

CODENAME: ICEMAN

 1 Introduction, Stacy, Earring
 2 Pentagon, Blackhawk,
    Piloting, Setting Course
 3 Decoding, Boss Dice,
    Destroyer
 4 Icebergs, Sub, Coontz,
    Diving, Tunisia, Endgame

 CODENAME: ICEMAN
      Part 1

 CODENAME: ICEMAN is Jim Walls's first effort outside his successful POLICE
QUEST series. Combining a submarine simulator with an adventure story, this game
(like many recent releases from Sierra) has a great deal of depth in its puzzles
and solutions. Many paths are provided to get the player from the opening screen
to the end of the game. Part of the game design is for the player to be able to
choose the "wrong" route (in terms of total points) but still be able to
complete the game. Alternate solutions will be presented where appropriate.

 This walkthru contains specific puzzle solutions and reveals the sequences that
I chose to complete the game. It is recommended that the walkthru be used
(preferably by someone not playing the game) to provide hints to the game player
when necessary; this makes the game more fun to play all the way through, only
using the walkthru when absolutely necessary. Commands which should be typed
into the game appear in the walkthru in capital letters. I used both the mouse
and the keyboard; joystick play might be slightly different.

 TAHITI

 The story opens with Commander John B. Westland sunning himself on a beautiful
Tahitian beach, on leave from his duties with the U.S. Navy. LOOK AROUND. LOOK
TABLE. READ MAGAZINE. GET UP. Walk one screen to the left where you will see a
high-spirited volleyball game. LOOK AROUND. LOOK GIRL. TALK GIRL. She asks if
you would like to join the action. PLAY. At this point, the game takes over and
no player input is necessary -- just watch your points increase! (It may be
possible to earn more points by moving around; I didn't do this.)

 As the game progresses, the ball is hit into the ocean, and one of the girls
runs after it. She will yell for help. Enter the ocean and exit to the bottom of
the screen. You save the girl and swim back to the beach. SHAKE AND SHOUT. CALL
FOR HELP. LOOK LISTEN AND FEEL. GIVE 2 BREATHS. LOOK LISTEN AND FEEL. CHECK
PULSE. BEGIN COMPRESSIONS. At this point, the game takes over again.

 Walk one screen left, go up the beach, and exit at the top of the screen. Walk
to the nearest hut and onto the deck. Exit the screen to the left. Enter the
doorway. LOOK ROOM. Walk to nightstand. LOOK NIGHTSTAND. LOOK DRAWER. OPEN
DRAWER. TAKE CARD. TAKE MONEY. CLOSE DRAWER. Walk to the closet. OPEN CLOSET.
LOOK CLOSET. LOOK CLOTHES. LOOK LEFT POCKET. TAKE BOOK. READ BOOK. Note the
phone number for General Braxton (I never found Gigi home). CLOSE CLOSET.

 Since you are shirtless, you can exit right from the deck, and dive into the
water, or you can walk back to the hotel on the beach. I prefer to swim, so exit
the way you came in, and DIVE from the platform. You will automatically be
swimming. Swim one screen to the right, head toward the top of the screen, and
you'll be back on the same screen which began the game. Walk over to your chair
and WEAR SHIRT. Exit to the top of the screen and walk to the hotel door. OPEN
DOOR. Walk to the counter. LOOK WOMAN.

 Walk to the sign between the plant and the counter. Be sure you are facing the
sign on the rear wall, as there are two signs in the bar. LOOK SIGN. Note the
number for the dinghy service. Walk to the door on the right. It will open
automatically. Walk to the dark-haired woman sitting at a table by herself. LOOK
WOMAN. TALK WOMAN. ASK NAME. BUY DRINK FOR STACY. DANCE. Stacy will get up and
you will automatically follow her to the dance floor. (You can move around the
dance floor with your arrow keys/mouse. It won't earn you extra points, but it
is fun to watch!) STOP.

