Manual Notes
@X-COM
The Extraterrestrial Combat Unit (or X-COM) was formed
to combat the increasing world-wide UFO activity at the
end of the 20th century, X-COM is an independent body
charged with investigating and defeating the alien
threat. This elite multi-national organisation is
funded by all the major world powers and is equipped
with the finest pilots, soldiers, scientists and
engineers.
@Background
  Earth 2039. The last scarred sites of the alien war
of the 30 years ago are healing (as featured in
X-COM: Enemy Unknown). To all intents and purposes
the threat to the Earth may never have happened.
But in the oceans long-silent forces have been aroused
by the conflicts; a vast interstellar colonisation
ship - 400 billion tonnes of metal - that fell to Earth
65 million years ago has been activated. When the alien
base on Mars shuddered in its death throes a powerful
Tachyon beam darted out to a long dormant receptor.
30 years ago, the vast chambers of unnumerable
species began their re-animation cycle.
  X-COM must now face a new terro: an army of aliens
already installed in the depths of the world's oceans.
The aliens have been sinking ship, destroying planes
and devastating remote ports, to what end we know not.
X-COM Craft
@Triton
The Triton, an assault squad
transporter, fitted with full
atmospheric and aquatic flight engines.
Its large capacity and robust construcion
ensures it is the mainstay of the X-COM fleet.
Maximum Speed: 790
Acceleration: 2
Fuel Capacity: 1.400
Weapon Pods: 0
Damage Capacity: 160
Cargo Space: 14
SWS Capacity: 3
@Hammerhead
A transport and intercept craft.
A replication of magnetic array systems in an
X-COM ship. Although small, its' design is
a breathtaking technical achievement.
Maximum Speed: 4.030
Acceleration: 9
Fuel Capacity: 60
Weapon Pods: 1
Damage Capacity: 960
Cargo Space: 12
SWS Capacity: 0
@Leviathan
A transport and intercept flying sub,
with extreme depth capability.
A superb synthesis of alien and human
technology, utilising ION propulsion
systems and magnetic array navigation.
Maximum Speed: 5.800
Acceleration: 9
Fuel Capacity: 50
Weapon Pods: 2
Damage Capacity: 1.250
Cargo Space: 26
SWS Capacity: 4
@Barracuda
The british hydrospace barracua, powered
by super-heated laser engines. One of the
fastest intercept ships in the world, capable
of submersible and atmospheric flight, a key
craft in the coming battle.
Maximum Speed: 2.400
Acceleration: 3
Fuel Capacity: 800
Weapon Pods: 2
Damage Capacity: 120
Cargo Space: 0
SWS Capacity: 0
@Manta
Manta high speed craft, a one-man intercept
flying submarine closely resembling
ION-powered alien ships. A highly effective
strike craft in the escalating conflict.
Maximum Speed: 4.600
Acceleration: 10
Fuel Capacity: 30
Weapon Pods: 2
Damage Capacity: 400
Cargo Space: 0
SWS Capacity: 0
X-COM Craft Armament
@Ajax
The Ajax torpedo is the standard weapon of
undersea combat the world over.
Employed as an accurate and powerful deterrent.
Damage: 60
Range: 32km
Accuracy: 70%
Re-load time: 17s
@D.U.P. Head
Depleted Uranium Pellet headed weapon
technology is relatively new, and this is the
first commercial aquatic weapon system to
employ it fully.
Damage: 110
Range: 50km
Accuracy: 80%
Re-load time: 21s
@Craft Gas Cannon
A compressed gas powered cannon system firing
solid bolts with high armour piercing capability.
Damage: 15
Range: 8km
Accuracy: 25%
Re-load time: 3s
@P.W.T. Cannon
The Pulse Wave Torpedo utilises a
superheated fuel system and an extremely dense
warhead which can punch through most alloys.
Damage: 200
Range: 60km
Accuracy: 100%
Re-load time: 28s
@Gauss Cannon
The gauss weapon is newly developed X-COM
technology. This system's particle accelerator
is powered by a compact, liquid nitrogen
cooled, fusion reactor.
Damage: 90
Range: 20km
Accuracy: 35%
Re-load time: 4s
@Sonic Oscillator
A powerful auditory
oscillator creates waves of sonic force.
Destroying the target by vibrating its molecular
bonds apart.
Damage: 150
Range: 55km
Accuracy: 50%
Re-load time: 5s
Submersible Weapons Systems (SWSs)
@Coelacanth/G. Cannon
Automated SWS's have high manuverability and hull
strength. They provide heavy troop support at all
depths. SWS's are re-armed automatically if you
have enough ammunition.
Time Units: 70
Health: 90
Front Armour: 90
Left Armour: 75
Right Armour: 75
Rear Armour: 60
Lower Armour: 60
Weapon: Armour Piercing
Weapon power: 50
Ammunition: Solid Harpoon Bolts
Shots: 30
@Coelacanth/Aqua Jet
This submersible is armed with Aqua-Jet torpedoes.
This weapon system only functions underwater.
Ensure stores are well stocked with Aqua-Jet
Torpedoes.
Time Units: 70
Health: 90
Front Armour: 90
Left Armour: 75
Right Armour: 75
Rear Armour: 60
Lower Armour: 60
Weapon: Torpedo Launcher
Weapon power: 90
Ammunition: Aqua Jet Missiles
Shots: 8
@Coelacanth/Gauss
Gauss technology provides a powerful weapon
system for SWS's. Offering heavy firepower
compared with earlier models, and uses
proprietary X-COM technology.
Time Units: 70
Health: 90
Front Armour: 90
Left Armour: 75
Right Armour: 75
Rear Armour: 60
Lower Armour: 60
Weapon: Gauss Beam
Weapon power: 120
Ammunition: Gauss Cannon
Shots: 50
@Displacer/Sonic
Alien technology has redefined the SWS.
The ability to utilise Ion Displacers
means that SWS's are no longer
restricted to the land/seabed.
Sonic weaponry gives a real advantage in battle.
Time Units: 100
Health: 90
Front Armour: 130
Left Armour: 130
Right Armour: 130
Rear Armour: 130
Lower Armour: 100
Weapon: Sonic Beam
Weapon power: 130
Ammunition: Sonic Cannon
Shots: 100
@Displacer/P.W.T.
This SWS features Pulse Wave weapons for
aquatic use. You must manufacture PWT's to keep
them fully armed. To fire, select a number of
'way points' then click on the launch icon.
