MicroProse Ltd. All other trademarks are the property of their respective holders. MADE IN THE UK.
MICROPROSE
and
X-COM
are registered trademarks and
X-COM APOCALYPSE
is a trademark of
CONTENTS
INTRODUCTION1
X-COM®
Background2
Game Overview6
Special Note to
Finding Out Where Everything Is8
Installation And Loading8
This Manual9
The Point And Click Interface9
Game Screens10
THE GAMEPLAY TUTORIALS13
Starting A New Game14
Tutorial One: Using the Cityscape16
Exploring The City17
The Central Information Panel18
Game Time Controls19
The Alert Screen20
Tracking
Tutorial Two: Tactical Combat25
Saving Your Game26
The Tactical Screen28
Exploring The Tactical Display29
Selecting Squads30
Moving Squads31
Using Split Level Views34
Selecting Individual Agents36
Moving Individual Agents37
The Overhead Map View37
Searching For Aliens39
Engaging The Aliens40
Completing A Tactical Mission41
Tutorial Three: Tactical Combat
(Advanced Movement)42
X-COM
Veterans7
X-COM
Vehicles23
Running43
Crawling44
Kneeling44
Tutorial Four: Tactical Combat
(Attacking The Enemy)46
Attack Modes46
Shot-Types47
Using Cover And Targeting The Aliens48
Firing in the Turn-Based Game50
Using Equipment52
Retrieving Equipment From The Tactical Area 54
Opportunity Fire (Turn-Based Only)55
Completing Tactical Combat Missions56
Debriefing57
Tutorial Five: Returning To The Cityscape58
Returning To Base58
The Bases Screen59
Buying Equipment60
Hiring Agents63
Assigning Research65
Build New Base Facilities68
What Happens Next?71
The End Of The Tutorial71
Playing Tips72
REFERENCE GUIDE75
Main Menu76
Starting A New Game77
Loading A Saved Game78
Equipping Agents Before a Tactical Mission 153
Briefing Screen153
Squad Assignment Screen155
The Tactical Screen157
Exploring The Tactical Display158
The Control Panel160
Selecting Squads166
Moving Squads167
Selecting Individual Agents168
Moving Individual Agents169
Moving Agents And Setting Waypoints
In The Overhead Map View170
Making An Agent Jump172
Flying172
Engaging The Enemy And Winning Tactical
Combat Missions173
Enemy Sighted!174
Shooting175
Using Grenades180
Using Psionic Weapons182
Encumbrance185
Exhaustion185
Morale185
Wounding187
Completing Tactical Combat Missions189
Debriefing190
APPENDIX A - Keyboard and Mouse Controls 196
CREDITS198
p.ii
p.iii
Introduction
p.iv
p.1
Introduction
X-COM®
Dear Section Commander
Welcome to
tradition that spans back to the late 1990’s. Let me appraise you of
activities to date and, more importantly, the activities of the Aliens we have
encountered.
Back in the mid 1990s it became evident that “we were not alone”. By 1998,
UFOs began to land openly in rural areas; the aim of these early missions was
the abduction of local inhabitants and animals. Our first military contact with the
Aliens led to the massacre of an entire squad. In November of that year, an
emergency meeting was convened at the United Nations. As a result of that
meeting,
against the Alien menace. Most of this activity occurred in the cities and rural
areas of Earth, but eventually it took us to the Aliens’ main Base on Mars
(Cydonia).
Our victory at Cydonia saw the defeat of the immediate Alien threat, but, in its
turn reawakened a second wave of destruction that
counter.
Alien activity began once more in 2039.
this time; most of our Bases were decommissioned or converted into Theme
BACKGROUND
X-COM
(Extraterrestrial Combat unit). You are now part of a
X-COM
was established. In the following years,
X-COM
X-COM
were later enlisted to
X-COM
had only a nominal existence at
X-COM’s
waged war
Parks. The call for the re-institution of
numerous ship and aircraft losses at sea. Years of recession and political feuding
meant that funding from the world’s governments was not forthcoming; we had
to raise the money by alternative corporate means.
From 2041, after the initial recruitment in 2040, the second Alien war was waged
under the seas and oceans of the world. The war came to its climax in the battle
at the Alien city of T’leth. Buried underwater for 65 million years, the city had the
ability to destroy the Earth. Fortunately, we discovered that Alien society was
constructed like that of the bees and after killing the Alien ‘Queen’, everything
else disintegrated.
T’leth rose from the water only to self-destruct; a sight I don’t think any present
at that time will forget. Since then we have had few recorded encounters.
and Marsec however, were enlisted in the late 2060’s to fight a territorial war
against Aliens in the newly established deep space mining colonies. This conflict
left Earth uncontaminated....that was until a short while ago, when the first
Dimension-Gate appeared; right here in Mega-Primus.
The last war has indeed proven to be an expensive victory. The contamination of
Earth’s atmosphere and the devastating climatic changes that ensued, have
affected everyone. Whilst many sought to leave Earth and colonise other planets,
a self-sufficient, self-contained city was successfully constructed here on Earth
and thrived under the hazardous toxic atmosphere that surrounded our home
world. Mega-Primus has already become an important historical achievement.
X-COM
was led by the media after
X-COM
p.2
p.3
Introduction
Unfortunately, the last four years have seen this comfortable, low-cost lifestyle
rapidly deteriorate. The social and physical fabric of our society has decayed at
an alarming rate; sociologists have been, as yet, unable to explain the cause of
decay. Statistics clearly demonstrate increases in physical and cyberspace
violence, family breakdowns, crime, ethnic unrest and strange cult group
involvement.
