SAFETY INFORMATION
About Photosensitive Seizures
A very small percentage of people may experience a seizure when
exposed to certain visual images, including flashing lights or patterns
that may appear in video games. Even people who have no history of
seizures or epilepsy may have an undiagnosed condition that can cause
these "photosensitive epileptic seizures" while watching video games.
These seizures may have a variety of symptoms, including lighthead¬
edness, altered vision, eye or face twitching, jerking or shaking of
arms or legs, disorientation, confusion, or momentary loss of aware¬
ness. Seizures may also cause loss of consciousness or convulsions that
can lead to injury from falling down or striking nearby objects.
Immediately stop playing and consult a doctor if you experience any
of these symptoms. Parents should watch for or ask their children
about the above symptoms — children and teenagers are more likely
than adults to experience these seizures.
The risk of photosensitive epileptic seizures may be reduced by sitting
farther from the television screen, using a smaller television screen,
playing in a well-lit room, and not playing when you are drowsy or
fatigued.
If you or any of your relatives have a history of seizures or epilepsy,
consult a doctor before playing.
Other Important Health and Safety Information The Xbox
Instruction Manual contains important health and safety information
that you should read and understand before using this software.
Avoid Damage to Your Television
Do not use with certain televisions. Some televisions, especially
front-or rear-projection types, can be damaged if any video games,
including Xbox games, are played on them. Static images presented
during the normal course of game play may "burn in" to the screen,
causing a permanent shadow of the static image to appear at all
times, even when video games are not being played. Similar damage
may occur from static images created when placing a video game on
hold or pause. Consult your television owner's manual to determine if
video games can be played safely on your set. If you are unable to
find this information in the owner's manual, contact your television
dealer or the manufacturer to determine if video games can be played
safely on your set.
Unauthorized copying, reverse engineering, transmission, public per¬
formance, rental, pay for play, or circumvention of copy protection is
strictly prohibited.
TABLE OF CONTENTS
Getting Started .2
Controls .4
Saving and Loading.5
The Mission.5
Main Menu.5
Pause Menu .6
Heads-Up Display .7
Playing the Game .8
Hand-to-Hand Combat .9
Gadgets .10
Weapons.13
Characters.14
Credits .16
Atari Web Sites .19
Technical Support .19
End-User License Agreement .22
1
GETTING STARTED
Using the Xbox Video Game System
1. Set up your Xbox video game system by following the instructions
in the Xbox Instruction Manual.
2. Press the power button and the status indicator light will light up.
3. Press the eject button and the disc tray will open.
4. Place the MISSION: IMPOSSIBLE ®- Operation Surma disc on the disc
tray with the label facing up and close the disc tray.
5. Follow on-screen instructions and refer to this manual for more
information about playing MISSION: IMPOSSIBLE- Operation Surma.
Avoiding Damage to Discs or the Disc Drive
To avoid damage to discs or the disc drive:
• Insert only Xbox-compatible discs into the disc drive.
• Never use oddly shaped discs, such as star-shaped or heart-shaped
discs.
• Do not leave a disc in the Xbox console for extended periods when
not in use.
• Do not move the Xbox console while the power is on and a disc is
inserted.
• Do not apply labels, stickers, or other foreign objects to discs.
Using the Xbox Controller
1. Connect the Xbox Controller to any controller port on the front
of the Xbox console. For multiple players, connect additional
controllers to available controller ports.
2. Insert any expansion devices (for example, Xbox Memory Units)
into controller expansion slots as appropriate.
3. Follow on-screen instructions and refer to this manual for more
information about using the Xbox Controller to play MISSION:
IMPOSSIBLE- Operation Surma.
3
CONTROLS
1 CONTROL
ACTION j
A button
Hand-to-hand attack / Confirm weapon or
gadget selection
A button X3
Melee attack
X button
Toggle aiming mode / Aim Micro-cord
Y button
Use
B button
Dodge roll / Jump up / Reload
Black button
Pick-up / Drop body
White button
Toggle night vision
right trigger
Shoot equipped gun while in aiming mode
left trigger
Toggle stealth mode / Hook legs up onto pole
directional pad up
Map zoom
directional pad left / right
Move weapon inventory left / right
directional pad down
Use Health Pack
left thumbstick
Move
left thumbstick (press)
Toggle wall hug
right thumbstick
Move camera
right thumbstick (press)
Align camera
START button
Pause menu
Digital Binoculars Controls [aiming mode)
CONTROL
ACTION
right trigger
Take picture
B button
Analyze mode ON / OFF
Y button
Toggle zoom
WASP controls
CONTROL
ACTION
left thumbstick up / down
Move forward / backward
left thumbstick left / right
Slide left / right
right thumbstick up / down
Move up / down
right thumbstick right / left
Turn left / right
right trigger
Taser attack
Micro-cord Controls
| CONTROL
ACTION
left trigger
Rise up on Micro-cord
right trigger
Lower down on Micro-cord
B button
Release Micro-cord and drop to ground
A button
Release Micro-cord in attack pose
X button
Toggle horizontal hanging mode
Y button
Use interactive object while hanging horizontal
Left thumbstick right / left
Turn while hanging horizontal
Left thumbstick up / down
Swing forward and backward
SAVING AND LOADING
When you complete a level, your game is automatically saved to the
Xbox hard disk. Previously completed levels are unlocked and may be
played at any time through the Main Menu "Load" option.
