ENGLISH.DAT (TFTD)

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Revision as of 15:46, 28 October 2010 by Spike (talk | contribs) (fix unintended preformat)
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This is one of the files containing the strings used by the geoscape game engine. Each string is terminated by a null character (x00). Line breaks are defined by x0A. Every now and then x02 pops up, not sure why, probably something to do with the large font.

There are 1006 entries in all, not all of which are used by the release version of the game.

Index English.Dat (54427 Bytes)
0 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.
1 THE BRITISH HYDROSPACE BARRACUDA, 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.
2 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.
3 THE TRITON, AN ASSAULT SQUAD TRANSPORTER, FITTED WITH FULL ATMOSPHERIC AND AQUATIC FLIGHT ENGINES. ITS LARGE CAPACITY AND ROBUST CONSTRUCTION ENSURES IT IS THE MAINSTAY OF THE X-COM FLEET.
4 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.
5 THE AJAX TORPEDO IS THE STANDARD WEAPON OF UNDERSEA COMBAT THE WORLD OVER. EMPLOYED AS AN ACCURATE AND POWERFUL DETERRENT.
6 DEPLETED URANIUM PELLET HEADED WEAPON TECHNOLOGY IS RELATIVELY NEW, AND THIS IS THE FIRST COMMERCIAL AQUATIC WEAPON SYSTEM TO EMPLOY IT FULLY.
7 A COMPRESSED GAS POWERED CANNON SYSTEM FIRING SOLID BOLTS WITH HIGH ARMOUR PIERCING CAPABILITY.
8 THE PULSE WAVE TORPEDO UTILISES A SUPERHEATED FUEL SYSTEM AND AN EXTREMELY DENSE WARHEAD WHICH CAN PUNCH THROUGH MOST ALLOYS.
9 THE GAUSS WEAPON IS NEWLY DEVELOPED X-COM TECHNOLOGY. THIS SYSTEM'S PARTICLE ACCELERATOR IS POWERED BY A COMPACT, LIQUID NITROGEN COOLED, FUSION REACTOR.
10 A POWERFUL AUDITORY OSCILLATOR CREATES WAVES OF SONIC FORCE. DESTROYING THE TARGET BY VIBRATING ITS MOLECULAR BONDS APART.
11 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.
12 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.
13 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.
14 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.
15 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.
16 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.
17 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.
18 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.
19 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.
20 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.
21 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.
22 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.
23 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.
24 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.
25 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.
26 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.
27 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.
28 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.
29 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.
30 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.
31 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.
32 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.
33 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.
34 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.
35 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.
36 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.
37 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.
38 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.
39 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.
40 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.
41 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.
42 Research required in
43 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.
44 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.
45 Gauss Pistol Clip
46 Gauss Rifle Clip
47 Terror Site-
48 CENTRE ON SITE-TIME=5 Secs
49 CANCEL
50 None
51 Unknown
52 Poor
53 Average
54 Good
55 Excellent
56 FUNDS> $
57 BUILD NEW BASE
58 BASE INFORMATION
59 EQUIP SUBMARINE
60 BUILD FACILITIES
61 RESEARCH
62 MANUFACTURE
63 TRANSFER
64 PURCHASE/RECRUIT
65 SELL/SACK
66 GEOSCAPE
67 X-Com Bases
68 Name
69 Area
70 Build New Base
71 Cancel
72 COST>
73 CONSTRUCTION TIME>
74 days
75 MAINTENANCE>
76 OK
77 Installation
78 CURRENT RESEARCH
79 Scientists Available>
80 Scientists Allocated>
81 Laboratory Space Available>
82 RESEARCH PROJECT
83 SCIENTISTS ALLOCATED
84 PROGRESS
85 New Project
86 NEW RESEARCH PROJECTS
87 SCIENTISTS AVAILABLE>
88 LABORATORY SPACE AVAILABLE>
89 Increase
90 Decrease
91 START PROJECT
92 CURRENT PRODUCTION
93 Technicians Available>
94 Technicians Allocated>
95 Workshop Space Available>
96 Current Funds>
97 ITEM
98 Technicians

