                   X-COM: TERROR FROM THE DEEP *FULL* DOCS 
                   ---------------------------------------
                    (I fuc'n mean it when I say FULL :) )

                   There are often places where the manual
                    uses little icons and pictures in the
                  text, these will be described in words and
                  put in square brackets                 -Vu

============================================================================
                                  CONTENTS
============================================================================

INTRODUCTION ............................................................  4
Background ..............................................................  4
Game Overview ...........................................................  5
This Manual .............................................................  6
    The Controls ........................................................  6
Sorting the Materials ...................................................  6

SECTION 1:
THE GAMEPLAY TUTORIALS ..................................................  7

BEFORE WE BEGIN .........................................................  7
    Starting a New Game .................................................  7
    Setting up a New X-Com Base .........................................  8

TUTORIAL 1: THE GEOSCAPE ................................................ 10
    The Time Controls ................................................... 10
    Detecting Alien Flying Subs ......................................... 11
    Intercepting Alien Flying Subs ...................................... 11
    Sub Combat .......................................................... 14
    Saving the Game ..................................................... 15
    Investigating the Crash Site ........................................ 15

TUTORIAL 2: THE BATTLESCAPE ............................................. 17
    Arming Your Squad ................................................... 17
    The Battlescape ..................................................... 18
    Using the Split Level View .......................................... 18
    Selecting Aquanauts ................................................. 19
    Moving Aquanauts .................................................... 19
    The Map Screen ...................................................... 21
    The Turn-Based System ............................................... 21
    Searching For the Aliens ............................................ 22
    Seeing the Aliens.................................................... 22
    Using Weapons ....................................................... 23
        Using Magna-Blast Grenades ...................................... 24
    Completing the Mission .............................................. 25
    The Debriefing ...................................................... 26

TUTORIAL 3: THE BASES ................................................... 27
    Equipping the Submarines............................................. 27
    Assigning Research .................................................. 28
    Purchasing/Recruiting ............................................... 30
    Waiting for Delivery ................................................ 32
    Equipping The Triton Sub ............................................ 32
    Returning to the Geoscape ........................................... 33
    The End of the Tutorial ............................................. 34
    Playing Tips ........................................................ 34

SECTION 2:
THE REFERENCE GUIDE ..................................................... 35

THE GAME OPTIONS ........................................................ 35
    New Game ............................................................ 35
    Load Saved Game ..................................................... 36

THE GEOSCAPE SCREEN ..................................................... 37
    The Geoscape ........................................................ 37
    The View Controls ................................................... 38
    The Time Controls ................................................... 38
    The Game Time ....................................................... 38
        The X-COM Project Monthly Report ................................ 38
        Molecular Control Training ...................................... 39
    The Menu Options .................................................... 40
    Using the Geoscape .................................................. 40
    Other Geoscape Uses.................................................. 47

ASSAULT ON ALIEN CRAFT .................................................. 48
    The Equip Squad Screen .............................................. 48
    The Battlescape Screen .............................................. 49
        Using the Battlescape ........................................... 49
        Using Weapons ................................................... 50
        The Battlescape Control Bar ..................................... 51
        Promotion ....................................................... 56
        Wounding ........................................................ 57
        Opportunity Fire ................................................ 58
        Objective ....................................................... 58
    The Debriefing Screen ............................................... 59

BASES ................................................................... 60
    The Base Display .................................................... 61
    The Menu Options .................................................... 61
        Build New Bases ................................................. 61
        Base Information ................................................ 62
        Aquanauts ....................................................... 64
        Equip Submarine ................................................. 65
        Build Facilities ................................................ 69
        Research ........................................................ 70
        Manufacture ..................................................... 72
        Transfer ........................................................ 74
        Purchase/Recruit ................................................ 75
        Sell/Sack ....................................................... 76
        Geoscape ........................................................ 76

GRAPHS .................................................................. 77
    Alien Activity in Seas .............................................. 77
    Alien Activity in Zones ............................................. 77
    X-COM Activity in Seas .............................................. 77
    X-COM Activity in Zones ............................................. 77
    Income .............................................................. 78
    Finance ............................................................. 78
        Income .......................................................... 78
        Expenditure ..................................................... 78
        Maintenance ..................................................... 78
        Balance ......................................................... 78
        Score ........................................................... 79

UFOPAEDIA ............................................................... 80
    The Select Subject Screen ........................................... 80
    The Select Item Screen .............................................. 81
    UFOpaedia Data Screens .............................................. 81

OPTIONS ................................................................. 82
    Load Game ........................................................... 82
        Select Game to Load ............................................. 82
    Save Game ........................................................... 82
        Select Save Position ............................................ 82
    Cancel .............................................................. 83

FUNDING ................................................................. 84

CREDITS ................................................................. 85



============================================================================
                                INTRODUCTION
============================================================================

                                                                        P. 4
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 the super intelligent and unpredictable aliens.

After such 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.

The 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 the stellar cousins for
millennia, these aliens are now aware of their brethren's former battles
culminating in the final conflict on Mars.

                                                                        P. 5

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 lets you enter 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....


GAME OVERVIEW
=============
A vast sleeping enemy has awaken.  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 ago-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 puts you in 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.

                                                                        P. 6

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.

A special UFOpaedia will contain all the information gathered from your
missions.

Special Note to UFO Enemy Unknown Veterans:

This manual is organized in the same way as UFO: Enemy Unknown.  Except for
specific changes in the technology used, UFO: Enemy Unknown veterans will be
familiar with the 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 package in order to increase your enjoyment and understanding 
more of the X-COM world.


THIS MANUAL
===========
This manual is split into two main sections:

Section 1: The Gameplay Tutorials

Designed to get you playing X-COM: Terror From the Deep as soon as possible.
We recommend that you complete tutorial before playing the game on your own.

Sections 2: The Reference Guide

For the player who is familiar with how to play X-COM: Terror From The Deep
and needs to find out more about particular game features.


THE CONTROLS
============
The Mouse

You require a Microsoft compatible mouse to play X-COM: Terror From The Deep
(PC & Cd-ROM version).  This 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.

(For other machine versions - please consult your specific Technical 
Supplement).


SORTING THE MATERIALS
=====================

Your X-COM: Terror From The Deep package contains this Gameplay manual, the
X-COM notebook, a Technical Supplement and a set of disks or CD to run the
game.



****************************************************************************
                                  SECTION 1
                           THE GAMEPLAY TUTORIALS
****************************************************************************

============================================================================
                               BEFORE WE BEGIN
============================================================================

                                                                        P. 7

Welcome to X-COM: Terror From The Deep.  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.

STARTING A NEW GAME
===================
1.  Install and Load X-COM: Terror From The Deep by referring to your 
    Technical Supplement.

2.  The LANGUAGE SCREEN appears, select a language.

NOTE: If you have the CD version of X-COM: Terror From The Deep the animated
      introduction will now play.

The Screen changes to the MAIN GAME OPTIONS menu.

                                                                        P. 8

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 [sphere with arrow pointing away from you] icon.  The Earth
    display is magnified to see the ocean beds in better detail.

6.  Click again on the same icon.  The display is again magnified - Ports,
    Islands and Funding Zones will now appear.

7.  Click twice on the [sphere with arrow point towards you] icon.  The 
    Earth display returns to its minimum view.

                                                                        P. 9

8.  The [sphere with 4 arrows around it] 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 glove 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 you 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 on 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 the Return Key.  You have now set up a new X-COM
    Floating Base and are ready to start playing X-COM: Terror From The 
    Deep.



============================================================================
                           TUTORIAL 1: THE GEOSCAPE
============================================================================

                                                                        P.10

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 X-COM: Terror From The Deep.

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 which we
will go through next.

NOTE: If you wish to pause time at any stage during the game, simply click
      on any of the Menu Options.


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.

  - 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).

                                                                        P.11

DETECTING ALIEN FLYING SUBS
===========================
3.  We will now advance time to 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.


INTERCEPTING ALIEN FLYING SUBS
==============================
5.  Position the Mouse Pointer on your base and click on the LMB.  A window
    appears with the title LAUNCH INTERCEPTION and a list of 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.

                                                                        P.12

8.  The window containing the confirmation message TARGET: ALIEN SUB-1 will
    appear.

  - 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.

 B. If your Barracuda loses contact with the Alien Sub, the window ALIEN
    SUB-1 TRACKING LOST will appear.  This might happen several times
    before you actually get into combat; most alien subs can out-perform
    Barracudas.

  - Click on OK.  Continue to the next step in 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.

                                                                        P.13

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

If the ALIEN SUB DETECTED window re-appears, 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:

[Window containing the message BARRACUDA-3 has reached Destination WAY POINT
2 Now patrolling]

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 re-appear.
    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 re-assign the Alien Sub as 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 appears in the top of the screen.

  - Click on the Alien sub to re-select it as the target.

18. The message TARGET: ALIEN SUB-1 will re-appear.

  - Click on the OK button.

Go back to STEP 10 of this tutorial.

                                                                        P.14

SUB COMBAT
==========
19. If the Barracuda gets within range of the Alien Sub, the Geoscape 
    automatically increases magnification and the Sub Combat window appears
    over the center of the Geoscape.

NOTE: You cannot intercept Alien flying Subs over land.

  - Click on the minimize window [icon with 2 squares in it] icon in the top
    left of the Sub Combat window.  The Sub icon will appear in the top left
    of the screen.

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 [the rectangular icon in the second row and first column]
    icon to carry out a Standard 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.

If the Alien Sub out runs the Barracuda return to STEP 10 of this tutorial.

If the Barracuda destroys the Alien Sub, you 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.

                                                                        P.15

SAVING THE GAME
===============
23. Now should 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 buttons to select the slow into which
    your current game will be saved.

26. Type in the name for your saved game using the Keyboard and press the
    Return Key.

When the game has saved, you return to the Geoscape.


INVESTIGATING THE CRASH SITE
============================
27. You will need to assign a Triton Sub 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 and click the LMB.

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 Triton's target.

31. The message TARGET: CRASH SITE-1 appears.

                                                                        P.16

  - 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.



============================================================================
                         TUTORIAL 2: THE BATTLESCAPE
============================================================================

                                                                        P.17

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.

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.

  - 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

                                                                        P.18

THE BATTLESCAPE
===============
4.  You will now see your Triton Sub on the sea bed.  It's 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.


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 the normal setting - the MULTI-
LEVEL VIEW.  This Multi-level view hides everything above the currently 
selected level, this is why the Triton Sub appears to have no roof.

  - Click on the [parallelogram with the number '1' next to it] button in 
    the Control Bar.  The number on the button changes to 2.

The cabin roof and wings of the Triton Sub appear.  Your aquanauts are now 
hidden from view.  This is the FULL VIEW of the battlescape.

6.  Click on the same 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 [ladder with a down arrow next to it] button.

8.  The display again changes, now showing the Triton from three or four
    levels higher.  The View window now represents the new level.

                                                                        P.19

9.  Click on the [ladder with an up arrow next to it] 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 Triton Sub and 
    click to select.  Watch the aquanaut's name change (halfway down the
    Control Bar), and the arrow move to show the now selected aquanaut.


