497 lines
15 KiB
Plaintext
497 lines
15 KiB
Plaintext
|
||
Solution to Codename: ICEMAN
|
||
============================
|
||
At Isle
|
||
=======
|
||
|
||
1. Take and read magazine.
|
||
|
||
2. Stand up. Walk to left scene. Look. Play ball. After a
|
||
while the ball will drop into the sea, and the girl will go
|
||
after it. When the girl shout for help, walk to water to
|
||
save girl. Perform the CPR procedure:
|
||
|
||
a. shake and shout
|
||
b. call for help
|
||
c. establish airway
|
||
d. look listen and feel
|
||
e. give 2 good breath
|
||
f. look listen and feel
|
||
g. check pulse
|
||
h. begin compression
|
||
i. check pulse
|
||
|
||
3. Walk right. Wear shirt. Walk to top scene to reach hotel.
|
||
Open door. Look girl. Talk girl. Get key. Look sign. Note
|
||
down the telephone no.
|
||
|
||
4. Walk to right door. Walk to girl at bottom right hand
|
||
corner. Look girl. Talk girl. Buy girl drink. Dance with
|
||
girl. When you have dance enoughÜ type 'stop'. Talk girl.
|
||
Sit. Talk girl. When asked, say yes. Follow girl to her hut.
|
||
Kiss. Say yes. When inside hut, sit down beside girl. Talk.
|
||
She will tell you that she have lost an earring. Kiss and
|
||
Kiss until ... you know what.
|
||
|
||
5. After everything is over. Stand up. Pick up note. Open door.
|
||
Walk around the beach just outside house. When you walk pass
|
||
the earring, it will sparkle. Get earring. Look earring.
|
||
Open earring. Look inside earring. Get film.
|
||
|
||
6. Walk left until you find two huts. Walk to the top, the left
|
||
to reach the next scene. You will find hut #6 there. Open
|
||
door. Open closet. Look. Look at shirt. Look inside pocket.
|
||
Get black book. Look book. Note down the phone no. Walk to
|
||
nightstand. Open drawer. Get card. Get change.
|
||
|
||
7. Go back to hotel. At the entrance, look stand. Deposit change
|
||
to buy the Times magazine. Open door to get inside hotel.
|
||
Talk to girl. Get message from the girl. Read message.
|
||
|
||
8. Go back to your hut. Use phone. Dial the Captain Braxton
|
||
number. Talk. Use phone. Dial the Nosinkhy Dinghy phone
|
||
number. Talk.
|
||
|
||
º
|
||
9. Walk right to the game starting location. You will see a
|
||
dinghy there.
|
||
Talk to man. Sit back and watch the cut screen.
|
||
|
||
|
||
At Airport
|
||
==========
|
||
|
||
1. Show card to driver.
|
||
|
||
|
||
At Security Area
|
||
================
|
||
|
||
1. Talk guard. Show card to guard. Press button. Walk inside
|
||
lift. At top floor, show card to guard. Walk to door at the
|
||
right. Open door.
|
||
|
||
2. The Captain will be waiting for you inside. He will brief
|
||
you on your mission. Take note of the number you are told to
|
||
memorise, After the briefing, get envelope. Walk outside.
|
||
Get id from guard.
|
||
|
||
3. Walk to lift. Press button. Take lift to basement. Walk
|
||
outside. Show order to driver.
|
||
|
||
At harbour
|
||
==========
|
||
|
||
1. Move up until you are standing beside man. Salute flag.
|
||
Salute officer. Talk officer. Show order.
|
||
|
||
Inside Submarine
|
||
================
|
||
|
||
1. When you are inside your room. Open drawer. Get caliper.
|
||
Open bookshelf. Get Book of decoding.
|
||
|
||
2. Save your game at this moment. Walk to left door.
|
||
|
||
3. The captain will bring you to the control panel. Follow his
|
||
order closely if you don't want to restore your game.
|
||
|
||
At Control Panel
|
||
================
|
||
|
||
Warning : do not carry out the action until the captain tell
|
||
you to do so.
|
||
|
||
1. All ahead slow : press '+' key once. Wait for speed to
|
||
reach 5 knots.
|
||
|
||
2. Right full rudder, set course 180 : press right arrow key
|
||
until whee‹ cannot turn any more. Wait for heading to reach
|
||
180. You must brinƒ the wheel back to center when it is
|
||
at 180.
|
||
|
||
3. Right full rudder, set course 270 : press right arrow.
|
||
Wait till heading is at 270.
|
||
|
||
4. Set throttle 1/3 : press '+' key one time. You should see
|
||
two light‘ up at the throttle speed indicator.
