Tuesday, December 25, 2018

The Gaming Corner plays Codename: Iceman - Part 3 of 5


This one's a long one, but the things we get done here are going to be absolutely crucial.



Hat tip to StrategyWiki for getting some stuff figured out.

After getting your half of the combination right, the briefcase will be opened. Inside is an envelope. Open the envelope, and you will learn that inside are a chart and a set of orders. By reading the chart, you will learn that your destination will be over the Mediterranean. By reading the orders, you will be asked to commit the words on the orders to memory before destroying them, as the expediency of the mission is of utmost importance to the survival of the Ambassador.

You will be asked to use extreme caution navigating the Bering Sea, as the USSR is threatening a blockade of the Straits due to claimed violations of United States military operating inside her territorial waters. Washington has denied these accusations and has issued a counter-communique warning the Soviets that appropriate action would be taken if any blockade is encountered.

The orders are as follows: "Arrive Mediterranean at 12 degrees longitude and 36 degrees latitude no later than 0700 January 29th. Rendezvous with female CIA agent at nearby oasis at 1000 hours January 29th. Come to periscope depth at 0930 hours this date for further coded messages.

Your destination is the Mediterranean Sea and the east coast of Tunisia. The route you must follow will include the following areas: Bering Sea, Bering Straits, Arctic Ocean, Greenland Sea, Denmark Strait between Greenland and Iceland. Proceed south through the North Atlantic, east through the Straits of Gibraltar into the Mediterranean.

From time to time you will receive additional orders by radio. Good luck and Godspeed!"

From here, the Captain will tell you that he will handle the destruction of the orders before telling you to make sure you figure out the coordinates of the proposed route and enter them into the computerized charts table. You will have to do this before you can continue.

Before you go, type "get combination." The safe combination is "23448803" and the briefcase opens with "762134." After that, exit out of the Captain's cabin or else you will get fired and the game is over. (Yes, this can happen. Thanks to StrategyWiki for making this known.)

The computerized charts table will be the table on the center of the bridge, and when you type "look map," you can plot out your route. To get started, type "plot course." From here, you can use the directional keys until the latitude and longitude you have calculated are displayed. If you need to change a waypoint you have already entered, type "change point." When entering the last waypoint, press the Enter key twice.

When entering your way points, you must be able to deviate no more than nautical miles from an optional course. The ones used here are pretty close to an optimal course and will be accepted by the on-board computer:

30 N, 170 W
72 N, 170 W
86 N, 86 W
83 N, 2 W
65 N, 23 W
36 N, 12 W

If you are off by a little bit from the 36 N, 12 W coordinates, you'll eventually have 36 N, 12 W as your final waypoint anyway. You may be off by 50 nautical miles, but you will still get full points.

After that, you'll be directed to the next radio contact. Time to take control of the submarine and 

  • "Maintain current heading, Commander." Don't do anything here.
  • "All ahead 2/3." Move the ending lever up so that three lights are on above it.
  • "Set depth for 300 feet." Move the dive lever down so that the depth gauge (the top numerical in the column of five on the far right) reaches 300.
  • "Acknowledge when depth is obtained." When you reach 300 or get very close to it, type "depth confirmed."
  • "Aye aye Commander! Maintain course and depth." Don't do anything here.
  • "Sonar contact. Twin screws bearing 330 degrees off port bow. Range 17000' and closing. Stand by for signature identification. Sonar computerized signature scan. Friendly. Type... French "Frigate." Class... "FL 3000." " You don't need to do anything here.
  • "Come to periscope depth." Move the dive lever so that the depth gauge reads 70.
  • "Reduce speed to 1/3." Move the engine lever down so that two lights are on above it.
  • "All ahead slow." Move the engine lever down a little bit more so that one light is on above it.
  • "Commander... Radio is standing by with coded messages." Type "stand." Talk to the radioman (the one with the brown hair). You will get a coded message from Washington. They will be different every time you play. You'll also get a second coded message from CIA command headquarters. Be sure to write them down if you need to.


