FIRE AND FORGET 2 Loading Instructions Starting Up 1. Make sure the power switch is OFF. 2. Insert the game cartridge in the system as described in your Amstrad manual. 3. Turn the power switch ON. If nothing appears on the screen, turn the power switch OFF, remove the cartridge, and try again. 4. At the title screen, press Button 1 or Button 2, to start the game. IMPORTANT: Always make sure that the system is turned OFF when inserting or removing your Cartridge. DESTROY THE CONVOY BEFORE IT WIPES OUT THE CITY! With FIRE & FORGET II, prepare to experience the most extraordinary arcade game ever designed for a console! You will have to pilot the THUNDER MASTER II, capable of 850 horsepower on the road and able to convert itself into a genuine airborne attacker, both equipped with ionic phasers and missile launcher. THE GAME The 3rd International Peace Conference is to be held this year in Megapolis. However, authorities have been warned that a dangerous group of terrorists is driving toward the city in order to destroy it and kill the eminent scholars and industrialists who have come for the occasion. The government's only solution is to call on you once again. Driving the THUNDER MASTER II, there is little time remaining, as the terrorist convoy is rapidly approaching its target... YOUR MISSION To win, you must not only destroy all of the enemies you meet (jeeps, tanks, etc...) whose job is to defend the armoured vehicles, but to work you way upto the convoy to reach and destroy the head vehicle which carries the ultimate weapon designed to destroy the city... Your time is precious and the convoy is rapidly approaching Megapolis! So put on your safety harness, check turbo pressure and indicators and prepare yourself for the most dangerous and thrilling of missions. DRIVING THE THUNDER MASTER II Before beginning the game, get used to the movements and functions of each button. You must synchronize hand and eye movements to get past and avoid obstacles. Don't forget that practice makes perfect. Button functions Each button on your joystick will trigger a specific movement or action. A - steering button - When the THUNDER MASTER II is on the ground, you can go to the left or right by pressing one side of the button or the other, and accelerate or brake by pressing up or down. -When THUNDER MASTER II is converted into a jet, you may move it up, down, to the right or left by pressing the corresponding Steering button (diagonals are also possible). It should be noted that flight speed is constant. 1 - Button 1 : Normal firing 2 - Button 2 : Switch to jet mode, and vice-versa. 1 + 2 : You can launch a missile by pressing buttons 1 and 2 simultaneously. AMSTRAD CPC+ Button functions P key ................ Pause Enter ................Take-off / Landing of THUNDER MASTER II (1) When the TM is on the ground Key (up cursor)............... Accelerate Key (down cursor)............... Brake Key (left cursor)............... Left turn Key (right cursor)............... Right turn M* Key .............fire a missile Space bar......... fire (2) When the TM is airbourne Key (up cursor) ............... decrease altitude Key (down cursor)............... increase altitude Key (left cursor) ............... fly to the right Key (right cursor)............... fly to the left M* Key .............fire a missile Space bar......... fire * On Azerty keyboard. Press ? on Qwerty keyboard Joystick with one fire button: To fire the ionic phaser on an enemy, press the fire key. To fire a missile, press the FIRE and ENTER keys simultaneously To switch to jet mode or to land press the ENTER button. TAKE OVER THE CONTROLS OF THUNDER MASTER II Before beginning, the following points will help you to carry out your mission. On the road, you will have to collect bonus points in order to continue A - Kerosene cans (red) to fly. - Fuel cans (blue) to drive. B - Missiles (grey) C - Additional life YOUR ENEMIES 1 - ROAD VEHICLES a) Surveillance vehicles. 1 - RIDER - It stays at the rear of the convoy. Its firing power is limited, but it is fast. - 500 points 2-SIDE - As fast as the Rider, but better armed. - 750 points 3-4-5-JEEPS - They shuttle between the various parts of the convoy. They are not very fast but they are the best armed surveillance vehicles. Their resistance strength varies. - 1000 points b)-dissuasion vehicles 6-7-MILITIA - As soon as you're spotted, the militia goes into action to stop you from getting any further. - 1200 points c) - intercept vehicles 6-9-10-ARMOURED CARS - Category : Light armoured vehicle - 1500 points 11-12-13-TANKS - Category : Heavy armoured vehicle - 2000 points 14-JUMPER - Extremely agile, it moves by jumping. Its weapons are as effective as its manoeuvering capabilities and