The frequency and pace at which incidents are occurring, is even more
disturbing. The concern of the citizens is evident. Many have already fled the city.
The ongoing mass migration increases the concern of all remaining citizens as
each day passes. Losses in tax revenue are restricting the city’s ability to deal
with incidents and the emergency services are unable to do any more than firefight existing problems.
Unless we deal with the source of the problem, social collapse appears to be a
very real possibility! Whilst the Senate remains unconvinced that Alien
interference is the source of the problems, they have secretly agreed to fund a
X-COM
covert investigation by
Due to your recent promotion, we have decided that you shall be responsible for
this investigation. We will forward existing information to you shortly.
.
X-COM
Supreme Commander
To: Section Commander
From: Tactical Office
X-COM
Subject:
Date: March 2084
Congratulations on your recent promotion and good luck in the upcoming battle.
We don’t have much to go on but this information should prove useful.
The Aliens are not acting as openly as before. UFOs have been appearing
intermittently but no attacks have been made; these appearances have been
sporadic and short-lived. In the past we were invaded from other worlds but
now, in 2084, the Aliens are travelling from another dimension. The means by
which they achieve trans-dimensional travel is unclear, but it is apparent that the
UFOs use some form of Dimensional Gateway. The gateways can appear
anywhere in Mega-Primus. We would advise beginning the research of
Dimension Gates immediately.
You have at your disposal the finest technology Mega-Primus has to offer, to
combat the Alien menace. Your Agents will be responsible for investigating any
strange events that might reveal Alien activity.
INTELLIGENCE REPORT AND OBJECTIVES SUMMARY
Yours faithfully
J.G Steinbach
p.4
The objective of these investigations is to gather as much information about the
Aliens and their technology as possible. To defend Mega-Primus effectively, you
will be responsible for research and development based on the results of these
investigations.
p.5
Introduction
X-COM
must recover all Alien artefacts and technology from Alien encounters, in
order to research and develop new weapons and craft. The results of your
investigations will be published in the UFOpaedia, so that both you and your
Agents have the most up-to-date information. Without this information we will
not know of the Aliens’ intent or, more importantly, a means by which we can
defeat them.
X-COM
should retain a covert status as it monitors the situation in the city. Our
investigation is secretly funded by the Senate and without this funding, the
effectiveness and scope of operations will be severely diminished.
The success of our operation depends on your efforts. The safety of MegaPrimus is in your hands; your task is to command
Alien incursion!
X-COM’s
forces to defeat the
GAME OVERVIEW
X-COM ® Apocalypse™
different key elements: Tactical Combat Missions and the Cityscape. In order to
protect Mega-Primus successfully from the Alien menace, you must master both
of these elements.
Tactical Combat Missions provide the challenge of exploration and tense combat
against the Aliens. Missions can take place anywhere in Mega-Primus; your
squads of Agents could do battle with the Alien menace in factories, multi-level
is an absorbing strategy game featuring two very
corporate buildings and many other city locations. The Tactical section of
X-COM Apocalypse
strategies and tactics as you hunt down the Aliens. Whatever you do - “Don’t Get
Hurt”.
When your Agents are not engaged in close combat you will be in charge of
wider operations in the Cityscape. Here you must develop adept
COM’s
management skills in order to maximise the potential of
and the many resources at your disposal. In order to advance in the game, you
must recover as many Alien artefacts as you can from your Tactical Combat
Missions so that your scientists can carry out research about the Aliens and the
Alien threat.
is no arcade blast; you will need to apply a wide range of
X-COM
, its personnel
X-
SPECIAL NOTE TO
X-COM
Although elements of
UFO: ENEMY UNKNOWN
game’s content is new, as is the interface, which has been totally redesigned to
incorporate many new functions. It is recommended that
participate in the Tutorial Section of the manual to familiarise themselves with
the new features available.
Players are also advised to read the
X-COM Apocalypse
understanding of the
VETERANS
X-COM Apocalypse
package, in order to increase your enjoyment and
X-COM
will be familiar to players of
and
X-COM: TERROR FROM THE DEEP
X-COM Rookies’ Guide
world.
, much of the
X-COM
veterans
, provided in your
p.6
p.7
Introduction
FINDING OUT WHERE
EVERYTHING IS
The Technical Supplement is where you’ll find detailed information about
late
hardware requirements, installation, start-up instructions and any
the game. Since it was written later, this information is more up to date than
anything in the manual.
The ReadMe file, that comes on the CD-ROM, provides details of the very latest
changes (due to printing and binding time, the manual has to be completed way
before the playtesters recommend their final tweaks). This information
supersedes even the Technical Supplement.
changes to
INSTALLATION
AND LOADING
Install and Load
X-COM Apocalypse
by referring to your Technical Supplement.
THIS MANUAL
This Manual is split into two main sections:-
SECTION 1: THE GAMEPLAY TUTORIALS
Designed to get you playing
recommend that those new to
on a new campaign.
SECTION 2: THE REFERENCE GUIDE
The
X-COM
veteran may choose to start with the Reference Guide. This section
contains details of the updated interface and additional features in
Apocalypse
.