MOVING AQUANAUTS
================
14. Move the Mouse pointer over either 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 group just outside the Triton Sub.
    (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 Sub to the destination you have just set.

17. Move the Mouse pointer over the other aquanaut near the door of the 
    Triton sub and click to select.

18. Now move the Mouse pointer over the group just outside of the Sub.

                                                                        P.20

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.

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.

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 [two arrows pointing at a guy] button to re-center the
    Battlescape on the currently selected aquanaut.

23. Click on the [two people with a right arrow in between them] button.  
    The next aquanaut in your squad will be selected.

This is an alternative way of selecting aquanauts, rather than searching
around in 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.

                                                                        P.21

THE MAP SCREEN
==============
27. Click on the [a grid and a small rectangle at the lower right corner]
    button to access the Map Screen.  This displays a Thermal image of the
    mission area, allowing you to see X-COM and alien force, the X-COM and
    Alien Subs.  The Map Screen only displays those objects your aquanauts
    have already sighted.

28. Your aquanaut 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 coming your aquanauts around the 
    Battlescape until you find the Alien Sub.

Eventually the message NOT ENOUGH TIME UNITS! appears.

32. This means that the selected aquanauts has moved as far as he/she can 
    possibly move in this turn.  When all four of the aquanauts have moved 
    to this point, it is time to end your turn.

  - Click on the [a red circle with a line through its center like in a "no
    smoking" sign] button to end the turn.

                                                                        P.22

It's now the Aliens' turn.  They might open fire on your squad - you are
helpless until your next turn.

On-screen prompts tell you when to click to 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.


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 on 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 [grid thing again] button to access the Map Screen.

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.

37. If you want to re-center the Battlescape on the currently selected 
    aquanaut, click on the [guy with 2 arrows] button in the Control bar.

                                                                        P.23

FIRING 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
    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 shit ... 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.

                                                                        P.24

USING MAGNA-BLAST GRENADES
==========================
42. If an alien is using an object for cover, you might prefer to attack it 
    with a grenade.

  - Click on the [button with just a guy on it, nothing more] 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.

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 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 3 turns to throw the grenade and get away from the blast
    area.

                                                                        P.25

  - Click on the grenade again.

50. The only option is THROW.

  - Click on THROW.

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

  - Click on the location where you want to throw the grenade.

52. One of three things will happen:
 
 A. The aquanaut will throw the grenade.

 B. The message OUT OF RANGE! appears.  If this happens, the target location
    is too far away - choose a target location closer to your aquanaut.

 C. The message UNABLE TO THROW HERE! appears.  This is because an object is
    obstructing the throw.  If this happens, choose a different target 
    location.

Don't forget, once you have thrown the grenade, you've got just three turns
to clear the area!


COMPLETING THE MISSION
======================
53. Continue searching for aliens (go back to STEP 33 of this tutorial).
    When all aliens have been killed, the mission is over.

X-COM will then automatically recover the Alien Sub's remains, alien 
artifacts and alien corpses.

To abort the mission before the mission objectives are completed, click on 
the [pic of a place with an up arrow below it] button in the Control bar.

Aborting a mission will only save aquanauts who have returned to the Triton
Sub, a warning message appears if you attempt to take-off without your full
squad.

NOTE: Do not allow the aliens to kill all of your squad - there will be no 
      one to return the Triton Sub back to its base, and it will be lost. 
      If you are down to your last aquanaut, abort the mission.

                                                                        P.26

THE DEBRIEFING
==============
54. At the end of an Alien Submarine Assault mission there is a debriefing.  
    This informs you of your mission's success rating, and lists the items
    recovered from the alien ship.

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

55. You might want to save the game at this point (see STEP 23 of TUTORIAL 1
    for details of how to save games).  If you want to re-play your last
    Submarine Assault mission, load in your previously saved game.



============================================================================
                             TUTORIAL 3: BASES
============================================================================

                                                                        P.27

From research to manufacture to equipping flying submarines and aquanauts,
the Bases screens define how well you will be able to deal with the alien 
threat.  Tutorial 3 guides you through this, the most complex section of 
X-COM: Terror From The Deep.

1.  If you are continuing from tutorial 2, do not worry if you lost your
    Triton Sub, you can buy another in the Bases screen.

  - click on the button labelled BASES in the Geoscape Menu Options.

2.  The Bases screen appears.

NOTE: From now until you reenter the Geoscape screen, time is paused.  If at
      any time you need to pause the game, simply click on one of the 
      Geoscape Menu Options.


EQUIPPING THE SUBMARINES
========================
3.  We will now use the Equip Submarine screen to rearm one of the 
    Barracudas.

  - Click on the button labelled EQUIP SUBMARINE in the Bases screen,

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

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

5.  The Barracuda-1 Equip Craft screen appears.

                                                                        P.28

The numbers 1 and 2 represent the Barracuda's two weapon bays.  The sub's
armament loaded is an AJAX MISSILE LAUNCHER plus missiles and a GAS CANNON
with rounds.

  - Click on the button marked with the number 2 (right side of the screen).

6.  The Select Armament window appears.

You have one AJAX SHORT-RANGE TORPEDO LAUNCHER, one FUSION HEAD D.U.P. LONG-
RANGE TORPEDO LAUNCHER and two GAS CANNON in the base's stores.

7.  We will now rearm the Barracuda with long-range torpedoes in place of 
    the cannon.

  - Move the Mouse pointer over D.U.P. Head Launcher (a pale highlight 
    appears to show it is selected) and click.

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

  - Click on OK in the bottom of the screen.

9.  You return to the Flying Sub screen to see that the STATUS column for 
    Barracuda-1 shots 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 to undertake research.

  - Click on the button marked RESEARCH.


ASSIGNING RESEARCH
==================
11. The Current Research screen appears.

We will now assign our scientists to work on two different research 
projects: GAUSS TECHNOLOGY and the PARTICLE DISTRIBUTION SENSOR.

  - Click on the button labelled NEW PROJECT on the bottom left of the 
    screen.

                                                                        P.29

12. The New Research Projects window appears.

  - Move the Mouse pointer over GAUSS TECHNOLOGY (a pale highlight appears 
    to show it is selected) and click.

13.  The Star Project window appears.

  - Click on the START PROJECT button in the bottom left of the window.

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

  - Click on the up arrow next to the word INCREASE until the number to the 
    right of the words SCIENTISTS ALLOCATED is 5.

15. Click on OK.

16. The New Research Project window reappears.

  - Move the mouse pointer over PARTICLE DIST. SENSOR and click.

17. The start Project window appears.

  - Click on the START PROJECT button in the bottom left of the window.

18. The Scientists Allocated window appears.

  - Click on the up arrow next to the word INCREASE until the number to the
    right of the words SCIENTISTS ALLOCATED is 5.

19. Click on OK.

20. The New Research Projects window reappears.

  - Click on OK in the bottom of this window.

                                                                        P.30

21. You return to the Current Research screen to see that you have five 
    scientists assigned to research GAUSS TECHNOLOGY and five scientists 
    ASSIGNED to research the PARTICLE DIST. SENSOR.  The progress in each of
    these projects is UNKNOWN; the scientists have not yet started work.

  - Click on OK in the bottom right of this screen.

22. The Bases screen reappears.

Another important function carried out in the Bases screen is the purchasing 
of items or the recruiting of personnel.

  - click on the PURCHASE/RECRUIT button.


PURCHASING/RECRUITING
=====================
23. The Purchases/Hire Personnel screen appears.

We will now purchase some items and hire some extra aquanauts.

  - Move the Mouse pointer over the [triangle pointing up] button in the
    AQUANAUT line (at the top of the list of items) and click once.

24. The number in the QUANTITY column changes to 1.

  - Click on the same button until you have purchased enough aquanauts to 
    replace those lost on the Alien Submarine Assault mission and have a few
    extra.

NOTE: The Triton Sub only holds 14 aquanauts at a time, so don't recruit too
      many aquanauts at once.

                                                                       P.31

25. If you lost your Triton Sub squad transporter in the Alien Submarine 
    Assault mission, you can replace it by clicking once on the [triangle 
    again] in the TRITON line of this screen.

26. Move the Mouse pointer down the list until you get to COELACANTH 
    AQUA-JET.  This tank is a large weapon - expensive but very powerful.

27. Click once on the [triangle] button, the COST OF PURCHASES (in the top 
    right of this screen_ increases by the cost of the Coelacanth Aqua-Jet
    Missile Tank.

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

  - Move the Mouse pointer over the AQUA JET MISSILES [triangle] button and
    click eight times.  You will need to buy more ammunition later, when you
    return from your next Submarine 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 the BUILD 
      FACILITIES button in the Bases screen - see the BASES section of the
      REFERENCE GUIDE of this manual for full details.

29. Click on the [fat down arrow] button in the bottom right of the screen.
    The list will move down a little.  Continue clicking on this button 
    until it disappears.  You have reached the bottom of the list.  The next
    to last item on the list is the THERMAL TAZER.  This item allows your
    aquanauts to knock aliens out instead of killing them, the alien can 
    then be recovered alive and interrogated.

30. Move the mouse pointer over the THERMAL TAZER [triangle] button and 
    click twice.

31. If you lost your Triton Sub in the Alien Submarine Assault, you will 
    need to reequip your new Triton Squad.  Carry out the same process as
    above to choose some weapons from the list - don't forget ammunition if
    you buy harpoons, pistols or torpedo launchers.

32. You have now completed choosing what you want to buy.

  - Click on OK in the bottom left of the screen to confirm the purchase.

33. The Bases screen reappears.
  
  - Click on the GEOSCAPE button in the bottom right of the Bases screen.
    You will return to the Geoscape.

                                                                        P.32

WAITING FOR DELIVERY
====================
34. 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 Geoscape Time Controls and allow 3 days 
    to pass.  If an Alien Sub is detected, intercept it (see STEP 4 of 
    TUTORIAL 1 for full details).

35. Several windows might appear as time passes.  For the moment, just click
    on the OK button to make them go away.  We'll worry about these later.

  - When 3 days have passed, all items should be delivered.  Click on the 5
    SECS button.

36. We will now return to the Bases screen and equip the Triton Sub with all
    the items we have just purchased.

  - Click on the BASEs button.

37. Click on the EQUIP SUBMARINE button.


EQUIPPING THE TRITON SUB
========================
38. Use the Mouse to highlight and click on Triton-1 (if you lost your 
    first Triton Sub in the ground assault and bought a new one it will be
    called Triton-2).

39. The Equip Sub screen for the Triton Sub appears.

Next to the button marked CREW are icons for each aquanaut assigned to the
Triton Sub.  If no one was lost in the alien Submarine Assault, there will 
be eight aquanaut icons.

  - Click on the CREW button.

40. The Select Squad screen appears.

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

  - Click on any name which is not assigned to a Sub, this will assign them 
    to the selected Triton Sub.  The CRAFT column of this screen shows which 
    Sub the aquanaut is assigned to.

