Impossible Mission II Instruction Manual Typed By The Mechanic 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 Commander, 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 counter-terrorist operation directed against Professor Elvin Atombender by Field Operations Agent Bravo 29. Elvin, a know psychotic genius, is one of the world's leading experts on robotics, computers, and codes. Elvin is believed to have collected a personal financial institutions and transferring funds to his personal bank accounts. Elvin lives at the top of an immense eight-tower complex constructed 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 received no visitors and, so far, his complex has proven to be nearly impossible to enter by agents of this and other police 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 reposts indicate that Alvin has spent the past four years frying 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 increadingly mentally unstable. He has been 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 message from Field Operations Control, Langley. 3. Cobra BluePhase 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 computer 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 sevmr`l 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 computer will track the operative's location, help him determine if he has completed the proper combination for access to another tower, and help him to link together the muscial sequences needed to enter Elvin's central tower. ____________________________________________________ | | | 08/04/88 0122 ZULA COPY 01 OF 01 2 | | | | 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 IMPERATVE REPEAT IMPERATIVE | | ELVIN BE NEUTRALIZEL VITHIN 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 begin destoyed, you as the agency's Field Agent must reach several objectives. fi;st, you must assemble the three-digit security combination for each tower. At the same time avoid and fend off Elvin's robots, unsing his own security system to help you. Second, you must locate and open Elvin's safes, and recover the musical sequences loked 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 door to Elvin's central tower control room. Finally, you must find the correct computer terminal in Elvin's control room that will disarm the missle launch codes before they destroy r-Und the world. You score points by entering towers, exploring rooms, finding passcode mcers, and reaching the central control room. The sooner you reach the control room, the more points you earn. GETTING STARTED Put the disk in (label up) and turn on the machine and have fun! STARTING PLAY While the game is loading, you will see an outside view of Elvin's tower stronghold on the screen. When loading is complete will see your agent inside the elevator in a radom tower of the d8onghold. The display on the bottom of the creen is your pocket computer. Controls o In the elevators: Push the joystick FORWARD or BACK to go up and down. Push the joystick RIGHT or LEFT to enter corridor. o In the Corridors: Push the joystick LEFT or RIGHT to move along the corridor. Running off the edge of the screen will take you into a room or another section of corridor. o In the rooms: Push the joystick LEFT or RIGHT to move in either direction. In you press the FIRE BUTTON, your agent will do a forward flip for leaping over robots, jumping up to higher ledges 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. o 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 horizontal track in the wall) push the joystick FORWARD or BACK following by LEFT or RIGHT to move the platform. GAME PLAY As you expore 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 agetn 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 locations in the tower. Any room you have entered appears in back. 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 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 a box 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 you search is interrupted for any reason (like 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 things will appear above your agent's shoulder when finished searching an object: o The word "Nothing", indicating you've drawn a blank. o A passcode number. o A security terminal command icon. o An extension of time. Using Security Terminals You can use the security terminal commands you have collected at any security terminal in Elvin's complex. These terminals are usually located near the entrance inside each room. They like televisions sets with darkened screens facing toward you. To use a security terminal, move directly in front of it and push the joystick FORWARD. The security terminal screen will fill your display. Security terminal command icons and the number you have available appear on the screen. These include: Life Platform symbol - resets vertical and horizontal lift platforms Platform symbol - moves the floor segments left or right Electric plug - temporarily deactivated robots Light bulb - turns on lights in darkened room (can be used in any room within a tower to light other rooms in the tower) Time bomb - arms time bombs that can be placed by agent to blow up safe (pull BACK on the joystick and press the FIRE BUTTON to place the bomb). The bomb explodes a few seconds after it is placed allowing the agent to go back to the safe and search for pieces of music. Mine - arms mine that can be placed by agent. Mine explodes whenever anyone including field agent makes contact with it. It blows a large hole in the floor that the agent can only cross with a leaping somersault. Push the joystick LEFT or RIGHT to move among the command icons and press the FIRE BUTTON to select whichecer one you want to see. Pocket Computer Your pocket computer is an amazing device that not only locates you in Elvin's complex, it also helps you assemble the passcode that lets you move from tower to towel), plus a built-in tape recorder, you put together the musical sequence you need to gt into Elvin's central