INTRODUCTION

Located 320 kilometers south of Guam, the Mariana Trench is home to the
deepest place on earth ; Challenger Deep, 11 kilometers (7 miles) straight
down. That's two kilometers deeper than Mount Everest is tall.

In January of 1960, U.S. Navy Lt. Don Walsh and Swiss explorer Jacques
Piccard made the first and only voyage to the bottom of Challenger Deep in 
the bathyscaphe Treiste. They returned to the surface with a window
cracking from the pressure (I 6,000 pounds per square inch at that depth),
received a hero's welcome, and made the cover of Life Magazine. But
because the bathyscape could not move freely and explore, Walsh and
Piccard had little to show for their efforts.

Today's submersibles, however (such as the U.S. Navy's Alvin and Japan's
Shinkai 6500) are mobile and equipped with robotic arms capable of moving
objects and taking samples. With these machines scientists have discovered
a wealth of life living around deep-sea hot springs and cold seeps of
natural gas down to 4,000 meters, and many scientists believe new forms
of life are waiting to be found at even greater depths.

Discoveries of the Deep allows you to explore those depths at the helm
of a simulated, high-tech minisub. You can undertake any of eleven
important missions, from a nuclear waste site cleanup to a search for
new life at the bottom of Romanche Gap, a trench in the Atlantic five
miles deep. Hunt for the wreck of a treasure-laden Spanish galleon.                             
Retrieve the "black box" from a downed airliner. See the Titanic first
hand. Or just explore at your leisure, making your own discoveries in one
of earth's last great frontiers, the sea.



PROGRAM REQUIREMENTS

MINIMUM SYSTEM REQUIREMENTS

Discoveries of the Deep CD-ROM requires the following minimum computer
configuration:

	•	A386 or higher IBM or fully compatible computer with 2
                MB of  RAM.

     	•	About 602,112 bytes (588K) of free conventional memory 			and 1 MB of RAM configured as expanded memory.

     	•	A VGA or better video card and monitor.

     	•	A hard disk with approximately 11 megabytes free (4      			megabytes permanent space).

     	•	A CD-ROM drive.
	
	•	MS-DOS 5.0 or higher.

MEMORY

Probably the most common problem running games and other graphically
complex software is lack of memory (RAM). It's possible that your system
can have 16MB of RAM and still fail to run Discoveries of the Deep.
How? Programs that run under MS-DOS use your system's conventional
memory, which, by design, is limited to 640K. Of that 640K, a certain
amount must be free for use by Discoveries, in this case about 588K
(or 602,112 bytes). Also, you must have at least IMB of free extended
memory (XMSI) configured as expanded memory (EMS).

To determine your system's memory resources, use the MS-DO utility MEM.
Typing MEM at the command prompt (followed by the Enter key) displays
a memory use summary.




The line that reads "largest executable program size" refers to available
conventional memory. This figure should be at least 602,112, equivalent to
588K, for Discoveries to run correctly. There are many techniques for
freeing conventional memory, including disabling TSRS, loading MS-
DOS into upper memory, and creating a Boot Disk (see Making a Boot Disk
later in this section). Consult your MS-DOS manual before making any
changes to your system.

The second memory concern is expanded memory (EMS). To access EMS memory,
you must first configure your system for extended memory (XMS).
XMS is accessed by installing HIMEM.SYS, a device included with MS-DOS.
The HIMEM.SYS command must be installed in the first line of the CONFIG.SYS
file. The format is as follows:

device=c:\dos\himem.sys

This device manages XMS memory. For more information on HIMEM.SYS and
its options, consult your MS-DOS manual.

Next, you must have installed an XMS/EMS memory manager, such as the
EMM386 manager that ships with MS-DOS. This device controls upper memory
and allows XMS to simulate EMS. The command line for this device also
resides in the CONFIG.SYS file and should read as follows:

device=c:\dos\emm386.sys


Adding this line will allocate EMS memory. For more information on EMM386
and editing your CONFIG.SYS file, consult your MS-DOS manual.


***Don't guess when it comes to CONFIG.SYS!***

Changing this file can have disastrous results. If you
aren't sure what to do, consult your operating
system documentation.


MAKING A BOOT DISK

If you feel uncomfortable modifying your system's configuration files or
are unable to free enough conventional memory, you should create a Boot
Disk. A Boot Disk is simply a floppy disk formatted with the MS-DOS system
files, which allows your computer to boot without loading any device
drivers (thereby freeing conventional memory).

To create a Boot Disk using the Boot Disk Program included with Discoveries
of the Deep, do the following:

	1.	Install Discoveries of the Deep (see Installation).

     	2.	Place a blank, formatted high-density floppy disk in the
                A drive.  You must use the A drive; your computer
                cannot boot from the B drive.

	3.	At the system prompt, switch to the directory where
                you installed the Discoveries of the Deep program files.

     Type BOOTDISK and press Enter.

When the process is finished, place the Boot Disk in the A drive and
reset the computer. Starting the computer with a Floppy Boot Disk frees
available memory but deactivates all device drivers. You should add to
the boot disk any relevant files for your sound card, mouse, CD-ROM
drive, and expanded memory to ensure support from these peripherals.


INSTALLATION

To start playing, follow these instructions:

	1.	Make sure your computer is on and that the DOS prompt is      			displayed on the screen. If you're running Microsoft Windows or a shell program, first exit that program.

	2.	Insert the Discoveries of the Deep CD into the CD-ROM
                drive. Switch to the CD-ROM drive. For example, type
                d: and press Enter.

	3.	Type install and press Enter.

The Install Program will start. Follow the on-screen instructions.
You will need about 11 megabytes of free hard drive space as the game is
playing, but only 4 megabytes when the game is inactive.

When the files are finished copying, you must start the game from the
directory on the hard drive where the files were installed. The startup
command is DOD. To skip the Introduction and Credits screen, you may enter
disc instead of DOD, followed by the Enter Key.


TROUBLESHOOTING

Refer to this section if the program fails to start or run correctly
after following the installation instructions. Here's a brief checklist
you should go over before calling Customer Service:

	1.	Are the sound and music options configured correctly?

 		If your sound card wasn't listed during the Sound and Music      			configuration section of the Install Program, or the game 			locks when running with music, you should reconfigure the 			game to run with the computer's internal speaker (PC 			speaker). You can reconfigure at any time by leaving the 			game and, while in the directory where the program files are 			installed (on the hard drive), typing CONFIG and pressing 			Enter.
			The Configuration Program will ask you to specify 			your sound options. Follow your responses with the Enter 			key.   If you are using a SoundBlaster card, you may also 			change the base address and interrupt settings.

	2.	Do you have enough  free conventional memory?

		Discoveries of the Deep requires about 588K free
                conventional memory to run correctly. If the game locks
                or crashes unexpectedly, you may need to increase your
                available conventional memory (see Memory under the
                section, Program Requirements).

	3 .	Do you have IMB of available expanded memory (EMS)?

		Due to the amount and complexity of the graphics
                in Discoveries, you must have at least 1 MB of expanded
                memory in order to run the program. You may also want
                to modify your sound and music options, as they can affect
                the amount of  available EMS memory (see Memory under
                the section,  Program Requirements).

GENERAL FEATURES

Discoveries of the Deep has some common features that may be used
throughout the game. These include mouse functions and built-in, on-
line help.

