X-COM (R) Apocalypse TM       Demo Version           12th April 1997

DEMO REQUIREMENTS

8 Megs Ram (16 Megs if running under Windows TM 95)
IBM PC 486 (100Mhz minimum), Pentium and 100% compatibles.
Quad Speed CD Rom Drive
Super VGA Graphics (VESA required).
MS DOS 5.0 or higher (also runs under Windows TM 95)
Mouse Required
25 Megs Free Hard Drive Space

DOUBLE SPEED CD ROM DRIVES
The demo will run on double speed drives but music causes the 
game to run noticeably slower. You may also experience problems 
where the music will jump or 'POP'.
Choose no music if using a double speed CD ROM.

The CD ROM MUST BE IN THE DRIVE AT ALL TIMES.

8 MEG USERS
Ensure that your machine is running only MS-DOS.
We are aware that the demo can occasionally hang when running
in 8 Megs of ram. This is however a rare problem and will be
fixed in the production version.


THE DEMO

This demo allows you to play a single Tactical Combat Mission. To
help you learn the buttons and interface we have implemented a
system we call tooltips. Just leave the cursor over an option for
a second and some help text will appear.

You can play X-COM Apocalypse in two different modes: Real-Time or
Turn-Based. In Real-Time you move your Agents around whilst the
Aliens move - playing in this way requires a greater strategic
approach. Players of previous X-COM  games will be familiar with
the Turn-Based game, where X-COM and the Aliens take Turns to move,
just like a game of chess.

Look for the notes explaining where the Turn-Based game differs.

You begin the demo with the Mission Briefing. Use the buttons at
the bottom of the screen to select the way in which you will play
the Tactical Mission: Turn-Based or Real-Time.

You will now be taken to the Squad Assignment screen.

From here you can assign your Agents into different squads. It is
possible to have up to six squads each containing up to six Agents.
As you move the cursor over the Agents, their statistics
and the weapons they are carrying, will be displayed in the
Information Panel (on the left-side of the screen).

Click OK to start the Tactical Combat Mission.

THE TACTICAL SCREEN

The Tactical Screen is split into two sections, the Tactical
Display and the Control Panel.

The Tactical Display always defaults to the Isometric Map View,
this will be centered on your Agents that have been deployed in
the Tactical Area.

Note : if you are playing the Turn-Based game the Time Controls
(Far Right) will be replaced by four new buttons. These are used
to reserve Time Units for shooting and kneeling (more on this
later). There is also an End Turn button.


EXPLORING THE TACTICAL DISPLAY

Move the cursor to the edges of the screen. The display will
scroll revealing more of the Tactical Combat Area. At the start
of each Tactical Mission, time is automatically paused so that
you are able to look around and plan your initial moves.

You can also use the cursor keys, on the keyboard, to scroll the
Tactical Display.

SELECTING SQUADS

In X-COM Apocalypse, you can control Agents individually or
collectively as squads.

The Squad Icons (left of screen) indicate the number of Agents in
each squad.

Double click on the Squad Icon to select your squad. If you have
scrolled the display so that your Agents are 'Off Screen', this
will re-center the display on your Agents.

When you select a squad, the Agents will have an orange marker
displayed above their heads in the Isometric Map View. The squad
number is displayed in the center of the markers. The Agent's
present state of health is shown by the health bar positioned
along the top of the marker. In the lower half of the marker, the
Agent's Attack Mode is indicated by a colored bar. Blue
represents Safe Mode, Green is Cautious Mode and Red indicates
Aggressive Mode.

One of the Agent markers will be yellow; this is the Agent whose
equipment will appear centrally in the Control Panel. The current
Attack Mode, Shot-Type and movement orders, displayed in the
Control Panel, also refer to this Agent only.

Note: in the Turn-Based Game, the Agent's remaining Time Units
will be displayed above their marker.

MOVING SQUADS

After selecting a squad, you can move it in single file, or in a
'Group'-Formation. Group-Formation is selected as the default
movement mode because it allows your Agents to cover a wider area,
and explore more in a shorter space of time.

