
At the Isle: Take and read the magazine. Stand up and walk to left side of the scene. Look. Talk to the girl. Play ball. After awhile the ball will drop into the sea, and the girl will go after it. When the girl shouts for help, walk to the water to save the girl. Perform the CPR procedure:
Walk right. Wear the shirt. Walk to the top of the scene to reach the hotel. Open the door and look at and talk to the girl. Get the key and look at the sign. Write down the telephone number. Walk to the right door. Walk to the girl at the bottom right hand corner. Look at and talk to the girl. Buy the girl a drink. Dance with the girl. When you have danced enough, type "stop". Talk to the girl. Sit. Talk to girl. When asked, say "yes". Follow the girl to her hut. Kiss. Say "yes". When inside the hut, sit down beside the girl and talk. She will tell you that she has lost an earring. Kiss and kiss until...
Stand up after it's over, and pick up the note. Open the door and walk around the beach just outside house. When you walk past the earring, it will sparkle. Get, look at, then open the earring. Look inside the earring and get the film. Walk left until you find two huts. Walk to the top, then go left to reach the next scene. You will find hut #6 there. Open the door. Open the closet. Look. Look at the shirt. Look inside the pocket. Get the black book and look at it. Write down the phone number. Walk to the night stand and open the drawer. Get the card and the change.
Return to the hotel. At the entrance, look at the stand. Deposit change to buy the Times magazine. Open the door to get inside the hotel. Talk to the girl. Get and read the message from the girl. Return to your hut and use the phone. Dial Captain Braxton's number (1-202-555-2729). Sometimes you must dial several times! Talk. Use the phone and dial the Nosinkhy Dinghy phone number (555-8000). Talk.
Walk right to the game starting location. You have do it quickly in order to get there in time! You will see a dinghy there. Talk to the man. Sit back and watch the cut screen.
At the Airport: Go outside and wait for limo. Say "Yes" when the driver asks if you're Commander John. Show the card to the driver.
At The Pentagon: Talk the guard. Show the card to the guard. Press the button NEAR the elevator. Enter the elevator. At the top floor, show the card to the guard. Walk to the door at the right and open it. The Captain will be waiting for you inside. He will brief you on your mission. Take note of the number you are told to memorize. After the briefing, get the envelope (containing your orders), salute the flag, and walk outside. Get the id from the guard and make sure that it's the correct one (i.e. yours (Commander John), because sometimes the guard will give you a different one. Walk to the elevator and press the button. Descend to the basement and then walk outside. Return to the limo and show the orders to the driver.
At Pearl Harbor: Move up until you are standing beside the man. Talk to the man. Say "Yes" when he asks if you're Commander John. Show your orders.
At the USS Blackhawk: Go to the officer. Salute the flag. Salute the officer. Talk to the officer. Show your orders.
Inside the Submarine: Go to your compartment. After you arrive, open the drawer and get the caliper. Open the bookshelf and get the book of decoding (US Naval Intelligence Decoding Book). Save your game here! Walk to the left door and open it. The captain will bring you to the control panel. Follow his orders closely or you'll be restoring your game.
In the Captain's Room: The captain will bring you to his room and show you your orders. When asked about the other half of the combination. Enter the number (134) you noted during the briefing at the Pentagon. Get the combination (The captain will give it to you and you will write it down). If you forgot a pencil... Here it is: "23448803 762". Open the case and get and open the envelope. Read the chart and the orders (Write this stuff down). Walk to the right door and open it. Go to the map and look at it, then plot your course, using the cursor and press enter. Press enter twice when done. Type "Change course" to backup one Waypoint. Use the following the coordinates that specify latitude and longitude respectively:
Waypoint 0 - (30,170), Waypoint 1 - (70,170), Waypoint 2 - (84,77), Waypoint 3 - (84,1), Waypoint 4 - (62,25), Waypoint 5 - (36,12), Waypoint 6 - (00,00).
Exit. (leave the map). The captain will bring you to the control panel. Return to the seat to get the radio messages. Follow the captain's instructions for radio contact.
At the Control Panel: Set speed to 2/3 (i.e. 3 lights are on). Dive to 300 feet. When the depth has been reached, type "depth attained". Activate the sonar: Press 'Shift' - 'F3'. Set course to 330 degrees. When asked where are you heading, set course to 0. Set throttle to 1/3. Set depth to 70 ft. Set throttle to slow. Wait until the radio message is received. Exit.
