Codename: Iceman Solution Codename: Iceman Solution #2 Codename: Iceman Solution #3 Codename: Iceman Solution #4 Codename: Iceman Solution #5

See Codename: Iceman Solution, Solution #2, Solution #3, Solution #4, Solution #5 here!

Solution for 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 enough¹ 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.

ę
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 brinā 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 lightę 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.
ę
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 discovereļ 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 oį 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.
ę
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.
ę
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.
ę
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.
ę
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 !

					     VOLUME
					     benghai@iss.nus.sg
					     isslbh@nusvm.bitnet





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 enough¹ 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.

ę
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 brinā 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 lightę 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.
ę
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 discovereļ 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 oį 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.
ę
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.
ę
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.
ę
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.
ę
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 !

					     VOLUME
					     benghai@iss.nus.sg
					     isslbh@nusvm.bitnet



Top of page | 



Solution #2 for Codename: Iceman


                       Typed by Golden One & Hill Billy
                             23:20:00  3/18/1990

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                        
Follow (do what it says) the instructions in parenthesis "()." Type the
instructions that are not in parenthesis "()."

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


TAHITI:
Read paper
Get up (Don't get shirt yet.)
(Walk left.)
Talk lady
Play ball
(Wait for girl to go in water.)
(Go after girl.)
(Use CPR.  Type the following numbered commands in order)
1.  Lay victim on back (Already done)
2.  Shake and shout
3.  Call for help
4.  Establish airway
5.  Look, listen, feel
6.  Give 2 breaths
7.  Look, listen, feel
8.  Check pulse
9.  Begin Compression
(Now go to your bungalow.  Go left, then up.)
(Enter bottom bungalow.)
Open drawer
Get ID
Get change
Open closet
Get book (It's at phone book in your coat pocket)
(Go back to original screen.)
Get shirt
(Go up a screen.)
Deposit change (In paper stand.)
(Open door next to stand and enter.)
Talk lady (Receptionist)
Get key
Get message (After she tells you she has a message for you.)
Read message
(Go to sign posted by upper-right plant.)
Read sign (Write number down, 555-6969.)
Enter Chi Chi bar (Right door)
(Go to brunette at table.)
Talk lady
Dance
Sit
Talk lady
Order girl drink
Sit
(Say 'Yes' when she asks you to go back to her place.)
Kiss
(Say 'Yes' when she asks you to go inside.)
Kiss (Until you see fireworks.)
(Exit house)
Look ground
Get earring
Look earring
Open earring
Look in earring
Get film
(Go to your bungalow, left, left, left, up, bottom bungalow.)
Dial General Braxton (Number in book)
(Say 'Hi' when he answers.)
(After he hangs up, dial number from sign, by Chi Chi bar door.)
(Say 'Hi' when guy answers.)
(Go to original screen.)
(Get on dingy.)
(Now sit back and relax for the plane ride.)

AIRPORT:
(Go outside and wait for limo.)
(Say 'Yes' when driver asks if you're Commander John.)
Show ID

PENTAGON:
Talk man (At the desk.)
Show ID
Push button (By the elevator.)
Talk man (The guard.)
Show ID
Open door (upper-right)
(Watch scene and write stuff down, especially stuff dealing with numbers.)
Get up
Get envelope
Salute flag
Leave
Get ID (From guard, make sure it's yours.)
Push button
(Go back to limo.)

PEARL HARBOR:
Talk man
(Say 'Yes' when he asks if you're Commander John.)
Show orders

USS BLACKHAWK:
(Go to officer.)
Salute flag
Salute officer
Talk officer

CABIN:
Open shelf
Get book (US NAVAL INTELLIGENCE DECODING BOOK)
Open drawer
Get caliper
Open door (Left side)

PILOTING BLACKHAWK:
*NOTE*  Always wait for the captain to say it before you do it.  Use with the
ansi of the control panel.

Close hatch
Shift-F1 (Closed Circuit Monitor.)
+ (Engine Lever, 1 time.)
Right arrow key (Turn 180 degrees, look under map display for degrees.)
Left arrow key (Turn wheel back to center.)
Right arrow key (270 degrees.)
Left arrow key (Turn wheel back to center.)
Up arrow key (Hold her steady until green sub in attitude indicater is
centered with lines.)
+ (Engine Lever, 1 time.)
Green board acknowledged (Prepare for dive sequence.)
Up arrow key
Down arrow key (Level off 200 feet, display is at upper-right hand corner,
line 1.)
Depth Attained (When depth is attained.)
Right arrow key (360 degrees.)
Left arrow key (Turn wheel back to center.)
+ (2 times.)
Left arrow key (355 degrees.)
Right arrow key (Turn wheel back to center.)
- (4 times.)
Get up (Wait til sub is at complete stop, upper-right hand corner, line 4.)

CAPTAIN'S ROOM:
134 (Your part of the combo that you wrote down at the meeting at Pentagon.)
Get combination (The captain will give it to you and you will write it down, in
real life.)
Look case
Get envelope
Open envelope
Read orders (Write the stuff down.)
Look chart (Follow Captain.)

CHART IN SUB:
Go to map
Look map
Plot course
(To plot course use cursor and press enter.  Press enter twice when done.)
(Type 'Change course' to go back one Waypoint.)
Coordinates are:
       LAT:     LONG:
WP 0    30      170
WP 1    72      170
WP 2    86       86
WP 3    83        2
WP 4    65       23
WP 5    36       12
WP 6    00       00
Leave map
(Go back to seat to get radio messages.)
(Follow captain's instructions to radio contact.)

CONTROL ROOM:
Talk to radioman (He'll give you codes from Washington and CIA.  Use decoding
instructions below to decode messages.)
(Go to Captain's quarters, open safe with combo 23448803, open case with combo
762134.)
Insert ID
Insert film
(Write the offsets down, yours will be N = 3 because you are Navy.)

*DECODING*
Washington:
1.  Your message will consist of two groups of 3 letters, write them down.
    Look decoder book in your inventory.
2.  Replace first group of three letters from the code with the corresponding
    number from the decoding book.  Those three numbers represent page number,
    line and word.
3.  Look at the file PAGE.DOC for the page indicated.  Find line and word,
    that is your primary word.
4.  Repeat steps 1-3 for the second group of 3 letters.  That is your
    secondary word.
5.  Enter primary and secondary words into the computer in your quarters.

CIA
1.  Your message will consist of two groups of 3 letters, write them down.
    Read the decoding book in your possession.
2.  Replace the first group of 3 letters from the code with the corresponding
    numbers in the decoding book.  Add the CIA offset to the number you get
    from the decoding book (be sure to select the N for Navy offset).  Anytime
    you get a number greater than 10, subtract 10 and the remaining number is
    your true number.  Those three numbers represent page number, line, and
    word.
3.  Look at the file PAGE.DOC for the page indicated.  Find the line and
    word, that is your primary word.
4.  Repeat steps 1-3 for the second group of 3 letters.  That is your
    secondary word.
5.  Enter primary and secondary word into the computer in your quarters.

TORPEDO ROOM:
(After you are done decoding your message, go to control room, down the stairs,
left to tube, climb down, go right.)
Inspect machine (At first they'll say nothing.)
Cycle machine (After scene, inspect machine again.)
Get cylinder Measure cylinder (Go to Machinery room, up tube and left.)

MACHINERY ROOM:
Open cabinet
Get pin
Get nut (This is for later.)
1/2"
Get washer (This is for later.)
1/2"
Get cylinder
6"
(Go to lathe, center towards the back of the room.)
Use lathe
Set lathe
1"
Turn on lathe
Use drill (Machine next to grinder.)
Select bit
1/4"
Turn on drill
Use grinder (Last machine.)
(Go two screens left.)
Open drawer (In Engine room.)
Get hammer
Get wrench (This is for later.)
1/2"
(Go to torpedo room, three screens right, down tube, and right.)

TORPEDO ROOM:
Put in new cylinder
Put in pin
Cycle machine
(Go to cafeteria, up tube and right.)

CAFETERIA:
Get bottle
(Say 'Yes' when he asks you if you want to play.)
(You can only restore twice when you're playing before he calls you a
cheater.)
How to play the game: (You are trying to win the bottle of rum, all of his
                       money, and a magnetic device.)
C = Call
R = Roll
N = New game / roll again
(Go upstairs and to helm.)

HELM & DESTROYER:
(Try and do the below so that you only use one decoy.)
(Bring down weapon control panel.  Turn off active sonar, F3.  Turn on silent
running, F4.  Dive to below 600 feet.  Slow down to 5 knots.)
(Don't attack too soon and give your position away.  Shoot decoy, Shift + F6
to lock, then Shift + F8 to fire, to get rid of torpedo.  Try to use only
one.)
(When a white line appears and gets to the middle of the Close Circuit
Monitor, shoot your Harpoons ONLY.  You have to hit him at least three times
before he sinks.)
Get up (Get code and decode it.)
(Go back to helm.)

HELM & ICEBERGS:
(Navigate it so that you are always going north, 350-15.  Try not to hit
anything.)
Contact ice station (Once you're through and your sonarman tells you that it's
Ice Station.)
Get up
(Get code and decode.)
(Go to helm.)

HELM & ALPHA SUB:
(You're now fighting the Alpha sub.  Dive to 1200 feet.  Stay there, turn off
your Active sonar and turn on your silent running.  Do not shoot your decoys
for the first group of about 6 torpedos.  After the first 6 past, dive quickly
and turn on your Active sonar.  Use your decoys to get rid of the torpedos.
Also, decrease to 0 knots.  Shoot your decoys immediately after the torpedos
appear on the screen.)
(Once you see the bottom on your active sonar screen, get it so that you're as
close to it without breaching your sub.  Then turn off your active sonar, turn
on your silent running and wait.  Watch the sub on your Close Circuit Monitor.
Wait until the white line goes all the way across the screen and then almost
all the way back to his screen, about 2 or 3 centimeters from leaving the
screen.  Then shoot two or three Stingers.  Then increase your speed, and
turn.  Try not to get hit by the torpedos that the sub will launch.)
(Wait till your sonarman says that he hears irregular pings.  Then turn on
your active sonar and turn it off quickly.)
(You then follow the Coontz, which will be the cross on your screen.  Imagine
your screen as a compass with 0 degrees being North, 90 degrees being East,
180 being South, and 270 being West.  As the Coontz moves, follow them right
into Tunisia.  One note, you can turn faster if you are moving faster.)

DIVING:
(Go to torpedo room.  Open cabinet.  Get flares and explosives)
(Leave and go to the machinery room.)
Get key
(Go right to tube, down, and left.)
Open locker
(Go to machinery room, right, and right.)
Push button
Get diver
Inspect diver
Examine vibration
Check shaft
Measure shaft
Put washer on shaft
Put nut on washer
Tighten nut
Climb
Open door

DIVING:
Put on gear
(You then get to maneuver the diver.  Maneuver so that you get as close to the
heading, display at upper-right of screen, as possible and then go in a
direction so that the distance decreases.)

