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- ┌───────────────────┐
- │ F L A S H B A C K │
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- ║ 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>≡=-
-