Allocated

99 Units

Produced

100 Total to

Produce

101 Cost

per Unit

102 Days/Hours

Left

103 New Production
104 Production Items
105 CATEGORY
106 START PRODUCTION
107 Technician hours to produce one unit
108 Cost per unit>$
109 Work Space Required>
110 SPECIAL MATERIALS REQUIRED
111 ITEM

REQUIRED

112 UNITS

REQUIRED

113 UNITS

AVAILABLE

114 STOP PRODUCTION
115 TECHNICIANS AVAILABLE>
116 WORKSHOP SPACE AVAILABLE>
117 Technicians
118 Allocated
119 INCREASE
120 DECREASE
121 Units to
122 Produce
123 Purchase/Hire Personnel
124 Current Funds>
125 Cost of Purchases>
126 COST PER UNIT
127 QUANTITY
128 PERSONNEL AVAILABLE:PERSONNEL TOTAL>
129 Aquanauts
130 Technicians
131 Scientists
132 SPACE USED:SPACE AVAILABLE>
133 Living Quarters
134 Stores
135 Laboratories
136 Work Shops
137 Flying Sub Pens
138 Short Range Sonar
139 Defence Strength
140 TRANSFERS
141 Transfers
142 Arrival Time (hours)
143 Cost>$
144 Area>
145 Base Name?
146 SELECT POSITION FOR AIR-LOCK
147 Transfer
148 AMOUNT TO

TRANSFER

149 Select Destination Base
150 Current Funds>
151 Cost
152 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.
153 Heavy Gauss Clip
154 Vibro Blade
155 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.
156 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.
157 Thermic Lance
158 Heavy Thermic Lance
159 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...
160 TOTAL
161 Income
162 Expenditure
163 Maintenance
164 Balance
165 Alien Activity in Seas
166 Alien Activity in Zones
167 X-Com Activity in Seas
168 X-Com Activity in Zones
169 Finance
170 st
171 nd
172 rd
173 th
174 Not enough special materials to produce
175 Not enough money to produce
176 Production complete:
177 Production of
178

at

179

is complete

180 OK - 5 secs
181 Research Completed
182 VIEW REPORTS
183 We can now research
184 We can now produce
185 SUNDAY
186 MONDAY
187 TUESDAY
188 WEDNESDAY
189 THURSDAY
190 FRIDAY
191 SATURDAY
192 Not enough
193 to refuel
194 to rearm
195 at
196 ALIEN SUB is not recovered
197 ALIEN SUB is recovered
198 Flying Sub is lost
199 Alien Activity continues
200 Aliens defeated
201 Flying Sub is lost
202 Base is lost
203 Base is saved
204 Base is lost
205 Alien Colony still intact
206 Alien Colony destroyed
207 Flying Sub is lost
208 ALIENS KILLED
209 ALIEN CORPSES RECOVERED
210 LIVE ALIENS RECOVERED
211 ALIEN ARTEFACTS RECOVERED
212 ALIEN COLONY CONTROL DESTROYED
213 CIVILIANS KILLED BY ALIENS
214 CIVILIANS KILLED BY X-COM OPERATIVES
215 CIVILIANS SAVED
216 X-COM OPERATIVES KILLED
217 X-COM OPERATIVES RETIRED THROUGH INJURY
218 X-COM OPERATIVES MISSING IN ACTION
219 X-COM WEAPONS PLATFORM DESTROYED
220 X-COM SUBMARINE LOST
221 UFO RECOVERY
222 ALIEN COLONY RECOVERY
223 under attack!
224 BASE DEFENCES INITIATED
225 SHIELDS REPEL ALIEN SUB!
226 FIRING
227 HIT!
228 ALIEN SUB DESTROYED!
229 MISSED!
230 Sell Items/Sack Personnel
231 VALUE OF SALES>
232 FUNDS>
233 Sell/Sack
234 Value
235 ALIEN SUB-
236 FLYING SUB>
237 ALIEN SUB CRASH RECOVERY
238 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.
239 ALIEN SUBMARINE ASSAULT
240 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.
241 BASE DEFENCE
242 BASE>
243 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.
244 ARTEFACT SITE-
245 CRAFT>
246 AIRBORNE
247 Mixed
248 ALIEN SYNOMIUM DEVICE DESTROYED
249 UNABLE TO ENGAGE ENEMY

