it's wise to keep on their good sides. Greet the informant by clicking Hello. After he or she responds, press the right button to see the methods of questioning. Choose any method to find out what the informant knows. When you're done, click the right button (If you have a joystick, move the arrow up as far as possible and click). When you're done, click Goodbye and you'll return to the screen of silhouettes where you can select another informant or proceed with your mission Hello Click this to begin questioning. Bribe You're allowed to bribe the informants five times per assignment. Bribing is useful as long as it doesn't insult your informant. Each time you use this method, the number of bribes decreases by one. When it's down to zero, you'll have to get your information some other way. Plead If you think your informants will be insulted by a bribe, then the humble approach is useful. Be advised that pleading after threatening may breed contempt. Threaten Some informants can be intimidated, but not at all times. You can make threats if the informant seems evasive when you plead your case, but occasionally this backfires. You may get laughed at if the informant feels secure in his or position, doesn't know anything, or becomes irritated. If go too far, he or she may even leave. Yes/No Click Yes or No to answer questions that the informants ask you. When you respond in a way that pleases them, they may give you more information. If you agree with the informants when you shouldn't, they may sense that you're playing with them and turn on you. Goodbye After some amount of questioning, tou may find that you're up against a brick wall, that this person doesn't know anything, or that you've got hte information you need. Take your leave graciously and click Goodbye. Remember, every minute you spend questioning the informants is one less minute you'll get to spend underwater. ART (Advanced Robotic Transcoordinator) Once you land, you'll see a cutaway view of the Viceroy's cabin as it bobs gently on the surface of the sea. You're standing near the edge of the elevator shaft, geared up in a diving suit and air tanks. The four arrows at the lower right corner of the screen control your movement. For now, walk to the right by clicking on the right arrow and holding it down. When you're directly in front of the ART, stop walking by releasing the button and click the square in the center of the arrows. ART, your computer, is the central intelligence of your operation. In addition to the functions listed below, ART deploys RUF, the underwater robot that accompanies you on all your missions. Done Click this when you're done working with ART. Msg Click this for messages about an upcoming expedition, and about events that transpired during or after your dive. Be sure to consult ART as soon as the Viceroy lands by click- ing Msg. Base Click this to end a mission and return to Base. You won't gain experience if you abort a mission in progress; in fact, your health or certain attribute values may decline. On the other hand, if you successfully complete your mis- sion, your experience points and attribute values will increase. Whether you return to Base with or without succeeding in your mission, you get to keep any tools you found. Scan This brings up a grid overlay of the ocean floor. In the center of the grid you'll see images of the Viceroy and RUF. You can use this grid to perform the initial scan of the area and to pinpoint objects in certain coordinates. This gives you a better idea of the range you need to cover in your dive. To scan, move the arrow to any loca- tion on the grid, hold the button down, and drag the arrow across the grid in any direction. A yellow box outlines the area of your scan. Scan also has the following features: Coordinates Move the pointer to any pplace on the grid and click to get the coordinates. If you've just scanned an area, the coordinates represent the spot where you released the button. Time Cost As you select an area to be scanned, you're racking up a time cost that you must pay if you decide to scan that area. This will be deducted from the overall time allotted to you for this mission. If clues suggest that the target isn't far from the Viceroy, you may want to scan a smaller area of the ocean floor, which costs less than scanning the entire ocean floor. Total Cost This is the total time deducted from your mission for all the scans you made. Scan Once you've selected an area, click Scan and ob- jects on the ocean floor within the yellow box will show up on the grid. Click on any of the objects to get their exact coordinates. Cancel If you change your mind about the area to be scanned, click Cancel and the scan box will dis- appear from the grid. You're now free to create a new scan box. You can't cancel once you've clicked Scan. Show Click Show to remove the images of the Viceroy and RUF, which allows you to see all the objects mapped on the grid. Once you've noted where those objects are, you can reverse Show by clicking it again. Done When you finish scanning the ocean floor, click Done. This returns you to ART's information screen. Status Click Status to check on your attributes. If this is your first mission, you have 100 experience points and your health is 100%. When your health gets low, you should enter the medical beam to recuperate. The Medical Beam The medical beam is the room marked with a cross to