XCom UFO Defense Manual

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The document outlines the system requirements and technical details for running the game X-COM UFO Defense, including minimum components, supported sound cards and options available during gameplay.

The minimum system requirements to run X-COM UFO Defense are an IBM PC AT or compatible with at least 4MB of RAM, an 80386 processor, VGA graphics, DOS version 5.0 or higher, and installation on a hard drive.

In the Battlescape, the player can adjust options like scroll speed, scroll type, fire speed, and movement speeds for both soldiers and aliens.

UFO DEFENSE

PLAYERS HANDBOOK

Game Design and Program Copyright 1994 Mythos Games Ltd Documentation, Packaging and Logo Copyright 1994 MicroProse Ltd

UFO DEFENSE

TECHNICAL SUPPLEMENT
FOR IBM PC COMPATIBLES REQUIRED EQUIPMENT
Computer X-COM UFO Defense requires an IBM PC AT or a computer 100% compatible with this model. The computer must have a hard disk. X-COM UFO Defense requires at least an 80386 processor and a minimum of 4MB RAM. Controls You will require a Mouse and Keyboard to play X-COM UFO Defense. Display X-COM UFO Defense requires a color monitor with a VGA graphics system. If you are using a compatible graphics card/monitor, it must be 100% compatible with VGA systems. Disk Drives X-COM UFO Defense must be installed onto a hard disk. DOS You must have IBM PC-DOS or Microsoft MS-DOS version 5.0 or higher.

SOUND
X-COM UFO Defense supports the PC internal speaker, AdLib compatible cards, SoundBlaster compatible cards and the Roland LAPC-1.

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X-COM TECHNICAL SUPPLEMENT

GAME ENHANCEMENTS AND OTHER INFORMATION


1. THE BATTLESCAPE OPTIONS SCREEN

The Battlescape Options screen (section 3.2.3.11 of the Players Handbook) consists of the following:

Scroll Speed
Click on any of the numbered buttons to change the speed at which the view window moves, from 1 (slowest) to 5 (quickest).

Scroll Type
Click on either of the numbered buttons to change the Scroll Type between Trigger Scroll (press the Left Mouse Button when the Mouse Pointer is at the edge of the screen) or Auto-Scroll (the view window moves automatically when the Mouse Pointer is moved to the edge of the screen).

Fire Speed
Click on any of the numbered buttons to change the speed at which weapon shots move, from 1 (slowest) to 6 (quickest).

X-COM Movement Speed


Click on any of the numbered buttons to change the speed at which your soldiers move, from 1 (slowest) to 6 (quickest).

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X-COM TECHNICAL SUPPLEMENT Alien Movement Speed


Click on any of the numbered buttons to change the speed at which the aliens move, from 1 (slowest) to 6 (quickest). Click on the OK button to return to the Battlescape. Click on the Save Game button to save your current game. You will be taken to the Select Save Position screen. See section 7.2 of the separate Players Handbook for full details of saving games.

2. THE BATTLESCAPE SOLDIER DATA SCREEN

The Soldier Data screen (section 3.2.3.16 of the Players Handbook) contains the following information: Time Units - the soldiers remaining Time Units. These are required to carry out everything from walking to firing weapons. Energy - the soldiers current Energy level. This will decrease as the soldier carries out energy-consuming actions such as walking through thick grass. The total energy available will be lowered if the soldier receives fatal wounds to the torso. Health - the soldiers current Health. If the soldier has received Fatal Wounds, each wound decreases Health by one point per turn. If Health reaches zero, the soldier dies from the wounds incurred. Fatal Wounds - the number of Fatal Wounds received by the soldier. The Medi-Kit can be used to heal Fatal Wounds. Bravery - the soldiers Bravery. This determines the likelihood of the soldiers Morale decreasing. Morale - the soldiers Morale. A soldier will lose Morale if the battle starts to swing in the aliens favor. If the Morale falls below 50, the soldier could panic.

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X-COM TECHNICAL SUPPLEMENT


Reactions - the soldiers Reactions. This determines how effective the soldier is at opportunity fire - taking a shot during the aliens turn (see section 3.2.6 of the Players Handbook for full details). Firing Accuracy - the soldiers accuracy at firing weapons. This will increase as the soldier gains battle experience. Throwing Accuracy - the soldiers accuracy at throwing objects. This will increase as the soldier becomes more experienced. Strength - the soldiers Strength. This affects the distance which the soldier can throw objects. Psionic Strength - the soldiers Psionic Strength. This is a measure of the soldiers natural ability to defend against an alien psionic attack. Psionic Skill - the soldiers Psionic Skill. This is the soldiers ability to use the Psi Amp in mental combat. Armor - the soldiers armor status, divided into sections for Front, Left, Right, Rear and Under. This will rise as the soldier is equipped with armor manufactured by your engineers.

3. THE BASE INFORMATION SCREEN

The Base Information screen (section 4.2.2 of the Players Handbook) contains some extra features:

The Base Icons


In the top-right of the screen, there are eight Base Icons which allow you to change the currently selected base. These function in exactly the same way as the Base Icons in the Bases screen.

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X-COM TECHNICAL SUPPLEMENT The Base Name


Click on the base name in the top-right of the Base Information screen to change the base name. A flashing * cursor will appear. Use the Backspace Key to erase the previous name, type in the name of your choice using the Keyboard and press the Return Key.

Short-Range Detection
This is a display of the short-range detection ability of the base. Short range detection systems have a range of 300 nautical miles.

Long-Range Detection
This is a display of the long-range detection ability of the base. Long range detection systems have a range of 450 nautical miles. Note: X-COM radar systems, while very long ranged, rotate very slowly - once every 10 minutes. This means that your base will detect UFOs more effectively if more than one radar system is in place.

The Stores Button


Click on the Stores button to view a list of the items currently in the stores.

The Maintenance Button


Click on the Maintenance button to view a list of your monthly expenses. These are made up of the following:Craft - X-COM do not own Skyrangers or Interceptors, they are leased from their owners for a monthly fee. Personnel - your personnel are paid monthly, according to standard world pay scales. Base Facilities - base facilities are re-equipped monthly. See the UFOpaedia for details of the maintenance cost of each base facility.

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X-COM TECHNICAL SUPPLEMENT 4. SOLDIERS

The Soldiers screen (section 4.2.10 of the Players Handbook) contains some extra features: Click on the Soldiers button in the Bases screen to access the Soldier List. This displays all the soldiers at the currently selected base, regardless of which craft they are assigned to. Use the Mouse to highlight and select a soldier. You will be taken to the Soldier Data screen.

The Soldier Data screen

The selected soldiers rank badge is in the top-left of this screen. The soldiers name is next to the rank badge. Click on this to change the soldiers name. A flashing * cursor will appear. Use the Backspace Key to erase the previous name, type in the name of your choice using the Keyboard and press the Return Key.

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X-COM TECHNICAL SUPPLEMENT


Click on the Armor button to change the armor worn by the soldier. The Select Armor window will appear, listing the types of armor available and the number of each in storage.

Click on an armor button. The soldier will now be equipped with the selected armor - its name appears next to the Armor button. Below the buttons is a display of the following: Rank - the soldiers X-COM rank. Missions - the number of missions which the soldier has taken part in. Kills - the number of aliens the soldier has killed. Craft - the craft which the soldier is currently assigned to. Wound Recovery - the number of days before the soldier recovers to full health. In the bottom two-thirds of the screen, there is a display of the soldiers physical statistics. These are identical to those in the Battlescape Soldier Data screen (see the Battlescape Soldier Data Screen section of this Technical Supplement for full details). Click on the at the base. buttons to view data for the next/previous soldier

Click on the OK button to return to the Soldier List screen. Click on the OK button in the bottom of the Soldier List screen to return to the Bases screen.

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X-COM TECHNICAL SUPPLEMENT

OPERATING DIFFICULTIES AND LOADING PROBLEMS


Q. Why wont my game load?
Check all memory requirements listed in this Technical Supplement. You will need 560 K of Conventional Memory and 1 Mb of Extended Memory (XMS) or Expanded Memory (EMS).

Conventional Memory
To check how much Conventional Memory is available, type MEM/C from the C:\> prompt and press the Return key. Look for the Largest Executable Program details. If there is insufficient Conventional Memory, you may need a Boot Disk.

Q. What is a Boot Disk?


This is a Start Up disk for your computer which contains alternative start up files to those on your hard disk. The Boot Disk will allow more Conventional Memory to be available.

Making a Boot Disk


Instructions for making an MS-DOS Boot Disk (also known as a System Disk) will be found in your Microsoft manual.

Using a Boot Disk


Insert the Boot Disk into your floppy disk drive A and then switch on the computer. You should leave the disk in the floppy drive during play.

Slow Running
If you are not running from a boot disk, please ensure that you have SMARTDRV.SYS or SMARTDRV.EXE loaded into your CONFIG.SYS or AUTOEXEC.BAT. If you are using MS-DOS 5.0, make sure you have the following line in your CONFIG.SYS file: devicehigh=c:\dos\smartdrv.sys If you are using MS-DOS 6.0 or 6.2, make sure the following line is in your AUTOEXEC.BAT file: loadhigh c:\dos\smartdrv.exe However, this line may need removing if memory problems occur.

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X-COM TECHNICAL SUPPLEMENT Q. Can I run my game through Windows?


No, this is not recommended, it is likely that you will have insufficient memory to do so.

Q. Does my game run with DR DOS, Novell DOS 7 or OS/2?


Success is not guaranteed. MicroProse games are currently designed to run with MS-DOS 5.0 or 100% compatible DOS.

Q. What is Base Memory?


This is the original 1Mb (1024K) in your machine. It is divided up into Conventional Memory (640K), where MS-DOS and all PC programs load and Upper Memory (384K), where system programs reside. In MS-DOS 5.0 the bulk of the operating system and associated drivers (such as the mouse driver) are normally loaded into Upper Memory. Other drivers held in the area of Conventional Memory will reduce your 640K available for the program. It is important to have as much Conventional Memory as possible free.

Q. What is Extended Memory (XMS)?


Further memory, beyond the 1Mb of Base Memory on your PC is called Extended Memory. XMS can be used to free more Conventional Memory so that bigger games can be run. XMS can also be used to simulate Expanded Memory.

Q. What is Expanded Memory (EMS)?


EMS was originally designed to give the PC more memory to run programs. It has been around far longer than XMS so most programs take advantage of it. Most MicroProse games take advantage of EMS. The DOS command EMM386.EXE can be used to turn XMS into EMS and should be in your CONFIG.SYS. Remember that hard disk space is also measured in Megabytes (Mb). Dont confuse this with memory - the two are completely different!

Memory Managers
If the program is occasionally freezing or crashing to DOS, you may have a conflict with your current memory manager. MicroProse recommend only the drivers which come with MS-DOS (i.e. HIMEM.SYS and EMM386.EXE). Try using the memory managers which come with MS-DOS 5.0, Windows 3.1, MS-DOS 6.0 or MS-DOS 6.2, in that order.

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X-COM TECHNICAL SUPPLEMENT Mouse Drivers


Another common cause of the program freezing or crashing is due to a conflict with your current Mouse Driver. MicroProse recommend the Microsoft driver, MOUSE.COM or MOUSE.SYS v8.20 or higher. See the MS-DOS manual for full details. To check which Mouse Driver you are using, run the MSD program which comes with Windows 3.1 and MSDOS 6.0/6.2.

The Read Me File


The latest notes regarding this program, additions, revisions etc. can be found in a file named README.TXT in the UFO directory. These notes may be read by using either standard DOS commands or the DOS 5.0 text editor (type EDIT README.TXT).

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10

CREDITS
Game Design and Programming Mythos Games Limited Julian Gollop Nick Gollop Graphics and Animation Julian Gollop John Reitze Martin Smillie John Broomhall Andrew Parton Pete Woods Andrew Luckett Richard Bakewell Darren Kirby Phil McDonnell Jason Sampson Kristian Ramsay-Jones Alkis Alkiviades John Emory Joe Morel Cesar Novoa Sarah Warburton Tim Roberts Paul Hibbard Pete Moreland

Music Sound Effects Quality Assurance

Manual Author Managing Editor Packaging and Manual Design

Producer Publishers

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INTRODUCTION
BACKGROUND
t is the year 1999. Unidentified Flying Objects (UFOs) have started appearing with disturbing regularity in the night skies. Reports of violent human abductions and horrific experimentation has struck terror into the hearts of millions. Mass public hysteria has only served to expose Earths impotence against a vastly superior technology.

