Games PC X-COM-TERROR FROM THE DEEP User Manual

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GAME PLAY
®
MANUAL
STRATEGY
TECHNICAL SUPPLEMENT
TM
REQUIRED EQUIPMENT
For X-COM: Terror From The Deep to work, there are a few things your computer must have.
The processor has to be an 80386 with a system speed of at least 33MHz (megahertz). Basically, any computer with “386,” “486” or “Pentium” in its name should do just fine. For best play, we recommend at least a 486 with a speed of 50MHz.
You must have a version of DOS numbered 5.0 or higher. Almost all 386,
TERROR FROM THE DEEP
486 and Pentium computers include DOS in the standard software package.
There have to be at least 520K (532,480 bytes) of free conventional memory. The nice thing is, you don’t even have to know what a K is. (It’s a “kilobyte”—1024 bytes. Never mind what a byte is.) To find out whether you have enough, at the DOS prompt type mem/c and press r. Somewhere in the mess of information that pops up will be a line something like “Largest executable size.” That’s what tells you how much free conventional memory you have.
TERROR FROM THE DEEP
CONTENTS
There also has to be at least 4MB of memory installed in your system, at least 3MB of which should be free (3072K). The “mem/c” report should also tell you the total amount of memory installed in your system.
The graphics must be VGA quality or better (SVGA is better).
You must have a mouse attached to the computer. (We mean the input device; please do not glue or staple helpless little animals to the keyboard.) The mouse driver must be Microsoft mouse version
8.01 or higher or something fully com­patible with this.
COMPATIBILITY ISSUES
Please note that this list includes only the known conflicts and incompatibilities. Since no test procedure can ever be totally comprehensive, you may run into undiscovered problems. Please contact Customer Support if you do.
We strongly recommend that you do not run this game under Microsoft Windows 3.1 or Windows 95.
We strongly recommend that you not have any terminate-and-stay-resident programs (TSRs) other than memory managers loaded into memory when playing X-COM: Terror From The Deep. Not only will they decrease the amount of free memory available, thus slowing the game, but there may be unpredictable interactions.
OPERATING DIFFICULTIES AND LOADING PROBLEMS
Q. Why can’t I install the game to my
hard disk?
1. You must check all of the system re­quirements, especially the amount of hard disk space required.
2. Try installing the program to an uncompressed partition on the hard drive in case Drivespace or Doublespace or a similar utility is conflicting in some way with the installation program.
Note: If your hard drive is compressed with the Drivespace or Doublespace program from Microsoft, you must double the amount of hard drive space needed during installation: not every file will compress at the normal ratio of 2 to 1. For example, installation of the game usually takes 16MB, but with Doublespace it could take up to 32MB.
3. Finally, try installing the game on another machine to see if the problem recurs.
Q. What is a boot disk?
This is a startup disk for your computer that contains alternate startup files to those on your hard drive. Using a boot disk will leave more conventional memory free.
Using a Boot Disk
Insert the boot disk into your floppy disk drive, then switch on the computer. You should leave the disk in the floppy drive during play.
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Slow Running
If you are not running from a boot disk, you can try using SMARTDRV.SYS or SMARTDRV.EXE loaded into your CONFIG.SYS or AUTOEXEC.BAT. This might speed up the game a bit.
If you are using MS-DOS 5.0, make sure you have the following line in your CONFIG.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 your AUTOEXEC.BAT file:
loadhigh c:\dos\smartdrv.exe
However, you might need to remove this line if memory problems occur.
Q. Can I run my game through
Windows?
No. This is not recommended; it is likely that you will not have sufficient memory to do so.
Q. Does this game run with DR DOS,
Novell DOS 7 or OS/2?
Success is not guaranteed. Micro­Prose games are currently designed to run with MS-DOS 5.0 or any 100% compatible DOS.
