THIS GAME IS CONTROLLED BY JOYSTICK (Kempton, AGF & Protek) OR THE CURSOR KEYS. LOADING INSTRUCTIONS: Remove all cartridges, etc. Connect data recorder & joystick interface only. Type LOAD " " & then ENTER to start the program. Then press PLAY on the data recorder. CONTROLS Your character is moved and his power invoked via the joystick & its fire button or the following keys. 2 = Up, W = Down, 0 = Left, T = Right, Bottom row = FIRE A = Abort/Restart, P = Pause. INTRODUCTION You play the part of Firestorm, able to create destructive fire-balls, control mess' minds or computer memory banks and move inanimate objects with the power of telekinesis. A criminal organisation has learned of Firestorm's existence and want to learn more of his powers. They've kidnapped his girl-friend and imprisoned her in their citadel. They reason that Firestorm will attempt a rescue at which time he will be overcome by the citadel's defenses and fall into the Organisation's clutches. OBJECTIVE The Organisation's laboratory has 12 levels. Level 12, where your girlfriend is held, can only be accessed after the other 11 floors have been de-activated. A floor is de-activated by locating the CENTRAL CONTROL UNIT and destroying it with a fireball or a droid under mind control. Your objective is to reach floor 12 and save your girlfriend. Starting. The laboratory has many lifts. One of these is an express lift which runs between floors: 1, 4, 7 & 10. All other lifts only function one floor at a time or between de-activated floors. FIRESTORM'S POWERS You have three powers, each 'fuelled' by units of special colour-coded booster substance. Look for these around the citadel. Press fire to display your available powers. Use up/down to highlight the power you want to access. Press fire to select the power. FIRE BALLS (FRIZZ/RED): Fire balls form just beyond your outstretched hand. Release fire and watch the fireball grow. Press fire and watch it shrink. Don't let the ball get too small or too large. To shoot, push the joystick (or press a cursor key) in the desired direction. TELEKINESIS - MOVING REMOTE OBJECTS (LAXUM/BLUE): Select the power and move the on-screen cursor over the object to be moved and press fire. You then have control of that object which floats free. Move it towards you or to do your bidding. The object will move through doors, but control is lost if it collides with any other inanimate objects. MIND CONTROL (URIUM/YELLOW): Select the power and move the on-screen cursor over a droid & press fire. Now you have to seize control of the droid's data banks on the multi-purpose display. Move the dot cursor along the track without letting it touch the sides. If you succeed you can move the droid using joystick or keys, Each droid type has a different resistance level. TRICKS & TRAPS OF THE CITADEL The Organisation's citadel is defended by combinations of 4 weapon types: DEREZZERS: Are pyramid type columns on corridors. Don't get too close. There are three types: Active all the time; Active on BLACK; and active on WHITE. You can find out which is which by guessing or mind-controlling a droid and crashing it into the derezzer's field. Destroy a derezzer with a fireball. FLOOR SWEEPS: These are bands of light which traverse corridors. Step on one and the central control unit will instantly derezz you. DROIDS: There are seven types of droid, each with their own behaviour pattern. CENTRAL CONTROL UNITS: One per level. When located and destroyed all defenses for that level are de-activated. However, this act also eliminates all remaining supplies of booster substance for that level. HINTS & TIPS: The vital booster substances to fuel your powers don't exist in the same quantities on every level - so don't blast the CCU too early. Use your powers to destroy, investigate and overcome seemingly impossible dead-ends and traps. SCREEN LAYOUT 1 Main play area 2 Map & your 3 Mission time 4 Multi-purpose display. location. remaining A Nexus designed game. GUARANTEE If this tape fails to load it should, in the first instance, be returned to the store where it was purchased. If you are unable to obtain a satisfactory replacement, send the TAPE ONLY, together with full details and proof of purchase to: NEXUS PRODUCTIONS LTD. (Customer Services), DSB House, 30 High Street, BECKENHAM, Kent BR2 OXW. If the tape shows any form of damage, whether physical or due to the use of faulty or dirty equipment, please include £3.00 to cover replacement costs. This guarantee does not affect your statutory rights. We try to answer customer enquiries speedily, but please allow up to 28 days for delivery. The unauthorised copying, hiring, lending, publishing in printed form or broadcasting of this cassette, disk or instructions is prohibited. (c) Copyright 1987 Nexus Productions Ltd. All rights reserved