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1992-10-23
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2,297 lines
__________ _ __________ _ __________ _
_ ______/ _ _____ / _ _____________ / _ _____________
_ __ / / _ ¬\/ _ ¬\
/ ___________/ _________/ / /
/ \ /\________ / / /
/ / / / / / /
/ / / / / / /_ _
\_____________ _ /\_____________ _ /\_____________ _ ______ _
_ __________/ _ __________/ _ __________/.aXY!
-=== gives you the Manual to UFO Enemey Unknown ===-
ported over from the PC..(many thanx to the pc typer-inner)
ported over by scOOter/LSD
----------------------------------------------------------------------------
MAIN MENU
---------
After selecting the language, and passing the copy protection, you will be
given a menu with 3 options
LOAD SAVED GAME - Allows you to restart a saved campaign
BEGIN NEW GAME - Allows you to start a new campaign. You will have to
select the difficulty level which has very little effect
on the game itself. As far as I can tell, the only thing
which changes with the difficulty level is the number of
aliens per ship. You will then be shown a map of the
earth and asked to pick a spot for your new base. It
doesn't matter where you place your base at the beginning.
The UFOs are everywhere anyway. You might want to place
it near one of the major funding nations, such as the USA.
Once you select a site, you will be asked to name your
base. Just type in any name. Your first base comes wit
TACTICAL VIEW
-------------
Once you started, you will be presented with a tactical screen like this
----------------------------------------------------------------------
| | Intercept
| |-----------------´
| | Bases |
| |-----------------
| | Graphs
| |-----------------
| | Ufopaedia
| |-----------------
| | Options
| |-----------------
| THE EARTH | Funding |
| DISPLAY |-----------------
| | Time
| | and
| | Date
| |-----------------
| | 5 secs | 1 min
| |--------|--------
| | 5 min | 30 min
| |--------|--------
| | 1 hour | 1 day
| |--------|--------
| | Rotate |Zoom In
| | Earth |--------
| | |Zoom Out
----------------------------------------------------------------------
THE EARTH DISPLAY
This is a large representation of the earth. Here you
will monitor all alien activity. Alien ships will show up as red
crosses. Your shops show up as yellow diamonds. Landed UFOs show up as
green Xs. UFO crash sites show up as white Xs. Your bases show up as
aqua rectangles. Terror sites are pink. It is here that you direct your
alien-fighting operations. Of course, you have to wait for a UFO to show
up. Once it does, you can send an interception craft after it either by
clicking on the base from which you wish to send the craft. This will
allow you to only send the ships which are in that particular base.
Simply select a READY craft and click on the UFO you wish the craft to
pursue. It will follow it as far as the radar can detect the UFO.
Often, the UFOs go out of radar range and you must return to base. You
can also select the INTERCEPT button explained below. While one of your
craft is out, you can click on it to change its orders or to get a report
on its condition. The information you are given is
Type of Craft and Its Numbe
Status > What the craft is currently doin
Base > The base it belongs to
Speed > The craft's current spee
Maximum Speed > The craft's maximum spee
Altitude > The altitude of the craft
Fuel > What percent of the craft's fuel tank is not used up
Weapon-1 > Craft's first weapon Rounds > The ammo for weapon-
Weapon-2 > Craft's second weapon Rounds > The ammo for weapon-
-----------------------------------------------------------------
| RETURN TO BASE
-----------------------------------------------------------------
-----------------------------------------------------------------
| SELECT NEW TARGET
-----------------------------------------------------------------
-----------------------------------------------------------------
| PATROL
-----------------------------------------------------------------
RETURN TO BASE - Will send the craft directly back to its home base
SELECT NEW TARGET - Allows you to select a new target for the craft
PATROL - Orders the craft to remain in its position and look for UFOs.
This slightly increases the range of detection, especially i
the craft is patrolling outside radar range
If the craft was following a UFO and the UFO escaped radar range, the
information will be the same, but the buttons below will change slightly
The first button will remain RETURN TO BASE. The second button will now
be PATROL, and the third button will be GO TO LAST KNOWN UFO POSITION.
This will send the craft to the last position the UFO was in before
targeting was lost
TIME AND DATE - This simply displays the current time and date. At the end
of each month you will be given a progress report from the major
contributors to the XCom project. You will either get a funding increase
or decrease. If you successfully wiped out a lot of UFOs, you will
probably get an increase. If you let a lot of them by, or if there were
many terror sites, you will lose funding. If you have two horrible
months in which you have a major funding drop, you will lose the game and
the aliens will have won
ROTATE EARTH - This lets you rotate the earth in any one of four
directions
ZOOM IN - This lets you get a closer look at the area which is currently in
the middle of the earth display
ZOOM OUT - This lets you see more of the earth at a time
TIMING BUTTONS - These control how fast time flows. At 5 seconds, events
happen very slowly. At 1 day, the events happen so fast you cannot see
them. Whenever you are doing some tricky maneouvers, put the timing at 5
seconds. If you are simply waiting for UFOs or are building something,
you might want to select 1 day. All the events still occur, you just
can't see them developing
INTERCEPT BUTTON
----------------
By clicking on this button, you will get a list of all your
available craft at all your bases. The craft's type and number will be
listed, as well as the base at which it currently is and its status. In
the last column, the number of craft weapon, soldiers and heavy weapons
platforms which are assigned to that craft are also displayed. The
different states for craft are
Rearming - New weapons are being installed or old weapons are being
reloaded
Refuelling - The craft is being refuelled before the next fligh
Repairs - The craft suffered damage which must be repaired before the
next flight
Ready - The craft is reloaded, refuelled and 100% repaired. Only the
craft in this state may be sent on missions.
Out - The craft is currently out of the base on a mission
Once you select a Ready craft, you then select the destination, be it a
Way Point (not any special destination), a UFO or a crash site
GRAPHS BUTTON
-------------
This will give you a number of graphs displaying things such as UFO
activity, XCom activity, funding and income. The buttons across the
top determine what the graphs displays. The buttons down the left side
vary according to what the graph is. The different graph choices across
the top are (from left to right)
UFO Activity in Area
UFO Activity in Countrie
XCom Activity in Area
XCom Activity in Countrie
Incom
Finance
-------
UFO Activity in Areas - Graphs the reported alien activity of all kinds.
The buttons down the left side are used for selecting which area(s) you
wish to see the activity graph for. You can have more than one graph
at once
UFO Activity in Countries - Same as UFO Activity in Areas, except that
the buttons down the left side represent specific funding countries
XCom Activity in Areas - Graphs your activities in the different
geographical regions of the world. The buttons down the left side
represent the different areas. Again, it is possible to have more than
one graph at the same time
XCom Activity in Countries - Same as XCom Activity in Areas, except the
buttons down the left side represent funding countrie
Income - Graphs the income you have been receiving from each of the
funding nations. Again, you can have more than one graph at the same
time
Finance - Graphs different financial aspects. The buttons down the left
side represent different aspects: Total Income, Total Expenditures
Maintenance Fees, Balance and Score.
Return to Geoscape - Return to the Earth Display
UFOPAEDIA BUTTON
----------------
This will allow you to view all your technologies. It will also allow
you to read through all your information on the alien menace. All these
things must either be available to you from the start, or you must have
researched them already. The information is under 9 categories
XCom Craft and Armament - This allows you to view all the stats and
descriptions for all the ships you have currently available and all
the weapons for those ships.
Heavy Weapons Platforms - This allows you to view descriptions for al
your tank and hovertank platforms
Weapons and Equipment - This allows you to view stats and descriptions o
all the hand weapons and miscellaneous equipment which your soldiers
can take with them on missions
Alien Artefacts - This allows you to view stats and descriptions for al
the alien weapons and equipment which have been recovered by the XComs
researched at the bases
Base Facilities - Allows you to view stats and descriptions for all the
buildings which you can have as part of your base
Alien Life Forms - Allows you to view descriptions of all the aliens
which have been either stunned and captured or killed and autopsied by
the XComs. It is also possible to get these by capturing live alien
medics and interrogating them
Alien Research - Allows you to view descriptions of numerous alien
activities and information on the aliens' origins. These are all
gotten by capturing live aliens. Most can be gotten from live
navigators, but some need higher ranked aliens
UFO Components - Allows you to view descriptions of all the UFO
components which have been recovered by the XComs on their missions
UFOs - Allows you to view specs for the numerous UFOs. These are all
gotten from captured and interrogated alien engineers
Full descriptions of all these items are available under TECHNOLOGIES
OPTIONS BUTTON
--------------
This will bring up the game options. These are self-explanatory so I
will not insult your intelligence by describing them
FUNDING BUTTON
--------------
This simply allows you to view the funding you are receiving from each
funding nation. It also shows the latest funding change from that
nation. At the bottom is your total funding from all the funding
nations.
BASES BUTTON
------------
This will bring up a picture of your base as well as a number of other
options. The screen will look like this
-----------------------------------------------------------
| | | | | | | BASE NAME
| | | | | | | BASE LOCATION
| | | | | | | TOTAL FUNDS
| | | | | | | |
|-----|-----|-----|-----|-----|-----|-----------------------
| | | | | | | |BASE SELECTION| |
| | | | | | | |BUTTONS | | | |
| | | | | | |-----------------------
| | | | | | | BUILD NEW BASE
|-----|-----|-----|-----|-----|-----|-----------------------
| | | | | | | BASE INFORMATION
| | | | | | |-----------------------
| | | | | | | SOLDIERS
| | | | | | |-----------------------
|-----|---BASE GRID-----|-----|-----´ EQUIP CRAFT
| | | | | | |-----------------------
| | | | | | | BUILD FACILITIES
| | | | | | |-----------------------
| | | | | | | RESEARCH |
|-----|-----|-----|-----|-----|-----|-----------------------´
| | | | | | | MANUFACTURE |
| | | | | | |-----------------------´
| | | | | | | TRANSFER |
| | | | | | |-----------------------´
|-----|-----|-----|-----|-----|-----´ PURCHASE/RECRUIT |
| | | | | | |-----------------------´
| | | | | | | SELL/SACK |
| | | | | | |-----------------------´
| | | | | | | GEOSCAPE |
-----------------------------------------------------------
BASE GRID - This is a 6 X 6 grid showing all the buildings and facilities
in the base which is currently being displayed. Most building take
only one square. Hangars take 4 squares. Buildings which ar
currently being built are outlined with dotted lines and have
number on them. This number is how many days remain until the facility
is completed.