the left of the elevator shaft. You can go there to restore your health. When you enter, you'll see "Med. Beam ready for activation" and your health and experience point levels. To activate the medical beam, click the box in the center of the arrows. When you use the medical beam, you also use experience points; if you heal 21 points, it costs you 21 ex- perience points. If your health is too low to dive and you're out of experience points, then you're forced into early retirement. It's time to create a new character and start the game over. The Gear Room Located on the top deck, the gear room is where you store tools and other items used on your dives. Move to the center of the elevator shaft, and click the up arrow. Now click the box in the center of the arrows to call up the two tools lists. Available Tools shows all the tools that you have, while Utility Belt shows the tools that you're going to take down with you when you dive. You can only use those tools that you load in your utility belt before you dive, and you can carry a maximum of five at a time. For a description of a tool, highlight one from Available Tools, and then click Info. To remove the description, click Info in the upper left corner. To add a tool to your utility belt, highlight the tool on Available Tools, highlight an empty space on Utility Belt and then click Get. To remove a tool from your belt, click the name of the tools on Utility Belt and then click Drop. When you're through, close the gear room door by clicking Exit. Underwater Maneuvers Once you've got your tools, you're ready to dive. Walk back to the elevator and click the down arrow until the elevator reaches the bottom of the Viceroy. Click again to dive to the bottom of the ocean. You'll see the elapsed time for the mission in the upper left corner of the scren in an hour:minute:second format. In the lower part of the screen, you'll see the Underwater Actions Menu, where you control your underwater actions and communicate with RUF and ART. To get to this menu, double click the button. You can alos press M, which works as long as you're not Armed. Swim When you begin your dive, this is red. Start swimming by moving the mouse in the direction you want to swim. One movement of the mouse is enough to keep you going in that direction. If the current is strong, it may be hard for you to swim in a certain direction, especially if you don't have enough strength. (If you have one, a propulsion unit helps in these situations.) To stop swimming, click the right button or press . Any movement of the mouse will start you swimming again. Scan You can do this by clicking Scan and then Swim. Hold down the button and you'll see a scanning box with cross hairs. The cross hairs are properly centered on an object when the object is identified in the bottom menu. When this happens, release the button and ART will pick up the scan. Question ART about the object by clicking Art and then Info. Armed To ready your weapon, click Armed. (You can also press the spacebar to toggle between Scan and Armed.) To fire your weapon, hold down the button and you'll see a scanning box. Focus the cross hairs on your target. When you're ready to shoot, remove your finger from the button for a fraction of a second, and click again. Hold down the button for maximum fire power. If you're accurate and if your target is vulnerable, it will disappear of explode. Because of the peculiar nature of underwater terrain, your depth perception may be off, so don't be surprised if you find yourself missing enemies on your first mission. Surface This gets you back to the Viceroy. You'll return to the elevator shaft where your tanks are immediately refilled. Surfacing causes you to lose your position in the water, so when you dive back down, you'll be back in the middle of the map. Air During your dives, keep an eye on your air meter. When air is low, you can voluntarily surface to replenish your sup- ply; otherwise, ART will force you to surface wth an Air Emergency Diver Pickup operation. If ART is forced to rescue you, you'll be penalized with a 5% decrease in health. Health Your health decreases if you're attacked and injured, if you're exposed to highly toxic waters, or if ART must force you up for air. When your health gets dangerously low, go to the medical beam to recuperate. Remember the old Academy rule: Obitum re infecta - Death leaves busi- ness unfinished. Energy This meter is activated when you use an energy cell from your utility belt. Energy cells are used to power tools such as propulsion units or transmitters. POS The position coordinates are calculated on an X/Y axis that begins in the lower left corner of the grid. You can see that axis in the initial Scan grid onboard the Viceroy or in RUF's programming grid. If you activate RUF's cam- era, the numbers indicate RUF's position, not yours. ART Underwater When you're underwater, ART lets you beam up objects or beam down devices you need. He also gives you information on the underwater terrain, objects, and environment. Beam This lets you beam objects to and from the Viceroy. To beam something up, scan the object (it's properly scanned when it's identified in the bottom menu). Next, click Art, click Beam, and then click Up. You can't beam more than one object at a time; if you scan a number of objects, the last one you scanned is the one that ART will beam up. To beam something down, click