X-COM (R) Apocalypse TM Demo Version 12th April 1997 DEMO REQUIREMENTS 8 Megs Ram (16 Megs if running under Windows TM 95) IBM PC 486 (100Mhz minimum), Pentium and 100% compatibles. Quad Speed CD Rom Drive Super VGA Graphics (VESA required). MS DOS 5.0 or higher (also runs under Windows TM 95) Mouse Required 25 Megs Free Hard Drive Space DOUBLE SPEED CD ROM DRIVES The demo will run on double speed drives but music causes the game to run noticeably slower. You may also experience problems where the music will jump or 'POP'. Choose no music if using a double speed CD ROM. The CD ROM MUST BE IN THE DRIVE AT ALL TIMES. 8 MEG USERS Ensure that your machine is running only MS-DOS. We are aware that the demo can occasionally hang when running in 8 Megs of ram. This is however a rare problem and will be fixed in the production version. THE DEMO This demo allows you to play a single Tactical Combat Mission. To help you learn the buttons and interface we have implemented a system we call tooltips. Just leave the cursor over an option for a second and some help text will appear. You can play X-COM Apocalypse in two different modes: Real-Time or Turn-Based. In Real-Time you move your Agents around whilst the Aliens move - playing in this way requires a greater strategic approach. Players of previous X-COM games will be familiar with the Turn-Based game, where X-COM and the Aliens take Turns to move, just like a game of chess. Look for the notes explaining where the Turn-Based game differs. You begin the demo with the Mission Briefing. Use the buttons at the bottom of the screen to select the way in which you will play the Tactical Mission: Turn-Based or Real-Time. You will now be taken to the Squad Assignment screen. From here you can assign your Agents into different squads. It is possible to have up to six squads each containing up to six Agents. As you move the cursor over the Agents, their statistics and the weapons they are carrying, will be displayed in the Information Panel (on the left-side of the screen). Click OK to start the Tactical Combat Mission. THE TACTICAL SCREEN The Tactical Screen is split into two sections, the Tactical Display and the Control Panel. The Tactical Display always defaults to the Isometric Map View, this will be centered on your Agents that have been deployed in the Tactical Area. Note : if you are playing the Turn-Based game the Time Controls (Far Right) will be replaced by four new buttons. These are used to reserve Time Units for shooting and kneeling (more on this later). There is also an End Turn button. EXPLORING THE TACTICAL DISPLAY Move the cursor to the edges of the screen. The display will scroll revealing more of the Tactical Combat Area. At the start of each Tactical Mission, time is automatically paused so that you are able to look around and plan your initial moves. You can also use the cursor keys, on the keyboard, to scroll the Tactical Display. SELECTING SQUADS In X-COM Apocalypse, you can control Agents individually or collectively as squads. The Squad Icons (left of screen) indicate the number of Agents in each squad. Double click on the Squad Icon to select your squad. If you have scrolled the display so that your Agents are 'Off Screen', this will re-center the display on your Agents. When you select a squad, the Agents will have an orange marker displayed above their heads in the Isometric Map View. The squad number is displayed in the center of the markers. The Agent's present state of health is shown by the health bar positioned along the top of the marker. In the lower half of the marker, the Agent's Attack Mode is indicated by a colored bar. Blue represents Safe Mode, Green is Cautious Mode and Red indicates Aggressive Mode. One of the Agent markers will be yellow; this is the Agent whose equipment will appear centrally in the Control Panel. The current Attack Mode, Shot-Type and movement orders, displayed in the Control Panel, also refer to this Agent only. Note: in the Turn-Based Game, the Agent's remaining Time Units will be displayed above their marker. MOVING SQUADS After selecting a squad, you can move it in single file, or in a 'Group'-Formation. Group-Formation is selected as the default movement mode because it allows your Agents to cover a wider area, and explore more in a shorter space of time. In the Tactical Game, the cursor is accompanied by a green box as you move it around the Tactical Display. You may notice that the box turns yellow if you move it over a square occupied by one of your Agents. This box is used to set the destinations for your Agents. Move the cursor to a position a short way in front of the squad and click. Four yellow arrows will appear to mark the destination of your Agents. In order for your Agents to move, we must set time running. Click "Real Time" (Third button down in the time controls on the far right). Your Agents will now move to their new positions. Beware! In the Real-Time game, the Aliens can also move and your