Fun School 2: For the Under-6s
DOSEducational
How it plays
The strategic layer presents a geoscape where the player tracks aquatic incidents, places bases, researches recovered technology, manufactures equipment, and manages finances and personnel. Success depends on maintaining funding and intercepting threats before they spread.
Tactical missions use turn-based, isometric maps. Soldiers spend time units to move, turn, aim, fire, use equipment, open doors, and interact with terrain. Missions include investigating sites, recovering artifacts, rescuing civilians, and eliminating hostile forces. Survivors gain experience, while casualties and equipment losses carry between missions.
Plan your run
Build a balanced roster and train replacements before committing experienced soldiers to dangerous missions. Early research should improve underwater combat capability and reveal better weapons, armor, and vehicles.
Use cover, reserve time units for reaction fire, and avoid exposing several soldiers at once. Equip missions for their environment, secure the entry area before advancing, and monitor worldwide activity so neglected regions do not withdraw funding.
Before you begin
Keep spare soldiers and equipment at every active base.
Use the tactical map carefully; underwater visibility and firing angles can make advances dangerous.
Save before major research, manufacturing, and high-risk missions if you want to recover from poor outcomes.
X-COM: Terror from the Deep is a turn-based strategy game developed and published by MicroProse for DOS. It is the second main entry in the X-COM series and moves the alien conflict from the skies and fields of Earth to the oceans and coastal regions. Players manage a global defense organization, investigate underwater activity, develop technology, and lead soldiers through detailed tactical missions. The game combines a strategic management layer with squad-based combat in an isometric environment. Its harsher combat, underwater setting, and expanded research systems were ambitious, although its high difficulty and similarities to its predecessor divided critics. It remains a notable example of complex 1990s PC strategy design.
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