WHEN AIRBORNE

250 FAILED TO DESTROY SYNOMIUM DEVICE
251 NO FREE SUB PENS FOR CRAFT PRODUCTION!�Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen. Build a new Sub Pen or transfer a sub to another base.
252 NO FREE SUB PENS FOR PURCHASE!�Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen. Build a new Sub Pen or transfer a sub to another base.
253 NO FREE SUB PENS FOR TRANSFER!�Each Flying Sub assigned to a base, transferred to a base, purchased or constructed uses one Sub Pen. Build a new Sub Pen or transfer a sub to another base.
254 CANNOT BUILD HERE!�You must build next to an existing pod.
255 NO FREE ACCOMODATION!�The destination base does not have enough space in living quarters.
256 NOT ENOUGH WORK SPACE AVAILABLE!�Build a new workshop or reduce work on other projects.
257 NOT ENOUGH MONEY!
258 NOT ENOUGH TRANSFER SUPPORT!�Wait for existing transfers or purchases to reach destination.
259 NO MORE AQUANAUTS ALLOWED!�You have already recruited the maximum number of aquanauts.
260 NOT ENOUGH STORE SPACE!�Build a new store facility or transfer existing stores to other bases.
261 NOT ENOUGH LIVING SPACE!�Build new living quarters or transfer personnel to other bases.
262 NO MORE EQUIPMENT ALLOWED ON BOARD!�You are only allowed to take a maximum of 80 items of equipment on missions.
263 TOO MANY BUTTONS!
264 LAUNCH INTERCEPTION
265 CRAFT
266 STATUS
267 BASE
268 READY
269 OUT
270 REPAIRS
271 REFUELLING
272 REARMING
273 TARGET:
274 ALIEN COLONY-
275 CRASH SITE-
276 TOUCHDOWN SITE-
277 TARGET: WAY POINT
278 Are you sure you want to send this Sub on a mission to T'leth?
279 YES
280 NO
281 SELECT DESTINATION
282 This Site is too Deep

Returning to base

283 SELECT SITE FOR NEW BASE
284 RETURN TO BASE
285 SELECT NEW TARGET
286 PATROL
287 STATUS>
288 DAMAGED - RETURNING TO BASE
289 LOW FUEL - RETURNING TO BASE
290 PATROLLING
291 TAILING ALIEN SUB
292 INTERCEPTING ALIEN SUB-
293 RETURNING TO BASE
294 DESTINATION: ALIEN COLONY-
295 DESTINATION: CRASH SITE-
296 DESTINATION: TOUCH DOWN SITE-
297 DESTINATION: WAY POINT-
298 BASE>
299 SPEED>
300 MAXIMUM SPEED>
301 DEPTH>
302 SHALLOW
303 NORMAL
304 DEEP
305 VERY DEEP
306 FUEL>
307 WEAPON-1>
308 NONE
309 ROUNDS>
310 WEAPON-2>
311 HOSTILE
312 NEUTRAL
313 FRIENDLY
314 COMMITTED
315 GAME OPTIONS
316 LOAD GAME
317 SAVE GAME
318 FLYING SUB
319 Base>
320 NAME
321 STATUS
322 AMMO>
323 CREW
324 EQUIPMENT
325 ARMOUR
326 MAX>
327 Seaman
328 Able Seaman
329 Ensign
330 Lieutenant
331 Commander
332 Captain
333 Select Squad for
334 SPACE AVAILABLE>
335 SPACE USED>
336 RANK
337 CRAFT
338 WOUNDED
339 Equipment for
340 Arm
341 Defence Value
342 Hit Ratio
343 ready to

