********* Welcome to Project 64! http://project64.c64.org The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warrantee of the original document, if any, that may included in this etext. No other warrantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of NARC Converted to etext by Neil Tomlinson. ********* NARC ---- LOADING ------- Press the SHIFT key and the RUN/STOP key simultaneously. PLEASE NOTE: This game loads in a number of parts - follow on-screen instructions. CONTROLS -------- This is a one player game controlled by joystick only. Player 1 - Joystick Port 2 Player 2 - Joystick Port 1 Press FIRE to sart game. To fire missiles hold down the fire for a short time and then release it. Press FIRE with the joystick in the central position and quickly tap UP, when standing, to JUMP. To toggle between standing and crouching: Player 1 - Left hand SHIFT key Player 2 - Cursor UP/DOWN key RUN/STOP - Pause X - Restart Game M - Toggle Music/FX GAMEPLAY -------- LEVEL 1 - Collect bullets dropped by the enemy to obtain rapid fire. Then locate the door which will take you through the pipeline. LEVEL 2 - You are inside a subway station. Locate the red safe card to return to the junkyard. LEVEL 3 - You return to the junkyard where you must seize cash, drugs, bullets and missiles, arresting people where possible. LEVEL 4 - Krak Street - you are on route to the evil drug cartel HQ. Here you will meet Spike Rush who throws hypodermic needles at you - if they hit you they will inject you with drugs and you will lose strength. You must find your way to the Krak Stop drugs lab. LEVEL 5 - You are inside the drugs lab where the Krak is made. Vicious dogs will block your path and attack you. Find the blue safe card to exit from the lab. LEVEL 6 - Outside the lab you will find yourself on a bridge where you will meet Joe Rockhead the drug addict. You can not arrest him, so you must blast him before he gets near you. Make your way across the bridge - you can jump into passing cars and drive them to cross more quickly. LEVEL 7 - Once across the bridge you are back on the streets of Sunset Strip. Kinky Pinky the mad knifeman appears here. He will attempt to kidnap the female escorts. You need to blast Kinky in order to protect the escorts as youmove through this level. There are five exit doors from this level. One is locked and will require a silver safe card and the other four lead to four sub-levels. These are called the Kennals, Kinky's Big Top, The Swamp and The Scrap Heap. One of the sub-levles contains the silver safe card you need but you will have to find out which one. LEVEL 8 - You are outside the nursery where Skyhigh grows his drugs. Blast your way through the gunmen to get to the entrance of the nursery. LEVEL 9 - Collect the illegal drug plants for an extra bonus but watch out - some of them are booby trapped. Make sure you blast the gunmen as one of them will be carrying the green safe card to exit the nursery. LEVEL 10 - Back on the streets you must make your way through down town towards the headquarters of Mr. Big's evil organization KRAK. When you reach the building and enter you will have to fight through the headquarters to reach Mr. Big. LEVEL 11 - Once inside Mr. Big's office he will attack you in his wheelchair. When you finally manage to overcome him he will leave a gold safe card. LEVEL 12 - Mr. Big, having rcovered from your attack is now really angry! You will need all of your skill and a good supply of missiles to finally defeat him. He will then drop another gold card. You can use this to enter a special bonus level. ©1988 WILLIAMS ELECTRONICS GAMES, INC. ©1990 Ocean Software Ltd. The Hit Squad, P.O. Box 350, Manchester. M60 2LX