Time Units: 100
Health: 90
Front Armour: 130
Left Armour: 130
Right Armour: 130
Rear Armour: 130
Lower Armour: 100
Weapon: P.W.T. Cannon
Weapon power: 140
Ammunition: P.W. Torpedo
Shots: 8
General Equipment
@Plastic Aqua Armour
This Armour utilises the newly discovered
Alien substance, Aqua-plastic, and ensures
our Aquanauts are given a fighting chance
against the Alien incursion.
Front Armour: 60
Left Armour: 35
Right Armour: 35
Rear Armour: 30
Lower Armour: 25
@ION Armour
A powerful new protection for Aquanauts,
this armour is powered by an ION energy
source and greatly amplifies the speed
and strength of the wearer, it offers
the best protection yet for combat troops.
Front Armour: 132
Left Armour: 70
Right Armour: 70
Rear Armour: 100
Lower Armour: 55
@Magnetic ION Armour
An enhancement for the ION armour
incorporating the Magnetic Array
technology to allow full freedom of
movement in the aquatic environment.
Front Armour: 142
Left Armour: 80
Right Armour: 80
Rear Armour: 110
Lower Armour: 65
@Dart Gun
The X-COM dart gun is a small, accurate,
high powered unit with a 10 hollow dart
ammo clip. The darts are fired by a gas
cartridge in the ammo pod.
Damage Type: Armour Piercing
Damage: 16
Accuracy: Snap: 40% Aimed: 80%
TU Cost: Snap: 20% Aimed: 50%
@Jet Harpoon
This aqua-rifle is accurate and powerful,
firing hollow steel harpoons from sealed
packs of 10.
Each harpoon has its own gas reservoir.
Damage Type: Armour Piercing
Damage: 32
Accuracy: Auto: 40% Snap: 60% Aimed: 90%
TU Cost: Auto: 40% Snap: 35% Aimed: 70%
@Gas Cannon
The heavyweight of the gas technology
family, this cannon fires solid bolts,
some with HE or phosphor tips.
A favourite weapon amongst experienced
aquanauts.
Ammo Type 1:
  Damage Type: Armour Piercing
  Damage: 60
Ammo Type 2:
  Damage Type: High Explosive
  Damage: 65
Ammo Type 3:
  Damage Type: Phosphorous
  Damage: 60
Accuracy: Snap: 60% Aimed: 90%
TU Cost: Snap: 40% Aimed: 75%
@Hydro-Jet Cannon
Hydro-Jet Cannons are a heavy
infantry weapon system.
The cannon fires magnesium fuelled
mini-torpedoes.
Although powerful, the Hydro-Jet Cannon
is a clumsy and unwieldy device,
suitable for aquatic use only.
Ammo Type 1:
  Damage Type: Armour Piercing
  Damage: 40
Ammo Type 2:
  Damage Type: High Explosive
  Damage: 50
Ammo Type 3:
  Damage Type: Phosphorous
  Damage: 40
Accuracy: Auto: 40% Snap: 50% Aimed: 80%
TU Cost: Auto: 40% Snap: 35% Aimed: 80%
@Torpedo Launcher
A real heavyweight, this large launcher
fires three types of torpedo, each with
its own propulsion unit.
A devastating weapon, with only manual
loading being its drawback.
Ammunition types available include large
or small high explosive and phosphor
tipped torpedoes, all for submerged
use only.
Ammo Type 1: Small
  Damage Type: High Explosive
  Damage: 80
Ammo Type 2: Large
  Damage Type: High Explosive
  Damage: 90
Ammo Type 3:
  Damage Type: Phosphorous
  Damage: 80
Accuracy: Snap: 50% Aimed: 110%
TU Cost: Snap: 40% Aimed: 80%
@Gauss Pistol
The Gauss pistol uses
accelerated particle technology, a new
development in modern weaponry.
It is fast, accurate and functions
above and below water.
Gauss technology is a development of
the Plasma technologies learned from
the previous war.
Ammo Type 1: Gauss Gun Clip
  Damage Type: Gauss Beam
  Damage: 45
Accuracy: Auto: 30% Snap: 40% Aimed: 70%
TU Cost: Auto: 30% Snap: 25% Aimed: 50%
@Gauss Rifle
A step beyond the
Gauss pistol, the rifle packs a real
punch, with its twin particle accelerators.
Replacing the Elerium powered Plasma
system we have utilised a micro particle
accelerator that generates a stream of
anti-protons.
Ammo Type 1: Gauss Rifle Clip
  Damage Type: Gauss Beam
  Damage: 60
Accuracy: Auto: 50% Snap: 65% Aimed: 100%
TU Cost: Auto: 40% Snap: 30% Aimed: 60%
@Heavy Gauss
The heavy Gauss is cumbersome, but
extremely effective.
It operates with 3 particle accelerators
and is virtually unstoppable.
The anti-proton stream is confined inside
a Gallium Arsenide shell that implodes
on impact releasing the anti-matter.
Ammo Type 1: Heavy Gauss Clip
  Damage Type: Gauss Beam
  Damage: 75
Accuracy: Snap: 50% Aimed: 90%
TU Cost: Snap: 40% Aimed: 80%
@Magna-Blast Grenade
This standard issue grenade has an
accurate and sophisticated timer for
precision control.
Damage Type: High Explosive
Damage: 50
@Dye Grenade
Dye grenades are dual
role items, useful for providing cover
in exposed situations.
Functioning in both water and land
environments the dye is ejected as a
particle cloud, producing an octopus like
ink spray in water or dense air borne cloud
on land.
Damage Type: High Explosive
Damage: 10
@Particle Disturbance Grenade
A proximity grenade which can be
thrown like an ordinary grenade but is
triggered by nearby movement after it is
deployed. Skill and training are required
to use these devices properly.
Damage Type: High Explosive
Damage: 70
@Magna-Pack Explosive
This explosive should only be used for
demolition purposes.
However past experience has shown that
these powerful explosive packs are ideal
weapons for rooting out Aliens.
The blast radius is large so ensure no
aquanauts are within the minimum safe distance.
Damage Type: High Explosive
Damage: 100
@Particle Disturbance Sensor
This new device uses a variety of detectors
and advanced computer systems to identify
moving enemy units in water.
Click on the Disturbance Sensor icon on the
tactical display. Select 'Use Sensor' from
the menu. The Sensor display shows an arrow
in the centre which is the direction the
aquanaut is facing (North is at the top).
The blips show units which have moved recently.
Large units, or fast moving units, will
produce larger blips.
Static units will not show up.
@Medi-Kit
To use this
you face the injured X-COM agent or stand
over the body of a stunned aquanaut.