Many countries have attempted to deal independently with the aliens. In August 1998, Japan established an anti-alien combat force; the Kiryu-Kai. Equipped with Japanese-made fighter aircraft, the Kiryu-Kai certainly looked like a powerful force. However, after 5 months of expensive operations they had yet to intercept their first UFO. The lesson was clear: this was a worldwide problem which could not be dealt with by individual countries. On December 11, 1998, representatives from the worlds most economically powerful countries gathered secretly in Geneva. After much debate, the decision was made to establish a covert independent body to combat, investigate and defeat the alien threat. This organization would be equipped with the worlds finest pilots, soldiers, scientists and engineers, working together as one multi-national force. This organization was named the Extraterrestrial Combat Unit.

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INTRODUCTION

THE GAME
-COM UFO Defense puts you in command of X-COM, with the finest Earth technology at your disposal to defend the Earth from alien invasion. Shooting down UFOs is just the beginning. You will then control a squad of heavily-armed soldiers, edging cautiously through the local terrain, battling aliens and recovering UFO technology.

When you command a ground assault, you will use the 3-D isometric Battlescape display. This shows terrain, buildings, X-COM craft and UFOs, but will only display what your soldiers can see - so beware of danger lurking around corners or down dark corridors! Successful ground assault missions mean that X-COM scientists can research alien technology. Engineers can then reproduce their superior weapons and spacecraft. Soon you will be fighting the aliens with their own technology. As the game progresses, you will use the on-line UFOpaedia to learn the latest details from your research teams about alien technology, life forms and their real objectives. Above all, you must watch the world political situation. Look out for governments which may be forced to make secret pacts with the aliens and make sure you defend the countries who fund X-COM heavily. X-COM UFO Defense. Command Earths forces against the alien terror!

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INTRODUCTION

THIS MANUAL
This Manual is split into two main sections: Section 1: The Gameplay Tutorials are designed to get you playing X-COM UFO Defense as quickly as possible. You are recommended to follow each tutorial before you start to play the game on your own. Section 2: The Reference Guide is intended for the player who is familiar with how to play X-COM UFO Defense and needs to learn more about particular game features.

The Controls
You will require a mouse to play X-COM UFO Defense. This manual will refer to clicking on buttons, icons or highlighted text. To do this, simply move the cursor over the option and press the Left Mouse Button (LMB).

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SECTION 1
THE GAMEPLAY TUTORIALS

THE GAMEPLAY TUTORIALS


BEFORE WE BEGIN...
elcome to X-COM UFO Defense. These tutorials are designed to help you start playing with the minimum of trouble. The three main sections of the game are covered here; the Geoscape, the Battlescape and the Bases Screen.

For extra information on particular game features, see the Reference Guide section of this manual. First of all, we will start a new game.

Starting a New Game


1. Install and Load X-COM UFO Defense. 2. After the animated introduction, you will be taken to the game options screen.

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SECTION 1 3. Move the mouse pointer over the New Game option and click on the Left Mouse Button (LMB) to select. You will now be taken to the Select Difficulty Level screen.

4. Move the mouse pointer over the Beginner option and click on the LMB to select. You will now be taken into the main game screen, the Geoscape. The first thing you must do is to position your first XCOM base on the surface of the Earth.

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SECTION 1

Setting-Up a New X-COM Base


5. The message Select Site for New Base will appear in the top of the screen. In the bottom-right hand side of the screen, you will see three green spheres surrounded by arrows. These are the View Controls which allow you to rotate and magnify the display of the Earth. Click on the icon. The Earth display will be magnified, some borders around countries will appear. 6 Click again on the icon. The Earth display will be magnified again, some country names will now appear. 7. Click twice on the minimum magnification. 8. The or right. icon. The Earth display will return to its

icon allows you to rotate the Earth display up, down, left

Click a few times on the up arrow, the Earth display will tilt towards you. 9. Click a few times on the left arrow, the Earth display will rotate. 10. Position the mouse pointer over the Earth and click on the Right Mouse Button to center the Geoscape on that location. By using a combination of these controls, you can manipulate the Earth display to show any part of the Earth in detail. 11. Click on any part of the Earths surface (except the sea) to position your first base. Note: It is a good idea to position your base in the middle of a large land mass such as North or South America, Russia or Europe. This will give you a better chance of defending that area from UFO raids. 12. A window containing the prompt Base Name? will appear. Type in a name using the Keyboard and press the Return Key. You have now set up a new X-COM base and you are ready to start playing X-COM UFO Defense.

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SECTION 1

TUTORIAL 1: THE GEOSCAPE


Menu Options

Game Time

Time Controls

View Controls

Tutorial 1 guides you through the Geoscapes basic controls and the process of intercepting UFOs. 1. The Geoscape is the main screen for playing X-COM UFO Defense. You will see your base on the 3-D view of the Earth, represented as a hollow blue square. On the right-hand side of the screen, there is a list of Menu Options, a display of the Game Time, the Time Controls and the View Controls. The Time Controls are very important to the game, and it is these which we will go through next. Note: If you wish to pause time at any stage during the game, simply click on any of the Menu Options.

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SECTION 1

The Time Controls


2. Look at the Game Time. You will see that it is passing by with five second jumps. The Time Controls, below the Game Time, allow you to control the rate at which this time passes. Click on the 5 Mins button. The button will depress and time will pass at an increased rate. You will see the Game Time (above the Time Controls) change rapidly and night and day will be visible on the Earth, slowly changing. You should use the Time Controls to advance the game through any time-consuming section of the game (e.g. waiting for craft to arrive at their destinations or waiting for UFOs to be detected).

Detecting UFOs
3. We will now advance time to the point when X-COM detect their first UFO (if this has not already happened). Click on the 1 Day button in the Time Controls. The button will depress and time will pass at the maximum rate. 4. Eventually, a window will appear over the Geoscape with the message UFO-1 Detected. Data regarding the UFO is shown in this window. Click on the button marked Center on UFO-Time=5 Secs. This will center the Earth display on the UFO and reduce the passage of time to 5 seconds. The UFO will appear as a red cross in the center of the Geoscape, moving slowly.

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SECTION 1

Intercepting UFOs
5. Position the mouse pointer on your base and click on the LMB. A window will appear with the title Launch Interception and a list of the available craft at that base.

6. Move the mouse pointer to highlight Interceptor-2 and click on the LMB. 7. The message Select Destination appears in the top of the screen.

Click on the UFO (represented as a red cross) to select this as the Interceptors target.

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SECTION 1 8. The confirmation message Target: UFO-1 will appear.

Click on the OK button. 9. The Interceptor (represented by a yellow cross) will launch from its underground base and attempt to intercept the UFO. Note: Remember, if you need to pause the game, click on any of the Geoscape Menu Options. If the UFO lands, it will appear as a green cross. Interceptors cannot carry out ground attacks; so you will have to wait until the UFO lifts off - click on the 5 Mins Time Control button to accelerate the passage of time. 10. At this point, one of two things could happen: A. If your Interceptor catches the UFO, the Air-to-Air Combat window will appear. Skip the rest of this section and go to step 19 of this tutorial.

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SECTION 1 B. If your Interceptor loses contact with the UFO, the window UFO-1 Tracking Lost will appear. This may happen several times before you actually get into combat; most UFOs can out-perform your Interceptors.

Click on the OK button. Continue to the next step of this tutorial. 11. The Craft Status window will now appear, allowing you to redirect the Interceptor.

12. Click on the Go To Last Known UFO Position button. 13. While the Interceptor is on its way to the last known UFO position, it uses its on-board radar to scan for the UFO. If the UFO-1 Detected window re-appears, go straight to step 14 of this tutorial.

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SECTION 1 If the Interceptor reaches the Last Known UFO Position without reacquiring the UFO, the following window will appear:

If this happens, the UFO has disappeared from all X-COM tracking devices. The interception mission has failed. Click on the Redirect Craft button. The Craft Status window will reappear. Click on Return to Base. The Interceptor will return to its base. Go back to step 3 of this tutorial. 14. Click on the Center on UFO-Time=5 Secs button in the UFO-1 Detected window. 15. At the moment, the Interceptor is still heading for the last reported position of the UFO. Now well reassign the UFO as the Interceptors target.

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SECTION 1 Click on the Interceptor. This will bring up the Craft Status window.

16. Click on the Select New Target button. 17. The message Select Destination appears in the top of the screen. Click on the UFO to re-select it as the target. 18. The message Target: UFO-1 will reappear. Click on the OK button. Go back to step 10 of this tutorial.

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SECTION 1

Air-to-Air Combat
19. If the Interceptor gets within range of the UFO, the Geoscape will automatically increase in magnification and the Air-to-Air Combat window will appear over the center of the Geoscape.

20. UFOs should not be shot down over water because you will not be able to examine the wreckage. Click on the minimize window icon in the top-left of the Air-toAir Combat window. The craft icon will appear in the top-left of the screen.

Craft Icon

Check that the UFO is over dry land. If it is over the sea, you can use the 1 Min Time Control to accelerate the passage of time.

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SECTION 1 21. Click on the craft icon when the UFO is over the land. This will bring back the Air-to-Air Combat window, ready for you to attack the UFO. 22. Click on the icon to carry out a Standard Attack on the UFO. You will see the progress of the attack on the radar screen in the left-hand side of the Air-to-Air Combat window. The message box in the bottom of the window relays the pilots messages to you. If the UFO out-runs the Interceptor, return to step 10 of this tutorial. If the Interceptor destroys the UFO, you have failed in your objectives; there is no useful debris to investigate. Return to step 3 of this tutorial. If the UFO crash lands, you have succeeded in your objectives; the crash site is marked with a white cross. The UFO is now vulnerable to a ground assault, allowing you to recover the wreckage.

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SECTION 1

Saving the Game


23. Now would be a good time to save your current game. Click on the Options button.

24. Click on the Save Game button. 25. The Select Save Position screen will appear.

Click on any of the ten numbered buttons to select the slot into which your current game will be saved. 26. Type in a name for your saved game using the Keyboard and press the Return Key. When the game has saved, you will be returned to the Geoscape.

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SECTION 1

Investigating the Crash Site


27. You will need to assign a Skyranger transport to take a squad of soldiers from your base to the Crash Site. Find your base (you may need to rotate the Geoscape to bring it into view). Click on your base: the Launch Interception window will appear. 28. Move the mouse pointer to highlight Skyranger-1 and click. 29. The message Select Destination appears in the top of the screen. 30. Click on the UFO Crash Site (the white cross) to select this as the Skyrangers target. 31. The message Target: Crash Site-1 will appear.

Click on the OK button. 32. The Skyranger (represented by a yellow cross) will launch and make its way to the UFO Crash Site. Click on the 5 Mins button if you want to increase the passage of time. 33. When the Skyranger arrives at the Crash Site, the UFO Crash Recovery screen will appear. Read the instructions on this screen. Click on the OK button to enter the next section of X-COM UFO Defense; the Battlescape. PAGE 29

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SECTION 1

TUTORIAL 2: THE BATTLESCAPE

Tutorial 2 guides you through the close-combat Battlescape; the section of the game where you fight the aliens face-to-face.

Arming Your Squad

1. The eight members of your squad automatically arm them-selves with guns, ammunition and grenades. This initial screen allows you to adjust the weapons your squad will carry into action. Click on the left/right arrows in the top-right of the screen to check the armament of each of the eight members of your squad. 2. You will see that six of your soldiers have rifles, one has a pistol and one has a heavy cannon. The soldiers carry extra ammunition and grenades on their belts. PAGE 30

SECTION 1 Full details of this section of the game are given in the Ground Assaults chapter of this manual. Click on the OK button to exit this screen. 3. The turn screen will appear.

Note: All Battlescape action is turn-based. This means it is like a 3-D game of chess - you move your pieces, the aliens move theirs! Click the Left Mouse Button (LMB) to continue.