Q. What is base memory?
This is the original 1MB (1024K) in your machine. It is divided into conventional memory (640K), where MS-DOS and all PC programs load, and upper memory (384K), where system programs reside.
In MS-DOS 5.0, the bulk of the operating system and associated drivers (such as the mouse driver) are normally loaded into upper memory. Other drivers held in the
area of conventional memory will reduce your 640K available for the program.
It is important to have as much free conventional memory as possible.
Q. What is extended memory (XMS)?
Further memory, beyond the 1MB of base memory on your PC is called extended memory. XMS can be used to free more conventional memory so that bigger games can be run. XMS can also be used to simulate expanded memory.
Q. What is expanded memory (EMS)?
EMS was originally designed to give PC compatibles more memory to run programs. It has been around longer than XMS, so many older programs take advantage of it. The DOS command EMM386.EXE can be used to turn XMS into EMS and should be in your CONFIG.SYS.
Remember that hard drive space is also measured in megabytes (MB). Don’t confuse this with memory— the two are completely different!
Memory Managers
If the program is occasionally freezing or crashing to DOS, the game might have a conflict with your current memory manager. MicroProse recommends only the drivers that come with MS-DOS (i.e., HIMEM.SYS and EMM386.EXE). Try using the memory managers that come with MS-DOS 5.0, Windows 3.1, MS­DOS 6.0 or MS-DOS 6.2, in that order.
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Mouse Drivers
Another common cause of the program freezing or crashing is a conflict with your current mouse driver. MicroProse recommends the Microsoft driver, MOUSE.COM or MOUSE.SYS version
8.01 or higher. See the MS-DOS manual for full details. To check which mouse driver you are using, run the MSD program which comes with Windows 3.1 and MS-DOS 6.0/6.2.
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TERROR FROM THE DEEP
TM
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 the
TERROR FROM THE DEEP
exception of quoting brief passages for the purpose of review.
1
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INTRODUCTION
BACKGROUND
On the morning of November 28, 1998, top officials from the world’s most economically powerful countries congregated secretly at the UN. The reason for the meeting: increasing terrestrial UFO activity. Over the previous 6 months there had been numerous confirmed sightings, landings and hostile contacts with super-intelligent and unpredictable aliens.
After much debate, the decision was made to establish an independent body to combat, investigate and defeat the alien threat. This elite organization was equipped with the world’s finest pilots, soldiers, scientists and engineers, working together as one multi­national force.
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This organization was named the Extraterrestrial Combat Unit — X-COM.
2039. The last scarred sites of the alien war of 30 years ago are healing and, for all intents and purposes, the threat to the Earth might never have happened. Humans sleep easier in their beds knowing that the evil has gone…
But in the oceans long-silent forces have been aroused by the conflicts. Forces that have from time to time made themselves known to man, but for the most part have remained hidden. Separated from their stellar cousins for millennia, these aliens are now aware of their brethren’s former battles culminating in the final conflict on Mars.
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Under the ocean lies the remains of a vast interstellar colonization ship; 400 billion tons of metal that plummeted to the Earth some 65 million years ago. Now, the waiting is at an end, the powerful computers begin to stir, the ancient technology readies itself for the coming storm. When the alien base on Mars shuddered in its death throes, a powerful Tachyon beam darted out to a long dormant receptor.
Thirty years ago, awakened by the cosmic emissions of their brothers, the vast chambers of innumerable species began their re-animation cycle. X-COM must now face a new terror, an army of aliens that is already here, but in an environment more deadly than deep space. The aliens of the depths are well prepared to take on man in all the oceans, even bringing the war onto the land.
X-COM: Terror From The Deep
into combat in a strange and alien world, use new technology to enable the war to be taken under the seas, arm your troops for an encounter the likes of which man has only dreamed of in his worst nightmares…
lets you enter
GAME OVERVIEW
A vast sleeping enemy has awakened. When the colonization vessel crash landed on Earth some 65 million years ago, the emergency systems placed the aliens in suspended animation. A distress call was sent, but was never received by the aliens’ homeworld. Over the eons the computers awakened small groups of aliens to attempt colonization, but the strategies and devices were imperfect. The aliens have also sunken ships, destroyed planes and devastated remote ports over the centuries — to what end we know not.
