===================== Impossible Mission II ===================== Document created by rstuart@ukonline.co.uk on 19th Jan 00 for World of Spectrum: http://www.void.demon.nl/spectrum.html Taken from the U.S. Gold compilation 'Winners!'. One of EPYX's all time greats. The evil Elvin Atombender is back in power. Your mission: Infiltrate and neutralise his five tower strongholds. (c) 1988 Epyx Loading Instructions -------------------- CBM 64/128 Cassette Press SHIFT and RUN/STOP keys simultaneously. Press PLAY on your cassette recorder. CBM 64/128 Disk Type LOAD "*",8,1 and press RETURN. Refer to DISK LABELS for running order. Spectrum 48/128K, +2 Cassette Type LOAD"" and press PLAY on your cassette recorder. Spectrum +3 Turn on computer, insert disk and press RETURN. Amstrad CPC Cassette Press CTRL and small ENTER keys simultaneously. Press PLAY on your cassette recorder. Amstrad CPC Disk Type RUN"DISK and press ENTER. Follow on screen prompts. Atari ST Insert required disk, turn on computer and games will load and run automatically. CBM Amiga Insert required disk, turn on computer and game will load and run automatically. Objective --------- You as the Agency's Field Agent must reach several objectives to prevent the world from being destroyed. Firstly, you must assemble the 3-digit pass code for each tower while at the same time avoiding and fighting off Elvin's robots, using his own security system to help you. Then you must locate and open Elvin's safes and recover the musical sequence locked inside. After securing the musical sequences you must tie them together into a full melody that will open the express elevator doors to Elvin's central tower control room. Finally you have to find the correct computer terminal in Elvin's control room that will disarm the missile launch codes before they destroy you and the world. You score points by entering towers, exploring rooms, finding passcode numbers and reaching the central control room. The sooner you reach the control room, the more points you earn. Keyboard Controls ----------------- CBM 64/128 Pause - Run/Stop Save Game - Commodore Key - S Restart - Restore Spectrum Cassette Pause - Shift-Del Up - Q Down - A Left - O Right - P Fire - All keys on Bottom Row Spectrum +3 Disk: Keys As Spectrum Cassette. Amstrad: Pause - ESC Restart - DEL Atari ST Up Cursor Up Down Cursor Down Left Cursor Left Right Cursor Right Jump Space Bar/Enter/Insert/CLR/Home Pause ESC Save Game Alternate-S Restart F10 Return To Desktop Alternate-Q Commit Suicide Alternate-F10 CBM Amiga Keyboard Keypad Up I 8 Down K 5 or 2 Left J 4 Right L 6 Jump Space Bar Enter Additional Keys * Press 1 on the keypad to move a sliding platform left. Press 3 on the keypad to move it right. * Press ESC to pause. Press any other key to resume play. * Press ALT S to save the game. * Press F10 at any time to start a new game. * Press ALT F10 for suicide (from inside a room only). * Press ALT Q to exit the game. Starting Play ------------- While the game is loading, you will see an outside view of Evlin's tower stronghold on the screen. When loading is completed, you will see your agent inside an elevator in a random tower of the stronghold. The display on the bottom of the screen is your pocket computer. Controls -------- IN THE ELEVATORS: Push the joystick FORWARD or BACK to go up or down. Push the joystick RIGHT or LEFT to enter a corridor. IN THE CORRIDORS: Push the joystick LEFT or RIGHT to move along the corridor. Running off the edge of the screen will take you into a room or another section of corridor. IN THE ROOMS: Push the joystick LEFT or RIGHT to move in either direction. If you press the FIRE BUTTON, your agent will do a forward flip, useful for leaping over robots, jumping up to higher levels and somersaulting over gaps in the floor and over low walls. Pushing the joystick BACK will put your agent in a crouching position. This position required for laying a bomb or mine. ON LIFTING AND SLIDING PLATFORMS: If you are standing on a striped lifting platform (you can see the vertical track in the wall), push the joystick FORWARD or BACK to go up or down. If you are standing on a striped sliding platform (you can see the horizontal track in the wall) push the joystick FORWARD or BACK followed by LEFT or RIGHT to move the platform. Game Play --------- As you explore Elvin's tower complex you can check your location and the rooms you have explored with your pocket computer. The pocket computer's display appears at the bottom of your screen any time your agent is in a corridor or evelator. A map of the current tower and connections to two neighbouring towers shown in the centre of the display. A dot of light shows your location in the tower. Any room you have entered appears in block. An overhead view of the tower complex appears to the left of the map display on the pocket computer. It too, has a light showing your location as well as a lighted