John Westland saves the day.
Falafel van silly video sequence:
End credits:
We rejoin John back in Stacy's apartment. First, he makes a quick phone call to the compound, telling 'Basal' that there will be a new driver today. Then he calls the Falafel Hut and places an order. Then, like a bastard, he doesn't pay the driver and robs him.
Being a spy means being a jerk to people in the food industry I guess.
John holds up the driver to take his clothes, changes into them, and is ready to storm the compound as a one-man assault team. Stacy comes in and tells him its now or never. He drives the falafel van to the compound and hides his tranq gun in the takeout. Once inside, he pulls the gun and quickly tranqs the guards. Whew!
Then it's simply a matter of untying the ambassador, having Stacy save his bacon, and a quick race around the cliffs to the helicopter - which I simply skipped past to the end credits, where John gets his dolphins and the girl.
And that, ladies and gentlemen, is Codename ICEMAN. Now you've seen a piece of adventure game history without having to actually play it. Consider yourselves lucky.
Showing posts with label Stacey. Show all posts
Showing posts with label Stacey. Show all posts
Friday, April 10, 2009
Codename: Iceman Let's Play Part Sixteen: ICEMAN in the Desert
John Westland makes contact with a sexy CIA agent he met somewhere before...
We're so close to the end now I can almost feel it. It feels great. Like... taking a piss after a long night out drinking.
Anyway, here's the second-to-last video featuring actual gameplay. Iceman actually turns into a decent sneaky-spy adventure game at the end: you make contact, hide from the guards, follow your clues, make contact again, meet the beautiful CIA spy (Sarah Walker??) and head to the safehouse to start assembling the things you need for the final raid on the compound.
I'm not sure why Stacey didn't just go in herself, but hey.
Also, 'the weapon.' I love how you actually have to look at it to get a description of what 'the weapon' is. Turns out.. it's a nonlethal sleepy gun. Terrorists don't use nonlethal sleepy guns!!
We're so close to the end now I can almost feel it. It feels great. Like... taking a piss after a long night out drinking.
Anyway, here's the second-to-last video featuring actual gameplay. Iceman actually turns into a decent sneaky-spy adventure game at the end: you make contact, hide from the guards, follow your clues, make contact again, meet the beautiful CIA spy (Sarah Walker??) and head to the safehouse to start assembling the things you need for the final raid on the compound.
I'm not sure why Stacey didn't just go in herself, but hey.
Also, 'the weapon.' I love how you actually have to look at it to get a description of what 'the weapon' is. Turns out.. it's a nonlethal sleepy gun. Terrorists don't use nonlethal sleepy guns!!
Labels:
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disguise,
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map,
oasis,
Stacey,
the weapon,
Tunisia
Friday, February 13, 2009
Codename: Iceman Let's Play Part Three: Spies and Surprise
John Westland discovers there is more to the beautiful Stacy than meets the eye.
The morning after. Warm satin sheets and poor object descriptions: just another day in the life of John Westland. John gets a note from the lovely Stacey that explains she has some things to tend to. Fair enough. He steps outside and lo and behold, her earring is there on the ground. And upon closer examination it appears to be hollow..
And contains some microfilm.
Uh oh. Our little Stacey is some kind of spy! Let's hope John doesn't talk in his sleep about military secrets.
He then walks across the beach to his own hut and rummages through his things, picking up his military ID, some loose change and a little black book with... his boss' phone number in it.
John, I'm not sure you're using that book correctly.
He uses his change to buy a newspaper - it seems the US Ambassador to the Middle East (what?) has been kidnapped by a Soviet-backed Islamic terrorist group. And the US has 30 days to cough up money or he'll die. Uh oh.
The morning after. Warm satin sheets and poor object descriptions: just another day in the life of John Westland. John gets a note from the lovely Stacey that explains she has some things to tend to. Fair enough. He steps outside and lo and behold, her earring is there on the ground. And upon closer examination it appears to be hollow..
And contains some microfilm.
Uh oh. Our little Stacey is some kind of spy! Let's hope John doesn't talk in his sleep about military secrets.
He then walks across the beach to his own hut and rummages through his things, picking up his military ID, some loose change and a little black book with... his boss' phone number in it.
John, I'm not sure you're using that book correctly.
He uses his change to buy a newspaper - it seems the US Ambassador to the Middle East (what?) has been kidnapped by a Soviet-backed Islamic terrorist group. And the US has 30 days to cough up money or he'll die. Uh oh.
Labels:
ambassador,
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Change,
Codename Iceman,
earring,
ID,
microfilm,
Middle East,
newspaper,
Stacey,
US,
USSR
Saturday, February 7, 2009
Codename: Iceman Let's Play Part Two: John Westland Gets Lucky
Where our hero gets lucky about 19 minutes into the game.
Having just donned his shirt, John ducks into the hotel lobby and grabs his room key - and takes note of a dinghy (heh) service that might just come in handy later. Then it's off to the bar, where he spies a beautiful girl alone at a table.
She seems unnaturally easygoing - maybe because her dialogue seems to be a thirteen-year-old's idea of a spy novel - and insists that John dance with her. They writhe around the dancefloor for a while, and one bottle of cheap champagne later they're back at her place. A little talking, a lot of kissing, a few mushroom clouds later and the fireworks take off.
And then Johnny wakes up alone in bed. Oh, the life of a Naval Officer. It's a lonely one.
Having just donned his shirt, John ducks into the hotel lobby and grabs his room key - and takes note of a dinghy (heh) service that might just come in handy later. Then it's off to the bar, where he spies a beautiful girl alone at a table.
She seems unnaturally easygoing - maybe because her dialogue seems to be a thirteen-year-old's idea of a spy novel - and insists that John dance with her. They writhe around the dancefloor for a while, and one bottle of cheap champagne later they're back at her place. A little talking, a lot of kissing, a few mushroom clouds later and the fireworks take off.
And then Johnny wakes up alone in bed. Oh, the life of a Naval Officer. It's a lonely one.
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