Now, deep in the vast hulk of the mother ship the battle computers have become fully on­line. The systematic awakening of the aliens and their technology has begun.
Across the globe are sites where age-old alien advance assault squads have been attempting to contact their distant brothers. The sites contain powerful artifacts that they need to conquer the planet and transform it into an aquatic paradise for aliens.
X-COM: Terror From The Deep
command of X-COM. You control the force to stop the alien terror. First, you’ll intercept the alien subs and shoot them down. Then, you’ll command a sub-aqua mission using the ‘Battlescape’ display. This view will display only what your aquanauts can see, allowing danger to creep up on the unsuspecting.
puts you in
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Successfully completing Alien Submarine Assault missions allows X-COM scientists to clear the sites of artifacts and begin researching alien technology. On completion, Engineers can reproduce superior weapons to better attack subs. Soon you will be fighting the aliens with their own technology.
Section 2: The Reference Guide
For the player who is familiar with how to play
X-COM: Terror From The Deep
find out more about particular game features.
and needs to
A special UFOpaedia will contain all the information gathered from your missions.
Special Note to
Unknown
This manual is organized in the same way as
X-COM: UFO Defense.
changes in the technology used,
Defense
interface and will only need to scan this Gameplay manual. However, you are advised to read the X-COM notebook provided in your
Terror From The Deep
increase your enjoyment and understand more of the X-COM world.
Veterans
veterans will be familiar with the
UFO Enemy
Except for specific
X-COM: UFO
package in order to
THIS MANUAL
This manual is split into two main sections:
Section 1: The Gameplay Tutorials
The Controls
The Mouse
You need a Microsoft-compatible mouse to play
X-COM: Terror From The Deep
manual will refer to ‘clicking’ on buttons, icons or highlighted text. To do this, simply move the cursor over the option and press the Left Mouse Button (LMB), unless otherwise stated.
. This
Designed to get you playing
From The Deep
recommend that you complete each tutorial before you begin to play the game on your own.
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as soon as possible. We
X-COM: Terror
4
TERROR FROM THE DEEP
SECTION 1
THE GAMEPLAY
TUTORIALS
BEFORE WE BEGIN...
Welcome to The following tutorials are designed to help you begin playing with the minimum of trouble. The three main sections of the game are covered here: the Geoscape, the Battlescape and the Bases Screen.
For extra information on particular game features, please see the Reference Guide section later in this manual.
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X-COM: Terror From The Deep
.
STARTING A NEW GAME
1. Install and load
Deep
by referring to your installation
booklet.
2. The Language Screen appears. Select a language.
The screen changes to the Main Game
Options menu.
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X-COM: Terror From The
TERROR FROM THE DEEP
3. Move the mouse pointer over the New Game option and click on the Left Mouse Button (LMB), the Difficulty Level Screen appears.
4. Click on Beginner to move to the Main
Game screen, The Geoscape. The first thing you must do is position your first X-COM base in one of the Earth’s oceans.
Note: You cannot place a floating base anywhere on land.
SETTING UP A NEW X-COM BASE.
5. The message Select Site for New Base appears at the top of the screen.
At the bottom of the screen are three blue spheres surrounded by arrows. These are the Geoscape View Controls which allow you to rotate, zoom-in and zoom-out from the Earth display.
Click on the icon. The Earth display is
magnified to see the ocean beds in better detail.
6. Click again on the icon. The dis­play is again magnified — Ports, Islands and Funding Zones will now appear.
7. Click twice on the icon. The Earth display 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, the
Earth display tilts towards you. Hold down the 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 Earth and click on the Right Mouse Button (RMB) to center the Geoscape on that location.