OIL RIG:
Set explosives
(You then maneuver to the harbor.  Do the same so that you get as close to the
correct heading as possible and then go in a direction so that the distance
decreases.)

HARBOR:
(Swim left.)
Use device
(Swim up, right, right, right.)
Tie diver to pillar
(Swim left, left.)
(Wait for net to come down.)
Put bottle in net
(Wait for net to come down, then go up)

ISLAND:
(Go to old man.)
(Say 'ICEMAN' to man.)
Get fish
Look fish
Get line
Look line
Look weight
Open capsule
Look map
(Follow map to room.)
Get disguise
(Try to avoid the guard, go right, up, left, to oasis.)
(Say 'ICEMAN' to lady, which happens to be Stacy.)
Get map
Look map
(Follow map to room, right, right, up, left, through door 84.)

ROOM:
Get sugar container (Container on counter on left.)
Open container
Empty sugar
Remove bottom
Remove foam
Get gun
Look out window
Open refrigerator
Get butter
Remove lid
Get paper
Read paper
Get card (By the phone.)
Read card
Dial (03-120-1204)
Talk man
Dial (13-555-8097)
Order food
Get tape
Open door (When caterer knocks.)
Use gun
Get clothes
Use tape
(Leave room after Stacy comes and goes.)

VAN:
Get food
Hide gun (In the food.)
Open door
(Go to guard and follow.)

ROOM W/AMBASSADOR:
Give food
Remove lid
(Do the commands below as quick as possible or you die.)
Get gun
Shoot guard (Press F3 immediately after 1st guard is shoot.)
Shoot guard
Free ambassador
(Wait for him to finish talking.)
Disguise ambassador
(Leave)

VAN:
(You can either drive through the screen, going fast on straightaways and slow
on turns, or you can skip it with F8.)

CONGRATULATIONS, YOU HAVE JUST FINISHED CODENAME: ICEMAN!!!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%





                       Typed by Golden One & Hill Billy
                             23:20:00  3/18/1990

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                        
Follow (do what it says) the instructions in parenthesis "()." Type the
instructions that are not in parenthesis "()."

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


TAHITI:
Read paper
Get up (Don't get shirt yet.)
(Walk left.)
Talk lady
Play ball
(Wait for girl to go in water.)
(Go after girl.)
(Use CPR.  Type the following numbered commands in order)
1.  Lay victim on back (Already done)
2.  Shake and shout
3.  Call for help
4.  Establish airway
5.  Look, listen, feel
6.  Give 2 breaths
7.  Look, listen, feel
8.  Check pulse
9.  Begin Compression
(Now go to your bungalow.  Go left, then up.)
(Enter bottom bungalow.)
Open drawer
Get ID
Get change
Open closet
Get book (It's at phone book in your coat pocket)
(Go back to original screen.)
Get shirt
(Go up a screen.)
Deposit change (In paper stand.)
(Open door next to stand and enter.)
Talk lady (Receptionist)
Get key
Get message (After she tells you she has a message for you.)
Read message
(Go to sign posted by upper-right plant.)
Read sign (Write number down, 555-6969.)
Enter Chi Chi bar (Right door)
(Go to brunette at table.)
Talk lady
Dance
Sit
Talk lady
Order girl drink
Sit
(Say 'Yes' when she asks you to go back to her place.)
Kiss
(Say 'Yes' when she asks you to go inside.)
Kiss (Until you see fireworks.)
(Exit house)
Look ground
Get earring
Look earring
Open earring
Look in earring
Get film
(Go to your bungalow, left, left, left, up, bottom bungalow.)
Dial General Braxton (Number in book)
(Say 'Hi' when he answers.)
(After he hangs up, dial number from sign, by Chi Chi bar door.)
(Say 'Hi' when guy answers.)
(Go to original screen.)
(Get on dingy.)
(Now sit back and relax for the plane ride.)

AIRPORT:
(Go outside and wait for limo.)
(Say 'Yes' when driver asks if you're Commander John.)
Show ID

PENTAGON:
Talk man (At the desk.)
Show ID
Push button (By the elevator.)
Talk man (The guard.)
Show ID
Open door (upper-right)
(Watch scene and write stuff down, especially stuff dealing with numbers.)
Get up
Get envelope
Salute flag
Leave
Get ID (From guard, make sure it's yours.)
Push button
(Go back to limo.)

PEARL HARBOR:
Talk man
(Say 'Yes' when he asks if you're Commander John.)
Show orders

USS BLACKHAWK:
(Go to officer.)
Salute flag
Salute officer
Talk officer

CABIN:
Open shelf
Get book (US NAVAL INTELLIGENCE DECODING BOOK)
Open drawer
Get caliper
Open door (Left side)

PILOTING BLACKHAWK:
*NOTE*  Always wait for the captain to say it before you do it.  Use with the
ansi of the control panel.

Close hatch
Shift-F1 (Closed Circuit Monitor.)
+ (Engine Lever, 1 time.)
Right arrow key (Turn 180 degrees, look under map display for degrees.)
Left arrow key (Turn wheel back to center.)
Right arrow key (270 degrees.)
Left arrow key (Turn wheel back to center.)
Up arrow key (Hold her steady until green sub in attitude indicater is
centered with lines.)
+ (Engine Lever, 1 time.)
Green board acknowledged (Prepare for dive sequence.)
Up arrow key
Down arrow key (Level off 200 feet, display is at upper-right hand corner,
line 1.)
Depth Attained (When depth is attained.)
Right arrow key (360 degrees.)
Left arrow key (Turn wheel back to center.)
+ (2 times.)
Left arrow key (355 degrees.)
Right arrow key (Turn wheel back to center.)
- (4 times.)
Get up (Wait til sub is at complete stop, upper-right hand corner, line 4.)

CAPTAIN'S ROOM:
134 (Your part of the combo that you wrote down at the meeting at Pentagon.)
Get combination (The captain will give it to you and you will write it down, in
real life.)
Look case
Get envelope
Open envelope
Read orders (Write the stuff down.)
Look chart (Follow Captain.)

CHART IN SUB:
Go to map
Look map
Plot course
(To plot course use cursor and press enter.  Press enter twice when done.)
(Type 'Change course' to go back one Waypoint.)
Coordinates are:
       LAT:     LONG:
WP 0    30      170
WP 1    72      170
WP 2    86       86
WP 3    83        2
WP 4    65       23
WP 5    36       12
WP 6    00       00
Leave map
(Go back to seat to get radio messages.)
(Follow captain's instructions to radio contact.)

CONTROL ROOM:
Talk to radioman (He'll give you codes from Washington and CIA.  Use decoding
instructions below to decode messages.)
(Go to Captain's quarters, open safe with combo 23448803, open case with combo
762134.)
Insert ID
Insert film
(Write the offsets down, yours will be N = 3 because you are Navy.)

*DECODING*
Washington:
1.  Your message will consist of two groups of 3 letters, write them down.
    Look decoder book in your inventory.
2.  Replace first group of three letters from the code with the corresponding
    number from the decoding book.  Those three numbers represent page number,
    line and word.
3.  Look at the file PAGE.DOC for the page indicated.  Find line and word,
    that is your primary word.
4.  Repeat steps 1-3 for the second group of 3 letters.  That is your
    secondary word.
5.  Enter primary and secondary words into the computer in your quarters.

CIA
1.  Your message will consist of two groups of 3 letters, write them down.
    Read the decoding book in your possession.
2.  Replace the first group of 3 letters from the code with the corresponding
    numbers in the decoding book.  Add the CIA offset to the number you get
    from the decoding book (be sure to select the N for Navy offset).  Anytime
    you get a number greater than 10, subtract 10 and the remaining number is
    your true number.  Those three numbers represent page number, line, and
    word.
3.  Look at the file PAGE.DOC for the page indicated.  Find the line and
    word, that is your primary word.
4.  Repeat steps 1-3 for the second group of 3 letters.  That is your
    secondary word.
5.  Enter primary and secondary word into the computer in your quarters.

TORPEDO ROOM:
(After you are done decoding your message, go to control room, down the stairs,
left to tube, climb down, go right.)
Inspect machine (At first they'll say nothing.)
Cycle machine (After scene, inspect machine again.)
Get cylinder Measure cylinder (Go to Machinery room, up tube and left.)

MACHINERY ROOM:
Open cabinet
Get pin
Get nut (This is for later.)
1/2"
Get washer (This is for later.)
1/2"
Get cylinder
6"
(Go to lathe, center towards the back of the room.)
Use lathe
Set lathe
1"
Turn on lathe
Use drill (Machine next to grinder.)
Select bit
1/4"
Turn on drill
Use grinder (Last machine.)
(Go two screens left.)
Open drawer (In Engine room.)
Get hammer
Get wrench (This is for later.)
1/2"
(Go to torpedo room, three screens right, down tube, and right.)

TORPEDO ROOM:
Put in new cylinder
Put in pin
Cycle machine
(Go to cafeteria, up tube and right.)

CAFETERIA:
Get bottle
(Say 'Yes' when he asks you if you want to play.)
(You can only restore twice when you're playing before he calls you a
cheater.)
How to play the game: (You are trying to win the bottle of rum, all of his
                       money, and a magnetic device.)
C = Call
R = Roll
N = New game / roll again
(Go upstairs and to helm.)

HELM & DESTROYER:
(Try and do the below so that you only use one decoy.)
(Bring down weapon control panel.  Turn off active sonar, F3.  Turn on silent
running, F4.  Dive to below 600 feet.  Slow down to 5 knots.)
(Don't attack too soon and give your position away.  Shoot decoy, Shift + F6
to lock, then Shift + F8 to fire, to get rid of torpedo.  Try to use only
one.)
(When a white line appears and gets to the middle of the Close Circuit
Monitor, shoot your Harpoons ONLY.  You have to hit him at least three times
before he sinks.)
Get up (Get code and decode it.)
(Go back to helm.)

HELM & ICEBERGS:
(Navigate it so that you are always going north, 350-15.  Try not to hit
anything.)
Contact ice station (Once you're through and your sonarman tells you that it's
Ice Station.)
Get up
(Get code and decode.)
(Go to helm.)

HELM & ALPHA SUB:
(You're now fighting the Alpha sub.  Dive to 1200 feet.  Stay there, turn off
your Active sonar and turn on your silent running.  Do not shoot your decoys
for the first group of about 6 torpedos.  After the first 6 past, dive quickly
and turn on your Active sonar.  Use your decoys to get rid of the torpedos.
Also, decrease to 0 knots.  Shoot your decoys immediately after the torpedos
appear on the screen.)
(Once you see the bottom on your active sonar screen, get it so that you're as
close to it without breaching your sub.  Then turn off your active sonar, turn
on your silent running and wait.  Watch the sub on your Close Circuit Monitor.
Wait until the white line goes all the way across the screen and then almost
all the way back to his screen, about 2 or 3 centimeters from leaving the
screen.  Then shoot two or three Stingers.  Then increase your speed, and
turn.  Try not to get hit by the torpedos that the sub will launch.)
(Wait till your sonarman says that he hears irregular pings.  Then turn on
your active sonar and turn it off quickly.)
(You then follow the Coontz, which will be the cross on your screen.  Imagine
your screen as a compass with 0 degrees being North, 90 degrees being East,
180 being South, and 270 being West.  As the Coontz moves, follow them right
into Tunisia.  One note, you can turn faster if you are moving faster.)