HEALING> Red indicates wounds.  Select body
part and click on the 'Heal' button.
One fatal wound will be healed and health restored.
STIMULANT> Restores energy and revives stunned
aquanauts. To revive an unconscious aquanaut
you must stand directly over the body.
PAIN KILLER> Restores the morale of wounded
aquanauts.
@M.C. Disruptor
The ultimate in M.C. technology.
This can only be used underwaterby aquanauts
with M.C. skills.
Click on the Disruptor, select the type of
attack, and select a target unit with the cursor.
There are two types of Disruptor attack:
JAM IMPLANT> If successful the unit becomes
confused and it may panic.
CONTROL IMPLANT> If successful you will gain
control of the enemy unit.
@Thermal Tazer
This device can
only be used in close combat, but will stun
a living organism without killing it by
freezing the creature.
Damage Type: Freeze
Damage: 80
@Chemical-flare
This compact device produces a bright flare
of light at any depth or on dry land.
This illuminates enemy units in the
vicinity of the flare during deep sea
or night missions.
Aquatic Artefacts
@Vibro Blade
The Vibroblade is a long sharp knife blade
of titanium which spins at over 6000 rpm,
this device can crack even the toughest
diving armour. The power source is an
Alien invention, our attempt at
building these items before met
with dismal failure, our blades rotated
too slowly or exploded under pressure.
Damage Type: Armour Piercing
Damage: 80
@Thermic Lance
The Thermic Lance is a logical extension
of the Vibroblade technology. The blade
revolves at high speed and a Zrbite
power source superheats the blade to
cut armour like a warm knife through butter.
Damage Type: Armour Piercing
Damage: 110
@Heavy Thermic Lance
The Heavy Thermic Lance is a more powerful
version of the TL. Twin heat sources and
a extremely high rotation speed means
that the Heavy Thermic lance is virtually
unstoppable against all materials.
Damage Type: Armour Piercing
Damage: 150
@Sonic Cannon
The Sonic Cannon the most potent
of the Sonic weapons family.
Featuring a higher range audio
oscillator and a larger reverberation
chamber than the Blasta.
The Cannon also has a pulse detonation
system that alters the ultra-sonic wave
by modulation to produce a more effective
Sonic Shock. 
Accuracy: Snap: 80% Aimed: 115%
TU Cost: Snap: 50% Aimed: 70%
@Cannon Power Clip
This compact device is used as ammunition for
a Heavy Sonic Gun. It contains a small
quantity of Zrbite.
Damage Type: Sonic Beam
Damage: 130
@Sonic-Blasta Rifle
A more powerful Sonic device.
Not even high carbon steel is immune to
this weapon.  The highly compact wave
emitter is enhanced by a super conductor
amplifier to increase the power of
this weapon.
Accuracy: Snap: 75% Aimed: 110%
TU Cost: Snap: 40% Aimed: 60%
@Blasta Rifle Clip
This small object is used
as a power source for a Sonic Rifle, a potent
Alien weapon, and contains a small quantity
of Zrbite.
Damage Type: Sonic Beam
Damage: 95
@Sonic Pistol
Sonic pistols are an Alien weapon based
on ultra-sonic audio waves that can jellify
bone in seconds.
The Ultra-Sonic waves occupy a range
beyond the scope of human hearing. 
Accuracy: Snap: 65% Aimed: 85%
TU Cost: Snap: 30% Aimed: 50%
@Pistol Power Clip
Power source for the compact Alien Sonic
Pistol.  Contains Zrbite - the source of
all Alien power.
Damage Type: Sonic Beam
Damage: 80
@Disruptor Pulse Launcher
This is an Alien aquatic use only guided
weapon firing self propelled
'Disruptor Projectiles'.
When you click to fire the weapon it will
generate 'way points' for the Projectile
to follow. When you have positioned
enough way points click on the launch icon.
Accuracy: Aimed: 120%
TU Cost: Aimed: 75%
@Disruptor Ammo
This device is a Disruptor Pulse Projectile
fitted with an onboard computer guidance
system.  It is fired from a Disruptor Pulse
launcher.
Damage Type: High Explosive
Damage: 210
@Thermal Shok Launcher
A small Thermal Shok launcher which fires
chemical freeze bombs. Very useful for
capturing live Aliens.
Accuracy: Snap: 70% Aimed: 120%
TU Cost: Snap: 50% Aimed: 70%
@Thermal Shok Bomb
The Thermal Shok bomb is used for capturing
live humans, but it can also be used against
most Alien races.
It is fired from a Thermal Shok Cannon.
Damage Type: Freeze
Damage: 120
@Sonic Pulser
This device works
in the same way as a standard issue
grenade - except that it is many times
more powerful. The grenade uses a single
pulse sonic blast that is emitted in all
directions simultaneously.
Damage Type: High Explosive
Damage: 120
@Zrbite
This is an alloy of Alien origin,
part gold part Alien Bio-material.
When utilised as a power source,
small quantities will generate more
power than a nuclear unit of 10
times the size.
It is beyond our technical ability to
replicate this material as most of its
constituents are Alien in origin.
@M.C. Reader
Inside the bodies of Aliens we have found
small surgically implanted units.
These are Control Implants designed by the
Aquatoids to allow the constant supply of
information from the battlefield, even at
great distances.
The Molecular Control Reader is an Alien
communication device which is used to take
information directly from M.C. Implants.
X-COM units can use this device in combat
to display an Alien's characteristics.
Select the 'use' option.
Then click on an Alien with the cursor.
X-COM Facilities
@Air-Lock
The Air-lock allows equipment and
personnel to be transferred into or out of
an undersea base. It is always the first
facility to be constructed at a new site.
The Air-lock area is vulnerable to
intrusion from any potential hostile force.
Construction Time: 1 Day
Construction Cost: $300.000
Maintenance Cost: $4.000
@Living Quarters
Each accommodation area provides for up
to 50 personnel. The facilities are somewhat
basic and functional.
Construction Time: 16 Days
Construction Cost: $400.000
Maintenance Cost: $10.000
@Laboratory
Fifty scientists can
work in a single laboratory block.
Laboratories are equipped with all the
latest technologies for research into
materials, biochemistry and weaponry.
X-COM has access to all the best research
labs throughout the world, both civilian
and military.
Construction Time: 26 Days
Construction Cost: $750.000
Maintenance Cost: $30.000
@Workshop
A workshop contains all the
equipment necessary to manufacture equipment
based on the latest designs from the science labs.
50 Technicians can occupy one workshop, items
under construction will also consume space.
