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    C/.S.S.BLACKHAWKTECHNICALMANUAL

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    Codename:I C E M A N TME X E C U T I V E P R O D U C E RKe n Wil l i am s

    G A M E D E S I G N E RJim Walls

    P R O D U C E RG uruka Singh Khalsa

    P R O G R A M M I N GMark HoodPablo GhenisDoug Oldfield

    ARTISTSCheryl LoydJim Larsen

    COMP OSERMark Siebert

    ADDITIONAL A R T W O R KJeff Cro weJerry MooreK enn Ni sh i uyeCindy WalkerA D D I T I O N A L P R O G R A M M I N GLarry ScottCarlos Escobar* Robert LindsleyDav e Skinne r

    DEVELOP MENT SYSTEMJeff StephensonBo b He i tm anPablo GhenisStuart GoldsteinS O U N D EFFECTSMark Siebert

    D O C U M E N T A T I O N W R I T T E N B YMart i McK ennaJi m W a l l sS P E C I A L T H A N K S T ORobert Stewart U.S.N.

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    IT IS ILLEGAL TO MAKEUNAUTHORIZED COPIES OFTHIS SOFTWAREThis software is protected under federalcopyright law. It is illegal to make ordistribute copies of this software exceptto make a backup copy for archivalpurposes only. Duplication of thissoftware for any other reason includingfor sale, loan, rental or gift is a federalcrime. Penalties include fines of asmuch as $50,000 and jail terms of upfive years.

    *fNSIERRAas a member of the Software PublishersAssociat ion (SPA),supports the industry's eflort to fight the illegal copyingof personalcomputer software.

    Report copyright violations to:SPA, 1101 Connecticut Avenue, NW Suite 901W a s h i n g t o n . DC 20036

    LIMITED W A R R A N T Y NOTICESierra On-Line, Inc. wants your continued business. If you fill out the enclosedproduct registration card and return it to us, you are covered by our warranty. Ifyour software should fail within 90 days of purchase, return it to your dealer ordirectly to us, and we will replace it free. After 90 days, enclose $5 for 5.25" disks(or $10 for 3.5" disks) and return the software directly to us. Sorry, without theregistration card you are not covered by the warranty. This warranty gives youspecific legal rights, and you may also have other rights which vary from stateto state.COPYRIGHT NOTICEThis manual, and the software described in this manual, are copyrighted. Allrights are reserved. No part of this manual or the described software may becopied, reproduced, translated or reduced to any electronic medium or machine-readable form without the prior written consent of Sierra On-Line, Inc., P.O. Bo x485, Coarsegold, CA 93614.

    T H E U.S.S. BLACKHAWK TECHNICAL MANUALTABLE OF CONTENTS

    INTRODUCTIONB O A R D I N G PROTOCOL 5TH E EXECUTIVE OFFICER 5C O N T R O L ROOM , - 6C O N T R O L PANEL 8TORPEDOROOM 12E Q U I P M E N T & SYSTEMS . _. 1 'DEFENSIVE STRATEGY I4U.S. N A V Y TERMINOLOGY . . . 15FIRST AID PROCEDURES '. 16HO W TO READ THIS M A N U A L 18AL L SYSTEMS: README FILES 18MS DOS (INSTALLING AN D LOADING) 19ATARI ST (INSTALLINGA N D LOADING) 20A M I G A (INSTALLINGANDLOADING) . . . , 21ALL SYSTEMS: PLAYING THE GAMEM O V I N G YOUR CHARACTER .2:M E N U S 2:G A M E SPEED CONTROL 2:SHORT CUTS FO R COMMON COMMANDS 2!USING YOUR TAB KEY 23USING THE MOUSE 2-S A V I N G YOUR GAME ' 24C O MMU N IC A TIN G WITH CODENAME: ICEMANN EW FEATURES . : 26N E E D A H I N T ? 2?PROBLEM DISK? 28W A L K T H R O U G H 31

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    TH EU. S . S . BL ACKHAW KT E CHNICAL MANUALINT RODUCT ION

    TO ALL NAVY PERSONNELTO ALL N AVY PERSONNEL- You are a part of thelargest and strongest seagoing force in the world.When you were sworn in and put on your uniformfo r th e first time, you became part of a greattradition. All the brave men and women who havegone before you, and those who will follow you,make up an unbroken chain of courage anddevotion to duty that should make you proud towear your uniform.

    Service in the Navy can be whatever you make it. Ittakes some time to understand and becomeadapted to the ways of the Navy, fo r going to seain ships is a tough, serious business, particularlyin troubled times. If you must work hard at times,miss a leave period or a few liberties in your homeport, remember that you chose a demanding jobwhen you joined the Navy.

    B O A R D I N G PROTOCOLSalute Flag - When s tanding on the gangway, prior to stepping aboard, face aft and'salute the flag'.Salute Off icer of th e Deck - After the above, rum and face the Officer of the Deck,salute and 'request permission to come aboard.1Present ing orders - After requesting 'permission to come aboard,' the Officer ofth e Deck will inspect your orders an d grant yo u permission to board.T H E EXECUTIVE OFFICERDuties an d responsibilities -Th e Execut ive Officer is the numbertwo man under the Captain. His responsibilitiesare to provide leadership to all men under hi m while maintaining a feeling of goodspirit. Th e ExecutiveOfficer will take command of the ship during an y absence of .the Captain. It shall be the responsibility of the Executive Officer to insure the opera-t ional status of his vessel by inspecting and cycling equipment in the following areas:1) Control room2) Machinery compartment3) Torpedo room4) Engine room

