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1996-01-11
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360 lines
┌───────────────────┐
│ F L A S H B A C K │
└───────────────────┘
╔═════════════════════════════════════╗
║ SIERRA ON-LINE'S "CODENAME: ICEMAN" ║
╚═════════════════════════════════════╝
Note: screen shots of this game are available in this magazine; file-
name is ICEMAN.EXE. To view, simply type ICEMAN at the DOS prompt. You will
need an EGA/VGA capable monitor. All screen shots are from the full, final re-
lease version of Codename: Iceman.
CODENAME: ICEMAN - OVERVIEW
───────────────────────────
This is a truly ancient game by today's standards. Boasting "superior"
EGA 16-color graphics, AdLib Music Synthesizer sound and music, and an ultra-
modern text parser interface, this 1989 release is still one of the finest ad-
venture games out there. It's also a vastly underrated game, one that made its
debut with little splash.
One of the reasons Codename: Iceman is so good is its difficulty. I have
played a large number of adventure games. No adventure game, excepting two, has
taken me more than five days to win. One game that shall remain nameless took
me a whole two hours to beat! But Codename: Iceman, being one of the aforemen-
tioned exceptions, took me an entire month. It's definitely got the bang for
the buck going for it. But why else do we consider it a classic?
First of all, the storyline is absolutely riveting. Terrorist groups,
hostages, global oil shortages, the Cold War heating up (can you tell this is an
old game yet?) - it's all factored into the story. And you, as a special agent
for the Navy, get to go in and rescue the ambassador that has been taken hos-
tage by the terrorists. Of course, you can't just drop in by helicopter. It's
gotta all be stealthy. So you have to pilot a submarine from Pearl Harbor all
the way to Tunisia, where the ambassador is being held, free him, and thus win
the game.
Sound absurd? It's not. The submarine piloting simulation is wonder-
ful, if supremely unrealistic, and the endgame in Tunisia is packed with tension
that you just don't often find in adventure games anymore. The exploration ele-
ment that most adventure gamers love is also there. The game features a stag-
gering number of locations, considering that it takes only two and a half megs
of hard drive space. My rough estimate would be 45 to 50 full-fledged, EGA-ren-
dered locations, plus many more repetetive screens; for instance, the diving se-
quence screens.
The interface is the standard Sierra text parser - type your commands,
such as "TALK TO MAN" or "FIRE GUN," etc. No slick icon interface here! But in
many ways, I like the text parser better than the icons. It makes the game far
more challenging. And in these days, where you can beat the average adventure
in a few days, challenge is what gives Codename: Iceman its "classic" status.
So if you're frustrated with games like Phantasmagoria, which comes on
seven CD-ROMs and can be beaten by the average gamer in a few hours, look no
further than Codename: Iceman. It's out of print, but it may be in the bargain
bins of some software stores for ten to fifteen bucks. It's a great deal.
CODENAME: ICEMAN - WALKTHROUGH
──────────────────────────────
WARNING! The following section will spoil the experience of the game if
you have not played it yet. If you wish to discover the wonders of Codename:
Iceman for yourself, READ NO FURTHER!
The 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 shouts
for help, walk to water to save her. Perform the CPR procedure on page 17 of
your Technical Manual.
3. Walk right. Wear shirt. Walk to top scene to reach hotel. Open door.
Look girl. Talk girl. Get key. Look sign. Note the telephone number,
555-8000.
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 danced enough
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 has 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 past the earring, it will spark-
le. 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 the
General's phone no. Walk to nightstand. Open drawer. Get ID. 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 General. Talk. Use phone. Dial
the Nosinkhy Dinghy phone number. Talk.
9. Walk right to the game starting location. You will see a dinghy there. Talk
to man. Sit back and watch the cut screen.
The Airport
1. Show ID to driver.
The Pentagon
1. Talk guard. Show card to guard. Press button. Walk inside lift. At top
floor, show card to guard. Read the caption carefully! Walk to door at the
right. Open door.
2. Braxton will be waiting for you inside. He will brief you on your mission.
Take note of the number you are told to memorize (134). After the briefing,
get envelope. Walk outside. Get ID from guard. Look ID. Get ID again.
3. Walk to lift. Press button. Take lift. Walk outside. After the cutscene,
show orders to driver.
Outside the Sub
1. Move up until you are standing beside man. Salute flag. Salute officer.
Talk officer. Show orders.
Inside Sub
1. When you are inside your room, open drawer. Get calipers. 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 have to restore your game.