Construction Time: 32 Days
Construction Cost: $890.000
Maintenance Cost: $35.000
@Standard Sonar
A standard sonar system has an effective range
of over 450 kilometres at most depths and
is linked to geostationary satellite nets for
surface analysis.  Each scanner has a 5% chance
of detecting a submersible or airborne craft
per 10 minute scan cycle.
Construction Time: 12 Days
Construction Cost: $500.000
Maintenance Cost: $10.000
@Wide Array Sonar
A wide array sonar
system has an effective range of over 700
kilometres at all depths and is linked to
geostationary satellite nets for surface analysis.
Each scanner has a 5% chance of detecting a
submersible or airborne craft every 10
minute scan cycle.
Construction Time: 25 Days
Construction Cost: $800.000
Maintenance Cost: $15.000
@Torpedo Defences
Torpedo defence systems
provide protection against attack by hostile
submersibles which are attempting to dock
at the base.
Defence Value: 500
Hit Ratio: 50%
Construction Time: 16 Days
Construction Cost: $250.000
Maintenance Cost: $5.000
@General Stores
All equipment, weapons systems,
munitions, recovered material and Submersible
Weapons Systems are placed in stores, with the
exception of equipment assigned to Subs in Pens.
Construction Time: 10 Days
Construction Cost: $150.000
Maintenance Cost: $5.000
@Alien Containment
Live Aliens will require special containment
facilities to hold them.  These units maintain
their life systems and render their combat
potential to zero.  The containment facility
can keep 10 Alien life forms in confinement
units.
Construction Time: 18 Days
Construction Cost: $400.000
Maintenance Cost: $15.000
@Gauss Defences
The Gauss defence provides the latest
and most effective protection against attack
by hostile submarines.
Defence Value: 600
Hit Ratio: 60%
Construction Time: 24 Days
Construction Cost: $400.000
Maintenance Cost: $10.000
@Sonic Defences
Sonic Oscillator
defences provide powerful and efficient
protection against aggressors.
Defence Value: 900
Hit Ratio: 70%
Construction Time: 34 Days
Construction Cost: $600.000
Maintenance Cost: $12.000
@P.W.T. Defences
Pulse Wave
Torpedoes provide the most effective defence
against Alien attacks.  These missiles have
super dense war heads which can penetrate
all known armour. The magnetic waves they
produce disable electronic defences.
Defence Value: 1.200
Hit Ratio: 80%
Construction Time: 34 Days
Construction Cost: $800.000
Maintenance Cost: $14.000
@Bombardment Shield
The Pressure Bombardment shield
protects the base from Alien submersibles
docking and sets up a resonating field
that repulses attacking subs long enough
for defence systems to fire repeatedly.
In effect this doubles the effectiveness of
any defence systems already deployed.
Construction Time: 38 Days
Construction Cost: $1.200.000
Maintenance Cost: $15.000
@M.C. Generator
Since Alien subs utilise Molecular Control
Technology to detect the presence of
living creatures, using a negative M.C.
emitter will blanket a base with an
impenetrable shield to confuse the
Aliens and disguise our presence.
Construction Time: 33 Days
Construction Cost: $1.300.000
Maintenance Cost: $5.000
@M.C.-Lab
The Molecular Control lab can implant and
train up to ten aquanauts at one time..
Implants are surgically installed in the
skulls of aquanauts.  Extensive training
allows them to utilise their implants.
Implant skills are used in conjunction with
a Molecular Devices and can be used for
attacks during combat.
Construction Time: 24 Days
Construction Cost: $750.000
Maintenance Cost: $16.000
@Transmission Resolver
Alien communications
utilise the Molecular control implant
network the Aliens have built up.
The transmission resolver facility
intercepts Alien Sub transmissions and
decodes the information.  This will show
the type of Alien Sub, the Alien race and
the type of activity that is occurring.
Construction Time: 26 Days
Construction Cost: $1.400.000
Maintenance Cost: $30.000
@Sub Pen
Each Pen can accommodate one submarine.
There are facilities for maintenance,
refuelling and repair of the X-COM
submarine fleet.  Each Flying Sub stationed
at a base must have a free Pen assigned to
it which cannot be used by other Subs, even
if the assigned submarine is out on a mission.
Construction Time: 25 Days
Construction Cost: $200.000
Maintenance Cost: $25.000
Alien Creatures
@Aquatoid
The Aquatoid Race is an ancient society, having
existed millennia before man's first faltering
steps upon the world. Their compact form and
bulbous features are a throwback to their space
faring brethren, the Sectoids. Their power is
based on the powerful Molecular Control
technology. The Aquatoid race seeks to
propagate its sterile race by genetic
modification, the ideal subjects being human
beings. Experiments have spawned numerous hybrid
races.
@Aquatoid Autopsy
A detailed analysis of this creature
allows us to make some basic assumptions.
It is a Sectoid, our former foes, but
changed by surgical methods and implants
to be an aquatic creature.
Vestigial lungs allow the breathing of air
and limited surface mobility.
There are cybernetic implants throughout the
body, enhancing the strength of its atrophied
limbs and the function of its organs.
As all the members of this race are identical,
we may hypothesise that these creatures
are clones.
@Gill Man
Almost human, a strange creature
who appears to be a reptilian humanoid, very
closely related to man.  This creature is
extremely powerful and fast in the undersea
world.  Gillmen are a fully fledged race,
there being male and female specimens
of varying ages.  They are unlike the
majority of the underwater aliens as they
bear none of the signs of genetic
alteration or surgical deformation
It is possible we are looking at some
ancient branch of our own species.
@Gill Man Autopsy
Once surgery began it became clear this is
no alien, but an Earth born creature, an
ancient pre-historic race that was thought
destroyed at the very moment mammals
became dominant. In a time when dinosaurs
roamed these creatures lived,
the Gillmen- amphibious, intelligent and
strong. The cataclysm that ended the
reptile rule on this planet forced these
creatures into a symbiotic relationship with
the newly arrived aliens.
A small electronic device is lodged in the
skulls of the creatures.
@Lobster Man
This is a staggering
creature, taller than a man and boasting
six limbs, it resembles nothing more than an
aquatic Demon. The similarities between this
creature and the Earth lobster have earned
it the nickname of Lobsterman with the
X-COM troops. This is a behemoth of the deep.
A carefully designed fighting creature of
incredible strength and practically
invulnerable to missile fire. Its pincers
alone can crush steel.
@Lobster Man Autopsy
Once past its virtually
indestructible shell the creature is an amazing
construction. Powerful muscles ripple around
a titanium skeleton, a sophisticated targeting
system with multi-band scanning ability
is hooked directly into the creature's brain.
