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-
- -----------------------------------------------------------------------------
- LSD -=== 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
- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³ Intercept
- ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
- ³ ³ Bases ³
- ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³ Graphs
- ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³ Ufopaedia
- ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³ Options
- ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ THE EARTH ³ Funding ³
- ³ DISPLAY ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³ Time
- ³ ³ and
- ³ ³ Date
- ³ ÃÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄ
- ³ ³ 5 secs ³ 1 min
- ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄ
- ³ ³ 5 min ³ 30 min
- ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄ
- ³ ³ 1 hour ³ 1 day
- ³ ÃÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄ
- ³ ³ Rotate ³Zoom In
- ³ ³ Earth ÃÄÄÄÄÄÄÄÄ
- ³ ³ ³Zoom Out
- ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄ
-
- 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-
-
- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ RETURN TO BASE
- ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ SELECT NEW TARGET
- ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ PATROL
- ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
-
- 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
-
- ÚÄÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³ ³ ³ ³ ³ ³ BASE NAME
- ³ ³ ³ ³ ³ ³ ³ BASE LOCATION
- ³ ³ ³ ³ ³ ³ ³ TOTAL FUNDS
- ³ ³ ³ ³ ³ ³ ³ ³
- ÃÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÂÄÄÂÄÄÂÄÄÂÄÄÂÄÄÂÄÄÂÄÄ
- ³ ³ ³ ³ ³ ³ ³ ³BASE SELECTION³ ³
- ³ ³ ³ ³ ³ ³ ³ ³BUTTONS ³ ³ ³ ³
- ³ ³ ³ ³ ³ ³ ÃÄÄÁÄÄÁÄÄÁÄÄÁÄÄÁÄÄÁÄÄÁÄÄ
- ³ ³ ³ ³ ³ ³ ³ BUILD NEW BASE
- ÃÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³ ³ ³ ³ ³ ³ BASE INFORMATION
- ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³ ³ ³ ³ ³ ³ SOLDIERS
- ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ÃÄÄÄÄÄÅÄÄÄBASE GRIDÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ EQUIP CRAFT
- ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³ ³ ³ ³ ³ ³ BUILD FACILITIES
- ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³ ³ ³ ³ ³ ³ RESEARCH ³
- ÃÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
- ³ ³ ³ ³ ³ ³ ³ MANUFACTURE ³
- ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
- ³ ³ ³ ³ ³ ³ ³ TRANSFER ³
- ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
- ÃÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´ PURCHASE/RECRUIT ³
- ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
- ³ ³ ³ ³ ³ ³ ³ SELL/SACK ³
- ³ ³ ³ ³ ³ ³ ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
- ³ ³ ³ ³ ³ ³ ³ GEOSCAPE ³
- ÀÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
-
- 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
-
- ÚÄÄÄÄ¿ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
- ³ OK ³³ TRANSFERS ³³ STORES ³³ Monthly Costs ³
- ÀÄÄÄÄÙÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
-
- 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
- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³REPRESENTATION³
- ³ OF ³ NAME
- ³ RANK ³
- ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ÚÄÄÄÄÄÄ¿ÚÄÄÄÄÄÄÄÄÄÄ¿ÚÄÄÄÄÄÄ¿ ÚÄÄÄÄÄÄÄÄÄÄÄÄ¿
- ³ << ³³ OK ³³ >> ³ ³ ARMOUR ³ Soldier's Armour
- ÀÄÄÄÄÄÄÙÀÄÄÄÄÄÄÄÄÄÄÙÀÄÄÄÄÄÄÙ ÀÄÄÄÄÄÄÄÄÄÄÄÄÙ
- Rank > Soldier's Rank
- Craft > Craft soldier is assigned to
- (If in Psionic Training, it will be indicated here)
- ÚÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- Time Units ³XXX³ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
- ÃÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- Stamina ³XXX³ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
- ÃÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- Health ³XXX³ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
- ÃÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- Bravery ³XXX³ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
- ÃÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- Reactions ³XXX³ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
- ÃÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- Firing Accuracy ³XXX³ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
- ÃÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- Throwing Accuracy³XXX³ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
- ÃÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- Strength ³XXX³ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
- ÃÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- Psionic Strength ³XXX³ÛÛÛÛÛÛÛÛÛÛÛÛÛ
- ÃÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- Psionic Skill ³XXX³ÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛÛ
- ÀÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
-
- 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%
-
- ÚÄÄÄÄÄ¿ ÚÄÄÄÄÄÄÄ¿ ÚÄÄÄÄÄ¿
- ³ ³ NAME OF WEAPON 1 ³PICTURE³ NAME OF WEAPON 2³ ³
- ³ 1 ³ ÚÄÄÄ¿³OF ³ÚÄÄÄ¿ ³ 2
- ³ ³ AMMO > XXX ³W-1³³CRAFT ³³W-2³AMMO > XXX ³ ³
- ³ ³ MAX > XXX ³ ³³ ³³ ³MAX > XXX ³ ³
- ÀÄÄÄÄÄÙ ÀÄÄÄÙÀÄÄÄÄÄÄÄÙÀÄÄÄÙ ÀÄÄÄÄÄ
-
- 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%
- ÚÄÄÄÄÄÄÄ¿ ³PICTURE³
- ³OF ³
- ³CRAFT
- ³ ³
- ÀÄÄÄÄÄÄÄÙ
- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ CREW ³ ÛÛÛÛÛÛVisual RepresentationÛÛÛÛÛ
- ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
- ³ EQUIPMENT ³ ÛÛÛÛÛÛVisual RepresentationÛÛÛÛÛ
- ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
- ³ ARMOUR ³
- ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- 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
- ---------------------------
-
- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ ³Engineer ³Cost ³Workspace³Special Materials
- ³ ITEM ³Hours/Unit³per Unit³Required ³ Required ³
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Alien Alloys ³100 ³3,000 ³ 10 ³
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Alien Grenade ³200 ³6,700 ³ 2 ³2 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³AVENGER ³34,000 ³900,000 ³ 36 ³120 Alien Alloys
- ³ ³ ³ ³ ³2 UFO Power Source
- ³ ³ ³ ³ ³1 UFO Navigation
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Blaster Bomb ³220 ³8,000 ³ 3 ³3 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Blaster Launcher ³1200 ³90,000 ³ 5 ³1 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³FIRESTORM ³14,000 ³400,000 ³ 30 ³65 Alien Alloys
- ³ ³ ³ ³ ³1 UFO Power Source
- ³ ³ ³ ³ ³1 UFO Navigation
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Flying Suit ³1400 ³58,000 ³ 16 ³16 Elerium-115
- ³ ³ ³ ³ ³5 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Fusion Ball ³600 ³28,000 ³ 6 ³4 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Fusion Ball ³400 ³242,000 ³ 6 ³
- ³Launcher ³ ³ ³ ³
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Heavy Laser ³700 ³32,000 ³ 4 ³
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Heavy Plasma ³1000 ³122,000 ³ 4 ³1 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Heavy Plasma Clip ³80 ³6,000 ³ 4 ³3 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Hovertank/Launcher³1400 ³900,000 ³ 30 ³25 Elerium-115
- ³ ³ ³ ³ ³8 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Hovertank/Plasma ³1200 ³850,000 ³ 30 ³30 Elerium-115
- ³ ³ ³ ³ ³5 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³HWP Fusion Balls ³400 ³15,000 ³ 25 ³5 Elerium-115
