********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at 74171.2136@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. ********* The Project 64 etext of the Impossible Mission II manual. Converted to etext by anonymous, obtained from either The Ranch (Harold Robbins), WireNuts (Jim Dillard), or Enterprise (Tom Hoot) BBS's in Austin TX. The original document was called "Imp.Mis.II.dox", supplied by Tom Hoot <thoot@neosoft.com>. IMPMI210.TXT, July 1996, etext #57. ********* IMPOSSIBLE MISSION II COBRA BLUE CLASSIFICATION ULTRA DISTRIBUTION Field Operations Assets, (Need to Know basis only) Field Operations Control, Langley Electronic Intelligence Operations, Ft. Meade Joint Chiefs of Staff, Pentagon Commmander, Strategic Air Command, Omaha (EYES ONLY) Commander, Submarines Pacific, Honolulu (EYES ONLY) Commander, Submarines Atlantic, Norfolk (EYES ONLY) ---------------------------------------------------------------------- 1. OVERVIEW: Cobra Blue is a top secret surveillance and counterterrorist operation directed against Professor Elvin Atombender by Field Operations Agent Bravo 29. Elvin, a known psychotic genius, is one of the world's leading experts on robotics, computers, and codes. Elvin is believed to have collected a personal fortune by raiding the computer systems of several of the World's leading financial institutions and transferring funds to his personal bank accounts. Elvin lives at the top of an immense eight-tower complex construscted with his personal funds in northwest Los Angeles near the UCLA campus. Elvin's complex is believed to be staffed entirely by robots built to his design. He receives no visitors and, so far, his complex has proven to be nearly impossible to enter by agents of this and other police and intelligence agencies. 2. COBRA BLUE PHASE I: Elvin's tower complex is under constant watch. All activity between his complex and other computers around the world are constantly monitored. Random attempts to break into the tower complex were made by our field agents to gather information about the complex's structure and contents. Intelligence reports indicate that Elvin has spent the past four years trying to electronically break into military computer installations around the world, and he may be close to succeeding. In addition, it is believed that Elvin is becoming increasingly mentally unstable. He has been monitored muttering threats about destroying himself and the world. If he is detected to begin carrying out these threats, field agents will be alerted to implement Phase II through a Flash Alpha One message from Field Operations Control, Langley. 3. COBRA BLUE PHASE II: Field agents assigned to Cobra Blue Phase II will immediately penetrate Elvin's complex, arrest Elvin if possible or kill him if he resists, and neutralize his comply mr system. THIS MUST BE DONE WITHIN 8 HOURS. Elvin is believed to live and work in the control center of his complex located in the penthouse of the central tower. He is guarded by highly sophisticated security systems which include mobile robots of several types, locking passageways between towers and musical sequences. The field agent assigned to penetrate this complex will be assisted by a personal pocket computer which he will be able to use only in the complex's hallways. This complter will track the operative's location, help him determine if he has completed the proper combiniation for access to another tower, and help him to link together the musical sequences needed to enter Elvin's central tower. 08/04/88 0122 ZULU COPY 01 OF 01 CLASSIFICATION ULTRA CODE GROUP THETA PRIORITY FLASH ALPHA ONE TO: FIELD AGENT BRAVO 29 FROM: FIELD OPERATIONS CONTROL, LANGLEY RE: COBRA BLUE COBRA BLUE ALERT BREAK IMPERATIVE REPEAT IMPERATIVE ELVIN BE NEUTRALIZED WITHIN 8 HOURS ELSE LAUNCH CODES WILL BE BROKEN AND MISSILES LAUNCHED BREAK CONSULT COBRA BLUE PHASE II OPERATIONS ORDER FOR FURTHER DETAILS RE ELVIN AND TOWER COMPLEX BREAK EXECUTE COBRA BLUE PHASE II IMMEDIATELY BREAK GOOD LUCK AND GO GET HIM BREAK END LANGLEY PAGE ONE OF ONE DESTROY AFTER READING 08/04/88 0123 ZULU OBJECTIVE To succeed at IMPOSSIBLE MISSION II and to prevent the world from being destroyed, you as the Agency's Field Agent must reach several objectives. First, you must assemble the three-digit security comnbination for each tower. At the same time avoid and fend off Elvin's robots, using his own security system to help you. Second, you must locate and open Elvin's safes, and recover the musical sequences locked inside. There are six unique pieces of music and two duplicate pieces. Third, you must tie together these musical sequences into a full melody that will open the express elevator doors to Elvin's central tower control room. Finally, you must find the correct computer terminal in Elvin's control room that will disarm the missile lauch codes before they destroy you and the world. You score points by entering towers, exploring rooms, finding passcode numbers, and reaching the central control room. The sooner you reach the control room, the more points you earn. STARTING PLAY While the game is loading, you will see an outside view of Elvin's tower stronghold on the screen. When loading is completed, you will see your agent inside an elevator in a random tower of the stronghold. The display on the bottom of the screen is your pocket complter. CONTROLS In the elevators: Push the joystick FORWARD or BACK to go up or down. Push the joystick RIGHT or LEFT to enter a corridor. In the corridors: Push the joystick LEFT or RIGHT to move along a corridor. Running off the edge of the screen will take you into a room or another section of corridor. In the rooms: Push the joystick LEFT or RIGHT to move in either direction. If you press the FIRE BUTTON, your agent will do a forward flip useful for leaping over robots, jumping up to higher levels, and somersaulting over gaps in the floor and over low walls. Pulling the joystick BACK will put your agent in a crouching position. He needs to be in this position to lay a time-bomb or mine. On lifting and sliding platforms: If you are standing on a striped lifting platform (you can see the vertical track in the wall), push the joystick FORWARD or BACK to go up or down. If you are standing on a striped sliding platform (you can see the horizoneal track in the wall) push the joystick FORWARD or BACK followed by LEFT or RIGHT to move the platform. GAME PLAY As you explore Elvin's tower complex, you can check your location and the rooms you have explored with your pocket computer. The pocket computer's display appears at the bottom of your screen anytime your agent is in a corridor or elevator. A map of the current tower and connections to two neighboring towers shows in the center of the display. A dot of light shows your location in the tower. Any room you have entered appears in black. An overhead view of the tower complex appears to the left of the map display on the pocket computer. It too, has a light showing your location as well as a lighted display of your current tower number. SEARCHING FOR CODES Search as many objects in each room as possible. These objects range from automobiles in Elvin's garage tower to athletic equipment and lockers in his gymnasium tower. Don't overlook house plants and pictures on the wall either. Search each object by standing directly in front of it and pushing the joystick FORWARD. The word "Searching" will appear in a box near your agent's shoulder. You will also see a horizontal time line indicating how long the search will take. You must continue to hold the joystick FORWARD until the time line disappears. If your search is interrupted for any reason (usually a robot bearing down on you), you can go back to the object and resume searching where you left off. Each object disappears after it is searched. One of four t...
Amiga7878