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GAME PLAY MANUAL ® S T R A T E G Y

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Page 1: GAME PLAY MANUAL STRA TEGY

GAME PLAYMANUAL

®

S T R A T E G Y

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iTERROR FROM THE DEEP TERROR FROM THE DEEP

REQUIRED EQUIPMENTFor X-COM: Terror From The Deep to

work, there are a few things yourcomputer must have.

The processor has to be an 80386 witha system speed of at least 33MHz(megahertz). Basically, any computerwith “386,” “486” or “Pentium” in itsname should do just fine. For best play,we recommend at least a 486 with aspeed of 50MHz.

You must have a version of DOSnumbered 5.0 or higher. Almost all 386,

TM

486 and Pentium computers includeDOS in the standard software package.

There have to be at least 520K (532,480bytes) of free conventional memory. Thenice thing is, you don’t even have to knowwhat a K is. (It’s a “kilobyte”—1024 bytes.Never mind what a byte is.) To find outwhether you have enough, at the DOSprompt type mem/c and press r.Somewhere in the mess of informationthat pops up will be a line something like“Largest executable size.” That’s whattells you how much free conventionalmemory you have.

TECHNICAL SUPPLEMENT

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There also has to be at least 4MB ofmemory installed in your system, at least3MB of which should be free (3072K). The“mem/c” report should also tell you the totalamount of memory installed in your system.

The graphics must be VGA quality orbetter (SVGA is better).

You must have a mouse attached tothe computer. (We mean the input device;please do not glue or staple helpless littleanimals to the keyboard.) The mousedriver must be Microsoft mouse version8.01 or higher or something fully com-patible with this.

COMPATIBILITY ISSUESPlease note that this list includes only

the known conflicts and incompatibilities.Since no test procedure can ever betotally comprehensive, you may run intoundiscovered problems. Please contactCustomer Support if you do.

We strongly recommend that you donot run this game under MicrosoftWindows 3.1 or Windows 95.

We strongly recommend that you nothave any terminate-and-stay-residentprograms (TSRs) other than memorymanagers loaded into memory whenplaying X-COM: Terror From The Deep.Not only will they decrease the amount offree memory available, thus slowing thegame, but there may be unpredictableinteractions.

OPERATING DIFFICULTIES ANDLOADING PROBLEMSQ. Why can’t I install the game to my

hard disk?

1. You must check all of the system re-quirements, especially the amountof hard disk space required.

2. Try installing the program to anuncompressed partition on thehard drive in case Drivespace orDoublespace or a similar utility isconflicting in some way with theinstallation program.

Note: If your hard drive is compressed with the Drivespace or Doublespace program fromMicrosoft, you must double the amount of harddrive space needed during installation: notevery file will compress at the normal ratio of 2to 1. For example, installation of the gameusually takes 16MB, but with Doublespace itcould take up to 32MB.

3. Finally, try installing the game onanother machine to see if theproblem recurs.

Q. What is a boot disk?

This is a startup disk for yourcomputer that contains alternatestartup files to those on your harddrive. Using a boot disk will leavemore conventional memory free.

Using a Boot DiskInsert the boot disk into your floppy

disk drive, then switch on the computer.You should leave the disk in the floppydrive during play.

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CONTENTS

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Slow Running

If you are not running from a bootdisk, you can try using SMARTDRV.SYSor SMARTDRV.EXE loaded into yourCONFIG.SYS or AUTOEXEC.BAT. Thismight speed up the game a bit.

If you are using MS-DOS 5.0, makesure you have the following line in yourCONFIG.SYS file:

devicehigh=c:\dos\smartdrv.sys

If you are using MS-DOS 6.0 or 6.2,make sure the following line is in yourAUTOEXEC.BAT file:

loadhigh c:\dos\smartdrv.exe

However, you might need to removethis line if memory problems occur.

Q. Can I run my game throughWindows?

No. This is not recommended; it islikely that you will not havesufficient memory to do so.

Q. Does this game run with DR DOS,Novell DOS 7 or OS/2?

Success is not guaranteed. Micro-Prose games are currently designedto run with MS-DOS 5.0 or any100% compatible DOS.

Q. What is base memory?

This is the original 1MB (1024K) inyour machine. It is divided intoconventional memory (640K), whereMS-DOS and all PC programs load,and upper memory (384K), wheresystem programs reside.

In MS-DOS 5.0, the bulk of theoperating system and associateddrivers (such as the mouse driver)are normally loaded into uppermemory. Other drivers held in the

area of conventional memory willreduce your 640K available for the program.

It is important to have as much freeconventional memory as possible.

Q. What is extended memory (XMS)?

Further memory, beyond the 1MBof base memory on your PC iscalled extended memory. XMS canbe used to free more conventionalmemory so that bigger games canbe run. XMS can also be used tosimulate expanded memory.

Q. What is expanded memory (EMS)?

EMS was originally designed to givePC compatibles more memory torun programs. It has been aroundlonger than XMS, so many olderprograms take advantage of it. TheDOS command EMM386.EXE canbe used to turn XMS into EMS andshould be in your CONFIG.SYS.

Remember that hard drive space isalso measured in megabytes (MB).Don’t confuse this with memory—the two are completely different!

Memory ManagersIf the program is occasionally freezing

or crashing to DOS, the game might havea conflict with your current memorymanager. MicroProse recommends onlythe drivers that come with MS-DOS (i.e.,HIMEM.SYS and EMM386.EXE). Tryusing the memory managers that comewith MS-DOS 5.0, Windows 3.1, MS-DOS 6.0 or MS-DOS 6.2, in that order.

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Mouse DriversAnother common cause of the program

freezing or crashing is a conflict withyour current mouse driver. MicroProserecommends the Microsoft driver,MOUSE.COM or MOUSE.SYS version8.01 or higher. See the MS-DOS manualfor full details. To check which mousedriver you are using, run the MSDprogram which comes with Windows 3.1and MS-DOS 6.0/6.2.

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1TERROR FROM THE DEEP TERROR FROM THE DEEP

X-COM: TERROR FROM THE DEEP™

©1995 MicroProse Software, Inc.ALL RIGHTS RESERVED

This book may not be reproduced in whole or in part, by mimeograph or photocopy or other means without permission, with theexception of quoting brief passages for the purpose of review.

TM

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BACKGROUNDOn the morning of November 28, 1998, topofficials from the world’s most economicallypowerful countries congregated secretly atthe UN. The reason for the meeting:increasing terrestrial UFO activity. Over theprevious 6 months there had been numerousconfirmed sightings, landings and hostilecontacts with super-intelligent andunpredictable aliens.

After much debate, the decision was made toestablish an independent body to combat,investigate and defeat the alien threat. Thiselite organization was equipped with theworld’s finest pilots, soldiers, scientists andengineers, working together as one multi-national force.

This organization was named theExtraterrestrial Combat Unit — X-COM.

2039. The last scarred sites of the alien war of 30years ago are healing and, for all intents andpurposes, the threat to the Earth might neverhave happened. Humans sleep easier in theirbeds knowing that the evil has gone…

But in the oceans long-silent forces have beenaroused by the conflicts. Forces that havefrom time to time made themselves known toman, but for the most part have remainedhidden. Separated from their stellar cousinsfor millennia, these aliens are now aware oftheir brethren’s former battles culminating inthe final conflict on Mars.

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INTRODUCTION

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Under the ocean lies the remains of a vastinterstellar colonization ship; 400 billion tonsof metal that plummeted to the Earth some 65million years ago. Now, the waiting is at anend, the powerful computers begin to stir, theancient technology readies itself for thecoming storm. When the alien base on Marsshuddered in its death throes, a powerfulTachyon beam darted out to a long dormantreceptor.

Thirty years ago, awakened by the cosmicemissions of their brothers, the vastchambers of innumerable species began theirre-animation cycle. X-COM must now face anew terror, an army of aliens that is alreadyhere, but in an environment more deadly thandeep space. The aliens of the depths are wellprepared to take on man in all the oceans,even bringing the war onto the land.

X-COM: Terror From The Deep lets you enterinto combat in a strange and alien world, usenew technology to enable the war to be takenunder the seas, arm your troops for anencounter the likes of which man has onlydreamed of in his worst nightmares…

GAME OVERVIEWA vast sleeping enemy has awakened. Whenthe colonization vessel crash landed on Earthsome 65 million years ago, the emergencysystems placed the aliens in suspendedanimation. A distress call was sent, but wasnever received by the aliens’ homeworld. Overthe eons the computers awakened smallgroups of aliens to attempt colonization, butthe strategies and devices were imperfect. Thealiens have also sunken ships, destroyedplanes and devastated remote ports over thecenturies — to what end we know not.

Now, deep in the vast hulk of the mother shipthe battle computers have become fully on-line. The systematic awakening of the aliensand their technology has begun.

Across the globe are sites where age-old alienadvance assault squads have been attemptingto contact their distant brothers. The sitescontain powerful artifacts that they need toconquer the planet and transform it into anaquatic paradise for aliens.

X-COM: Terror From The Deep puts you incommand of X-COM. You control the force tostop the alien terror. First, you’ll intercept thealien subs and shoot them down. Then, you’llcommand a sub-aqua mission using the‘Battlescape’ display. This view will displayonly what your aquanauts can see, allowingdanger to creep up on the unsuspecting.

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Successfully completing Alien SubmarineAssault missions allows X-COM scientists toclear the sites of artifacts and beginresearching alien technology. On completion,Engineers can reproduce superior weapons tobetter attack subs. Soon you will be fightingthe aliens with their own technology.

A special UFOpaedia will contain all theinformation gathered from your missions.

Special Note to UFO EnemyUnknown VeteransThis manual is organized in the same way asX-COM: UFO Defense. Except for specificchanges in the technology used, X-COM: UFODefense veterans will be familiar with theinterface and will only need to scan thisGameplay manual. However, you are advisedto read the X-COM notebook provided in yourTerror From The Deep package in order toincrease your enjoyment and understandmore of the X-COM world.

THIS MANUALThis manual is split into two main sections:

Section 1: The GameplayTutorialsDesigned to get you playing X-COM: TerrorFrom The Deep as soon as possible. Werecommend that you complete each tutorialbefore you begin to play the game on your own.

Section 2: The ReferenceGuide For the player who is familiar with how to playX-COM: Terror From The Deep and needs tofind out more about particular game features.

The ControlsThe Mouse

You need a Microsoft-compatible mouse toplay X-COM: Terror From The Deep. Thismanual will refer to ‘clicking’ on buttons,icons or highlighted text. To do this, simplymove the cursor over the option and press theLeft Mouse Button (LMB), unless otherwisestated.

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Welcome to X-COM: Terror From The Deep.The following tutorials are designed to helpyou begin playing with the minimum oftrouble. The three main sections of the gameare covered here: the Geoscape, theBattlescape and the Bases Screen.

For extra information on particular gamefeatures, please see the Reference Guidesection later in this manual.

STARTING A NEW GAME1. Install and load X-COM: Terror From The

Deep by referring to your installationbooklet.

2. The Language Screen appears. Select alanguage.

The screen changes to the Main GameOptions menu.

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SECTION 1THE GAMEPLAY

TUTORIALS

BEFORE WE BEGIN...

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3. Move the mouse pointer over the New Game option and click on the Left Mouse Button (LMB), the Difficulty Level Screenappears.

4. Click on Beginner to move to the MainGame screen, The Geoscape. The first thingyou must do is position your first X-COM basein one of the Earth’s oceans.

Note: You cannot place a floating baseanywhere on land.

SETTING UP A NEW X-COMBASE.5. The message Select Site for New Base

appears at the top of the screen.

At the bottom of the screen are three bluespheres surrounded by arrows. These arethe Geoscape View Controls which allowyou to rotate, zoom-in and zoom-out fromthe Earth display.

■ Click on the icon. The Earth display ismagnified to see the ocean beds in betterdetail.

6. Click again on the icon. The dis-play is again magnified — Ports, Islandsand Funding Zones will now appear.

7. Click twice on the icon. The Earthdisplay returns to its minimum view.

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8. The icon allows you to rotate the Earth horizontally or vertically.

■ Click a few times on the Up arrow, theEarth display tilts towards you. Hold downthe LMB and the globe will spin.

9. Click a few times on the Left arrow, the Earth rotates from the left.

10. Position the Mouse pointer over the Earthand click on the Right Mouse Button(RMB) to center the Geoscape on thatlocation.

By using a combination of these controls,you can manipulate the Earth’s display toshow any part of the planet in detail.

For the purposes of this Tutorial, you areadvised to select a base in an area aroundthe Sea of Japan.

11. Click on the Sea near Japan (but not the land) to position your first base.

12. A window containing the prompt BaseName? appears. Type in a name using thekeyboard and press r. You have nowset up a new X-COM Floating Base and areready to start playing X-COM: Terror FromThe Deep.

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This tutorial will guide you through theGeoscape’s basic controls and the process ofintercepting Alien Attack subs.