 Leave the dance floor and walk to the chair on the other side of Stacy's table.
Position yourself so you are behind the seat of the chair, facing toward the
bottom of the screen. SIT. TALK. Stacy asks, "Would you like to come back to my
place?" Answer YES. You will automatically get up and follow her. Next, you find
yourself with Stacy on her porch. KISS STACY. You will then be invited to her
room. Walk to the bed and SIT beside her. TALK. She will tell you she has lost
an earring. KISS STACY (repeat this command five times). Since this game is not
LEISURE SUIT LARRY III, you will have to use your imagination for what happens
next!

 The next morning Stacy is gone. GET UP. Tap your up-arrow key to face the rear
table. LOOK TABLE. TAKE NOTE. READ NOTE. Walk to door. OPEN DOOR. When you come
down the steps from Stacy's bungalow, walk as close as possible to the next hut,
and walk to the left side of the screen. You will see something glimmer in the
sand. Could it be the elusive earring? Stop immediately in front of the glimmer.
LOOK SAND. LOOK GLIMMER. TAKE EARRING. LOOK EARRING. OPEN EARRING. LOOK IN
EARRING. TAKE MICROFILM.

 Continue to walk to the left, then exit left again on the next screen. Walk to
the hotel doors. You will see a newspaper stand. Walk to it and BUY PAPER. Move
to the hotel doors and OPEN DOOR. Walk to the counter and TALK WOMAN. GET
MESSAGE. READ MESSAGE. Exit the hotel lobby, walk to the left, and continue left
past the volleyball net and the first set of huts. Exit this screen toward the
rear of second hut. You are now back at your hut.

 Walk left on the first hut's deck and enter your room. Walk to the nightstand
and USE PHONE. The game will prompt you for a telephone number. Enter
1-202-555-2729. When General Braxton answers, TALK MAN. USE PHONE. Enter
555-6969. TALK MAN. This time you will have to walk back via the beach, so leave
the room and exit to the right on the next screen. Walk down the beach past the
first set of huts and exit right. Pass the volleyball net and exit right again.
When you reach the front of the hotel, a dinghy will be waiting. Walk onto the
dinghy, and the game will take it from there.


 CODENAME: ICEMAN
      Part 2

 PENTAGON

 You will be flown back to Washington automatically and will be deposited at the
front door of Dulles Airport. Walk through the doors on the right and LOOK
AROUND. A limousine will pull up, the driver will approach you, and ask if you
are Commander Westland. SHOW ID. The driver will escort you to the car door and
take you to the Pentagon.

 At the Pentagon you will exit the car automatically and walk through the front
doors of the building. Walk to the counter, TALK GUARD, and SHOW ID. You can
take either elevator to the briefing. When you are at the elevator doors, PUSH
BUTTON. Upon exiting the elevator, you will meet another guard. SHOW ID. He will
take your identification card. Walk to the door. Save your game.

 OPEN DOOR, walk to the chair, and SIT. The game takes over at this point, and
the briefing begins. Pay close attention to the instructions given in the
briefing. Both men will leave the room at the conclusion of the briefing. GET
UP. LOOK TABLE. TAKE ENVELOPE. LOOK ENVELOPE. Leave the room, and once again
approach the upstairs security guard. GET ID. LOOK ID. GIVE ID. LOOK ID. Walk to
the elevator and PUSH BUTTON.

 When downstairs, exit the building at the bottom of the screen. You will
immediately be flown to Hawaii and be located outside the Honolulu Airport. A
car and driver are waiting. TALK DRIVER. He will ask if you are John Westland.
YES. SHOW ORDERS. He will take you to Pearl Harbor and the U.S.S. BLACKHAWK.

 U.S.S. BLACKHAWK

 Walk up the gangplank to deck level and stop. SALUTE FLAG, SALUTE OFFICER,
REQUEST PERMISSION TO COME ABOARD. You are placed in your cabin aboard the
submarine. LOOK AROUND. LOOK DESK. LOOK COMPUTER. OPEN DRAWER. TAKE CALIPER.
LOOK CALIPER. CLOSE DRAWER. OPEN BOOKSHELF. LOOK BOOKSHELF. TAKE BOOK. READ
BOOK.

