496 lines
14 KiB
Plaintext
496 lines
14 KiB
Plaintext
Codename: ICEMAN
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Page 5
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U.S. WHEN TO READ LOST PHOTO CONTACTING IN
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SEPARATE SEND PLACING MOTION VITAL FOR
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DECEMBER DESTROY ADMISSION PEOPLE TO
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FIND PASS TIME SO LINE OVER WANT WITH
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MARINE AND SHADE COONTZ SERVICE EXHIBIT
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CLOCK INTRODUCTION WEAPONRY OF NEAREST
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DECISION IS JUSTIFIED UNDER TOMORROW IS
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EVERY SILVER DEGREE
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Page 7
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NEXT STRANGE GO COMMUNIQUE SOMEHOW
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LAST OFF BUT IT ACTIVITIES DO CONFIDENTIAL
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FIRST ANNOUNCE MONEY IF RIGHT WEAPONS YOUR
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CAN OVERTHROW UPDATE ROLL CROSSINGS
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SERIES WILL 170 THING GOING RIBBON AFTER
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LARGE STAMP FALL OUT COURSE OF SHOE MAY
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CAUTION SAND TOP MOUSE RIVER MOON SHIP
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Page 9
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SONAR ANOTHER CAN SEE FACE 50 OFFICIAL NEWS
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AGENT WIT SOMEONE LOCATE WICK SIX 1000
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LATITUDE QUEEN TELEVISION AS LONG IS PLAY
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THE OPEN STUFF LOOK ON SHALL DEGREES
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HEARD BEARING TEN 28NM WONDERFUL STILL IS
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ERRATIC FUNCTION THERE RUSSIAN SWORD
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DIRECTION CONTACT BUTTON BOWL SURFACE
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TWO TENT
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Page 11
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INSTRUCTION TO MINT WITH PARK REDWOOD
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DEAD MISSION UNDER THERE 4100 EXTREME 32 BIG
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CAPITAL FISHERMAN TYPE LOCK NECESSARY
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CALIFORNIA CAN BOTTLE PHONE OCEAN OFF
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YEAR RENDEZVOUS DONE CALL HOOD OLD BOY
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LONGITUDE WATER NOTHING FOR USE NIGHT
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CLIP HALF FOOT IN PING 7575/386
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Page 14
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WITHIN NAME TO THE PUBLISHED DIRECTORY
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MESSAGE TACTIC GENERIC UNDERSTAND CODE
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NUMBER SIGNAL PAGE BEEP WRONG ON AS YOUR
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LIQUID COLUMN U2 IN SAND BANNER CARD WAR
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BADGE MEMBERSHIP SO WAR BOX CLUB MANTLE
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THROUGH JANUARY 1/24/2000 SCREEN SHOW TAPE
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OF MEDAL USS DEVELOP SEA
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Page 15
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TOUCH ACHIEVED SCROLL CALCULATIONS CAN
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WORD SPELL FROM STEER FISHERMANS CCAKE
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DONATION SHIPS SET TELEPHONE CRY DRILLING
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DEATH HOUSE UNTIL NET FEEL THAT 35 SHOULD
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ALLWAYS SHORE DIFFICULT AREA 10 ELEPHANT
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TOO A CERTAIN FILE OF WORTH VERY SMALL AT
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FURTHER IDEA TO BE WAY DIRECTLY UNEARTH
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Page 17
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CAN INDIAN STRAITS ARIZONA 2700/56/000
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BELIEVE BLUE ND ALPHA ONE EXPOSED LIGHT
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TANK PATROL. TOLL FIRE WETTING MERLIN ONE
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TEN HANG SUCH 20 BIGGEST GROUP CLEAR OCEAN
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DAVID REMOVE PAPER BY HELP THE NEED HOURS
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DEDICATED REMAINDER TOOL CHOICE 5NM
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PARTY LAMP
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Solution
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Follow (do what it says) the instructions in parenthesis "()." Type the
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instructions that are not in parenthesis "()."
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TAHITI:
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Read paper
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Get up (Don't get shirt yet.)
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(Walk left.)
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Talk lady
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Play ball
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(Wait for girl to go in water.)
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(Go after girl.)
