by Steve Barlow
www.franklinwatts.co.uk
How to be a hero
This book is not like others you may have read. You are the hero of this adventure. It is up to you to make decisions that will affect how the adventure unfolds.
Each section of this book is numbered. At the end of most sections, you will have to make a choice. The choice you make will take you to a different section of the book.
Some of your choices will help you to complete the quest successfully. But choose carefully, some of your decisions could be fatal!
If you fail, then start the adventure again and learn from your mistake.
If you choose correctly you will succeed in your quest.
Don’t be a zero, be a hero!
You are a member of a Special Forces naval unit. You are an expert diver and can pilot submarines of all types. You are also a specialist in underwater combat, and have taken part in many dangerous missions. Your bravery and skill have won you many medals.
You are currently on a training exercise in the Pacific Ocean, teaching a group of recruits how to board a ship and rescue a crew taken hostage by pirates. You are directing the operation from a stealth boat, when you detect a fast attack craft closing in on your position. You scan the horizon and see it has no markings to identify it.
You immediately bring the weapons systems online and order the crew to action stations.
Go to section 1.
1
“Captain, our tigershark torpedoes are ready to fire,” says one of your crew.
“Fire on my command,” you reply.
The boat is less than half a mile away when a message blasts out over the comms speakers. “Code rainbow alert! Code rainbow alert!”
You have never heard of a “code rainbow alert” before. You wonder whether this is a trick to stop you attacking.
If you want to attack the boat, go to 47.
If you want to find out what “code rainbow” means, go to 26.
2
“I’ve planted mines on the hull of your ship. They are going to explode in five minutes,” you boast.
“Thank you for telling me,” replies Hydros. He barks out orders to his guards. Some hurry away, while others tap at control panels. You wait while five minutes pass, and there is no explosion.
Hydros smiles at you. “It seems that my divers have found the mines and deactivated them! I think your usefulness has ended.”
He draws a harpoon gun, aims it at you. As you rise to your feet he pulls the trigger. You feel a surge of pain in your chest, then nothing more as you drop to the floor, dead.
You shouldn’t have told Hydros about the mines! Go back to 1.
3
Half an hour later you and Shen are in the Barracuda, speeding under the waves towards the top-secret island base.
You are still curious about the Atlanteans living beneath the seabed. “Why aren’t the Atlantean ships crushed by the pressure of the water at such a depth?” you ask.
“They have developed pressure shield generators that protect their ships,” Shen replies. “Unfortunately, we don’t have that technology on board the Barracuda.”
“We could do with one if we’re going to push them back into Atlantis. Maybe we should capture one of their ships and get hold of a pressure shield generator.”
“First, we have to stop them getting the missiles.”
At that moment the Barracuda’s computer voice fills the cabin. “Incoming SMART torpedoes. Thirty seconds to impact!”
To take evasive action, go to 45.
To launch the Barracuda’s torpedoes, go to 24.
To ask Shen what to do, go to 17.
4
“We’re here, so let’s take out some of these bad boys!” you say.
You launch a volley of torpedoes, hitting several Atlantean fighters. But as the enemy ships begin to fire at you, you realise that you have made a mistake. You are badly outnumbered.
“Activate countermeasures,” you order.
Explosions rock the Barracuda as more Atlantean ships join in the attack.
“There are too many torpedoes!” warns Shen.
There is a massive explosion which rocks the Barracuda. Water begins to flood the floor, just before the walls around you implode.
You have died. Go back to 1 to try again.
5
“We need to get to the island as quickly as possible,” you tell Shen. “Jet boost it is!”
Shen switches the Barracuda’s propulsion system to jet boost. You are thrown back into your seat as the submarine shoots through the water.
You are soon approaching the island. “Prepare to attack,” you order.
Suddenly the Barracuda comes to a jarring halt. You look out of the cockpit window and see it is caught in a giant steel net. There are dozens of these traps! The Atlanteans were expecting you!
The 3-D image of an enemy sub appears on your control panel. “Enemy ahead,” warns the Barracuda. “Nautilus Cruiser.”
It is heading towards you, and you are trapped!
If you wish to try to blast your way out of the net, go to 28.
If you wish to try to use the Barracuda’s engines to work your way free, go to 42.
6
Fifteen minutes later you are sitting in the submarine’s operation room. The walls are lined with charts of the world’s oceans displayed on huge 3-D screens. Admiral Crabbe sits at the table opposite you.
“So, what is ORCA?” you ask.
“ORCA deals with any threats to humankind that occur within the world’s oceans, or in this case, from under the world’s oceans.”