In the Tactical Game, the cursor is accompanied by a green box
as you move it around the Tactical Display. You may notice that
the box turns yellow if you move it over a square occupied by one
of your Agents. This box is used to set the destinations for your
Agents.

Move the cursor to a position a short way in front of the squad
and click. Four yellow arrows will appear to mark the destination
of your Agents.

In order for your Agents to move, we must set time running.

Click "Real Time" (Third button down in the time controls on the
far right). Your Agents will now move to their new positions.
Beware! In the Real-Time game, the Aliens can also move and your
Agents may be attacked at any time.

The objective of the current Tactical Mission is to find the
Aliens and either stun or kill them. Practice moving your squad
around the building. Experiment with both types of squad formation.

You will notice as you move around, more of the Tactical Area
becomes visible. This is because your Agents can only see what is
in their line of sight.

Move the cursor to a position away from your Agents and press
the Right-Mouse Button (RMB). Your Agents will turn to face the
direction of the cursor. This feature is very useful when
exploring the Tactical Area.

Note: in the Turn-Based game, if the Agent hasn't enough
Time-Units, or if Time-Units  are reserved for other actions,
the Agent will not be able to complete the move until X-COM's
next Turn. If the destination is a long distance away, it may
take the Agent several Turns to complete.

Whenever your Agents have run out of Time Units, simply click
"End Turn" (Bottom Right). After the Aliens have taken their
Turn, your Agents will have all of their Time Units returned
to them, allowing you to play on.

While you are exploring the Tactical Area, you may well come
into contact with Aliens. The game will pause and the Message
Panel will inform you of the current situation. It is
recommended that you take advantage of this to re-order your
Agents to cope with the new situation. Giving your Agents
regularly updated orders will keep them alive longer!

Click "Continue" to resume the action. Your Agents should
now open fire.

Note: shooting Aliens is covered in more detail later.

Click Pause so that we can look at some other controls
without being attacked.

USING SPLIT LEVEL VIEWS

The Tactical Area is built-up of several levels. These may be
viewed individually or assembled into a complete 3-D picture.
Splitting the Tactical Area into levels allows you to see
behind walls and inside rooms (if you have already explored them).

At the moment, the Tactical Area is set to Level Mode 2 (its
default setting). This displays the level you are on and any
levels below.

Click "Toggle Map Display" (Left hand side third button down),
the display will change to Level Mode 1. This hides everything
above and below the currently selected level, this is why some
rooms in the building appear to have no roof.

Click the "Toggle Map Level Display" button again and the
display will change to Level Mode 3. All levels are now displayed
at once producing a complete 3-D picture.

Click the button once more to return the display to the original
Level Mode 2 setting.

When you are playing the Tactical Game you may often need to
switch to the level above or below the one that is currently
displayed.

You can change to any level instantly, using the Level Indicator,
positioned in the center of the Control Panel. To change to
Level 3, for example, simply click on the number 3.

Alternatively, you can use the "Up/Down Level" buttons to move
the display up or down a single level. These buttons are located
in the right hand side of the control panel. They are shown as
arrow pointing up / down.

Note: Page Up and Page Down, on your keyboard, can also be used
to move up or down a level.

SELECTING SINGLE AGENTS

There are two ways to select an Agent from the current squad. 

Click on any of the four Agent Icons on the right of the Control
Panel; a yellow marker is now displayed above that Agent in the
Isometric Map View. To deselect the other Agents, simply
right-click on their Agent icons.

Move the green cursor box over an unselected Agent in the
Isometric Map View, the box should change to yellow. Click on
the Agent. The marker should disappear from the first Agent
and now appear above the second Agent. Clicking on a single
Agent in the Isometric Map View automatically causes all other
Agents to be deselected

MOVING INDIVIDUAL AGENTS

After selecting an Agent (see above) you are now ready to move
that Agent.

Click on a destination a short way in front of the Agent.

A single yellow arrow will appear to mark the Agent's new
destination.

Ensure time is running.

The Agent will now move to the new destination.

Note: Aliens or hostile units may be encountered at any time.
Beware! Ensure you keep an eye on your squad!

