From: tsrken@voicenet.com ('tsr') Impossible Mission II Instruction Manual --- It's late; maybe too late. The feds didn't want me to have anything to do with this project. They were gonna send in their own hot shots. Said I was too emotionally involved. Which I guess I am, seeing as the last time we met, Elvin almost did me in. After all, when it gets too personal you lose your edge, start thinking too much, make mistakes. Elvin Atombender, a bonafide genius, a technological wizard, a terminally ill criminal master mind. Whose last dying wish is to immortalize his name in the history books with a nuclear firestorm. He's one of the most brilliant and ruthless criminals I'd ever gone up against. He resurfaced two years ago infecting the National Defense network with a computer virus so advanced that in four days it had spread to almost half the computers in the country. If you were lucky you could erase it off your sys- tem, but it was just a matter of hours before the system would get reinfected by communication with outside data bases. It's been two days since they lost contact with their hotshots. They didn't want me involved. Hell, I don't want to be involved. But there is no one else to do the job. If I fail, how many thousands, how many millions will die? I take a slug of my cold coffee. I've got a pain in my gut telling me this mission could be my last. But I've got no choice. I'll quickly look over the mission directives once more; there's not much time. --- CONFIDENTIAL Mission Directives - Case #AVPM 3291R-281 TOP SECRET --- Subject: Elvin Atombender AKA: Adam Elvender Sex: Male Age: 63 Height: 5-4 Wt: 120 Hair: None Eyes: Blue, wears glasses Present location: StarCom International Building 2270 Whilshire Blvd. Century City, California Personal History: Elvin is considered one of America's foremost authorities on robotics, fractal geometry and computer viruses. Employed by the Federal government for 22 years in various electronic infiltration and computer intelligence agencies. Dis- appeared in the late seventies, resurfacing in the mid-eighties under the name Adam Elvender. His true identity became known after an unsuccessful attempt at causing nuclear strikes on several major cities 1986. Imprisoned in 1988, he soon escaped after being diagnosed with a terminal illness. He has not been heard from since, until two weeks ago. Psychiatric profile: Elvin has been under psychological treatment since 1973 for severe paranoia, delusions, and antisocial behavior. He has grown increasingly unstable over the years, and is now believed to be completely insane. Because of extreme paranoia he is most likely alone, protected only by robots within his towers. Criminal record: Prior to his arrest in 1988 he had no known criminal record. --- Case background: Eleven days ago Elvin infected the national communication network with an intelligent electromutative virus. It quickly found its way into the NORAD defense computers. Using this virus, he somehow reprogrammed the security codes. Elvin now has absolute control over the nation's entire nuclear missile force. He is making a second attempt at causing a major nuclear disaster! Several attempts to coordinate extradition of Elvin through state and local authorities have thus far proven unsuccessful. Mission objective: Manipulation of the Nation's nuclear defense system is being controlled through Elvin's mainframe computer, located in the central core tower of the massive StarCom International Building. A lone operative must enter the Star- Com Building, searching every room in the complex for the safes that contain MKDS (Musical Data Key Sequences). Information has been encrypted into these musical tunes, so when the musical tunes are recorded and played back at the entrance to Elvin's express elevator, the doors will open allowing access to Elvin's central control room. You must then reach the main control console and shut down Elvin's mainframe computer, bring to an end what could be the greatest crisis in the history of mankind. Warning! Elvin has three terminals in his central control room. Two of the terminals are decoys rigged to discharge 750,000 volts if they are touched. Only one terminal can be used to disarm the system. --- Building layout: Elvin's headquarters is located within the six story StarCom International Building. It is made of 8 outer towers that surround an inner core tower. This core tower is where Elvin's central control room is located. To reach the core tower you must go through all 8 towers. These towers are connected by a series of elevators and passageways. Access from one tower to another is restricted by two inch thick steel doors. These can be breached by using your Pocket Computer (see PIN Assembler mode). --- Security droids: The complex is guarded by advanced security droids that are networked to the main computer system and can be controlled through terminals in each room. These are some of the droids you may encounter: Sentrybot These are the most common and also the most deadly. These drones are custom designed by Elvin; information on them may therefore be incomplete. These droids see using infrared photosensors that detect human body heat and are also equipped with motion detection and audio sensing capability. The outer skin is an tungsten carbide polymer. Inside is housed two high voltage plasma guns that generate powerful directional beams. These beams are only effective at closer than six feet, and are therefore easy to avoid. Sentrybots are propelled by a linear magnetic induction system, and must ride along special tracks embedded in the floors and usually cannot leave their defined floor position. HC-910 This is the second most common droid you will encounter. It is programmed to grab an intruder, trap them against a well and discharge 750,000 volts, electrocuting its victim. ATK-1000C This is a modified version of the ATK-1000. It is equipped with a supply of exploding mines. When danger is sensed it will lay mines at random. These mines are easy to see but sometimes difficult to avoid. ATK-1000 These are harmless unarmed drones. They move on three wheels and are highly mobile. They can ride elevator platforms and patrol multiple levels. --- Game control: Your Control Pad has two modes: Action Mode, which allows you to walk, jump, and search the building, and Pocket Computer mode, which allows you to use your ultra high-tech micro Pocket computer. This powerful piece of hardware can be used only in elevators and hallways. It keeps track of your location, assembles PIN codes to unlock tower entrances, and records MKDS. Action mode: In Action mode you move through the building in search of the things needed to complete your mission. You can also logon to computer terminals in each room, and use Elvin's master system to your advantage. Action mode controls Direction Pad: Controls running, ducking, and searching. Also controls up and down movement of elevators. A button: Press in halls to enter the Pocket Computer mode. B button: Press to jump and lay Bombs. To lay Bombs and Mines you must crouch down by pressing Down on the Direction Pad and press B button at the same time. Start: Begins new game and pauses game in progress. Select: Not used. --- Searching: You must be sure to search everything, from automobiles, garages and athletic equipment to plants and pictures on the walls. To search a location stand in front of it and push the Direction Pad up. A window will appear that says SEARCH. You will see a time line indicating how long the search will take. Some places take longer to search than others, so be sure to keep searching until the time line disappears and the Search Window displays what you have found. If nothing is found it will say NOTHING. During your searches you will find Terminal Commands, PINs (security entrance codes), Safes (these contain MKDS, the Musical Key Data Sequences that you must record), and Timer Icons (these extend the time you have to complete the mission). --- Terminals: By standing in front of a Computer Terminal and pushing up on your Direction Pad you will logon to Elvin's computer system. Pictured on the screen are six Terminal Commands and to the left the number of each that you have collected. The Direction Pad moves the selector up and down. Pressing A Button will act- ivate the Terminal command you've chosen and return to the main screen. Terminal Commands V-Plat Restore: This will reset the position of the platforms that move up and down to their original positions. H-Plat Restore: This will reset the positions of the platforms that move right and left to their original positions. Droid Disengage: This will disengage droids from the main computer, rendering all Security Droids completely harmless for 17 seconds. Bombs: Can be laid on floors by pressing A button while pushing the Direction Pad down. Bombs will explode after about 20 seconds, destroying anything near them and blowing holes in the floors and safes. There are many floors with special insulation where you cannot lay bombs. Mines: Can be laid on floors in the same way as Bombs but they only explode when touched. Just like bombs, there are many floors where you cannot lay mines. Light: Sometimes you will enter darkened rooms where it is hard to see. Choo- sing lights will turn on the lights not only in the room you're in, but in every room in the tower. --- MKDS and safes: To open a safe you must first blow it up with a bomb. Inside the safe is the MKDS so search it thoroughly. You must record the MKDS before you go to the next tower. To record it simply turn on your Recorder. You will see that the tape counter has gone forward. Rewind your tape and listen to the tune. There are six different MKDS (musical sequences) in the eight towers. Two pieces are duplicates. This is why you must always listen to the recording. If you have duplicates recorded, you must rewind your Recorder to the beginning of the previous MKDS and record the new one over the top of the duplicate. It will take six different MKDS to complete the tune that will open Elvin's express elevator to the main control room. The pocket computer: This is one of your most important pieces of equipment. It can only be used in halls and elevators and cannot be used in rooms. The timer counts down how much time you have left. The light spot on the map screen shows your present location. The number of the tower you are in is shown under the map. Pocket computer mode: To use your Pocket Computer press B Button. This will make a small hand appear on screen. Use this to point to the Recorder, PIN Assembler (293) or Off to return to Action mode. --- PIN Assembler (293): While searching the building you will find colored PIN numbers. These numbers are stored in the PIN Assembler and can be used just like a combination lock to open the security doors that separate the towers. Although you may collect many numbers, only three (one of each color blue, yellow, green) are correct. To see the different numbers of each color that you have collected use the Arrow keys to the right of the PIN numbers. The three sections correspond to one of the three colored numbers. Push the arrow keys with the hand to rotate the PIN numbers. To open the door you must have all 3 CORRECT numbers dis- played. To line up all the correct numbers you must know which numbers are right and which are wrong. When one of the 3 numbers is correct the word FOUND will appear. To isolate all three correct numbers roll each until FOUND turns off. The last number rolled is a correct number. Try turning it back to make sure it's correct. If FOUND turns back on it is a correct number. Test all three numbers this way; if you don't have all three correct numbers keep searching. You must find them. When all three numbers are correct the word COMPLETE will appear on the dis- play. You can now enter the next tower. --- Recorder: Selecting the Recorder will let you record and play back MKDS. To operate the recorder move the hand to REW, PLAY, FF or STOP. The counter will tell you where one tune ends and the next begins. This will help you record over duplicate music. Use as you would any tape recorder. When you have recorded six non-duplicate MKDS to form a complete song you can enter Elvin's express elevator. You must record the MKDS before you leave a tower because you can't return to a tower once you have left it. If you don't record the MKDS in each tower's safe you cannot complete the mission. You could however get lucky if the MKDS you forgot to record was a duplicate. In this case you could still enter the express elevator. When you finish using the recorder move the hand to OFF and press B button to return to Action mode. --- Additional information: Platforms will only move as far as the track they are mounted in will allow. Sometimes platforms go through ceilings and floors leading to other rooms. To move a platform left or right stand in the platform's center and press down on the Direction Pad while pushing left or right. Some rooms are inaccessible, so you must blow a hole using a bomb or a mine to enter. The doors to Elvin's express elevator are located between the inter tower security doors in either the underground passageway or the aerial hallway. After you have recorded the six different MKDS, stand in front of the access door and press up on your Direction Pad. This elevator will take you directly to Elvin's central control room. Always remember to listen to the MKDS you have recovered from a safe before you leave a tower.