By using a combination of these controls, you can manipulate the Earth’s display to show any part of the planet in detail.
For the purposes of this Tutorial, you are advised to select a base in an area around the 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 Base Name? appears. Type in a name using the keyboard and press r. You have now set up a new X-COM Floating Base and are ready to start playing
X-COM: Terror From
The Deep.
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TUTORIAL 1: THE GEOSCAPE
THE TIME CONTROLS
2. Look at the Game Time. It is currently passing in 5 second increments. The Time Controls, below the Game Time, allow you to control the rate at which this time passes.
This tutorial will guide you through the Geoscape’s basic controls and the process of intercepting Alien Attack subs.
1. The Geoscape is the main screen for playing
Your base is represented on the 3-D view of the Earth as a Hollow Blue Square. Alien Subs are Solid Red Crosses, Alien Bases are Hollow Purple Squares and X-COM flying subs are Solid Yellow Crosses.
On the right hand side of the screen is a list of Menu Options, a display of the Game Time, the Time Controls and the View Controls.
The Time Controls are very important in the game, and it is these that we will go through next.
X-COM: Terror From The Deep.
Note: If you wish to pause time at any stage during the game, simply click on any of the Menu Options.
Click on the 5 Mins button. Time now
passes at the increased rate. The Game Time rapidly changes and you might see night and day sweep around the Geoscape model of the Earth.
You should use the Time Controls to advance the game through any time-consuming section (e.g., waiting for craft to arrive at their destination or waiting for Alien Subs to be detected).
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DETECTING ALIEN FLYING
INTERCEPTING ALIEN
SUBS
3. We will now advance time to the the point that the first Alien Sub is detected (if this has not already happened).
Click on the 1 Day button in the Time
Controls. Time passes at the maximum rate.
4. Eventually, a window appears over the Geoscape with the message Alien Sub-1 Detected. Information regarding the Sub (size, depth, heading, speed) is shown in this window.
Click on the button marked Centre on Alien
Sub-Time=5 Secs. This will center the
Earth display on the Alien Sub and reduce the passage of time to 5 seconds. The Alien Sub appears as a red cross moving slowly in the center of the Geoscape.
FLYING SUBS
5. Position the Mouse pointer on your base and click the LMB. A window appears with the title Launch Interception and a list of the Subs available at that base.
6. Move the Mouse pointer to highlight
Barracuda-1
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 target.
and click the LMB.
Barracuda’s
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8. The window containing the confirmation message Target: Alien Sub-1 will appear.
B. If your
Barracuda
loses contact with the
Alien Sub, the window Alien Sub-1
Click on the OK button.
9. The
Barracuda
(represented by a yellow cross) will launch from its floating base and attempt to intercept the Alien Sub.
Note: Remember, if you need to pause the game, click on any of the Geoscape Menu Options.
If the Alien Sub lands, it appears as a Green Cross.
Barracuda’s
are only interception subs
and cannot carry out ground attacks; so, you will have to wait until the Alien Sub lifts off again — click on the 5 Mins Time Control button to accelerate the passage of time.
10. At this point, one of two things could happen:
A. If your
Barracuda
catches the Alien Sub, the Sub Combat window appears. Skip the rest of this section and go to
step 19 of this tutorial.
Tracking Lost will appear. This might
happen several times before you actually get into combat; most Alien Subs can out­perform
Barracudas.
Click on OK. Continue to the next step of
this tutorial.
11. The Craft Status window appears, allowing you 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 the last known Alien Sub position, it uses its onboard 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 Alien Sub position without detecting the Alien Sub, the following window will appear:
Click on the
Barracuda
. This brings up
the Sub Status window.
16. Click on the Select New Target button.
17. The message Select Destination appears in the top of the screen.
Click on the Alien Sub to reselect it as the
target.
If this happens, the Alien Sub has disappeared from all X-COM tracking devices. The interception mission has failed.