To make the selected Agent turn around, move the cursor to a
position within the Tactical Display and click the RMB.
The Agent will now turn to face in the direction of the cursor.

THE OVERHEAD MAP VIEW

Now that we have started to move Agents around the Tactical
Area, we will need to be aware of their position as they
continue to move around. For this, we can use the Overhead Map View.

Click Pause.

Click "Switch Map View" (2nd button down on right) to activate
the Overhead Map View.

The Overhead Map View allows you to see more of the Tactical
Area on screen. The diamond shape outline, shows the area of
the map that will be displayed when you return to the  Isometric
Map View. As in the Isometric Map View, the Overhead Map View
will only show the areas that your Agents have explored.

You can scroll the Overhead Map View in the same way as the
Isometric Map View, simply move your cursor to the edge of the
screen.

Note: you can also use the cursor keys (on the keyboard) to
scroll around the map.

You will see Yellow arrows on the Map; these are X-COM Agents.
Any Red arrows are hostile units and any Purple arrows represent
neutral personnel.

Solid arrows show units on the present level; large outline arrows
show units above the current level; small outline arrows show
units below the current level. The direction of the arrow indicates
the direction that a unit is facing.

Note: the map will only show the level of the Tactical Area you
have currently selected.

Click on the "Up/Down Level" buttons or the Level Indicator (in
the Control Panel) to display other levels.

Scroll the Overhead Map View until the diamond outline surrounds
at least one of your Agents.

Click the "Switch Map View" icon again to return to the Isometric
Map View.

SEARCHING FOR THE ALIENS

As you continue to move your Agents around the Tactical Area,
you will encounter stairs, doors and lifts. To use these, do
the following:
	To go through doors, click inside the room.
	To go up stairs, click at the top of the stairs.
	To go down stairs, click at the bottom of the stairs.
	To use a Grav Lift, move your Agents to the Lift.
        Select the level you wish to move to and then click on
        this level. Your Agent will move up or down to the
        selected level using the Grav Lift.

ENGAGING THE ALIENS

When one of your Agents sees an Alien, a small Alien indicator will
appear above the icon of that Agent in the Control Panel. Clicking
on the 'Alien Sighted' Indicators will cause the display to be
centered on the relevant Alien.

Agents will open fire automatically on any Aliens sighted. They will
also use any cover available (within a one square radius).

Note: if you are playing the Turn-Based Game, you will have to fire
on Aliens manually. Details later on.

COMPLETING A TACTICAL MISSION

If you successfully manage to kill or stun all Aliens in the Tactical
Area, or if all of your Agents are killed or stunned, then the
Tactical Mission will end and you will be taken to the Debriefing
Screen. Here you will be given a score based on how successfully you
completed the mission objectives.

After clicking OK you will see our slideshow showing some of the
games many other features.

TACTICAL COMBAT (ADVANCED MOVEMENT)

Lets look at some of the more advanced movement options available
to you during Tactical Combat Missions.

We have already learnt how to move our Agents around the map, so
lets look at the different movement modes they can use. The
movement options are located in the right hand side of the screen.
Below the Agent icons at the bottom.

RUNNING

Agent movement is not restricted to walking. Sometimes your Agents
will need to cover ground very quickly, when they are retreating
or moving into cover. In this instance, you can order your Agents
to run.

Click the "Run" icon to order the selected Agents to run.

Click a destination. All of the Agents should run to that
destination. Be careful not to make you Agents run too much;
running expends more energy than walking - don't exhaust your
Agents!

Note: Agents will not be able to fire at enemy units whilst they
are running.

Click "Walk" to return your Agents to walking speed.

When squads or multiple Agents are selected, then any movement
orders given, will apply to them all. If you want an order to
apply specifically to one Agent, then ensure that only that
Agent is selected.

Note: in the Turn-Based game, running will expend less Time Units
than walking.

CRAWLING

In X-COM Apocalypse, it is essential for Agents to use cover. You
must learn to strategically position and move your Agents within
the Tactical Area. Agents can use many features of the Tactical
Area for cover, by Crawling to positions and Kneeling behind them.