DIVING:
(Go to torpedo room.  Open cabinet.  Get flares and explosives)
(Leave and go to the machinery room.)
Get key
(Go right to tube, down, and left.)
Open locker
(Go to machinery room, right, and right.)
Push button
Get diver
Inspect diver
Examine vibration
Check shaft
Measure shaft
Put washer on shaft
Put nut on washer
Tighten nut
Climb
Open door

DIVING:
Put on gear
(You then get to maneuver the diver.  Maneuver so that you get as close to the
heading, display at upper-right of screen, as possible and then go in a
direction so that the distance decreases.)

OIL RIG:
Set explosives
(You then maneuver to the harbor.  Do the same so that you get as close to the
correct heading as possible and then go in a direction so that the distance
decreases.)

HARBOR:
(Swim left.)
Use device
(Swim up, right, right, right.)
Tie diver to pillar
(Swim left, left.)
(Wait for net to come down.)
Put bottle in net
(Wait for net to come down, then go up)

ISLAND:
(Go to old man.)
(Say 'ICEMAN' to man.)
Get fish
Look fish
Get line
Look line
Look weight
Open capsule
Look map
(Follow map to room.)
Get disguise
(Try to avoid the guard, go right, up, left, to oasis.)
(Say 'ICEMAN' to lady, which happens to be Stacy.)
Get map
Look map
(Follow map to room, right, right, up, left, through door 84.)

ROOM:
Get sugar container (Container on counter on left.)
Open container
Empty sugar
Remove bottom
Remove foam
Get gun
Look out window
Open refrigerator
Get butter
Remove lid
Get paper
Read paper
Get card (By the phone.)
Read card
Dial (03-120-1204)
Talk man
Dial (13-555-8097)
Order food
Get tape
Open door (When caterer knocks.)
Use gun
Get clothes
Use tape
(Leave room after Stacy comes and goes.)

VAN:
Get food
Hide gun (In the food.)
Open door
(Go to guard and follow.)

ROOM W/AMBASSADOR:
Give food
Remove lid
(Do the commands below as quick as possible or you die.)
Get gun
Shoot guard (Press F3 immediately after 1st guard is shoot.)
Shoot guard
Free ambassador
(Wait for him to finish talking.)
Disguise ambassador
(Leave)

VAN:
(You can either drive through the screen, going fast on straightaways and slow
on turns, or you can skip it with F8.)

CONGRATULATIONS, YOU HAVE JUST FINISHED CODENAME: ICEMAN!!!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%



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Solution #3 for Codename: Iceman


                            Partial points list

    8 'Play' volleyball.
    1 'Shake and shout'.
    1 'Call for help'.
    1 'Establish the air way'.
    1 'Look listen and feel'.
    1 'Give 2 good breaths'.
    1 'Look listen and feel'.
    1 'Check pulse'.
    1 'Begin compressions'.
    1 'Read magazine'.
    1 'Talk girl' (receptionist).
    2 'Take key' (receptionist).
    1 'Read sign' (in lobby, about Nosinky Dinghy Transportation Service).
    1 'Take id' (in your room, from drawer).
    1 'Take money' (in your room, from drawer).
    1 'Take book' (in your room, from suit).
    7 'Yes' (to girl, in bar).
    1 'Kiss girl' (outside hut).
    6 'Kiss' (inside hut).
    1 'Take note' (the next morning).
    1 'Take glimmer' (in sand, outside hut).
    1 'Look in earring'.
    5 'Take microfilm'.
    2 'Buy paper'.
    1 'Take message' (receptionist).
    2 'Hello' (on phone with General Braxton).
    2 'Hello' (on phone with Transportation Service).
    1 'Give id' (to man in airport).
    1 'Show id' (to man in lobby).
    1 'Show id' (to man in corridor).
    2 'Take envelope' (in briefing room).
    1 'Give id' (to man in corridor).
    3 Enter submarine according to protocol:
         * 'Salute the flag'.
         * 'Salute officer'.
         * 'request permission to come aboard'.
    2 'Take caliper' (from drawer in your room).
    3 'Take decoding' (from shelf in your room).
    5 Pilot sub (max. score).
    1 '134' (code to suitcase).
    5 'Ask about combination' (before captain leaves the room).
   10 Set the navigetional points (min. lengh - max. score):
         * (72,170)
         * (86,86)
         * (83,2)
         * (85,23)
    1 Pilot sub.
    1 'Talk man' (radio man).
    1 '23448803' (safe's code).
    1 '762134' (case's code).
    1 'Put card in slot' (inside case).
    3 Decode radio message.
    3 Decode radio message.
    1 Win bottle (Boss' Cubes game).
   10 Win device (Boss' Cubes game).
    1 'Take hammer' (from tools' drawer).
    1 'Examine equipment' (Torpedos' room).
    5 'Measure cylinder'.
    1 'Take cylinder' (=6).
    1 'Take pin'.
    1 'Measure pin'.
    2 'Set lathe' (=1).
    1 'Turn on lathe'.
    2 'Select bit' (=1/4).
    1 'Turn on drill'.
    1 'Use grinder'.
    1 'Install cylinder'.
    * BUG: every time you repeat the last command you get 1 pts.
    1 'Install pin'.
    5 Sink enemy ship.
    1 'Talk man' (radio man).
    3 Decode radio message.
    3 Decode radio message.
   10 Navagate through ice field (max. score).
    1 'Talk man' (radio man).
    3 Decode radio message.
    3 Decode radio message.
    1 First missile hits enemy sub.
    4 Second missile hits enemy sub.
    5 Sink or pass enemy sub.
    5 Ping friendly ship.
    5 Get under friendly ship (max. score).
   10 Get to shore (max. score).
    1 'Get distance to rig' (sonar man).
    1 'Get distance to harbor' (sonar man).
    1 'Get key' (man in engenearing room).
    1 'Take vehicle'.
    5 'Measure shaft'.
    3 'Take wrench' (=1/2).
    1 'Take nut' (=1/2).
    1 'Take washer' (=1/2).
    1 'Take bomb'.
    1 'Take flare'.
    1 'Take flare'.
    1 'Unlock compartment'.
    3 'Tighten nut with wrench'.
    1 'Wear suit'.
    1 'Put bomb'.
   (2)Get to harbor (not to entance).
    5 Get to harbor's entrance.
    9 Swim through cave.
   (1)'Use device'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    3 'Hide diver'.
    1 'Put bottle in net'.
    2 Get out of water.
    1 'Iceman' (to fisherman).
    1 Receive fish.
    1 'Remove hook'.
    1 'Look weight'.
    2 'Open capsule'.
    2 'Change clouth'.
    1 'Iceman' (to woman).
    2 'Get map'.

    1 'Give map'.
      Thanks to Raul Mulanovich.

    1 'Take small canister'.
      Thanks to Raul Mulanovich.

    1 'Take middle canister'.
      Thanks to Raul Mulanovich.
    1 'Take sugar can'.
    7 'Take weapon'.
    1 'Take card'.
    2 'Take tape'.
    1 'Open bag'.
    4 'read note.
    2 'Talk'.
    2 'Order food'.
    3 'Use tape'.
    2 'Hide gun in food'.
    1 'Take food'.
    5 'Shoot man' (second time).
    3 'Look man'.
 (-10)Skip van sequence.
   10 Finish van sequence.
                                        
 297  Total, Out of
 300  Possible
===============================================================================
               This File have been written by Avi Machness.
          for corrections / additions / comments please contact
                    me at: Machness@surfree.net.il
              Note: if you have points lists for any quest,
                or can give me more points for this one,
                     please contact me ASAP.
                          Thanks, Avi





                            Partial points list

    8 'Play' volleyball.
    1 'Shake and shout'.
    1 'Call for help'.
    1 'Establish the air way'.
    1 'Look listen and feel'.
    1 'Give 2 good breaths'.
    1 'Look listen and feel'.
    1 'Check pulse'.
    1 'Begin compressions'.
    1 'Read magazine'.
    1 'Talk girl' (receptionist).
    2 'Take key' (receptionist).
    1 'Read sign' (in lobby, about Nosinky Dinghy Transportation Service).
    1 'Take id' (in your room, from drawer).
    1 'Take money' (in your room, from drawer).
    1 'Take book' (in your room, from suit).
    7 'Yes' (to girl, in bar).
    1 'Kiss girl' (outside hut).
    6 'Kiss' (inside hut).
    1 'Take note' (the next morning).
    1 'Take glimmer' (in sand, outside hut).
    1 'Look in earring'.
    5 'Take microfilm'.
    2 'Buy paper'.
    1 'Take message' (receptionist).
    2 'Hello' (on phone with General Braxton).
    2 'Hello' (on phone with Transportation Service).
    1 'Give id' (to man in airport).
    1 'Show id' (to man in lobby).
    1 'Show id' (to man in corridor).
    2 'Take envelope' (in briefing room).
    1 'Give id' (to man in corridor).
    3 Enter submarine according to protocol:
         * 'Salute the flag'.
         * 'Salute officer'.
         * 'request permission to come aboard'.
    2 'Take caliper' (from drawer in your room).
    3 'Take decoding' (from shelf in your room).
    5 Pilot sub (max. score).
    1 '134' (code to suitcase).
    5 'Ask about combination' (before captain leaves the room).
   10 Set the navigetional points (min. lengh - max. score):
         * (72,170)
         * (86,86)
         * (83,2)
         * (85,23)
    1 Pilot sub.
    1 'Talk man' (radio man).
    1 '23448803' (safe's code).
    1 '762134' (case's code).
    1 'Put card in slot' (inside case).
    3 Decode radio message.
    3 Decode radio message.
    1 Win bottle (Boss' Cubes game).
   10 Win device (Boss' Cubes game).
    1 'Take hammer' (from tools' drawer).
    1 'Examine equipment' (Torpedos' room).
    5 'Measure cylinder'.
    1 'Take cylinder' (=6).
    1 'Take pin'.
    1 'Measure pin'.
    2 'Set lathe' (=1).
    1 'Turn on lathe'.
    2 'Select bit' (=1/4).
    1 'Turn on drill'.
    1 'Use grinder'.
    1 'Install cylinder'.
    * BUG: every time you repeat the last command you get 1 pts.
    1 'Install pin'.
    5 Sink enemy ship.
    1 'Talk man' (radio man).
    3 Decode radio message.
    3 Decode radio message.
   10 Navagate through ice field (max. score).
    1 'Talk man' (radio man).
    3 Decode radio message.
    3 Decode radio message.
    1 First missile hits enemy sub.
    4 Second missile hits enemy sub.
    5 Sink or pass enemy sub.
    5 Ping friendly ship.
    5 Get under friendly ship (max. score).
   10 Get to shore (max. score).
    1 'Get distance to rig' (sonar man).
    1 'Get distance to harbor' (sonar man).
    1 'Get key' (man in engenearing room).
    1 'Take vehicle'.
    5 'Measure shaft'.
    3 'Take wrench' (=1/2).
    1 'Take nut' (=1/2).
    1 'Take washer' (=1/2).
    1 'Take bomb'.
    1 'Take flare'.
    1 'Take flare'.
    1 'Unlock compartment'.
    3 'Tighten nut with wrench'.
    1 'Wear suit'.
    1 'Put bomb'.
   (2)Get to harbor (not to entance).
    5 Get to harbor's entrance.
    9 Swim through cave.
   (1)'Use device'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    1 'Light flare'.
    3 'Hide diver'.
    1 'Put bottle in net'.
    2 Get out of water.
    1 'Iceman' (to fisherman).
    1 Receive fish.
    1 'Remove hook'.
    1 'Look weight'.
    2 'Open capsule'.
    2 'Change clouth'.
    1 'Iceman' (to woman).
    2 'Get map'.

