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- UFO - ENEMY UNKNOWN - AMIGA VERSION
- ===================================
-
- Contents TYPED BY UNKNOWN WARRIOR
- --------
-
- Credits
- Introduction
- Background
- The Game
- This Manual
- The Controls
- Sorting the Materials
-
- Section 1: The Gameplay Tutorials
- Before We Begin...
- Starting a New Game
- Setting-Up a New Xcom Base
- Tutorial 1: The Geoscape
- The Time Controls
- Detecting UFO's
- Intercepting UFOs
- Air to Air Combat
- Saving the Game
- Investigating the Crash Site
- Tutorial 2: The Battlescape
- Arming Your Squad
- The Battlescape
- Using the Split Level View
- Selecting Soldiers
- Moving Soldiers
- The Map Screen
- The Turn-Based System
- Searching For the Aliens
- Seeing the Aliens
- Using Guns
- Using Grenades
- Completing the Mission
- The Debriefing
- Tutorial 3: The Bases
- Equipping the Interceptor
- Assigning Research
- Purchasing/Recruiting
- Waiting For Delivery
- Equipping the Skyranger
- Returning to the Geoscape
- The End the Tutorial
- Playing Tips
- .
- Section 2: The Reference Guide
- The Game Options
- New game
- Load Saved Game
- The Geoscape Screen
- The Geoscape
- The View Controls
- The Time Controls
- The Game Time
- The XCom Project Monthly Report
- Psioniic Training
- The Menu Options
- Using the Geoscape
- The UFO Detected Window
- The Launch Interception Window
- Selecting an Interception Craft
- The Craft Status Window
- The UFO Status Window
- The Tracking Lost Window
- The Air-to Air Combat Window
- Shooting the UFO Down
- Investigating UFO Crash Sites
- Other Geoscape Uses
- Ground Assaults
- The Equip Squad Screen
- The Battlescape Screen
- Using the Battlescape
- Using Weapons
- The Battlescape Control Bar
- Promotions
- Wounding
- Opportunity Fire
- Objective
- The Debriefing Screen
- Bases
- The Base Display
- The Menu Options
- Build New Base
- Base Information
- Equip Craft
- Build Facilities
- Research
- Manufacture
- Transfer
- Purchase/Recruit
- Sell/Sack
- Soldiers
- Geoscape
- Graphs
- UFO Activity in Areas
- UFO Activity in Countries
- XCom Activity in Areas
- XCom Activity in Countries
- Income
- Finance
- Income
- Expenditure
- Maintenance
- Balance
- Performance
- UFOpaedia
- The Select Subject Screen
- The Select Item Screen
- UFOpaedia Data Screens
- Options
- Load Game
- Select Game to Load
- Save Game
- Select Save Position
- Cancel
- Funding
-
- Glossary
-
- INTRODUCTION
- ------------
-
- BACKGROUND
-
- It is the year 1999. Unidentified Flying Objects (UFOs) have started
- appearing with disturbing regularity in the night skies. Reports of violent
- human abductions and horrific experimentation has struck terror into the
- hearts of millions. Mass public hysteria has only served to expose Earths
- impotence against a vastly superior technology.
-
- Many countries have attempted to deal independantly with the aliens. In
- August 1998, Japan established an anti alien combat force, the Kiryu Kai.
- Equipped with Japanese made fighter aircraft the Kiryu Kai certainly looked
- like a powerful force. However after 5 months of expensive operations they
- had yet to intercept their first UFO. The lesson was clear: this was a
- worldwide problem which could not be dealt with by individual countries.
-
- On December 11th 1998, representatives from the world's most economically
- powerful countries gathered secretly in Geneva. After much debate the
- decision was made to establish a covert independant body to combat,
- investigate and defeat the alien threat. this organisation would be
- equipped with the world's finest pilots, soldiers, scientists and engineers,
- working together as one multi national force.
-
- This organisation was named the Extraterrestrial Combat unit: XCOM
-
- THE GAME
-
- UFO Enemy Unknown puts you in command of XCom, with the finest Earth
- technology at your disposal to defend the Earth from alien invasion.
- Shooting down UFOs is just the beginning. You will then control a squad of
- heavily armed soldiers, edging cautiously through the local terrain,
- battling aliens and recovering UFO technology.
-
- When you command a ground assault, you will use the 3-D isometric
- 'Battlescape' display. This shows terrain, buildings, XCom craft and UFOs,
- but will only display what your soldiers can see so beware of danger lurking
- around corners or down dark corridors!
-
- Successful ground assault missions mean that XCom scientists can research
- alien technology. Engineers can then reproduce their superior weapons and
- spacecraft. Soon you will be fighting the aliens with their own technology.
-
- As the game progresses, you will use the on line 'UFOpaedia' to learn the
- latest details from your research teams about alien technology, life forms
- and their real objectives. Above all, you must watch the world political
- situation. Look out for governments who may be forced to make secret pacts
- with the aliens and make sure you defend the countries who fund XCom
- heavily.
-
- UFO Enemy Unknown. Command Earth's forces against the alien terror!
-
- THIS MANUAL
-
- This Manual is split into two main sections;
-
- Section 1: The Gameplay Tutorials are designed to get you playing UFO Enemy
- Unknown as quickly as possible. You are recommended to follow each tutorial
- before you start to play the game on your own.
-
- Section 2: The Reference Guide is intended for the player who is familiar
- with how to play UFO Enemy Unknown and needs to learn more about particular
- game features.
-
- The Controls
-
- You will require a Mouse to play UFO Enemy Unknown. This manual will refer
- to 'clicking' on buttons, icons or highlighted text. To do this, simply
- move the cursor over the option and press the Left Mouse Button (LMB).
-
- SORTING THE MATERIALS
-
- Your UFO Enemy Unknown package contains this Manual, a Technical Supplement
- and a set of disks to run the game.
-
- SECTION 1 - THE GAMEPLAY TUTORIALS
- ----------------------------------
-
- BEFORE WE BEGIN...
-
- Welcome to UFO Enemy Unknown. These tutorials are designed to help you
- start playing with the minimum of trouble. The three main sections of the
- game are covered here; the Geoscape, the Battlescape and the Bases Screen.
-
- For extra information on particular game features, see the Reference Guide
- section of the manual.
-
- First of all, we will start a new game.
-
- Starting a New Game
-
- 1. Install and Load UFO Enemy Unknown by referring to your Technical
- supplement.
-
- 2. After the animated introduction, you will be taken to the Copy
- Protection Screen.
-
- Type in the from the manual reference given. You will be taken to the game
- options screen.
-
- 3. Move the mouse pointer over the New Game option and click on the Left
- Mouse Button (LMB) to select. You will now be taken to the Select
- Difficulty Level screen.
-
- 4. Move the mouse pointer over the Beginner option and click on the LMB to
- select. You will now be taken into the main game screen, the
- Geoscape. The first thing you must do is to position your first XCom
- base on the surface of the Earth.
-
- Setting-Up a New XCom Base
-
- 5. The message Select Site for New Base will appear in the top of the
- screen.
-
- In the bottom right hand side of the screen, you will see three green
- spheres surrounded by arrows. These are the view controls which allow you
- to rotate and magnify the display of the Earth.
-
- Click on the up arrow icon. The Earth display will be magnified, some
- borders around countries will appear.
-
- 6. Click again on the up arrow icon. The Earth display will be magnified
- again, some country names will now appear.
-
- 7. Click twice on the down arrow icon. The Earth display will return to
- its minimum magnification.
-
- 8. The four arrow icon allows you to rotate the Earth display up, down,
- left, or right.
-
- Click a few times on the up arrow, The Earth display will tilt towards you
-
- 9. Click a few times on the left arrow, the Earth display will rotate.
-
- 10. Position the Mouse pointer over the Earth and click on the Right Mouse
- Button to centre the Geoscape on that location.
-
- By using a combination of these controls, you can manipulate the Earth
- display to show any part of the Earth in detail.
-
- Note. It is a good idea to position your base in the middle of a large land
- mass such as North or South America, Russia or Europe. This will give , you
- a better chance of defending that area from UFO raids.
-
- 12. A window containing the prompt Base Name? will appear Type in a name
- using the Keyboard and press the Return Key. You have now set up a new
- XCom base and you are ready to start playing UFO Enemy Unknown.
-
- TUTORIAL 1: THE GEOSCAPE
- ------------------------
-
- Tutorial 1 guides you through the Geoscapes basic controls and the process
- of intercepting UFOs.
-
- 1. The Geoscape is the main screen for playing UFO Enemy Unknown. You will
- see your base on the 3-D view of the Earth, represented as a hollow blue
- square.
-
- On the right-hand side of the screen, there is a list of Menu Options a
- display of the Game Time, the Time Controls and the View Controls.
-
- The Time Controls are very important to the game, and it is these which we
- will go through next.
-
- Note: If you wish to pause the time at any stage during the game, simply
- click on any of the menu options.
-
- The Time Controls
-
- 2. Look at the Game Time. You will see that it is passing by with five
- second jumps. The Time Controls below the Game Time, allow you to control
- the rate at which this time passes.
-
- Click on the 5 Mins button. The button will depress and time will pass at
- an increased rate. You will see the Game Time (above the Time Controls)
- change rapidly and night and day will be visible on the Earth, slowly
- changing.
-
- You should use the Time Controls to advance the game through any time
- consuming section of the game (eg. waiting for craft to arrive at their
- destinations or waiting for UFOs to be detected)
-
- Detecting UFOs
-
- 3. We will now advance time to the point when XCom detect their first UFO
- (if this has not already happened.
-
- Click on the 1 Day button in the Time Controls. The button will depress and
- time will pass at the maximum rate.
-
- 4. Eventually, a window will appear over the Geoscape with the message
- UFO-1 Detected. data regarding the UFO is shown in this window.
-
- Click on the button marked Centre on UFO-Time=5 Secs. This will centre the
- Earth display on the UFO and reduce the passage of time to 5 seconds. The
- UFO will appear as a red cross in the centre of the Geoscape, moving slowly.
-
- Intercepting UFOs
-
- 5. Position the Mouse pointer on your base and click on the LMB. a window
- will appear with the title Launch Interception and a list of the
- available craft at the base.
-
- 6. Move the Mouse pointer to highlight Interceptor 2 and click on the LMB.
-
- 7. The message Select Destination appears in the top of the screen.
-
- Click on the UFO (represented as a red cross) to select this as the
- Interceptors target.
-
- 8. The confirmation message Target: UFO-1 will appear.
-
- Click on the OK button.
-
- 9. The Interceptor (represented by a yellow cross) will launch from its
- underground base and attempt to intercept the UFO.
-
- Note: remember, if you need to pause the game, click on any of the Geoscape
- Menu Options.
-
- If the UFO lands, it will appear as a green cross. Interceptors cannot
- carry out ground attacks; so you will have to wait until the UFO lifts off -
- click on 5 Mins Time Control Button to accelerate the passage of time.
-
- 10. At this point, one of two things could happen:-
-
- A. If your Interceptor catches the UFO, the Air-to-Air Combat window will
- appear. Skip the rest of this section and go to step 19 of this
- tutorial.
-
- B. If your Interceptor loses contact with the UFO, the window UFO-1
- Tracking Lost will appear. This may happen several times before you
- actually get into combat; most UFOs can outperform your Interceptors.
-
- Click on the OK button. Continue to the next step of this tutorial.
-
- 11. The Craft Status window will now appear, allowing you to redirect the
- Interceptor.
-
- 12. Click on the Go To Last Known UFO Position button.
-
- 13. While the Interceptor is on its way to the last known UFO position, it
- uses its on-board radar to scan for the UFO.
-
- If the UFO-1 Detected window reappears, go straight to step 14 of this
- tutorial.
-
- If the Interceptor reaches the last known UFO position without re-aquiring
- the UFO, the following window will appear:-
-
- If this happens, the UFO has disappeared from all XCom tracking devices.
- The interception mission has failed.
-
- Click on the Redirect Craft button. The Craft Status window will re-appear.
- Click on Return to Base. The Interceptor will return to its base.
-
- Go back to step 3 of this tutorial.
-
- 14. Click on the Centre on UFO-Time=5 Secs button in the UFO-1 Detected
- window.
-
- 15. At the moment, the Interceptor is still heading for the last reported
- position of the UFO. Now we'll re-assign the UFO as the Interceptor's
- target.
-
- Click on the Interceptor. This will bring up the Craft Status window.
-
- 16. Click on the Select New Target button.
-
- 17. The message Select Destination appears in the top of the screen.
-
- Click on the UFO to re-select it as the target.
-
- 18. The message Target: UFO-1 will re-appear.