                                                                        P.33

41. Only 14 aquanauts may be assigned to any on Triton Sub.  Depending on
    how many aquanauts you recruited, and how many (if any) you lost in your 
    Alien Assault, there might be aquanauts with no craft assignment.  It is
    a good idea not to completely fill your sub, especially if you plan to
    equip it with any Submersible Weapon Systems.

  - Click on OK in the bottom of this screen.

42. You will return to the Equip Submarine screen.  Now we'll load some
    equipment onto the Triton Sub.

  - Click on the button marked EQUIPMENT.

43. The Select Equipment screen appears.

  - Move the Mouse pointer over the [triangular arrow pointing right] button
    in the COELACANTH AQUA-JET MISSILE TANK line (at the top of the list) 
    and click.

The Coelacanth Tank is a Submersible Weapon and needs four units of space.
Therefore only 10 aquanauts may be assigned to the same Triton as a 
Coelacanth Tank.

The Coelacanth Tank is now loaded onto Triton-1.  The number in the STORES
column changes to 1 from 0 indicating that it is on board.

44. Use the same process to load any other equipment or 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 Equip Submarine screen to return to the
    Flying Sub screen.

47. Click on the GEOSCAPE button in the bottom right of the Bases screen. 
    You return to the Geoscape.


RETURNING TO THE GEOSCAPE
=========================
49. Click on the 1 DAY button in the Geoscape Time Controls.  Soon, a 
    message appears on the Geoscape.  This may be one of the following:

ALIEN SUB DETECTED - go to STEP 4 of TUTORIAL 1 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 have completed their research work.  
You should allocate them to another project as soon as possible (see STEP 11
of THIS tutorial).

                                                                        P.34

X-COM PROJECT MONTHLY REPORT - at the end of each month, the X-COM Project
Monthly Report appears to inform you of your progress in the fight against 
the aliens.  See the GEOSCAPE section of the REFERENCE GUIDE of this manual
for full details.

Other messages may appear to inform you that a new purchase has arrived or a 
manufacturing process has become available.


THE END OF THE TUTORIAL
=======================
Much of the enjoyment of X-COM: Terror From The Deep is discovering new 
technology, gathering information on aliens, and battling through hundreds
of different landscapes.

These tutorials have been a basic guide to the way X-COM: Terror From The 
Deep plays.  there may be further game enhancements which are documented in 
the Technical Supplement.  Use the REFERENCE GUIDE section of this manual 
for details about specific menu options or game features.  For atmosphere 
and background, browse through the X-COM notebook included in your package.


PLAYING TIPS
============
to succeed in the war against the aliens, you will need to carry out the
following:

Establish more bases around the world
-------------------------------------
Click on the BUILD NEW BASES button in the Bases screen.  Establish bases in
the zones which are funding you heavily - refer to the GRAPHS screen for 
this information.

Build more facilities (pods) at your bases
------------------------------------------
Click on the BUILD FACILITY button in the Bases screen.  Experiment with
different sized bases - you don't always have to build Sub Pens.  Build
dedicated 'listening posts' equipped with both Standard and Wide Array Sonar
Systems, then add Sub Pens when you can afford them.  By using this tactic,
you will detect many more Alien Subs.

Develop a powerful squad
------------------------
Don't allow your aquanauts to take unnecessary risks on any missions, you
will find that they fight better when they are more experienced.  Equip your
squad with the best weapons available and avoid exposing your aquanauts to
enemy fire by keeping them on cover.

Plan your research carefully
----------------------------
Concentrate research on developing alien-based technologies and take care
that your scientists stay busy - research work costs relatively little and
the rewards are great.

Build new weapons and subs based on alien technology
----------------------------------------------------
If your scientists have researched alien items, your engineers will be able 
to reproduce them.  X-COM will eventually be using the most advanced 
weaponry on Earth, fighting the aliens with their own technology!



****************************************************************************
                                  SECTION 2
                             THE REFERENCE GUIDE
****************************************************************************

============================================================================
                               THE GAME OPTIONS
============================================================================
                                                                        
                                                                        P.35

The Game Options screen appears when you load X-COM: Terror From the Deep
(after the Language Selection screen) allowing you to select between NEW
GAME or LOAD SAVED GAME.  Position the mouse pointer over the required 
option and click the Left Mouse Button (LMB) to select.


NEW GAME
========
If you select NEW GAME in the Game Options screen.  The Select Difficulty 
Level screen appears.

                                                                        P.36

This allows you to change the way the game plays to suit your skill level, 
from level 1 (Beginner) to level 5 (Superhuman).  It is recommended that you
complete the game at one of the lower difficulty levels before attempting 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 of these five buttons.

The GEOSCAPE, the main game screen, appears with the message SELECT SITE FOR
NEW BASE.

Click on any of the world's oceans to position your first X-COM base.  Use
the Geoscape controls if you want to rotate the display of the Earth (see 
the section of this manual on THE GEOSCAPE SCREEN for full details of the
Geoscape controls).

The first New Game set up is to name your first base.  The prompt BASE NAME?
will appear - type in your first base's name using the Keyboard and press 
the Return Key.  You will now be able to use the Geoscape as normal.


LOAD SAVED GAME
===============
If you select LOAD SAVED GAME in the Game Options.  The Select Game To Load
screen appears.

The names of all saved games are displayed in the middle of the screen, each
game's name and date is also displayed.

Pick a saved game by clicking the LMB on one of the ten buttons on the left
hand side of the screen.  The game returns to the Geoscape at the point of
the save.



============================================================================
                             THE GEOSCAPE SCREEN
============================================================================

                                                                        P.37

The Geoscape screen is the main screen for playing X-COM: Terror From The
Deep; it displays the latest data on alien activity and allows you to 
control and monitor X-COM Interception Subs.

The Geoscape screen is made up of five parts; the Geoscape, the View 
Controls, the Time Controls, the Game Time and the Menu Options.


THE GEOSCAPE
============
The Geoscape is a 3-D view of the Earth which can be rotated or magnified.
At minimum magnification it displays the whole planet, while at maximum
magnification it shows detail such as underwater land contours.  Night and
day are fully simulated.

The Geoscape uses symbols to represent the following:

Blue Hollow Square - an X-COM Base.
Yellow Solid Plus  - an X-COM Sub.
Orange Solid Cross - an X-COM Sub's destination 
                     (also known as a waypoint).
Red Solid Plus     - an Alien Sub on the move.
Green Solid Cross  - an Alien Sub on the sea-bed.
White Solid Cross  - an Alien Sub crash site.
Pink Hollow Square - an Alien Base.
Pink Solid Plus    - an Alien Terror Site.

                                                                        P.38

THE VIEW CONTROLS
=================
The View Controls allow you to manipulate the view of the Earth in the 
Geoscape.

Click on the up or down arrows to tilt the view of the Earth up or down.

Click on the left or right arrows to rotate the view of the Earth to the 
left or right (about the Earth's polar axis).

Click on the [sphere with arrow pointing away from you] icon to increase the
magnification of the Geoscape.

Click on the [sphere with arrow pointing at you] icon to decrease the 
magnification of the Geoscape.

Click on the Geoscape using the RMB to center the display on that location.


THE TIME CONTROLS
=================
The Time Controls allow you to adjust the rate at which time passes in the 
game.

Time may be accelerated from 5 seconds stages to 1 minute, 5 minute, 30 
minute, 1 hour and 1 day segments.  This means that you can cut out the long
periods of waiting for X-COM sonar to detect an Alien Sub.  To select a
particular rate of time passage, click on any of the six Time Control 
buttons.

The passage of time is suspended when any of the Geoscape Menu Options are
accessed,


THE GAME TIME
=============
X-COM: Terror From The Deep begins at 12:00 pm on January 2040.  All game
times are given in Greenwich Mean Time (GMT).


The X-COM Project Monthly Report
--------------------------------
At the end of each month, you will be given a report of your progress so 
far.  This report is in the following form:

MONTH - the month which has just ended.

MONTHLY RATING - X-COM's overall performance rating for the previous month.
This takes into 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 a good performance, a minus (-)
sign indicates a poor performance.

                                                                        P.39

FUNDING CHANGE - the difference between this month's and last month's 
funding.  A plus (+) sign before the figure indicates an increase in 
funding, a minus (-) sign indicates a decrease in funding.

This is followed by a general report on how the Council of Funding Nations
views recent X-COM anti-alien operations.

Click on OK button to exit this screen.


Molecular Control
-----------------
If you have built a Molecular Control Lab at any of your bases, you will be 
taken to the Molecular Control (MC) Training screen each month after the
Monthly Report.

Molecular Control skills allow X-COM aquanauts to use Molecular Control.  A
Molecular Control Implant is surgically inserted into the aquanaut's brain
in the MC lab.  Molecular Control devices are also required for an aquanaut
to be able to use Molecular Control.

The Molecular Control Training screen lists all X-COM bases with Molecular
Control Lab facilities.  MC Labs are essential to carry out Molecular 
Control Training.

Click on any of the Base Name buttons to Assign Aquanauts to Molecular 
Control Training at that base.

Assigning Aquanauts to Molecular Control Training
-------------------------------------------------
This screen allows you to assign individual aquanauts to Molecular Control 
training.  The top of the screen shows the REMAINING M.C. CAPACITY.  This
indicates the number of aquanauts who may be assigned to Molecular Control
Training.

Blow is a list of the following:

NAME - the aquanauts' names.

MOLECULAR CONTROL STRENGTH - this is a measure of the aquanaut's natural 
ability to defend against Molecular attack.  It never changes, regardless of
how much training the aquanaut goes through.

                                                                        P.40

MOLECULAR CONTROL SKILL/IMPROVEMENT - this is the aquanaut's ability to use
Molecular Control.  The aquanaut's Molecular Control combat ability is 
dependent on both this and Molecular Control Strength.

NOTE: It is better to concentrate your Molecular Control Training on 
      aquanauts with high Molecular Control Strength.

IN TRAINING? - whether or not the aquanaut is in training.

NOTE: Carrying out missions also improves a aquanaut's Molecular Skill.

Click on OK to return to the Molecular Control Training screen.

Click on another Base Name button to assign more aquanauts to Molecular
Control training or click on the OK button to return to the Geoscape.


THE MENU OPTIONS
================
Click on the Menu Option buttons to access other screens and functions:

INTERCEPT - allows you to give X-COM Subs orders to intercept Alien Subs.

BASES - takes you into the Bases screen (see the BASES section of this 
manual for full details).

GRAPHS -takes you into the Graphs screen (see the GRAPHS section of this 
manual for full details).

UFOPAEDIA - takes you into the UFOpaedia (see the UFOPAEDIA section of this
manual for full details).

OPTIONS - takes you into the Options screen (see the OPTIONS section of this
manual for full details).

FUNDING - takes you into the International Relations display (see the 
FUNDING section of this manual for full details).


USING THE GEOSCAPE
==================
X-COM's main task is to shoot down and investigate Alien Craft.  This 
ensures continued funding and allows X-COM to learn more about the alien
threat.

When there is no Alien activity, you will probably want to keep the rate of
time passage fairly high.  Click on the 1 HOUR button in the Geoscape Time
Controls.  Time will pass rapidly until you get a message informing you that
an Alien Sub has been detected.

