by Steve Barlow
“We can’t avoid all of them,” cries Shen. “We’ve got to attack the destroyers before we’re blown apart!”
If you wish to take Shen’s advice, go to 30.
If you don’t, go to 3.
23
You launch the sub-aqua bike and head for the Man-of-war, while Shen pilots the Barracuda out of range so she can contact ORCA safely.
Atlantean vessels surround the Man-of-war. You make your way through the water using the bike’s NAV system. Your scanner picks up dozens of ships leaving the Man-of-war’s main hangar.
If you wish to head towards the hangar entrance, go to 14.
If you wish to search for a different way in, go to 39.
24
“So how do we find out more about the location of the troopships?” you ask.
“We can use the visual imaging system on the tracking devices,” suggests Shen.
The admiral nods approval. “Then do it.”
Within minutes there is a 3-D image of the location. You gasp as a gigantic jellyfish is revealed. Hundreds of other smaller ships surround it.
“Is that for real?” you ask.
“It’s a cyborg Man-of-war,” replies Shen.
“The most powerful vessel in the Atlantean fleet. It must be Commander Hadal’s mother ship.”
“Looks like we’ve found the Atlantean’s meeting point,” says Admiral Crabbe. “We need to get our defence subs to that location as soon as possible. I’ll contact the Mer people and tell them what’s happening.”
An hour later you and Shen are aboard the Barracuda, speeding towards the Atlantean forces.
If you wish to find out more about the cyborg Man-of-war, go to 38.
If you don’t, go to 11.
25
You ignore the alarms and move forward towards the airlock. But before you get any further, the Atlantean guards surround you. They are armed with electro-lances. They signal you to stop.
To speed into the airlock, go to 7.
If you want to try to escape out of the hangar, go to 12.
If you wish to surrender, go to 21.
26
“Give me some information about those ships,” you order.
The Barracuda obeys.
To attack the troopships, go to 48.
To search for other vessels, go to 9.
If you wish to retreat, go to 40.
27
You spin the bike around and launch the sub-aqua bike’s sea dart missiles. They explode, knocking one of the Atlanteans from his mount. The seahorse hangs in the water undamaged.
The other Atlantean returns fire, but is no match for your weaponry. Another missile finishes off the second enemy.
More vessels stream out of the Man-of-war’s hangar. You realise that the attack on the nuclear bases will soon be under way. You will have to move quickly!
If you wish to head to the hangar entrance on your sub-aqua bike, go to 34.
If you wish to ride the cyborg seahorse instead, go to 16.
28
“We’ll target the Man-of-war,” you say. “If we destroy it, the other ships will retreat and we can follow them.”
Shen is not convinced. “There are too many enemy ships here. We should switch to stealth mode and carry out a scouting mission before we attack.”
If you wish to take Shen’s advice, go to 42.
If you wish to attack the Atlanteans, go to 48.
29
You open fire and take out several of the Atlantean workers. However, one of the remaining Atlanteans hits an alarm. Lights flash and autoguns spring out of the walls and point at you.
Before you can react, they send a stream of poison spines your way. They rip into you. You drop to the floor in silence.
You shouldn’t have been so trigger-happy! To begin again, go to 1.
30
“We’ll attack the destroyers first and then deal with the troopships,” you tell Shen.
“Engaging enemy!” The first Lionfish destroyer doesn’t stand a chance as your torpedoes strike. It lights up the dark sea as it explodes. The second destroyer launches its own torpedoes, but you move round and avoid them. Now you are right behind the Lionfish.
“Activate water cannon!” you tell Shen. She punches a button. The super-heated jet cuts into the engines of the Lionfish, setting off a huge fireball which blows the front off the ship.
“Now for the troopships,” you say.
“Hold on,” interrupts Shen. “Maybe those troopships are heading towards the rest of the Atlantean fleet. We could attach a tracking device to their shells and see where they are going. It might help us locate the other Atlantean command ships.”
You think about Shen’s suggestion.
If you wish to attack the troopships as planned, go to 6.
If you want to attach a tracking device onto the enemy ships, go to 13.
31
“We have to let ORCA know,” you decide. “Deactivate stealth mode.”
The Barracuda obeys. Before you can contact ORCA, the radar screens show a wave of torpedoes heading your way.
“They know we’re here!” warns Shen.
“Evasive action and engage enemy!” You spin the Barracuda away from the deadly torpedoes and return fire. You knock out several enemy ships, but for every one you destroy, another ten take its place.
To continue the fight, go to 35.
If you want to retreat, go to 3.
