Thursday, December 27, 2018

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


...and the crowd goes wild! Chris from The Gaming Corner kicks Jim Walls' butt and gets full score!



Hat tip to StrategyWiki for getting some stuff figured out.

If you can keep the submarine icon near the cross to the best of your ability (and with that, under the USS Coontz), you'll get maximum points when you reach the upper-right corner of the screen.

Afterwards, the Captain will come back, still a bit weak from the concussion, and congratulate you before asking you to come to periscope depth and speed. After that, they can have a look around.

Get the depth gauge to 70, then move the engine lever so that only one light is on above it. When the captain says you did a good job and to see what is out there, stand up. The captain will say that there is more on our hands than anticipated and that a gunboat is out there keeping a close watch on the harbor entrance. Head to the periscope and take a look.

Use the left and right buttons to look around. The heading of the periscope will be in the lower right corner. At 282 degrees, you will see the oil rig mentioned in one of the messages that you must destroy through means other than your weapons. At 40 degrees, you will see the harbor being blocked by a ship. Press down to exit, then go up to the sonar man and ping the oil rig. You will learn that the rig is 2850 yards away. Ping the harbor, and you will learn it is 1640 yards away. Be sure to get the distances to get points.

Go down the stairs and head west to the elevator. At the machinery room, talk to the man there (whose name is Johnson) and ask for the key. You will get the key to the hatch. (If you ask for it any earlier than this, he won't give it to you; you have to get through all the navigation stuff first to get it.)

Go back to the ladderwell and climb down. Go to the torpedo room and head to the cabinet in the northwest corner of the screen. The cabinet will open and you will see plastic explosives for underwater demolition and two boxes of flares. Get the explosives and the flares (get the flares twice), then head west to the storage room and enter the cabinet near the door to the  west. Johnson will show up and take the scuba gear to the escape hatch for you, then leave.

If you want, you can go through the door to the west with the radiation symbol on it and expose yourself to the radiation of the nuclear-powered engine of the USS Black Hawk. Save before you go through this door, as you will not be able to avoid dying after doing this. You will not die in the room, but if you go back to the storage room, you will.

From here, head back to the ladderwell and climb up. Go west to the machinery room and keep going west to the escape hatch. Press the button at the hatch, then get the diver. Check the diver. You will see that is runs fine except for a slight vibration. If you examine it, you will notice it is coming from the shaft. Examine the shaft, and you will learn that a nut and washer used to secure the prop are missing.

Measure the shaft. You will learn it is 1/2" in diameter. Drop the diver to place it back in the compartment, then head to the machinery room. Go to the cabinet and get a 1/2" washer and a 1/2" nut, then close the cabinet. Head back to the hatch and open the drawer of the nearby cabinet. Put the hammer back in the drawer, then get the 1'2" wrench and close the drawer. Get the diver again, then install the washer and the nut to the diver. Since you have the 1/2", the washer and the nut will be installed. Make sure to tighten the nut down. Check the diver again, and you will notice it runs smoothly. Go back to the drawer and put the wrench away, then close the drawer again.

Get the diver one more time, then enter the coordinates. For waypoint #1, enter "2850" for the distance and "282" for the heading. For waypoint #2, enter "1640" for the distance and "40" for the heading. You can now climb the ladder leading to the escape hatch.

At the hatch, open the door, go in and wear the suit. As you do this, you will press the button that fills the hatch up with water. If you press the button without wearing the suit, YOU WILL DIE. You will then leave the submarine through the hatch and enter the open sea. With the distances and headings entered, you'll be able to go to where you need to go instantly.

As you swim, watch your heading, the amount of yards to your target and the amount as well as your air. Swim to the west until your heading is 321 degrees with 525 yards to go, then go north until you reach your destination. When you see the oil rig to your left, go west and place the explosives on the rig. Westland will place the explosions and start the timer. Go east immediately. Keep going east. At 71 degrees with 1650 yards to go, the explosives will go off and destroy the rig if you kept going east immediately after planting them.

