Project Wells
Project Wells
Published by arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is a
trademark and copyright owned by the Delta Green Partnership, who has licensed its use here. The contents of this
document are © 2022 by Sergio Crego, excepting those elements that are components of the Delta Green
intellectual property.
TABLE OF CONTENTS
INTRODUCTION …………………………………………………………………………………………... 2
HANDLER INFORMATION ……………………………………………………………………………… 2
PART ONE: ASSESSMENT & SELECTION ……………………………………………………………… 4
Arrival …………………………………………………………………………………………………… 5
➢ Dr. Thornhill ……………………………………………………………………………………….. 5
Day 1: The Aptitude Tests ……………………………………………………………………………….. 6
➢ Firing Range ………………………………………………………………………………………… 6
➢ Obstacle Course ……………………………………………………………………………………... 6
➢ Sparring ……………………………………………………………………………………………... 6
➢ Lunch ………………………………………………………………………………………………... 7
➢ The Pool …………………………………………………………………………………………….. 7
Day 2: Training ………………………………………………………………………………………….. 7
➢ Drill 1 ………………………………………………………………………………………………. 8
➢ Drill 2 ………………………………………………………………………………………………. 8
➢ Drill 3 ………………………………………………………………………………………………. 8
➢ Hit the Showers ……………………………………………………………………………………... 8
➢ Ophidian Liquivore …………………………………………………………………………………. 9
➢ Ending the Experiment ……………………………………………………………………………… 9
➢ The Briefing ………………………………………………………………………………………… 9
Day 3: D-Day …………………………………………………………………………………………….. 10
PART TWO: ABOARD THE ELDRIDGE ………………………………………………………………… 11
The Eldridge Embarks ………………………………………………………………………………….. 12
Handler Information …………………………………………………………………………………….. 12
➢ Timeline of Events ……………………………………………………………………………….... 12
➢ Crewmembers ……………………………………………………………………………………… 13
The SEALs Jump In ……………………………………………………………………………………... 14
The Tower is Destroyed ………………………………………………………………………………… 15
The Eldridge Returns ……………………………………………………………………………………. 15
Opposing Forces ………………………………………………………………………………………… 16
➢ Disc-Shaped Liquivore ……………………………………………………………………………. 16
➢ Tumbleweed Liquivore ……………………………………………………………………………. 16
➢ Consumer Swarm ………………………………………………………………………………….. 16
➢ The Glowing Man ………………………………………………………………………………… 17
Glossary …………………………………………………………………………………………………. 18
Handout A ………………………………………………………………………………………………. 19
1
Introduction
It is 2012 and Facility 12, a secret March lab located in Northern Montana, is bustling with anticipation.
In a few hours, a squad of the toughest sons-of-bitches the American military has ever produced will be
arriving on a UH-60 Black Hawk helicopter. Today is the day that years of scientific experimentation and
theory will be put to the test.
A cabal of government-funded scientists and researchers plan on pushing these men to their
limits…and beyond…in hopes of proving that at least two of them are destined to save the world. Even if
it means killing the rest of the team in the process…
Handler Information
On October 28, 1943, the National Defense Research Committee and the United States Navy tested the
application of a device code-named MIRAGE III aboard the USS Eldridge, a Cannon-class destroyer
escort, in an attempt to render the ship invisible through the use of intense electromagnetic fields. The
fruits of a naval research project called RAINBOW, this was one of the earliest attempts at creating
stealth technology. The Eldridge not only became radar-invisible for more than twenty minutes, it
disappeared completely from the visible spectrum and was lost by its escort ships when the device was
activated. In effect, the USS Eldridge ceased to exist for twenty-two minutes.
Majestic-12 assumed control of the project in 1982 until its dissolution twenty years later. The
baton was then passed to March Technologies, a private defense corporation that previously served as a
public front for Majestic’s R&D efforts. Unlike its predecessors, March has made tangible progress in
understanding the events that took place aboard the Eldridge. They have replicated the Tillinghast
Resonator, learned that the Eldridge entered a pocket dimension they have dubbed N-Space, and know
that if the Resonator aboard the Eldridge is not shut off in time, a paradox will rupture space-time and
destroy the world. Their plan is to send Navy SEALs into N-Space to board the Eldridge and destroy the
conning tower which houses the Resonator.