Its multiple eyes are protected by harder than
steel plastics and it is clear that when
well deployed by their masters these creatures
are all but unstoppable.  Buried deep within
its body are devices of unknown construction
and function.
@Tasoth
These agile and fast enemies
are a mainstay of the alien army.
Hundreds are birthed, in massive breeding vats
deep in the heart of the Alien colonies.
Vastly more powerful than a man, the Tasoth
is a true alien and its behaviour and
carnivorous nature unmatched on the planet.
The Tasoth often forms the spearhead of an
alien attack and never seems to shrink from
the fight even in the face of
overwhelming odds.
@Tasoth Autopsy
Dissection revealed a
cybernetic organism possessed of strange power.
Inside the body cavity is a small power unit,
but no identifiable organs. The power is
transmitted throughout the body by a
Bio-electric transmission system.
The whole body lacks bones or any other
supporting structure. Once dead the power
stops and the creature becomes a lifeless
rag doll of oozing alien flesh and fluids.
The only other internal construction is a
pair of ceramic cells, which if energised
briefly revive the creature.
@Calcinite
Like the diving suits of lost mariners
these aliens stalk the seabed for
the unwary. A vicious swipe by the
creature's stronger than steel claws
can be enough to send the best divers
to the bottom. Swirling around in the
face mask a gelatinous green form
can be seen. No hint of the real creature
can be divined from the often lethal
encounters we have had with them.
@Calcinite Autopsy
Once the armoured suit is stripped away
the Calcinite is revealed to be a huge
amorphous blob of protoplasm.
No visible brain, limbs or sensory organs
exist, a small metallic component
resides deep in the liquid body.
Once dead we can only guess at the
creature's nature. An inexplicable enigma
of our alien enemies.
@Deep One
The Deep One is a biological nightmare,
a cross breed, produced by the mind warping
experiments of the Aquatoids.  We have
encountered several variations of this creature.
After extensive research we conclude that
these are manufactured by the invaders.
Swelling their ranks when fresh human stock
has been captured. Each of these sub-humans
is armed with an electrical energy discharge
powerful enough to kill an aquanaut.
@Deep One Autopsy
The creature is a graft of man and alien
organism.  The human brain is massively
altered to accommodate control electronics and
the Alien cortex. All vestiges of the human
body seem lost save one: the eyes.
The surgical graft appears to allow the alien
foetus to consume the human host as it grows.
The tough skin of the creature appears to
be a non-organic, metallic mesh, extremely
strong and flexible. The resulting cross
breed is strong, fast and utterly under
the control of the aliens.
@Bio-Drone
The Bio-drone is
a creation only an alien mind could conceive of.
It is a brain, (human or alien) suspended
in amniotic fluids and connected to a powered
base unit that can fly on land or below water.
Each Bio-drone is armed with a powerful
auditory disruptor, part machine and part
organism.  Some of our scientists have
suggested that the weapon is driven by the
host organisms original vocal cords.
Highly accurate and tenacious these super
guard dogs are widely used by the aliens to
protect valuable assets.
@Bio-Drone Autopsy
The hypothesis that
the auditory disruptor is a biological
device are true.
This unfortunate creature literally screams
its enemies to death. Every example has
massive surgical trauma scars and is
severely mutilated. The aliens appear to
butcher the brain into obedience.
Most of the cortex's used in the creatures
are alien in origin, but nothing can
compare to the horror of finding a human
based unit. The Bio-drones are powered by
an ION engine and incorporate some form
of remote control system.
@Tentaculat
Not even the
depths of a Lovecraftian nightmare could
spawn such as this indescribable creature.
No comparison to any Earth animal exists,
the environment that could produce such as
this is beyond imagination.  Armed with
long tentacles the Tentaculat paralyses
its victims then transmutes them into
mindless things. These progeny can cause
death on touch, even through armour.
The Tentaculat is the most fearsome alien
yet encountered by X-COM.
@Tentaculat Autopsy
The autopsy
reveals small cybernetic implants are
lodged in the creature's large brain.
The vision system is a complex combination
of visible light and thermal imaging
acquisition. Even in the inky depths of
the ocean this monster can navigate with
unerring accuracy. There are vestigial
organs that seem to be the bare
minimum for survival. Each creature has a
small stomach with an external connector,
it is logical to assume the being is fed
by direct nutrient input by its masters.
@Triscene
This bipedal reptile is a throwback to the
age of the Dinosaurs. It seems to be a
Cretaceous creature in every sense save
its ability to survive in water and on land.
These creatures are slung with weapons pods
and have a jaw lined with huge metallic teeth.
Often these monsters have been at the core
of the alien attack forces as the
Aliens launch assaults upon the land.
A heavyweight and potent weapon,
the Lobster men commanders deploy them with
lethal efficiency.
@Triscene Autopsy
Once subjected to the
scientist's knife the Triscene reveals that
it is an ancient creature, supplemented with
cybernetic implants and weapons systems.
Its tiny brain is supplemented by a
small computer module mounted in the control
harness all the creatures wear.
A tough natural skin, a predatory instinct
enhanced by additional weapons makes this
a lethal opponent in all environments.
@Hallucinoid
Having harvested the oceans the aliens
have bred these huge Earth creatures
as a weapon. Do not be lulled into a false
sense of security when facing these
harmless looking sailors of the deeps.
Possessed of a formidable, ranged,
freezing blast and a close combat icy
strike, the Hallucinoid is a deadly foe.
@Halucinoid Autopsy
Nested in the many layers of the
gelatinous body of this organism is a powerful
chemical freezer, its' main
offensive capability. The soft and supple
skin of the Hallucinoid seems susceptible to
heat based attacks. Often this mutant is
found in the company of its masters,
the Aquatoids.
@Xarquid
Another modified Earth
invertebrate, the Xarquid is a creature of
great beauty and danger.
The swift swimming gargantuan hides a
devastating arsenal of weapons,
a smothering ink spray and an ionised
particle blast.  Since our first
encounters with this powerful creature we
have been wary of its power and its
controllers the vengeful Gillmen.
@Xarquid Autpsy
This overgrown Nautilus has been made huge
on a diet of Alien drugs and surgical
alterations. Perverted beyond the
scope of nature, the Gillmen have added
mechanical control systems to the creature
and now none of the creature's
original nature exists. Deployed as an
organic weapons platform, the Xarquids
tough shell and mobility make it a
formidable opponent.