                                                                        P.41

The Alien Sub Detected Window
-----------------------------
X-COM bases automatically detect any Alien Subs within range of their sonar.
Later on in the game, you will be able to research and manufacture better
sonar and tracking systems, based on captured alien technology.

When an Alien Sub is detected, time us paused and a window titled ALIEN 
SUB-(NUMBER) DETECTED appears in the center of the Geoscape display.  Every 
Alien Sub detected is given a consecutive number, for example, the 41st 
Alien Sub detected by X-COM will be named ALIEN SUB-41

The following data is also presented when an Alien Sub is detected.

SIZE - the size of the Alien Sub.

DEPTH - the approximate depth at which the Alien Sub is travelling.

HEADING - the general direction in which the Alien Sub is travelling.

SPEED - the speed at which the alien Sub is travelling (in knots).

This window also gives you the option to either:

CENTRE ON ALIEN SUB-TIME=5 SECS - centers the Geoscape display on the Alien
Sub's current position and reduces the passage of time to 5 seconds.  Click
on this option if you intend to intercept the Alien Sub.

CANCEL - hides the message window and leaves the Geoscape as it was before
the Alien Sub was detected.  Click on this option if you wish to take no 
action against the Alien Sub.

NOTE: While your Interceptor Subs (Barracudas) are capable of a high maximum
      speed, Alien Subs often travel faster.  An Alien Sub may unwittingly
      change course or slow down, however, so it is good practice to attempt 
      to intercept all Alien Subs detected.


The Launch Interception Window
------------------------------
To assign an X-COM Barracuda to attack an Alien Sub, you may either click on
the Barracuda's base, or click on the INTERCEPT Menu Option (in the 
top-right of the Geoscape screen), in which case the display will change to 
this:

                                                                        P.42

[screen shot of the LAUNCH INTERCEPTION window]

The advantage of clicking on the INTERCEPT Menu Option is that you may give
orders to an Interceptor which is based on the opposite side of the 
Geoscape, hidden from view.  Simply clicking on a base, only allows you to 
assign Subs from that base.

In either case, the Launch Interception window displays the following 
information:

CRAFT - the type and registration number of the craft (for example, Triton
Sub-6 is the sixth craft to be operated by X-COM, and is a Triton Sub Squad
Transporter).

STATUS - this may be either:

Ready - the Sub is available for interception duty.
Refuelling - the Sub is refuelling; this can take several hours.
Rearming - the Sub is having its weaponry changed or replenished.
Repairs - the Sub is undergoing repair work.
Out - the Sub is already carrying out an interception.

BASE - the Sub's home base.

WEAPONS/CREW/SWS'S - the number of weapons the Sub is carrying, the number 
of crew on board, and how many Submersible Weapon Systems the sub is 
carrying.

If you wish to return to the Geoscape without selecting an Interception Sub,
click on the CANCEL button.


Selecting an Interception Sub
-----------------------------
Use the Mouse to highlight a Barracuda from the Launch Intercepting list 
and click to select this Sub.

The Select Destination window appears at the top of the screen.  If you wish
to return to the Geoscape without selecting a target, click on the CANCEL
button.

To select an Alien Sub as the interception target, simply click on its 
location on the Geoscape.

The message TARGET: ALIEN SUB-(NUMBER) will appear.

                                                                        P.43

Click on the OK button to accept this Alien Sub as the target, or click on
the CANCEL button to select different target

The Barracuda will now launch from its submerged base and take the most 
direct path to 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 registration number of the craft.

STATUS - the orders which the craft is carrying out.

BASE - the craft's home base.

SPEED - the current speed of the craft (in knots).

MAXIMUM SPEED - the craft's maximum speed (in knots).

DEPTH/ALTITUDE - the craft's approximate Depth/Altitude.

FUEL - the percentage of fuel remaining in the craft.  When fuel reaches a
critical level, the craft will automatically return to its base.

WEAPON-1 - the type of weapon loaded into weapon bay number one followed by
the number of rounds of that weapon remaining.

WEAPON-2 - the type of weapon loaded into weapon bay number two followed by
the number of rounds of that weapon remaining.

The craft Status window also has four buttons, allowing you to:

RETURN TO BASE - abort the interception and return to base.

SELECT NEW TARGET - abort the present interception and select a new target.

PATROL - abort the interception and remain at the current position.

CANCEL - return to the Geoscape without issuing any orders.

                                                                        P.44

The Alien Sub Status Window
---------------------------
Any time an Alien sub is displayed on the Geoscape, you can click on it to 
bring up the alien Sub Status window, repeating the information shown in the
Alien sub Detected window.

The Tracking Lost Window
------------------------
The message ALIEN SUB-(NUMBER) TRACKING LOST will appear if X-COM tracking 
devices lose contact with an Alien Sub while it is being intercepted.

Click on the OK button.  The Craft Status window appears, giving you the
option to either RETURN TO BASE, PATROL, or GO TO LAST KNOWN ALIEN SUB
POSITION.

It is usually best to go to the last known Alien Sub position, since the 
interception craft might be able to re-track the Alien Sub with its on-board
sonar.

The Combat Window
-----------------
When the X-COM Sub has maneuvered within firing range of the Alien Sub, the
Combat window appears.  The interception craft is now at stand-off range,
awaiting your orders.

Remember that you are setting out to cause the Alien Sub to crash land, not 
to blow it to a million pieces!

The Combat window consists of the following:

                                                                        P.45

The Order Buttons
-----------------
Click on the buttons in this display to carry out the following:

STANDOFF [the first button on the left hand column] - follow the Alien Sub 
without firing at it.

CAUTIOUS ATTACK [the first button on the right hand column] - attack the 
Alien Sub from the maximum range of each weapon.

STANDARD ATTACK [second button on the left hand column] - move to the 
minimum range of each of the available weapons and fire at a standard rate.

AGGRESSIVE ATTACK [second button on the right hand column] - move to the 
minimum range of each of the available weapons and fire at a maximum rate.

DISENGAGE [3rd button on the right hand column] - abort the interception and 
return to base.

VIEW ALIEN SHIP [last button on the right hand column] - LMB click to return
to combat window.

The Sonar Display [the left half of the combat window]
------------------------------------------------------
The Barracuda will use its on board sonar to carry out the attack on the 
Alien Sub.  The Sonar Display section of the Combat window allows you to
monitor the final stages of the interception.

The Alien Sub appears as a bright blip on the Sonar Display screen, the size
of which depends on the size of the Sub.

The Weapons Display [lower corners of the sonar display]
--------------------------------------------------------
There are a pair of icons on either side of the Sonar Display screen which
represent the weapons fitted to the weapons bays of the Barracuda.  Each of
these icons has a number of remaining rounds.

The maximum range of each of the weapons is also shown, in the form of a
line extending out of the weapon icon and onto the Sonar Display.  When an
Alien Sub gets within this boundary, the Barracuda will open fire.

The Range to the Alien Sub [lower right corner]
-----------------------------------------------
The range to the Alien Sub is a simple digital readout of the distance from
the Barracuda to the Alien Sub.

The Damage Display [above the range display]
--------------------------------------------
The damage display indicates the Interception craft's current damage state.
The picture of the craft is filled red as it receives damage.

The Minimize Window Icon [top left corner]
------------------------------------------
If you shoot down the Alien Sub over land, the Alien Sub will be destroyed
beyond all recognition, anything of value will be lost in the crash.  The
Minimize window feature allow you to track the alien Craft on the Geoscape 
until it is re-submerged, then you can attempt to down the Alien Craft.

                                                                        P.46

To carry this out, click on the Minimize window icon in the top left of the 
Combat window.  The Sub Icon (with a pictorial representation of the Sub 
plus its X-COM registration number) appears in the top left of the Geoscape
and time can be advanced or slowed as normal.

When the Alien Sub gets over the water, click on the Sub Icon.  The Combat
window appears, ready for you to carry out your attack.

NOTE: You can also use the Minimize window icon to give other Interception
      Subs orders to attack the Alien Sub.  there can be up to four 
      Interception Craft attacking a single Alien Sub simultaneously, 
      maximizing the chance of success against a larger Craft.

The Message Box 
---------------
The Message Box is in the bottom of the Combat window and displays messages
from the pilot of the Interceptor to you.  These messages either confirm 
your orders or inform you of what the Alien Sub is doing.


Shooting Down an Alien Sub
--------------------------
click on the Standard Attack button.  The message ALIEN SUB CRASH LANDS!
appears if you successfully cause the Sub to crash land.  The display 
automatically returns to the full screen Geoscape with a white cross marking
the crash site.


Investigating Alien Crash Sites
-------------------------------
The Alien Sub is now vulnerable to armed assault, you should send out an 
X-COM squad to investigate it and to recover any available Alien Technology.

Click on a base or use the INTERCEPT Menu Option to select a Triton Sub 
Troop Transport Sub (just as you did previously with the Barracuda) and 
assign the Alien Sub crash site as the target.  The Triton Sub takes off and
makes its way to the Alien crash site.

NOTE: Only Subs which contain Aquanauts or Coelacanth Tanks are allowed to
      intercept Crash Sites or landed Alien Subs.

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

                                                                        P.47

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


OTHER GEOSCAPE USES
===================
As well as controlling the interception and investigation of Alien Subs, the
Geoscape can be used for several other functions.  Some of them are outlined 
below; the others are for you to discover!

Alien Submarine Assaults
------------------------
As well as investigating crashed Alien Subs, you can send a squad transport 
craft to an intact Alien Sub which has touched down.  This is dangerous for
your aquanauts, however, and is not advised unless you have a very powerful
squad.

Terror Sites
------------
The aliens will attempt to terrorize civilian populations as part of their
invasion plans.  This must be prevented at all costs a successful alien
Terror Site in a funding area could cause withdrawal from the X-COM project.

Alien Raids on X-COM Bases
--------------------------
As the game progresses, the aliens will carry out missions to find X-COM 
floating bases.  If the aliens discover the location of any of your bases, 
they will attempt to destroy them.

Alien Bases
-----------
The aliens will attempt to build bases on the Earth.  these are used for a
variety of purposes from operating Alien Subs to infiltrating funding areas
of influence.  Alien bases may be detected by sending an Interception Craft
to the suspected location of the base and select the PATROL option.  You are
advised to raid alien bases at the earliest opportunity, but make sure you 
have a very powerful squad before you try!



============================================================================
                             THE GEOSCAPE SCREEN
============================================================================
                                                                        
                                                                        P.48

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 to your destination.  When you begin the game, the only troop
transport available is the Triton sub, but as the game progresses you will 
be able to manufacture new craft.


THE EQUIP SQUAD SCREEN
======================
Before you begin any Assault Mission, you will be taken to the Equip Squad
screen.  Your aquanauts will automatically pick up some weapons, but you may
wish to reequip them.

In the top left of the Equip Squad Screen is the Rank icon.  This displays
the current rank of your aquanaut.  Click on this icon and the Aquanaut Data
screen appears.  Use the information provided here to best equip your 
aquanaut.  Click to exit the Screen.