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(Use CPR. Type the following numbered commands in order)
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1. Lay victim on back (Already done)
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2. Shake and shout
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3. Call for help
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4. Establish airway
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5. Look, listen, feel
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6. Give 2 breaths
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7. Look, listen, feel
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8. Check pulse
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9. Begin Compression
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(Now go to your bungalow. Go left, then up.)
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(Enter bottom bungalow.)
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Open drawer
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Get ID
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Get change
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Open closet
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Get book (It's at phone book in your coat pocket)
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(Go back to original screen.)
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Get shirt
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(Go up a screen.)
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Deposit change (In paper stand.)
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(Open door next to stand and enter.)
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Talk lady (Receptionist)
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Get key
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Get message (After she tells you she has a message for you.)
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Read message
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(Go to sign posted by upper-right plant.)
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Read sign (Write number down, 555-6969.)
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Enter Chi Chi bar (Right door)
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(Go to brunette at table.)
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Talk lady
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Dance
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Sit
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Talk lady
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Order girl drink
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Sit
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(Say 'Yes' when she asks you to go back to her place.)
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Kiss
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(Say 'Yes' when she asks you to go inside.)
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Kiss (Until you see fireworks.)
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(Exit house)
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Look ground
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Get earring
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Look earring
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Open earring
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Look in earring
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Get film
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(Go to your bungalow, left, left, left, up, bottom bungalow.)
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Dial General Braxton (Number in book)
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(Say 'Hi' when he answers.)
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(After he hangs up, dial number from sign, by Chi Chi bar door.)
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(Say 'Hi' when guy answers.)
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(Go to original screen.)
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(Get on dingy.)
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(Now sit back and relax for the plane ride.)
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AIRPORT:
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(Go outside and wait for limo.)
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(Say 'Yes' when driver asks if you're Commander John.)
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Show ID
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PENTAGON:
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Talk man (At the desk.)
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Show ID
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Push button (By the elevator.)
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Talk man (The guard.)
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Show ID
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Open door (upper-right)
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(Watch scene and write stuff down, especially stuff dealing with numbers.)
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Get up
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Get envelope
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Salute flag
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Leave
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Get ID (From guard, make sure it's yours.)
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Push button
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(Go back to limo.)
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PEARL HARBOR:
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Talk man
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(Say 'Yes' when he asks if you're Commander John.)
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Show orders
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USS BLACKHAWK:
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(Go to officer.)
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Salute flag
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Salute officer
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Talk officer
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CABIN:
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Open shelf
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Get book (US NAVAL INTELLIGENCE DECODING BOOK)
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Open drawer
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Get caliper
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Open door (Left side)
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PILOTING BLACKHAWK:
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*NOTE* Always wait for the captain to say it before you do it. Use with the
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ansi of the control panel.
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Close hatch
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Shift-F1 (Closed Circuit Monitor.)
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+ (Engine Lever, 1 time.)
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Right arrow key (Turn 180 degrees, look under map display for degrees.)
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Left arrow key (Turn wheel back to center.)
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Right arrow key (270 degrees.)
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Left arrow key (Turn wheel back to center.)
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Up arrow key (Hold her steady until green sub in attitude indicater is
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centered with lines.)
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+ (Engine Lever, 1 time.)
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Green board acknowledged (Prepare for dive sequence.)
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Up arrow key
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Down arrow key (Level off 200 feet, display is at upper-right hand corner,
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line 1.)
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Depth Attained (When depth is attained.)
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Right arrow key (360 degrees.)
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Left arrow key (Turn wheel back to center.)
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+ (2 times.)
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Left arrow key (355 degrees.)
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Right arrow key (Turn wheel back to center.)
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- (4 times.)
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Get up (Wait til sub is at complete stop, upper-right hand corner, line 4.)
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CAPTAIN'S ROOM:
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134 (Your part of the combo that you wrote down at the meeting at Pentagon.)
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Get combination (The captain will give it to you and you will write it down, in
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real life.)
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Look case
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Get envelope
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Open envelope
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Read orders (Write the stuff down.)
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Look chart (Follow Captain.)
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CHART IN SUB:
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Go to map
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Look map
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Plot course
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(To plot course use cursor and press enter. Press enter twice when done.)
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(Type 'Change course' to go back one Waypoint.)
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Coordinates are:
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LAT: LONG:
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WP 0 30 170
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WP 1 72 170
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WP 2 86 86
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WP 3 83 2
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WP 4 65 23
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WP 5 36 12
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WP 6 00 00
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Leave map
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(Go back to seat to get radio messages.)