Agents may be attacked at any time. The objective of the current Tactical Mission is to find the Aliens and either stun or kill them. Practice moving your squad around the building. Experiment with both types of squad formation. You will notice as you move around, more of the Tactical Area becomes visible. This is because your Agents can only see what is in their line of sight. Move the cursor to a position away from your Agents and press the Right-Mouse Button (RMB). Your Agents will turn to face the direction of the cursor. This feature is very useful when exploring the Tactical Area. Note: in the Turn-Based game, if the Agent hasn't enough Time-Units, or if Time-Units are reserved for other actions, the Agent will not be able to complete the move until X-COM's next Turn. If the destination is a long distance away, it may take the Agent several Turns to complete. Whenever your Agents have run out of Time Units, simply click "End Turn" (Bottom Right). After the Aliens have taken their Turn, your Agents will have all of their Time Units returned to them, allowing you to play on. While you are exploring the Tactical Area, you may well come into contact with Aliens. The game will pause and the Message Panel will inform you of the current situation. It is recommended that you take advantage of this to re-order your Agents to cope with the new situation. Giving your Agents regularly updated orders will keep them alive longer! Click "Continue" to resume the action. Your Agents should now open fire. Note: shooting Aliens is covered in more detail later. Click Pause so that we can look at some other controls without being attacked. USING SPLIT LEVEL VIEWS The Tactical Area is built-up of several levels. These may be viewed individually or assembled into a complete 3-D picture. Splitting the Tactical Area into levels allows you to see behind walls and inside rooms (if you have already explored them). At the moment, the Tactical Area is set to Level Mode 2 (its default setting). This displays the level you are on and any levels below. Click "Toggle Map Display" (Left hand side third button down), the display will change to Level Mode 1. This hides everything above and below the currently selected level, this is why some rooms in the building appear to have no roof. Click the "Toggle Map Level Display" button again and the display will change to Level Mode 3. All levels are now displayed at once producing a complete 3-D picture. Click the button once more to return the display to the original Level Mode 2 setting. When you are playing the Tactical Game you may often need to switch to the level above or below the one that is currently displayed. You can change to any level instantly, using the Level Indicator, positioned in the center of the Control Panel. To change to Level 3, for example, simply click on the number 3. Alternatively, you can use the "Up/Down Level" buttons to move the display up or down a single level. These buttons are located in the right hand side of the control panel. They are shown as arrow pointing up / down. Note: Page Up and Page Down, on your keyboard, can also be used to move up or down a level. SELECTING SINGLE AGENTS There are two ways to select an Agent from the current squad. Click on any of the four Agent Icons on the right of the Control Panel; a yellow marker is now displayed above that Agent in the Isometric Map View. To deselect the other Agents, simply right-click on their Agent icons. Move the green cursor box over an unselected Agent in the Isometric Map View, the box should change to yellow. Click on the Agent. The marker should disappear from the first Agent and now appear above the second Agent. Clicking on a single Agent in the Isometric Map View automatically causes all other Agents to be deselected MOVING INDIVIDUAL AGENTS After selecting an Agent (see above) you are now ready to move that Agent. Click on a destination a short way in front of the Agent. A single yellow arrow will appear to mark the Agent's new destination. Ensure time is running. The Agent will now move to the new destination. Note: Aliens or hostile units may be encountered at any time. Beware! Ensure you keep an eye on your squad! To make the selected Agent turn around, move the cursor to a position within the Tactical Display and click the RMB. The Agent will now turn to face in the direction of the cursor. THE OVERHEAD MAP VIEW Now that we have started to move Agents around the Tactical Area, we will need to be aware of their position as they continue to move around. For this, we can use the Overhead Map View. Click Pause. Click "Switch Map View" (2nd button down on right) to activate the Overhead Map View. The Overhead Map View allows you to see more of the Tactical Area on screen. The diamond shape outline, shows the area of the map that will be displayed when you return to the Isometric Map View. As in the Isometric Map View, the Overhead Map View will only show the areas that your Agents have