The Battlescape
4. You will now see your Skyranger on the ground with its rear door open. The aircrafts cabin roof is peeled away to reveal your squad of eight soldiers within. The bottom section of the screen contains a number of buttons and displays. This section of the screen is known as the Control Bar.

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SECTION 1

Using the Split Level View


5. The Battlescape is built up of several levels. These can be viewed individually or may be assembled into a complete 3-D picture. Splitting the Battlescape into levels allows you to see behind walls and inside buildings or craft. At the moment, the Battlescape is set to its normal setting - the Multi-level View. The Multi-level view hides everything above the currently selected level, this is why the Skyranger appears to have no roof.
1 Click on the button in the Control Bar. The number on the button will change to 2.

The cabin roof and wings of the Skyranger will appear. Your soldiers will now be hidden from view. This is the Full View of the Battlescape.

1 6. Click again on the button. The number on the button will change back to 1. The Battlescape returns to the Multi-level View.

7. When you are in any of these views, you may need to switch to the next level down or up. Click on the button.

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SECTION 1 8. The display will change to show just the landing legs and tail ramp of the Skyranger.

9. Click on the

button.

The display will return to the original view, with your squad visible inside the Skyranger.

Selecting Soldiers
10. You control your squad individually, selecting and moving each soldier in turn. Move the mouse pointer over the Battlescape display. A red 3-D box will appear under the pointer. 11. Move this box over any soldier. The box will now flash yellow and red. 12. Click on the Left Mouse Button (LMB). A yellow arrow appears above the soldiers head to show that he/she is now selected. 13. Move the mouse pointer over any other soldier in the Skyranger and click to select. Watch the soldiers name (halfway down the Control Bar) change.

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SECTION 1

Moving Soldiers
14. Move the mouse pointer over either of the soldiers at the rear of the Skyranger and click to select. The yellow arrow appears above the soldiers head to show that he/she is now selected. 15. Now, move the mouse pointer over the ground just behind and to the right of the Skyranger.

16. Click the Left Mouse Button (LMB). The soldier will walk out of the Skyranger to the destination you have just set. The Battlescape automatically switches to the next level down, so that the Skyranger now only appears as the ramp and a set of landing legs. 17. Click on the button.

18. Move the mouse pointer over the other soldier at the rear of the Skyranger and click to select.

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SECTION 1 19. Now move the mouse pointer over the ground just behind and to the left of the Skyranger.

20. Click the Left Mouse Button (LMB). The soldier will walk out of the Skyranger to the destination you have set. 21. We now have two soldiers deployed from the Skyranger. You may notice that the Battlescape displays a little more of the surrounding terrain now. This is because the Battlescape only shows what is in your squads line of sight. Move the 3-D box to a point near one of the landing legs and click on the Right Mouse Button. The currently selected soldier will turn around and face the Skyranger, scanning the surrounding terrain in the process. Any nearby black squares will turn into terrain as the soldier looks at them. 22. If you want to look around the Battlescape at the visible terrain, move the mouse pointer to the very edge of the screen. The view window will move in that direction. Note: You must take the mouse pointer to the very bottom of the screen, under the Control Bar, to move the view window downward.

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SECTION 1 23. Click on the button to re-center the Battlescape on the currently selected soldier. 24 Click on the selected. button. The next soldier in your squad will be

This is an alternative way of selecting soldiers, saving you from having to search around the Battlescape for every soldier. 25. Move this soldier out of the Skyranger, in the same way as the other two. 26. Select and move another soldier out of the Skyranger. 27. You now have four soldiers deployed from the Skyranger. This is enough for the moment, the rest can remain on board as reinforcements. The primary objective of this mission is to kill or stun the aliens. A good place to find aliens is the crashed UFO itself, so well start the search there.

The Map Screen


28. Click on the button to access the Map Screen. This displays a map of the mission area, allowing you to see X-COM and alien forces, X-COM craft and UFOs.

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SECTION 1 29. You will see four flashing yellow dots on the map; these are your soldiers. If a UFO has been spotted, its hull appears as a pale grey line.

UFO

30. The map only shows one level of the Battlescape at a time. Click on the up/down arrows on the left-hand side of the screen to display the next level up or down. 31. Click on the Right Mouse Button to return to the Battlescape.

The Turn-Based System


32. If you saw a UFO on the Map screen, start moving your soldiers toward it. If not, continue moving your soldiers around the Battlescape until you find the UFO. Eventually the message Not Enough Time Units! appears.

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SECTION 1 33. This means that the selected soldier has moved as far as he/she can possibly move in this turn. When all four of the soldiers have moved to this point, it is time to end your turn. Click on the button to end the turn.

The aliens will now be given a turn to move. They may open fire on your squad - you are helpless until your next turn. On-screen prompts tell you when to click the LMB to begin your next turn.

Searching For the Aliens


34. Continue moving your squad around the Battlescape. To go through doors, click inside the room. To go up stairs, click at the top of the stairs. You will notice that the Battlescape has an edge beyond which everything is black. This is the edge of the map - aliens will not go into this area.

Seeing the Aliens


35. If one of your soldiers sees an alien, he/she will immediately stop moving and a red flashing square will appear in the right of the Battlescape screen, just above the Control Bar.

Alien Alert

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SECTION 1 Click on the red flashing square to center the Battlescape on the alien. 36. The alien can now be seen in the center of the screen. Click on the button to access the Map Screen.

37. Aliens will appear as blue flashing dots on this map, the white cross indicates where the map is centered. Look for your soldiers on the map - there might be soldiers in a better position to fire than the soldier currently selected. Click on the Right Mouse Button to return to the Battlescape.

38. If you want to re-center the Battlescape on the currently selected soldier, click on the button in the Control bar.

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Using Guns
39. We will now use a weapon against the alien, before it gets the chance to fire at us. This is probably a long range shot, so a rifle will be required. Click on the rifle (at the far right of the Control Bar). 40. A window will appear, allowing you to choose from a number of shots.

Move the mouse pointer over the Aimed Shot option and click. 41. You will now return to the Battlescape. The cursor has changed to a targeting cross instead of the 3-D box.

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SECTION 1 Position the cross over the alien and click the Left Mouse Button (LMB). 42. Now, one of four things could happen: A. The message No Line of Fire! appears. This means that there is an object between your soldier and the alien. You must move your soldier to a different position or select another soldier before attempting to fire again. B. The message Not Enough Time Units! appears. This means that your soldier does not have enough Time Units to complete the shot. You must either choose another type of shot, select another soldier or end your turn. C. The soldier fires a shot... and misses. This is unfortunate, but is expected - initially your soldiers are all rookies. You will find that your soldiers become more accurate as they fight more battles. D. The soldier hits the alien with the shot. The aliens wear strong armor, so it may take more than one hit to kill them. Click on the Right Mouse Button to change the mouse pointer from a targeting cross to the 3-D box, ready to move your soldier again.

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Using Grenades
43. If an alien is using an object for cover, you may prefer to attack it with a grenade. Click on the button to access the Equip Soldier screen. This is similar to the screen which you saw before entering the Battlescape. 44. Initially every soldier has one grenade (the round, black object) in his/her belt. Move the mouse pointer over the grenade and click. The word Grenade will appear below the soldiers name.

45. Move the grenade over the box marked Left Hand and click again. If the soldier has enough Time Units, the grenade will be placed in the soldiers left hand. If the soldier does not have enough Time Units, replace the grenade in the belt and repeat the operation after the next turn. 46. Click on the OK button to return to the Battlescape. 47. You will now see the grenade in the Item Box on the far left of the Control Bar. Click on the grenade.

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SECTION 1 48. A window containing the options Prime Grenade or Throw will appear.

Click on Prime Grenade. Note: If at any stage your soldier runs out of Time Units, simply end the turn and complete the priming/throwing process on the next turn. But beware! The soldier may be killed during the aliens turn if he/she is not in cover. 49. The Set Timer window will appear, allowing you to set the number of turns until the grenade detonates.

Click on the number 3. You will now return to the Battlescape, with a primed grenade in your soldiers left hand.

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SECTION 1 50. You now have three turns to throw the grenade and get away from the blast area. Click on the grenade again. 51. The only option is Throw. Click on Throw. 52. You now return to the Battlescape. The cursor has a throw icon superimposed over the 3-D box.

Click on the location where you want to throw the grenade. 53. One of three things will happen: A. The soldier will throw the grenade. B. The message Out of Range! will appear. This is because the target location is too far away. If this happens, choose a target location which is closer to your soldier. C. The message Unable to Throw Here! will appear. This is because an object is obstructing the throw. If this happens, choose a different target location. Dont forget, once you have thrown the grenade, youve got just three turns to clear the area!

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SECTION 1

Completing the Mission


54. Continue searching for aliens (go back to step 34 of this tutorial). When all aliens have been killed, the mission is over. X-COM will then automatically recover the UFOs remains, alien artifacts and alien corpses. To abort the mission before the mission objectives are completed, click on the button in the Control bar. Abort mission will only save soldiers who have returned to the Skyranger - a warning message will appear if you attempt to take-off without your full squad. Note: Do not allow the aliens to kill all of your squad - there will be no-one to fly the Skyranger back to base, and it will be lost. If you are down to your last soldier, abort the mission.

The Debriefing
55. At the end of the ground assault mission, you will be given a debriefing. This will inform you if your mission objectives were achieved and lists the items recovered.

Click on the OK button in the bottom-left of this screen to return to the Geoscape. 56. You might want to save the game at this point (see step 23 of Tutorial 1 for details of how to save games). If you want to re-play the ground assault, load in your previously saved game.
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TUTORIAL 3: BASES

From research and manufacture to equipping craft and soldiers, the Bases screens define how well you will be able to deal with the alien threat. Tutorial 3 guides you through this, the most complex section of X-COM UFO Defense. 1. If you are continuing from tutorial 2, do not worry if you lost your Skyranger; you can buy another in the Bases screen. Click on the button labeled Bases in the Geoscape Menu Options. 2. The Bases screen will appear. Note: From now until you re-enter the Geoscape screen, time is paused. If at any time you need to pause the game, simply click on one of the Geoscape Menu Options.

Equipping the Interceptor


3. We will now use the Equip Craft screen to re-arm one of the Interceptors. Click on the button labeled Equip Craft in the Bases screen.

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SECTION 1 You will enter the Interception Craft screen, allowing you to choose which craft you will equip with weapons or equipment.

4. Move the mouse pointer over Interceptor-2 (a pale highlight will appear to show it is selected) and click. 5. The Interceptor-2 Equip Craft screen will appear.

You will see each of the Interceptors two weapon bays, represented by the numbers 1 and 2. The armaments loaded onto the aircraft are Stingray missiles and a Cannon. Click on the button marked with the number 2.

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SECTION 1 6. The Select Armament window will appear.

You will see that you have 1 Stingray short-range missile launcher, 1 Avalanche long-range missile launcher and 2 cannons in the bases stores. 7. We will now re-arm the Interceptor with Avalanche long-range missiles in place of the cannon. Move the mouse pointer over Avalanche (a pale highlight will appear to show it is selected) and click. 8. The display will return to the Interceptor-2 Equip Craft screen. The Interceptor now has an all-missile armament - this is more effective for attacking UFOs. Click on the button marked OK in the bottom of the screen. 9. You will now return to the Interception Craft screen. You will see that the Status column for Interceptor-2 shows that it is Re-arming. Click on the button marked OK in the bottom of this screen. 10. You will return to the Bases screen. Next we will assign X-COM scientists to undertake research. Click on the button marked Research.

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SECTION 1

Assigning Research
11. You will be taken to the Current Research screen.

We will now assign our scientists to work on two different research projects; Laser Weapons and the Motion Scanner. Click on the button labeled New Project in the bottom-left of the screen. 12. The New Research Projects window will appear.

Move the mouse pointer over Laser Weapons (a pale highlight will appear to show it is selected) and click.

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SECTION 1 13. The Start Project window will appear.

Click on the Start Project button in the bottom-left of the window. 14. The Scientists Allocated window will appear. This allows you to change the number of scientists working on the project.

Click on the up arrow next to the word Increase until the number to the right of the word Scientists Allocated is 10. 15. Click on the button marked OK. 16. You will return to the New Research Projects window. Move the mouse pointer over Motion Scanner and click.