|
||
|
||
5. Prepare dive sequence, acknowledge green board : Close
|
||
hatch. Type 'green board'.
|
||
|
||
6. Dive to 200 ft : press up arrow key until depth is 200 ft.
|
||
You must stop at the required depth. Type 'depth attained'
|
||
when you reach the required depth.
|
||
|
||
7. Set course to 360.
|
||
|
||
8. Full throttle ahead : press '+' key until all lights is up.
|
||
|
||
9. All stop : press '-' 4 times until all lights is off. You
|
||
must be careful not to reverse the gear.
|
||
|
||
10. Exit
|
||
|
||
At submarine
|
||
============
|
||
|
||
1. The captain will bring you to his room and show you your
|
||
order.
|
||
|
||
2. When ask about the other half of the combination. Enter
|
||
the number you noted during the briefing. Open case. Get
|
||
envelope. Open envelope. Read chart. Read order.
|
||
|
||
3. Walk to right door. Open door. Look map. Plot course.
|
||
Use the following the coordinates:
|
||
|
||
(30,170) (70,170) (84,77) (84,1) (62,25) (36,12)
|
||
|
||
4. Exit. The captain will bring you to the control panel.
|
||
º
|
||
At Control Panel
|
||
================
|
||
|
||
1. Set speed to 2/3. ie 3 lights.
|
||
|
||
2. Dive to 300 ft. When depth reached, type 'depth attained'.
|
||
|
||
|
||
3. Activate sonar : press shift-F3.
|
||
|
||
4. Set course to 330. When ask watch where you are heading,
|
||
set course to 0.
|
||
|
||
5. Throttle 1/3.
|
||
|
||
6. Set depth 70 ft.
|
||
|
||
7. Throttle slow.
|
||
|
||
8. Wait until radio message is received. Exit.
|
||
|
||
|
||
At Submarine
|
||
============
|
||
|
||
1. Talk. Note down the coded message. Use your decoding book
|
||
to convert the alphabets to number. Check up your manual on
|
||
the appropriate page, line and word according to the coded
|
||
message. Walk to your room. use computer. Enter the 2 words
|
||
you find into the computer. Note the message.
|
||
|
||
2. Walk to left door. Open door. Climb down to stair to the
|
||
kitchen. Get bottle. A fat man will came to you and ask you
|
||
to play a game of dice with him. Save the game at this point.
|
||
Reply yes. You are only allowed to restore the game at most
|
||
3 times during the game. So be careful. Win the bottle from
|
||
him, then win all his money. He will then take out a device
|
||
in order to carry on gambling with you. Reply yes. Win the
|
||
device from him. There is no 100% way to win the dice game,
|
||
so prepare to start all over again.
|
||
|
||
3. Walk left. Climb down tube. Walk right to weapon room. Talk
|
||
man. Look panel. Push button. The conveyor will stop half
|
||
way. Examine. It will show a sheared cylinder. Look
|
||
cylinder. Measure cylinder with your vernier caliper. Look
|
||
hole. Walk to storage room marked with explosive beside the
|
||
door. Get explosive, get flare, get flare.
|
||
|
||
|
||
4. Walk left. Climb up tube. Walk left to machine room. Open
|
||
cabinet. Get a 6" cylinder, 1/2" washer, 1/2" nut and pin.
|
||
Use lathe. Set lathe to 1". Turn on lathe. Use drill. Select
|
||
1/4" bit. Turn on drill. Use grinder.
|
||
|
||
5. Walk left. Then left again to reach the transducer room.
|
||
Open drawer. Get hammer. Get 1/2" wrench. Press button. Get
|
||
diver. Check diver. Examine vibration. Examine shaft. Measure
|
||
shaft. Put washer on shaft. Put nut on shaft. Tighten nut
|
||
with wrench.
|
||
|
||
6. Return to the weapon room. Insert cylinder. Insert pin.
|
||
|
||
7. Return to the control panel.
|
||
|
||
At control panel
|
||
================
|
||
|
||
1. Full speed ahead.
|
||
|
||
2. Set depth 300 ft.
|
||
|
||
3. Acknowledge when depth attained.
|
||
|
||
4. Reduce speed to 2/3.
|
||
|
||
5. Set depth to 100 ft.
|
||
|
||
6. All ahead slow.
|
||
|
||
7. Surface.
|
||
|
||
8. Exit.
|
||
|
||
At submarine
|
||
============
|
||
|
||
1. Follow captain to the top. Talk to captain. After you
|
||
have discovere„ the enemy warship, the captain will fall
|
||
sick. You must then figh’ the warship without his guide.
|
||
|
||
2. But never fear. I am here to guide you. First go back to
|
||
the contro‹ panel.
|
||
|
||
At Control Panel
|
||
================
|
||
|
||
1. Disable the active sonar. Turn on the silent sonar with
|
||
shift-F4.
|
||
|
||
2. Dive. Be careful, the maximum depth is 1000 ft. Don't hit
|
||
the ground. Fight while the submarine is still diving so
|
||
that the enemy torpedo will miss you. When you reach the
|
||
bottom, surface. Repeat this during the battle.
|
||
|
||
3. Press shift-F2 to lower the attack panel. Use shift-F5 to
|
||
select your weapon, shift-F6 to lock on target, shift-F8
|
||
to fire.
|
||
4. Do not fire unless the warship fire first.
|
||
|
||
5. When the warship fire a torpedo at you. Fire 4 harpoons at
|
||
the enemy warship at 4 different interval. Do not fire them
|
||
at one shot.
|
||
|
||
6. Save the game. There is a 30% chance that your harpoon
|
||
will hit the warship. When it hit, save the game again
|
||
otherwise restore. You will need 4 harpoon to sink the
|
||
warship.
|
||
|
||
7. Because you fire the harpoons at the enemy, it will fire
|
||
some torpedos at you. The torpedos will still be heading
|
||
for you even when the warship is sunk. When the torpedo is
|
||
near you, save the game. If it hit, restore otherwise save
|
||
the game. Repeat this until you have cleared all the
|
||
torpedos.
|
||
|
||
8. If you don't want to save and restore, you can fire
|
||
decoys. But there are only 4 decoys in your submarine. Do
|
||
not use up all o” them because there is another battle
|
||
ahead of you.
|
||
|
||
9. After sinking the warship. Wait for radio message. Exit.
|
||
|
||
At submarine
|
||
============
|
||
|
||
1. Talk. Take note of the message. Decode it using your
|
||
computer.
|
||
|
||
2. Walk back to the control panel.
|
||
|
||
At Control Panel
|
||
================
|
||
|
||
1. Set speed slow.
|
||
|
||
2. Press shift-F1 to activate the monitor.
|
||
|
||
3. Use the left and right arrow keys to avoid the iceberg.
|
||
Try to keep your course at 0 so that you can score 10/10
|
||
for clearing the iceberg. Your submarine will sink if it
|
||
is hit 3 times.
|
||
|
||
4. After clearing the iceberg, wait until ice station is
|
||
looking for you. Type 'contact station'. Wait for message.
|
||
Exit.
|
||
º
|
||
At submarine
|
||
============
|
||
|
||
1. Talk. Decode message with computer.
|
||
|
||
2. Walk to control panel.
|
||
|
||
At control panel
|
||
================
|
||
|
||
1. There will be a report of an inversion layer at 1000 ft.
|
||
Later on you will be pinged by an enemy submarine.
|
||
|
||
2. The enemy submarine can only be destroyed using stingers
|
||
only. Harpoons cannot be used against it. You will need
|
||
two stingers to destroy it.
|
||
|
||
3. The inversion layer is somewhere around a depth of
|
||
1100 ft. When you are there, the enemy torpedos will
|
||
probably miss you.
|
||
|
||
4. Fire two or more stingers at different interval. Save
|
||
and retore until you manage to destroy the enemy submarine.
|
||
When the torpedos are heading for you, save and restore
|
||
till all of them miss. You may fire off your decoys since
|
||
this is the last battle for this game.
|
||
|
||
5. After you have destroy the enemy submarine. Wait for a
|
||
while, you will then arrived at Portugal.
|
||
|
||
6. When erratic ping are heard, activate active sonar once
|
||
and then deactivate it.
|
||
|
||
7. Read the instruction given carefully. Press shift-F7 the
|
||
see the coontz. It is marked as a cross on the screen.
|
||
|
||
8. Move toward the cross. A course of 45 is fine.
|
||
|
||
9. When you are under the cross. You will be given a score
|
||
for your navigation.
|
||
|
||
10. When you are under the coontz. It will start to move.
|
||
You will need to keep your submarine beside it so that
|
||
it will covered you.
|
||
|
||
11. Use left and right arrow key to control the course you
|
||
are heading. Speed up or slow down depending on your
|
||
position from the coontz.
|
||
º
|
||
12. The coontz will move approximately in this manner :
|
||
|
||
____________
|
||
/
|
||
/
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
||
13. A rough guide is to set your course to 0 when the coontz
|
||
is moving up. Just before it turn, set course to 45.
|
||
Just before the next turn, set course to 90.