 Write the code letters and number equivalents because you will need them later
in the story. CLOSE BOOKSHELF. Exit your cabin to the left. When you leave your
room, you will meet the ship's captain and begin your maiden voyage. Save your
game. The walkthru will now be subdivided into the separate puzzles you'll
encounter aboard the BLACKHAWK. All orders from the captain will appear in
quotation marks.

 BLACKHAWK: FIRST RUN

 When you leave your cabin, the captain will order you into the pilot's chair.
Have your game manual nearby; specific sections of the control panel will be
referred to by the numbers found on Page 8.

 All lights red: Reverse
 No lights: All stop
 One light: Ahead slow
 Two lights: Ahead 1/3
 Three lights: Ahead 2/3
 Four lights: All ahead full (speed)
 Engine speed is measured by gauge numbers 8 and 9

 "Ahead slow." Tap the plus key once.

 "Right full rudder, set course for 180 degrees." Tap the right-arrow key as
many times as necessary to move the pilot wheel as far right as it will go.
Watch the display in #30 (Heading Indicator). When the readout says "180," tap
the left-arrow key a few times to turn the pilot wheel to center once again.

 "Right full rudder. Change course to 270 degrees." Once again, turn the wheel
as far right as it will go with the right-arrow key. When #30 reaches 270, turn
the wheel to center position with the left-arrow key.

 "Hold her steady." Do nothing.

 "Let's roll! All ahead 1/3." Tap the plus key one time. (You can watch #32 and
learn to gauge speed.) The lights on the control panel indicate the following
conditions:

 "Prepare for dive sequence; acknowledge green board." Look at #26. You will see
one red light, indicating that a hatch is open. CLOSE HATCH. GREEN BOARD
CONFIRMED.

 "Dive! Dive! Dive! Rig planes for 10 degrees." Look at gauges #10 and #29. To
perform a shallow (or 10-degree) dive, tap the up-arrow key once.

 "Dive to 200 feet. Acknowledge correct depth." Watch gauge #5. When this gauge
reads 200, tap the down-arrow key once, and respond with DEPTH CONFIRMED.

 "Change heading to 360 degrees." Use the right-arrow key to turn the pilot
wheel right until gauge #30 reaches 0. Use the left-arrow key to return the
pilot wheel to center.

 "Maintain course and depth." Do nothing; wait for the next order.

 "Steady as she goes." Do nothing.

 "All ahead full." Tap the plus key two times until all four indicator lights on
gauge #32 are lit.

 "Bring her left to 355 degrees." Turn the pilot wheel with the left-arrow key,
watching the readout on gauge #30 until it reads 355.

 "Steady as she goes." Do nothing.

 "Maintain current heading and speed." Do nothing.

 "All stop." Tap the minus key four separate times; do not hold the key down! As
you watch the engine speed decrease, check gauge #32 to make sure that all
lights are now blue or off. GET UP and save your game.

 BLACKHAWK: SECOND RUN

 You automatically follow the captain into his cabin and sit on his couch while
he retrieves a briefcase from the safe. He then asks for your half of the
briefcase combination. Enter 134. LOOK BRIEFCASE. TAKE ENVELOPE. OPEN ENVELOPE.
LOOK CHART. READ ORDERS. The orders appear on-screen, and give details of the
next part of the voyage. Read these carefully, and jot down important details.

 Once the orders are read, the captain quickly gathers the papers and briefcase,
and puts them in the safe. GET COMBINATION. Note both the safe and briefcase
combinations. Pause the game here and plot a course using the route indicated by
the chart that was in the briefcase. The figures below are for a route which is
off by 250 nautical miles. With better course plotting here, points can be
increased.

 Follow the instructions on Pages 6 and 7 of the game manual. Exit room through
the right door. Walk to the computerized chart table. LOOK MAP. PLOT COURSE. I
used the following coordinates:

 WP 0: 30N x 170W (Waypoint 0 -- given); WP 1: 70N x 170W; WP 2: 84N x 74W; WP
3: 83N x 7W; WP 4: 70N x 13W; WP 5: 65N x 23W.