Click on the Redirect Sub button. The Sub
Status window will reappear. Click on Return to Base. The
Barracuda
will return
to its base.
Go back to step 3 of this tutorial.
14. Click on the Centre on Alien Sub-Time=5 Secs button in the Alien Sub-1 Detected window.
15. At the moment, the
Barracuda
is still heading for the last reported position of the Alien Sub. Now reassign the Alien Sub as the
Barracuda’s
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target.
18. The message Target: Alien Sub-1 will reappear.
Click on the OK button.
Go back to step 10 of this tutorial.
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SUB COMBAT
19. If the
Barracuda
Alien Sub, the Geoscape automatically increases magnification and the Sub Combat window appears over the center of the Geoscape.
gets within range of the
21. Click on the Sub icon. This brings back the
Sub Combat window, ready for you to attack the Alien Sub.
22. Click on the icon to carry out a Stan-
dard Attack on the Alien Sub. The progress of the attack is displayed in the left-hand side of the Sub Combat window. The message box in the bottom of the window relays the pilot’s messages to you.
Note: You cannot intercept Alien Flying Subs over land.
Click on the minimize window icon in
the top left of the Sub Combat window. The Sub icon will appear in the top left of the screen.
Craft Icon
If the Alien Sub outruns the to step 10 of this tutorial.
If the
Barracuda
have failed in your objectives; there is no useful debris to investigate. Return to step 3 of this tutorial.
If you succeed in your objective the message “Alien Sub downed!” appears in the pilot’s message box. The crash site is marked with a white cross. The Alien Sub is now vulnerable to an aquanaut assault, allowing you to investigate the wreckage.
destroys the Alien Sub, you
Barracuda,
return
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SAVING THE GAME
23. Now would be a good time to save your current game.
Click on the Options button.
26. Type in the name for your saved game using the keyboard and press r.
When the game has saved, you return to the Geoscape.
INVESTIGATING THE CRASH SITE
24. Click on the Save Game button.
25.The Select Save Position screen appears.
Click on any of the ten numbered buttons
to select the slot into which your current game will be saved.
27. You will need to assign a transport to take a squad of aquanauts from your base to the Crash Site.
Find your base (you may need to rotate the
Geoscape to bring it into view). Click on your base: the Launch Interception window appears.
28.Move the mouse pointer to highlight
Triton-1
29. The message Select Destination appears in the top of the screen.
30. Click on the Alien Sub Crash site (the white cross) to select this as the target.
31.The message Target: Crash Site-1 appears.
and click the LMB.
Triton Sub
Triton’s
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Click on OK.
32. The
Triton
(represented by a yellow cross) will launch and make its way to the Alien Sub Crash Site.
Click on the 5 Mins button if you want to
increase the passage of time.
33. When the
Triton
arrives at the Crash Site, the Alien Sub Crash Recovery screen appears. Read the instructions on this screen.
Click on OK to enter the next section of
X-COM: Terror From The Deep —
The
Battlescape.
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TUTORIAL 2: THE BATTLESCAPE
2. You will see that six of your aquanauts have Jet-Harpoons, one has a Dart Gun and one has a Gas Cannon. The aquanauts carry extra ammunition and grenades on their belts.
Full details on this section of the game are given in the Alien Submarine Assaults chapter of this manual.
Tutorial 2 guides you through the close combat Battlescape — the section of the game where you fight the aliens face-to-face.
ARMING YOUR SQUAD
1. The eight members of your squad automatically arm themselves with the weapons that are available. This screen allows you to adjust the weapons your squad will carry into action.
Click on the left/right arrows in the top right
of the screen to check the armament of each of the eight members of your squad.
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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THE BATTLESCAPE
4. You will now see your bed. Its cabin roof is ‘peeled away’ to reveal your squad of eight aquanauts within.
The bottom section of the screen contains a number of buttons and displays. This section of the screen is known as the Control Bar.