touchdown near

344 Begin Mission?
345 Select Armament
346 AMMUNITION
347 ARMAMENT
348 AVAILABLE
349 N.A.
350 SELECT ARMOUR FOR
351 TYPE
352 PLASTIC AQUA ARMOUR
353 ION ARMOUR
354 MAGNETIC ION ARMOUR
355 Select Armour
356 ARMOUR
357 NORTH
358 NORTH EAST
359 EAST
360 SOUTH EAST
361 SOUTH
362 SOUTH WEST
363 WEST
364 NORTH WEST
365 SELECT ACTION
366 CONTINUE INTERCEPTION PURSUIT
367 PURSUE WITHOUT INTERCEPTION
368 VERY LARGE
369 LARGE
370 MEDIUM
371 SMALL
372 VERY SMALL
373 TOUCHED DOWN
374 SHALLOW
375 NORMAL
376 DEEP
377 VERY DEEP
378 Detected
379 SIZE
380 DEPTH
381 HEADING
382 SPEED
383 CENTRE ON ALIEN SUB-TIME=5 Secs
384 TRACKING LOST
385 REDIRECT CRAFT
386 GO TO LAST KNOWN ALIEN SUB POSITION
387 ALIEN SUB-
388 CRAFT-
389 BASE-
390 ALIEN COLONY-
391 CRASH SITE-
392 TOUCHDOWN SITE-
393 WAY POINT-
394 TERROR SITE-
395 has reached
396 Destination
397 Now patrolling
398 Alien Origins
399 The Ultimate Threat
400 T'leth, the Alien's City
401 UFOpedia
402 X-COM CRAFT & WEAPONS
403 SUBMERSIBLE WEAPONS SYSTEMS
404 GENERAL EQUIPMENT
405 AQUATIC ARTEFACTS
406 X-COM FACILITIES
407 ALIEN CREATURES
408 ALIEN TECHNOLOGY
409 NEW SUBMERSIBLE TECHNOLOGIES
410 ALIEN SUBMARINES
411 SELECT ITEM
412 autopsy
413 MAXIMUM SPEED>
414 ACCELERATION>
415 FUEL CAPACITY>
416 WEAPON PODS>
417 DAMAGE CAPACITY>
418 CARGO SPACE>
419 SWS CAPACITY>
420 Damage...............
421 Range..................
422 km
423 Accuracy.............
424 Re-load time....
425 s
426 ARMOUR PIERCING
427 PHOSPHOROUS
428 HIGH EXPLOSIVE
429 GAUSS BEAM
430 SONIC BEAM
431 FREEZE
432 6-?
433 7-?
434 8-?
435 9-?
436 TYPE
437 ACCURACY
438 TU COST
439 DAMAGE
440 AMMO
441 Auto
442 Snap
443 Aimed
444 Construction Time
445 days
446 Construction Cost
447 Maintenance Cost
448 autopsy
449 -
450 Low
451 Medium
452 High
453 High
454 Sub Weapon
455 Sub Ammunition
456 Heavy Weapons System
457 Weapon
458 Ammunition
459 Equipment
460 Alien Corpse
461 ALIEN SUB component
462 Plastic Aqua Armour
463 Raw Materials
464 Solid Harpoon Bolts
465 Alien
466 Aquatoid
467 Gill Man
468 Lobster Man
469 Tasoth
470 Calcinite
471 Deep One
472 Bio-Drone
473 Tentaculat
474 Triscene
475 Hallucinoid
476 Xarquid
477 Commander
478 Navigator
479 Medic
480 Technician
481 Squad Leader
482 Soldier
483 Terrorist
484 Ion-Beam Accelerators
485 Magnetic Navigation
486 Alien Sub Construction
487 Alien Cryogenics
488 Alien Cloning
489 Alien Learning Arrays
490 Alien Implanter
491 Examination Room
492 Aqua Plastics
493 Alien Re-animation Zone
494 Plastic Aqua-Armour
495 Ion Armour
496 Mag. Ion Armour
497 Aqua Jet Missiles
498 P.W. Torpedo
499 Gauss Technology
500 New Fighter Flying Sub
501 New Fighter-Transporter
502 The Latest Flying Sub
503 Gauss Pistol
504 Gauss Rifle
505 Heavy Gauss Cannon
506 Gauss Cannon
507 Sonic Cannon
508 D.U.P. head Missile
509 Gauss Defences
510 Sonic Defences
511 P.W.T. Defences
512 Bombardment Shield
513 M.C. Generator
514 M.C.-Lab
515 Transmission Resolver
516 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.

