FIRST STEPS
Now enter the training course, so we can begin the practical part 
of this excercise...
 
 . . .
 
 ... You are a tragedy, soldier. Get into the training room as 
soon as you figure out how to stand back up in this thing.
 
 
STATUS WINDOW
=============
On the right of the game screen you will see a window containing 
information about each trooper under your command, including how
many Action Points they have left, their weapons, items carried
and the number of Command Points you have at your disposal.
 
 
TACTICAL DISPLAY
================
In the bottom right corner of the game screen is the scanner 
display showing a tactical map with the outline of known area of 
the sector. The walls are indicated by bright lines. The white 
dots represent your troops, with the currently selected one 
represented by a brighter dot.
 
For missions with a specific objective location, like the one you 
are about to begin, that location will be indicated on the 
scanner with a yellow cross.
 
 
 
 
 
 
ACTION POINTS
=============
Each soldier can spend four Action Points - AP for short - each 
round. These can be used to perform actions such as movement, 
interacting with doors and other objects, picking up and dropping 
items, and combat.
 
Note that while most activities only consume a single Action 
Point some will require two or even four Action Points to 
perform: make sure to plan your moves accordingly!
 
  
COMMAND POINTS
==============
Each round you receive a random number of command points - CP for 
short - which can be used to perform more actions than permitted 
by the normal AP allotment for your soldiers.
 
The CP are spent exactly in the same way as AP, with a single 
exception: They are shared by all Marines. If you had 4 CP, you 
could spend 1 each with four soldiers, or burn all 4 to send a 
single soldier forward to the objective - the choice is entirely 
yours.
 
 
MOVEMENT
========
To move or turn your soldier, click on the white action icons 
surrounding them. Hovering a mouse cursor over an icon will 
display a tooltip explaining the related action and its AP cost.
 
Your soldiers can move forwards and backwards (also in diagonal 
directions), turn left and right but their cumbersome armour 
prevents them from moving sideways.
UNDOING A MOVE
==============
If for some reason you wish to undo the move you just made, press 
[BACKSPACE] on your keyboard.
 
Note that you can only undo movement - not any other actions.
 
  
OPENING AND CLOSING DOORS
=========================
To open a door, the Marine needs to have it in one of the three 
squares in his front facing. An icon will appear next to the door 
allowing you to open or close it, depending on its current state.
 
 
END OF ROUND
============
When you have ran out of AP and CP, or do not wish to perform any 
more actions this round, press [ENTER] or click the End Round 
button on the right side of the screen beneath the status window. 
This will end your round and begin the enemy's.
 
If the round timer is enabled, your round will automatically end 
when the time runs out, even if you still have AP or CP left.
 
 
 
 
 
 
 
 
 
 
OBJECTIVE: EVACUATE
===================
In this mission your goal is to reach the exit, indicated ingame 
by a teleport beacon surrounded with pulsing lights.
 
@ The mission will conclude with success when all your surviving 
soldiers stand on the exit beacons or have already 
teleported out - see below for explanation.
 
@ The mission will conclude with failure if less of your 
soldiers are alive than the minimum number 
stated by the mission objective.
 
 
TELEPORTING OUT
===============
In missions where the goal is evacuating your soldiers from the 
level, you may perform a special action when standing on the 
teleport beacon. Teleporting out removes your soldier from the 
game, and they will be considered rescued for the purpose of 
mission objective.
.