X-COM Apocalypse
X-COM
complete each Tutorial before embarking
as quickly as possible. We
X-COM
THE POINT AND
CLICK INTERFACE
X-COM Apocalypse
MOUSE CONTROL - ‘CLICKING’
You will often be asked to ‘click’ on a particular area of the screen. Depending on
the screen you may be asked to ‘click’ on buttons, icons or text. To do this,
is played using the mouse.
p.8
p.9
Introduction
simply move the cursor over the item and press the Left-Mouse-Button (LMB),
unless otherwise stated.
MOUSE CONTROL - ‘DOUBLE CLICKING’
Move the cursor over the item and ‘click’ the LMB twice in quick succession.
MOUSE CONTROL - ‘DRAG AND DROP’
A ‘Drag and Drop’ system is also used in many parts of the game.
• To ‘Drag’ - click and hold the LMB over an item. This item will become
attached to the cursor. You can now move that item around the screen.
• To ‘Drop’ an item - after you have ‘Dragged’ it, simply release the LMB when
the item is over your intended destination.
TOOL TIPS
We have worked very hard to make the interface as ‘user friendly’ as possible. If
you are unsure as to the function of any button or icon, just leave the cursor
over the option for a second and some help text will appear.
GAME SCREENS
There are two Control Panels that you will use most. These are the:
• Cityscape Control Panel
• Tactical Control Panel
Note: we will cover these in more detail later.
X-COM
Funds
Menu Bar
All other screens in the game are based around a common layout.
• The Menu Bar will always appear down the right-hand edge of any screen.
• The OK button will always appear at the bottom of the Menu Bar. This button
will always accept what you have done and close the screen.
•
X-COM’s
funds will always be displayed at the top-right of the screen.
OK
p.10
p.11
THE GAMEPLAY
TUTORIALS
p.12
p.13
The Gameplay Tutorials
Welcome to
get into the game with the minimum of fuss. The two main sections of the game
are covered here: the Cityscape, where you deploy your Agents to investigate
Alien activity; Tactical Combat, where your Agents combat the Alien menace face
to face. In the final Tutorial, we will return to the Cityscape to buy equipment,
Recruit and Equip Agents.
For extra information on particular game features, please see the ReferenceGuide later in this manual.
First of all, we will begin a new game.
X-COM Apocalypse
. The following section is designed to help you
STARTING A NEW GAME
After watching the introduction, you will be taken to the Main Menu.
• Move the cursor over the Start Campaign Game button and click the LeftMouse-Button (LMB) to select. You will now be taken to the Select DifficultyScreen.
All of the Tutorials are written assuming that you are playing at Novice level.
• Move the cursor over the Novice button and click the LMB to select. Once
you have mastered Novice level, you should choose a harder level for a
tougher challenge.
p.14
You will now be taken to the Cityscape Screen.
p.15
TUTORIAL ONE: USING
THE CITYSCAPE
In this first Tutorial we will take a look around Mega-Primus, introduce the basic
controls of the Cityscape, focus on Alerts and deploying your Agents on Tactical
Missions.
Cityscape Display
Control Panel
The Cityscape allows you to manage
X-COM’s
resources and develop your long
term strategy. It is split into two areas: the Cityscape Display and the ControlPanel. At the beginning of the game the Cityscape Display will be centred on
your current Base. Your Base contains the vehicles, equipment and Agents with
which you will begin your new campaign.
Central Information
Panel
Message Bar
In the Control Panel you will see the Message Bar, a group of Cityscape
Options, a display of the Game Time, the Time Controls and the Central
Information Panel (more on the use of this later).
EXPLORING THE CITY
Let’s begin by taking a look around Mega-Primus using the Cityscape Display.
At the beginning of the game, the Cityscape Display will be an Isometric MapView of the city.
• Move the mouse cursor to the left edge of the screen. The screen will scroll
revealing more of the city. Move the cursor to the other edges of the screen
and explore more of the city. You will see many of the city’s futuristic
buildings, including Corporate HQs, The Astrodome, Police Stations and even
the City Slums.
Note: to find out more about each building, simply click on one to open the
Buildings Screen. The Buildings Screen provides you with useful information
about who owns the building, its function and what Agents and vehicles are at
the building.
You can also use the cursor keys on the keyboard to scroll around the Cityscape
Display.
Cityscape Options
p.16
Game Time and
Time Controls
p.17
Tutorial One: Using The Cityscape
THE CENTRAL
INFORMATION PANEL
The Central Information Panel is ver y important in the game and it is this that
we will look at next.
X-COM
Vehicles Tab
Biochemistry
Engineering
TabAgent TabBases Tab
Tab
Hostile
Vehicles Tab
Quantum
Physics Tab
Organisations
Tab
The Central Information Panel is split into eight ‘Tabs’. Each ‘Tab’ provides
access to further options allowing you to manage all of
X-COM’s
resources
effectively.
At the moment the Bases Tab is selected. Notice that it is coloured Green. Also
note that any icon that takes you to a Base related screen, will also be Green.
Throughout
X-COM Apocalypse
a colour-coding system is used to help you learn
the interface.
• Click on the
Blue. All functions that relate to
X-COM
Vehicles Tab (to the right of the Bases Tab), it will turn
X-COM
Vehicles are coloured Blue.
• Click on the other Tabs and you will see that they are also colour-coded as
follows:-
X-COM
Agents-Light Green
Biochemistry-Purple
Engineering-Purple
Quantum Physics- Purple
Hostile Vehicles-Red
Organisations-Orange
Now that you are familiar with the Central Information Panel, we will look at
another important feature of the game, the Time Controls.