Next to the Rank icon is the name of the currently selected aquanaut.  At 
the top right of the screen are 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 you might have selected in the Equip Craft screen.  The aquanaut
is surrounded by the locations in which weapons can be carried.  The items 
on the ground can be picked up and carried by the aquanaut.

                                                                        P.49

To pick up an item from the ground, simply move the Mouse pointer over the
item and click.  The item will now be 'attached' to the Mouse pointer.  The
name of this item is shown in the bottom of the screen, next to the location
in which you want it to be carried and click again.  The item is now 
available for use by the aquanaut.

To load a weapon with ammunition, pick up the ammunition and click on the
appropriate weapon.  To carry this out, the weapon must be in a hand, the
right type and unloaded.

To unload ammunition from a weapon, pick up the loaded weapon and click on
the UNLOAD button.  The weapon will go to the aquanaut's right hand and the
ammunition to the left.  To carry this out, both of the aquanaut's hands 
must be empty.

When you have finished equipping your aquanaut, click on OK to enter the 
main part of the Alien Submarine Assault - the Battlescape.


THE BATTLESCAPE SCREEN
======================
The Battlescape screen is a 3-D display which allows you to control a small
squad of heavily armed X-COM aquanauts.


Using the Battlescape
---------------------
Your squad starts the mission in their transport Sub.  The aquanaut nearest
to the Sub's exit has a yellow animated arrow to show that he/she is 
selected, ready to move out.

Selecting and Moving Aquanaut's
-------------------------------
A 3-D box appears when you move the Mouse pointer over the Battlescape.  to
select a different aquanaut, either click on the [button with a right arrow
between two guys] button in the Control Bar (see the next section for full 
details of the Control Bar) or move the cursor box over the required 
aquanaut and click.  A yellow arrow indicates the selected aquanaut.

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

                                                                        P.50

To make the selected aquanaut turn around without moving, position the 
cursor box in the direction you want the aquanaut to face and press the RMB.


Moving the View Window
----------------------
Move the Mouse pointer to the edge of the screen to move the Battlescape 
view window up, down, left, or right.

NOTE: You must take the mouse pointer to the very bottom of the screen, 
      under the Control Bar, to move the view window downwards.


Line of Sight
-------------
The Battlescape will only display what is within your squad's line of sight.
This means that you must seek out the aliens through dark, unexplored areas.


Using the Split Level View
--------------------------
The Battlescape is built up of several levels.  These can be viewed 
individually, allowing you to see behind walls and inside buildings or 
craft.  Click on the [parallelogram with a number next to it] button on the 
Control Bar to break the Battlescape into levels.


The Turn Based System
---------------------
The Battlescape operates under a turn based system.  This means that your 
aquanauts will be able to move a certain distance before the message NOT 
ENOUGH TIME UNITS! appears.  When all of your squad have used their 
allocated Time Units, click on the [no smoking sign :)] button on the 
Control Bar to end your turn.  When the aliens have completed their moves, 
it is your turn again.

The HIDDEN MOVEMENT screen appears when the aliens are moving out of sight 
of X-COM aquanauts.

However, there is an exception to the turn based rule.  If you move your 
aquanauts directly into the alien's line of fire, they will take a shot 
during your turn.  Similarly, your aquanauts will automatically open fire if 
the aliens move into your aquanaut's line of fire during their turn.  See 
the section of this manual on OPPORTUNITY FIRE for full details.

NOTE: It is best to end your turns when your aquanauts are in cover - close 
to rock formations or behind large objects.


Seeing the Aliens
-----------------
When one of your aquanauts sees an alien, a pulsing square appears in the 
bottom right of the Battlescape screen.

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


USING WEAPONS
=============
When you can see an alien on the Battlescape, you should use a weapon 
against it before it gets a chance to fire.  Click on one of the ITEM BOXES 
on the left or right of the Control Bar to use a weapon.

A window appears, allowing you to select from a number of options.  These 
will vary, depending on the weapon.  Click on the required option to carry 
out any of the following:

                                                                        P.51

AIMED SHOT - a carefully aimed shot, requiring maximum effort from the 
aquanaut and therefore maximum Time Units.

SNAP SHOT - an unaimed shot in the target's general direction.  This type of 
shit is only effective at extremely short range, or when using a very 
powerful weapon (such as a Torpedo Launcher).

AUTO SHOT - a three shot burst of automatic fire in the target's general 
direction.  This type of shot can be very effective, especially when used at 
short range.  Not all weapons are capable of automatic fire, however.

PRIME GRENADE - set the timer on a grenade or explosive charge.  when you 
click on this option, a window appears with numbers from 0 to 23.  This is 
the number of turns it will take before the grenade detonates.  Click on the 
required number and either put the grenade down or throw it.

NOTE: Particle Disturbance Grenades do not have a timer, but will detonate 
when anything (including your aquanauts) move nearby.  These should always 
be thrown to prevent the risk of detonation.

ATTACK - strike your opponent with the weapon/object.  To do this, your 
aquanaut must be standing next to the opponent.

THROW - throw the weapon/object.  This option is mainly intended for use 
with grenades or explosives.


Maximizing Your Fire Potential
------------------------------
As well as the aquanaut's ability and the type of shit fired.  There are 
several other factors which determine the accuracy of a shot:

    - accuracy is increased if the aquanaut is kneeling.

    - accuracy is decreased if the aquanaut is wounded or if a two handed 
      weapon (such as a harpoon or torpedo) is fired while the other hand is
      not free.


The Battlescape Control Bar
---------------------------

                                                                        P.52

THE ITEM BOXES
To the extreme left and right of the control bar are the Item Boxes, 
containing a picture of the items held in the aquanaut's hands.  Click on 
these boxes to use a weapon/object.

ASCEND/DESCEND CONTROLS: UP/DOWN [guy with arrow up/down on the side]
Click on either of these buttons to move aquanauts up or down between levels
when they are standing on a Pressure Lift.

VIEW NEXT LEVEL UP/DOWN [ladder with arrow up/down on the side]
Click on either of these buttons to view the next level up or down from the
level which is currently displayed.

MAP SCREEN [grid with rectangle to the lower right]
Click on this button to view a map of the mission area.  To re-center the 
map on another part of the mission area, simply click on the desired 
position.  The white cross in the center of the screen shows where both the
map and the Battlescape are centered.

The map will only display one level of the Battlescape at a time.  Click on
the up or down arrows on the right hand side o the map to view the next 
level up or down.

The map uses symbols to represent the following:

Yellow dots - X-COM forces
Blue dots - alien forces
Red dots - civilians
White crosses - dead aliens or humans

Click on the RMB to return to the Battlescape screen.

STAND/KNEEL [button with a guy stand / kneeing]
Click on this button to make the selected aquanaut stand or kneel.  Kneeling
allows your aquanaut to be less visible to the aliens and fire more 
accurately.

EQUIP AQUANAUT SCREEN [button with a guy standing, nothing more]
Click on this button to view the equipment carried on the selected 
aquanaut's body or on the ground at the aquanaut's feet.

                                                                        P.53

This display is similar to the Equip Squad screen at the beginning of the
Assault Mission.  The only difference is that the top right of the screen
now displays the aquanaut's remaining Time Units.

Moving weapons and equipments from one location to another uses Time Units.
The amount of Time Units required to move an object is dependent on where 
the item is - removing items from a backpack takes more effort than putting
an item on the ground.

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

CENTER DISPLAY ON AQUANAUT [guy with two arrows on each side pointing at it]
Click on this button to center the Battlescape on the currently selected
aquanaut's level and location.

SELECT NEXT AQUANAUT [two guys and an arrow between 'em]
Click on this button to select and center the Battlescape on the next 
aquanaut in your squad.

SELECT NEXT AQUANAUT - DESELECT CURRENT AQUANAUT [like the last one with a
backslash across the guy on the left]
Click on this button to select and center the Battlescape on the next
aquanaut in your squad.  The aquanaut currently selected will be deselected
so he/she will not appear.  Use this button when you are happy with the 
position of a particular aquanaut.

SPLIT LEVEL VIEW [parallelogram with number beside it]
Click on this button to change how the levels of the Battlescape are 
displayed.  The number of the button will change to indicate:

1. Multi-level View - everything from the currently selected level downwards
   is displayed.

2. Full View - every level is displayed regardless of what level is 
   selected.  Selecting this will hide any of your aquanauts who are behind
   walls and inside buildings or craft.

NOTE: When standing in front of and facing a door, you can open that door - 
      without walking through it - by clicking the RMB once, one square in
      from the door.

                                                                        P.54

OPTIONS [bug question mark] 
Click on this button to call up the Battlescape Options screen.  This allows
you to select different speeds of animation and scrolling, depending on 
player preference and the processing speed of your computer.

SCROLL SPEED
Click on any of the numbered buttons to change the speed at which the View
window moves, from 1 (slowest) to 5 (quickest).

SCROLL TYPE
Click on either of the numbered buttons to change the Scroll Type between 
Trigger scroll (press the LMB when the Mouse Pointer is at the edge of the 
screen), or Auto-scroll (the View window moves automatically when the Mouse 
pointer is moved to the edge of the screen).

FIRE SPEED
Click on any of the numbered buttons to change the speed at which weapon 
shots move, from 1 (slowest) to 6 (quickest).

X-COM MOVEMENT SPEED
Click on any of he numbered buttons to change the speed at which your 
aquanauts move, from 1 (slowest) to 6 (quickest).

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

SAVE GAME
The Options screen also allows also you the opportunity to save your game 
while in the middle of a mission.  Click Save Game to bring up the Select
Save Position Screen.

Click on OK to return to the Battlescape.

END TURN [no smoking sign again :)]
Click on this button to end your turn.

DUST OFF [plane lifting off]
Click on this icon to abort the mission.  Only aquanauts aboard the 
Transport Sub will be saved.

NOTE: If you abort an alien base raid, only aquanauts in the rooms where you
      are initially deployed are saved.  Aborting the mission during an 
      alien raid of an X-COM base concedes defeat to the aliens.


RESERVE TIME UNITS
When your aquanauts move, they use Time Units which might be needed to use a 
weapon.  These buttons allow you to reserve Time Units for using weapons:

                                                                        P.55

    - click on the ---> button to carry out free movement with no 
      limitation.

    - click on the [small right arrow behind a guy] button to reserve enough
      Time Units for a SNAP SHOT.

    - click on the [same as above but with a bigger arrow] button to reserve 
      enough Time Units for an AIMED SHOT.

    - click on the [same as the snap shot one but with 3 bullets coming out
      of this icon's gun] button to reserve enough Time Units for an AUTO
      SHOT.

    - click on the [a guy kneeling with an arrow on top of the head] button
      to reserve enough Time Units to KNEEL.

    - right click on the [guy standing with a backslash across the icon and 
      a numeric 0 below it] button to remove all Time Units.


RANK [icon with the anchor on it]
This is an icon representing the currently selected aquanaut's rank.

X-COM aquanauts may have the following ranks:

SEAMAN
ABLE SEAMAN
ENSIGN
LIEUTENANT
COMMANDER
CAPTAIN

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


AQUANAUT DATA
The name of the selected aquanaut is shown at the top of this section, with
statistics and information regarding the aquanaut shown underneath.