Washington message: I-I-I J-C-D (7-7-7) (9-6-4) 

CIA message: E-E-F C-A-B (2-2-1) (6-0-8); (5-5-4) (9-3-1) with Navy offset

From here, you will need the manual. Enter the captain's room, which is the darkened doorway to the west. Go to the safe, and type "enter code." The code is "22348803." You'll open the safe, and Westland will get the briefcase. Enter "762134" when asked for the briefcase combination. Insert your ID card into the slot, and you will convert it into a microfilm viewer that magnifies microfilm so it is readable.

Insert the microfilm. You will get some CIA decoding offsets to Washington codes by branch:

A = -2
N = 3
AF = -1
M = 5

A is Army, N is Navy, AF is Air Force and M is Marines. Obviously, we want to use the Navy offset.

Close the briefcase. You'll get your ID card, and Westland will place the briefcase back into the safe. Leave the Captain's cabin, then enter your cabin, which is directly across from it. Use the computer. Because you met with Stacy and got her earring, got your correct ID from the Pentagon and asked the Captain for his combination when you had the chance, you'll be able to decode the messages.

The Washington message is "I-I-I J-C-D." Using the code book, we find out that the two messages are 777 and 964, respectively. The first number is the page, the second number is the line and the third number is the word. Pull out the technical manual, go to Page 7 and look at the red box with all the random words in. Go to the seventh line, and input the seventh word in that line for the primary word key, which is "ship." For "964," go to page 9, go to the sixth line and insert the fourth word for the secondary word key, which is "russian."

You'll get the following message:

Contacting fisherman...
Locate fisherman's net
Signal you presence by
 placing a bottle in net
When way is clear...
 Fisherman will remove bottle
Recieve next communique at
 next waypoint

"Receive" is spelled wrong, obviously.

When asked if you want to decode another message, press Y.

Now for the CIA one. E-E-F and C-A-B are 221 and 608. However, there is an offset of 3, since we are currently in the Navy, and we need to take all the numbers in each coded message and add three to them. All the numbers go from 0 to 9, and if you go past 9, you roll over to 0 and continue from there. Wit that, 221 will be 554, and 608 will be 931. The primary word key will be page 5, line 5, 4th word. In this case, it is "coontz." The secondary word key is page 9, line 3, 1st word. In this case, it is "latitude." You will get the following message:

Russian war ships on patrol
Use extreme caution in Bering
 sea
Use alternate entry to
 harbor

It looks like the Russians will be on patrol in the Bering sea, and you will have to be careful by taking another route.

Leave your cabin. From here, go down the stairwell near the sonarman (the guy with the blonde hair). You'll enter the galley. Get the bottle on the table. As you try to get it, a man will enter the galley and ask if you are interested in wagering a $10 bill for his bottle of rum. Type "yes," and you'll play a dice game with the man. Hope you have the technical manual and it's set to page 30, because you're going to need the dice game instructions.

Before we begin, it should be mentioned that you can only save three times during a dice game session; otherwise you will be accused of cheating and you'll game over. Also, you can play with either the directional keys or the mouse.

Both of you will roll, and if you have the better hand, you will be the Boss. The Boss will be able to call the game based on the strength of his hand.

From here, highlight the die/dice you want to get rid off, then select "R" to Roll. After this, you can select "C" to tell the opponent to "come on up" and try to beat your hand, or you can select "N" to start the round over. If you start the round, both players start over clean.

There are some special rules. If you become Boss with two pairs, you cannot roll for a full house and you must roll three dice. Also, if both players have two pairs, it is a push, or a draw. If one player has one pair and the other has two pairs at the start, and they both match on the high pair, it is also a push. 

If your opponent cannot beat your hand, you win a round. If you can win two rounds, you'll get the bottle.

The hands you can win with, from best to worse, are as follows: Five of a kind, four of a kind, full house (three of one number and two of another), three of a kind, two pair, and one pair. (Straights are not counted in this game and are considered "high card.")

If your opponent is the Boss, you will not be able to see your opponent's second roll, should he do it, so you will not know the strength of his hand.

Once you win the bottle, you can play again two more times, one for the man's money and again for the KGB's magnetic device he has that neutralizes magnetic fields. Keep on playing, save when you absolutely need to, and don't give up. This might take a while.

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