-
- Click on the OK button.
-
- Go back to step 10 of this tutorial.
-
-
- Air-to-Air Combat
-
- 19. If the Interceptor gets within range of the UFO, the Geoscape will
- automatically increase in magnification and the Air-to-Air Combat
- window will appear over the centre of the Geoscape.
-
- 20. UFOs should not be shot down over water because you will not be able to
- examine the wreckage.
-
- Click on the minimise window (large & small rectangles) icon in the top left
- of the Air-to-Air Combat window. The craft icon will appear in the top left
- of the screen.
-
- Check that the UFO is over dry land. If it is over the sea, you can use the
- 1 Min Time Control to accelerate the passage of time.
-
- 21. Click on the craft icon when the UFO is over the land. This will bring
- back the Air-to Air Combat window, ready for you to attack the UFO.
-
- 22. Click on the (.<) icon to carry out a Standard Attack on the UFO. You
- will see the progress of the attack on the radar screen in the left
- hand side of the Air-to-Air Combat window. The message box in the
- bottom of the window relays the pilot's messages to you
-
- If the UFO out runs the Interceptor, return to step 10 of this tutorial.
-
- If the Interceptor destroys the UFO, you have failed in your objectives;
- there is no useful debris to investigate. Return to step 3 of this
- tutorial.
-
- If the UFO crash lands, you have succeeded in your objectives; the crash
- site is marked with a white cross. The UFO is now vulnerable to a ground
- assault, allowing you to recover the wreckage.
-
- Saving the Game
-
- 23. Now would be a good time to save your current game.
-
- Click on the Options button.
-
- 24. Click on the Save Game button.
-
- 25. The Select Save Position screen will appear.
-
- Click on any of the ten numbered buttons to select the slot into which your
- current game will be saved.
-
- 26. Type in a name for your saved game using the Keyboard and press the
- Return Key.
-
- When the game has saved, you will be returned to the Geoscape.
-
- Investigating the Crash Site.
-
- 27. You will need to assign a Skyranger transport to take a squad of
- soldiers from your base to the Crash Site.
-
- Find your base (you may need to rotate the Geoscape to bring it into view).
- Click on your base: the Launch Interception window will appear.
-
- 28. Move the Mouse pointer to highlight Skyranger-1 and click.
-
- 29. The message Select Destination appears in the top of the screen. .
-
- 30. Click on the UFO Crash Site (the white cross) to the Skyrangers target.
-
- 31. The message Target: Crash Site-1 will appear.
-
- Click on the OK button.
-
- 32. The Skyranger (represented by a yellow cross) will launch and make its
- way to the UFO Crash Site.)
-
- Click on the 5 mins button if you want to increase the passage of time.
-
- 33. When the Skyranger arrives at the Crash Site, the UFO Crash Recovery
- screen will appear. Read the instructions on this screen.
-
- Click on the OK button to enter the next section of UFO Enemy Unknown; the
- Battlescape.
-
- TUTORIAL 2: THE BATTLESCAPE
- ---------------------------
-
- Tutorial 2 guides you through the close combat Battlescape; the section of
- the game where you fight the aliens face to face.
-
- Arming Your Squad
-
- 1. The eight members of your squad automatically arm thejmselves with guns,
- ammunition and grenades. The initial screen allows you to adjust the
- weapons your squad will carry into action.
-
- Click on the left/right arrows in the top right of the screen to check the
- armament of each of the eight members of your squad.
-
- 2. You will see that six of your soldiers have rifles, one has a pistol and
- one has a heavy cannon. The soldiers carry extra ammunition and
- grenades on their belts.
-
- Full details of this section of the game are given oin the Ground Assaults
- chapter of this manual.
-
- Click on the OK button to exit this screen.
-
- 3. The 'turn' screen will appear.
-
- Note: All Battlescape action is turn based. This means it is like a 3-D
- game of chess - you move your pieces, the aliens moves theirs!
-
- Click the Left Mouse Button to continue.
-
- The Battlescape
-
- 4. You will now see your Skyranger on the ground with its rear door open.
- The aircraft's cabin roof is 'peeled away' to reveal your squad of
- eight soldiers within.
-
- The bottom section of the screen contains a number of buttons and displays.
- This section of the screen is known as the Control Bar.
-
- Using the Split Level View
-
- 5. The Battlescape is built up of several levels. These can be viewed
- individually or may be assembled into a complete 3-D picture.
- Splitting the Battlescape into levels allows you to see behind walls
- and inside buildinds or craft.
-
- At the moment, the Battlescape is set to normal setting - the Multi-level
- View. The multi-level view hides everything above the currently selected
- level, this is why the Skyranger appears to have no roof.
-
- Click on the diamond 1 button in the Control Bar. The number on the button
- will change to 2.
-
- The cabin roof and wings of the Skyranger will appear. Your soldiers will
- now be hidden from view. This is a Full View of the Battlescape.
-
- 6. Click again on the diamond 1 button. The number on the button will
- change back to 1. The Battlescape returns to the Multi-level View.
-
- 7. When you are in any of these views, you may need to switch to the next
- level up or down.
-
- Click on the Down arrow/ladder button.
-
- 8. The display will change to show just the landing legs and tail ramp of
- the Skyranger.
-
- 9. Click on the up arrow/ladder button.
-
- The display will return to the original view, with your squad visible inside
- the Skyranger
-
- Selecting Soldiers
-
- 10. You control your squad individually, selecting and moving each soldier
- in turn
-
- Move the Mouse pointer over the Battlescape display. A red 3-D box will
- appear under the pointer.
-
- 11. Move this box over any soldier. The box will now flash yellow and red.
-
- 12. Click on the Left Mouse Button. A yellow arrow appears above the
- soldier's head to show that he/she is now selected.
-
- 13. Move the Mouse pointer over any other soldier in the Skyranger and
- click to select. Watch the soldier's name (halfway down the Control
- Bar) change.
-
- Moving Soldiers
-
- 14. Move the Mouse pointer over either of the soldiers at the rear of the
- Skyranger and click to select. The yellow arrow appears above the
- soldier's head to show that he/she is now selected.
-
- 15. Now, move the Mouse pointer over the ground just behind and to the
- right of the Skyranger.
-
- 16. Click the Left Mouse Button.
-
- The soldier will walk out of the Skyranger to the destination you have just
- set. The Battlescape automatically switches to the next level down, so that
- the Skyranger now only appears as the ramp and a set of landing legs.
-
- 17. Click on the up arrow/ladder button.
-
- 18. Move the Mouse pointer over the other soldier at the rear of the
- Skyranger and click to select.
-
- 19. Now move the Mouse pointer over the ground just behind and to the left
- of the Skyranger.
-
- 20. Click the Left Mouse Button.
-
- The soldier will walk out of the Skyranger to the destination you have set.
-
- 21. We now have two soldiers deployed from the Skyranger. You may notice
- that the Battlescape displays a little more of the surrounding terrain
- now. This is because the Battlescape only shows what is in your
- squad's line of sight.
-
- Move the 3-D box to a point near one of the landing legs and click on the
- Right Mouse Button.
-
- The currently selected soldier will turn round and face the Skyranger,
- scanning the surrounding terrain in the process. Any nearby black squares
- will turn into terrain as the soldier looks at them.
-
- 22. If you want to look around the Battlescape at the visible terrain, move
- the Mouse pointer to the very edge of the screen. The view window will
- move in that direction.
-
- Note: you must take the Mouse pointer to the very bottom of the screen,
- under the Control Bar, to move the view window downwards.
-
- 23. Click on the man/four arrows button to re-centre the Battlescape on the
- currently selected soldier.
-
- 24. Click on the two people button. The next soldier in your squad will be
- selected.
-
- This is an alternative way of selecting soldiers, saving you from having to
- search around the Battlescape for every soldier.
-
- 25. Move this soldier out of the Skyranger, in the same way as the other
- two.
-
- 26. Select and move another soldier out of the skyranger.
-
- 27. You now have four soldiers deployed from the Skyranger. This is enough
- for the moment, the rest can remain on board as reinforcements.
-
- The primary objective of this mission is to kill or stun the aliens. A good
- place to find aliens is the crashed UFO itself, so we'll start the search
- there.
-
- The Map Screen
-
- 28. Click on the rectangle grid button to access the Map Screen. This
- displavs a map of the mission area, allowing you to see XCom and alien
- forces, XCom craft and UFOs.
-
- 29. You will see four flashing yellow dots on the map; these are your
- soldiers. If a UFO has been spotted, its hull appears as a pale grey
- line.
-
- 30. The map only shows one level of the Battlescape at a time.
-
- Click on the up/down arrows on the left-hand side of the screen to display
- the next level up or down.
-
- 31. Click on the Right Mouse Button to return to the Battlescape.
-
- The Turn - Based System
-
- 32. If you saw a UFO in the Map screen, start moving your soldiers towards
- it. If not, continue moving your soldiers around the Battlescape until
- you find the UFO.
-
- Eventually the message Not Enough Time Units! appears.
-
- 33. This means that the selected soldier has moved as far as he/she can
- possibly move in this turn. When all four of the soldiers have moved
- to this point, it is time to end your turn.
-
- Click on the circle/ button to end the turn.
-
- The aliens will now be given a turn to move. They may open fire on your
- squad - you are helpless until your next turn.
-
- On screen prompts tell you when to click the LMB to begin your next turn.
-
- Searching For the Aliens
-
- 34. Continue moving your squad around the Battlescape
-
- to go through doors, click inside the room
-
- to go up stairs, click at the top of the stairs
-
- You will notice that the Battlescape has an edge beyond which everything is
- black. This is the edge of the map - aliens will not go into this area.
-
- Seeing the Aliens
-
- 35. If one of your soldiers sees an alien, he/she will immediatly stop
- moving and a red flashing square will appear in the right of the
- Battlescape screen, just above the Control Bar.
-
- Click on the red flashing square to centre the Battlescape on the alien
-
- 36. The alien can now be seen in the centre of the screen
-
- Click on the grid rectangle button to access the Map Screen.
-
- 37. Aliens will appear as blue flashing dots on this map, the white cross
- indicates where the map is centred.
-
- Look for your soldiers on the map - there might be soldiers in a better
- position to fire than the soldier currently selected.
-
- Click on the Right Mouse Button to return to the Battlescape
-
- 38. If you want to re-centre the Battlescape on the currently selected
- soldier, click on the direction arrows button in the Control bar.
-
- Using Guns
-
- 39. We will now use a weapon against the alien, before it gets the chance
- to fire at us. This is probably a long range shot, so a rifle will be
- required.
-
- Click on the rifle (at the far right of the Control Bar).
-
- 40. A window will appear, allowing you to choose from a number of shots.
-
- Move the Mouse pointer over the Aimed Shot option and click.
-
- 41. You will now return to the Battlescape. The cursor has changed to a
- targeting cross instead of the 3-D box.
-
- Position the cross over the alien and click the Left Mouse Button.
-
- 42. Now, one of four things could happen:
-
- A. The message No Line of Fire! appears. This means that there is an
- object between your soldier and the alien. You must move your soldier to a
- different position or select another soldier before attempting to fire
- again.
-
- B. The message Not Enough Time Units! appears. This means that your
- soldier does not have enough Time Units to complete the shot. You must
- either choose another type of shot, select another soldier or end your turn.
-
- C. The soldier fires a shot.. and misses. This is unfortunate, but is
- expected - initially your soldiers are all rookies. You will find that your
- soldiers become more accurate as they fight more battles.
-
- D. The soldier hits the alien with the shot. The aliens wear strong
- armour, so it may take more than one hit to kill them.
-
- Click on the Right Mouse Button to change the Mouse pointer from a targeting
- Cross to the 3-D box, ready to move your soldier again
-
- Using Grenades
-
- 43. If an alien is using an object for cover, you may prefer to attack it
- with a Grenade.
-
- Click on the single man button to access the Equip Soldier screen. This is
- similar to the screen which you saw before entering the Battlescape
-
- 44. Initially every soldier has one grenade (the round black object) in
- his/her belt.
-
- Move the Mouse pointer over the grenade and click.
-
- The word Grenade will appear below the Soldier's name
-
- 45. Move the Grenade over the box marked Left Hand and click again
-
- If the soldier has enough Time Units, the Grenade will be placed in the
- soldier's left hand.
-
- If the soldier does not have enough Time Units, replace the grenade in the
- belt and repeat the operation after the next turn.
-
- 46. Click on the OK button to return to the Battlescape.
-
- 47. You will now see the Grenade in the Item Box on the far left of the
- Control Bar.
-
- Click on the Grenade.