Alien Technology
@Alien Origins
The Aliens strike all across the globe,
with ruthless efficiency.
We cannot pin down their source.
Could it be in some ocean deep too
impenetrable for us to locate?
Not all the organisms we have
encountered are Alien, some are very
old, some are from evolutionary paths
long thought extinct.
We are dealing with a menace that has
been sleeping for millennia, a subtle
symbiosis of human and Alien.
Deep in the oceans there lie ancient
sites used by the Aliens to contact
their stellar cousins.
Each of these twelve sites contains a
Synomium device, a powerful
Alien technology. Now with their war
machine on the march the Aliens are
re-activating these sites to widen
their Molecular Control net, we must
destroy these sites at all costs.
@The Ultimate Threat
Sixty five million years ago a vast colony
ship was sent to the Earth from a distant
Alien world. As the enormous craft
approached the infant planet a massive
and violent solar flare caused a
navigation systems failure.
Crippled and failing the vast bulk plummeted
through the stratosphere to emerge into
Cretaceous skies.
On the Earth innumerable species of life
strained their gazes skywards as their
nemesis ploughed into the planet.
A vast cloud of dust clogged the atmosphere
and as the land cooled so the dominant life,
the mighty dinosaurs, perished.
But the 400 billion tonnes of T'leth was not
destroyed in the impact, sophisticated
super computers initiated a cryogenic sleep
cycle for the creatures deep in its holds.
As the aeons passed the computers woke
parties of Aliens to attempt communication
with their stellar cousins, all in vain for
the core of the Alien power slept on.
@T'leth, The Alien's City
T'leth the huge Alien colony ship lies
embedded in the Sigsbee Deep, in the
Gulf of Mexico.
At the Heart of the city is an Alien horror,
so vile and so powerful that not even
death can claim it. In a chamber of Alien
metal lies the sleeping form of the great
dreamer, the Ultimate Alien.
Raising T'leth above the waves will begin
his re-animation cycle, and once risen he
will be unstoppable.
Although not alive and some how not dead
the Alien mind controls the Alien army.
The weird technology of molecular control
connects all Aliens to the One mind and
the One mind to all the Aliens.
Genetically mutated Alien/human foetuses
supply the Alien mind with energy and form
the link between the ruler and his subjects.
The myth of the Ultimate Alien has existed
in the hearts and minds of humankind for
centuries, the sea has always hidden
the ultimate truth.
@Alien Probe Mission
The Alien Probe Mission is used for
correlating data about the seabed, the
resources, shipping and aeroplane flight
paths of an area. The Alien subs involved
in these missions are not a major threat
in themselves, but they indicate sites of
activity that may flare at any time.
@Alien Interdiction
The Aliens have a policy of policing areas
they are interested in, sending out craft
with the express purpose of securing an
area before more intensive missions are
begun. They will land at specific sites
they intend to raid later to lock down
the areas and prepare the way for the
next level of activity.
@Alien Resource Raid
The sinking of ships and the downing of
aircraft are key elements of the Alien
strategy. The acquisition of materials is
one of the prime Alien activities and as such
is allied to these overtly aggressive acts.
The Aliens also raid areas of geo-thermal
activity, mining sites and sites of
antiquity for minerals and refined metals
and other human produced items.
@Alien Infiltration
This can result in official contact between
Aliens and corporations or governments at the
highest level. The climax of this activity
is characterised by intense Alien Sub
activity in the waters of the organisation
concerned.  The Aliens will attempt to
sign an agreement with a government or
organisation by offering knowledge of their
superior technologies.  This Alien
activity represents a major threat to X-COM.
If a corporation or government co-operates
with the invaders then its funding ceases.
@Alien Colony Expansion
Aliens will construct secret undersea
colonies in remote locations. After some
initial reconnaissance flights some
intense Alien Sub activity will occur as
the colony is being built.
These colonies are known to contain labs,
cloning centres, surgical facilities for
human and Alien experimentation.
The presence of Alien colonies will generate
more Alien activity without the presence
of Alien Subs.  In order to locate a colony
an X-COM sub must patrol an area for a
few hours to stand some chance of successful
detection.
@Alien Surface Attacks
When the Aliens need humans they
terrorise a port, attack an island, or raid
a ship.  Civilians will be directly threatened,
to fulfil the perverse breeding needs of the
Aliens and their hideous experiments.
@Floating Base Attack
If X-COM intercept subs are being
particularly successful in sinking Alien
craft then the Aliens may take some
aggressive retaliatory action.  This could
result in a direct attack against an X-COM
facility.  However, the Aliens have to find
an X-COM base in order to attack it, and
provided Alien Subs are kept away then there
should be little danger of an assault.
@Colony Supply Missions
Once an Alien colony is constructed then it is
re-supplied on a regular basis by a special
supply ship.  If one of these vessels is
detected while touching down then it is
certain that an Alien colony is nearby.
New Submersible Technologies
@Ion-Beam Accelerators
Alien flying submarines
rely on complex power systems to drive them
at incredible speed through the deeps.
The basis for their technology is the
ION DISPLACER, utilising Zrbite as a
catalyst, the engines displace 100 times
their own volume in water per second.
This enormous power means that the
aliens' are capable of outrunning most
Earth subs. We can replicate this system
of propulsion using aqua-plastics and
Zrbite power cells.
@Magnetic Navigation
These units generate
a spherical multi-layer magnetic field,
which the array projects up to 1000m around
the sub. The Alien navigators are directly
linked into the machines and feel their
way around the invisible world beneath
the waves. The interface system operates
using Alien modified cerebral matter that
communicates directly with the operator's
brain via a neural link.
@Alien Sub Construction
Each vessel has a chameleon-like structure,
carefully modelled on sea creatures, and
constructed of Aqua Plastics.
Each submarine functions as an organism:
crew and craft in harmony.
Most of these systems can be replicated
and a hybrid technology can be evolved
to allow us to move up to the same
technological level.
@Alien Cryogenics
The innumerable Aliens
that have lain hidden on the Earth are
held in suspended animation,
cryogenically frozen. All the creatures are
sealed into units, their body temperature
reduced to a point where bodily functions
are all but stopped. An examination of
the units so far reveals the unbelievable
time periods that the bodies have been
kept suspended for, some over 60
million years.
@Alien Cloning
Many of the Aliens we
have captured are identical even down to
their DNA, duplicates in every way.
Cell samples are placed into the units
from the frozen gene banks of the Aliens.
Some units contain humans or body parts.
It is possible that another use for these
cloning units is to create some
Alien-human hybrid.