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    CONTROL ROOMPERISCOPES(Attack & Observation)Use your periscopes to determine the exact location of an object on the surface. Th eleft an d r ight [Arrow] keys will adjust the heading of the scope. When yo u have lo -cated an object, take note as to its location.Scopes should only be used at periscope depth (approx. 70'). Severe damage m ayoccur if the 'attack scope' is used at speeds in excess of 5 knots. Severe damage m ayalso occur if the 'observation scope' is used at speeds in exces of 12 knots.S O N A R M A NTh e sonarman is situated in the control room next to the rad ioman and to the left ofthe control panel. Con tact with the sonarman an d rad ioman can be made by walk ingover to them an d talking to them.COMMUNICATIONSCoded messagesAl l messages received aboard the U.S.S. Blackhawk will be in coded format an dshall be received through the radioman.Decoding messagesAboard the U.S.S. Blackhawk can be f o und a book entit led U S Naval IntelligenceDecoding. This book must be used in conjunct ion with your technical m anu al . Th eword keys used fo r decoding can be found within the 'boxed shaded' areas. Th ecoded numbers represent page, line an d word. All coded num bers are in the range 0-9.CHA R TS(Located in control room )Course plott ingEnclosed within the packaging of this game is a foldout map. Use this map for deter-mining an d plotting your course heading.CoordinatesUsing a straight edge, plot y our course on the fo ldout map . When it is necessary fo rthe submarine to change from a direct course, make note of the longi tude an dlatitude of the 'waypoint ' ( the point at which you 'll change direction).These ar eyour coordinates.The init ial overall course to be followe d will be given to you using landmarks . Us ingthe foldout map and the landm arks as a guide, chart you r 'way points' on the map

    and then enter them into the compu terized charts table located in the control room.You m ay also receive inform ation via radio, of other specific way points for rendez-vous purposes. Type: look map to get a close-up v iew. Th e f lashing point on themap represents yo ur vessel at its current location.To begin entering w ay points Type: plot course.When entering the way points, use the directional keys unt i l the longi tude andlatitude that yo u have calculated on the f o ld o u t map are disp layed . Depress th e[ENTER] key on your keyboard to enter the way point. To change a way point al-ready entered Type: change point. Repeat the above sequence unti l you haveentered al l y o u r way points . When en ter ing th e last w ay poin t, depress th e [ EN T ER ]key twice .

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    C O N T R O L P A N E L

    I. MAP2: F I R E CON T R OL P A N E L3. V E R T I CA L S ON A R4. R A N GI N G S ON A R5 . D E P T H GA U GE6. W A T E R T E M P E R A T U R E7. TIME CLOCK8. SPEED (IN KNO TS)9. R PM INDICATO R10. S T E R N P L A N E I N D I CA T ORII. L ON GI T U D E I N D I CA T OR1 2 . D I V E L E V E R13. E N GI N E L E V E R1 4. BA L L A S T I N D I CA T OR15 . SILENT RU N ON/OFF16 . SILENT RU N I N D I CA T OR17. SONAR ON/OFF

    18 . A T T I T U D E I N D I CA T OR19.WHEEL2 0 . CL OS E D C I R CU I T T V ON / OF F21 . T OR P E D O T U BE I N D I CA T OR ON / OF F22 . T OR P E D O T U BE F L OOD ON / OF F2 3 . F I R E CON T R OL P A N E L A CT I V A T E2 4. R U D D E R I N D I CA T OR2 5 . E M E R GE N C Y BA L L A S T CON T R OL26 . HA T CH I N D I CA T OR27. COM P A S S28.L A T I T U D E IN D I CA T O R2 9 . BOW P L A N E I N D I CA T OR3 0. HE A D I N G I N D I CA T OR3 1 . M U L T I P U R P OS E VI E W SCREEN32 . T HR OT T L E SPEED I NDI C AT OR3 3 . D I V E P L A N E I N D I CA T OR S

    1. Map Display:Use to de termine presen t location at al l times.2. F ire Control Panel:Th e Fire Control Panel consists of fou r controls. From left to right their functionsare as fol lows:A . Select weapon (Use th e Shift F5 key, or click on with mouse).Target selection is fully automat ic .B. Lo ck on target (Use th e Shift F6 key, or click on with mouse).C. 3- D Imaging Display (Use th e Shift F7 key, or click on with mouse).D. FIRE (Use th e Shift F8 key, or click on with mouse).S O N A R :There are two types of sonar used in the U.S.S. Blackhawk:Passive sonar - Lis tening fo r sound produced by other vessels, respon sibil i ty ofsonarman.Active sonar - Sending out sound waves to detect und erwate r objects. Size anddistance can be measured w hen an object has been detected. Active sonar consistsof Vertical and R ang ing Sonar, explained below.3. Vertical Sonar:Vertical sonar determines the distance above and below y our subm arine to a solidobject such as an iceberg or the ocean floor. The center poin t on the screen repre-sents your vessel . Each l ine on the screen represents 10 ft above or below yourvessel . When an object is present within 100 ft above or below th e sub, the lineson your screen become highl ighted to indicate th e distance of the object fromyour location.4. Ranging S onar:R ang ing Sonar ind icates obstacles within a 1000 yd . radius around th e s u bm a r i n e .5. Depth Gauge:Disp lays current depth.6. Water Temperature Gauge:Disp lays current water tempera ture in degreesCelsius.7. Time Clock:Displays currentt i me of day.8. Speed Indicator:Disp lays speed inknots.9. RPM Indicator:Disp lays engineRevo l u t i on s Pe rMinute .