1. The Geoscape is the main screen for playing X-COM: Terror From The Deep.

Your base is represented on the 3-D view ofthe Earth as a Hollow Blue Square. AlienSubs are Solid Red Crosses, Alien Bases areHollow Purple Squares and X-COM flyingsubs are Solid Yellow Crosses.

On the right hand side of the screen is a list ofMenu Options, a display of the Game Time,the Time Controls and the View Controls.

The Time Controls are very important in thegame, and it is these that we will go throughnext.

Note: If you wish to pause time at any stageduring the game, simply click on any of theMenu Options.

THE TIME CONTROLS2. Look at the Game Time. It

is currently passing in 5second increments. TheTime Controls, below theGame Time, allow you tocontrol the rate at whichthis time passes.

■ Click on the 5 Mins button. Time nowpasses at the increased rate. The GameTime rapidly changes and you might seenight and day sweep around the Geoscapemodel of the Earth.

You should use the Time Controls to advancethe game through any time-consumingsection (e.g., waiting for craft to arrive at theirdestination or waiting for Alien Subs to bedetected).

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TUTORIAL 1: THE GEOSCAPE

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DETECTING ALIEN FLYINGSUBS3. We will now advance time to the the point

that the first Alien Sub is detected (if thishas not already happened).

■ Click on the 1 Day button in the TimeControls. Time passes at the maximum rate.

4. Eventually, a window appears over theGeoscape with the message Alien Sub-1Detected. Information regarding the Sub(size, depth, heading, speed) is shown inthis window.

■ Click on the button marked Centre on AlienSub-Time=5 Secs. This will center theEarth display on the Alien Sub and reducethe passage of time to 5 seconds. The AlienSub appears as a red cross moving slowlyin the center of the Geoscape.

INTERCEPTING ALIENFLYING SUBS5. Position the Mouse pointer on your base

and click the LMB. A window appears withthe title Launch Interception and a list ofthe Subs available at that base.

6. Move the Mouse pointer to highlight Barracuda-1 and click the LMB.

7. The window containing the message Select Destination appears in the top of the screen.

■ Click on the Alien Sub (represented as a red cross) to select this as the Barracuda’s target.

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8. The window containing the confirmation message Target: Alien Sub-1 will appear.

■ Click on the OK button.

9. The Barracuda (represented by a yellowcross) will launch from its floating baseand attempt to intercept the Alien Sub.

Note: Remember, if you need to pause thegame, click on any of the Geoscape MenuOptions.

If the Alien Sub lands, it appears as a GreenCross. Barracuda’s are only interception subsand cannot carry out ground attacks; so, youwill have to wait until the Alien Sub lifts offagain — click on the 5 Mins Time Controlbutton to accelerate the passage of time.

10. At this point, one of two things could happen:

A. If your Barracuda catches the AlienSub, the Sub Combat window appears.Skip the rest of this section and go tostep 19 of this tutorial.

B. If your Barracuda loses contact with theAlien Sub, the window Alien Sub-1

Tracking Lost will appear. This mighthappen several times before you actuallyget into combat; most Alien Subs can out-perform Barracudas.

■ Click on OK. Continue to the next step ofthis tutorial.

11. The Craft Status window appears, allowingyou to redirect the Barracuda.

12. Click on the Go To Last Known Alien Sub Position button.

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13. While the Barracuda is on its way to thelast known Alien Sub position, it uses itsonboard sonar to scan for the Alien Sub.

If the Alien Sub Detected window reappears,go straight to step 14 of this tutorial.

If the Barracuda reaches the last known AlienSub position without detecting the Alien Sub,the following window will appear:

If this happens, the Alien Sub has disappearedfrom all X-COM tracking devices. Theinterception mission has failed.

■ Click on the Redirect Sub button. The SubStatus window will reappear. Click onReturn to Base. The Barracuda will returnto its base.

Go back to step 3 of this tutorial.

14. Click on the Centre on Alien Sub-Time=5Secs button in the Alien Sub-1 Detectedwindow.

15. At the moment, the Barracuda is stillheading for the last reported position ofthe Alien Sub. Now reassign the Alien Subas the Barracuda’s target.

■ Click on the Barracuda. This brings up the Sub Status window.

16. Click on the Select New Target button.

17. The message Select Destination appearsin the top of the screen.

■ Click on the Alien Sub to reselect it as the target.

18. The message Target: Alien Sub-1 willreappear.

■ Click on the OK button.

Go back to step 10 of this tutorial.

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SUB COMBAT19. If the Barracuda gets within range of the

Alien Sub, the Geoscape automaticallyincreases magnification and the SubCombat window appears over the centerof the Geoscape.

Note: You cannot intercept Alien Flying Subsover land.

■ Click on the minimize window icon inthe top left of the Sub Combat window.The Sub icon will appear in the top left ofthe screen.

21. Click on the Sub icon. This brings back theSub Combat window, ready for you toattack the Alien Sub.

22. Click on the icon to carry out a Stan-dard Attack on the Alien Sub. The progressof the attack is displayed in the left-handside of the Sub Combat window. Themessage box in the bottom of the windowrelays the pilot’s messages to you.

If the Alien Sub outruns the Barracuda, returnto step 10 of this tutorial.

If the Barracuda destroys the Alien Sub, youhave failed in your objectives; there is nouseful debris to investigate. Return to step 3of this tutorial.

If you succeed in your objective the message“Alien Sub downed!” appears in the pilot’smessage box. The crash site is marked with awhite cross. The Alien Sub is now vulnerableto an aquanaut assault, allowing you toinvestigate the wreckage.

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Craft Icon

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SAVING THE GAME23. Now would be a good time to save your

current game.

■ Click on the Options button.

24. Click on the Save Game button.

25. The Select Save Position screen appears.

■ Click on any of the ten numbered buttonsto select the slot into which your currentgame will be saved.

26. Type in the name for your saved game using the keyboard and press r.

When the game has saved, you return to theGeoscape.

INVESTIGATING THECRASH SITE27. You will need to assign a Triton Sub

transport to take a squad of aquanautsfrom your base to the Crash Site.

■ Find your base (you may need to rotate theGeoscape to bring it into view). Click onyour base: the Launch Interceptionwindow appears.

28. Move the mouse pointer to highlightTriton-1 and click the LMB.

29. The message Select Destination appearsin the top of the screen.

30. Click on the Alien Sub Crash site (thewhite cross) to select this as the Triton’starget.

31. The message Target: Crash Site-1appears.

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■ Click on OK.

32. The Triton (represented by a yellow cross)will launch and make its way to the AlienSub Crash Site.

■ Click on the 5 Mins button if you want toincrease the passage of time.

33. When the Triton arrives at the Crash Site,the Alien Sub Crash Recovery screenappears. Read the instructions on thisscreen.

■ Click on OK to enter the next section of X-COM: Terror From The Deep — TheBattlescape.

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Tutorial 2 guides you through the closecombat Battlescape — the section of thegame where you fight the aliens face-to-face.

ARMING YOUR SQUAD

1. The eight members of your squadautomatically arm themselves with theweapons that are available. This screenallows you to adjust the weapons yoursquad will carry into action.

■ Click on the left/right arrows in the top rightof the screen to check the armament ofeach of the eight members of your squad.

2. You will see that six of your aquanautshave Jet-Harpoons, one has a Dart Gunand one has a Gas Cannon. The aquanautscarry extra ammunition and grenades ontheir belts.

Full details on this section of the game aregiven in the Alien Submarine Assaultschapter of this manual.

■ Click on the OK button to exit this screen.

3. The ‘Turn’ screen appears.

Note: All Battlescape action is turn-based.This means it is like a 3-D game of chess —you move your pieces, the aliens move theirs!

■ Click the LMB to continue.

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TUTORIAL 2: THE BATTLESCAPE

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THE BATTLESCAPE4. You will now see your Triton Sub on the sea

bed. Its cabin roof is ‘peeled away’ to revealyour squad of eight aquanauts within.

The bottom section of the screen contains anumber of buttons and displays. This sectionof the screen is known as the Control Bar.

USING THE SPLIT LEVELVIEW5. The Battlescape is built up of several

levels. You can view these individually orassembled them into a complete 3-Dpicture. Splitting the Battlescape intolevels allows you to see behind walls andinside buildings or Subs.

At the moment, the Battlescape is set to itsnormal setting — the Multi-level View. TheMulti-level view hides everything above thecurrently selected level, which is why theTriton Sub appears to have no roof.

■ Click on the button in the ControlBar. The number on the button changes to 2.

The cabin roof and wings of the Triton Subappear. Your aquanauts are now hidden from view. This is the Full View of theBattlescape.

6. Click on the button again. The num-ber on the button will change back to 1.The Battlescape returns to the Multi-levelView.

7. When you are in any of the Multi-levelViews, you might need to switch to thenext level down or up.

■ Click on the button.

8. The display again changes, now showingthe Triton from three or four levels higher.The View window now represents the newlevel.

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1

1

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9. Click on the button.

The display returns to the original view, withyour squad visible inside the Sub.

SELECTING AQUANAUTS10. You control your squad individually,

selecting and moving each aquanaut in turn.

■ Move the mouse pointer over theBattlescape display. A white 3-D boxappears under the pointer.

11. Move this box over any aquanaut. The boxnow flashes yellow and red.

12. Click on the LMB. A yellow arrow appearsabove the aquanaut’s head to show thathe/she is now selected.

13. Move the mouse pointer over any otheraquanaut in the Triton Sub and click toselect. Watch the aquanaut’s namechange (halfway down the Control Bar)and the arrow move to show the nowselected aquanaut.

MOVING AQUANAUTS14. Move the mouse pointer over either of the

aquanauts nearest the door of the TritonSub and click to select. The yellow arrowappears above the aquanaut’s head toshow that he/she is now selected.

15. Now, move the mouse pointer over theground just outside of the Triton Sub. (Thedoor is located on the wall facing you atthe front of the Sub.)

16. Click the LMB.

The aquanaut will walk out of the Sub to thedestination you have just set.

17. Move the mouse pointer over the otheraquanaut near the door of the Triton Suband click to select.

18. Now move the mouse pointer over theground just outside of the Sub.

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19. Click the LMB.

The aquanaut will walk out of the Sub to thedestination you have set.

20. We now have two aquanauts deployedfrom the Triton Sub. You may notice thatthe Battlescape now displays a little moreof the surrounding terrain. This is becausethe Battlescape only shows what is in yoursquad’s line of sight.

■ Move the 3-D box to a point near the rearof the Sub and click on the RMB.

The currently selected aquanaut turns aroundto face the Triton Sub, scanning thesurrounding terrain in the process. Anynearby black squares turn into terrain as theaquanaut looks at them.

21. If you want to look around the Battlescapeat the visible terrain, move the mousepointer to the very edge of the screen. Theview window will move in that direction.To stop scrolling, move the mouse pointerback into the Battlescape.

Note: You must take the mouse pointer to thevery bottom of the screen, under the ControlBar, to move the View window downwards.

22. Click on the button to recenter theBattlescape on the currently selectedaquanaut.

23 Click on the button. The next aqua-naut in your squad will be selected.

This is an alternative way of selectingaquanauts, rather than searching around theBattlescape for every aquanaut.

24. Move this aquanaut out of the Triton Subin the same way as the other two.

25. Select and move another aquanaut out ofthe Sub.

26. You now have four aquanauts deployedfrom the Sub. This is enough for themoment, the rest can remain on board asreinforcements.

The primary objective of this mission is to killor stun the aliens. A good place to find aliensis the crashed Alien Sub itself, so we’ll startthe search there.

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THE MAP SCREEN27. Click on the button to access the

Map Screen. This displays a ThermalImage of the mission area, allowing you tosee X-COM and alien forces, the X-COMand Alien Subs. The Map Screen onlydisplays those objects your aquanauntshave already sighted.

28. Your aquanauts appear as eight flashingyellow dots on the map. If an Alien Subhas been spotted, its hull appears as a palebrown and grey line.

29. The map only shows one level of theBattlescape at a time.

■ Click on the up/down arrows on the right-hand side of the screen to display the nextlevel up or down.

30. Click on the RMB to return to theBattlescape.

THE TURN-BASED SYSTEM31. If you saw an Alien Sub in the Map screen,

start moving your aquanauts toward it. Ifnot, continue moving your aquanautsaround the Battlescape until you find theAlien Sub.

Eventually the message Not Enough TimeUnits! appears.

32. This means that the selected aquanaut hasmoved as far as he/she can possibly movein this turn. When all four of the aquanautshave moved to this point, it is time to endyour turn.

■ Click on the button to end the turn.

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It is now the Aliens’ turn. They might open fireon your squad — you are helpless until yournext turn.

Onscreen prompts tell you when to click theLMB to begin your next turn.

SEARCHING FOR THEALIENS33. Continue moving your squad around the

Battlescape.

• to go through doors, click inside the room.

• to go up stairs, click at the top of thestairs (make sure your aquanaut isdirectly at the bottom of the stairs).

