\"IMPOSSIBLE MISSION II\" - HINTS, TIPS, SOLUTION (?)
By Jaromir Krol - \"Jerry King\" - This email address is being protected from spambots. You need JavaScript enabled to view it.
http://www.kki.net.pl/jaromirk/c64joke/
Elvin Atombender, the evil genius, is at it again. What? Destroying the
world, of course. And it\'s up to you to stop him. (Actually, the storyline in
the manual is a nice read, so take a look at it at Project 64!). All right -
Elvin lives in a complex of nine towers. You must search the eight of them
one by one, and finally get access to Elvin\'s control room, hidden in the
last tower. To get to that room, you will need a melody code - this is why
you have the mini recorder at your disposal! :) Read on for more.
I recommend playing this game with an emulator that has freezing
capabilities, or with a program/card which can do it (Game Wizard, Action
Replay...). This way, you can freeze before dangerous situations, and if
something isn\'t right, just try again from the same point.
The game is obvious, really - search all the objects in all the rooms (some
objects actually CANNOT be reached - just leave them!), avoiding robots and
doing a lot of gymnastics. Now, I will just tell you about the options
available in the terminals located in the rooms:
The platforms \"resetters\" - now you can reset the old up/down platforms as
well as the new left/right ones. (To use the l/r ones, get on them and press
1 or 3, depending on the direction you want to go in). Remember, too, that
some u/d platforms go from one room to another, which sometimes is the best
way to go to a particular room.
The robot freezer - obvious. Don\'t hesitate to use it (though it isn\'t that
much necessary, actually). There are various types of robots in IM2. The
worst ones are the laser-shooters and the ones with big jaws, which will try
to push you off the ledge. Others include a \"spring\" one which you can jump
from, a pest which just rides lifts and is otherwise harmless, a robot which
lays mines on the floor (often in darkened rooms), and a \"suicide bot\", which
will try to kill you by jumping at you, even at the cost of its own life...
err, state. ;)
A time bomb - blows up anything: a robot, floor (sometimes blowing up a part
of the floor is the only way to get to some locations), but most importantly
- the safes. Read on...
A mine - will explode when anything touches it (including you!). You may use
it to blow up some annoying moving robots. To plant a bomb or mine kneel down
and press fire. Also, remember that an explosion will blow up any object
above the bomb/mine, so search it before you decide to destroy it (it may
contain part of the code!).
A bulb - some rooms have light switched off. You can search them, but it\'s
annoying, so instead turn on the light in them. :)
About the codes - you must search each tower one by one, and to move from one
to another, you need a code to open the doors in the lowest sections of the
corridors - the ones guarded by the dog-like creatures. When you have
collected the numbers from the particular tower, go to the door and use the
right-menu - the number - to assemble the correct code. It\'s all too simple -
when any of the three number is a part of the full code, \"FOUND\" is
displayed, so check each column one by one, and when you have found all three
digits, set them. COMPLETED will appear and the door will open, giving you
access to the next tower. The digits of the code are, of course, to be found
in the objects you search. Yet another thing you may find in the objects
(apart from NOTHING :) is a +10 minutes time extension (If you have found
all, and you\'re using the time-stopper, you will have 9 hours and 20 minutes
in the end :).
Now - for the safes. Each tower has one green safe in it. Each safe contains
a tune. These tunes will make the key to the control room in the last tower.
To gain access to a safe, blow it up with a bomb, and then search it. Things
to remember:
- The tunes should be recorded in the order you find them, that is, starting
with the one from the first tower, and so on...
- Each tune is 24 seconds long, so stop you recorder a second after it stops.
For instance, when you have found the first tune, stop the tape at 25, then
at 50, then 75, etc...
- If you stop the tape at any earlier position, the previous tune will be
damaged. If you stop it later, there won\'t be enough tape left for all
tunes!
- You can erase tunes. Simply rewind the tape to the beginning of the tune
you want to erase (25, 50... etc.), and go find the next tune. When you
have found it, it will have replaced the old one.
- You actually have to erase two tunes because there are eight in total, but
you need six. Two of the tunes are duplicates - so after you have found a
new tune, listen to all the ones you already have, and to the new one. If
the new one is a duplicate of an old one, rewind the tape to its beginning
and go to the next tower for the new tune.
- The tunes in the C64 version are THE SAME MELODY, but played in a different
way, so pay attention to the way, not to the notes! :) In e.g. Amiga
version each tune is a different melody (apart from the duplicates, that is
;).
Now, when you have the full melody, go to the lift in the lower passage - the
one with a skull in it. Simply take it... and if you have a correct melody
collected, you will arrive at Elvin\'s control room.
The final room is rather easy. Go to the terminal and get a bomb, then freeze
the robots, and go right, then to the top ledge. Blow up a hole in it and go
to the three terminals. Now choose one... but the correct one. With me, it
was the right one (the right one was the right one... :), but this may be
randomly selected at the beginning, so it may be different one for you. The
ending is disappointing (as is the use of old samples from the first part.
I have the trained versions of both games on my site, BTW, so you may want to
get them there: http://www.kki.net.pl/jaromirk/c64joke/ Check the games page
to download the IMs. L8r!