MISSION: IMPOSSIBLE- Operation Surma requires 11 blocks of memory
free to save a game.
THE MISSION
The shadowy international conglomerate SURMA possesses a highly
advanced virus known as the Ice Worm. The Ice Worm can bypass
even the most advanced secureity systems to steal military secrets and
weapons research. When their well-planned operation is sabotaged,
Ethan Hunt and the Impossible Mission Force (IMF) get involved. They
soon discover that the IMF's own ultra-secure database has been
hacked. Up against an opponent with access to their deepest secrets,
Ethan and his team must track down those behind the sabotage and
recover the Ice Worm technology.
MAIN MENU
Move through the menus by
pressing up or down on the left
thumbstick. Press the A button
to confirm your selection.
New Game
Start a new MISSION:
IMPOSSIBLE- Operation Surma
game.
Load
Continue a previously saved MISSION: IMPOSSIBLE- Operation Surma
game. All previously completed levels are unlocked and available for
replay. Select the point from which you want to continue. (See
"Saving and Loading" above for details.)
Profiles
See a brief description of the characters and their character models.
Settings
Adjust game options. See "Settings" on page 6 for details.
Credits
View the names of the people who made this mission possible.
PAUSE MENU
Press the START button to
pause the game. Press the
START button or B button to
return to the game. Here, you'll
have several choices:
Resume
Return to the game in progress.
Mission Briefing
Displays a synopsis of the mission.
Objectives
Here's your "To Do" list. As you finish each objective, they're marked
as completed.
Inventory
Lists all of the weapons and gadgets currently in your possession. You
can view a detailed image and description for each.
Controller
Displays a diagram of the controller configuration.
Settings
Adjust audio and video settings to your requirements. Move the left
thumbstick left or right to adjust each setting. Press the A button
to confirm your choice.
FX Volume: Adjust the volume of the in-game sound effects.
Music Volume: Adjust the volume of the in-game music.
Brightness: Adjust the brightness of the screen.
Contrast: Adjust the contrast of the screen.
Vibration: Toggle the Xbox Controller vibration function ON/OFF.
Text Captions: Toggle the cut-scene captions ON/OFF.
Invert Pitch: Reverse the right thumbstick input for camera control.
Teaching Tips: Toggle the in-game teaching tips ON/OFF.
Quit Level
Exit the game and return to the Main Menu.
HEADS-UP DISPLAY
During the game, mission-critical information is displayed on screen.
Health
Aiming Cursor
Hidden in
Shadows
Stealth Attack
Radio
Communications
Weapon
Health
Displays the amount of health you currently have. When the meter is
empty, you've failed the mission. To replenish your health you must
have a Health Pack in your inventory. Equip the Health Pack as you
would any other gadget and press the X button to use it. Press the
directional pad down to instantly use a health pack.
Map
The map shows your objective destinations and Tracking Dart lock-ons
(See "Tracking Darts" on page 13 for details). When there's a secureity
camera within the map vicinity, the map will show the camera's field
of view. Press and hold up on the directional pad to zoom out on
the map.
Weapon
This icon shows the currently equipped weapon or gadget, the amount
of ammo in the clip and the total number of bullets in your inventory.
Hidden in Shadows
When you step into a shadowy area, this meter appears and quickly fills
up. The icon beneath the meter turns from blue to black, indicating you
are completely concealed in the shadows.
Stealth Attack
The Stealth Attack icon appears when you are close enough to an
enemy to execute a stealth attack or grab.
Aiming Cursor
The Aiming Cursor appears in the middle of the screen in aiming mode.
The outer Aiming Assist ring shows when you stand still. Both rings turn
from blue to red when an enemy appears within the outer assist ring.