Beam and then Down. Next, select an item from the Hold Iterms list using the up and down arrows on your keyboard, highlight the plane where the object will be beamed down to (the highlighted plane will be pink), then click Scan and Swim. Hold down the button and you'll see a scanning box. Focus the cross hairs where you want the item to be placed. When you're ready to beam down, remove your finger from the button for a fraction of a second, and click again. Info When ART is blinking, he has a message; click Info to retrieve it. The information can include data on a scanned object, recent developments in the overall scenario, or information pertaining to the terrain or the toxic level of the water. Stats Stats displays your Diver Profile since you last completed an episode, except for health. Changes in health are registered immediately. Tools This brings up your utility belt. Click the tool in the Current Tool list and it will activate, if possible. To exit, click the Current Tools title bar. In your dives, part of your assignment is to acquire tools that you can use in future episodes. Whenever you find a tool, have ART beam it up for you. RUF (Remote Underwater Friend) Your mission often requires you to search for underwater objects great distances apart. By programming RUF to go to specific coordinates while you check out others, you can get twice the work done. After you dive, double click to get the selection arrow and then click Ruf to activate the following options: Cam This shows RUF's underwater view. It lets you view exactly what RUF sees. Prog RUF's programming grid highlights the same objects that ART scanned back on the Viceroy. To program RUF to swim where you want him to, first click Show to remove the Viceroy and Diver images. Then click and hold the button down on RUF's image. Drag RUF along the path you want him to search. Click Erase if you want to try again. If RUF has a path laid out from a previous programming session, erase it before giving him a new one. Next, you'll want to set RUF's reporting level. "Cau- tious," the fastest level, asks him to keep a distance from objects and only to check with you if he sees some- thing. "Aggressive" asks RUF to check things up close and name the object. "Neutral" asks RUF to identify only the object's attributes. You can also specify the attributes of the objects RUF should search for: Chemicals, Tempera- ture Change, Radioactivity, or Metal. In general, the more RUF has to search for, the longer he takes. When you've finished programming RUF, click Done. Msg Click this when RUF is flashing. He wants to tell you what he has sensed or how he feels. Goto Click this to have RUF travel to the last object he repor- ted and to stay there until you turn this off by clicking it again. Completing a Mission When the mission is over, ART will give you a recap on your success or failure. If you've completed the mission successfully, your experience points will increase and you abilities will increase. The better job you do, the more rewarding your promotion will be. You can go on to the next mission or quit for now by returning to Base. Your character will be updated and saved for future missions. Reruns You have the option of rerunning any of the missions you've completed. Many of the missions require you to use special tools to complete them. These tools may or may not be found in the scenario you're in; conse- quently, you might need to rerun a previous mission to retreve them. Tools are transferable; once you find themn, you can use them in any mission. To run a mission over, answer "yes" when you're asked "Would you like a rerun?" (This question comes up after you've loaded the game and enetered your agent's name.) Enter the number of any mission that you've completed. You don't gain experience from reruns, but you can be injured. Foundation Dossier Headquarters has given you the following important documents concerning the missions you will undertake. You are to read only the sections when you're instructed to by headquarters. Several plebes who feared a good challenge have been caught pre-reading the dossier. A particualr timid cadet who confessed to studying the folder in advance has been dismissed for compromising the integrity of The Foundation. The Foundation only hopes that you will not mar you professional career with a similar display of weakness. Assignment 1. The Golden Galleon Argos Document: Surprised by a sudden hurricane, the SPanish Galleon Tristeza sank in 1579 in the Caribbean Sea near Haiti. A Spanish nobleman was aboard, returning to the Old World to contest his brother's seizure of their land. Also aboard was a chest of gold treasures of the Incas. The Seekers have uncovered the location of the Tristeza, and transmitted the coordinates to ART aboard the Viceroy. The treasure lies on the sea floor somewhere near the wreck. You are to find and retrieve the treasure so it can be displayed in museums around the world, instead of being melted down and sold on the black market. As you know, the Sea Thief Cafe is a popular drinking place for local sailors, traders, and other characters with valuable information. You may wish to stop there before leaving for Port-au-Prince on your Caribbean mission. The Sea Thief is owned by Ilya Shasherin, a former Foundation Agent, whose spirit for adventure was sabotaged by his adventure with spirits. Ilya is a good man