INTRODUCTION
------------
BACKGROUND
It 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 independantly 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 11th 1998, representatives from the world's most economically
powerful countries gathered secretly in Geneva. After much debate the
decision was made to establish a covert independant body to combat,
investigate and defeat the alien threat. this organisation would be
equipped with the world's finest pilots, soldiers, scientists and engineers,
working together as one multi national force.
This organisation was named the Extraterrestrial Combat unit: XCOM
THE GAME
UFO Enemy Unknown puts you in command of XCom, 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, XCom 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 XCom 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 who may be forced to make secret pacts
with the aliens and make sure you defend the countries who fund XCom
heavily.
UFO Enemy Unknown. Command Earth's forces against the alien terror!
THIS MANUAL
This Manual is split into two main sections;
Section 1: The Gameplay Tutorials are designed to get you playing UFO Enemy
Unknown 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 UFO Enemy Unknown and needs to learn more about particular
game features.
The Controls
You will require a Mouse to play UFO Enemy Unknown. 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).
SORTING THE MATERIALS
Your UFO Enemy Unknown package contains this Manual, a Technical Supplement
and a set of disks to run the game.
SECTION 1 - THE GAMEPLAY TUTORIALS
----------------------------------
BEFORE WE BEGIN...
Welcome to UFO Enemy Unknown. 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 the manual.
First of all, we will start a new game.
Starting a New Game
1. Install and Load UFO Enemy Unknown by referring to your Technical
supplement.
2. After the animated introduction, you will be taken to the Copy
Protection Screen.
Type in the from the manual reference given. You will be taken to the game
options screen.
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.
Setting-Up a New XCom 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 up arrow icon. The Earth display will be magnified, some
borders around countries will appear.
6. Click again on the up arrow icon. The Earth display will be magnified
again, some country names will now appear.
7. Click twice on the down arrow icon. The Earth display will return to
its minimum magnification.
8. The four arrow icon allows you to rotate the Earth display up, down,
left, or right.
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 centre 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.
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
XCom base and you are ready to start playing UFO Enemy Unknown.
TUTORIAL 1: THE GEOSCAPE
------------------------
Tutorial 1 guides you through the Geoscapes basic controls and the process
of intercepting UFOs.
1. The Geoscape is the main screen for playing UFO Enemy Unknown. 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 the time at any stage during the game, simply
click on any of the menu options.
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 (eg. 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 XCom 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 Centre on UFO-Time=5 Secs. This will centre 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 centre of the Geoscape, moving slowly.
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 the 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.
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 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.
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 outperform 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 reappears, go straight to step 14 of this
tutorial.
If the Interceptor reaches the last known UFO position without re-aquiring
the UFO, the following window will appear:-
If this happens, the UFO has disappeared from all XCom tracking devices.
The interception mission has failed.
Click on the Redirect Craft button. The Craft Status window will re-appear.
Click on Return to Base. The Interceptor will return to its base.
Go back to step 3 of this tutorial.
14. Click on the Centre 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 we'll re-assign the UFO as the Interceptor's
target.
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 re-appear.
Click on the OK button.
Go back to step 10 of this tutorial.
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 centre 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 minimise window (large & small rectangles) icon in the top left
of the Air-to-Air Combat window. The craft icon will appear in the top left
of the screen.
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.
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 pilot's 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.
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.
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 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 UFO Enemy Unknown; the
Battlescape.
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 thejmselves with guns,
ammunition and grenades. The 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.
Full details of this section of the game are given oin 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 moves theirs!
Click the Left Mouse Button to continue.
The Battlescape
4. You will now see your Skyranger on the ground with its rear door open.
The aircraft's 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.
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 buildinds or craft.
At the moment, the Battlescape is set to 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.
Click on the diamond 1 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 a Full View of the Battlescape.
6. Click again on the diamond 1 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 up or down.
Click on the Down arrow/ladder button.
8. The display will change to show just the landing legs and tail ramp of
the Skyranger.
9. Click on the up arrow/ladder 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. A yellow arrow appears above the
soldier's 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 soldier's name (halfway down the Control
Bar) change.
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
soldier's 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.