You will notice that the Battlescape has anedge beyond which everything is black. This isthe edge of the map — aliens will not go intothis area.

SEEING THE ALIENS34. If one of your aquanauts sees an alien,

he/she will immediately stop moving and aflashing numbered square will appear inthe right of the Battlescape screen, justabove the Control Bar.

■ Click on the flashing square to center theBattlescape on the alien.

35. The screen is now centered on the alien.

■ Click on the button to access theMap Screen.

36. Aliens will appear as blue flashing dots onthis map, the white cross indicates wherethe map is centered.

Look for your aquanauts on the Map — theremight be aquanauts in a better position to firethan the aquanaut currently selected.

■ Click on the RMB to return to theBattlescape.

37. If you want to recenter the Battlescape onthe currently selected aquanaut, click onthe button in the Control bar.

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USING WEAPONS38. We will now use a weapon against the

alien, before it gets the chance to fire atus. This is probably a long-range shot, soa Jet Harpoon will be required.

■ Click on the Jet Harpoon (at the far right of the Control Bar).

39. A window appears, allowing you to choosefrom a number of shots (Aimed Shot,Snap Shot, Auto Shot and Throw).

■ Move the Mouse pointer over the Aimed Shot option and click.

40. The Battlescape reappears. The cursor haschanged to a targeting cross instead of the3-D box.

■ Position the cross over the alien (it willflash red and yellow) and click the LMB.

41. Now, one of four things could happen:

A. The message No Line of Fire! appears.This means that there is an object betweenyour aquanaut and the alien. You mustmove your aquanaut to a different positionor select another aquanaut beforeattempting to fire again.

B. The message Not Enough Time Units!appears. This means that your aquanautdoes not have enough Time Units tocomplete the shot. You must eitherchoose another type of shot, selectanother aquanaut or end your turn.

C. The aquanaut fires a shot… and misses.This is unfortunate, but is expected —initially your aquanauts are all ensigns.You will find that your aquanauts becomemore accurate as they fight more battles.

D. The aquanaut hits the alien with the shot.The aliens wear strong armor, so it maytake more than one hit to kill them.

■ Click the RMB to change the mousepointer from a targeting cross to the 3-Dbox. Continue your turn.

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Using Magna-Blast Grenades42. If an alien is using an object for cover, you

might prefer to attack it with a grenade.

■ Click on the button to access theEquip Aquanaut screen. This is similar tothe screen which you saw before enteringthe Battlescape.

43. Every aquanaut has one grenade in his/herbelt.

■ Move the mouse pointer over the grenadeand click.

The words Magna Blast Grenade appear bythe aquanaut’s left foot.

44. Move the grenade over the box markedLeft Hand and click again.

If the aquanaut has enough Time Units, thegrenade will be placed in the aquanaut’s lefthand.

If the aquanaut does not have enough TimeUnits, replace the grenade in the belt andrepeat the operation during the next turn.

45. Click on OK to return to the Battlescape.

46. You will now see the grenade in the ItemBox on the far left of the Control Bar.

■ Click on the grenade.

47. A window containing the options Prime Grenade or Throw appears.

■ Click on Prime Grenade.

Note: If at any stage your aquanaut runs outof Time Units, simply end the turn andcomplete the priming/throwing process onthe next turn. But beware! The aquanaut maybe killed during the alien’s turn if he/she is notin cover.

48. The Set Timer window appears, allowingyou to set the number of turns until thegrenade detonates.

■ Click on the number 3.

The Battlescape reappears, with a primedgrenade in your aquanaut’s left hand.

49. You now have three turns to throw thegrenade and get away from the blast area.

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■ Click on the grenade again.

50. The only option is Throw.

■ Click on Throw.

51. The Battlescape reappears. The cursor hasa throw icon superimposed over the 3-D box.

■ Click on the location where you want tothrow the grenade.

52. One of three things will happen:

A. The aquanaut will throw the grenade.

B. The message Out of Range! appears. Ifthis happens, the target location is too faraway — choose a target location closer toyour aquanaut.

C. The message Unable to throw here!appears. This is because an object isobstructing the throw. If this happens,choose a different target location.

Don’t forget, once you have thrown thegrenade, you’ve got just three turns to clearthe area!

COMPLETING THE MISSION53. Continue searching for aliens (go back to

step 33 of this tutorial). When all alienshave been killed, the mission is over.

X-COM will then automatically recover theAlien Sub’s remains, alien artifacts and aliencorpses.

To abort the mission before the missionobjectives are completed, click on the button in the Control bar.

Aborting a mission will only save aquanautswho have returned to the Triton Sub, awarning message appears if you attempt totake off without your full squad.

Note: Do not allow the aliens to kill all of yoursquad — there will be no one to return theTriton Sub back to its base, and it will be lost.If you are down to your last aquanaut, abortthe mission.

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Two-Part MissionsTo enhance the challenge, artifacts and aliensfrom the first part of a two-part missioncannot be recovered.

THE DEBRIEFING

54. At the end of an Alien Submarine Assaultmission there is a debriefing. This informsyou of your mission’s success rating andlists the items recovered from the alienship.

■ Click the OK in the bottom left of thisscreen to return to the Geoscape.

55. You might want to save the game at thispoint (see step 23 of tutorial 1 for detailsof how to save games). If you want toreplay your last Submarine Assaultmission, load in your previously savedgame.

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From research and manufacture to equippingflying submarines and aquanauts, the Basesscreens define how well you will be able todeal with the alien threat. Tutorial 3 guides youthrough this, the most complex section of X-COM: Terror From The Deep.

1. If you are continuing from tutorial 2, donot worry if you lost your Triton Sub, youcan buy another in the Bases screen.

■ Click on the button labeled Bases in theGeoscape Menu Options.

2. The Bases screen appears.

Note: From now until you reenter theGeoscape screen, time is paused. If at anytime you need to pause the game, simply clickon one of the Geoscape Menu Options.

EQUIPPING THESUBMARINES3. We will now use the Equip Submarine

screen to rearm one of the Barracudas.

■ Click on the button labeled EquipSubmarine in the Bases screen.

The Flying Sub screen appears, allowing youto choose which Sub you will equip.

4. Move the mouse pointer over Barracuda-1(a pale highlight appears to show it isselected) and click.

5. The Barracuda-1 Equip Craft screenappears.

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The numbers 1 and 2 represent theBarracuda’s two weapon bays. The sub’sarmament loaded is an Ajax MissileLauncher plus missiles and a Gas Cannonwith rounds.

■ Click on the button marked with thenumber 2 (right side of the screen).

6. The Select Armament window appears.

You have one Ajax short-range torpedolauncher, one Fusion Head D.U.P. long-range torpedo launcher and two GasCannons in the base’s stores.

7. We will now rearm the Barracuda withlong-range torpedoes in place of thecannon.

■ Move the mouse pointer over D.U.P. HeadLauncher (a pale highlight appears toshow it is selected) and click.

8. The display will return to the Barracuda-2Equip Submarine screen. The Barracudanow has an all-torpedo armament — thisis more effective for attacking Alien Subs.

■ Click on OK in the bottom of the screen.

9. You return to the Flying Sub screen to seethat the Status column for Barracuda-1shows that it is Rearming.

■ Click on OK in the bottom of this screen.

10. The Bases screen reappears.

We will now assign X-COM scientists toundertake research.

■ Click on the button marked Research.

ASSIGNING RESEARCH11. The Current Research screen appears.

We will now assign our scientists to work ontwo different research projects: GaussTechnology and the Particle DisturbanceSensor.

■ Click on the button labeled New Project inthe bottom left of the screen.

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12. The New Research Projects windowappears.

■ Move the mouse pointer over GaussTechnology (a pale highlight appears toshow it is selected) and click.

13. The Start Project window appears.

■ Click on the Start Project button in thebottom left of the window.

14. The Scientists Allocated window appears.This allows you to change the number ofscientists working on the project.

■ Click on the up arrow next to the wordIncrease until the number to the right ofthe words Scientists Allocated is 5.

15. Click on OK.

16. The New Research Projects windowreappears.

■ Move the Mouse pointer over ParticleDist. Sensor and click.

17. The Start Project window appears.

■ Click on the Start Project button in thebottom left of the window.

18. The Scientists Allocated window appears.

■ Click on the up arrow next to the wordIncrease until the number to the right ofthe words Scientists Allocated is 5.

19. Click on OK.

20. The New Research Projects windowreappears.

■ Click on OK in the bottom of this window.

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21. You return to the Current Research screento see that you have five scientistsassigned to research Gauss Technologyand five scientists assigned to researchthe Particle Dist. Sensor. The progress ineach of these projects is unknown; thescientists have not yet started work.

■ Click on OK in the bottom right of thisscreen.

22. The Bases screen reappears.

Another important function carried out in theBases screen is the purchasing of items or therecruiting of personnel.

■ Click on the Purchase/Recruit button.

PURCHASING/RECRUITING23. The Purchase/Hire Personnel screen

appears.

We will now purchase some items and hiresome extra aquanauts.

■ Move the Mouse pointer over the button in the Aquanaut line (at the top ofthe list of items) and click once.

24. The number in the Quantity columnchanges to 1.

■ Click on the button until you havepurchased enough aquanauts to replacethose lost on the Alien Submarine Assaultmission and have a few extra.

Note: The Triton Sub only holds 14aquanauts at a time, so don’t recruit toomany aquanauts at once.

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25. If you lost your Triton Sub squadtransporter in the Alien Submarine Assaultmission, you can replace it by clickingonce on the button in the Triton line ofthis screen.

26. Move the mouse pointer down the list untilyou get to Coelacanth Aqua-Jet. This tankis a large weapon—expensive but verypowerful.

27. Click once on the button. The Cost ofPurchases (in the top right of this screen)increases by the cost of the CoelacanthAqua-Jet Missile Tank.

28. Now we’ll need some ammunition for it.

■ Move the Mouse pointer over the Aqua JetMissiles button and click eight times.You will need to buy more ammunitionlater, when you return from your nextSubmarine Assault mission.

Note: The message Not Enough Store Space!appears if you attempt to buy too many items.To build more storage space, click on theBuild Facilities button in the Bases screen —see the Bases section of the Reference Guideof this manual for full details.

29. Click on the button in the bottom rightof the screen. The list will move down alittle. Continue clicking on this button untilit disappears. You have reached thebottom of the list. The next to last item onthe list is the Thermal Tazer. This itemallows your aquanauts to knock aliens outinstead of killing them; the alien can thenbe recovered alive and interrogated.

30. Move the mouse pointer over the ThermalTazer button and click twice.

31. If you lost your Triton Sub in the AlienSubmarine Assault, you will need to re-equip your new Triton squad. Carry out thesame process as above to choose someweapons from the list — don’t forgetammunition if you buy harpoons, pistolsor torpedo launchers.

32. You have now completed choosing whatyou want to buy.

■ Click on OK in the bottom left of the screento confirm the purchase.

33. The Bases screen reappears.

■ Click on the Geoscape button in thebottom right of the Bases screen. You willreturn to the Geoscape.

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WAITING FOR DELIVERY34. It will take several days for all the items

you purchased to be delivered.

Check the Game Time.

■ Click on the 1 Day button in the GeoscapeTime Controls and allow 3 days to pass. Ifan Alien Sub is detected, intercept it (seestep 4 of tutorial 1 for full details).

35. Several windows might appear as timepasses. For the moment, just click on theOK button to make them go away. We’llworry about these later.

■ When 3 days have passed, all itemsshould be delivered. Click on the 5 Secsbutton.

36. We will now return to the Bases screenand equip the Triton Flying Sub with all theitems we have just purchased.

■ Click on the Bases button.

37. Click on the Equip Submarine button.

EQUIPPING THE TRITONSUB38. Use the Mouse to highlight and click on

Triton-1 (if you lost your first Triton Sub inthe ground assault and bought a new one,it will be called Triton-2).

39. The Equip Sub screen for the Triton Subappears.

Next to the button marked Crew are icons foreach aquanaut assigned to the Triton Sub. Ifno one was lost in the Alien SubmarineAssault, there will be eight aquanaut icons.

■ Click on the Crew button.

40. The Select Squad screen appears.

This screen displays the names of theaquanauts who are assigned to Triton-1 (orwhichever sub you have selected).

■ Click on any name that is not assigned toa Sub, and this will assign them to theselected Triton Sub. The Craft column ofthis screen shows which Sub the aquanautis assigned to.

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41. Only 14 aquanauts may be assigned to anyone Triton Sub. Depending on how manyaquanauts you recruited and how many (ifany) you lost in your Alien SubmarineAssault, there might be aquanauts with nocraft assignment. It is a good idea not tocompletely fill your sub, especially if youplan to equip it with any SubmersableWeapon Systems.

■ Click on OK in the bottom of this screen.

42. You will return to the Equip Submarinescreen. Now we’ll load some equipmentonto the Triton Sub.

■ Click on the button marked Equipment.