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SECTION 1 17. The Start Project window will appear. Click on the Start Project button in the bottom-left of the window. 18. The Scientists Allocated window will appear. Click on the up arrow next to the word Increase until the number to the right of the word Scientists Allocated is 10. 19. Click on the button marked OK. 20. You will return to the New Research Projects window. Click on the OK button in the bottom of this window. 21. You will now return to the Current Research screen. You will see that you have 10 scientists assigned to researching Laser Weapons and 10 scientists assigned to researching the Motion Scanner. The progress in each of these projects is unknown; the scientists have not yet started work.

Click on the OK button in the bottom-right of this screen. 22. You will return to the Bases screen. Another important function carried out in the Bases screen is the purchasing of items or the recruiting of personnel. Click on the button marked Purchase/Recruit.

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Purchasing/Recruiting
23. You will be taken to the Purchase/Hire Personnel screen.

We will now purchase some items and hire some extra soldiers. Move the mouse pointer over the button in the Soldier line (at the top of the list of items) and click once. 24. You will see the number in the Quantity column change to 1. Click on the Space! appears.

button until the message Not Enough Living

Note: The message Not Enough Living Space! appears because you do not have enough Living Quarter facilities at your base to accommodate the soldiers. To build more Living Quarters, click on the Build Facilities button in the Bases screen - see the Bases section of the Reference Guide of this manual for full details. 25. If you lost your Skyranger troop transport in the ground assault, you can replace it by clicking once on the button in the Skyranger line of this screen. 26. Move the mouse pointer down the list until you get to Tank/Rocket Launcher. The tank is a large weapon, expensive but powerful.

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SECTION 1 27. Click once on the button. You will see the Cost of Purchases (in the top-right of this screen) increase by $900,000 (the cost of the tank). 28. Now well need some ammunition for it. Move the mouse pointer over the HWP Rocket button and click four times. You may need to buy more ammunition later, when you return from your next ground assault. Note: The message Not Enough Store Space! will appear if you attempt to buy too many items. To build more storage space, click on the Build Facilities button in the Bases screen - again, see the Bases section of the Reference Guide of this manual for full details. 29. Click on the button in the bottom-right of the screen. The list will move down a little. Continue clicking on this button until it disappears. You have reached the bottom of the list. The last item on the list is the Stun Rod. This item allows your soldiers to knock aliens out instead of killing them, the alien can then be recovered alive and interrogated. 30. Move the mouse pointer over the Stun Rod twice.

31. If you lost your Skyranger in the ground assault, you will need to equip its crew. Carry out the same process as above to choose some weapons from the list - dont forget ammunition if you buy guns or rocket launchers. 32. You have now completed choosing what you want to buy. Click on the OK button in the bottom-left of the screen to confirm the purchase. 33. You will return to the Bases screen. Click on the Geoscape button in the bottom-right of the Bases screen. You will return to the Geoscape.

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button and click

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Waiting For Delivery


34. It will take several days for all the items you purchased to be delivered. Check the Game Time. Click on the 1 Day button in the Geoscape Time Controls and allow 3 days to pass. If a UFO is detected, intercept it (see step 4 of Tutorial 1 for full details). 35. Several windows may appear as time passes. For the moment, just click on the OK button to make them go away. Well worry about these later. When 3 days have passed, click on the 5 Secs button. 36. We will now return to the Bases screen and equip the Skyranger with all the items we have just purchased. Click on the Bases button. 37. Click on the Equip Craft button.

Equipping the Skyranger


38. Use the mouse to highlight and click on Skyranger-1. 39. The Equip Craft screen for the Skyranger will appear.

You will see the soldiers assigned to the Skyranger, next to the button marked Crew. If you didnt lose any in the ground assault, there will be eight soldier icons. PAGE 54

SECTION 1 Click on the Crew button. 40. The Select Squad screen will appear.

This screen displays the names of the soldiers who are assigned to Skyranger-1. Click on any names which are shown in light blue. This will assign them to Skyranger-1. The Craft column of this screen shows which craft the soldiers are assigned to. 41. When all the soldiers names are shown in white, all the soldiers at the base are assigned to Skyranger-1. Click on the OK button in the bottom of this screen. 42. You will return to the Equip Craft screen. Now well load some equipment onto the Skyranger. Click on the button marked Equipment.

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SECTION 1 43. The Select Equipment screen will appear.

Move the mouse pointer over the button in the Tank/Rocket Launcher line (at the top of the list) and click. The Tank/Rocket Launcher is now loaded onto Skyranger-1. The number in the Stores column changes to 1 from 0, and the name of the item changes from light blue to white, indicating that it is on board. 44. Use the same process to load any other equipment of your choice onto the Skyranger. 45. Click on the OK button in the bottom of the screen. 46. You will return to the Equip Craft screen. Click on the OK button in the bottom of the Equip Craft screen to return to the Interception Craft screen. 47. Click on the OK button in the bottom of the Interception Craft screen to return to the Bases screen. 48. Click on the Geoscape button in the bottom-right of the Bases screen. You will return to the Geoscape.

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SECTION 1

Returning to the Geoscape


49. Click on the 1 Day button in the Geoscape Time Controls. Soon, a message will appear on the Geoscape. This may be one of the following: UFO Detected - go to step 4 of tutorial 1 for details of intercepting UFOs - when you investigate the crash site this time, your soldiers will be better equipped. Research Completed - your scientists have completed their research work. You should allocate them to another project as soon as possible (see step 11 of this tutorial). X-COM Project Monthly Report - at the end of each month, the X-COM Project Monthly Report will appear to inform you of your progress in the fight against the aliens. See the Geoscape section of the Reference Guide of this manual for full details. Other messages may appear to inform you that a new purchase has arrived or a manufacturing process has become available.

The End Of the Tutorial


Much of the enjoyment of X-COM UFO Defense is discovering new technology, gathering information on the aliens and battling through hundreds of different landscapes. These tutorials have been a basic guide to the way X-COM UFO Defense plays. There may be further game enhancements which are documented in the Technical Supplement. Use the Reference Guide section of this manual for details of specific menu options or game features.

Playing Tips
To succeed in the war against the aliens, you will need to carry out the following:

Establish more bases around the world.


Click on the Build New Base button in the Bases screen. Establish bases in the countries who are funding you heavily - refer to the Graphs screen for this information.
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Build more facilities at your bases.


Click on the Build Facilities button in the Bases screen. Experiment with different sized bases - you dont always have to build hangars. Build dedicated listening posts, equipped with both large and small radar systems, then add hangars when you can afford them. By using this tactic, you will detect many more UFOs.

Develop a powerful squad.


Dont allow your soldiers to be killed in the ground assaults, you will find that they fight better when they are more experienced. Equip your squad with the best weapons available and avoid exposing your soldiers to enemy fire by keeping them in cover.

Plan your research carefully.


Concentrate research on developing alien-based technologies and take care that your scientists stay busy - research work costs relatively little and the rewards are great.

Build new weapons and craft based on alien technology.


If your scientists have researched alien items, your engineers will be able to reproduce them. X-COM will eventually be using the most advanced weaponry on Earth, fighting the aliens with their own technology!

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THE REFERENCE GUIDE

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1 GAME OPTIONS

The Game Options screen appears when you load X-COM UFO Defense, allowing you to select between New Game or Load Saved Game. Position the mouse Pointer over the required option and click the Left Mouse Button (LMB) to select.

1.1 NEW GAME


If you select New Game in the Game Option screen, you will be taken to the Select Difficulty Level screen.

This allows you to change the way the game plays to suit your skill level, from level 1 (Beginner) to level 5 (Superhuman). It is recommended that you complete the game at one of the lower difficulty levels before attempting to play the game at level 5.

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SECTION 2 The difficulty level affects: - the hostility and skill of aliens, - the aggression of UFOs. Pick a difficulty level by clicking on one of these five buttons. You will now be taken to the main game screen, the Geoscape. The message Select Site For New Base will appear at the top of the screen

Click on any part of the world to position your first X-COM base. Use the Geoscape controls if you want to rotate the display of the Earth (see the section of this manual on The Geoscape Screen for full details of the Geoscape controls). The last New Game set-up is to name your first base. The prompt Base Name? will appear - type in your first bases name using the Keyboard and press the Return Key. You will now be able to use the Geoscape as normal.

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1.2 LOAD SAVED GAME


If you select Load Saved Game in the Game Options, you will be taken to the Select Game To Load screen.

The name of the saved game is displayed in the middle of the screen, the games time and date is also displayed. Pick a saved game by clicking on one of the ten buttons on the lefthand side of the screen and click the LMB. You will now be taken to the Geoscape, at the point when the game was saved.

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2 THE GEOSCAPE SCREEN


Geoscape Menu Options Game Time

Time Controls

View Controls

The Geoscape screen is the main screen for playing X-COM UFO Defense; it displays the latest data on alien activity and allows you to control and monitor X-COM interception craft. The Geoscape screen is made up of five parts: the Geoscape, the View Controls, the Time Controls, the Game Time and the Menu Options.

2.1 THE GEOSCAPE


The Geoscape is a 3-D view of the Earth which may be rotated or magnified. At minimum magnification it displays the whole planet, while at maximum magnification it shows detail such as borders and cities. Terrain types from desert to snowscape are represented on the surface of each of the continents, and night and day are fully simulated. The Geoscape uses symbols to represent the following: Blue - an X-COM base, Yellow % - an X-COM craft, Orange " - an X-COM crafts destination (also known as a waypoint), Red % - a UFO in the air, Green " - a UFO on the ground, White " - a UFO crash site, Pink - an alien base, Pink % - an alien terror site.
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2.2 THE VIEW CONTROLS


The View Controls allow you to manipulate the view of the Earth in the Geoscape. Click on the up or down arrows to tilt the view of the Earth up or down. Click on the left or right arrows to rotate the view of the Earth to the left or right (about the Earths polar axis). Click on the Click on the icon to increase the magnification of the Geoscape. icon to decrease the magnification of the Geoscape.

Click on the Geoscape using the Right Mouse Button to center the display on that location.

2.3 THE TIME CONTROLS


The Time Controls allow you to adjust the rate at which time passes in the game. Time may be accelerated from 5 seconds stages to 1 minute, 5 minutes, 30 minutes, 1 hour and 1 day segments. This means that you may cut out the long periods of waiting for X-COM radar to detect a UFO. To select a particular rate of time passage, click on any of the six Time Control buttons. The passage of time is suspended when any of the Geoscape Menu Options are accessed.

2.4 THE GAME TIME


X-COM UFO Defense begins at 12.00pm on January 1st, 1999. All game times are given in Greenwich Mean Time (GMT).

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2.4.1 THE X-COM PROJECT MONTHLY REPORT

At the end of each month, you will be given a report of your progress so far. This report is in the following form: Month - the month which has just ended. Monthly Rating - X-COMs overall performance rating for the previous month. This takes into account the following: - success of interceptions, - scores for ground assault missions, - research work completed, - alien activity. A plus (+) sign before the figure indicates a good performance, a minus (-) sign indicates a poor performance. Funding Change - the difference between this months and last months total funding. A plus (+) sign before the figure indicates an increase in funding, a minus (-) sign indicates a decrease in funding. This is followed by a general report on how the Council of Funding Nations views recent X-COM anti-alien operations. Click on the OK button to exit this screen.

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2.4.2 PSIONIC TRAINING

If you have built a Psi-Lab at any of your bases, you will be taken to the Psionic Training screen each month, after the Monthly Report. Psionic powers allow X-COM soldiers to use mind control as a weapon. The Psi Amp is required to convert thoughts into psionic powers, without this the soldier cannot use psionic skills as a weapon. The Psionic Training screen lists all X-COM bases with a Psi Lab facility. Psi Labs are essential to carry out psionic training. Click on any of the Base Name buttons to Assign Soldiers to Psionic Training at that base.

