Codename Iceman Dice Game Cheat

The most aggravating sequence in the game is the dice game you must play against a crewman to get the item you need. Here, in one of the worst design decisions I've seen, Sierra decided to make the game un-saveable - even if you save during the dice game, restoring will always put you back to the point before the game starts (with taunting. Code-Name: ICEMAN is a challenging adventure game from Sierra On-Line. You play as Lt Commander Johnny B Westland on a mission to Tunisia, and are tasked with preventing escalation of tension in the area relating to a worldwide oil shortage. The game combines the typical Sierra text-based interface with segments requiring you to operate a. You'll enter the galley. Get the bottle on the table. As you try to get it, a man will enter the galley and ask if you are interested in wagering a $10 bill for his bottle of rum. Type 'yes,' and you'll play a dice game with the man. Hope you have the technical manual and it's set to page 30, because you're going to need the dice game instructions.

Codename: ICEMAN
Developer(s)Sierra On-Line
Publisher(s)Sierra On-Line
Designer(s)Jim Walls
Composer(s)Mark Seibert
EngineSCI
Platform(s)MS-DOS, Amiga, Atari ST
ReleaseNovember 1989[1]
Genre(s)Adventure game, partially Submarine simulator
Mode(s)Single-player

Codename: ICEMAN (pronounced as 'Iceman') is a graphical adventure game made with the SCI engine and published by the American computer game company Sierra On-Line in 1989. The lead designer was Jim Walls, who also created several Police Quest games.[2] Mention of a 'Codename: PHOENIX' in Sierra promotional material suggests that ICEMAN was meant to be the first part of a Codename series, but disappointing sales ended the would-be franchise after one game.

One of ICEMAN's most notable features is that a large portion of it takes place in a submarine; a portion of the game also requires the player to navigate the sub using an extremely scaled-down model.

Plot[edit]

The story takes place during a future global oil shortage, when Tunisia is suddenly discovered to possess a surplus of high-grade oil. While the Soviet and U.S. governments try to acquire as much of the oil as they can, Soviet-backed terrorists kidnap a U.S. ambassador in hopes of provoking an international incident.

Naval officer Johnny Westland is informed about the situation during his leave in Tahiti and is called back for the rescue mission. The night before returning to duty, he has a one-night stand with Stacy, a mysterious beautiful woman.

In the Pentagon, Westland is briefed and learns that Stacy is also an agent whom he must meet as soon as he reaches his goal. To reach his target, Westland travels in a nuclear-powered submarine, the USS Blackhawk. After fighting with Soviet vessels, navigating his way through an iceberg field and repairing some malfunctioning devices, he must penetrate the electronic harbor surveillance of Tunisia. A diving vehicle must be maneuvered through sensitive magnetic fields without being detected.

Finally, Westland meets Stacy on the shores of Tunisia. Working together, the agents free the ambassador; Westland is promoted and proposes to Stacy.

Gameplay and technical features[edit]

Screenshot of the game

Technologically, ICEMAN is more advanced than Sierra's earlier games. Westland can move in 8 directions instead of 4, the character's sprite goes through several changes of appearance depending on his clothing, and character animations are generally smooth (e.g. the movements while playing dice.)

Another innovation allows the player to optionally just stand in front of an object and type LOOK, instead of trying several nouns to match the object. Also, typing LOOK [OBJECT] causes Westland to turn towards the object in question.

On the other hand, the text parser understands only certain syntaxes. For example, while standing next to a ladder the program understands only CLIMB UP, while similar games would also understand GO UP or just CLIMB or UP. The feature of examining items with the right mouse button is implemented only for limited items on the screen. For the rest, the player must type LOOK.

Most puzzles in the game revolve around procedures, be they first aid, military or bureaucratic, that are usually outlined in the manual. Generally, if the player fails to follow a strict procedure (for instance, checking if a guard returned the player's ID card, rather than someone else's), the consequences will not surface until much later in the game. At some points, the game is unwinnable and the player must restore to a previously saved position.