Note: if you wish to pause time at any stage during the game, simply click
GAME TIME CONTROLS
Game Time
Slow Speed
Double Speed
Normal Speed
Quad Speed
.
Pause
p.18
Ultra Fast
p.19
Tutorial One: Using The Cityscape
Look at the Game Time. You will see that it is passing at a very slow rate,
allowing you time to plan your strategy and look around the city. To control the
rate at which time passes, you can click any of the Time Controls.
• Click . Time will pass at an increased rate (as time passes, you will
eventually see day change to night).
You can use the Time Controls to speed up the pace of the action.
Note: clicking will advance the time much faster than any of the other TimeControls. Because time passes so fast in this mode, it is easy to miss events in
the city; with this in mind, the game will automatically slow to Normal Speed,
whenever a key event occurs. The Ultra Fast time option cannot be activated
until this event is over (ie Ultra Fast will be disabled whilst a UFO is in the city).
Agent
Icons
Investigate
Incident
Equip
Agent
Equip
Vehicle
Vehicle
Icons
THE ALERT SCREEN
We will now advance time to the point where you will receive your first Alert (if
this has not happened already).
• Click in the Time Controls. Time will pass at the maximum rate. Shortly,
the Alert Screen will appear (whilst you are in this screen, time will be
suspended until you return to the Cityscape).
p.20
Whenever there is Alien activity in Mega-Primus,
X-COM
will be informed via the
Alert Screen.
To send a squad to the Alert Site, you must first assign them to an
X-COM
vehicle. All unassigned Agents are listed on the left-hand side of the screen; all
X-COM
assigned Agents and
vehicles are listed on the right-hand side.
We will now assign four Agents to Valkyrie Interceptor 1.
p.21
Tutorial One: Using The Cityscape
• Highlight an Agent’s name (from the left-hand list).
• Click and hold the Left-Mouse Button with the cursor over the Agent Icon.
‘Drag’ that Agent (from the left-hand list) to the Valkyrie Interceptor icon and
release the LMB. The Agent should now appear underneath it.
The number ‘1’ should appear in the corner of the Valkyrie icon showing that one
Agent is now assigned to that vehicle. As you assign more Agents to the Valkyrie
Interceptor, this number will increase to indicate the total number of Agents
assigned.
We will now assign three more Agents. When assigning multiple Agents there is
a short-cut that you can use, instead of dragging them all individually.
• Click on the names
of three more Agents, so that they are highlighted.
• Drag and drop one of these Agents to the Valkyrie Interceptor. You will notice
that all of the selected Agents will now be transferred from the left-side of the
screen to the Valkyrie Interceptor.
Note: if you click the Agent or Vehicle Icons, you will be taken to the EquipAgent Screen or the Equip Vehicle Screen.
Now that your Agents are assigned, we can deploy them to the Alert Site.
The text
, “Valkyrie Interceptor 1” and the name of the Agents assigned to it, will
now be highlighted.
• Click from the Menu Bar, to send the Valkyrie to the Alert Site.
Note: you can also send Agents without vehicles. Simply select Agents from the
left-hand list; these are unassigned Agents. All your Agents are automatically
armed at the beginning of each new campaign.
TRACKING
X-COM
VEHICLES
It is often useful (and fun) to follow Vehicles as they move to their destinations.
In this example we will follow Valkyrie Interceptor 1 as it proceeds to the Alert
Site.
Valkyrie Interceptor
Vehicle List
p.22
p.23
Tutorial One: Using The Cityscape
TUTORIAL TWO: TACTICAL
COMBAT
• Click the
X-COM
Vehicles Tab and then select the Valkyrie Interceptor from
the Vehicle List. The icon will highlight and the display will centre on the
Interceptor. The display will automatically scroll with the Vehicle as it heads
towards the Alert Site.
When your Agents have arrived at the Alert Site, the Commence Investigation
‘window’ will open. This prompts you to confirm whether you wish to investigate
or not.
• Click Yes to begin your first Tactical Combat Mission.
You have now learned how to deploy vehicles and Agents to Alert Sites. The next
section will guide you through Tactical Combat Missions.
This, the second Tutorial, guides you through Tactical Combat; the section of the
game where you fight hostile units face-to-face. You will learn how to save your
game, move the Tactical Display, select squads/Agents and issue basic
movement orders.
You can play the Tactical Game in two different modes: Real-Time or Turn-Based. In Real-Time you move your Agents around whilst the Aliens move playing in this way requires a greater strategic approach. Players of previous
X-COM
games will be familiar with the Turn-Based game, where
X-COM
and the
Aliens take Turns to move, just like a game of chess.
The Tutorials assume that you are playing the Real-Time game; you can follow
the Tutorial playing the Turn-Based game, as the basic functions and controls are
the same. Look for the notes explaining where the Turn-Based game differs.
If you followed Tutorial One, you will have already successfully deployed your
Agents to an Alert Site. You should now be faced with the Mission Briefing
giving you information about your mission objectives. On this screen, you can
also select the way in which you will play the Tactical Mission: Turn-Based or
Real-Time.
p.24
Start
Real-Time Game
Turn-Based Game
Start
p.25
Tutorial Two: Tactical Combat
• Click to go straight into the Real-Time game.
• Or, click to start a Turn-Based game.
The Squad Assignment Screen will now open. From here you can assign your
Agents into different squads. It is possible to have up to six squads each
containing up to six Agents (for full details, see Squad Assignment Screen in the
Tactical Game section of the Reference Guide).