32
You locate the control room on the seahorse’s map system. You leave your seahorse on the other side of the airlock, and make your way through the corridors. You are soon at the control room doors. They are guarded by several Atlanteans, carrying harpoon guns and electro-lances.
Suddenly the whole corridor is filled with a high-pitched wailing sound. The Atlanteans know you are here! Before you can react, the guards see you, raise their weapons and signal you to surrender.
If you wish to retreat, go to 12.
If you want to attack the guards, go to 41.
If you decide to surrender, go to 21.
33
Some hours later you are back on board ORCA’s submarine headquarters for a briefing.
“While you were testing the Barracuda, we received this message,” says Admiral Crabbe.
A 3-D image of Triton fills the screen. “Humankind! You may have stopped my forces from gaining your missiles, but no matter! As I speak, my troops are gathering for an all-out assault on your world! Commander Hadal will lead them to victory. Soon the human race will be destroyed. You have been warned!”
The picture fades away.
“Where are they gathering?” you ask.
“We don’t know,” replies the admiral. “The Mer have still not been able to find the hole in the seabed and we have had no reported sightings. We’re in the dark. They could attack anywhere…”
If you destroyed the Turtle troopships, go to 15.
If you didn’t, go to 46.
34
As you approach the Man-of-war’s hangar you are caught in a beam of light. The light stays focused on you as you head towards the entrance. Scanners on the wall turn red as you enter the hangar.
Suddenly, an alarm begins to sound out. Panels in the Man-of-war’s hull open up to reveal dozens of deadly autocannon batteries pointing at you! A troop of Atlantean guards appear, mounted on cyborg seahorses. They move towards you.
If you want to retreat, go to 12.
If you wish to head inside the ship, go to 25.
35
You continue to fight, but more and more Atlantean ships join in the battle.
“This is madness!” says Shen. “There are too many ships!”
It is the last thing you hear as a torpedo strikes and the Barracuda explodes, sending you and Shen to oblivion.
Learn from your mistakes and go back to 1.
36
You shake your head. “I can’t take the risk,” you say.
Shen is furious. “Do you
really think I’d tell you it’s safe if it wasn’t? It’s my life on the line here as well. If you don’t trust me, then it’s the end of our partnership.”
The Barracuda continues to blast out its warning.
If you want to change your mind, go to 17.
If you want to return to the surface, go to 44.
37
Hadal’s shark opens fire, sending a torrent of razor darts your way. You spin and avoid them, but the Atlantean commander follows you and opens fire again.
You counter the attack and fire a sea dart missile. It explodes, but Hadal is not damaged. He rides through the cloud of bubbles and strikes you with his electro-lance. You are blasted through the water.
As you float downwards you see the jaws of Hadal’s shark open once more before snapping shut on your body.
You helped to destroy the Man-of-war, but have paid the ultimate price. To begin again, go to 1.
38
“We need to know more about this Man-ofwar,” you say to Shen. “Barracuda, give us everything you’ve got on it.”
“We will have to neutralise the defensive shield if we are going to destroy the Man-of-war,” says Shen.
“It would be good if we could get hold of that defensive shield to add to the Barracuda,” you reply.
Shen nods. “That would be very useful. We could really go after the Atlanteans with one of those.”
“Well, let’s get there and see what’s happening,” you say.
Shen punches the button to activate jet boost.
Go to 11.
39
You travel towards the Man-of-war, searching for somewhere to enter the vast ship. The ship’s searchlight beams light up the dark waters.
Suddenly the scanner on the bike bleeps a warning.
You glance backwards and see two Atlanteans, mounted on cyborg seahorses, heading towards you! They are carrying deadly electro-lances.
One of the Atlanteans shoots a metal chain lasso at you. You manage to spin the bike around and avoid the coil. The other rider charges towards you with his electro-lance held out.
To attack the Atlanteans, go to 27.
To try to outrun them, go to 7.
40
“Let sleeping turtles lie,” you say. “Let’s get back to HQ.”
As you turn the Barracuda around, an explosion rocks the super sub.
“Incoming torpedoes!” Shen warns. “Two Lionfish destroyers are closing in.”
“Deploy countermeasures,” you order just in time as another torpedo targets the Barracuda.
If you want to attack the destroyers, go to 30.
To try to escape from your attackers, go to 22.
41
You fire at the enemy with your jet gun. You take out a couple of the Atlanteans, but you are outnumbered. More guards appear. They return fire.
The air is filled with steel darts and harpoon bolts. You manage to dodge the deadly projectiles, but you know you cannot win.
If you wish to try and get away, go to 12.
If you want to surrender, go to 21.
42
“Let’s switch to stealth mode and see what the enemy has for us!”
