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- IMPOSSIBLE MISSION II - COBRA BLUE CLASSIFICATION ULTRA
-
- Typed in by ???. Edited by Parasite.
-
-
- DISTRIBUTION
- Field Operations Assets, (Need to Know basis only)
- Field Operations Control, Langley
- Electronic Intelligence Operations, Ft. Meade
- Joint Chiefs of Staff, Pentagon
- Commmander, Strategic Air Command, Omaha (EYES ONLY)
- Commander, Submarines Pacific, Honolulu (EYES ONLY)
- Commander, Submarines Atlantic, Norfolk (EYES ONLY)
-
- 1. OVERVIEW: Cobra Blue is a top secret surveillance and counter-
- terrorist operation directed against Professor Elvin Atombender by
- Field Operations Agent Bravo 29. Elvin, a known psychotic genius, is
- one of the world's leading experts on robotics, computers, and codes.
- Elvin is believed to have collected a personal fortune by raiding the
- computer systems of several of the World's leading financial
- institutions and transferring funds to his personal bank accounts.
- Elvin lives at the top of an immense eight-tower complex construscted
- with his personal funds in northwest Los Angeles near the UCLA campus.
- Elvin's complex is believed to be staffed entirely by robots built to
- his design. He receives no visitors and, so far, his complex has proven
- to be nearly impossible to enter by agents of this and other police and
- intelligence agencies.
-
- 2. COBRA BLUE PHASE I: Elvin's tower complex is under constant watch.
- All activity between his complex and other computers around the world
- are constantly monitored. Random attempts to break into the tower
- complex were made by our field agents to gather information about the
- complex's structure and contents. Intelligence reports indicate that
- Elvin has spent the past four years trying to electronically break into
- military computer installations around the world, and he may be close
- to succeeding. In addition, it is believed that Elvin is becoming
- increasingly mentally unstable. He has been monitored muttering
- threats about destroying himself and the world. If he is detected to
- begin carrying out these threats, field agents will be alerted to
- implement Phase II through a Flash Alpha One message from Field
- Operations Control, Langley.
-
- 3. COBRA BLUE PHASE II: Field agents assigned to Cobra Blue Phase II
- will immediately penetrate Elvin's complex, arrest Elvin if possible or
- kill him if he resists, and neutralize his computer system. THIS MUST
- BE DONE WITHIN 8 HOURS.
-
- Elvin is believed to live and work in the control center of his
- complex located in the penthouse of the central tower. He is guarded
- by highly sophisticated security systems which include mobile robots of
- several types, locking passageways between towers and musical
- sequences.
-
- The field agent assigned to penetrate this complex will be assisted by
- a personal pocket computer which he will be able to use only in the
- complex's hallways. This computer will track the operative's
- location, help him determine if he has completed the proper
- combiniation for access to another tower, and help him to link
- together the musical sequences needed to enter Elvin's central tower.
-
- 08/04/88 0122 ZULU COPY 01 OF 01
- CLASSIFICATION ULTRA
- CODE GROUP THETA
- PRIORITY FLASH ALPHA ONE
- TO: FIELD AGENT BRAVO 29
- FROM: FIELD OPERATIONS CONTROL, LANGLEY
- RE: COBRA BLUE
- COBRA BLUE ALERT BREAK IMPERATIVE REPEAT IMPERATIVE ELVIN BE
- NEUTRALIZED WITHIN 8 HOURS ELSE LAUNCH CODES WILL BE BROKEN AND
- MISSILES LAUNCHED BREAK CONSULT COBRA BLUE PHASE II OPERATIONS ORDER
- FOR FURTHER DETAILS RE ELVIN AND TOWER COMPLEX BREAK EXECUTE COBRA BLUE
- PHASE II IMMEDIATELY BREAK GOOD LUCK AND GO GET HIM BREAK END
- LANGLEY
- PAGE ONE OF ONE
-
- DESTROY AFTER READING
- 08/04/88 0123 ZULU
-
- OBJECTIVE
- To succeed at IMPOSSIBLE MLISION II and to prevent the world from being
- destroyed, you as the Agency's Field Agent must reach several
- objectives.