Note: as the cursor is moved over the Agents, their statistics and the weapons
they are carrying, will be displayed in the Information Panel (on the left-side of
the screen).
At the moment we will leave your four Agents assigned to Squad One.
• Click OK to start the Tactical Game.
SAVING YOUR GAME
The Tactical Screen will now appear. Whilst the game is paused you should take
the opportunity to save your current game. You can reload this saved game to
replay the Tactical Mission at a later date; we will also use this saved game for
Tutorials Three and Four.
Save
Game
• Click the Save Game button.
• Click on any of the 10 empty slots to save your game.
When the cursor appears, type in a name for your saved game using the
keyboard and press Return.
You should receive the message “Saving Game” followed by “Save Successful”.
• Click OK to close this screen.
• Click .
p.26
p.27
Tutorial Two: Tactical Combat
THE TACTICAL SCREEN
Note : if you are playing the Turn-Based game the Time Controls will be
replaced by four new buttons. These are used to reserve Time Units for
shooting and kneeling (more on this later). There is also an End Turn button.
The Tactical Screen is split into two sections, the Tactical Display and theControl Panel.
The Tactical Display always defaults to the Isometric Map View, this will be
centred on your Agents that have been deployed in the Tactical Area.
Isometric
Map View
Hands Area
Control Panel
Message Bar
Time Controls
Reserve Aimed-Shot
Reserve Snap-Shot
Reserve Auto-Shot
Reserve Kneel
End Turn
EXPLORING THE
TACTICAL DISPLAY
Move the cursor to the edges of the screen. The display will scroll revealing
more of the Tactical Combat Area. At the start of each Tactical Mission, time is
automatically paused so that you are able to look around and plan your initial
moves.
You can also use the cursor keys on the keyboard to scroll the Tactical Display.
p.28
p.29
Tutorial Two: Tactical Combat
SELECTING SQUADS
Squad Icons
In
X-COM Apocalypse
, you can control Agents individually or collectively as
Agent Icons
squads. Although we have only one squad at the moment, you may have up to
six squads in the Tactical Area at any one time.
The Squad Icons indicate the number of Agents in each squad; in this case we
only have one squad and therefore only the first icon is displayed. We have four
Agents in our squad so the number four is displayed in the Squad Icon.
the centre of the markers. The Agent’s present state of health is shown by the
health bar positioned along the top of the marker. In the lower half of the marker,
the Agent’s Attack Mode is indicated by a coloured bar. Blue represents Safe
Mode, Green is Cautious Mode and Red indicates Aggressive Mode.
One of the Agent markers will be yellow; this is the Agent whose equipment will
appear centrally in the Control Panel. The current Attack Mode, Shot-Type and
movement orders, displayed in the Control Panel, also refer to this Agent only.
Note: in the Turn-Based Game, the Agent’s remaining Time Units will be
displayed above their marker.
MOVING SQUADS
• Double click on the Squad Icon to select your squad. If you have scrolled the
display so that your Agents are ‘Off Screen’, this will re-centre the display on
your Agents.
When you select a squad, the Agents will have an orange marker displayed
above their heads in the Isometric Map View. The squad number is displayed in
p.30
Group Formation
Single File
p.31
Tutorial Two: Tactical Combat
After selecting a squad, you can move it in single file, or in a ‘Group’-Formation.
Group-Formation is selected as the default movement mode because it allows
your Agents to cover a wider area and explore more in a shorter space of time.
In the Tactical Game, the cursor is accompanied by a green box as you move it
around the Tactical Display. You may notice that the box turns yellow if you
move it over a square occupied by one of your Agents. This box is used to set
the destinations for your Agents.
• Move the cursor to a position a short way in front of the squad and click. Four
yellow arrows will appear to mark the destination of your Agents.
In order for your Agents to move, we must set time running.
• Click from the Time Controls. Your Agents will now move to their new
positions. Beware! In the Real-Time game, the Aliens can also move and your
Agents may be attacked
The objective of the current Tactical Mission is to find the Aliens and either stun
or kill them. Practice moving your squad around the building. Experiment with
both types of squad formation.
You will notice as you move around, more of the Tactical Area becomes visible.
This is because your Agents can only see what is in their Line Of Sight.
at any time!
Mouse Button (RMB). Your Agents will turn to face the direction of the cursor.
This feature is very useful when exploring the Tactical Area.
Note: in the Turn-Based game, if the Agent hasn’t enough Time-Units, or ifTime-Units are reser ved for other actions, the Agent will not be able to complete
the move until X-COM’s next Turn. If the destination is a long distance away, it
may take the Agent several Turns to complete.
Whenever your Agents have run out of Time Units, simply click . After the
Aliens have taken their Turn, your Agents will have all of their Time Units
returned to them, allowing you to play on.
While you are exploring the Tactical Area, you may well come into contact with
Aliens. The game will pause and the Message Panel will inform you of the
current situation. It is recommended that you take advantage of this to re-order
your Agents to cope with the new situation. Giving your Agents regularly updated
orders will keep them alive longer!
• Click to resume the action. Your Agents should open fire. The first Aliens
you encounter will be quite easy and your Agents should be able to pick them
off with ease. Leaving Agents without cover is not advised though as direct
Alien hits can cause serious injuries.
Note: shooting Aliens is covered in more detail in Tutorial Four.