USING A MOUSE

While a mouse is not required to play Discoveries, it is necessary for
using the Recreation Room features and a small number of enhancements,
and, in general, makes playing- easier by reducing the need to memorize
keyboard commands. If your mouse is properly installed, you'll see a
pointer on the first screen after the introduction.

The pointer may change depending on where it is placed or the part of the
game you are playing, but its function remains the same: simply position
it over the object or instrument you wish to use. In general, the left
mouse button applies the action. The right mouse button is used for help.
All mouse commands are documented throughout the manual wherever
appropriate.

ON-LINE HELP

If you need help remembering a command or need to review the game in
general, you have two on-line choices: General Help and Local Help.

	GENERAL HELP

	Pressing the Fl Key opens the General Help feature, which is an 		on-line manual providing detailed information about game functions 		for the section you are playing.

        To highlight a topic, use the Up and Down Arrow Keys; to
        view a  topic, press the Space Bar. Once a topic has been
        viewed, it will not open again unless you highlight it,
        press the Space Bar (reverting the color to white), then press
        the Space Bar once more.

To leave General Help, press Esc.

	LOCAL HELP 
	
	Press H or the right mouse button to see a list of commands
        related to a particular location.  For example, pressing H while at
        the Manatee Harbor main office displays a list of keyboard
        commands for features available at the office.  Pressing H while
        in the ship's pilothouse lists the keyboard commands available
        in the pilothouse, etc.                                                         

        To close Local Help,  press H or the right mouse button again.

LEAVING AND SAVING THE GAME

You can quit Discoveries of the Deep at any time during the game by
pressing Esc (except at the Institute, where you must press E or click
on the Exit sign with the mouse pointer).  You will first be asked if
you'd like to save the game, then you will be returned to the Quit Screen,
where you'll have the choice of returning to the game or leaving.

When you leave the game you can opt to keep the temporary files created
during game play or delete them.  Keeping them will save time when
restarting the game, as the information will not have to be re-read from
the CD-ROM drive.  Keeping the files occupies about 11 megabytes of hard
drive space while deleting them requires only 4 megabytes.

MANATEE HARBOR OCEANOGRAPHIC INSTITUTE

The Manatee Harbor Oceanographic Institute, located in Miami, Florida,
was established in 1977 as a research facility and a strategic launching
point for expeditions to the Caribbean and Atlantic, and remains one of
the most important facilities in the U.S. for the study of the seas. As
a Manatee research trainee, your work takes you places most people can
experience only in photos, from exotic coral reefs to deep sea trenches.
Your specialty is manned submersibles, and the product of your team's
efforts is Manta, a cutting-edge minisub utilizing the latest advances
in ceramic hull design. Manta is fully mobile, equipped with a host of
instruments and a robotic arm, and can carry a crew of three to depths
up to 35,000 feet.

When you arrive at the institute, the first person you'll meet is D.L.
Withers, the institute's director. He keeps a file cabinet near to keep
track of institute activities and always seems to have enough work to
keep everyone busy.

MANATEE HARBOR FUNCTIONS

CHOOSING A MISSION

Director Withers has carefully chosen seven missions for you and laid
their corresponding folders on his desk. They are..

The Titanic
Flight 19
The Mysterious Blue Hole of the Bahamas
Romanche Gap
Columbia Airlines Flight 609
The Spanish Treasure Galleon Capitana
Nuclear Waste Cleanup

Additional missions are available by pressing M. While it's not necessary
for you to accept a mission to begin exploring, doing so provides a clear
objective and makes it easier to find your first site. Also, your
performance during a mission is tracked and if you're successful, you'll
receive a special certificate from Director Withers.

To open a mission folder, press 1-7 on the keyboard or click on one of
the folders on Withers' desk using the mouse pointer. Each folder contains
a brief description of the mission, mission objectives, and coordinates.
To accept the mission, press A or click on its corresponding check mark
with the mouse pointer; to reject the mission, press R or click on its
check mark with the mouse pointer.

If you accepted a mission, the name of the mission will now be displayed
on the screen above Withers' head. If you change your mind and wish to
play a different mission, simply open the mission folder you desire and
choose Accept. The new mission will replace the old.

To see all the missions listed simultaneously, press M. Use the Up and
Down Arrow Keys to highlight a mission, followed by the Space Bar to
select that mission. Press Esc to leave the List All Missions function.
If you would like to know more about the missions, see the section later
in the manual called Mission Files.

THE FILE CABINET

Opening the file cabinet near Withers' desk allows you access to the
Slide Room and Log Notes, two features you'll want to use after completing
your first excursion. To do this, press F on the keyboard or click on
the file cabinet with the mouse pointer.

The File Cabinet Menu will open displaying four functions:

Slide Room, Log Notes, Certified? and Return to Office.
	
THE SLIDE ROOM

One of Manta's best features is a high-speed camera allowing
you to photograph anything you see from the main viewing window.
The Slide Room is used for viewing the photos when you return.
After choosing Slide Room from the folder by pressing S or clicking the
function button, you'll see the photos listed by name. To view a photo you
must first select it by highlighting its name using the Up and Down
Arrow Keys, then pressing the Space Bar (the name of the highlighted
photo will turn green). When you're done choosing, press Esc. You'll
see a message-SLIDE TIME.  Press the Space Bar.  Another message will
appear asking you to dim the lights. Press the Space Bar again; the
lights will go out and the first photo will appear. Continue pressing
the Space Bar to advance to the next photo. After the
last photo, you will be returned automatically to the office.
	
LOG NOTES

Open by pressing L or clicking the function button. Use this feature
to review the ship's log after returning from a journey. All log entries
are listed by name. To select an entry, use the Up and Down Arrow
Keys followed by the Space Bar to read the log notes. Press Esc
to close a log entry, and Esc again to return to the File Cabinet Menu.                 

		
CERTIFIED?

When you return from an expedition, select this feature by pressing
C or clicking on the function button; you'll receive a brief report of
your expedition results. If you completed a mission successfully,
your name will be placed on a Manatee Harbor certificate. The certificate
is graded depending upon how accurately the mission was conducted, with
bonus ratings awarded for rescues at sea.

RETURN TO OFFICE

This will close the file cabinet. Press R or click on the function
button.

SAILING

You can leave the institute and go to the dock any time you are
standing in front of Director Withers by pressing D or moving the mouse
pointer over the office window and clicking the left button.

EXIT

Clicking on the Exit sign or pressing E on the keyboard takes you to
the Quit Screen, where you may leave the game or return to the office.


ABOARD THE SHIP

Two ships at Manatee Harbor are available for your use: the Matacumbe,
and the Voyager. They are identical in size, capacity, and outfitting
and differ only in the design of their pilothouses.

If you choose an odd-numbered mission, you'll embark on the Voyager,
which has a perspective pilothouse window; if you select an even-numbered
mission or choose to sail without a mission, you'll be using the Matacumbe,
which has a flat pilothouse window. Both ships are in excellent
condition and will perform equally well under the rigors of a long
sea crossing.

THE PILOTHOUSE

After leaving the Institute, you'll find yourself in the pilothouse of
either the Matacumbe or the Voyager.  For illustration purposes, the
Voyager is used here to show the layout of the pilothouse.


	IGNITION

	You'll need to shut off the ship's engines to go to a port and
        to launch the minisub.