43. The Select Equipment screen appears.

■ Move the mouse pointer over the button in the Coelacanth Aqua-JetMissile Tank line (at the top of the list)and click.

The Coelacanth Tank is a Submersable Weaponand needs four units of space. Therefore, only10 aquanauts may be assigned to the sameTriton as a Coelacanth Tank.

The Coelacanth Tank is now loaded ontoTriton-1. The number in the Stores columnchanges to 1 from 0 indicating that it is on board.

44. Use the same process to load any otherequipment of your choice onto the Triton Sub

45. Click on OK in the bottom of the screen.

46. You will return to the Equip Submarine screen.

■ Click on OK in the bottom of the EquipSubmarine screen to return to the FlyingSub screen.

47. Click on OK in the bottom of the FlyingSub screen to return to the Bases screen.

48. Click on the Geoscape button in thebottom right of the Bases screen. Youreturn to the Geoscape.

RETURNING TO THEGEOSCAPE49. Click on the 1 Day button in the Geoscape Time

Controls. Soon, a message appears on theGeoscape. This may be one of the following:

Alien Sub Detected — go to step 4 of tutorial1 for details on intercepting an Alien Sub —when you investigate the crash site this time,your aquanauts will be better equipped.

Research Completed — your scientists havecompleted their research work. You shouldallocate them to another project as soon aspossible (see step 11 of this tutorial).

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X-COM Project Monthly Report — at the endof each month, the X-COM Project MonthlyReport appears to inform you of yourprogress in the fight against the aliens. Seethe Geoscape section of the Reference Guideof this manual for full details.

Other messages may appear to inform youthat a new purchase has arrived or amanufacturing process has become available.

THE END OF THE TUTORIALMuch of the enjoyment of X-COM: Terror FromThe Deep is discovering new technology,gathering information on the aliens, and battlingthrough hundreds of different landscapes.

These tutorials have been a basic guide to theway X-COM: Terror From The Deep plays.There may be further game enhancementswhich are documented in the TechnicalSupplement. Use the Reference Guide sectionof this manual for details about specific menuoptions or game features.

PLAYING TIPSTo succeed in the war against the aliens, youwill need to carry out the following:

Establish more bases aroundthe worldClick on the Build New Base button in theBases screen. Establish bases in the zoneswhich are funding you heavily — refer to theGraphs screen for this information.

Build more facilities (pods) atyour basesClick on the Build Facilities button in theBases screen. Experiment with different sizedbases — you don’t always have to build SubPens. Build dedicated ‘listening posts,’equipped with both Standard and Wide ArraySonar Systems, then add Sub Pens when youcan afford them. By using this tactic, you willdetect many more Alien Subs.

Develop a powerful squadDon’t allow your aquanauts to take unnecessaryrisks on any missions; you will find that theyfight better when they are more experienced.Equip your squad with the best weaponsavailable and avoid exposing your aquanauts toenemy fire by keeping them in cover.

Plan your research carefullyConcentrate research on developing alien-based technologies and take care that yourscientists stay busy — research work costsrelatively little and the rewards are great.

Build new weapons and Subsbased on alien technologyIf your scientists have researched alien items,your engineers will be able to reproduce them.X-COM will eventually be using the mostadvanced weaponry on Earth, fighting thealiens with their own technology!

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The Game Options screen appears when youload X-COM: Terror from the Deep (after theLanguage Selection Screen) allowing you toselect between New Game or Load SavedGame. Position the mouse pointer over therequired option and click the Left MouseButton (LMB) to select.

NEW GAMEIf you select New Game in the Game Optionsscreen, the Select Difficulty Level screenappears.

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SECTION 2

THE REFERENCE GUIDE

THE GAME OPTIONS

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This allows you to change the way the gameplays to suit your skill level, from level 1(Beginner) to level 5 (Superhuman). It isrecommended that you complete the game atone of the lower difficulty levels beforeattempting to play the game at level 5.

The difficulty level affects:

• the hostility and skill of aliens• the aggression of Alien Subs

Pick a difficulty level by clicking on one ofthese five buttons.

The Geoscape, the main game screen,appears with the message Select Site ForNew Base.

Click on any of the world’s oceans to positionyour first X-COM base. Use the Geoscapecontrols if you want to rotate the display of theEarth (see the section of this manual on TheGeoscape Screen for full details of theGeoscape controls).

The first New Game set up is to name yourfirst base. The prompt Base Name? willappear — type in your first base’s name usingthe keyboard and press r. You will nowbe able to use the Geoscape as normal.

LOAD SAVED GAMEIf you select Load Saved Game in the GameOptions, the Select Game To Load screenappears.

The names of all saved games are displayed inthe middle of the screen; each game’s timeand date is also displayed.

Pick a saved game by clicking the LMB on oneof the ten buttons on the left hand side of thescreen. The game returns to the Geoscape, atthe point of the save.

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The Geoscape screen is the main screen forplaying X-COM: Terror From The Deep; itdisplays the latest data on alien activity andallows you to control and monitor X-COMInterception Subs.

The Geoscape screen is made up of five parts:the Geoscape, the View Controls, the TimeControls, the Game Time and the MenuOptions.

THE GEOSCAPEThe Geoscape is a 3-D view of the Earth whichcan be rotated or magnified. At minimummagnification, it displays the whole planet,while at maximum magnification, it showsdetail such as underwater land contours.Night and day are fully simulated.

The Geoscape uses symbols to represent thefollowing:

Blue - an X-COM Base.

Yellow - an X-COM Sub.

Orange - an X-COM Sub’s destination (also known as a waypoint).

Red - an Alien Sub on the move.

Green - an Alien Sub on the sea-bed.

White - an Alien Sub crash site.

Pink - an Alien Base.

Pink - an Alien Terror Site.

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Menu Options

THE GEOSCAPE SCREEN

Geoscape View Controls

Time Controls

Game Time

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THE VIEW CONTROLSThe View Controls allow you to manipulate theview of the Earth in the Geoscape.

Click on the up or down arrows to tilt the viewof the Earth up or down.

Click on the left or right arrows to rotate theview of the Earth to the left or right (about theEarth’s polar axis).

Click on the icon to increase the mag-nification of the Geoscape.

Click on the icon to decrease the mag-nification of the Geoscape.

Click on the Geoscape using the RMB tocenter the display on that location.

THE TIME CONTROLSThe Time Controls allow you to adjust the rateat which time passes in the game.

Time may be accelerated from 5 secondstages to 1 minute, 5 minute, 30 minute, 1hour and 1 day segments. This means thatyou can cut out the long periods of waiting forX-COM sonar to detect an Alien Sub. To selecta particular rate of time passage, click on anyof the six Time Control buttons.

The passage of time is suspended when anyof the Geoscape Menu Options are accessed.

THE GAME TIMEX-COM: Terror From The Deep begins at 12.00P.M. on January 2040. All game times aregiven in Greenwich Mean Time (GMT).

The X-COM Project MonthlyReport

At the end of each month, you will be given areport of your progress so far. This report is inthe following form:

Month – the month which has just ended.

Monthly Rating – X-COM’s overall perform-ance rating for the previous month. This takesinto account the following:

• success of interceptions;• scores for Alien Submarine Assault

Missions;• research work completed; and• alien activity.

A plus (+) sign before the figure indicates agood performance, a minus (-) sign indicatesa poor performance.

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Funding Change – the difference between thismonth’s and last month’s total funding. A plus(+) sign before the figure indicates an increasein funding, a minus (-) sign indicates adecrease in funding.

This is followed by a general report on howthe Council of Funding Nations views recentX-COM anti-alien operations.

Click on the OK button to exit this screen.

Molecular Control

If you have built a Molecular Control Lab atany of your bases, you will be taken to theMolecular Control (MC) Training screen eachmonth, after the Monthly Report.

Molecular Control skills allow X-COMaquanauts to use Molecular Control. AMolecular Control Implant is required to useany MC device. The implant is surgicallyinserted into the aquanaut’s brain in the MClab. Molecular Control devices are alsorequired for an aquanaut to be able to useMolecular Control.

The Molecular Control Training screen lists allX-COM bases with Molecular Control Labfacilities. MC Labs are essential to carry outMolecular Control Training.

Click on any of the Base Name buttons toAssign Aquanauts to Molecular ControlTraining at that base.

Assign Aquanauts to Molecular ControlTraining

This screen allows you to assign individualaquanauts to Molecular Control training. Thetop of the screen shows the Remaining M.C.Capacity. This indicates the number ofaquanauts who may be assigned to MolecularControl Training.

Below this is a list of the following:

Name – the aquanauts’ names.

Molecular Control Strength – this is ameasure of the aquanaut’s natural ability todefend against Molecular attack. It neverchanges, regardless of how much training theaquanaut goes through.

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Molecular Control Skill/Improvement – thisis the aquanaut’s ability to use MolecularControl. The aquanaut’s Molecular Controlcombat ability is dependent on both this andMolecular Control Strength.

Note: It is better to concentrate yourMolecular Control Training on aquanauts withhigh Molecular Control Strength.

In Training? – whether or not the aquanaut isin training.

Note: Carrying out missions also improves aaquanaut’s Molecular Skill.

Click on OK to return to the Molecular ControlTraining screen.

Click on another Base Name button to assignmore aquanauts to Molecular Control trainingor click on the OK button to return to theGeoscape.

THE MENU OPTIONSClick on the Menu Option buttons to accessother screens and functions:

Intercept – allows you to give X-COM Subsorders to intercept Alien Subs.

Bases – takes you into the Bases screen (seethe Bases section of this manual for fulldetails).

Graphs – takes you into the Graphs screen(see the Graphs section of this manual for fulldetails).

UFOpaedia – takes you into the UFOpaedia(see the UFOpaedia section of this manual forfull details).

Options – takes you into the Options screen(see the Options section of this manual for fulldetails).

Funding – takes you into the InternationalRelations display (see the Funding section ofthis manual for full details).

USING THE GEOSCAPEX-COM’s main task is to shoot down andinvestigate Alien Craft. This ensures continuedfunding and allows X-COM to learn moreabout the alien threat.

When there is no Alien activity, you willprobably want to keep the rate of timepassage fairly high. Click on the 1 Hour buttonin the Geoscape Time Controls. Time will passrapidly until you get a message informing youthat an Alien Sub has been detected.

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The Alien Sub DetectedWindow

X-COM bases automatically detect any AlienSubs within range of their sonar. Later on inthe game, you will be able to research andmanufacture better sonar and trackingsystems, based on captured alien technology.

When an Alien Sub is detected, time is pausedand a window titled Alien Sub-(number)Detected appears in the center of theGeoscape display. Every Alien Sub detected isgiven a consecutive number, for example, the41st Alien Sub detected by X-COM will benamed Alien Sub-41.

The following data is also presented when anAlien Sub is detected:

Size – the size of the Alien Sub.

Depth – the approximate depth at which theAlien Sub is traveling.

Heading – the general direction in which theAlien Sub is traveling.

Speed – the speed at which the Alien Sub istraveling (in knots).

This window also gives you the option toeither:

Centre on Alien Sub-Time=5 Secs – centersthe Geoscape display on the Alien Sub’scurrent position and reduces the passage oftime to 5 seconds. Click on this option if youintend to intercept the Alien Sub.

Cancel – hides the message window andleaves the Geoscape as it was before the AlienSub was detected. Click on this option if youwish to take no action against the Alien Sub.

Note: While your Interceptor Subs(Barracudas) are capable of a high maximumspeed, Alien Subs often travel faster. An AlienSub may unwittingly change course or slowdown, however, so it is good practice toattempt to intercept all Alien Subs detected.

The Launch InterceptionWindowTo assign an X-COM Barracuda to attack anAlien Sub, you may either click on theBarracuda’s base or click on the InterceptMenu Option (in the top-right of the Geoscapescreen), in which case the display will changeto this:

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The advantage of clicking on the InterceptMenu Option is that you can give orders to anInterceptor that is based on the opposite sideof the Geoscape, hidden from view. Simplyclicking on a base only allows you to assignSubs from that base.

In either case, the Launch Interceptionwindow displays the following information:

Craft – the type and registration number of thecraft (for example, Triton Sub-6 is the sixthcraft to be operated by X-COM, and is a TritonSub Squad Transporter).

Status – this may be either:

Ready – the Sub is available for interceptionduty.

Refueling – the Sub is refueling; this can takeseveral hours.

Rearming – the Sub is having its weaponrychanged or replenished.

Repairs – the Sub is undergoing repair work.

Out – the Sub is already carrying out aninterception.

Base – the Sub’s home base.

Weapons/Crew/SWS’s – the number ofweapons the Sub is carrying, the number ofcrew on board, and how many SubmersibleWeapon Systems the sub is carrying.

If you wish to return to the Geoscape withoutselecting an Interception Sub, click on theCancel button.

Selecting an Interception SubUse the mouse to highlight a Barracuda fromthe Launch Interception list and click to selectthis Sub.