-
- First, you must assemble the three-digit security comnbination for
- each tower. At the same time avoid and fend off Elvin's robots, using
- his own security system to help you.
-
- Second, you must locate and open Elvin's safes, and recover the musical
- sequences locked inside. There are six unique pieces of music and two
- duplicate pieces.
-
- Third, you must tie together these musical sequences into a full
- melody that will open the express elevator doors to Elvin's central
- tower control room.
-
- Finally, you must find the correct computer terminal in Elvin's control
- room that will disarm the missile lauch codes before they destroy you
- and the world.
-
- You score points by entering towers, exploring rooms, finding passcode
- numbers, and reaching the central control room. The sooner you reach
- the control room, the more points you earn.
-
- STARTING PLAY
- While the game is loading, you will see an outside view of Elvin's tower
- stronghold on the screen. When loading is completed, you will see your
- agent inside an elevator in a random tower of the stronghold. The
- display on the bottom of the screen is your pocket computer.
-
- CONTROLS
- In the elevators: Push the joystick FORWARD or BACK to go up or down.
- Push the joystick RIGHT or LEFT to enter a corridor.
- In the corridors: Push the joystick LEFT or RIGHT to move along a
- corridor. Running off the edge of the screen will take you into a room
- or another section of corridor.
- In the rooms: Push the joystick LEFT or RIGHT to move in either
- direction. If you press the FIRE BUTTON, your agent will do a forward
- flip useful for leaping over robots, jumping up to higher levels, and
- somersaulting over gaps in the floor and over low walls. Pulling the
- joystick BACK will put your agent in a crouching position. He needs to
- be in this position to lay a time-bomb or mine.
- On lifting and sliding platforms: If you are standing on a striped
- lifting platform (you can see the vertical track in the wall), push the
- joystick FORWARD or BACK to go up or down. If you are standing on a
- striped sliding platform (you can see the horizoneal track in the wall)
- push the joystick FORWARD or BACK followed by LEFT or RIGHT to move the
- platform.
-
- GAME PLAY
- As you explore Elvin's tower complex, you can check your location and
- the rooms you have explored with your pocket computer. The pocket
- computer's display appears at the bottom of your screen anytime your
- agent is in a corridor or elevator. A map of the current tower and
- connections to two neighboring towers shows in the center of the
- display. A dot of light shows your location in the tower. Any room you
- have entered appears in black. An overhead view of the tower complex
- appears to the left of the map display on the pocket computer. It
- too, has a light showing your location as well as a lighted display of
- your current tower number.
-
- SEARCHING FOR CODES
- Search as many objects in each room as possible. These objects range
- from automobiles in Elvin's garage tower to athletic equipment and
- lockers in his gymnasium tower. Don't overlook house plants and
- pictures on the wall either. Search each object by standing directly
- in front of it and pushing the joystick FORWARD.
-
- The word "Searching" will appear in a box near your agent's shoulder.
- You will also see a horizontal time line indicating how long the search
- will take. You must continue to hold the joystick FORWARD until the
- time line disappears. If your search is interrupted for any reason
- (usually a robot bearing down on you), you can go back to the object
- and resume searching where you left off. Each object disappears after
- it is searched.
-
- One of four things will appear above your agent's shoulder when he's
- finished searching an object:
- * The word "Nothing", indicating you've drawn a blank.
- * A passcode number.
- * A security terminal command icon.
- * An extension of time.
-
- USING SECURITY TERMINALS
- You can use the security terminal commands you have collected at any
- security terminal in Elivin's complex. These terminals are usually
- located near the entrance inside each room. They look like television
- sets with darkened screens facing toward you.
-
- To use a security terminal, move directly in front of it and push the
- joystick FORWARD. The security terminal screen will fill your display.
- Security terminal command icons and the number you have available
- appear on the screen. These include:
-
- Lift Platform symbol--resets vertical and horizontal lift platforms.
- Platform symbol--moves the floor segments left or right.
- Electric plug--temporarily deactivates robots.
- Light bulb--turns on lights in darkened room (can be used in any room
- within a tower to light other rooms in the tower).