        To toggle the engines off and on, press E or click on the
        ignition slot with the mouse pointer. When starting the engines,
        the dashboard will light up, showing the gauge warning lights
        briefly, then go dark again. Also, you'll hear the engines start.
        You can confirm that the engines are running by looking at the key;
        it will be turned 45 degrees to the right (versus upright when
        the engines are off).

	THROTTLE

	Ship speed is controlled only with the keyboard. The Up Arrow
        Key increases speed, the Down Arrow Key reduces speed.
        Changes in speed are reflected by the Speedometer. Maximum
        speed for either vessel is about 30 knots.

        If for some reason you approach land too quickly and are in
        danger of running aground, the ship's monitoring system will take
        over; the ship will slow and the engines will turn off.

	WHEEL

	Steering the ship is done with the Left and Right Arrow Keys.
        Any changes in direction are reflected by the compass.
        Because your direction will be determined by your destination,
        it's a good idea to monitor the NavMap frequently when
        you're sailing (see Navigational Map).

	GAUGES

	The pilothouse is equipped with six gauges associated with the
        mechanical aspects of the ship: Speed (in knots), Temperature,
        Fuel, Oil Pressure, Voltmeter, and Fresh Water Level, All gauges
        except the speedometer have their own warning light that will
        come on in the event of a problem.

        In an emergency, the ship's monitoring system will activate
        an Automatic Shutdown to prevent damaging the ship (see
        Automatic Shutdown).

	TRIP METER

	Keeps track of the total distance traveled in miles. Any time you
        port, the meter resets to zero.
                                                                                                        
	CLOCK

	Displays the current time.

	COMPASS

	Displays the ship's current general direction -- N, NE, E, SE, S,
        SW, W, or NW.

	DIRECTION INDICATORS

	The two round, green lights at the top of each comer of the pilot
        house windows each display a direction arrow when you turn the
        wheel.

	ALARM LIGHTS

	Near the Direction Indicators above the pilothouse windows are
        two red alarm lights. When these flash, check the Teletype in the
        Instrument Room on Channel 1 for messages.

	FOGHORN

	Sounds the ship's foghorn. Click on the foghorn with the mouse
        pointer.

	PORT CB

	The Port CB above the center window has a warning light to notify
        you of incoming messages. When it turns green, click on it with
        the mouse pointer or use the Instrument Room radio to hear the
        message.

	PARABOLIC MIRROR

	Clicking on the mirror in the upper left of the screen with the
        mouse pointer or pressing I takes you to the Instrument Room
        (see Instrument Room).

	CLIPBOARD

	Click on the Clipboard or press C to use the ship's log.

        When the Clipboard opens, press S to start a log.  Logs are
        indexed by time and date started. After opening a log, you can
        begin journal entries by pressing R or clicking on the Resume Log
        Notes button. From there, press A to make a log addition or R to
        review previous log notes. Press Esc to leave the Add and Review
        functions, then Q to return to the Clipboard screen. To leave the
        Clipboard, press E or click on the Exit Clipboard button.

	PORTING

	Any time the ship needs to resupply or refuel, it's time to seek
        the nearest port.

        The first step is to locate a port of call in the Instrument
        Room (see Instrument Room) and set course accordingly. Hopefully,
        you'll have enough fuel and supplies to reach it safely.

        When you're within a half mile of the port (it will say
        'Position the Nav Map data), stand in the pilothouse and
        press P or click on the Port CB. Your ship and supplies will be
        refreshed, or, if you're at home port (Miami, Florida), you'll
        return to the Institute.


	MONITORING SYSTEM

        Both ships have a built-in monitoring system to warn you of
        impending danger. Any time you see an Alert Light flashing,
        check the Teletype on Channel 1 for messages.

	AUTOMATIC SHUTDOWN

	If the ship experiences a mechanical failure, runs out of fuel, or
        is in danger of running aground (a distance of less than 2/10ths
        of a mile from a land mass) an Automatic Shutdown will follow.
        If this occurs, go to the Instrument Room and send a distress call
        (in Plotter mode, press Restore), then return to the pilothouse
        and check for the arrival of a ship. If you see a ship, continue
        sending the distress call until help is received.

THE INSTRUMENT ROOM

The oceans are vast, covering about 75% of the earth's surface, and
locating an object even the size of the Titanic would be nearly impossible
without the aid of modem electronic instruments.

From the pilothouse, click on the mirror in the upper left of the screen
with the mouse pointer or press I on the keyboard to go to the ship's
Instrument Room. Five instruments are at your disposal:


	THE NAVIGATIONAL MAP

	Called NavMap for short, this is the most-used and most important
        of the instruments. To operate it, press N or click on it with the
        mouse pointer.

        Primarily, the NavMap displays your global position,
	allowing  you a "satellite" view of your ship's position in the 
	Atlantic. It is in this view that you will probably do most of
        your sailing, as it easily lets you see when you are approaching
        a land mass, port, or dive site.

	NavMap functions are as follows:

	EXIT		Returns you to the large view of the Instrument           				Room. Press E or click on the button.

	LAND		Overlays an outline of land masses in the Atlantic 				and activates a radar sweep. Toggle by pressing L or 				clicking on the button.

        WEATHER         Overlays current weather patterns. Toggle by                                            pressing W or clicking on the button.

	DATA		Overlays distance from the nearest land mass           					225 miles away or less. Toggle by pressing D           					or clicking on the button.

        BEARING         Overlays latitude, longitude, and heading.
                        Toggle by pressing B or clicking on the button.
                                                                                                
	COLOR	Cycles the land outline and the radar sweep
                through one of four different color combinations.
                Toggle by pressing K or clicking the button.

        P/D     Displays all available ports of call. Toggle by
                pressing S or clicking the button.

		
        PLOTTER Press P or click on the button; a red light beside
                the button indicates the plotter is on. Activating the
                plotter allows you to sail from the NavMap view using the
                arrow keys (Arrow keys normally function only in
                Pilothouse view). Instead of acting as forward and reverse
                throttle, however, the Up and Down Arrow Keys move the
                ship, literally, up and down on the map; equally, the
                Left and Right Arrow Keys move the ship left and right
                on the map.
                                                                                                        
You'll notice the ship moves considerably faster in plotter mode than
during normal sailing (or "real time"). This will save you a great
deal of time in getting to your destination. Speed can be further
increased by using number keys 1-4. Pressing 1-3 increases the distance
the ship jumps per key press when you're under 225 miles from a land
mass (1 equals smaller increments, 3 larger); pressing 4 works only
outside of 225 miles (Data function will display message, "No Current
Data") and will increase ship movements 102 miles per key press.

It's important to remember that while in plotter mode ship resources are
calculated for the distance traveled. For example, you can sail in
plotter mode to a port in Spain, return to the Pilothouse and see that
you're nearly out of fuel. However, those resources will not actually
be deducted until you press Go (see GO).

		
        RESTORE If you've moved the ship in plotter mode to a
                destination and change your mind, pressing R
                will return you to the last point Go was pressed
                (or Miami if Go had not yet been pressed) and
                restore your ship's resources.

                Restore is also necessary if you move the
                ship in plotter mode and experience an automatic
                shutdown (though not actually deducted until
                pressing Go, ship resources such as fuel loss are
                calculated in plotter mode, and can result in an
                automatic shutdown). Press R or click on the button
                and the ship's position and resources will be restored
                to the last point where Go was pressed (or Miami).