The Select Destination window appears at thetop of the screen. If you wish to return to theGeoscape without selecting a target, click onthe Cancel button.

To select an Alien Sub as the interceptiontarget, simply click on its location on theGeoscape.

The message Target: Alien Sub-(number) willappear.

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Click on the OK button to accept this Alien Subas the target, or click on the Cancel button toselect a different target.

The Barracuda will now launch from itssubmerged base and take the most direct pathto the Alien Sub.

The Craft Status Window

Any time an X-COM craft is out of its base,click on it to display the Craft Status window.This contains the following information:

Craft Name – the type and registrationnumber of the craft.

Status – the orders which the craft is carryingout.

Base – the craft’s home base.

Speed – the current speed of the craft (inknots).

Maximum Speed – the craft’s maximumspeed (in knots).

Depth/Altitude – the craft’s approximateDepth/Altitude.

Fuel – the percentage of fuel remaining in thecraft. When fuel reaches a critical level, thecraft will automatically return to its base.

Weapon-1 – The type of weapon loaded intoweapon bay number one followed by thenumber of rounds of that weapon remaining.

Weapon-2 – The type of weapon loaded intoweapon bay number two followed by thenumber of rounds of that weapon remaining.

The Craft Status window also has fourbuttons, allowing you to:

Return to Base – abort the interception andreturn to base.

Select New Target – abort the presentinterception and select a new target.

Patrol – abort the interception and remain atthe current position.

Cancel – return to the Geoscape withoutissuing any orders.

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The Alien Sub Status Window

Any time an Alien Sub is displayed on theGeoscape, you can click on it to bring up theAlien Sub Status window, repeating theinformation shown in the Alien Sub Detectedwindow.

The Tracking Lost Window

The message Alien Sub-(number) TrackingLost will appear if X-COM tracking deviceslose contact with an Alien Sub while it is beingintercepted.

Click on the OK button. The Craft Statuswindow appears, giving you the option toeither Return to Base, Patrol or Go to LastKnown Alien Sub Position.

It is usually best to go to the last known AlienSub position, since the interception craftmight be able to retrack the Alien Sub with itsonboard sonar.

The Combat windowWhen the X-COM Sub has maneuvered withinfiring range of the Alien Sub, the Combatwindow appears. The interception craft is nowat stand-off range, awaiting your orders.

Remember that you are setting out to causethe Alien Sub to crash land, not to blow it intoa million pieces!

The Combat window consists of the following:

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Order ButtonsSonar Display

Weapons Display Range to the Alien Sub

Damage Display

Minimize window Icon

Message Box

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The Order Buttons

Click on the buttons in this display to carry outthe following:

Standoff – follow the Alien Subwithout firing at it.

Cautious Attack – attack the AlienSub from the maximum range ofeach weapon.

Standard Attack – move to theminimum range of each of theavailable weapons and fire at astandard rate.

Aggressive Attack – move to theminimum range of each of theavailable weapons and fire at amaximum rate.

Disengage – abort the interceptionand return to base.

View Alien Sub – LMB click toreturn to combat window.

The Sonar Display

The Barracuda will use its onboard sonar tocarry out the attack on the Alien Sub. TheSonar Display section of the Combat windowallows you to monitor the final stages of theinterception.

The Alien Sub appears as a bright blip on theSonar Display screen, the size of whichdepends on the size of the Sub.

The Weapons Display

There are a pair of icons on either side of theSonar Display screen that represent theweapons fitted to the weapons bays of theBarracuda. Each of these icons has a numberunder it, indicating the weapon’s number ofremaining rounds.

The maximum range of each of the weaponsis also shown, in the form of a line extendingout of the weapon icon and onto the SonarDisplay. When an Alien Sub gets within thisboundary, the Barracuda will open fire.

The Range to the Alien Sub

The range to the Alien Sub is a simple digitalreadout of the distance from the Barracuda tothe Alien Sub.

The Damage Display

The damage display indicates the Interceptioncraft’s current damage state. The picture ofthe craft is filled in red as it receives damage.

The Minimize Window Icon

If you shoot down the Alien Sub over land, theAlien Sub will be destroyed beyond allrecognition and anything of value will be lostin the crash. The Minimize window featureallows you to track the Alien Craft on theGeoscape until it is resubmerged; then youcan attempt to down the Alien Craft.

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To carry this out, click on the Minimizewindow icon in the top left of the Combatwindow. The Sub Icon (with a pictorialrepresentation of the Sub plus its X-COMregistration number) appears in the top left ofthe Geoscape, and time can be advanced orslowed as normal.

When the Alien Sub gets over the water, clickon the Sub Icon. The Combat windowappears, ready for you to carry out yourattack.

Note: You can also use the Minimize windowicon to give other Interception Subs orders toattack the Alien Sub. There can be up to fourInterception Craft attacking a single Alien Subsimultaneously, maximizing the chance ofsuccess against a larger Craft.

The Message Box

The Message Box is in the bottom of theCombat window and displays messages fromthe pilot of the Interceptor to you. Thesemessages either confirm your orders orinform you of what the Alien Sub is doing.

Shooting Down an Alien Sub Click on the Standard Attack button. Themessage Alien Sub Crash Lands! appears ifyou successfully cause the Sub to crash land.The display automatically returns to the fullscreen Geoscape with a white cross markingthe crash site.

Investigating Alien Crash SitesThe Alien Sub is now vulnerable to armedassault, so you should send out an X-COMsquad to investigate it and to recover anyavailable Alien Technology.

Click on a base or use the Intercept MenuOption to select a Triton Sub Troop TransportSub (just as you did previously with theBarracuda) and assign the Alien Sub crash siteas the target. The Triton Sub takes off andmakes its way to the Alien crash site.

Note: Only Subs which contain Aquanauts orCoelacanth Tanks are allowed to interceptCrash Sites or landed Alien Subs.

When the Triton Sub arrives at the crash site,the Alien Sub Crash Recovery screen appears.

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Click on OK to enter the Equip Squad screen.See the next chapter of this manual for fulldetails on Alien Submarine Assaults.

OTHER GEOSCAPE USESAs well as controlling the interception andinvestigation of Alien Subs, the Geoscape canbe used for several other functions. Some ofthem are outlined below; the others are foryou to discover!

Alien Submarine AssaultsAs well as investigating crashed Alien Subs,you can send a squad transport craft to anintact Alien Sub which has touched down.This is dangerous for your aquanauts,however, and is not advised unless you have avery powerful squad.

Terror SitesThe aliens will attempt to terrorize civilianpopulations as part of their invasion plans.This must be prevented at all costs: asuccessful alien Terror Site in a funding areacould cause its withdrawal from the X-COMproject.

Alien Raids on X-COM BasesAs the game progresses, the aliens will carryout missions to find X-COM floating bases. Ifthe aliens discover the location of any of yourbases, they will attempt to destroy them.

Alien BasesThe aliens will attempt to build bases on theEarth. These are used for a variety of pur-poses from operating Alien Subs to infiltratingfunding areas of influence. Alien bases may bedetected by sending an Interception Craft tothe suspected location of the base andselecting the Patrol option. You are advised toraid alien bases at the earliest opportunity, butmake sure you have a very powerful squadbefore you try!

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X-COM Assault Missions take place when X-COM carry out any of the following:

• Investigate crashed Alien Sub sites;• Assault Alien Subs at their landing sites;• Intervene at alien terror sites;• Defend X-COM bases against alien

attack; or• Attack alien bases.

All missions, except defending X-COM bases,require you to use a transport Sub to get toyour destination. When you begin the game,the only troop transport available is the TritonSub, but as the game progresses you will beable to manufacture new craft.

THE EQUIP SQUAD SCREEN

Before you begin any Assault Mission, youwill be taken to the Equip Squad screen. Youraquanauts will automatically pick up someweapons, but you may wish to reequip them.

In the top left of the Equip Squad Screen is theRank icon. This displays the current rank ofyour aquanaut. Click on this icon and theAquanaut Data screen appears. Use theinformation provided here to best equip youraquanaut. Click to exit the screen.

Next to the Rank icon is the name of the currentlyselected aquanaut. At the top right of the screenare two arrows, allowing you to select the next,or the previous, aquanaut in your squad.

At the center of the screen is an aquanaut,who might be dressed in the armor which youmight have selected in the Equip Craft screen.This aquanaut is surrounded by the locationsin which weapons can be carried. The itemson the ground can be picked up and carried bythe aquanaut.

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To pick up an item from the ground, simplymove the mouse pointer over the item andclick. The item will now be ‘attached’ to themouse pointer. The name of this item isshown in the bottom of the screen, next to theaquanaut’s name. Move the item over thelocation in which you want it to be carried andclick again. The item is now available for useby the aquanaut.

To load a weapon with ammunition, pick upthe ammunition and click on the appropriateweapon. To carry this out, the weapon mustbe in a hand, the right type and unloaded.

To unload ammunition from a weapon, pickup the loaded weapon and click on the Unloadbutton. The weapon will go to the aquanaut’sright hand and the ammunition to the left. Tocarry this out, both of the aquanaut’s handsmust be empty.

When you have finished equipping youraquanaut, click on OK to enter the main part ofthe Alien Submarine Assault — theBattlescape.

THE BATTLESCAPE SCREEN

The Battlescape screen is a 3-D display thatallows you to control a small squad of heavilyarmed X-COM aquanauts.

Using the BattlescapeYour squad starts the mission in theirtransport Sub. The aquanaut nearest to theSub’s exit has a yellow animated arrow toshow that he/she is selected, ready to move out.

Selecting and Moving Aquanaut’s

A 3-D box appears when you move the mousepointer over the Battlescape. To select adifferent aquanaut, either click on the button in the Control Bar (see the next sectionfor full details of the Control Bar) or move thecursor box over the required aquanaut andclick. A yellow arrow indicates the selectedaquanaut.

To move the selected aquanaut to adestination, simply move the cursor box tothe destination and click.

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To make the selected aquanaut turn aroundwithout moving, position the cursor box in thedirection you want the aquanaut to face andpress the RMB.

Moving the View Window

Move the mouse pointer to the edge of thescreen to move the Battlescape view windowup, down, left or right.

Note: You must take the mouse pointer to thevery bottom of the screen, under the ControlBar, to move the view window downwards.

Line of Sight

The Battlescape will only display what iswithin your squad’s line of sight. This meansthat you must seek out the aliens throughdark, unexplored areas.

Using the Split Level View

The Battlescape is built up of several levels.These can be viewed individually, allowing youto see behind walls and inside buildings orcraft. Click on the button on the ControlBar to break the Battlescape into levels.

The Turn Based System

The Battlescape operates under a turn-basedsystem. This means that your aquanauts willbe able to move a certain distance before themessage Not Enough Time Units! appears.When all of your squad have used theirallocated Time Units, click on the buttonon the Control Bar to end your turn. When thealiens have completed their moves, it is yourturn again.

The Hidden Movement screen appears whenthe aliens are moving out of sight of X-COMaquanauts.

However, there is an exception to the turn-based rule. If you move your aquanautsdirectly into the alien’s line of fire, they willtake a shot during your turn. Similarly, youraquanauts will automatically open fire if thealiens move into your aquanaut’s line of fireduring their turn. See the section of thismanual on Opportunity Fire for full details.

Note: It is best to end your turn when youraquanauts are in cover — close to rockformations or behind large objects.

Seeing the Aliens

When one of your aquanauts sees an alien, apulsing square appears in the bottom right ofthe Battlescape screen.

Click on the pulsing square to center theBattlescape on the alien.

Using WeaponsWhen you can see an alien on the Battlescape,you should use a weapon against it before itgets a chance to fire. Click on one of the ItemBoxes on the left or right of the Control Bar touse a weapon.

A window appears, allowing you to selectfrom a number of options. These will vary,depending on the weapon. Click on therequired option to carry out any of thefollowing:

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Aimed Shot – a carefully aimed shot,requiring maximum effort from the aquanautand, therefore, maximum Time Units.

Snap Shot – an unaimed shot in the target’sgeneral direction. This type of shot is onlyeffective at extremely short range or whenusing a very powerful weapon (such as aTorpedo Launcher).

Auto Shot – a three-shot burst of automaticfire in the target’s general direction, which canbe very effective especially at short range. Notall weapons are capable of automatic fire.

Prime Grenade – set the timer on a grenadeor explosive charge. When you click on this, awindow appears with numbers from 0 to 23,which is the number of turns it will take beforethe grenade detonates. Click on the numberand either put the grenade down or throw it.

Note: Particle Disturbance Grenades do nothave a timer, but will detonate when anything(including your aquanauts) moves nearby.These should always be thrown to prevent therisk of detonation.

Attack – strike your opponent with theweapon/object. To do this, your aquanautmust be standing next to the opponent.

Throw – throw the weapon/object. This optionis mainly intended for use with grenades orexplosives.

Maximizing Your Fire Potential

As well as the aquanaut’s ability and the typeof shot fired, there are several other factorswhich determine the accuracy of a shot:

• accuracy is increased if the aquanaut iskneeling.