Triton Sub
on the sea
Click on the button in the Control
Bar. The number on the button changes to 2.
The cabin roof and wings of the appear. Your aquanauts are now hidden from view. This is the Full View of the Battlescape.
1
Triton Sub
USING THE SPLIT LEVEL VIEW
5. The Battlescape is built up of several levels. You can view these individually or assembled them into a complete 3-D picture. Splitting the Battlescape into levels allows you to see behind walls and inside buildings or Subs.
At the moment, the Battlescape is set to its normal setting — the Multi-level View. The Multi-level view hides everything above the currently selected level, which is why the
Triton Sub
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appears to have no roof.
6. Click on the button again. The num­ber on the button will change back to 1. The Battlescape returns to the Multi-level View.
7. When you are in any of the Multi-level Views, you might need to switch to the next level down or up.
Click on the button.
8. The display again changes, now showing the Triton from three or four levels higher. The View window now represents the new level.
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9. Click on the button. The display returns to the original view, with
your squad visible inside the
Sub.
SELECTING AQUANAUTS
10. You control your squad individually, selecting and moving each aquanaut in turn.
Move the mouse pointer over the
Battlescape display. A white 3-D box appears under the pointer.
11. Move this box over any aquanaut. The box now flashes yellow and red.
12. Click on the LMB. A yellow arrow appears above the aquanaut’s head to show that he/she is now selected.
13. Move the mouse pointer over any other aquanaut in the select. Watch the aquanaut’s name change (halfway down the Control Bar) and the arrow move to show the now selected aquanaut.
Triton Sub
and click to
MOVING AQUANAUTS
14. Move the mouse pointer over either of the aquanauts nearest the door of the
Sub
and click to select. The yellow arrow appears above the aquanaut’s head to show that he/she is now selected.
15. Now, move the mouse pointer over the ground just outside of the door is located on the wall facing you at the front of the Sub.)
16. Click the LMB.
The aquanaut will walk out of the destination you have just set.
17. Move the mouse pointer over the other aquanaut near the door of the and click to select.
18. Now move the mouse pointer over the ground just outside of the
Triton Sub.
Sub
Triton
(The
Sub
to the
Triton Sub
.
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19. Click the LMB. The aquanaut will walk out of the
Sub
to the
destination you have set.
20. We now have two aquanauts deployed from the
Triton Sub
. You may notice that the Battlescape now displays a little more of the surrounding terrain. This is because
the Battlescape only shows what is in your squad’s line of sight
.
Move the 3-D box to a point near the rear
of the Sub and click on the RMB.
The currently selected aquanaut turns around to face the
Triton Sub
, scanning the surrounding terrain in the process. Any nearby black squares turn into terrain as the aquanaut looks at them.
Note: You must take the mouse pointer to the very bottom of the screen, under the Control Bar, to move the View
window
downwards.
22. Click on the button to recenter the Battlescape on the currently selected aquanaut.
23 Click on the button. The next aqua-
naut in your squad will be selected.
This is an alternative way of selecting aquanauts, rather than searching around the Battlescape for every aquanaut.
24. Move this aquanaut out of the
Triton Sub
in the same way as the other two.
25. Select and move another aquanaut out of the
Sub
.
26. You now have four aquanauts deployed from the
Sub
. This is enough for the moment, the rest can remain on board as reinforcements.
The primary objective of this mission is to kill or stun the aliens. A good place to find aliens is the crashed Alien Sub itself, so we’ll start the search there.
21. If you want to look around the Battlescape at the visible terrain, move the mouse pointer to the very edge of the screen. The view window will move in that direction. To stop scrolling, move the mouse pointer back into the Battlescape.
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THE MAP SCREEN
27. Click on the button to access the Map Screen. This displays a Thermal Image of the mission area, allowing you to see X-COM and alien forces, the X-COM and Alien Subs. The Map Screen only displays those objects your aquanaunts have already sighted.