        GO      In plotter mode, deducts calculated resources
                from the last position before Go was pressed (or
                Miami) and turns plotter mode off. Press G or click
                on the button.

        CLEAR   Deactivates all active NavMap functions simultaneously.
                Press C or click on the button.

Because of the close relationship between the NavMap and the Pilothouse,
special keystrokes have been assigned to take you directly from the
Pilothouse view to the NavMap view. From the Pilothouse, press N to go to the
NavMap; from the NavMap, press F to return to the Pilothouse.


	SONAR-MAGNETOMETER

	Also called the SonMag, this instrument functions as both a search
        light sonar and a magnetic anomaly detector (magnetometer).

        Sonar will check for the presence of any major objects both
        vertically and horizontally.

        The Magnetometer detects one of the following characteristics:
        1) A high concentration of magnetic ore in the ocean floor
               sediment; 2) A magnetic anomaly or diametrically opposed
               magnetic field such as is found at ocean ridges; or 3)
               a concentration of metal or magnetic rock.

	SonMag functions are as follows:

	SONAR	Activates sonar. Effective sounding range is 30
                miles. Toggle by pressing S or clicking on the
                button.

        MAG     Starts a magnetometer paper reading. High peaks in the
                reading indicate an anomaly.  Press M or click on the button.
                Switch to Sonar mode to deactivate.

        DATA    Overlays data relevant to either the Sonar or the
                Magnetometer, depending upon which mode you are using.
                Press D or click on the button.

In Sonar mode, Data tells you: latitude, distance from a land mass,
longitude, and four compass points-N,S,E, and W.

In Magnetometer mode, Data tells you: positive gamma (indicating the
maximum range of the magnetic anomaly), latitude range of the attempted
reading, longitude range of the attempted reading, and negative (-)
gamma (the lowest range of the magnetic anomaly). It isn't necessary
to monitor or understand gamma readings to find an object; just look
for big fluctuations in the graph.

        COLOR   Changes the color of Sonar sweeps. Cycle through the
                colors by pressing C or clicking on the button.

        EXIT    Leaves the SonMag and restores the large view of the
                Instrument Room. Press E or click on the button.

	THE TELETYPE

	The Teletype gives you printed messages from two sources: 1) The
        ship's monitoring system, and 2) Outside radio messages from
        ports or other vessels. You can also send a prepared distress
        signal from the teletype to try and get help or recover from an
        Automatic Shutdown.

	The buttons on the teletype are:

        RECEIVE         Plays any pending audio messages from the outside
                        world. To use, press R or click on the button.
                        When the green light is lit, a message is pending.

        SEND            Transmits a standard distress signal on a standard
                        frequency. Use this when you are stranded and need
                        to recover from an Automatic Shutdown or need to
                        perform a rescue. To use, press S or click on the
                        button, then switch to Channel 1 (the ship's
			Monitoring System) for  messages on ship status.
                        Check the Pilothouse frequently for the presence 
                        of outside ships.

        CH1             Channel 1 contains messages - usually warnings -
                        generated by the ship's own Monitoring System.
                        Press 1 to activate this channel.

        CH 2            Channel 2 is used for receiving outside
                        transmissions, usually port messages. Most
                        transmissions are accompanied by an audio radio
                        message (see Radio). Press 2 to activate this
                        channel.

        EXIT            Restores large view of Instrument Room.  Press
                        E or click on the button.

	DEPTH SOUNDER

	Use this instrument to measure the depth at a site. This could
        be especially useful for locating trenches.

	The Depth Sounder functions are as follows:

	READING	Triggers a reading. Use this before the Color
                and Graph functions. While reading, the orange dots in
                the small center window above the readout will "swim".
                If the Sounder is confused by the bottom topography,
                activate it again and it will return its best estimate.
                To use, press R or click on the button.

	COLOR	Displays changes in depth through a multi-
                colored band (brown, red, and green). The wider the color
                band, the deeper the area (and vice-versa).  Press C or
                click on the button after taking a reading.

	GRAPH	A visual indication of the shallowness  (top line) and
                deepness (bottom line) of the area. Magnitude is
                emphasized by the vertical length of the lines.  Press
                G or click on the button after taking a reading.

        DATA    Overlays the following information from top to
                bottom: latitude and longitude, maximum depth
                in fathoms in a radius of fifteen miles, depth in
                feet right below the ship, and minimum depth in
                fathoms in a radius of fifteen miles. Toggle by
                pressing D or clicking the Data button.

        EXIT    Returns you to a full view of the Instrument Room.
                Press E or click on the Exit button.

        RADIO

	The radio is a quick way to get audio-only messages from outside
        sources.  Just press R on the keyboard or click on the radio with
        the mouse pointer when the green light is on.

	SUBLAUNCH

	Click on the Sub Launch Button or press L when you're at a site
        and ready to dive. The ship's engines must be off.

THE RECREATION ROOM

The Recreation Room is a handy way to visually record the location
of sites you've been to and, if you have the time, to relax with a
game of Darts or Tank, To enter the Recreation Room, press R from the
Pilothouse. To leave the Map Room, press Esc.

NOTE:  Use of the Recreation Room is not necessary to play or com-
plete Discoveries.  A mouse is needed for some key functions.

	THE WALL MAP

        In addition to the NavMap, the Wall Map on the right side of the
        Recreation Room screen displays the available regions of
        exploration. To use the map, press 3 or click anywhere on the
        map with the mouse pointer.

	In Discoveries of the Deep, you may explore from 0 to
	70 degrees north latitude to 0 to 80 degrees west longitude.
        The Wall Map allows you to pin flags on any sites of interest
        you may wish to mark. For example, if you discover a sunken
        fishing boat at 25 degrees latitude, 40 degrees longitude, you
        can place a green flag at the approximate position on the map and
        enter in the log: "Sunken fisher at green flag."

        Flags may be deleted only in the order they were placed by
        clicking on the DEL icon (last flag placed will be the first
        flag deleted).

        To leave the Wall Map, click on the Arrow icon at the bottom left
        of the screen or press Esc.

	DARTS

	A favorite shipboard diversion, darts are a fun way to pass the
        time on long sea voyages. To play a game, click on the
        dartboard with the mouse pointer or press 2.

	To throw a dart, click on THROW and move the mouse pointer to
        your target on the dartboard. A crosshair will appear. Press
        the left mouse button again and a red bar graph will start moving
        up and down in the Vertical Targeting Bar to the right of the
        board. Try to stop the bar as close as possible to the yellow
        center band by pressing the left mouse button again.

        The Horizontal Targeting Bar will now activate; again, try
        to stop the moving bar on the yellow target line by pressing
        the left mouse button. The closer you are to the yellow lines,
        the more accurate your shot. A score for each shot is posted in
        the Score Box in the upper left portion of the screen.

        After throwing three darts, you can shoot again by clicking
        the NEXT box. To leave the dart game, click QUIT or press Esc.

	TANK

	Click on the arcade machine next to the dartboard to play Tank.
        You'll be at the controls of a futuristic tank on a three-
	dimensional battlefield.

	To move the tank, use the Up, Down, Left, and Right Arrow
	Keys.  Pay attention to the Targeting Computer in the upper right
        of the screen; obstacles will appear in orbit around your tank,
        which is represented by the dot in the center of the Computer.
        When the green light flashes in the upper left of the screen,
        a target is dead ahead. Use the Space Bar to fire the cannon.

