Codename : Iceman - Sierra On-Line (Part 2) @~Continued from the last issue of SynTax. AT THE CAPTAIN'S ROOM 134 - (YOUR part of the combo at the Pentagon) - GET COMBINATION - (the Captain will give it to you and you will write it down) - (23448803 762) - LOOK CASE - GET ENVELOPE - OPEN ENVELOPE - READ ORDERS - (write the info down) - LOOK CHART - (follow Captain). CHART IN SUB GO TO MAP - LOOK MAP - PLOT COURSE - (to plot course, use cursor and enter) - PRESS ENTER TWICE WHEN DONE - TYPE 'CHANGE COURSE' TO GO BACK ONE WAYPOINT. THE CO-ORDINATES ARE: LAT LONG WP 0 = 30 170 WP 1 = 72 170 WP 2 = 86 86 WP 3 = 83 2 WP 4 = 65 23 WP 5 = 36 12 WP 6 = 00 00 LEAVE MAP - GO BACK TO SEAT TO GET RADIO MESSAGES - FOLLOW CAPTAIN'S INSTRUCTIONS TO RADIO CONTACT. IN THE CONTROL ROOM TALK TO RADIOMAN - (he'll give you codes from Washington and CIA) - USE DECODING. TO DECODE MESSAGES GO TO CAPTAIN'S QUARTERS - OPEN SAFE WITH COMBO - 23448803 - OPEN CASE WITH COMBO - 762134 - INSERT ID - INSERT FILM - (write the offsets down, yours will be 'N' = 3 because you are Navy). WASHINGTON 1. Your message will consist of TWO GROUPS of THREE LETTERS. Write them down. LOOK DECODER BOOK IN YOUR INVENTORY. 2. Replace FIRST GROUP of THREE LETTERS from the code with the corresponding number from the Decoding Book. Those THREE NUMBERS represent PAGE NUMBER, LINE and WORD. 3. Look at the MANUAL for the PAGE INDICATED. Find the LINE and WORD. That is your PRIMARY WORD. 4. Repeat steps 1 - 3 for the SECOND GROUP of THREE LETTERS. That is your SECONDARY WORD. 5. Enter PRIMARY and SECONDARY words into the computer in your quarters. C.I.A. 1. Your message will consist of TWO GROUPS of THREE LETTERS. Write them down. Read the decoding book in your possession. 2. Replace the FIRST GROUP of THREE LETTERS from the code with the corresponding numbers in the decoding book. Add the C.I.A. offset to the number you get from the decoding book (be sure to select the 'N' for NAVY offset). (Anytime you get a number greater than 10, subtract 10 and the remaining number is your TRUE number). Those THREE numbers represent PAGE, LINE and WORD. 3. Look at the MANUAL for the PAGE indicated. Find the LINE and the WORD. That is your PRIMARY WORD. 4. Repeat steps 1 - 3 for the SECOND GROUP of THREE LETTERS. That is your SECONDARY WORD. 5. Enter PRIMARY and SECONDARY words into the computer in your quarters. (Shortly, it means ALWAYS. For the C.I.A. codes count PLUS THREE) TORPEDO ROOM After you have finished decoding your message, go to the Control Room. DOWN - (the stairs) - LEFT TO TUBE - CLIMB DOWN - GO RIGHT - INSPECT MACHINE - (at first they'll say nothing) - CYCLE MACHINE - (after scene.....) - INSPECT MACHINE (Again) - GET CYLINDER - MEASURE CYLINDER - GO TO MACHINERY ROOM - (UP Tube and LEFT). MACHINERY ROOM OPEN CABINET - GET PIN - GET NUT - 1/2" - GET WASHER - 1/2" - GET CYLINDER - 6" - GO TO LATHE - (centre, towards the back of the room) - USE LATHE - SET LATHE - 1" - TURN ON LATHE - USE DRILL - (the machine next to the grinder) - SELECT BIT - 1/4" - TURN ON DRILL - USE GRINDER - (the last machine) - GO TWO SCREENS LEFT - OPEN DRAWER - (in Engine Room) - GET HAMMER - GET WRENCH - (this is for later) - 1/2" - GO TO TORPEDO ROOM - (THREE SCREENS RIGHT) - DOWN TUBE - RIGHT. TORPEDO ROOM PUT IN NEW CYLINDER - PUT IN PIN - CYCLE MACHINE - GO TO CAFETERIA - UP TUBE - RIGHT. AT THE CAFETERIA GET BOTTLE - (before you can get drunk, a man appears) - SAY YES when he asks you if you want to play - (You can only RESTORE twice when you're playing before he calls you a cheater). How to play the game. You are trying to win the BOTTLE OF RUM, all of his MONEY and a MAGNETIC DEVICE. C = CALL R = ROLL N = NEW GAME/ROLL AGAIN BOSS = PLAYER with HIGHEST HAND on FIRST roll HORSE = PLAYER who WINS the ROUND WINNER = PLAYER that WINS TWO ROUNDS COME UP = BOSS PLAYER calling OPPONENT'S hand HANDS IN DESCENDING VALUE 5 of a kind 4 of a kind Full House 3 of a kind 2 pairs 1 pair After the FIRST ROLL, the player with the best poker hand is called the 'BOSS' and gets the next roll. The 'BOSS' has the option of CALLING the game based on the strength of his hand. If at anytime your OPPONENT becomes the 'BOSS', you will not be able to see his second roll. This is to prevent you from knowing the strength of his hand. EXAMPLE ROLL: (FIRST ROLL) YOU:- 4, 4, 4, 1, 2 HIM:- 4, 4, 6, 3, 5 In the example roll, you would be 'BOSS', the 3 of a kind (4s) in your hand beats the pair your opponent is holding. The next obvious move would be for you to pick up the 1&2 from the table and roll them again. After the second roll, the 'BOSS' player has the option of either calling the opponent's hand (by asking him to 'COME UP') or starting the round again. If the 'BOSS' chooses to start the round again, BOTH players begin the next round even. If the round continues, the player with the highest hand wins. The winner then earns a 'HORSE'. The player who earns two 'HORSES' wins the game. If a player is the 'BOSS' and he has 2 pairs, he cannot roll for the FULL HOUSE. He must roll 3 dice. If both players have 2 pairs on the first roll, or one player has a pair and the other has 2 pairs and they match on the high pair, then it's a 'PUSH' (ROLL AGAIN). (After you win ALL three items, go upstairs to the HELM) @~To be continued next issue.