    1 'Give map'.
      Thanks to Raul Mulanovich.

    1 'Take small canister'.
      Thanks to Raul Mulanovich.

    1 'Take middle canister'.
      Thanks to Raul Mulanovich.
    1 'Take sugar can'.
    7 'Take weapon'.
    1 'Take card'.
    2 'Take tape'.
    1 'Open bag'.
    4 'read note.
    2 'Talk'.
    2 'Order food'.
    3 'Use tape'.
    2 'Hide gun in food'.
    1 'Take food'.
    5 'Shoot man' (second time).
    3 'Look man'.
 (-10)Skip van sequence.
   10 Finish van sequence.
                                        
 297  Total, Out of
 300  Possible
===============================================================================
               This File have been written by Avi Machness.
          for corrections / additions / comments please contact
                    me at: Machness@surfree.net.il
              Note: if you have points lists for any quest,
                or can give me more points for this one,
                     please contact me ASAP.
                          Thanks, Avi



Top of page | 



Solution #4 for Codename: Iceman


 CODENAME: ICEMAN is Jim Walls's first effort outside his successful POLICE
QUEST series. Combining a submarine simulator with an adventure story, this
game (like many recent releases from Sierra) has a great deal of depth in
its puzzles and solutions. Many paths are provided to get the player from
the opening screen to the end of the game. Part of the game design is for
the player to be able to choose the "wrong" route (in terms of total
points) but still be able to complete the game. Alternate solutions will be
presented where appropriate.

 This walkthru contains specific puzzle solutions and reveals the sequences
that I chose to complete the game. It is recommended that the walkthru be
used (preferably by someone not playing the game) to provide hints to the
game player when necessary; this makes the game more fun to play all the
way through, only using the walkthru when absolutely necessary. Commands
which should be typed into the game appear in the walkthru in capital
letters. I used both the mouse and the keyboard; joystick play might be
slightly different.

 TAHITI

 The story opens with Commander John B. Westland sunning himself on a
beautiful Tahitian beach, on leave from his duties with the U.S. Navy. LOOK
AROUND. LOOK TABLE. READ MAGAZINE. GET UP. Walk one screen to the left
where you will see a high-spirited volleyball game. LOOK AROUND. LOOK GIRL.
TALK GIRL. She asks if you would like to join the action. PLAY. At this
point, the game takes over and no player input is necessary -- just watch
your points increase! (It may be possible to earn more points by moving
around; I didn't do this.)

 As the game progresses, the ball is hit into the ocean, and one of the
girls runs after it. She will yell for help. Enter the ocean and exit to
the bottom of the screen. You save the girl and swim back to the beach.
SHAKE AND SHOUT. CALL FOR HELP. LOOK LISTEN AND FEEL. GIVE 2 BREATHS. LOOK
LISTEN AND FEEL. CHECK PULSE. BEGIN COMPRESSIONS. At this point, the game
takes over again.

 Walk one screen left, go up the beach, and exit at the top of the screen.
Walk to the nearest hut and onto the deck. Exit the screen to the left.
Enter the doorway. LOOK ROOM. Walk to nightstand. LOOK NIGHTSTAND. LOOK
DRAWER. OPEN DRAWER. TAKE CARD. TAKE MONEY. CLOSE DRAWER. Walk to the
closet. OPEN CLOSET. LOOK CLOSET. LOOK CLOTHES. LOOK LEFT POCKET. TAKE BOOK.
READ BOOK. Note the phone number for General Braxton (I never found Gigi
home). CLOSE CLOSET.

 Since you are shirtless, you can exit right from the deck, and dive into
the water, or you can walk back to the hotel on the beach. I prefer to swim,
so exit the way you came in, and DIVE from the platform. You will
automatically be swimming. Swim one screen to the right, head toward the
top of the screen, and you'll be back on the same screen which began the
game. Walk over to your chair and WEAR SHIRT. Exit to the top of the screen
and walk to the hotel door. OPEN DOOR. Walk to the counter. LOOK WOMAN.

 Walk to the sign between the plant and the counter. Be sure you are facing
the sign on the rear wall, as there are two signs in the bar. LOOK SIGN.
Note the number for the dinghy service. Walk to the door on the right. It
will open automatically. Walk to the dark-haired woman sitting at a table
by herself. LOOK WOMAN. TALK WOMAN. ASK NAME. BUY DRINK FOR STACY. DANCE.
Stacy will get up and you will automatically follow her to the dance floor.
(You can move around the dance floor with your arrow keys/mouse. It won't
earn you extra points, but it is fun to watch!) STOP.

 Leave the dance floor and walk to the chair on the other side of Stacy's
table. Position yourself so you are behind the seat of the chair, facing
toward the bottom of the screen. SIT. TALK. Stacy asks, "Would you like to
come back to my place?" Answer YES. You will automatically get up and
follow her. Next, you find yourself with Stacy on her porch. KISS STACY.
You will then be invited to her room. Walk to the bed and SIT beside her.
TALK. She will tell you she has lost an earring. KISS STACY (repeat this
command five times). Since this game is not LEISURE SUIT LARRY III, you
will have to use your imagination for what happens next!

 The next morning Stacy is gone. GET UP. Tap your up-arrow key to face the
rear table. LOOK TABLE. TAKE NOTE. READ NOTE. Walk to door. OPEN DOOR. When
you come down the steps from Stacy's bungalow, walk as close as possible to
the next hut, and walk to the left side of the screen. You will see
something glimmer in the sand. Could it be the elusive earring? Stop
immediately in front of the glimmer. LOOK SAND. LOOK GLIMMER. TAKE EARRING.
LOOK EARRING. OPEN EARRING. LOOK IN EARRING. TAKE MICROFILM.

 Continue to walk to the left, then exit left again on the next screen. Walk
to the hotel doors. You will see a newspaper stand. Walk to it and BUY
PAPER. Move to the hotel doors and OPEN DOOR. Walk to the counter and TALK
WOMAN. GET MESSAGE. READ MESSAGE. Exit the hotel lobby, walk to the left,
and continue left past the volleyball net and the first set of huts. Exit
this screen toward the rear of second hut. You are now back at your hut.

 Walk left on the first hut's deck and enter your room. Walk to the
nightstand and USE PHONE. The game will prompt you for a telephone number.
Enter 1-202-555-2729. When General Braxton answers, TALK MAN. USE PHONE.
Enter 555-6969. TALK MAN. This time you will have to walk back via the
beach, so leave the room and exit to the right on the next screen. Walk
down the beach past the first set of huts and exit right. Pass the
volleyball net and exit right again. When you reach the front of the hotel,
a dinghy will be waiting. Walk onto the dinghy, and the game will take it
from there.

 PENTAGON

 You will be flown back to Washington automatically and will be deposited at
the front door of Dulles Airport. Walk through the doors on the right and
LOOK AROUND. A limousine will pull up, the driver will approach you, and
ask if you are Commander Westland. SHOW ID. The driver will escort you to
the car door and take you to the Pentagon.

 At the Pentagon you will exit the car automatically and walk through the
front doors of the building. Walk to the counter, TALK GUARD, and SHOW ID.
You can take either elevator to the briefing. When you are at the elevator
doors, PUSH BUTTON. Upon exiting the elevator, you will meet another guard.
SHOW ID. He will take your identification card. Walk to the door. Save your
game.

 OPEN DOOR, walk to the chair, and SIT. The game takes over at this point,
and the briefing begins. Pay close attention to the instructions given in
the briefing. Both men will leave the room at the conclusion of the
briefing. GET UP. LOOK TABLE. TAKE ENVELOPE. LOOK ENVELOPE. Leave the room,
and once again approach the upstairs security guard. GET ID. LOOK ID. GIVE
ID. LOOK ID. Walk to the elevator and PUSH BUTTON.

 When downstairs, exit the building at the bottom of the screen. You will
immediately be flown to Hawaii and be located outside the Honolulu Airport.
A car and driver are waiting. TALK DRIVER. He will ask if you are John
Westland. YES. SHOW ORDERS. He will take you to Pearl Harbor and the U.S.S.
BLACKHAWK.

 U.S.S. BLACKHAWK

 Walk up the gangplank to deck level and stop. SALUTE FLAG, SALUTE OFFICER,
REQUEST PERMISSION TO COME ABOARD. You are placed in your cabin aboard the
submarine. LOOK AROUND. LOOK DESK. LOOK COMPUTER. OPEN DRAWER. TAKE CALIPER.
LOOK CALIPER. CLOSE DRAWER. OPEN BOOKSHELF. LOOK BOOKSHELF. TAKE BOOK. READ
BOOK.

 Write the code letters and number equivalents because you will need them
later in the story. CLOSE BOOKSHELF. Exit your cabin to the left. When you
leave your room, you will meet the ship's captain and begin your maiden
voyage. Save your game. The walkthru will now be subdivided into the
separate puzzles you'll encounter aboard the BLACKHAWK. All orders from the
captain will appear in quotation marks.

 BLACKHAWK: FIRST RUN

 When you leave your cabin, the captain will order you into the pilot's
chair. Have your game manual nearby; specific sections of the control panel
will be referred to by the numbers found on Page 8.

All lights red: Reverse
No lights: All stop
One light: Ahead slow
Two lights: Ahead 1/3
Three lights: Ahead 2/3
Four lights: All ahead full (speed)
Engine speed is measured by gauge numbers 8 and 9

 "Ahead slow." Tap the plus key once.

 "Right full rudder, set course for 180 degrees." Tap the right-arrow key as
many times as necessary to move the pilot wheel as far right as it will go.
Watch the display in #30 (Heading Indicator). When the readout says "180,"
tap the left-arrow key a few times to turn the pilot wheel to center once
again.

 "Right full rudder. Change course to 270 degrees." Once again, turn the
wheel as far right as it will go with the right-arrow key. When #30 reaches
270, turn the wheel to center position with the left-arrow key.