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    10. Stern Plane Indicator:Indicates the angle of in clina tion of the Stern Plane .11. Coordinate Display Screen (Position Indicator):This screen shows you the course cooridnates of your last way point.12. Dive Lever:"Use this lever to increase or decrease ballast, which will allow you to set the bowand stern planes so that your sub may surface or dive. Using the up and dow n[Arrow] keys, move the lever up and down. Using the mouse, place the mousecursor on the lever and hold down the left mouse button . Now move the cursor inthe direction you w ish to adjust the lever.13. Engine Lever:Use this lever to adjus t the runnin g speed of the sub marin e. Use the [+] key to ac-celerate, the [-] to decelerate. Using the mouse, place the mouse cursor on thelever and hold down the left mouse button. Now move the cursor in the directionyou wish to adjust the lever.14. Ballast Indicator:Indicates ballast level in four separate tanks aboard the submarine.15 . Silent Running On/O ff:Activates or deactivates Silent Run . When Silent Running is active, noiseeliminating transducers mask noise produced by the submarine, reducing thelikelihood of discovery by a hostile force. (Use the Shift F4 key, or click on withmouse)16. Silent Run Indicator:Indicates whether Silent Running is active.17. Sonar On/Off:Activates or deactivates the active sonar.( Use the Shift F3 key, or click on with mouse).18. Attitude Indicator:Gauges the vertical angle of the'submarine.19. Wheel:Yo u can change direction using th e left and right [Arrow] keys to turn th e wheel.If you're usin g a mouse, place the mouse cursor on the wheel and hold down theleft mouse button. Continue holding the left button as you move th e cursor to the

    left or right.20. Closed Circuit Monitor On/Off:This mon itor enables the naviga tor to see any obstacles in the path of the sub. Theclosed circuit system is vital to successful navigation.(Use the Shift Fl key, or with click on mouse).21. Torpedo Tube Flood Control Indicator:Indicates whether Torpedo tubes have been flooded.22. Torpedo Tube Flood On/Off:Floods torpedo tubes. Switches automatically when weapon locks on .

    23. Fire Control Panel Activate Button:Lowers Fire Control Panel from ceiling fo r easy access.(Use the Shift F2 key, or click on with mouse}.24. Rudder Indicator:Indicates the current position of the Rudder.25 . Emergency Ballast Control:In the event of an emergency, it may be necessary for the Blackhawk to surfacequickly. The emergency ballast allows the sub to surface automatically undermost conditions.26. Hatch Indicators:There are 3 exterior hatches aboard the U.S.S. Blackhawk. Th e purpose of thehatch indicators is to keep yo u informed as to whether the exterior hatches ar eopen or closed. If an indicator is lighted, a hatch is open.27. Analog CompassShows compass heading by the position of a needle in relation to a compass pointindicating true N orth.28. Coordinate Display Screen (Latitude Indicator):This screen presents you with your curre nt latitude coordinates at all times.29. Bow Plane IndicatorIndicates the angle of inclination of the Bow Plane.30. Heading IndicatorDisplays compass heading in numbers.31 . Multipurpose View ScreenUse to view weapons selection when using Fire Control Panel, also serves asmonitor for Closed Circuit Television.32 . Throttle Speed IndicatorA. Lights out- Throttle Stopped.B. 1 light- Throttle slowC. 2 lights- Throttle 1/3D. 3 lights- Throttle 2/3E. 4 lights- Throttle fullF. All lights red- Throttle reverse33. Dive PlaneIndicatorsIndicates diveplane position

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    TORPEDO ROO M MISSILES EQUIPMENT & SYSTEMSH A R P O O NTh e 'Harpoon' missile is an active radar homing weapon. It delivers a 1000 Ib.penetration/blast warhead over ranges of up to 150 nautical miles against surface shiptargets. It is propelled by a solid rocket booster and turbojet sustainer, and after reach-ing a maxim um a l t itude of 5,000 ft. it cruises at high subsonic speed.

    T O R P E D O E SS TI N G R A YThe 'Sting R ay' is active/passive homing to 35 nautical miles at 90 knots. It delivers a1000 Ib. warhead taa depth of 5,000 ft.

    E M E R S O N E L E C T R IC M K 2 T O R P E D O D E C O YThe decoy torpedo is used as a counter measure against attack. The decoy emits asound signature identical to the mother ship from which it is launched. Decoys needno t be targeted.

    EXPLOSIVESPlastic explosives for und erwater demolition can be found aboard th e U.S.S. Black-ha wk .TUBESTh e U.S.S. Blackhawk has four forward torpedo tubes which may be used to launchall weapons.M A C H I N E R Y C O M P A R T M E N TThe machinery compartment consists of tools used to reproduce parts in the even t of abreakdown. Other life support systems can also be found, such as fresh water , oxygenand scrubber systems.F R ES H WA TER S Y S TEMSe a water is desalinated an d then distilled to remove minerals. Fresh water is storedfo r crew use and to generate oxygen.O X Y G E NFresh water is pumped into oxygen generator, high amperage (1,050 amps) electricityseparates the hydro gen from the oxygen. Hydrogen is pumped overboard and oxygenis stored in a bankpf high pressure oxygen bo ttles. Oxyg en is bled into atmosphere asrequired.S C R U B B E R SVarious" gasses in the atmosphere are maintained at acceptable levels by fi l tering outexcess.N U C L E A R C O M P A R T M E N TGeneral Electric pressurized water cooled S6G reactor. Two geared turbines, oneshaft. Due to the extreme haz ard of radiation exposure in the nuclear reactor compart-men t, admittance is not al lowed.

