__________ _ __________ _ __________ _ _ ______/ _ _____ / _ _____________ / _ _____________ _ __ / / _ ¬\/ _ ¬\ / __Œ_________/ Œ_________/ / / / \ /\________ / / / / / / / / / / / / / / / / /_ _ \_____________ _ /\_____________ _ /\_____________ _ ______ _ _ __________/ _ __________/ _ __________/.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 ˆ---------------------------------------------------------------------- | | 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 Š---------------------------------------------------------------------- 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- ˆ----------------------------------------------------------------- | RETURN TO BASE Š----------------------------------------------------------------- ˆ----------------------------------------------------------------- | SELECT NEW TARGET Š----------------------------------------------------------------- ˆ----------------------------------------------------------------- | PATROL Š----------------------------------------------------------------- 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 ˆ----------------------------------------------------------- | | | | | | | 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 | Š-----------------------------------------------------------‹ 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 ˆ----‰ˆ-----------------‰ˆ-----------------‰ˆ-----------------------‰ | OK || TRANSFERS || STORES || Monthly Costs | Š----‹Š-----------------‹Š-----------------‹Š-----------------------‹ 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 ˆ------------------------------------------------------------------ |REPRESENTATION| | OF | NAME | RANK | Š------------------------------------------------------------------ ˆ------‰ˆ----------‰ˆ------‰ ˆ------------‰ | << || OK || >> | | ARMOUR | Soldier's Armour Š------‹Š----------‹Š------‹ Š------------‹ Rank > Soldier's Rank Craft > Craft soldier is assigned to (If in Psionic Training, it will be indicated here) ˆ------------------------------------------------- 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 Š------------------------------------------------- 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% ˆ-----‰ ˆ-------‰ ˆ-----‰ | | NAME OF WEAPON 1 |PICTURE| NAME OF WEAPON 2| | | 1 | ˆ---‰|OF |ˆ---‰ | 2 | | | AMMO > XXX |W-1||CRAFT ||W-2|AMMO > XXX | | | | MAX > XXX | || || |MAX > XXX | | Š-----‹ Š---‹Š-------‹Š---‹ Š-----‹ 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% ˆ-------‰ |PICTURE| |OF | |CRAFT | | Š-------‹ ˆ-----------------‰ | CREW | ÛÛÛÛÛÛVisual RepresentationÛÛÛÛÛ Š-----------------‹ ˆ-----------------‰ | EQUIPMENT | ÛÛÛÛÛÛVisual RepresentationÛÛÛÛÛ Š-----------------‹ ˆ-----------------‰ | ARMOUR | Š-----------------‹ 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 --------------------------- ˆ------------------------------------------------------------------- | |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 Š------------------------------------------------------------------- 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 ˆ------------------------------------------- |Min.| W-2 |Stand-Off |Cautious |----‹ Range ---‰ | |Attack | ˆ--- W-1 | |----------|---------- | | Range | |Standard |Aggressive | | | |Attack |Attack | | Radar | |----------|---------- | | | | Fighter |Disengage |ˆ---‰ ˆ---‰| Craft | ||W-1| |W-2|| Damage |---------- || | | || Indicator|UFO Info || | | || | |Š---‹ Š---‹|--------------------- | XXX XXX | Proximity to UFO |------------------------------------------- | Messages Š------------------------------------------- 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 ˆ----------------------------------------------------------------------- | | | | | | | | | | | | STRATEGY VIEW | | | | | | | | | | | | |----------------------------------------------------------------------- | |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.| | Š----------------------------------------------------------------------- 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 ------------- 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.