and, despite his troubles, a loyal friend of The Foundation. His patrons, however, tend to punch, stab, and shoot first, and ask questions later. Caution is not only advisable, it is necessary. The Tristeza may lie an ocean away, but someone in that cafe will know something of value about the treasure. -------------------- Assignment 2. The Weakest Link Argos Document: Deep in the North Atlantic a cable has been severed. This cable is the backup for the Hot Line between Washington and Moscow. With neither nation trusting the satellite link, it is the only direct path of communications between the leaders. Many times in the past the reassurance of speaking as one human being to another has kept world tensions from exploding into war. As you know, both countries have shunned communications satellites due to disturbances in their signals which led them to believe their messages were being intercepted. Our experts say cyclical sunspot activity is to blame, but they do not accept our findings. The cable disruption has both nations approaching a level of panic, despite the fact that our sources continue to report that neither nation is involved in any new activity. Without a direct link, neither can convince the other of their innocence. If we are to break the pattern of mutual distrust before innocent lives are lost, that cable must be returned to service. Assignment 3. Of Pearls and Sunken Ships Argos Document: A cruise ship in the Aegean was attacked last week and the passengers' valuables - several million dollars worth - were stolen. No one was hurt. Six oil tankers have disappeared in the northern portions of the Indian Ocean in the last six months. None of the ships or the crews have been seen or heard from again. Offshore drilling rigs in South America and Asia have likewise been found deserted. All the storage facilities were drained and all the men remain missing. A newly discovered Roman treaure ship in shallow waters off the Western Asiatic has been stripped clean. The guards were all shot in the back, their bodies washing ashore near Brindisi last night. Somebody is striking unmercifully in the pursuit of wealth. Our only lead is a man who phoned the presidents of all the major American and European television networks, claiming that he could seize control of their satellite networks at any time. He told them he would not do so because he would soon be so famous that their news programs would discuss his every move. All that is most unusual, but now for your immediate mission. The pearl beds in the sea of Japan are dying, polluted by an unknown source. Supplies from elsewhere in the worls have already been wiped out by contamination from unrestricted oil drilling and, as a result, the price of pearls has skyrocketed on the world markets. You must find the source of the pollution and cleanse it form the ocean floor so the pearl beds can once again flourish. ---------------------- Assignment 4. Lost and Yet at Home Argos Document: Aquacity, the experimental undersea research station, has been swept by a powerful virus. The marine geologists, and seismologists who live there lie perilously close to death. Our doctors are unable to visit Aquacity to treat the victims, since doing so would risk allowing the deadly virus to escape into the worls. Instead, the scientists sent blood samples to the surface enabling immunologists to develop a vaccine. But when the vaccine was dropped to Aquacity, it never reached the scientists below. About 20 minutes after you arrive in the area, the vaccine will begin to decompose. Although it will still be fully potent, its reading on RUF's sensors will change from chemical to heat. Use your toxicity sensor to check if the parcels you find contain poison. No group has ever expressed opposition to Aquacity and there is no ransom deman. Unlike your previous mission where greed and pride have been elements, the motivation for this attack seems to be to simply destroy Aquacity. You must proceed to the Western Mediterranean, find the missing vaccine, and bring it to Aquacity. Assignment 5. And Only One May Live Argos Document: There recently have been many reports by the fishermen of Mayotte, Anjouan, and Grand Comoro of a living coelacanth seen by local divers in the northern end of the Mozambique Channel. Poachers have converged on Madagascar, each wishing to capture the coelacanth to sell to a private collector for upwards of seven figures. The Seekers report that one of the poachers successfully captured the coelacanth, drugged it, and was transporting it in a special pressurized cage. In the ultimate irony of human avarice, their boat was attacked by rival criminals. In the ensuing chase, the coelacanth fell overboard in its cage and was lost. Our only clue to its location lies in the frantic mayday message and coordinated that were the last words heard from the pochers vessel. You are to go to Grand Comoro, locate the drugged coelacanth and rescue it from its prison. If neccessary, you can bring it here, where it can be protected. -------------------- Assignment 6. Too Far Below Argos Document: A small American submarine, engaged in peaceful scientific research on unusual seisic activity near Fiji, has been depth-charged and severely damaged. It lies helpless on the seabed, but the crew remains alive. Forced to abandon their vessel due to a radiation leak, they took to the survival spheres. Because of