----------------------------------------------------------------------------- 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 ----------------------------------------------------------------------------- Part Two -=-=-=-=- 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. ------------------------------------------------------------------------------