 "Hold her steady." Do nothing.

 "Let's roll! All ahead 1/3." Tap the plus key one time. (You can watch #32
and learn to gauge speed.) The lights on the control panel indicate the
following conditions:

 "Prepare for dive sequence; acknowledge green board." Look at #26. You will
see one red light, indicating that a hatch is open. CLOSE HATCH. GREEN
BOARD CONFIRMED.

 "Dive! Dive! Dive! Rig planes for 10 degrees." Look at gauges #10 and #29.
To perform a shallow (or 10-degree) dive, tap the up-arrow key once.

 "Dive to 200 feet. Acknowledge correct depth." Watch gauge #5. When this
gauge reads 200, tap the down-arrow key once, and respond with DEPTH
CONFIRMED.

 "Change heading to 360 degrees." Use the right-arrow key to turn the pilot
wheel right until gauge #30 reaches 0. Use the left-arrow key to return the
pilot wheel to center.

 "Maintain course and depth." Do nothing; wait for the next order.

 "Steady as she goes." Do nothing.

 "All ahead full." Tap the plus key two times until all four indicator
lights on gauge #32 are lit.

 "Bring her left to 355 degrees." Turn the pilot wheel with the left-arrow
key, watching the readout on gauge #30 until it reads 355.

 "Steady as she goes." Do nothing.

 "Maintain current heading and speed." Do nothing.

 "All stop." Tap the minus key four separate times; do not hold the key
down! As you watch the engine speed decrease, check gauge #32 to make sure
that all lights are now blue or off. GET UP and save your game.

 BLACKHAWK: SECOND RUN

 You automatically follow the captain into his cabin and sit on his couch
while he retrieves a briefcase from the safe. He then asks for your half of
the briefcase combination. Enter 134. LOOK BRIEFCASE. TAKE ENVELOPE. OPEN
ENVELOPE. LOOK CHART. READ ORDERS. The orders appear on-screen, and give
details of the next part of the voyage. Read these carefully, and jot down
important details.

 Once the orders are read, the captain quickly gathers the papers and
briefcase, and puts them in the safe. GET COMBINATION. Note both the safe
and briefcase combinations. Pause the game here and plot a course using the
route indicated by the chart that was in the briefcase. The figures below
are for a route which is off by 250 nautical miles. With better course
plotting here, points can be increased.

 Follow the instructions on Pages 6 and 7 of the game manual. Exit room
through the right door. Walk to the computerized chart table. LOOK MAP.
PLOT COURSE. I used the following coordinates:

 WP 0: 30N x 170W (Waypoint 0 -- given); WP 1: 70N x 170W; WP 2: 84N x 74W;
WP 3: 83N x 7W; WP 4: 70N x 13W; WP 5: 65N x 23W.

 EXIT to leave the chart table. You will automatically be put behind the
pilot's wheel for the second time. "Maintain current heading." Do nothing.

 "All ahead 2/3." Tap the plus key three separate times, and look at #32
until three lights are lit, indicating 2/3 speed.

 "Set depth for 300 feet." Tap the up-arrow key once, and read #5. When the
number 300 shows in the window, tap the down-arrow key once.

 "Acknowledge when depth is attained." DEPTH CONFIRMED.
                                        
 "Maintain course and depth." Do nothing. At this point, sonar will report
contact. Do nothing. There will be a number of reports and computerized
sonar scans with the final report.

 "Friendly...French frigate." Do nothing.

 "Come to periscope depth." Tap the down-arrow key once. When #5 reads 70,
tap the up-arrow key once. As you are coming to periscope depth, the
captain will order you to "reduce speed by 1/3." Tap the minus key once.

 "All ahead slow." Tap minus key once again. As the ship reaches its slower
speed, you will be told there are coded messages waiting for you. GET UP
and save the game.

 BLACKHAWK: DECODING MESSAGES

 Walk to the man at the right side of the long console. LOOK MAN. TALK MAN.
He will hand you two messages: first, a message from the U.S. Navy with two
sets of three numbers each. These are the primary and secondary Washington
code keys. (Write these numbers on a piece of paper; they are different
each time the game is played.)

 The second set of six numbers are CIA primary and secondary code keys.
Again, write these on a piece of paper. Walk to the captain's cabin. OPEN
SAFE. A keypad will pop up. Input 23448803 and click on the "Enter" key on
the keypad. OPEN BRIEFCASE. You will be prompted for the entire
combination: enter 762134. PUT ID IN SLOT. INSERT MICROFILM.

 The CIA offsets to the U.S. military codes are given by branch of service.
The offset for the U.S. Navy is +3. CLOSE BRIEFCASE. Walk across the
passageway to your cabin. Walk to the computer and save the game.

 Pause the game (with the Control-P key combination). Use the letters and
numbers from the U.S. Navy code book to translate the code keys into two
sets of three numbers each. Each set of letter combinations represents Page,
Line, and Word in the game manual. For example, my Washington code keys
are: "FH - E - D" for the primary word, and "H - G - E" for the secondary
word. Looking in the code book, "FH" translates to Page 15, "E" to Line 2,
and "D" to Word 4. The fourth word on line two on page fifteen is: STEER.
This word is my primary code key for the Washington message, and it is this
word I will type into the computer when asked for the primary code key.

 Translate the secondary code key for the Washington message in the same way.
(The letters for your coded messages may be different, but the process is
the same.)

 Prepare the CIA code keys by adding three numbers to the U.S. Navy code
book: A = 3, B = 1, C = 9, D = 7, E = 5, F = 4, G = 6, H = 8, I = 0, J = 2.
Using this code, translate the CIA code keys in the same manner as above,
using the manual to arrive at the Page, Line, and Word for the primary and
secondary CIA code keys.

 Now, USE COMPUTER. Enter the Washington primary and secondary code keys
(words from the manual's colored boxes) first. You should see a message
which begins, "Contacting fisherman...." You will be asked if you wish to
decode another message. Answer Y. Enter the primary and secondary CIA code
keys. You should see a message which begins, "Russian warships...." If you
receive a nursery rhyme, you have entered the code word incorrectly. Review
the above process and try again. If you have received both sets of messages,
answer N when you're asked if you want to decode another message, and exit
the control room to the left. Walk to the stairs and descend.

 BLACKHAWK: BOSS DICE

 You are now in the galley. LOOK AROUND. LOOK TABLE. Walk to the table, save
your game, and TAKE BOTTLE. Oops! It has an owner, and he wants to wager on
Boss Dice for it. Answer YES when he asks if you want to play. Instructions
for this game are on Page 30 of the game manual. You must win the first
series to get the bottle, but if you win all of his money, you will receive
a more valuable gift. When you win the bottle from the old salt, he will
ask if you want to play again. Answer YES, though you can finish the game
by just getting the bottle. You cannot save a game during play; if he wins
the last hand, restore and play again. GOOD LUCK!

 BLACKHAWK: EXECUTIVE OFFICER

 Now is the time to exercise your official duties as outlined on Page 5 of
your manual. Follow the same route under the stairs that was taken by the
Old Salt. Move left until the screen changes, and you find yourself in a
shaft with a ladder. CLIMB DOWN. Exit through the right door. Walk to the
torpedoman. TALK MAN. Walk to console. CYCLE EQUIPMENT. Walk to the
conveyor belt and face it. INSPECT EQUIPMENT. REMOVE CYLINDER. MEASURE
CYLINDER. Exit this room to left. CLIMB UP. Exit through the left door.

 LOOK AROUND. Walk to the cabinet. OPEN CABINET. LOOK CABINET. LOOK
CYLINDERS. TAKE CYLINDER. Choose the 6" cylinder. TAKE COTTER PIN. CLOSE
CABINET. LOOK LATHE. PUT CYLINDER IN LATHE. SET LATHE. Choose 1". TURN ON
LATHE. Walk to the drill press. USE DRILL. SELECT BIT. Choose the 1/4" bit.
TURN ON DRILL. LOOK CYLINDER. Walk to the grinder. TURN ON GRINDER. Exit to
the left, then left again on the next screen.

 LOOK ROOM. LOOK DRAWER. Walk over to the tool drawer. OPEN DRAWER. TAKE
HAMMER. Walk to the engine and shaft. INSPECT ENGINE. INSPECT GENERATOR.
Walk back to the right screen and exit. Go through the tunnel over the
nuclear reactor, and back to the machine shop, exiting on the right side of
the screen to the shaft. CLIMB DOWN. Enter the right door and walk to the
conveyor belt. INSERT CYLINDER. INSERT PIN. Walk to the console. CYCLE
EQUIPMENT. Exit left to the shaft. CLIMB UP. Use the right exit, walk to
the stairs, and CLIMB UP.

 BLACKHAWK: RUSSIAN DESTROYER

 Once again, when entering the control room, the captain will order you into
the pilot's seat. Save the game as soon as you are at the control panel
screen.

 "Maintain current heading." Do nothing.

 "All ahead full." Tap the plus key three separate times.

 "Set depth for 300 feet." Tap the up-arrow key once and watch gauge #5.
When the gauge number reads 300, tap the down-arrow key once.

 "Acknowledge when depth is attained." DEPTH CONFIRMED.

 "Maintain course and depth." Do nothing.

 "Reduce speed to 2/3." Tap the minus key once.

 "Make your depth 100 feet." Tap the down-arrow key once, watch gauge #5
until it reads 100, then tap the up-arrow key once.

 "Ahead slow." Tap the minus key twice.

 "Surface." Tap the down-arrow key once. When gauge #5 reaches 35, it will
stop scrolling, indicating you have reached the surface. Tap the up-arrow
key once.

 The captain will invite you to go "topside" with him. GET UP. The view from
the bridge is magnificent. The captain starts to mumble. TALK CAPTAIN.
Oops! Russian ships! The rest of this sequence is automatic, and you will
go below. The captain is injured, and you are left to fight the Russians
alone!

 When you appear again in the control room, immediately take your seat at
the control panel, and save your game! Sonar will report contact with the
Russian destroyer, and starts to report distances. Submerge by tapping the
up-arrow twice. Use the mouse to click on control #15 as you are diving.
Pop down the fire control panel by clicking on #23. Check gauge #5, and the
tap up-arrow key twice when you've reached 600 feet or so.

 Click on "A" to select the decoy torpedo (pictured in the manual on Page
12). Click on "B" to lock the decoy on target. The Russian ship will begin
firing torpedoes. You are running silent, so you needn't worry...yet! When
the white line appears on the view screen (#31), save the game, and click
on "D." (Note that there is an alternate solution to this puzzle in the
last part of this walkthru.)

 In quick succession, click "B" and "D" again, then click "A" twice. (Start
with the Harpoon torpedoes.) Click "B" and "D" again. (Repeat this process
as many times as it takes to sink the Russian destroyer.) Each time the
enemy fires a torpedo (red line), you must click (or tap) "A" to select a
decoy, then "B" and "D". When there are no torpedoes in the water, click
"A" twice to select the Harpoons again. If you are empty, click "A" twice
to select the Stinger. Remember to click "B" and "D" each time you want to
fire. Watch screen #31: When the Russian ship has been hit three times, it
will disappear from the screen, and sonar will report, "Coast is clear."

