Codename: ICEMAN/Walkthrough

Tahiti
As you are sitting on the beach, READ MAGAZINE and learn about the recent political situation. Stand, and explore the beach (for some fun you can type LOOK GIRL or KISS GIRL when one passes by).

In the screen on the left there are 3 guys playing beach volley so type PLAY to earn some extra points. When the girl goes to fetch the ball and is heard shouting for help, just go to the south to save her.

Once you bring her on the beach and lie her down, perform the CPR procedure in the manual. Type the following commands


 * 1) shake and shout
 * 2) call for help
 * 3) establish airway
 * 4) look listen and feel
 * 5) give 2 breath
 * 6) look listen and feel
 * 7) check pulse
 * 8) begin compressions
 * 9) check pulse

The girl is saved and a doctor comes. The girl thanks you and leaves (!!)

Go two screens to the left and go to the hut with the number #6. Go to the right and enter from the back entrance. OPEN DRAWER and GET COINS, GET ID.

Return to the initial screen and WEAR SHIRT. Go north and BUY NEWSPAPER with the coins. You read more about the political situation and the abduction of the ambassador.

Enter the hotel (OPEN DOOR) and TALK GIRL, GET KEY (which is optional), LOOK POSTER and note down the number. Enter the Chi-Chi bar. If you want you can SIT on the stool and flirt with the blonde but this will lead you nowhere. Your target is the brunette on the table.

LOOK GIRL, TALK TO GIRL, BUY GIRL DRINK, DANCE. When you watch the cutscene, EXIT, TALK GIRL, SIT, TALK GIRL. She will asks you to visit her, so say YES.

Follow to her hut. KISS and say YES; inside, SIT, TALK, KISS and KISS until morning.

STAND and GET NOTE. Walk around the vicinity of the hut until something glitters. It's the earring she told you she lost. GET EARRING, LOOK EARRING, OPEN EARRING, GET FILM.

Return to the hotel. TALK GIRL, GET MESSAGE, READ MESSAGE. General Braxton needs to talk, so return to your hut. Now that you have the key, you can enter from the front side. OPEN DOOR, OPEN CLOSET, SEARCH POCKET, GET BOOK, LOOK BOOK. Note down Braxton's number.

Walk to the nightstand and GET PHONE, and dial his number. TALK; he needs you back ASAP. GET PHONE again and dial the Nosinkhy Dinghy number and TALK.

Return to the first screen and enter the dinghy waiting for you. Off to the airport.

USA
At the Dully airport, wait for a limo. Exit and TALK MAN, SHOW ID (if you forgot to take your ID in Tahiti, you are lost). In the Pentagon, SHOW ID to the guard, PRESS BUTTON to enter the elevator.

To the guard upstairs GIVE ID and OPEN DOOR at the far right. Watch the briefing carefully. You learn that Stacy is actually a CIA agent assigned to the same operation as you, which explains the mysterious earring.

When the briefing ends, STAND, GET ENVELOPE and exit. To the guard GET ID, LOOK ID. He gave you the wrong one, so GIVE ID to take the right one. PUSH BUTTON and exit.

At the airport, a driver waits for you. TALK MAN, YES, YES, SHOW ORDERS (if you forgot to take them, you are lost again).

In the submarine
As you approach the submarine in your naval uniform, traverse the bridge and perform the military procedure in the manual: SALUTE FLAG, SALUTE OFFICER, GIVE PAPERS (Awarded 3 points).

You enter the submarine and change. In your cabin OPEN DRAWER, GET CALIPER. OPEN BOOKSHELF, GET BOOK. Exit and meet the Captain.

Pearl Harbor
On the control panel you must perform the following actions

First session

 * All ahead slow: press + once.
 * Right full rudder, set course 180: press right as far as it goes. When Heading reaches 180, bring the rudder back to its initial position.
 * Right full rudder, set course 270: press right until Heading is at 270 and then restore the rudder.
 * Set throttle 1/3: press + once more.
 * Prepare dive sequence, acknowledge green board: type CLOSE HATCH, GREEN BOARD
 * Dive to 200 ft: press up until depth is 200 and then press down to bring the valve back. Type DEPTH ATTAINED
 * Set course to 360: Turn the rudder with until the Heading turns 0
 * Full throttle ahead: press + key repeatedly until all lights are on.
 * All stop: press - until engine stops (all lights off; watch out not to reverse the gear)

30,170
The Captain says that it's time to open and read your secret orders, so type EXIT or STAND.

You follow him to his cabin and give him the half combination for the briefcase (134). Now it's good to GET COMBINATION from the Captain, who gives you freely the numbers. The safe opens with 23448803 and the briefcase opens with 762-134.

Now, GET ENVELOPE, READ ORDERS, READ CHART. Note them down because they will be destroyed right after (if you are using an emulator it's better if you take a screenshot, especially of the chart). You must follow these orders to plot your course next.