        To see an overhead view of the playing boundary, press M;
        to leave the overhead view, press Esc.

	To exit Tank, press Esc.


PILOTING THE MINISUB

Once you've maneuvered the ship over the dive area, the next step is to
launch Manta, the minisub. Before launching, shut off the ship's engines
and go to the Instrument Room by pressing I from the Pilothouse or clicking
on the mirror with the mouse pointer.

LAUNCHING

Once in the Instrument Room, press L or click on the Sub Launch Button
in the upper left of the screen. The sub will be lowered into the sea
and you'll be seated at Manta's helm, ready to dive.

Manta represents the latest in submarine technology, employing a ceramic
hull (to resist great pressures) and computerized instruments and attitude
control. If it's your first time using Manta, take a moment to familiarize
yourself with your surroundings and the controls.

Throttle controls are not available with the mouse.

ATTITUDE CONTROL

Once the minisub is moving, piloting it is somewhat like using the
control stick of an airplane; you push the stick forward to make the nose
dive, pull it back to make it climb; pulling the stick left or right
causes the minisub to bank in either direction. Instead of a control
stick, however, you will be using the arrow keys. Pressing the Up Arrow
causes the sub's nose to dive; the Down Arrow causes it to rise; the Left
and Right arrows cause it to bank left or right. Anytime you press the
arrow keys while the sub is moving (either forward or backward), you
change its angle of movement-- or attitude. If you feel at any time that
you are losing control of the sub, press the S key; the sub will come to
a full stop and the attitude will reset to neutral (the sub is neither
climbing nor diving, nor banking in any direction).

	All changes in attitude are displayed on the Attitude Indicator
        located above the depth gauge. The indicator shows two lines - one
        horizontal, one vertical-that move in tandem with the sub's
        movements.  When the horizontal bar rises, the sub is descending;
        when it lowers, the sub is climbing. When the vertical bar moves
        left, the sub is turning right; when it moves right, the sub is
        banking to the left.

        If you have a mouse, clicking the left button while the cursor
        is over the attitude indicator will reset the sub's attitude to
        neutral, but without stopping the sub's forward or backward
        motion.

DEPTH GAUGE

This is the display window located directly above the viewing window.
The figure indicates how far the minisub is below the ocean's surface.

LATITUDE INDICATOR

Displays your north or south latitude.

LONGITUDE INDICATOR

Display your east or west longitude.

HEADING INDICATOR

Displays your heading. A heading of 0 indicates you are traveling due
north; a heading of 90, due east; a heading of 180, due south; and a
heading of 270, due west.

OUTSIDE LIGHT

To see outside the sub at lower depths, turn on the outside light by
pressing L on the keyboard or placing the mouse pointer over the Outside
Light Lever and clicking the left mouse button.

S.U.D.S.

S.U.D.S. stands for Simple Underwater Detection System. This useful piece
of equipment can detect objects underwater. When turned on by activating
the S.U.D.S. ]ever, a line appears across the display. If you're lucky
enough to be in an area near a site, a blip will show on the line. Simply
follow the blip left or right as indicated and the sub will home in on
objects of sufficient size or density. When the blip is below the line,
the detected object is behind the sub.

S.U.D.S. may be activated and de-activated by pressing the U key or
placing the mouse pointer over the S.U.D.S. lever and clicking the left
mouse button.

TAKING PICTURES

Documenting your expedition is one of your highest priorities, so Manta
is equipped with a high-performance digital camera and a strobe light. To
photograph anything you see in the viewing window press P (there is no
mouse command). You'll be asked to name the photo; type the name and press
Enter.

After returning from your mission, you can view your snapshots in
Manatee Harbor's slide room.

TECHNICAL NOTE: Manta takes photographs digitally, meaning they are
transferred directly to an onboard computer disk rather than film. This
lets you take more pictures and see them immediately upon your return to
the Institute (no photo processing is required). The pictures are saved
as data files with a CAM extension.

CAMERA FLASH

This switch disables the strobing of the outside light when taking
pictures. This is used mainly for taking photos as you see them rather
than in full color under the strobe light, One picture in each mode will
give you an interesting comparison.

THE ROBOT ARM

The robotic arm will be needed at some of the mission sites. Due to the
amount of power consumed by the arm, some of the instruments and the
outside light, if it is on, must be turned off. This will be done
automatically and the instruments will be restored after the arm has
retracted, but the outside light may have to be switched on again
manually.

        The arm extends and retracts to the same point in front of the
        sub each time it Is activated. To determine where the arm will
        extend, a targeting crosshair is displayed before the arm is
        actually deployed. To bring up the crosshair, press A on the
        keyboard or position the mouse pointer over the Robotic Arm Lever
        (located on the lower right of the screen) and click the left mouse
        button.

        Once the crosshair is active, move the sub into position so that
        the object to be sampled is directly in front of the crosshair;
        press A again (or click on the lever using the mouse) to deploy
        the arm and take a sample.

SUB DAMAGE

Deep diving is dangerous work, even in the relative safety of the minisub.
Although Manta has an advanced hull design capable of resisting great
pressure, enough collisions can compromise its water seals and other
less durable components. Each collision with a large object (or the sea
bed) will incur a small percentage of damage. You'll receive a warning when
the damage is sufficient that you should return to the ship for repairs.
If you ignore it, you'll receive three more warnings, depending on damage
level, before the sub hull is compromised.  After that, you'll visit one
last site-Davy Jones's locker.

TIME LIMITS

You can't stay underwater indefinitely in the sub -- sooner or later
you'll run out of power or air. To check the remaining operating time
while in the sub, press T.  Don't forget to check regularly.


MOUSE INFORMATION

If you're using a mouse with Discoveries of the Deep, you can receive
information about minisub instruments and objects outside the viewing
window by clicking on the object or instrument using the right mouse

button.

RECONNECTING WITH THE SHIP

When you go diving in the minisub, the first mate takes the helm and, with
the help of a technician in the instrument room, follows your movements
aboard ship. By keeping the ship near the minisub, you can easily return
simply by surfacing. The ship will be near to hook the sub and bring you
aboard.

When you've ascended to less than 20 feet, press C on the keyboard or
click on the Ship Hook-Up Button using the mouse. You'll be ready to
sail to a port or your next destination.

                               THE MISSIONS

The Titanic

It was nearly midnight when the lookouts saw the shape forming in the
haze, towering 60 feet above the water. Sounding the warning bell,
they telephoned the bridge:

        "Iceberg right ahead!"

The first officer called a hard-a-starboard to the helmsman and
ordered a full stop. Working quickly, lie activated a lever that
closed the watertight doors below the waterline while the helmsman
spun the wheel as far as it would go. The great ship veered to port,
but too slowly; the iceberg struck her starboard bow, scraping, along
the hull, and moved silently into the night.

The impact tore a gash in the hull, 'jarring the crew in the forward section
yet scarcely disturbing the passengers, most of whom were inside because
of the cold air. After ten minutes, water rose 14 feet above the keel
and the first five compartments began flooding. One of the boiler rooms
was eight feet under water, Captain Edward J. Smith and one of the ship's
chief engineers ran a rapid inspection below decks and discovered the mail
room filling with water, sacks of mail floating in the advancing sea. The
worst was apparent: the ship was going down.

