ATTACK ON WINDSCALE (c) 1983 PHOENIX SOFTWARE LTD. SPANGLES HOUSE, 116, MARSH ROAD, PINNER, MIDDLESEX. TEL: 01 868 3353 Action and Adventure Twin Cassette Pack. By Brandon James. For the CBM 64. Catalogue No. P4003. THE PLOT We in Britain, A.D. 1983, rely heavily on atomic power to meet our energy needs. At Windscale, the scientists are forever coming up with new ways to develop our domestic capabilities. Our 21st. Century intergalactic enemies, having been foiled by you and Captain Phoenix in the past (and future], realise that their only chance of defeating us lies in their ability to defeat us in the present. Consequently, they have set up a sonic transmitter somewhere in the surr- ounding countryside which is causing the atomic core at Windscale to go critical. You and Captain Phoenix must defend the Windscale research centre's atomic core and then find the sonic transmitter before the devastating nuclear explosion rips out the heart of the English countryside. THE ACTION 1. Press Shift RunStop and press Play on tape. 2. Avoiding the bombs from the 2 flying saucers, you must destroy 40 aliens to get to the next skill level. The aliens' speed increases with every level reached. The flying saucers will only drop bombs on the gun turret when they are in the immediate vicinity of the turret. THE ADVENTURE 1. Press Shift RunStop and press Play on tape. 2. You will then be asked for the running code. THE ONLY WAY TO DISCOVER THE RUNNING CODE is to get to the end of Skill Level 4 of the action game. 3. Having defeated the aliens in battle, you must firstly protect the reactor from going critical by finding a quartz prism to deflect the pulses of the aliens' sonic transmitter. You will have only 2 hours to accomplish this. Now you must leave Windscale and find a jet to take you to Part 2 of the adventure wherein you must find the actual transmitter and, using prisms from Part 1 of the adventure, destroy it. THINGS TO REMEMBER 1. After Skill Level 1, the flying saucers are joined by flying invaders. Avoid them. 2. For every skill level completed, you will be given clues which you will need to solve the adventure. The clues will appear at the end of the game. There is no way of recalling them later so you must make a note of them as they appear. 3. When you reach the end of Skill Level 4, you will be given the running code for the adventure. A. These cassettes contain 2 copies of the program - one on each aide. If you have any problems loading one side then use the other side. Please ensure before loading the program, that the heads of your cassette deck are clean and demagnetised. We reserve the right to slightly alter the program from this insert.