The Control Panel
WARNING: do not carry out the action until the captain tells 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 wheel cannot
turn any more. Wait for heading to reach 180. You must bring 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 lights up at
the throttle speed indicator.
5. Prepare dive sequence, acknowledge green board : Close hatches. 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 are off. You must be careful
not to reverse the gear.
10. Exit.
Inside the Sub
1. The captain will bring you to his room and show you your orders.
2. When asked about the other half of the combination, enter the number you
noted during the briefing. Open case. Get envelope. Open envelope. Read
chart. Read orders.
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.
The 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 told to 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.
The Sub
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. En-
ter 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 re-
store 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 be prepared to start all over
again. Fortunately, you CAN win the game without the device.
3. Walk left. Climb down tube. Walk right to torpedo room. Talk man. Look
panel. Push button. The conveyor will stop halfway. Examine. It will show
a sheared cylinder. Look cylinder. Measure cylinder with your vernier cal-
iper. 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 torpedo room. Insert cylinder. Insert pin.
7. Return to the control panel.
The 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.
The Sub
1. Follow captain to the top. Talk to captain. After you have discovered the
enemy warship, the captain will fall down and injure himself. You must then
fight the warship without his guidance.
2. Go back as fast as you can to the control panel.
The 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 bottom. 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 weap-
on, shift-F6 to lock on target, shift-F8 to fire.
4. Do not fire unless the warship fires first.
5. When the warship fire a torpedo at you, fire 4 Harpoons at the enemy warship
at 4 different intervals. Do not fire them at one shot.
6. Save the game. There is a 30% chance that your Harpoons will hit the war-
ship. When it hits, save the game again; otherwise restore. You will need
4 Harpoons to sink the warship.
7. Because you fired the Harpoons at the enemy, it will fire some torpedoes at
you. The torpedoes will still be heading for you even when the warship is
sunk. When the torpedo is near you, save the game. If it hits, restore;
otherwise save the game. Repeat this until you have cleared all the torpe-
does.
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 of them because there is
another battle ahead of you.
9. After sinking the warship, wait for radio message. Exit.
The Sub
1. Talk. Take note of the message. Decode it using your computer.
2. Walk back to the control panel.
The 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 icebergs. Try to keep your
course at 0 so that you can score 10/10 for clearing the iceberg. Your sub-
marine 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.
The Sub
1. Talk. Decode message with computer.
2. Walk to control panel.
The 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 torpedoes only. Harpoons,
being anti-surface missiles, cannot be used against it. You will need two
torps 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 torpedoes at different intervals. Save and restore until
you manage to destroy the enemy submarine. When the torpedoes are heading
for you, save and restore until all of them miss. You may fire off your de-
coys since this is the last battle for this game.
5. After you have destroyed the enemy submarine, wait for a while, you will then
have arrived at Portugal.
6. When erratic pings are heard, activate active sonar once and then deactivate
it.
7. Read the instructions given carefully. Press shift-F7 to see the USS Coontz.
It is marked by 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 covers you. Follow it as closely as you
can. This is a very difficult sequence!
11. Use left and right arrow keys to control the course you are heading. Speed
up or slow down depending on your position relative to the Coontz.
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 turns, 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.
The Sub
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 compart-
ment. 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. Swim out of the submarine. This is a good place to save your game because
you may run of of oxygen before you find the harbour.
At Sea
1. Swim 3 screens 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 screens right then 4 screens up. You will find yourself among the
rocks. Look for the place where there appears to be a path way to the top.
That place has a magnetice field guarding it. You will need to use the de-
vice 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. If
you do not have the device, there is a place along the cliff you can swim
through and find passage through a cave to the harbor. However, do this fast
because you can run out of oxygen real quick.
3. Swim to the top. Wait in the water until the fisherman's 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 the net touches the ground, the
coast is clear.
4. Now swim 2 screens 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 on the beach.
The Beach
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 screen right, 1 screen up, 1 screen left. You will find an oasis
there with a woman drawing water from it.
4. Look. Hey, doesn't she look familiar? 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.
The 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 cat-
erer 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.
The Prison
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 dawdle, try to
do the next action as soon as there is a break.
5. When you are outside, Stacy will join you in the van.
6. At the car chase sequence, use the arrow key to maneuver the van round the
corners until you reach the helicopter.
7. Watch the rest of the cut scene until the end.
Congratulations. You have earned your dolphins and completed the game!
-=≡<CGW1>≡=-