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

    GREEN - Time Units
    ORANGE - Energy
    RED - Health
    PURPLE - Morale

Click on the Aquanaut Data box to view the Aquanaut Data Screen.

This displays the aquanaut's name at the top of the screen with the 
following information:

TIME UNITS - the aquanaut's remaining Time Units.  Time Units are required 
to carry out everything from walking to firing weapons.

                                                                        P.56

ENERGY - the aquanaut's current Energy level.  This will decrease as the
aquanaut carries out energy consuming actions such as walking through 
seaweed.  The total energy available will be lowered if the aquanaut 
receives fatal wounds to the torso.

HEALTH - the aquanaut's current Health.  This will decrease as the aquanaut
takes hits from enemy weapons.  If the aquanaut has received fatal wounds,
each wound decreases health by one point per turn.  If the health reaches
zero, the aquanaut dies from the wound incurred.

FATAL WOUNDS - the number of fatal wounds received by the aquanaut.  The 
Medi-Kit can be used to heal fatal wounds.

REACTIONS - the aquanaut's Reactions.  This determines how effective the 
aquanaut is at opportunity fire - taking a shot during the alien's turn.

FIRING ACCURACY - the aquanaut's accuracy at firing weapons.  This will 
increase as the aquanaut gains more battle experience.

THROWING ACCURACY - the aquanaut's accuracy at throwing objects.  This will
increase as the aquanaut becomes more experienced.

STRENGTH - the aquanaut's Strength.  This effects the distance which the
aquanaut can throw objects.

MORALE - the aquanaut's Morale.  An aquanaut will lose morale if the battle
starts to swing in the alien's favor.  If the morale falls below 50 percent, 
there is a chance that the aquanaut could panic.

BRAVERY - the aquanaut's Bravery.  This determines the likelihood of morale
decreasing.

ARMOUR STATUS - the aquanaut's Armor Status.  This will rise as the aquanaut
is equipped with armor manufactured by your engineers.

MOLECULAR CONTROL STRENGTH/SKILL - the Molecular Control Strength/Skill 
which the aquanaut may call upon.

Click on the RMB to return to the Battlescape screen.


PROMOTIONS
Promotions
----------
At the end of every mission, subject to their mission performance, 
aquanaut's will be promoted.

The rank to which the aquanaut is promoted to dependent on the following.

SEAMAN - each new recruit begins at this level.

ABLE SEAMAN - in order to be promoted to an Able Seaman a Seaman must have 
had some combat experience.

ENSIGN - there is one Ensign per five aquanauts.  If a position is vacant 
the best available Able Seaman is promoted.

LIEUTENANT - there is one Lieutenant - here is one Lieutenant per 11
aquanauts.  If a position is vacant the best available Ensign is prompted.

COMMANDER - there is one Captain per 23 aquanauts.  If a position is vacant 
the best available Lieutenant is promoted.

                                                                        P.57
CAPTAIN - this is the supreme leader of X-COM forces - there is only one 
Captain.  If there are at least 30 aquanauts the best available Commander
will be promoted

It does not automatically follow that the higher the rank the better than 
aquanaut, although this will tend to be the case.

THE EFFECT OF RANK
When officers accompany a mission, the morale of all the aquanauts is 
boosted and they are less susceptible to panic.  The higher the rank of the 
officer, the better the effect on the aquanauts' morale.

NOTE: If an officer is killed during a mission it will have a worse effect 
      on morale than if a rookie had been killed.

MISSION EXPERIENCE
When aquanauts return from a mission, their abilities might be increased.  
For a skill to benefit from experience it must be used during combat as much
as possible.  For example, if an aquanaut uses a harpoon many times then
accuracy is most likely to improve.  Reactions, Accuracy, Time Units, 
Throwing Accuracy, Molecular Control, Health, Strength, Fitness and Bravery
all benefit from mission experience.

MORALE
At the start of each mission each aquanauts' morale starts at 100 percent.
This decreases as an aquanaut is wounded or if fellow aquanauts are killed.
It will recover if an aquanaut successfully kills aliens.  The decline in
morale is reduced by the aquanaut's BRAVERY rating - the more brave an 
aquanaut is, the less likely he/she is to panic.

PANIC
When morale falls the likelihood of panic increases.  When an aquanaut 
panics one of three things can happen:

 A. The aquanaut freezes, and can do nothing for the current turn (i.e. 
    he/she will have no Time Units).

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

 C. The aquanaut goes berserk and starts firing at random.

WOUNDING
An aquanaut's health is a general indication of well being, but an aquanaut
can also receive FATAL WOUNDS.  These afflict certain parts of the body as
follows:

HEAD. LEFT/RIGHT ARM - each fatal wound reduces the aquanaut's weapon 
accuracy.

TORSO - each fatal wound reduces the aquanaut's rate of Energy recovery.

LEFT/RIGHT LEG - each fatal wound reduces the aquanaut's available Time 
Units.

                                                                        P.58

The Aquanaut Data screen displays any fatal wounds.  Each wound also reduces
an aquanaut's Health  by one point per turn, so that it is possible for an
aquanaut to die from a hit received much earlier in the mission.  The 
Medi-kit can heal fatal wounds.

STUNNING
Aquanauts or aliens can be stunned if his by a stunning weapon, caught in an
explosion blast or if suffering from smoke or dust/debris inhalation 
following an explosion.

You can monitor the effect of smoke/debris inhalation on your aquanaut by 
checking the white bar on the aquanaut's health level.  The aquanaut will 
collapse, but should recover a few turns later.

Aliens can also be stunned and carried back to your craft.  However, if they 
wake up they will jump out of the aquanaut's arms and run away!


Opportunity Fire
----------------
If you end your turn leaving your aquanauts with enough Time Units to fire a
shot, your aquanauts will automatically fire during the alien's turn at any 
alien who strays into their line of sight.  This is called OPPORTUNITY FIRE.

Your aquanauts might even be able to take a shot before the aliens - if the
aquanaut's Reaction and Time Units are high enough.

There might be several exchanges of fire in each Opportunity Fire 
confrontation.

NOTE: Opportunity fire is crucial to mission success.  Remember to leave 
your aquanauts with enough Time Units at the end of their turn to carry out
opportunity fire - use the Reserve Time Units buttons to do this.


Objective
---------
The mission will be successful when all aliens have ben either killed or 
stunned.  The Alien Sub's remains, alien artifacts and alien corpses are 
then recovered automatically.

To abort the mission before the objectives have been achieved, click on the
[abort mission] button in the Control Bar.

NOTE: Any aquanauts not on the Triton transport at this stage will be left
      behind.

                                                                        P.59

THE DEBRIEFING SCREEN
=====================
The Debriefing Screen is displayed at the end of the Assault Mission, giving
you a breakdown of your performance.

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

Below is the mission performance list, showing a breakdown of all the ITEMS
recovered, the QUANTITY of each and the SCORE by retrieving them.  The last
line of the mission performance list shows the total mission score.

At the bottom of the screen is the overall mission RATING.  Poor mission 
performance may affect X-COM's funding.

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

============================================================================
                                    BASES
============================================================================

                                                                        P.60

Click on the BASES button in the Geoscape screen to access the Bases screen
- a display of the various X-COM installations in operation or under
construction.

X-COM bases are submerged floating stations hiding them from alien detection
systems.  X-COM craft operate from concealed sub pens and the open access to
the base is via the access life.  X-COM bases carry out several different
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 of X-COM use.

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

                                                                        P.61

THE BASE DISPLAY
================
The Base Display allows you to see, at a glance, the size of your bases and
their facilities (pods).

X-COM may have up to eight bases world-wide, these are represented above the
Menu Options as a row of eight icons.  Each of these icon contain a small 
map of the pods which make up the base.  Green squares represent existing
pods, red squares represent pods under construction.  Click on any of these
icons to select a different base.

The name of the selected base is displayed in the top right of the Bases 
screen.  Below this is the geographical area in which the base is located 
followed by the total FUNDS available to X-COM.

The left two-thirds of the Base screen shows a top down view of the base.
Move the Mouse pointer over a base facility to display its name in the top
left of the screen.


THE MENU OPTIONS
================
The Menu Options allow you to see in detail how each of your bases is
currently functioning.  You will use the Menu Options to carry out tasks 
such as building pods, arming individual subs and organizing research and
manufacture work.

NOTE: At times during the game, list of information may extend beyond the
      screen.  If this happens, an arrow appears in the bottom right of the
      screen.  Similarly, if the list extends off the top of the screen, an
      arrow appears in the top right.  Click on these arrows to scroll the
      list up or down.

Build A New Base
----------------
Click on this option to establish a new X-COM Base.

You return to the Geoscape and the message SELECT SITE FOR NEW BASE appears
at the top of the screen - click anywhere in the sea to position the base.  
You might cancel the order to build a new base by clicking on the CANCEL
button.  Use the Geoscape controls if you want to rotate the display of the 
Earth (see the section of this manual on THE GEOSCAPE SCREEN for full 
details of the Geoscape controls).

When you have selected the location for your base, a message window appears 
informing you of the cost to establish a base in this part of the world. 
Click on OK to accept this location or click on CANCEL to select a different
location.

                                                                        P.62

NOTE: As you play the game, you will find that some areas of the world are
      better than others for X-CO base sites.  The Sea of Japan is a good
      area for an X-COM base because the area is both wealthy and densely
      populated.

When you have decided on your new Base's location, you are prompted to give 
it a name - type in your base's name using the Keyboard, then press the 
Return Key.

You will now return to the Bases screen and are prompted to SELECT POSITION 
FOR ACCESS LIFT.  This will position the main access to the facility from
the sea.  It is better to position this fairly centrally so that new pods
may be built around it.

You have now established a new X-COM base.  Click on the BUILD FACILITIES
Menu Option to build some more pods into the base.

NOTE: When constructing a new base, you can only begin building new pods 
      onto a completed part of the base.  So to begin - the maximum new pods
      you could build would be four.


Base Information
----------------
Click on this option to display a breakdown of base-related information.

THE BASE ICONS
In the top right of the screen are right base icons which allow you to 
change the currently selected base.  These function in exactly the same way
as the Base icons in the Bases screen.

THE BASE NAME
Click on the base name in the top right of the base information screen to
change the base name.  A flashing * cursor appears.  Use the Backspace key
to erase the previous name, type in the name of your choice using the 
Keyboard, press the Return Key.

SHORT-RANGE DETECTION
This is a display of the short-range detection ability of the base.  Short-
range detection systems have a range of 300 nautical miles.

                                                                        P.63

LONG-RANGE DETECTION
This is a display of the long-range detection ability of the base.  Long-
range detection systems have a range of 450 nautical miles.

NOTE: X-COM Sonar Systems, while very long ranged, rotate very slowly - once
      every 10 minutes.  This means that your base will detect Alien Subs
      more efficiently if more than one sonar is in place.

THE STORES BUTTON
Click on the STORES button to view a list of the items currently in the 
stores.

