IMPOSSIBLE MISSION
TOP SECRET!
OPERATION: Atombender
I.M.A. Special Terrorist Unit
MISSION BRIEFING
for the Atari 7800 ™
IMPOSSIBLE MISSION ™
by Epyx
TABLE OF CONTENTS
TOP SECRET DOCUMENT 1
Mission Briefing 2
Dossier: Elvin Atombender 3
Intelligence Report 5
Elvin's Stronghold 5
Elvin's Robots 6
Elvin's Security Systems 7
GAME INSTRUCTIONS 8
Getting Started 8
Playing the Game 8
Moving through the Stronghold 9
Searching for Codes 9
Using Security Terminals 10
Code Rooms 11
The Pocket Computer 12
Using the Glove 13
Using the Phone 14
Solving the Puzzles 15
The Control Room 15
Strategy 16
Scoring 17
Every effort has been made to ensure the accuracy
of the product
documentation in this manual. However, because Atari=A0Corporation
is
constantly improving and updating its computer hardware and software,
it is
unable to guarantee the accuracy of printed material after the
date of
publication and disclaims liability for changes, errors, or omissions.
Reproduction of this document or of any portion
of its contents is not
allowed without the specific written consent of Atari Corporation.
Impossible Mission ™ is a trademark of Epyx,
Inc., copyright © 1984.
Atari ®, the Atari logo, and 7800 (TM) are trademarks
or registered
trademarks of Atari Corporation.
ATARI ®
Copyright © 1989, Atari Corporation
Sunnyvale, CA 94086
All rights reserved.
TOP SECRETDOCUMENT - DO NOT ACCEPT IF SEAL IS BROKEN
Courier is required by law to obtain proof of
identity before releasing
this document. Unauthorized possession of these materials is a
criminal
offense punishable by law.
RETURN TO I.M.A., WASHINGTON, DC 20024
TOP SECRET
Agent's Eyes Only!
Officer Courier Only!
To: Special Agent 4125
Re: Mission Briefing
Subject: Mission of vital importance
to national and global security.
Operations to begin immediately. Utmost urgency.
Situation: During the past three
days, key military computer installations
of every major world power have reported security failures. In
each case,
someone gained access to a primary missile attack computer.
Only one person is capable of computer tampering
on this scale: Professor
Elvin Atombender (hereafter referred to as "Elvin").
We believe that Elvin is working to break the
computer's launch codes. When
he succeeds, he plans to trigger a missile attack that will destroy
the
world.
Mission: You must penetrate Elvin's
underground stronghold and stop him. To
succeed, you will have to evade the scientist's robot guards,
break his
security code, and find his control center. Your predecessors
Agents 4116
and 4124 (may they rest in peace), were able to send back some
information
about Elvin's installation. It is detailed in the following pages.
Your only weapons will be your keen analytical
mind and your MIA9366B
pocket computer. Good luck. The world is depending on you.
DOSSIER:
ELVIN ATOMBENDER
Last Known Picture of Elvin
Sex: Male
Age: 62
Height: 5' 4"
Hair: No
Eyes: Yes
Traits: Avoids people.
Hates animals.
Likes brussels sprouts.
Childhood: Elvin was a nice boy.
Well, his mother liked him. In school, he
loathed sports but excelled in mathematics. He seldom caused any
problems
(at least none with any global consequences). At home, Elvin spent
most of
his time staring at his computer screen, a seemingly harmless
recreation.
Oh, there was the time Elvin broke into the phone
company's computer system
and changed the records. Angry at his parents for some real or
imagined
crime, the playful youngster added a long distance call to their
monthly
phone bill: a five-and-a-half-hour call to Afghanistan. His parents
were
tolerant. They were sure he would eventually outgrow his passion
for
tinkering with other people's computers.
Turning point: It was during
his days as a college student that Elvin was
transformed from a promising young man into a treacherous evildoer.
Elvin
had become obsessed with a new computer game, "Giggling Penguin
Invaders
from Outer Space in the Vicinity of Ursa Minor." (Elvin had
always hated
penguins from Ursa Minor.)
The game's score counter went up to 100,000,000,000,
and Elvin was
determined to "max it out." After playing the game for
several days without
sleep, he had vaporized enough penguins to pile up 99,999,999,785
points.
One more tuxedoed avian and he'd have it.