Your players will take on the role of these SEALs. More specifically, they should be operators
with the Naval Special Warfare Development Group, also known as DEVGRU or SEAL Team Six. As a
Tier 1 special mission unit under the Joint Special Operations Command, DEVGRU is tasked with
carrying out extremely high-risk (and highly classified) operations. For more information on Special
Operations Command and playing a Navy SEAL, refer to pp. 140-143 and p. 145 of the Agent’s
Handbook.
In 1943, after the USS Eldridge reappeared, the bodies of two unidentified men were found
onboard. They wore strange silver suits, carried weapons far more advanced than what was available at
that time, and had no record of ever existing. A sub-project of TELL, titled GARNET, discovered that
these men must have come from the future, and eventually identified them as US Navy SEALs. Two of
your players will play these characters, destined to die in N-Space.
This scenario works best with 4-5 players up to a maximum of 6. The larger the group, the
harsher your elimination trials must be to ensure only 2-4 SEALs are selected for (or survive) the final
mission aboard the USS Eldridge. Player characters, usually referred to as Agents in Delta Green, will be
referred to as SEALs for this scenario.
2
For more information on the events and projects surrounding the Tillinghast Resonator, please
refer to the Delta Green supplement Eyes Only, pp. 118-131.
The first half of this scenario (ASSESSMENT & SELECTION, pp. 4-10) involves selecting and
training the SEALs who will be tasked with boarding the Eldridge and destroying the Resonator. The
second half of the scenario (THE ELDRIDGE EMBARKS, pp. 11-17) is a sanity-shattering marathon
the players must fight through to complete their objective.
3
PART ONE:
ASSESSMENT
&
SELECTION
4
Arrival
The scenario begins with the SEALs already aboard a UH-60 Black Hawk helicopter heading east
through the mountainous terrain of Northern Montana. The SEALs know little about the mission they
have been recruited for, but the scuttlebutt suggests this may be a continuation of Operation NEPTUNE
SPEAR, the mission that took down Bin Laden a year ago.
0900: The SEALs arrive at a compound nestled along a wide river. This compound is known
within March Technologies as Facility 12. As the Black Hawk circles, zeroing in on a landing pad, the
SEALs can count about two dozen plain white buildings within a double-fenced perimeter. High security.
They may also notice:
➢ Beside the eastern entrance, where vehicles might enter, there is signage that reads MARCH
TECHNOLOGIES.
➢ One of the buildings has a high domed roof and is much larger than the rest. Housed within is the
massive Tillinghast Resonator known as The Concern.
➢ Finally, the sight that catches everyone’s eyes is a dull grey naval vessel parked on the riverbank.
Those with 40% in MILITARY SCIENCE or HISTORY will recognize this as a recreation of a
WW2-era destroyer escort, complete with anti-aircraft cannons and 50 caliber turrets.
Dr. Thornill
The Black Hawn lands and the SEALs are met by a small woman wearing a white lab coat. Her name is
Dr. Rebecca Kaur Thornhill, and she will act as their liaison while in the compound. She is described in
more detail in the Handler’s Guide, pp. 290-292.
Dr. Thornhill wastes no time and asks the SEALs to follow her. March has prepared a series of
aptitude tests for the team. These tests are designed to weed out anyone not up to the task, and Dr.
Thornill assures the SEALs they are “standard operating procedure.”
WARNING
Your players may grow frustrated with these tests. Most
players do not like being ordered around by NPCs and kept in
the dark…especially when things get lethal. Let this happen. If
they are on the verge of mutiny before the events of the locker
room shower, only then change gears. Tapham, Thornhill, and
the science team will acquiesce and tell the SEALs the truth.
Run the Briefing, and once they understand what is at stake,
you may then resume where you left off.
5
Day 1: The Aptitude Tests
As the players roll for these skill challenges, mark whether they succeed or fail. The SEAL(s) with the
most failures is asked to leave at the end of the day.
The SEAL with the most successes after the 5th trial gains +40% to all of their rolls until the end
of part one of this scenario. The second highest score receives +20%. These modifications to their roll
results are to be kept secret by the Handler and are meant to represent that SEAL’s predestined fate to go
on this mission.
Example: If, on the following day, Player 1 fails a roll but succeeds thanks to the modification,
explain that the SEAL’s actions still manage to have a positive result despite their assumption. Let them
remain confused as to why until their briefing. The SEALs are not briefed during these trials and any
questions about the mission will be met with half-answers.