display of your current tower number. Searching For Codes ------------------- Search as many objects in each room as possible. These objects range from automobiles in Elvin's garage tower to athletic equipment and lockers in his gymnasium tower. Don't overlook house plants and pictures on the wall either. Search each object by standing directly in front of it and pushing the joystick FORWARD. The word 'Searching' will appear in a box near your agent's shoulder. You will also see a horizontal time line indicating how long the search will take. You must continue to hold the joystick FORWARD until the time line disappears. If your search is interrupted for any reason (usually a robot bearing down on you), you can go back to the object and resume searching where you left off. Each object disappears after it is searched. One of four things will appear above your agent's shoulder when he's finished searching an object: * The word 'Nothing' indicating you've drawn a blank. * A passcode number. * A security terminal command icon. * An extension of time. Using Security Terminals ------------------------ You can use the security terminal commands you have collected at any security terminal in Elvin's complex. These terminals are usually located near the entrance inside each room. They look like television sets with darkened screens facing you. To use a security terminal, move directly in front of it and push the joystick FORWARD. The security terminal screen will fill your display. Security terminal command icons and the number you have available appear on the screen. These include: PLATFORM SYMBOL - resets vertical lift platforms. PLATFORM SYMBOL - moves the floor segments left or right. ELECTRIC PLUG - temporarily deactivates robots. LIGHT BULB - turns on lights in darkened room. (This feature is only available if you have collected a light bulb whilst searching the rooms. To activate it go to the computer console within the tower and the darkened rooms will light up automatically.) TIME BOMB - arms time bomb that can be placed by agent to blow up a safe (pull BACK on the joystick and press the FIRE button to place the bomb). The bomb explodes a few seconds after it is placed allowing the agent to go back to the safe and search for pieces of music. MINE - arms mine that can be placed by agent. Mine explodes whenever anyone including field agent makes contact with it. It blows a large hole in the floor that the agent can only cross with a leaping somersault. Push the joystick LEFT or RIGHT to move among the command icons and press the FIRE button to select whichever one you want to use. Pocket Computer --------------- Your pocket computer is an amazing device that not only locates you in Elvin's complex, it also helps you assemble the passcode that lets you move from tower to tower with its built-in tape recorder you put together the musical sequence you need to get into Elvin's central tower. Your computer also shows you how much time you have left before Elvin destroys the world. To activate these last two functions, you must be standing in a corridor or elevator and press the FIRE button. Note you cannot use the pocket computer in any of the rooms. Pressing the FIRE button in a room will make you do a somersault. When you activate the functions, a hand appears near three buttons at the bottom right of the screen. The right button has three numbers on its surface. The centre button has the drawing of a tape cassette deck. The left button has the word OFF written on it. Above these buttons you will see three sets of up and down arrow buttons. You can move the hand with the joystick. To select a button, move the hand on top of it and press the FIRE button. When you select the number button, the lower complex map disappears and three windows appear in its place. This is where the three digit passcode to enter the neighbouring towers is assembled. The numbers are in three different colours and each colour appears in its own window. When you move the hand to the up and down arrow keys and select one with the FIRE button. Numbers you have found in the tower appear in the window to the left. There may be duplicates. When you find the correct number the 'Found' indicator below the windows will light up. Go on to the next window and find the next correct number. When all three numbers for the passcode are found, the 'Complete' indicator below the window will light up. You can now move through the security access doors into a tower next door. When you have collected one or more musical sequences from Elvin's safes, you can play them on your pocket computer. Move the hand over the cassette button and press FIRE button. A tape cassette deck complete with standard play, fast forward and rewind controls appears in the centre of your pocket computer. Rewind then press PLAY and any musical sequence you have collected will play. Listen to them carefully because there