 The radioman will announce another set of coded messages. Click on #23,
click on #15, GET UP, and save the game. Walk to the radioman, and TALK MAN.
He will give you the second set of primary and secondary code keys for the
new Washington and CIA messages. Follow the same procedure to decode as in
the first set of messages. Walk to your cabin, go to the computer, and USE
COMPUTER. (Use the Control-P key combination to pause the game.) Look up
the code keys, and enter the appropriate primary and secondary keys for the
Washington message. If your entry is correct, the message will begin,
"Contacting fisherman...." Answer Y when asked if you want to decode
another message. Enter the primary and secondary code keys for the CIA
message. If that's correct, the message will begin, "After polar...." Type
N for no more messages. Exit the control room to the left.

 BLACKHAWK: ICEBERGS

 Walk to the pilot's seat, and sonar will report icebergs in the area. Click
on #20, and save the game. Soon, the icebergs will appear. Use the left-
and right-arrow keys to pilot the sub back and forth through the icebergs.
While weaving back and forth, watch gauge #30. Try to stay as close to 0 as
possible. (I was able to get a perfect score when I followed this
strategy.) When safely through the field, sonar will announce, "All clear."

 You will then be informed of a stationary signal: Ice Station. CONTACT
STATION. The radioman will report another set of coded messages. GET UP, go
to the radioman, and save the game. TALK MAN, and you will be given a third
set of messages from Washington and the CIA. Follow the same procedure to
decode them as described before. Walk to the cabin, go to the computer, and
USE COMPUTER. Again, type the primary code key first, then the secondary
for the Washington message. If correct, the message will begin,
"Rendezvous...." Type Y to decode the second message. Enter the primary and
secondary code keys for the CIA message. If correct, the message will begin,
"Diversion...." Type N for no more messages. Exit left to the control room,
and return to the pilot's seat.

 BLACKHAWK: RUSSIAN SUB

 (See the end of this part for an alternate solution to this puzzle.) Sonar
will report a deep trench. Tap the up-arrow key three times to begin a deep
dive. Sonar will report a faint signal coming from the Russian submarine.
Click #32. Watch gauge #5 for your depth and gauge #6 for the water
temperature.

 When #5 reaches 2300, tap the down-arrow key three times. The Russian Alpha
sub will begin firing torpedoes. Begin a zigzag course by using the right-
and left-arrow keys (don't wander too far off course (gauge #30) from 0!),
alternating right full rudder and left full rudder. Watch the torpedoes
pass over you, and the white line will begin to shrink. Sonar will announce
that the sub has disappeared. Hooray!

 BLACKHAWK: U.S.S. COONTZ

 You will see a message that you are now off the coast of Portugal, and
sonar is picking up "irregular" signals. Click on #17 so that one ping is
issued, then click #17 again. Sonar will report that it is an American
destroyer, and according to plan, we are to follow under the destroyer to
Tunisia. Save the game.

 A screen will appear, showing the Coontz as a yellow plus sign. Wait until
you are near the COONTZ, then tap the left-arrow key once; wait about five
seconds, then tap it again. You should get a screen announcing that your
navigation skills rate 5 out of 5. Now comes the tough job of trying to
stay under the Coontz! Once again, I am not sure if this sequence is random,
so I will let you pilot this. Try to anticipate the destroyer, and save
your game every time you progress. Stay very close to the Coontz. When it
disappears from the right edge of the screen, you are in Tunisia!

 The captain is back on duty, and orders you to periscope depth. Tap the
down-arrow once, watching gauge #5 until it reads 70, then tap the up-arrow
once. Be sure your speed is slow (one light on #32), and the wheel is at
center position. You will be told when to GET UP. Once in the control room,
the captain will direct you to the periscope.

 Walk to the periscope. LOOK IN PERISCOPE. Move the periscope with the arrow
keys to get a reading on both the harbor and the oil rig (located on a
platform to the left of the main island). Use the down-arrow key to exit
the periscope. Walk to the sonarman. TALK MAN. PING RIG. PING HARBOR. He
will give distances to both places; make note of them. Walk to the stairs
and descend to the galley. Walk under the stairs, and exit left from the
shaft. Walk to the machinist and GET KEY. Exit right back to the shaft.
CLIMB DOWN, go right to the torpedo room, and go right. Face the back wall.
LOOK. OPEN CLOSET. TAKE EXPLOSIVE. TAKE FLARES.

 Exit left to the shaft, then exit the shaft through the left door. LOOK
AROUND. Walk to the left rear of the screen to a closet. OPEN CLOSET. The
machinist will get your scuba gear. Exit right to the shaft, and CLIMB UP.
Exit left through the machine shop and tunnel to the engine room. Just
right of the hatch stairs, you will see a compartment door and a button. Go
to the compartment; PUSH BUTTON. LOOK COMPARTMENT. TAKE VEHICLE. INSPECT
VEHICLE. INSPECT VIBRATION. INSPECT SHAFT. MEASURE SHAFT.

 Walk to the tool drawer, OPEN DRAWER, and TAKE WRENCH. Choose 1/2". Walk to
the right. The game will automatically put the vehicle back in the
compartment. Walk right two screens to the machine shop, and go to the
cabinet. OPEN CABINET. TAKE NUT. Choose 1/2". TAKE WASHER. Choose 1/2".
Walk back to the engine room and get the dive vehicle. (See above) PUT
WASHER ON SHAFT. PUT NUT ON SHAFT. TIGHTEN NUT WITH WRENCH. TEST VEHICLE.
ENTER COORDINATES. Input 282 degrees and 2850 yards for rig; 40 degrees and
1640 yards to harbor. Walk to the ladder. CLIMB UP. OPEN HATCH. LOOK AT
ROOM. WEAR GEAR.

 TUNISIA





 CODENAME: ICEMAN is Jim Walls's first effort outside his successful POLICE
QUEST series. Combining a submarine simulator with an adventure story, this
game (like many recent releases from Sierra) has a great deal of depth in
its puzzles and solutions. Many paths are provided to get the player from
the opening screen to the end of the game. Part of the game design is for
the player to be able to choose the "wrong" route (in terms of total
points) but still be able to complete the game. Alternate solutions will be
presented where appropriate.

 This walkthru contains specific puzzle solutions and reveals the sequences
that I chose to complete the game. It is recommended that the walkthru be
used (preferably by someone not playing the game) to provide hints to the
game player when necessary; this makes the game more fun to play all the
way through, only using the walkthru when absolutely necessary. Commands
which should be typed into the game appear in the walkthru in capital
letters. I used both the mouse and the keyboard; joystick play might be
slightly different.

 TAHITI

 The story opens with Commander John B. Westland sunning himself on a
beautiful Tahitian beach, on leave from his duties with the U.S. Navy. LOOK
AROUND. LOOK TABLE. READ MAGAZINE. GET UP. Walk one screen to the left
where you will see a high-spirited volleyball game. LOOK AROUND. LOOK GIRL.
TALK GIRL. She asks if you would like to join the action. PLAY. At this
point, the game takes over and no player input is necessary -- just watch
your points increase! (It may be possible to earn more points by moving
around; I didn't do this.)

 As the game progresses, the ball is hit into the ocean, and one of the
girls runs after it. She will yell for help. Enter the ocean and exit to
the bottom of the screen. You save the girl and swim back to the beach.
SHAKE AND SHOUT. CALL FOR HELP. LOOK LISTEN AND FEEL. GIVE 2 BREATHS. LOOK
LISTEN AND FEEL. CHECK PULSE. BEGIN COMPRESSIONS. At this point, the game
takes over again.

 Walk one screen left, go up the beach, and exit at the top of the screen.
Walk to the nearest hut and onto the deck. Exit the screen to the left.
Enter the doorway. LOOK ROOM. Walk to nightstand. LOOK NIGHTSTAND. LOOK
DRAWER. OPEN DRAWER. TAKE CARD. TAKE MONEY. CLOSE DRAWER. Walk to the
closet. OPEN CLOSET. LOOK CLOSET. LOOK CLOTHES. LOOK LEFT POCKET. TAKE BOOK.
READ BOOK. Note the phone number for General Braxton (I never found Gigi
home). CLOSE CLOSET.

 Since you are shirtless, you can exit right from the deck, and dive into
the water, or you can walk back to the hotel on the beach. I prefer to swim,
so exit the way you came in, and DIVE from the platform. You will
automatically be swimming. Swim one screen to the right, head toward the
top of the screen, and you'll be back on the same screen which began the
game. Walk over to your chair and WEAR SHIRT. Exit to the top of the screen
and walk to the hotel door. OPEN DOOR. Walk to the counter. LOOK WOMAN.

 Walk to the sign between the plant and the counter. Be sure you are facing
the sign on the rear wall, as there are two signs in the bar. LOOK SIGN.
Note the number for the dinghy service. Walk to the door on the right. It
will open automatically. Walk to the dark-haired woman sitting at a table
by herself. LOOK WOMAN. TALK WOMAN. ASK NAME. BUY DRINK FOR STACY. DANCE.
Stacy will get up and you will automatically follow her to the dance floor.
(You can move around the dance floor with your arrow keys/mouse. It won't
earn you extra points, but it is fun to watch!) STOP.

 Leave the dance floor and walk to the chair on the other side of Stacy's
table. Position yourself so you are behind the seat of the chair, facing
toward the bottom of the screen. SIT. TALK. Stacy asks, "Would you like to
come back to my place?" Answer YES. You will automatically get up and
follow her. Next, you find yourself with Stacy on her porch. KISS STACY.
You will then be invited to her room. Walk to the bed and SIT beside her.
TALK. She will tell you she has lost an earring. KISS STACY (repeat this
command five times). Since this game is not LEISURE SUIT LARRY III, you
will have to use your imagination for what happens next!

 The next morning Stacy is gone. GET UP. Tap your up-arrow key to face the
rear table. LOOK TABLE. TAKE NOTE. READ NOTE. Walk to door. OPEN DOOR. When
you come down the steps from Stacy's bungalow, walk as close as possible to
the next hut, and walk to the left side of the screen. You will see
something glimmer in the sand. Could it be the elusive earring? Stop
immediately in front of the glimmer. LOOK SAND. LOOK GLIMMER. TAKE EARRING.
LOOK EARRING. OPEN EARRING. LOOK IN EARRING. TAKE MICROFILM.

 Continue to walk to the left, then exit left again on the next screen. Walk
to the hotel doors. You will see a newspaper stand. Walk to it and BUY
PAPER. Move to the hotel doors and OPEN DOOR. Walk to the counter and TALK
WOMAN. GET MESSAGE. READ MESSAGE. Exit the hotel lobby, walk to the left,
and continue left past the volleyball net and the first set of huts. Exit
this screen toward the rear of second hut. You are now back at your hut.