-
- 48. A window containing the options Prime Grenade or Throw will appear.
-
- Click on Prime Grenade.
-
- Note: If at any stage your soldier runs out of Time Units, simply end the
- turn and complete the priming/throwing process on the next turn. But
- beware! The Soldier may be killed during the aliens turn if he/she is not
- in cover.
-
- 49. The Set timer window will appear, allowing you to set the number of
- turns until the grenade detonates.
-
- Click on the number 3.
-
- You will now return to the Battlescape, with a primed grenade in your
- soldier's left hand
-
- 50. You now have three turns to throw the grenade and get away from the
- blast area.
-
- Click on the grenade again.
-
- 51. The only option is Throw.
-
- Click on throw.
-
- 52. You now return to the Battlescape. The cursor has a throw icon
- superimposed over the 3-D box
-
- Click on the location where you want to throw the grenade.
-
- 53. One of three things will happen:-
-
- A. The soldier will throw the grenade.
-
- B. The message Out of Range! will appear. This is because the target
- location is too far away. If this happens, choose a target location
- which is closer to your soldier.
-
- C. The message Unable to throw here! will appear. This is because an
- object is obstructing the throw. If this happens choose a different
- target location.
-
- Don't forget. Once you have thrown the grenade, you've got just three turns
- to clear the area!
-
- Completing the Mission
-
- 54. Continue searching for aliens (go back to step 34 of this tutorial).
- When all aliens have been killed, the mission is over.
-
- XCom will then automatically recover the UFO's remains, alien artefacts and
- alien corpses.
-
- To abort the mission before the mission objectives are completed, click on
- the plane button in the Control bar.
-
- Abort mission will only save soldiers who have returned to the Skyranger - a
- warning message will appear if you attemnpt to take off without your full
- squad.
-
- Note: Do not allow the aliens to kill all of your squad - there will be no
- one to fly the Skyranger back to base, and it will be lost. If you are down
- to your last soldier, abort the mission.
-
- The Debriefing
-
- 55. At the end of the ground assault mission, you will be given a
- debriefing. This will inform you if your missicon objectives were
- achieved and lists the items recovered.
-
- Click on the OK button in the bottom left of this screen to return to the
- Geoscape.
-
- 56. You might want to save the game at this point (see step 23 of Tutorial
- 1 for details of how to save games). If you want to replay the ground
- assault load in your previously saved game.
-
- TUTORIAL 3: BASES
- -----------------
-
- From research and manufacture to equipping craft and soldiers, the Bases
- screens define how well you will be able to deal with the alien threat.
- Tutorial 3 guides you through this, the most complex section of UFO Enemy
- Unknown.
-
- 1. If you are continuing from tutorial 2, do not worry if you 1ost your
- Skyranger; you can buy another in the Bases Screen.
-
- Click on the button labelled Bases in the Geoscape Menu Options.
-
- 2. The Bases Screen will appear.
-
- Note: From now until you re-enter the Geoscape Screen, time is paused. If
- at any time you need to pause the game, simply click on one of the Geoscape
- Menu Options.
-
- Equipping the Interceptor.
-
- 3. We will now use the Equip Craft screen to re-arm one of the
- Interceptors.
-
- Click on the button labelled Equip Craft in the Bases screen.
-
- You will enter the Interception Craft screen, allowing you to choose which
- craft you will equip with weapons or equipment.
-
- 4. Move the Mouse pointer over Interceptor 2 (a pale highlight will appear
- to show it is selected) and click.
-
- 5. The Interceptor 2 Equip Craft screen will appear.
-
- You will see each of the Interceptors two weapon bays, represented by the
- numbers 1 and 2. The armaments loaded onto the aircraft are Stingray
- missiles and a Cannon.
-
- Click on the button marked with the number 2.
-
- 6. The Select Armament window will appear.
-
- You will see that you have 1 Stingray short-range missile launcher,
- Avalanche long range missile launcher and 2 cannons in the base's stores.
-
- 7. We will now re-arm the Interceptor with Avalanche long-range missiles in
- place of the cannon.
-
- Move the Mouse pointer over Avalanche (a pale highlight will appear to show
- it is selected) and click.
-
- 8. The display will return to the Interceptor-2 Equip Craft screen. The
- Interceptor now has an all nmissile armament - this is more effective
- for attacking UFOs.
-
- Click on the button marked OK in the bottom of the screen.
-
- 9. You will now return to the Interception Craft screen. You will see that
- the Status column for Interceptor 2 shows that it is Rearming.
-
- Click on the button marked OK in the bottom of this screen.
-
- 10. You will return to the Bases screen.
-
- Next we will assign XCom scientists to undertake research.
-
- Click on the button marked Research.
-
- Assigning Research
-
- 11. You will be taken to the Current Research screen
-
- We will now assign our scientists to work on two different research
- projects; Laser Weapons and the Motion Scanner.
-
- Click on the button labelled New Project in the bottom left of the screen.
-
- 12. The New Research Projects window will appear.
-
- Move the Mouse pointer over Laser Weapons (a pale highlight will appear to
- show it is selected) and click.
-
- 13. The Start Project window will appear.
-
- Click on the Start Project button in the bottom-left of the window.
-
- 14. The Scientists Allocated window will appear. This allows you to change
- the number of scientists working on the project.
-
- Click on the up arrow next to the word Increase until the number to the
- right of the Word Scientists Allocated is 10.
-
- 15. Click on the button marked OK.
-
- 16. You will return to the New Research Projects window
-
- Move the Mouse pointer over Motion Scanner and click
-
- 17. The Start Project window will appear.
-
- Click on the Start Project button in the bottom left of the window.
-
- 18. The Scientists Allocated window will appear.
-
- Click on the up arrow next to the word increase uutil the number to the
- right of the word Scientists Allocated is 10.
-
- 19. Click on the button marked OK.
-
- 20. You will return to the New Research Projects window.
-
- Click on the OK button in the bottom of this window.
-
- 21. You will now return to the Current Research screen. You will see that
- you have 10 scientists assigned to researching Laser Weapons and 10
- scientists assigned to researching the Motion Scanner. The progress in
- each of these projects is unknown; the scientists have not yet started
- work.
-
- Click on the OK button in the bottom-right of this screen.
-
- 22. You will return to the Bases screen.
-
- Another important function carried out in the Bases screen is the purchasing
- of items or the recruiting of personnel.
-
- Click on the button marked Purchase/Recruit.
-
- Purchasing/Recruiting
-
- 23. You will be taken to the Purchase/Hire Personnel screen.
-
- We will now purchase some items and hire some extra soldiers.
-
- Move the Mouse pointer over the up arrow button in the Soldier line (at the
- top of the list of items) and click once.
-
- 24. You will see the number in the Quantity column change to 1.
-
- Click on the up arrow button until the message Not Enough Living Space!
- appears.
-
- Note: The message Not Enough Living Space! appears because you do not have
- enough Living Quarter facilities at your base to accommodate the soldiers.
- To build more Living Qnarters, click on the Build Facilities button in the
- Bases screen, see the Bases section of the Reference Guide of this manual
- for full details.
-
- 25. If you lost your Skyranger troop transport in the ground assault, you
- can replace it by clicking once on the up arrow button in the Skyranger
- line of this screen.
-
- 26. Move the Mouse pointer down the list until you get to Tank/Rocket
- Launcher. The tank is a large weapon, expensive but powerful.
-
- 27. Click once on the up arrow button. You will see the Cost Of Purchases
- (in the top-right of this screen) increase by $900,000 (the cost of the
- tank).
-
- 28. Now we'll need some ammunition for it.
-
- Move the Mouse pointer over the HWP Rocket up arrow button and click four
- times. You may need to buy more ammunition later when you return from your
- next gronnd assault.
-
- Note: The message Not Enough Store Space! will appear if you attempt to buy
- too many items. To build more storage space, click on the Build Facilities
- button in the Bases screen - again, see the Bases section of the Reference
- Guide of this manual for full details.
-
- 29. Click on the down arrow button in the bottom-right of the screen. The
- list will move down a little. Continue clicking on this button until
- it disappears. You have reached the bottom of the list. The last item
- on the list is the Stun Rod. This item allows your soldiers to knock
- aliens out instead of killing them, the alien can then be recovered
- alive and interrogated.
-
- 30. Move the mouse pointer over the Stun Rod up arrow button and click
- twice.
-
- 31. If you lost your Skyranger in the ground assault, you will need to
- equip its crew. Carry out the same process as above to choose some
- weapons from the list - don't forget ammunition if you buy guns or
- rocket launchers.
-
- 32. You have now completed choosing what you want to buy.
-
- Click on the OK button in the bottom-left of the screen to confirm the
- purchase.
-
- 33. You will return to the Bases screen.
-
- Click on the Geoscape button in the bottom-right of the Bases screen, you
- will return to the Geoscape.
-
- Waiting For Delivery
-
- 34. It will take several days for all the items you purchased to be
- delivered.
-
- Check the Game Time.
-
- Click on the 1 Day button in the Geoscape Time Controls and allow 3 days to
- pass. If a UFO is detected, intercept it (see step 4 of tutorial 1 for full
- details).
-
- 35. Several windows may appear as time passes. For the moment, just click
- on the OK button to make them go away. We'll worry about these later.
-
- When 3 days have passed, click on the 5 Secs button.
-
- 36. We will now return to the Bases screen and equip the Skyranger with all
- the items we have just purchased.
-
- Click on the Bases button.
-
- 37. Click on the Equip Craft button.
-
- Equipping the Skyranger
-
- 38. Use the Mouse to highlight and click on Skyranger-1.
-
- 39. The Equip Craft screen for the Skyranger will appear.
-
- You will see the soldiers assigned to the Skyranger, next to the button
- marked Crew. If you didn't lose any in the ground assault, there will be
- eight soldier icons.
-
- Click on the Crew button.
-
- 40. The Select Squad screen will appear.
-
- This screen displays the names of the soldiers who are assigned to
- Skyranger-1.
-
- Click on any names which are shown in light blue. This will assign them to
- Skyranger 1. The Craft column of this screen shows which craft the soldiers
- are assigned to.
-
- 41. When all the soldier's names are shown in white, all the soldiers at
- the hase are assigned to Skyranger-1.
-
- Click on the OK button in the bottom of this screen.
-
- 42. You will return to the Equip Craft screen. Now we'll load some
- equipment onto the Skyranger.
-
- Click on the button marked Equipment.
-
- 43. The Select Equipment screen will appear.
-
- Move the Mouse pointer over the right arrow button in the Tank/Rocket
- Launcher line (at the top of the list) and click.
-
- The tank/rocket launcher is now loaded onto Skyranger-1. The number in the
- Stores column changes to 1 from 0, and the name of the item changes from
- light blue to white, indicating that it is on board.
-
- 44. Use the same process to load any other equipment of your choice onto
- the Skyranger.
-
- 45. Click on the OK button in the bottom of the screen.
-
- 46. You will return to the Equip Craft screen.
-
- Click on the OK button in the bottom of the Equip Craft screen to return to
- the Interception Craft screen.
-
- 47. Click on the OK button in the bottom of the Interception Craft screen
- to return to the Bases screen.
-
- 48. Click on the Geoscape button in the bottom-right of the Bases screen.
- You will return to the Geoscape.
-
- Returning to the Geoscape
-
- 49. Click on the 1 Day button in the Geoscape Time Controls. Soon, a
- message will appear on the Geoscape. This may be one of the following:
-
- UFO Detected - go to step 4 of tutorial 1 for details of intercepting UFOs
- when you investigate the crash site this time, your soldiers will be better
- equipped.
-
- Research Completed - your scientists have completed their research work.
- You should allocate them to another project as soon as possible (see step 11
- of this tutorial).
-
- XCom Project Monthly Report - at the end of each month, the XCom Project
- Monthly Report will appear to inform you of your progess in the fight
- against the aliens. See the Geoscape section of the Reference Guide of this
- manual for full details.
-
- Other messages may appeal to inform you that a new purchase has arrived or a
- manufacturing process has become available.
-
- The End Of the Tutorial
-
- Much of the enjoyment of UFO Enemy Unknown is discovering new technology,
- gathering informnation on the aliens and battling through hundreds of
- different landscapes.
-
- These tutorials have been a basic gnide to the way UFO Enemy Unknown plays.
- There may be further game enhancements which are documented in the Technical
- Supplement. Use the Reference Guide section of this manual for details of
- specific menu options or game features.
-
- Playing Tips
-
- To succeed in the war against the aliens, you will need to carry out the
- following:-
-
- Establish more bases around the world
-
- Click on the Build New Base button in the Bases screen. Establish bases in
- the countries who are funding you heavily - refer to the Graphs screen for
- this information.