Shen presses a button and guides the Barracuda towards the enemy fleet. Destroyers, troopships and other battle vessels surround the Man-of-war.
As you scan the scene, the Man-of-war’s engines suddenly burst into life. It begins to rise up from the ocean floor.
“It’s leaving!” says Shen. “It must be heading off to begin the attack.”
If you wish to attack the Man-of-war, go to 18.
If you wish to follow it, go to 4.
43
Some time later you wake up. You are in the Man-of-war’s control room. Standing before you is a huge figure – it’s Commander Hadal!
“Why am I alive?” you ask.
Hadal laughs. “I wanted to show you what is happening to your world.”
He flicks a switch and dozens of holographic images of nuclear explosions fill the room. “Your fellow humans thought they were being attacked by other humans, and now they are fighting each other. Once they have destroyed themselves, we will take over the planet!”
You have failed! The world is at the mercy of the Atlanteans. To begin again, go to 1.
44
“We have to surface,” you say, moving the Barracuda upwards.
Shen stares at you before switching on the comms link. “Get me Admiral Crabbe,” she says.
Within seconds she is explaining what has happened. Ignoring your protests, Shen says, “I will not work with someone who doesn’t trust me. I will return to my people.”
“But you and the Mer are vital to ORCA’s fight against the Atlanteans,” Crabbe says.
“Then you have to decide who you want.”
There is a pause before Crabbe replies. “Shen, take over command of the Barracuda and return to HQ.”
“What about me?” you say.
“You can return to your unit!”
It is the end of your quest. If you wish to begin again, go to 1.
45
“We need to find the best way into the ship,” you tell Shen.
“Scan for the weakest point of entry,” you tell the Barracuda. A hologram of the Man-ofwar appears on a screen, along with a report.
• No entry weak points
• The only possible way in is through the hangar door
• It is heavily guarded. There is a vehicle identification scanning system.
• The chance of successfully boarding is 3.78 per cent
That’s not good, you think. Should you change your plan?
If you wish to attack the Man-of-war, go to 8.
If you still want to try to get on board the Man-of-war, go to 23.
46
“Perhaps the troopships could lead us to the main force,” says Shen.
Admiral Crabbe looks puzzled. “What are you talking about?” he asks.
You tell him about the tracking devices you attached to the troopships.
“Well done,” says the admiral. “Find out where those ships are heading.”
You link up the Barracuda’s tracking system with ORCA’s main control room. Soon you have the co-ordinates of where the Atlantean troopships are.
“They aren’t moving,” Shen points out.
“Then perhaps they’ve reached their meeting point,” you say.
If you wish to head to the meeting point immediately, go to 20.
If you wish to find out more about the troopships’ location, go to 24.
47
You head over to the defensive shield control panel. You ignore the engineers as you try to remove the alien-looking device. It is firmly attached, but you manage to prise it away. You have the defensive shield unit!
At that moment, a wailing sound fills the air around you. You quickly head for the door. In the confusion you speed through the corridors, firing at any Atlanteans that get in your way.
As you reach the hangar and leap onto your seahorse, Shen’s voice crackles over the comms system. “ORCA attack in two minutes. Are the Man-of-war’s defences disabled?”
“Yes,” you reply. “Tell Crabbe to attack.”
“Are you out yet?”
You look ahead and see the huge hangar entrance doors closing.
“Very nearly…”
Go to 5.
48
“Let’s attack,” you say, boosting the Barracuda towards the enemy. “Launch torpedoes–”
Suddenly there is a huge explosion at the rear of the Barracuda. You are being attacked!
“Lionfish destroyers!” Shen reports.
Another explosion rocks the Barracuda. Lights flash and alarms wail.
“Launch countermeasures! Taking evasive action!” But the Barracuda is hit again by the Atlantean destroyers.
“Pressure shield generator failing!” cries Shen.
It is the last thing you hear as the Barracuda is split apart.
&nbs
p; Time to calm down and start your quest again at 1.
49
“We’ll stay in stealth mode,” you decide. “That way we’ll be able to get closer to the Man-of-war and spring a surprise attack. Then we can inform ORCA of our position.”
Shen nods in agreement.
You carefully guide the Barracuda through the Atlantean fleet until you are within range of the Man-of-war.
“So what’s the plan?” Shen asks.
If you know about the Man-of-war’s defences, go to 2.
If you don’t, go to 8.
50
Some time later you wake up. You are back on board the Barracuda.
“Well done,” says Shen. “You decided to have a little nap, so I thought I’d get you back on board.”
“You said it would sting a bit, not knock me flying! Well, at least we’re both alive. That defensive shield is certainly powerful,” you say.