• Move the cursor to a position away from your Agents and press the Right-
p.32
• Click , so that we can look at some other controls without being attacked.
p.33
Tutorial Two: Tactical Combat
USING SPLIT LEVEL
VIEWS
The Tactical Area is built-up of several levels. These may be viewed individually
or assembled into a complete 3-D picture. Splitting the Tactical Area into levels
allows you to see behind walls and inside rooms (if you have already explored
them).
At the moment, the Tactical Area is set to Level Mode 2 (its default setting). This
displays the level you are on and any levels below.
• Click and the display will change to Level Mode 1; notice the button will
change. This hides everything above and below the currently selected level,
this is why some rooms in the building appear to have no roof.
• Click again and the display will change to Level Mode 3. All levels are
now displayed at once producing a complete 3-D picture.
Level
Indicator
• Click the button once more to return the display to the original Level Mode 2
setting.
When you are playing the Tactical Game you may often need to switch to the
level above or below the one that is currently displayed.
You can change to any level instantly, using the Level Indicator, positioned in
the centre of the Control Panel. To change to Level 5, for example, simply click
on the number 5.
Alternatively, you can use the buttons to move the display up or down a
single level.
• Click on the different levels using the Level Indicator and notice the display
changing. Also try moving the levels up and down, using the buttons.
Note: Page Up and Page Down, on your keyboard, can also be used to move up
or down a level.
Toggle Map
Level Display
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Up/Down
Level
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Tutorial Two: Tactical Combat
SELECTING INDIVIDUAL
AGENTS
Squad Icons
Agent Icons
There are two ways to select an Agent from the current squad.
• Click on any of the four Agent Icons on the right of the Control Panel; a
yellow marker is now displayed above that Agent in the Isometric Map View.
To deselect the other Agents, simply right-click on their Agent icons.
• Move the green cursor box over an unselected Agent in the Isometric MapView, the box should change to yellow. Click on the Agent. The marker
should disappear from the first Agent and now appear above the second
Agent. Clicking on a single Agent in the Isometric Map View automatically
causes all other Agents to be deselected
MOVING INDIVIDUAL
AGENTS
After selecting an Agent (see above) you are now ready to move that Agent.
• Click on a destination a short way in front of the Agent.
• A single yellow arrow will appear to mark the Agent’s new destination.
• Click .
• The Agent will now move to the new destination.
Note: Aliens or hostile units may be encountered at any time. Beware! Ensure
you keep an eye on your Agents!
• To make the selected Agent turn around, move the cursor to a position within
the Tactical Display and click the RMB. The Agent will now turn to face in the
direction of the cursor.
THE OVERHEAD MAP
VIEW
Now that we have started to move Agents around the Tactical Area, we will need
to be aware of their position as they continue to move around. For this, we can
use the Overhead Map View.
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Tutorial Two: Tactical Combat
• Click .
• Click to activate the Overhead Map View.
The Overhead Map View allows you to see more of the Tactical Area on screen.
The diamond shape outline, shows the area of the map that will be displayed
when you return to the Isometric Map View. As in the Isometric Map View, the
Overhead Map View will only show the areas that your Agents have explored.
Overhead
Map View
Switch
Map View
• You can scroll the Overhead Map View in the same way as the Isometric
Map View, simply move your cursor to the edge of the screen.
Note: you can also use the cursor keys (on the keyboard) to scroll around the
map.
You will see Yellow arrows on the Map; these are
X-COM
Agents. Any Red
arrows are hostile units and any Purple arrows represent neutral personnel.
Solid arrows show units on the present level; large outline arrows show units
above the current level; small outline arrows show units below the current level.
The direction of the arrow indicates the direction that a unit is facing.
Note: the map will only show the level of the Tactical Area you have currently
selected.
• Click on the buttons or the Level Indicator (in the Control Panel) to
display other levels.
• Scroll the Overhead Map View until the diamond outline surrounds at least
one of your Agents.
• Click again to return to the Isometric Map View.
SEARCHING FOR THE
ALIENS
As you continue to move your Agents around the Tactical Area, you will
encounter stairs, doors and lifts. To use these, do the following:
• To go through doors, click inside the room.
• To go up stairs, click at the top of the stairs.
• To go down stairs, click at the bottom of the stairs.
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Tutorial Two: Tactical Combat
Grav Lift
• To use a Grav Lift, move your Agents to the Lift. Select the level you wish to
move to and then click on this level. Your Agent will move up or down to the
selected level using the Grav Lift.
ENGAGING THE ALIENS
When one of your Agents sees an Alien, a small Alien indicator will appear above
the icon of that Agent in the Control Panel. Clicking on the ‘Alien Sighted’Indicators will cause the display to be centred on the relevant Alien.
Agents will open fire automatically on any Aliens sighted. They will also use any
cover available (within a one square radius).
Note: if you are playing the Turn-Based Game, you will have to fire on Aliens
manually. See Tutorial Four for full details.
COMPLETING A TACTICAL
MISSION
If you successfully manage to kill or stun all Aliens in the Tactical Area, or if all of
your Agents are killed or stunned, then the Tactical Mission will end and you will
be taken to the Debriefing Screen. Here you will be given a score based on how
successfully you completed the mission objectives.
Alien Sighted
Indicator
p.40
• Click OK to return to the Cityscape.
In Tutorials Three and Four we will use our Saved Game to replay this Tactical
Mission. Tutorial Three will introduce more movement options whilst TutorialFour focuses on weapons and targeting modes. If you are feeling confident and
would like to explore the other controls as you play, then you can jump straight
to Tutorial Five which covers resource management within the Cityscape.