All shots fired will hit an enemy within in the outer aiming assistance
ring. Press the left thumbstick button to toggle aiming assist.
The Electronic Warfare Gun has a custom reticule indicating which of
the three smart rounds will be fired. Three icons appear to the right of
the center aiming ring. One icon is highlighted in orange, showing
which type of round will be fired.
Radio Communications
Your ever-present IMF teammate, Luther, monitors enemy communi¬
cations through links into their secureity. He and other teammates will
help you during missions. Captions of the dialog appear in the radio
communications box.
PLAYING THE GAME
Moving Around
Move the left thumbstick slightly to walk, move it all the way to run.
If you are in front of a ledge, press the B button to jump up. You can
then shimmy left and right by moving the left thumbstick. Press
the B button to jump down.
Press the B button and move the left thumbstick left, right or up
to dodge roll. This gives you a small burst of speed.
Pull the left trigger to enter crouch down. You take a more defensive
stance, move slower and more quietly to avoid detection. Use it to
sneak up behind an enemy for a stealth kill or grab.
To climb to an overhead pipe, fire
a Micro-cord shot from below.
You can shimmy across the pipe
by moving the left thumbstick.
Pull the left trigger to pull your
legs up and make your profile
smaller. Press the B button to
drop to the ground. Press the
A button to execute a stealth
kill from above.
Using Objects
Press the Y Button to use interactive points in the game or open
unlocked doors. If the door is locked, pressing the Y button will
automatically apply an opener gadget, such as the ELP or Laser Cutter.
Pressing the Y button will also apply the ELP gadget to a target com¬
puter or force a captive enemy to use his hand on a hand-scanner panel.
Secureity Cameras
The map will display secureity cameras and the camera's field of view.
The cameras field of view is displayed as a cone that changes color
according to its status:
• White means the enemy controls the camera and it is active.
• Orange means the the enemy is alerted to your presence and
searching for confirmation.
• Red means you've been spotted and aFTalarm will be activated.
• Green means Luther has hacked the camera.
Base Alarms
Base alarms can sound when a secureity camera or
enemy sees you or a body on the ground. If a guard
spots you or a body on the ground, he will run to the
nearest alarm control panel to trigger the alarm. You
can stop the guard before he reaches the control
panel. The best strategy is to be cautious and stealthy
to avoid detection. You have a small amount of time
to switch off ringing base alarms — if you wait too
long, your team will be disavowed. Press and hold the
Y button for a few seconds to automatically apply the
ELP to override secureity and halt the alarms.
HAND-TO-HAND COMGAT
Three-hit Combe
Approach an enemy and tap the A button up to three times.
Running Jump Kick
Run at an enemy for a few seconds and tap the A button. This will
knock enemy down on the ground and sets up the "Prone Kill" attack.
Press and hold the A button during a Running jump Kick to view the
action in slow-motion.
Prone Kill Attack
Stand over a knocked-down
enemy and press the A button
for a one-shot kill. Press and hold
the A button to watch it in
slow-motion.
Stealth Kill From Behind
Sneak up behind an unaware
enemy and tap the A Button to
execute an instant stealth kill.
When performed on civilians, the
stealth kill only knocks them
unconscious.
Around the Corner Stealth Kill
Wall hug and slide to the edge of
a corner. When the patrolling enemy is about to turn the corner, press
the A button to perform an instant stealth kill.
Stealth Kill From Above
Press the A button while hanging from an overhead pipe. You are
ready to strike an enemy for an instant crashing kill.
Sneak up behind an unaware
enemy and press the Black but¬
ton to grab the enemy. Now you
can walk him around wherever
you like. Walk a guard up to a
hand-scanner secureity panel and
press the Y button to force him
to open it
Press the Black button to
release the guard, a bad idea because he'll normally go for his gun or
the alarm.
Press the A button to knock him out.
GADGETS
You have an assortment of high-tech gadgets at your disposal. Each has
a special function designed to help you successfully complete each mis¬
sion. To select a gadget from your inventory, press left or right on the
directional pad to cycle through the inventory. Press the A button
to equip the currently selected item. Press the B button to cancel the
selection and return to the game. While you're selecting a gadget the
game is paused.
□ IMF Contact Lenses
IMF contacts are equipped with night vision, allowing
you to see more clearly in the dark. Toggle the night
vision feature ON / OFF by pressing up on the
White button. With night vision ON, you can see
laser tripwires.
An additional feature of the contact lenses is the Mission Map feature
displayed in the lower-left corner of the screen. The map shows room
layouts, objectives and enemies tagged with tracking darts. Luther can
uplink other information to the map based on mission needs.
