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- UFO: Enemy Unknown - PlayerÆs Guide
-
- The Basics
- There are three objectives in UFO: Enemy Unknown: defend the Earth, learn all
- you can about the aliens, and, finally, deal with the threat permanently. The key to
- success, though, lies in the first. If you donÆt provide an adequate defence set-up,
- the Earth is quickly overrun, the funding nations become dissatisfied, X-Com is
- disbanded and you lose the game. Fortunately, the funding nations are quite
- selfish - theyÆre less bothered by UFO activity in the æneutralÆ areas of the map
- than with activity inside their own borders. This makes your task a lot easier,
- though, because to start off with you only have to worry about these countries
- instead of tackling the entire globe.
-
- Getting Started
- The first thing to do is decide on the position of your first X-Com base. Although
- the choice is virtually limitless, two location in particular will get you off to a
- pretty good start - Central Europe enables you to protect the greatest number of
- funding nations immediately, whereas right in the centre of the USA protects the
- nation that provides the most initial funding. Whichever one you choose, your
- second base should ideally be in the other location.
- Once youÆve decided on a spot, the game begins - and you should immediately go
- to the base screen and the Build Faculties option. Build an Alien Containment
- Building, a Large Radar System, another General Stores and two more Living
- Quarters. The Alien Containment Building is necessary for researching living
- aliens (you never know when youÆll get your hands on some). The Large Radar
- System drastically increases the range at which you can detect incoming UFOs,
- while the General Stores and Living Quarters are for future expansion.
- Next, go to Purchase/Recruit and recruit 12 scientists (you donÆt have enough
- living space for more at the moment). Afterwards, go to Research and put all ten
- of your scientists to work on Laser Weapons. Go back to the main Geoscape view
- and, as soon as the new ones arrive, add them to the project.
-
- Strategy
- From this point on itÆs very hard to give hard and fast advice, because a great deal
- depends on how many UFOs you intercept, what difficulty level youÆve chosen
- and so on. There are, however, some general guidelines that are worth bearing in
- mind...
-
- Economics
- The single most limiting factor on X-ComÆs actions is cash. Virtually every
- decision you make involves money at some point, and your initial funding is, to
- put it mildly, pathetic. It is therefore of paramount importance that you achieve
- results as quickly as possible and get more cash. However, increased funding is
- not the only way to get your hands on some mooley - donÆt forget that from the
- base screen you can also sell unwanted items. The more advanced alien artefacts
- and weapons - the plasma weapons, for example - are worth a lot of money, so
- always sell gear that youÆve researched but decided not to use. If the worst comes
- to the worst, you can raise some cash by manufacturing an item and then selling it
- straightaway (the manufacturing costs are always less than the re-sale value).
- ItÆs important to be aware of your current funds and your overheads - itÆs all too
- easy to fall into a situation where youÆre losing money each month, and that can
- easily spell the end for X-Com. Be sure to consult the finance graphs regularly, as
- well as the maintenance screens on each base.
-
- Bases
- A large part of your success in UFO is down to the placement and management of
- your bases. You should aim to build enough to blanket the Earth in a radar net -
- this maximises your chances of detecting a UFO and provides few places for
- UFOs to hide. When you start a new game, concentrate on getting your main base
- up to scratch as quickly as possible. What you should be aiming for are: two Labs,
- with a full complement of 100 scientists, researching two projects (50 scientists
- each), and two Workshops (with about 70 engineers), enabling you to
- manufacture new items at a high rate. All of this costs a lot, especially in terms of
- maintenance, so you should make sure that neither scientists or engineers are ever
- idle - if thereÆs nothing that needs manufacturing, set your engineers to make
- loads of something, and then sell it for a huge profit.
- Logistically and economically, itÆs impossible for you to develop all your bases to
- this level, though. The best compromise is to make your first base the æmainÆ one,
- then have two more with both Interceptors and Skyrangers, plus some advanced
- facilities. (Placing the main base in Europe and the secondaries in the USA and
- China is a good idea, because this covers most of the funding nations.) The rest
- should be ╘detection and interceptionÆ posts, which consist of a Hangar, Large
- and Small Radar Systems, General Stores and Living Quarters. You should make
- sure each one is equipped with an Interceptor, armed with your best heavy
- weapons, and four to eight soldiers, all kitted out with your best weapons and
- armour for base defence. When building new bases, always consult the UFO
- activity graphs, and use the information to decide on where to place the next base
- so as to counteract the highest alien threat. (Remember: protecting funding
- nations is more important than neutral areas.)
- Finally, remember youÆre vulnerable to alien attack while building a base. Aliens
- can only enter bases through the Hangar(s) and Access Lift(s), so try to isolate
- these areas from the rest of your facilities as much as possible. This reduces the
- number of areas the aliens can move through and thus the area you have to
- defend. With the detection and interception posts described above, for example,
- build the Access Lift in the middle of the screen, with the Hangar above it and the
- General Stores below. Then, when youÆve constructed the General Stores, build
- the other facilities around it, not connected to the Access Lift. This means that to
- reach the rest of your base, attacking aliens have to move through the General
- Stores, and thus you can place all of your defending troops here and not have to
- spread them out. Your bases take longer to build, admittedly, but itÆs worth it in
- the long run.
