Sosial Media
0
News
    Home Specials The Infiltrator

    Infiltrator for Atari 8-bit computers | part 2

    20 min read
    views

    I was on the verge of giving up after dozens of unsuccessful attempts to load the second part of the game. Fortunately, with the help of Kr0tki, an Atarian from Poland, I was finally able to discover the problem that was causing the emulator to "hang": The second level file was corrupted.


    LOADING THE SECOND PART

    Once you land, the program will ask you to give it theback to the record(ha!) and load the second part of the game. It wouldn't hurt if you recorded aload stateso you don't have to play through the entire first part to get to this point; especially if it's your first time moving on to the second level. If you like, you can use this link


    Ok. Now in the emulator go to the pathFile -> Attach disk > Disk drive 1


    Select the appropriate file; in this case, under the name ofInfiltrator (v3,s2).atr


    Now, press thetrigger button. The screen turns green for a second and then displays the following screen.


    The gaming perspective has changed from a flight simulator to afrom above the helicopterat the landing site, with Johnny "Jimbo-Baby" McGibbits represented by agray figure, standing next to the ship. From here, your infiltration mission into the Mad Leader's facility begins.

    MISSIONS

    As you may have noticed on the game's initial screen, the game is divided intothree missions, each one more complex than the last. Most of the important issues of these stages are developed within thebuildingsfrom the enemy complex. You must searchsecurity cardsto open secret rooms; activateelectronic keysthat turn off the alarms; and locate a fewutility objects. You will also need to locatespecific roomswhere specific actions are developed in each of the three missions.


    At the end of each mission, you must make your way throughreturn to the helicopterand fly it back to your headquarters. Only then can you say that you have completed each of the stages.

    The specific objective of each phase is detailed in thedescriptionthat shows justbeforeto get on thehelicopterin your barracks at the start of each level. All missions take place in the enemy base.

    Mission I: You will have to locate the security card and open the secret rooms, where Mad Leader keeps his plans. Once in those rooms, you have to take himphotosto thedocumentsand leave the place.


    Mission II: Here you have torescueto the "connoted"?scientist Phineas Gumpanddestroy the laboratoryweapons from the enemy. Just like in the previous phase, you have to locate the security card to open the secret rooms. Also, to get the scientist out of the Mad Leader's base without being discovered by the guards you must find theinvisibility pilland give it to her.


    Mission III: You will have to find theintercontinental ballistic missile control room(ICBM) with which Mad Leader intends to conquer the world. Once the secret rooms are opened, you have toplace explosivesfordestroy the complex.After the last bomb is planted, you have a short time to escape before everything blows up.


    MAIN SCREEN

    We said that once the second part of the game has started, you will be represented by a figure standing next to the helicopter. You are now on the main screen of the game. Move the joystick in any direction to guide the Infiltrator to the entrance of the enemy base.

    In thenext imageyou can get an idea of ​​what you will find on your way. Later, we will analyze each element in depth.


    1. The Infiltrator (that is, you)
    2.Enemy guards
    3. Guard calling you
    4.Enemy building
    5.Enemy booth (unimportant)
    6.Clock (shows you the remaining time)
    7.Line of dialogue
    8. Active item

    Have20 real minutesto complete each mission (the clock that appears is equivalent to two real seconds to one game second). If you do not finish within that time,your game will be overand you will start the game again. You have untilfive "lives"or opportunities to complete each mission, including returning to base aboard the Gizmo.

    The base is made up of several screens. However, if you try to go beyond its limits, you will be shown the message "Don´t bother...


    INVENTORY

    You haveseveral elementsthat will be essential to you in completing your task. In thebottomThe screen reads:active articlefrom your inventory, which you can access by pressing thespace bar. This same screen serves aspausein the game. You can return to the action by pressing the space bar again or the Esc key.

    Theinventory screenallows youchange the active articleand shows you information about its availability. You can move the active item cursor with the joystick and select another one by pressing the fire button. The new active item will appear at the bottom of the screen.


    Items in your inventory include:

    1. Sleeping gassleep spray): You begin your mission with eleven (11) canisters. Anyone who is gassed will sleep for several seconds and forget what happened. Pressing the trigger button activates it. It is essential to be close to the victim for it to take effect.

    2. False documentationpapers): You must activate it as soon as a guard calls you. The guard will appear marked by ared squareIn the external facilities. In the buildings, the guard will stop walking and ask you to come closer. As soon as this happens, go directly to the guard and stand next to him. If the documents are not active, go to the inventory and quickly select them. Return to the main screen and press the fire button. Once you have shown them, the guard will decide whether they are valid or not. If they are valid, you can continue. If they are not in order, you have a few seconds (less than two) to gas the guard and try to escape to avoid him raising the general alarm and getting caught.