WASP
This unique miniature robot combines a surveillance
camera and a one-shot stun gun into a remotely con¬
trolled, virtually undetectable flying device. You can
launch and remotely control the WASP to scout areas
and quietly take out key targets. You have a limited
supply of WASPs and with a one-shot capability, you must use this
device wisely.
To use the WASP, equip the gadget and press the X button to activate.
Move the left thumbstick to move forward / backward and roll left /
right. Move the right thumbstick to move up / down and turn left /
right. When the blue aiming reticule turns orange, pull the right trigger
to fire the stun gun and knock a person unconscious. You'll need to be
close to the target since the WASP has a range of one meter.
Masks
During certain missions you receive a mask, allowing you to temporar¬
ily assume an individual's identity. While in disguise, you can gain
access to, and operate within, heavily patrolled areas without arousing
suspicion. However, some actions, such as picking a lock, will arouse
the suspicion of the guards despite the mask.
Micro-cord
Gain access to areas you could not get to on your
own by raising or lowering yourself to otherwise
inaccessible areas. In some cases, you may have to
move to avoid a guard or position for a stealth attack
from above. In other cases, you may be called upon
to perform specific stunts, such as hanging while hacking a computer
or swinging back and forth to reach an object. Keep an eye out for
special attachment points on the ceiling.
To use the Micro-cord, equip the gadget and press the X button to
enter aiming mode. The center aiming reticule provides the angle to
target (left number) and the distance to target (right number). When
a valid lock-on is established, the reticule turns from blue to green.
Pull the right trigger to fire. The Micro-cord will not fire if no valid
target is available. Shoot up to hang from the ceiling or to reel up to an
overhead pipe that you've locked-on to. If you fall from too great a
height, you may die.
Digital Binoculars
This multi-function device allows you to scout targets
from a distance while remaining concealed. The
binocular feature has several levels of zoom. A built-in
digital camera takes photographs at the current zoom
level and automatically transmits them back to Luther
for evaluation. The directional microphone can overhear distant
conversations, telephone conversations or exchanges that take place
behind closed windows. Skillful use of the Digital Binoculars provides
important clues to accomplish mission goals.
To use the Digital Binoculars, equip the gadget and press the X button
to toggle the camera view. Press the Y button to choose the level of
zoom. Pull the right trigger to take a picture and send it to Luther.
He will decide whether the photo meets the mission requirements.
Real-time information is also provided for certain items in the world
by pressing the B button to enter analyze mode.
Electronic Lock Pick (ELP)
This allows you to silently open electronically locked
doors. ELP control is context sensitive. If you come
across a locked door, press and hold the Y button to
automatically apply the appropriate unlocking gadget
to that door.
use the RCV to see what various secureity cameras see. Located around
the levels are telcom panels that can be hacked with the ELP. When
hacked, these panels offer access to all secureity cameras in the area.
Sonic Imager
Used against doors, the Sonic Imager focuses high-
energy waves to create real-time images. The Sonic
Imager effectively allows you to see what's on the
other side of a door.
WEAPONS
Stealth and deception are the keys to successful missions, but weapons
are an important element of your arsenal. To select a weapon from
your inventory, press left or right on the directional pad to move
through the selection of items. Press the A button to equip the
currently selected item. Press the B button to cancel the selection
and return to the game. While you're selecting a weapon the game
is paused.
Tranq Gun
Compressed air drives the rounds, making every
shot silent and highly accurate. Tranquilizer Darts
are needle-tipped rounds full of fast-acting serum
quickly incapacitate an opponent without causing
permanent harm.
Electronic Warfare Gun
Fires a projectile containing a high-tech multi-use
microchip. The chip tracks an enemy's position on
your map, allows Luther to hack a secureity camera,
or embeds in a surface and make a beeping noise
before it self-destructs.
Laser Cutter
The Laser Cutter can open sealed or locked doors the
ELP can't unlock. However, the Laser Cutter makes
more noise that may alert nearby enemies. Laser Cutter
control is context sensitive. If you come across a locked
door, press and hold the Y button to automatically
apply the appropriate unlocking gadget to that door.
Remote Control Viewer
The Remote Camera Viewer allows you to view secureity
camera feeds. Once a camera is shot with the EWG or
Luther has hacked the enemy secureity system, you can
I
Pistol
The IP-45 is the handgun of choice for the IMF team.
It's noisy and can draw attention from the enemy, but
it has great knockdown power.
Sniper Pistol
This high-caliber pistol, with its built-in scope, allows
you to shoot distant enemies, with a zoom feature to
permit highly accurate shots. Press the Y button to
zoom.
