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The Project 64 etext of Navy Moves 
Converted to etext by Neil Tomlinson.

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                              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
 