You look puzzled. “You mean under the seabed?”
The admiral nods. “What do you know about Atlantis?” he asks.
You laugh. “Atlantis is a legendary city. The Greek writer Plato wrote about it nearly 2,500 years ago. It was a great empire, but it sank into the ocean. Some people think it really existed, but the reality is that Atlantis is just a story. I hope you’re not wasting my time with this nonsense!”
Admiral Crabbe stares at you. “Let me tell you the real story of Atlantis.”
If you want to listen to Crabbe, go to 15.
If you don’t have time for stories and want to get on with the quest, go to 31.
7
You cut your sub-aqua bike’s engine. The enemy divers surround you and point their dart guns. You raise your hands, but suddenly realise that the Atlanteans are a people who show no mercy.
Their captain gives a command and the water is filled with razor darts and, immediately afterwards, your blood.
You have paid the ultimate price. Go back to 1.
8
“Taking evasive action!” you say, moving the Barracuda. The super sub swings around, but gets caught in another steel trap! The Nautilus Cruiser closes in and fires its water cannon.
“Activate countermeasures!” you shout.
“They only work against torpedoes!” Shen screams.
You realise that you have made a fatal mistake.
The Barracuda has been destroyed, taking you and Shen to a watery grave. Go back to 1.
9
“Tell me more about the Atlanteans,” you say. “And how do you know they are threatening the world with destruction?”
“We received this communication from their leader,” replies Crabbe. The 3-D screens light up showing a video of four amphibious creatures. One of them begins to speak.
“People of the Land. I am Triton, king of the Atlanteans. For too long we have been kept captive in our kingdom under the sea. But now we are free. My warriors will wage war on you. Hydros will lead the way.”
The screen goes blank.
“Who is this Hydros?” you ask.
“He is one of Triton’s three commanders,” says Shen. “The other two are called Hadal and Tempest – they are very dangerous.”
“What else do I need to know?” you ask.
If you already know about the Barracuda, go to 29.
If you haven’t found out about the Barracuda, go to 22.
10
“Is there another way to destroy that thing?” you ask Shen.
She thinks. “We could attach urchin mines to the hull, close to the engine room. If enough were detonated together it would blow open a hole. Then we could programme the Barracuda to launch torpedoes into the engines, and its power source. That would do it!”
“How do we get close enough to the ship to attach the mines?” you ask.
“Use a sub-aqua bike,” replies Shen. “It’s small enough not to be detected by their scanners. The problem is it would take longer than a frontal attack. But it gives us a better chance of destroying the ship.”
To attack the mother ship head on with the Barracuda, go to 36.
To use the sub-aqua bike, go to 23.
11
“Activate pressure cannon. Engage and fire.”
A stream of superheated high-pressure water heads towards the Ray Fighter. It smashes into the vessel, but does little damage.
“We’re too far away for the cannon to work,” Shen realises.
The Ray Fighter turns towards you and opens fire with a barrage of torpedoes. Shen activates the countermeasures, protecting the Barracuda from a direct hit. “Quickly! Fire torpedoes!” Shen shouts.
Go to 33.
12
You send a message to the incoming boat: “Identify yourself immediately.”
After a few tense seconds a voice comes over the speakers. “This is an ORCA vessel. Admiral Sanchez has given us permission to talk to you about a top-secret…quest.”
You smile. Sanchez is your boss. “Permission to come aboard,” you reply. You wonder what the quest could be.
Minutes later the attack craft pulls up and two uniformed agents step onto your boat.
You introduce yourself. “So what is ORCA?” you ask.
“The Ocean Research Central Agency,” the female agent answers.
You shake your head. “I’ve never heard of it.”
“You’re not supposed to,” snaps the man. “It is an ultra top-secret agency. We have a situation and need your expertise.”
You don’t like the man’s attitude. “Well, you learn something every day. But I’m busy. I’m running a training mission. Pirates are big trouble these days.”
The man snorts with derision. “Pirates? The quest we have is bigger than any pirates. The future of humanity is at stake. We need you to come with us. Now.”
If you want to complete the training mission, go to 19.
If you wish to take up the “quest”, go to 38.
13
When you wake you find yourself on the floor of a command centre. Standing over you is a figure you recognise – he was standing in the background of the video you saw. It is Hydros!
He smiles. “Welcome to my ship.”
“Why haven’t you killed me?” you ask.
“I have decided to spare you for the moment so you can see the capture of the missiles from the island. I will take them back to Triton and your puny ships will not be able to follow us.”
You remember about the pressure shield generators that the Atlanteans possess.