explored. You can scroll the Overhead Map View in the same way as the Isometric Map View, simply move your cursor to the edge of the screen. Note: you can also use the cursor keys (on the keyboard) to scroll around the map. You will see Yellow arrows on the Map; these are X-COM Agents. Any Red arrows are hostile units and any Purple arrows represent neutral personnel. Solid arrows show units on the present level; large outline arrows show units above the current level; small outline arrows show units below the current level. The direction of the arrow indicates the direction that a unit is facing. Note: the map will only show the level of the Tactical Area you have currently selected. Click on the "Up/Down Level" buttons or the Level Indicator (in the Control Panel) to display other levels. Scroll the Overhead Map View until the diamond outline surrounds at least one of your Agents. Click the "Switch Map View" icon again to return to the Isometric Map View. SEARCHING FOR THE ALIENS As you continue to move your Agents around the Tactical Area, you will encounter stairs, doors and lifts. To use these, do the following: To go through doors, click inside the room. To go up stairs, click at the top of the stairs. To go down stairs, click at the bottom of the stairs. To use a Grav Lift, move your Agents to the Lift. Select the level you wish to move to and then click on this level. Your Agent will move up or down to the selected level using the Grav Lift. ENGAGING THE ALIENS When one of your Agents sees an Alien, a small Alien indicator will appear above the icon of that Agent in the Control Panel. Clicking on the 'Alien Sighted' Indicators will cause the display to be centered on the relevant Alien. Agents will open fire automatically on any Aliens sighted. They will also use any cover available (within a one square radius). Note: if you are playing the Turn-Based Game, you will have to fire on Aliens manually. Details later on. COMPLETING A TACTICAL MISSION If you successfully manage to kill or stun all Aliens in the Tactical Area, or if all of your Agents are killed or stunned, then the Tactical Mission will end and you will be taken to the Debriefing Screen. Here you will be given a score based on how successfully you completed the mission objectives. After clicking OK you will see our slideshow showing some of the games many other features. TACTICAL COMBAT (ADVANCED MOVEMENT) Lets look at some of the more advanced movement options available to you during Tactical Combat Missions. We have already learnt how to move our Agents around the map, so lets look at the different movement modes they can use. The movement options are located in the right hand side of the screen. Below the Agent icons at the bottom. RUNNING Agent movement is not restricted to walking. Sometimes your Agents will need to cover ground very quickly, when they are retreating or moving into cover. In this instance, you can order your Agents to run. Click the "Run" icon to order the selected Agents to run. Click a destination. All of the Agents should run to that destination. Be careful not to make you Agents run too much; running expends more energy than walking - don't exhaust your Agents! Note: Agents will not be able to fire at enemy units whilst they are running. Click "Walk" to return your Agents to walking speed. When squads or multiple Agents are selected, then any movement orders given, will apply to them all. If you want an order to apply specifically to one Agent, then ensure that only that Agent is selected. Note: in the Turn-Based game, running will expend less Time Units than walking. CRAWLING In X-COM Apocalypse, it is essential for Agents to use cover. You must learn to strategically position and move your Agents within the Tactical Area. Agents can use many features of the Tactical Area for cover, by Crawling to positions and Kneeling behind them. Select an Agent. Click "Crawl" to order your Agent to assume a crawling position. Crawling makes your Agent a harder target for any hostile units to hit. Click on a destination. The Agent will now Crawl to that destination. Note: in the Turn-Based game, crawling will expend more Time Units than walking. KNEELING If there is any cover close to your Agents, move your Agent to that position. Click "Kneel" to make the selected Agent kneel. The advantage of kneeling behind cover is that your Agent is less visible to hostile units, and can fire more accurately. Kneeling functions differently to Walking, Running and Crawling as it is a position that your Agents will adopt once they have reached their destination. Click "Kneel" to return your Agent to a standing position. Note: in the Turn-Based game, both kneeling and standing will use an Agent's Time Units; if you intend to kneel at the end of each move then you must reserve enough Time Units to do so. TACTICAL COMBAT (ATTACKING THE ENEMY) Lets look at the Attack Modes and Shot-Type controls available to you in Tactical Combat Missions. You