Elvin shook out his joystick hand. A 250-point
penguin waddled onto the
screen. Elvin's eyes lit up. He took aim. And then, at that precise
moment,
the power failed. Elvin's game was lost; he'd never get a score
that high
again.
In that instant, something snapped in Elvin's
mind. He became consumed with
a single maniacal obsession. He would repay the world for the
injustice it
had dealt him.
For many years, Elvin waited. He became a distinguished
professor, a
renowned expert in computers and robots. Then, eight years ago,
he
disappeared. His whereabouts were unknown until now.
INTELLIGENCE REPORT
ELVIN'S STRONGHOLD
Using the fortune he amassed by raiding the computer
systems of various
financial institutions, Elvin has constructed a vast underground
stronghold
packed with computer equipment.
Room Screen
There are 32 rooms in Elvin's stronghold. Some
of them are used as living
quarters, and others are computer rooms. These are not ordinary
rooms,
however. Elvin has constructed them so that only he can negotiate
them
easily.
Each room has a number of floors or catwalks that
are connected by lifts.
The floors and catwalks often end abruptly, dropping off into
space. And
they're guarded by Elvin's nasty, human-seeking robots.
ELVIN'S ROBOTS
Height: 1.57 meters
Weight: 67 kilos
Armor Type: Ablative (AC: -4)
Vcc: 5 megavolts
Weaponry: High-voltage ionic plasma generator
Energy Reserves: 3.14 megajoules (est.)
Maximum Angular Velocity: 1.2 megaradians/fortnight
Longitudinal Velocity:
Alpha Class: 2.5 x 10-8 c
Beta Class: 1.2 x 10-8 c
Gamma Class: 5.9 x 10-9 c
Omega Class: 0 c
Photovoltaic Threshold: 0.12 lumens
Entropic Conversion Rate: 3.71828 ergs/nsec
Thermionic Coefficient: 6.07 therms/hour
Elvin's robots are equipped with sound/motion
sensors. These sensors act as
the robot's ears, allowing the robot to home in on you whether
it can see
you or not.
The robots are propelled by linear induction motors
embedded in the floors
of the complex. The magnets keep the robots from leaving the floor's
surface.
The robot's high-voltage electrode projects a
lethal electrical discharge
approximately six feet.
Infrared photocells act as the robot's eyes. They
can detect the presence
of human body warmth anywhere in front of the robot.
[diagram of a robot]
Sound/Motion Sensors
High-Voltage Electrodes
Infrared Photocells
Linear Induction Magnet
ELVIN'S SECURITY SYSTEM
Intelligence indicates that Elvin uses three types
of codes (or passwords)
in his security system. One code deactivates the robots, another
operates
the lifts, and the third code (a password) unlocks the control
room.
Elvin is very tricky, not to mention a little
strange. He hides the
passwords in his furniture! Elvin frequently forgets the passwords
for his
security computer, so he scatters them around, stashing them in
the
weirdest places. You might find a password in the sofa, stereo,
or candy
machine. But you must find the passwords to stay alive.
Once you find the codes, using them should be
relatively easy for the most
part. You should be able to log onto a security terminal as you
enter each
room and deactivate the robots or reset the lifts (if necessary)
from
there.
The control-room password is another matter. Elvin
has broken up this
important code into dozens of pieces and scattered them throughout
the
complex. You will have to find and retrieve all the pieces of
the code and
fit them together like a puzzle to form the password.
With the completed password, you can gain access
to the control room where
Elvin is preparing to launch the missiles. You have to stop him,
or the
world's going to pay an awfully high price for a 250-point penguin!
GAME INSTRUCTIONS
Getting Started
1. Insert the Impossible Mission cartridge into
your Atari 7800 as
explained in your Owner's Manual. Plug a joystick into the left
controller port.
2. Turn on your television or monitor; then press
[Power] to turn on your
Atari console. The Impossible Mission title screen will appear.
3. Press the joystick fire button or [Reset] to
begin the game.
4. To restart the game during play, press [Reset].
The rooms and robots
will be rearranged, and the computer will generate a new set of
puzzles.
Playing the Game
You must penetrate the rooms and tunnels in Elvin's
stronghold, avoid his
robot defenders, and put together his secret password. You can
then enter
Elvin's control room and put a stop to his plans to destroy the
world.
You score points by finding puzzle pieces and
putting them together and by
reaching Elvin's control room before time runs out. As your skill
at the
game increases, you can achieve higher scores by completing the
password
and reaching the control room with more time left on the clock.