	The captain had no time to cast blame for mistakes. Lifeboat
space for the estimated 2,200 passengers was only 1,178 and he knew more
than 1,000 would have to stay behind. He had an hour, perhaps two, to
complete the orderly evacuation of the ship and delay the inevitable
panic as long as possible.

        A standard CQD distress call was sent out, and later the new
distress signal, SOS, which was just coming into use. The Californian,
19 miles to the north, failed to respond. Numerous other ships heard and
answered the call, the next closest the Carpathia, some 58 miles south-
east. Her captain, Arthur Rostron, could scarcely believe the news but
turned his ship full steam and raced to the rescue.

        The officers began loading women and children into the lifeboats.
Many of the passengers were reluctant to leave, but the firing of the
distress rockets seemed to bring them to the realization that the ship
was in trouble. Just inside the Boat Deck entrance the ship's band
continued playing lively tunes.

        As the slant of the deck grew steeper, the lifeboats began leaving
more quickly and more fully loaded. Down in the engine room, the chief
engineer and some of his crew stayed working the boilers to keep the
lights on and the pumps going.

        Soon, all the boats were gone, the ship was well underwater,
and over 1,500 people remained aboard. Clinging to the rails as the
ship tilted violently, many plunged into the icy sea but were sucked down
by the pull of the ship.

        At 2:18 a.m., April 15, 1912, the ship's lights blinked once, then
went out, and the R.M.S. Titanic, the greatest ship of her day, slipped
below the sea.

__  __  __


When she sailed on her maiden voyage in 1912, the Titanic was the largest
and most elegant liner in the world. Eight hundred eighty-two feet long,
a hundred feet high at the bridge, and weighing over 46,000 gross tons,
she was the last word in floating luxury. The first-class suites were
over 50 feet long and included a private promenade deck. There were
elevators; a gymnasium; a Turkish bath and swimming pool; an a la carte
restaurant; the Caf6 Parisien, a replica of a Paris sidewalk cafe; and
a lavish Grand Staircase. The first-class passengers were the cream of
society, and included the wealthy Colonel John Jacob Astor, Benjamin
Guggenheim, and Isidor Straus (the owner of Macy's) and his wife Ida.

        The actual sinking of the ship has been re-created by Dr. Robert
Ballard of the Woods Hole Oceanographic Institution. A likely scenario
based on a study of the evidence indicates that at about 2:17 a.m.
(the ship by this time was well down at the bow) flooding increased
rapidly and the ship lurched downward. The wave of water coming over
the bow collapsed the bridge and the officers' quarters; the number
1 funnel toppled forward.

        As the stem continued to rise, stress on the midsection
increased; the hull broke in two between the third and fourth funnel
and the bow tore away, racing toward the ocean bottom and dragging with
it a mass of debris-boilers, pieces of the hull, funnels, etc. The stem
leveled somewhat, then pointed straight up under the weight of the
engines, pivoting as it did so; it stayed this way a minute or more
before plunging. As it sank, the force of rushing water peeled back the
Poop Deck.

        As the stern dropped more or less straight down, the bow planed
away at a shallow angle, plowing into the sea bed. By the time all the
pieces had settled, the stem lay 1,970 feet from the bow, facing the
opposite direction.

While the Titanic is open for exploration, the wreck site is also a
burial ground and stands as a memorial to all who went down with the ship.
You will be limited to viewing the wreckage and taking pictures.


Flight 19

December, 1945, 2: 1 0 p.m. Five Avenger torpedo bombers lifted off
from the Naval Air Station in Fort Lauderdale, Florida, scheduled for a
routine patrol in the Atlantic-160 miles east, 40 miles north, and 120
miles back to base. The planes were fully fueled and all equipment was
in good working order; the pilots and crewmen were all experienced;
the weather was excellent. Flight 19 was scheduled to last two hours.

	At 3:45 p.m. the first message came from the patrol. The tower,
expecting to receive a request for landing instructions, instead received:

	"Control tower, this is an emergency. We seem to be off course.
We cannot see land ... repeat ... we cannot see land."

        "What is your position?" the tower asked.

        "We're not sure."

        Perplexed, the tower operators instructed the patrol to head
due west. After a long silence, the patrol leader answered, "We don't
know which way is west. Everything is wrong ... strange ... we can't
be sure of any direction."

        The tower operators were at a loss. The planes were equipped
with extensive radio gear, compasses. and homing devices which showed
the heading to take to return to base. Even if the compasses were
affected by a magnetic storm, the pilots should have been able to find
land by flying toward the sun. It seemed as if they couldn't tell where
the sun was.

        As time passed, the pilots grew confused and scared, but stayed
together. After 4:00 p.m. the planes were running low on fuel and the
situation was grave.

        At 4:25 the flight leader radioed the tower: "We're not certain
where we are. We must be about 225 miles northeast of base ... it looks
like we're. . ."

        Silence. All contact was lost.

        At once, a Martin Mariner rescue plane (a flying boat) was dispatched to
Flight 19's last estimated position. The sun was setting and the weather
growing poor, but the Martin Mariner was well-equipped with survival and
rescue gear and could land in even the roughest of seas. The tower
radioed Flight 19 to let them know help was on the way, but received no
response.

        The Martin Mariner soon reported that it was approaching the
Avengers' position, but that it couldn't see anything. Suddenly, radio
messages from the flying boat ceased. The controllers tried without
success to re-establish contact. The rescue plane, too, had vanished.

        A general alarm was raised. Other planes were sent, ships were
dispatched. The flight paths of the Avengers and the Mariner were
thoroughly searched. At 7:04 p.m., a Miami tower picked up a faint
message: "FT ... FT. . ." Those were the call letters of Flight 19, which
would not have been used by anyone else. It was two hours after the
flight must have run out of fuel.

        Navy and Coast Guard vessels searched throughout the night, and
again the next day with 300 planes, 21 ships, and land parties scouring
the Florida coastline, the Keys, and the Bahamas. The search continued
for weeks, but no clues were found. No wreckage, no oil sticks, no
survivors ... Flight 19 and its rescue plane had vanished into one of
the greatest aviation mysteries of all time.

Although Flight 19 remains undiscovered, its disappearance is not without
fact-and theories, ranging from waterspouts to alien spacecraft On the
factual side, it has been determined that when Lieutenant Charles
Taylor (the flight leader) first reported trouble, the five Avenger
bombers were just north of the Bahamas, almost exactly on course when
they decided they were lost. After careful study of the radio messages
and other pertinent data, it is believed Flight 19 ditched several
hundred miles off the northern coast of Florida, approximately adjacent
to New Smyrna Beach.

        Your job is to find and photograph the missing bombers, and lay
        to rest this baffling tragedy.


The Mysterious Blue Hole
of the Bahamas

Imagine that you're snorkeling off the coast of the Bahamas and
suddenly the clear, shallow reef you've been exploring drops away
beneath you, forming a dark chasm. Unsure what to make of your
 strange discovery, you follow the reef's edge, looking for a way
 around, but soon you're back where you started. The chasm seems
 to be a perfect circle.

        Returning to your boat, you start the engines and guide her
through the coral banks. Ahead, you see a vast, dark patch in the ocean
and catch the fin of something large break the surface.  Was it a shark
or a harmless Manta ray? You approach more carefully, watching the sea
around the boat for signs of trouble. The dark patch looms ahead; soon
the reef ends and you find yourself afloat over a tremendous hole in the
ocean. You've 'just found a geological phenomenon called a "blue hole".