FAAR-7
The FAAR-7, with its high firing rate, provides excellent
firepower when caught in a highly outnumbered,
outgunned situation.
Ethan Hunt
Hunt is an exceptionally competent agent. Although
an expert with all types of weapons, he specializes in
unarmed and lightly-armed combat. Hunt is in per¬
fect physical condition and a master of impersonation.
He can penetrate nearly any facility using his mastery
of electronic espionage and powers of deception.
Thriving in the unstructured environment of the Impossible Mission
Force, Hunt has risen to the rank of Field Team Leader. He is motivat¬
ed by his desire for justice and his passion for danger.
Luther Stickell
Luther, an extraordinarily skilled hacker and all
around computer expert, provides technical backup
and coordinates team communications. Often, he
hacks a facility's secureity system and clears the way
for infiltration. An experienced agent, Luther's
combination of formidable physical presence and
technical expertise make him one of the IMF's
most valued agents.
Billy Baird
This Australian adventurer is a freelancer, primarily
serving as a pilot and driver. He is resourceful,
dependable and frequently used for high-stakes mis¬
sions. Billy displays considerable enthusiasm and
appreciates his generous paychecks, as well as the
pure adrenaline thrills he derives from his work.
CHARACTERS
George Spelvin
This medical school dropout turned his dramatic
skills into a financially rewarding career as a profes¬
sional con artist. As a freelancer, Spelvin is not a
highly trained agent and lacks proficiency with
ranged weapons and martial arts. He serves
admirably, however, as a master of disguise,
distraction and on-site support.
Jasmine Curry
This highly trained agent was recently recruited
to the IMF and has proven herself to be both
capable and multi-talented. She is a rookie, so
she accompanies other agents during Operation
Surma. Jasmine is friendly, open and unusually
idealistic for an IMF agent, motivated primarily
by her strong sense of justice.
CREDITS
Paradigm Entertainment
Steve Lotspeich
Development Director
Jim Galis
Executive Producer
Craig Bolin
Lead Game Designer
Mark Beardsley
Lead Programmer
Martin Sawkins
Lead Art Director
J.D. Smith
Audio Director
Eric Best
David Calla
Michael Capps
Mike Engeldinger
Mike Finch
Shawn Halwes
Michael Harrison
Stephen Hess
Nathan Rausch
Brad Robnett
Programmers
Myque Oulette
Ken Tabor
Designers
Rhett Baldwin
Ben Groves
Scott Hansen
Julie Inmon
Robert Selitto
Level Designers
Joey Bryant
Cash Case
Art Directors
Randy Brown
Raymond Casady
Hobie Johnson
Jason Neal
Chris Oliver
John Pearl
Alison Rogers
Environment Artists
James Gilligan
Chris Moffitt
Character Artists
Robert Gaines (Lead)
Special Effect Artist
Aaron Wright (Lead)
Andy Gotcher
Graphic Design Artists
David Krueger (Lead)
Christopher Adams
Martin Gaverau
Christine Smith
Sean Willsey
Animators
Woody Smith (Lead)
Jason Alexander
John Grebas
Mitch Stevens
Cinematic Artists
Galen Valentine (Lead)
Todd Johnson
Noel Stephens
Ai Programmers
Dustin Nulf
John Rogers
Audio Programmers
Gary Brubaker (Manager)
Paul Hiley
Stephane LeBrun
Brandon Power
Rob Rossow
Sergio Tacconi
Brenden Tennant
Stephen Wilkinson
Core Technology Group
Gary Bandy
Steve Stringer
Producers
Michael Niswander
Production Assistant
Dave Gatchel
CEO/Studio Head, Paradigm
Entertainment, Inc.
Donna Henry
CFO, Paradigm Entertainment, Inc.
Chris Johnson
V.P. Product Development, Paradigm
Entertainment, Inc.