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 up arrow/ladder button.
18. Move the Mouse pointer over the other soldier at the rear of the
Skyranger and click to select.
19. Now move the Mouse pointer over the ground just behind and to the left
of the Skyranger.
20. Click the Left Mouse Button.
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
squad's 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 round 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 downwards.
23. Click on the man/four arrows button to re-centre the Battlescape on the
currently selected soldier.
24. Click on the two people button. The next soldier in your squad will be
selected.
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 we'll start the search
there.
The Map Screen
28. Click on the rectangle grid button to access the Map Screen. This
displavs a map of the mission area, allowing you to see XCom and alien
forces, XCom craft and UFOs.
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.
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 in the Map screen, start moving your soldiers towards
it. If not, continue moving your soldiers around the Battlescape until
you find the UFO.
Eventually the message Not Enough Time Units! appears.
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 circle/ 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 immediatly stop
moving and a red flashing square will appear in the right of the
Battlescape screen, just above the Control Bar.
Click on the red flashing square to centre the Battlescape on the alien
36. The alien can now be seen in the centre of the screen
Click on the grid rectangle 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 centred.
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-centre the Battlescape on the currently selected
soldier, click on the direction arrows button in the Control bar.
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.
Position the cross over the alien and click the Left Mouse Button.
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
armour, 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
Using Grenades
43. If an alien is using an object for cover, you may prefer to attack it
with a Grenade.
Click on the single man 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 Soldier's 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
soldier's 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.
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
soldier's left hand
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.
Don't forget. Once you have thrown the grenade, you've got just three turns
to clear the area!
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.
XCom will then automatically recover the UFO's remains, alien artefacts and
alien corpses.
To abort the mission before the mission objectives are completed, click on
the plane button in the Control bar.
Abort mission will only save soldiers who have returned to the Skyranger - a
warning message will appear if you attemnpt 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 missicon 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 replay the ground
assault load in your previously saved game.
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 UFO Enemy
Unknown.
1. If you are continuing from tutorial 2, do not worry if you 1ost your
Skyranger; you can buy another in the Bases Screen.
Click on the button labelled 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 labelled Equip Craft in the Bases screen.
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.
6. The Select Armament window will appear.
You will see that you have 1 Stingray short-range missile launcher,
Avalanche long range missile launcher and 2 cannons in the base's 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 nmissile 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 Rearming.
Click on the button marked OK in the bottom of this screen.
10. You will return to the Bases screen.
Next we will assign XCom scientists to undertake research.
Click on the button marked Research.
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 labelled 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.
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
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 uutil 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.
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 up arrow 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 up arrow button until the message Not Enough Living Space!
appears.
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 Qnarters, 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 up arrow 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.
27. Click once on the up arrow 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 we'll need some ammunition for it.
Move the Mouse pointer over the HWP Rocket up arrow button and click four
times. You may need to buy more ammunition later when you return from your
next gronnd 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 down arrow 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 up arrow button and click
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 - don't 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.
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. We'll 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 didn't lose any in the ground assault, there will be
eight soldier icons.
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 soldier's names are shown in white, all the soldiers at
the hase 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 we'll load some
equipment onto the Skyranger.
Click on the button marked Equipment.
43. The Select Equipment screen will appear.
Move the Mouse pointer over the right arrow 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.
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).
XCom Project Monthly Report - at the end of each month, the XCom Project
Monthly Report will appear to inform you of your progess in the fight
against the aliens. See the Geoscape section of the Reference Guide of this
manual for full details.
Other messages may appeal 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 UFO Enemy Unknown is discovering new technology,
gathering informnation on the aliens and battling through hundreds of
different landscapes.
These tutorials have been a basic gnide to the way UFO Enemy Unknown 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.
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
Don't 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. XCom will eventually be using the most advanced weaponry
on Earth, fighting the aliens with their own technology.
SECTION 2: THE REFERENCE GUIDE
------------------------------
1. GAME OPTIONS
The Game Options screen appears when you load UFO Enemy Unknown, 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.
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 XCom 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.
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
game's time and date is also displayed.