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    D E F E N S I V E S T R A T E G Y ( W H E N ATTACK IS IMMINENT) U S N A V Y T E R M I N O L O G YPRE PARING FOR AT T ACKIf you believe attack is imminent, it's very important to react quickly! The followingsuggestions will aid you in the survival of your subm arine and crew.RU N SILENTThe key to submarine survival is evasion through 'stealth' or si lent running. TheU.S.S. Blackhawk is equipped with the latest in electronic noise el iminatingtransducers w hich are located at various points along the propeller shaft. Th etransducers are attached to the steel casing surrou nding the shaft. They pick upgenerated sound w aves wh ich are fed into a compu ter. The computer creates theexact opposite phase sou nd wave w hich cancels ou t the noise. This makes for muchimproved si lent running; however, the transducer is only effective if the submarine isoperated at speeds of 5 knots or less.S O N A RPassive sonar is a must, because active sonar will give away you r position. A s soonas possible, confirm a fix on enemy target.WEAPONSYou must first select, a weapon. When using harpoon missies an d Sting Ray Tor-pedoes you M UST first lock on to your target. Rem ember that a weapon launch maytemporari ly give away yo ur position during si lent runn ing.Decoy torpedo m ay be used to draw enem y fire if under attack.DIVE DEEP , 'Diving deep and changing course will aid your evasion tactics. In some instancesthebottom terrain will help hide your position.INVE RSION L A YE RSA layer of water that is warmer than the surrounding water is called an inversionlayer.An inversion layerwill deflect sonarsignals from above.

    Aye ayeFishSternAf tBo wPortStarboardStern PlanesBow PlanesRudderBallast TanksFlooding tubesGreen boardHatchScrewsSignatureActive SonarPassive SonarPing

    Yes SirTorpedoRear of shipNear, toward or in the stern of a shipFront of shipLeft side of shipRight side of shipSubmarines rear navigational diving planesSubmarines f ront navigational diving planesSubmarines left/right navigational controlDiving and surfacing controlsFlooding torpedo tubes in preparation for launchAll control room systems ready for divingPassage way in, out, or through submarineShips propellersIdentifying ships through their unique soundSending active sound wavesListening for sound created by other shipsActive sonar sound

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    FIRST AID P R OC E D U R E SC A R D IO P U LMO N A R Y R ESU SC ITA TIO N ( C P R )CPR is an emergency life saving technique. To understand how CPR can sustain life,consider these two definit ions of death:A . CLINICAL D E A T H - The heartbeat and breathing h ave stopped. This is alsoknown as near or apparent death, and it may be averted, or reversed. 'Sudden Death'is sudden, unexpected clinical death. Some common causes of sudden death are:Cardiac arrest *.Electric shockDrowningDrug overdoseSuffocationSevere allergic reactionsB. B IO LO G IC A L D EA TH - Permanent brain death due to lack of oxygen.During the first few m inutes of clinical death, prom ptly init iated CPR may tu rn thevictim back to productive life. Without CPR, biological death will occur. Speed instarting CPR and in getting specialized medical care for the victim are the keys tosaving lives.When CPR is started with in 4 minutes, the victim's chances of leaving the hospitalalive are four t imes greater than those of a victim w ho does not receive CPR "untilafter 4 minutes .As a rescuer acting in good fa i th , you sho uld remember that once CPR has begun,you m ay stop only when:1. The victim recovers2. Another trained in divi dua l takes over.S.You are too exhausted to cont inue .Cardiopulmonary resuscitation includes three basic rescue skills , the ABC'S of CPR:Airway, B reath ing , and C irculat ion.A I R W A Y - Th e first action for successful resuscitation is immediate opening of theairway. It is' important to remembe r that the back of the tongue an d the epiglottis areth e most common cause of airway obstruction in the unconscious v ict im. S ince th eton gu e directly, and the epiglottis , indire ctly, are attached to the lower jaw , t ilt ing thehead back an d mo v ing th e lower ja w (ch in) forward l if ts th e tongue and the epiglot-tis from th e back of the throat an d usual ly opens th e a i r way .BR E A T HI N G - When breathing stops, th e body ha s only th e oxygen remaining inthe lungs and bloodstream. It has no other oxyge n reserve. Therefore, w hen breath-in g stops, cardiac arrest and death quickly follow. Mouth-to-mouth rescue breathing

    is the quickest way to get oxygen into the victim's lungs. There is more than enoughoxygen in the air you breath into th e victim to at least partly supply his or her needs.Rescue breathing must be performed unti l the victim can breath on his or her own orun t i l trained professionals take over.Remem ber: If the victim 's heart is beating, you m ust (1) maintain an open airw ayan d (2) breath ( for the adult victim) once every 5 seconds (12 t imes per minute) . Ifthe victim's heart is not beating, you will have to perform mouth-to-mouth rescuebreathing plus chest compressions.CIRCULATION - The third skill of CPR is chest compressions, which replace th eheartbeats of the victim. They maintain some blood flow to the lungs, brain,coronary arteries, and other major organs. Any t ime chest compressions are per-formed, mouth- to-mou th rescue breath ing mu s t a lso be performed.N O TE: TH E F O L L O W I N G ( O N E M A N ) CP R P E R F O R M A N C E G U I D E L I N EW AS T A K E N F R O M TH E 1 98 7 ' H EA R TSA V ER MA N U A L' B Y TH EA M E R I C A N H E A R T A S S O C I A T IO N .1. Lay Vict im O n Back (Head Mus t Not Be Above Leve l O f Hear t )2. Shake A nd Shout To Establish Responsiveness3. Call For Help4. Establish Th e Airway ( Open The Mout h An d Sweep With Fingers)5. Look, Listen, A nd Feel (Look F o r Chest Rising, Listen F o r Breath, Fee l F orBreath With Cheek. )6. Give 2 Good Breaths (After Tilting H e ad B ac k A nd Op e n ing M out h)7. Repeat Step #5 .8. Check Pulse F o r 5-10 Seconds.9. After Th e Above Steps A nd Still N o Vital Signs, Begin C ompress ions . Pos i tion H eelO f Hands Approx. 3 " Above The End O f Th e Sternum. Compress Th e Chest 11/2-2'At A Rate O f 10 0 Tim e s Pe r Minut e . Th e Rat io O f Compress ions To Breaths ( f o r 1 Per-son) A r e , 15 Compress ions To 2 Breaths . Check Fo r Pulse E very M inute . ContinueStep #8 Until Breathing A nd Pulse A re Established O r , Until Competent Help Has Ar-r ived T o Rel ieve You.

