********* 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 Navy Moves Converted to etext by Neil Tomlinson. ********* NAVY MOVES ---------- COMMODORE CONTROLS ------------------ Joystick only. Port 2 Z/X - Selects between gun and flame thrower. Runstop - Pause MESSAGE FOR COMMANDO NO.78744003HZ ---------------------------------- DESCRIPTION OF TERRAIN: The commando is informed of the probable zones of the mission: MISSION: Locate and destroy the nuclear submarine U-5544, equipped with RAIDER HOMING TORPEDOES. KEY NAME OF MISSION: Operation Octopus FIRST PART ---------- ZONE 1: On the sea surface. --------------------------- AIM: To find the best spot for immersion. ENEMIES AND PERILS: The waters are infested with USSEX-12 mines with a detonation device upon contact and 2,300g. of solid explosive. The enemy commandos will each pilot a 6 speed Aquatic GPX SUZUKI with a bicylindric DOHC motor. ZONE 2: Below the surface. -------------------------- AIM: To locate the entrance to the enemy base. Once there, capture the bathyscaphe. ENEMIES AND PERILS: Avoid contact with sharks and scubadivers that control the entry of enemy base. ZONE 3: In the bathyscaphe. --------------------------- AIM: Leave enemies' base and penetrate in the nuclear submarine through the exit door for remainders. ENEMIES AND PERILS: Giant octopii hidden in enormous and dark caves. Giant sea monster must be shot in the mouth. HELPFUL TIPS FROM MAJOR MCwIRIL ------------------------------- * The commandos on the aquatic motorbikes are kamikazes. Shoot them down before they collide with you. * Never enter in contact with a shark. * Shoot the Octopii with two missiles at a time - the effect will be triple! * To destroy the sea monster shoot it repeatedly inside its mouth. WEAPONS AND EQUIPMENT: ---------------------- You are provided with a HIGGINS "PT" motorboat with an 890hp. HONDA motor, an assault refle weighing 4.140 kg. which can be submerged 400 feet and a DINMIC-GN12 immersion gear. The commando is provided with a repetition rifle and an incorporated FLAMMENWERFER flame-thrower or viceversa. SECOND PART: Inside the submarine. ---------------------------------- AIM: To set a bomb at the base of the reactor and escape alive. In order to escape you will have to stop the submarine, make it emerge and transmit the key message to your base. To perform any function you have to connect with the central computer of the submarine through any of the terminals within. You also need to know the identification code of the Official in charge of the area related to the order you want to send. E.g.: to open the door to the base of the reactor you must obtain the Machine Official's code and then transmit the order to the central computer. * To obtain the codes, locate the Official, shoot him and search him. CAPTAIN - His code allows you to perform one time the function of each and any of the officials FIRST OFFICIAL - His code allows you to stop the motors and emerge. FIRST AND SECOND MACHINE OFFICIALS - With their codes you can open the door to the base of the reactor. FIRST AND SECOND TRANSMISSION OFFICIALS - Their codes allow you to transmit the codified message to your base. MARINES - Equipped with an N-32 rifle. They can carry a bullet loader. FLAMETHROWER MARICNES - Equipped with a flamethrower. They carry two loaders, one with bullets and one with gasoline. END OF MISSION -------------- Once the bomb has been set, the motors inactive and the submarine on the surface, you must transmit the word "BOMB READY" to your base. In order that the enemy can't detect it you must codify it in this way. OABERBYAMD When you have communicated the success of your mission go up to the control tower and wait for your colleague to rescue you. © 1989 DINAMIC The Hit Squad, P.O. Box 350, Manchester, M60 2LX