BASE INFORMATION - This area simply shows the name of the base which is
currently being displayed, its general location, and the total funds
available to the XCom project
BASE SELECTION BUTTONS - These buttons are used to select which base you
wish to display. They are in fact miniature grids of those bases. The
little green squares are existing building at that base and the red
ones are buildings which are in construction. You can only have eight
bases in total
BUILD NEW BASE BUTTON - This will allow you to set up an entirely ne
base somewhere in the world. When you click this button, you will be
asked to select a location for the new base. Just click on the new
location and you will be told the general location of your site, and
the cost for setting up a new base in that area. The costs vary
depending on the area, but there is not enough of a difference to
make too big a difference. Once you OK'ed the new base, you wil
be asked to name it. Just type in a name. You will now be presente
with an empty base grid, and asked to place your access lift. The
access lift is just a formality (for more information, see
TECHNOLOGIES). Make sure you pick a location somewhere in the middle,
or at least on which is not by any edge. Now your new base is set u
and you are ready to start developing it.
BASE INFORMATION BUTTON - This option will display a number of bar
graphs with information about your base. The graphs will be
Base Name
Base Selection Button
Personnel Available:Personnel Tota
Soldiers X:X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 15
Engineers X:X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 15
Scientists X:X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 150
Space Used:Space Available
Living Quarters X:X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 300
Stores X:X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 300
Laboratories X:X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 300
workShops X:X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 300
Hangars X:X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 300
Defense Strength X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 1200
Short Range Detection X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 500
Long Range Detection X ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ Up to 500
-------------------------------------------------------------
| OK || TRANSFERS || STORES || Monthly Costs |
-------------------------------------------------------------
Base Name - Display's Name of Current Base
Base Selection Buttons - Allow you to select the base for which you
are viewing the information
The first three graphs are measures of how many people of each kin
you have against the number currently available. The graph will be
a solid bar if all your people of that kind are available. It will
start becoming hollow (just a line outline) if any of those people
are assigned. In other words, the filled part is the number available
while the hollow part is the number used or assigned. The two parts
together is how many people of that kind you have, total. The most
people of any kind that the graph will shot is 150. NOTE: This doe
not mean that you can only HAVE 150 people of each kind, just tha
the graph can only show 150
Soldiers - The number of XComs
Engineers - The number of engineers for production
Scientists - The number of scientist for research
The next five graphs are measures of how much space of each kind you
have against the total space of that kind. The graph will be
a solid bar if all the space of that kind is available. It will
start becoming hollow (just a line outline) if any of that space
is assigned. In other words, the filled part is the space available
while the hollow part is the space used or assigned. The two parts
together is how much space of that kind you have, in total. The most
space of any kind that the graph will show 300, except for hangars of
which it will show only 8. NOTE: This does not mean that you can
only HAVE 300 of each space, just that the graph can only display 300
Living Quarters - All personnel need a space to live. Therefor
you must have enough living quarters to fit all your scientists
engineers and soldiers. For more information on Living Quarter
see TECHNOLOGIES
Stores - All the equipment for the XComs at a base must be kept i
special storage space. For more information on General Stores se
TECHNOLOGIES
Laboratories - Research projects need laboratory space for the
scientists to work in. Each scientist assigned to a research
project take up one space. For more information on Laboratorie
see TECHNOLOGIES
Work Shops - Manufacturing and production of alien technologies
required workshop space. Each engineer assigned to a project wil
take up one work shop space. In addition, all the production item
take up a certain amount of space as well, depending on the item
For more information on Work Shops and production items se
TECHNOLOGIES
Hangars - Each XCom craft at the base requires a hangar, otherwis
it cannot be built. Each craft takes up one hangar
Defence Strength - The aliens may eventually decide to retaliate
against the XComs and attack one of their bases. When this happens,
base defences either destroy the invading UFO or at least lesse
the number of aliens which will attack you. This value depends
simply on what defences you have installed. For the different
types of defences, see TECHNOLOGIES
The final two graphs are just a measure of how good your radar syste
is. Since the radars only have a CHANCE of detecting UFOs, the mor
the better, I suppose (Don't really bother building more, as one of
each kind is enough). You can have up to 5 of each kind, but there i
really no reason to have that many
Short Range Detection - The number of Short Range Radars you have
Long Range Detection - The number of Long Range Radars you have,
times two.
OK Button - Simply returns to the BASES menu
TRANSFERS Button - Allows you to see all the items which will be
arriving at the base. This includes things which were purchased
and transfers from other bases. It also displays how long (in hours
it will take for the items to arrive
STORES Button - Allows you to see what is in your general stores. Al
the items currently in your possession at this base are displayed,
along with the quantity of that item and the number of general store
space each item uses
MONTHLY COSTS Button - Allows you to see the monthly cost for th
entire base under the following categories
Craft Rental Cost Per Unit Quantity Tota
SKYRANGER...............$500,000............X..............
INTERCEPTOR.............$600,000............X..............
Salarie
Soldiers.................$20,000............X..............
Engineers................$25,000............X..............
Scientists...............$30,000............X..............
Base Maintenance...........................................
Income......Your Monthly Funding Total........
In other words, for each Skyranger you have at this base, you pay
500,000 dollars monthly. For each scientist you employ, you pay
salary of 30,000 dollars monthly. The base maintenance is just the
total of all the maintenance costs for all the buildings at the base
(for maintenance costs for specific facilities, see TECHNOLOGIES)
The income figure is your monthly funding from all the funding
nations. The total figure is your total monthly bill, being a
total of the craft rental, salary and base maintenance figures
SOLDIERS BUTTON - This will present you with a list of all the soldiers
assigned or otherwise, at this base. You will be given their name,
rank and the craft on which they are currently assigned (if any). I
you select one of the soldiers, you will get a character sheet which
looks like this
------------------------------------------------------------------
|REPRESENTATION|
| OF | NAME
| RANK |
------------------------------------------------------------------
---------------------- ------------
| << || OK || >> | | ARMOUR | Soldier's Armour
---------------------- ------------
Rank > Soldier's Rank
Craft > Craft soldier is assigned to
(If in Psionic Training, it will be indicated here)
-------------------------------------------------
Time Units |XXX|ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
|---|---------------------------------------------
Stamina |XXX|ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
|---|---------------------------------------------
Health |XXX|ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
|---|---------------------------------------------
Bravery |XXX|ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
|---|---------------------------------------------
Reactions |XXX|ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
|---|---------------------------------------------
Firing Accuracy |XXX|ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
|---|---------------------------------------------
Throwing Accuracy|XXX|ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
|---|---------------------------------------------
Strength |XXX|ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
|---|---------------------------------------------
Psionic Strength |XXX|ÛÛÛÛÛÛÛÛÛÛÛÛÛ
|---|---------------------------------------------
Psionic Skill |XXX|ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
-------------------------------------------------
Representation of Rank - This will display a little picture whic
represents the rank of the current soldier.
Name - The current soldier's name will be displayed here
<< BUTTON - Change to the previous soldier
OK BUTTON - Returns to the list of soldier
>> BUTTON - Change to the next soldier.
ARMOUR BUTTON - Clicking on this will allow you to select armour fo
this soldier. There are 3 types of armour in the game, but you may
or may have none, some, or all of them (You have to research them,
see RESEARCH AND TECHNOLOGIES). Beside each armour type is
the quantity of that armour which is not used by other soldiers.
Click on a type to have the soldier wear it, or click NONE to send
him out without any armour
Rank - Shows the rank of the soldier (Rookie, Squaddie, Sergeant,etc).
Craft - Shows the type and number of the craft to which this soldier
is assigned
If the solder is in psionic training (see technologies), it will be
indicated here
The graphs fo the abilities simply display them in another way.
Time Units - This is the number of steps the soldier can take during
missions.
Stamina - This is another measure of how many steps the soldier can
take during missions.
Health - A measure of ow much punishment the soldier can take before
kicking the bucket. Also, this is how long the soldier can survive
if he has suffered a fatal wound
Bravery - This is an indication of how brave the soldier is. If his
bravery is high, he is not likely to panic during a mission
Reactions - This is a measure of how likely the soldier is to get a
retaliatory shot if he is shot at by an alien
Firing Accuracy - The soldier's accuracy with fire arms.
Throwing Accuracy - The soldier's accuracy with throwing items.
Strength - The amount that the soldier can carry
Psionic Strength - This only shows up after the character has gone
through at least a month of psionic training. It is an indication
of the soldier's natural ability with with psionics. This cannot be
improved
Psionic Skill - This only shows up after the character has gone through
at least one month of psionic training. It is an indication of how
well the soldier uses psionics. This is improved by training at
psionic laboratory (see TECHNOLOGIES).
EQUIP CRAFT BUTTON - This will allow you to decide what ou wish your
fighter craft to have as weapons, and what you want the XComs to carry
with them on their missions. When you select this option, you wil
be presented with a list of all the craft stationed at that base,by
type and number. It will also display each craft's status (READY,
REARMING, REPAIRS, REFUELLING or OUT), the number of weapons
assigned/the number of weapons the craft can have, the numbr of
soldiers assigned to the craft, and the number of heavy weapons such as
tanks. You can click on any of these craft to change anything about
them. You will be shown a screen which varies depending on what type
of craft you selected. For fighter craft such as the Interceptor and
Firestorm, you will only be presented with a small screen which looks
like this
TYPE AND NUMBER
Damage > XX% Fuel > XX%
----- ------- -----
| | NAME OF WEAPON 1 |PICTURE| NAME OF WEAPON 2| |
| 1 | ---|OF |--- | 2 |
| | AMMO > XXX |W-1||CRAFT ||W-2|AMMO > XXX | |
| | MAX > XXX | || || |MAX > XXX | |
----- ------------- -----
Type and Number - Simply the type of craft and its number
Damage - The percent of the craft that is damaged. The raft cannot
leave the base on a mission until it is fully repaired (0% damage).
Fuel - The percent of the fuel tank that is full. The craft canno
leave the base on a mission until it is fully refuelled (100%)
1 BUTTON - Will bring up a short list of all the craft weapons ou
have at the stores at this base, as well as the quantity of that
weapon you have available, and the amount of ammo you currently have
for that weapon. This will allow you to select a new weapon
number 1. If you wish to select a new weapon, select it from the
list. The weapon will be installed and reloaded (if you have ammo).
If you don't want to change, click CANCEL
NAME OF WEAPON 1 - This just shows the type of weapon you have
installed in the first slot
AMMO - This shows how much ammo you have for the weapon. Compare this
with the max ammo to see if you need to purchase more of a certain
kind.
MAX - hows how much ammo this particular weapon can hold at once.