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2.4.2.1 Assign Soldiers to Psionic Training

This screen allows you to assign individual soldiers to psionic training. The top of the screen shows the Remaining Psi-Lab Capacity. This indicates the number of soldiers who may be assigned to Psionic Training. Below this is a list of the following: Name - the soldiers name. Psionic Strength - this is a measure of the soldiers natural ability to defend against psionic attack. It never changes, regardless of how much training the soldier goes through. Psionic Skill/Improvement - this is the soldiers ability to use the Psi Amp in mental combat. The soldiers mental combat ability is dependent on both this and Psionic Strength. Note: It is better to concentrate your Psionic Training on soldiers with high Psionic Strength. In Training? - whether or not the soldier is in training. Note: Carrying out missions also improves a soldiers Psionic Skill. Click on the OK button to return to the Psionic Training screen. Click on another Base Name button to assign more soldiers to Psionic Training or click on the OK button to return to the Geoscape.

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2.5 THE MENU OPTIONS


Click on the Menu Option buttons to access other screens and functions: Intercept - allows you to give X-COM craft orders to intercept UFOs. Bases - takes you into the Bases screen (see the Bases section of this manual for full details). Graphs - takes you into the Graphs screen (see the Graphs section of this manual for full details). UFOpaedia - takes you into the UFOpaedia (see the UFOpaedia section of this manual for full details). Options - takes you into the Options screen (see the Options section of this manual for full details). Funding - takes you into the International Relations display (see the Funding section of this manual for full details).

2.6 USING THE GEOSCAPE


X-COMs main task is to shoot down and investigate UFOs. This ensures continued government funding and allows X-COM to learn more about the alien threat. When there is no UFO activity, you will probably want to keep the rate of time passage fairly high. Click on the 1 Hour button in the Geoscape Time Controls. Time will pass rapidly until you get a message informing you that a UFO has been detected.

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2.6.1 THE UFO DETECTED WINDOW

X-COM bases automatically detect any UFOs within range of their radar. Later on in the game, you will be able to research and manufacture better detection and tracking systems, based on captured alien technology. When a UFO is detected, time is paused and a window titled UFO(number) Detected appears in the center of the Geoscape display. Every UFO detected is given a consecutive number, for example, the 41st UFO detected by X-COM will be named UFO-41. The following data is also presented when a UFO is detected: Size - the size of the UFO. Altitude - the approximate height at which the UFO is flying. Heading - the general direction in which the UFO is travelling. Speed - the speed at which the UFO is travelling (in knots). This window also gives you the option to either: Center on UFO-Time=5 Secs - centers the Geoscape display on the UFOs current position and reduces the passage of time to 5 seconds. Click on this option if you intend to intercept the UFO. Cancel - hides the message window and leaves the Geoscape as it was before the UFO was detected. Click on this option if you wish to take no action against the UFO. Note: While your Interceptors are capable of a high maximum speed, UFOs often travel faster. A UFO may unwittingly change course or slow down, however, so it is good practice to attempt to intercept all UFOs detected.
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2.6.2 THE LAUNCH INTERCEPTION WINDOW


To assign an X-COM Interceptor to attack a UFO, you may either click on the Interceptors base, or click on the Intercept Menu Option (in the top-right of the Geoscape screen).

The advantage of clicking on the Intercept Menu Option is that you may give orders to an Interceptor which is based on the opposite side of the Geoscape, hidden from view. Simply clicking on a base only allows you to assign craft from that base.

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SECTION 2 The Launch Interception window displays the following information: Craft - the type and registration number of the craft (for example, Skyranger-6 is the sixth craft to be operated by X-COM, and is a Skyranger transport). Status - this may be either: Ready - the craft is available for interception duty. Refuelling - the craft is refuelling; this can take several hours. Rearming - the craft is having its air-to-air weaponry changed. Repairs - the craft is undergoing repair work. Out - the craft is already carrying out an interception. Base - the crafts home base. If you wish to return to the Geoscape without selecting an interception craft, click on the Cancel button.

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2.6.3 SELECTING AN INTERCEPTION CRAFT


Use the mouse to highlight an Interceptor from the Launch Interception list and click to select this craft. The Select Destination window will now appear at the top of the screen. If you wish to return to the Geoscape without selecting a target, click on the Cancel button. To select a UFO as the interception target, simply click on its location on the Geoscape. The message Target: UFO-(number) will appear.

Click on the OK button to accept this UFO as the target, or click on the Cancel button to select a different target. The interceptor will now launch from its underground base and take the most direct path to the UFO.

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2.6.4 THE CRAFT STATUS WINDOW

At any time when an X-COM craft is airborne, click on it to display the Craft Status window. This contains the following information: Craft Name - the type and registration number of the craft. Status - the orders which the craft is carrying out. Base - the crafts home base. Speed - the current speed of the craft (in knots). Maximum Speed - the crafts maximum speed (in knots). Altitude - the crafts approximate height. Fuel - the percentage of fuel remaining in the craft. When fuel reaches a critical level, the craft will automatically return to base. Weapon-1 - The type of weapon loaded into weapon bay number 1 followed by the number of rounds of that weapon remaining. Weapon-2 - The type of weapon loaded into weapon bay number 2 followed by the number of rounds of that weapon remaining.

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SECTION 2 The Craft Status Window also has four buttons, allowing you to: Return to Base - abort the interception and return to base. Select New Target - abort the interception and select a new target. Patrol - abort the interception and remain at the current position. Cancel - return to the Geoscape without issuing any orders.

2.6.5 THE UFO STATUS WINDOW

At any time when a UFO is displayed on the Geoscape, click on it to bring up the UFO Status window, repeating the information shown in the UFO Detected window.

2.6.6 THE TRACKING LOST WINDOW

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SECTION 2 The message UFO-(number) Tracking Lost will appear if X-COM tracking devices lose contact with a UFO while it is being intercepted. Click on the OK button. The Craft Status window will appear, giving you the option to either Return to Base, Patrol or Go to Last Known UFO Position. It is usually best to go to the last known UFO position, since the interception craft may be able to re-acquire the UFO with its onboard radar.

2.6.7 THE AIR-TO-AIR COMBAT WINDOW


When the X-COM craft has maneuvered within firing range of the UFO, the Air-to-Air Combat window will appear. The interception craft is now at stand-off range, awaiting your orders. Remember that you are setting out to cause the UFO to crash land, not to blow it into a million pieces! The Air-to-Air Combat window consists of the following:

Minimize Window Icon Order Buttons Radar Screen Weapons Display Damage Display Range to the UFO Message Box

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2.6.7.1 The Order Buttons


Click on the buttons in this display to carry out the following:

Standoff - follow the UFO without firing at it.

Cautious Attack - attack the UFO from the maximum range of each weapon.

Standard Attack - move to the minimum range of each of the available weapons and fire at a standard rate.

Aggressive Attack - move to the minimum range of each of the available weapons and fire at a maximum rate.

Disengage - abort the interception and return to base.

x
View UFO - replace the Air-to-Air combat window with a view of the UFO. Click on the LMB to return to the Air-to-Air Combat window.

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2.6.7.2 The Radar Screen


The Interceptor will use its on-board radar to carry out the attack on the UFO. The Radar Screen section of the Air-to-Air Combat window shows the Interceptors Radar Screen, allowing you to monitor the final stages of the interception. The UFO will appear as a bright blip on the Radar Screen, the size of which depends on the size of the UFO.

2.6.7.3 The Weapons Display


There are a pair of icons on either side of the Radar Screen which represent what is fitted to the weapons bays of the Interceptor. These icons each have a number under them, indicating the number of rounds of the weapon which are remaining. The maximum range of each of the weapons is also shown, in the form of a line extending out of the weapon icon and onto the Radar Screen. When a UFO gets within this boundary, the Interceptor will open fire.

2.6.7.4 The Range to the UFO


The range to the UFO is a simple digital readout of the distance from the UFO to the Interceptor.

2.6.7.5 The Damage Display


The damage display indicates the Interception Crafts current damage state. The picture of the craft is filled in red as it receives damage.

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2.6.7.6 The Minimize Window Icon


If you shoot the UFO down over water, the wreckage will be swept away before anything of value can be recovered. The Minimize Window feature allows you to track the UFO on the Geoscape until it is over land, then shoot it down. To carry this out, click on the in the top-left of the Air-to-Air Combat window. The Craft Icon (with a pictorial representation of the craft plus its X-COM registration number) will now appear in the top-left of the Geoscape and time may be advanced or slowed as normal.

When the UFO gets over the land, click on the Craft Icon. The Airto-Air Combat window will now re-appear, ready for you to carry out your attack. Note: You can also use the Minimize Window icon to give other Interception Craft orders to attack the UFO. There can be up to four Interception Craft attacking a UFO simultaneously, maximizing the chances of success against the larger UFOs.

2.6.7.7 The Message Box


The Message Box is in the bottom of the Air-to-Air Combat window and displays messages from the pilot of the Interceptor to you. These messages either confirm your orders or inform you of what the UFO is doing.

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2.6.8 SHOOTING THE UFO DOWN


Click on the Standard Attack button. The message UFO Crash Lands! will appear if you successfully cause the UFO to crash land. The display will then automatically return to the full-screen Geoscape with a white cross marking the UFO Crash Site.

2.6.9 INVESTIGATING UFO CRASH SITES


The UFO is now vulnerable to ground assault, and you should send out an X-COM squad to investigate it and to recover any available alien technology. Click on a base or use the Intercept Menu Option to select a Skyranger troop transport craft (just as you did previously with the Interceptor) and assign the UFO Crash Site as the target. The Skyranger will now take-off and make its way to the UFO Crash Site. Note: Only craft which contain soldiers or HWPs are allowed to intercept Crash Sites or landed UFOs. When the Skyranger arrives at the Crash Site, you are taken to the UFO Crash Recovery screen.

Click on the OK button to enter the Equip Squad screen. See the next chapter of this manual for full details on Ground Assaults.

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2.7 OTHER GEOSCAPE USES


As well as controlling the interception and investigation of UFOs, the Geoscape may be used for several other functions. Some of them are outlined below; the others are for you to discover!

2.7.1 GROUND ASSAULTS ON UFOS


As well as investigating crashed UFOs, you may send a troop transport craft to an intact UFO which has landed. This is dangerous for your soldiers, however, and is not advised unless you have a very powerful squad.

2.7.2 TERROR SITES


The aliens will attempt to terrorize civilian populations as part of their invasion plans. This must be prevented at all costs: a successful alien Terror Site in a funding country could cause its government to withdraw from the X-COM project.

2.7.3 ALIEN RAIDS ON X-COM BASES


As the game progresses, the aliens will carry out missions to find XCOM bases. If the aliens discover the location of any of your bases, they will attempt to destroy them with a ground assault.

2.7.4 ALIEN BASES


The aliens will attempt to build bases on the Earth. These are used for a variety of purposes from operating UFOs to infiltrating governments. Alien bases may be detected by sending an Interception Craft to the suspected location of the base and selecting the Patrol option. You are advised to raid alien bases at the earliest opportunity, but make sure you have a very powerful squad before you try!

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3 GROUND ASSAULTS

Ground Assaults take place when X-COM carry out any of the following: - Investigate crashed UFO sites, - Assault UFOs at their landing sites, - Intervene at alien terror sites, - Defend X-COM bases against alien attack, - Attack alien bases. All missions, except defending X-COM bases, require you to use a transport craft to get to your destination. When you begin the game, the only troop transport available is the Skyranger, but as the game progresses you will be able to manufacture new craft.

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3.1 THE EQUIP SQUAD SCREEN

Before you begin a Ground Assault, you will be taken to the Equip Squad screen. Your soldiers will automatically pick up some weapons, but you may wish to re-equip them. The top-left of the Equip Squad screen contains the name of the currently selected soldier. At the top-right of the screen are two arrows, allowing you to select the next, or the previous, soldier in your squad. At the center of the screen is a soldier, who will be dressed in the armor which you may have selected in the Equip Craft screen. This soldier is surrounded by the locations in which weapons may be carried. The items on the ground may be picked up and carried by the soldier. To pick up an item from the ground, simply move the mouse over the item and click. The item will now be attached to the mouse pointer. The name of this item is shown in the top of the screen, under the soldiers name. Move the item over the location in which you want it to be carried and click again. The item will now be available for use by the soldier. To load a weapon with ammunition, pick up the ammunition and click on the appropriate weapon. To carry this out, the weapon must be in a hand, the right type and unloaded.

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SECTION 2 To unload ammunition from a weapon, pick up the loaded weapon and click on the Unload button. The weapon will go to the soldiers right hand and the ammunition to the left. To carry this out, both of the soldiers hands must be empty. When you have finished equipping your soldiers, click on the OK button to enter the main part of the Ground Assault; the Battlescape.