517 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.
518 T'LETH
519 Alien Sub Construction
520 Alien Origins
521 The Final Solution
522 T'leth the Alien's City
523 Particle Dist. Sensor
524 Medi-Kit
525 Coelacanth/G. Cannon
526 Coelacanth/Aqua Jet
527 Coelacanth/Gauss
528 Displacer /Sonic
529 Displacer /P. W. T.
530 Ajax Launcher
531 D.U.P. Head Launcher
532 Craft Gas Cannon
533 P.W.T. Cannon
534 Gauss Cannon
535 Sonic Wave
536 Ajax Torpedoes
537 D.U.P. Head Torpedoes
538 Gas Rounds(x50)
539 P.W.T Ammo
540 Aquanaut
541 Scientist
542 Technician
543 North Atlantic
544 South Atlantic
545 North Pacific
546 South Pacific
547 Mediterranean
548 South China Sea
549 Indian Ocean
550 Sea of Japan
551 North Sea
552 Caribbean
553 Antarctic
554 Arctic
555 Eurasia
556 North America
557 Africa
558 Alien Probe Mission
559 Alien Interdiction
560 Alien Resource Raid
561 Alien Infiltration
562 Alien Colony Expansion
563 Alien Surface Attacks
564 Floating Base Attack
565 Colony Supply Missions
566 Power Sources
567 Maximum Speed
568 TRANSMISSION RESOLVER
569 TRITON
570 HAMMERHEAD
571 LEVIATHAN
572 BARRACUDA
573 MANTA
574 ALIEN SUB
575 AJAX
576 D.U.P. HEAD
577 CRAFT GAS CANNON
578 P.W.T CANNON
579 GAUSS CANNON
580 SONIC OSCILLATOR
581 Damage Capacity
582 Weapon Power
583 Weapon Range
584 Air-Lock
585 Living Quarters
586 Laboratory
587 Workshop
588 Standard Sonar
589 Wide Array Sonar
590 Torpedo Defences
591 General Stores
592 Alien Containment
593 Gauss Defences
594 Sonic Defences
595 P.W.T. Defences
596 Pressure Bombardment Shield
597 Molecular Control Shield
598 Molecular Control Laboratory
599 Transmission Resolver
600 Sub Pen
601 USA
602 ALASKA
603 EURO-SYNDICATE
604 ARABIAN BLOC
605 EGYPTIAN CARTEL
606 AFRICA CORP
607 BRAZILIAN UNION
608 NEW MEXICO
609 ASIAN COALITION
610 SCANDINAVIA
611 NEO-JAPAN
612 FREE CHINA
613 AUSTRALASIA
614 FED KOREA
615 EURASIA
616 ICELANDIC UNION
617 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.
618 THE ENEMY HAS ENTERED AN OCEAN DEEP BEYOND THE DEPTH CAPABILITY OF THIS FLYING SUB.
619 X-Com Aqua-facilities cannot be built on land
620 Sonic Oscillator
621
622
623
624 Submersible Weapons System
625 Civilian
626 Jan
627 Feb
628 Mar
629 Apr
630 May
631 Jun
632 Jul
633 Aug
634 Sep
635 Oct
636 Nov
637 Dec
638 International Relations
639 Organisation
640 Funding
641 Change
642 WEAPON