This is how much a craft can shoot with that weapon before having
to return to base to reload
W-1 - This is just a picture of your first weapon.
PICTURE OF CRAFT - This is a visual representation of your craft
W-2 - This is just a picture of your second weapon.
NAME OF WEAPON 2 - This just shows the type of weapon you have
installed in the second slot
2 BUTTON - Will bring up a short list of all the craft weapons you
have at the stores at this base, as well as the quantity of that
weapon you have available, and the amount of ammo you currentlyhave
for that weapon. This will allow you to select a new weapon
number 2. If you wish to select a new weapon, select it from the
list. The weapon will be installed and reloaded (if you have ammo).
If you don't want to change, click CANCEL.
For transport-only craft such as the SKYRANER, you will get a
screen like this:
Damage > XX% Fuel > XX%
-------
|PICTURE|
|OF |
|CRAFT
| |
-------
-----------------
| CREW | ÛÛÛÛÛÛVisual RepresentationÛÛÛÛÛ
-----------------
-----------------
| EQUIPMENT | ÛÛÛÛÛÛVisual RepresentationÛÛÛÛÛ
-----------------
-----------------
| ARMOUR |
-----------------
Damage - The percent of the craft that is damaged. The craft
cannot leave the base on a mission until it is fully repaired (0%)
damage)
Fuel - The percent of the fuel tank that is full. The craft cannot
leave the base on a mission until it is fully refuelled (100%).
PICTURE OF CRAFT - This is a visual representation of your craft.
CREW BUTTON - This button will allow you to select the crew you wish
assigned to this craft. You will be presented with a list of
all the soldiers, their names, ranks, and the craft to whichthey
are assigned (if any). To assign a certain soldier to the
current craft, just click on his name
EQUIPMENT BUTTON - This button will allow you to select the equipment
you want to take along on your missions. A list of all the
equipment currently in the stores will be displayed. The uantity of
will also be displayed, as well as the number that is already loaded
up on the craft. To add one of a certain type of equipment to the
craft, click on the up arrow. If there is enough cargo space on te
ship, the item will be loaded on. To remove one of a certain type
of equipment, click on the down arrow. If the current base has
enough store space, that item will be removed from the ship
Make sure you load up enough weapons and ammo for all the crew
you have assigned to this ship
ARMOUR BUTTON - This again allows you to equip your soldiers with
armour. Clicking on this button will give you a list of you
soldiers. Click on one of them to change his armour and seect
the armour type. The armour will be equipped.
Combination craft such as the Lightning and Aveger will have both
these screen combined.
BUILD FACILITIES BUTTON- This will allow you to add buildings to your
base. The number of buildings depends on the number you have
researched. To add a building, select it from the list. Youwill
be presented with information about it such as the initial cst,
the number of days it takes to build it, and the maintenance cost.
If you still want this facility, click on a square somewhere on the
base grid. The new building must be placed adjacent to a pre
existing building (not just one that is currently being built).
If you changed your mind, click the CANCEL button. When you
place the building, it will have a dotted outline and it wil
have a number on it. The number is the number of days remaining
until the building is completed
RESEARCH BUTTON - This important function is the only way to research the
alien technologies found when on missions. You need scientist
in order to do research, and you need at least one laboratory
The screen will be a simple one.
Scientists Available > The number of scientists who are not currently
assigned to a research project.
Scientists Allocated > The number of scientists who ae currently
assigned to a research project.
Laboratory Space Available > The amount of lab space hich is
available for research projects. Each
scientist working on any project take
up one unit of lab space. Each laboatory
you build has 50 units of lab space.
So, if you have 1 lab, and 25 scientists
working on research, you will have 2
lab space available.
Research Project Column - Under this column willbe displayed the
names of all the research projects which are currently under way.
Scientists Allocated Column - Under this column will be displayed he
number of scientists allocated to each research project.
Progress Column - Under this column will be displayed theprogress
which the scientists are making with each research project. The
progress goes, from worst to best: Unknown, Poor, Average, Goo,
Excellent
NEW PROJECT BUTTON - Clicking on this button will give you a list of
all the new research projects which you can have. The number of
research project you have will depend on how many UFOs you have
successfully explored with the XComs, and what types of UFOs you
explored. Some projects are only available after you research
other ones. These "research trees" are shown below. To start
a new project, click on one of these topics, be it weapon, alien
corpse, live alien (with containment facility), or equipment
You will then be asked how many scientists you wish to assign to
this project. Use the UP arrow to add scientists, and the DOWN
arrow to decrease the number of scientists. Click OK when yo're
done. You can increase or decrease the number of scientists after
a project is started by clicking on that project. You will again
be given the opportunity to change the number of scientists
involved in that project.
RESEARCH TREE
--------------
These indicat what you must research before you can research certain
other projects:
LASER WEAPONS ÍÍ Laser Pistol ÍÍÍ Laser Rifle ÍÍÍ Heavy Laser »
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
ÈÍ Laser Cannon ÍÍÍÍÍÍÍÍ Laser Defenc
(Tank/Laser Cannon
Heavy Plasma ÍÍÍÍÍÍËÍÍÍ Plasma Cannon ÍÍÍÍÍÍÍÍ Plasma Defence
Heavy Plasma Clip ͼ (Hovertank/Plasma)
OR
Plasma Rifle ÍÍÍÍÍÍËÍÍÍ Plasma Cannon ÍÍÍÍÍÍÍÍ Plasma Defence
Plasma Rifle Clip ͼ (Hovertank/Plasma
Alien Alloys ÍÍÍÍÍÍ Personal Armour Í»
Elerium-115 ÍÍÍÍÍÍÍ Power Suit ÍÍÍÍÍËÍ Flying Suit
UFO Power Source¼ UFO Navigation ͼ
Alien Alloys ÍÍÍÍÍÍ»
Elerium-115 ÍÍÍÍÍÍÍÎÍÍÍ UFO Construction ÍÍ New Fighter Craft ÍÍ»
UFO Power Source Í͹ º
UFO Navigation ÍÍÍͼ
ÉÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍͼ
ÈÍ New Fighter-Transporter ÍÍÍËÍÍ Grav Shield
ÈÍÍ Ultimate Caft
Blaster Launcher ÍËÍÍÍÍÍ Fusion Ball ÍÍÍÍÍÍÍÍÍÍÍ Fusion Ball Defence
Blaster Bombs ÍÍÍͼ (Hovertank/Launcher)
(Any Race or Rank) Live Alien ÍÍÍÍ Alien Origins
(Any Race) Live Alien Leader ÍÍÍÍÍ The Martian Slution
(Any Race) Live Alien Commander ÍÍ Cydonia or Bst
(Any Race) Live Alien Navigator ÍÍ Hyper-Wave Decoder
(Any Rank) Live Ethereal ÍÍÍÍÍÍÍÍÍ Psionic Laborator ÍËÍ Mind Shield
Psi-Amp
Items in brackets (tanks/hovertanks) are in parentheses because they
are not really researched. You just get to manufacture them after you
have researched the item above the entry in parentheses. Alien Alloys
are involved in two "research trees", therefore they appear twice in
two different series. Equipment and weapons which do not allow yo to
research any new things are not listed here. For detailed descriptions
of all items see TECHNOLOGIES
MANUFACTURE BUTTON - This allows you to produce researched alien
artifacts and technologies for use by the XComs. Alien technologies
cannot be bought, they must be manufactured by engineers at one of you
bases. For manufacturing you need engineers, work shops and researched
technologies. When you click on manufacture, you will get a screen
with the following things
Engineers Available - The number of engineers who are not assigned to
manufacturing projects yet.
Engineers Allocated - The number of engineers who are assigned to
manufacturing projects.
Workshop Space Available- Each work shop is 50 space units. Each
engineer assigned to a project takes up one unit of work shop space.
Also, each project takes up a certain amount of base work shop space
(see chart below). This is simply how much space is still availabe.
Current Funds - Your current money.
Then there are these six columns:
ITEM - The names of the manufactring projects currently underway will
be listed here.
Engineers Allocaed - The numbers of engineers assigned to each project
will be shown under this column.
Units Produced - If you decided t manufacture more than one unit of
a certain item, the number which has already been completed and is
available for use will be displayed under this heading.
Total to Produce - You can decide to manufacture more than one of some
item. The total number which will be produced of this item will
displayed under this heading
Cost Per Unit - Each item you decide to manufacture costs a certain
amount of money to produce. The unit cost will be displayed here.
If you multiply this by the Total to Produce, you will get the total
cost
Days/Hours Left - Each manufacturing project takes a certain amount o
time to complete (see chart below). This time is measured in
engineer hours. In other words, the number of engineer hours neede
to complete the project, divided by the number of engineer assigned
to the project will give you the time it will take the engineers t
complete their work. This is what appears under this heading
NEW PRODUCTION BUTTON - This button will allow you to start a new
manufacturing project. When you click this button, you will be give
a list of all the items which have been researched and can be
produced. Select what you want from the list. You will now be give
a screen with this information
Number of Engineer Hours per Unit - This is a measure of how long i
takes to produce one unit of the item you selected. Engineer hour
divided by the number of engineers you assign to the project will
give you the time it will take to produce this project. Note tha
this is per unit
Cost Per Unit - Manufacturing alien technologies costs money. Thi
is how much money you will have to come up with for each unit
before manufacturing will even begin
Work Space Required - This is the base work shop space required b
the item that will be manufactured. This does not increase wit
quantity, so this is always the same for a certain item, no matte
how many you want to produce. In addition, the each engineer wil
take up one unit of work shop space
Below this will be a listing of all the special materials required t
produce this item (if any). This could include alien alloys, UF
power sources, Elerium-115, and UFO Navigation. If the item does
require some special materials, a small chart will show up which wil
simply show you what item the project needs, how much of each item,
and how much of each item you have in your stores. When you ar
sure that you have enough room, money, and special materials for thi
project click the START PRODUCTION BUTTON. Otherwise click CANCEL
START PRODUCTION BUTTON - This will let you begin the project.
Before that happens you will have to select the number of engineer
you wish to assign to the project, and the number of units of th
item that you wish to manufacture. Use the up arrows to increase
the number of engineers or number of units, use the down arrows t
decrease them. You will also be told how much work shop space yo
have available and how many engineers are available. Click OK t
start the production using the values you set in this screen.