Blue holes are actually vast, underwater caverns originally hollowed
out by fresh water and later filled with sea water. Little is known about
the interior of this particular blue hole, but Stephen Wold, the Manatee
Harbor geologist accompanying you on this mission, believes it may
contain stalactites-significant if true, because stalactites would confirm
that the hole was once a true cave located above the water's surface, a
fact which could shed light on Earth's ancient history. Besides photo-
graphing the hole's interior, you must check for the presence of
stalactites and, if possible, use the minisub's robotic arm to retrieve
a sample.

        Should you succeed, Team Manatee will add another piece to the
puzzle of Earth's early history and your reputation in the scientific
community will be well established. Good luck!


Romanche Gap

Picture a world without light and heat ... five miles beneath the
ocean's surface where pressures exist capable of crushing your body
instantly ... where life thrives in the darkness, gathered around
volcanic vents in the earth's crust...

        You are about to enter the Romanche Gap.

The Romanche Gap is a crevasse in the sea 25,354 feet deep, the third
deepest point in the Atlantic. Scientists who first photographed this and
other trenches were surprised to find life at the bottom: deep-sea urchins,
cucumbers, brittle starfish, crabs, mollusks ... hatchet fish, vampire
squid, armored worms, giant sea spiders. Many of these animals feed on
the muddy sea floor, which resembles the surface of the moon. Others
thrive on the sediments stirred by underground "vents" in the ocean
floor.

	Yours is a follow-up mission to a dive undertaken a year earlier
        by Dr. Forrest Crane, a colleague at Manatee Harbor. Crane and
        his team documented and photographed the life at the bottom of
        the Gap, but were unable to complete their work. In particular,
        they could not identify a life form they got only a brief glimpse
        of (and a blurred photograph, which you will find in the
        mission folder).

        Funding for the mission has been established to finish Crane's
        work, but the financial backers are extremely interested in the
        unidentified life form.   It is larger than anything yet
        encountered at those depths and could prove to be something
        entirely unknown.



COLUMBIA AIRLINES FLIGHT 609

The night sky was heavy above New York and snow was failing over
LaGuardia Airport. Columbia Airlines Flight 609, bound for London, sat
on the runway awaiting clearance. The passengers were restless. The
flight had been delayed 45 minutes and many wondered if it would be
canceled. The possibility was strong; already there had been over 60
no-shows and the plane was eerily empty.

        Finally, Captain Paul Nolan received word that the runway was
clear. Moving the Boeing 747 into position, he lifted off at 12:05 a.m.,
Eastern Time.

Two hours later, the tower at LaGuardia received a message from Flight
609 reporting heavy turbulence followed by an intermittent electrical
problem. One of the passengers had struck her head and was being cared
for by the stewardesses, but her injury was minor and the electrical
problem seemed to fix itself.  They would continue.

The crew of Flight 609 then encountered a severe disturbance of which
their weather advisory system had failed to warned them. At that point
the captain decided to take manual control of the aircraft. The towers
at Dublin and LaGuardia maintained constant radio contact.

        An hour from Ireland, Nolan radioed again: "We have a loss of
        control response ... losing altitude. . ."

        Two minutes later Flight 609 disappeared from the radar screens.

__  __  __

Search and rescue planes were dispatched immediately, recovering sixty-
four survivors. Debris around the crash was extensive, and the Boeing
747 was located quickly lying under 600 feet of water.

        To determine the cause of the crash, the flight recorder, or
"black box", must be retrieved.   Look for this object in the debris
around the plane.

The tragedy of Flight 609 was enormous, with a loss of over one hundred
lives. Finding the black box will be tough, but the reason for the
crash must be learned. Many are counting on you.


THE WRECK OF THE CAPITANA

Between 1500 and I 800, Spain shipped over 8 billion dollars in gold
and silver bars and coins through the Florida straits-the conquered wealth
of America. In May of 1733, General Rodrigo de Torres y Morales sailed
from Veracruz,, Mexico aboard his Capitana, Rubi Segundo, with two
other galleons and eighteen naos (ships identical in construction to
galleons but with fewer guns) and smaller ships. They were joined in
Cuba by a fourth galleon, and on July 13, the New Spain armada sailed
out of the harbor at Havana bound for Spain by way of the Gulf Stream.

        The following day the winds shifted abruptly to a gale from the
cast, and sensing danger, Don Rodrigo ordered his captains to change
course and return to Cuba. The order was too late. By the next morning the
winds increased to a full hurricane, scattering the fleet and leaving
many of the ships wrecked along the Florida keys and the General's
Capitana grounded in 18 feet of water off Key Largo. The crew and
passengers reached shore and walked to Upper Matecumbe Key, where they
found water and met other survivors.

	 Some of the ships were refloated and saved; others were swept
to Cuba and wrecked there. The remaining sixteen ships were left
disintegrating along the Keys in the outer reefs in water 8 to 40 feet
deep. All told, over sixty-eight million dollars in treasure went to
the ocean bottom.

        The following year, the Spanish sent a salvage fleet and managed
to recover 12,000,000 pesos in silver money and ingots, but had to
abandon the project after storms completed smashing the ships.
About $6,000,000 in cobs and ingots, in addition to unknown quantities
of jewelry and religious artifacts, were left scattered over the reefs
and sand and buried in the wreckage.

	In 1948, Arthur McKee, Jr., a professional deep sea diver, located
the remains of a sunken ship off the Florida reefs. Among the rubble he
found ancient cannons and ballasts and a number of silver coins dated
1732. The cannons and cannonballs were marked with a Spanish insignia,
and after extensive research he received, through the Archives of the
Indies in Spain, the account of the wreck of the New Spain armada in
1733.
	McKee and his crew of divers went to work on the wrecked ship
searching for the remaining treasure. They found hundreds of silver
coins called "pieces of eight", gold doubloons, jewelry, Church artifacts,
and three silver bars weighing 60, 70, and 75 pounds that made McKee
famous and gave him the nickname "Silver Bar" McKee. One of the bars
is on display at the Smithsonian Institution surrounded by pieces of
eight and other objects from Spanish wrecks, and soon the accumulation
of artifacts grew so great that McKee and some interested financiers
formed a corporation called McKee's Museum of Sunken Treasure, Inc.,
and built the famous Fortress of Sunken Treasure at Treasure Harbor,
Plantation Key.

	The state of Florida recognized Art McKee's work by granting him,
        in 1952, exclusive salvage rights to all wrecks in a large area
        along the coast. But Mckee wasn't interested only in treasure.
        Concerned with preserving history, he recovered pottery and
        chinaware, glassware, flintlock pistols, muskets and lead
        bullets, copper nails, nautical instruments, cannons and
        cannonballs-anything to give visitors to his museum a feel for
        era of the Spanish galleons. He even recovered some of the old
        timbers and ribs from the Capitana wreck site and rebuilt the
        ship on land in the courtyard near the Fortress.

        Art McKee has since passed away, but his contributions live on,
        His salvage of the Capitana (also called McKee's Galleon)
        ushered in the age of treasure diving and submarine archaeology
        in America.

__  __  __

Choosing this mission will let you relive Art McKee's galleon hunts.
Using your ship and the minisub, you can search for and photograph the
Capitana in the Florida Keys, and, if you're lucky, find the San Jose
and the Infante, other galleons which sunk in the same area.