However,
each time you play, the rooms and robots will be rearranged and
the puzzles
will be different.
MOVING THROUGH THE STRONGHOLD
You can move through the stronghold in the following
ways:
In the elevator: Push the joystick handle forward
or back to go up or down.
Push the joystick handle left or right to move in either
direction along the corridor. Running off the edge of the
screen takes you into a room.
In the rooms: Push the joystick handle left or
right to move in either
direction. If you press the joystick fire button, your agent
will perform a midair forward flip that is especially useful
in somersaulting over persistent robots.
On lifting platforms: If you're standing on a
striped lifting platform in
one of the rooms, you can push the joystick handle
forward or back to go up or down.
SEARCHING FOR CODES
As you explore Elvin's stronghold, your pocket
computer at the bottom of
the elevator screen will display a map of the rooms and tunnels
you have
entered. In every room, you should conduct a search.
Search every object or piece of furniture in the
rooms for codes and
password puzzle pieces. (Remember to be on the lookout for robots.)
You can
do this by standing directly in front of an object (such as a
sofa, desk,
or fireplace) and pushing the joystick handle forward.
The word "Searching" will appear in
a box near your agent's shoulder. You
will also see a horizontal bar indicating the length of time it
will take
to search the object. You must continue holding the joystick handle
forward
until the bar disappears.
If your search is interrupted for any reason,
you can go back to the object
and resume searching where you left off. If you leave the room,
however,
you'll have to start the search from the beginning if you return.
When you have finished searching the object, one
of four things will appear
above your agent's shoulder:
The words "Nothing here."
A picture of a sleeping robot. This picture represents
a SNOOZE password,
which allows you to deactivate the robots in a room temporarily.
A picture of a striped lifting platform with an
arrow above it. This
represents a LIFT INIT password, which allows you to reset all
the lifting
platforms in a room to their original positions.
A puzzle piece. This is part of the password that
allows entry to the
control room. It will be entered into the memory of your pocket
computer
automatically.
USING SECURITY TERMINALS
You can use the SNOOZEs and LIFT INITs at any
security terminal. These are
terminals that are located near the entrance to each room. They
look like
television sets with darkened screens.
To use a security terminal, move directly in front
of it and push the
joystick handle forward. The screen of the security terminal will
enlarge
to fill your display. You can select one of the three functions
by moving
the joystick handle forward or back; press the joystick fire button
when
the arrow points to the function you want.
Reset lifting platforms: To use this option, you
must have a LIFT INIT
password in your possession. (Your pocket computer
displays the number of LIFT INITs you have.)
Temporarily disable robots: To use this option,
you must have a SNOOZE
password in your possession. (Your pocket
computer displays the number of SNOOZEs you
have.)
Log off.
CODE ROOMS
Elvin's stronghold contains two code rooms where
you can earn additional
passwords. Move your agent up to the console and push the joystick
handle
forward as if you were searching it. A sequence of squares will
flash on
the wall, each with a musical note, and a white glove will appear.
Use the
white glove to touch each square in a sequence so that the notes
are sorted
in ascending order (from low to high).
If you produce the proper sequence of notes, the
checkerboard will flash
and you'll get a SNOOZE or LIFT INIT password. You can do this
as many
times as you like, but the sequence gets longer each time. You
can quit at
any time by pushing the joystick handle forward to touch the purple
bar
with the glove.
THE POCKET COMPUTER
Your pocket computer allows you to play with the
puzzle pieces, twisting
them around to figure out how they go together.
To activate your pocket computer, your agent must
be standing in one of the
elevators or corridors. Press the joystick fire button to turn
on the
pocket computer.
Note: You can't use the pocket computer in any
of the rooms. Pressing the
fire button in a room will make your agent do a somersault.
When the computer is activated, the map of Elvin's
stronghold will vanish
and a white glove will appear. Use the glove to put the puzzle
pieces
together, forming the password that will let you enter Elvin's
control
room.
{diagram of pocket computer}
The pocket computer consists of these components:
The Selected Puzzle Piece is the piece you are
working with.
The Memory Window displays two of the puzzle pieces
you have collected.
Arrow keys move the puzzle pieces into the memory
window.
The Phone Key dials out for help. (See Using the
Phone.)
The Vertical Flip Key flips the selected puzzle
piece vertically.