 Walk left on the first hut's deck and enter your room. Walk to the
nightstand and USE PHONE. The game will prompt you for a telephone number.
Enter 1-202-555-2729. When General Braxton answers, TALK MAN. USE PHONE.
Enter 555-6969. TALK MAN. This time you will have to walk back via the
beach, so leave the room and exit to the right on the next screen. Walk
down the beach past the first set of huts and exit right. Pass the
volleyball net and exit right again. When you reach the front of the hotel,
a dinghy will be waiting. Walk onto the dinghy, and the game will take it
from there.

 PENTAGON

 You will be flown back to Washington automatically and will be deposited at
the front door of Dulles Airport. Walk through the doors on the right and
LOOK AROUND. A limousine will pull up, the driver will approach you, and
ask if you are Commander Westland. SHOW ID. The driver will escort you to
the car door and take you to the Pentagon.

 At the Pentagon you will exit the car automatically and walk through the
front doors of the building. Walk to the counter, TALK GUARD, and SHOW ID.
You can take either elevator to the briefing. When you are at the elevator
doors, PUSH BUTTON. Upon exiting the elevator, you will meet another guard.
SHOW ID. He will take your identification card. Walk to the door. Save your
game.

 OPEN DOOR, walk to the chair, and SIT. The game takes over at this point,
and the briefing begins. Pay close attention to the instructions given in
the briefing. Both men will leave the room at the conclusion of the
briefing. GET UP. LOOK TABLE. TAKE ENVELOPE. LOOK ENVELOPE. Leave the room,
and once again approach the upstairs security guard. GET ID. LOOK ID. GIVE
ID. LOOK ID. Walk to the elevator and PUSH BUTTON.

 When downstairs, exit the building at the bottom of the screen. You will
immediately be flown to Hawaii and be located outside the Honolulu Airport.
A car and driver are waiting. TALK DRIVER. He will ask if you are John
Westland. YES. SHOW ORDERS. He will take you to Pearl Harbor and the U.S.S.
BLACKHAWK.

 U.S.S. BLACKHAWK

 Walk up the gangplank to deck level and stop. SALUTE FLAG, SALUTE OFFICER,
REQUEST PERMISSION TO COME ABOARD. You are placed in your cabin aboard the
submarine. LOOK AROUND. LOOK DESK. LOOK COMPUTER. OPEN DRAWER. TAKE CALIPER.
LOOK CALIPER. CLOSE DRAWER. OPEN BOOKSHELF. LOOK BOOKSHELF. TAKE BOOK. READ
BOOK.

 Write the code letters and number equivalents because you will need them
later in the story. CLOSE BOOKSHELF. Exit your cabin to the left. When you
leave your room, you will meet the ship's captain and begin your maiden
voyage. Save your game. The walkthru will now be subdivided into the
separate puzzles you'll encounter aboard the BLACKHAWK. All orders from the
captain will appear in quotation marks.

 BLACKHAWK: FIRST RUN

 When you leave your cabin, the captain will order you into the pilot's
chair. Have your game manual nearby; specific sections of the control panel
will be referred to by the numbers found on Page 8.

All lights red: Reverse
No lights: All stop
One light: Ahead slow
Two lights: Ahead 1/3
Three lights: Ahead 2/3
Four lights: All ahead full (speed)
Engine speed is measured by gauge numbers 8 and 9

 "Ahead slow." Tap the plus key once.

 "Right full rudder, set course for 180 degrees." Tap the right-arrow key as
many times as necessary to move the pilot wheel as far right as it will go.
Watch the display in #30 (Heading Indicator). When the readout says "180,"
tap the left-arrow key a few times to turn the pilot wheel to center once
again.

 "Right full rudder. Change course to 270 degrees." Once again, turn the
wheel as far right as it will go with the right-arrow key. When #30 reaches
270, turn the wheel to center position with the left-arrow key.

 "Hold her steady." Do nothing.

 "Let's roll! All ahead 1/3." Tap the plus key one time. (You can watch #32
and learn to gauge speed.) The lights on the control panel indicate the
following conditions:

 "Prepare for dive sequence; acknowledge green board." Look at #26. You will
see one red light, indicating that a hatch is open. CLOSE HATCH. GREEN
BOARD CONFIRMED.

 "Dive! Dive! Dive! Rig planes for 10 degrees." Look at gauges #10 and #29.
To perform a shallow (or 10-degree) dive, tap the up-arrow key once.

 "Dive to 200 feet. Acknowledge correct depth." Watch gauge #5. When this
gauge reads 200, tap the down-arrow key once, and respond with DEPTH
CONFIRMED.

 "Change heading to 360 degrees." Use the right-arrow key to turn the pilot
wheel right until gauge #30 reaches 0. Use the left-arrow key to return the
pilot wheel to center.

 "Maintain course and depth." Do nothing; wait for the next order.

 "Steady as she goes." Do nothing.

 "All ahead full." Tap the plus key two times until all four indicator
lights on gauge #32 are lit.

 "Bring her left to 355 degrees." Turn the pilot wheel with the left-arrow
key, watching the readout on gauge #30 until it reads 355.

 "Steady as she goes." Do nothing.

 "Maintain current heading and speed." Do nothing.

 "All stop." Tap the minus key four separate times; do not hold the key
down! As you watch the engine speed decrease, check gauge #32 to make sure
that all lights are now blue or off. GET UP and save your game.

 BLACKHAWK: SECOND RUN

 You automatically follow the captain into his cabin and sit on his couch
while he retrieves a briefcase from the safe. He then asks for your half of
the briefcase combination. Enter 134. LOOK BRIEFCASE. TAKE ENVELOPE. OPEN
ENVELOPE. LOOK CHART. READ ORDERS. The orders appear on-screen, and give
details of the next part of the voyage. Read these carefully, and jot down
important details.

 Once the orders are read, the captain quickly gathers the papers and
briefcase, and puts them in the safe. GET COMBINATION. Note both the safe
and briefcase combinations. Pause the game here and plot a course using the
route indicated by the chart that was in the briefcase. The figures below
are for a route which is off by 250 nautical miles. With better course
plotting here, points can be increased.

 Follow the instructions on Pages 6 and 7 of the game manual. Exit room
through the right door. Walk to the computerized chart table. LOOK MAP.
PLOT COURSE. I used the following coordinates:

 WP 0: 30N x 170W (Waypoint 0 -- given); WP 1: 70N x 170W; WP 2: 84N x 74W;
WP 3: 83N x 7W; WP 4: 70N x 13W; WP 5: 65N x 23W.

 EXIT to leave the chart table. You will automatically be put behind the
pilot's wheel for the second time. "Maintain current heading." Do nothing.

 "All ahead 2/3." Tap the plus key three separate times, and look at #32
until three lights are lit, indicating 2/3 speed.

 "Set depth for 300 feet." Tap the up-arrow key once, and read #5. When the
number 300 shows in the window, tap the down-arrow key once.

 "Acknowledge when depth is attained." DEPTH CONFIRMED.
                                        
 "Maintain course and depth." Do nothing. At this point, sonar will report
contact. Do nothing. There will be a number of reports and computerized
sonar scans with the final report.

 "Friendly...French frigate." Do nothing.

 "Come to periscope depth." Tap the down-arrow key once. When #5 reads 70,
tap the up-arrow key once. As you are coming to periscope depth, the
captain will order you to "reduce speed by 1/3." Tap the minus key once.

 "All ahead slow." Tap minus key once again. As the ship reaches its slower
speed, you will be told there are coded messages waiting for you. GET UP
and save the game.

 BLACKHAWK: DECODING MESSAGES

 Walk to the man at the right side of the long console. LOOK MAN. TALK MAN.
He will hand you two messages: first, a message from the U.S. Navy with two
sets of three numbers each. These are the primary and secondary Washington
code keys. (Write these numbers on a piece of paper; they are different
each time the game is played.)

 The second set of six numbers are CIA primary and secondary code keys.
Again, write these on a piece of paper. Walk to the captain's cabin. OPEN
SAFE. A keypad will pop up. Input 23448803 and click on the "Enter" key on
the keypad. OPEN BRIEFCASE. You will be prompted for the entire
combination: enter 762134. PUT ID IN SLOT. INSERT MICROFILM.

 The CIA offsets to the U.S. military codes are given by branch of service.
The offset for the U.S. Navy is +3. CLOSE BRIEFCASE. Walk across the
passageway to your cabin. Walk to the computer and save the game.

 Pause the game (with the Control-P key combination). Use the letters and
numbers from the U.S. Navy code book to translate the code keys into two
sets of three numbers each. Each set of letter combinations represents Page,
Line, and Word in the game manual. For example, my Washington code keys
are: "FH - E - D" for the primary word, and "H - G - E" for the secondary
word. Looking in the code book, "FH" translates to Page 15, "E" to Line 2,
and "D" to Word 4. The fourth word on line two on page fifteen is: STEER.
This word is my primary code key for the Washington message, and it is this
word I will type into the computer when asked for the primary code key.

 Translate the secondary code key for the Washington message in the same way.
(The letters for your coded messages may be different, but the process is
the same.)

 Prepare the CIA code keys by adding three numbers to the U.S. Navy code
book: A = 3, B = 1, C = 9, D = 7, E = 5, F = 4, G = 6, H = 8, I = 0, J = 2.
Using this code, translate the CIA code keys in the same manner as above,
using the manual to arrive at the Page, Line, and Word for the primary and
secondary CIA code keys.

 Now, USE COMPUTER. Enter the Washington primary and secondary code keys
(words from the manual's colored boxes) first. You should see a message
which begins, "Contacting fisherman...." You will be asked if you wish to
decode another message. Answer Y. Enter the primary and secondary CIA code
keys. You should see a message which begins, "Russian warships...." If you
receive a nursery rhyme, you have entered the code word incorrectly. Review
the above process and try again. If you have received both sets of messages,
answer N when you're asked if you want to decode another message, and exit
the control room to the left. Walk to the stairs and descend.

 BLACKHAWK: BOSS DICE

 You are now in the galley. LOOK AROUND. LOOK TABLE. Walk to the table, save
your game, and TAKE BOTTLE. Oops! It has an owner, and he wants to wager on
Boss Dice for it. Answer YES when he asks if you want to play. Instructions
for this game are on Page 30 of the game manual. You must win the first
series to get the bottle, but if you win all of his money, you will receive
a more valuable gift. When you win the bottle from the old salt, he will
ask if you want to play again. Answer YES, though you can finish the game
by just getting the bottle. You cannot save a game during play; if he wins
the last hand, restore and play again. GOOD LUCK!

 BLACKHAWK: EXECUTIVE OFFICER

 Now is the time to exercise your official duties as outlined on Page 5 of
your manual. Follow the same route under the stairs that was taken by the
Old Salt. Move left until the screen changes, and you find yourself in a
shaft with a ladder. CLIMB DOWN. Exit through the right door. Walk to the
torpedoman. TALK MAN. Walk to console. CYCLE EQUIPMENT. Walk to the
conveyor belt and face it. INSPECT EQUIPMENT. REMOVE CYLINDER. MEASURE
CYLINDER. Exit this room to left. CLIMB UP. Exit through the left door.

