Documents / Official release
This Federal Bureau of Investigation file section (62-HQ-83894, Section 4) collects 1947 to 1949 correspondence on flying discs. It includes Portland police officers' accounts of a silvery object over the city on September 11, 1947, an Alaska pilot's July 1947 sighting near Bethel, citizen letters answered by J. Edgar Hoover, and a 1948 Air Defense Command directive on disc investigations. The FBI replied that it was conducting no flying disc investigations. Later items concern William Albert Rhodes's disc photographs and a Los Angeles letter judged a probable prank.
From the source:Release of 2026-05-08 Incident: N/A, N/A. The FBI's 62-HQ-83894 case file includes investigative records, eyewitness testimonies, and public reports concerning Unidentified Flying Objects and flying discs documented between June 1947 and July 1968. The records include high-profile incident accounts, photographic evidence from sites like Oak Ridge, TN, and technical proposals regarding potential propulsion systems. Additional topics include convention programs, researcher accounts, and extensive media coverage from the period. This file is partially posted on FBI vault with more redactions and some pages missing. Included here is the complete case file with several newly declassified pages and only minor redactions.
“Harder”1 page
-- FLIGHT INSTRUCTIONS FLYIN' SAUCERS have flight characteristics very slml lar to a irplanes. The SAUCER IS launched In identically the same manner as sa l llng your hat onto a hook--by spinning and forward mo tion. In o rder to fly In a straight I ine, the SAUCER must leave the hand In a level position . To curve the SAUCER, It must leave the hand banked o r tilted in direction of desired curve--for example: for left curve-the left side of the SAUCER must be tilted down. FOR BEST RESULTS - The spinning of the SAUCER Is most Impo rtant and most difficult to mas ter. Because th e spin creates a gyroscopic action which controls the attitude of the SAUCER In flight , a smooth, fast spinning del Ive ry should be developed Do not hold the SAUCER too t I g ht . Anal yze your mistakes and make corrections by ti It Ing or banking SAUCER. The correction must be appl led to t he SAUCER as It leaves the hand. SAIL 'EM BACK AND FORTH • PLAY CATCH l!r- :~- Begin by flying you r saucer about 10 feet. The distance you are able to fly it wl I I quickly increase with pr actice . MAKE 'EM TURN ! By releasing the SAUCER In a tilted manner, you can make It turn to the left o r r ight. Bank It the way you want it to t urn . It Is aavlsable to learn to fly st raight be fo re sta rti ng to make turns . MAKE 'EM COME BACK ! ;;_~ .,,.,._:', /~/ ~,,,.,,,. / After learning t o / fly straight and mak e turns, you' I! be able to r make yov r SAUCER return to you by sal I Ing It Tnto the breeze at a sharp angle. The harder a wind blows , tne flatter an an gle you can fly it to make it --a_ l!iUll__ return Spin SAUCER as much as ~ possible. MAKE 'EM SKIP ! Right-hande r s launch SAUCER so that left si de strikes hard surface. Right side fo r left-hande rs. _ _. - - - - ·- - - - - - \Ilk- --HARD S THE GAME OF HECKLE THE GAME OF HECKLE provides a means of utll lzlng the unique manner in which the FLYIN' SAUCER canoe guided . Ru l es and regulations are provided, forming the basis for skll I and competition PLAYERS - Four - with two on each team. OBJECT - To fly SAUCER around HECKLEOS into your partner's circ l e. ALL CIRCLES ARES FEET IN DIAM[TtA CENTER s,Ac[ MAY VARY WITH MILITY, Al I playe r s must rema in In their circ le unti I SAUCER Is airborne . The game begins with the Fli er (Al attempting to sal I the SAUCER around the HECKLERS In the ci r cles I BJ and (CJ so that his partner in the Receiver's circle IOJ can catch it . Flier IAJ must remain in his circle when serving the SAUCER. HECKLER IBJ must remain in his circle at al I times whl le his te3m is defensive. He may at tem?t to stop the flight of the SAUCER, or distract the Fl le r in any manner. Shoul d he step or fat I ou t of his circle, his team forfeits I point and the offensive team retains serve. HECKLER (CJ remains in his circle untl I SAUCER is airborne. He may then leave his circle to heckl e the Receiver 10) in any manner so long as he doesn't inte r fere with ff ight of SAUCER o r touch the Receiver, or step Into the Receive r' s cl rcfe. Hecklers forfeit 2 points for each infraction . Receiver (0) attempts to catch the SAUCER In his circle . Should he do so, then his team re ceives 2 points . Should it be necessary for the Receiver to leave his circle to catch the SAUCER, then his team sco res but I point . Should he drop or miss the SAUCER, no points are scored, and the t eams change positions. (AJ changes with CB> and (CJ changes with (0). CC> Is now the Fl ler, and (BJ the Receiver. HECKLER IOJ must remain in his circle, and the HECKLER IAJ becomes the roving HECKLER. Teams change positions when the Receiver fal Is to catc~ the SAUCER. In the event that no Referee is avai Iable, disputes wi I I be settled by mutual agreement, or the flip of a coin. Fi rst team to score 25 points wins the game. KEEP '£M FLYI N' This is a PIPCO PRODUCT San Luis Obispo, Cal if .
Official release, from the pursue collection. The PDF is mirrored here; the original link is above. 214 pages are in the text index: search them above, or from the library's search.