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    H O W TO R E A D T H IS M A N U A LThroughout this manual we will use the following ways of representing information:M E N U C O M M A N D S will be CAPITALIZED.Example: SAVE, RESTORE, QUIT, PAUSE GA METyped commands will appear as bold type.Example: ' type: [example game co m m and ] '' type: cd \sierra'Portions of the command l ine not meant to be typed will no t appear in bold type. Forexample, in the l ine ' type: cd \sierra', ' type: ' should not be typed.[EXAMPLE TEXT] and [Keystrokes] will appear in brackets setting them off from thesur rounding text.E xa m ple : [NAM E OF G AME ] [NAME OF DIRE CTO RY] [Spacebar], [Tab], [Page-U p]The brackets are not keystrokes and should not be typed.Two o r more key s that should be pressed at the same time will be separated by a hyphen(-) . This hyphen is not a keystroke, and shou ld not be typed.Example: 'Press [Ctrl-I] to view your inven tory. 'If a space appears between parts of a comman d, i t is meant to be typed.Example: ' type cd \sierra' (the space betwee n cd an d \sierra should be typed as partof the command)The term 'diskette ' is used to refer to either 3.5" or 5.25" data-Storage disks.A LL S Y S TEMSPLEASE N O T E : If there is a R E A D M E f i l e on your game d i sket te . It may conta inimportant information and instructions that were not available at the time thedocumentat ion an d other mater ia ls fo r th i s game were pr inted . Fai lure to rev i ew th eR E A D M E f i le before installing the program may cause unexpected resul ts dur inginstallation, loading or playing the game.MS -D OS R EA D ME I N S TR U CTI ON SFrom DOS, type readme to see the R E A D M E file onscreen. Use [PageUp]/[PageDown]keys to scroll throug h the file.A T A R I ST R E A D M E I N S TR U C T I O N STo view the READM E file from the desktop, double-click on the READM E.DOC icon.You wil l see a message bo x with choices fo r SHOW , PRINT, an d C A N C E L . ChooseSHOW to view th e file onscreen one page at a time. Press [ENTER] to see the nextscreen. Choose PRINT to print th e file. Choose CANCEL to escape the message box.A M I G A R E A D M E I N S T R U C T IO N SInsert Workben ch disk into drive DFO: and turn on your system. Double cl ick on the CLIicon.

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    Users with on e drive: Copy th e TYPE command in to your RA M disk. Se e yourAm iga owner's man ual for instructions. Insert Disk 1. Type: type readme.Users with more than on e drive: Insert Workbench in drive DFO:. Insert Disk 1 indrive DF1:. Type cd df 1:. Type: type readme.GETTI N G S TA R TED : D I SKETTE D R I V ESIt is always advisable to make back-up copies of your master program diskettes toincrease the life of the masters and guard against accidents. Follow your computer 'sinstructions to make copies of al l game diskettes.Even if you will be playing from a hard disk, you may want to format a blank d iskettefor saving games. In fact, saving games to diskettes is a good idea, even if you are playingthe game f rom your hard disk. Follow yo ur computer 's instructions to format a blankdiskette and keep i t handy for saving your game as you play. For some helpful tips onsaving games, see the 'Saving Your Game' (Page 24) section of this manual.When instal l ing your program, you may be prompted to insert a 'Drivers' disk. If youreceive this prompt, please ex amine yo ur disks an d insert th e disk marked 'Drivers' an dpress [ENTER], so that the appropriate drivers will be loaded. Some games do not inc ludea separate 'Drivers ' disk.MS- DOSI N S TA LL T H E G A M EPlace the back-up copy you have m ade of Disk 1 into your diskette drive. Type the letterof the disk drive you have placed the disk into followed by a colon (for example: a:),and press [ENTER]. Type: install and press [ENTER].Answ er the onscreen que stions using the up and down [A rrow] keys to highlig ht you rselections, then press [ENTER] to select. Yo u will be aske.d if you wish to install thegame on your hard disk. If you do no t wish the game to be instal led on your hard disk,press [ESC] to skip this step. If you w ant to instal l the game on you r hard disk, enter theletter designation of you r hard disk (usua l ly C) and follow th e prompts.PLEASE N O T E : E ve n if you install to a hard disk, the install proc edur e will wri te af i le name dRESO URCE .CFG to Disk I . For the insta lla tion to be completed corre ct ly ,DISK 1 MUS T N O T B E WRITE P R O T E C T E D . N o other f i l es on Disk 1 are wri t tenor changed by the instal l comm and.LOA D I N G I N S TR U CTI ON SAfter completing the INSTALL procedure:From diskettes:1. Place Disk 1 into the A: drive.2. Type: a: and press [ENTER].3. Type: sierra and press [ENTER].From hard disk:1. From you r root directory, type cd \sierra an d press [ENTER].2. Type [S PECI F I C COMMA N D ] an d press [ENTER].

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    G A M E S TO DISKETTESIf yo u 're playing from diskettes,yo u must have a separate f ormat tedbefore you can save a game. W e also recommend thatyo u create severalon your save g am e disk in order to assure adequate space fo r save gamefrom the File menu or press the [F5] key. The Save Game men uappear.se your [Tab] key to choose CHANGE DIRECTORY. Backspace or press [Ctrl-C] toth e c om m a n d l ine.letter of the dr ive you are using for saved games, followed by a colon (Example:an d press [ENTER]. ess [EN TER] to complete the SAVE G AM EIf you r disk for saving games is full, you may reformat it (this will erase th egames on the disk) and use it over, or use another formatted blank disk.