@Alien Learning Arrays
Utilising Molecular
Control Implants in the skulls of all
Aliens these machines inject information
directly into the brain.
Freshly cloned Aliens are brought to
these units and have racial memories and
all scientific or combat information
downloaded into their blank minds.
@Alien Implanter
This unit is used to fit Aliens with
Molecular Control Implants, fertilise
reproducing races, and insert or remove
organs and electronics from any creature.
The process was thought to be done on
subdued patients, but the subject is
very aware of the process and
unfortunately human anatomy seems to fit
the unit perfectly.
@Examination Room
We now have the
evidence to work out why Aliens
capture humans.
They are not food, they are not fertilised
with Alien embryos, rather they form the
basis of a range of creatures and
control systems.
Alien technology is based on a common
mind, a shared intellect and the human
brain is the ideal receptacle for
these systems.
Human brain tissue is used in most of
the Alien biological computer storage
and retrieval systems, the remains are
used for building and for breeding.
@Aqua Plastics
Alien submarines and structures utilise
an incredibly strong, flexible and durable
material for the majority of
their construction.
Aqua plastics are complex multi-bonded
and Zrbite catalysed materials.
Dense, yet light, the substance has
strength above even Titanium or Kevlar.
Alien Submarines
@Survey Ship
This tiny submarine is used for reconnaissance
and survey missions.  It normally precedes
larger vessels at the start of an Alien
task force.
Damage Capacity: 60
Weapon Power: 0
Weapon Range: 0
Maximum Speed: 2.000 km
@Escort
A medium sized escort vessel that
is of little threat on its own.
This craft precedes the arrival of larger
vessels and increased activities.
Damage Capacity: 300
Weapon Power: 30
Weapon Range: 104
Maximum Speed: 2.800 km
@Cruiser
The Cruiser is a general purpose craft, the
mainstay of the Alien fleet, it is used in all
types of Alien missions and is a dangerous
adversary.
Damage Capacity: 300
Weapon Power: 25
Weapon Range: 280
Maximum Speed: 2.600 km
@Heavy Cruiser
The heavy cruiser is a more powerful
ship than the cruiser, larger weapons and
propulsion systems boost its power.
The Heavy Cruiser is used for resource missions
to collect large quantities of minerals and
equipment.
Damage Capacity: 450
Weapon Power: 60
Weapon Range: 160
Maximum Speed: 3.800 km
@Hunter
This vessel is equipped with an
examination room for performing experiments
and surgery on human subjects.  The victims
are subjected to the foulest tortures and the
brain is often removed and stored for processing
en-route.
Damage Capacity: 500
Weapon Power: 50
Weapon Range: 144
Maximum Speed: 4.500 km
@Battleship
The battleship is the most aggressive
ship the Aliens posses, it features all the
Alien technologies and systems to act as a base
of operations for any form of aggressive act
the Aliens may want to perform, it carries a
wide array of weapons.
Damage Capacity: 1.400
Weapon Power: 140
Weapon Range: 400
Maximum Speed: 4.200 km
@Dreadnought
The Dreadnought is a
super troop carrier, fully equipped with all
Alien technologies and a vast payload.
The Dreadnought is a tough and formidable
opponent.
Damage Capacity: 3.400
Weapon Power: 120
Weapon Range: 480
Maximum Speed: 4.800 km
@Fleet Supply Cruiser
The supply vessel is used during the
construction of Alien colonies or for supplying
existing colonies.  It carries Alien nutrients,
DNA, foetuses and other biological components.
Damage Capacity: 2.000
Weapon Power: 70
Weapon Range: 304
Maximum Speed: 3.400 km
Mission Briefings
@Alien Sub Crash Recovery 
EXTREME CAUTION - There will be Aliens in
the submarine and around the site.
This mission will be completed when all
enemy units have been eliminated or neutralised.
Recovery of Alien Sub remains, technology
and alien corpses can then be initiated.
To abort the mission return X-COM aquanauts
to the submarine and click on the
'Abort Mission' icon. 
@Alieb Submarine Assault
Explore the touchdown site and, if possible,
gain entry to the Alien Sub.
The mission will be successful when all
enemy units have been eliminated or neutralised.
Recovery of the Alien Sub, artefacts and
Alien corpses can then be initiated.
To abort the mission return X-COM aquanauts
to the submarine and click on the
'Abort Mission' icon.
@Base Defence
An Alien vessel has touched down nearby.
Our base is in severe danger.
As per standard procedure all non combat
personnel and functional X-COM subs have
been evacuated.
Aliens will enter the base via Submarine
Pen gates or the air-lock.
Defend the base and its vital installations
at all costs - this is a fight to the death.
If you click on the 'abort mission' icon
you will concede defeat and lose the base.
@Ship Rescue Mission, Part 1: Upper Decks
This mission is a bug hunt, eliminate all
Alien units on the ship, and preserve the
lives of any civilians onboard.
The Aliens are dispersed above and below decks,
secure the upper decks before entering the
lower ones.  To quit, place aquanauts into
the flying sub and click on the 'Abort Mission'
icon.
@Ship Rescue Mission, Part 2: Lower Decks
Now the upper deck is clear proceed to the lower
decks.  Using the cargo lift you descend into the
hold.  Your squad must eliminate all Aliens on
this level to complete the mission.  To abort
place all aquanauts on the lift start point and
click on 'Abort Mission' icon.
@Alien Contact Site Mission, Level 1
This mission is a raid on a freshly activated
Alien communications site.
There are 2 levels to the site, the seabed with
its Alien pyramids and a hidden Alien complex.
Get all the aquanauts to the entrance of the
complex and click on the 'Abort Mission'icon to proceed.
To quit, place aquanauts into the flying sub
and click on the 'Abort Mission' icon.
@Alien Contact Site Mission, Level 2
Having negotiated the Alien structures and
entered the complex the mission goals are clear.
Penetrate the heart of the Alien facility and
destroy the Synomium Molecular Control Device
to complete the mission.  To abort place all
aquanauts on the access lift start point and
click on 'Abort Mission' icon.
@Aliens Launch Port Attack
Aliens have launched an attack against surface
sites. The port and its civilian population
have been put at risk. Your squad must eliminate
all Aliens and protect the innocent bystanders
from this Alien incursion. To quit, place
aquanauts into the flying sub and click on
the 'Abort Mission' icon.
@Aliens Launch Island Attack
Aliens have launched an attack against surface
sites. The island and its civilian population
have been put at risk. Your squad must eliminate
all Aliens and protect the innocent bystanders
from this Alien incursion. To quit, place aquanauts
into the flying sub and click on the
'Abort Mission' icon.