• accuracy is decreased if the aquanaut iswounded or if a two-handed weapon(such as a harpoon or torpedo) is firedwhile the other hand is not free.

Underwater Usage

Certain X-COM weapons are designed strictlyfor underwater use. These are the Hydro-JetCannon, the Torpedo Launcher and theCoelacanth/Aqua Jet SWS. Please note thiswhen arming for terror missions.

The Battlescape Control Bar

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Ascend/DescendControls: Up/Down

Reserve Time Units Rank Stand/Kneel Center Displayon Aquanaut

Aquanaut DataDisplay

Select Next Aquanaut –Deselect Current Aquanaut

View Next LevelUp/Down

Map Screen

Equip AquanautScreen

Select NextAquanaut

Options

Split LevelView

End Turn

Dust Off

ItemBox

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The Item Boxes

To the extreme left and right of the control barare the Item Boxes, containing a picture of theitems held in the aquanaut’s hands. Click onthese boxes to use a weapon/object.

Ascend/Descend Controls:Up/Down

Click on either of these buttons to moveaquanauts up or down between levels whenthey are standing on a Pressure Lift.

View Next Level Up/Down

Click on either of these buttonsto view the next level up or down from thelevel which is currently displayed.

Map Screen

Click on this button to view a map of themission area. To recenter the map on anotherpart of the mission area, simply click on thedesired position. The white cross in the centerof the screen shows where both the map andthe Battlescape are centered.

The map will only display one level of theBattlescape at a time. Click on the up or downarrows on the right-hand side of the map toview the next level up or down.

The map uses symbols to represent thefollowing:

Yellow dots – X-COM forcesBlue dots – alien forcesRed dots – civiliansWhite crosses – dead aliens or humans

Click on the RMB to return to the Battlescapescreen.

Stand/Kneel

Click on this button to make the selectedaquanaut stand or kneel. Kneeling allows youraquanaut to be less visible to the aliens and firemore accurately.

Equip Aquanaut Screen

Click on this button to view the equipmentcarried on the selected aquanaut’s body or onthe ground at the aquanaut’s feet.

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This display is similar to the Equip Squadscreen at the beginning of the AssaultMission. The only difference is that the topright of the screen now displays theaquanaut’s remaining Time Units.

Moving weapons and equipment from onelocation to another uses Time Units. Theamount of Time Units required to move anobject is dependent on where the item is —removing items from a backpack takes moreeffort than putting an item on the ground.

Click on the RMB or the LMB or the OK iconto return to the Battlescape screen.

Center Display on Aquanaut

Click on this button to center theBattlescape on the currently selected

aquanaut’s level and location.

Select Next Aquanaut

Click on this button to select andcenter the Battlescape on the next

aquanaut in your squad.

Select Next Aquanaut - DeselectCurrent Aquanaut

Click on this button to select and center theBattlescape on the next aquanaut in yoursquad. The aquanaut currently selected will bedeselected so next time you click on he/she will not appear. Use this button whenyou are happy with the position of a particularaquanaut.

Split Level View

Click on this button to change how thelevels of the Battlescape are displayed. Thenumber on the button will change to indicate:

1 Multi-level View – everything from thecurrently selected level downwards isdisplayed.

2 Full View – every level is displayed,regardless of what level is selected.Selecting this will hide any of youraquanauts who are behind walls andinside buildings or craft.

Note: When standing in front of and facing adoor, you can open that door — withoutwalking through it — by clicking the RMBonce, one square in from the door.

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Options

Click on this button to call up theBattlescape Options screen. This allows youto select different speeds of animation andscrolling, depending on player preference andthe processing speed of your computer.

Scroll Speed

Click on any of the numbered buttons tochange the speed at which the View windowmoves, from 1 (slowest) to 5 (quickest).

Scroll Type

Click on either of the numbered buttons tochange the Scroll Type between Trigger scroll(press the LMB when the mouse pointer is atthe edge of the screen), or Auto-Scroll (theView window moves automatically when themouse pointer is moved to the edge of thescreen).

Fire Speed

Click on any of the numbered buttons tochange the speed at which weapon shotsmove, from 1 (slowest) to 6 (quickest).

X-C0M Movement Speed

Click on any of the numbered buttons tochange the speed at which your aquanautsmove, from 1 (slowest) to 6 (quickest).

Alien Movement Speed

Click on any of the numbered buttons tochange the speed at which the aliens move,from 1 (slowest) to 6 (quickest).

Save Game

The Options screen also allows you theopportunity to save your game while in themiddle of a mission. Click Save Game to bringup the Select Save Position Screen.

Click on OK to return to the Battlescape.

End Turn

Click on this button to end your turn.

Dust Off

Click on this icon to abort the mission.Only aquanauts aboard the Transport Sub willbe saved.

Note: If you abort an alien base raid, onlyaquanauts in the rooms where you are initiallydeployed are saved. Aborting the missionduring an alien raid of an X-COM baseconcedes defeat to the aliens.

Reserve Time Units

When your aquanauts move, they use TimeUnits that might be needed to use a weapon.These buttons allow you to reserve Time Unitsfor using weapons:

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• click on the button to carry outfree movement with no limitation.

• click on the button to reserveenough Time Units for a Snap Shot.

• click on the button to reserveenough Time Units for an Aimed Shot.

• click on the button to reserveenough Time Units for an Auto Shot.

• click on the button to reserveenough Time Units to Kneel.

• right-click on the button toremove all Time Units.

Rank

This icon represents the currentlyselected aquanaut’s rank.

X-COM aquanauts may have the followingranks:

SeamanAble SeamanEnsignLieutenantCommanderCaptain

As the aquanaut’s rank improves, so too doesthe skill with which he/she can fight.

Aquanaut Data

The name of the selected aquanaut is shownat the top of this section, with statistics andinformation regarding the aquanaut shownunderneath.

These statistics are displayed as both figuresand bar charts and are color coded as follows:

Green – Time UnitsOrange – EnergyRed – HealthPurple – Morale

Click on the Aquanaut Data box to view theAquanaut Data screen.

This displays the aquanaut’s name at the topof the screen with the following information:

Time Units – the aquanaut’s remaining TimeUnits. Time Units are required to carry outeverything from walking to firing weapons.

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Energy – the aquanaut’s current Energy level.This will decrease as the aquanaut carries outenergy consuming actions such as walkingthrough seaweed. The total energy availablewill be lowered if the aquanaut receives fatalwounds to the torso.

Health – the aquanaut’s current Health. Thiswill decrease as the aquanaut takes hits fromenemy weapons. If the aquanaut has receivedfatal wounds, each wound decreases health byone point per turn. If the health reaches zero,the aquanaut dies from the wounds incurred.

Fatal Wounds – the number of Fatal Woundsreceived by the aquanaut. The Medi-Kit can beused to heal fatal wounds.

Reactions – the aquanaut’s Reactions. Thisdetermines how effective the aquanaut is atopportunity fire — taking a shot during thealien’s turn.

Firing Accuracy – the aquanaut’s accuracy atfiring weapons. This will increase as theaquanaut gains more battle experience.

Throwing Accuracy – the aquanaut’s accuracyat throwing objects. This will increase as theaquanaut becomes more experienced.

Strength – the aquanaut’s Strength. Thisaffects the distance which the aquanaut canthrow objects.

Morale – the aquanaut’s Morale. An aquanautwill lose morale if the battle starts to swing inthe alien’s favor. If the morale falls below 50percent, there is a chance that the aquanautcould panic.

Bravery – the aquanaut’s Bravery. Thisdetermines the likelihood of moraledecreasing.

Armour Status – the aquanaut’s Armor Status.This will rise as the aquanaut is equipped witharmor manufactured by your engineers.

Molecular Control Strength/Skill – theMolecular Control Strength/Skill that theaquanaut may call upon.

Click on the RMB to return to the Battlescapescreen.

PromotionsAt the end of every mission, subject to theirmission performance, aquanauts will bepromoted.

The rank to which the aquanaut is promoted isdependent on the following:

Seaman – each new recruit begins at thislevel.

Able Seaman – in order to be promoted to anAble Seaman, a Seaman must have had somecombat experience.

Ensign – there is one Ensign per fiveaquanauts. If a position is vacant, the bestavailable Able Seaman is promoted.

Lieutenant – there is one Lieutenant per 11aquanauts. If a position is vacant, the bestavailable Ensign is promoted.

Commander – there is one Captain per 23aquanauts. If a position is vacant, the bestavailable Lieutenant is promoted.

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Captain – this is the supreme leader of X-COM forces — there is only one Captain. Ifthere are at least 30 aquanauts, the bestavailable Commander will be promoted.

It does not automatically follow that the higherthe rank the better the aquanaut, although thiswill tend to be the case.

The Effect of Rank

When officers accompany a mission, themorale of all the aquanauts is boosted andthey are less susceptible to panic. The higherthe rank of the officer, the better the effect onthe aquanauts’ morale.

Note: If an officer is killed during a mission, itwill have a worse effect on morale than if arookie had been killed.

Mission Experience

When aquanauts return from a mission, theirabilities might be increased. For a skill tobenefit from experience, it must be usedduring combat as much as possible. Forexample, if an aquanaut uses a harpoon manytimes, then accuracy is likely to improve.Reactions, Accuracy, Time Units, ThrowingAccuracy, Molecular Control, Health,Strength, Fitness and Bravery all benefit frommission experience.

Morale

At the start of each mission each aquanauts’morale starts at 100 percent. This decreasesas an aquanaut is wounded or if fellowaquanauts are killed. It will recover if anaquanaut successfully kills aliens. The declinein morale is reduced by an aquanaut’s Braveryrating — the more brave an aquanaut is, theless likely he/she is to panic.

Panic

When morale falls, the likelihood of panicincreases. When an aquanaut panics one ofthree things can happen:

A. The aquanaut freezes, and can do nothingfor the current turn (i.e., he/she will haveno Time Units).

B. The aquanaut drops his/her weapon andruns away, searching for a hiding place.

C. The aquanaut goes berserk and startsfiring at random.

WoundingAn aquanaut’s health is a general indication ofwell being, but an aquanaut can also receiveFatal Wounds. These afflict certain parts ofthe body as follows:

Head, Left/Right Arm – each fatal woundreduces the aquanaut’s weapon accuracy.

Torso – each fatal wound reduces theaquanaut’s rate of Energy recovery.

Left/Right Leg – each fatal wound reduces theaquanaut’s available Time Units.

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The Aquanaut Data screen displays any fatalwounds. Each fatal wound also reduces anaquanaut’s Health by one point per turn, sothat it is possible for an aquanaut to die froma hit received much earlier in the mission. TheMedi-kit can heal fatal wounds.

Stunning

Aquanauts or aliens can be stunned if hit by astunning weapon, caught in an explosion blastor if suffering from smoke or dust/debrisinhalation following an explosion.

You can monitor the effect of smoke/debrisinhalation on your aquanauts by checking thewhite bar on the aquanaut’s health bar. If thisadvances as far as the aquanaut’s health level,the aquanaut will collapse, but should recovera few turns later.

Aliens can also be stunned and carried back toyour craft. However, if they wake up, they willjump out of the aquanaut’s arms and runaway!

Opportunity FireIf you end your turn leaving your aquanautswith enough Time Units to fire a shot, youraquanauts will automatically fire during thealien’s turn at any alien who strays into theirline of sight. This is called Opportunity Fire.

Your aquanauts might even be able to take ashot before the aliens — if the aquanaut’sReactions and Time Units are high enough.

There might be several exchanges of fire ineach Opportunity Fire confrontation.

Note: Opportunity fire is crucial to missionsuccess. Remember to leave your aquanautswith enough Time Units at the end of theirturn to carry out opportunity fire — use theReserve Time Units buttons to do this.

ObjectiveThe mission will be successful when all alienshave been either killed or stunned. The AlienSub’s remains, alien artifacts and aliencorpses are then recovered automatically.

To abort the mission before the objectiveshave been achieved, click on the buttonin the Control Bar.

Note: Any aquanauts not on the Tritontransport at this stage will be left behind.

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THE DEBRIEFING SCREEN

The Debriefing Screen is displayed at the endof the Assault Mission, giving you a break-down of your performance.

The first line of this display tells you whetherthe mission objectives were achieved.

Below this is the mission performance list,showing a breakdown of all the Itemsrecovered, the Quantity of each and the Scorefor retrieving them. The last line of themission performance list shows the totalmission score.

At the bottom of the screen is the overallmission Rating. Poor mission performancemay affect X-COM’s funding.

Click on OK in the bottom left of the screen toreturn to the Geoscape screen.

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Click on the Bases button in the Geoscapescreen to access the Bases screen — adisplay of the various X-COM installations inoperation or under construction.

X-COM bases are submerged floating stationshiding them from alien detection systems. X-COM craft operate from concealed sub pens,and the only access to the base is via theaccess lift. X-COM bases carry out severaldifferent functions:

• Detection of Alien Subs.• Operation of X-COM fighter and

transport subs.• Research into alien technology and life

forms.• Manufacture of vehicles, equipment and

weapons for X-COM use.