About Jack Haskins, Jr., finder of the Haskins Medallion

Jack Haskins Jr. has been a commercial shipwreck salvor since 1965.
His first expedition was to Padre Island, Texas, in search of the 1554
New Spain Flotilla.

        His research and participation resulted in the finding of the
Concepcion off the Dominican Republic. He has been on more than 30
missions and has conducted search and recovery in depths up to 2,000 feet.

     For further historical information or inquires, contact Jack
     Haskins Jr. at:

P.O. Box 567
Islamorada, Florida 33036
(305) 664-8130



NUCLEAR WASTE CLEANUP

Choosing a waste disposal site is one of the most controversial aspects
of the nuclear waste issue, and this is one of your most important
missions.

        After fuel has been in a power reactor about three years, the
concentration of Uranium-235 atoms is reduced and the fuel must be
replaced. However, disposing of the spent fuel is no simple matter; the
material remains radioactive (though at low levels) for many years, posing
a hazard to the environment. A repository must be chosen that will
interact with the environment as little as possible.

        Earlier this century, before the hazards of nuclear waste became
widely known, drums containing radioactive materials were routinely
dumped into the oceans. As the dangers of radioactive waste became
apparent, the issue grew in importance and controversy. Dumps sites are
chosen only after extensive research. Nevertheless, leaks occur, and a
worldwide effort is underway to clean up the seas.

The dump site you'll be working on if you choose this mission is located
off the coast of Delaware. You'll rendezvous with the U.S. Navy, which
has already begun cleanup operations there. Your task will be to sample
leaking drums by targeting the leaks and extending the robotic arm, which
will be carrying a small instrument designed to sample the radioactive
matter.
 	To help you locate the corroded drums, Navy S.E.A.L. divers have
layered the site with a chemical that makes the leaking material more
easily visible.


CD-ROM SPECIAL MISSIONS

Additional missions have been included in the CD-ROM version of
Discoveries of the Deep. To access them, you must press M while at the
Manatee Harbor office, where they will be found listed after the seven
core missions (see Choosing a Mission). Use the F1 Key to get the
description and approximate location of any mission.

The Lost Temple

Director Withers hands you a facsimile. Dr. Luis Rivero-Del Rio, an
associate of the institute living in the Canary Islands, reports that
local divers have found a series of columns lying in roughly 200 feet of
water. No further details are known, but Dr. Rivero believes the columns
may be the remnants of a Roman temple rumored to have existed around 150 B.C.
fifty years after the Romans conquered  Spain. If he is correct, an
important archaeological site awaits discovery.

        You've been given approval to research the report. A photographic
record of the site, if it can be found, is vital; any artifacts that may
be recovered using the robotic arm would also be of great importance.

Undersea Volcano

The Atlantic Ocean is widening at a rate of an inch per year, about six
feet in an average lifetime. Rifts along the Mid-Atlantic Ridge are
constantly spewing lava and ash, creating new land masses and changing
the face of the ocean floor. These active rifts, known as hydrothermal
vents, or smokers, contain hydrogen sulfide that feeds bacteria. The
bacteria, in turn, are the basic food source for giant tube worms and
other life that thrive near the vents.

        Using Manta, you can observe a smoker and the life around it
first hand, taking pictures and using the robotic arm to probe the
temperature of the molten ash.

CUSTOMER SERVICE

If you experience difficulties with this or any other Capstone software
product, you can call the Customer Service Department between 9 a.m.
and 6 p.m. Eastern Time, Monday through Friday, for technical assis-
tance. Service is available for all registered owners.

lntracorp
7200 Corporate Center Drive
Suite 500
Miami, Florida 33126

(305) 591-5900
Facsimile (305) 591-5633

IntraCorp also maintains a customer support bulletin board. Callers
can leave questions for the Customer Service Department and receive
information on soare upgrades and new releases. The board is
available 24 hours daily at (305) 471-8962.


NOTICE

Discoveries of the Deep is primarily an educational simulation, and
as such the contents are largely factual. The Titanic, Flight 19, The
Capitana, Art McKee, blue holes, Romanche Gap, and the nuclear cleanup
effort are real; the remaining places, people and events have, because
of certain constraints, been created for the program. Any resemblance
to persons living or dead, or to actual places and events, is
coincidental.


License Agreement

This agreement governs your use of the SoftKey products enclosed with it
including any manuals, disks, computer program and materials associated with
it (the "Software"). By opening the sealed packages containing the disks
and/or by using the software, you agree to be bound by the terms of this
agreement. If you do not agree to the terms of this agreement, promptly
return the unopened disk packages to the place you obtained them for a
full refund.

1. Grant of License. This Agreement permits you to use one copy of the
Software, which is licensed as a single product. The Software is in use
on a computer when it is loaded into the temporary memory (i.e., RAM) or
installed into the permanent memory (e.g., hard disk or other storage
device) of that computer. You may use the Software on a network provided
you have purchased one copy for each user.

2. Copyright and Restrictions. The Software is owned by SoftKey or its
suppliers and is protected by United States and Canadian copyright laws
and international treaty provisions. SoftKey, it's suppliers or licensors
retains all rights not expressly granted. You must treat the Software like
any other copyrighted material, except that you may either make one copy
of the Software solely for backup or archival purposes or transfer the
Software to a single hard disk provided you keep the original solely for
backup or archival purposes. You may not rent or lease the Software, but
you may transfer your rights under this Agreement on a permanent basis
provided you transfer the license granted by this Agreement, the Software
and all associated printed materials, retain no copies and the recipient
agrees to the terms of this Agreement. You may not reverse engineer,
decompile or disassemble the Software, except to the extent the foregoing
restriction is expressly prohibited by applicable law.

3. Limited Warranty. For 90 days from your date of purchase, SoftKey or
it's suppliers warrants that the media on which the Software is distributed
are free from defects in materials and workmanship. SoftKey will, at its
option, refund the amount you paid for the Software or repair or replace
the Software provided that (a) the defective Software is returned to
SoftKey or an authorized dealer within 90 days from the date of purchase
and (b) you have completed and returned the enclosed registration card.
These are your sole remedies for any breach of warranty. SoftKey, it's
suppliers and licensors disclaim all other warranties, either express or
implied, with respect to the Software and the accompanying written
materials, including but not limited to implied warranties of
merchantability and fitness for a particular purpose.

4. Limitation of Liabilities. In no event will SoftKey, it's suppliers or
licensors be liable for any indirect, special, incidental, economic or
consequential damages arising out of the use or inability to use the
Software, even if such party has been advised of the possibility of such
damages. In no event will SoftKey, it's suppliers or licensors' liability
exceed the amount paid by you for the Software. Because some jurisdictions
do not allow the exclusion or limitation of liability for consequential or
incidental damages, the above limitation may not apply to you.

5. U.S. Government Restricted Rights. The Software is provided with
RESTRICTED RIGHTS. Use, duplication or disclosure by the Government is
subject to restrictions as set forth in subparagraph (c)(1)(ii) of the
Rights in Technical Data and Computer Software clause at DFARS
252.227-7013 or subparagraphs (c)(1) and (2) of the Commercial Computer
Software-Restricted Rights at 48 CFR 52.227-19, as applicable. SoftKey
International Inc., One Athenaeum Street, Cambridge, MA 02142.