SYSTEMS

643 CREW
644 SWSs
645 DAMAGE>
646 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.
647 Each accommodation area provides for up to 50 personnel. The facilities are somewhat basic and functional.
648 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.
649 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.
650 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.
651 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.
652 Torpedo defence systems provide protection against attack by hostile submersibles which are attempting to dock at the base.
653 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.
654 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.
655 The Gauss defence provides the latest and most effective protection against attack by hostile submarines.
656 Sonic Oscillator defences provide powerful and efficient protection against aggressors.
657 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.
658 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.
659 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
660 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.
661 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.
662 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.
663 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.
664 This aqua-rifle is accurate and powerful, firing hollow steel harpoons from sealed packs of 10. Each harpoon has its own gas reservoir.
665 The heavyweight of the gas technology family, this cannon fires solid bolts, some with HE or phosphor tips. A favourite weapon amongst experienced aquanauts.
666 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.
667 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.
668 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.
669 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.
670 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.
671 This standard issue grenade has an accurate and sophisticated timer for precision control.
672 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.
673 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.
674 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.
675 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.
676 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.

677 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.

678 This device can only be used in close combat, but will stun a living organism without killing it by freezing the creature.
679 The subject has died due to the trauma of interrogation.
680 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.
681 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.
682 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.
683 Size
684 The corpse may be researched for a full autopsy report.
685 Not enough ammunition to arm
686 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.
687 A small Thermal Shok launcher which fires chemical freeze bombs. Very useful for capturing live Aliens.
688 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.
689 Survey Ship
690 Escort
691 Cruiser
692 Heavy Cruiser
693 Hunter
694 Battleship
695 Dreadnought
696 Fleet Supply Cruiser
697 RATING>
698 TERRIBLE!
699 POOR!
700 OK
701 GOOD!
702 EXCELLENT!
703 SCORE
704 X-COM MONTHLY REPORT
705 Month>
706 The committee of funding organisations is generally satisfied with your progress so far.
707 The committee of funding organisations is very pleased with your excellent progress. Keep up the good work.
708 The committee of funding organisations is dissatisfied with your performance. You must improve your effectiveness in dealing with the Alien menace or risk termination funding support for X-Com.
709 You have not succeeded in dealing with the Alien invasion and the committee of funding organisations has regrettably decided to terminate funding X-Com. Each organisation shall deal with the problem as they see fit. We can only hope that we can come to some accommodation with these ancient forces, and that the general population will come to terms with the aquatic visitors.
710 is particularly pleased with your ability to deal with the localised threat and has agreed to increase its funding.
711 are particularly happy with your progress in dealing with local Alien incursion and have agreed to increase their funding.
712 and
713 is unhappy with your ability to deal with Alien activity in its Seas and has decided to reduce its financial commitment.
714 are unhappy with your ability to deal with Alien activity in their Sea and have decided to reduce their funding.
715 km
716 has signed a co-operation agreement with the Alien forces and has withdrawn from X-Com funding.
717 have signed a co-operation agreement with Alien forces and have withdrawn from the X-Com funding.
718 Monthly Rating>
719 Funding change>
720 The funding organisation is not happy with your financial position. You must reduce your debts below $2million or the X-Com will be terminated.
721 SUB-PARTICLE TRANSMISSIONS RESOLVED
722 SUB TYPE
723 RACE
724 MISSION
725 ZONE
726 Allocate Research
727 Allocate Manufacture
728 Azores
729 Reykjavik
730 Bermuda
731 New York
732 Boston
733 Fort Severn
734 Dakar
735 Recife
736 Accra
737 Ascension Island
738 Trinidade Island
739 Falkland Island
740 Canary Islands
741 Anchorage
742 St Lawrence Island
743 San Francisco
744 Midway Island
745 Vancouver
746 Tasmania
747 Hawaii
748 Fiji
749 Tonga
750 Easter Island
751 Galapagos Island
752 Wellington
753 Solomon Island
754 Crete
755 Lisbon
756 Port Said
757 Marseilles
758 Tripoli
759 Manila
760 Hong Kong
761 Singapore
762 Bangkok
763 Darwin
764 Bombay
765 Seychelles Island
766 Maldive Island
767 Sri Lanka
768 Mauritius
769 Tokyo
770 Shanghai
771 Vladivostok
772 London
773 Faeroe Island
774 Aberdeen
775 Oslo
776 Jamaica
777 Panama
778 Miami
779 X-Com:� Terror from the Deep
780 New Game
781 Load Saved Game
782 Select Difficulty Level
783 1> Beginner
784 2> Experienced
785 3> Veteran
786 4> Genius
787 5> Superhuman
788 Time
789 Date
790 Select game to load
791 Select save position
792 MOLECULAR CONTROL TRAINING
793 Remaining M.C. capacity>
794 M.C.

