Click on "A" to select the decoy torpedo (pictured in the manual on Page 12). Click on "B" to lock the decoy on target. The Russian ship will begin firing torpedoes. You are running silent, so you needn't worry...yet! When the white line appears on the view screen (#31), save the game, and click on "D." (Note that there is an alternate solution to this puzzle in the last part of this walkthru.)
In quick succession, click "B" and "D" again, then click "A" twice. (Start with the Harpoon torpedoes.) Click "B" and "D" again. (Repeat this process as many times as it takes to sink the Russian destroyer.) Each time the enemy fires a torpedo (red line), you must click (or tap) "A" to select a decoy, then "B" and "D". When there are no torpedoes in the water, click "A" twice to select the Harpoons again. If you are empty, click "A" twice to select the Stinger. Remember to click "B" and "D" each time you want to fire. Watch screen #31: When the Russian ship has been hit three times, it will disappear from the screen, and sonar will report, "Coast is clear."
The radioman will announce another set of coded messages. Click on #23, click on #15, GET UP, and save the game. Walk to the radioman, and TALK MAN. He will give you the second set of primary and secondary code keys for the new Washington and CIA messages. Follow the same procedure to decode as in the first set of messages. Walk to your cabin, go to the computer, and USE COMPUTER. (Use the Control-P key combination to pause the game.) Look up the code keys, and enter the appropriate primary and secondary keys for the Washington message. If your entry is correct, the message will begin, "Contacting fisherman...." Answer Y when asked if you want to decode another message. Enter the primary and secondary code keys for the CIA message. If that's correct, the message will begin, "After polar...." Type N for no more messages. Exit the control room to the left.
Walk to the pilot's seat, and sonar will report icebergs in the area. Click on #20, and save the game. Soon, the icebergs will appear. Use the left- and right-arrow keys to pilot the sub back and forth through the icebergs. While weaving back and forth, watch gauge #30. Try to stay as close to 0 as possible. (I was able to get a perfect score when I followed this strategy.) When safely through the field, sonar will announce, "All clear."
You will then be informed of a stationary signal: Ice Station. CONTACT STATION. The radioman will report another set of coded messages. GET UP, go to the radioman, and save the game. TALK MAN, and you will be given a third set of messages from Washington and the CIA. Follow the same procedure to decode them as described before. Walk to the cabin, go to the computer, and USE COMPUTER. Again, type the primary code key first, then the secondary for the Washington message. If correct, the message will begin, "Rendezvous...." Type Y to decode the second message. Enter the primary and secondary code keys for the CIA message. If correct, the message will begin, "Diversion...." Type N for no more messages. Exit left to the control room, and return to the pilot's seat.
(See the end of this part for an alternate solution to this puzzle.) Sonar will report a deep trench. Tap the up-arrow key three times to begin a deep dive. Sonar will report a faint signal coming from the Russian submarine. Click #32. Watch gauge #5 for your depth and gauge #6 for the water temperature.
When #5 reaches 2300, tap the down-arrow key three times. The Russian Alpha sub will begin firing torpedoes. Begin a zigzag course by using the right- and left-arrow keys (don't wander too far off course (gauge #30) from 0!), alternating right full rudder and left full rudder. Watch the torpedoes pass over you, and the white line will begin to shrink. Sonar will announce that the sub has disappeared. Hooray!
You will see a message that you are now off the coast of Portugal, and sonar is picking up "irregular" signals. Click on #17 so that one ping is issued, then click #17 again. Sonar will report that it is an American destroyer, and according to plan, we are to follow under the destroyer to Tunisia. Save the game.
A screen will appear, showing the Coontz as a yellow plus sign. Wait until you are near the COONTZ, then tap the left-arrow key once; wait about five seconds, then tap it again. You should get a screen announcing that your navigation skills rate 5 out of 5. Now comes the tough job of trying to stay under the Coontz! Once again, I am not sure if this sequence is random, so I will let you pilot this. Try to anticipate the destroyer, and save your game every time you progress. Stay very close to the Coontz. When it disappears from the right edge of the screen, you are in Tunisia!
Weiter mit: Komplettlösung Codename Iceman: Tunesia