“I also wish to know what you were doing outside my ship.”
You realise that the Atlanteans haven’t found the mines! You glance at your watch – you have been unconscious for twenty-five minutes and there are only five minutes before the mines detonate. You will be trapped in the ship when they explode!
If you want to tell Hydros about the mines, go to 2.
If you don’t, go to 44.
14
You have no time to rest as the Barracuda once again warns you. “Enemy ship one kilometre ahead. Atlantean Ray Fighter.”
“It’s a single-seat fighter,” says Shen. “That’s what fired the torpedoes at us. It must be on a scouting mission.”
If you wish to attack it, go to 40.
If you wish to let it go, go to 49.
15
“OK, I’m listening,” you reply.
“Three thousand years ago, Atlantis really did exist,” begins Admiral Crabbe. “But it wasn’t human beings who lived there. It was inhabited by a race of amphibians. They are called Atlanteans. Their sea-based technology is more advanced than our own.”
You shake your head. “You said ‘are called’, like these Atlanteans still exist.”
“They do,” replies Crabbe.
You laugh. “Amphibians? Like mermaids and mermen?”
“No, the Mer people are different.”
“Oh, come on,” you say. “Mer people! You’re kidding me.”
Crabbe presses a button. “Send in Shen.”
The door opens. You gasp in astonishment as a tall female figure steps in. She has gills and a fin runs down her back.
“This is Shen. She is a Mer. They are the people of the deep…”
“Pleased to meet you,” says Shen. “Don’t be so surprised, and do close your mouth – you’ll catch a fish!”
“Shen is going to be helping you with the quest.”
Go to 43.
16
You decide that more mines are needed and continue to attach them to the hull.
You manage to place two more before you swim towards the Atlantean divers. You don’t want them to see the mines.
They begin to shoot at you. You spin the bike around and manage to dodge their razor darts. You return fire and take out a couple of the enemy, but you realise that you are outnumbered.
If you wish to surrender, go to 7.
If you wish to fight on, go to 34.
17
“What’s the best option?” you ask Shen.
“Use countermeasures. They are ultra-fast little rockets that target enemy torpedoes.”
“OK, do it.”
The countermeasures shoot away and hit the torpedoes just in time. The explosions rock the Barracuda, but cause no damage.
Go to 14.
18
“Let’s get to the base,” you tell Shen. “We need to stop the attack.”
You switch the Barracuda to stealth mode and head towards the island.
As you get closer to your destination, you see dozens of motorised tanks scuttling along the seabed, heading towards the island.
“Crab tanks,” says Shen.
“Where are they coming from?” you ask.
“There must be an Atlantean mother ship nearby,” replies Shen. “It will be the command centre for the attack.”
“I bet that’s where Hydros will be,” you say. “But Admiral Crabbe’s orders are to get to the island and keep the Atlanteans occupied until reinforcements get there.”
To search for the mother ship, go to 32.
To head to the island, go to 41.
19
You shake your head. “I’ve never heard of ORCA and I’ve got a job to do here. I think I’ll decline your offer of saving humankind.”
The man stares at you. “I told my boss that you weren’t up to it.” He turns to the woman. “Let’s go.”
They return to their boat, leaving you wondering what the quest could have been.
When you feel up to undertaking the quest, go to 1.
20
“We’ll use stealth mode,” you tell Shen. “I don’t want the Atlanteans to track us.”
“But Admiral Crabbe said use jet boost,” she replies.
“He’s not here,” you say and switch on stealth mode.
An hour later you are still making your way to the island when Crabbe’s face appears on the video comms screen. He looks furious.
“Where are you?” he shouts. “The Atlanteans have taken over the
base and captured the missiles! Earth is at their mercy!”
You’ve made a big mistake. Learn from it and go to 1.
21
You wait for the explosion…
5… 4… 3… 2… 1…
You clench your fists.
There is a muffled blast and the mother ship shakes. Lights flash and a few alarms sound, but then these stop.
Hydros barks out orders to his guards, who check the control systems and report back.
“It seems that your explosives did not breach the hull,” Hydros says. “You have failed and failure must be punished!”
He draws a harpoon gun, aims it at you and pulls the trigger. You crumple to the floor, dead.
You didn’t pack enough punch! If you wish to begin again, go to 1.
22
“We need to show you something,” says Crabbe. “Come with us.”
You follow Shen and the admiral through the vast corridors of the submarine. Finally, you arrive at a large steel door.
Crabbe taps at the keypad and the door opens. In a dock in front of you is a streamlined submarine. You’ve never seen anything like it before.