Firing Range
0930: The SEALs are brought to a firing range that overlooks the inlet. Every dozen yards there are
cement barriers with crudely painted targets on them. The agents are provided with the option of using a
Sig Sauer P226 (medium pistol), a Heckler & Koch MP7 (submachine gun), or an HK416 (light rifle or
carbine). These are the only weapons available to them for this test. Each agent must make a
FIREARMS check.
Obstacle Course
1030: The SEALs are led to an advanced military obstacle course. Stages consist of parallel bars; tires;
low, high, and inclined wall climbs; low crawls under barbed wire; cargo net climbs; balance logs; rope
climbs and bridges; log vaults; and more. The SEALs must complete the course in under 8 minutes. All
players must make an ATHLETICS check.
➢ SEALs with Awareness at 40% or higher notice there are scientists in lab coats taking extensive
notes and talking amongst each other.
Sparring
1130: For the final aptitude test of the morning, the SEALs are brought to a sandpit where they are paired
off and asked to fight one another. All SEALs must make an UNARMED COMBAT check.
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Lunch
1230: The SEALs are released for lunch and escorted to a mess hall. It appears that two-thirds of the staff
are scientists or engineers, and the last third are mercenaries wearing plain clothes.
➢ Allow the SEALs a chance to roleplay to get to know one another. If they try to ask questions of
the nearby scientists or engineers, the coats will simply ignore them or shrug. If they persist, the
mercenaries patrolling the hall will escort the researcher away and chastise the SEAL for
bothering personnel.
The Pool
1330: After lunch, the SEALs are led to a large indoor swimming pool and divided into two groups.
Thornhill informs them they will be disarming an underwater mine. They are instructed to put on diving
suits and to jump in.
➢ Objective: Disarm an underwater mine located at the bottom of the pool. Each team will need to
make three successive checks: SWIM, HEAVY MACHINERY (dismantle the bomb), and
DEMOLITIONS (disarm the explosive). Any SEAL may make the roll.
➢ The team with the most successes completes the objective first. A critical failure on the
DEMOLITIONS roll means the explosive is set off. This kills the SEAL handling the roll and
usually upsets the others.
At this point, if no one has been killed in the process, the SEALs are helped out of the pool and asked
to line up. Thornhill confers with a group of scientists and then returns to the party with the results. The
SEAL(s) with the greatest number of failures is asked to leave. A shuttle van takes them off-site and they
are never seen again.
The remaining SEALs are congratulated and offered a place to stay for the night. A 40% in
INVESTIGATION reveals there are tiny hidden cameras placed in the room monitoring them. If they
attempt to leave the building, a team of mercenaries will return them to the room, by gunpoint if
necessary.
Day 2: Training
➢ 0600: The SEALs are woken and fed.
➢ 0700: They are led by Thornhill to the destroyer escort docked along the river.
Waiting for them is the same team of white coats, only this time they are joined by a tall black male
with sparse white hair and pale pink burn scars covering his cheeks, mouth, and neck. He is introduced as
Dr. Gregory Tapham, the Director of March Technologies. He is described in more detail in the
Handler’s Guide, pp. 288-290.
Thornhill explains that the SEALs will run a series of drills aboard the vessel that will increase in
difficulty. They are also asked to wear bulky silver suits; they are thick and cumbersome like astronaut
suits, only without the luxury of zero gravity. No explanations are given, simply the instruction to suit up.
At this point provide the players with the map of the ship’s interior (HANDOUT A). They should be
given free reign to choose how to board and complete their objectives. The “enemies” aboard the ship are
7
the same cardboard cutouts used on the firing range. For the third and final drill, those stationary targets
are replaced by actual mercenaries.
At the end of each round, the SEALs must make CONx5 rolls. Failure means they are becoming
exhausted due to wearing the strange silver suit, and they earn -20% to all further rolls for this drill.
Failing between drills more than once means they can no longer participate in subsequent drills.
Drill 1
OBJECTIVE: Board the ship and take out any enemies. Ask the SEALs to make FIREARMS /
HEAVY WEAPONS rolls.
➢ As they take a break, a group of engineers rush aboard and reset the drill.
Drill 2
OBJECTIVE: Board, take out enemies, and save hostages (MILITARY SCIENCE). Obstacles and
obstructions have been added, forcing the SEALs to find new routes (NAVIGATION).
Drill 3
OBJECTIVE: Board and defuse a bomb (DEMOLITIONS). This time the targets have been replaced
with living, breathing mercenaries firing live rounds.
Realizing the drill is live fire costs 0/1D4 SAN.