    3. Gas grenadesgas grenade): They have the same effect as sprays, but with a much greater range. You start the mission with five (5) grenades. When used in a building, all guards in the room where the grenade has been dropped will fall asleep.

    4. Cameracamera): Use it to photograph important documents. You have five (5) shots. To use it properly, stand in front of the papers you want to photograph and press the shutter button. Only one photo is allowed per room.

    5. Mine detectormine detector): Its function is obvious. Select it and you can use it every time you press and hold the fire button, while moving on enemy ground. A "beep" while you have it active. If you step on a mine with the detector activated, nothing will happen and the mine will be exposed. Stepping on a mine without the detector is not only stupid, but will cost you a life.

    6. Explosivesexplosives): In the third and final mission you'll blow up the Mad Leader's base. According to a manual I found online, "explosives can be placed by selecting the drawing in the inventory screen as the active item and then pressing the joystick up, either under the control panel in the control room, or under the table in the lab. Only one bomb is allowed per room. Once you've placed your last bomb, a timer will activate. You'll then have about 20 seconds to get out of the building before the bombs explode."

    7.Additionally, some important items found during your mission will be listed in a line of text at the bottom of the inventory screen. Unlike those you bring with you from your base, activation of these will occur without the need to select them as active, automatically. Such is the case ofsecurity cardssecurity passcard) andelectronic keyselectronic key

    Please note thatat the beginningfrom your missiondocumentsare the articlepre selectedas an asset. In addition, sometimes, when using certain items in your inventory, you will not be able to move for a few seconds.

    KEYBOARD COMMANDS

    To select an item from your inventory without having to enter the corresponding screen, you can press thefollowing keyson the main screen - that is, they are equivalent to using the cursor and the fire button:

    • P- Documentation
    • S- Sleeping gas
    • G- Gas grenade
    • M- Mine detector
    • C- Camera
    • AND- Explosives

    OBJECT SEARCH

    To enter abuilding, simply move the figure to therespective entryTravel from one level to another in a building is done by elevators, represented by a green room.

    In itnext grapha typical room is shown:


    1.The Infiltrator
    2.A piece of furniture to review
    3.Enemy guard
    4.Line of dialogue
    5.Active item
    6.Time remaining
    7.Map unit

    Once inside,rummagein thefurnitureof thebackfor items that will be useful to you in the mission. To search, stand in front of the furniture with the figure's back to you.Push the leverforward and hold until amessageat the bottom of the screen it will tell you what you found.


    In the cupboards you can find useful items such as grenades, the electronic card and the security key. Most of the time you will only find useless items.


    Being inside the buildings, you will see amap unitsin thebottomfrom the screen. The room you are in is marked by ablinking square


    All the others are shown as a diagram, with the entrance doors marked. As you progress through the building, the rooms will be shown on the map.color of the roomsindicates its importance:

    Blue:any room
    Green:entrance of a building or elevator
    Red:room of importance

    During your tour, you will come across somelocked doors, which lead you tosecret roomsof real importance to your mission. To open all the doors in the enemy base, you must find thesecurity cardYou'll know you found it by a line of text at the bottom of the inventory screen.


    Now you must look for thesafe room. This is the room with the light that indicates the status of the electronic lock and that has a slot to insert the card. Stand in front of the slot and push the lever forward. It will activate automatically. The indicator light on the doors will go from on to flashing.


    Likewise, inside the buildings you will find aelectronic keythat will help youtemporarily turn offthealarms-if they had been activated. If you find it, a line of text at the bottom of the inventory will notify you. Find the corresponding room and insert it. Important:This key will only work onceper mission and it is not valid to leave it set "in advance". That is, if you find it and place it without an alarm sounding, you will have simply lost it.


    It is important to know that thelocationof the objects and the main roomsdoes not changefrom one game to another.

    ENEMY GUARDS

    A separate issue in Infiltrator is the unsympathetic onesenemy guards. Several patrol certain areas and rooms of the base. If any of them see you, they may ask for yourpapers. If you don't show them, they willsound the alarmthroughout the enemy facility, causing the rest of the personnel to go after you.


    When a guard intervenes you outside a building, he will be surrounded by ared square. You must follow his instructions or you may be discovered. The conversation will appear at the bottom of the screen. Trying to escape from a guard while he is talking to you will cause him to set off the alarm. If you gas him while he is talking to you, he will fall asleep and forget that he saw you. However, leave the place before he wakes up or he will set off the alarm.