In this, the Third Tutorial, we will replay the Tactical Mission we started in
Tutorial Two. Here we will learn to use some of the more advanced movement
options available to you during Tactical Combat Missions.
RUNNING
Firstly you must load the game you saved in Tutorial Two.
• Click Load Game from either the Main Menu or the Options screen. Select
the saved game from the list and the Tactical Mission will be restored.
We have already learnt how to move our Agents around the map, so lets look at
the different movement modes they can use.
Crawl
Kneel
Walk
Run
Agent movement is not restricted to walking. Sometimes your Agents will need
to cover ground very quickly, when they are retreating or moving into cover. In
this instance, you can order your Agents to run.
• Click to start time moving.
• Double click on the Squad Icon to select all Agents in that Squad.
• Click to order the selected Agents to run.
• Click a destination. All of the Agents should run to that destination. Be careful
not to make you Agents run too much; running expends more energy than
walking - don’t exhaust your Agents!
Note: Agents will not be able to fire at enemy units whilst they are running.
• Click to return your Agents to walking speed.
When squads or multiple Agents are selected, then any movement orders given,
will apply to them all. If you want an order to apply specifically to one Agent,
then ensure that only that Agent is selected.
Note: in the Turn-Based game, running will expend less Time Units than
walking.
position and move your Agents strategically within the Tactical Area. Agents can
use many features of the Tactical Area for cover, by Crawling to positions and
Kneeling behind them.
• Select an Agent.
• Click to order your Agent to assume a crawling position. Crawling
makes your Agent a harder target for any hostile units to hit.
• Click on a destination. The Agent will now Crawl to that destination.
, it is essential for Agents to use cover. You must learn to
Note: in the Turn-Based game, crawling will expend more Time Units than
walking.
Kneeling functions differently to Walking, Running and Crawling as it is a
position that your Agents will adopt once they have reached their destination
• Click to return your Agent to a standing position.
Note: in the Turn-Based game, both kneeling and standing will use an Agent’sTime Units; if you intend to kneel at the end of each move then you must
ve enough Time Units to do so.
reser
.
KNEELING
If there is any cover close to your Agents, move your Agent to that position.
• Click to make the selected Agent kneel. The advantage of kneeling behind
cover is that your Agent is less visible to hostile units and can fire more
accurately.
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TUTORIAL FOUR:
TACTICAL COMBAT
(ATTACKING THE ENEMY)
Tutorial Four continues where Tutorial Three left-off and concentrates on the
Attack Modes and Shot-Type controls available to you in Tactical Combat
Missions. If you want to reload your Saved Game, you can do so now otherwise you will need to continue walking around the Tactical Area until you
encounter some Aliens.
X-COM
In the Real-Time game,
Agents will react automatically when hostile units
come into their line of sight; but how they react is dependant on the orders you
give them.
ATTACK MODES
Cautious
Safe
Aggressive
Note: in the Turn-Based game, Attack Mode “orders” only have effect in
Opportunity Fire (more on this later). If you are playing the Turn-Based game,
skip this section and turn to Firing In The Turn-Based Game.
Depending on your objectives or strategy, you may wish to change the AttackMode that your Agents adopt when exploring the Tactical Area.
• Select an Agent.
• Click . Your Agent will always take the safe option when moving around
the Tactical Area (ie the Agent will not be aggressive and will seek cover over
confrontation).
• Select a destination for the Agent to move to.
You can order your Agents to be Aggressive or return to Cautious behaviour as,
and when, your circumstances change. Experiment with Attack Modes as you
move around the Tactical Area.
• Click to return your Agent to a Cautious approach.
SHOT-TYPES
Aimed-Shot
No Shot
Snap-Shot
Auto-Shot
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Tutorial Four: Tactical Combat (Attacking The Enemy)
In conjunction with Attack Mode, you should also give Agents weapon orders.
• Click to make your Agent favour an Aimed-Shot.
The Aimed-Shot is more accurate than the Snap or Auto-Shots but the rate of
fire is slower.
• Now, select and give your other Agents different orders. Experiment with
different combinations and see what happens.
• Clicking will prevent your Agents from firing. This can be useful if you
haven’t much ammo.
Note: the ammo indicator is the vertical bar down the side of each hand in the
Control Panel.
As with Attack Modes, these orders affect all selected Agents. When single
Agents are being controlled, the other Agents in the squad retain their previous
orders.
USING COVER AND
TARGETING THE ALIENS
To play
X-COM Apocalypse
Agents as strategically as possible to get the greatest benefit from cover. You
should give them the best opportunity to use cover by placing them near to it;
effectively it is recommended that you place your
Agents can then duck in and out of cover or Kneel behind it. For ambushes, try
to use areas where Agents can only be attacked from one direction. Also, where
possible, use Agents to cover each other.
The game will pause and show a message whenever a hostile unit is sighted by
one of your Agents. It is recommended
order your Agents to cope with the new situation. Giving your Agents regularly
updated orders will keep them alive longer!
Should multiple hostile units appear, it is possible to direct your Agents’ fire on a
particular target.
• Move your cursor over the hostile unit - it will now change to a white target
cursor.