will need to find some Aliens to use these. In the Real-Time game, X-COM Agents will react automatically when hostile units come into their line of sight. But how they react is dependent on the orders you give them. ATTACK MODES The Attack Modes are located beneath the Agent Icons. Note: in the Turn-Based game, Attack Mode "orders" only have effect in Opportunity Fire (more on this later). If you are playing the Turn-Based game, skip this section, and turn to Firing In The Turn-Based Game. Depending on your objectives or strategy, you may wish to change the Attack Mode that your Agents adopt when exploring the Tactical Area. Select an Agent. Click "Safe". Your Agent will always take the safe option when moving around the Tactical Area (ie the Agent will not be aggressive and will seek cover over confrontation). Select a destination for the Agent to move to. You can order your Agents to be Aggressive or return to Cautious behavior as, and when, your circumstances change. Experiment with Attack Modes as you move around the Tactical Area. Click "Cautious" to return your Agent to a Cautious approach. SHOT-TYPES In conjunction with Attack Mode, you should also give Agents weapon orders. The Attack Mode indicators are located below the Squad icons. Click "Aimed Shot" to make your Agent favor an Aimed-Shot. The Aimed-Shot is more accurate than the Snap or Auto-Shots but the rate of fire is slower. Now, select and give your other Agents different orders. Experiment with different combinations and see what happens. Clicking "No Shot" will prevent your Agents from firing. This can be useful if you haven't much ammo. As with Attack Modes, these orders affect all selected Agents. When single Agents are being controlled, the other Agents in the squad retain their previous orders. USING COVER AND TARGETTING THE ALIENS To play X-COM Apocalypse effectively it is recommended that you place your Agents as strategically as possible to get the greatest benefit from cover. You should give them the best opportunity to use cover by placing them near to it; Agents can then duck in and out of cover or Kneel behind it. For ambushes, try to use areas where Agents can only be attacked from one direction. Also, where possible, use Agents to cover each other. The game will pause and show a message whenever a hostile unit is sighted by one of your Agents. It is recommended that you take advantage of this to re-order your Agents to cope with the new situation. Giving your Agents regularly updated orders will keep them alive longer! Should multiple hostile units appear, it is possible to direct your Agents' fire on a particular target. Right-click on the hostile unit. A red target cross-hair will now remain on the targeted unit. Note: you can prevent the game from pausing by switching the Messages Panel off. You can turn messages on or off from the Options Screen. Active Messages are accompanied by a Tick. To switch a message off, click on the tick, a cross will appear in its place indicating that the message is now disabled. All messages will still appear in the message bar but will not cause the game to pause when they appear. FIRING IN THE TURN BASED GAME If you encounter a hostile unit, you should use a weapon against it before it gets a chance to fire. First, select the Shot-Type you wish to use from the three options. Click "Aimed-Shot" for an Aimed-Shot in the target's general direction. Now that we have chosen the Shot-Type, we must select the weapon to fire with. To select a weapon, click on one of the Agent's 'hands'. Click on the target using the LMB. Your Agent will now fire the weapon at the target. Now one of three things will happen: 1) The Agent fires a shot and misses. This is unfortunate but is expected - initially all of your Agents are Rookies. You will find that your Agents will become more accurate as they fight more battles. 2) The Agent hits the hostile unit with the shot. Aliens can be very tough, so don't be surprised if they don't die from the first hit. 3) The hostile unit fires back. If this happens pray that it does not hit your Agent and that your next shot kills it. You can continue to fire by clicking the Left-Mouse-Button, or cancel firing by clicking the Right-Mouse-Button. Note: firing in the Turn-Based Game causes Agents to use Time Units. USING EQUIPMENT Agents can be equipped with weapons other than guns. You may prefer to attack with a grenade, or use a grenade to clear an area of cover. Click on "Equip Agent" from the Control Panel to take you to the Equip Agent Screen. This button is located centrally on top of the weapons panels in the middle of the control panel. Click on a grenade to 'pick it up'. Keep the Left-Mouse-Button depressed and drag and drop the Megapol AP Grenade to the empty 'hand'. Click OK again to return you to the Isometric Map View. Note: Turn-Based players! Check your Time Units before you use the grenade, you may not have enough left! If you have run-out, click "End