3.2 THE BATTLESCAPE SCREEN

The Battlescape screen is a 3-D display which allows you to control a small squad of heavily-armed X-COM soldiers.

3.2.1 USING THE BATTLESCAPE


Your squad starts the mission in their transport craft. The soldier nearest to the crafts exit ramp has a yellow arrow to show that he/she is selected, ready to move out.

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3.2.1.1 Selecting and Moving Soldiers


A 3-D box will appear when you move the mouse pointer over the Battlescape. To select a different soldier, either click on the button on the Control Bar (see the next section for full details of the Control Bar) or move the cursor box over the required soldier and click. A yellow arrow indicates the selected soldier. To move the selected soldier to a destination, simply move the cursor box to the destination and click. To make the selected soldier turn around without moving along, position the cursor box in the direction you want the soldier to face and press the Right Mouse Button.

3.2.1.2 Moving the View Window


Move the mouse pointer to the edge of the screen to move the Battlescape view window up, down, left or right. Note: You must take the mouse pointer to very bottom of the screen, under the Control Bar, to move the view window downward. You will notice that there is an edge to the Battlescape map, beyond which everything is black; this is a region into which the aliens will not venture. Aliens do not stray far from their crashed UFO because Earths atmosphere is hostile to them.

3.2.1.3 Line of Sight


The Battlescape will only display what is within your squads line of sight. This means that you must seek out the aliens through dark, unexplored areas.

3.2.1.4 Using the Split Level View


The Battlescape is built up of several levels. These can be viewed individually, allowing you to see behind walls and inside buildings or 1 button on the Control Bar to break the craft. Click on the Battlescape into levels.

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3.2.1.5 The Turn-Based System


The Battlescape operates under a turn-based system. This means that your soldiers will be able to move a certain distance before the message Not Enough Time Units! appears. When all of your squad have used their allocated Time Units, click on the button on the Control Bar to end your turn. When the aliens have completed their moves, it is your turn again. The Hidden Movement screen will appear when the aliens are moving out of sight of X-COM soldiers. However, there is an exception to the turn based rule. If you move your soldiers directly into the aliens line of fire, they will take a shot during your turn. Similarly, your soldiers will automatically open fire if the aliens move into your soldiers line of fire during their turn. See the section of this manual on Opportunity Fire for full details. Note: It is best to end your turn when your soldiers are in cover; close to walls or behind large objects.

3.2.1.6 Seeing the Aliens


When one of your soldiers sees an alien, a pulsing red square will appear in the bottom-right of the Battlescape screen. Click on the pulsing red square to center the Battlescape on the alien.

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3.2.2 USING WEAPONS


When you can see an alien on the Battlescape, you should use a weapon against it before it gets a chance to fire. Click on one of the Item Boxes on the left or right of the Control Bar to use a weapon. A window appears, giving you the option to select from a number of options. These will vary, depending on the weapon. Click on the required option to carry out any of the following: Aimed Shot - a carefully aimed shot, requiring maximum effort from the soldier and therefore maximum Time Units. Snap Shot - an unaimed shot in the targets general direction. This type of shot is only effective at extremely short range, or when using a very powerful weapon (such as a rocket launcher). Auto Shot - a three-shot burst of automatic fire in the targets general direction. This type of shot can be very effective, especially when used at short range. Not all weapons are capable of automatic fire, however. Prime Grenade - set the timer on a grenade or explosive charge. When you click on this option, a window appears with numbers from 0 to 23. This is the number of turns it will take before the grenade detonates. Click on the required number and either put the grenade down or throw it. Note: Proximity grenades do not have a timer, but will detonate when anything (including your soldiers) moves nearby. These should always be thrown to prevent the risk of detonation. Hit - strike your opponent with the weapon/object. To do this, your soldier must be standing next to the opponent. Throw - throw the weapon/object. This option is mainly intended for use with grenades or explosives.

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3.2.2.1 Maximizing Your Fire Potential


As well as the soldiers ability and the type of shot fired, there are several other factors which determine the accuracy of a shot: - accuracy is increased if the soldier is kneeling, - accuracy is decreased if the soldier is wounded or if a two-handed weapon (such as a rifle or rocket launcher) is being fired while the other hand is not free.

3.2.3 THE BATTLESCAPE CONTROL BAR


Options View Next Level Equip Soldier Screen Select Next Ascend/Descend Up/Down Map Screen Soldier Controls: Up/Down Split Level View End Turn Dust Off

Reserve Time Units

Rank Stand/ Kneel

Center Display on Soldier

Soldier Data

Select Next Soldier - Deselect Current Soldier

3.2.3.1 The Item Boxes


To the extreme left and right of the control bar are the Item Boxes, containing a picture of the items held in the soldiers hands. Click on these boxes to use a weapon/object.

3.2.3.2 Ascend/Descend Controls: Up/Down


Click on either of these buttons to move soldiers up or down between levels when they are either standing on a gravlift or if the soldier is capable of flight.

3.2.3.3 View Next Level Up/Down


Click on either of these buttons to view the next level up or down from the level which is currently displayed.
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3.2.3.4 Map Screen

Click on this button to view a map of the mission area. To recenter the map on another part of the mission area, simply click on the desired position. The white cross in the center of the screen shows where both the map and the Battlescape are centered. The map will only display one level of the Battlescape at a time. Click on the up or down arrows on the left-hand side of the map to view the next level up or down. The map uses symbols to represent the following: Yellow dots - X-COM forces, Blue dots - alien forces, Red dots - civilians, White crosses - dead aliens or humans. Click on the Right Mouse Button to return to the Battlescape screen.

3.2.3.5 Stand/Kneel
Click on this button to make the selected soldier stand or kneel. The advantage of kneeling is that your soldier is less visible to the aliens and fires more accurately.

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3.2.3.6 Equip Soldier Screen

Click on this button to view the equipment carried on the selected soldiers body or on the ground at the soldiers feet. This display is similar to the Equip Squad screen at the beginning of the Ground Assault. The only difference is that the top right of the screen now displays the soldiers remaining Time Units. Moving weapons and equipment from one location to another uses Time Units. The amount of Time Units required to move an object is dependent on where the item is - removing items from a backpack takes more effort than putting an item on the ground. Click on the OK button to return to the Battlescape screen.

3.2.3.7 Center Display on Soldier


Click on this button to center the Battlescape on the currently selected soldiers level and location.

3.2.3.8 Select Next Soldier


Click on this button to select and center the Battlescape on the next soldier in your squad.

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3.2.3.9 Select Next Soldier - Deselect Current Soldier


Click on this button to select and center the Battlescape on the next soldier in your squad. The soldier currently selected will be de-selected so next time you click on the soldier will not appear. Use this button when you are happy with the position of a particular soldier.

3.2.3.10 Split Level View


Click on this button to change how the levels of the Battlescape are displayed. The number on the button will change to indicate:
1

1 - Multi-level View - everything from the currently selected level downward is displayed. 2 - Full View - every level is displayed, regardless of what level is selected. Selecting this will hide any of your soldiers who are behind walls and inside buildings or craft.

3.2.3.11 Options
Click on this button to call up the Battlescape Options screen. This allows you to select different speeds for animation and scrolling, depending on player preference and the processing speed of your computer.

3.2.3.12 End Turn


Click on this button to end your turn.

3.2.3.13 Dust Off


Click on this icon to abort the mission. Only soldiers aboard the transport craft will be saved. Note: If you abort an alien base raid, only soldiers in the rooms where you are initially deployed are saved. Aborting the mission during an alien raid of an XCOM base concedes defeat to the aliens.

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3.2.3.14 Reserve Time Units


When your soldiers move, they use Time Units which might be needed to use a weapon. These buttons allow you to reserve Time Units for using weapons: - click on the top-left limitation, - click on the top-right a Snap Shot, - click on the bottom-left for an Aimed Shot, - click on the bottom-right for an Auto Shot. button to carry out free movement with no button to reserve enough Time Units for button to reserve enough Time Units button to reserve enough Time Units

3.2.3.15 Rank
This is an icon representing the currently selected soldiers rank. X-COM soldiers may have the following ranks: Rookie Squaddie Sergeant Captain Colonel Commander

As the soldiers rank improves, so too does the skill with which they can fight.

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3.2.3.16 Soldier Data


The name of the selected soldier is shown at the top of this section, with statistics and information regarding the soldier shown underneath. These statistics are displayed as both figures and bar charts and are color-coded as follows: Green - Time Units, Orange - Energy, Red - Health, Purple - Morale. Click on the Soldier Data box to view the Soldier Data screen.

This displays the soldiers name at the top of the screen with the following information: Time Units - the soldiers remaining Time Units. Time Units are required to carry out everything from walking to firing weapons. Energy - the soldiers remaining energy. This will decrease as the soldier carries out energy-consuming actions such as walking through thick grass. Health - the soldiers current health. This will decrease as the soldier takes hits from enemy weapons. Reactions - the soldiers reactions. This will allow the soldier to take snap shots during the aliens turn. PAGE 92

SECTION 2 Firing Accuracy - the soldiers accuracy at firing weapons. This will increase as the soldier becomes more experienced. Throwing Accuracy - the soldiers accuracy at throwing objects. This will increase as the soldier becomes more experienced. Morale - the soldiers morale. A soldier will lose morale if the battle starts to swing in the aliens favor. If the morale falls below 50%, there is a chance that the soldier could panic. Bravery - the soldiers bravery. This determines the likelihood of morale decreasing. Armor Status - the soldiers armor status. This will rise as the soldier is equipped with armor manufactured by your engineers. Psionic Strength/Skill - the psionic strength/skill which the soldier may call upon. Click on the Right Mouse Button to return to the Battlescape screen.

3.2.4 PROMOTIONS
At the end of every mission, subject to their mission performance, soldiers will be promoted. The rank to which the soldier is promoted is dependent on the following: Rookie - each new recruit begins at this level. Squaddie - in order to be promoted to a Squaddie, a Rookie must have had some combat experience (cowering in the back of a Skyranger doesnt count!). Sergeant - there is one sergeant per 5 soldiers. If a position is vacant the best available Squaddie is promoted. Captain - there is one Captain per 11 soldiers. If a position is vacant the best available Sergeant is promoted. Colonel - there is one Colonel per 23 soldiers. If a position is vacant the best available Captain is promoted.

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SECTION 2 Commander - this is the supreme leader of X-COM forces - there is only one Commander. If there are at least 30 soldiers the best available Colonel will be promoted. It does not automatically follow that the higher the rank the better the soldier, although this will tend to be the case.

3.2.4.1 The Effect of Rank


When officers accompany a mission then the morale of all the soldiers will be boosted and they will be less susceptible to panic. The higher the rank of the officer, the better the effect on the soldiers morale. Note: If an officer is killed during a mission it will have a worse effect on morale than if a rookie had been killed.

3.2.4.2 Mission Experience


When soldiers return from a mission then their abilities may be increased. For a skill to benefit from experience it must be used during combat as much as possible. For example, if a soldier uses a rifle many times then accuracy is likely to improve. Reactions, accuracy, Time Units, throwing accuracy, psionic skill, health, strength, fitness and bravery all benefit from mission experience.

3.2.4.3 Morale
At the start of each mission each soldier's morale starts at 100%. This will decrease when a soldier is wounded or if fellow soldiers are killed. It will recover if a soldier successfully kills aliens. The decline in morale is reduced by a soldier's Bravery rating - the more brave a soldier is, the less likely he/she is to panic.

3.2.4.4 Panic
When morale falls the likelihood of panic increases. When a soldier panics one of three things can happen: A. The soldier freezes, and can do nothing for the current turn (i.e. he/she will have no Time Units).

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SECTION 2 B. The soldier drops his/her weapon and runs away, searching for a hiding place. C. The soldier goes berserk and starts firing at random. Panic can also be caused by an alien psionic attack.

3.2.5 WOUNDING
A soldiers health is a general indication of well-being, but a soldier can also receive wounds. These afflict a certain part of the body as follows: Head, Left/Right Arm - each wound reduces the soldiers weapon accuracy. Torso - each wound reduces the soldiers rate of Energy recovery. Left/Right Leg - each wound reduces the soldiers available Time Units. The soldier data screen displays any wounds. Each wound also reduces a soldiers Health by one point per turn, so that it is possible for a soldier to die from a hit received much earlier in the mission. The Medi-kit can heal wounds.