Pick a saved game by clicking on one of the ten buttons on the left-hand
side of the screen and click the LMB. You will now be taken to the
Geoscape, at the point when the game was saved.
2. THE GEOSCAPE SCREEN.
The Geoscape Screen is the main screen for playing UFO Enemy Unknown; it
displays the latest data on alien activity and allows you to control and
monitor XCom 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 Box - an XCom base
Yellow + - an XCOm craft
Orange x - an XCom craft's destination (also known as a 'waypoint')
Red + - a UFO in the air.
Green x - a UFO on the ground
White x - a UFO crash site
Pink Box - an alien base
Pink + - an alien terror site
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 dowu 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 up arrow icon to increase the magnification of the Geoscape.
Click on the down arrow icon to decrease the magnification of the Geoscape.
Click on the Geoscape using the Right Mouse Button to centre 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 second stages to 1 minute, 5 minute, 30
minute, 1 hour and 1 day segments. This means that you may cut out the long
periods of waiting for XCom 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
UFO Enemy Unknown begins at 12:00 pm on the 1st January 1999. All game
times are given in Greenwich Mean Time (GMT).
2.4.1 THE XCOM 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 - XCom's 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 month's 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 XCom anti alien operations.
Click on the OK button to exit this screen.
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 XCom soldiers to use mind control as a weapon. The Psi
Amp is required to convert the thoughts into psionic powers, without this
the soldier cannot use psionic skills as a weapon.
The Psionic Training screen lists all XCom 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.
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 nunmber of soldiers who may be assigned to Psionic Training.
Below this is a list of the following:-
Name - the soldier's name.
Psionic Strength - this is a measure of the soldier's 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 soldier's ability to use the Psi Amp
in mental combat. The soldier's mental combat ability is dependent on both
this and Psionic Strength.
Note: it is better to concentrate your Psionic Training on soldier's with
high Psionic Strength.
In Training? - whether or not the soldier is in training.
Note: carrying out missions also improves a soldier's Psionic Skill.
Click on the OK button to return to the Psionic Training screen.
Click on another Base Name button to assign more soldier's to Psionic
Training or click on the OK button to return to the Geoscape.
2.5 THE MENU OPTIONS
Click on the Menu Option buttons to access other screens and functions:
Intercept - allows you to give XCom 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
nmanual 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
mannal 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
XCom's main task is to shoot down and investigate UFOs. This ensures
coutinued government funding and allows XCom 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.
2.6.1 THE UFO DETECTED WINDOW
XCom 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 centre of the Geoscape display. Every UFO detected
is given a consecutive number, for example, the 41st UFO detected by XCom
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:-
Centre on UFO - Time = 5 Secs - centres 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.
2.6.2 THE LAUNCH INTERCEPTION WINDOW
To assign an XCom Interceptor to attack a UFO, you may either click on the
Interceptor's 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.
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 XCom 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 craft's home base.
If you wish to return to the Geoscape without selecting an interception
craft, click on the Cancel button.
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.
2.6.4 THE CRAFT STATUS WINDOW
At any time when an XCom craft is airborne, click on it to display the Craft
Status window. This contains the following information:-
Craft name - the type and registration nnmber of the craft.
Status - the orders which the craft is carrying out.
Base - the craft's home hase.
Speed - the current speed of the craft (in knots).
Maximum Speed - the craft's maximum speed (in knots).
Altitude - the craft's 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
number of rounds of that weapon remaining.
Weapon-2 - The type of weapon loaded into weapon bay number 2 followed by
number of rounds of that weapon remaining.
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
The message UFO- (number) Tracking Lost will appear if XCom 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 on board
radar.
2.6.7 THE AIR-TO-AIR COMBAT WINDOW
When the XCom craft has manoeuvred within firing range of the UFO, the
Air-to-Air Conmbat 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:-
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 the standard rate.
Aggressive Attack - move to the minimum range of each of the available
weapons and fire at the maximum rate.
Disengage - abort the interception and return to base.
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.
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
Interceptor's Radar Screen, allowing you to monitor the final stages of the
interception.
The UF0 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 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 Craft's current damage state.
The picture of the craft is filled in red as it receives damage.