limited oxygen supply, this offers only a short extension on their lives. By the time you reach the site, only 30 minutes remain before the crew dies of asphyxiation. The radiation level in the area is gradually growing worse, making your mission progressively dangerous. You must recover the twelve trapped scientists and return them to Base in the Viceroy. -------------------- Assignment 7. Strange Allies Argos Document: The consortium International du Exploitation Miniere (CIEM), headquartered in Paris, has just won permission from International Court for its plans to mine the ocean floor in shallow waters. They plan to use massive explosive charges to expose and mine deposits of high-grade manganese. In the process, they will exterminate virtually every living creature and plant in a twenty-square kilometer area. The first parcel CIEM plans to mine os near the mouth of the Sea of COrtez, just over 300 kilometers southwest of Mazatlan and 320 kilometers south of Cabo San Lucas. I must stress the fact that since the rewriting of the Oceanic Mineral and Petroleum Exploitation Guidelines by the United Nations three years ago, what CIEM plans to do is completely legal, despite the fact that their activites amy make We must intervene. Our only ally is a Greenpeace ship which has sailed into the target area. CIEM has pledged to begin mining despite the ship's presence. You are to go to the Sea of Cortez, protect the Greenpeaces ship, and stop the destruction of this ecosystem. Sometimes international laws must be broken for the greater good. By the time you arrive, only 45 minutes remain before the scheduled detonation. -------------------- Assignment 8. The Citadel Unsought Argos Document: A short time ago, you were sent to prevent CIEM from disturbing an area near the Sea of Cortez, which lies in the mitigation route of several species of whales. Now you have the opportunity to participate in the study of those whales. The study will take place in the south, off the coast of Peru. Six months ago, a team of our biologists strapped navagational data recorders to three whales in the Pacific to track their migration pat- terns. Each recorder is secured to the base of the whale's tail with a special catch mechanism which can be released by a radio command from a remote control unit. The appropriate frequency and expert system program code has already been communicated to ART aboard the Viceroy, and your ship has been equipped with the remote control device. Your mission is to locate the whales, release the recorders, and then dive to recover them. -------------------- Assignment 9. The Hunter Trapped Argos Document: Two documents that we recoverd from the damaged Galapagos compound were maps of the area. They had no special codes or markings. One was topographical, while the other was the type used by geologists when sounding for oil deposits. They contained data indica- ting that Tiwanaku had carefully searched the entire area for geological formations which suggest the presence of petroleum and gas. They also show the location of three small earthquake faults in the region. Another document fragmetn was transmitted directly as alphanumeric data by our investigative agent. Here is the text which it contained: e a uct est lysis indi prese e of get on the oor which sugges for the ect. This sho ld enable us to being res of the Capitol of the Second Age, the coast of Peru. After this fi be able to attain our ultimate o As I told you when you arrived, the agent who recovered these papers was found murdered near the Sea Thief Cafe shortly after her return to Base. We have no suspects in the crime. Since the evidence had already been delivered to The Foundation and her cash and jewelry were stolen, it may be the work of petty thieves. An American submarine, a portion of its hull breached by an accidental explosion, lies abandoned on the sea floor of the Baltic. It rests in international waters some 150 kilomters west of Klaipeda, in the Lithuanian S.S.R. This is a Class VIII military attack sub equipped with the latest in missile guidance technology developed by the United States. Fortunately, the U.S. Navy has already rescued those sailors who survived the initial accident. Both the Soviet Union and the United States wish to recover the submarine; the Soviets wish to secure the missile guiadance system for study and the Americans wish to avoid just that. We are bound by our charter to assist any government of the workd in salvage operation that they undertake to recover lost vessels. Normally, we are not asked to recover military vessels out of respect for our commitment to world peace, but in this case, the American government has asked us to intervene on humanitarian grounds. They have made the case that peace is disrupted when there is a shift in the equilibrium, and the Soviet's acquisition of those missile guidance systems would cause such a shift. We will not recover the submarine ourselves. They have dispatched their new salvage ship, the Glomar Inimidator, and ask only for our help in locating and marking the wreck. The Intimidator will expect the location marked approximately 35 minutes after you reach the search area. Assignment 10. The Arch and the Chain Argos Document: In the Central South Pacific, the krill are disap- pearing and the creatures which normally feed on these tiny crusta- ceans are starving. As the creatures starve to