 EXIT to leave the chart table. You will automatically be put behind the pilot's
wheel for the second time. "Maintain current heading." Do nothing.

 "All ahead 2/3." Tap the plus key three separate times, and look at #32 until
three lights are lit, indicating 2/3 speed.

 "Set depth for 300 feet." Tap the up-arrow key once, and read #5. When the
number 300 shows in the window, tap the down-arrow key once.

 "Acknowledge when depth is attained." DEPTH CONFIRMED.

 "Maintain course and depth." Do nothing. At this point, sonar will report
contact. Do nothing. There will be a number of reports and computerized sonar
scans with the final report.

 "Friendly...French frigate." Do nothing.

 "Come to periscope depth." Tap the down-arrow key once. When #5 reads 70, tap
the up-arrow key once. As you are coming to periscope depth, the captain will
order you to "reduce speed by 1/3." Tap the minus key once.

 "All ahead slow." Tap minus key once again. As the ship reaches its slower
speed, you will be told there are coded messages waiting for you. GET UP and
save the game.


 CODENAME: ICEMAN
      Part 3

 BLACKHAWK: DECODING MESSAGES

 Walk to the man at the right side of the long console. LOOK MAN. TALK MAN. He
will hand you two messages: first, a message from the U.S. Navy with two sets of
three numbers each. These are the primary and secondary Washington code keys.
(Write these numbers on a piece of paper; they are different each time the game
is played.)

 The second set of six numbers are CIA primary and secondary code keys. Again,
write these on a piece of paper. Walk to the captain's cabin. OPEN SAFE. A
keypad will pop up. Input 23448803 and click on the "Enter" key on the keypad.
OPEN BRIEFCASE. You will be prompted for the entire combination: enter 762134.
PUT ID IN SLOT. INSERT MICROFILM.

 The CIA offsets to the U.S. military codes are given by branch of service. The
offset for the U.S. Navy is +3. CLOSE BRIEFCASE. Walk across the passageway to
your cabin. Walk to the computer and save the game.

 Pause the game (with the Control-P key combination). Use the letters and
numbers from the U.S. Navy code book to translate the code keys into two sets of
three numbers each. Each set of letter combinations represents Page, Line, and
Word in the game manual. For example, my Washington code keys are: "FH - E - D"
for the primary word, and "H - G - E" for the secondary word. Looking in the
code book, "FH" translates to Page 15, "E" to Line 2, and "D" to Word 4. The
fourth word on line two on page fifteen is: STEER. This word is my primary code
key for the Washington message, and it is this word I will type into the
computer when asked for the primary code key.

 Translate the secondary code key for the Washington message in the same way.
(The letters for your coded messages may be different, but the process is the
same.)

 Prepare the CIA code keys by adding three numbers to the U.S. Navy code book: A
= 3, B = 1, C = 9, D = 7, E = 5, F = 4, G = 6, H = 8, I = 0, J = 2. Using this
code, translate the CIA code keys in the same manner as above, using the manual
to arrive at the Page, Line, and Word for the primary and secondary CIA code
keys.

 Now, USE COMPUTER. Enter the Washington primary and secondary code keys (words
from the manual's colored boxes) first. You should see a message which begins,
"Contacting fisherman...." You will be asked if you wish to decode another
message. Answer Y. Enter the primary and secondary CIA code keys. You should see
a message which begins, "Russian warships...." If you receive a nursery rhyme,
you have entered the code word incorrectly. Review the above process and try
again. If you have received both sets of messages, answer N when you're asked if
you want to decode another message, and exit the control room to the left. Walk
to the stairs and descend.

