392 lines
16 KiB
Plaintext
392 lines
16 KiB
Plaintext
(>---===+ Impossible Mission Documentation +===---<)
|
|
|
|
1. Subject: Mission of vital importance to national and global
|
|
security. Operations to begin immeadiately. Utmost urgency.
|
|
|
|
2. Situation: During the past three days, key military computer
|
|
installations of every major world power have reported security
|
|
failures. In each case, someone gained access to a primary missile
|
|
attack computer.
|
|
|
|
Only one person is capable of computer tampering on this scale:
|
|
|
|
Professor Elvin Atombender (hereafter reffered to as "Elvin") We
|
|
believe that Elvin is working to break the computer's launch
|
|
codes. When he succeeds, he plans to trigger a missile attack that
|
|
will destroy the world.
|
|
|
|
3. Mission: You must penetrate Elvin's underground stronghold and
|
|
stop him. To succeed you will have to invade the scientist's robot
|
|
guards, break his security code and find his control center. Your
|
|
predecessors, agents 4116 and 4124 (may they rest in peace), were
|
|
able to send back some information about Elvin's installation. It
|
|
is detailed in the following pages.
|
|
|
|
Your only weapons will be your keen analytical mind and your
|
|
M1A9366B pocket computer. Good luck. The world is depending on
|
|
you.
|
|
|
|
Elvin's stronghold ------------------
|
|
|
|
Using a fortune he amassed by raiding the computer systems of
|
|
various financial institutions, Elvin constructed a vast
|
|
underground stronghold packed with computer equipment. There, in
|
|
seclusion, Elvin spent four years working to breach the security
|
|
of military computer installations around the world. As you know,
|
|
he has succeeded.
|
|
|
|
Our computer estimates that he will break the launch codes and
|
|
trigger the missle attack in exactly six hours. This is the amount
|
|
of time you will have to complete your mission.
|
|
|
|
Elvin's stronghold consists of 32 rooms. Each room can be
|
|
accessed by an elevator or lift. For each room there may be a lift
|
|
(1 inch b/w thing that moves up or down sometimes both) in which
|
|
you access each level in the room.
|
|
|
|
Elvin's security system -----------------------
|
|
|
|
Our intellegence indicates that Elvin uses three types of codes
|
|
(or passwords) in his security sustem. One code deactivates the
|
|
robots, another operates the lifts and the third code (a password)
|
|
unlocks the control room.
|
|
|
|
Now comes the really strange part.
|
|
|
|
-> We believe that Elvin hides the passwords in his furniture <-
|
|
|
|
Elvin, who is extremely absent-minded, frequently forgets the
|
|
passwords for his security computer. His solution is to scatter
|
|
them haphazardly around the house. You can find one of his
|
|
passwords in the sofa. Or the stereo. Or the candy machine. But
|
|
you must find them. Without the passwords, you will almost
|
|
certainly end up like agent 4124 (but we don't want to think about
|
|
that, do we?)
|
|
|
|
Once you find the codes, using them should be relatively easy
|
|
(for the most part). You should be able to log onto a security
|
|
terminal as you enter each room and deactivate the robots or reset
|
|
the lifts (if neccessary) from there.
|
|
|
|
Note -> You can deactive or reset lifts depending upon how many
|
|
"init lift" passwords you have or find. <- This should present no
|
|
problems.
|
|
|
|
Note-> You can deactivate the robots with a "snooze" password
|
|
(temporarily) in that room.. When you find one it shows the
|
|
picture of a robot with a series of zzzzzz's...Or you can check
|
|
your status while standing in the elevator and pressing button 0
|
|
or 1.
|
|
|
|
(-> Extreme note!! <-) However, the control room password is
|
|
another matter. Realizing the importance of this particular code,
|
|
Elvin has broken it into dozens of pieces, scattering them
|
|
throughout the complex. You will have to find and retrieve all of
|
|
the pieces and match them up like a puzzle to form a password.
|
|
(Objective of game)
|
|
|
|
With the completed password, you can gain access to the control
|
|
room where Elvin is preparing to launch the missiles. You have to
|
|
stop him or the world is going to be terminally late for dinner
|
|
tonight. (All gone)
|
|
|
|
Overview of objective
|
|
|
|
Idea is to run about room avoiding robots and holes (on bottom
|
|
floor) and try to find the pieces of the puzzle to solve.