Additionally, some portions of the game depend heavily on random factors, such as the effectiveness of torpedoes in submarine battles. At one point, the player must obtain a bottle from a crewman on the sub, but only if the player can beat him at a dice game. The crewman 'accuses' the player of cheating if the player repeatedly saves and restores in an effort to win at dice (he is allowed to do so only twice).[2]

Reception[edit]

Computer Gaming World in 1990 liked the simulation sequences, improved parser, art, difficult puzzles, and sound card support, but said that the iceberg sequence became boring. It concluded that fans of Sierra adventures or James Bond would enjoy the game.[3] In a 2007 review, Dante Kleinberg of Adventure Gamers gave ICEMAN 1.5 stars out of 5, citing dead end situations and frustrating simulator sequences. Kleinberg however praised the game's 'classic Sierra look and feel.'[2]

References[edit]

  1. ^Williams, John (1989). 'Products for Your Computer'(PDF). InterActive. 2 (2).
  2. ^ abcDante Kleinberg (2007-10-19). 'Codename: ICEMAN'. Adventure Gamers. Retrieved 2010-01-12.
  3. ^Chaut, Michael (May 1990). 'The Iceman Computeth! / Sierra's 'Code-Name: Iceman''. Computer Gaming World. p. 48. Retrieved 16 November 2013.

External links[edit]

  • Codename: ICEMAN at MobyGames
  • Review in Games International
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Codename:_ICEMAN&oldid=991123892'

Island

Take and read the magazine. Stand up and walk west. Look, then play ball. Talk to the girl during the game, and eventually the ball will go into the water. When the girl shouts for help, walk into the water to save her. Now perform CPR as follows: shake and shout, call for help, establish airway, look listen and feel, give 2 good breaths, look listen and feel, check pulse, begin compression. After she recovers, walk right and put on your shirt, before heading north to the hotel.

Codename Iceman Dice Game Cheat

Open the door, then look at the girl and ask her to get your key. Look at the sign (note the telephone number) before heading east. Talk to the girl at the bottom right of the screen. Buy her a drink and then dance. Stop dancing after a while and talk again. Sit down and keep talking, agreeing to go to her hut. Kiss her, then go inside. Sit down and talk again, then kiss several more times. Stand up when you're finished, and get the note. Open the door and walk to the beach outside. Pick up the earring and look at it. Open the earring and look inside, then take the film.

Walk west until you reach two huts, then go north-west. Open the door to hut 6 (the bottom hut), and go inside. Open the closet and look inside the shirt pocket to find a black book. Look in it to find another phone number. Walk to the nightstand and open the drawer. Get the card and the change. Go back to the hotel, and at the entrance, deposit change in the stand to get a magazine. Open the door and talk to the girl inside. Get the message from the girl and read it. Go back to your hut and use the phone. Dial Captain Braxton's number and talk. Now dial the Nosinkhy Dinghy phone number and talk. Go back to the deckchair where you started and talk to the man.

Headquarters

Show your ID to the driver, and when you reach the security area, talk to the guard and show him your ID. Press the button and enter the lift. At the top floor, show your ID again, then open the door to the east. After your briefing from the Captain, note the number and take the envelope. Go outside and get ID from the guard. Take the lift down to the basement and walk outside. After another flight, show your orders to the driver.

Submarine

Dice

Walk to the man. Salute the flag then the officer, then talk to the officer and show your orders. Inside your room, open the drawer and get the caliper. Open the bookshelf and take the book of decoding. Save your game, then walk through the west door. Follow the captain's orders as he gives them. Basically use + and - to change the speed and left and right to change bearing. When instructed to dive, close the hatch, then type 'green board'. After reaching a desired depth, type 'depth attained'. Be careful at the end not to go into reverse. Stand up when you're done, and enter the number you were asked to remember. Look at the case then get the envelope and open it. Read the chart and the order, then exit through the east door. Look at the map and plot a course with these coordinates: (30,170) (70,170) (84,78) (84,2) (61,26) (36,12). Stand again, and you will head to the control panel. Now set speed to 2/3 and dive to 300ft, then type 'depth attained'. Press shift-F3 to activate sonar. Set throttle to 1/3 and depth to 70. Set throttle to slow and wait for a radio message to be received.

Talk, and note down the coded message. Go to your quarters and use the decoding book to understand the message. Look in your manual for the appropriate page, line and word according to the message (or look at the bottom of the walkthrough). Use your computer and enter the two words to get a decoded message. Walk through the west door and climb downstairs to the kitchen. Try to get the bottle then save your game. Agree to play dice with the guy, and win the bottle, money and device from him (restore if you have to).