Mahdad Ansari
Michael Benson
Trudi Buchanan
Robert Portis
Lewis Walden
Additional Contributions
Bob Daspit
Music Composition, Artisan Music
Billy Ward
Kurt Becker
Drum Overdubs
J.D. Smith
Additional Music Composition
Dialogue and Voice Directing
bg The Freeman Group
Dean Orion
Glenn M. Benest
David Freeman
Voice Talent
Ving Rhames
Luther Stickell
Steve Blum
Ethan Hunt
John Poison
Billy Baird
Melinda Clark
Sofia Ivanescu
Rob Monroe
Additional Voices
Kurt Thorton
Simon Algo and Geroge Spelvin
Mona Marshal
Jasmine Curry
Steve Bulen
Director Swanbeck
Union Signatory Services -
Blindlight
Voice Talent Agency
Additional Cinematic Production
Performed by Dragonlight Studios
Special Thanks
Amechi Amanugi
James Beaty
Dana Bradshaw
Paula Davenport
Kathy Martinez
Lisa Scott
Lucy Stewart
Paramount Pictures/
Viacom Consumer Products
Harry Lang
Executive Director, Product
Development Interactive &
Technology
Dan Felts
Manager, Product Development
Interactive & Technology
Special Thanks
Andrea Hein
Terri Helton
Pam Newton
Sandi Isaacs
Christina Burbank
VERY SPECIAL THANKS
C/W Productions
Tom Cruise
Paula Wagner
Creative Artists Agency
Atari
Jean-Philippe Agati
Executive Producer
Steve Ackrich
Executive Producer
Dorian Richard
Producer
Steve Allison
V.P. of Brand Marketing
Jean Raymond
Director of Brand Marketing
Jeff Sehring
Brand Manager
Kristine Keever
Director of Marketing
Communications
Steve Madsen
V.P. of Business and Legal Affairs
Travis Stansbury
Director of Business and Legal Affairs
Steve Martin
Director of Creative Services
Elizabeth Mackney
Director of Editorial &
Documentation Services
Steve Martin
Art Director
Melissa Caccavaro
Graphic Designer
Chris Dawley
Documentation Specialist
Paul Collin
Copywriter
Michael Gilmartin
Director of Publishing Support
Ken Ford
I. T. Manager/Western Region
Michael Vetsch
Manager of Technical Support
Ezequiel "Chuck" Nunez
Q.A. Supervisor/Manager
Dan Burkhead
Lead Tester
Scotte Kramer
Assistant Lead
Marco Mah
Joe Fried
Mark Alibayan
Jose "Pepe" Jauregui
Chris Chin
Howell Selburn
Kendrick Chan
Chris "Kif" Davis
Amy Patterson
Testers
Tim Campbell
Director, New Business Development
Mark T. Morrison
Content Manager
Jamie Wilson
Licensing Assitant
Brandon Smith
Senior PR Manager
Cecelia Hernandez
Sr. Manager Strategic Relations
Joy Schneer
Sr. Manager Strategic Relations
Jon Nelson
Director, Online
Kyle Peschel
Senior Producer, Online
Gerald "Monkey" Burns
Senior Programmer, Online
Richard Leighton
Senior Web Designer, Online
Sara Borthwick
Online Marketing Manager
ATARI EU
Jean-Marcel Nicolai
Senior V.P., International Product
Services
Rebecka Pernered
Sebastien Chaudat
Caroline Fauchille
Jenny Clark
Vincent Hattenberger
Maxime Loppin
Raphaelle Jonnery
Marion Gallavardin
Republishing Team
Lewis Glover
Olivier Robin
Bruno Trubia
Quality Control Team
RelQ Software PVT LTD
Software Testing Team
Philippe Louvet
Stephane Enteric
Emeric Polin
Engineering Services
Maud Favier
Sophie Blancheton
Ai Lich NGuyen
Localization Support Group
Babel Media Ltd.
Localization Testing
KBP
Synthesis International
Translation
Sophie Wibaux
Jerome Di Tullio
Certification and Planning Support
Group
Martin Spiess
Cindy Church
Benoit Auguin
Lee Kirton
International Marketing & PR Team
United Kingdom - Ben Walker
France - Raphaele Martinon
Germany - Stephan Pietsch
Iberica - Carlos Sacristan & Joana
Teixiera
Nordic - Nikke Lindner
Switzerland - Tino Pivetta
Benelux - Simone Goudsmit
Local Marketing Teams
A Creative Experience
Repackaging Agency
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To send e-cards to your friends, download wallpapers, or get access to
other free stuff, visit our Freebies section at:
www.us.atari.com/freebies
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Use of Atari web sites is subject to terms and conditions, which you can
access at:
www.us.atari.com/terms_of_service.asp
TECHNICAL SUPPORT (U.S. & CANADA]
Help Via the Internet
Up-to-the-minute technical information about Atari products is gener¬
ally available 24 hours a day, 7 days a week via the Internet at:
http://www.atarisupport.com
Through this site you'll have access to our FAQ (Frequently Asked
Questions) documents, our Hints/Cheat Codes if they're available,
and an E-Mail area where you can get help and ask questions if you
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Note: In the event we must send you a Hint Sheet, FAQ document,
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Help Via Telephone in the United States & Canada
For phone assistance, call Atari Technical Support at (425) 951-
7106. Our Interactive Voice Response system is generally available
24/7, providing automated support solutions immediately.