|
|
|
|
Controls --------
|
|
|
|
> In the elevator: Push the joystick forward or back to go up or
|
|
down. Push the joystick left or right to move in either direction
|
|
along the corridor. Running to the edge of the screen takes you
|
|
into a room. (This is the place where you start in the beginning)
|
|
Also-> This is where you use your buttons to view your status or
|
|
use equipment which will be explained later on.
|
|
|
|
> In the rooms: Push the joystick left or right to move in either
|
|
direction. If you press the fire button, your agent will perform a
|
|
mid-air foward flip that you won't believe (this is especially
|
|
useful for somersaulting over pesky robots and gaps in the floor.
|
|
|
|
> On lifting platforms: If you're standing on a striped lifting
|
|
platform (b&w 1 inch block) in one of the rooms, you can push the
|
|
joystick forward or backward to go up or down (to it's limits of
|
|
course)
|
|
|
|
Game play ---------
|
|
|
|
As you explore Elvin's stronghold, your pocket computer (at the
|
|
bottom of the elevator screen) will display a map of the rooms and
|
|
tunnels you have entered. In every room, you should conduct a
|
|
search.
|
|
|
|
Searching for codes ----------
|
|
|
|
Search every object or piece of furniture in the room for codes
|
|
and password puzzle pieces (if you can avoid the robots). You can
|
|
do this by standing directly in front of an object (sofa, desk,
|
|
fireplace or whatever) and pushing the joystick forward.
|
|
|
|
The word "searching" will appear in a box at the top of the
|
|
screen. You will also see a horizontal bar indicating the length
|
|
of time it will take to search the object. You must continue
|
|
holding the joystick forward until the bar disappears. If your
|
|
search is interrupted for any reason you can go back to the object
|
|
and resume searching where you left off. But if you leave the
|
|
room, you'll have to start the search from the beginning.
|
|
|
|
When you have finished searching the object, one of four things
|
|
will replace the words "searching" at the top of the screen:
|
|
|
|
> The words "nothing here." (Then the object disappears)
|
|
|
|
> A picture of a striped lifting platoform with an arrow above it.
|
|
This represents a lift init password which alows you to reset all
|
|
of the lifting platforms to their original positions. (not
|
|
elevators)
|
|
|
|
> A picture of a sleeping robot. This represents a snooze password
|
|
which allows you to temporarily deactivate the robots in a room.
|
|
|
|
> A puzzle piece. This is part of the password which allows entry
|
|
to the control room. It will be entered into the memory of your
|
|
pocket computer automatically.
|
|
|
|
Using security terminals -----------
|
|
|
|
Use can use the -> snoozes <- and -> lift inits <- at any
|
|
security terminal. These terminals are usually located near the
|
|
entrance to each room. They look like television sets with
|
|
darkened screens facing toward you. (Actually it looks like facing
|
|
an apple w/a monitor which is off. (it's on a stand)
|
|
|
|
To use a security terminal, move directly in front of it and push
|
|
the joystick forward. The screen of the security terminal will
|
|
enlarge to fill your display. You can select one of three
|
|
functions with the joystick. (press button when the arrow points
|
|
to the function you want):
|
|
|
|
> Reset lifting platforms. To use this option, you must have a
|
|
lift init password in your possession. (Your pocket computer
|
|
displays the number of 'lift inits' you have.)
|
|
|
|
> Temporarily disable robots. To use this option, you must have
|
|
"snooze" password in your possession. (Your pocket computer
|
|
displays the number of 'snoozes" you have.)
|
|
|
|
> Log off.
|
|
|
|
Code rooms ----------
|
|
|
|
Elvin's stronghold contains two code rooms where you can earn
|
|
additional passwords. Walk up to the console and push the joystick
|
|
forward as if you were searching it. A sequence of squares will
|
|
flash on the wall, each with a musical note, and a white glove
|
|
will appear. Use the glove to touch each square in a sequence so
|
|
that the notes are sorted in ascending order. (from low to high)
|
|
|
|
If you produce the proper sequence of notes, the checkerboard
|
|
will flash and you will get a -> snooze <- or -> lift init <-
|
|
password. You can do this as many times as you like, but the
|
|
sequence gets longer each time. You can quit at any time by
|
|
touching the purple bar at the bottom of the checkerboard.