tower. Your computer also shows you how much time you have left before Elvin destroys the world. To activate these last two functions, you must stand in a corridor or elevator and press the FIRE BUTTON. Note: You can't use the pocket computer in any of the rooms. Pressing the Fire button in a room will make some functions appear. When you activate the functions, a hand appears near three buttons at the bottom right of the screen. The right button has three numbers on its surface. The center buton has the drawing of a tape cassette deck. The left button has the word "OFF" written on it. Above these buttons you will see three sets of arrows and buttons. You can move the hand with the joystick. To select a button, move the hand on top of it and press the FIRE BUTTON. When you select the number button, the complex map disappears and three windows appear in its place. T his is where the three-digit passcode colors the neighboring towers is assembled. Move the hand to the up and down arrow keys and select one with the FIRE BUTTON. Numbers you have found in the tower appear in the windows to the left. There may be dupli cates. When you find a correct number, the passcode is found, the "Complete" indicator below the window now is on, move through the security access doors into a tower next door. When you have collected one or more musical sequences from Elvin's safes, you can play them on your pocket computer. Move the hand over the cassette nutton and press the FIRE BUTTON. A tape cassette deck complete with standard play, fast forward, and reqind controls appears in the center of your pocket computer. Rewind, the press play, and any musical sequences you have collected will play. Listen carefully because there will be duplicates. A digital tape counter helps you keep track of where you being a musical sequence. Use the readout to help you record a new sequence over a duplicate piece of music. When you collect as a song, you can enter the express elevator to Elvin's control room. You MUST record a musical sequence before you leave a tower because you can't return to a tower once you've left it. If you forget to record the music in each tower's safe, you can't win the game. However, you might get really lucky and STILL win the game IF the music you forgot in a tower's safe is a duplicate. Elvin's Express Elevator You can find doors to Elvin's express elevator between the inter-tower security doors in either the underground passageways or the aerial hallways. Stop in front of the express elevator and push your joystick FORWARD. You will enter the elevator and reappear in Elvin's control room. Elvin's Control Room This is an extremely complex room filled with robots. It has security terminals so you can use your collected security commands to help you. Notice the three terminals in the center the room. One if these can be used to deactivate the missile launch control codes and save the world. The other two will kill you. Select a terminal, stand in front of it, and push your joysticj FORWARD. If you are lucky, you will deactivate the control codes and confront Elvin. Scoring A scoreboard will appear if you successfully end the game, if you die too many times when you are in Elvin's control room, or its time runs out. You earn points for entering each room, collecting objects and numbers, entering each tower, and for completing the mission. Save Game - Refer to The Quick Reference Starting a New Game - Refer to The Quick Reference No Way Out - Refer to The Quick Reference Appendix A Elvin's Tower Complex Elvin's tower complex is located in the Sawtelle District of Los Angelese on the grounds of the former Veteran's Administration Hospital five miles west of UCLA. Elvin purchased the grounds five years ago from the U.S. Government during an attempt by the government to balance the federal budget. He has constructed a nin-tower complex consisting of eight towers surrounding a core tower. Each tower includes from four to six rooms, and each has a special function. These functions include parking for Elvin's vast fleet of motor vechile{,!living quarters (Elvin 9-portedly never sleeps in the same room two nights in a row and likes a lot of space), food service including automated kitchens (Elvin considers himself a gourmet although his tastes run towards M&Ms and Fruit Loops), sports and excerise areas, warehousing, executive office suites, and of course massive computer systems. There are believed to be up to 64 different rooms in the eight surrounding towers. The core tower includes the heart of Elvin's computer system and his control center located in the tower's penthouse. There is a flat roof area outside the penthouse where an operative could arrange for an emergency helicopter pickup. High speed elevators run up the sides of each tower except the core tower. They open on to hallways leading the way to its two neighbor towers with both underground passageways and aerial hallways connecting at the upper levels. Security doors prevent access between towers unless you have the correct passcode. The central tower 's control room is reactor with a high speed express elevator. Doors to this elevator are located in both the underground passages and the aerial hallways between towers midway between the inter-tower security doors. The penthouse control room is the only room int he central tower accessible to outsiders. The balance of the structure is packed with Elvin's mainframe computer system. Three computer terminals are located in the center of the penthouse control room. One of these controls Elvin's main code-cracking computer where he will attempt to access the world's missle launch control codes and annihilate the planet. This terminal must be reached and deactivated by you to prevent missile launches. The other two are dummiess hotwired to 2,2000 volts. Any agent repeat NOT been able to determine which terminal is real and which are deadly dummies. Good Luck! Appendix B Robots Elvin's robots are the major component of his security system. There