Killing a mercenary costs 0/1D6 SAN.
Watching a fellow SEAL die costs 1/1D6 SAN.
8
Ophidian Liquivore
The Briefing
The SEALs are met by Dr. Isaac Vinet and Dr. Gregory Tapham, with Thornhill at their side. They finally
sit the SEALs down and explain the truth.
The SEALs need to complete special training to survive a one-way mission into N-Space. In
1943, an experiment aboard the USS Eldridge with a larger version of the Resonator hidden in the locker
room sucked the ship into a place known as N-Space. The problem is the ship is technically still in this
fourth dimension, which is coterminous with our own. If the Resonator aboard the Eldridge is not shut
off, it will cause a cascading effect that will result in the destruction of the solar system by 2053.
Thanks to the work of many scientists over the years, a plan has been developed. The Eldridge is
producing a powerful electromagnetic field within N-Space. When objects are charged with the same
radiation, they disappear and are attracted to the Eldridge. The SEALs are going to be bombarded with T-
Radiation, in hopes that doing so will magnetically pull them to the Eldridge. Once aboard, the SEALs’
mission is to get to the conning tower and destroy it…and the Resonator within…with C4. This will
disrupt the electromagnetic signal and return the Eldridge to its time in 1943.
Simple enough, but the SEALs may have additional questions, such as:
➢ How are we getting back? (Exfiltration) This is a one-way mission. The combination of high
doses of T-Radiation plus the dangers found within N-Space make your chances of survival
nearly 0. Even if you did survive, you would find yourself trapped in 1943’s America.
➢ How much time will we have? You will be outfitted with N-Suits that will help block some of
the radiation, buying you roughly 20-30 minutes before your body shuts down from poisoning
and you die.
9
➢ Should we treat the crew of the Eldridge as hostile? It is unknown how the crew of the
Eldridge will react to your appearance, but your priority must be completing the mission. If
crewmen get in your way, they must be eliminated.
➢ If you need us for this mission, why did you attempt to kill us during training? Project
GARNET proves that two of you were destined to go on this trip. We were simply testing our
hypothesis by seeing what would happen if we threw you into harm’s way.
o Show them evidence that March has been tracking them since childhood. Give them time
to accept the truth. Any SEAL who realizes he is fated to board the Eldridge loses 0/1
SAN.
➢ What will happen to those of us you have NOT been tracking via GARNET? The outlook is
grim. We do not find your bodies in 1943 and do not believe you survive the mission.
In the evening, the SEALs are offered a final meal. No matter how absurd of a request, they get
what they ask for. Any final phone calls to loved ones are allowed, but March monitors the calls and cuts
the line if the SEALs say too much.
Before going to bed, ask them to make LUCK rolls. On a failure, the SEAL has become addicted
to the effects of the Resonator and has difficulty sleeping.
Day 3: D-Day
Before being sent into N-Space, the SEALs must finish their “training.” This involves exposing
themselves to enough T-Radiation to increase their tPOW score to tPOWx5. This can be handwaved by
the Handler. From this point on, the SEALs can see any creatures found in N-Space.
Once ready, the SEALs don their N-Suits and are guided to the large domed building at the center
of the compound.
Inside, they are first led into a giant electrical generator. They are not grounded, and when the
generator is turned on a massive electrical bolt passes through them. This process positively charges the
electrons in their body and purges and lingering T-Radiation from training so as to buy them a bit more
time. Refer to page 128 of Eyes Only for the repercussions of improperly grounding yourself when
performing this purge of T-Radiation.
The SEALs are given two C4 charges (refer to p. 98 of the Agent’s Handbook). One must be
saved for the conning tower, but the other can be used to breach doorways or create access where it is
otherwise blocked. The C4 can be triggered manually or with a remote detonator.
Finally, the SEALs enter the chamber housing the Concern. The science team that has led them
thus far observes them from behind a thick pane of glass. The massive Resonator is turned on; a moment
after it reaches maximum power, the SEAL’s eyesight goes black as they feel themselves pulled forward
into the dark.