    G A M E S T O H A R D DISKyou choose' to save games to the hard disk, the program will autom atically try to savegames, try one of thealternatives:i tional games to a diskette.to a different directory by choosing CHANGE DIRECTORY from th eG AM E m en u ( i n s i de th e game).a new hard disk directory from DOS, using DOS instructions.Delete all savedfrom your hard disk by follow ing DOS instruc-will create a new ind ex fi le within the game

    ST I N S T R U C T I O N SIf you are using an Atari 520 ST without memory expansion, turn o ff al l deskextension .ACX) before running your Sierra game.playing the game from diskettes: Place Disk 1 in dr ive A, and open the

    double-c l ickingon its icon. Start the game by double c l i cking on SIER-ying the game from a hard disk: Open the d isk by double-clicking oncon, then open the game folder by double-clicking on the game folder icon. Startgame by d ouble-c l icking on SIERR A.PRG

    DISK INSTAL L ATION512K of memo ry is needed in order to run Sierra games on you. Open the hard disk by doub le-clicking on i ts icon.

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    2. Create a game folder by choosing NEW FOLDER...from the File menu. Open thene w folder by double-c l icking on its icon.3. Place Disk 1 in drive A.4. Copy th e game disk into the new game folder by dragging the dr ive A icon into th ewindow you opened in Step 3.5. Repeat steps 3 and 4 for each of the other game disks.6. Put the master disks aw ay in a safe place.CHOOSE A M U S I C DEVICE (Opt iona l )Your Sierra game is init ially set up to play music and sounds through the Atari ST'sinternal speaker. If you have one of the supported M IDI synthesize rs, you may run theMUSIC program to have the game play music through the synthes izer .1. Open the game disk/folder by double-clicking on its icon.2. Run the MUSIC program by double-c l icking on the MUSIC.PRG icon.3 . Selec t MUS IC DEVICE from the Opt ions men u.4. Select you r synthesize r (or 'Atari ST Internal Soun d') by cl icking on the ap-propriate button . Then click on OK.5. Selec t INSTALL GAME from th e File menu . This will replace th eRESOURCE.CFG file on your di sk .Please note: It is important to turn your synthesize r on before startin g the gam e.A M I G AI N S T A L L I N G THE G A M ENOTE: RENAME your copies of al l game disks to remove the words'COPY OF' fromthe disk name. If th e words 'COPY OF' are not removed from the disk names of AL Lth e copies, th e system will continue to ask for the original disk, and will not run thegame.1. Boot your system w ith Workben ch, and insert Disk 1 of your Sierra game.2. Double-click on the disk icon, then double-click on the INSTALL icon.3. Follow the onscreen prompts, choosing y our selection with the mouse by clickingonce on the i tem.4. You w ill be asked if you wish to instal l the game on your h ard disk. If you do no twish the game to be instal led on yo ur hard disk, select NO. If you wa n t to instal l thegame on you r hard disk, select YES.5. Using your m ouse, select the drive on w hich you wish to install the game.6. Follow the onscreen prompts to complete the instal lation.L O A D I N G I N S T R U C T I O N SFrom Diskettes:1. If you h ave less than 1 megabyte of memo ry for your A miga, turn your system offand disconnect any external drives.2. Insert Disk 1 into drive DFO:.3. Turn on your sys tem.

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    From Hard Disk:1. Load W orkbench an d double-click on your hard disk icon.2. Double-click on the SIERRA GAMES drawer.3. Click on the dr a wer for the desired Sierra game.4. Click on the game icon.A LL S Y S TEMSM O V I N G Y O U R C H A R A C T E RYou may m ove yo ur character on the screen with the [Arrow] keys, the num eric keypad,the joystick, or the mouse. To halt you r character's steps with the keypad, press th enumb e r 5, or press the last used direction ke y again. Do not attempt to move thecharacter by holding down the direction key. This w ill cause the character to startan d stop continuously, resulting in very slow progress.Using the mouse, position the arrow w here you w ant the character to move, then cl ickth e left mouse but ton (i f your mouse ha s multiple buttons).

    M E N U SWhen you press [ESC], a menu bar will appear at the top of your screen with severalm e n u s that can be opened to show the com mand choices ava i lable to you .K E Y S T O USE IN T H E M E N U SUse the left and right [Arrow] keys to open a me nu, and the up and down [A rrow] keysto highl ight i tems with in a m e n u .Press [ENTER ] to selec t a highl ighted comm and.Press [ESC] to return to the game w ithou t choosing a command.G A M E SP E E D C O N T R O LAt t imes it may be useful to s low down th e speed of the game animation in order tonegotiate a tricky section, or observe som ething more care fully. At other times, you maywish to speed u p the game actions. To increase or decrease animation speed, chooseFASTER or SLOWER from th e Speed Menu, or use the [+] key to increase speed, th e[-] key to decrease speed,-or the [=] key to return to normal an ima tion speed.