2.6.7.6 The Minimise Window Icon
If you shoot the UFO down over water, the wreckage will be swept away before
anything of value can be recovered. The Minimise 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 double rectangle icon in the top-left of the
Air-to- Air Combat window. The Craft Icon (with a pictorial representation
of the craft plus its XCom 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 Air to Air
Combat window will now re-appear, ready for you to carry out your attack.
Note: you can also use the Minimise Window icon to give other Interception
Craft orders to attack the UFO. There can be up to four Interception Craft
attacking a UFO simultaneously, maximising 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 nterceptor to you. These messages
either confirm your orders or inform you of what the UFO is doing.
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 XCom
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.
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 terrorise 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 XCom project.
2.7.3 ALIEN RAIDS ON XCOM BASES
As the ganme 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 aud selecting the Patrol option. You advised to raid
alien bases at the earliest opportunity, but make sure you have a very
powerful squad before you try!
3 GROUND ASSAULTS
Ground Assaults take place when XCom carry out any of the following:-
- Investigate crashed UFO sites
- Assault UFOs at their landing sites.
- Intervene at alien terror sites.
- Defend XCom bases against alien attack.
- Attack alien bases.
All missions, except defending XCom 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 he
able to manufacture new craft.
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 centre of the screen is a soldier, who will be dressed in the armour
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 a 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 soldier's 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.
To unload ammunition from a weapon, pick up the loaded weapon and click on
the Unload button. The weapon will go to the soldier's right hand and the
ammunition to the left. To carry this out, both of the soldier's 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 XCom soldiers.
3.2.1 USING THE BATTLESCAPE
Your squad start the mission in their transport craft. The soldier nearest
to the craft's exit ramp has a yellow arrow to show that he/she is selected,
ready to move out.
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 in 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 downwards.
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 Earth's
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
craft. Click on the diamond 1 button on the Control Bar to break the
Battlescape into levels.
3.2.1.5 The Turn-Based System
The Battlescape operates uuder a turn-based system. This means that your
soldiers will he 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 cancelled circle 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 XCom soldiers.
However there is an exception to the turn based rule. If you move your
soldiers directly into the alien's 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 centre the Battlescape on the alien
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 un-aimed shot in the target's 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 grenade's 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.
3.2.2.1 Maximising Your Fire Potential
As well as the soldier's 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 lauucher) is being fired while the other hand is
not free.
3.2.3 THE BATTLESCAPE CONTROL BAR
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 soldier's 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.
3.2.3.4 Map Screen
Click on this button to view a map of the mission area. To re-centre the
map on another part of the mission area, simply click on the desired
position. The white cross in the centre of the screen shows where both the
map and the Battlescape are centred.
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 symhols to represent the following:-
Yellow dots - XCom 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.
3.2.3.6 Equip Soldier Screen
Click on this button to view the equipment carried on the selected soldier's
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 soldier's 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 Centre Display on Soldier
Click on this button to centre the Battlescape on the currently selected
soldier's level and location.
3.2.3.8 Select Next Soldier
Click on this button to select and centre the Battlescape on the next
soldier in your squad.
3.2.3.9 Select Next Soldier - Deselect Current Soldier
Click on this button to select and centre the Battlescape on the next
soldier in your squad. The soldier currently selected will be de-selected
so next time you click on the icon 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 - Multi level View - everything from the currently selected level
downwards 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 animations 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.
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 button to carry out free movement with no limitation
- click on the top right button to reserve enough Time Units for a Snap
Shot.
- click on the bottom left button to reserve enough Time Units for an Aimed
Shot.
- click on the bottom right button to reserve enough Time Units for an Auto
Shot.
3.2.3.15 Rank
This is an icon representing the currently selected soldier's rank.
XCom soldiers may have the following ranks:
Rookie Captain
Squaddie Colonel
Sergeant Commander
As the soldier's rank improves so too does the skill with which they can
fight.
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 colour
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 soldier's name at the top of the screen with the following
information:-
Time Units - the soldier's remaining Time Units. Time Units are required to
carry out everything from walking to firing weapons.