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(Follow captain's instructions to radio contact.)
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CONTROL ROOM:
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Talk to radioman (He'll give you codes from Washington and CIA. Use decoding
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instructions below to decode messages.)
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(Go to Captain's quarters, open safe with combo 23448803, open case with combo
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762134.)
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Insert ID
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Insert film
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(Write the offsets down, yours will be N = 3 because you are Navy.)
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*DECODING*
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Washington:
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1. Your message will consist of two groups of 3 letters, write them down.
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Look decoder book in your inventory.
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2. Replace first group of three letters from the code with the corresponding
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number from the decoding book. Those three numbers represent page number,
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line and word.
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3. Look at the file PAGE.DOC for the page indicated. Find line and word,
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that is your primary word.
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4. Repeat steps 1-3 for the second group of 3 letters. That is your
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secondary word.
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5. Enter primary and secondary words into the computer in your quarters.
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CIA
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1. Your message will consist of two groups of 3 letters, write them down.
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Read the decoding book in your possession.
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2. Replace the first group of 3 letters from the code with the corresponding
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numbers in the decoding book. Add the CIA offset to the number you get
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from the decoding book (be sure to select the N for Navy offset). Anytime
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you get a number greater than 10, subtract 10 and the remaining number is
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your true number. Those three numbers represent page number, line, and
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word.
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3. Look at the file PAGE.DOC for the page indicated. Find the line and
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word, that is your primary word.
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4. Repeat steps 1-3 for the second group of 3 letters. That is your
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secondary word.
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5. Enter primary and secondary word into the computer in your quarters.
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TORPEDO ROOM:
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(After you are done decoding your message, go to control room, down the stairs,
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left to tube, climb down, go right.)
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Inspect machine (At first they'll say nothing.)
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Cycle machine (After scene, inspect machine again.)
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Get cylinder Measure cylinder (Go to Machinery room, up tube and left.)
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MACHINERY ROOM:
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Open cabinet
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Get pin
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Get nut (This is for later.)
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1/2"
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Get washer (This is for later.)
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1/2"
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Get cylinder
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6"
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(Go to lathe, center towards the back of the room.)
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Use lathe
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Set lathe
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1"
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Turn on lathe
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Use drill (Machine next to grinder.)
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Select bit
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1/4"
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Turn on drill
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Use grinder (Last machine.)
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(Go two screens left.)
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Open drawer (In Engine room.)
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Get hammer
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Get wrench (This is for later.)
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1/2"
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(Go to torpedo room, three screens right, down tube, and right.)
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TORPEDO ROOM:
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Put in new cylinder
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Put in pin
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Cycle machine
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(Go to cafeteria, up tube and right.)
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CAFETERIA:
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Get bottle
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(Say 'Yes' when he asks you if you want to play.)
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(You can only restore twice when you're playing before he calls you a
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cheater.)
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How to play the game: (You are trying to win the bottle of rum, all of his
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money, and a magnetic device.)
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C = Call
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R = Roll
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N = New game / roll again
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(Go upstairs and to helm.)
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HELM & DESTROYER:
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(Try and do the below so that you only use one decoy.)
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(Bring down weapon control panel. Turn off active sonar, F3. Turn on silent
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running, F4. Dive to below 600 feet. Slow down to 5 knots.)
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(Don't attack too soon and give your position away. Shoot decoy, Shift + F6
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to lock, then Shift + F8 to fire, to get rid of torpedo. Try to use only
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one.)
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(When a white line appears and gets to the middle of the Close Circuit
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Monitor, shoot your Harpoons ONLY. You have to hit him at least three times
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before he sinks.)
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Get up (Get code and decode it.)
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(Go back to helm.)
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HELM & ICEBERGS:
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(Navigate it so that you are always going north, 350-15. Try not to hit
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anything.)
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Contact ice station (Once you're through and your sonarman tells you that it's
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Ice Station.)
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Get up
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(Get code and decode.)
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(Go to helm.)
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HELM & ALPHA SUB:
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(You're now fighting the Alpha sub. Dive to 1200 feet. Stay there, turn off
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your Active sonar and turn on your silent running. Do not shoot your decoys
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for the first group of about 6 torpedos. After the first 6 past, dive quickly
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and turn on your Active sonar. Use your decoys to get rid of the torpedos.