Head west and climb down the tube, then walk east to the weapon room. Talk to the guy, then look at the panel and push the button. Examine the stopped conveyor belt, then the cylinder. Measure the cylinder with your caliper. Now open the storage cabinet to the north and get an explosive and 2 boxes of flares. Climb back up and walk west to the machine room. Open the cabinet and take a 6' cylinder, 1/2' washer, 1/2' nut and pin. Now use the lathe. Set it to 1' and turn it on. Use the drill, and select the 1/4' bit. Turn on the drill, then use the grinder. Walk west twice to reach the transducer room. Open the drawer and take the hammer and 1/2' wrench. Press the button and get the diver, then check it. Examine the vibration, then measure the shaft. Put the washer and the nut on the shaft, then tighten the nut with the wrench. Go back to the weapon room, and insert the cylinder then the pin. Finally head back to the control panel.

Follow commands again - full speed ahead, go down to 300ft (and say 'depth attained'), then reduce speed, go up, slow down some more, and finally surface. Stand up and talk to the captain. After the enemy warship is found, go back down to the control panel. Disable the active sonar with Shift-F3, and enable silent sonar with Shift-F4. Throughout the battle, constantly dive to 900ft and surface to 100ft so that enemy torpedos will miss. Press Shift-F2 to lower the attack panel, Shift-F5 to select a weapon, Shift-F6 to lock on target and Shift-F8 to fire. Do not fire until the warship fires first. The best tactic is to use a single decoy on the first enemy torpedo, then quick let off your 4 harpoons and hope they all hit. Save and restore as needed. After sinking the warship, wait for a radio message.

Stand up, talk, and note the new message. Decode it using your computer, then head back to the control panel. Set the speed to slow, and press Shift-F1 to activate the monitor. Dodge the icebergs, keeping your course near 0 to score maximum points. Now wait until the ice station is looking for you, then contact the station. Wait for a message, then stand up. Talk, and decode the message with your computer. Go back to the control panel. Descend to 1100ft and get ready to fight a submarine. Use the same tactics as before, but you need to connect with 2 stingers this time, and since it will be the last combat, use up your decoys if you want. When the submarine is gone, wait for a while and you will arrive at Portugal. When you arrive an erratic ping, activate your active sonar once, then deactivate it (press Shift-F3 twice). Now read the instructions and press Shift-F7 to view the USS Coontz. Move toward the cross on the screen, and then follow it as it moves. Once this is finished you will receive a score for your accuracy. Now set the depth to 70ft, slow down and stand up.

Walk to the scope and use it. Take note of the bearing of the enemy harbour and the oil rig, then press down to exit. Go down to the machine room, talk to the man and get a key from him. Now walk east, climb down, and go west to the storage room. Open the cabinet with the key, and Willie will take the diving gear to the escape hatch. Go to the main shaft room and get the diver (by pressing the button). Climb up the ladder, open the door and wear the gear. Now save the game in case you run out of oxygen.

Second Island

Codename Iceman Dice Game

Swim north 3 times, then west 8 times to find the oil rig. Place the explosive here. Now swim 11 screens east and 4 north to reach some rocks. Swim half way up the screen, then use the magnetic device you won earlier to deactivate the magnetic field and prevent being caught. On the next screen, wait for a net to be lowered, then put the bottle into it. Wait for the net to come down again, then swim east twice and hide the diver. Go back to the net and swim to the surface.

Walk to fisherman and say 'Iceman' to him. Look at the fish he gives you, then look at the line and take it. Look at the weight, open the capsule and look at the map. Walk to the place indicated on the map. Look, open the crate, and wear the clothes. Wait inside the house until the guard goes away, then walk east, north, west, and find an oasis. Say 'Iceman' to the woman here and get a map, ID and key. Look at this map and go to the house indicated.

Open the icebox and get the butter. Remove the lid and read the note. Get the tape and the sugar canister, then open the canister and empty it. Open the bottom, remove the rubber and get the rubber. Get the weapon and look at it. Walk over to the phone, and get the business card. Look at it, then use the phone and dial the number from the card. Talk, then use the phone again and call the caterer's number. Talk again. When the caterer knocks on your door, open it and let him inside. Use the weapon when he asks for money, then change clothing and tie the man up. Wait for the agent to arrive and answer yes to her question. Go outside and get into the van.