@Alien Colony Attack Mission, Level 1
This mission is a raid on an Alien colony site.
There are 2 levels to the site, get all the
aquanauts to the glowing exit in the first
complex and click on the 'Abort Mission' icon
to proceed. Any equipment left behind will stay
on the seabed until the 2nd section is resolved.
To quit, place aquanauts into the Submarine and
click on the 'Abort Mission' icon.
@Alien Colony Attack Mission, Level 2
Having negotiated the first level and entered the
core of the colony. The mission is to now destroy
the control centre, the Synomium Device, or
eliminate all Aliens. To abort place all aquanauts
on the start point and click on 'Abort Mission'
icon. All viable X-COM equipment will be
returned to base.
@T'leth Attack Mission, Level 1
We are entering the unknown, from here on in
there could be anything waiting for us.
We know there are 2 further levels to the
Alien city and your squad must race to the
exit on this level to enter the next.
Place all aquanauts on the exit and click
the 'Abort Mission' icon to advance.
Aborting elsewhere will terminate the mission.
@T'leth Attack Mission, Level 2
Further into the unknown, from here on in
there could be anything waiting for us.
We know there is a further level to the Alien
city and your squad must race to the exit on
this level to enter the next.
Place all aquanauts on the exit and click
the 'Abort Mission' icon to advance.
Aborting elsewhere will terminate the mission.
@T'leth Attack Mission, Level 3
The end is in sight, from here on in we are
searching for the crypt of the Ultimate Alien.
Destroy the 8 power feeds to the tomb to
finish off the Alien threat.
Don't give up now! Aborting will terminate the
mission.
Historic Highlights
@First Contact With The New Enemy
Mars: The fall of Cydonia.
A triumphant X-COM, having destroyed the
very core of the Alien war machine,
blasts off for home. However, all is not
dead in the ravaged Martian base.
A powerful tachyon beam streams from the
rubble of the Cydonian nerve centre -
hurtling through the void.
Its destination............  Earth.
Deep in the ocean the beam strikes a long
dormant receptor. Vast sleeping computers
begin to stir. In the deep, beyond the
sight of humans, vast chambers of sleeping
Aliens begin their long re-animation cycle.
2040: An ignorant Earth. The terrors of
the Alien war are forgotten. But, in the
lost and hidden places of the ocean the
Alien hordes are ready - ready to topple
humankind and take over the world.
The Aliens strike against humankind
seeking specimens for their warped
experiments; raiding the globe for
valuable minerals and resources; and
plundering from the seas. Then, the
Aliens set their sights above the waves.
Powerful flying subs of strange design
ply the oceans - looking, searching,
hunting.........  Finding prey they attack.
Weird new weapons are brought to bear
against a defenceless world. We are utterly
at the mercy of the Alien threat.
Only one organisation can save us;
but, we turned our backs on them long ago......
X-COM Experimental Underwater Facility
'Mayday! Mayday!'
'This is the transatlantic liner Hyperion'.
'We are under attack'.
'Mayday! Mayd............'
'Command Control to Sub Pen One: Open ocean doors',
'deploy Barracuda Zero One. We have an Alien
attack situation - condition Red'.
'I repeat: condition Red'
The Aliens are ruthless in their efficiency....
...unerring in their accuracy.
'Barracuda Zero One to base' -
'approaching what's left of the Hyperion'. 
'Decelerating'.
'Two metres'.
'One metre'.
'All aquanauts prepare for immediate deployment'.
...........'Airlock cleared'...'approaching wreckage'.
'Holy!' 
'Are you picking up those creatures on my suit cam?'
@Failure of Defending Earth
After an array of researching, our scientists
concluded how the world would end if the aliens
completed their mission and made this report:

You have failed to stop the Alien war machine.
The funding organisations, disillusioned
with your ability try to negotiate a non
military solution with the Aliens.
The Invaders have a very different agenda
and soon the whole world is aware of the truth...

The Alien forces over run the land.
Once the Ultimate Alien has been revived
they flood the world by melting the ice caps.
The huge Alien ship, T'leth, rises from
the ocean and sears the remaining cities
to rubble. The atmosphere becomes clogged
with the dust of the carnage and the
world begins to warm.
The remaining humans are rounded up and
utilised to produce breeding stock for a
new Alien world. We can offer no resistance
to the new world order.
The knowledge gained during the conflict
is lost forever.
You have failed to save the Earth.
Humankind is reduced to materials for
Alien schemes, soon the Earth is a
flooded and desolate place.

We have failed, the Aliens have annihilated our
last hopes of salvation.
X-COM is destroyed and the Earth is laid at
the feet of the ancient enemy.
T'leth thunders high into the stratosphere
and begins to move across the face of the world.
Dispensing death and harvesting the remnants of
the human race. Deep in its bowels the murderous
Alien mind begins to rouse itself.
In the capital cities of all nations desperate
plans are drawn up. All is for nought, without
the technology afforded by the X-COM research
project our weapons are ineffectual.
The Aliens set up bases at the polar caps and begin
to melt the ice, the world will become a vast sea.
The remains of the human race are rounded up and
utilised in vile breeding experiments for unknown
Alien ends. Skys darken and a mighty pestilence is
upon the lands of the Earth.
We can offer no resistance to the new world order,
those that try meet a fiery fate at the hands of
incomprehensible Alien weapons. For the rest of us
no such blessed release, mother Earth becomes an
Alien world and humankind is lost beneath a crawling
horror.
@Death Of The Great Dreamer
The Tomb, ravaged and decimated, a bubbling roar
comes from the casket in its centre.
Fools you will all perish.....................
.................none can escape.
A massive explosion erupts from the tomb and
rips through the city, debris and smoke fill
the air. The plans of the Aliens are foiled........
The twisting hugeness of T'leth begins to rupture.
Flames and smoke spew from its gleaming spires and
adamantium halls.
The mighty Alien fastness tumbles towards the sea,
the screams of tortured metal and souls
fills the air. No longer will the Great Dreamer
dream of conquering the world.
One final ear-splitting concussion of sound and
T'leth tears itself apart.
The Alien threat is gone, the Earth is cleansed..................
A sleepy blue-green planet, in a distant corner of
the galaxy.
The near future, a safe place to be.
The Alien menace to the Earth has been long vanquished.
Vast metropolis like cities house the teeming billions of
humankind.
The deeds of X-COM and the Alien wars are the stuff of
children's stories.
But legends have always had a habit of containing a
grain of truth.............
END OF FILE.