|
|
|
|
Pocket computer ---------------
|
|
|
|
Your pocket computer is an amazing device. It allows you to play
|
|
with the puzzle pieces right on the screen, twisting them around
|
|
to figure out how they go together.
|
|
|
|
To activate your pocket computer, you must be "standing" in one
|
|
of the "elevators" or corridors. Press the button to turn on the
|
|
pocket computer. Note -> you can't use the pocket computer in any
|
|
of the rooms. Pressing the fire button in a room will cause you to
|
|
do a somersault.
|
|
|
|
When the computer is activated, the map of Elvin's stronghold
|
|
will vanish and a white glove will appear. Use the glove to put
|
|
the puzzle pieces together, to form the password which will let
|
|
you enter Elvin's control room.
|
|
|
|
Using the pocket computer commands ---------
|
|
|
|
> Arrow keys- (upper left corner) - Moves other pieces that were
|
|
found into memory window.
|
|
|
|
> Phone key- (bottom left corner) - Dials out for help. (see using
|
|
the phone)
|
|
|
|
> Password- (mid lowest left) - The computer assembles Elvin's
|
|
control password here.
|
|
|
|
> Memory window- (mid upper left) - Displays the pieces of the
|
|
puzzle your working with. (arrow command moves up a piece or down
|
|
a piece to add to the puzzle)
|
|
|
|
> Snooze & init passwords- Just tells how many of each you have
|
|
found if any.
|
|
|
|
> Selected puzzle piece(s)- (mid right of center box)- The only
|
|
way the piece gets here is when you move it from the memory window
|
|
to assemble it.
|
|
|
|
> Off key- Turns off the pocket computer. (pauses game)
|
|
|
|
> Game clock- Shows time left to play. (Game ends at 6:00:00)
|
|
|
|
> Vertical flip key- (first top command on the 8 keys together
|
|
(from left to right)) - Flops the selected puzzle piece
|
|
vertically.
|
|
|
|
> Horizontal flip key- (to right of vertical) - Flops the selected
|
|
puzzle piece horizontally.
|
|
|
|
> Trash can key- (right of horizontal key) Deletes the selected
|
|
puzzle piece from the display. (not memory)
|
|
|
|
> Exclamation key- (right of "off" key) - If you just deleted a
|
|
puzzle piece or put two pieces together, you can use this to
|
|
"undo" it.
|
|
|
|
> Color keys- (to right of exclamation key) - changes the color of
|
|
the selected puzzle piece.
|
|
|
|
> Pause key- (botom right corner, two of them) Pauses the game.
|
|
|
|
Using the glove ---------------
|
|
|
|
> To move the glove, move the joystick in the desired direction.
|
|
|
|
> To activate a function key, "point" to it with the glove and
|
|
press the joystick button.
|
|
|
|
> To pick up a puzzle piece in the memory window, "point" to it
|
|
with the glove and press the joystick button. Then you can move it
|
|
by moving the joystick.
|
|
|
|
> To drop a puzzle piece, press the joystick button.
|
|
|
|
> To make a copy of the selected piece, "point" to it with the
|
|
glove and press the joystick button.
|
|
|
|
> To put back a copy of the selected piece, position the copy
|
|
directly over the selected piece and press the joystick button.
|
|
|
|
> To select a puzzle piece that isn't selected, "point" to it with
|
|
the glove and press the joystick button.
|
|
|
|
> To find out if two pieces match, position one piece directly
|
|
over the other and press the joystick button.
|
|
|
|
Solving the puzzles -------------------
|
|
|
|
> some pieces are upside down or backwards (or both) when you find
|
|
them, so if a piece doesn't seem to match anything, try flipping
|
|
it with the function keys.
|
|
|
|
> Pieces must be the same color, or they won't match. If two
|
|
pieces with different colors look like the should match, then use
|
|
the color keys to change them.
