Johnny Westland takes command after the captain has a little 'accident.'
The first item of business is to head back to the torpedo room and fix that stupid conveyor belt, which thankfully doesn't take too long. Johnny remembers to actually load the damn torpedo, avoiding yet another instadeath later, and heads back to the bridge.
The captain talks Johnny through another extremely boring driving sequence and then surfaces - where they have to go onto the bridge to see that there are two Russian warshps gunning for the Blackhawk! (Seriously, isn't that what periscopes are for? So subs can move around without exposing themselves like this?)
The Captain and Johnny discuss options and head below - but the Captain takes a horrible fall and suffers a head wound, leaving Johnny in command!
With warships after the Blackhawk!
And a newly-repaired torpedo launcher!
Ladies and gentlemen, it's about time to get some fight on!
Next update....
Showing posts with label Captain Hawkins. Show all posts
Showing posts with label Captain Hawkins. Show all posts
Saturday, March 28, 2009
Thursday, March 5, 2009
Codename: Iceman Let's Play Part Seven: Navigation and Sonar
Where our hero talks to his captain, navigates the sub and manages not to fuck up his next driving test.
Captain Jonathan Hawkins completes his cameo role by opening the safe containing the locked briefcase with Westland's further orders, which lay out the course the sub will take to Tunisia. Think 'Hunt for Red October' meets 'the most boring after-school special ever.' Westland, thinking quickly, asks the captain what the combination to his top secret Navy safe is, because hey, you never know when the captain might take ill and be unable to give you such valuable information in the future.
John then uses the amazing 2004 map interface to navigate a course around the top of Canadia and between Iceland and Greenland to Tunisia. If you're playing the homegame: I used a combination of the two strategy guides I could find online to get the 'best' course with the most possible points (10) - the guide on GameFAQs was wrong in that it deviates by 200 miles and only nets you 7 points.
Then it's another nail-biting driving sequence and Westland gets the encoded radio message.. what does it mean? Tune in next time to find out!!
Captain Jonathan Hawkins completes his cameo role by opening the safe containing the locked briefcase with Westland's further orders, which lay out the course the sub will take to Tunisia. Think 'Hunt for Red October' meets 'the most boring after-school special ever.' Westland, thinking quickly, asks the captain what the combination to his top secret Navy safe is, because hey, you never know when the captain might take ill and be unable to give you such valuable information in the future.
John then uses the amazing 2004 map interface to navigate a course around the top of Canadia and between Iceland and Greenland to Tunisia. If you're playing the homegame: I used a combination of the two strategy guides I could find online to get the 'best' course with the most possible points (10) - the guide on GameFAQs was wrong in that it deviates by 200 miles and only nets you 7 points.
Then it's another nail-biting driving sequence and Westland gets the encoded radio message.. what does it mean? Tune in next time to find out!!
Labels:
briefcase,
Captain Hawkins,
driving,
Let's Play,
map,
navigation,
optimal course,
orders,
USS Blackhawk
Codename: Iceman Let's Play Part Six: USS Blackhawk
Where our hero drives a sub around and manages to not fuck it up.
Avast mateys! Welcome aboard the USS Blackhawk, the Navy's newest multi-billion-dollar piece of hardware. Swab the poop deck now ya landlubbers!
John starts off in his (vast) cabin and gets the lay of the land - by searching through his furniture for anything that isn't tied down, and adding it all to his inventory. What's that you say? More stupid 'gotcha' puzzles? Could things get any more retarded?
Well, you be the judge of that. After meeting the Captain, John sits at the sub's helm, a massive piece of equipment that looks like Steel Battalion controller. The commands are easy enough to figure out (if you have the game manual which tells you what all these fiddly pieces actually do.) John navigates the sub out of Pearl Harbor handily enough and then joins the Captain in his quarters so the both of them can open The Briefcase - and get the rest of John's mission.
Avast mateys! Welcome aboard the USS Blackhawk, the Navy's newest multi-billion-dollar piece of hardware. Swab the poop deck now ya landlubbers!
John starts off in his (vast) cabin and gets the lay of the land - by searching through his furniture for anything that isn't tied down, and adding it all to his inventory. What's that you say? More stupid 'gotcha' puzzles? Could things get any more retarded?
Well, you be the judge of that. After meeting the Captain, John sits at the sub's helm, a massive piece of equipment that looks like Steel Battalion controller. The commands are easy enough to figure out (if you have the game manual which tells you what all these fiddly pieces actually do.) John navigates the sub out of Pearl Harbor handily enough and then joins the Captain in his quarters so the both of them can open The Briefcase - and get the rest of John's mission.
Labels:
Captain Hawkins,
Codename Iceman,
driving,
Let's Play,
navigation,
USS Blackhawk
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