|
||
|
||
14. You will receive a score depending on your performance.
|
||
|
||
15. Set depth to 70 ft.
|
||
|
||
16. Speed slow.
|
||
|
||
17. Exit.
|
||
|
||
At submarine
|
||
============
|
||
|
||
1. Walk to scope. Look scope. Use arrow key to look left and
|
||
right. Take note of the bearing of the enemy harbour and
|
||
the oil rig.
|
||
|
||
2. Press down arrow to exit. Go down to the machine room. Talk
|
||
to man. Get key from him.
|
||
|
||
3. Now walk right, climb down, left again to the storage room.
|
||
Open compartment. Get diving gear. Willie will bring it
|
||
to the escape hatch for you.
|
||
|
||
4. Go to the main shaft room. Press button, get diver.
|
||
|
||
5. Climb up the ladder. Open door. Wear gear.
|
||
|
||
6. You swim out of the submarine. This is a good place to
|
||
save your game before you may run of of oxygen before
|
||
you find the harbour.
|
||
º
|
||
In sea
|
||
======
|
||
|
||
1. Swim 3 square up and then left all the way until you find
|
||
the oil rig. Place explosive. This will cause a diversion
|
||
to the enemy.
|
||
|
||
2. Swim 10-12 squares right then 4 square up. You will find
|
||
yourself among the rocks. Look for the place where there
|
||
appear to be a path way to the top. That place have a
|
||
magnetice field guarding it. You will need to use the
|
||
device you won to deactivate it. You will only be
|
||
allowed to use the device at this place, so if you cannot
|
||
use it, then you are at the wrong place.
|
||
|
||
3. Swim to the top. Wait in the water until the fisherman net
|
||
is lowered. Place bottle in net. Wait for net to go up.
|
||
Do not leave the place at this moment, wait for the net
|
||
to come down. When it touch the ground. This means the
|
||
coast is clear.
|
||
|
||
4. Now swim 2 squares to the right until you find the pier.
|
||
Hide diver. After hiding the diver. Go back to the area
|
||
where the net is lowered. Go up to the surface. You will
|
||
end up at the harbour.
|
||
|
||
At harbour
|
||
==========
|
||
|
||
1. Walk to fisherman. Mention 'iceman' to him. He will throw
|
||
you a fish. Look fish. Look line. Get line. Look weight.
|
||
Open capsule. Look map.
|
||
|
||
2. Walk to place indicated on the map. Look. Open crate.
|
||
Look clothing. Change clothing. Wait inside the house until
|
||
the guard is gone.
|
||
|
||
3. Now walk 1 square right, 1 square up, 1 square left. You
|
||
will find a oasis there with a woman drawing water from it.
|
||
|
||
4. Look. Say 'iceman' to woman. Get map. She will hand you a
|
||
map, a phony ID and a key.
|
||
|
||
5. Look map. Walk to house indicated on map.
|
||
º
|
||
At House
|
||
========
|
||
|
||
1. Open icebox. Get butter. Look butter. Open/remove lid.
|
||
Get note. Read note. Get tape.
|
||
|
||
2. Get sugar canister. Open canister. Empty canister.
|
||
Open bottom. Remove rubber. Get rubber. Get weapon.
|
||
Look weapon.
|
||
|
||
3. Walk to phone. Get business card. Look card. Use phone.
|
||
Dial the number at the scribble on the card. Talk to Basal.
|
||
Use phone. Dial the caterer number. Talk.
|
||
|
||
4. Walk to door. Wait for caterer to knock at door. Open
|
||
door. When the caterer is inside and asking for money.
|
||
Use weapon. Change clothing. Tie man.
|
||
|
||
5. Wait for agent. Reply yes to her question. Go outside,
|
||
get into van.
|
||
|
||
At guard house
|
||
==============
|
||
|
||
1. Open door. Hide gun in platter. Get platter.
|
||
|
||
2. Walk to door. Follow guard inside.
|
||
|
||
3. When you are inside. Give food. Remove lid. Get gun. Fire.
|
||
Fire. You will need to do this fast if you don't want to
|
||
get killed.
|
||
|
||
4. Look guard. Look ambassador. Untie ambassador. Change
|
||
clothing. Exit. When the ambassador is freed, he will talk
|
||
a lot, but don't border, try to do the next action as soon
|
||
as there is a break.
|
||
|
||
5. When you outside. Stacy will join you in the van.
|
||
|
||
6. At the car chase sequence. Use the arrow key to maneuver
|
||
the van round the corner till you reach the helicopter.
|
||
|
||
7. Watch the rest of the cut screen till the end.
|
||
|
||
Congratulations. You have earned your dolphins and
|
||
have completed the game !
|
||
|
||
VOLUME
|
||
benghai@iss.nus.sg
|
||
isslbh@nusvm.bitnet
|