Turn". When it is your Turn again, all of your Agent's Time Units will be replenished. Left click on the grenade to bring up the Prime Grenade 'window'. Click and drag the Slider Bar, in the Prime Grenade 'window', to the left/right to set the grenade to detonate in "3 secs". Note: in the Turn-Based game, slide the Bar left/right until it reads "End of Turn". This means the grenade will detonate at the end of the X-COM Turn. Click Tick to accept the grenade settings. Click Return to cancel priming the grenade. Each hand is accompanied by two buttons, "Throw" and "Drop". Because of the three second detonation time (in the Real-Time game), it is better to throw the grenade. You don't want to blow-up one of your own Agents! Click the "Throw" button next to the hand containing the grenade. Click a target in the Isometric Map View. The grenade will now be thrown there. After three seconds (or at the end of the Turn, in the Turn-Based Game) it will detonate, clearing whatever is in that area. If an Agent already has a grenade in their hand and you need them to throw it quickly, simply select the grenade with the RMB in the Hands Area. Click a target in the Isometric Map View. The grenade will now be thrown at its intended target and explode on contact with the floor. Using the Medi-Kit You can use the medi-kit to heal critical wounds. In order to use the medi-kit ensure that it is placed in one of your Agent's hands. Click on the medi-kit from the hands area. The medi-kit display will appear in the top right corner of the screen. Wounded parts of the body will appear highlighted in red. Click on the affected body part in the display and it will change color to indicate that healing has been started. You must now wait while the Agent's wounds heal, which will take some time. If you move the Agent, the healing process is cancelled and you will have to use the medi-kit again. RETRIEVING EQUIPMENT FROM THE TACTICAL AREA If you complete a Tactical Combat Mission successfully and kill, or stun, all of the Aliens, then you will automatically retrieve all of the items left by the Aliens. If, however, you decide to evacuate the Tactical Area before you have killed all of the Aliens, then you will have to pick up Alien Artifacts manually. After you have successfully killed an Alien, position an Agent over the equipment dropped near the corpse. Click "Equip Agent" to open the Equip Agent Screen. Any objects that are on the floor will be displayed in the Item Menu at the bottom of the screen. Use the drag and drop method to collect these items. Drop them into any spare carrying space your Agent may have. It is important to retrieve Alien technology so that you can research it when you return to Base. OPPORTUNITY FIRE (TURN-BASED ONLY) Opportunity Fire is a slight exception to the Turn-Based rule. It allows you to end your Turn leaving Agent's with enough Time Units to fire a shot. Your Agents can automatically fire during the Alien's turn at any hostile unit who strays into their line of sight. The way an Agent behaves during Opportunity Fire depends on the Attack Mode you select. You can make the Agent more likely to fire or hide depending on these Attack Modes. Click "Aggressive" to order your Agents to proceed aggressively. Agents are more confrontational using this Attack Mode and more likely to shoot in Opportunity Fire. Reserving Time Units You must reserve enough Time Units for your Agents, to take full advantage of Opportunity Fire. In this case we will reserve enough for an Aimed-Shot. The reserve time unit buttons are located on the far right of the screen. Click "Reserve Aimed-Shot". Now this is selected, the Agent will always retain enough Time Units to perform an Aimed-Shot in the event of Opportunity Fire. Click the "End Turn" icon to end the Turn. COMPLETING TACTICAL COMBAT MISSIONS Now that you are used to ordering your Agents, try moving them around the building to explore some of the rooms and walkways. But beware! You never know what's lurking around the next corner. The Tactical Combat Mission will end under any of the following circumstances: 1. All Hostile units are unconscious or dead - You Win. 2. All X-COM Agents are unconscious or dead - You Lose 3. All Hostile units panic and flee the combat area - You Win 4. All Agents leave the Combat Area using Exit Points. For each building there are several Exit Points, all of which are marked by arrows: If Agents are injured you may well want them to leave the Tactical Area in order to seek medical attention. Select the Exit Point as the destination for your Agents and they will walk out of the Tactical Area automatically. Note: if you leave the Tactical Area without killing all hostile units, or retrieving any Alien artifacts, you will receive a lower score in the Debriefing. DEBRIEFING At the end of each Tactical Combat Mission, you will be given a Debriefing. This will inform you if your mission objectives were achieved and calculate a score based on