    In general,don't take too longin answering the guards' call or raising the alarm. If they ask you for papers and you delay in giving them to them, or try to run away, they will also give you away.


    If youThey reject the papers, quickly use yoursleeping gaseithergas grenadeand get away from the area. Preferably, enter the nearest building or go to another screen. If you are in a building, leave the room before the guard wakes up or raises the alarm.


    At least on the first level, there is a maximum of one guard per room. You are only asked for documents once in the room; but if you return later, they will ask for them again. The guardsThey don't chase youfrom one room to another.


    A guard who has been gassed can be gassed once he wakes up and will continue sleeping. If you try to use a second dose of gas instead, he will sound the alarm and rush to catch you.


    Regardless of whether you have already shown him your papers, if you startrummage through furniture in frontof a guard will make him sound the alarm. In any case, it is better to gas them or wait for them to walk away.


    Changing your uniform in front of a guard will generate an alert.

    You can enter a secret room without causing alarm if the guard is walking in another direction.

    If a guard activates the alarm, you can escape the room and the building, but unless you activate the electronic key in the corresponding room,the alarm will continue to ringand will be searched by all the guards. In other words, if you run away from a room, the next guard you see will go straight to catch you (he will no longer ask for your documents).

    If a guard gives thealarm too close, they will catch you. To avoid this, when they ask for your documents, position yourself a little behind them before handing them over.


    UNIFORMS

    In the game, you candress upin the special rooms (red colored). You will find two (2) rooms where you can change your uniform foranother yellow one. It is the one of theconciergejanitor). Just like when rummaging through drawers, stand in front of the clothes rack and push the lever forward until your suit changes color.


    It has two effects:

    - Sometimes the dialogue with the guards changes: although they will still ask you for papers, in some cases they will tell you that "You don't look like a janitor"; this gives you time to gas them. If you try to run away, they will sound the alarm.


    - If they gave the alert and you go to another room, the guard will not go to catch you. He will ask for your papers, with the chance of being able to trick them or gas them. However, if for A or B reasons you touch them before that, you will have been caught.

    If you get bored of that uniform, you can change it on any other rack.

    CURIOSITIES

    - After losing one of your five lives, press thetrigger buttonto skip the end screen.


    - You always findgas grenades, but never sleeping gas.

    - As you progress through a building, your map unit stores and generates a layout of the location. However, if you leave the building and return, the system will start from scratch.

    - Activate thesleeping gas and/or a gas grenadewill make the guards fall asleep for22 seconds; that is equivalent to being able to search two (2) pieces of furniture. The difference: sleeping gas must be released near the victim for it to take effect. The gas grenade, on the other hand, will take effect from any place in the room.

    - When taking photos, you have to stand in the center of the room, facing the wall. Otherwise, you will get the usual message "Don´t bother...


    RETURN TO BASE

    Once you have completed your mission, you will need to return to the helicopter. You will know that you have successfully completed the phase by amessage on inventory screen


    Now, get around the enemy guards andReturn to Gizmo. Approaching the cockpit will take you inside the ship. However,If you have not completed the mission, you will not be able to enter the helicopter.


    It seems strange, but thehelicopterhas thefull fuel tankto return to your base. From here, you can follow the instructions on theFirst part of this Infiltrator guide


    By the way, thereturn coordinatesfor theADFare40.2


    MISSION 1 WALKTHROUGH

    I share with you a very briefwalkthroughfrom the first mission. You can use the following maps to help you understand it better:


    - Find the security card in B5 -9
    - Insert the security card into B4 -20
    - Take photos in the five secret rooms in buildings 1, 2 and 3


    - Return to the helicopter. It is suggested to activate the mine detector when leaving the enemy base (although I was not hit).


    - To activate the electronic key (which turns off the alarms) just approach the wall of room B4-25; first, gas the guard.

    The game will ask you to turn the disk over again. Here you must load the initial fileInfiltrator (v3,s1).atr


    LOAD STATE

    You will understand that this manualIt took several attemptsand the same number ofload state filesThe fact is that, on some occasions, I was given the unfortunate surprise that when loading these files to continue playing, theemulator not working. Or the game would simply crash when entering and/or exiting buildings.

    After some testing, I have discovered the effective way toload the load stateand continue playing with peace of mind. To start, you have to load the initial game file Infiltrator (v3,s1).atr


    Next,load the load statefrom your previous session.


    We press theF9 keyto continue and, voila! We now have the game correctly loaded and ready for another day of adventures.


    I take this opportunity to wish you from here aMerry Christmas and a very prosperous 2010!



    Comments

    Please comment politely. Spam comments will be moderated. Thank you.

    Additional JS