are six different types you will find roaming the rooms in his stronghold. these include: 1. The basic security sentrybot. These are the most common and the most deadly if you too close. Sentrybnds may be found in any room. They are each approximately 1.5 metters high and are armed with a high voltage plasma gun. The sentrybots use infrared photcell sensors to detect human body heat even in darkened rooms anywhere to the robot's front. Sound and whether the robot can "see" the target with his infrared sensors or not. A sentrybot will fire its plasma gun anytime it detects a human within six feet. Sentrybots never miss a the short range and humans always die from the weapon's massive electrical discharge. Fortunately, a human has one major advantage over any robot - mobility. Sentrybots are propelled by linear induction magnetic transport systems embedddt int he floors and platforms of eVn room. Sentrybots, therefore, usually cannot move more slowly than a man can be dodged with a well-timed somersault. 2. Minebots. These are small robots encountered in rooms in any Tower. They crawl around rooms and lay mines and can easily be avoided unlike the mines a player can lay, they have no effect on the floor. 3. Pestbots. These are relatively harmless but annoying small robots that may be encountered in any tower. They constantly ride tany towvelylife platforms and mess up a player's lift platform strategy. They are not dangerous. 4. Squatbot. May be encountered in any tower. Squatbots are small robots that squat on the floor like a turtle. With good timing, an agent can step on a squatbot pause and use it as a step. However, every few seconds, the squatbot is acivated and will rise up. (if the agent isn't careful, hemay be smashed against a ceiling.) 5. Bashbot. This is the second most common robot type and is found in all towers. Shaped like a miniature bull the bashbot detects human intruder and instead of zapping him with an electrical charge, it attempts to shove the intruder off the edge of the nearest platform or into a nearby wall. 6. Suicidebot. These may be found in any tower. A suicidebot senses when a man is close to its death and tries to take the man with him. Appendix C Elvin's Psychiatric ProFile Subject: Elvin Atombender Sex: Male Age: 62 Height: 5'4" Weight: 120 lbs. Hair: No Eyes: Watery blue, wears wire rim glasses Distinguishing Traits: Elvin has developed into a high tech hermit who hates people and animals and can onyl relate to M&M's, Fruit Loops, anchovy pizzas, Diet Pepsi, and computers. Childhood background: Elvin was a Momma's boy. his mother loved him and believed he could do no wrong. He was a skinny, sickly kittle kid who loathed sports but loved mathematics. He seldom caused any problems and spent most of his time at home gaping into his computer screen. He occasionally caused trouble with his modem, such as the time when he broke into the school district's mainframe and raised his P.E. grade to an "A", and the time he broke into the phone company's billing computer and charged his bill to anothers for a five-hour call to Afghanistan (because his mother mistakenly served him Diet Coke instead of Diet Pepsi during a midnight pizza feed). Elvin has only just begun. Turning Point: Elvin survived high school despite encounters with numerous bullies. He entered the computer science schOo4 of a prestigious West Coast university and immediately immersed himself in the computer lab where he began building Elvin, Jr., a self-teaching, self-replicating artificial intelligence program. Junior was his child and his passion. He spent so much time in the computer lab that he barely earned his undergraduate degree. Only when he realized that he had to go on to graduate school if he were to keep working on Junior, did he reluctantly spend time on elective courses as The Economics of Broccoli Farming and Intermediate Urdu. One night, after nearly eight year in the university's computer lab, Elvin has almost finished building junior. He only has ten more lines of code to wire, and only two more bugs to shake out of the program, and his child would be functional but the lights literally went out as the power failed. Elvin's computer crashed, and his program vaporized into nothing. Elvin has made on fatal mistake -- he ne ver backed up his program, saying the floppy disks were for wimps. All he had left was some hard copy. Elvin's mind snapped. He vowed he would complete his docorate, someday rebuild his program on a grander scale than ever, and take voer the computers of the world. Then he would have his revenge, especially against the electic utility companies. The wor ld would repay him for his lost child. Like many people with a grand obsession, Elvin was able to bide his time. He received his doctorate, became a distinguished professor and a renowned expert in computers and robotics, and then disappeared. He has now resurfaced after five years of living in his fortess-like tower complex built with funds plundered from the international financial computer network. he is believed to be extremely paranoid and dangerous and may be on the verge of becoming the world's first large scale computer terrorist. He should be approarched with extreme caution. Quick Reference - Command Card for the Apple II Series Typed By The Mechanic Use the Impossible Mission II instruction manual for loading and general game-play instructions. Read this command card for keyboard controls and variations from the manual for the Apple II version of the game. Keyboard Controls Press the keys shown in the diagram in place of joystick moves. (The arrows indicate joystick moves.) U I O \ | / J - - L / | \ N M , Open or Close Apple key = fire button Additional Keys o If you find yourself in a position with no way out, press ESC. This returns you to where you started in the current room. o When in the hallways, press P to pause the game. Press any key to resume play. o Press Control R to start a new game. o Press Control S to toggle the sound on and off.