32 Different Rooms, 90 Different Robots, Superb Animation, Ultimate Realism.
Your mission, Agent 4125, is to foil a horrible plot. From an underground laboratory, Elvin, the scientist, is holding the world hostage under the threat of nuclear annihilation. You must penetrate his stronghold, avoid his human-seeking robots and find the pieces of the security code. Somersault over the robots or use a precious snooze to deactivate them long enough to search each room. Use the Agency's computer to unscramble the passwords from the code pieces, or try to solve them yourself. You've got to reach Elvin's control centre, but you'd better beware...
1. Subject: Mission of vital importance to national and global security.
Operations to begin immediately. Utmost urgency.
2. 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 (hereinafter referred to as "Elvin").
We believe that Elvin is working to break the computers' launch codes.
When he succeeds, he plans to trigger a missile attack that will destroy
3. 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 centre. 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
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
Avoids people, hates animals, likes M&Ms
Elvin was a nice boy - his mother loved 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 gaping into his computer screen, and this did not prove to be
harmful to anyone either.
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 bill. A five-and-a-half hour call to Afghanistan. His parents
were tolerant. They were sure he would eventually grow out of his passion
for tinkering with other people's computers.
"Let him have his fun," his mother would say. To which his father would
reply, "Kids will be kids." There was, of course, no way for them to know
what the future would bring.
It was during his days as a college student that Elvin was
transformed from a promising young man into a snivelling evil-doer. He
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-billion, 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 99,999,999,85 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
was consumed by 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 robotics. Then, eight years ago, he
disappeared. His whereabouts were unknown until now.
Using a fortune he amassed by raiding the computer systems of various
financial institutions, Elvin constructed a vast, underground stronghold
packed with computer equipment. There, in seclusion, Elvin spent four
years working to breach the security of military computer installations
around the world. As you know, he has succeeded.
Our computers estimate that he will break the launch codes and trigger
the missile attack in exactly six hours. This is the amount of time you
will have to complete your mission.
Elvin's stronghold has 32 rooms. Some of them are used as living quarters
and others are computer rooms. But (here comes the strange part) our
intelligence indicates that each room has a series of a floors, or
catwalks, which are connected by lifts. The last agent who tried to crack
Elvin's stronghold gave the following report:
(excerpt) "I have just entered what appears to be a living room...
(static) ...peculiar. All of the furniture seems to be on catwalks
high above the floor...not sure how to get up there... (static) ...I
can see a fireplace and a sofa directly over my head...how can anyone
live like this? Hold it... (static) ...I think a robot may have seen
me...aaarrrgh!!!" (transmission terminated)
Clearly, Elvin has constructed the rooms of his stronghold in such a way
that only he can negotiate them easily. The floors and catwalks often end
quite abruptly, dropping off into space. And, of course, they are guarded
by Elvin's nasty, human-seeking robots. Devilishly clever, that Elvin.
high-voltage ionic plasma generator
3.14 megajoules (estimated)
Maximum angular velocity
Alpha class: 2.5 x 10^-8c
Beta class: 1.2 x 10^-8c
Gamma class: 5.9 x 10^-9c
Omaga class: 0c
Entropic conversion rate
Sound/Motion Sensors: These are the robot's "ears". With these sensors, a robot can home in on you whether it can see you or not.
Linear Induction Magnet: The robots are propelled by linear induction motors embedded in the floor of the complex, and they cannot leave these surfaces.
High-voltage Electrode: Projects a lethal electrical discharge approx. 6 feet.
Infra-red Photocells: These are the robot's "eyes": They can detect the presence of a human body's warmth anywhere in the front of the robot.
Elvin's Security System
Our 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
Now comes the really strange part.
We believe that Elvin hides the passwords in his furniture.
Elvin, who is extremely absent minded, frequently forgets the passwords
for his security computer. His solution is to scatter them haphazardly
around the house. You can find one of his passwords in the sofa. Or the
stereo. Or the candy machine. But you must find them. Without the passwords, you will almost certainly end up like Agent 4124 (but we don't
want to think about that, do we?)
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. This should present no problems. However, the
control room password is another matter. Realising the importance of this
code, Elvin has broken it into dozens of pieces, scattering them
throughout the complex. You will have to find and retrieve all of the
pieces and match them up 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 is going to be terminally late for dinner tonight.
To succeed at Impossible Mission you must penetrate the rooms and tunnels
of Elvin's underground stronghold, avoid his robot defenders and put
together his secret password. Then you can enter Elvin's control room and
put a stop to his plans.
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.
But each time you play, the rooms and robots will be rearranged, and the
puzzles will be different.