At the Submarine: Talk. Write down the coded message. Use your decoding book to decode it. Look at your manual on the appropriate page, line and word according to the coded message. Walk to your room and use the computer. Enter the two words you find into the computer. Note the message. Walk to left door. Open door and climb downstairs to the kitchen. Get the bottle. A fat man will come and ask you to play a game of dice with him. Save your game here! Reply "yes". You are allowed to restore the game no more than three times during the game, so be careful. Win the bottle from him, then win all his money. He will then take out a device in order to carry on gambling with you. Reply "yes". You need to obtain the bottle of rum, all of his money, and a magnetic device, from him. Use the following keys:
| 'C' | Call | 'R' | Roll | 'N' | New game / roll again |
There is no 100% way to win the dice game, so be prepared to restart. Win the bottle from him, then win all his money. He will then take out a device in order to carry on gambling with you. Reply "yes". Win the device from him.
Walk left and climb down the tube. Now walk right to the weapons room. Talk to the man. Look at the panel, then push the button. The conveyor will stop half way. Examine. It will show a sheared cylinder. Look at the cylinder. Measure the cylinder with your vernier caliper. Look at the hole. Walk to the storage room marked with explosive beside the door. Get explosive and two flares. Now walk left and climb up the tube. Walk left to the machine room. Open the cabinet and get a 6" cylinder, 1/2" washer, 1/2" nut and pin. Use the lathe: Set lathe to 1" and turn it on. Use the drill: Select a 1/4" bit. Turn on the drill. Use the grinder.
Walk left then left again to reach the transducer room. Open the drawer. Get the hammer. Get the pin and nut and get the 1/2" wrench. Press the button. Get and check the diver. Examine for vibration. Examine the shaft. Measure the shaft. Put washer on the shaft. Put nut on the shaft. Tighten nut with wrench. Return to the weapons room and insert the cylinder and pin. Return to the control panel.
At the submarine: Follow the captain to the top. Talk to the captain. After you have discovered the enemy warship, the captain will fall sick. You must then fight the warship without his assistance. But never fear, as I'm here to guide you. First go back to the control panel.
At the Control Panel: Disable the active sonar. Turn on the silent sonar with 'Shift' - 'F4'. Dive. Be careful, the maximum depth is 1000 ft. Don't hit the bottom. Fight while the submarine is still diving so that the enemy torpedo will miss you. When you reach the bottom, surface. Repeat this maneuver during the battle.
Press 'Shift' - 'F2' to lower the attack panel. Use 'Shift' - 'F5' to select your weapon; 'Shift' - 'F6' to lock onto the target; and 'Shift' - 'F8' to fire. Do not fire unless the warship fires first! When the warship fires a torpedo at you, fire four harpoons at the enemy warship at four different intervals. Don't fire them all at once.
There's a 30% chance that your harpoon will hit the warship. If you do score a hit, save your game again. Otherwise restore your game and try it again. You will need 4 harpoons to sink the warship.
Because you fire the harpoons at the enemy, it will fire some torpedoes at you. The torpedoes will still be heading for you even when the warship is sunk. When the torpedo is near you, save your game! If it hits, restore. Otherwise save your game! Repeat this until you have cleared all the torpedoes.
If you don't want to save and restore, you can fire decoys. But there are only four decoys in your submarine. Do not use up all of them because there is another battle ahead of you. Here's how to only use one decoy. Bring down the weapon control panel. Turn off active sonar by pressing 'F3'. Turn on silent running, using 'F4'. Dive to below 600 feet. Slow down to 5 knots. Don't attack too soon or you'll give away your position. Shoot a decoy, using 'Shift' - 'F6' to lock. Then 'Shift' - 'F8' to fire to get rid of the torpedo. Try to use only one! When a white line appears and gets to the middle of the Closed Circuit Monitor, shoot your Harpoons ONLY. You have to hit him at least three times before he sinks.
At the control panel: There will be a report of an inversion layer at 1,000 feet. Later on you will be pinged by an enemy submarine. The enemy submarine can only be destroyed using stingers. Harpoons can not be used against it. You will need two stingers to destroy it. After you've entered the inversion layer, the enemy torpedoes will probably miss you.
Fire two or more stingers at different intervals. Save and restore until you manage to destroy the enemy submarine. When the torpedoes are heading for you, save and restore until all of them miss. You may fire off your decoys since this is the last battle in the game. Alternatively you can try this: Dive to 1,200 feet. Stay there and turn off your Active sonar. Turn on your silent running. Do not shoot your decoys for the first group of about six torpedoes. After the first six torpedoes have passed, dive quickly and turn on your Active sonar. Use your decoys to get rid of the torpedoes. Also, decrease to 0 knots. Shoot your decoys immediately after the torpedoes appear on the screen. Once you see the bottom on your active sonar screen, get it so that you're as close to it as possible without breaching your sub. Then turn off your active sonar, turn on your silent running and wait. Watch the sub on your Closed Circuit Monitor. Wait until the white line goes all the way across the screen and then almost all the way back to his screen, about two or three centimeters from leaving the screen. Then shoot two or three Stingers. Then increase your speed, and turn. Try not to get hit by the torpedoes that the sub will launch. After you have destroyed the enemy submarine, wait for awhile, and you will have arrived in Portugal.