10
PART TWO:
ABOARD
THE ELDRIDGE
11
The Eldridge Embarks
It is October 28th, 1943, and the cold water of the Chesapeake Bay laps against the docks of Lynnhaven
Roads, Virginia. It’s a bright shining morning and the deck of the USS Eldridge, a naval destroyer escort,
is bustling with activity. Deckhands go about their morning routine, preparing the ship for an excursion
into the Pocomoke Sound. Though America is at the height of World War II, the Eldridge has been pulled
from the front lines to perform an experiment commissioned by the Office of Naval Intelligence. None of
the men aboard realize they are actually preparing it for an excursion into a hell from beyond…
Handler Information
Any players whose SEALs were dismissed or killed during Part One may roll up crewmen stationed
aboard the USS Eldridge. Important characters include: Captain Arthur Connelly; Ensign Ronald Barlow;
and Dr. Townsend Brown, who performs the experiment within a retrofitted workshop in the Eldridge.
This guide recommends beginning the second half of the scenario from these players’
perspectives. Take the time to introduce their new characters, their duties, and their relationships aboard
and to the Eldridge. This is meant to make up for murdering them in Part One.
Once the SEALs appear aboard the Eldridge, the crewmen PCs should cross paths with them.
Allow tension and distrust to play out between the Navy men and these strange interlopers, but encourage
players to find a way to trust one another to complete the mission.
For more information on the events that took place aboard the Eldridge, please refer to pp. 100-
117 of Eyes Only.
Timeline of Events
➢ 0830: The USS Eldridge leaves port and heads northeast to the remote Pocomoke Sound. Trailing
behind the Eldridge are two other vessels: the SS Andrew Furuseth and the SS Salinas. Members
of the ONI and NDRC will be observing the experiment from these chase ships.
➢ 0930: After about an hour of travel, the Eldridge drops anchor in the Pocomoke Sound.
➢ 0959: Dr. Brown turns on the Resonator aboard the Eldridge.
➢ 1000: The Eldridge shudders, sending a vibration throughout the entire ship.
➢ 1001: A shimmering flattened sphere of the field-effect appears instantly, blanketing the world
forty feet off the ship in a fuchsia haze.
➢ 1004: The fuchsia haze darkens and the indistinct land-marks of the world outside the field begin
to fade away. Eventually, nothing, not even the water beneath the ship, can be seen by those on
deck. The ship seems to be floating in a void of fuchsia.
➢ 1006: Captain Connelly notices that the electronics have stopped working.
➢ 1007: Ensign Ronald Barlow sees strange creatures floating on and around the ship, and begins
running around the deck. The crew tackle him, but soon witness him get eaten by some invisible
thing. SAN 1/1D4
➢ 1008: Other crew members disappear in front of their crewmates. SAN 0/1D4
➢ 1011: Captain Connelly reaches Brown's hatch and orders Brown to shut it off. When Brown
complies, the Tillinghast Resonator continues to run…
12
➢ 1012: Crewmen who stand still—mostly out of terror—find a tenuous form of safety from the
liquivores. They shout to their shipmates to freeze in their tracks.
➢ 1015: Several men spontaneously develop paranormal abilities from the Tillinghast Field. These
men, all of whom die or go missing in the incident, are seen by other crew members “walking
through walls” like ghosts. One man glows with a spectral yellow-orange aura of his own, as if he
is transmitting his own field. He is referred to as THE GLOWING MAN (see p. 17). Others
aren’t so lucky, and they phase through or become fused to the solid steel deck of the ship,
screaming for help.
Crewmembers
The following are important NPCs and examples of what they might be doing as the events aboard the
Eldridge unfold. If your players take on any of these roles, provide them with these character descriptions
so they understand their part to play in the narrative.
13
The SEALs Jump In
At 1017, several odd figures emerge through the gelatinous mass of “air”. These are the SEALs from
2012. Most of the crewmen on the ship’s deck will assume the SEALs are hostile entities, but few have
guns, so most will simply give the SEALs a wide berth or run in the opposite direction.
Make a LUCK roll. With a result lower than 50, the SEALs materialize at the stern of the ship. If
you roll 50 or above, they appear at the bow. Refer to HANDOUT A for the various locations aboard the
Eldridge.
Regardless of where the SEALs appear, they must now enter the ship and move from room to
room until they can reach the conning tower.
Each time the SEALs move from one room into another, ask one player from the team to roll a
d100. Depending on the result, you may make up an encounter in this room or roll on the following table
for inspiration.
Roll Event
1-10 Before entering the ship, the team spots several dark silhouettes standing within the control
tower, watching them. Later, when the team reaches the control tower, they can look out at the
deck to see themselves approaching from below. Any attempt to interact with their former
selves should be interrupted by an attacking Thing or another N-Space phenomenon. Seeing
themselves out of time costs 1/1D4 SAN.