Go outside (if you tarry in the Captain's cabin too much you will be fired) and approach the table; LOOK MAP, PLOT COURSE. Aided by the map given in the game package, you must plot a course that resembles the image shown in the chart you looked before, and enter the coordinates. If you make a mistake type CHANGE COURSE; to restart type PLOT COURSE. An acceptable entry would be:
 * 1)    30,170 (you start there)
 * 2)    72,170 (Bering Straits)
 * 3)    86,86 (Ice Station)
 * 4)    83,2 (Greenland Sea)
 * 5)    65,23 (Past the Denmark Strait)
 * 6)    36,12 (Outside Gibraltar)

The above will give you 0 miles deviation from the "optimal course" and therefore full score; other routes are acceptable but the higher the deviation, the lower your score.

Once you finish plotting, you sit once more on the control panel.

Second session
(note: You will have messages about sonar and "330 degrees" often mistaken for orders. These are not orders)
 * Set speed to 2/3: Hit + to light 3 lights.
 * Dive to 300 ft: Hit up and when you reach 300, restore and type DEPTH ATTAINED
 * Throttle 1/3: - so that only 2 lights are on
 * Set periscope depth: Hit down to achieve depth about 60, then restore.
 * Throttle slow: - so that only 1 light is on

When you are notified about a new radio, just EXIT.

First radio
Approach the two men and TALK RADIO MAN. He gives you four combinations, two from Washington and two from CIA, which you lookup in the Technical Manual that came with the game and find page-line-word.

Go back to the Captain's cabin and OPEN SAFE (23448803) and OPEN BRIEFCASE (762134). Then INSERT ID. The secret compartment contains a microfilm reader.

INSERT FILM and you learn the CIA decoding offset: "A" is for Army, "N" for Navy, "AF" for Air Force and "M" for Marine. You are interested in the offset for Navy. When decoding a message from the CIA, add the offset to the number you get from the Decoding Book (the numbers circle from 1 to 0; you don't go above 9 but rather continue with ...0,1,2...)

If you failed to do one of the following:
 * 1) Meet Stacy and/or get her earring
 * 2) Get your correct ID from the Pentagon
 * 3) Ask the Captain his combination when you had the chance

...you won't be able to decode the CIA messages. It's easy to guess the offset with plain logic, but you will miss the points.

Now with the help of the Code Book in your inventory (LOOK BOOK) decode the first two codes and get six numbers. Do the same to the other two codes, adding the Navy offset (3) to each and consult the Technical Manual from the game package to have 4 words.

Enter your cabin and USE COMPUTER. Enter the two pairs of words. The Washington message is a hint about signaling the contact in Tunisia. The CIA message is about the presence of USSR patrol ships in the Bering Sea.

Inspection
Now that you have some time, it's a good opportunity to explore the submarine. In the central screen, descent the stairs to the kitchen. Go to the left (pass below the stairs) and you will find yourself to the hatch tube. CLIMB DOWN and exit to the right door.

You are in the torpedo room. TALK MAN and Flanagan tells you about some strange sound. Approach the console to the right and PRESS BUTTON. You will see that the cycle stops. Approach the torpedo and LOOK CONVEYOR. You see a "sheared cylinder" which you will need to replace, or the submarine will be unarmed. MEASURE HOLE and you learn you need to find a cylinder 1X6.

Exit and CLIMB UP. Exit to the left and find yourself to the machinery compartment. First of all go two screens to the left (through the tube) and locate the drawer near the passage. OPEN DRAWER, GET TOOLS. Now return to the machinery room.

OPEN CABINET, GET CYLINDER (pick up the 6'' one; if you pick a short one you will be told that it's too short to fit the conveyor hole). Now if you try to insert it in the conveyor, it will be too fat, so USE LATHE, SET LATHE (1''), TURN ON LATHE. Still it's too rough to be inserted, so USE GRINDER, TURN ON GRINDER.

Now you can insert the cylinder but it needs a hole so that it can be attached with a pin, or you can't complete the cycle test. GET PIN, MEASURE PIN (you learn it's 1/4), USE DRILL, SELECT BIT (1/4), TURN ON DRILL. Note that if you choose the wrong bit, the pin won't fit, so you will have to start again with a new cylinder.

Return to the torpedo room; INSERT CYLINDER IN HOLE, PUT PIN (you need the hammer for that) and PUSH BUTTON to verify that everything works.

Before you leave, at the top of the screen OPEN DOOR, GET EXPLOSIVES, GET FLARE (you will need them later).

Return to the kitchen and locate the bottle of rum on the table. GET TABLE and Flanagan will challenge you to a game of dice. Make sure to save your game before YES. The rules are in the manual and you can only save/restore twice during the game (those who play through an emulator will be lucky since you can keep savestates). You have to win the bottle, his money, and finally his magnetic device.

When you finish playing, go up and return to the helm to rendezvous with the second radio contact

Third session

 * All ahead full: Press + to light all lights
 * Dive to 300 ft: Press up until you reach 300. Restore pitch and type DEPTH ATTAINED
 * Reduce speed: - until 3 lights are on
 * Go to depth 100 ft: down until you reach 100 and restore (no need to acknowledge)
 * All ahead slow: - (only one light on)
 * Surface: down till you go as up as possible

You go out with the captain. TALK CAPTAIN and look at the two Russian destroyers. Watch the cutscene as the Captain is injured and incapacitated. Now you must encounter the ship without receiving orders. Return to the helm.