Energy - the soldier's remaining energy. This will decrease as the soldier
carries out energy consuming actions such as Walking through thick grass.
Health - the soldier's current health. This will decrease as the soldier
takes hits from enemy weapons.
Reactions - the soldier's reactions. This will allow the soldier to take
snap shots during the aliens turn.
Firing Accuracy - the soldier's accuracy at firing weapons. This will
increase as the soldier becomes more experienced.
Throwing Accuracy - the soldier's accuracy at throwing objects. This will
increase as the soldier- becomes more experienced.
Morale - the soldier's morale. A soldier will lose morale if the battle
starts to swing in the alien's favour. If the morale falls below 5O%, there
is a chance that the soldier could panic.
Bravery - the soldier's bravery. This determines the likelihood of morale
decreasing.
Armour Status - the soldier's armour status. This will rise as the soldier
is equipped with armour 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 Skranger doesn't 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.
Commander - this is the supreme leader of Xcom 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 soldier's 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 if 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 they are 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. (ie.
he/she will have no Time Units)
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 soldier's 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 soldier's weapon accuracy.
Torso - each wound reduces the soldier's rate of Energy recovery.
Left/Right Leg - each wound reduces the soldier's available Time Units.
The soldier data screen displays any wounds. Each wound also reduces a
soldier's 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 soldier's health bar. If this advances as far as the soldier's
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 soldier's arms and run away!
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 soidiers might even be able to take a shot before the aliens if the
soldier's 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 either been killed or
stunned. The UFOs remains, alien artefacts 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.
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 XCom funding.
Click on the OK button in the bottom left of the screen to return to the
Geoscape screen.
4. BASES
--------
Click on the Bases button in the Geoscape screen to access the Bases screen;
a display of the varions XCom installations in operation or under
construction.
XCom bases are underground facilities, hidden from alien detection systems.
Craft operate from concealed hangers and the only access to the base is via
the access lift(s). XCom bases carry out several different functions:
- Detection of UFOs.
- Operation of XCom fighter and transport craft.
- Research into alien technology and life forms.
- Manufacture of vehicles, equipment and weapons for XCom use.
The Bases screen consists of two main parts: the Base Display and the Menu
Optious.
4.1 THE BASE DISPLAY
The Base Display allows you to see, at a glance, the size of your bases and
their facilities.
XCom 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 XCom.
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, aiming individual craft and organising 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.
4.2.1 BUILD NEW BASE
Click on this option to establish a new XCom 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 XCom base sites. North America is a good area for an
XCom base because it is both large and wealthy.
When you have decided on your new Base's 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 XCom base. Click on the Build Facilities
Menu Option to put some facilities into the base.
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 utilised. 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 being wasted. The Bar graphs to the right of this
numerical display are useful to see at a glance how your personnel are being
utilised.
The Space Used/Space Available bar graphs shows how your space is being
utilised. 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
utilised at a glance.
The Defences is a rating of how well the base can defend itself against UFO
attack.
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 tbe 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.
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 XCom 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
represented 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 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.
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 craft's weapon bays.
Armament - the names of the available weapons.
Quantity - the number of the weapon 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 rearm the craft.
4.3.3.2 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.
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 item 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 an item which
are loaded on board the selected craft.
Click on the OK button when you have finished loading equipment onto the
craft.
4.2.3.4 The Select Armour Screen
Click on the Armour button to enter the Select Armour screen. This allows
you to configure the body armour which your soldiers will wear.
To set-up the armour worn by a particular soldier, use the Mouse to
highlight the required soldier from the list and click.
The Select Armour Type window will appear, listing the types of armour
available and the number in each storage.
Click on the Armour button. The soldier will now be equipped with the
selected armour.
Click on the OK button when you have finished assigning armour 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
4.2.4 BUILD FACILITIES
Click on this option to build new base facilities.
The Menu Options will be replaced by the Select Installltion window. You
may choose from the following:-
Access Lift
Living Quarters
Laboratory
Workshop
Small Radar System
Large Radar System
Missile Defences
General Stores
Alien Containment
Hanger
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.
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 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.
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.
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.
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 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.
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.
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 XCom. 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.