After your sonar man says that he hears erratic pinging, activate active sonar once and then quickly deactivate it. Read the instructions given carefully. Press 'Shift' - 'F7' then see the Coontz. It is marked as a cross on the screen. Imagine your screen as a compass with 0 degrees being North, 90 degrees being East, 180 being South, and 270 being West. Move toward the cross. A course of 45 degrees is fine. When you are under the cross. You will be given a score for your navigation. When you are under the Coontz, it will start to move. You will need to keep your submarine beside it so that it will cover you.
Use the 'left arrow' and 'right arrow' keys to control the course upon which you are heading. Speed up or slow down depending on your position from the Coontz (you can turn faster if you are moving faster). The Coontz will move approximately in this manner:
____________ / / | | | | |
A rough guide is to set your course to 0 when the Coontz is moving up. Just before it turns, set your course to 45 degrees. Just before the next turn, change your course to 90 degrees. You will receive a score depending on your performance. Set depth to 70 ft. Set speed to slow. Exit.
At the submarine: Walk to and look in the scope. Use the 'Arrow' keys to look left and right. Note the bearing of the enemy harbor and the oil rig. Press the 'Down arrow' to exit. Go down to the machine room and talk to the man. Get the key from him. Now walk right, climb down, go left again to the storage room. Open the compartment and get the diving gear. Willie will bring it to the escape hatch for you. Go to the main shaft room. Press the button, and get the diver. Climb up the ladder, open the door and wear the gear. You swim out of the submarine. Save your game here rather than not and run out of oxygen before you find the harbor.
In the sea: Swim three squares up and then left all the way until you find the oil rig. Place the explosive, which will divert the enemy. Swim ten to twelve squares right, and then four squares up. You will find yourself among the rocks. Look for the place where there appears to be a pathway to the top. That place has a magnetic field guarding it. You'll need to use the device you won gambling, to deactivate it. You will only be allowed to use the device at this place, so if you cannot use it, then you are in the wrong place.
Swim to the top. Wait in the water until the fishing net is lowered. Place the bottle in the net. Wait for the net to be taken up, but don't leave just yet. Wait for the net to come back down. When it touches the ground, the coast is clear. Now swim two squares to the right until you find the pier. Hide the diver. After hiding the diver. Go back to the area where the net is lowered. Go up to the surface and you will end up at the harbor.
At the harbor: Walk to the fisherman and mention "Iceman" to him. He'll throw you a fish. Look at the fish. Look at and get the line. Look at the weight. Open the capsule and look at the map. Walk to the place indicated on the map. Look. Open the crate. Look at the clothing. Change clothing. Wait inside the house until the guard is gone. Now walk one square right, one square up, and one square left. You will find an oasis there with a woman drawing water from it. Look. Say "Iceman" to the woman. She'll hand you a map, a phony ID, and a key. Look at the map. Walk to the house indicated on the map (right, right, up, left, through door 84).
At House: Open the icebox. Get and look at the butter. Open/remove the lid. Get and read the note. Get the tape. Get the sugar canister and open it. Empty the canister. Open the bottom. Remove rubber. Get rubber. Get weapon and look at it. Walk to the telephone and get the business card. Look at the card. Now use the phone and dial the number at the scribble on the card (03-120-1204). Talk to Basal. Use the phone to dial the caterer's number (13-555-8097). Talk. Walk to the door. Wait for the caterer to knock on the door. Open the door. When the caterer is inside and asking for money. Use the weapon. Change clothing. Tie up the man. Wait for the agent (Stacy). Reply "yes" to her question. Go outside and get into the van.
At the guard house: Open the door and hide the gun in the platter. Get the platter. Walk to the door and follow the guard inside. When you are inside, give the food. Remove the lid. Get the gun and fire twice quickly. Fail to do this fast and you will be killed.
Look at the guard. Look at and untie the ambassador. Change clothing. Exit. When the ambassador is freed, he will talk a lot, but don't bother. Try to do the next action as soon as there is a break. When you're outside, Stacy will join you in the van. At the car chase sequence, use the 'Arrow' keys to maneuver the van around the corner until you reach the helicopter. Watch the rest of the animation until the end. Congratulations. You have earned your dolphins and have completed the game!
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