Monday, December 24, 2018

The Gaming Corner plays Codename: Iceman - Part 1 of 5


Are you ready for a text parser adventure that requires paying attention to detail and doing things in a very procedural manner? Do you want said adventure to be balls-to-the-wall hard? This game's for you!

Also, The Gaming Corner, for those not aware, was originally saxcat20, who has been on here in the past for his Let's Play of Back to the Future for NES with aherr21.

This game is a brainchild of author and designer Jim Walls, who also came up with the Police Quest series. That game was also very procedural in how you did things, so if you've played that, you have an idea of what to expect with Codename: Iceman.

Also, you'll probably be needing the manual. Thankfully, it's right here.


The game begins in sunny Tahiti in the South Pacific. You're Commander John B. Westland of the United States Navy, currently on leave from his recent assignment.

After a brief camera pan-out of the island, you'll see Commander Westland people watching from a lounge chair. From here, the game begins.

There will be a magazine on the table next to you. Take the magazine to read it. Westland will read an article on the North African country of Tunisia, which finds itself in a powerful political position due to the fact that they have a lot of oil and the world is currently in a global oil shortage. Not surprisingly, the country has a neutral stance and the United States and Russia (or the USSR in this case; the game has a 1990 copyright date despite being released in November 1989) are fighting over the oil.

After reading this, you'll put the magazine down. Congratulations, you got one point out of 300.

Stand up, then take your shirt off the chair. Westland will put it on. Head west. There will be a volleyball net, but people will only play near it if your shirt is off, so go ahead and take your shirt off at the chair so Westland places it back on the chair. This time, there will be people.

Type in "play ball," and Westland will play volleyball with everyone else around the net. As you play, you will gain more points. After you gain eight points, the ball will go into the ocean. One of the women will go after it, but you will soon hear calls for help. Go south and you will find the girl unconscious and bring her back.

The next part is copy protection, and is in the manual that I linked to earlier. Here is what you do, according to the manual:

  • shake and shout
  • call for help


The other man at the net will go for help.

  • establish airway
  • look listen and feel
  • give two good breaths
  • look listen and feel
  • check pulse
  • begin compression


From here, you will have to wait exactly one minute. As this happens, a doctor will show up and examine the girl, then tells you that the woman will be just fine, and the woman you just saved will come out of unconsciousness and thank you. She will then leave with the other woman.

Go back to the chair and get your shirt, then go into the nearby building with the red door to the north. Open the door to go into the Chichi bar. Look at the woman at the counter, then talk to her. Ask for your key with "get key," and you will get your room key. From here, type "look sign." You will look at the nearby sign for the Nosinky Dinghy transportation service, and the phone number on the sign will be different every time you play. Save your game and write it down if you have to.

The lady at the table in the southeast corner cannot be interacted with.

From here, open the door to the east. Try to sit at the table to the southeast corner with the woman with the dark hair, and try to sit down. She will ask if you are going to buy a drink first. Get close to her and enter "buy drink," and the woman will say she will not mind sharing a bottle of champagne with you. Westland will go to the bar for a bottle of champagne and two glasses, then take them back to the table. You will pour her a glass, and after that, you can dance with her by typing in "dance." After a while, you can stop dancing by entering "stop."

From here, head back over to the woman. Talk to her, and she will admire your dance moves. Sit down at the table with her, and she will ask if you want to come back to her place. Say yes, then you will both go to her hotel room.

It should be noted that you can right-click on someone or something, you can look at it (at least in the Amiga version).

If you look at the blonde woman at the table north of the woman you just wined and danced with, the guy sitting with her will get up and you'll get punched in the face. This is considered a death sequence by the game and you will have to restart or restore. Hope you saved your game. So don't do it.

You'll be at the hotels. Kiss the woman, then she will ask if you would like to come in for awhile. Say yes, then you will go into her hotel room. The woman will ask you to come over to the bed and have a seat. Go over to the bed and sit on it, then talk to the woman. You will learn that her name is Stacy, and she will tell you that her vacation has been beautiful, save for one thing: she lost an earring that is very important to her, and she can't find it. She will tell you that she had it on when she left the room, but did notnotice it went missing until she was about to walk into the hotel lobby. She will tell you that she would be the happiest woman alive if she could find it.

Kiss Stacy five times. Afterwards, you will see fireworks, and the game implies that you both had sex. When the game returns to the room, you will be alone in bed. There will be a note on the table. Look at it, take it and read it. It will be from Stacy, who will tell you that she has urgent business to tend to and must leave and that she thanks you for making her vacation so wonderful.

Leave the room. When you go outside, you will see a glimmering sparkle between the two huts. Go up to it and look at the ground. You will see the glimmer. Look at the glimmer, and you will find out it is the earring that Stacy is searching for. Take the earring. Look at the earring, and you will find out the top can be opened. Open it, and you will find out it is hollow. Look inside the earring, and you will find a tiny roll of microfilm. Turns out Stacy was an undercover agent, and Westland has no idea who she is working for.

Go west and going in that direction until you go west past the volleyball net. Go behind the hut in the background and go west, then go to the hut in the foreground. The ramp leading up to the hut can be a bit tricky to go up, so you may have to re-position yourself once or twice. This is your hut. Open the closet, then check the shirt pocket. You will find a little black book. Take the black book and look at it. You will get the numbers for General Braxton and Gigi Boloni.

From here, go to the dresser next to the bed and open the drawer. There will be loose change and an ID card inside; take them both. From here, go back to the hotel. At the red door, buy a newspaper with the loose change in your inventory. You will learn that the cold war between the USSR and the United States is beginning to heat up as the Russian-supported radical terrorist group led by Jaharah Khommini Sieb Abdul has taken the United States Ambassador to the Middle East as a hostage, and that the terrorist group is demanding ten million dollars in ransom money to purchase arms within 30 days or else the Ambassador will be shot in the head and his body will be dumped in front of the US Embassy. As a result, the United States has ordered its 7th Fleet into the area, and the President has vowed that if the Ambassador is not released unharmed within a reasonable amount of time, the United States will not hesitate to take an aggressive military stance against the terrorist group. Westland will then discard the paper.

Go into the hotel and talk to the girl behind the counter again. You will find out there is an urgent message from General Braxton. Get the message, and read it. Braxton will want you to call him immediately. Go back to your hut, then use the phone at the dresser and call General Braxton. From here, type in "talk,"  and Westland will tell the General he received his message. It turns out there is an explosive situation going on in Washington, D.C. and he cannot give any details over the phone due to the sensitive nature of the situation. He asks you to return to Washington, D.C. and head to the maximum security briefing room. From here, call the dinghy service and type in talk. You're about to leave Tahiti. So much for your vacation.

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