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 items. One Engineer day is the amount of work one
engineer can carry out in one day.
The next two lines show the cost to 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.
This displays the Engineers Available and the Workshop Space available as on
the Current Production screen, but allows you to set both the number of
Engineers Allocated and the number of items to produce.
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.
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.
Click on the up/down arrow buttons to increase/decrease the number of 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.
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 XCom 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 Transfers button in the Base Information screen.
Click on the Cancel button to return to the Bases screen.
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 or buttons for each item and the
number of that item to be bought.
Click on the up/down arrow buttons to increase/decrease the number of 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.
Whe 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 immediatly; 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.
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 items
which you have chosen to sell in the top left of the screen with the total
Funds available to XCom 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 up/down arrow buttons to increase/decrease the number of 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 retutned to
the Bases screen.
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 Armour section of the Equip Craft screen.
Highlight and click on the soldiers name to display the selected soldiers
information screen. Click on the Armour button to allocate armour to the
soldier.
4.2.11 GEOSCAPE
Click on this option to return to the Geoscape screen.
Click on the Graphs button in the Geoscape to access the Graphs screen; a
graphical breakdown of UFO, XCom and Financial information.
These graphs are useful when planning strategy such as where to establish
new XCom bases and which countries to concentrate on defending.
5.1 UFO ACTIVITY IN AREAS
Click on the spaceship 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 flag/spaceship 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.
5.3 XCOM ACTIVITY IN AREAS
Click on the cross/spacecraft icon in the top of the screen to view the XCom
Activity in Areas
This graph displays the level of XCom activitv 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 XCOM ACTIVITY IN COUNTRIES
Click on the flag/spacecraft icon in the top of the screen to view the XCom
Activity in Countries.
This graph displays the level of XCom 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 flag/$ icon in the top of the screen to view XCom's Income.
This graph displays XCom's 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 graph/$ icon in the top of the screen to view XComs 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:-
5.6.1 INCOME
The main source of XCom's income comes from the governments funding the
project. Funding will vary as the game progresses and will depend on such
things as:-
- success by XCom to intercept UFOs flying over a funding country:
contribution levels will fall if UFOs are not intercepted.
- internal events by XCom in recovering, researching and producing alien
items: funding will rise if XCom 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
XCom 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 XCom 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.
5.6.4 BALANCE
The balance is the amount of money available to XCom after Expenditure and
Maintenance have been subtracted from the Income.
5.6.5 PERFORMANCE
XCom's 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 XCom are winning. Scores below zero
indicate that XCom are losing.
Click on the globe icon in the top-right of the screen to return to the
Geoscape screen.
6. UFOPAEDIA
Click on the UFOpaedia button in the Geoscape to access the UFOpaedia, an
on-line encyclopaedia which contains all the information currently available
to XCom. 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:
XCom Craft and Armament - the aircraft or spacecraft available for XCom use
and the armament which they may be equipped with.
Heavy Weapons Platforms - the vehicles which may he carried on Xcom
transport Craft.
Weapons and Equipment - the weapons and equipment which your soldiers may
use.
Alien Artefacts - 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.
Alien Research - information gained fronm 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.
6.3 UFOPAEDIA DATA SCREENS
When you are viewing a UFOpaedia Data screen, clicke on the << >> buttons to
view the next/previous UFOpaedia entries.
Click on the OK button to return to the Select Item screen.
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.
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.
8. FUNDING
----------
Click on the Funding button in the Geoscape to access the International
Relations Display. this shows which countries are funding XCom 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 XCom.
The Funding column, listing the amount of money each country is paying to
XCom per month.
The Change column, listing the change in a countries funding at the end of
the last month. this is dependant on Xcom performance in that country.
Click on the OK button to return to the Geoscape screen.
GLOSSARY
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CRAFT
An XCom vehicle which is capable of flight.
HWP
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 Xcom 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 XCom use.
XCom
Extraterrestrial Combat Unit. The multi-national covert organisation formed
by the Earth to defeat the alien nation.
UFO
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.
UFOpaedia
All XCom research data is entered into the UFOpaedia. as Commander of Xcom
you will refer to the UFOpaedia when planning strategy.