- ³ ³ ³ ³ ³8 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Laser Cannon ³300 ³182,000 ³ 6 ³
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Laser Pistol ³300 ³8,000 ³ 2 ³
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Laser Rifle ³400 ³20,000 ³ 3 ³
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³LIGHTNING ³18,000 ³600,000 ³ 34 ³85 Alien Alloys
- ³ ³ ³ ³ ³1 UFO Power Source
- ³ ³ ³ ³ ³1 UFO Navigation
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Medi-Kit ³420 ³28,000 ³ 4 ³
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Mind Probe ³1,200 ³262,000 ³ 4 ³1 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Motion Scanner ³220 ³34,000 ³ 4 ³
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Personal Armour ³800 ³22,000 ³ 12 ³4 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Plasma Beam ³500 ³226,000 ³ 8 ³15 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Plasma Pistol ³600 ³56,000 ³ 3 ³1 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Plasma Pistol Clip³60 ³2,000 ³ 4 ³1 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Plasma Rifle ³820 ³88,000 ³ 4 ³1 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Plasma Rifle Clip ³80 ³3,000 ³ 4 ³2 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Power Suit ³1000 ³42,000 ³ 16 ³5 Elerium-115
- ³ ³ ³ ³ ³5 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Psi-Amp ³500 ³160,000 ³ 4 ³1 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Small Launcher ³900 ³78,000 ³ 3 ³1 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Stun Bomb ³200 ³7,000 ³ 2 ³1 Elerium-115
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³Tank/Laser Cannon ³1200 ³500,000 ³ 25 ³
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³UFO Navigation ³1600 ³150,000 ³ 18 ³3 Alien Alloys
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³UFO Power Source ³1400 ³130,000 ³ 22 ³16 Elerium-115
- ³ ³ ³ ³ ³5 Alien Alloys
- ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
-
- 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
-
- ÚÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄ
- ³Min.³ W-2 ³Stand-Off ³Cautious
- ÃÄÄÄÄÙ Range ÄÄÄ¿ ³ ³Attack
- ³ ÚÄÄÄ W-1 ³ ÃÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄ
- ³ ³ Range ³ ³Standard ³Aggressive
- ³ ³ ³ ³Attack ³Attack
- ³ ³ Radar ³ ÃÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÄÄ
- ³ ³ ³ ³ Fighter ³Disengage
- ³ÚÄÁÄ¿ ÚÄÁÄ¿³ Craft ³
- ³³W-1³ ³W-2³³ Damage ÃÄÄÄÄÄÄÄÄÄÄ
- ³³ ³ ³ ³³ Indicator³UFO Info
- ³³ ³ ³ ³³ ³
- ³ÀÄÄÄÙ ÀÄÄÄÙÃÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄ
- ³ XXX XXX ³ Proximity to UFO
- ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³ Messages
- ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
-
- 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
-
- ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ³ STRATEGY VIEW
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ³
- ÃÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÂÄÄÄÄÄÄÂÄÄÄÄÄÄÂÄÄÄÄÄÄÂÄÄÄÄÄÄÂÄÄÄÄÄÄÂÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄ
- ³ ³Go Up ³See Up³ See ³Inv. ³Next ³See ³End ³
- ³ ³ ³ ³ Map ³ ³ ³Up ³Turn ³
- ³ ÃÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÄÄÄ´
- ³ Item ³Go ³See ³ Duck ³Centre³End & ³Option³Abort ³ Item
- ³ # 1 ³Down ³Down ³ ³ ³Next ³ ³Mission³ # 2
- ³ ÃÄÄÄÄÄÄÁÄÄÄÄÄÄÅÄÄÄÄÄÄÁÄÂÄÄÄÄÁÄÄÄÄÄÄÁÄÄÄÄÄÄÁÄÄÄÄÄÄÄ´
- ³ ³ ³ Rank ³ Name of Soldier ³
- ³ ³ ³ Symbol ÃÄÄÄÄÂÄÄÄÄÂÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
- ³ ³ ³ ³T.U.³ St.³ Bar Graphs ³
- ³ ³ ³ ÃÄÄÄÄÅÄÄÄÄ´ ³
- ³ ³ ³ ³ He.³Mor.³ ³
- ÀÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÁÄÄÄÄÁÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÄÄ
-
- 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.
-