Click STOP PRODUCTION to cancel the entire project
Manufacturing Costs/Details
---------------------------
-------------------------------------------------------------------
| |Engineer |Cost |Workspace|Special Materials
| ITEM |Hours/Unit|per Unit|Required | Required |
|------------------|----------|--------|---------|------------------
|Alien Alloys |100 |3,000 | 10 |
|------------------|----------|--------|---------|------------------
|Alien Grenade |200 |6,700 | 2 |2 Elerium-115
|------------------|----------|--------|---------|------------------
|AVENGER |34,000 |900,000 | 36 |120 Alien Alloys
| | | | |2 UFO Power Source
| | | | |1 UFO Navigation
|------------------|----------|--------|---------|------------------
|Blaster Bomb |220 |8,000 | 3 |3 Elerium-115
|------------------|----------|--------|---------|------------------
|Blaster Launcher |1200 |90,000 | 5 |1 Alien Alloys
|------------------|----------|--------|---------|------------------
|FIRESTORM |14,000 |400,000 | 30 |65 Alien Alloys
| | | | |1 UFO Power Source
| | | | |1 UFO Navigation
|------------------|----------|--------|---------|------------------
|Flying Suit |1400 |58,000 | 16 |16 Elerium-115
| | | | |5 Alien Alloys
|------------------|----------|--------|---------|------------------
|Fusion Ball |600 |28,000 | 6 |4 Elerium-115
|------------------|----------|--------|---------|------------------
|Fusion Ball |400 |242,000 | 6 |
|Launcher | | | |
|------------------|----------|--------|---------|------------------
|Heavy Laser |700 |32,000 | 4 |
|------------------|----------|--------|---------|------------------
|Heavy Plasma |1000 |122,000 | 4 |1 Alien Alloys
|------------------|----------|--------|---------|------------------
|Heavy Plasma Clip |80 |6,000 | 4 |3 Elerium-115
|------------------|----------|--------|---------|------------------
|Hovertank/Launcher|1400 |900,000 | 30 |25 Elerium-115
| | | | |8 Alien Alloys
|------------------|----------|--------|---------|------------------
|Hovertank/Plasma |1200 |850,000 | 30 |30 Elerium-115
| | | | |5 Alien Alloys
|------------------|----------|--------|---------|------------------
|HWP Fusion Balls |400 |15,000 | 25 |5 Elerium-115
| | | | |8 Alien Alloys
|------------------|----------|--------|---------|------------------
|Laser Cannon |300 |182,000 | 6 |
|------------------|----------|--------|---------|------------------
|Laser Pistol |300 |8,000 | 2 |
|------------------|----------|--------|---------|------------------
|Laser Rifle |400 |20,000 | 3 |
|------------------|----------|--------|---------|------------------
|LIGHTNING |18,000 |600,000 | 34 |85 Alien Alloys
| | | | |1 UFO Power Source
| | | | |1 UFO Navigation
|------------------|----------|--------|---------|------------------
|Medi-Kit |420 |28,000 | 4 |
|------------------|----------|--------|---------|------------------
|Mind Probe |1,200 |262,000 | 4 |1 Elerium-115
|------------------|----------|--------|---------|------------------
|Motion Scanner |220 |34,000 | 4 |
|------------------|----------|--------|---------|------------------
|Personal Armour |800 |22,000 | 12 |4 Elerium-115
|------------------|----------|--------|---------|------------------
|Plasma Beam |500 |226,000 | 8 |15 Elerium-115
|------------------|----------|--------|---------|------------------
|Plasma Pistol |600 |56,000 | 3 |1 Alien Alloys
|------------------|----------|--------|---------|------------------
|Plasma Pistol Clip|60 |2,000 | 4 |1 Elerium-115
|------------------|----------|--------|---------|------------------
|Plasma Rifle |820 |88,000 | 4 |1 Alien Alloys
|------------------|----------|--------|---------|------------------
|Plasma Rifle Clip |80 |3,000 | 4 |2 Elerium-115
|------------------|----------|--------|---------|------------------
|Power Suit |1000 |42,000 | 16 |5 Elerium-115
| | | | |5 Alien Alloys
|------------------|----------|--------|---------|------------------
|Psi-Amp |500 |160,000 | 4 |1 Elerium-115
|------------------|----------|--------|---------|------------------
|Small Launcher |900 |78,000 | 3 |1 Alien Alloys
|------------------|----------|--------|---------|------------------
|Stun Bomb |200 |7,000 | 2 |1 Elerium-115
|------------------|----------|--------|---------|------------------
|Tank/Laser Cannon |1200 |500,000 | 25 |
|------------------|----------|--------|---------|------------------
|UFO Navigation |1600 |150,000 | 18 |3 Alien Alloys
|------------------|----------|--------|---------|------------------
|UFO Power Source |1400 |130,000 | 22 |16 Elerium-115
| | | | |5 Alien Alloys
-------------------------------------------------------------------
TRANSFER BUTTON - This allows you to transfer equipment, weapons, an
craft between your bases. When you click this button, you will b
presented with small screen listing all your bases and their
locations, and your funds. Click on a base to select it as th
destination. You will then be given a big list of all the things yo
have in your stores, and all the things which are in the destinatio
base's stores. These heading will be across the top
ITEM - Lists the different pieces of equipment which you have at
your stores and which can be transferred
Quantity - This lists the number of units of that particular item
which you have in the stores at this base
Amount to Transfer - Shows the number of units of the particular
item which you are going to transfer to the destination base.
Use the up arrow to increase the amount you will transfer, use th
down arrow to decrease the the amount you will transfer
Amount at Destination - Shows how much of that particular item the
destination base already has at its stores. Click TRANSFER to
initiate the deal. If the destination base has enough stor
space to hold the transfer, you will get a little screen tellin
you the cost of the transfer. The cost depends on how far away
the two bases are and how much you are transferring. If you stil
want to go through with it, click OK, if not, click CANCEL
PURCHASE/RECRUIT BUTTON - This is how you buy beginning Earth-base
technology. While alien technology must be researched and
manufactured on site, Earth based technology only costs money.
The screen is a simple one with the following fields
Current Funds - The money you currently have availabl
Cost of Purchase - The total cost of all the items you have selected.
Will be automatically deducted after you click OK
ITEM column - The list of the technologies you can purchas
COST PER UNIT column - Under here will be listed the prices per uni
for all the items you can purchase
QUANTITY column - This will display how many of each item you hav
selected to purchase. Use the UP arrow to increase the number b
one. Use the DOWN arrow to decrease the quantity of that item you
wish to buy.
OK BUTTON - Click here to send your order for the items you have
selected. Each item takes a certain time to arrive, from 6 to 7
hours. Therefore you will have to wait a certain time until th
items you purchased are actually available for use
CANCEL BUTTON - Cancel the transaction
Prices of Earth-Based Technologies
----------------------------------
This is just a list of the purchase prices of these earth-based
technologies
ITEM Price per Unit ($)
Scientist 60,00
Engineer 50,00
Soldier 40,00
SKYRANGER 500,00
INTERCEPTOR 600,00
Stingray Launcher 16,00
Stingray Missile 3,00
Avalanche Launcher 17,00
Avalanche Missile 9,00
Cannon 30,00
Cannon Rounds (X50) 1,24
Tank/Cannon 420,00
HWP Cannon Shells 20
Tank/Rocket Launcher 480,00
HWP Rockets 3,000
Pistol 80
Pistol Clip 7
Rifle 3,00
Rifle Clip 20
Heavy Cannon 6,40
Heavy Cannon-Armour Piercing Ammo 30
Heavy Cannon-High Explosive Ammo 50
Heavy Cannon-Incendiary Ammo 40
Auto Cannon 13,50
Auto Cannon-Armour Piercing Ammo 50
Auto Cannon-High Explosive Ammo 70
Auto Cannon-Incendiary Ammo 65
Rocket Launcher 4,00
Small Rocket 60
Large Rocket 90
Incendiary Rocket 1,20
Grenade 30
Smoke Grenade 15
Proximity Grenade 50
High Explosive 1,50
Stun Rod 1,26
Electro Flare 6
SELL/SACK BUTTON - This allows you to sell some of your surplus
equipment, or sell off some alien technologies for extra cash.
The screen works exactly as the PURCHASE/RECRUIT screen, so I
won't bother explaining it. Here is just a list of all the sal
prices, for earth-based technologies as well as all the alien
technologies
Sale Prices of All Technologies
-------------------------------
Alien Alloys 6,50
Alien Corpse (Any) 20,00
Alien Entertainment 20,00
Alien Food 5,00
Alien Grenade 14,85
Alien Surgery 38,00
Auto Cannon 10,12
Auto Cannon-Armour Piercing Ammo 40
Auto Cannon-High Explosive Ammo 56
Auto Cannon-Incendiary Ammo 52
Avalanche Launcher 12,75
Avalanche Missile 7,20
AVENGER
Blaster Bomb 17,02
Blaster Launcher 144,00
Cannon 22,50
Cannon Rounds (X50) 1,01
Electro Flare 4
Elerium-115 5,00
Engineer
Examination Room 9,00
FIRESTORM
Flying Suit 420,00
Fusion Ball 53,30
Fusion Ball Launcher 281,10
Grenade 24
Heavy Cannon 4,80
Heavy Cannon-Armour Piercing Ammo 22
Heavy Cannon-High Explosive Ammo 27
Heavy Cannon-Incendiary Ammo 30
Heavy Laser 61,00
Heavy Plasma 171,60
Heavy Plasma Clip 9,59
High Explosive 1,20
Hovertank/Plasma 980,00
Hovertank/Launcher 1,043,00
HWP Cannon Shells 10
HWP Fusion Bomb 31,50
HWP Rockets 2,25
Incendiary Rocket 90
INTERCEPTOR
Large Rocket 72
Laser Cannon 211,000
Laser Pistol 20,00
Laser Rifle 36,90
LIGHTNING
Medi-Kit 46,50
Mind Probe 334,00
Motion Scanner 45,60
Personal Armour 140,00
Pistol 60
Pistol Clip 5
Plasma Beam 267,30
Plasma Pistol 84,00
Plasma Pistol Clip 4,40
Plasma Rifle 126,50
Plasma Rifle Clip 6,29
Power Suit 310,00
Proximity Grenade 40
Psi-Amp 194,70
Rifle 2,25
Rifle Clip 15
Rocket Launcher 3,00
Scientist
SKYRANGER
Small Launcher 120,00
Small Rocket 48
Smoke Grenade 12
Soldier
Stingray Launcher 12,00
Stingray Missile 2,40
Stun Bomb 15,20
Stun Rod 94
Tank/Cannon 340,00
Tank/Laser Cannon 594,00
Tank/Rocket Launcher 360,00
UFO Navigation 80,00
UFO Power Source 250,00
GEOSCAPE BUTTON - Returns you to the tactical screen
FIGHTING ALIEN
--------------
The destruction of UFOs takes place in two ways. The first is the air-to
air combat between UFOs and interception craft from the XComs. This wil
either destroy the UFO totally, or disable it. The second and mos
important is the ground exploration by the XCom soldiers themselves. The
will explore landed UFOs, crash sites, terror sites and alien bases while
blowing away all sorts of nasties with their new alien technology. Th
ground XComs, after a successful mission, will retrieve alien technolog
from the UFOs. This includes live aliens, alien corpses and alien weapons.