may be duplicates. A digital tape counter helps you keep track of where you begin a musical sequence. Use this to help you record a new sequence over duplicate piece of music as you collect them from the safes in each tower. When you collect and play six non-duplicate musical sequences linked together on your tape recorder as a song, you can enter the express elevator to Elvin's control room. You MUST record a musical sequence before you leave a tower because you can't return to a tower once you've left it. If you forget to record the music in each tower's safe, you can't win the game. However, you might get really lucky and still win the game IF the music you forgot in a tower's safe is a duplicate. Elvin's Robots -------------- THE BASIC SECURITY SENTRYBOT: The most common and the most dangerous, these are armed with high voltage plasma guns. It can fire any time it detects a human within six feet and they never miss at this range. Humans always die as a result of the weapon's massive electrical discharge. Humans have one advantage however in that they have greater mobility. You can damage sentrybots with a well timed somersault. Sentrybots connot leave their assigned floors or platforms, and may be found in any room. MINEBOTS: Encountered in rooms in any tower, they crawl arounf and lay mines at random. The mines are visible and easily detected. Unlike the mines a player can lay, they have no effect on the floor. PESTBOTS: Relatively harmless but annoying, these appear in any tower. They constantly ride the lift platforms and mess up a player's lift platform strategy. They are not dangerous. SQUATBOTS: Small robots that squat on the floor like a turtle, may be encountered in any tower. With good timing, you can step on one and use it as a stepping stone to leap higher in the air. However, after three seconds it will rise up and smash you against the ceiling if you're not careful. BASHBOTS: The second most common robot type, found in all towers, it is shaped lika a mini bulldozer. Upon detecting you it will attempt to shove you off the edge of the nearest platform or into a nearby wall. Sometimes if you encounter one near a door into a room, he will shove you back into the adjacent hallway. SUICIDEBOT: When it senses a man is near, it leaps to its death trying to take the man with it. May be found in any tower. Elvin's Express Elevator ------------------------ You can find doors to Elvin's express elevator between the inter-tower security doors in either the underground passageways or the aerial hallways. Stop in front of the express elevator and push your joystick FORWARD. You will enter the elevator and reappear in Elvin's control room. Elvin's Control Room -------------------- This is an extremely complex room filled with robots. It has security terminals so you can use your collected security commands to help you. Notice the three terminals in the centre of the room. One of these can be used to deactivate the missile launch control codes and save the world. The other two kill you. Select a terminal, stand in front of it and search it by pushing your joystick FORWARD. If you are lucky, you will deactivate the control codes and confront Elvin. Scoring ------- A scoreboard will appear if you successfully end the game or if you die too many times while you are in Elvin's control room or if time runs out. This signals the end of the game. You earn points for entering each room, entering each tower and for completing the mission. SAVE GAME (C64 DISK) Press C-(Commodore) key and S simultaneously. Starting A New Game ------------------- You can start a new game anytime by pressing the RESTORE key (on the Commodore 64). The rooms and robots will be rearranged and the computer will generate a new set of passcodes. Pause the game at any point by pressing the RUN/STOP key. (c) 1988 Epyx Inc. All rights reserved. Epyx is a registered trademark No. 1195270. ---------- "IMPOSSIBLE MISSION II" - HINTS, TIPS, SOLUTION (?) By Jaromir Krol - "Jerry King" - jaromirk@kki.net.pl http://www.kki.net.pl/jaromirk/c64joke/ Elvin Atombender, the evil genius, is at it again. What? Destroying the world, of course. And it's up to you to stop him. (Actually, the storyline in the manual is a nice read, so take a look at it at Project 64!). All right - Elvin lives in a complex of nine towers. You must search the eight of them one by one, and finally get access to Elvin's control room, hidden in the last tower. To get to that room, you will need a melody code - this is why you have the mini recorder at your disposal! :) Read on for more. I recommend playing this game with an emulator that has freezing capabilities, or with a program/card which can do it (Game Wizard, Action Replay...). This way, you can freeze before dangerous situations, and if something isn't right, just try again from the same point. The game is obvious, really - search all the objects in all the rooms (some objects actually CANNOT be reached - just leave them!), avoiding robots and doing a lot of gymnastics. Now, I will just tell you about the options available in the terminals located in the rooms: The platforms "resetters" - now you can reset the old up/down platforms as well as the new left/right ones. (To use the l/r ones, get on them and press 1 or 3, depending on the direction you want to go in). Remember, too, that some u/d platforms go from one room to another, which sometimes is the best way to go to a particular room. The robot freezer - obvious. Don't hesitate to use it (though it isn't that much necessary, actually). There are various types of robots in IM2. The worst ones are the laser-shooters and the ones with big jaws, which will try to push you off the ledge. Others include a "spring" one which you can jump from, a pest which just rides lifts and is otherwise harmless, a robot which lays mines on the floor (often in darkened rooms), and a "suicide bot", which will try to kill you by jumping at you, even at the cost of its own life... err, state. ;) A time bomb - blows up anything: a robot, floor (sometimes blowing up a part of the floor is the only way to get to some locations), but most importantly - the safes. Read on... A mine - will explode when anything touches it (including you!). You may use it to blow up some annoying moving robots. To plant a bomb or mine kneel down and press fire. Also, remember that an explosion will blow up any object above the bomb/mine, so search it before you decide to destroy it (it may contain part of the code!). A bulb - some rooms have light switched off. You can search them, but it's annoying, so instead turn on the light in them. :) About the codes - you must search each tower one by one, and to move from one to another, you need a code to open the doors in the lowest sections of the corridors - the ones guarded by the dog-like creatures. When you have collected the numbers from the particular tower, go to the door and use the right-menu - the number - to assemble the correct code. It's all too simple - when any of the three number is a part of the full code, "FOUND" is displayed, so check each column one by one, and when you have found all three digits, set them. COMPLETED will appear and the door will open, giving you access to the next tower. The digits of the code are, of course, to be found in the objects you search. Yet another thing you may find in the objects (apart from NOTHING :) is a +10 minutes time extension (If you have found all, and you're using the time-stopper, you will have 9 hours and 20 minutes in the end :). Now - for the safes. Each tower has one green safe in it. Each safe contains a tune. These tunes will make the key to the control room in the last tower. To gain access to a safe, blow it up with a bomb, and then search it. Things to remember: - The tunes should be recorded in the order you find them, that is, starting with the one from the first tower, and so on... - Each tune is 24 seconds long, so stop you recorder a second after it stops. For instance, when you have found the first tune, stop the tape at 25, then at 50, then 75, etc... - If you stop the tape at any earlier position, the previous tune will be damaged. If you stop it later, there won't be enough tape left for all tunes! - You can erase tunes. Simply rewind the tape to the beginning of the tune you want to erase (25, 50... etc.), and go find the next tune. When you have found it, it will have replaced the old one. - You actually have to erase two tunes because there are eight in total, but you need six. Two of the tunes are duplicates - so after you have found a new tune, listen to all the ones you already have, and to the new one. If the new one is a duplicate of an old one, rewind the tape to its beginning and go to the next tower for the new tune. - The tunes in the C64 version are THE SAME MELODY, but played in a different way, so pay attention to the way, not to the notes! :) In e.g. Amiga version each tune is a different melody (apart from the duplicates, that is ;). Now, when you have the full melody, go to the lift in the lower passage - the one with a skull in it. Simply take it... and if you have a correct melody collected, you will arrive at Elvin's control room. The final room is rather easy. Go to the terminal and get a bomb, then freeze the robots, and go right, then to the top ledge. Blow up a hole in it and go to the three terminals. Now choose one... but the correct one. With me, it was the right one (the right one was the right one... :), but this may be randomly selected at the beginning, so it may be different one for you. The ending is disappointing (as is the use of old samples from the first part. I have the trained versions of both games on my site, BTW, so you may want to get them there: http://www.kki.net.pl/jaromirk/c64joke/ Check the games page to download the IMs. L8r!