The Horizontal Flop Key flops the selected piece
horizontally.
The Trash Can Key deletes the selected puzzle
piece from the display (but
not from memory).
The Off Key turns off the pocket computer.
If you have just deleted a puzzle piece or put
two pieces together, you can
use the Exclamation Key to "undo" it.
The Paws Key pauses the game.
The Color Keys change the color of the selected
puzzle piece.
Each time you complete a puzzle, one letter of
Elvin's password will appear
at the bottom of the pocket computer screen.
USING THE GLOVE
To move the glove, move the joystick handle in
the desired direction.
To activate a function key, point to it with the
glove and press the
joystick fire button.
To pick up a puzzle piece in the memory window,
point to it with the glove
and press the fire button. You can then move it by moving the
joystick
handle.
To drop a puzzle piece, press the fire button.
To make a copy of the selected puzzle piece, point
to it with the glove and
press the fire button.
To put back a copy of the selected piece, position
the copy directly over
the selected piece and press the fire button.
To select a puzzle piece that isn't selected,
point to it with the glove
and press the fire button.
To find out if two pieces match, position one
piece directly over the other
and press the fire button.
USING THE PHONE
When you touch the phone key on your pocket computer,
it dials up the
Agency's main computer to help you solve the puzzles. However,
there is a
charge for this service: each use of the phone costs two minutes
on the
game clock.
The Agency's computer will give you three choices:
Correct orientations of the leftmost pieces. The
computer will flip the two
puzzle pieces in the memory window to put them in their correct
positions.
A red mark appears to the left of each piece that has been flipped.
Have we enough pieces to solve the upper left
puzzle? The computer will
look at the upper puzzle piece in the memory window and tell you
whether or
not you've found all three of the pieces that go with it to complete
the
puzzle.
Hang up. This hangs up the phone.
Select the phone function you want by pointing
to it with the glove and
then pressing the joystick fire button.
SOLVING THE PUZZLES
Some pieces are upside down or backwards (or both)
when you find them. If a
piece doesn't seem to match anything, try flipping it with the
function
keys.
Pieces must be the same color, or they won't match.
If two pieces with
different colors look as if they might match, use the color keys
to change
them.
A completed puzzle looks like a computer punch
card: a solid rectangle with
several little holes in it. A completed puzzle may be upside down
or
backwards when you finish putting it together. You may have to
flip it
around before it is recognized as a solution.
There are four pieces in each completed puzzle
and nine puzzles in the
game. Once you have solved all nine puzzles, you will have the
nine-letter
password that opens the door to Elvin's control room.
THE CONTROL ROOM
The door to Elvin's control room is in one of
the blue rooms. When you have
completed the password, position your agent directly in front
of the
control-room door and push the joystick handle forward. The door
will open,
and Elvin's plot is foiled.
STRATEGY
Some rooms are harder to navigate than others.
If a room seems too hard,
come back to it after you have acquired enough passwords to reset
the lifts
and turn off the robots.
Each robot has a different behavior program. Some
robots move faster than
others, some shoot lightning bolts, and some can't see or hear.
Watch each
robot closely. You can often figure out which program is running
the robot
before you try to get past it.
Your pocket computer will let you combine any
two puzzle pieces that don't
overlap. However, puzzle pieces that don't overlap don't necessarily
belong
together. If you find that it's impossible to finish partially
completed
puzzle, you may have combined the wrong pieces.
You don't need to somersault over every hole in
the floor. If a gap is no
wider than a lifting platform, try stepping across it. But don't
let up on
the joystick until you get to the other side, or you'll fall.
If you have to cross a very large chasm, you can
actually have one foot in
the abyss before you press the fire button to jump. If you do
this
correctly, it will give you the extra distance you need.
SCORING
The game clock on the pocket computer display
starts at 12:00. The game
ends when the clock reaches 6:00. Each time you fall off the bottom
of the
screen or get zappedd by a robot or a floating orb, you lose ten
minutes.
Each time you use the phone, you lose two minutes. When the game
ends, you
are awarded points as follows.
Each second remaining on the clock 1 point
Each puzzle pieces found 100 points
Each SNOOZE or LIFT INIT found 100 points
Each puzzle solved 500 points
Mission completed 1000 points
ATARI®
© 1989 Atari Corporation
Sunnyvale, CA 94086
All rights reserved.
Printed in Hong Kong
B.T.2.1989
C300018-032 Rev. A
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