Strength

795 M.C. Skill

/Improvement

796 M.C. Reader
797 In

Training?

798 TARGETTED BY:
799 WEAPONS/

CREW/SWSs

800 ABANDON GAME
801 Quit to DOS
802 is low on fuel,

returning to base

803 Aquanaut List
804 RANK>
805 MISSIONS>
806 KILLS>
807 WOUND RECOVERY>
808 TIME UNITS
809 STAMINA
810 HEALTH
811 BRAVERY
812 REACTIONS
813 FIRING ACCURACY
814 THROWING ACCURACY
815 STRENGTH
816 M.C. STRENGTH
817 M.C. SKILL
818 NEW RANK
819 Promotions
820 AQUANAUTS
821 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.
822 This submersible is armed with Aqua-Jet torpedoes. This weapon system only functions underwater. Ensure stores are well stocked with Aqua-Jet Torpedoes.
823 Gauss technology provides a powerful weapon system for SWS's. Offering heavy firepower compared with earlier models, and uses proprietary X-Com technology.
824 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.
825 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.
826 This compact device is used as ammunition for a Heavy Sonic Gun. It contains a small quantity of Zrbite.
827 This small object is used as a power source for a Sonic Rifle, a potent Alien weapon, and contains a small quantity of Zrbite.
828 Power source for the compact Alien Sonic Pistol. Contains Zrbite - the source of all Alien power.
829 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.
830 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.
831 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
832 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.
833 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.
834 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.
835 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.
836 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.
837 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.
838 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.
839 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.
840 This tiny submarine is used for reconnaissance and survey missions. It normally precedes larger vessels at the start of an Alien task force.
841 A medium sized escort vessel that is of little threat on its own. This craft precedes the arrival of larger vessels and increased activities.
842 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.
843 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.
844 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.
845 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.
846 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.
847 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.
848 Dismantle
849 AQUA-POD IN USE
850 CANNOT DISMANTLE AQUA-POD!�All base Pods must be linked to the air-lock.
851 Transfer Items to
852 NO ALIEN CONTAINMENT FOR TRANSFER!�Live Aliens need an Alien containment equipment in order to survive.
853 AMOUNT AT

DESTINATION

854 Alien dies as there is no Alien containment facility
855 NO FREE ACCOMODATION!�The destination base does not have enough space in the living quarters for the crew assigned to the sub.
856 Items Arriving
857 Dart Gun
858 Dart Clip
859 Jet Harpoon
860 Harpoon Clip
861 Gas Cannon
862 GC-AP Bolts
863 GC-HE Bolts
864 GC-Phosphorous Bolts
865 Hydro-Jet Cannon
866 HJ-AP Ammo
867 HJ-HE Ammo
868 HJ-P Ammo
869 Torpedo Launcher
870 Small Torpedo
871 Large Torpedo
872 Phosphor Torpedo
873 Gauss Pistol
874 Gauss Rifle
875 Heavy Gauss
876 Magna-Blast Grenade
877 Dye Grenade
878 Particle Disturbance Grenade
879 Magna-Pack Explosive
880 Particle Disturbance Sensor
881 Medi-Kit
882 M.C. Disruptor
883 Thermal Tazer
884 Sonic Cannon
885 Cannon Power Clip
886 Sonic-Blasta Rifle
887 Blasta Power Clip
888 Sonic Pistol
889 Pistol Power Clip
890 Disruptor Pulse Launcher
891 Disruptor Ammo
892 Thermal Shok Launcher
893 Thermal Shok Bomb
894 Sonic Pulser
895 Zrbite
896 M.C. Reader
897 Aquatoid Corpse
898 Gill Man Corpse
899 Lobster Man Corpse
900 Tasoth Corpse
901 Calcinite Corpse
902 Deep One Corpse
903 Bio-Drone Corpse
904 Tentaculat Corpse
905 Triscene Corpse
906 Hallucinoid Corpse
907 Xarquid Corpse
908 Not enough rounds to arm SWS
909 Not enough Torpedoes to arm SWS
910 Not enough PWT's to arm SWS
911 Not enough equipment to fully re-equip squad
912 SHOTS
913 This Armour utilises the newly discovered Alien substance, Aqua-plastic, and ensures our Aquanauts are given a fighting chance against the Alien incursion
914 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.
915 An enhancement for the ION armour incorporating the Magnetic Array technology to allow full freedom of movement in the aquatic environment.
916