• Right-click on the hostile unit. A red target cross-hair will now remain on the
targeted unit.
that you take advantage of this to re-
Note: you can prevent the game from pausing by switching the Messages Panel
off. You can turn messages on or off from the Options Screen. Active Messages
are accompanied by a Tick. To switch a message off, click on the Tick, a Cross
will appear in its place indicating that the message is now disabled. All messages
will still appear in the Message Bar but will not cause the game to pause when
they appear.
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Tutorial Four: Tactical Combat (Attacking The Enemy)
FIRING IN THE
TURN-BASED GAME
If you encounter a hostile unit, you should use a weapon against it before it gets
a chance to fire.
First, select the Shot-Type you wish to use from the three options.
• Click for an Aimed-Shot in the target’s general direction.
Now that we have chosen the Shot-Type, we can fire at the enemy (as long as
the Agent is carrying a loaded gun).
• Move the cursor over the hostile unit, a target crosshair will appear.
• Click the RMB to fire.
If you are carrying two weapons and only wish to fire one, you must first select
that weapon before firing.
Left Hand
Ammo Type
Remaining
Ammo
Right Hand
Accuracy Display
• To select a weapon, click on one of the Agent’s ‘hands’. The cursor will
change to a white Target Cursor. Move the Target Cursor over the hostile unit
- it will turn red indicating that it is positioned over a potential target.
Targeted Alien
• Click on the target using the LMB. Your Agent will now fire the weapon at the
target.
Now one of three things will happen:
1) The Agent fires a shot and misses. This is unfortunate but is expected initially all of your Agents are Rookies. You will find that your Agents will
become more accurate as they fight more battles.
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Tutorial Four: Tactical Combat (Attacking The Enemy)
2) The Agent hits the hostile unit with the shot. Aliens can be very tough, so
don’t be surprised if they don’t die from the first hit.
3) The hostile unit fires back. If this happens, pray that it does not hit your Agent
and that your next shot kills it.
• You can continue to fire by clicking the Left-Mouse-Button, or cancel firing by
clicking the Right-Mouse-Button.
Note: firing in the Turn-Based Game causes Agents to use Time Units.
USING EQUIPMENT
Agents can be equipped with weapons other than guns. You may prefer to attack
with a grenade, or use a grenade to clear an area of cover.
• Click from the Control Panel to take you to the Equip Agent Screen.
• Click on a grenade to ‘pick it up’. Keep the Left-Mouse-Button depressed and
drag and drop the Megapol AP Grenade to an empty ‘hand’.
• Click OK again to return you to the Isometric Map View.
Note: Turn-Based players! Check your Time Units before you use the grenade,
you may not have enough left! If you have run-out, click . When it is your
Turn again, all of your Agent’s Time Units will be replenished.
• Click on the grenade to bring up the Prime Grenade ‘window’.
Slider Bar
Cancel Priming
The Grenade
• Click and drag the Slider Bar, in the Prime Grenade ‘window’, to the left/right
to set the grenade to detonate in “3 secs”.
Note: in the Turn-Based game, slide the Bar left/right until it reads “End of Turn”.
This means the grenade will detonate at the end of the X-COM Turn.
• Click the Tick icon to accept the grenade settings.
Note: you can click the Cross icon to cancel priming the grenade.
Each hand is accompanied by two buttons, (throw) and (drop). Because
of the three second detonation time (in the Real-Time game), it is better to throw
the grenade. You don’t want to blow-up one of your own Agents!
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Tutorial Four: Tactical Combat (Attacking The Enemy)
• Click next to the hand containing the grenade.
• Click a target in the Isometric Map View. The grenade will now be thrown
there. After three seconds (or at the end of the Turn, in the Turn-BasedGame) it will detonate, clearing whatever is in that area.
If an Agent already has a grenade in his/her hand and you need him/her to throw
it quickly, simply select the grenade with the RMB in the Hands Area. Click a
target in the Isometric Map View. The grenade will now be thrown at its
intended target and explode on contact with the floor.
RETRIEVING EQUIPMENT
FROM THE TACTICAL AREA
If you complete a Tactical Combat Mission successfully and kill, or stun, all of
the Aliens, then you will automatically retrieve all of the items left by the Aliens.
If, however, you decide to evacuate the Tactical Area before you have killed all of
the Aliens, then you will have to pick up Alien Artefacts manually.
• After you have successfully killed an Alien, position an Agent over the
equipment dropped near the corpse.
• Click to open the Equip Agent Screen. Any objects that are on the
floor will be displayed in the Item Menu at the bottom of the screen. Use the
drag and drop method to collect these items. Drop them into any spare
carrying space your Agent may have.
It is important to retrieve Alien technology so that you can research it when you
return to Base.
OPPORTUNITY FIRE
(TURN-BASED GAME ONLY)
Opportunity Fire is a slight exception to the Turn-Based rule. It allows you to
end your Turn leaving Agent’s with enough Time Units to fire a shot. Your
Agents can automatically fire during the Alien’s turn at any hostile unit who
strays into their line of sight.
The way an Agent behaves during Opportunity Fire depends on the Attack Mode
you select. You can make the Agent more likely to fire or hide depending on
these Attack Modes.
• Click to order your Agents to proceed aggressively. Agents are more
confrontational using this Attack Mode and more likely to shoot in
Opportunity Fire.
RESERVING TIME UNITS
You must reserve enough Time Units for your Agents, to take full advantage of
Opportunity Fire. In this case we will reserve enough for an Aimed-Shot.
• Click Now this is selected, the Agent will always retain enough Time
Units to per form an Aimed-Shot in the event of Opportunity Fire.
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