At 11 degrees with 600 yards to go, go north. Keep going north, and you will make it to the ocean floor. If you won the magnetic device in the card game, you can just go north and this part will be over. However, if you don't, you will have to do this the hard way. Thankfully, the hard way gives you more points. Here's how you do it. 

Go west two screens until and enter the cave in the background. If you haven't won the bottle from the card game, you will find a bottle in a rocky hole two screens in in that direction. Just approach it and get the bottle. After that, enter the cave in the background. When you go in, light the flare. The first one will be a dud, but the next one won't be. Notice that a trace of the flare will be moving north when the flare goes out. Go north, then light a flare again. Once again, the first flare is a dud, but the second one won't be. (Good thing you got both boxes of flares, huh?)  The game will hint that you need to go west next. Go there.

It should be noted that using the flares gives you points.

From there, the flares will tell you to go north, then east, then east again. However, if you go north again after going north the first time and then go east, you'll end up at the same place early: a wall of rocks. Pass through the gab in the southeast corner of the wall. From there, go south and then east. If you have yet to light all your flares, do so now before you run out of air and before you go east. The maximum number of points you can get from the flares is eight.

There. You've made it past the magnetic field and got even more points. Go north.

Go east on this screen. A net will show up, Put the bottle in the net. The net will rise up into the water. Wait a little while, and the net will come back. Go east two screens and hide the diver, then go back to the screen with the net and go north. (You can hide the diver before putting the bottle in the net if you need to.)

When you surface, walk up to the fisherman to the west. Type "say Iceman," and Westland will mention the code name of Iceman in Arabic. The fisherman acknowledges by shaking his head and handing you a fish. Look at the fish, and you will notice a line sticking out of the mouth. Remove the line, and you will notice something attached to the line just above the hook. This is the weight. Look at it, and you will learn it is actually a small capsule. Open the capsule, and you will find a small map. Look at the map. You will learn the directions to your disguise.

From here, go towards the background and west behind the wall. Enter the door to the west and go behind the open window. Look around and you will find a wooden crate in the corner. Open the crate and you will find clothing. Get the clothes, and Westland will automatically swap the diving suit for the clothes as well as drop the fish and the map so you aren't given away.

Head to the east from here, then go north. At the fork, go west and you will find the oasis. Talk "say iceman" to the woman there, and she will respond in English. It's Stacy from Tahiti! She will wish you luck on the remainder of the mission, From here, get the map from Stacy. She will give you a map, a key to her apartment and a phony ID. Stacy will tell you to find your way to the apartment so she can meet you there later. She then tells you she will make contact with the USS Saratoga and let them know that everything is on schedule, and that there are things in the apartment for you in the kitchen.

Look at the map and you will get directions to Stacy's apartment. Be sure to give the map back to Stacy to get another point that is easy to miss and to keep your cover from being blown.

From the oasis, head east two screens, then head north, then head west. The doors on the northeast corner of the screen is the apartment. Approach them to enter.

In the apartment, go up to the small canister on the counter and grab one of them. Open it, and you will find coffee. Search the canister, and you will find nothing. From there, drop the canister and grab the medium canister. Open it up and search it, and you will find flour and nothing else. Drop the medium-sized canister and grab the large one, which will be bottom-heavy. Open the canister to find sugar. Search inside to find a false bottom on the canister. Empty the canister to pour out the sugar, then open the bottom to find foam rubber underneath. Take it, and you will find a weapon. Take the weapon. If you look at it, you will learn that it is a gun that shoots tranquilizer darts.