death, another link in the marine food chain disappears, and others will starve. The cycle will repeat until destruction is complete. We already know the source of this tragedy. Here is the test of the message we received last night on our supposedly-secret frequencies. Greetings to the Board of Light of The Foundation. I am the one known as Slingjaw, and you are already familiar with many of my accomplishments. It was I who directed the robbery that drained millions of ill-gotten dollars from the pampered exploiters aboard the cruise ship in the Aegean. It was I who took the tankers and oil rigs around the world, selling the oil they stole from the sea floor and using the proceeds to finance my operations to regain control of the seas. It was I who took the treasures of the Roman vessel so the materials could be studied instead of hoarded by collectors and so-called museums. And it was I who fed false weather data through the North At- lantic phone cable, diverting the barge of toxic wastes into the storm in the Sea of Japan to sink and pollute the ocean floor. My own pearl beds, one of the last sources, earned me millions before the environment was restored. It was I who rescued Tiwanaku when your agent accidentally discovered his undersea headquarters. We are now allied in the effort to restore the workd to its pure and natural state. You will study me, now that I have shared my name. One day you will know me well. This ends the message. As Slingjaw predicted, we are searching the world's database network for any information on him. It is clear that he has a monumental ego, seeks power and wealth, and has the pretensions of studying history. As for the fate of the krill, unless the cause of the krill's disappearamce is stopped and the population restored, the entire South Pacific food chain will be destroyed. Proceed to the area at once and take whatever steps are necessary to reverse the process. Assignment 11. Brothers of the Sea Argos Document: The following message between Tiwanaku and Slingjaw was intercepted and decoded by our cryptographers here at Base and shows not only that they are allied, but that the alliance is an uneasy one. Slingjaw: All aspects of my plan are proceeding at full speed. Tiwanaku: Your mouth is what has been proceeding at full speed, with your boasts to The Foundation. That pride will be the end of you, Carl.... Slingjaw: Do you wish your mortal name spoken, too, O Great Tiwanaku? Tiwanaku: We wish that you would not speal at all, you pompous idiot! We want nothing to do with your bloodthirsty avarice and your willingness to destroy the sea in order to save it! Our mission is to restore the proper balance of the oceanic and the continental worlds. Only by doing so can we set the spiritual stage for the restoration of Atlantis. Slingjaw: And while you've been busy settin spiritual stages and calling me bloodthirsty, I've been doing all your dirty work! Tiwanaku: Dirty work is sometimes necessary when one's goals are for the good of the planet. But your pollution of the Sea of Japan in order to earn profit for yourself was a crime of immense proportions. If we had known about it, we would have assisted The Foundation. Slingjaw: Just as you did off the coast of Mexico with CIEM's mining plans. Tiwanaku: Precisely, and as we would do again. Remember, Slingjaw, we accept your help in gratitude for your brave defense in the Galapagos. What else you earn from us depends solely upon your loyalty and your faithfulness to our cause. Slingjaw: And who has struggled more tirelessly in your cause? Tiwanaku: It is the word "your" that worries us. To fight by our side is not enough; you must share not only the battle, but the peace that follows. Slingjaw: In Lima... Tiwanaku: We care not what happened in Lima! You will support our goals or be banished from our numbers. We have no more to say. Compared to the slim fragments of information we previously possessed on these two, this is a windfall of information. Tiwanaku seems to represent a force which is philosophically different from that of The Foundation, even a force which is openly hostile to the world as we know it. But in contrast to Slingjaw, whose only motives are fame and fortune, Tiwanaku also appears to be guided by many of the same values which you and I joined The Foundation for and have dedicated our lives to. We must focus our attention on destroying Slingjaw as soon as possible, while keeping a close eye on Tiwanaku as well. Now for your mission. Our research lab has just created an improved version of RUF which they named RUF2. Robots and other equipment used in our field operations are shipped to the Base at Isla Perdida in specially guarded ships, with routes and schedules known only to a select few within the organization. But someone - we suspect Slingjaw - gained knowledge of the shipment and now the nondescript cargo vessel carrying RUF2 has disappeared after leaving port in Marseilles. RUF2's possible location was revealed to us only by accident, and still remains a matter of conjecture. A salvage operator attempting to recover items of value from the Titanic has disappeared; his deserted shipe was found floating down current from where the Titanic lies on the bottom of the North Atlantic. Since RUF2' is ideally suited for such a purpose and since Slingjaw is known to pursue his peculiar salvage operations in a particularly vicious manner, the