-
- Build more facilities at your bases.
-
- Click on the Build Facilities button in the Bases screen. Experiment with
- different sized bases - you dont always have to build hangars. Build
- dedicated 'listening posts', equipped with both large and small radar
- systems, then add hangars when you can afford them. By using this tactic,
- you will detect many more UFOs.
-
- Develop a powerful squad
-
- Don't allow your soldiers to be killed in the ground assaults, you will find
- that they fight better when they are more experienced. Equip your squad
- with the best weapons available and avoid exposing your soldiers to enemy
- fire by keeping them in cover.
-
- Plan your research carefully
-
- Concentrate research on developing alien based technologies and take care
- that your scientists stay busy - research work costs relatively little and
- the rewards are great.
-
- Build new weapons and craft based on alien technology
-
- If your scientists have researched alien items, your engineers will be able
- to reproduce them. XCom will eventually be using the most advanced weaponry
- on Earth, fighting the aliens with their own technology.
-
- SECTION 2: THE REFERENCE GUIDE
- ------------------------------
-
- 1. GAME OPTIONS
-
- The Game Options screen appears when you load UFO Enemy Unknown, allowing
- you to select between New Game or Load Saved Game. Position the Mouse
- Pointer over the required option and click the Left Mouse Button (LMB) to
- select.
-
- 1.1 NEW GAME
-
- If you select New Game in the Game Option screen, you will be taken to the
- Select Difficulty Level screen.
-
- This allows you to change the way the game plays to suit your skill level,
- from level 1 (Beginner) to level 5 (Superhuman). It is recommended that you
- complete the game at one of the lower difficulty levels before attempting to
- play the game at level 5.
-
- The difficulty level affects :-
-
- - the hostility and skill of aliens
-
- - the aggression of UFOs
-
- Pick a difficulty level by clicking on one of these five buttons.
-
- You will now be taken to the main game screen, the geoscape The message
- Select Site For New Base will appear at the top of the screen
-
- Click on any part of the world to position your first XCom base. Use the
- Geoscape controls if you want to rotate the display of the Earth (see the
- section of this manual on The Geoscape Screen for full details of the
- Geoscape controls)
-
- The last New Game set-up is to name your first base. The prompt Base Name?
- will appear - type in your first bases name using the Keyboard and press the
- Return Key. You will now be able to use the Geoscape as normal.
-
- 1.2 LOAD SAVED GAME
-
- If you select Load Saved Game in the Game Options, you will be taken to the
- Select Game To Load Screen.
-
- The name of the saved game is displayed in the middle of the screen, the
- game's time and date is also displayed.
-
- Pick a saved game by clicking on one of the ten buttons on the left-hand
- side of the screen and click the LMB. You will now be taken to the
- Geoscape, at the point when the game was saved.
-
- 2. THE GEOSCAPE SCREEN.
-
- The Geoscape Screen is the main screen for playing UFO Enemy Unknown; it
- displays the latest data on alien activity and allows you to control and
- monitor XCom interception craft.
-
- The Geoscape screen is made up of five parts: the Geoscape, the View
- Controls, the Time Controls, the Game Time and the Menu Options.
-
- 2.1 THE GEOSCAPE
-
- The Geoscape is a 3-D view of the Earth which may be rotated or magnified.
- At minimum magnification it displays the whole planet, while at maximum
- magnification it shows detail such as borders and cities. Terrain types
- from desert to snowscape are represented on the surface of each of the
- continents, and night and day are fully simulated.
-
- The Geoscape uses symbols to represent the following:-
-
- Blue Box - an XCom base
- Yellow + - an XCOm craft
- Orange x - an XCom craft's destination (also known as a 'waypoint')
- Red + - a UFO in the air.
- Green x - a UFO on the ground
- White x - a UFO crash site
- Pink Box - an alien base
- Pink + - an alien terror site
-
- 2.2 THE VIEW CONTROLS
-
- The view Controls allow you to manipulate the view of the Earth in the
- Geoscape.
-
- Click on the up or dowu arrows to tilt the view of the Earth up or down.
-
- Click on the left or right arrows to rotate the view of the Earth to the
- left or right (about the Earths polar axis)
-
- Click on the up arrow icon to increase the magnification of the Geoscape.
-
- Click on the down arrow icon to decrease the magnification of the Geoscape.
-
- Click on the Geoscape using the Right Mouse Button to centre the display on
- that location.
-
- 2.3 THE TIME CONTROLS
-
- The Time Controls allow you to adjust the rate at which time passes in the
- game.
-
- Time may be accelerated from 5 second stages to 1 minute, 5 minute, 30
- minute, 1 hour and 1 day segments. This means that you may cut out the long
- periods of waiting for XCom radar to detect a UFO. To select a particular
- rate of time passage, click on any of the six Time Control Buttons.
-
- The passage of time is suspended when any of the Geoscape Menu Options are
- accessed.
-
- 2.4 THE GAME TIME
-
- UFO Enemy Unknown begins at 12:00 pm on the 1st January 1999. All game
- times are given in Greenwich Mean Time (GMT).
-
- 2.4.1 THE XCOM PROJECT MONTHLY REPORT
-
- At the end of each month, you will be given a report of your progress so
- far. This report is in the following form:-
-
- Month - the month which has just ended.
-
- Monthly Rating - XCom's overall performance rating for the previous month.
- This takes into account the following:-
-
- - success of interceptions
-
- - scores for ground assault missions
-
- - research work completed
-
- - alien activity
-
- A plus ( + ) sign before the figure indicates a good performance, a minus
- (-) sign indicates a poor performance.
-
- Funding Change - the difference between this months and last month's total
- funding. A plus ( + ) sign before the figure indicates an increase in
- funding, a minus (-) sign indicates a decrease in funding.
-
- This is followed by a general report on how the Council of Funding Nations
- views recent XCom anti alien operations.
-
- Click on the OK button to exit this screen.
-
- 2.4.2 PSIONIC TRAINING
-
- If you have built a Psi-Lab at any of your bases, you will be taken to the
- Psionic Training screen each month, after the Monthly Report.
-
- Psionic powers allow XCom soldiers to use mind control as a weapon. The Psi
- Amp is required to convert the thoughts into psionic powers, without this
- the soldier cannot use psionic skills as a weapon.
-
- The Psionic Training screen lists all XCom bases with a Psi Lab facility.
- Psi Labs are essential to carry out psionic training.
-
- Click on any of the Base Name buttons to Assign soldiers to Psionic Training
- at that base.
-
- 2.4.2.1 Assign Soldiers to Psionic Training
-
- This screen allows you to assign individual soldiers to psionic training.
- The top of the screen shows the Remaining Psi-Lab Capacity. This indicates
- the nunmber of soldiers who may be assigned to Psionic Training.
-
- Below this is a list of the following:-
-
- Name - the soldier's name.
-
- Psionic Strength - this is a measure of the soldier's natural ability to
- defend against psionic attack. It never changes, regardless of how much
- training the soldier goes through.
-
- Psionic Skill/Improvement - this is the soldier's ability to use the Psi Amp
- in mental combat. The soldier's mental combat ability is dependent on both
- this and Psionic Strength.
-
- Note: it is better to concentrate your Psionic Training on soldier's with
- high Psionic Strength.
-
- In Training? - whether or not the soldier is in training.
-
- Note: carrying out missions also improves a soldier's Psionic Skill.
-
- Click on the OK button to return to the Psionic Training screen.
-
- Click on another Base Name button to assign more soldier's to Psionic
- Training or click on the OK button to return to the Geoscape.
-
- 2.5 THE MENU OPTIONS
-
- Click on the Menu Option buttons to access other screens and functions:
-
- Intercept - allows you to give XCom craft orders to intercept UFOs.
-
- Bases - takes you into the Bases screen (see the Bases section of this
- manual for full details).
-
- Graphs - takes you into the Graphs screen (see the Graphs section of this
- nmanual for full details).
-
- UFOpaedia - takes you into the UFOpaedia (see the UFOpaedia section of this
- manual for full details).
-
- Options - takes you into the Options screen (see the Options section of this
- mannal for full details).
-
- Funding - takes you into the International Relations display (see the
- Funding section of this manual for full details).
-
- 2.6 USING THE GEOSCAPE
-
- XCom's main task is to shoot down and investigate UFOs. This ensures
- coutinued government funding and allows XCom to learn more about the alien
- threat.
-
- When there is no UFO activity, you will probably want to keep the rate of
- time passage fairly high. Click on the 1 hour button in the Geoscape Time
- Controls. Time will pass rapidly until you get a message informing you that
- a UFO has been detected.
-
- 2.6.1 THE UFO DETECTED WINDOW
-
- XCom bases automatically detect any UFOs within range of their radar. Later
- on in the game, you will be able to research and manufacture better
- detection and tracking systems, based on captured alien technology.
-
- When a UFO is detected, time is paused and a window titled UFO- (number)
- Detected appears in the centre of the Geoscape display. Every UFO detected
- is given a consecutive number, for example, the 41st UFO detected by XCom
- will be named UFO-41.
-
- The following data is also presented when a UFO is detected:-
-
- Size - the size of the UFO.
-
- Altitude - the approximate height at which the UFO is flying.
-
- Heading - the general direction in which the UFO is travelling.
-
- Speed - the speed at which the UFO is travelling (in knots).
-
- This window also gives you the option to either:-
-
- Centre on UFO - Time = 5 Secs - centres the Geoscape display on the UFOs
- current position and reduces the passage of time to 5 seconds. Click on
- this option if you intend to intercept the UFO.
-
- Cancel - hides the message window and leaves the Geoscape as it was before
- the UFO was detected. Click on this option if you wish to take no action
- against the UFO.
-
- Note: While your Interceptors are capable of a high maximum speed, UFOs
- often travel faster. A UFO may unwittingly change course or slow down,
- however, so it is good practice to attempt to intercept all UFOs detected.
-
- 2.6.2 THE LAUNCH INTERCEPTION WINDOW
-
- To assign an XCom Interceptor to attack a UFO, you may either click on the
- Interceptor's base, or click on the Intercept Menu Option (in the top-right
- of the Geoscape screen)
-
- The advantage of clicking on the Intercept Menu Option is that you may give
- orders to an Interceptor which is based on the opposite side of the
- Geoscape, hidden from view. Simply clicking on a base only allows you to
- assign craft from that base.
-
- The Launch Interception window displays the following information:-
-
- Craft - the type and registration number of the craft (for example,
- Skyranger 6 is the sixth craft to be operated by XCom and is a Skyranger
- transport).
-
- Status - this may be either: -
-
- Ready - the craft is available for interception duty.
-
- Refuelling - the craft is refuelling; this can take several hours.
-
- Rearming - the craft is having its air-to-air weaponry changed.
-
- Repairs - the craft is undergoing repair work.
-
- Out - the craft is already carrying out an interception.
-
- Base - the craft's home base.
-
- If you wish to return to the Geoscape without selecting an interception
- craft, click on the Cancel button.
-
- 2.6.3 SELECTING AN INTERCEPTION CRAFT
-
- Use the Mouse to highlight an Interceptor from the Launch Interception list
- and click to select this craft.
-
- The Select Destination window will now appear at the top of the screen. If
- you wish to return to the Geoscape without selecting a target, click on the
- Cancel button.
-
- To select a UFO as the interception target, simply click on its location on
- the Geoscape.
-
- The message Target: UFO-(number) will appear.
-
- Click on the OK button to accept this UFO as the target, or click on the
- Cancel button to select a different target.
-
- The interceptor will now launch from its underground base and take the most
- direct path to the UFO.
-
- 2.6.4 THE CRAFT STATUS WINDOW
-
- At any time when an XCom craft is airborne, click on it to display the Craft
- Status window. This contains the following information:-
-
- Craft name - the type and registration nnmber of the craft.
-
- Status - the orders which the craft is carrying out.
-
- Base - the craft's home hase.
-
- Speed - the current speed of the craft (in knots).
-
- Maximum Speed - the craft's maximum speed (in knots).
-
- Altitude - the craft's approximate height.
-
- Fuel - the percentage of fuel remaining in the craft. When fuel reaches a
- critical level, the craft will automatically return to base.
-
- Weapon-1 - The type of weapon loaded into weapon bay number 1 followed by
- number of rounds of that weapon remaining.
-
- Weapon-2 - The type of weapon loaded into weapon bay number 2 followed by
- number of rounds of that weapon remaining.
-
- The Craft Status Window also has four buttons, allowing you to:-
-
- Return to Base - abort the interception and return to base.