Codename Iceman Dice Game Cheat

Open the door, then hide the gun in the platter and take the platter. Walk to the door and follow the guard inside. Put the food on the table, remove the lid, get the gun and fire twice. Look at the guard and the ambassador. Untie the ambassador and change clothing, then exit. Outside, Stacy will join you in the van. Use the arrow keys to steer the van up the road to the helicopter and wathc6. At the car chase sequence. Use the arrow key to maneuver the van round the corner until you reach the helicopter.

Secret Codes

Codename Iceman Dice Game Cheats

Page 5

U.S. WHEN TO READ LOST PHOTO CONTACTING IN
SEPARATE SEND PLACING MOTION VITAL FOR
DECEMBER DESTROY ADMISSION PEOPLE TO
FIND PASS TIME SO LINE OVER WANT WITH
MARINE AND SHADE COONTZ SERVICE EXHIBIT
CLOCK INTRODUCTION WEAPONRY OF NEAREST
DECISION IS JUSTIFIED UNDER TOMORROW IS
EVERY SILVER DEGREE

Page 7

NEXT STRANGE GO COMMUNIQUE SOMEHOW
LAST OFF BUT IT ACTIVITIES DO CONFIDENTIAL
FIRST ANNOUNCE MONEY IF RIGHT WEAPONS YOUR
CAN OVERTHROW UPDATE ROLL CROSSINGS
SERIES WILL 170 THING GOING RIBBON AFTER
LARGE STAMP FALL OUT COURSE OF SHOE MAY
CAUTION SAND TOP MOUSE RIVER MOON SHIP

Page 9

SONAR ANOTHER CAN SEE FACE 50 OFFICIAL NEWS
AGENT WIT SOMEONE LOCATE WICK SIX 1000
LATITUDE QUEEN TELEVISION AS LONG IS PLAY
THE OPEN STUFF LOOK ON SHALL DEGREES
HEARD BEARING TEN 28NM WONDERFUL STILL IS
ERRATIC FUNCTION THERE RUSSIAN SWORD
DIRECTION CONTACT BUTTON BOWL SURFACE
TWO TENT

Page 11

INSTRUCTION TO MINT WITH PARK REDWOOD
DEAD MISSION UNDER THERE 4100 EXTREME 32 BIG
CAPITAL FISHERMAN TYPE LOCK NECESSARY
CALIFORNIA CAN BOTTLE PHONE OCEAN OFF
YEAR RENDEZVOUS DONE CALL HOOD OLD BOY
LONGITUDE WATER NOTHING FOR USE NIGHT
CLIP HALF FOOT IN PING 7575/386

Page 14

WITHIN NAME TO THE PUBLISHED DIRECTORY
MESSAGE TACTIC GENERIC UNDERSTAND CODE
NUMBER SIGNAL PAGE BEEP WRONG ON AS YOUR
LIQUID COLUMN U2 IN SAND BANNER CARD WAR
BADGE MEMBERSHIP SO WAR BOX CLUB MANTLE
THROUGH JANUARY 1/24/2000 SCREEN SHOW TAPE
OF MEDAL USS DEVELOP SEA

Page 15

TOUCH ACHIEVED SCROLL CALCULATIONS CAN
WORD SPELL FROM STEER FISHERMANS CCAKE
DONATION SHIPS SET TELEPHONE CRY DRILLING
DEATH HOUSE UNTIL NET FEEL THAT 35 SHOULD
ALLWAYS SHORE DIFFICULT AREA 10 ELEPHANT
TOO A CERTAIN FILE OF WORTH VERY SMALL AT
FURTHER IDEA TO BE WAY DIRECTLY UNEARTH

Page 17

CAN INDIAN STRAITS ARIZONA 2700/56/000
BELIEVE BLUE ND ALPHA ONE EXPOSED LIGHT
TANK PATROL. TOLL FIRE WETTING MERLIN ONE
TEN HANG SUCH 20 BIGGEST GROUP CLEAR OCEAN
DAVID REMOVE PAPER BY HELP THE NEED HOURS
DEDICATED REMAINDER TOOL CHOICE 5NM
PARTY LAMP

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