AIR-TO-AIR COMBAT
-----------------
To fight a UFO in air-to-air combat, you must first detect it with you
radars. The UFO will then appear as a red plus. To fight the UFO, you
must send interception craft after it. The UFOs are quite elusive, so
you might find it hard to catch up to it. Once an interception craft
targets a UFO, it will follow it as far as the radar range allows. Once
the UFO escapes radar range, the tracking will be lost and you will have
to send your craft back to base. When a UFO is detected by radar, the
following little screen will be shown
UFO-??
Detecte
Size >
Altitude
Heading
Speed
CENTRE ON UFO - TIME = 5 SEC
CANCEL
Size - A general outline of the type of UFO it is. It does not explain
what its mission is, or exactly what kind it is. The 5 different
possibilities are: Very Small, Small, Medium, Large, Very Large
Altitude - How high the UFO is flying. The five possibilities are
Ground, Very Low, Low, High, Very High. It the UFO is on th
ground, you can send in the XCom soldiers directly, without
having to shoot it down with a fighter craft. However, there
may be more aliens aboard landed UFOs than there are on crash
sites
Heading - The general direction in which the UFO is flying (North
Southwest, etc.
Speed - The UFO's speed in knots
CENTRE ON UFO BUTTON - Centres the view on the UFO and sets the time flo
to five seconds at a time
CANCEL - Ignores the UFO. Doesn't centre on it and doesn't change the
time flow
If you happen to have already researched and built a Hyper-Wave Decode
at a base along with your radars, you will be given the above
information, as well as this
Craft Type > The exact type of craft it is. The possible types are
Small Scout, Medium Scout, Large Scout, Terror Ship,
Abducter, Battleship, Harvester, Supply Ship. Fo
explanations of these types, see TECHNOLOGIES
Race > The main race of aliens aboard the ship. The main races are
Floaters, Snakeman, Mutons, Sectoids and Ethereals. Each of thes
races usually have some extra help if they are on larger ships.
These are
Floaters and Reaper
Sectoids and Cyberdisk
Mutons and Celatid
Snakeman and Chryssalid
Ethereals and Silacoids and Sectopod
The one on the left is the main race, while the ones on the righ
are the "help" they bring along on bigger ships. For explanation
of all the aliens races, see the enclosed PCX files.
Mission > The mission that the aliens are on. The possible missions are
Alien Abduction, Alien Retaliation, Alien Base, Alien Harvest
Alien Research, Alien Supply, Alien Terror, Alien Infiltration
For explanations of these missions, see TECHNOLOGIES
Zone > The general area of the world to which the aliens are headed
If and when a fighter craft catches up to a UFO, the two crafts will
begin air-to-air combat. Make sure your craft has adequate weapons
You will get a screen like this
-------------------------------------------
|Min.| W-2 |Stand-Off |Cautious
|---- Range --- | |Attack
| --- W-1 | |----------|----------
| | Range | |Standard |Aggressive
| | | |Attack |Attack
| | Radar | |----------|----------
| | | | Fighter |Disengage
|--- ---| Craft |
||W-1| |W-2|| Damage |----------
|| | | || Indicator|UFO Info
|| | | || |
|--- ---|---------------------
| XXX XXX | Proximity to UFO
|-------------------------------------------
| Messages
-------------------------------------------
Minimize - This small square in the corner allows you to minimize th
entire combat window. This can only be done during standoff mode (When
ou are not attacking the UFO in any way). When you click this, th
window will disappear, and the tactical view will come on again. Yo
will see the UFO and fighter craft together, moving in some direction
This is useful if you want to send more craft to fight the UFO at once,
since you can have more than one craft per UFO
W-1 - Here will be shown a picture of your first weapon. Below it is
number. This number is the number of ammo rounds you have for tha
weapon
W-2 - Here will be shown a picture of your second weapon. Below it is
number. This number is the number of ammo rounds you have for tha
weapon
W-1 Range - This line shows you what kind of a range your first weapon
has. In order to be able to fire that weapon at the UFO, the UFO mus
be at least touching the line which comes from the first weapon pictur
out into the middle of the radar. Once the UFO is within range, an
you have selected one of the attacking buttons, the weapon will be
fired
W-2 Range - This line shows you what kind of a range your second weapon
has. In order to be able to fire that weapon at the UFO, the UFO mus
be at least touching the line which comes from the second weapon
picture out into the middle of the radar. Once the UFO is within
range, and you have selected one of the attacking buttons, The weapon
will be fired
Radar - This simulated radar simply shows you the position of th
UFO compared to the position of your craft. Your craft is th
arrow on the bottom, while the UFO is the circle near the top.
Messages - This displays combat messages such as "UFO destroyed",
"UFO crash lands", "INTERCEPTOR damaged" or "INTERCEPTOR destroyed"
Stand off - Selecting this button instructs your craft to have
stalemate with the UFO. In other words, the craft will attemp
to keep a safe distance from the UFO. If the UFO is faster, i
still might catch up to the craft. This is useful if you are
bringing in extra craft to help with the UFO
Standard Attack - Instructs the craft to attack the UFO withou
getting too close to it. This is useful if you have a rang
advantage over the UFO
Cautious Attack - Instructs the craft to attack the UFO but try t
get more away from it. This is useful if the UFO has gotten i
close to your craft and is pounding you
Aggressive Attack - Instructs your craft to try to move closer to th
UFO and attack it.
Disengage - Instructs your craft to abandon the fight and run awa
on the UFO
UFO Info - Shows you a close-up picture of the UFO along with some
measurements. This could help you identify the UFO (I don't kno
why you'd like to)
Damage Indicator - This representation of your craft will begin t
fill up red if your craft is damaged by UFO fire. When the entire
craft becomes red, it is destroyed. If it is even a bit red after
the UFO is beaten, it will have to be repaired upon its return to
the base (before it can fly again)
Proximity to UFO - Displays the distance between craft and UFO i
numbers
Once the UFO is destroyed, it will probably leave a crash site,
unless you had powerful enough weapons to totally destroy it. I
it does leave a crash site, you might want to send your XCom soldier
down to investigate it to recover some alien technologies. T
send the XComs, equip a transport craft with some equipment and
crew, and send it to the crash site. Upon arrival, the craft wil
land at the crash site. You will not be presented with a strateg
combat screen like this
-----------------------------------------------------------------------
|
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|
|
|
| STRATEGY VIEW
|
|
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|
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|
|-----------------------------------------------------------------------
| |Go Up |See Up| See |Inv. |Next |See |End |
| | | | Map | | |Up |Turn |
| |------|------|------|------|------|------|-------´
| Item |Go |See | Duck |Centre|End & |Option|Abort | Item
| # 1 |Down |Down | | |Next | |Mission| # 2
| |-------------|-----------------------------------´
| | | Rank | Name of Soldier |
| | | Symbol |--------------------------´
| | | |T.U.| St.| Bar Graphs |
| | | |----y|----´ |
| | | | He.|Mor.| |
-----------------------------------------------------------------------
Strategy View - This is where all the action takes place. The entir
map is divided into squares. However, there is also the added
problem of height. There are up to 4 levels to the mission, dependin
on how big the UFO is. When you first start, you will have your firs
soldier selected. To move him, click on the destination square wit
the left mouse button. You can either move one square at a time fo
added caution, or you can click all the way on your destination.
Each soldier is limited in how far he can move by his Time Units.
Each move of one square costs 4 time units. You can also simply tur
in a certain direction by selecting a square which is in the directio
you wish to turn, and clicking the right mouse button. This is usefu
when you are trying to find aliens, because you actually have to be
looking in the direction of the alien to see it. You can select th
current soldier (the one you are moving, since you can only move one at
a time) either by using the next soldier buttons or left clicking
over the picture of the soldier to who you want to switch. You can
have up to two items ready at a time, one in each hand. To use an
item, click on its picture in one of the two item windows. You will be
given a choice of what you wish to do with that item, an accuracy
percentage (the percent chance of that particular type of shot actually
hitting the target you select) and the number of time units it will
take to use that item in that particular way. The time unit cost is in
fact a percentage of that soldier's maximum time units. Once you
select the type of attack, click on the target alien (or soldier,
depending on the item) and click the left mouse button. If the alien
is in sight (you have a line of fire) the item will be used, and it
might kill or at least hurt the alien as long as it hits. You can only
attack aliens which are in that soldier's line of sight. The aliens
are invisible to you until one of your soldiers actually "sees" it. To
"see" an alien, you have to be close enough to it, and be facing in the
right direction. If you can see any aliens, flashing numbers will
appear in the bottom right corner of the strategy view. Each number
represents one alien "seen". Certain items such as mind probes can be
used on aliens who are not in that soldier's line of sight as well as
aliens which are in his line of sight. However, all guns must have a
clear path to the alien in order to shoot it. Once you have finished
all your moves, click the end turn button to allow the aliens their
moves. If any aliens are within range of any of your soldiers, they
will probably shoot at them. Of course, the aliens will sometimes
miss, but unless you have some armour for your soldiers, they will
often die with just one shot. At the end of the aliens' turn, you will
get your next. Oftentimes, aliens which you "saw" the previous turn hid
somewhere, so you will have to find them again before you can shoot
them. You can scroll the strategy display by putting the mouse cursor
by the edge in the direction of which you wish to scroll and pressing
the left mouse button. All mission, whether they be crash sites or
alien bases, end when either all the aliens or soldiers are dead. At
the end of the mission, you will get a score. Basically, if you killed
all the aliens, you will get a good score. Points are gained for such
things as killed aliens, recovered alien technologies, and recovered
alien corpses. In certain missions, there are some special point
values (such as for saved citizens during a terror site). You lose
points for things such as killed soldiers and citizens killed by aliens
(only during terror sites)
Item #1 - Click here to use the item shown in this area (if any). The
select the type of attack or use and select the target alien or
soldier.