Select an Agent.

Click "Crawl" to order your Agent to assume a crawling position.
Crawling makes your Agent a harder target for any hostile units
to hit.

Click on a destination. The Agent will now Crawl to that
destination.

Note: in the Turn-Based game, crawling will expend more Time Units
than walking.

KNEELING

If there is any cover close to your Agents, move your Agent to that
position.

Click "Kneel" to make the selected Agent kneel. The advantage of
kneeling behind cover is that your Agent is less visible to hostile
units, and can fire more accurately.

Kneeling functions differently to Walking, Running and Crawling as
it is a position that your Agents will adopt once they have reached
their destination.

Click "Kneel" to return your Agent to a standing position.

Note: in the Turn-Based game, both kneeling and standing will use an
Agent's Time Units; if you intend to kneel at the end of each move
then you must reserve enough Time Units to do so.

TACTICAL COMBAT (ATTACKING THE ENEMY)

Lets look at the Attack Modes and Shot-Type controls available to you
in Tactical Combat Missions. You will need to find some Aliens to use
these.

In the Real-Time game, X-COM Agents will react automatically when
hostile units come into their line of sight. But how they react is
dependent on the orders you give them.

ATTACK MODES

The Attack Modes are located beneath the Agent Icons.

Note: in the Turn-Based game, Attack Mode "orders" only have effect
in Opportunity Fire (more on this later). If you are playing the
Turn-Based game, skip this section, and turn to Firing In The
Turn-Based Game.

Depending on your objectives or strategy, you may wish to change
the Attack Mode that your Agents adopt when exploring the Tactical
Area.

Select an Agent.

Click  "Safe". Your Agent will always take the safe option when
moving around the Tactical Area (ie the Agent will not be
aggressive and will seek cover over confrontation).

Select a destination for the Agent to move to.

You can order your Agents to be Aggressive or return to Cautious
behavior as, and when, your circumstances change. Experiment with
Attack Modes as you move around the Tactical Area.

Click "Cautious" to return your Agent to a Cautious approach.

SHOT-TYPES

In conjunction with Attack Mode, you should also give Agents weapon
orders. The Attack Mode indicators are located below the Squad icons.

Click "Aimed Shot" to make your Agent favor an Aimed-Shot.

The Aimed-Shot is more accurate than the Snap or Auto-Shots but the
rate of fire is slower.

Now, select and give your other Agents different orders. Experiment
with different combinations and see what happens.

Clicking "No Shot" will prevent your Agents from firing. This can be
useful if you haven't much ammo.

As with Attack Modes, these orders affect all selected Agents. When
single Agents are being controlled, the other Agents in the squad
retain their previous orders.

USING COVER AND TARGETTING THE ALIENS

To play X-COM  Apocalypse effectively it is recommended that you
place your Agents as strategically as possible to get the greatest
benefit from cover. You should give them the best opportunity to
use cover by placing them near to it; Agents can then duck in and
out of cover or Kneel behind it. For ambushes, try to use areas
where Agents can only be attacked from one direction. Also, where
possible, use Agents to cover each other.

The game will pause and show a message whenever a hostile unit is
sighted by one of your Agents. It is recommended that you take
advantage of this to re-order your Agents to cope with the new
situation. Giving your Agents regularly updated orders will keep
them alive longer!

Should multiple hostile units appear, it is possible to direct your
Agents' fire on a particular target.

Right-click on the hostile unit. A red target cross-hair will now
remain on the targeted unit.

Note: you can prevent the game from pausing by switching the
Messages Panel off. You can  turn messages on or off from the
Options Screen. Active Messages are accompanied by a Tick. To
switch a message off, click on the tick, a cross will appear in its
place indicating that the message is now disabled. All messages
will still appear in the message bar but will not cause the game
to pause when they appear.

FIRING IN THE TURN BASED GAME

If you encounter a hostile unit, you should use a weapon against
it before it gets a chance to fire.

First, select the Shot-Type you wish to use from the three options. 

Click "Aimed-Shot" for an Aimed-Shot in the target's general
direction.