|
|
|
|
> A completed puzzle looks like a computer punch card: a solid
|
|
rectangle with several little holes in it.
|
|
|
|
> A completed puzzle may be upside down or backwards when you
|
|
finish putting it together. (you may have to flip it around before
|
|
it is recognized as a solution)
|
|
|
|
> There are four pieces in each completed puzzle, and nine puzzles
|
|
in the game, each time you complete a puzzle, one letter of
|
|
Elvin's password password will appear at the bottom of the pocket
|
|
computer screen.
|
|
|
|
> When you have all nine of the letters in the password, you can
|
|
open the door to Elvin's control center and save the world.
|
|
|
|
Control room ------------
|
|
|
|
The door to Elvin's control room is in one of the bedrooms. When
|
|
you have completed the password, position your agent directly in
|
|
front of the door and push the joystick forward. The door will
|
|
open, and you'll finally have the last laugh.
|
|
|
|
Using the phone -----------
|
|
|
|
When you touch the phone key on your pocket computer, it dials up
|
|
the agency's main computer. (to get some help with the puzzles)
|
|
But there is a charge for using it. Each use of the phone cost two
|
|
minutes on the game clock.
|
|
|
|
The agency's computer will give you three choices. Select the one
|
|
you want with the glove, and then press the joystick button.
|
|
|
|
Choices -------
|
|
|
|
Correct orientations of leftmost pieces- the computer will flip
|
|
the two puzzle pieces in the memory window to orient them
|
|
correctly (right side up and forwards, instead of upside down and
|
|
backwards). A read mark will appear to the left of each piece that
|
|
has been flipped.
|
|
|
|
Have we enough pieces to solve the upper left puzzle?- The
|
|
computer will look at the upper puzzle piece in the memory window
|
|
and tell you whether you've found all three of the pieces that go
|
|
with it to make a completed puzzle.
|
|
|
|
> Hang up- hangs up the phone.
|
|
|
|
Continuing play- You can start a new game at any time by
|
|
depressing the 'esc' key. The rooms and robots will be re-
|
|
arranged, and the computer will generate a new set of puzzles.
|
|
|
|
Scoring -------
|
|
|
|
The game clock (on the pocket computer display) starts at 12:00.
|
|
The game ends when the clock reaches 6:00.
|
|
|
|
Losing time --------
|
|
|
|
Each time you fall off the bottom of the screen or get zapped by
|
|
a robot or floating orb, you are penalized 10 minutes.
|
|
|
|
Each time you use the phone, you are penalized two minutes. When
|
|
the game ends, you are awarded points as follows:
|
|
|
|
1 point for each second remaining on the clock 100 points for
|
|
each puzzle piece found. 100 Points for each snooze & lift init
|
|
password found. 500 Points for each puzzle solved. 1000 Points for
|
|
completing the mission.
|
|
|
|
Hints -----
|
|
|
|
Here are some playing hints from the author of impossible
|
|
mission:
|
|
|
|
> Some rooms are harder than others. If a room seems too hard
|
|
(presumably because you don't have any passwords to reset the
|
|
lifts and turn off the robots), come back to it after you've
|
|
aquired some passwords.
|
|
|
|
> Each robot has a different behavior program. Some robots move
|
|
faster than others, some of them shoot lightning bolts, and some
|
|
have no sight or hearing. So watch them closely. You can often
|
|
figure out what program a robot is running before you try to get
|
|
past it.
|
|
|
|
> Your pocket computer will let you combine any two pieces that
|
|
don't overlap, but this isn't always enough. Puzzle pieces which
|
|
don't overlap may not really belong together. If you find that
|
|
it's impossible to finish a partially completed puzzle, you may
|
|
have combined the wrong puzzle pieces.
|
|
|
|
> You don't have to somersault over every hole in the floor. If a
|
|
gap is no wider than a lifting platform, try stepping across it.
|
|
But don't let up on the joystick until you get to the other side,
|
|
or you'll fall.
|
|
|
|
> If you have to cross a very large chasm, you can actually have
|
|
one foot in the abyss before you press the fire button to jump. If
|
|
you do this just right, it will give you the extra distance you
|
|
need.
|
|
|