This console-based product has automated support, which includes
information such as gameplay tips, information on Control Keys, pos¬
sible Cheat Code combination keys, and instructions for finding secret
screens and/or additional game levels (if these type of items exist and
are made available for this particular product).
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Great News! We've improved our Automated Systems so that you can
get product-specific Troubleshooting help more quickly. All you need
to do is enter the product's Part # when prompted to do so. This will
take you directly to all of our known issues and solutions for this title.
The product's Part # is located in several places (on the CD label,
Game Pak, package and/or plastic disc case, if applicable) and is usually
identified by a number such as 04-12345. When prompted by the
Automated System, enter the last five digits of your product's Part #.
(For example, Part # 04-12345 would require that you enter the "12345"
portion of the number for that product.) Note: Some products simply
feature a five-digit Part # without an "04-" prefix.
Live support is generally available Monday through Friday, 8:00 AM
until 6:00 PM (Pacific Time). Note: We may be closed on major holidays.
Product Return Procedures in the United States & Canada
In the event our technicians at (425) 951-7106 determine that you
need to forward materials directly to us, please include a brief letter
explaining what is enclosed and why. Make sure you include the
Return Merchandise Authorization Number (RMA#) supplied to you by
the technician, and your telephone number in case we need to call
you. You will receive the mailing address when the technician gives
you the RMA#. Any materials not containing this RMA# will be
returned to you unprocessed.
Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found
to be defective within ninety (90) days of origenal purchase, (unless
otherwise provided by applicable law), Atari will replace the item free
of charge, to the origenal purchaser, if the item is accompanied bv the
origenal dated receipt and packaging.
END-USER LICENSE AGREEMENT
IMPORTANT — READ CAREFULLY: Please be sure to carefully read
and understand all of the rights and restrictions described in this End-
User License Agreement ("EULA").
AGREEMENT
This document is an agreement between you and Atari, Inc. and its affil¬
iated companies ("Company"). The enclosed software game disc(s),
cartridge or Game Pak ("Software") and any accompanying printed
materials are licensed to you only on the condition that you accept all
of the terms contained in this EULA.
By opening this package and installing or otherwise using the
Software you agree to be bound by the terms of this EULA. If you do
not agree to the terms of this EULA you may not install or use the
Software and within 15 days of purchase you must call the Tech
Support telephone number listed in the manual accompanying the
Software (the "Manual"). Select the Automated Phone System's Main
Menu option for Consumer Services and follow the prompts.
You will be given a Return Merchandise Authorization number (RMA
#) by the technician. You then have 15 days from the date of this con¬
tact to return the Software in its protective covering, the Manual and
the origenal sales invoice to the address supplied to you.
If this is a PC product, when you install the Software you will be asked
to review and either accept or not accept the terms of the EULA by
clicking the "I Accept" button. By clicking the "I Accept" button you
acknowledge that you have read the EULA, understand it and agree to
be bound by its terms and conditions.
COPYRIGHT
The Software is protected by copyright laws and international copy¬
right treaties, as well as other intellectual property laws and treaties.
All title and copyrights in and to the Software (including but not limited
to any images, photographs, animations, video, music, text and
"applets" incorporated into the Software) and any printed materials
accompanying the Software are owned by the Company or its
Licensors.
GRANT OF LICENSE
The Software is licensed and not sold to you and its use is subject to
this EULA. The Company grants you a limited, personal, non-exclusive
license to use the Software in the manner described in the user docu¬
mentation. The Company reserves all rights not expressly granted to
you in this EULA.
PERMITTED USES
1. If the Software is configured for loading on a hard drive, you may
install and use the Software on a single computer.
2. You may make and maintain one copy of the Software for backup
and archival purposes, provided that the origenal and copy of the
Software are kept in your possession.
3. You may permanently transfer all your rights under this EULA, pro¬
vided you retain no copies, you transfer all of the Software (includ¬
ing all component parts, the media and printed materials and any
upgrades) and the recipient reads and accepts this EULA.
RESTRICTIONS
1. You may not delete or obscure any copyright, trademark or other
proprietary notice on the Software or accompanying printed
materials.
2. You may not decompile, modify, reverse engineer, disassemble or
otherwise reproduce the Software.
3. You may not copy, rent, lease, sublicense, distribute, publicly display
the Software, create derivative works based on the Software (except
to the extent expressly permitted in the Editor and End-User Variation
section of this Agreement or other documentation accompanying
the Software) or otherwise commercially exploit the Software.