Item #2 - Click here to use the item shown in this area (if any). The
select the type of attack or use and select the target alien or
soldier.
Move 1 Level Up Button - If you are standing on a structure such a
stairs or an elevator, clicking on this button will make you move on
level up. Also, if you are equipped with flying suits, and yo
are currently flying low or are standing on the ground, use this to
fly higher up. However, it takes 8 time units to move up one level
Move 1 Level Down Button - If you are standing on a structure such a
stairs or an elevator, clicking on this button will make you move on
level down. Also, if you are equipped with flying suits, and yo
are currently flying up off the ground, use this to get back down t
earth. However, it takes 8 time units to move down one level
See 1 Level Up Button - This moves the strategy display one level up.
If there are some aliens on levels above you, you can use thi
to target them (if they are in the line of fire). You can interac
fully with the level above you with this. For example, you can switc
the view up one level (if you are standing by stairs or an elevator)
left click where you want to go on that higher level and your soldie
will move towards the stairs or elevator and automatically climb up fo
you
See 1 Level Down Button - This moves the strategy display one level down
If there are some aliens on levels below you, you can use thi
to target them (if they are in the line of fire). You can interac
fully with the level below you with this. For example, you can switc
the view down one level (if you are standing by stairs or an elevator)
left click where you want to go on that lower level and your soldie
will move towards the stairs or elevator and automatically climb down
for you
Consult Map Button - This gives you an overhead view of the nearby area
On this map, aliens show up as blue circles, while the XComs show u
as yellow circles. The map only shows the current level. To move th
map either a level up or down, use the up and down arrows on the lef
side of the map display. The number on the right side of the displa
shows the level you are looking at, where 0 is ground level. To center
on something, left click it. You can then click OK to exit, and th
strategy display will be centered on the square you clicked on. Thi
is useful when flashing numbers appear indicating alien you can see
but they are too far away to see on the strategy display and it is a
pain in the ass to try and scroll the display to try and find the
sucker. With the map, you can quickly find him, click on him, switc
back to the strategy display and let him have it
Duck Button - This button allows the current soldier to duck. Doin
this will lessen the chance of an alien spotting the soldier.
However, if an alien is already in sight of the soldier, ducking wil
not do very much
Inventory Button - This button takes you to the inventory screen. Her
you can put items into your hands, transfer items from hands to
to backpack, reload weapons and drop and pick up items from the ground
Doing any of these operations costs time units, depending on what i
is you are doing. To reload a weapon, left click on the ammo and wit
it selected left click on the weapon. It will then be reloaded
Center Button - Clicking this centres the strategy display on the
current soldier
Next Soldier Button - Clicking this button moves on to the next soldier
the display will center on the new soldier, and he will take his turn
You can still come back to the previous soldier either by clicking th
next button until you go all the way through your soldiers again, o
by left clicking him on the display
End & Next Soldier Button - Clicking this button acts just like the
next soldier button, except that if you use this button, the only wa
to get back to the soldier whose turn you just ended is to left clic
his picture in the strategy display. Clicking the next soldier butto
until you go through all the soldiers again does not work. The soldie
whose turn you ended is taken out of the queue
See Levels Up Button - This button allows you to see the levels up abov
you. However, unlike the other buttons, it only lets you see, not
interact with the levels above
Options Button - This simply gives you some game play options, as wel
as letting you save your game
End Turn Button - Clicking this ends all XCom turns and gives the alien
their chance to kick your butt
Abort Mission Button - Clicking this allows you to abort the mission.
To successfully abort, you must have all your XComs in the craft
when you decide to abort a mission. All soldiers out of the craft
when you abort are said to be missing in action and are treated as i
killed
TUs - This number shows how many time units the soldier has. Time unit
decrease with each step the soldier takes. They are fully replenishe
every new turn
He. - This value shows the soldiers health. This determines how muc
punishment he can take and how long he can survive if he has suffere
a fatal wound
St. - This value is the soldier's energy or stamina. It also decrease
with each step the soldier takes, but at a slower rate. However, i
also replenishes slower, returning at a rate of 17 points per turn
Mor. - This value shows the soldier's morale. If the mission is no
going well, or if it is very long, the morale will start to go down.
If it gets very low, the soldier will panic. This means that he wil
drop his weapon on the ground and run in a totally random direction
Bar Graphs - diplay the time units, stamina, health and moral
graphically
Rank Symbol - Clicking on this brings up a character sheet for the
soldier. The different attributes are
Time Units - How many steps the soldier can take every tur
Energy - Also how many steps the soldier can take every tur
Health - How much punishment the soldier can take
Fatal Wounds - The number of fatal wounds the soldier has suffered.
Fatal wounds will eventually kill the soldier.
Bravery - How the soldier acts when things are not going wel
Morale - How pumped up the soldier is. If this goes down, the soldie
will panic
Reactions - The soldiers chance of getting a retaliatory shot if h
is shot at by an alien during the aliens' turn
Firing Accuracy - How accurate the soldier is with guns
Throwing Accuracy - How accurate the soldier is with throwing items
Strength - How much the soldier can carry
Psionic Strength - Appears only if soldiers has gone through psioni
training. Shows how good is the soldier's natura
ability with psionics
Psionic Skill - Shows how well the soldier has been trained with
psionics. Shows up only after soldier has gone throug
psionic training
Armour Values - How good the soldier's armour is on all 6 sides. Thi
varies with the type of armour the soldier is wearing
This roughly is the chance of the soldier not receivin
a fatal wound if he is shot at from that side
TECHNOLOGIES
-----------
This is a listing of all the equipment and weapons you can possibly have i
this game. The information about each one is just the information from th
Ufopaedia, plus some extra notes. Therefore, the technologies are also
organized according to the Ufopaedia topics
XCom Craft and Armament
-----------------------
SKYRANGER
Troop transporter. The fastest of its kind, with vertical take-off and
landing (V.T.O.L.) capability
MAX SPEED > 76
ACCELERATION >
FUEL CAPACITY > 200
WEAPON PODS >
DAMAGE CAPACITY > 15
CARGO SPACE > 1
HWP CAPACITY >
INTERCEPTOR
Combat aircraft with dual pulse detonation engines and specially shielde
electronic systems. The best available earth-based technology
MAX SPEED > 210
ACCELERATION >
FUEL CAPACITY > 100
WEAPON PODS >
DAMAGE CAPACITY > 10
CARGO SPACE > 0
HWP CAPACITY >
FIRESTORM
Combat craft. This one-man fighter replicates the classic alien flyin
saucer design with central propulsion unit
MAX SPEED > 420
ACCELERATION >
FUEL CAPACITY > 20
WEAPON PODS >
DAMAGE CAPACITY > 50
CARGO SPACE > 0
HWP CAPACITY >
LIGHTNING
Transporter and combat craft. A crude but effective replication of alien
propulsion systems
MAX SPEED > 310
ACCELERATION >
FUEL CAPACITY > 30
WEAPON PODS >
DAMAGE CAPACITY > 80
CARGO SPACE > 1
HWP CAPACITY >
AVENGE
Transporter and combat spacecraft. The ultimate replication of alien
technology
MAX SPEED > 540
ACCELERATION > 1
FUEL CAPACITY > 60
WEAPON PODS >
DAMAGE CAPACITY > 120
CARGO SPACE > 2
HWP CAPACITY >
STINGRAY MISSIL
DAMAGE > 7
RANGE > 30k
ACCURACY > 70
RE-LOAD TIME > 15
AVALANCHE MISSIL
DAMAGE > 100
RANGE > 60k
ACCURACY > 100
RE-LOAD TIME > 20
CANNO
DAMAGE > 1
RANGE > 10k
ACCURACY > 10
RE-LOAD TIME > 2
LASER CANNO
DAMAGE > 7
RANGE > 21k
ACCURACY > 70
RE-LOAD TIME > 4
PLASMA BEA
DAMAGE > 14
RANGE > 52k
ACCURACY > 140
RE-LOAD TIME > 6
FUSION BAL
DAMAGE > 23
RANGE > 65k
ACCURACY > 230
RE-LOAD TIME > 25
Heavy Weapons Platform
----------------------
TANK/CANNON
Automated heavy weapons platforms are designed to complement an XCo
squad. The combination of high fire power and strong armour make
these units valuable for open terrain fire fights. Make sure that
there are sufficient cannon shells in your stores to re-arm tanks
They are armed automatically when you assign them to a squad
TANK/ROCKET LAUNCHE
This automated heavy weapons platform is armed with powerful rockets
This will be devastating for any alien foe. Make sure your store
are kept supplied with HWP rockets
TANK/LASER CANNO
Laser weapons are a useful addition for HWPs. It combines heav
firepower with no ammunition restrictions
HOVERTANK/PLASM
Alien technology has given the HWP a new lease of life. The adde
manoeuverability of air travel and the power of plasma beams is a
lethal combination
HOVERTANK/LAUNCHER
This hovertank has a fusion ball launcher that is capable of immens
devastation. Use it with great care. You will have to manufactur
the fusion balls to keep these HWPs fully armed. A fusion ball i
an intelligent guided weapon. In order to fire it you select a
number of 'way points' with the cursor and then click on the launc
icon to fire the fusion ball
Weapons and Equipmen
--------------------
PISTOL
SHOT TYPE ACCURACY TU COS
Snap 60% 18
Aimed 78% 30
AMMUNITION TYPE DAMAG
Armour Piercing 2
The standard issue XCom pistol is a high powered semi-automatic wit
a 12 round capacity
RIFLE
SHOT TYPE ACCURACY TU COS
Auto 35% 35
Snap 60% 25
Aimed 110% 80
AMMUNITION TYPE DAMAG
Armour Piercing 3
This highly accurate sniper rifle has laser guided sights and take
6.7mm ammunition in 20 round clips
HEAVY CANNON
SHOT TYPE ACCURACY TU COS
Snap 60% 33
Aimed 90% 80
AMMUNITION TYPE DAMAG
Armour Piercing 5
High Explosive 5
Incendiary 6
The heavy cannon is a devastating, but cumbersome, weapon. It
vesatility comes from the fact that it can take three types of
ammunition - armour piercing, incendiary and high explosive
AUTO CANNON
SHOT TYPE ACCURACY TU COS
Auto 32% 40
Snap 56% 33
Aimed 82% 80
AMMUNITION TYPE DAMAG
Armour Piercing 4
High Explosive 4
Incendiary 4
The auto cannon combines the versatility and power of a heavy canno
with a faster fire rate
ROCKET LAUNCHE
SHOT TYPE ACCURACY TU COS
Snap 55% 45
Aimed 115% 75
AMMUNITION TYPE DAMAG
Small High Explosive 7
Large High Explosive 10
Incendiary 9
The rocket launcher is a laser guided system which can fire thre
different sizes of missile
LASER PISTO
SHOT TYPE ACCURACY TU COS
Auto 28% 25
Snap 40% 20
Aimed 68% 55
AMMUNITION TYPE DAMAG
Laser Beam 4
The laser pistol is an effective implementation of new technology.