Now that we have chosen the Shot-Type, we must select the weapon to
fire with.

To select a weapon, click on one of the Agent's 'hands'. 

Click on the target using the LMB. Your Agent will now fire the
weapon at the target.

Now one of three things will happen:

1) The Agent fires a shot and misses. This is unfortunate but is
expected - initially all of your Agents are Rookies. You will find
that your Agents will become more accurate as they fight more
battles.

2) The Agent hits the hostile unit with the shot. Aliens can be
very tough, so don't be surprised if they don't die from the
first hit.

3) The hostile unit fires back. If this happens pray that it
does not hit your Agent and that your next shot kills it.

You can continue to fire by clicking the Left-Mouse-Button, or
cancel firing by clicking the Right-Mouse-Button.

Note: firing in the Turn-Based Game causes Agents to use
Time Units.

USING EQUIPMENT

Agents can be equipped with weapons other than guns. You may
prefer to attack with a grenade, or use a grenade to clear an
area of cover.

Click on "Equip Agent" from the Control Panel to take you to the
Equip Agent Screen. This button is located centrally on top of the
weapons panels in the middle of the control panel.

Click on a grenade to 'pick it up'. Keep the Left-Mouse-Button
depressed and drag and drop the Megapol AP Grenade to the
empty 'hand'.

Click OK again to return you to the Isometric Map View. 

Note: Turn-Based players! Check your Time Units before you use
the grenade, you may not have enough left! If you have run-out,
click "End Turn". When it is your Turn again, all of your Agent's
Time Units will be replenished.

Left click on the grenade to bring up the Prime Grenade 'window'. 

Click and drag the Slider Bar, in the Prime Grenade 'window', to
the left/right to set the grenade to detonate in "3 secs".

Note: in the Turn-Based game, slide the Bar left/right until it
reads "End of Turn". This means the grenade will detonate at the
end of the X-COM Turn.

Click Tick to accept the grenade settings.

Click Return to cancel priming the grenade.

Each hand is accompanied by two buttons, "Throw" and "Drop".
Because of the three second detonation time (in the Real-Time
game), it is better to throw the grenade. You don't want to
blow-up one of your own Agents!

Click the "Throw" button next to the hand containing the grenade.

Click a target in the Isometric Map View. The grenade will now be
thrown there. After three seconds (or at the end of the Turn, in
the Turn-Based Game) it will detonate, clearing whatever is in that
area.

If an Agent already has a grenade in their hand and you need them
to throw it quickly, simply select the grenade with the RMB in
the Hands Area. Click a target in the Isometric Map View. The
grenade will now be thrown at its intended target and explode
on contact with the floor.

Using the Medi-Kit

You can use the medi-kit to heal critical wounds. In order to use
the medi-kit ensure that it is placed in one of your Agent's hands.

Click on the medi-kit from the hands area. The medi-kit display
will appear in the top right corner of the screen. Wounded parts
of the body will appear highlighted in red.

Click on the affected body part in the display and it will change
color to indicate that healing has been started.

You must now wait while the Agent's wounds heal, which will take
some time. If you move the Agent, the healing process is cancelled
and you will have to use the medi-kit again.

RETRIEVING EQUIPMENT FROM THE TACTICAL AREA

If you complete a Tactical Combat Mission successfully and kill,
or stun, all of the Aliens, then you will automatically retrieve
all of the items left by the Aliens.

If, however,  you decide to evacuate the Tactical Area before you
have killed all of the Aliens, then you will have to pick up
Alien Artifacts manually.

After you have successfully killed an Alien, position an Agent
over the equipment dropped near the corpse.

Click "Equip Agent" to open the Equip Agent Screen. Any objects
that are on the floor will be displayed in the Item Menu at the
bottom of the screen. Use the drag and drop method to collect
these items. Drop them into any spare carrying space your Agent
may have.

It is important to retrieve Alien technology so that you can
research it when you return to Base.
 