The Bases screen consists of two main parts:the Base Display and the Menu Options.

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THE BASE DISPLAYThe Base Display allows you to see, at aglance, the size of your bases and theirfacilities (pods).

X-COM may have up to eight bases world-wide, which are represented above the MenuOptions as a row of eight icons. Each of theseicons contain a small map of the pods whichmake up the base. Green squares representexisting pods, red squares represent podsunder construction. Click on any of theseicons to select a different base.

The name of the selected base is displayed inthe top right of the Bases screen. Below this isthe geographical area in which the base islocated followed by the total Funds availableto X-COM.

The left two-thirds of the Bases screen showsa top down view of the base. Move the mousepointer over a base facility to display its namein the top left of the screen.

THE MENU OPTIONSThe Menu Options allow you to see in detailhow each of your bases is currentlyfunctioning. You will use the Menu Options tocarry out tasks such as building pods, armingindividual subs and organizing research andmanufacture work.

Note: At times during the game, lists ofinformation may extend beyond the screen. Ifthis happens, an arrow appears in the bottomright of the screen. Similarly, if the list extendsoff the top of the screen, an arrow appears inthe top right. Click on these arrows to scrollthe list up or down.

Build A New BaseClick on this option to establish a new X-COMBase.

You return to the Geoscape and the messageSelect Site For New Base appears at the topof the screen — click anywhere in the sea toposition the base. You might cancel the orderto build a new base by clicking on the Cancelbutton. Use the Geoscape controls if you wantto rotate the display of the Earth (see thesection of this manual on The GeoscapeScreen for full details of the Geoscapecontrols).

When you have selected the location for yourbase, a message window appears informingyou of the cost to establish a base in this partof the world. Click on OK to accept thislocation or click on Cancel to select a differentlocation.

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Note: As you play the game, you will find thatsome areas of the world are better than othersfor X-COM base sites. The Sea of Japan is agood area for an X-COM base because thearea is both wealthy and densely populated.

When you have decided on your new Base’slocation, you are prompted to give it a name— type in your base’s name using thekeyboard and then press r.

You will now return to the Bases screen andare prompted to Select Position For AccessLift. This will position the main access to thefacility from the sea. It is better to position thisfairly centrally so that new pods may be builtaround it.

You have now established a new X-COM base.Click on the Build Facilities Menu Option tobuild some more pods into the base.

Note: When constructing a new base, you canonly begin building new pods onto acompleted part of the base. So to begin — themaximum new pods you could build would befour.

Base InformationClick on this option to display a breakdown ofbase-related information.

The Base Icons

In the top right of the screen are eight baseicons which allow you to change the currentlyselected base. These function in exactly thesame way as the Base icons in the Basesscreen.

The Base Name

Click on the base name in the top right of theBase Information screen to change the basename. A flashing * cursor appears. UseB to erase the previous name, andtype in the name of your choice using thekeyboard and press r.

Short-Range Detection

This is a display of the short-range detectionability of the base. Short-range detectionsystems have a range of 300 nautical miles.

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Long-Range Detection

This is a display of the long-range detectionability of the base. Long-range detectionsystems have a range of 450 nautical miles.

Note: X-COM Sonar Systems, while very long-ranged, rotate very slowly — once every 10minutes. This means that your base willdetect Alien Subs more effectively if morethan one Sonar System is in place.

The Stores Button

Click on the Stores button to view a list of theitems currently in the stores.

The Monthly Costs Button

Click on the Monthly Costs button to view alist of your monthly expenses. These aremade up of the following:

Craft – X-COM do not own Barracudas orTriton Flying Subs; they are leased from theirowners for a monthly fee.

Personnel – your personnel are paid monthly,according to standard world pay scales.

Base Facilities – base facilities arereequipped monthly. See the UFOpaedia fordetails of the maintenance cost of each basefacility.

The Personnel Available: Personnel Totaldata shows how your personnel are beingutilized. It is broken down into the threegroups of personnel: aquanauts, engineersand scientists.

The figures show the number of personnelavailable for work followed by the totalnumber of personnel at the base. You shouldkeep the first figure zero to stop workers frombeing wasted. The bar graphs to the right ofthis numerical display are useful to see ‘at aglance’ how your personnel are being utilized.

The Space Used: Space Available bar graphsshow how your space is being utilized. This isbroken down into five categories in a similarway to the Personnel.

The figures show the space used followed bythe total amount of space available. Youshould aim to keep the first figure equal orvery close to the second figure to preventwasted space. The bar graphs to the right ofthis numerical display are useful to quicklysee how your space is being utilized.

The Defences is a rating of how well the basecan defend itself against an Alien attack.

Click on the Transfers button in the bottom ofthis screen to see a display of the personnel orequipment currently in transit between otherbases and the selected base.

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The Item in transit is listed next to theQuantity of that item and its Arrival Time atthe base in hours.

For full details on Transferring personnel andequipment between bases, see the Transfersection of this chapter.

Click on OK to return to the Base Informationscreen.

Click on OK in the bottom left of the BaseInformation screen to return to the Basesscreen.

Aquanauts

Click on the Aquanauts button in the Basesscreen to access the Aquanaut List. Thisdisplays all the aquanauts at the currentlyselected base, regardless of which craft theyare assigned to.

Use the mouse to highlight and select anaquanaut. The Aquanaut Data screen appears.

The Aquanaut Data screen

The selected aquanaut’s rank badge is in thetop left of this screen.

The aquanaut’s name is next to the rankbadge. Click on this to change the aquanaut’sname. A flashing * cursor appears. UseB to erase the previous name, andtype in the name of your choice using thekeyboard and press r.

Click on the Armour button to change thearmor worn by the Aquanaut. The SelectArmour window appears, listing the types ofarmor available and the number of each instorage.

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Below the buttons is a display of thefollowing:

Rank – the aquanaut’s X-COM rank.

Missions – the number of missions that theaquanaut has taken part in.

Kills – the number of aliens the aquanaut haskilled.

Craft – the sub that the aquanaut is currentlyassigned to.

Wound Recovery – the number of days beforethe aquanaut recovers to full health.

In the bottom two-thirds of the screen is adisplay of the aquanaut’s physical statistics.These are identical to those in the BattlescapeAquanaut Data screen.

Click on the buttons to view data forthe previous/next aquanaut at the base.

Click on OK to return to the Aquanaut Listscreen.

Click on OK in the bottom of the Aquanaut Listscreen to return to the Bases screen.

Equip SubmarineClick on this option to configure yourinterception craft (Barracuda).

The Equip Submarine Screen lists thefollowing information:

Name – the type and registration number ofthe sub (for example, Barracuda-3 is the thirdsub to be operated by X-COM, and is aBarracuda).

Status – this may be:

Ready – the sub is available for interceptionduty.

Refuelling – the sub is refuelling.

Rearming – the sub is having its weaponrychanged.

Repairs – the sub is undergoing repair work.

Out – the sub is carrying out an interception.

Weapon Systems – the weaponry carried bythe sub. This is presented as numbercarried/maximum number which may becarried.

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Crew – the number of aquanauts carried onthe sub.

SWSs – the number of Submersible WeaponsSystems (e.g., Coelacanth Tanks) carried onthe sub.

To configure a sub, use the mouse to highlightthe required craft from the list and click toenter the Equip Craft screen.

The Equip Craft screen allows you toconfigure individual interception craft to suityour requirements.

The sub’s name is at the top of the screen.Below this is a display of the Damage andFuel status — useful to establish how longthe sub will be in repair or refuelling. Zeropercent damage and 100 percent fuel meanthat the sub is fully operational.

Below the Damage and Fuel status are theweapon configuration buttons, marked withnumbers. These do not appear on the EquipCraft screen for the Triton Sub transport,since it does not have combat capability. Craftsuch as the Barracuda have two weapon bays,marked ‘1’ and ‘2.’

Alongside the numbered buttons are thenames of the loaded weapons and a pair offigures:

Ammo – the number of rounds of the weaponloaded onto the Sub.

Max – the maximum number of rounds thatmay be carried by the Sub.

A small icon representing the weapon isshown to each side of the craft.

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The Equip Craft screen for the Barracuda.

The Equip Craft screen for the Triton Sub.

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The Select Armament Window

Click on one of the numbered buttons toaccess the Select Armament window. Thisallows you to change the weapons carried inthe sub’s weapon bays.

Armament – the names of the availableweapons.

Quantity – the number of the weapon instorage.

Ammunition Available – the number ofrounds of the weapon in storage.

If you wish to load a different weapon ontoyour sub, use the mouse to highlight therequired weapon from the list and click.

Alternatively, you may click on the Cancelbutton to exit this window without making anyweapon changes.

You will now return to the Equip Craft screen.If you changed the weapons, the newarmament will be shown loaded on the craft.The number of rounds loaded will be zero —it takes time to rearm the sub.

The Select Squad Screen

Click on the Crew button to enter the SelectSquad screen. This allows you to assignindividual aquanauts to the selected sub.

The top of the screen displays the total SpaceAvailable on board the craft and the currentamount of Space Used.

Below this is a list of the Name of theaquanauts available with their Rank and theSub which they are currently assigned to.

To assign or de-assign an aquanaut to theselected sub, use the mouse to highlight therequired aquanaut from the list and click.

Click on OK when you have finished assigningaquanauts to the sub.

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The Select Equipment Screen

Click on the Equipment button to enter theSelect Equipment screen. This allows you toload equipment onto the selected sub.

The top of the screen displays the total SpaceAvailable on board the sub and the currentamount of Space Used.

Below this information is:

The Item column, listing the names of theitems which may be loaded on board.

The Stores column, listing the number of theitem which are available.

The Loaded column, consisting of a pair ofbuttons for each item and the number of theitem which are loaded on the sub.

Click on the buttons to decrease/increase the number of an item which areloaded on board the selected sub.

Click on OK when you have finished loadingequipment onto the sub.

The Select Armour Screen

Click on the Armour button to enter the SelectArmour screen. This allows you to configurethe body armor which your aquanauts willwear.

To set up the armor worn by a particularaquanaut, use the mouse to highlight therequired aquanaut from the list and click.

The Select Armour Type window appears,listing the types of armor available and thenumber of each in storage.

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Click on an armor button. The aquanaut isnow equipped with the selected armor.

Click on OK when you have finished assigningarmor to aquanauts.

To return to the Equip Submarine screen fromthe Equip Craft screen, click on OK.

To return to the Bases screen from theInterception Craft screen, click on OK.

Build FacilitiesClick on this option to build new base facilities(pods).

The Menu Options will be replaced by theSelect Installation window. You can choosefrom the following:

Living QuartersLaboratoryWorkshopStandard Sonar SystemWide Array Sonar SystemTorpedo DefencesGeneral StoresAlien ContainmentSub Pen

Note: As the game progresses, you will beable to research alien-based technology to beincorporated into your bases. See theUFOpaedia for full details of all baseinstallations.

Use the mouse to highlight and click on therequired installation. The Select Installationwindow is replaced by the Build Installationwindow.

This displays the cost to build the installation,the time it will take to construct it and themaintenance cost per month. You can click onCancel to abort the build facility operation atthis stage.

To construct the new facility, move the mousepointer over the Base Display, position theinstallation and click.

The new installation is now shown on theBase Display, enclosed in a dotted line withthe number of days of constructionsuperimposed on it. The Build Installationwindow reverts to the Select Installationwindow.

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Click on OK to return to the Bases screen orclick on another installation from the list tocontinue constructing base pods.

A message window appears in the Geoscapescreen when a base facility has beencompleted.

ResearchClick on this option to view your currentresearch status.

The Current Research screen displays thefollowing:

Scientists Available – the number ofscientists available for work.

Scientists Allocated – the number ofscientists currently working on researchprojects.

Laboratory Space Available – the amount offloor space available in the laboratories.

Below this is a list of the research projectscurrently being undertaken with the numberof scientists working on each project and ageneral indication of the progress beingmade.

New Project

Click on the New Project button to start newresearch work. The New Research Projectswindow appears, listing the projects availablefor research.

Use the mouse to highlight and click on therequired project.

The New Research Projects window will nowchange to display the Start Project window.

You may cancel research at this stage byclicking on Cancel. To accept the project andcontinue, click on the Start Project button.

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The window changes to display the ScientistsAllocated window.

This displays the Scientists Available and theLaboratory Space Available as before, butallows you to set the number of scientistsallocated to this particular project.

Click on the up/down arrows to increase/decrease the number of scientists allocated tothe project. Click on OK to exit to the NewResearch Projects window.

Click on OK in the New Research Projectswindow to exit to the Current Researchscreen.

Scientists Allocated

Use the mouse to highlight and click on aproject to alter the number of scientistsallocated to that project. This is identical tothe Scientists Allocated window describedabove. The more scientists involved, thequicker the research is completed.