3.2.5.1 Stunning
Soldiers or aliens can be stunned if hit by a stun weapon or if suffering from smoke inhalation. You can monitor the effect of smoke on your soldiers by checking the white bar on the soldiers health bar. If this advances as far as the soldiers health level, the soldier will collapse and may recover a few turns later. Aliens can also be stunned and carried back to your craft. However, if they wake up they will jump out of the soldiers arms and run away!

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3.2.6 OPPORTUNITY FIRE


If you end your turn leaving your soldiers with enough Time Units to fire a shot, your soldiers will automatically fire during the aliens turn at any alien who strays into their line of sight. This is called opportunity fire. Your soldiers might even be able to take a shot before the aliens if the soldiers Reactions and Time Units are high enough. There may be several exchanges of fire in each Opportunity Fire confrontation. Note: Opportunity fire is crucial to mission success. Remember to leave your soldiers with enough Time Units at the end of their turn to carry out opportunity fire - use the Reserve Time Units buttons to do this.

3.2.7 OBJECTIVE
The mission will be successful when all aliens have been either killed or stunned. The UFOs remains, alien artifacts and alien corpses will then be recovered automatically. To abort the mission before the objectives have been achieved, click on the button in the Control Bar. Note: Any soldiers not on the transport at this stage will be left behind.

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3.3 THE DEBRIEFING SCREEN

The Debriefing Screen is displayed at the end of the Ground Assault, giving you a breakdown of your mission performance. The first line of this display tells you whether the mission objectives were achieved. Below this is the mission performance list, showing a breakdown of all the Items recovered, the Quantity of each and the Score for retrieving them. The last line of the mission performance list shows the total mission score. At the bottom of the screen is the overall mission Rating. Poor mission performance may affect X-COM funding. Click on the OK button in the bottom-left of the screen to return to the Geoscape screen.

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4 BASES
Click on the Bases button in the Geoscape screen to access the Bases screen; a display of the various X-COM installations in operation or under construction. X-COM bases are underground facilities, hidden from alien detection systems. Craft operate from concealed hangars and the only access to the base is via the access lift(s). X-COM bases carry out several different functions: - Detection of UFOs, - Operation of X-COM fighter and transport craft, - Research into alien technology and life forms, - Manufacture of vehicles, equipment and weapons for X-COM use. The Bases screen consists of two main parts: the Base Display and the Menu Options.

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4.1 THE BASE DISPLAY


The Base Display allows you to see, at a glance, the size of your bases and their facilities. X-COM may have up to eight bases worldwide, these are represented above the Menu Options as a row of eight icons. Each of these icons contain a small map of the facilities which make up the base. Green squares represent existing facilities, red squares represent facilities under construction. Click on any of these icons to select a different base. The name of the selected base is displayed in the top-right of the Bases screen. Below this is the geographical area in which the base is located followed by the total Funds available to X-COM. The left two-thirds of the Bases screen shows a top-down view of the base. Move the mouse pointer over a base facility to display its name in the top-left of the screen.

4.2 THE MENU OPTIONS


The Menu Options allow you to see in detail how each of your bases is currently functioning. You will use the Menu Options to carry out tasks such as building facilities, arming individual craft and organizing research and manufacture work. Note: At times during the game, lists of information may extend beyond the screen. If this happens, an arrow will appear in the bottom-right of the screen. Similarly, if the list extends off the top of the screen, an arrow will appear in the top-right. Click on these arrows to scroll the list up or down.

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4.2.1 BUILD NEW BASE


Click on this option to establish a new X-COM base. You will be taken to the Geoscape and the message Select Site For New Base will appear at the top of the screen - click on any part of the world (except the sea) to position the base. You may cancel the order to build a new base by clicking on the Cancel button. Use the Geoscape controls if you want to rotate the display of the Earth (see the section of this manual on The Geoscape Screen for full details of the Geoscape controls). When you have selected the location for your base, a message window will appear informing you of the cost to establish a base in this part of the world. Click on OK to accept this location or click on Cancel to select a different location. Note: As you play the game, you will find that some areas of the world are better than others for X-COM base sites. North America is a good area for an X-COM base because it is both large and wealthy. When you have decided on your new Bases location, you will be prompted to give it a name - type in your bases name using the Keyboard and press the Return Key. You will now be taken back to the Bases screen and prompted to Select Position For Access Lift. This will position the main access to the facility from the surface. It is better to position this fairly centrally so that new facilities may be built around it. You have now established a new X-COM base. Click on the Build Facilities Menu Option to put some facilities into the base.

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4.2.2 BASE INFORMATION


Click on this option to display a breakdown of base-related information.

The Personnel Available/Personnel Total data shows how your personnel are being utilized. It is broken down into the three groups of personnel: soldiers, engineers and scientists. The figures show the number of personnel available for work followed by the total number of personnel at the base. You should keep the first figure zero to stop workers from being wasted. The bar graphs to the right of this numerical display are useful to see at a glance how your personnel are being utilized. The Space Used/Space Available bar graphs shows how your space is being utilized. This is broken down into five categories in a similar way to the Personnel. The figures show the space used followed by the total amount of space available. You should be aiming to keep the first figure equal or very close to the second figure to prevent wasted space. The bar graphs to the right of this numerical display are useful to see how your space is being utilized at a glance. The Defenses is a rating of how well the base can defend itself against UFO attack.

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SECTION 2 Click on the Transfers button in the bottom of this screen to see a display of the personnel or equipment currently in transit between other bases and the selected base.

The Item in transit is listed next to the Quantity of that item and its Arrival Time at the base in hours. For full details on Transferring personnel and equipment between bases, see the Transfer section of this chapter. Click on the OK button to return to the Base Information screen. Click on the OK button in the bottom-left of the Base Information screen to return to the Bases screen.

4.2.3 EQUIP CRAFT


Click on this option to configure your interception craft.

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SECTION 2 The Interception Craft Screen lists the following information: Name - the type and registration number of the craft (for example, Interceptor-3 is the third craft to be operated by X-COM, and is an Interceptor). Status - this may be either: Ready - the craft is available for interception duty. Refuelling - the craft is refuelling. Rearming - the craft is having its air-to-air weaponry changed. Repairs - the craft is undergoing repair work. Out - the craft is carrying out an interception. Weapon Systems - the air-to-air weaponry carried by the craft. This is presented as number carried/maximum number which may be carried. Crew - the number of soldiers carried on the craft. HWPs - the number of Heavy Weapon Platforms (e.g. tanks) carried on the craft. To configure a craft, use the mouse to highlight the required craft from the list and click to enter the Equip Craft screen.

The Equip Craft screen for the Interceptor.

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The Equip Craft screen for the Skyranger. The Equip Craft screen allows you to configure individual interception craft to suit your requirements. The crafts name is at the top of the screen. Below this is a display of the Damage and Fuel status - useful to establish how much longer the craft will be in repair or refuelling. 0% damage and 100% fuel mean that the craft is fully operational. Below the Damage and Fuel status are the air-to-air weapon configuration buttons, marked with numbers. These do not appear on the Equip Craft screen for the Skyranger transport, since it does not have an air-to-air capability. Craft such as the Interceptor have two weapon bays, marked 1 and 2. Alongside the numbered buttons are the names of the loaded weapons and a pair of figures: Ammo - the number of rounds of the weapon loaded onto the craft. Max - the maximum number of rounds which may be carried by the craft. A small icon representing the weapons is shown to each side of the craft.

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4.2.3.1 The Select Armament Window

Click on one of the numbered buttons to access the Select Armament window. This allows you to change the weapons carried in the crafts weapon bays. Armament - the names of the available weapons. Quantity - the number of weapons in storage. Ammunition Available - the number of rounds of the weapon in storage. If you wish to load a different weapon onto your craft, use the mouse to highlight the required weapon from the list and click. Alternatively, you may click on the Cancel button to exit this window without making any weapon changes. You will now return to the Equip Craft screen. If you changed the weapons, the new armament will be shown loaded on the craft. The number of rounds loaded will be zero - it takes time to re-arm the craft.

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4.2.3.2 The Select Squad Screen

Click on the Crew button to enter the Select Squad screen. This allows you to assign individual soldiers to the selected craft. The top of the screen displays the total Space Available on board the craft and the current amount of Space Used. Below this is a list of the Name of the soldiers available with their Rank and the Craft which they are currently assigned to. To assign or de-assign a soldier to the selected craft, use the mouse to highlight the required soldier from the list and click. Click on the OK button when you have finished assigning soldiers to the craft.

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4.2.3.3 The Select Equipment Screen

Click on the Equipment button to enter the Select Equipment screen. This allows you to load equipment onto the selected craft. The top of the screen displays the total Space Available on board the craft and the current amount of Space Used on the craft. Below this information is: The Item column, listing the names of the items which may be loaded on board. The Stores column, listing the number of the items which are available. The Loaded column, consisting of a pair of buttons for each item and the number of the item which are loaded on the craft. Click on the buttons to increase/decrease the number of items which are loaded on board the selected craft. Click on the OK button when you have finished loading equipment onto the craft.

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4.2.3.4 The Select Armor Screen

Click on the Armor button to enter the Select Armor screen. This allows you to configure the body armor which your soldiers will wear. To set-up the armor worn by a particular soldier, use the mouse to highlight the required soldier from the list and click. The Select Armor Type window will appear, listing the types of armor available and the number of each in storage. Click on an armor button. The soldier will now be equipped with the selected armor. Click on the OK button when you have finished assigning armor to soldiers. To return to the Interception Craft screen from the Equip Craft screen, click on the OK button. To return to the Bases screen from the Interception Craft screen, click on the OK button.

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4.2.4 BUILD FACILITIES


Click on this option to build new base facilities.

The Menu Options will be replaced by the Select Installation window. You may choose from the following: Access Lift, Living Quarters, Laboratory, Workshop, Small Radar System, Large Radar System, Missile Defenses, General Stores, Alien Containment, Hangar. Note: As the game progresses, you will be able to research alien-based technology to be incorporated into your bases. See the UFOpaedia for full details of all base installations.

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SECTION 2 Use the mouse to highlight and click on the required installation. The Select Installation window will be replaced by the Build Installation window.

This displays the cost to build the installation, the time it will take to construct it and the maintenance cost per month. You may click on the OK button to abort the build facility operation at this stage. To construct the new facility, move the mouse pointer over the Base Display, position the installation and click. The new installation will now be shown on the Base Display, enclosed in a dotted line and displaying the number of days of construction time remaining. The Build Installation window reverts to the Select Installation window. Click on the Cancel button to return to the Bases screen or click on another installation from the list to continue constructing base facilities. A message will appear in the Geoscape screen when a base facility has been completed.

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4.2.5 RESEARCH
Click on this option to view your current research status.

The Current Research screen displays the following: Scientists Available - the number of scientists available for work. Scientists Allocated - the number of scientists currently working on research projects. Laboratory Space Available - the amount of floor space available in the laboratories. Below this is a list of the research projects currently being undertaken with the number of scientists working on each project and a general indication of the progress being made.

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4.2.5.1 New Project


Click on the New Project button to start new research work. The New Research Projects window will appear, listing the available projects for research.

Use the mouse to highlight and click on the required project. The New Research Projects window will now change to display the Start Project window.

You may cancel research at this stage by clicking on the Cancel button. To accept the project and continue, click on the Start Project button.

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SECTION 2 The window will change again to display the Scientists Allocated window.

This displays the Scientists Available and the Laboratory Space Available as before, but allows you to set the number of scientists allocated to this particular project. Click on the up/down arrows to Increase/Decrease the number of scientists allocated to the project. Click on the OK button to exit to the New Research Projects window. Click on the OK button in the New Research Projects window to exit to the Current Research screen.

4.2.5.2 Scientists Allocated


Use the mouse to highlight and click on a project to alter the number of scientists allocated to that project. This is identical to the Scientists Allocated window described above. The more scientists involved, the quicker the research will be completed. Click on the OK button to exit to the Current Research screen. Click on the OK button in the Current Research screen to exit to the Bases screen.