 BLACKHAWK: BOSS DICE

 You are now in the galley. LOOK AROUND. LOOK TABLE. Walk to the table, save
your game, and TAKE BOTTLE. Oops! It has an owner, and he wants to wager on Boss
Dice for it. Answer YES when he asks if you want to play. Instructions for this
game are on Page 30 of the game manual. You must win the first series to get the
bottle, but if you win all of his money, you will receive a more valuable gift.
When you win the bottle from the old salt, he will ask if you want to play
again. Answer YES, though you can finish the game by just getting the bottle.
You cannot save a game during play; if he wins the last hand, restore and play
again. GOOD LUCK!

 BLACKHAWK: EXECUTIVE OFFICER

 Now is the time to exercise your official duties as outlined on Page 5 of your
manual. Follow the same route under the stairs that was taken by the Old Salt.
Move left until the screen changes, and you find yourself in a shaft with a
ladder. CLIMB DOWN. Exit through the right door. Walk to the torpedoman. TALK
MAN. Walk to console. CYCLE EQUIPMENT. Walk to the conveyor belt and face it.
INSPECT EQUIPMENT. REMOVE CYLINDER. MEASURE CYLINDER. Exit this room to left.
CLIMB UP. Exit through the left door.

 LOOK AROUND. Walk to the cabinet. OPEN CABINET. LOOK CABINET. LOOK CYLINDERS.
TAKE CYLINDER. Choose the 6" cylinder. TAKE COTTER PIN. CLOSE CABINET. LOOK
LATHE. PUT CYLINDER IN LATHE. SET LATHE. Choose 1". TURN ON LATHE. Walk to the
drill press. USE DRILL. SELECT BIT. Choose the 1/4" bit. TURN ON DRILL. LOOK
CYLINDER. Walk to the grinder. TURN ON GRINDER. Exit to the left, then left
again on the next screen.

 LOOK ROOM. LOOK DRAWER. Walk over to the tool drawer. OPEN DRAWER. TAKE HAMMER.
Walk to the engine and shaft. INSPECT ENGINE. INSPECT GENERATOR. Walk back to
the right screen and exit. Go through the tunnel over the nuclear reactor, and
back to the machine shop, exiting on the right side of the screen to the shaft.
CLIMB DOWN. Enter the right door and walk to the conveyor belt. INSERT CYLINDER.
INSERT PIN. Walk to the console. CYCLE EQUIPMENT. Exit left to the shaft. CLIMB
UP. Use the right exit, walk to the stairs, and CLIMB UP.

 BLACKHAWK: RUSSIAN DESTROYER

 Once again, when entering the control room, the captain will order you into the
pilot's seat. Save the game as soon as you are at the control panel screen.

 "Maintain current heading." Do nothing.

 "All ahead full." Tap the plus key three separate times.

 "Set depth for 300 feet." Tap the up-arrow key once and watch gauge #5. When
the gauge number reads 300, tap the down-arrow key once.

 "Acknowledge when depth is attained." DEPTH CONFIRMED.

 "Maintain course and depth." Do nothing.

 "Reduce speed to 2/3." Tap the minus key once.

 "Make your depth 100 feet." Tap the down-arrow key once, watch gauge #5 until
it reads 100, then tap the up-arrow key once.

 "Ahead slow." Tap the minus key twice.

 "Surface." Tap the down-arrow key once. When gauge #5 reaches 35, it will stop
scrolling, indicating you have reached the surface. Tap the up-arrow key once.

 The captain will invite you to go "topside" with him. GET UP. The view from the
bridge is magnificent. The captain starts to mumble. TALK CAPTAIN. Oops! Russian
ships! The rest of this sequence is automatic, and you will go below. The
captain is injured, and you are left to fight the Russians alone!

 When you appear again in the control room, immediately take your seat at the
control panel, and save your game! Sonar will report contact with the Russian
destroyer, and starts to report distances. Submerge by tapping the up-arrow
twice. Use the mouse to click on control #15 as you are diving. Pop down the
fire control panel by clicking on #23. Check gauge #5, and the tap up-arrow key
twice when you've reached 600 feet or so.