-
- Select New Target - abort the interception and select a new target.
-
- Patrol - abort the interception and remain at the current position.
-
- Cancel - return to the Geoscape without issuing any orders.
-
- 2.6.5 THE UFO STATUS WINDOW
-
- At any time when a UFO is displayed on the Geoscape, click on it to bring up
- the UFO Status window, repeating the information shown in the UFO Detected
- window.
-
- 2.6.6 THE TRACKING LOST WINDOW
-
- The message UFO- (number) Tracking Lost will appear if XCom tracking devices
- lose contact with a UFO while it is being intercepted.
-
- Click on the OK button. The Craft Status window will appear, giving you the
- option to either Return to Base, Patrol or Go to Last known UFO Position.
-
- It is usually best to go to the last known UFO position, since the
- interception craft may be able to re acquire the UFO with its on board
- radar.
-
- 2.6.7 THE AIR-TO-AIR COMBAT WINDOW
-
- When the XCom craft has manoeuvred within firing range of the UFO, the
- Air-to-Air Conmbat window will appear. The interception craft is now at
- stand-off range, awaiting your orders.
-
- Remember that you are setting out to cause the UFO to crash land, not to
- blow it into a million pieces!
-
- The Air-to-Air Combat window consists of the following:-
-
- 2.6.7.1 The Order Buttons
-
- Click on the buttons in this display to carry out the following:-
-
- Standoff - follow the UFO without firing at it.
-
- Cautious Attack - attack the UFO from the maximum range of each weapon.
-
- Standard Attack - move to the minimum range of each of the available weapons
- and fire at the standard rate.
-
- Aggressive Attack - move to the minimum range of each of the available
- weapons and fire at the maximum rate.
-
- Disengage - abort the interception and return to base.
-
- View UFO - replace the Air-to-Air combat window with a view of the UFO.
- Click on the LMB to return to the Air-to-Air Combat window.
-
- 2.6.7.2 The Radar Screen
-
- The Interceptor will use its on-board radar to carry out the attack on the
- UFO. The Radar Screen section of the Air-to-Air Combat Window shows the
- Interceptor's Radar Screen, allowing you to monitor the final stages of the
- interception.
-
- The UF0 will appear as a bright "blip" on the Radar Screen, the size of
- which depends on the size of the UFO.
-
- 2.6.7.3 The Weapons Display
-
- There are a pair of icons either side of the Radar Screen which represent
- what is fitted to the weapons bays of the Interceptor. These icons each
- have a number under them, indicating the number of rounds of the weapon
- which are remaining.
-
- The maximum range of each of the weapons is also shown, in the form of a
- line extending out of the weapon icon and onto the Radar Screen. When a UFO
- gets within this boundary, the Interceptor will open fire.
-
- 2.6.7.4 The Range to the UFO
-
- The range to the UFO is a simple digital readout of the distance from the
- UFO to the Interceptor.
-
- 2.6.7.5 The Damage Display
-
- The damage display indicates the Interception Craft's current damage state.
- The picture of the craft is filled in red as it receives damage.
-
- 2.6.7.6 The Minimise Window Icon
-
- If you shoot the UFO down over water, the wreckage will be swept away before
- anything of value can be recovered. The Minimise Window feature allows you
- to track the UFO on the Geoscape until it is over land, then shoot it down.
-
- To carry this out, click on the double rectangle icon in the top-left of the
- Air-to- Air Combat window. The Craft Icon (with a pictorial representation
- of the craft plus its XCom registration number) will now appear in the
- top-left of the Geoscape and time may be advanced or slowed as normal.
-
- When the UFO gets over the land, click on the Craft Icon. The Air to Air
- Combat window will now re-appear, ready for you to carry out your attack.
-
- Note: you can also use the Minimise Window icon to give other Interception
- Craft orders to attack the UFO. There can be up to four Interception Craft
- attacking a UFO simultaneously, maximising the chances of success against
- the larger UFOs.
-
- 2.6.7.7 The Message Box
-
- The Message Box is in the bottom of the Air-to-Air Combat window and
- displays messages from the pilot of the nterceptor to you. These messages
- either confirm your orders or inform you of what the UFO is doing.
-
- 2.6.8 SHOOTING THE UFO DOWN
-
- Click on the Standard Attack button. The message UFO Crash Lands! will
- appear if you successfully cause the UFO to crash land. The display will
- then automatically return to the full screen Geoscape with a white cross
- marking the UFO Crash Site.
-
- 2.6.9 INVESTIGATING UFO CRASH SITES
-
- The UFO is now vulnerable to ground assault, and you should send out an XCom
- squad to investigate it and to recover any available alien technology.
-
- Click on a base or use the intercept Menu Option to select a Skyranger troop
- transport craft (just as you did previously with the Interceptor and assign
- the UFO Crash Site as the target. The Skyranger will now take-off and make
- its way to the UFO Crash Site.
-
- Note : Only craft which contain soldiers or HWPs are allowed to intercept
- Crash Sites or landed UFOs.
-
- When the Skyranger arrives at the Crash Site, you are taken to the UFO Crash
- Recovery screen
-
- Click on the OK button to enter the Equip Squad screen. See the next
- chapter of this manual for full details on Ground Assaults.
-
- 2.7 OTHER GEOSCAPE USES
-
- As well as controlling the interception and investigation of UFOs, the
- Geoscape may be used for several other functions Some of them are outlined
- below; the others are for you to discover!
-
- 2.7.1 GROUND ASSAULTS ON UFOS
-
- As well as investigating crashed UFOs, you may send a troop transport craft
- to an intact UFO which has landed. This is dangerous for your soldiers,
- however, and is not advised unless you have a very powerful squad.
-
- 2.7.2 TERROR SITES
-
- The aliens will attempt to terrorise civilian populations as part of their
- invasion plans. This must be prevented at all costs: a successful alien
- Terror Site in a funding country could cause its government to withdraw from
- the XCom project.
-
- 2.7.3 ALIEN RAIDS ON XCOM BASES
-
- As the ganme progresses, the aliens will carry out missions to find XCom
- bases. If the aliens discover the location of any of your bases, they will
- attempt to destroy them with a ground assault.
-
- 2.7.4 ALIEN BASES
-
- The aliens will attempt to build bases on the Earth. These are used for a
- variety of purposes from operating UFOs to infiltrating governments. Alien
- bases may be detected by sending an Interception Craft to the suspected
- location of the base aud selecting the Patrol option. You advised to raid
- alien bases at the earliest opportunity, but make sure you have a very
- powerful squad before you try!
-
- 3 GROUND ASSAULTS
-
- Ground Assaults take place when XCom carry out any of the following:-
-
- - Investigate crashed UFO sites
-
- - Assault UFOs at their landing sites.
-
- - Intervene at alien terror sites.
-
- - Defend XCom bases against alien attack.
-
- - Attack alien bases.
-
- All missions, except defending XCom bases, require you to use a transport
- craft to get to your destination. When you begin the game, the only troop
- transport available is the Skyranger, but as the game progresses you will he
- able to manufacture new craft.
-
- 3.1 THE EQUIP SQUAD SCREEN
-
- Before you begin a Ground Assault, you will be taken to the Equip Squad
- screen. Your soldiers will automatically pick up some weapons, but you may
- wish to re-equip them.
-
- The top left of the Equip Squad screen contains the name of the currently
- selected soldier. At the top-right of the screen are two arrows, allowing
- you to select the next, or the previous soldier in your squad.
-
- At the centre of the screen is a soldier, who will be dressed in the armour
- which you may have selected in the Equip Craft screen. This soldier is
- surrounded by the locations in which weapons may be carried. The items on
- the ground may be picked up and carried by the soldier.
-
- To pick up a item from the ground, simply move the Mouse over the item and
- click. The item will now be "attached" to the Mouse pointer. The name of
- this item is shown in the top of the screen under the soldier's name. Move
- the item over the location in which you want it to be carried and click
- again. The item will now be available for use by the soldier.
-
- To load a weapon with ammunition, pick up the ammunition and click on the
- appropriate weapon. To carry this out, the weapon must be in a hand, the
- right type and unloaded.
-
- To unload ammunition from a weapon, pick up the loaded weapon and click on
- the Unload button. The weapon will go to the soldier's right hand and the
- ammunition to the left. To carry this out, both of the soldier's hands must
- be empty.
-
- When you have finished equipping your soldiers, click on the OK button to
- enter the main part of the Ground Assault; the Battlescape.
-
- 3.2 THE BATTLESCAPE SCREEN
-
- The Battlescape Screen is a 3-D display which allows you to control a small
- squad of heavily armed XCom soldiers.
-
- 3.2.1 USING THE BATTLESCAPE
-
- Your squad start the mission in their transport craft. The soldier nearest
- to the craft's exit ramp has a yellow arrow to show that he/she is selected,
- ready to move out.
-
- 3.2.1.1 Selecting and Moving Soldiers
-
- A 3-D box will appear when you move the Mouse pointer over the Battlescape.
- To select a different soldier, either click on the button in the Control Bar
- (see the next section for full details of the Control Bar) or move the
- cursor box over the required soldier and click. A yellow arrow indicates
- the selected soldier.
-
- To move the selected soldier to a destination simply move the cursor box to
- the destination and click.
-
- To make the selected soldier turn around without moving along, position the
- cursor box in the direction you want the soldier to face and press the Right
- Mouse Button.
-
- 3.2.1.2 Moving the View Window
-
- Move the Mouse pointer to the edge of the screen to move the Battlescape
- view window up, down, left or right.
-
- Note: you must take the Mouse pointer to very bottom of the screen under the
- Control Bar, to move the view window downwards.
-
- You will notice that there is an edge to the Battlescape map, beyond which
- everything is black; this is a region into which the aliens will not
- venture. Aliens do not stray far from their crashed UFO because Earth's
- atmosphere is hostile to them.
-
- 3.2.1.3 Line of Sight
-
- The Battlescape will only display what is within your squads line of sight.
- This means that you must seek out the aliens through dark, unexplored areas.
-
- 3.2.1.4 Using the Split Level View
-
- The Battlescape is built up of several levels. These can be viewed
- individually, allowing you to see behind walls and inside buildings or
- craft. Click on the diamond 1 button on the Control Bar to break the
- Battlescape into levels.
-
- 3.2.1.5 The Turn-Based System
-
- The Battlescape operates uuder a turn-based system. This means that your
- soldiers will he able to move a certain distance before the message Not
- Enough Time Units! appears. When all of your squad have used their
- allocated Time Units, click on the cancelled circle button on the Control
- Bar to end your turn. When the aliens have completed their moves, it is
- your turn again.
-
- The Hidden Movement screen will appear when the aliens are moving out of
- sight of XCom soldiers.
-
- However there is an exception to the turn based rule. If you move your
- soldiers directly into the alien's line of fire, they will take a shot
- during your turn. Similarly, your soldiers will automatically open fire if
- the aliens move into your soldiers' line of fire during their turn. See the
- section of this manual on Opportunity Fire for full details.
-
- Note: it is best to end your turn when your soldiers are in cover; close to
- walls or behind large objects.
-
- 3.2.1.6 Seeing the Aliens
-
- When one of your soldiers sees an alien, a pulsing red square will appear in
- the bottom right of the Battlescape screen.
-
- Click on the pulsing red square to centre the Battlescape on the alien
-
- 3.2.2 USING WEAPONS
-
- When you can see an alien on the Battlescape, you should use a weapon
- against it before it gets a chance to fire. Click on one of the Item Boxes
- on the left or right of the Control Bar to use a weapon.
-
- A window appears, giving you the option to select from a number of options.
- These will vary, depending on the weapon Click on the required option to
- carry out any of the following:-
-
- Aimed Shot - a carefully aimed shot, requiring maximum effort from the
- soldier and therefore maximum Time Units.
-
- Snap Shot - an un-aimed shot in the target's general direction. This type
- of shot is only effective at extremely short range, or when using a very
- powerful weapon (such as a rocket launcher).
-
- Auto Shot - a three shot burst of automatic fire in the targets general
- direction. This type of shot can be very effective, especially when used at
- Short range. Not all weapons are capable of automatic fire, however.
-
- Prime Grenade - set the timer on a grenade or explosive charge. When you
- click on this option, a window appears with numbers from 0 to 23. This is
- the number of turns it will take before the grenade detonates. Click on the
- required number and either put the grenade down or throw it.
-
- Note: proximity grenade's do not have a timer, but will detonate when
- anything (including your soldiers) moves nearby. These should always be
- thrown to prevent the risk of detonation.
-
- Hit - strike your opponent with the weapon/object. To do this your soldier
- must be standing next to the opponent.