It has the convenience of a pistol with faster and more accurat
firing
LASER RIFLE
SHOT TYPE ACCURACY TU COS
Auto 46% 34
Snap 65% 25
Aimed 100% 50
AMMUNITION TYPE DAMAG
Laser Beam 6
The laser rifle is a more powerful and accurate version of the earlie
pistol design
HEAVY LASER
SHOT TYPE ACCURACY TU COS
Snap 50% 33
Aimed 84% 75
AMMUNITION TYPE DAMAG
Laser Beam 8
The heavy laser is cumbersome, but extremely effective
GRENADE
AMMUNITION TYPE DAMAGE
High Explosive 5
The standard issue grenade has an accurate and sophisticated time
for precision control
SMOKE GRENADE
AMMUNITION TYPE DAMAGE
High Explosive 6
Smoke grenades are useful for providing cover in exposed combat
situations. Use with care because they can benefit the enemy as well
PROXIMITY GRENADE
AMMUNITION TYPE DAMAGE
High Explosive 7
A proximity grenade can be thrown like an ordinary grenade but it i
triggered by nearby movement after it lands. Great skill and care i
required to use these devices properly
HIGH EXPLOSIVE
AMMUNITION TYPE DAMAG
High Explosive 11
This explosive should only be used for demolition purposes. Kee
personnel clear of demolition sites
MOTION SCANNER
This sophisticated device uses a variety of detectors and advance
computer algorithms to identify moving enemy units. However, it
requires some practice to use effectively. Click on the motio
scanner icon on the tactical display. Select 'Use scanner' from th
menu. The scanner display shows an arrow in the centre which is th
direction the soldier is facing (North is at the top). The flashin
blobs show units which have moved recently. Large units, or fast
moving units, will produce larger blobs. Static units will not b
detected
MEDI-KI
The medi-kit combines a healing facility with pain killers and
stimulants. In order to use the medi-kit you must face towards the
soldier requiring treatment. It the soldier is stunned, you mus
stand over the body. Click on the medi-kit icon and select 'Us
medi-kit' from the menu
Healing > Red body parts show fatal wounds. Click on a body part tha
is wounded. Click on the 'Heal' button. One fatal woun
will be cured and some health restored
Stimulant > This will restore energy and revive unconscious (stunned
soldiers. In order to revive an unconscious soldier yo
must stand directly over the body
Pain Killer > This will restore the morale of wounded soldiers up t
an amount equivalent to the soldier's lost health
PSI-AM
The psi-amp can only be used byy soldiers with psionic skill. Durin
combat, click on the psi-amp, select the type of attack, and selec
the target unit with the cursor. There are two types of psionic attack
Panic Unit > If the attack is successful, it will reduce the target'
morale and may cause it to panic
Mind Control > If this is successful, then you will gain immediat
control of the enemy unit as if it was one of your ow
(except that you cannot access the object screen). I
is more difficult to be successful with this type o
attack
STUN ROD
This device can only be used in close combat, but will stun a livin
organism without killing it by using electric shocks
ELECTRO-FLAR
This compact device produces a brief flare light when it is thrown
This will highlight enemy units in the vicinity of the electro-flar
during night time missions
Alien Artefact
--------------
HEAVY PLASM
SHOT TYPE ACCURACY TU COS
Auto 50% 35
Snap 75% 30
Aimed 110% 60
AMMUNITION TYPE DAMAG
Plasma Beam 11
A much more powerful version of the plasma rifle
HEAVY PLASMA CLI
AMMUNITION TYPE DAMAG
Plasma Beam 11
This compact device is used as ammunition for a heavy plasma gun. I
contains a small quantity of Elerium
PLASMA RIFLE
SHOT TYPE ACCURACY TU COS
Auto 55% 36
Snap 86% 30
Aimed 100% 60
AMMUNITION TYPE DAMAG
Plasma Beam 8
This is a devastatingly powerful weapon based on accelerating particle
from within a minute anti-gravity field
PLASMA RIFLE CLI
AMMUNITION TYPE DAMAG
Plasma Beam 8
This small object is used as a power source for a plasma rifle -
medium powered alien weapon. Contains a small amount of Elerium
PLASMA PISTOL
SHOT TYPE ACCURACY TU COS
Auto 50% 30
Snap 65% 30
Aimed 85% 60
AMMUNITION TYPE DAMAGE
Plasma Beam 5
Plasma pistols are a lethal alien weapon based on accelerating particle
from within a minute anti-gravity field
PLASMA PISTOL CLI
AMMUNITION TYPE DAMAG
Plasma Beam 5
Power source for the small alien plasma pistol. Contains elerium -
the source of all alien power
SMALL LAUNCHER
SHOT TYPE ACCURACY TU COS
Snap 65% 40
Aimed 110% 75
AMMUNITION TYPE DAMAGE
Stun 9
A small launcher which fires stun bombs. Very useful for capturin
live aliens
STUN BOMB
AMMUNITION TYPE DAMAG
Stun 9
The stun bomb is used for capturing live human specimens, but it can
also be used against most alien races. It is fired from a small
launcher
ALIEN GRENADE
AMMUNITION TYPE DAMAGE
High Explosive 9
This device works in the same way as a terrestrial grenade - except
that it is more powerful
ELERIUM-11
This element has the unusual property of generating anti-matter powe
when bombarded with certain particles. This creates gravity waves an
other forms of energy. It is not naturally found in our solar syste
and cannot be reproduced
MIND PROBE
The mind probe is an alien communications device which is used to tak
information directly from brain waves. XCom units can use this devic
in combat to display an alien's characteristics. Click on the mini
probe and select the 'use' option. Then click on an alien with the
cursor
BLASTER LAUNCHER
SHOT TYPE ACCURACY TU COS
Aimed 120% 80
AMMUNITION TYPE DAMAGE
High Explosive 20
This is an alien guided missile launcher which fires powerful 'blaster
bombs'. When you click to fire the weapon it will generate 'way points
for the blaster bombs to follow. When you have positioned enough war
points click on the special launch icon
BLASTER BOMB
AMMUNITION TYPE DAMAGE
High Explosive 20
This device is a highly explosive missile that has an intelligent
guidance system.. It is fired from a blaster launcher
Base Facilitie
--------------
ACCESS LIFT
Construction Time 1 da
Construction Cost $300,00
Maintenance Cost $4,00
The access lift allows equipment and personnel to be transferred into o
out of an underground base. It is always the first facility to be
constructed on a new site. The lift area is vulnerable to intrusion by
any potential hostile forces
LIVING QUARTER
Construction Time 16 da
Construction Cost $400,00
Maintenance Cost $10,00
Each accomodation block provides for up to 50 personnel. The facilit
provides basic recreation, food and sleeping areas
LABORATORY
Construction Time 26 day
Construction Cost $750,00
Maintenance Cost $30,00
Up to 50 scientists can work in a laboratory facility. Laboratorie
are equipped with the latest technology for research into materials
biochemistry and cosmology. There is privileged access to the bes
research labs throughout the world, including military establishments
WORKSHOP
Construction Time 32 day
Construction Cost $800,00
Maintenance Cost $35,00
A workshop contains all the equipment necessary to manufacture
equipment based on designs from the science labs. Up to 50 engineers
can occupy a workshop, although items under construction will also
consume some space
SMALL RADAR SYSTEM
Construction Time 12 da
Construction Cost $500,00
Maintenance Cost $10,00
A small detection system has an effective radar range of 300 nautical
miles and is linked to satellite systems for ground search. Eac
system has a 5% chance of detecting an average sized object every 10
minutes
LARGE RADAR SYSTEM
Construction Time 25 da
Construction Cost $800,00
Maintenance Cost $15,00
A large detection system has an effective radar range of 450 nautical
miles and is linked to satellite systems for ground search. Each
system has a 5% chance of detecting an average sized object every 10
minutes
MISSILE DEFENCE
Construction Time 16 da
Construction Cost $300,00
Maintenance Cost $5,00
Defence Value 50
Hit Ratio 50
Missile defences provide some protection against incursion by hostil
craft which are attempting to land near the base
GENERAL STOR
Construction Time 16 da
Construction Cost $150,00
Maintenance Cost $5,00
All equipment, weapons systems, munitions, recovered material an
heavy weapons platforms are placed in stores, with the exception o
equipment assigned to craft in hangars
ALIEN CONTAINMEN
Construction Time 18 da
Construction Cost $500,00
Maintenance Cost $15,00
Living aliens are likely to require a special habitat to maintain thei
life systems. The containment facility can keep up to 10 alien lif
forms in self-contained units
LASER DEFENCE
Construction Time 24 da
Construction Cost $900,00
Maintenance Cost $10,00
Defence Value 60
Hit Ratio 60
Laser defences provide protection against incursion by hostile craft
PLASMA DEFENCE
Construction Time 34 da
Construction Cost $1,200,00
Maintenance Cost $12,00
Defence Value 90
Hit Ratio 70
Plasma beam defences provide powerful and efficient protection agains
incursion by alien craft
GRAV SHIELD
Construction Time 38 da
Construction Cost $2,300,00
Maintenance Cost $15,00
The gravity shield repels alien craft attempting to land near the bas
long enough for all defence systems to fire again. In practice, thi
will double the effectiveness of any defence systems at your base
MIND SHIELD
Construction Time 33 da
Construction Cost $1,300,00
Maintenance Cost $5,00
Since alien craft rely on brain waves to detect human presence then th
most effective counter measure is to shield brain waves from the base
The facility will drastically reduce the chances of detection by alie
craft
PSIONIC LABORATOR
Construction Time 24 da
Construction Cost $750,00
Maintenance Cost $16,00
The psionic lab can access the psionic potential of all soldiers at th
base and give them the necessary training to utilise their psionic
skills. Each lab can train up to ten soldiers. Training is allocate
at the end of each month. Psionic skills in conjunction with a Psi-Am
can be used for psionic attacks during combat
HYPER-WAVE DECODE
Construction Time 26 da
Construction Cost $2,000,00
Maintenance Cost $30,00
Alien communications rely on a supra-dimensional wave which travel
almost instantaneously. The decoder facility intercepts UFO
transmissions and decodes the information. This will show the type of
UFO, the alien race and the type of activity
HANGAR
Construction Time 25 da
Construction Cost $200,00
Maintenance Cost $25,00
Each hangar can accomodate one craft. There are facilities for
maintenance, refuelling and repair of XCom craft. Each craft statione
at a base must have a free hangar assigned to it which cannot be used be
other craft, even if the assigned craft is out on a mission
FUSION BALL DEFENCE
Construction Time 34 da
Construction Cost $1,800,00
Maintenance Cost $14,00
Defence Value 1,20
Hit Ratio 80
Fusion missiles provide the most effective defence against alien attacks
These missiles create an anti-matter implosion which destroys everything