 Click on "A" to select the decoy torpedo (pictured in the manual on Page 12).
Click on "B" to lock the decoy on target. The Russian ship will begin firing
torpedoes. You are running silent, so you needn't worry...yet! When the white
line appears on the view screen (#31), save the game, and click on "D." (Note
that there is an alternate solution to this puzzle in the last part of this
walkthru.)

 In quick succession, click "B" and "D" again, then click "A" twice. (Start with
the Harpoon torpedoes.) Click "B" and "D" again. (Repeat this process as many
times as it takes to sink the Russian destroyer.) Each time the enemy fires a
torpedo (red line), you must click (or tap) "A" to select a decoy, then "B" and
"D". When there are no torpedoes in the water, click "A" twice to select the
Harpoons again. If you are empty, click "A" twice to select the Stinger.
Remember to click "B" and "D" each time you want to fire. Watch screen #31: When
the Russian ship has been hit three times, it will disappear from the screen,
and sonar will report, "Coast is clear."

 The radioman will announce another set of coded messages. Click on #23, click
on #15, GET UP, and save the game. Walk to the radioman, and TALK MAN. He will
give you the second set of primary and secondary code keys for the new
Washington and CIA messages. Follow the same procedure to decode as in the first
set of messages. Walk to your cabin, go to the computer, and USE COMPUTER. (Use
the Control-P key combination to pause the game.) Look up the code keys, and
enter the appropriate primary and secondary keys for the Washington message. If
your entry is correct, the message will begin, "Contacting fisherman...." Answer
Y when asked if you want to decode another message. Enter the primary and
secondary code keys for the CIA message. If that's correct, the message will
begin, "After polar...." Type N for no more messages. Exit the control room to
the left.


 CODENAME: ICEMAN
      Part 4

 BLACKHAWK: ICEBERGS

 Walk to the pilot's seat, and sonar will report icebergs in the area. Click on
#20, and save the game. Soon, the icebergs will appear. Use the left- and
right-arrow keys to pilot the sub back and forth through the icebergs. While
weaving back and forth, watch gauge #30. Try to stay as close to 0 as possible.
(I was able to get a perfect score when I followed this strategy.) When safely
through the field, sonar will announce, "All clear."

 You will then be informed of a stationary signal: Ice Station. CONTACT STATION.
The radioman will report another set of coded messages. GET UP, go to the
radioman, and save the game. TALK MAN, and you will be given a third set of
messages from Washington and the CIA. Follow the same procedure to decode them
as described before. Walk to the cabin, go to the computer, and USE COMPUTER.
Again, type the primary code key first, then the secondary for the Washington
message. If correct, the message will begin, "Rendezvous...." Type Y to decode
the second message. Enter the primary and secondary code keys for the CIA
message. If correct, the message will begin, "Diversion...." Type N for no more
messages. Exit left to the control room, and return to the pilot's seat.

 BLACKHAWK: RUSSIAN SUB

 (See the end of this part for an alternate solution to this puzzle.) Sonar will
report a deep trench. Tap the up-arrow key three times to begin a deep dive.
Sonar will report a faint signal coming from the Russian submarine. Click #32.
Watch gauge #5 for your depth and gauge #6 for the water temperature.

 When #5 reaches 2300, tap the down-arrow key three times. The Russian Alpha sub
will begin firing torpedoes. Begin a zigzag course by using the right- and
left-arrow keys (don't wander too far off course (gauge #30) from 0!),
alternating right full rudder and left full rudder. Watch the torpedoes pass
over you, and the white line will begin to shrink. Sonar will announce that the
sub has disappeared. Hooray!

 BLACKHAWK: U.S.S. COONTZ

 You will see a message that you are now off the coast of Portugal, and sonar is
picking up "irregular" signals. Click on #17 so that one ping is issued, then
click #17 again. Sonar will report that it is an American destroyer, and
according to plan, we are to follow under the destroyer to Tunisia. Save the
game.