coincidence is too great for us to ignore. You are to go to the North Atlantic, investigate the area around the Titanic, and attempt to recover RUF2. -------------------- Assignment 12. Ghosts of Friends and Strangers Xanthus Document: We knew that something was amiss when you weren't getting all the available information. When you went to the Mediterranean to save the scientists in Aquacity, you were not informed of the missing marker buoy, although it was reported by the local fishermen. When you saved the sailors in the seismographic research sub near Fiji, you received incorrect data on the currents in the area. When you stopped the French mining company from setting off explosives in the Sea of Cortez, you were told that you were breaking international law in the name of a greater good. In reality, by protecting the Greenpeace ship, you were upholding international law since the safety of its sailors takes precedence over the rights of mining and salvage. You were given a misquote in the message from Tiwanaku after your contact off of Mexico. We still do not know why Argos said "As the moon rises and the sea follows, so shall the moon follow the sea" when you reported the words "...so shall the earth follow the sea." Jana, the agent who searched the remains of Tiwanaku's base in the Galapagos, was murdered near the wharf on Isla Perdida. Despite its transient population of sailors and misfits, no one dares raise a hand against us there; to so so is certain death. Argo's pursuit of the investigation was half-hearted. The only Tiwanaku document he shared with you was the one which Jana transmitted over frequencies monitored in Lucerne. Because of the lack of struggle, we assume Jana was kiled by an acquaintance - perhaps Argos himself. Her logbook, found hidden there, indicates that she had many charts and plans which she had brought to Base for further study. We assume that Argos destroyed them to protect Tiwanaku from The Foundation. The Arch of Time which you discovered near Antartica was denied by Argos and stricken from all The Foundation records. Yet now the Seekers report that it is an area of intense activity by our enemies, apparently kept informed by Argos. The Seekers also report that those who have tried to youe the Arch have, unlike you, never returned. But the final proof came in your last mission. The transcribed message Argos shared with you was too clear, too complete. Even our best descrambling equipment - as ART once proved to you - can only intercept parts of such messages. When Argos tried to convince you that Slingjaw was our real enemy, the issue became clear. We immediately took action. A team of agents from our headquarters joined me on a dupship, and within hours we arrived at Isla Perdida. But before we reached the Base, Argos committed his final crime, attempting to order you to break off your mission to recapture RUF2 and return to Base. At this moment, we are combing every ocean of the world to find him. We have been searching Argo's quarters for any information concerning his renegade undertakings. In addition to finding Jana's logbook, we found this biography on Slingjaw. You will find it most interesting reading. Slingjaw's real name is Carl Westerberg. He studied anthropology and archeology at the University of Stockholm, ultimately becoming recognized for his brilliant discovery of sunken Greek cities in the Aegean. From there his interest grew to the study of the Atlantis legends and the search for Atlantan culture. Despite his recognition as a scholar, he repeatedly failed to win significant teaching positions in the European and American universities. Finally, he ws hired by the University of Lima as an Assistant Professor in Archeology and History. Once in Peru, he quickly became interested in Incan culture, and particularly in the possibility of submerged Incan cities off the west coast of South America. It was at this thim that he met Maria Elena Yupanqui, a radical anarchist and also a student of arche- ology. Westerberg fell passionately in love with her, but she apparently was more interested in politics and archeology than in marriage. He was devastated by her rejection. Trying to forget his unhappiness, he conducted explorations off the Peruvian Coast with a tremendous disregard for his own safety. Finally, the inevitabel happened. While investigating the hold of a sunken Spanish galleon, he was crushed by a falling beam. His life was saved only through the actions of an alert diving robot he had brought as an assistant. Westerberg was rushed to the Stanford University Medical Center in California, where doctors struggle to stabilize his condition. As the vital signs gradually worsened, they took the only course that remained open and performed an experimental procedure which made Westerberg a robot from the waist down. Many of his internal organs - including his heart - were replaced with functionally equivalent electromechanical devices. Metal plates were set in his forehead and jaw, hence his name. After a long convalescence, Westerberg was a radically altered and embittered man. He felt that land-based society had ignored his genius just as surely as it had lost the genius of past civiliza- tions of Greece, Peru, and Atlantis. He, along with the crabots he designed, will strive to destory moderm society's control of the world through the land and introduce his own mastery based from