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    S HOR T CU TS F O R C O M M O N C O M M A N D SYo u can use function an d control keys to short cu t many common commands.[Fl][F2][F3], [Spacebar][F5][F7][F9][Tab][Ctrl-I][Ctrl-P][Ctrl-Q]

    [=1[Ctr l -V]

    HelpToggle sound on/offRepeat previous commandSave GameRestore (saved ) GameRestart Game (from beginning)InventoryInventoryPause GameQuit GameIncrease Animation SpeedDecrease Animation SpeedNormal Animat ion SpeedChange Volume

    U S I N G Y OU R TA B KEYWh ile playing Sierra games, your [Tab] ke y will perform tw o major functions. Y ou willuse-it to review the i tems in your inventory, and also (if you're not using a mouse) toselect options from certain menus . The fo llowing menu s will require the use of the [Tab]key for highlighting menu options:Me nu Choose fromRestart Game Restart, Con tinueQuit Game Quit, Don 't QuitSave Game Save, Cancel, Change Directory, ReplaceRestore Game Restore, Cancel, Change Directory[Death Message Box] Restore, Restart, QuitUSING T H E M O U S E (optional)To move your character using th e mouse, position th e arrow to where yo u want th echaracter to move, then cl ick th e left mouse but ton .R E T Y P I N G C O M M A N D SIf you wish to repeat a command select RETYPE from the ACTION menu or press the[SPACEBAR] or [F3].I N V E N T O R YIf yo u wish to see the i tems you are carrying, selec t INV EN TOR Y from th e Action men u,press [ Ctrl-I], or press the [Tab] k ey. A list of the i tems you are carrying will be displayed.To look more closely at an i tem, use your [Arrow] keys to highl ight th e item an d press[ENTER]. A picture of the i tem, a long with a brief description, will appear on you rscreen. Press [ENTER ] or [ESC] to resume play.

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    P A U S I NG Y O U R G A M EIf yo u wish to pause th e game, select PAUSE from the Action menu, or press [Ctrl-P].Press [ESC] or [ENT ER] to resume play.A V I N G Y O U R G A M Ef yo u wish to save your game, select SAVE from th e File menu, or press [F5]. To allowor errors in judgemen t and creative explorat ion, we recommend that yo u f requently savegame in progress, an d that yo u save several different games from different pointsp lay . Y ou will always want to save your game before encountering potentiallyY ou should also save your game after yo u have made significant

    note: If you're p laying from diskettes, yo u must have a separate formattedyou can save a game. Since each disk ca n only hold a limitedto assure adequate space for save game storage.

    yo u choose to save games to your hard disk, w e suggest that yo u create one or moreor folders on your hard d isk. Se e your computer ' s instruct ions fo ror folders. You may name y our saved games u sing standard EnglishFo r example, i f you are standing on a sandy beach, yo u mig ht call your game'standing on sandy beach', or simply 'beach'.

    from the File menu , or press [F7]. You will be prompted to select thewish to restore. (On a single drive system, you will be prompted to insert you rhe desired game an d select RESTORE . If the game yo u wishdifferent directory, select CHANGE DIRECTORY.If you do not have a mouse, use the [Tab] key to toggle between RESTOREd CH A NGE D IRECT O RY.

    g, select QUIT from the File menu , or press [Ctrl-Q].

    yo u wish to restart you r game at any time during play, select RESTAR T from the filewill begin again (INSERT GAM E SPECIFICNF O RMA T IO N) .OMMUNICAT ING WIT H CODE NAME : I CEM ANou can generally interact with th e game by typing simple commands consisting ofs little as a noun and a verb. For instance, the command sit in the chair can be shortenedto sit in chair, or even sit. Unless otherwise directed, follow al l typed commands with[ENTER}

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    Many characters in the game will have information of one kind or another fo r you. Totalk with a character, type: talk to [character] (fo r exam ple: talk to man).Yo u may encoun ter objects you need along the wa y. To take an object, type: take or ge t[object]. For example, take the note. You will need to use the objects you acquire asyo u explore. You can try different things such as typing: use the [object], or give the[object] to [character]. Different approaches to a puzzle may bring about a differentoutcome.Pa y close attention to details. To e xam ine objects, type look at the [object], (for exam ple:look at the table), or press [Ctrl-L], then type the name of the object.To get a general description of the current room or scene, type look around, or use y o urmouse to choose LOOK from th e menu.A message w indow w ill appear after yo u enter each comman d, and at other times durin gth e game. When you ha ve read the message, press [ENTER ] to remove the window andresume play.Codename Iceman understands many common verbs. Here ar e some yo u might tr yAS K DROP SEARCH TELLBUY EAT PLAY SITTHROW CLIMB GET PUSHTAKE USE CLOSE GIVEREAD STAND WALK DRINKOPEN RUN

    L OOK everywhere. Thoroughly explore your surroundings. Open doors and drawers,look under thing s and behind things for valu able objects and clues. Look closely at allobjects you encounter or you may miss important details.E X P L O R E each area of the game very carefully. Search every area of the game. Becareful!! There are many hazards awaiting you!D R A W A M A P as you progress throu gh th e game. Make a note of each area yo u visit,an d include information about objects foun d there an d dangerous areas nearby. If youmiss an area, you may miss an important clue!G ET objects yo u think yo u will need. Y ou will come across a num b e r of objects thatma y be of use to you later. You ca n see an inventory of items on hand by pressing the[Tab] key at any time.USE the items you have picked u p to solve problems in the game, or to help you to makeprogress an d discover more clues.B E C A R E F U L , an d remain alert at all times disaster m ay strike in the most unl ike lyof places.

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    especially when you are about to try something newpoten tial ly dangerous. This way , if the worst should happen, yo u won' t have to startl over again from the beginning. Save games at different points of the game, so yoube able to return to a desired point in the game. In effect, this will enable you tobackward through t ime and do things differently if you wish.D I S COU R A G ED . If you come to an obstacle that seems insurmoun table,' t despair. Spend some time ex ploring another area, and come back later. Everyin the game h as at least one solution, and some have more than one. Sometimesa problem one way will m a k e it harder to solve th e next , an d sometimes it willit easier. If you get s tuck, yo u might try backtracking to an earlier point in thea different path. If all else fails, you can buy the [Name Of Game]book from th e dealer w ho sold you the game, or you can order it directly from Sierraby call ing (800) 326-6654.