 A screen will appear, showing the Coontz as a yellow plus sign. Wait until you
are near the COONTZ, then tap the left-arrow key once; wait about five seconds,
then tap it again. You should get a screen announcing that your navigation
skills rate 5 out of 5. Now comes the tough job of trying to stay under the
Coontz! Once again, I am not sure if this sequence is random, so I will let you
pilot this. Try to anticipate the destroyer, and save your game every time you
progress. Stay very close to the Coontz. When it disappears from the right edge
of the screen, you are in Tunisia!

 The captain is back on duty, and orders you to periscope depth. Tap the
down-arrow once, watching gauge #5 until it reads 70, then tap the up-arrow
once. Be sure your speed is slow (one light on #32), and the wheel is at center
position. You will be told when to GET UP. Once in the control room, the captain
will direct you to the periscope.

 Walk to the periscope. LOOK IN PERISCOPE. Move the periscope with the arrow
keys to get a reading on both the harbor and the oil rig (located on a platform
to the left of the main island). Use the down-arrow key to exit the periscope.
Walk to the sonarman. TALK MAN. PING RIG. PING HARBOR. He will give distances to
both places; make note of them. Walk to the stairs and descend to the galley.
Walk under the stairs, and exit left from the shaft. Walk to the machinist and
GET KEY. Exit right back to the shaft. CLIMB DOWN, go right to the torpedo room,
and go right. Face the back wall. LOOK. OPEN CLOSET. TAKE EXPLOSIVE. TAKE
FLARES.

 Exit left to the shaft, then exit the shaft through the left door. LOOK AROUND.
Walk to the left rear of the screen to a closet. OPEN CLOSET. The machinist will
get your scuba gear. Exit right to the shaft, and CLIMB UP. Exit left through
the machine shop and tunnel to the engine room. Just right of the hatch stairs,
you will see a compartment door and a button. Go to the compartment; PUSH
BUTTON. LOOK COMPARTMENT. TAKE VEHICLE. INSPECT VEHICLE. INSPECT VIBRATION.
INSPECT SHAFT. MEASURE SHAFT.

 Walk to the tool drawer, OPEN DRAWER, and TAKE WRENCH. Choose 1/2". Walk to the
right. The game will automatically put the vehicle back in the compartment. Walk
right two screens to the machine shop, and go to the cabinet. OPEN CABINET. TAKE
NUT. Choose 1/2". TAKE WASHER. Choose 1/2". Walk back to the engine room and get
the dive vehicle. (See above) PUT WASHER ON SHAFT. PUT NUT ON SHAFT. TIGHTEN NUT
WITH WRENCH. TEST VEHICLE. ENTER COORDINATES. Input 282 degrees and 2850 yards
for rig; 40 degrees and 1640 yards to harbor. Walk to the ladder. CLIMB UP. OPEN
HATCH. LOOK AT ROOM. WEAR GEAR.

 TUNISIA

 As you exit the ship, go left nine screens in a row, then up three screens.
PLACE EXPLOSIVE. Swim up three screens, right eleven screens, and up one screen
to reach the harbor. Save the game. Swim up past the first set of rocks, then
left two screens to the cave, and enter it. Time is of the essence! Swim up
twice, right, down, and right. "Down" is a narrow hole; save your game when you
enter the fourth screen! You get 10 points for having the device and for going
through the caves!

 You enter the harbor on the other side of the magnetic screen and automatically
swim up. Swim right two screens to the pier. HIDE VEHICLE. Swim left two screens
and wait. A net will drop; swim to it. PUT BOTTLE IN NET. Wait. When the net is
returned empty, swim up. Approach the fisherman and give the codename: ICEMAN.
(Hm, must be a title in there somewhere!) He hands you a fish. LOOK FISH. LOOK
LINE. REMOVE HOOK. LOOK WEIGHT. OPEN CAPSULE. LOOK MAP.

 Exit to the upper-left between the rocks. Go through the open door into the
building and remain out of sight. LOOK ROOM. LOOK CRATE. LOOK CLOTHES. WEAR
CLOTHES. Wait until the guard passes. Exit to the right. On the next screen,
exit up, then on the next screen, exit to the left.

