107 lines
6.1 KiB
Solidity
107 lines
6.1 KiB
Solidity
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"IMPOSSIBLE MISSION II" - HINTS, TIPS, SOLUTION (?)
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By Jaromir Krol - "Jerry King" - jaromirk@kki.net.pl
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http://www.kki.net.pl/jaromirk/c64joke/
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Elvin Atombender, the evil genius, is at it again. What? Destroying the
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world, of course. And it's up to you to stop him. (Actually, the storyline in
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the manual is a nice read, so take a look at it at Project 64!). All right -
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Elvin lives in a complex of nine towers. You must search the eight of them
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one by one, and finally get access to Elvin's control room, hidden in the
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last tower. To get to that room, you will need a melody code - this is why
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you have the mini recorder at your disposal! :) Read on for more.
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I recommend playing this game with an emulator that has freezing
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capabilities, or with a program/card which can do it (Game Wizard, Action
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Replay...). This way, you can freeze before dangerous situations, and if
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something isn't right, just try again from the same point.
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The game is obvious, really - search all the objects in all the rooms (some
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objects actually CANNOT be reached - just leave them!), avoiding robots and
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doing a lot of gymnastics. Now, I will just tell you about the options
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available in the terminals located in the rooms:
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The platforms "resetters" - now you can reset the old up/down platforms as
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well as the new left/right ones. (To use the l/r ones, get on them and press
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1 or 3, depending on the direction you want to go in). Remember, too, that
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some u/d platforms go from one room to another, which sometimes is the best
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way to go to a particular room.
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The robot freezer - obvious. Don't hesitate to use it (though it isn't that
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much necessary, actually). There are various types of robots in IM2. The
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worst ones are the laser-shooters and the ones with big jaws, which will try
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to push you off the ledge. Others include a "spring" one which you can jump
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from, a pest which just rides lifts and is otherwise harmless, a robot which
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lays mines on the floor (often in darkened rooms), and a "suicide bot", which
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will try to kill you by jumping at you, even at the cost of its own life...
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err, state. ;)
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A time bomb - blows up anything: a robot, floor (sometimes blowing up a part
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of the floor is the only way to get to some locations), but most importantly
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- the safes. Read on...
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A mine - will explode when anything touches it (including you!). You may use
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it to blow up some annoying moving robots. To plant a bomb or mine kneel down
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and press fire. Also, remember that an explosion will blow up any object
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above the bomb/mine, so search it before you decide to destroy it (it may
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contain part of the code!).
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A bulb - some rooms have light switched off. You can search them, but it's
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annoying, so instead turn on the light in them. :)
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About the codes - you must search each tower one by one, and to move from one
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to another, you need a code to open the doors in the lowest sections of the
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corridors - the ones guarded by the dog-like creatures. When you have
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collected the numbers from the particular tower, go to the door and use the
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right-menu - the number - to assemble the correct code. It's all too simple -
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when any of the three number is a part of the full code, "FOUND" is
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displayed, so check each column one by one, and when you have found all three
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digits, set them. COMPLETED will appear and the door will open, giving you
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access to the next tower. The digits of the code are, of course, to be found
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in the objects you search. Yet another thing you may find in the objects
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(apart from NOTHING :) is a +10 minutes time extension (If you have found
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all, and you're using the time-stopper, you will have 9 hours and 20 minutes
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in the end :).
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Now - for the safes. Each tower has one green safe in it. Each safe contains
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a tune. These tunes will make the key to the control room in the last tower.
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To gain access to a safe, blow it up with a bomb, and then search it. Things
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to remember:
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- The tunes should be recorded in the order you find them, that is, starting
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with the one from the first tower, and so on...
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- Each tune is 24 seconds long, so stop you recorder a second after it stops.
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For instance, when you have found the first tune, stop the tape at 25, then
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at 50, then 75, etc...
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- If you stop the tape at any earlier position, the previous tune will be
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damaged. If you stop it later, there won't be enough tape left for all
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tunes!
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- You can erase tunes. Simply rewind the tape to the beginning of the tune
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you want to erase (25, 50... etc.), and go find the next tune. When you
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have found it, it will have replaced the old one.
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- You actually have to erase two tunes because there are eight in total, but
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you need six. Two of the tunes are duplicates - so after you have found a
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new tune, listen to all the ones you already have, and to the new one. If
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the new one is a duplicate of an old one, rewind the tape to its beginning
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and go to the next tower for the new tune.
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- The tunes in the C64 version are THE SAME MELODY, but played in a different
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way, so pay attention to the way, not to the notes! :) In e.g. Amiga
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version each tune is a different melody (apart from the duplicates, that is
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;).
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Now, when you have the full melody, go to the lift in the lower passage - the
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one with a skull in it. Simply take it... and if you have a correct melody
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collected, you will arrive at Elvin's control room.
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The final room is rather easy. Go to the terminal and get a bomb, then freeze
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the robots, and go right, then to the top ledge. Blow up a hole in it and go
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to the three terminals. Now choose one... but the correct one. With me, it
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was the right one (the right one was the right one... :), but this may be
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randomly selected at the beginning, so it may be different one for you. The
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ending is disappointing (as is the use of old samples from the first part.
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I have the trained versions of both games on my site, BTW, so you may want to
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get them there: http://www.kki.net.pl/jaromirk/c64joke/ Check the games page
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to download the IMs. L8r!
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