    A L O N G S O M E H E L P . Yo u may find it helpful (and fun) to play th e gamea friend. Two (or more) heads are better than one at interpreting clues and solv-g problems

    Codename: ICEMAN fea tures a new and improved playing sys tem fo r easy in -Here ar e some of the improvements w e th ink you'l l appreciate:. LOOK - If you simply type look in any room, you'l l automatically get a descrip-of the objec t(s) directly in front of you r character. If you type look at [person] orobject], and your charac ter is not facing that person or object, your character willto face th e person or object before th e game gives you a description.

    'L OOK') - In someyou may want to talk to a person or get an object that is not directly in front ofth e game m ight have responded by saying ' Yo u ' r e no t closeWi th ICE M AN ' s i m proved p l a y i n g sys t em , if your character isn' t closehe ' l l automatica l ly move closer to the person or object before getting it ora lk ing to h im/her .

    D O O R S - Most doors in the game will open automatica l ly whe n your charac ter ap -typing open door.M O V I N G Y O U R C H A R A C T E R - To easily walk to a visible point on yourscreen, type walk to [object]. Y our character wil l automatica l ly make his way to thedesired point. Moving your character is gene rally easier with th e improved playingsystem.

    NEED A HINT?If you f ind yoursel f 'a little s tuck ' whi le playing a Sierra game, try the following ideas:1. If you have a modem, you can talk to the Sierra Bu lletin Board through th e follow-in g number:(209) 683-4463Our settings ar e 300, 1200 or 2400 Baud; 8 Data; N Parity; 1 Stop Bit. Our sysopwill be happy to help you.2. Many other bulletin boards also provide hints to many of our games.A . CompuServe: G o into th e Gamers Forum (G O G AME RS) or write E-Mail to76004,2143.B . Prodigy: Write E-Mail to 'HTWS90E', or go to the PC Club an d enter th e adven-ture games forum (Jumpword: PC CLUB).C . PCLink: Select PCLink Plus, enter Publisher's Connection, select PublishersForums, then Sierra On-Line. E-Mail m ay be written to the User ID 'S ie rraOnLi ' .D . America 's On-Line: Select th e KE Y W O RD op ti on from th e 'Goto' m en u , an dtype: Sierra. E-Mail may also be written to the User ID 'Sierras'.E. GEnie: From th e main menu select 10 (Game s), then select 1 (G a m es Rou n dTable). Select 1 (Games Bu l let in Board) , an d type set 22 at the '?' prompt. This willtake you into the Sierra On-Line area.For more information on these BBS lines, you can call these toll-free num bers:CompuServe (800) 848-8199Prodigy (800) 822-6922PCLink (800) 458-8532GEnie (800) 638-96363. The magazine Questbuster ' s Jou rna l is a helpful source of many game hints .4. Your local software dealer may carry our hin t books, or may be wil l ing to orderthem for you.5. If you are unable to obtain a hint book throu gh a dealer, you can order on e directlyfrom us . Call (800) 326-6654 to place your order with a Visa, MasterCard orAmer ican Express card, or write Sierra On-Line Inc., Order Department, P.O. Box485, Coarsegold, CA 93614.6. If the hint book is not yet available for the game you are playing, call ou rautomated hint l ine at (900) 370-KLUE to receive a hint . NOTE: Cal i fornia resi-dents , please dial (900) 370-5113.THIS SERVICE IS A V A I L A B L E 24 H O U R S A D A Y . T H E C H A R G E S A R E : 75CEN TS F OR T H E F I R S T M I N U T E A N D 50 C E N T S F O R E A C H A D D I T I O N A LM I N U T E . I F Y O U A R E U N D E R 1 8 Y E A R S O F A G E , Y O U M U S T H A V E APA R EN T' S PER MI S S I ON T O C A L L . T H E CON TEN TS O F A L L M E S S A G E SA RE SOLELY T H E RESPONSIBILITY O F S I E R R A ON- L INE . HI N TS WI LLN O T B E G I V E N O N O T H E R S I E R R A T E L E P H O N E L I N E S.

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    30

    WALKTHROUGHW A R N I N G ! The f ollow ing section includes hin ts thatexperienced gam e players may not want to see.Continue readingO N L Y if you have troub le getting started playingCode name : I C E M A N .

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    A message window will appear after yo u enter each command. When yo u have read themessage, press [ENTER] to remove the window and resume play.Th e opening of the game finds our hero, Lt . Commander Johnny B. Westland lounging on asunny beach in Tahiti enjoying a little well deserved R & R. Next to Johnny is a table.Type look tableOn the table is a magazine.Type look magazineType read magazineThere is an interesting article.Type stand upWalk left and f ind vol leybal l game.Type play ballWalk into water after girl .Follow CPR procedure.Walk to front of hotel.Type open doorWhen you are standing inside th e hotel lobby, facing th e desk :Type lookYo u wil l receive a description of the clerk.Walk to the center of the room. Turn toward the east wall.Type lookYo u wil l receive a description of the door to the cocktail lounge.Type look girlType look pictureType look plantType look flowersJohnny will turn toward each object.Type smell flowersJohnny wil l walk to the table and smell the flowers.Type talk to clerkJohnny will walk to the desk.Type get keyPress [Tab] to view inventory. Using your mouse or [Arrow] keys, select KEY and press[ENTER]. A picture of your hotel room ke y wil l appear. Press [ESC] to resume play.Walk to the sign on the north wall.Type look signWalk through the door on the east wall.This might be a good t ime to save your game.Walk to the empty bar stool.Type sitType talk to girlType bu y girl drinkO.K. Johnny, you 're on your own now. Continue exploring the island to discover y our mission.Good luck!

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