your performance in various areas. KEYBOARD CONTROLS General Switch Map View TAB Up Level Arrow PAGE UP Down Level Arrow PAGE DOWN Toggle Map Level Display Print Screen Set Safe Mode F9 Set Cautious Mode F10 Set Aggressive Mode F11 Crawling F2 Walking F3 Running F4 Don't Fire F5 Aimed-Shot F6 Snap-Shot F7 Auto-Shot F8 Kneel BACKSPACE Message History M Center-On Message HOME Select Squad 1,2,3,4,5,6 Assign selected units to squad CTRL + 1,2,3,4,5,6 Abort mission ESCAPE 'Hand' Area Equip Unit Screen ENTER Throw (Left Hand) [ Throw (Right Hand) ] Drop (Left Hand) @ Drop (Right Hand) # Note: these keys may differ on non-English keyboards; it is the position that is important, ie the group of 4 keys to the left of the ENTER key. Prime Grenade Window Accept Settings Y Cancel N Real-Time Only Pause on/off SPACE Turn-Based Only End Turn E KNOWN PROBLEMS Windows 95 Because X-COM Apocalypse was designed and developed to run under MS-DOS you may experience problems running under Windows 95. To achieve optimal frame rate and performance levels, it is recommended that you reboot your system in MS-DOS mode. NB: It is important to ensure all necessary CD-ROM and Sound card drivers are loaded before attempting to run X-COM Apocalypse; failure to do so may result in the game failing to load. If you are unsure as to how to do this, or if your machine came with Windows 95 pre-installed, please consult your hardware manufacturer. Windows 95 Keyboards On certain video cards Windows 95 is unable to restore certain DOS based graphical applications such as X-COM Apocalypse . This is particularly a problem with regards to the new Windows 95 keyboards containing the 'Start' and 'Windows' keys. On pressing these keys Windows suspends X-COM Apocalypse to bring up a menu but is then unable to restore it. The only solution to this problem is to run the game in MS-DOS mode. Microsoft Plus To prevent problems whilst running X-COM Apocalypse, the System Agent should be disabled. Auto-Detect If you experience problems with the auto-detect program, please follow the steps listed below: 1. Manually select your sound card and then enter the correct Port, DMA and IRQ settings. If you are unsure as to what these are, try typing SET from the DOS prompt or consult your hardware manuals. 2. Run the detection/sound process in MS-DOS mode. Sound Galaxy Pro The auto-detect program can sometimes wrongly identify this card as a SoundBlaster 16. Users must manually select SoundBlaster and then enter the correct Port, IRQ and DMA settings. Gravis Ultrasound The playback quality of the sound test sample may sound garbled. This should not affect playback quality during the game. This card is always detected as an 8 bit card. ATI Stereo F/X X-COM Apocalypse is not compatible with this make of sound card. Users should select NO SOUND. Crystal Dynamics Chipset Any cards with this chipset will be detected by the installer as a SoundBlaster Pro. This causes the game to crash, please select SoundBlaster and the game will run fine. CREDITS MYTHOS GAMES LTD. Game Design Julian Gollop Lead Programmer Nick Gollop Programming Dave Bostock Thaddaeus Frogley Andy Greene Julian Gollop Map Editor Simon Watson Ian Tory Product Manager Helmut Watson Lead Map Designers Mark Simmons Steve Moorhouse Jason Grace Map Designers Phil Davies Dave Moore Karli Watson Dave Kemsley Kevin Tucker Helmut Watson Marc Walton Dave Watson MICROPROSE Art Co-ordinator Guy Jeffries Artists Erol Kentli Greg Shill Pete Austin Kevin Wicks Guy Jeffries Martin Severn Matthew Knott Additional Art Drew Northcott Paul Truss Gavin Cooper Martin Smillie Eddie Garnier Jonathan Rowe Paul Varney Amanda Roberts Terry Greer Nick Cook Jane Barnett Pietro Lantro Julian Madle Andrew Morriss 3D Scanning Steve Edwards Alien World and Models Designed by Tim White Music and Sound Designed and Produced by John Broomhall Lead Composer Richard Wells Additional Music Dave Punshon John Broomhall Sound Design Steve Cowell for PC Music Ltd. Audio Post Production Matt Vowles for Sprockets and Bytes Vocal-Artists Valentina Britten Julian Holman Drew Northcott Eddie Garnier Additional Audio Martin Severn Darren Lambourne A/V Systems incorporate HMI's Sound Operating System. Mapping Marc Curtis Guy Jeffries Lead Quality Assurance Darren Kirby Quality Assurance Don Witcombe Paul Coppins Phil McDonnell Dan Luton Stuart Poole Jamie Toghill Martin Crompton Neil McEwan Anton Lorton Matt Bridges Chris Briggs Alameda, CA Compatibility Group Hoi Nguyen William Hom Khoi Nguyen. Manual Author/Editor Justin Manning Managing Editor Alkis Alkiviades Senior Product Manager Adrian Turner Producer James Hawkins, Stuart Whyte, Steve Goss and Grant Dean. (C) 1997 Mythos Games Ltd. and MicroProse Ltd. X-COM Universe and other elements (C) 1997 MicroProse Ltd. All Rights Reserved. MICROPROSE and X-COM are registered trademarks and X-COM APOCALYPSE is a trademark of MicroProse Ltd. All other trademarks are the property of their respective holders.