-
- Throw - throw the Weapon/Object. This option is mainly intended for use
- with grenades or explosives.
-
- 3.2.2.1 Maximising Your Fire Potential
-
- As well as the soldier's ability and the type of shot fired, there are
- several other factors which determine the accuracy of a shot:-
-
- Accuracy is increased if the soldier is kneeling.
-
- Accuracy is decreased if the soldier is wounded or if a two- handed weapon
- (such as a rifle or rocket lauucher) is being fired while the other hand is
- not free.
-
- 3.2.3 THE BATTLESCAPE CONTROL BAR
-
- 3.2.3.1 The Item Boxes
-
- To the extreme left and right of the control bar are the Item Boxes
- containing a picture of the items held in the soldier's hands. Click on
- these boxes to use a Weapon/object.
-
- 3.2.3.2 Ascend/Descend Controls: Up/Down
-
- Click on either of these buttons to move soldiers up or down between levels
- when they are either standing on a gravlift or if the soldier is capable of
- flight.
-
- 3.2.3.3 View Next Level Up/Down
-
- Click on either of these buttons to view the next level up or down from the
- level which is currently displayed.
-
- 3.2.3.4 Map Screen
-
- Click on this button to view a map of the mission area. To re-centre the
- map on another part of the mission area, simply click on the desired
- position. The white cross in the centre of the screen shows where both the
- map and the Battlescape are centred.
-
- The map will only display one level of the Battlescape at a time. Click on
- the up or down arrows on the left-hand side of the map to view the next
- level up or down.
-
- The map uses symhols to represent the following:-
-
- Yellow dots - XCom forces
-
- Blue dots - alien forces
-
- Red dots - civilians
-
- White Crosses - dead aliens or humans
-
- Click on the Right Mouse Button to return to the Battlescape Screen.
-
- 3.2.3.5 Stand/Kneel
-
- Click on this button to make the selected soldier stand or kneel. The
- advantage of kneeling is that your soldier is less visible to the aliens and
- fires more accurately.
-
- 3.2.3.6 Equip Soldier Screen
-
- Click on this button to view the equipment carried on the selected soldier's
- body or on the ground at the soldiers feet.
-
- This display is similar to the Equip Squad screen at the beginning of the
- Ground Assault. The only difference is that the top right of the screen now
- displays the soldier's remaining Time Units.
-
- Moving weapons and equipment from one location to another uses Time Units.
- The amount of Time Units required to move an object is dependent on where
- the item is - removing items from a backpack takes more effort than putting
- an item on the ground.
-
- Click on the OK button to return to the Battlescape screen
-
- 3.2.3.7 Centre Display on Soldier
-
- Click on this button to centre the Battlescape on the currently selected
- soldier's level and location.
-
- 3.2.3.8 Select Next Soldier
-
- Click on this button to select and centre the Battlescape on the next
- soldier in your squad.
-
- 3.2.3.9 Select Next Soldier - Deselect Current Soldier
-
- Click on this button to select and centre the Battlescape on the next
- soldier in your squad. The soldier currently selected will be de-selected
- so next time you click on the icon the soldier will not appear. Use this
- button when you are happy with the position of a particular soldier.
-
- 3.2.3.10 Split Level View
-
- Click on this button to change how the levels of the Battlescape are
- displayed. The number on the button will change to indicate:-
-
- 1 - Multi level View - everything from the currently selected level
- downwards is displayed.
-
- 2 - Full View - every level is displayed, regardless of what level is
- selected. Selecting this will hide any of your soldiers who are behind
- walls and inside buildings or craft.
-
- 3.2.3.11 Options
-
- Click on this button to call up the Battlescape Options screen. This allows
- you to select different speeds for animations and scrolling, depending on
- player preference and the processing speed of your computer.
-
- 3.2.3.12 End Turn
-
- Click on this button to end your turn.
-
- 3.2.3.13 Dust Off
-
- Click on this icon to abort the mission. Only soldiers aboard the transport
- craft will be saved.
-
- Note: if you abort an alien base raid, only soldiers in the rooms where you
- are initially deployed are saved. Aborting the mission during an alien raid
- of an XCom base concedes defeat to the aliens.
-
- 3.2.3.14 Reserve Time Units
-
- When your soldiers move, they use Time Units which might be needed to use a
- weapon. These buttons allow you to reserve Time Units for using weapons:
-
- - click on the top left button to carry out free movement with no limitation
-
- - click on the top right button to reserve enough Time Units for a Snap
- Shot.
-
- - click on the bottom left button to reserve enough Time Units for an Aimed
- Shot.
-
- - click on the bottom right button to reserve enough Time Units for an Auto
- Shot.
-
- 3.2.3.15 Rank
-
- This is an icon representing the currently selected soldier's rank.
-
- XCom soldiers may have the following ranks:
-
- Rookie Captain
-
- Squaddie Colonel
-
- Sergeant Commander
-
- As the soldier's rank improves so too does the skill with which they can
- fight.
-
- 3.2.3.16 Soldier Data
-
- The name of the selected soldier is shown at the top of this section, with
- statistics and information regarding the soldier shown underneath.
-
- These statistics are displayed as both figures and bar charts and are colour
- coded as follows:
-
- Green - Time Units .
- Orange - Energy .
- Red - Health
- Purple - Morale
-
- Click on the Soldier Data box to view the Soldier Data screen.
-
- This displays the soldier's name at the top of the screen with the following
- information:-
-
- Time Units - the soldier's remaining Time Units. Time Units are required to
- carry out everything from walking to firing weapons.
-
- Energy - the soldier's remaining energy. This will decrease as the soldier
- carries out energy consuming actions such as Walking through thick grass.
-
- Health - the soldier's current health. This will decrease as the soldier
- takes hits from enemy weapons.
-
- Reactions - the soldier's reactions. This will allow the soldier to take
- snap shots during the aliens turn.
-
- Firing Accuracy - the soldier's accuracy at firing weapons. This will
- increase as the soldier becomes more experienced.
-
- Throwing Accuracy - the soldier's accuracy at throwing objects. This will
- increase as the soldier- becomes more experienced.
-
- Morale - the soldier's morale. A soldier will lose morale if the battle
- starts to swing in the alien's favour. If the morale falls below 5O%, there
- is a chance that the soldier could panic.
-
- Bravery - the soldier's bravery. This determines the likelihood of morale
- decreasing.
-
- Armour Status - the soldier's armour status. This will rise as the soldier
- is equipped with armour manufactured by your engineers.
-
- Psionic Strength/Skill - the psionic strength/skill which the soldier may
- call upon.
-
- Click on the Right Mouse Button to return to the Battlescape screen.
-
- 3.2.4 PROMOTIONS
-
- At the end of every mission, subject to their mission performance, soldiers
- will be promoted.
-
- The rank to which the soldier is promoted is dependent on the following:-
-
- Rookie - each new recruit begins at this level.
-
- Squaddie - in order to be promoted to a Squaddie a Rookie must have had some
- combat experience (cowering in the back of a Skranger doesn't count!).
-
- Sergeant - there is one sergeant per 5 soldiers. If a position is vacant
- the best available Squaddie is promoted.
-
- Captain - there is one Captain per 11 soldiers. If a position is vacant the
- best available Sergeant is promoted.
-
- Colonel - there is one Colonel per 23 soldiers. If a position is vacant the
- best available Captain is promoted.
-
- Commander - this is the supreme leader of Xcom forces - there is only one
- Commander. If there are at least 30 soldiers the best available Colonel
- will be promoted.
-
- It does not automatically follow that the higher the rank the better the
- soldier, although this will tend to be the case.
-
- 3.2.4.1 The Effect of Rank
-
- When officers accompany a mission then the morale of all the soldiers will
- be boosted and they will be less susceptible to panic. The higher the rank
- of the officer, the better the effect on the soldier's morale.
-
- Note: if an officer is killed during a mission it will have a worse effect
- on morale than if a rookie had been killed.
-
- 3.2.4.2 Mission Experience
-
- When soldiers return from a mission then their abilities may be increased.
- For a skill to benefit from experience it must be used during combat as much
- as possible. For example, if a soldier uses a rifle many times then
- accuracy is likely to improve. Reactions, accuracy, Time Units, throwing
- accuracy, psionic skill, health, strength, fitness and bravery all benefit
- from mission experience.
-
- 3.2.4.3 Morale
-
- At the start of each mission each soldier's morale starts at 100%. This
- will decrease if a soldier is wounded or if fellow soldiers are killed. It
- will recover if a soldier successfully kills aliens. The decline in morale
- is reduced by a soldier's Bravery rating - the more brave a soldier is, the
- less likely they are to panic.
-
- 3.2.4.4 Panic
-
- When morale falls the likelihood of panic increases. When a soldier panics
- one of three things can happen:-
-
- A. The soldier freezes, and can do nothing for the current turn. (ie.
- he/she will have no Time Units)
-
- B. The soldier drops his/her weapon and runs away, searching for a hiding
- place.
-
- C. The soldier goes berserk and starts firing at random.
-
- Panic can also be caused by an alien psionic attack.
-
- 3.2.5 WOUNDING.
-
- A soldier's health is a general indication of well being, but a soldier can
- also receive wounds. These afflict a certain part of the body as follows:
-
- Head, Left/Right Arm - each wound reduces the soldier's weapon accuracy.
-
- Torso - each wound reduces the soldier's rate of Energy recovery.
-
- Left/Right Leg - each wound reduces the soldier's available Time Units.
-
- The soldier data screen displays any wounds. Each wound also reduces a
- soldier's Health by one point per turn, so that it is possible for a soldier
- to die from a hit received much earlier in the mission. The Medi kit can
- heal wounds.
-
- 3.2.5.1 Stunning
-
- Soldiers or aliens can be stunned if hit by a stun weapon or if suffering
- from smoke inhalation.
-
- You can monitor the effect of smoke on your soldiers by checking the white
- bar on the soldier's health bar. If this advances as far as the soldier's
- health level the soldier will collapse and may recover a few turns later.
-
- Aliens can also be stunned and carried back to your craft. However, if they
- wake up they will jump out of the soldier's arms and run away!
-
- 3.2.6 OPPORTUNITY FIRE
-
- If you end your turn leaving your soldiers with enough Time Units to fire a
- shot, your soldiers will automatically fire during the aliens turn at any
- alien who strays into their line of sight This is called opportunity fire.
-
- Your soidiers might even be able to take a shot before the aliens if the
- soldier's Reactions and Time Units are high enough.
-
- There may be several exchanges of fire in each Opportunity Fire
- confrontation.
-
- Note: Opportunity fire is crucial to mission success. Remember to leave
- your soldiers with enough Time Units at the end of their turn to carry out
- opportunity fire - use the Reserve Time Units buttons to do this.
-
- 3.2.7 OBJECTIVE
-
- The mission will be successful when all aliens have either been killed or
- stunned. The UFOs remains, alien artefacts and alien corpses will then be
- recovered automatically.
-
- To abort the mission before the objectives have been achieved, click on the
- button in the Control Bar.
-
- Note: any soldiers not on the transport at this stage will be left behind.
-
- 3.3 THE DEBRIEFING SCREEN
-
- The Debriefing Screen is displayed at the end of the Ground Assault giving
- you a breakdown of your mission performance.
-
- The first line of this display tells you whether the mission objectives were
- achieved.
-
- Below this is the mission performance list, showing a breakdown of all the
- Items recovered, the Quantity of each and the Score for retrieving them.
- The last line of the mission performance list shows the total mission score.
-
- At the bottom of the screen is the overall mission Rating. Poor mission
- performance may affect XCom funding.
-
- Click on the OK button in the bottom left of the screen to return to the
- Geoscape screen.
-
- 4. BASES
- --------
-
- Click on the Bases button in the Geoscape screen to access the Bases screen;
- a display of the varions XCom installations in operation or under
- construction.
-
- XCom bases are underground facilities, hidden from alien detection systems.
- Craft operate from concealed hangers and the only access to the base is via
- the access lift(s). XCom bases carry out several different functions:
-
- - Detection of UFOs.
-
- - Operation of XCom fighter and transport craft.
-
- - Research into alien technology and life forms.
-
- - Manufacture of vehicles, equipment and weapons for XCom use.
-
- The Bases screen consists of two main parts: the Base Display and the Menu
- Optious.
-
- 4.1 THE BASE DISPLAY
-
- The Base Display allows you to see, at a glance, the size of your bases and
- their facilities.
-
- XCom may have up to eight bases worldwide, these are represented above the
- Menu Options as a row of eight icons. Each of these icons contain a small
- map of the facilities which make up the base. Green squares represent
- existing facilities, red squares represent facilities under construction.
