Multi Touch not supported in Adobe Air for IOS?

Hi, I've just started developing my first app for my iPhone which is an iPhone 3GS. I'm using CS5 to make these apps.
I did a simple test game where there are two arrows on the screen and a fire button. The screen also has a ground and the player standing on it which can be controlled with left/right and fire. Now, if I press right, he moves right, if I press left, he moves left, if I press fire, he jumps... BUT no matter what I do I can't make dual touch work, ie: I press right AND fire, it only recognize just ONE touch point. So I did alot of researching and didn't find much.  I thought maybe adding a TouchEvent.TOUCH_TAP which I found a guide on on this page: http://openexhibits.org/support/gestures/1/one-finger-tap , but couldn't make it work, so I found this: http://www.adobe.com/devnet/flash/articles/multitouch_gestures.html and it seems Adobe Air for iPhone only allows four different gestures, no TouchEvents. I found a code somewhere that when run it checks to see if the device it's running on supports TOUCH_TAP stuff and in CS5 I got the message that it is not supported, in Adobe Device Central I get it's supported, on the actual phone (yes, got dev license from Apple and all that and can run my apps from CS5 on my iphone) I get it IS supported, but it doesn't work when I try it for real.
So, my question is: how can I make Adobe Air using CS5 to detect 2 finger presses at the same time in iPhone apps?  Like pressing right+fire at the same time, so it doesn't just detect ONE of them being pressed.
Thanks a million for any reply.

Before listening for TouchEvents like TOUCH_BEGIN, TOUCH_MOVE, TOUCH_END etc... you need to set the input mode of your device to TOUCH_POINT. By default it is set to GESTURE.
This works fine on the iPAD:
import flash.ui.Multitouch;
import flash.ui.MultitouchInputMode;
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
stage.addEventListener(TouchEvent.TOUCH_BEGIN, touchBegin);
stage.addEventListener(TouchEvent.TOUCH_MOVE, touchMove);
stage.addEventListener(TouchEvent.TOUCH_END, touchEnd);
private function touchBegin(te:TouchEvent):void {
    // your code here
private function touchMove(te:TouchEvent):void {
    // your code here
private function touchEnd(te:TouchEvent):void {
    // your code here
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