THE MONTHLY COSTS BUTTON
Click on the MONTHLY COSTS button to view a list of your monthly expenses.
These are made up of the following:

CRAFT - X-COM do not own Barracudas or Triton Flying Subs, they are leased
from their owners for a monthly fee.

PERSONNEL - your personnel are paid monthly, according to standard world pay
scales.

BASE FACILITIES - base facilities are re-equipped monthly.  See the 
UFOPAEDIA for details of the maintenance cost of each base facility.

The PERSONNEL AVAILABLE: PERSONNEL TOTAL data shows how your personnel are
being utilized.  It is broken down into the three groups of personnel: 
aquanauts, engineers and scientists.

The figures show the number of personnel available for work followed by the
total number of personnel at the base.  You should keep the first figure 
zero to stop workers from being wasted.  The bar graphs to the right of this
numerical display are useful to see 'at a glance' how your personnel are
being utilized.

The SPACE USED: SPACE AVAILABLE bar graphs show how your space is being 
utilized.  This is broken down into five categories in a similar way to the
Personnel.

The figures show the space used followed by the total amount of space 
available.  You should aim to keep the first figure equal or very close to
the second figure to prevent wasted space.  The bar graphs to the right of 
this numerical display are useful to quickly see how your space is being
utilized.

The DEFENCES is a rating of how well the base can defend itself against an
Alien attack.

Click on the TRANSFERS button in the bottom of this screen to see a display 
of the personnel or equipment currently in transit between other bases and
the selected base.

                                                                        P.64

The ITEM in transit is listed next to the QUANTITY of that item and its
ARRIVAL TIME at the base in hours.

For full details on Transferring personnel and equipment between bases, see
the TRANSFER section of this chapter.

Click on OK to return to the Base Information screen.

Click on OK in the bottom left of the Base information screen to return to
the Bases screen


Aquanauts
---------
Click on the AQUANAUTS button in the Bases screen to access the Aquanaut 
List.  This displays all the aquanauts at the currently selected base,
regardless of which craft they are assigned to.

Use the Mouse to highlight and select an aquanaut.  The Aquanaut Data screen
appears.

THE AQUANAUT DATA SCREEN
The selected aquanaut's rank badge is in the top left of this screen.

The a aquanaut's name is next to the rank badge.  Click on this to change
the aquanaut's name.  A flashing * cursor appears.  Use the Backspace Key to
erase the previous name, type in the name of your choice using the Keyboard,
press the Return Key.

Click on the ARMOUR button to change the armor worn by the Aquanaut.  The
Select Armour window appears, listing the types of armor available and the
number of each in storage.

                                                                        P.65

Below the buttons is a display of the following:

RANK - the aquanaut's X-COM rank.

MISSIONS - the number of missions which the aquanaut has taken part in.

KILLS - the number of aliens the aquanaut has killed.

CRAFT - the sub which the aquanaut is currently assigned to.

WOUND RECOVERY - the number of days before the aquanaut recovers to full
health.

In the bottom two-thirds of the screen is a display of the aquanaut's 
physical statistics.  These are identical to those in the Battlescape 
Aquanaut Data screen.

Click on the [left/right triangular arrows] buttons to view data for the
previous/next aquanaut at the base.

Click on OK to return to the Aquanaut List screen.

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


Equip Submarine
---------------
Click on this option to configure your interception craft (Barracuda).

The Equip Submarine Screen lists the following information:

NAME - the type and registration number of the sub (for example, BARRACUDA-3
is the third sub to be operated by X-COM, and is a Barracuda).

STATUS - this may be:

Ready - the sub is available for interception duty.
Refuelling - the sub is refuelling.
Rearming - the sub is having its weaponry changed.
Repairs - the sub is undergoing repair work.
Out - the sub is carrying out an interception.

WEAPON SYSTEMS - the weaponry carried by the sub.  This is presented as 
number carried/maximum number which may be carried.

                                                                        P.66

CREW - the number of aquanauts carried on the sub.

SWSs - the number of Submersible Weapons Systems (e.g. Coelacanth Tanks) 
carried on the sub.

To configure a sub, use the Mouse to highlight the required craft from the
list and click to enter the Equip Craft screen.

The Equip Craft screen allows you to configure individual interception craft 
to suit your requirements.

The sub's name is at the top of the screen.  Below this is a display of the
DAMAGE and FUEL status - useful to establish how long the sub will be in
repair or refuelling.  Zero percent damage and 100 percent fuel mean that
the sub is fully operational.

Below the Damage and Fuel status are the weapon configuration buttons, 
marked with numbers.  These do not appear on the Equip Craft screen for the
Triton Sub Transport, since it does not have combat capability.  Craft such
as the Barracuda have two weapon bays, marked '1' and '2'.

Alongside the numbered buttons are the names of the loaded weapons and a 
pair of figures:

AMMO - the number of rounds of the weapon loaded onto the Sub.

MAX - the maximum number of rounds which may be carried by the sub.

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

                                                                        P.67

THE SELECT ARMAMENT WINDOW
Click on one of the numbered buttons to access the Select Armament window.  
This allows you to change the weapons carried in the sub's weapon bays.

ARMAMENT - the names of the available weapons.

QUANTITY - the number of the weapon in storage.

AMMUNITION AVAILABLE - the number of rounds of the weapon in storage.

If you wish to load a different weapon onto your sub, use the Mouse to 
highlight the required weapon from the list and click.

Alternatively, you may click on the CANCEL button to exit this window 
without making any weapon changes.

You will now return to the Equip Craft screen.  If you changed the weapons, 
the new armament 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 Select Squad screen.  This allows you
to assign individual aquanauts to the selected sub.

The top of the screen displays the total SPACE AVAILABLE on board the craft
and the current amount of SPACE USED.

Below this is a list of the NAME of the aquanauts available with their RANK
and the SUB which they are currently assigned to.

To assign or de-assign an aquanaut to the selected sub, use the Mouse to
highlight the required aquanaut from the list and click.

Click on OK when you have finished assigning aquanauts to the sub.

                                                                        P.68

THE SELECT EQUIPMENT SCREEN
Click on the EQUIPMENT button to enter the Select Equipment screen.  This
allows you to load equipment onto the selected sub.

The top of the screen displays the total SPACE AVAILABLE on board the sub 
and the current amount of SPACE USED.

Below this information is:

The ITEM column, listing the names of the items which may be loaded on 
board.

The STORES column, listing the number of the item which are available.

The LOADED column, consisting of a pair of buttons for each item and the 
number of the items which are loaded on the sub.

Click on the [left/right triangular arrows] buttons to decrease/increase the
number of an item which are loaded on board the selected sub.

Click on OK when you have finished loading equipment onto the sub. 

THE SELECT ARMOUR SCREEN
Click on the ARMOUR button to enter the select Armour screen.  This allows
you to configure the body armor which your aquanauts will wear.

To set-up the armor worn by a particular aquanaut, use the Mouse to 
highlight the required aquanaut from the list and click.

The SELECT ARMOUR TYPE window appears, listing the type of armor available
and the number of each in storage.

                                                                        P.69

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

Click on OK when you have finished assigning armor to aquanauts.

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

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


Build Facilities
----------------
Click on this option to build new base facilities (pods).

The Menu Options will be replaced by the Select Installation window.  You 
can choose from the following:

LIVING QUARTERS
LABORATORY
WORKSHOP
STANDARD SONAR SYSTEM
WIDE ARRAY SONAR SYSTEM
TORPEDO DEFENCES
GENERAL STORES
ALIEN CONTAINMENT
SUB PEN

NOTE: As the game progresses, you will be able to research alien-based
      technology to be incorporated into your bases.  See the UFOpaedia for
      full details of all base installations.

Use the Mouse to highlight and click on the required installation.  The
Select installation window is released by the Build Installation window.

This displays the cost to build the installation, the time it will take to 
construct it and the maintenance cost per month.  You can click on CANCEL to
abort the build facility operation at this stage.

To construct the new facility, move the Mouse pointer over the Base Display,
move the Mouse pointer over the Base Display, position the installation and
click.

The new installation is now shown on the Base Display, enclosed in a dotted
line with the number of days of construction superimposed on it.  The Build
Installation window reverts to the Select Installation window.

                                                                        P.70

Click on OK to return to the Bases screen or click on another installation
from the list to continue constructing base pods.

A message window appears in the Geoscape screen when a base facility has 
been completed.


Research
--------
Click on this option to view your current research status.

the Current Research screen displays the following

SCIENTISTS AVAILABLE - the number of scientists available for work.

SCIENTISTS ALLOCATED - the number of scientists currently working on 
research projects.

LABORATORY SPACE AVAILABLE - the amount of floor space available in the
laboratories.

Below this is a list of the research projects currently being undertaken
with the number of scientists working on each project and a general 
indication of the progress being made.

NEW PROJECT
Click on the NEW PROJECT button to start new research work.  The New 
Research Projects window appears, listing the projects available for 
research.

Use the Mouse to highlight and click on the required project.

The New Research Projects window will not change to display the Start 
Project window.

You may cancel research at this stage by clicking on CANCEL.  To accept the
project and continue, click on the START PROJECT button.

                                                                        P.71

The window changes to display the Scientists Allocated window.

This displays the Scientists Available and the Laboratory Space Available 
as before, but allows you to set the number of scientists allocated to this
particular project.

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

Click on OK in the New Research Projects window to exit to the Current 
Research screen.

SCIENTISTS ALLOCATED
Use the Mouse to highlight and click on a project to alter the number of 
scientists allocated to that project.  This is identical to the Scientists
Allocated window described above.  The more scientists involved, the quicker
the research is completed.

Click on OK to exit to the Current Research screen.

Click on Ok in the Current Research screen to exit to the Bases screen.

RESEARCH COMPLETED
When work has finished on a project, the Research Completed window appears 
on the Geoscape,  Click on OK to return to the Geoscape or click on VIEW
REPORTS to view the result of the research (this can also be accessed at any
time in the UFOpaedia).

Your scientists then inform you of any new research or manufacture projects
which are now possible.  Click on OK to exit from these screens or click on
ALLOCATE RESEARCH or ALLOCATE MANUFACTURE to start new research or 
manufacture projects.

                                                                        P.72

Manufacture
-----------
Click on this option to view your current production status.

The Current Production screen displays the following:

TECHNICIANS AVAILABLE - the number of technicians available for work.

TECHNICIANS ALLOCATED - the number of technicians currently working on 
production.

WORKSHOP SPACE AVAILABLE - the amount of the floor space available in the
workshops.

CURRENT FUNDS - the amount of money currently available to X-COM.

Below this is the production list, containing the following:

ITEM - the item which is being manufactured.

TECHNICIANS ALLOCATED - the number of technicians working on the project.

UNITS PRODUCED - the number of units of the item produced so far.

TOTAL TO PRODUCE - the total number of units you have ordered to be 
produced.

COST PER UNIT - the cost to manufacture each item.

DAYS/HOURS LEFT - the number of days/hours remaining before the production
will be complete.

NEW PRODUCTION
Click on the NEW PRODUCTION button to start production of a new item.  The
Production Items window appears, listing the available items for production.