 LOOK AROUND. Walk to the cabinet. OPEN CABINET. LOOK CABINET. LOOK
CYLINDERS. TAKE CYLINDER. Choose the 6" cylinder. TAKE COTTER PIN. CLOSE
CABINET. LOOK LATHE. PUT CYLINDER IN LATHE. SET LATHE. Choose 1". TURN ON
LATHE. Walk to the drill press. USE DRILL. SELECT BIT. Choose the 1/4" bit.
TURN ON DRILL. LOOK CYLINDER. Walk to the grinder. TURN ON GRINDER. Exit to
the left, then left again on the next screen.

 LOOK ROOM. LOOK DRAWER. Walk over to the tool drawer. OPEN DRAWER. TAKE
HAMMER. Walk to the engine and shaft. INSPECT ENGINE. INSPECT GENERATOR.
Walk back to the right screen and exit. Go through the tunnel over the
nuclear reactor, and back to the machine shop, exiting on the right side of
the screen to the shaft. CLIMB DOWN. Enter the right door and walk to the
conveyor belt. INSERT CYLINDER. INSERT PIN. Walk to the console. CYCLE
EQUIPMENT. Exit left to the shaft. CLIMB UP. Use the right exit, walk to
the stairs, and CLIMB UP.

 BLACKHAWK: RUSSIAN DESTROYER

 Once again, when entering the control room, the captain will order you into
the pilot's seat. Save the game as soon as you are at the control panel
screen.

 "Maintain current heading." Do nothing.

 "All ahead full." Tap the plus key three separate times.

 "Set depth for 300 feet." Tap the up-arrow key once and watch gauge #5.
When the gauge number reads 300, tap the down-arrow key once.

 "Acknowledge when depth is attained." DEPTH CONFIRMED.

 "Maintain course and depth." Do nothing.

 "Reduce speed to 2/3." Tap the minus key once.

 "Make your depth 100 feet." Tap the down-arrow key once, watch gauge #5
until it reads 100, then tap the up-arrow key once.

 "Ahead slow." Tap the minus key twice.

 "Surface." Tap the down-arrow key once. When gauge #5 reaches 35, it will
stop scrolling, indicating you have reached the surface. Tap the up-arrow
key once.

 The captain will invite you to go "topside" with him. GET UP. The view from
the bridge is magnificent. The captain starts to mumble. TALK CAPTAIN.
Oops! Russian ships! The rest of this sequence is automatic, and you will
go below. The captain is injured, and you are left to fight the Russians
alone!

 When you appear again in the control room, immediately take your seat at
the control panel, and save your game! Sonar will report contact with the
Russian destroyer, and starts to report distances. Submerge by tapping the
up-arrow twice. Use the mouse to click on control #15 as you are diving.
Pop down the fire control panel by clicking on #23. Check gauge #5, and the
tap up-arrow key twice when you've reached 600 feet or so.

 Click on "A" to select the decoy torpedo (pictured in the manual on Page
12). Click on "B" to lock the decoy on target. The Russian ship will begin
firing torpedoes. You are running silent, so you needn't worry...yet! When
the white line appears on the view screen (#31), save the game, and click
on "D." (Note that there is an alternate solution to this puzzle in the
last part of this walkthru.)

 In quick succession, click "B" and "D" again, then click "A" twice. (Start
with the Harpoon torpedoes.) Click "B" and "D" again. (Repeat this process
as many times as it takes to sink the Russian destroyer.) Each time the
enemy fires a torpedo (red line), you must click (or tap) "A" to select a
decoy, then "B" and "D". When there are no torpedoes in the water, click
"A" twice to select the Harpoons again. If you are empty, click "A" twice
to select the Stinger. Remember to click "B" and "D" each time you want to
fire. Watch screen #31: When the Russian ship has been hit three times, it
will disappear from the screen, and sonar will report, "Coast is clear."

 The radioman will announce another set of coded messages. Click on #23,
click on #15, GET UP, and save the game. Walk to the radioman, and TALK MAN.
He will give you the second set of primary and secondary code keys for the
new Washington and CIA messages. Follow the same procedure to decode as in
the first set of messages. Walk to your cabin, go to the computer, and USE
COMPUTER. (Use the Control-P key combination to pause the game.) Look up
the code keys, and enter the appropriate primary and secondary keys for the
Washington message. If your entry is correct, the message will begin,
"Contacting fisherman...." Answer Y when asked if you want to decode
another message. Enter the primary and secondary code keys for the CIA
message. If that's correct, the message will begin, "After polar...." Type
N for no more messages. Exit the control room to the left.

 BLACKHAWK: ICEBERGS

 Walk to the pilot's seat, and sonar will report icebergs in the area. Click
on #20, and save the game. Soon, the icebergs will appear. Use the left-
and right-arrow keys to pilot the sub back and forth through the icebergs.
While weaving back and forth, watch gauge #30. Try to stay as close to 0 as
possible. (I was able to get a perfect score when I followed this
strategy.) When safely through the field, sonar will announce, "All clear."

 You will then be informed of a stationary signal: Ice Station. CONTACT
STATION. The radioman will report another set of coded messages. GET UP, go
to the radioman, and save the game. TALK MAN, and you will be given a third
set of messages from Washington and the CIA. Follow the same procedure to
decode them as described before. Walk to the cabin, go to the computer, and
USE COMPUTER. Again, type the primary code key first, then the secondary
for the Washington message. If correct, the message will begin,
"Rendezvous...." Type Y to decode the second message. Enter the primary and
secondary code keys for the CIA message. If correct, the message will begin,
"Diversion...." Type N for no more messages. Exit left to the control room,
and return to the pilot's seat.

 BLACKHAWK: RUSSIAN SUB

 (See the end of this part for an alternate solution to this puzzle.) Sonar
will report a deep trench. Tap the up-arrow key three times to begin a deep
dive. Sonar will report a faint signal coming from the Russian submarine.
Click #32. Watch gauge #5 for your depth and gauge #6 for the water
temperature.

 When #5 reaches 2300, tap the down-arrow key three times. The Russian Alpha
sub will begin firing torpedoes. Begin a zigzag course by using the right-
and left-arrow keys (don't wander too far off course (gauge #30) from 0!),
alternating right full rudder and left full rudder. Watch the torpedoes
pass over you, and the white line will begin to shrink. Sonar will announce
that the sub has disappeared. Hooray!

 BLACKHAWK: U.S.S. COONTZ

 You will see a message that you are now off the coast of Portugal, and
sonar is picking up "irregular" signals. Click on #17 so that one ping is
issued, then click #17 again. Sonar will report that it is an American
destroyer, and according to plan, we are to follow under the destroyer to
Tunisia. Save the game.

 A screen will appear, showing the Coontz as a yellow plus sign. Wait until
you are near the COONTZ, then tap the left-arrow key once; wait about five
seconds, then tap it again. You should get a screen announcing that your
navigation skills rate 5 out of 5. Now comes the tough job of trying to
stay under the Coontz! Once again, I am not sure if this sequence is random,
so I will let you pilot this. Try to anticipate the destroyer, and save
your game every time you progress. Stay very close to the Coontz. When it
disappears from the right edge of the screen, you are in Tunisia!

 The captain is back on duty, and orders you to periscope depth. Tap the
down-arrow once, watching gauge #5 until it reads 70, then tap the up-arrow
once. Be sure your speed is slow (one light on #32), and the wheel is at
center position. You will be told when to GET UP. Once in the control room,
the captain will direct you to the periscope.

 Walk to the periscope. LOOK IN PERISCOPE. Move the periscope with the arrow
keys to get a reading on both the harbor and the oil rig (located on a
platform to the left of the main island). Use the down-arrow key to exit
the periscope. Walk to the sonarman. TALK MAN. PING RIG. PING HARBOR. He
will give distances to both places; make note of them. Walk to the stairs
and descend to the galley. Walk under the stairs, and exit left from the
shaft. Walk to the machinist and GET KEY. Exit right back to the shaft.
CLIMB DOWN, go right to the torpedo room, and go right. Face the back wall.
LOOK. OPEN CLOSET. TAKE EXPLOSIVE. TAKE FLARES.

 Exit left to the shaft, then exit the shaft through the left door. LOOK
AROUND. Walk to the left rear of the screen to a closet. OPEN CLOSET. The
machinist will get your scuba gear. Exit right to the shaft, and CLIMB UP.
Exit left through the machine shop and tunnel to the engine room. Just
right of the hatch stairs, you will see a compartment door and a button. Go
to the compartment; PUSH BUTTON. LOOK COMPARTMENT. TAKE VEHICLE. INSPECT
VEHICLE. INSPECT VIBRATION. INSPECT SHAFT. MEASURE SHAFT.

 Walk to the tool drawer, OPEN DRAWER, and TAKE WRENCH. Choose 1/2". Walk to
the right. The game will automatically put the vehicle back in the
compartment. Walk right two screens to the machine shop, and go to the
cabinet. OPEN CABINET. TAKE NUT. Choose 1/2". TAKE WASHER. Choose 1/2".
Walk back to the engine room and get the dive vehicle. (See above) PUT
WASHER ON SHAFT. PUT NUT ON SHAFT. TIGHTEN NUT WITH WRENCH. TEST VEHICLE.
ENTER COORDINATES. Input 282 degrees and 2850 yards for rig; 40 degrees and
1640 yards to harbor. Walk to the ladder. CLIMB UP. OPEN HATCH. LOOK AT
ROOM. WEAR GEAR.

 TUNISIA



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Solution #5 for Codename: Iceman


Problem:
I want to play volleyball but there's nobody to play with.

Hint:
Take your shirt off by the  beach chair. Walk West to the screen
where the volleyball net is set up.

Problem:
I want to buy a newspaper but I don't have any money.
                                        
Hint:
Go to  your hut. Open the  drawer next to your  bed and you will
find fifty cents.

Problem:
I can't get into the hotel!

Hint:
Put your shirt on. It's hanging on the back of your beach chair.

Problem:
I see girls everywhere but they won't talk to me.

Hint:
Most of them  are not interested in you. If  you want a date, go
see the brunette sitting alone in the Chi Chi Bar.

Problem:
What do I do in the Chi Chi Bar?

Hint:
Ask the brunette sitting alone in the Chi Chi Bar to dance. Then
buy her a drink. Kiss her a few times and she will invite you to
her hut. Once you are there kiss  her some more. You will end up
spending the night. The next morning, look carefully in the sand
just outside her hut and you will find her earring.

Problem:
I know I need an earring, where is it?

Hint:
After  spending  the  night  with  Stacy,  go  outside  and look
carefully just outside the hut.

Problem:
Which hut is mine?

Hint:
Ask the receptionist  in the hotel lobby for  your key. Yours is
the second to the last hut, heading west.

Problem:
How do I rescue the girl at the volleyball game?

Hint:
Swim out to her. When you