it very rarely misses its target... - 2000 points 2- STATIONARY INSTALLATIONS: 15 - MIRADOR - Its sole function is to warn the armoured vehicles that an enemy is approaching. Because of their structure and limited weapons capability, they are easily destroyed. - 500 points 16-17-CANNONS - Placed along the road, they form barrages by continuously bombarding you. - 750 points 18-WALKER A genuine blockhouse, it lies in wait near armoured vehicles to stop you from continuing. Extremely strong, it can only be destroyed with a missile. - 1000 points 19 -GUARDIAN - Like the Walker, it is there to stop you from continuing, but only 2 missiles hits will destroy it. - 2500 points 20-AIR MINE - They are always in groups and form a barrier. - 500 points 21 - THERMAL BOMB - It is located along the road and explodes when it detects a heat source, such as the THUNDER MASTER II jet engines. - 500 points 2 - FLYING CYBERNETIC CRAFT They operate independently and decide for themselves. Their only concern is the mission for which they were programmed, and they don't hesitate sacrificing themselveswhen necessary... 22-TATTLETALE - Its role is to inform the militia of everything occurring. When it is green, this means that it hasn't spotted you. When it turns red, you've been discovered. - 500 points 23-BODYGUARD - Protects the armoured vehicles. - 500 points 24 - FLYING HAMMER - Programmed to stop the enemy by throwing itself on it. - 1500 points 25-SUCKER - Green, it looks for fuel. If it sticks to you it will suck your fuel and turn blue. It you destroy it while it attempts to get away you may recover 1 fuel can. - 1500 points 26-BOMBER - Drops bombs on the road - 2000 points 27 - FLYING MILITIA - 1000 points 28 - FLYING NEST - Transports power from one part of the convoy to another. When hit it releases an egg (see No 29 below). - 500 points 29-EGG - Once released by No 28, it will bounce on the road before exploding. If you catch it before it explodes you will be granted an invisible shield for a limited time. - 0 points 30 - MAGNET BOMB - Placed level with the road, it is attracted by the metal mass of the Thunder Master II and will explode when it touches you. - 500 points 31-JERRY - Due to a design error it will seek to join you by following you everywhere, instead of firing at you ! - 500 points 32 - TOM - It was designed solely to seek out and destroy all No 31s for treason. It there is no No 31 around, it will continue its path... - 1500 points 33 - BANZAI - Suicide vessel - 1000 points 34 - POT GUN - Flying gunner - 2000 points 2 - PILOTED AIRCRAFT 35-36-SCOUT PLANES - They locate and mark your position - 1000 points 37 - IMPERIAL MILITIA - Much more powerful than the other militias. - 1000 points 38 - LITTLE GRIBOUY - Class II intercept craft - 1000 points 39 - HELICOPTER - Powerfully armed intercept patrol craft - 1500 points 40 - BOMBER II - his much more powerfully armed than the first Bomber, and much stronger. - 2500 points 41 - SPEED-BIRD - Type 3 imperial intercept craft. Fast and fragile. - 1000 points 42 - FIRE-BIRD - Type 2 imperial intercept craft. Slow and strong. - 2000 points 43-FIERY BIRD - Type 1 imperial interceptcraft. Fast and strong. - 3000 points 3 - ARMOURED VEHICLES I - ARMOURED FUEL TRUCK - Transports the fuel for the entire convoy. - 10000 points II - MINE DROPPER - Don't follow it too closely - 20000 points III - RADAR VEHICLE - Centralizes all information and informs vehicles of their missions. - 30000 points IV - SWT08/Q MISSILE VEHICLE - Powerfully armed vehicle with an SWT series ground-to-ground missile - 40000 points V - HEAD VEHICLE - Vehicle carrying the tactical <> nuclear mega-missile - 50000 points THE INSTRUMENT PANEL t - LIVES : Number of lives remaining to accomplish this mission. 2 - HIGH : The highest score recorded since the game was first used is indicated here. 3 - SCORE : Your current score is continuously displayed here. 4 - F(Fuel) : Gauge indicating the amount of petrol that remains for driving. 5 - MESSAGE : Displays the messages and information sent by your onboard computer. 6 - K (Kerosene) : Gauge indicating the amount of kerosene that remains for flying. 7 - BONUS : Whenever you collect a fuel or kerosene can, the bonus is increased which will be added to the current score. 8 - SPEED : Indicates your speed. 9 - MISSILES : Indicates the number of missiles you have (4 per symbol). (C) TITUS 1990. Fire & Forget II is a software package protected by international copyright agreements. Any reproduction, adaptation, hiring or processing of the contents including the manual is strictly unlawful. This is valid for France and all other countries. The source code has been registered at the Software Protection Agency (A.P.P.) in Paris.