=====================
Impossible Mission II
=====================
Document created by [email protected] on 19th Jan 00 for
World of Spectrum: http://www.void.demon.nl/spectrum.html

Taken from the U.S. Gold compilation 'Winners!'.

One of EPYX's all time greats. The evil Elvin Atombender is back in power.
Your mission: Infiltrate and neutralise his five tower strongholds.
(c) 1988 Epyx

Loading Instructions
--------------------
CBM 64/128 Cassette
Press SHIFT and RUN/STOP keys simultaneously. Press PLAY on your cassette
recorder.

CBM 64/128 Disk
Type LOAD "*",8,1 and press RETURN. Refer to DISK LABELS for running order.

Spectrum 48/128K, +2 Cassette
Type LOAD"" and press PLAY on your cassette recorder.

Spectrum +3
Turn on computer, insert disk and press RETURN.

Amstrad CPC Cassette
Press CTRL and small ENTER keys simultaneously. Press PLAY on your cassette
recorder.

Amstrad CPC Disk
Type RUN"DISK and press ENTER. Follow on screen prompts.

Atari ST
Insert required disk, turn on computer and games will load and run
automatically.

CBM Amiga
Insert required disk, turn on computer and game will load and run
automatically.

Objective
---------
You as the Agency's Field Agent must reach several objectives to prevent the
world from being destroyed. Firstly, you must assemble the 3-digit pass
code for each tower while at the same time avoiding and fighting off Elvin's
robots, using his own security system to help you. Then you must locate and
open Elvin's safes and recover the musical sequence locked inside. After
securing the musical sequences you must tie them together into a full melody
that will open the express elevator doors to Elvin's central tower control
room. Finally you have to find the correct computer terminal in Elvin's
control room that will disarm the missile launch 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.

Keyboard Controls
-----------------
CBM 64/128
Pause - Run/Stop
Save Game - Commodore Key - S
Restart - Restore

Spectrum Cassette
Pause - Shift-Del
Up - Q
Down - A
Left - O
Right - P
Fire - All keys on Bottom Row

Spectrum +3 Disk:
Keys As Spectrum Cassette.

Amstrad:
Pause - ESC
Restart - DEL

Atari ST
Up Cursor Up
Down Cursor Down
Left Cursor Left
Right Cursor Right
Jump Space Bar/Enter/Insert/CLR/Home
Pause ESC
Save Game Alternate-S
Restart F10
Return To Desktop Alternate-Q
Commit Suicide Alternate-F10

CBM Amiga
Keyboard Keypad
Up I 8
Down K 5 or 2
Left J 4
Right L 6
Jump Space Bar Enter

Additional Keys
* Press 1 on the keypad to move a sliding platform left. Press 3 on the
keypad to move it right.
* Press ESC to pause. Press any other key to resume play.
* Press ALT S to save the game.
* Press F10 at any time to start a new game.
* Press ALT F10 for suicide (from inside a room only).
* Press ALT Q to exit the game.

Starting Play
-------------
While the game is loading, you will see an outside view of Evlin'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 computer.

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 the 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. Pushing the joystick BACK will put your
agent in a crouching position. This position required for laying a 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 horizontal 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 any time your agent is in a
corridor or evelator. A map of the current tower and connections to two
neighbouring towers shown in the centre of the display. A dot of light shows
your location in the tower. Any room you have entered appears in block.
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 things will appear above your agent's shoulder when he's finished
searching an object:

* The word 'Nothing' indicating you've drawn a blank.
* A passcode number.
* A security terminal command icon.
* 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 look like television sets with darkened
screens facing 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:

PLATFORM SYMBOL - resets vertical lift platforms.

PLATFORM SYMBOL - moves the floor segments left or right.

ELECTRIC PLUG - temporarily deactivates robots.

LIGHT BULB - turns on lights in darkened room. (This feature is only
available if you have collected a light bulb whilst searching the rooms. To
activate it go to the computer console within the tower and the darkened
rooms will light up automatically.)

TIME BOMB - arms time bomb that can be placed by agent to blow up a 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 whichever one you want to use.

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 tower with its built-in tape recorder you put together the
musical sequence you need to get 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 be standing in a corridor or
elevator and press the FIRE button.

Note you cannot use the pocket computer in any of the rooms. Pressing the
FIRE button in a room will make you do a somersault.

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 centre button 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 up and down arrow 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 lower complex map disappears and three windows appear in its place. This
is where the three digit passcode to enter the neighbouring towers is
assembled. The numbers are in three different colours and each colour appears
in its own window. When you 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 window to the left. There may be duplicates. When you find the
correct number the 'Found' indicator below the windows will light up. Go on
to the next window and find the next correct number. When all three numbers
for the passcode are found, the 'Complete' indicator below the window will
light up. You can now 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
button and press FIRE button. A tape cassette deck complete with standard
play, fast forward and rewind controls appears in the centre of your pocket
computer. Rewind then press PLAY and any musical sequence you have collected
will play. Listen to them carefully because there may be duplicates. A
digital tape counter helps you keep track of where you begin a musical
sequence. Use this to help you record a new sequence over duplicate piece
of music as you collect them from the safes in each tower. When you collect
and play six non-duplicate musical sequences linked together on your tape
recorder 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 Robots
--------------
THE BASIC SECURITY SENTRYBOT: The most common and the most dangerous, these
are armed with high voltage plasma guns. It can fire any time it detects a
human within six feet and they never miss at this range. Humans always die
as a result of the weapon's massive electrical discharge. Humans have one
advantage however in that they have greater mobility. You can damage
sentrybots with a well timed somersault. Sentrybots connot leave their
assigned floors or platforms, and may be found in any room.

MINEBOTS: Encountered in rooms in any tower, they crawl arounf and lay mines
at random. The mines are visible and easily detected. Unlike the mines a
player can lay, they have no effect on the floor.

PESTBOTS: Relatively harmless but annoying, these appear in any tower. They
constantly ride the lift platforms and mess up a player's lift platform
strategy. They are not dangerous.

SQUATBOTS: Small robots that squat on the floor like a turtle, may be
encountered in any tower. With good timing, you can step on one and use it as
a stepping stone to leap higher in the air. However, after three seconds it
will rise up and smash you against the ceiling if you're not careful.

BASHBOTS: The second most common robot type, found in all towers, it is
shaped lika a mini bulldozer. Upon detecting you it will attempt to shove
you off the edge of the nearest platform or into a nearby wall. Sometimes if
you encounter one near a door into a room, he will shove you back into the
adjacent hallway.

SUICIDEBOT: When it senses a man is near, it leaps to its death trying to
take the man with it. May be found in any tower.

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 centre of the room. One of these can be used to
deactivate the missile launch control codes and save the world. The other
two kill you. Select a terminal, stand in front of it and search it by
pushing your joystick 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 or if you die too
many times while you are in Elvin's control room or if time runs out. This
signals the end of the game. You earn points for entering each room, entering
each tower and for completing the mission.

SAVE GAME (C64 DISK)
Press C-(Commodore) key and S simultaneously.

Starting A New Game
-------------------
You can start a new game anytime by pressing the RESTORE key (on the
Commodore 64). The rooms and robots will be rearranged and the computer will
generate a new set of passcodes. Pause the game at any point by pressing the
RUN/STOP key.

(c) 1988 Epyx Inc. All rights reserved.
Epyx is a registered trademark No. 1195270.

----------

"IMPOSSIBLE MISSION II" - HINTS, TIPS, SOLUTION (?)
By Jaromir Krol - "Jerry King" - [email protected]
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!