Go up to the refrigerator and take the tape sitting on top, then open the icebox. Look inside and you will find food. Drink the remaining, milk, eat the entire block of cheese and get the butter dish. Open the dish and you will find a plastic bag that appears to contain a folded piece of paper. Remove the folded piece of paper, which will return the butter dish to the icebox. Close the icebox, then read the paper. You will learn that a catering business by the name of "Bagdad's Fast Foods" makes a twice-daily delivery to the compound, and that both deliveries are at the same time each day. Stacy's log file also reveals that one of the two guards will search the caterer prior to entry, and that the guard then always accompanies the caterer inside.

Go up to the north wall and take the green business card off the wall. Look through the window. You will see the caterer do his delivery. Look at the card, and you will see it is a card for Bagdad's Fast Food Catering Service. Another phone number will be written on it in blue. Use the nearby phone and call the number that is written in blue. You'll get a man named Basal. Talk to the man, and Westland will explain that a new caterer will be making the delivery to the compound. You now have a way in.

Use the phone again, then call the number that was in red. You will call the catering service. Talk to the man on the other end, and Westland will place an order with a phony name and the apartment number (which is 84). When the caterer hangs up, wait at the door. You will hear footsteps outside the apartment door followed by a knock. Open the door, and Westland will let the caterer inside. He will lay the order down on the kitchen counter, he will ask for money. Use the gun on the caterer, then take his uniform. When he undresses, use the tape to bind the hands and feet and tape his mouth shut. West will don the caterer's uniform as a disguise.

Wait there, and Stacy will show up, asking you if you found the weapon and the notes. When she arrives, say yes. Stacy will tell you that they must work quickly, as the Ambassador is going to be moved. Stacy then leaves to contract her superior and arrange for a helicopter before advising you to take the caterer's van and begin the rescue. She also tells you to conceal the weapon.

Leave the apartment and get in the van. You will take the van to the compound. Hide your weapon in the food, then get the food and open the door to step out of the van. Walk up to the guard, and Westland will identify himself with the fake name. With the gun in the food, the search from the other guard will produce nothing. You will be lead to the Ambassador.

Put the food on the table, then open the lid  and get the gun. Shoot the gun, then quickly shoot again. You must enter both "shoot" commands twice quickly enough, or else you'll have to start this over. Go up to the Ambassador and free him, then look at the guards. You'll notice that one of them is wearing a ring with a KGB symbol, revealing that the Russians are in on this. Tell the Ambassador to change clothes by typing "change clothes," then type "leave."

On the way out, the guard will point his gun at you, but Stacy will shoot him in the head, killing him. The three of you will get in the van.

From here, you will have to drive the van to the helicopter in this last scene. Use the Left and Right arrow keys to turn, and Up and Down to go faster and slower respectively. You will need to speed up to get over the hills and slow down on the turns to avoid crashing into the wall, and you do not want to make a wrong turn unless you want to tip the van over and cause it to roll over the edge, killing the three of you. Whatever you do, do not let the enemy's vehicle catch up with you.

You can skip this segment by pressing F8, but you will miss out on points if you do this. You must complete this section the hard way to get a full-points run.

When you make it to the top, you will get in the helicopter and head to the USS Saratoga.

From here, you get the ending sequence. Westland attends a mandatory debriefing with the Captain and his staff where you learn that the terrorist group guilty of the abduction of Ambassador Loyd was infiltrated by the KGB, who instigated the abduction knowing the incident would strain relations between the United States and Tunisia, causing Tunisia to sever relations with the United States and halt the oil trade, giving Russia most of the oil, if not all. This would have had definite negative impact on the U.S. economy.

Thanks to Westland's efforts, the tables have been turned on the KGB, and the KGB's devious methods of operation will be exposed to the world. The Captain then congratulates you, and announces that a special award ceremony awaits you on the flight deck.

On the flight deck, the Rear Admiral awards Westland with his Submarine Warfare Insignia (aka "the Gold Dolphins") and the Naval Distinguished Service Medal. After a salute, Westland is promoted to Captain. Westland kisses Stacy, and the game ends.

And with that, you should have 300 points! Enjoy the credits!


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