- Click on any of these icons to select a different base.
-
- The name of the selected base is displayed in the top right of the bases
- screen. Below this is the geographical area in which the base is located
- followed by the total Funds available to XCom.
-
- The left two thirds of the Bases Screen shows a top down view of the base.
- Move the Mouse pointer over a base facility to display its name in the top
- left of the screen.
-
- 4.2 THE MENU OPTIONS
-
- The Menu Options allow you to see in detail how each of your bases is
- currently functioning. You will use the Menu Options to carry out tasks
- such as building facilities, aiming individual craft and organising research
- and manufacture work.
-
- Note: At times during the game, lists of information may extend beyond the
- screen. If this happens, an arrow will appear in the bottom right of the
- screen. Similarly, if the list extends off the top of the screen, an arrow
- will appear in the top right. Click on these arrows to scroll the list up
- or down.
-
- 4.2.1 BUILD NEW BASE
-
- Click on this option to establish a new XCom base.
-
- You will be taken to the Geoscape and the message Select Site For New Base
- will appear at the top of the screen - click on any part of the world
- (except the sea) to position the base. You may cancel the order to build a
- new base by clicking on the Cancel button. Use the Geoscape controls if you
- want to rotate the display of the Earth (see the section of this manual on
- The Geoscape Screen for full details of the Geoscape controls)
-
- When you have selected the location for your base, a message window will
- appear informing you of the cost to establish a base in this part of the
- world. Click on OK to accept this location or click on Cancel to select a
- different location.
-
- Note: As you play the game, you will find that some areas of the world are
- better than others for XCom base sites. North America is a good area for an
- XCom base because it is both large and wealthy.
-
- When you have decided on your new Base's location you will be prompted to
- give it a name - type in your bases name using the Keyboard and press the
- Return Key.
-
- You will now be taken back to the Bases screen and prompted to Select
- Position For Access Lift. This will position the main access to the
- facility from the surface. It is better to position this fairly centrally
- so that new facilities may be built around it.
-
- You have now established a new XCom base. Click on the Build Facilities
- Menu Option to put some facilities into the base.
-
- 4.2.2 BASE INFORMATION
-
- Click on this option to display a breakdown of base-related information.
-
- The Personnel Available/ Personnel Total data shows how your personnel are
- being utilised. It is broken down into the three groups of personnel:
- soldiers, engineers and scientists.
-
- The figures show the number of personnel available for work followed by the
- total number of personnel at the base. You should keep the first figure
- zero to stop workers being wasted. The Bar graphs to the right of this
- numerical display are useful to see at a glance how your personnel are being
- utilised.
-
- The Space Used/Space Available bar graphs shows how your space is being
- utilised. This is broken down into five categories in a similar way to the
- Personnel.
-
- The figures show the space used followed by the total amount of space
- available. You should be aiming to keep the first figure equal or very
- close to the second figure to prevent wasted space. The bar graphs to the
- right of this numerical display are useful to see how your space is being
- utilised at a glance.
-
- The Defences is a rating of how well the base can defend itself against UFO
- attack.
-
- Click on the transfers button in the bottom of this screen to see a display
- of the personnel or equipment currently in transit between other bases and
- the selected base.
-
- The Item in transit is listed next to the Quantity of that item and its
- Arrival Time at the base in hours.
-
- For full details on Transferring personnel and equipment between bases, see
- the Transfer section of this chapter.
-
- Click on the OK button to return to the Base Information screen.
-
- Click on the OK button in tbe bottom-left of the Base Information screen to
- return to the Bases screen.
-
- 4.2.3 EQUIP CRAFT
-
- Click on this option to configure your interception craft.
-
- The Interception Craft Screen lists the following information:-
-
- Name - the type and registration number of the craft (for example.
- Interceptor-3 is the third craft to be operated by XCom and is an
- Interceptor).
-
- Status - this may be either:-
-
- Ready - the Craft is available for interception duty.
-
- Refuelling - the craft is refuelling.
-
- Rearming - the craft is having its air-to-air weaponry changed.
-
- Repairs - the craft is undergoing repair work.
-
- Out - the craft is carrying out an interception.
-
- Weapon Systems - the air to-air weaponry carried by the craft. This is
- represented as number carried / maximum number which may be carried.
-
- Crew - the number of soldiers carried on the craft.
-
- HWPs - the number of Heavy Weapon Platforms (e.g. tanks) carried on the
- craft.
-
- To configure a craft, use the Mouse to highlight the required craft from the
- list and click to enter the Equip Craft screen.
-
- The Equip Craft screen allows you to configure individual interception craft
- to suit your requirements.
-
- The crafts name is at the top of the screen. Below this is a display of the
- Damage and Fuel status - useful to establish how much longer the craft will
- be in repair or refuelling. 0% damage and 100% fuel mean that the craft is
- fully operational.
-
- Below the Damage and Fuel status are the air to-air weapon configuration
- buttons, marked with numbers. These do not appear on the Equip Craft screen
- for the Skyranger transport, since it does not have an air-to-air
- capability. Craft such as the Interceptor have two weapon bays, marked '1'
- and '2'.
-
- Alongside the numbered buttons are the names of the loaded weapons and a
- pair of figures:-
-
- Ammo - the number of rounds of the weapon loaded onto the craft.
-
- Max - the maximum number of rounds which may be carried by the craft.
-
- A small icon representing the weapons is shown to each side of the craft.
-
- 4.2.3.1 The Select Armament Window
-
- Click on one of the numbered buttons to access the Select Armament window.
- This allows you to change the weapons carried in the craft's weapon bays.
-
- Armament - the names of the available weapons.
-
- Quantity - the number of the weapon in storage.
-
- Ammunition Available - the number of rounds of the weapon in storage.
-
- If you wish to load a different weapon onto your craft, use the Mouse to
- highlight the required weapon from the list and click.
-
- Alternatively, you may click on the Cancel button to exit this window
- without making any weapon changes.
-
- You will now return to the Equip Craft screen. If you changed the weapons,
- the new armament will be shown loaded on the craft. The number of rounds
- loaded will be zero - it takes time to rearm the craft.
-
- 4.3.3.2 The Select Squad Screen
-
- Click on the Crew button to enter the Select Squad screen. This allows you
- to assign individual soldiers to the selected craft.
-
- The top of the screen displays the total Space Available on board the craft
- and the current amount of Space Used.
-
- Below this is a list of the Name of the soldiers available with their Rank
- and the Craft which they are currently assigned to.
-
- To assign or de-assign a soldier to the selected craft, use the Mouse to
- highlight the required soldier from the list and click.
-
- Click on the OK button when you have finished assigning soldiers to the
- craft.
-
- 4.2.3.3 The Select Equipment Screen
-
- Click on the Equipment button to enter the Select Equipment screen. This
- allows you to load equipment onto the selected craft.
-
- The top of the screen displays the total Space Available on board the craft
- and the current amount of Space Used on the craft.
-
- Below this information is:-
-
- The Item column, listing the names of the items which may be loaded on
- board.
-
- The Stores column listing the number of the item which are available
-
- The Loaded column, consisting of a pair of buttons for each item and the
- number of the item which are loaded on the craft.
-
- Click on the < > buttons to increase/decrease the number of an item which
- are loaded on board the selected craft.
-
- Click on the OK button when you have finished loading equipment onto the
- craft.
-
- 4.2.3.4 The Select Armour Screen
-
- Click on the Armour button to enter the Select Armour screen. This allows
- you to configure the body armour which your soldiers will wear.
-
- To set-up the armour worn by a particular soldier, use the Mouse to
- highlight the required soldier from the list and click.
-
- The Select Armour Type window will appear, listing the types of armour
- available and the number in each storage.
-
- Click on the Armour button. The soldier will now be equipped with the
- selected armour.
-
- Click on the OK button when you have finished assigning armour to Soldiers.
-
- To return to the Interception Craft screen from the Equip Craft screen,
- click on the OK button.
-
- To return to the Bases screen from the Interception Craft screen, click on
- the OK button
-
- 4.2.4 BUILD FACILITIES
-
- Click on this option to build new base facilities.
-
- The Menu Options will be replaced by the Select Installltion window. You
- may choose from the following:-
-
- Access Lift
- Living Quarters
- Laboratory
- Workshop
- Small Radar System
- Large Radar System
- Missile Defences
- General Stores
- Alien Containment
- Hanger
-
- As the game progresses, you will be able to research alien-based technology
- to be incorporated into your bases. See the UFOpaedia for full details of
- all base installations.
-
- Use the Mouse to highlight and click on the required installation. The
- Select Installation window will be replaced by the Build Installation
- window.
-
- This displays the cost to build the installation, the time it will take to
- construct it and the maintenance cost per month. You may click on the OK
- button to abort the build facility operation at this stage.
-
- To construct the new facility, move the Mouse pointer over the Base Display,
- position the installation and click.
-
- The new installation will now be shown on the Base Display, enclosed in a
- dotted line and displaying the number of days construction time remaining.
- The Build Installation window reverts to the Select Installation window.
-
- Click on the Cancel button to return to the Bases Screen or click on another
- installation from the list to continue constructing base facilities.
-
- A message will appear in the Geoscape screen when a base facility has been
- completed.
-
- 4.2.5 RESEARCH
-
- Click on this option to view your current research status.
-
- The Current Research screen displays the following: -
-
- Scientists Available - the number of scientists available for work.
-
- Scientists Allocated - the number of scientists currently working on
- research projects.
-
- Laboratory Space Available - the amount of floor space available in the
- laboratories.
-
- Below this is a list of the research projects currently being undertaken
- with the number of scientists working on each project and a general
- indication of the progress being made.
-
- 4.2.5.1 New Project
-
- Click on the New Project button to start new research work. The New
- Research Projects window will appear, listing the available projects for
- research.
-
- Use the Mouse to highlight and click on the required project.
-
- The New Research Projects window will now change to display the Start
- Project window.
-
- You may cancel research at this stage by clicking on the Cancel button. To
- accept the project and continue, click on the Start Project button.
-
- The window will change again to display the Scientists Allocated window.
-
- This displays the Scientists Available and the Laboratory Space Available as
- before, but allows you to set the number of scientists allocated to this
- particular project.
-
- Click on the up/down arrows to Increase/Decrease the number of scientists
- allocated to the project. Click on the OK button to exit to the New
- Research Projects window.
-
- Click on the OK button in the New Research Projects window to exit the
- Current Research screen.
-
- 4.2.5.2 Scientists Allocated
-
- Use the Mouse to highlight and click on a project to alter the number of
- scientists allocated to that project. This is identical to the scientists
- Allocated window described above. The more scientists involved the quicker
- the research will be completed.
-
- Click on the OK button to exit to the Current Research screen.
-
- Click on the OK button in the Current Research screen to exit to the Bases
- screen.
-
- 4.2.5.3 Research Completed
-
- When work has finished on a project the Research Completed window will
- appear on the Geoscape. Click on OK to return to the Geoscape or click on
- View Reports to view the result of the research (this may also be accessed
- at any time in the UFOpaedia).
-
- Your scientists will then inform you of any new research or manufacture
- projects which are now possible. Click on OK to exit from these screens or
- click on Allocate Research or Allocate Manufacture to start new research or
- manufacture projects.
-
- 4.2.6 MANUFACTURE
-
- Click on this option to view your current production status.
-
- The Current Production screen displays the following:-
-
- Engineers Available - the number of engineers available for work.
-
- Engineers Allocated - the number of engineers currently working on
- production.
-
- Workshop Space Available - the amount of floor space available in the
- workshops.
-
- Current Funds - the amount of money currently available to XCom. Below this
- is the production list, containing the following:-
-
- Item - the item which is being manufactured.
-
- Engineers Allocated - the Number of engineers working on the project.
-
- Units Produced - the number of units of the item produced so far.
-
- Total to Produce - the total number of units you have ordered to be
- produced.
-
- Cost per Unit - the Cost to manufacture each item.
-
- Days/Hours Left - the number of days/hours remaining before the production
- will be complete.
-
- 4.2.6.1 New Production
-
- Click on the New Production button to start production of a new item. The
- Production Items window will appear, listing the available items for
- production.
-
- Use the mouse to highlight and click on the required item.
-
- The start Production window will now appear.
-
- The first line of this window displays the number of engineer days it will
- take to produce the items. One Engineer day is the amount of work one
- engineer can carry out in one day.
-
- The next two lines show the cost to one unit and the workspace required.
-
- You may cancel production at this stage by clicking on the Cancel button.
- To accept the production and continue, click on the Start Production button.
-
- The Engineers Allocated window will now appear.