-
- Research
- The aliensÆ level of technology far exceeds that of EarthÆs, so to stand any chance
- of defeating them, learn about it and then use it against them. There are a vast
- number of topics to research, and although you need to eventually understand all
- of them, some are more immediately useful than others. The most important thing
- at the start is to arm both your Interceptors and troops effectively. This gives you
- the best chance of downing UFOs and then recovering the crashsite without losing
- any troops.
- The following, then, is a suggestion of what you should research, in what order,
- and why. Obviously, this may change, depending on the order in which your
- troops recover the various items. The brackets list other projects that you need to
- research in order to gain the listed technology.
- Laser Rifle (Laser Weapons - Laser Pistol): The laser rifle is by far the best multi-
- purpose weapon for your squads. ItÆs relatively powerful, accurate and capable of
- autofire. Most importantly, it offers unlimited shots, and thus relieves you of all
- the hassle of running out of ammo mid-mission, making sure all your troops are
- adequately supplied with clips and so on.
- Personal Armour (Alien Alloys): Keeping your troops alive is vitally important,
- because it gives them the chance to gain experience, and eventually become
- killing machines from hell with 200 Time Units, 90% Shooting Accuracy and
- enough Health to soak up an anti-tank round. Personal Armour is far from bullet-
- proof, but it gives your boys a chance at least.
- Laser Cannon (Laser Rifle - Heavy Laser): Although lacking in range, the Laser
- Cannon does as much damage as a Stingray missile, is far more accurate and has
- unlimited power, once more relieving you of the problems and costs associated
- with ammunition. Upgrade your Interceptors to carry two of these as soon as
- possible.
- Power Suit (Personal Armour, Elerium 115, Alien Power Source): The ultimate
- form of personal protection, exceeded only by the Flying SuitÆs added mobility.
- Power Suits are bullet proof - and can often stop a Heavy Plasma hit.
- Small Launcher (Stun Bomb): As soon as youÆre lucky enough to recover one of
- these, research it immediately. The key to eventually winning the game is to
- research living aliens, and the Small Launcher enables you to stun from a
- distance. A vital weapon.
- Plasma Cannon (Heavy Plasma, Heavy Plasma Clip): The best craft weapon,
- combining range, accuracy and power with no ammunition requirements. Only the
- Fusion Ball is more powerful, but that requires ammo, has a low rate of fire and
- you can only fire twice before having to reload. Twin Plasma Cannons enable
- Interceptors to down all but the largest UFOs with the minimum of risk.
- Getting hold of these technologies is a top priority - once youÆve managed it,
- youÆre well set up to give the aliens some grief.
-
-
- Tactics
- Being able to successfully complete the ground combat missions in UFO: Enemy
- Unknown is just as important as managing the strategy side of things. For a start,
- ground combat missions have a large influence on your monthly rating, and thus
- directly affect your funding. In addition, only by capturing living aliens can you
- learn enough about the enemy to finish the game, and only by having highly
- experienced troops will you be able to succeed in the final missions.
- Unfortunately, due to the virtually limitless number of different situations that can
- arise, itÆs much harder to give specific advice on this area of play. The following,
- then, are simply broad guidelines that cover the main aspects of combat missions.
-
- Play Safe
- The single most important thing to remember is, quite simply, to keep your troops
- alive at all costs. I canÆt stress this basic idea enough - only by gaining experience
- will your troops be good enough for the later missions, and only by staying alive
- can they gain the necessary experience. The safety of your troops should therefore
- always be uppermost in your mind, especially during the early missions when
- theyÆre weak and unprotected. Always think about protecting your squad from
- enemy fire before anything else. Although itÆs impossible to guarantee that your
- troops wonÆt get shot, there are several ways you can lessen the risks.
- Always take your time when exploring unexplored territory. Never move a soldier
- into a new area when they donÆt have enough Time Units left to move out of it.
- (Never step through a door or around a corner unless your soldier has enough
- time to shoot and step back out of trouble, for example.)
- Try to move your troops in pairs, and finish their moves facing in different
- directions, so that aliens cannot sneak up on them.
- Space your troops out. If your forces are clumped together a rogue shot may hit an
- innocent bystander. Also, soldiers standing in a group can interfere with each
- othersÆ lines of fire.
- Use whatever cover is available to hide your troops and protect them from fire.
- Try not to leave people standing out in the open - theyÆll be easy targets.
-
- Be Methodical
- ItÆs very important that you plan ahead and explore the battlefield carefully.