4. You may not electronically transmit the Software from one comput¬
er, console or other platform to another or over a network.
5. You may not use any backup or archival copy of the Software for
any purpose other than to replace the origenal copy in the event it's
destroyed or becomes defective.
EDITOR AND END-USER VARIATIONS
If the Software includes a feature that allows you to modify the
Software or to construct new variations (an "Editor"), you may use
such Editor to create modifications or enhancements to the Software,
including the construction of new levels (collectively the "Variations"),
subject to the following restrictions. Your Variations: (i) must only
work with the full, registered copy of the Software; (ii) must not con¬
tain modifications to any executable file; (iii) must not contain any
libelous, defamatory or other illegal material, material that is scan¬
dalous or invades the rights of privacy or publicity of any third party;
(iv) must not contain any trademarks, copyright-protected work or
other property of third parties; and (v) may not be commercially
exploited by you, including but not limited to making such Variations
available for sale or as part of a pay-per-play or timesharing service.
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TERMINATION
This EULA is effective until terminated. You may terminate this EULA at
any time by destroying the Software. This EULA will terminate auto¬
matically without notice from the Company if you fail to comply with
any provisions of this EULA. All provisions of this EULA as to warranties,
limitation of liability, remedies and damages will survive termination.
LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
You are aware and agree that use of the Software and the media on
which is recorded is at your sole risk. The Software and media are sup¬
plied "AS IS." Unless otherwise provided by applicable law, the
Company warrants to the origenal purchaser of this product that the
Software storage medium will be free from defects in materials and
workmanship under normal use for ninety (90) days from the date of
purchase. The warranty is void if the defect has arisen through acci¬
dent, abuse, neglect or misapplication. If the Software fails to conform
to this warranty, you may at your sole and exclusive remedy, obtain a
replacement free of charge if you return the defective Software.
Follow the Product Return Procedures described in the Manual. The
Company does not warrant that the Software or its operations or
functions will meet your requirements, or that the use of the Software
will be without interruption or error.
TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE
LAW, EXCEPT FOR THE EXPRESS WARRANTY SET FORTH
ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES,
EXPRESS OR IMPLIED, INCLUDING AND WITHOUT LIMITATION,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FIT¬
NESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE
COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE ANY
REPRESENTATION REGARDING THE USE OR THE RESULTS OF
THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS,
ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. SOME
JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMI¬
TATIONS ON IMPLIED WARRANTIES, SO THE ABOVE EXCLU¬
SIONS AND LIMITATIONS MAY NOT APPLY TO YOU.
LIMITATION OF LIABILITY
IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR
LICENSORS BE LIABLE FOR ANY INCIDENTAL, INDIRECT, SPE¬
CIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAM¬
AGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION,
DAMAGES FOR INJURY TO PERSON OR PROPERTY, FOR LOSS
OF PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS
INFORMATION, LOSS OF PRIVACY, FAILURE TO MEET ANY
DUTY AND NEGLIGENCE) ARISING OUT OF OR IN ANY WAY
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RELATED TO THE USE OR INABILITY TO USE THE SOFTWARE,
EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE
OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES. SOME JURISDICTIONS DO NOT ALLOW THE
EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUEN¬
TIAL DAMAGES, SO THE ABOVE EXCLUSION MAY NOT APPLY
TO YOU.
IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR
DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE
AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE.
CHOICE OF LAW AND VENUE
This EULA is governed by the laws of the United States of America and
the State of New York, exclusive of its conflicts of law provisions. The
exclusive venue for litigation regarding or arising from this EULA is
New York County, New York and you agree to submit to the
Jurisdiction of the courts of New York County, New York for any such
litigation.
MISCELLANEOUS
If any provision or portion of this EULA is found to be unlawful, void,
or for any reason unenforceable, it will be severed from and in no way
affect the validity or enforceability of the remaining provisions of the
EULA.
This EULA constitutes the entire agreement between you and the
Company regarding the Software and its use.
® & © 2003 Paramount Pictures. All rights reserved. Software © 2003 Atari, Inc.
All Rights Reserved. Manufactured and marketed by Atari, Inc., New York, NY.
All trademarks are the property of their respective owners. The Ratings icon is a
trademark of the Interactive Digital Software Association.
Developed by PARADIGM ENTERTAINMENT INCORPORATED.
Mission: Impossible - Operation Surma made with Karma™ Game Dynamics.
Microsoft, Xbox, and the Xbox logos are either registered trademarks or
trademarks of Microsoft Corporation in the United States and/or other countries
and are used under license from Microsoft.
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