OPPORTUNITY FIRE (TURN-BASED ONLY)

Opportunity Fire is a slight exception to the Turn-Based rule.
It allows you to end your Turn leaving Agent's with enough Time
Units to fire a shot. Your Agents can automatically fire during
the Alien's turn at any hostile unit who strays into their line
of sight.

The way an Agent behaves during Opportunity Fire depends on the
Attack Mode you select. You can make the Agent more likely to
fire or hide depending on these Attack Modes.

Click "Aggressive" to order your Agents to proceed aggressively.
Agents are more confrontational using this Attack Mode and more
likely to shoot in Opportunity Fire.

Reserving Time Units

You must reserve enough Time Units for your Agents, to take full
advantage of Opportunity Fire. In this case we will reserve enough
for an Aimed-Shot.

The reserve time unit buttons are located on the far right of the
screen.

Click "Reserve Aimed-Shot". Now this is selected, the Agent will
always retain enough Time Units to perform an Aimed-Shot in the
event of Opportunity Fire.

Click the "End Turn" icon to end the Turn.

COMPLETING TACTICAL COMBAT MISSIONS

Now that you are used to ordering your Agents, try moving them
around the building to explore some of the rooms and walkways.
But beware! You never know what's lurking around the next corner.

The Tactical Combat Mission will end under any of the following
circumstances:

1. All Hostile units are unconscious or dead - You Win.
2. All X-COM Agents are unconscious or dead - You Lose
3. All Hostile units panic and flee the combat area - You Win
4. All Agents leave the Combat Area using Exit Points.

For each building there are several Exit Points, all of which are
marked by arrows:

If Agents are injured you may well want them to leave the Tactical
Area in order to seek medical attention.

Select the Exit Point as the destination for your Agents and they
will walk out of the Tactical Area automatically.

Note: if you leave the Tactical Area without killing all hostile
units, or retrieving any Alien artifacts, you will receive a lower
score in the Debriefing.

DEBRIEFING

At the end of each Tactical Combat Mission, you will be given a
Debriefing. This will inform you if your mission objectives were
achieved and calculate a score based on your performance in
various areas.


KEYBOARD CONTROLS

General 

Switch Map View                         TAB
Up Level Arrow				PAGE UP
Down Level Arrow			PAGE DOWN
Toggle Map Level Display		Print Screen
Set Safe Mode				F9
Set Cautious Mode			F10
Set Aggressive Mode			F11
Crawling				F2
Walking					F3
Running					F4
Don't Fire				F5
Aimed-Shot				F6
Snap-Shot				F7
Auto-Shot				F8
Kneel					BACKSPACE
Message History				M
Center-On Message			HOME
Select Squad				1,2,3,4,5,6
Assign selected units to squad		CTRL + 1,2,3,4,5,6
Abort mission				ESCAPE

'Hand' Area

Equip Unit Screen			ENTER
Throw (Left Hand) 			[
Throw (Right Hand)			]
Drop (Left Hand)                        @
Drop (Right Hand)			#

Note: these keys may differ on non-English keyboards; it is the
position that is important, ie the group of 4 keys to the left of
the ENTER key.

Prime Grenade Window

Accept Settings				Y
Cancel					N

Real-Time Only

Pause on/off				SPACE

Turn-Based Only

End Turn				E



KNOWN PROBLEMS

Windows 95
Because X-COM Apocalypse was designed and developed to run under
MS-DOS you may experience problems running under Windows 95. To
achieve optimal frame rate and performance levels, it is
recommended that you reboot your system in MS-DOS mode.

NB: It is important to ensure all necessary CD-ROM and Sound
card drivers are loaded before attempting to run X-COM Apocalypse;
failure to do so may result in the game failing to load. If you
are unsure as to how to do this, or if your machine came with
Windows 95 pre-installed, please consult your hardware
manufacturer.

Windows 95 Keyboards
On certain video cards Windows 95 is unable to restore certain DOS
based graphical applications such as X-COM  Apocalypse . This is
particularly a problem with regards to the new Windows 95 keyboards
containing the 'Start' and 'Windows' keys. On pressing these
keys Windows suspends X-COM  Apocalypse  to bring up a menu but is
then unable to restore it. The only solution to this problem is to
run the game in MS-DOS mode.