28. Your aquanauts appear as eight flashing yellow dots on the map. If an Alien Sub has been spotted, its hull appears as a pale brown and grey line.
29. The map only shows one level of the Battlescape at a time.
Click on the up/down arrows on the right-
hand side of the screen to display the next level up or down.
30.Click on the RMB to return to the Battlescape.
THE TURN-BASED SYSTEM
31. If you saw an Alien Sub in the Map screen, start moving your aquanauts toward it. If not, continue moving your aquanauts around the Battlescape until you find the Alien Sub.
Eventually the message Not Enough Time Units! appears.
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Alien Sub
32. This means that the selected aquanaut has moved as far as he/she can possibly move
in this turn
have moved to this point, it is time to end your turn.
Click on the button to end the turn.
19
. When all four of the aquanauts
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It is now the Aliens’ turn. They might open fire on your squad — you are helpless until your next turn.
Onscreen prompts tell you when to click the LMB to begin your next turn.
SEARCHING FOR THE ALIENS
33. Continue moving your squad around the Battlescape.
• to go through doors, click inside the room.
• to go up stairs, click at the top of the
stairs (make sure your aquanaut is directly at the bottom of the stairs).
You will notice that the Battlescape has an edge beyond which everything is black. This is the edge of the map — aliens will not go into this area.
36. Aliens will appear as blue flashing dots on this map, the white cross indicates where the map is centered.
Look for your aquanauts on the Map — there might be aquanauts in a better position to fire than the aquanaut currently selected.
Click on the RMB to return to the
Battlescape.
SEEING THE ALIENS
34. If one of your aquanauts sees an alien, he/she will immediately stop moving and a flashing numbered square will appear in the right of the Battlescape screen, just above the Control Bar.
Click on the flashing square to center the
Battlescape on the alien.
35. The screen is now centered on the alien.
Click on the button to access the
Map Screen.
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37. If you want to recenter the Battlescape on the currently selected aquanaut, click on the button in the Control bar.
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USING WEAPONS
38. We will now use a weapon against the alien, before it gets the chance to fire at us. This is probably a long-range shot, so a 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 choose from 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 has changed to a targeting cross instead of the 3-D box.
Position the cross over the alien (it will
flash 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 between your aquanaut and the alien. You must move your aquanaut to a different position or select another aquanaut before attempting to fire again.
B. The message Not Enough Time Units!
appears. This means that your aquanaut does not have enough Time Units to complete the shot. You must either choose another type of shot, select another 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 become more accurate as they fight more battles.
D. The aquanaut hits the alien with the shot.
The aliens wear strong armor, so it may take more than one hit to kill them.
Click the RMB to change the mouse
pointer from a targeting cross to the 3-D box. Continue your turn.
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Using Magna-Blast Grenades
42. If an alien is using an object for cover, you might prefer to attack it with a grenade.
45. Click on OK to return to the Battlescape.
46. You will now see the grenade in the Item Box on the far left of the Control Bar.
Click on the button to access the
Equip Aquanaut screen. This is similar to the screen which you saw before entering the Battlescape.
43. Every aquanaut has one grenade in his/her belt.
Move the mouse pointer over the grenade
and click.
The words Magna Blast Grenade appear by the aquanaut’s left foot.
44. Move the grenade over the box marked Left Hand and click again.
If the aquanaut has enough Time Units, the grenade will be placed in the aquanaut’s left hand.
If the aquanaut does not have enough Time Units, replace the grenade in the belt and repeat the operation during the next turn.
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 out of Time Units, simply end the turn and complete the priming/throwing process on the next turn. But beware! The aquanaut may be killed during the alien’s turn if he/she is not in cover.
48. The Set Timer window appears, allowing you to set the number of turns until the grenade detonates.
Click on the number 3.
The Battlescape reappears, with a primed grenade in your aquanaut’s left hand.
49. You now have three turns to throw the grenade and get away from the blast area.
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