Click on OK to exit to the Current Researchscreen.

Click on OK in the Current Research screen toexit to the Bases screen.

Research Completed

When work has finished on a project, theResearch Completed window appears on theGeoscape. Click on OK to return to theGeoscape or click on View Reports to viewthe result of the research (this can also beaccessed at any time in the UFOpaedia).

Your scientists then inform you of any newresearch or manufacture projects which arenow possible. Click on OK to exit from thesescreens or click on Allocate Research orAllocate Manufacture to start new researchor manufacture projects.

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ManufactureClick on this option to view your currentproduction status.

The Current Production screen displays thefollowing:

Technicians Available – the number oftechnicians available for work.

Technicians Allocated – the number oftechnicians currently working on production.

Workshop Space Available – the amount offloor space available in the workshops.

Current Funds – the amount of moneycurrently available to X-COM.

Below this is the production list, containingthe following:

Item – the item which is being manufactured.

Technicians Allocated – the number oftechnicians working on the project.

Units Produced – the number of units of theitem produced so far.

Total to Produce – the total number of unitsyou have ordered to be produced.

Cost Per Unit – the cost to manufacture eachitem.

Days/Hours Left – the number of days/hoursremaining before the production will becomplete.

New Production

Click on the New Production button to startproduction of a new item. The ProductionItems window appears, listing the availableitems for production.

Use the mouse to highlight and click on therequired item.

The Start Production window will now appear.

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The first line of this window displays thenumber of engineer days it will take toproduce the item(s). One technician day is theamount of work one technician can carry outin one day.

The next two lines show the cost to produceone unit and the workspace required.

You may cancel production at this stage byclicking on the Cancel button. To accept theproduction and continue, click on the StartProduction button.

The Technician Allocated window appears.

This displays the Technicians Available andthe Workshop Space Available as on theCurrent Production screen, but allows you toset both the number of technicians allocatedand the number of items to produce.

Click on the up/down arrows to increase ordecrease the number of technicians allocatedto the production and the number of units ofthe item to produce. You may cancelproduction at this stage by clicking on theStop Production button. To accept theproduction and return to the Production Itemswindow, click on OK.

Click on OK in the Production Items windowto exit to the Current Production screen.

Technicians Allocated/Units to Produce

Use the mouse to highlight and click on anymanufacture project to alter the number oftechnicians allocated to that project. This isidentical to the Technicians Allocated windowdescribed above. The more techniciansinvolved, the quicker the manufacture will becompleted.

Click on OK to exit to the Current Productionscreen.

Click on OK in the Current Production screento return to the Bases screen.

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Production Complete

When production of an item has beencompleted, the Production Complete windowappears on the Geoscape. This displays boththe name of the item and the location at whichit has been manufactured.

TransferClick on this option to transfer craft,personnel or items between bases.

Select Destination Base

This screen displays your Current Funds inthe top of the screen, to allow you to see howthe planned transfer affects your finances.

Below this is a list of all the X-COM bases inthe world, with the area of the world in whichthey are located.

The Transfer screen consists of:

The Item column, listing the names of theitems at the base.

The Quantity column, listing the number ofeach of the items at the base.

The Amount to Transfer column, consisting ofa pair of buttons for each item and the numberof items to transfer.

Click on the buttons to increase ordecrease the number of the item which will betransferred to another base.

When you are happy with the items to betransferred, click on the Transfer button in thebottom left of the screen. You will now betaken to the Select Destination Base screen. Averification screen appears showing the costof the transfer.

Click Cancel if the transfer is too costly. Tocomplete the transfer, click Transfer.

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Use the mouse to highlight and click on therequired base. The Transfer screen appears.

You can view details of the items which are intransit between bases by clicking on theTransfers button in the Base Informationscreen.

Click on the Cancel button to return to theBases screen.

Purchase/RecruitClick on this option to recruit personnel, leasecraft or purchase items.

The Purchase/Hire Personnel screen displaysyour Current Funds in the top of the screenalongside the Cost of Purchases for the itemschosen.

The columns below are:

The Item column, listing the names of theitems which may be bought.

The Cost per Unit column, listing the price ofeach of these items.

The Quantity column, consisting of a pair ofbuttons for each item and the number of thatitem to be bought.

Click on the buttons to increase ordecrease the number of the item which will bebought.

If you do not wish to make any purchases,click on the Cancel button to return to theBases screen.

When you are happy with your choice of itemsto be bought, click on OK. The items will nowbe purchased and you will be returned to theBases screen.

Items will not arrive immediately; there is adelivery time. You can view details of theitems which are in transit to the selected baseby clicking on the Transfers button in the BaseInformation screen.

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Sell/SackClick on this option to sell items or to sackpersonnel.

The Sell Items/Sack Personnel screendisplays the Value of Sales for the itemswhich you have chosen to sell in the top left ofthe screen with the total Funds available to X-COM in the top right.

The columns below are:

The Item column, listing the items at thecurrently selected base which may be sold.

The Quantity column, listing the number ofeach item which may be sold.

The Sell/Sack column, consisting of a pair ofbuttons for each item and the number of thatitem which will be sold.

The Value column, listing the value of eachitem.

Click on the buttons to increase ordecrease the number of the item to be sold.

If you do not wish to make any sales, click onthe Cancel button to return to the Basesscreen.

When you are happy with your choice of itemsto be sold, click on the Sell/Sack button. Theitems will now be sold and you return to theBases screen.

GeoscapeClick on this option to return to the Geoscapescreen.

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Click on the Graphs button in the Geoscape toaccess the Graphs screen — a graphicalbreakdown of Alien, X-COM and Financialinformation.

These graphs are useful when planningstrategy such as where to establish new X-COM bases and which areas to concentrateon defending.

ALIEN ACTIVITY IN SEASClick on the first icon in the top of the screento view the Alien Activity in Seas.

This graph displays the level of Alien activityin areas of the world. Click on the buttons onthe left-hand side of the screen to view thegraph plots for particular areas.

ALIEN ACTIVITY IN ZONESClick on the second icon in the top of thescreen to view the Alien Activity in Zones.

This graph displays the level of Alien activityin the funding zones. Click on the buttons onthe left-hand side of the screen to view thegraph plots for individual zones.

X-COM ACTIVITY IN SEASClick on the third icon in the top of the screento view the X-COM Activity in Seas.

This graph displays the level of X-COM activityin seas of the world. Click on the buttons onthe left-hand side of the screen to view thegraph plots for particular seas.

X-COM ACTIVITY IN ZONESClick on the fourth icon in the top of thescreen to view the X-COM Activity in Zones.

This graph displays the level of X-COM activityin the funding zones. Click on the buttons onthe left-hand side of the screen to view thegraph plots for individual zones.

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GRAPHS

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INCOMEClick on the fifth icon in the top of the screento view X-COM’s Income.

This graph displays X-COM’s income fromeach of the funding zones. Click on thebuttons on the left-hand side of the screen toview the graph plots for individual zones.

FINANCEClick on the sixth icon in the top of the screento view X-COM’s Finance situation.

This graph displays the overall financialsituation. Click on the buttons on the left-handside of the screen to view graph plots for thefollowing:

IncomeThe main source of X-COM’s income is thecompanies funding the project from separatezones around the globe. Funding will vary asthe game progresses and will depend on suchthings as:

• X-COM’s success in intercepting AlienSubs in the vicinity of a funding com-pany (i.e., the company’s zone): contri-bution levels will fall if Alien Subs are notintercepted.

• X-COM’s success in recovering,researching and producing alien items:funding will rise if X-COM is seen to bedoing well.

• internal events such as change ofgovernment, civil war or recession.

• alien influence: funding will stop if acompany signs a pact with the aliens.

Additional income may be generated by thesale of alien items recovered from crashedsubs.

ExpenditureX-COM expenditure will be of several types.As well as purchasing/recruiting costs, thereare:

• transfer costs.

• building costs for new bases or basepods.

• production costs for items manufacturedby X-COM technicians.

MaintenanceMaintenance costs are incurred on a regularbasis. These include:

• wages for personnel.

• maintaining base facilities.

• maintaining, refueling and repairingSubs.

BalanceThe balance is the amount of money availableto X-COM after Expenditure and Maintenancehave been subtracted from the Income.

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ScoreX-COM’s performance rating. This score takesinto account the following:

• success of interceptions;

• scores for assault missions;

• research work completed; and

• alien activity.

Scores above zero indicate that X-COM iswinning. Scores below zero indicate that X-COM is losing.

Click on the globe icon in the top right of thescreen to return to the Geoscape screen.

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Click on the UFOpaedia button in theGeoscape to access the UFOpaedia, an on-lineencyclopedia which contains all the infor-mation currently available to X-COM. Eachentry consists of a diagram with accom-panying text and/or data.

THE SELECT SUBJECTSCREEN

The first screen of the UFOpaedia is a list ofthe subjects which may be reviewed. Click onany one of these buttons to get to the sectionwhich you require:

X-COM Craft and Weapons – the Subsavailable for X-COM use and the armamentthat they may be equipped with.

Submersible Weapons Systems – thevehicles that may be carried on X-COMtransport subs.

General Equipment – the weapons andequipment that your aquanauts may use.

Aquatic Artifacts – alien weapons andequipment that have been recovered andresearched.

X-COM Facilities (pods) – the availablestructural units that may be added to yourunderground bases.

Alien Creatures – data gathered fromcaptured aliens (either living or dead) thathave been researched by your scientists.

Alien Technology – information gained fromthe interrogation of live aliens.

New Submersible Technologies –information gained by researching objectsretrieved from crashed Alien Subs.

Alien Submarines – information regardingknown Alien Subs.

OK – click on this button to return to theGeoscape.

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UFOPAEDIA

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THE SELECT ITEM SCREEN

The next UFOpaedia screen allows you toselect a specific entry to review. Highlight andclick on the required item or click on the OKbutton to exit.

UFOPAEDIA DATASCREENS

When you are viewing a UFOpaedia Datascreen, click on the buttons toview the previous/next UFOpaedia entries.

Click on the OK button to return to the SelectItem screen.

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▼ ▼

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Click on the Options button in the Geoscape toaccess the Options window, allowing you toload and save games.

LOAD GAMEClick on the Load Game button to load apreviously saved game. You exit to the SelectGame to Load screen.

Select Game to Load

The Select Game to Load screen displays thename, date and time of up to 10 games. Picka saved game by clicking on any of thebuttons numbered 1 to 10 on the left-handside of the screen. You return to the Geoscapeat the point when the game was saved.

Click on the Cancel button to return to theGeoscape without loading a game.

SAVE GAMEClick on the Save Game button to save yourcurrent game. The Select Save Positionscreen appears.

Select Save Position

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OPTIONS

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Choose the game slot you wish to write overby clicking on any of the buttons numbered 1to 10 on the left-hand side of the screen. Aflashing * will appear. You can now use thekeyboard to type or delete as normal. Presse to save the game and return to theGeoscape.

Click on the Cancel button to return to theGeoscape without saving a game.

CANCELClick on the Cancel button to return to theGeoscape without loading or saving a game.

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Click on the Funding button in the Geoscapeto access the International Relations display.This shows which organizations are fundingX-COM and how much each is contributing.

The International Relations display shows thefollowing:

The Organisation column, listing the name ofthe Organizations funding X-COM.

The Funding column, listing the amount ofmoney each organization is paying to X-COMper month.

The Change column, listing the change in theorganization’s funding at the end of lastmonth. This is dependent on X-COM‘sperformance in that organization’s zone.

Click on the OK button to return to theGeoscape screen.

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FUNDING

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CREDITS

Game Design Stephen Goss

Programming Annette BellBill BarnaNick Thompson

Additional Programming Scott Johnston

Original Game Engine Julian & Nick Gollop

Graphics Drew NorthcottGuy JeffriesMartin SevernMartin SmillieMatthew Knott

Additional Art Terry GreerPaul AyliffeEdward GarnierNick CookJustin ManningPaul TrussThe Conversion CompanyAmanda Roberts

Intro Sequence Greg ShillDrew NorthcottNick CookStephen Goss

Art Liaison Matthew Knott

Original Music John Broomhall

Sound Design and Programming Andrew Parton

Sound Effects Design Allister Brimble

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Maps Marc CurtisAmanda RobertsAndrew WilliamsRichard BakewellMatthew KnottJason Avent

Quality Assurance Pete WoodsAndrew LuckettPhil McDonnellJason SampsonDarren KirbyDon WitcombeJustin ManningJim HendryAndy MazurekChris BowlingRussell ClarkDaniel LutonDon EmmelVaughn ThomasMike RichardsonDamon Harris

Manual Author/Editor (UK) Nick Stokes

Editor (US) Christine Manley

Managing Editor & Story Alkis Alkiviades

Layout (US) Joe MorelCesar Novoa

Additional Writing Andrew Wawrowski

Typesetting Sarah Kerr

Brand Manager Valentina Britten

Producer Stuart Whyte

Publishers Paul HibbardPete Moreland

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