Use the Mouse to highlight and click on the required item.

The Start Production window will now appear.

                                                                        P.73

The first line of this window displays the number of engineer days it will 
take to produce the item(s).  One technician day is the amount of work one
technician can carry out in one day.

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

You may cancel production at this stage by clicking on the CANCEL button.  
To accept the production and continue, click on the START PRODUCTION button.

The Technician Allocated window appears.

This displays the Technicians Available and the Workshop Space Available as
on the Current Production screen, but allows you to set both the number of
technicians allocated and the number of items to produce.

Click on the up/down arrows to increase/decrease the number of technicians
allocated to the production and the number of units of the item to produce.
You may cancel production at this stage by clicking on the STOP PRODUCTION
button.  to accept the production and return to the Production Items window,
click on OK.

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

TECHNICIANS ALLOCATED/UNITS TO PRODUCE
Use the Mouse to highlight and click on any manufacture project to alter the
number of technicians allocated to that project.  This is identical to the
Technicians Allocated window described above.  The more technicians 
involved, the quicker the manufacture will be completed.

Click on OK to exit to the Current Production screen.

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

                                                                        P.74

PRODUCTION COMPLETE
When production of an item has been completed, the Production Complete 
window appears on the Geoscape.  This displays both the name of the item and
the location at which it has been manufactured.


Transfer
--------
Click on this option to transfer craft, personnel or items between bases.

SELECT DESTINATION BASE
This screen displays your CURRENT FUNDS in the top of the screen, to allow 
you to see how the planned transfer affects your finances.

Below this is a list of all the X-COM bases in the world, with the area of
the world in which they are allocated.

The TRANSFER screen consists of:

The ITEM column, listing the names of the items at the base.

The QUANTITY column, listing the number of each of the items at the base.

The AMOUNT TO TRANSFER column, consisting of a pair of buttons for each item
and the number of items to transfer.

Click on the [up/down triangular arrows] buttons to increase/decrease the
number of the item which will be transferred to another base.

When you are happy with the items to be transferred, click on the TRANSFER
button in the bottom left of the screen.  You will now be taken to the 
Select Destination Base screen.  A verification screen appears showing the 
cost of the transfer.

Click CANCEL if the transfer is too costly.  To complete the transfer, click
TRANSFER.

                                                                        P.75

Use the Mouse to highlight and click on the required base.  The Transfer
screen appears.

You can view details of the items which are in transit between bases by 
clicking on the TRANSFERS button in the Base Information screen.

Click on the CANCEL button to return to the Bases screen.


Purchase/Recruit
----------------
Click on this option to recruit personnel, lease craft or purchase items.

The Purchase/Hire Personnel screen displays your CURRENT FUNDS in the top of
the screen alongside the COST OF PURCHASES for the items chosen.

The columns below are:

The ITEM column, listing the names of the items which may be bought.

The COST PER UNIT column, listing the price of each of these items.

The QUANTITY column, consisting of a pair of buttons for each item and the 
number of that item to be bought.

Click on the [up/down triangular arrows] buttons to increase/decrease the 
number of the item which will be nought.

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

When you are happy when your choice of items to be bought, click on OK.  The
items will now be purchased and you will be returned to the Bases screen.

Items will not arrive immediately; there is a delivery time.  You can view
details of the items which are in transit to the selected base by clicking
on the TRANSFERS button in the Base Information screen.

                                                                        P.76
Sell/Sack
---------
Click on this option to sell items or to sack personnel.

The Sell Items/Sack Personnel screen displays the VALUE OF SALES for the 
items which you have chosen to sell in the top left of the screen with the 
total FUNDS available to X-COM in the top right.

The columns below are:

The ITEM column, listing the items at the currently selected base which may
be sold.

The QUANTITY column, listing the number of each item which may be sold.

The SELL/SACK column, consisting of a pair of buttons for each item and the
number of that item which will be sold.

The VALUE column, listing the value of each item.

Click on [up/down triangular arrows] buttons to increase/decrease the number
of the item to be sold. 

If you do not wish to make any sakes, click on the CANCEL button to return
to the Bases screen.

When you are happy with your choice of items to be sold, click on the 
SELL/SACK button.  The items will now be sold and you return to the Bases
screen.


Geoscape
--------
click on this option to return to the Geoscape screen.



============================================================================
                                   GRAPHS
============================================================================

                                                                        P.77

Click on the GRAPHS button in the Geoscape to access the Graphs screen - a
graphical breakdown of Alien, X-COM and Financial information.

These graphs are useful when planning strategy such as where to establish 
new X-COM bases and which areas to concentrate on defending.


ALIEN ACTIVITY IN SEAS
======================
Click on the first icon in the top of the screen to view the ALIEN ACTIVITY
IN SEAS.

This graph displays the level of Alien activity in ares of the world.  Click
on the buttons on the left hand side of the screen to view the graph plots
for particular areas.


ALIEN ACTIVITY IN ZONES
=======================
Click on the second icon in the top of the screen to view the ALIEN ACTIVITY
IN ZONES.

This graph displays the level of Alien Activity in the funding zones.  Click
on the buttons on the left hand side of the screen to view the graph plots
for individual zones.


X-COM ACTIVITY IN SEAS
======================
Click on the third icon in the top of the screen to view the X-COM ACTIVITY
IN SEAS.

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


X-COM ACTIVITY IN ZONES
=======================
click on the fourth icon in the top of the screen to view the X-COM ACTIVITY
IN ZONES.

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

                                                                        P.78

INCOME
======
click on the fifth icon in the top of the screen to view the X-COM's INCOME.

This graph displays X-COM's income from each of the funding zones.  Click on
the buttons on the left hand side of the screen to view the graph plots for
individual zones.


FINANCE
=======
Click on the sixth icon in the top of the screen to view X-COM's FINANCE
situation.

This graph displays the overall financial situation.  Click on the buttons
on the left hand side of the screen to view graph plots for the following:

Income
------
The main source of X-COM's income is the companies funding the project from
separate zones around the globe.  Funding will vary as the game progresses
and will depend on such things as:
    
    - X-COM's success in intercepting Alien Subs in the vincity of a funding
      company (i.e. the company's zone): contribution levels will fall if 
      Alien Subs are not intercepted.

    - X-COM's success in recovering, researching and producing alien items:
      funding will rise if X-COM is seen to be doing well.

    - internal events such as changes of government, civil war or recession.

    - alien influence: funding will stop if a company signs a pact with the
      aliens.

Additional income may be generated by the sale of alien items recovered from
crashed subs.

Expenditure
-----------
X-COM expenditure will be of several types.  as well as 
purchasing/recruiting costs, there are:

    - transfer costs.

    - building costs for new bases or base pods.

    - production costs for items manufactured by X-COM technicians.

Maintenance
-----------
Maintenance costs are incurred on a regular basis.  These include:

    - wages for personnel.

    - maintaining base facilities.

    - maintaining, refuelling, and repairing Subs.

Balance
-------
The balance is the amount of money available to X-COM after Expenditure and 
Maintenance have been subtracted from the income.

                                                                        P.79

Score
-----
X-COM's performance rating.  This score takes into account the following:

    - success of interceptions.

    - scores for assault missions.

    - research work completed; and 

    - alien activity.

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

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



============================================================================
                                  UFOPAEDIA
============================================================================

                                                                        P.80

Click on the UFOPAEDIA button in the Geoscape to access the UFOpaedia, an
on-line encyclopedia which contains all the information currently available
to X-COM.  Each entry consists of a diagram with accompanying text and/or
data.


THE SELECT SUBJECT SCREEN
=========================
the first screen of the UFOpaedia is a list of the subjects which may be 
reviewed.  Click on any one of these buttons to get to the section which you
require:

X-COM CRAFT AND WEAPONS - the Subs available for X-COM use and the armament
which they may be equipped with.

SUBMERSIBLE WEAPONS SYSTEMS - the vehicles which may be carried on X-COM
transport subs.

GENERAL EQUIPMENT - the weapons and equipment which your aquanauts may use.

AQUATIC ARTIFACTS - alien weapons and equipment which have been recovered 
and researched.

X-COM FACILITIES (PODS) - the available structural units which may be added
to your underground bases.

ALIEN CREATURES - data gathered from captured aliens (either living or dead)
which have been researched by your scientists.

ALIEN TECHNOLOGY - information gained from the interrogation of live aliens.

NEW SUBMERSIBLE TECHNOLOGIES - information gained by researching objects 
retrieved from crashed Alien Subs.

ALIEN SUBMARINES - information regarding known Alien Subs.

OK - click on this button to return to the Geoscape

                                                                        P.81

THE SELECT ITEM SCREEN
======================
Select a specific entry to review.  Highlight and click on the required item
or click on the OK button to exit.


UFOPAEDIA DATA SCREENS
======================
When you are viewing a UFOpaedia Data screen, click on the [looks like 
REW/FF] buttons to view the previous/next UFOpaedia entries.

Click on OK button to return to the Select Item screen.



============================================================================
                                   OPTIONS
============================================================================

                                                                        P.82

Click on the OPTIONS button in the Geoscape to access the Options window, 
allowing you to load and save games.


LOAD GAME
=========
Click on the LOAD GAME button to load a previously saved game.  You exit to
the Select Game to Load screen.

Select Game to Load
-------------------
the Select Game to Load screen displays the name, date and the time of up to 
10 games.  Pick a saved game by clicking on any of the buttons numbered 1 to
10 on the left hand side of the screen.  you return to the Geoscape at the
point when the game was saved.

Click on the CANCEL button to return to the Geoscape without loading a game.


SAVE GAME
=========
Click on the SAVE GAME button to save your current game.  The Select Save
Position screen appears.

Select Save Position
--------------------

                                                                        P.83

Choose the game slot you wish to write over by clicking on any of the 
buttons numbered 1 to 10 on the left hand side of the screen.  A flashing -
will appear.  You can now use the Keyboard to type or delete as normal.  
Press the Enter to save the game and return to the Geoscape.

Click on the CANCEL button to return to the Geoscape without saving a game.


CANCEL
======
Click on the CANCEL button to return to the Geoscape without loading or 
saving a game.


                                                                        
============================================================================
                                   FUNDING
============================================================================
                                                                        
                                                                        P.84

Click on the FUNDING button in the Geoscape to access the International
Relations display.  This shows which organizations are funding X-COM and how
much each is contributing.

The International Relations display shows the following:

The ORGANISATION column, listing the name of the Organizations funding 
X-COM.

The FUNDING column, listing the amount of money each organization is paying
to X-COM per month.

The CHANGE column, listing the change in the organization's funding at the 
end of last month.  This is dependent on X-COM's performance in that 
organization's zone.

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


 
============================================================================
                                   CREDITS
============================================================================

                                                                        P.85

               Bucky - Possessed Vulcan in order to get this done.
              Vulcan - Typed this damned thing up.
           Arc Angel - Upload to EL for me so I don't have to. 
                       (A big, juicy, greet to him!)
           Space Ace - Stayed home for a change to package this.
            Iron Man - To help make sure this doc's not released yet :)
  Guys at Microprose - Printed the manual and made the game. :)