- Time bomb--arms time bomb that can be placed by agent to blow up a
- safe (pull BACK on the joystick and press the FIRE BUTTON to place the
- bomb). The bomb explodes a few seconds after it is placed allowing the
- agent to go back to the safe and search for pieces of music.
- Mine--arms mine that can be placed by agent. Mine explodes whenever
- anyone including field agent makes contact with it. It blows a large
- hole in the floor that the agent can only cross with a leaping
- somersault.
-
- Push the joystick LEFT or RIGHT to move among the command icons and
- press the FIRE BUTTON to select whichever one you want to use.
-
- POCKET COMPUTER
- Your pocket computer is an amazing device that not only locates you in
- Elvin's complex, it also helps you assemble the passcode that lets you
- move from tower to tower. With its built-in tape recorder, you put
- together the musical sequence you need to get into Elvin's central
- tower. Your computer also shows you how much time you have left before
- Elvin destroys the world.
-
- To activate these last two functions, you must stand in a corridor or
- elevator and press the FIRE BUTTON.
- NOTE: You can't use the pocket computer in any of the rooms. Pressing
- the FIRE BUTTON in a room will make you do a somersault.
-
- When you activate the functions, a hand appears near three buttons at
- the bottom right of the screen. The right button has three numbers on
- its surface. The center button has the drawing of a tape cassette
- deck. The left button has the word "OFF" written on it. Above these
- buttons you will see three sets of up and down arrow buttons.
-
- You can move the hand with the joystick. To select a button, move the
- hand on top of it and press the FIRE BUTTON. When you select the
- number button, the tower complex map disappears and three windows
- appear in its place. This is where the three-digit passcode to enter
- the neighboring towers is assembled. The numbers are in three
- different colors and each color appears in its own window. Move the
- hand to the up and down arrow keys and select one with the FIRE
- BUTTON. Numbers you have found in the tower appear in the windows to
- the left. There may be duplicates. When you find a correct number, the
- "Found" indicator below the windows will light up. When all three
- numbers for the passcode are found, the "Complete" indicator below the
- windows will light up. You can now move through the security access
- doors into a tower next door.
-
- When you have collected one or more musical sequences from Elvin's
- safes, you can play them on your pocket computer. Move the hand over
- the cassette button and press the FIRE BUTTON. A tape cassette deck
- complete with standard play, fast forward and rewind controls appears
- in the center of your pocket computer. Rewind, then press play, and
- any musical sequences you have collected will play. Listen to them
- carefully because there may be duplicates. A digital tape counter
- helps you keep track of where you begin a musical sequence. Use this
- readout to help you record a new sequence over a duplicate piece
- of music. When you collect and play six non-duplicate musical sequences
- linked together on your tape recoreder as a song, you can enter the
- express elevator to Elvin's control room.
-
- You must record a musical sequence before you leave a tower because you
- can't return to a tower once you've left it. If you forget to record
- the music in each tower's safe, you can't win the game. However, you
- might get really lucky and still win the game if the music you forgot
- in a tower's safe is a duplicate.
-
- ELVIN'S EXPRESS ELEVATOR
- You can find doors to Elvin's express elevator between the inter-tower
- security doors in either the underground passageways or the aerial
- hallways. Stop in front of the express elevator and push your joystick
- FORWARD. You will enter the elevator and reappear in Elvin's control
- room.
-
- ELVIN'S CONTROL ROOM
- This is an extremely complex room filed with robots. It has security
- terminals so you can use your collected security commands to help you.
-
- Notice the three terminals in the center of the room. One of these can
- be used to deactivate the missile launch control codes and save the
- world. The other two will kill you. Select a terminal, stand in front
- of it, and push your joystick FORWARD. If you are lucky, you will
- deactivate the control codes and confront Elvin.
-
- SCORING
- A scoreboard will appear if you successfully end the game, if you die
- too many times while you are in Elvin's control room, or if time runs
- out. You earn points for entering each room, collecting objects and
- numbers, entering each tower, and for completing the mission.
-
- ELVIN'S TOWER COMPLEX
-
- Elvin's tower complex is located in the Sawtelle District of Los
- Angeles on the grounds of the former Veteran's Administration Hospital
- five miles west of UCLA. Elvin purchased the grounds five years ago
- from the U.S. Government during an attempt by the government to balance
- the federal budget.