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4.2.5.3 Research Completed

When work has finished on a project, the Research Completed window will appear on the Geoscape. Click on OK to return to the Geoscape or click on View Reports to view the result of the research (this may also be accessed at any time in the UFOpaedia). Your scientists will then inform you of any new research or manufacture projects which are now possible. Click on OK to exit from these screens or click on Allocate Research or Allocate Manufacture to start new research or manufacture projects.

4.2.6 MANUFACTURE
Click on this option to view your current production status.

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SECTION 2 The Current Production screen displays the following: Engineers Available - the number of engineers available for work. Engineers Allocated - the number of engineers currently working on production. Workshop Space Available - the amount of floor space available in the workshops. Current Funds - the amount of money currently available to X-COM. Below this is the production list, containing the following: Item - the item which is being manufactured. Engineers Allocated - the number of engineers working on the project. Units Produced - the number of units of the item produced so far. Total to Produce - the total number of units you have ordered to be produced. Cost Per Unit - the cost to manufacture each item. Days/Hours Left - the number of days/hours remaining before the production will be complete.

4.2.6.1 New Production


Click on the New Production button to start production of a new item. The Production Items window will appear, listing the available items for production.

Use the mouse to highlight and click on the required item.


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SECTION 2 The Start Production window will now appear.

The first line of this window displays the number of engineer days it will take to produce the item(s). One engineer day is the amount of work one engineer can carry out in one day. The next two lines show the cost to produce one unit and the workspace required. You may cancel production at this stage by clicking on the Cancel button. To accept the production and continue, click on the Start Production button. The Engineers Allocated window will now appear.

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SECTION 2 Click on the up/down arrows to Increase/Decrease the number of engineers allocated to the production or the number of units of the item to produce. You may cancel production at this stage by clicking on the Stop Production button. To accept the production and return to the Production Items window, click on the OK button. Click on the OK button in the Production Items window to exit to the Current Production screen.

4.2.6.2 Engineers Allocated/Units to Produce


Use the mouse to highlight and click on any manufacture project to alter the number of scientists allocated to that project. This is identical to the Engineers Allocated window described above. The more engineers involved, the quicker the manufacture will be completed. Click on the OK button to exit to the Current Production screen. Click on the OK button in the Current Production screen to return to the Bases screen.

4.2.6.3 Production Complete

When production of an item has been completed, the Production Complete window will appear on the Geoscape. This displays both the name of the item and the location at which it has been manufactured.

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4.2.7 TRANSFER
Click on this option to transfer craft, personnel or items between bases.

The Transfer screen consists of: The Item column, listing the names of the items at the base. The Quantity column, listing the number of each of the items at the base. The Amount to Transfer column, consisting of a pair of buttons for each item and the number of items to transfer.

w buttons to increase/decrease the number of the Click on the item which will be transferred to another base.
When you are happy with the items to be transferred, click on the Transfer button in the bottom-left of the screen. You will now be taken to the Select Destination Base screen.

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4.2.7.1 Select Destination Base

This screen displays your Current Funds in the top of the screen, to allow you to see how the planned transfer affects your finances. Below this is a list of all the X-COM bases in the world, with the area of the world in which they are and the amount it would cost to transfer the items to each of the bases. Use the mouse to highlight and click on the required base. The items will now be transferred. You will be returned to the Transfer screen. You may view details of the items which are in transit between bases by clicking on the Transfer button in the Base Information screen. Click on the Cancel button to return to the Bases screen.

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4.2.8 PURCHASE/RECRUIT
Click on this option to recruit personnel, lease craft or purchase items.

The Purchase/Hire Personnel screen displays your Current Funds in the top of the screen alongside the Cost of Purchases for the items chosen. Below this information is: The Item column, listing the names of the items which may be bought. The Cost per Unit column, listing the price of each of these items. The Quantity column, consisting of a pair of buttons for each item and the number of that item to be bought.

w buttons to increase/decrease the number of the Click on the item which will be bought.
If you do not wish to make any purchases, click on the Cancel button to return to the Bases screen. When you are happy with your choice of items to be bought, click on the OK button. The items will now be purchased and you will be returned to the Bases screen. Items will not arrive immediately; there will be a delivery time. You may view details of the items which are in transit to the selected base by clicking on the Transfers button in the Base Information screen.

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4.2.9 SELL/SACK
Click on this option to sell items or to sack personnel.

The Sell Items/Sack Personnel screen displays the Value of Sales for the items which you have chosen to sell in the top-left of the screen with the total Funds available to X-COM in the top-right. Below this information is: The Item column, listing the items at the currently selected base which may be sold. The Quantity column, listing the number of each item which may be sold. The Sell/Sack column, consisting of a pair of buttons for each item and the number of that item which will be sold. The Value column, listing the value of each item. Click on the item to be sold.

If you do not wish to make any sales, click on the Cancel button to return to the Bases screen. When you are happy with your choice of items to be sold, click on the Sell/Sack button. The items will now be sold and you will be returned to the Bases screen.

w buttons to increase/decrease the number of the

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4.2.10 SOLDIERS

Click on this option to display a list of soldiers at the currently selected base. The information presented in this screen is similar to that presented in the Select Armor section of the Equip Craft screen. Highlight and click on the soldiers name to display the selected soldiers information screen. Click on the Armor button to allocate armor to the soldier.

4.2.11 GEOSCAPE
Click on this option to return to the Geoscape screen.

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5 GRAPHS

Click on the Graphs button in the Geoscape to access the Graphs screen; a graphical breakdown of UFO, X-COM and Financial information. These graphs are useful when planning strategy such as where to establish new X-COM bases and which countries to concentrate on defending.

5.1 UFO ACTIVITY IN AREAS


Click on the icon in the top of the screen to view the UFO Activity in Areas. This graph displays the level of UFO activity in areas of the world. Click on the buttons on the left-hand side of the screen to view the graph plots for particular areas.

5.2 UFO ACTIVITY IN COUNTRIES


Click on the icon in the top of the screen to view the UFO Activity in Countries. This graph displays the level of UFO activity in the funding countries. Click on the buttons on the left-hand side of the screen to view the graph plots for individual countries.

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5.3 X-COM ACTIVITY IN AREAS


Click on the icon in the top of the screen to view the X-COM Activity in Areas. This graph displays the level of X-COM activity in areas of the world. Click on the buttons on the left-hand side of the screen to view the graph plots for particular areas.

5.4 X-COM ACTIVITY IN COUNTRIES


Click on the icon in the top of the screen to view the XCOM Activity in Countries. This graph displays the level of X-COM activity in the funding countries. Click on the buttons on the left-hand side of the screen to view the graph plots for individual countries.

5.5 INCOME
Click on the X-COMs Income. icon in the top of the screen to view This graph displays X-COMs income from each of the funding countries. Click on the buttons on the left-hand side of the screen to view the graph plots for individual countries.

5.6 FINANCE
Click on the icon in the top of the screen to view X-COMs Finance situation. This graph displays the overall financial situation. Click on the buttons on the left-hand side of the screen to view graph plots for the following:

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5.6.1 INCOME
The main source of X-COMs income comes from the governments funding the project. Funding will vary as the game progresses and will depend on such things as: - success by X-COM to intercept UFOs flying over a funding country: contribution levels will fall if UFOs are not intercepted, - success by X-COM in recovering, researching and producing alien items: funding will rise if X-COM is seen to be doing well, - internal events such as change of government, civil war or recession, - alien influence: funding will stop if a country signs a pact with the aliens. Additional income may be generated by the sale of alien items recovered from UFOs.

5.6.2 EXPENDITURE
X-COM expenditure may be of several types. As well as purchasing/recruiting costs, there may be: - transfer costs, - building costs for new bases or base facilities, - production costs for items manufactured by X-COM engineers.

5.6.3 MAINTENANCE
Maintenance costs are incurred on a regular basis. These include: - wages for personnel, - maintaining base facilities, - maintaining, refuelling and repairing craft.

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5.6.4 BALANCE
The balance is the amount of money available to X-COM after Expenditure and Maintenance have been subtracted from the Income.

5.6.5 PERFORMANCE
X-COMs performance rating. This score takes into account the following: - success of interceptions, - scores for ground assault missions, - research work completed, - alien activity. Scores above zero indicate that X-COM are winning. Scores below zero indicate that X-COM are losing.
P P P P P P

Click on the icon in the top-right of the screen to return to the Geoscape screen.
P P P P P P P

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6 UFOPAEDIA
Click on the UFOpaedia button in the Geoscape to access the UFOpaedia, an on-line encyclopedia which contains all the information currently available to X-COM. Each entry consists of a diagram with accompanying text and/or data.

6.1 THE SELECT SUBJECT SCREEN

The first screen of the UFOpaedia is a list of the subjects which may be reviewed. Click on any one of these buttons to get to the section which you require: X-COM Craft and Armament - the aircraft or spacecraft available for X-COM use and the armament which they may be equipped with. Heavy Weapons Platforms - the vehicles which may be carried on X-COM transport craft. Weapons and Equipment - the weapons and equipment which your soldiers may use. Alien Artifacts - alien weapons and equipment which have been recovered and researched. Base Facilities - the available structural units which may be added to your underground bases. Alien Life Forms - data gathered from captured aliens (either living or dead) which have been researched by your scientists.

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SECTION 2 Alien Research - information gained from the interrogation of live aliens. UFO Components - information gained by researching objects retrieved from crashed UFOs. UFOs - information regarding known UFOs. OK - click on this button to return to the Geoscape.

6.2 THE SELECT ITEM SCREEN

The next UFOpaedia screen allows you to select a specific entry to review. Highlight and click on the required item or click on the OK button to exit.

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6.3 UFOPAEDIA DATA SCREENS

When you are viewing a UFOpaedia Data screen, click on the buttons to view the next/previous UFOpaedia entries. Click on the OK button to return to the Select Item screen. w w

w w

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7 OPTIONS

Click on the Options button in the Geoscape to access the Options window, allowing you to load and save games.

7.1 LOAD GAME


Click on the Load Game button to load a previously saved game. You will be taken to the Select Game to Load screen.

7.1.1 SELECT GAME TO LOAD

The Select Game to Load screen displays the name, date and time of up to ten games. Pick a saved game by clicking on any of the buttons numbered 1 to 10 on the left-hand side of the screen. You will now return to the Geoscape at the point when the game was saved. Click on the Cancel button to return to the Geoscape without loading a game. PAGE 130

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7.2 SAVE GAME


Click on the Save Game button to save your current game. You will now be taken to the Select Save Position screen.

7.2.1 SELECT SAVE POSITION

Choose the game slot you wish to write over by clicking on any of the buttons numbered 1 to 10 on the left-hand side of the screen. A flashing * will appear. You may now use the Keyboard to type or delete as normal. Press the Return Key to save the game and return to the Geoscape. Click on the Cancel button to return to the Geoscape without saving a game.

7.3 CANCEL
Click on the Cancel button to return to the Geoscape without loading or saving a game.

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8 FUNDING

Click on the Funding button in the Geoscape to access the International Relations display. This shows which countries are funding X-COM and how much each are contributing. The International Relations display shows the following: The Country column, listing the name of the countries who are funding X-COM. The Funding column, listing the amount of money each country is paying to X-COM per month. The Change column, listing the change in the countrys funding at the end of last month. This is dependent on X-COM performance in that country. Click on the OK button to return to the Geoscape screen.

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GLOSSARY
Craft HWP An X-COM vehicle which is capable of flight. Heavy Weapon Platform - a vehicle which carries a weapon which is too bulky to be hand-held. Interceptor The most advanced and powerful fighter aircraft available to mankind. Leased from the US Air Force for X-COM use. Skyranger The ideal light transport craft, combining high speed, long range and high load capacity with a vertical take-off and landing capability. Leased from the Russian Air Force for X-COM use. X-COM Extraterrestrial Combat unit. The multi-national covert organization formed by the Earth to defeat the alien threat. Unidentified Flying Object. The aliens operate many types of craft, the term UFO is used to describe all of them. Your scientists will be able to research what each UFO carries out.

UFO

UFOpaedia All X-COM research data is entered into the UFOpaedia. As Commander of X-COM, you will refer to the UFOpaedia when planning strategy.

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