Microsoft Plus
To prevent problems whilst running X-COM Apocalypse, the System
Agent should be disabled.

Auto-Detect
If you experience problems with the auto-detect program, please
follow the steps listed below:

1. Manually select your sound card and then enter the correct Port,
   DMA and IRQ settings. If you are unsure as to what these are, try
   typing SET from the DOS prompt or consult your hardware manuals.

2. Run the detection/sound process in MS-DOS mode.

Sound Galaxy Pro
The auto-detect program can sometimes wrongly identify this card as
a SoundBlaster 16. Users must manually select SoundBlaster and then
enter the correct Port, IRQ and DMA settings.

Gravis Ultrasound
The playback quality of the sound test sample may sound garbled.
This should not affect playback quality during the game.
This card is always detected as an 8 bit card.

ATI Stereo F/X
X-COM  Apocalypse  is not compatible with this make of sound card.
Users should select NO SOUND.

Crystal Dynamics Chipset
Any cards with this chipset will be detected by the installer as a
SoundBlaster Pro. This causes the game to crash, please select
SoundBlaster and the game will run fine.


CREDITS

MYTHOS GAMES LTD.
Game Design             Julian Gollop
Lead Programmer         Nick Gollop
Programming             Dave Bostock
                        Thaddaeus Frogley
                        Andy Greene
                        Julian Gollop
Map Editor              Simon Watson
                        Ian Tory
Product Manager         Helmut Watson
Lead Map Designers      Mark Simmons
                        Steve Moorhouse
                        Jason Grace
Map Designers           Phil Davies
                        Dave Moore
                        Karli Watson
                        Dave Kemsley
                        Kevin Tucker
                        Helmut Watson
                        Marc Walton
                        Dave Watson

MICROPROSE
Art Co-ordinator        Guy Jeffries
Artists                 Erol Kentli
                        Greg Shill
                        Pete Austin
                        Kevin Wicks
                        Guy Jeffries
                        Martin Severn
                        Matthew Knott
Additional Art          Drew Northcott
                        Paul Truss
                        Gavin Cooper
                        Martin Smillie
                        Eddie Garnier
                        Jonathan Rowe
                        Paul Varney
                        Amanda Roberts
                        Terry Greer
                        Nick Cook
                        Jane Barnett 
                        Pietro Lantro
                        Julian Madle
                        Andrew Morriss
3D Scanning             Steve Edwards         
Alien World and Models Designed by Tim White
Music and Sound Designed and Produced by John Broomhall
Lead Composer           Richard Wells
Additional Music        Dave Punshon
                        John Broomhall
Sound Design            Steve Cowell for PC Music Ltd.
Audio Post Production   Matt Vowles for Sprockets and Bytes
Vocal-Artists           Valentina Britten
                        Julian Holman
                        Drew Northcott
                        Eddie Garnier
Additional Audio        Martin Severn
                        Darren Lambourne

A/V Systems incorporate HMI's Sound Operating System.
Mapping                 Marc Curtis
                        Guy Jeffries
Lead Quality Assurance  Darren Kirby
Quality Assurance       Don Witcombe
                        Paul Coppins
                        Phil McDonnell
                        Dan Luton
                        Stuart Poole
                        Jamie Toghill
                        Martin Crompton
                        Neil McEwan
                        Anton Lorton
                        Matt Bridges
                        Chris Briggs
Alameda, CA Compatibility Group Hoi Nguyen
                        William Hom
                        Khoi Nguyen.
Manual Author/Editor    Justin Manning
Managing Editor         Alkis Alkiviades
Senior Product Manager  Adrian Turner
Producer                James Hawkins, Stuart Whyte, Steve Goss 
                        and Grant Dean.


(C) 1997 Mythos Games Ltd. and MicroProse Ltd. X-COM Universe and
other elements (C) 1997 MicroProse Ltd. All Rights Reserved.
MICROPROSE and X-COM are registered trademarks and X-COM APOCALYPSE
is a trademark of MicroProse Ltd. All other trademarks are the
property of their respective holders.