within a specific radius
Alien Life Form
---------------
See attached .PCX files
SECTOID1.PCX - Living Sectoi
SECTOID2.PCX - Sectoid Autops
SNAKEMN1.PCX - Living Snakema
SNAKEMN2.PCX - Snakeman Autops
ETHREAL1.PCX - Living Etherea
ETHREAL2.PCX - Ethereal Autops
MUTON1.PCX - Living Muto
MUTON2.PCX - Muton Autops
FLOATER1.PCX - Living Floate
FLOATER2.PCX - Floater Autops
CELATID1.PCX - Living Celati
CELATID2.PCX - Celatid Autops
SILCOID1.PCX - Living Silacoi
SILCOID2.PCX - Silacoid Autops
CHRYSLD1.PCX - Living Chryssali
CHRYSLD2.PCX - Chryssalid Autops
REAPER1.PCX - Living Reape
REAPER2.PCX - Reaper Autops
SECTPOD1.PCX - Living Sectopo
SECTPOD2.PCX - Sectopod Autops
CYBRDSK1.PCX - Living Cyberdis
CYBRDSK2.PCX - Cyberdisk Autops
Alien Researc
-------------
ALIEN ORIGIN
It is clear that we are fighting a losing battle on earth. The alie
hordes are overwhelming in number. The best we can do is slow down thei
progress. The only hope for humanity is to tackle the aliens at thei
source. Our research seems to indicate a nearby base of operations
within our solar system. Aliens indicate this place to be the centre of
an ancient civilisation that pre-dates Human history. We must locat
this place as soon as possible. However, we need to capture and
interrogate an alien leader to gain more detailed information. The
larger UFOs probably contain at least one alien leader
THE MARTIAN SOLUTION
Our research now points to Mars as the base of alien operations. The
base is well hidden, and contains all the manufacturing and clonin
facilities to fuel the infiltration of earth. It also seems to contai
a controlling computer of some kind that controls the whole operation
It seems that the hive-like alien society has some kind of 'queen bee'
This is their fundamental weakness - if we can eliminate the 'brain' the
the body will die. We must step up our research efforts before it is to
late. In order to progress we must capture the highest ranking aliens -
the commanders - which only reside in alien bases
CYDONIA OR BUST
It is now clear that the alien hordes are being controlled from a
underground base in Cydonia - which is an unusual area of Mars featurin
five sided pyramids and a large formation resembling a human face
Cydonian civilisation once flourished on Mars many millions of years ago
but we do not know why it died out or what the connection is with th
latest alien activity there. Whatever the explanation we must send a
expedition to Cydonia. This is the only way that we can defeat the
aliens. We must destroy the controlling master 'brain'. We will need a
avenger craft equipped with the most awesome destructive power at ou
disposal. There is nothing more we can learn here - we must await th
outcome of the Cydonian assault.
ALIEN RESEARCH
The alien research mission is used for collecting basic data on eart
and its inhabitants. Small vehicles are predominantly used, wit
occasional landings in deserted areas. This type of alien activit
poses the least threat to XCom, with little concern from government
or the public
ALIEN SUPPLY
Once an alien base is constructed then it is resupplied on a regula
basis by a special supply vessel. If one of these vessels is detecte
while landing then it is certain that an alien base is nearby
ALIEN TERRO
When the aliens terrorise a city they will deploy some special forces
with awesome powers. Civilians will be directly threatened, and
governments will be forced to evacuate whole areas. The main purpos
behind this activity is to generate sufficient public hysteria so tha
governments will threaten the XCom project
ALIEN INFILTRATION
Earth governments can be infiltrated by alien agents which are human i
appearance. This can result in official contact between aliens an
governments at the highest level. The climax of this activity i
characterised by intense UFO activity in the vicinity of major cities
The aliens will attempt to sign a pact with an earth government b
offering knowledge of their superior technology. In return th
government will allow the aliens to conduct their activity unhindered
This alien mission represents the worst threat to XCom. If a governmen
agrees to a pact then its funding will cease
ALIEN ABDUCTION
This is the most insidious form of alien activity. The abduction b
aliens is widely reported, despite the aliens' attempts to erase th
experience from their victims' memories. Abductees report bein
subject to humiliating physical examinations, including impregnatio
of alien foetuses and bizarre genetic experiments. The purpose behin
this activity appears to be linked to genetic mutation and manipulatio
of the aliens' own genetic material. This activity causes great alarm
and occurs in populated areas or cities
ALIEN RETALIATION
If XCom interceptors are being particularly successful in shooting dow
UFOs then the aliens may take some retaliatory action. This coul
result in a direct attack against an XCom base. However, the alien
have to find an XCom base in order to attack it, and provided UFOs
are kept away then there should be little danger of an assault
ALIEN BASE
Aliens will construct secret underground bases in remote locations
After some initial reconnaissance flights some intense UFO activit
will occur as the base is being built. These bases are known to
contain experimental labs for human abductees, and supplies for furthe
activity in the region. The presence of alien bases will generate a
large amount of reported alien activity without the presence of UFOs.
In order to locate a base, an XCom craft must patrol an area for a fe
hours to stand some chance of detection
ALIEN HARVEST
The aliens have many uses for earth's fauna. Animals are abducte
secretly, and returned with various organs removed. Cattle mutilation
are predominantly reported along with UFO sightings. This type of alie
activity causes great concern by governments and considerable anxiet
amongst the population. This type of activity occurs mainly in farming
land. The theory behing the 'alien harvest' suggests that alien race
originally 'seeded' the planet with its flora and fauna, and now they
have returned to reap the harvest they have sown
UFO Component
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UFO POWER SOURCE
The power source of alien craft is an anti-matter reactor which use
Elerium (element 115) to generate powerful gravity waves as well a
other forms of energy. The conversion of matter to energy is a
incredible 99% efficient, therefore tiny quantities of elerium ca
produce huge amounts of power. This unit can be reproduced easily usin
alien alloys
UFO NAVIGATION
Alien craft use sophisticated computers to navigate on earth and throug
space. The system is based on optical processors arranged in networ
fashion. The control interface is relatively simple - the navigato
controls the direction of gravity waves generated by the power source t
move the craft in any direction. The system can be used easily b
humans, and it can be reproduced using alien alloys and other components
UFO CONSTRUCTION
Alien craft consist of three main components - a power source, a
navigation system and a hull built from alien alloys. The hull i
specially designed to allow gravity waves to be directed and controlled
In addition a small quantity of Elerium is required to fuel the powe
source. Once the principles of construction are understood, and th
functions of each component are known, then it is possible to build thes
types of craft
ALIEN FOOD
These chambers contain various enzymes which are used to digest the bod
parts of cattle, other animals and even humans. The liquid is the
consumed as ready digested food - probably direct to the bloodstream
This suggests a certain dependence on earth for food - a symbiosi
between earth and alien society
ALIEN ENTERTAINMENT
The most likely function of these spheres is recreational. The psioni
circuitry stimulates various centres of the brain. The effect is simila
to halluciogenic drugs. This is the only evidence that the aliens hav
any cultural or recreational pastimes.
ALIEN SURGERY
This surgical equipment uses laser cutters to extract certain bod
parts from cattle and other animals. The widespread cattle mutilation
can be accounted for by this bizarre alien activity. It is likely tha
these parts are used for nutritional or genetic purposes
EXAMINATION ROOM
In the past many thousands of people have claimed to have been abducte
by aliens, sometimes repeatedly. The truth is far more horrific. Human
are abducted, researched and monitored. The best specimens have geneti
material extracted. Women have human-alien hybrid foetuses implanted
and then removed several months later. Who knows what sinister motive
the aliens have
ALIEN ALLOY
Alien craft are constructed from special alloys with unique properties
They are extremely light and durable, and can be moulded by electro
magnetic methods. This material can be reproduced and used in many kind
of manufacturing processes
UFO
SMALL SCOUT
Damage Capacity 5
Weapon Power
Weapon Range
Maximum Speed 2200 knot
This tiny craft is primarily used for reconnaissance or research. I
normally precedes larger vessels at the start of an alien mission
MEDIUM SCOUT
Damage Capacity 20
Weapon Power 2
Weapon Range 12
Maximum Speed 2400 knot
A medium sized scout vessel that poses little threat to earth forces
Normally appears before larger vessels during missions
LARGE SCOUT
Damage Capacity 25
Weapon Power 2
Weapon Range 27
Maximum Speed 2700 knot
The largest alien scout craft is a general purpose vessel that is use
in all types of alien mission
HARVESTED
Damage Capacity 50
Weapon Power 4
Weapon Range 17
Maximum Speed 4000 knot
The harvester has a trap door in its base and is equipped with liftin
gear to haul up cattle or other beasts. Laser cutters are used to
extract the desired material and the carcass is dumped on the ground
There are also storage containers for body parts
ABDUCTED
Damage Capacity 50
Weapon Power 4
Weapon Range 16
Maximum Speed 4300 knot
This vessel is equipped with an examination room for performing horrifi
experiments on human subjects. The victim is normally paralysed b
telepathic powers, but remains conscious while on the operating table
SUPPLY SHIP
Damage Capacity 220
Weapon Power 6
Weapon Range 28
Maximum Speed 3200 knot
The supply vessel is used during the construction of alien bases or fo
supplying existing bases. It carries alien food containers and
reproduction chambers
TERROR SHIP
Damage Capacity 120
Weapon Power 12
Weapon Range 33
Maximum Speed 4800 knot
The terror ship has a containment facility for large alien terro
weapons or creatures. It is used to transport these alien terrorist
into populated areas
BATTLE SHIP
Damage Capacity 300
Weapon Power 14
Weapon Range 52
Maximum Speed 5000 knot
The battleship is the largest and most powerful alien craft.