in order to use or produce the

917 The Aliens have destroyed the undefended base
918 X-Com patrols have located an Alien colony in
919 STANDOFF
920 CAUTIOUS ATTACK
921 STANDARD ATTACK
922 AGGRESSIVE ATTACK
923 DISENGAGING
924 ALIEN SUB HIT!
925 ALIEN SUB DESTROYED!
926 ALIEN SUB DOWNED!
927 Minimise at Stand-off Range Only
928 ALIEN SUB RETURN FIRE!
929 >>> FLYING SUB DAMAGED <<<
930 >>> FLYING SUB DESTROYED <<<
931 ALIEN FLYING SUB ESCAPING!
932 ALIENS LAUNCH
933 Wide band Detection
934 STORES
935 Difficulty Level
936 INTERCEPT
937 BASES
938 GRAPHS
939 UFOPEADIA
940 OPTIONS
941 FUNDING
942 5 Secs
943 1 Min
944 5 Mins
945 30 Mins
946 1 Hour
947 1 Day
948 X-Com Performance Roster
949 Enter Name
950 Performance Rating
951 Victory Date
952 Chemical-flare
953 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.
954 Monthly Costs
955 Flying Sub Rental
956 Salaries
957 Base maintenance
958 Cost per unit
959 Quantity
960 Total
961 day
962 days
963 In M.C. Implantation
964 This device is a Disruptor Pulse Projectile fitted with an onboard computer guidance system. It is fired from a Disruptor Pulse launcher.
965 Please look up the page listed below in your Game Manual, and enter the eight digit code listed at the bottom of the page.

EG: Page 13 of Game Manual Code: 3994-9668 Please Enter the Code from Page

966 Front Armour
967 Left Armour
968 Right Armour
969 Rear Armour
970 Lower Armour
971 ALIEN ACTIVITY SITE-
972 SHIP RESCUE MISSION
973 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.
974 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.
975 ALIEN ACTIVITY DETECTED
976
977 ALIEN CONTACT SITE MISSION
978 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.
979 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.
980 ALIENS ATTACK
981 SHIPPING ROUTE
982 ALIENS LAUNCH PORT ATTACK
983 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.
984 PORT ATTACK ON
985 ISLAND ATTACK ON
986 ALIENS LAUNCH ISLAND ATTACK
987 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.
988 THIS EQUIPMENT WILL NOT FUNCTION ABOVE WATER
989 ALIEN COLONY-
990 ALIEN COLONY ATTACK MISSION
991 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.
992 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.
993
994 SIGSBEE DEEP MISSION
995 ALIEN CITY LEVEL ONE
996 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.
997
998 T'LETH ATTACK MISSION
999 ALIEN CITY LEVEL TWO
1000 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.
1001
1002 FINAL T'LETH MISSION
1003 ALIEN CITY LEVEL THREE
1004 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.
1005 Gauss Cannon Ammo

See Also