 You will come to an oasis. LOOK WOMAN. ICEMAN. GET MAP. LOOK MAP. Exit this
screen to the right, to the right on the next screen, up on the next screen up,
then to the left on the last screen. Stacy's apartment is the one with the
double doors. Go to the phone. LOOK WALL. TAKE CARD. READ CARD. Walk to the
window and LOOK OUT. Walk to the canisters on the kitchen counter. TAKE LARGE
CANISTER. OPEN CANISTER. EMPTY CANISTER. REMOVE BOTTOM. REMOVE FOAM RUBBER. LOOK
IN CANISTER. TAKE GUN. LOOK GUN. REPLACE CANISTER.

 Walk to the refrigerator and LOOK ON TOP OF REFRIGERATOR. TAKE TAPE. LOOK IN
REFRIGERATOR. TAKE BUTTER. OPEN DISH. OPEN BAG. READ PAPER. CLOSE REFRIGERATOR.
Go to the phone and USE PHONE. Enter 03-120-1204. TALK MAN. USE PHONE. Enter
13-555-8097. TALK MAN and wait. Soon, there will be someone at the door. OPEN
DOOR. Wait until the man asks for money. USE GUN. REMOVE CLOTHES. USE TAPE, and
wait.

 Stacy will arrive and ask if you have read her note. Tell her YES. She will
then give you more instructions and leave. You exit and are automatically put in
the van, which will drive around the corner and stop in front of the embassy.
Save the game.

 HIDE GUN. TAKE PLATTER. Open the door and walk to the entrance. You will be
frisked and escorted to the room where the ambassador is being held. PUT FOOD ON
TABLE. REMOVE LID. TAKE GUN. FIRE. (Tap the spacebar to repeat the command, then
press the ENTER key.) You must be quick with these two shots; there is no need
to turn and fire. Walk to the nearest guard. SEARCH GUARD. Walk to the
ambassador. FREE MAN. CHANGE CLOTHES. LEAVE, and save your game.

 If you are not fond of or good at arcade sequences, the next one is a toughie.
You can skip it by pressing the "F8" function key, though you will lose points
if you do. The trick is, once you are safely back in the van, save your game,
and set the game speed to 9 (press the ESC key and choose "Speed" from the menu
bar).

 As you enter the final arcade sequence, remember that each key should be
lightly tapped only once. Do not hold down the arrow keys. When the screen
changes to the hill view, take note of the explanation box at the lower left of
the screen. Tap the up-arrow key once. Just before the first curve, tap the
down-arrow key once then quickly tape the left-arrow key once. Each time you
turn successfully, tap the up-arrow key once to briefly increase speed. As you
near each turn, repeat the slowing-down, turning and speeding-up maneuvers the
appropriate arrow keys. Continue this process until you are at the top of the
hill.

 At the slowest speed, I found hitting the up-arrow key once only brought my
speed up to 25 mph, and I rounded the curve at 20 mph. It is important to speed
up in the first couple of straightaways, or the terrorists will catch you. Using
this method, I went right up the hill on the third try. Finally, you enter the
endgame, and it takes over from here.

 ALTERNATE BLACKHAWK SOLUTIONS: I finished with 270 of 300 points. I know this
score can be improved by setting the waypoints for the voyage a little more
accurately, and more points are available for navigating more precisely under
the Coontz (I received 8 out of 10 here). It is also possible to earn more
points for sinking the Russian submarine rather than staying out of sight in the
trench. To do this, you will need to save some of your torpedoes and decoys from
the earlier encounter with the Russian destroyer by sinking the ship with as few
of your weapons as possible. Both Russian ships will sink with three direct
hits.

 All in all, I enjoyed the depth of this game and its puzzles. Too many
adventure games are either too short or too easy. CODENAME: ICEMAN will give you
your money's worth in both length and difficulty. I hope you enjoy this game as
much as I did!

 CODENAME: ICEMAN is published and distributed by Sierra On-Line.

 This walkthru is copyright (c) 1990 by Linda Lindley. All rights reserved.