- ThereÆs nothing worse than not being able to find the last alien - you know heÆs
- out there somewhere, but you donÆt know exactly where. With this in mind, use
- the overhead map and look at where your transport has landed in relation to the
- rest of the map, then sweep your squad out across it slowly. Always explore every
- area carefully as you go, so as not to miss any aliens. This way you can be fairly
- confident that no aliens will creep in from æbehindÆ your squad, between your
- soldiers and the transport. This will also enable you to spot and deal with all the
- aliens in one sweep, and prevent you from missing any. When dealing with the
- larger UFOs itÆs best to cover the exits and use the rest of your soldiers to sweep
- the surrounding area. Once youÆve dealt with any aliens outside, you can then use
- your entire squad to explore the UFO itself. Remember, itÆs best to take things
- slowly and extremely carefully - it not only lessens the risks, but it saves you time
- in the long run.
-
- Know The Controls
- Be sure that you use the gameÆs controls properly. This sounds stupidly obvious,
- but itÆs surprisingly easy to forget about some of the more useful functions while
- actually playing, so bear the following in mind:
- Get into the habit of using the Reserve Time Units buttons so that your soldiers
- are ready for Opportunity Fire. This can often make the difference between life
- and death, especially in the cramped confines of a UFO or a town.
- Remember that kneeling increases your soldiers chance of hitting by a small
- amount. It also makes them a smaller target. Be careful, though, because if there
- are walls or fences between the soldier and his target, kneeling often breaks your
- line of sight.
- Use the correct mode of fire for the situation. With autofire-capable weapons,
- such as laser rifles, use autofire at any range up to about a screenÆs width, and aim
- shots beyond that. Only use snap shots when you donÆt have enough Time Units
- left for the other modes. With single-shot weapons, especially those with severely
- limited ammo (such as small launchers), always use aimed fire unless you are at
- very short range - every shot counts with weapons like this, so itÆs important to
- maximise your chances of hitting.
-
- Know The Battlefield
- There are several types of mission youÆll encounter in UFO, some of which can
- occur on different terrains. In order of difficulty, they are:
-
- Crash Sites The most common type of mission, and normally the easiest. The best
- thing about crash sites is that you never have to attempt one at night. As the crash
- site remains æactiveÆ for at least 24 hours, simply wait until daylight before
- landing your transport.
-
- Ground Assaults These vary in difficulty depending on the size of the UFO and
- the time of day. Since the aliens rarely hang around for too long, you have little
- control over the lighting conditions - you just have to go in there and do your best.
- However, the benefits from capturing an undamaged UFO are considerable -
- theyÆre the best source of Elerium-115, for a start. Always send an interceptor to
- hover over the landed UFO while your transport makes its way to the site, so that
- if it takes off in the meantime you can immediately shoot it down.
-
- Terror Sites Thankfully, these are rare. With so many buildings, alleys and other
- hiding places, just finding the aliens can be a nightmare. These are also the only
- missions where youÆre under considerable time pressure - you have to stop the
- aliens as quickly as possible in order to save the local inhabitants - which can be a
- real pain. In addition, the sites are only active for a short period of time, so you
- have little choice as to the time of day. However, itÆs vitally important to stop
- terror sites wherever they occur, because they have a significant effect on your
- monthly rating.
-
- Base Defence Once again, these are rare, but if the aliens do discover one of your
- places, expect several attacks - when they find a base they donÆt forget where it is.
- However, if you have designed your bases with defence in mind (see last issue),
- they shouldnÆt be too vulnerable. Just be sure to station troops at all your bases.
-
- Alien Bases These are very dangerous, but can really boost your monthly rating.
- They also provide you with Alien Commanders (which you must capture if you
- want to complete the game).
-
- Capture Aliens
- To successfully complete UFO, you must capture living aliens and research them.
- There are several æranksÆ within the various major alien races, and each provides
- different information:
-
- Alien Soldiers
- The most common form of alien. Researching Soldiers simply gives you more
- information about the race and their motivations - a kind of supplement to the
- information you glean from alien autopsies.
-
- Alien Medics
- These often give you more information about aliens you have yet to research.
-
- Alien Engineers
- Each engineer you capture gives you detailed information about one of the
- various types of UFO used by the aliens.
-
- Alien Navigators
- Similar to engineers, except each navigator gives you detailed information about a
- specific type of mission.
-
- Alien Leaders/Commanders
- These are the aliens that enable you to finish the game. By researching captured
- leaders and commanders, you not only learn about the Hyperwave Decoder and
- Psi Lab base faculties, but gradually uncover the truth behind the alien attacks and
- the means by which you can take the fight to the enemy, dealing with the menace
- once and for all.
- The simplest way to subdue aliens is by using the small launcher. The stun bomb
- this weapon fires is explosive and covers a fairly large area, but is harmless to
- your own troops, provided theyÆre wearing effective armour (otherwise youÆll just
- knock them out). In addition, you can use the stun sticks, but these require you to
- get up close to the alien, which is dangerous, or the psi amp, once youÆve got
- psionically trained troops.
- YouÆll only find the high rank aliens inside alien bases or the larger UFOs. They
- normally stay in the control room or bridge area. If you want to be sure of what
- youÆre capturing, use the mind probe on the target.
-
-