11-20 A single sailor, who has stripped down to his underwear, stands by the railing and stares off
into the void. Anyone with a 40% in MEDICINE can note his overly dilated pupils, as
though he has suffered a concussion. He seems quite unperturbed by the situation and
dreamily asks the team if they can see how beautiful "they" are while dangling his hand over
the endless blackness. Questioning him reveals he is quite insane. He smiles before being
yanked overboard by an unseen force. Witnessing this costs 1/1D4 SAN.
21-30 A group of 1D8 sailors stand frozen in place, terrified they might attract something from
beyond if they move. They block the way for the SEALs. Only lethal force or physically
moving them one by one will get them out of the way. Some fall overboard or are attacked by
the liquivores, costing1/1D4 SAN.
31-40 There is a hull breach in this area and water pours in. The room does not appear to be filling; a
successful INVESTIGATION roll reveals that the water is actually flowing backward out of
the hull. This realization costs the SEAL(s) 1/1D4 SAN.
41-50 A fire has broken out in this room. The SEALs can attempt to put it out by finding a fire
extinguisher (SEARCH roll). Otherwise, they will need to make an ATHLETICS roll to
evade the fire. Any SEALs who fail catch fire and take 1D6 damage every turn until the
flames have been extinguished by a successful DEXx5 roll.
51-60 The team hears gunshots coming from the room ahead. The first who enter see a crewman
armed with a Thompson submachine gun, clearly panicked, standing guard over a man curled
in the fetal position. The man sprays a volley of bullets at the SEALs, mistaking them for
aliens in their strange silver suits. In truth, this man is merely trying to protect his dying
comrade from the things from beyond. If Captain Connelly is with the group, the crewman
will obey his commands and stop firing. His companion on the ground, if investigated, has
clearly died from a stroke (0/1 SAN). Killing the crewman costs 1/1D4 SAN.
61-70 A nude man glowing orange materializes through the bulkhead. They walk across the room,
pausing only to take in the SEALs for a moment, and phase through the opposite wall.
Witnessing this costs 1/1D6 SAN.
14
Roll Event
71-80 Assign every SEAL a number and roll the appropriate die. While navigating the halls, the
SEAL who corresponds to the die result suddenly becomes intangible and plummets down to
the lower deck before regaining their physicality. For more lethality, ask the SEAL to make a
luck roll. On a failure, they regain their physicality midway through the hull and suffer a
lethality roll. Any SEAL who finds themselves alone aboard the Eldridge loses 0/1 SAN.
Witnessing anyone become fused to the hull costs 1D4/1D6 SAN.
81-90 A shimmer washes over the ship and all present must make DODGE rolls to avoid being
touched by it. Those that fail are assailed by the psychic wave of terrifying emotions everyone
aboard is experiencing. This costs 1/1D4 SAN and 1D4 WP loss.
91-98 The area up ahead is rusted to hell and overgrown as if it resides in the far future. An
ALERTNESS roll makes clear that the SEALs run the risk of falling through the brittle floor.
Any attempt to cross the space requires a successful DEXx5 roll. On a failure, the SEALs
drop down below deck and suffer 1D6 damage from the fall.
99-00 2D6 liquivores patrol the area. Refer to p. 16 for their stat blocks.
15
Opposing Forces
Disc-Shaped Liquivore
Tumbleweed Liquivore
Consumer Swarm
16
The Glowing Man
17
Glossary
These are the names and brief descriptions of the top-secret projects related to the Eldridge in order of
activation.
➢ Project RAINBOW: The classification of a joint project of the National Defense Research
Council and the Department of the Navy, created to develop stealth and defensive technologies
for the U.S. Navy.
➢ Project MIRAGE: Subproject of RAINBOW testing cloaking technology.
➢ MIRAGE III: Code name for the Tillinghast Resonator.
➢ Project PUZZLE: The study and cover-up of Project Rainbow.
➢ Project TELL: Study of the Tillinghast Resonator and N-Space. Dr. Gregory Tapham perfects
the technology and builds The Concern, a resonator powerful and stable enough to send probes
into N-Space.
➢ Project GARNET: Using fingerprinting databases, Majestic-12 found the two children who
would one day become the SEALs who entered N-Space. The prospect was startling but seemed
undeniable, and was much more readily accepted by Majestic than by the ONI.
➢ Project WELLS: The subproject of TELL that eventually sends the SEALs back in time.
18
Handout A
19