the sea. He has already anointed himself as Emperor of the New Order. Carl Westerberg is no longer an archeologist - he is a monster. You must find SLingjaw and destroy him. Ghostly apparitions have been reprted by native divers in the area around Fiji, not far from where you rescued the crew of a sabotaged seismographic research submarine. The Seekers are fearful of the area since it is the site of ancient temples; they regard it as a place of death. You are to proceed to Fiji, investigate these reports, and describe to us your findings. -------------------- Assignment 13. When the Dead Shall Rise Again Xanthus Document: First, I will share with you another documnet found in Argos' quarters. After Pizarro murdered the Incan emperor and massacred the empire's nobility in 1533, a few surviving members of the royal family went into hiding. For 26 generations, Inca customs and powers have been orally passed on to those descendents of the royal family. Their history has been kept alive for the day when the Incan empire returns to its rightful position of dominace in the world. Tiwanaku is Emperor of Peru and High Priest of the god Viracocha. He is the eldest direct descendent of Tupac Yupanqui, last emperor to rule without interference from the Spaniards. Financed by income rom secret ancient gold mines still undiscovered in the Andes, he pursues his dream to prove that Atlantis was the original island home of the Incas. The destruction of Atlantis forced the seafaring people to sail away to the southwest on the North Equatorial Current to establish their new empire on a primitive continent. Tiwanaku believes that when the people of Atlantis came to South America and became the Incas, they were corrupted by the land and lost their understanding of the ocean, from which they gained their strength. His mission in life is to reassert that strength and power. Tiwanaku wishes to dominate the world and restore the culture of Atlantis. How that is to be done remains a mystery. Turn your attention to the map which you recovered on your last mission. It details the location of a sunken Incan city off the coast of Peru so precisely that you will go to this site. We do not know what Tiwanaku is planning there, but the presence of an undersea Incan temple suggests it may be the site of a major operation. You are to go to the Peruvian coast, locate the sunken city, and stop Tiwanaku from carrying out his plans. -------------------- Assignment 14. Return to Atlantis Argos Document: Almost exactly 30 years before you joined The Foundation, I was a young agent fresh out of the Academy. For 18 years I dove on mission much like those you have undertaked. I was the agent who destroyed the mutant life forms in the Celebes Sea, harpooning the largest of the serpents and riding it for two days until I finally drove the poisoned tip through its thich armor and into its putrid flesh. I was the one who saved the last eight sperm whales from the Poacher Gang and brought them to the Secret Haven so they could rebuild their species. I was the one who gathered the evidence that proved the case against Abu Oil, resulting in the shutdown of their offshore drilling operations that endangered life in the Red Sea. I was...I was rewarded with a promotion from the field into administra- tion - a desk job - and ultimately to the Board of Light of The Foun- dation itself. But somehow the reward became a punishment. After so many years of contact with the sea, I felt more at home in the water than on land. I could neither contradict nor ignore my deep-seated conviction that man had exploited the sea out of greed with no concern for the life that lived there. One lonely January morning, when the wind and rain blew bitter cold, I woke up and realized that after 30 years of being a hero, I had no wife, no children, no friends. I lived alone in a five-room house on a tiny god-forsaken island in the middle of nowhere. I have travelled to the homes of my brethren on the Board of Light. These philanthropists have supported The FOundations's work out of a dedication to its ideals and a desire to use their welath to benefit the netire planet. They had the gentle soft faces of comfort on the land. They had sought what they wanted for themselves first, and then turned to the needs of others. I finally realized my great mistake. Such men say that they are good and seek only the balance between the needs of humans and the needs of the sea. Yet does a gallon of water and a gallon of air balance on any human scale? The governments of the world are corrupt and violent. You saw for yourself how they approached the brink of destruction when the transatlantic cable was damaged. What honor was there in the Mozambique Strait, where you risked your life to save a lonely, frightened fish from roving bounty hunters seeking its capture? And why did you defy the International Court and sabotage the detonation of the explosives by the mining company in the Sea of Cortez? Because you recognized that there is a higher right than the laws of humans, and that is the right of life itself. Only in the sea does such freedom continue, because only in the sea have humans failed to establish the domination of air and fire over the peace of water. You and I may have started as humans, but we have learned to be one with the sea. Brought to you by the boys of M.A.A.D. Spread the disk and the docs! -=Yellow Beard=-