-
- This displays the Engineers Available and the Workshop Space available as on
- the Current Production screen, but allows you to set both the number of
- Engineers Allocated and the number of items to produce.
-
- Click on the up/down arrows to Increase/Decrease the number of Engineers
- allocated to the production or the number of units of the item to produce.
- You may cancel production at this stage by clicking on the Stop Production
- button. To accept the production and return to the Production Items window,
- click on the OK button.
-
- Click on the OK button in the Production Items window to exit to the Current
- Production screen.
-
- 4.2.6.2 Engineers Allocated/Units to Produce
-
- Use the Mouse to highlight and click on any manufacture project to alter the
- number of scientists allocated to that project. This is identical to the
- Engineers Allocated window described above. The more engineers involved,
- the quicker the manufacture will be completed.
-
- Click on the OK button to exit to the Current Production screen.
-
- Click on the OK button in the Current Production screen to return to the
- Bases screen.
-
- 4.2.6.3 Production Complete
-
- When production of an item has been completed, the Production Complete
- window will appear on the Geoscape. This displays both the name of the item
- and the location at which it has been manufactured.
-
- 4.2.7 TRANSFER
-
- Click on this option to transfer craft, personnel or items between bases.
-
- The Transfer screen consists of:-
-
- The Item column, listing the names of the items at the base.
-
- The Quantity column, listing the number of each of the items at the base.
-
- The Amount to Transfer column, consisting of a pair of buttons for each item
- and the number of items to transfer.
-
- Click on the up/down arrow buttons to increase/decrease the number of the
- item which will be transferred to another base.
-
- When you are happy with the items to be transferred, click on the Transfer
- button in the bottom left of the screen. You will now be taken to the
- Select Destination Base Screen.
-
- 4.2.7.1 Select Destination Base
-
- This screen displays your Current Funds in the top of the screen, to allow
- you to see how the planned transfer affects your finances.
-
- Below this is a list of all the XCom bases in the world, with the area of
- the world in which they are and the amount it would cost to transfer the
- items to each of the bases.
-
- Use the mouse to highlight and click on the required base. The items will
- now be transferred. You will be returned to the Transfer screen.
-
- You may view details of the items which are in transit between bases by
- clicking on the Transfers button in the Base Information screen.
-
- Click on the Cancel button to return to the Bases screen.
-
- 4.2.8 PURCHASE/RECRUIT
-
- Click on this option to recruit personnel, lease craft or purchase items.
-
- The Purchase/Hire Personnel screen displays your Current Funds in the top of
- the screen alongside the Cost of Purchases for the items chosen.
-
- Below this information is:-
-
- The Item column, listing the names of the items which may be bought.
-
- The Cost per Unit column, listing the price of each of these items.
-
- The Quantity column, consisting of a pair or buttons for each item and the
- number of that item to be bought.
-
- Click on the up/down arrow buttons to increase/decrease the number of the
- item which will be bought.
-
- If you do not wish to make any purchases, click on the Cancel button to
- return to the Bases screen.
-
- Whe you are happy with your choice of items to be bought, Click on the OK
- button. The items will now be purchased and you will be returned to the
- Bases screen.
-
- Items will not arrive immediatly; there will be a delivery time. You may
- view details of the items which are in transit to the selected base by
- clicking on the Transfers button in the Base Information screen.
-
- 4.2.9 SELL/SACK
-
- Click on this option to sell items or to sack personnel.
-
- The Sell Items/Sack Personnel screen displays the Value of Sales for items
- which you have chosen to sell in the top left of the screen with the total
- Funds available to XCom in the top right.
-
- Below this information is:-
-
- The Item column, listing the items at the currently selected base which may
- be sold.
-
- The Quantity column, listing the number of each item which may be sold.
-
- The Sell/Sack column, consisting of a pair of buttons for each item and the
- number of that item which will be sold.
-
- The Value column listing the value of each item.
-
- Click on the up/down arrow buttons to increase/decrease the number of the
- item to be sold.
-
- If you do not wish to make any sales, click on the Cancel button to return
- to the Bases screen.
-
- When you are happy with your choice of items to be sold, click on the
- Sell/Sack button. The items will now be sold and you will be retutned to
- the Bases screen.
-
- 4.2.10 SOLDIERS
-
- Click on this option to display a list of soldiers at the currently selected
- base. The information presented in this screen is similar to that presented
- in the Select Armour section of the Equip Craft screen.
-
- Highlight and click on the soldiers name to display the selected soldiers
- information screen. Click on the Armour button to allocate armour to the
- soldier.
-
- 4.2.11 GEOSCAPE
-
- Click on this option to return to the Geoscape screen.
-
- Click on the Graphs button in the Geoscape to access the Graphs screen; a
- graphical breakdown of UFO, XCom and Financial information.
-
- These graphs are useful when planning strategy such as where to establish
- new XCom bases and which countries to concentrate on defending.
-
- 5.1 UFO ACTIVITY IN AREAS
-
- Click on the spaceship icon in the top of the screen to view the UFO
- Activity in Areas.
-
- This graph displays the level of UFO activity in areas of the world. Click
- on the buttons on the left hand side of the screen to view the graph plots
- for particular areas.
-
- 5.2 UFO ACTIVITY IN COUNTRIES.
-
- Click on the flag/spaceship icon in the top of the screen to view the UFO
- Activity in Countries.
-
- This graph displays the level of UFO activity in the funding countries.
- Click on the buttons on the left hand side of the screen to view the graph
- plots for individual countries.
-
- 5.3 XCOM ACTIVITY IN AREAS
-
- Click on the cross/spacecraft icon in the top of the screen to view the XCom
- Activity in Areas
-
- This graph displays the level of XCom activitv in areas of the world. Click
- on the buttons on the left-hand side of the screen to view the graph plots
- for particular areas.
-
- 5.4 XCOM ACTIVITY IN COUNTRIES
-
- Click on the flag/spacecraft icon in the top of the screen to view the XCom
- Activity in Countries.
-
- This graph displays the level of XCom activity in the funding countries.
- Click on the buttons on the left hand side of the screen to view the graph
- plots for individual countries.
-
- 5.5 INCOME
-
- Click on the flag/$ icon in the top of the screen to view XCom's Income.
-
- This graph displays XCom's income from each of the funding Countries. Click
- on the buttons on the left-hand side of the screen to view the graph plots
- for individual countries.
-
- 5.6 FINANCE
-
- Click on the graph/$ icon in the top of the screen to view XComs Finance
- situation.
-
- This graph displays the overall financial situation. Click on the buttons
- on the left hand side of the screen to view graph plots for the following:-
-
- 5.6.1 INCOME
-
- The main source of XCom's income comes from the governments funding the
- project. Funding will vary as the game progresses and will depend on such
- things as:-
-
- - success by XCom to intercept UFOs flying over a funding country:
- contribution levels will fall if UFOs are not intercepted.
-
- - internal events by XCom in recovering, researching and producing alien
- items: funding will rise if XCom is seen to be doing well.
-
- - internal events such as change of government, civil war or recession.
-
- - alien influence: funding will stop if a country signs a pact with the
- aliens.
-
- Additional income may be generated by the sale of alien items recovered from
- UFOs.
-
- 5.6.2 EXPENDITURE
-
- XCom expenditure may be of several types. As well as purchasing/recruiting
- costs, there may be:-
-
- - transfer costs.
-
- - building costs for new bases or base facilities.
-
- - production costs for items manufactured by XCom engineers.
-
- 5.6.3 MAINTENANCE
-
- Maintenance costs are incurred on a regular basis. These include:-
-
- - wages for personnel.
-
- - maintaining base facilities.
-
- - maintaining, refuelling and repairing craft.
-
- 5.6.4 BALANCE
-
- The balance is the amount of money available to XCom after Expenditure and
- Maintenance have been subtracted from the Income.
-
- 5.6.5 PERFORMANCE
-
- XCom's performance rating. This score takes into account the following:-
-
- - success of interceptions
-
- - scores for ground assault missions
-
- - research work completed
-
- - alien activity
-
- Scores above zero indicate that XCom are winning. Scores below zero
- indicate that XCom are losing.
-
- Click on the globe icon in the top-right of the screen to return to the
- Geoscape screen.
-
- 6. UFOPAEDIA
-
- Click on the UFOpaedia button in the Geoscape to access the UFOpaedia, an
- on-line encyclopaedia which contains all the information currently available
- to XCom. Each entry consists of a diagram with accompanying text and/or
- data.
-
- 6.1 THE SELECT SUBJECT SCREEN
-
- The first screen of the UFOpaedia is a list of the subjects which may be
- reviewed. Click on any one of these buttons to get to the section which you
- require:
-
- XCom Craft and Armament - the aircraft or spacecraft available for XCom use
- and the armament which they may be equipped with.
-
- Heavy Weapons Platforms - the vehicles which may he carried on Xcom
- transport Craft.
-
- Weapons and Equipment - the weapons and equipment which your soldiers may
- use.
-
- Alien Artefacts - alien weapons and equipment which have been recovered and
- researched.
-
- Base Facilities - the available structural units which may be added to your
- underground bases.
-
- Alien Life Forms - data gathered from captured aliens (either living or
- dead) which have been researched by your scientists.
-
- Alien Research - information gained fronm the interrogation of live aliens.
-
- UFO Components - information gained by researching objects retrieved from
- crashed UFOs.
-
- UFOs - information regarding known UFOs
-
- OK - click on this button to return to the Geoscape.
-
- 6.2 THE SELECT ITEM SCREEN
-
- The next UFOpaedia screen allows you to select a specific entry to review.
- Highlight and click on the required item or click on the OK button to exit.
-
- 6.3 UFOPAEDIA DATA SCREENS
-
- When you are viewing a UFOpaedia Data screen, clicke on the << >> buttons to
- view the next/previous UFOpaedia entries.
-
- Click on the OK button to return to the Select Item screen.
-
- 7. OPTIONS
- ----------
-
- Click on the Options button in the Geoscape to access the Options window,
- allowing you to load and save games
-
- 7.1 LOAD GAME
-
- Click on the Load Game button to load a previously saved game. You will be
- taken to the Select Game to Load screen.
-
- 7.1.1 SELECT GAME TO LOAD
-
- The Select Game to Load screen displays the name date and time of up to ten
- games. Pick a saved game by clicking on any of the buttons numbered 1 to 10
- on the left-hand side of the screen. You will now return to the Geoscape at
- the point when the game was saved.
-
- Click on the Cancel button to return to the Geoscape without loading a game.
-
- 7.2 SAVE GAME
-
- Click on the Save Game button to save your current game. You will now be
- taken to the Select Save Position screen.
-
- 7.2.1 SELECT SAVE POSITION
-
- Choose the game slot you wish to write over by clicking on any of the
- buttons numbered 1 to 10 on the left hand side of the screen. A flashing *
- will appear. You may now use the keyboard to type or delete as normal.
- Press the Return Key to save the game and return to the Geoscape.
-
- Click on the Cancel button to return to the Geoscape without saving a game.
-
- 7.3 CANCEL
-
- Click on the Cancel button to return to the Geoscape without loading or
- saving a game.
-
- 8. FUNDING
- ----------
-
- Click on the Funding button in the Geoscape to access the International
- Relations Display. this shows which countries are funding XCom and how much
- each are contributing.
-
- The International Relations display shows the following:-
-
- The Country column, listing the name of the countries who are funding XCom.
-
- The Funding column, listing the amount of money each country is paying to
- XCom per month.
-
- The Change column, listing the change in a countries funding at the end of
- the last month. this is dependant on Xcom performance in that country.
-
- Click on the OK button to return to the Geoscape screen.
-
- GLOSSARY
- --------
-
- CRAFT
- An XCom vehicle which is capable of flight.
-
- HWP
- Heavy Weapon Platform - a vehicle which carries a weapon which is too bulky
- to be hand held.
-
- Interceptor
- The most advanced and powerful fighter aircraft available to mankind.
- Leased from the US Air Force for Xcom use.
-
- Skyranger
- The ideal light transport craft, combining high speed, long range and high
- load capacity with a vertical take off and landing capability. Leased from
- the Russian Air Force for XCom use.
-
- XCom
- Extraterrestrial Combat Unit. The multi-national covert organisation formed
- by the Earth to defeat the alien nation.
-
- UFO
- Unidentified Flying Object. The aliens operate many types of craft, the
- term UFO is used to describe all of them. Your scientists will be able to
- research what each UFO carries out.
-
- UFOpaedia
- All XCom research data is entered into the UFOpaedia. as Commander of Xcom
- you will refer to the UFOpaedia when planning strategy.
-
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