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Also, decrease to 0 knots. Shoot your decoys immediately after the torpedos
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appear on the screen.)
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(Once you see the bottom on your active sonar screen, get it so that you're as
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close to it without breaching your sub. Then turn off your active sonar, turn
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on your silent running and wait. Watch the sub on your Close Circuit Monitor.
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Wait until the white line goes all the way across the screen and then almost
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all the way back to his screen, about 2 or 3 centimeters from leaving the
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screen. Then shoot two or three Stingers. Then increase your speed, and
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turn. Try not to get hit by the torpedos that the sub will launch.)
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(Wait till your sonarman says that he hears irregular pings. Then turn on
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your active sonar and turn it off quickly.)
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(You then follow the Coontz, which will be the cross on your screen. Imagine
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your screen as a compass with 0 degrees being North, 90 degrees being East,
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180 being South, and 270 being West. As the Coontz moves, follow them right
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into Tunisia. One note, you can turn faster if you are moving faster.)
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DIVING:
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(Go to torpedo room. Open cabinet. Get flares and explosives)
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(Leave and go to the machinery room.)
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Get key
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(Go right to tube, down, and left.)
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Open locker
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(Go to machinery room, right, and right.)
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Push button
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Get diver
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Inspect diver
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Examine vibration
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Check shaft
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Measure shaft
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Put washer on shaft
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Put nut on washer
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Tighten nut
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Climb
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Open door
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DIVING:
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Put on gear
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(You then get to maneuver the diver. Maneuver so that you get as close to the
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heading, display at upper-right of screen, as possible and then go in a
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direction so that the distance decreases.)
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OIL RIG:
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Set explosives
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(You then maneuver to the harbor. Do the same so that you get as close to the
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correct heading as possible and then go in a direction so that the distance
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decreases.)
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HARBOR:
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(Swim left.)
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Use device
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(Swim up, right, right, right.)
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Tie diver to pillar
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(Swim left, left.)
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(Wait for net to come down.)
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Put bottle in net
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(Wait for net to come down, then go up)
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ISLAND:
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(Go to old man.)
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(Say 'ICEMAN' to man.)
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Get fish
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Look fish
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Get line
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Look line
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Look weight
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Open capsule
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Look map
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(Follow map to room.)
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Get disguise
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(Try to avoid the guard, go right, up, left, to oasis.)
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(Say 'ICEMAN' to lady, which happens to be Stacy.)
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Get map
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Look map
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(Follow map to room, right, right, up, left, through door 84.)
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ROOM:
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Get sugar container (Container on counter on left.)
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Open container
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Empty sugar
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Remove bottom
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Remove foam
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Get gun
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Look out window
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Open refrigerator
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Get butter
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Remove lid
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Get paper
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Read paper
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Get card (By the phone.)
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Read card
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Dial (03-120-1204)
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Talk man
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Dial (13-555-8097)
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Order food
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Get tape
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Open door (When caterer knocks.)
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Use gun
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Get clothes
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Use tape
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(Leave room after Stacy comes and goes.)
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VAN:
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Get food
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Hide gun (In the food.)
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Open door
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(Go to guard and follow.)
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ROOM W/AMBASSADOR:
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Give food
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Remove lid
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(Do the commands below as quick as possible or you die.)
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Get gun
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Shoot guard (Press F3 immediately after 1st guard is shoot.)
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Shoot guard
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Free ambassador
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(Wait for him to finish talking.)
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Disguise ambassador
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(Leave)
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VAN:
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(You can either drive through the screen, going fast on straightaways and slow
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on turns, or you can skip it with F8.)
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CONGRATULATIONS, YOU HAVE JUST FINISHED CODENAME: ICEMAN!!!
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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Another file downloaded from: The NIRVANAnet(tm) Seven
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& the Temple of the Screaming Electron Taipan Enigma 510/935-5845
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Burn This Flag Zardoz 408/363-9766
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realitycheck Poindexter Fortran 510/527-1662
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Lies Unlimited Mick Freen 801/278-2699
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The New Dork Sublime Biffnix 415/864-DORK
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The Shrine Rif Raf 206/794-6674
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Planet Mirth Simon Jester 510/786-6560
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"Raw Data for Raw Nerves"
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X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X
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