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-
-
- Solution to Codename: ICEMAN
- ============================
- At 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 shout for help, walk to water to
- save girl. Perform the CPR procedure:
-
- a. shake and shout
- b. call for help
- c. establish airway
- d. look listen and feel
- e. give 2 good breath
- f. look listen and feel
- g. check pulse
- h. begin compression
- i. check pulse
-
- 3. Walk right. Wear shirt. Walk to top scene to reach hotel.
- Open door. Look girl. Talk girl. Get key. Look sign. Note
- down the telephone no.
-
- 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 dance enough¼ 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 have 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 pass
- the earring, it will sparkle. 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 down the phone no. Walk to
- nightstand. Open drawer. Get card. 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 Captain Braxton
- number. Talk. Use phone. Dial the Nosinkhy Dinghy phone
- number. Talk.
-
- è
- 9. Walk right to the game starting location. You will see a
- dinghy there.
- Talk to man. Sit back and watch the cut screen.
-
-
- At Airport
- ==========
-
- 1. Show card to driver.
-
-
- At Security Area
- ================
-
- 1. Talk guard. Show card to guard. Press button. Walk inside
- lift. At top floor, show card to guard. Walk to door at the
- right. Open door.
-
- 2. The Captain will be waiting for you inside. He will brief
- you on your mission. Take note of the number you are told to
- memorise, After the briefing, get envelope. Walk outside.
- Get id from guard.
-
- 3. Walk to lift. Press button. Take lift to basement. Walk
- outside. Show order to driver.
-
- At harbour
- ==========
-
- 1. Move up until you are standing beside man. Salute flag.
- Salute officer. Talk officer. Show order.
-
- Inside Submarine
- ================
-
- 1. When you are inside your room. Open drawer. Get caliper.
- 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 restore your game.
-
- At Control Panel
- ================
-
- Warning : do not carry out the action until the captain tell
- 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 whee∞ cannot turn any more. Wait for heading to reach
- 180. You must brinτ 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 light≤ up at the throttle speed indicator.
-
- 5. Prepare dive sequence, acknowledge green board : Close
- hatch. 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 is off. You
- must be careful not to reverse the gear.
-
- 10. Exit
-
- At submarine
- ============
-
- 1. The captain will bring you to his room and show you your
- order.
-
- 2. When ask about the other half of the combination. Enter
- the number you noted during the briefing. Open case. Get
- envelope. Open envelope. Read chart. Read order.
-
- 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.
- è
- At 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 ask 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.
-
-
- At Submarine
- ============
-
- 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. Enter 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 restore 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 prepare to start all over again.
-
- 3. Walk left. Climb down tube. Walk right to weapon room. Talk
- man. Look panel. Push button. The conveyor will stop half
- way. Examine. It will show a sheared cylinder. Look
- cylinder. Measure cylinder with your vernier caliper. 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 weapon room. Insert cylinder. Insert pin.
-
- 7. Return to the control panel.
-
- At 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.
-
- At submarine
- ============
-
- 1. Follow captain to the top. Talk to captain. After you
- have discovereΣ the enemy warship, the captain will fall
- sick. You must then figh⌠ the warship without his guide.
-
- 2. But never fear. I am here to guide you. First go back to
- the contro∞ panel.
-
- At 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 ground. 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 weapon, shift-F6 to lock on target, shift-F8
- to fire.
- 4. Do not fire unless the warship fire first.
-
- 5. When the warship fire a torpedo at you. Fire 4 harpoons at
- the enemy warship at 4 different interval. Do not fire them
- at one shot.
-
- 6. Save the game. There is a 30% chance that your harpoon
- will hit the warship. When it hit, save the game again
- otherwise restore. You will need 4 harpoon to sink the
- warship.
-
- 7. Because you fire the harpoons at the enemy, it will fire
- some torpedos at you. The torpedos will still be heading
- for you even when the warship is sunk. When the torpedo is
- near you, save the game. If it hit, restore otherwise save
- the game. Repeat this until you have cleared all the
- torpedos.
-
- 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 oµ them because there is another battle
- ahead of you.
-
- 9. After sinking the warship. Wait for radio message. Exit.
-
- At submarine
- ============
-
- 1. Talk. Take note of the message. Decode it using your
- computer.
-
- 2. Walk back to the control panel.
-
- At 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 iceberg.
- Try to keep your course at 0 so that you can score 10/10
- for clearing the iceberg. Your submarine 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.
- è
- At submarine
- ============
-
- 1. Talk. Decode message with computer.
-
- 2. Walk to control panel.
-
- At 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 stingers
- only. Harpoons cannot be used against it. You will need
- two stingers 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 stingers at different interval. Save
- and retore until you manage to destroy the enemy submarine.
- When the torpedos are heading for you, save and restore
- till all of them miss. You may fire off your decoys since
- this is the last battle for this game.
-
- 5. After you have destroy the enemy submarine. Wait for a
- while, you will then arrived at Portugal.
-
- 6. When erratic ping are heard, activate active sonar once
- and then deactivate it.
-
- 7. Read the instruction given carefully. Press shift-F7 the
- see the coontz. It is marked as 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 will covered you.
-
- 11. Use left and right arrow key to control the course you
- are heading. Speed up or slow down depending on your
- position from the coontz.
- è
- 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 turn, 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.
-
- At submarine
- ============
-
- 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 compartment. 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. You swim out of the submarine. This is a good place to
- save your game before you may run of of oxygen before
- you find the harbour.
- è
- In sea
- ======
-
- 1. Swim 3 square 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 squares right then 4 square up. You will find
- yourself among the rocks. Look for the place where there
- appear to be a path way to the top. That place have a
- magnetice field guarding it. You will need to use the
- device 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.
-
- 3. Swim to the top. Wait in the water until the fisherman 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 it touch the ground. This means the
- coast is clear.
-
- 4. Now swim 2 squares 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 at the harbour.
-
- At harbour
- ==========
-
- 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 square right, 1 square up, 1 square left. You
- will find a oasis there with a woman drawing water from it.
-
- 4. Look. 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.
- è
- At 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 caterer 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.
-
- At guard house
- ==============
-
- 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 border, try to do the next action as soon
- as there is a break.
-
- 5. When you outside. Stacy will join you in the van.
-
- 6. At the car chase sequence. Use the arrow key to maneuver
- the van round the corner till you reach the helicopter.
-
- 7. Watch the rest of the cut screen till the end.
-
- Congratulations. You have earned your dolphins and
- have completed the game !
-
-