-
- He has constructed a nine-tower complex consisting of eight towers
- surrounding a core tower. Each tower includes from four to six rooms,
- and each has a special function. These functions include parking for
- Elvin's vast fleet of motor vehicles, living quarters (Elvin reportedly
- never sleeps in the same room two nights in a row and likes a lot of
- space), food service including automated kitchens (Elvin considers
- himself a gourmet although his tastes run toward M&Ms and Fruit
- Loops), sports and exercise areas, warehousing, executive office
- suites, and of course massive computer systems. There are believed to
- be up to 64 different rooms in the eight surrounding towers.
-
- The core tower includes the heart of Elvin's computer system and his
- control center located in the tower's penthouse. There is a flat roof
- area outside the penthouse where an operative could arrange for an
- emergency helicopter pickup.
-
- High speed elevators run up the sides of each tower except the core
- tower. They open on to hallways leading to the towers' rooms. Each
- tower is linked to its two neighboring towers with both underground
- passageways and aerial hallways connecting at the upper levels.
- Security doors prevent access between towers unless you have the proper
- passcode.
-
- The central tower's control room is reached with a high speed express
- elevator. Doors to this elevator are located in both the underground
- tunnels and the aerial hallways between towers midway between the
- inter-tower security doors. (See Page 7 for details on how to gain
- access to the central tower express elevators.) The penthouse control
- room is the only room in the central tower accessible to outsiders.
- The balance of the structure is packed with Elvin's mainframe computer
- system.
-
- Three computer terminals are located in the center of the penthouse
- control room. One of these controls Elvin's main code-cracking computer
- where he will attempt to access the world's missile launch control
- codes and annihilate the planet. This terminal must be reached and
- deactivated by you to prevent missile launches. The other two are
- dummies hotwired to 2,200 volts. Any agent touching these dummies will
- be killed instantly. Intelligence reports have NOT, repeat NOT been
- able to determine which terminal is real and which are the deadly
- dummies. Good luck!
-
- ROBOTS
-
- Elvin's robots are a major component of his security system. There are
- six different types you will find roaming the rooms in his stronghold.
- They include:
-
- 1. The basic security sentrybot. These are the most common and the
- most deadly if you get close. Sentrybots may be found in any room.
- They are each approximately 1.5 meters high and are armed with a high
- voltage plasma gun. The sentrybots use infrared photocell sensors to
- detect human body heat even in darkened rooms anywhere to the robot's
- front. Sound and motion sensors also enable the robot to home in on a
- human whether the robot can "see" the target with his infrared sensors
- or not.
-
- A sentrybot will fire its plasma gun anytime it detects a human within
- six feet. Sentrybots never miss at that short range and humans always
- die from the weapon's massive electrical discharge.
-
- Fortunately, a human has one major advantage over any robot--mobility.
- Sentrybots are propelled by linear induction magnetic transport
- systems embedded in the floors and platforms of each room. Sentrybots,
- therefore, usually cannot leave their assigned floors or platforms.
- They also generally move more slowly than a man and can be dodged with
- a well-timed somersault.
-
- 2. Minebots. These are small robots encountered in rooms in any
- Tower. They crawl around rooms and lay mines at random. The mines are
- visible and easily avoided. Unlike the mines a player can lay, they
- have no effect on the floor.
-
- 3. Pestbots. These are relatively harmless but annoying small robots
- that may be encountered in any tower. They constantly ride the lift
- platforms and mess up a player's lift platform strategy. They are not
- dangerous.
-
- 4. Squatbot. May be encountered in any tower. Squatbots are small
- robots that squat on the floor like a turtle. With good timing, an
- agent can step on a squatbot and use it as a stepping stone to leap
- higher in the air. However, every few seconds, the squatbot is
- activated and will rise up. (If the agent isn't careful, he may be
- smashed against a ceiling.
-
- 5. Bashbot. This is the second most common robot type and is found in
- all towers. Shaped like a miniature bulldozer, the bashbot detects a
- human intruder and instead of zapping him with an electrical charge, it
- attempts to shove the intruder off the edge of the nearest platform or
- into a nearby wall. Sometimes when a bashbot is encountered near a
- door into a room, the bashbot will shove the human intruder back into
- the adjacent hallway.
-
- 6. Suicidebot. These may be found in any tower. A suicidebot senses
- when a man is near and leaps to its death trying to take the man with
- him.
-
- ELVIN'S PSYCHIATRIC PROFILE
- Subject: Elvin Atombender
- Sex: Male Age: 62
- Height: 5'4"
- Weight: 120 lbs.
- Hair: No
- Eyes: Watery blue, wears wire rim glasses
- Distinguishing Traits: Elvin has developed into a high tech hermit who
- hates people and animals and can only relate to
- M&Ms and Fruit Loops, anchovy pizzas, Diet
- Pepsi, and computers.
-
- Childhood background: Elvin was a Momma's boy. His mother loved him
- and believed he could do no wrong. He was a skinny, sickly little kid
- who loathed sports but loved mathematics. He seldom caused any
- problems and spent most of his time at home gaping into his computer
- screen. He occasionally caused trouble with his modem, such as the time
- he broke into the school district's mainframe and raised his P.E. grade
- to an "A", and the time he broke into the phone company's billing
- computer and chartged his parents with a five-hour call to Afghanistan
- (because his mother mistakenly served him Diet Coke instead of Diet
- Pepsi during a midnight pizza feed). His parents, however, were
- tolerant. They were sure he would eventually grow out of messing with
- other people's computers. They were wrong. Elvin had only just begun.
-
- Turning Point: Elvin survived high school despite encounters with
- numberous bullies. He entered the computer science school of a
- prestigious West Coast university and immediately immersed himself in
- the computer lab where he began building Elvin, Jr., a self-teaching,
- self-replicating artificial intelligence program. Junior was his
- child and his passion. He spent so much time in the computer lab that
- he barely earned his undergraduate degree. Only when he realized that
- he had to go on to graduate school if he were to keep working on
- Junior, did he reluctantly spend time on elective courses such as The
- Economics of Broccoli Farming and Intermediate Urdu.
-
-
- One night, after nearly eight years in the university's computer lab,
- Elvin had almost finished building Junior. He only had ten more lines
- of code to write, and only two more bugs to shake out of the program,
- and his child would come to life to dominate the university's entire
- computer system. Then the lights literally went out as the power
- failed. Elvin's computer crashed, and his program vaporized into
- nothing. Elvin had made one fatal mistake--he never backed up his
- programs, saying that floppy disks were for winps. All he had left
- was some hard copy. Elvin's mind snapped. He vowed he would complete
- his doctorate, someday rebuild his program on a grander scale than
- ever, and take over the computers of the world. Then he would have
- his revenge, especially against the electric utility companies. The
- world would repay him for his lost child.
-
- Like many people with a grand obsession, Elvin was able to bide his
- time. He received his doctorate, became a distinguished professor and a
- renowned expert in computers and robotics, and then disappeared.
-
- He has now resurfaced after five years of living in his fortress-like
- tower complex built with funds plundered from the international
- financial computer network. He is believed to be extremely paranoid
- and dangerous and may be on the verge of becoming the world's first
- large scale comoputer terrorist. He should be approached with extreme
- caution.
-
- KEYBOARD COMMAND CARD
- Read the Impossible Mission II instruction manual for general game play
- instructions. Read this command card for keyboard controls and
- variations from the manual for the Atari ST version of the game.
-
- Joystick: up, down, left, right, fire button.
-
- Keyboard: up--arrow up or I
- down--arrow down or K
- right--arrow right or L
- left--arrow left or J
- spacebar or clr home (fire button)
-
- Keypad: up--8
- down--5 or 2
- right--6
- left--4
- enter (fire button)
-
- Additional Keys:
-
- *Press 1 on the keypad to move a sliding platform left. Press 3 on the
- keypad to move it right.
- *Press ESC to pause. Press any other key to resume play.
- *Press ALTERNATE S to save game.
- *Press F10 to start a new game.
- *Press ALTERNATE F10 for suicide (from inside a room only.)
- *Press ALTERNATE Q to return to workbench.