Z - Left, X - Right, * - Up on lift/search for an object, ? - Down on lift or search for an object RETURN - Somersault or select an option, ESCAPE - Abort mission
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.
Searching For Codes
Search every object or piece of furniture in the rooms for codes and
password puzzle pieces (if you can avoid the robots). You can do this by
standing directly in front of an object (sofa, desk, fireplace or what-
ever) and pressing the * or ? keys.
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 searching 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. But if you search
another object you'll have to start the search from the beginning.
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 represents a SNOOZE password
which allows you to temporarily deactivate the robots in a room.
A picture of a striped lifting platform. This represents a LIFT INIT
password which allows you to reset all of the lifting platforms in a
room to their original positions.
A puzzle piece. This is part of the password which allows entry to
the control room. It will be entered into the memory of your pocket
Using Security Terminals
You can use the SNOOZES and LIFT INITS at any security terminal. These terminals are usually located near the entrance to each room. They look
like television sets with darkened screens facing toward you.
To use a security terminal, move directly in front of it and push the joystick forward. The screen of the security terminal will enlarge to fill your display. You can select one of three functions with the joystick (press the fire button when the arrow points to the function you want):
Reset listing 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.)
Elvin's stronghold contains two code rooms where you can earn additional
passwords. Walk up to the console and search it. A sequence of squares
will flash on the wall, each with a musical note, and a glove will
appear. Use the 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 a 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 touching the blue bar.
Your pocket computer is an amazing device. It allows you to play with the
puzzle pieces right on the screen, twisting them around to figure out how
they go together.
To activate your pocket computer, you must be standing in one of the
elevators or corridors. Press the 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 cause you to do a somersault.
When the computer is activated, the map of Elvin's stronghold will vanish
and a glove will appear. Use the glove to put the puzzle pieces together,
forming the password that will let you enter Elvin's control room.
Using The Glove
To move the glove, use the movement keys
To activate a function key, "point" to it with the glove and press RETURN
To pick up a puzzle piece in the memory window, "point" to it with the glove and press RETURN. You are now holding it
To drop a puzzle piece, press RETURN
To make a copy of the selected puzzle piece, "point" to it with the glove and press RETURN
To select a puzzle piece that isn't selected, "point" to it with the glove and press RETURN
To find out if two pieces match, position one piece directly over the other and press RETURN
To throw away a piece, position it over the waste bin and press RETURN
Solving The Puzzles
Some pieces are upside down or backwards (or both) when you find them, so if a piece doesn't seem to match anything, try flipping it with the flip and flop keys
Pieces must be the same colour, or they won't match. If two pieces with different colours look like they should match, then use the colour 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 recognised as a solution)
There are four pieces in each completed puzzle, and eight puzzles in the game. Each time you complete a puzzle, one letter of Elvin's password will appear at the bottom of the pocket computer screen
When you have all eight of the letters in the password, you can open the door to Elvin's control centre and save the world
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
door and try to search it. The door will open, and the world will be able to breathe again.
Using The Phone
When you touch the phone key on your pocket computer, it dials up the Agency's main computer (to get some help with the puzzles). But there is
a charge for using it. Each use of the phone costs two minutes on the game clock.
The Agency's computer will give you three choices. Select the one you want with the glove, then press the fire button.
Orientation. The computer will flip the two puzzle pieces in the memory window to orient them correctly (right side up and forwards, instead of
upside down and backwards).
Enough? The computer will look at the upper puzzle piece in the memory window and tell you whether you've found all three of the pieces that go
with it to make a puzzle.
You can end the game at any time by pressing the ESCAPE key. The rooms and robots will be rearranged, and the computer will generate a new set
The game clock (on the pocket computer display) starts at 0:00. The game ends when the clock reaches 6:00.
Each time you fall off the bottom of the screen or get zapped by a robot, you are penalised ten minutes. Each time you use the phone, you are
penalised two minutes.
When the game ends, you are awarded points as follows:
1 point for each second remaining on the clock.
100 points for each puzzle piece found.
100 points for each SNOOZE or LIFT INIT found.
500 points for each puzzle solved.
1000 points for completing the mission.
Here are some playing hints from the author of Impossible Mission:
Some room are harder than others. If a room seems too hard (presumably because you don't have any passwords to reset the lifts and turn off the robots), come back to it after you've acquired some passwords
Each robot has a behaviour program. Some robots move faster than others, some of them shoot lightning bolts, and some have no sight or hearing. So watch them closely. You can often figure out what program a robot is running before you try to get past it.
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 just right, it will give you the extra distance you need.
Well, that's all you'll get out of me. The rest is up to you. After all, saving the world isn't supposed to be easy.
This game was mentioned in the following articles: