X-COM UFO Defense requires an IBM PC AT or a computer 100%
compatible with this model.
The computer must have a hard disk.
X-COM UFO Defense requires at least an 80386 processor and a
minimum of 4MB RAM.
• Controls
You will require a Mouse and Keyboard to play X-COM UFO Defense.
• Display
X-COM UFO Defense requires a color monitor with a VGA graphics
system. If you are using a compatible graphics card/monitor, it must be
100% compatible with VGA systems.
• Disk Drives
X-COM UFO Defense must be installed onto a hard disk.
• DOS
You must have IBM PC-DOS or Microsoft MS-DOS version 5.0 or higher.
SOUND
X-COM UFO Defense supports the PC internal speaker, AdLib compatible
cards, SoundBlaster compatible cards and the Roland LAPC-1.
PAGE 1
X-COM TECHNICAL SUPPLEMENT
GAME ENHANCEMENTS AND OTHER
INFORMATION
1. THE BATTLESCAPE OPTIONS SCREEN
The Battlescape Options screen (section 3.2.3.11 of the Player’s
Handbook) consists of the following:
Scroll Speed
Click on any of the numbered buttons to change the speed at which the
view window moves, from 1 (slowest) to 5 (quickest).
Scroll Type
Click on either of the numbered buttons to change the Scroll Type
between Trigger Scroll (press the Left Mouse Button when the Mouse
Pointer is at the edge of the screen) or Auto-Scroll (the view window
moves automatically when the Mouse Pointer is moved to the edge of
the screen).
Fire Speed
Click on any of the numbered buttons to change the speed at which
weapon shots move, from 1 (slowest) to 6 (quickest).
X-COM Movement Speed
Click on any of the numbered buttons to change the speed at which
your soldiers move, from 1 (slowest) to 6 (quickest).
PAGE 2
X-COM TECHNICAL SUPPLEMENT
Alien Movement Speed
Click on any of the numbered buttons to change the speed at which the
aliens move, from 1 (slowest) to 6 (quickest).
Click on the OK button to return to the Battlescape.
Click on the Save Game button to save your current game. You will be
taken to the Select Save Position screen. See section 7.2 of the separate
Player’s Handbook for full details of saving games.
2. THE BATTLESCAPE SOLDIER DATA SCREEN
The Soldier Data screen (section 3.2.3.16 of the Player’s Handbook)
contains the following information:
Time Units - the soldier’s remaining Time Units. These are required to
carry out everything from walking to firing weapons.
Energy - the soldier’s current Energy level. This will decrease as the
soldier carries out energy-consuming actions such as walking through
thick grass. The total energy available will be lowered if the soldier
receives fatal wounds to the torso.
Health - the soldier’s current Health. If the soldier has received Fatal
Wounds, each wound decreases Health by one point per turn. If Health
reaches zero, the soldier dies from the wounds incurred.
Fatal Wounds - the number of Fatal Wounds received by the soldier.
The Medi-Kit can be used to heal Fatal Wounds.
Bravery - the soldier’s Bravery. This determines the likelihood of the
soldier’s Morale decreasing.
Morale - the soldier’s Morale. A soldier will lose Morale if the battle
starts to swing in the alien’s favor. If the Morale falls below 50, the
soldier could panic.
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X-COM TECHNICAL SUPPLEMENT
Reactions - the soldier’s Reactions. This determines how effective the
soldier is at opportunity fire - taking a shot during the alien’s turn (see
section 3.2.6 of the Player’s Handbook for full details).
Firing Accuracy - the soldier’s accuracy at firing weapons. This will
increase as the soldier gains battle experience.
Throwing Accuracy - the soldier’s accuracy at throwing objects. This will
increase as the soldier becomes more experienced.
Strength - the soldier’s Strength. This affects the distance which the
soldier can throw objects.
Psionic Strength - the soldier’s Psionic Strength. This is a measure of
the soldier’s natural ability to defend against an alien psionic attack.
Psionic Skill - the soldier’s Psionic Skill. This is the soldier’s ability to
use the Psi Amp in mental combat.
Armor - the soldier’s armor status, divided into sections for Front, Left,
Right, Rear and Under. This will rise as the soldier is equipped with
armor manufactured by your engineers.
3. THE BASE INFORMATION SCREEN
The Base Information screen (section 4.2.2 of the Player’s Handbook)
contains some extra features:
The Base Icons
In the top-right of the screen, there are eight Base Icons which allow
you to change the currently selected base. These function in exactly the
same way as the Base Icons in the Bases screen.
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X-COM TECHNICAL SUPPLEMENT
The Base Name
Click on the base name in the top-right of the Base Information screen
to change the base name. A flashing * cursor will appear. Use the
Backspace Key to erase the previous name, type in the name of your
choice using the Keyboard and press the Return Key.
Short-Range Detection
This is a display of the short-range detection ability of the base. Short
range detection systems have a range of 300 nautical miles.
Long-Range Detection
This is a display of the long-range detection ability of the base. Long
range detection systems have a range of 450 nautical miles.
Note: X-COM radar systems, while very long ranged, rotate very slowly - once
every 10 minutes. This means that your base will detect UFOs more effectively if
more than one radar system is in place.
The Stores Button
Click on the Stores button to view a list of the items currently in the stores.
The Maintenance Button
Click on the Maintenance button to view a list of your monthly
expenses. These are made up of the following:-
Craft - X-COM do not own Skyrangers or Interceptors, they are leased
from their owners for a monthly fee.
Personnel - your personnel are paid monthly, according to standard
world pay scales.
Base Facilities - base facilities are re-equipped monthly. See the
UFOpaedia for details of the maintenance cost of each base facility.
PAGE 5
X-COM TECHNICAL SUPPLEMENT
4. SOLDIERS
The Soldiers screen (section 4.2.10 of the Player’s Handbook) contains
some extra features:
Click on the Soldiers button in the Bases screen to access the Soldier
List. This displays all the soldiers at the currently selected base,
regardless of which craft they are assigned to.
Use the Mouse to highlight and select a soldier. You will be taken to the
Soldier Data screen.
The Soldier Data screen
The selected soldier’s rank badge is in the top-left of this screen.
The soldier’s name is next to the rank badge. Click on this to change
the soldier’s name. A flashing * cursor will appear. Use the Backspace
Key to erase the previous name, type in the name of your choice using
the Keyboard and press the Return Key.
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X-COM TECHNICAL SUPPLEMENT
Click on the Armor button to change the armor worn by the soldier.
The Select Armor window will appear, listing the types of armor
available and the number of each in storage.
Click on an armor button. The soldier will now be equipped with the
selected armor - its name appears next to the Armor button.
Below the buttons is a display of the following:
Rank - the soldier’s X-COM rank.
Missions - the number of missions which the soldier has taken part in.
Kills - the number of aliens the soldier has killed.
Craft - the craft which the soldier is currently assigned to.
Wound Recovery - the number of days before the soldier recovers to
full health.
In the bottom two-thirds of the screen, there is a display of the soldier’s
physical statistics. These are identical to those in the Battlescape Soldier
Data screen (see the Battlescape Soldier Data Screen section of this
Technical Supplement for full details).
Click on the FFEE buttons to view data for the next/previous soldier
at the base.
Click on the OK button to return to the Soldier List screen.
Click on the OK button in the bottom of the Soldier List screen to
return to the Bases screen.
PAGE 7
X-COM TECHNICAL SUPPLEMENT
OPERATING DIFFICULTIES AND
LOADING PROBLEMS
Q. Why won’t my game load?
Check all memory requirements listed in this Technical Supplement.
You will need 560 K of Conventional Memory and 1 Mb of Extended
Memory (XMS) or Expanded Memory (EMS).
Conventional Memory
To check how much Conventional Memory is available, type MEM/C
from the C:\> prompt and press the Return key. Look for the Largest
Executable Program details. If there is insufficient Conventional
Memory, you may need a Boot Disk.
Q. What is a Boot Disk?
This is a Start Up disk for your computer which contains alternative
start up files to those on your hard disk. The Boot Disk will allow more
Conventional Memory to be available.
Making a Boot Disk
Instructions for making an MS-DOS Boot Disk (also known as a System
Disk) will be found in your Microsoft manual.
Using a Boot Disk
Insert the Boot Disk into your floppy disk drive A and then switch on the
computer. You should leave the disk in the floppy drive during play.
Slow Running
If you are not running from a boot disk, please ensure that you have
SMARTDRV.SYS or SMARTDRV.EXE loaded into your CONFIG.SYS or
AUTOEXEC.BAT.
If you are using MS-DOS 5.0, make sure you have the following line in
your CONFIG.SYS file:
devicehigh=c:\dos\smartdrv.sys
If you are using MS-DOS 6.0 or 6.2, make sure the following line is in
your AUTOEXEC.BAT file:
loadhigh c:\dos\smartdrv.exe
However, this line may need removing if memory problems occur.
PAGE 8
X-COM TECHNICAL SUPPLEMENT
Q. Can I run my game through Windows?
No, this is not recommended, it is likely that you will have insufficient
memory to do so.
Q. Does my game run with DR DOS, Novell DOS 7 or
OS/2?
Success is not guaranteed. MicroProse games are currently designed to
run with MS-DOS 5.0 or 100% compatible DOS.
Q. What is Base Memory?
This is the original 1Mb (1024K) in your machine. It is divided up into
Conventional Memory (640K), where MS-DOS and all PC programs load
and Upper Memory (384K), where system programs reside.
In MS-DOS 5.0 the bulk of the operating system and associated drivers
(such as the mouse driver) are normally loaded into Upper Memory.
Other drivers held in the area of Conventional Memory will reduce
your 640K available for the program.
It is important to have as much Conventional Memory as possible free.
Q. What is Extended Memory (XMS)?
Further memory, beyond the 1Mb of Base Memory on your PC is called
Extended Memory. XMS can be used to free more Conventional
Memory so that bigger games can be run. XMS can also be used to
simulate Expanded Memory.
PAGE 9
Q. What is Expanded Memory (EMS)?
EMS was originally designed to give the PC more memory to run
programs. It has been around far longer than XMS so most programs
take advantage of it. Most MicroProse games take advantage of EMS.
The DOS command EMM386.EXE can be used to turn XMS into EMS
and should be in your CONFIG.SYS.
Remember that hard disk space is also measured in Megabytes (Mb). Don’t
confuse this with memory - the two are completely different!
Memory Managers
If the program is occasionally freezing or crashing to DOS, you may
have a conflict with your current memory manager. MicroProse
recommend only the drivers which come with MS-DOS (i.e.
HIMEM.SYS and EMM386.EXE). Try using the memory managers
which come with MS-DOS 5.0, Windows 3.1, MS-DOS 6.0 or MS-DOS 6.2, in
that order.
X-COM TECHNICAL SUPPLEMENT
Mouse Drivers
Another common cause of the program freezing or crashing is due to a
conflict with your current Mouse Driver. MicroProse recommend the
Microsoft driver, MOUSE.COM or MOUSE.SYS v8.20 or higher. See the
MS-DOS manual for full details. To check which Mouse Driver you are
using, run the MSD program which comes with Windows 3.1 and MSDOS 6.0/6.2.
The Read Me File
The latest notes regarding this program, additions, revisions etc. can be
found in a file named README.TXT in the UFO directory. These
notes may be read by using either standard DOS commands or the DOS
5.0 text editor (type EDIT README.TXT).
PAGE 10
CREDITS
Game Design and ProgrammingMythos Games Limited
Julian Gollop
Nick Gollop
Graphics and AnimationJulian Gollop
John Reitze
Martin Smillie
MusicJohn Broomhall
Sound EffectsAndrew Parton
Quality AssurancePete Woods
Andrew Luckett
Richard Bakewell
Darren Kirby
Phil McDonnell
Jason Sampson
Manual AuthorKristian Ramsay-Jones
Managing EditorAlkis Alkiviades
Packaging and Manual DesignJohn Emory
Joe Morel
Cesar Novoa
Sarah Warburton
ProducerTim Roberts
PublishersPaul Hibbard
Pete Moreland
PAGE 11
INTRODUCTION
BACKGROUND
t is the year 1999. Unidentified Flying Objects (UFOs) have started
I
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 Earth’s impotence against a vastly superior technology.
Many countries have attempted to deal independently with the aliens.
In August 1998, Japan established an anti-alien combat force; the
Kiryu-Kai. Equipped with Japanese-made fighter aircraft, the Kiryu-Kai
certainly looked like a powerful force. However, after 5 months of
expensive operations they had yet to intercept their first UFO. The
lesson was clear: this was a worldwide problem which could not be
dealt with by individual countries.
On December 11, 1998, representatives from the world’s most
economically powerful countries gathered secretly in Geneva. After
much debate, the decision was made to establish a covert independent
body to combat, investigate and defeat the alien threat. This
organization would be equipped with the world’s finest pilots, soldiers,
scientists and engineers, working together as one multi-national force.
This organization was named the Extraterrestrial Combat Unit.
PAGE 12
INTRODUCTION
THE GAME
-COM UFO Defense puts you in command of X-COM, with the
X
finest Earth technology at your disposal to defend the Earth
from alien invasion. Shooting down UFOs is just the beginning. You
will then control a squad of heavily-armed soldiers, edging cautiously
through the local terrain, battling aliens and recovering UFO
technology.
When you command a ground assault, you will use the 3-D isometric
‘Battlescape’ display. This shows terrain, buildings, X-COM craft and
UFOs, but will only display what your soldiers can see - so beware of
danger lurking around corners or down dark corridors!
Successful ground assault missions mean that X-COM scientists can
research alien technology. Engineers can then reproduce their
superior weapons and spacecraft. Soon you will be fighting the aliens
with their own technology.
As the game progresses, you will use the on-line ‘UFOpaedia’ to learn
the latest details from your research teams about alien technology, life
forms and their real objectives. Above all, you must watch the world
political situation. Look out for governments which may be forced to
make secret pacts with the aliens and make sure you defend the
countries who fund X-COM heavily.
X-COM UFO Defense. Command Earth’s forces against the alien
terror!
PAGE 13
INTRODUCTION
THIS MANUAL
This Manual is split into two main sections:
Section 1: The Gameplay Tutorials are designed to get you
playing X-COM UFO Defense as quickly as possible. You are
recommended to follow each tutorial before you start to play the
game on your own.
Section 2: The Reference Guide is intended for the player who is
familiar with how to play X-COM UFO Defense and needs to learn
more about particular game features.
The Controls
You will require a mouse to play X-COM UFO Defense. This manual
will refer to ‘clicking’ on buttons, icons or highlighted text. To do this,
simply move the cursor over the option and press the Left Mouse
Button (LMB).
PAGE 14
SECTION 1
THE GAMEPLAY TUTORIALS
THE GAMEPLAY TUTORIALS
BEFORE WE BEGIN...
elcome to X-COM UFO Defense. These tutorials are designed to
W
help you start playing with the minimum of trouble. The three
main sections of the game are covered here; the Geoscape, the
Battlescape and the Bases Screen.
For extra information on particular game features, see the
Reference Guide section of this manual.
First of all, we will start a new game.
Starting a New Game
1. Install and Load X-COM UFO Defense.
2. After the animated introduction, you will be taken to the game
options screen.
PAGE 16
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.
SECTION 1
PAGE 17
SECTION 1
Setting-Up a New X-COM Base
5. The message Select Site for New Base will appear in the top of
the screen.
In the bottom-right hand side of the screen, you will see three green
spheres surrounded by arrows. These are the View Controls which allow
you to rotate and magnify the display of the Earth.
• Click on the icon. The Earth display will be magnified, some
borders around countries will appear.
6 • Click again on the icon. The Earth display will be magnified
again, some country names will now appear.
7. • Click twice on the icon. The Earth display will return to its
minimum magnification.
8. The 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.
PAGE 18
10. • Position the mouse pointer over the Earth and click on the Right
Mouse Button to center the Geoscape on that location.
By using a combination of these controls, you can manipulate the
Earth display to show any part of the Earth in detail.
11. • Click on any part of the Earth’s surface (except the sea) to
position your first base.
Note: It is a good idea to position your base in the middle of a large land mass such
as North or South America, Russia or Europe. This will give you a better chance of
defending that area from UFO raids.
12. A window containing the prompt Base Name? will appear.
Type in a name using the Keyboard and press the Return Key. You
have now set up a new X-COM base and you are ready to start
playing X-COM UFO Defense.
TUTORIAL 1: THE GEOSCAPE
Menu Options
Game Time
Time Controls
View Controls
Tutorial 1 guides you through the Geoscape’s basic controls and the
process of intercepting UFOs.
1. The Geoscape is the main screen for playing X-COM UFO Defense.
You will see your base on the 3-D view of the Earth, represented as a
hollow blue square.
On the right-hand side of the screen, there is a list of Menu Options, a
display of the Game Time, the Time Controls and the View Controls.
SECTION 1
The Time Controls are very important to the game, and it is these
which we will go through next.
Note: If you wish to pause time at any stage during the game, simply click on any
of the Menu Options.
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PAGE 19
SECTION 1
The Time Controls
2. Look at the Game Time. You will see that it is passing by with five
second jumps. The Time Controls, below the Game Time, allow you
to control the rate at which this time passes.
• Click on the 5 Mins button. The button will depress and time will
pass at an increased rate. You will see the Game Time (above the
Time Controls) change rapidly and night and day will be visible on
the Earth, slowly changing.
You should use the Time Controls to advance the game through any
time-consuming section of the game (e.g. waiting for craft to arrive at
their destinations or waiting for UFOs to be detected).
Detecting UFOs
3. We will now advance time to the point when X-COM detect their
first UFO (if this has not already happened).
• Click on the 1 Day button in the Time Controls. The button will
depress and time will pass at the maximum rate.
4. Eventually, a window will appear over the Geoscape with the
message UFO-1 Detected. Data regarding the UFO is shown in this
window.
PAGE 20
• Click on the button marked Center on UFO-Time=5 Secs. This
will center the Earth display on the UFO and reduce the passage of
time to 5 seconds. The UFO will appear as a red cross in the center of
the Geoscape, moving slowly.
Intercepting UFOs
5. • Position the mouse pointer on your base and click on the LMB. A
window will appear with the title Launch Interception and a list of
the available craft at that base.
6. • Move the mouse pointer to highlight Interceptor-2 and click on the
LMB.
7. The message Select Destination appears in the top of the screen.
SECTION 1
• Click on the UFO (represented as a red cross) to select this as the
Interceptor’s target.
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PAGE 21
SECTION 1
8. The confirmation message Target: UFO-1 will appear.
• Click on the OK button.
9. The Interceptor (represented by a yellow cross) will launch from its
underground base and attempt to intercept the UFO.
Note: Remember, if you need to pause the game, click on any of the Geoscape Menu
Options.
If the UFO lands, it will appear as a green cross. Interceptors cannot
carry out ground attacks; so you will have to wait until the UFO lifts
off - click on the 5 Mins Time Control button to accelerate the
passage of time.
PAGE 22
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-1Tracking Lost will appear. This may happen several times before
you actually get into combat; most UFOs can out-perform your
Interceptors.
• Click on the OK button. Continue to the next step of this tutorial.
11. • The Craft Status window will now appear, allowing you to
redirect the Interceptor.
SECTION 1
12. • Click on the Go To Last Known UFO Position button.
13. While the Interceptor is on its way to the last known UFO position,
it uses its on-board radar to scan for the UFO.
If the UFO-1 Detected window re-appears, go straight to step 14 of
this tutorial.
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PAGE 23
SECTION 1
If the Interceptor reaches the Last Known UFO Position without reacquiring the UFO, the following window will appear:
If this happens, the UFO has disappeared from all X-COM tracking
devices. The interception mission has failed.
• Click on the Redirect Craft button. The Craft Status window will
reappear. Click on Return to Base. The Interceptor will return to its
base.
Go back to step 3 of this tutorial.
PAGE 24
14. • Click on the Center on UFO-Time=5 Secs button in the
UFO-1 Detected window.
15. At the moment, the Interceptor is still heading for the last reported
position of the UFO. Now we’ll reassign 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 reappear.
• Click on the OK button.
SECTION 1
Go back to step 10 of this tutorial.
1410 - 1221
PAGE 25
SECTION 1
Air-to-Air Combat
19. If the Interceptor gets within range of the UFO, the Geoscape will
automatically increase in magnification and the Air-to-Air Combat
window will appear over the center of the Geoscape.
20. UFOs should not be shot down over water because you will not be
able to examine the wreckage.
• Click on the minimize window icon in the top-left of the Air-toAir Combat window. The craft icon will appear in the top-left of the
screen.
PAGE 26
Craft Icon
Check that the UFO is over dry land. If it is over the sea, you can use
the 1 Min Time Control to accelerate the passage of time.
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.
SECTION 1
0922 - 6142
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SECTION 1
Saving the Game
23. Now would be a good time to save your current game.
• Click on the Options button.
24. • Click on the Save Game button.
25. The Select Save Position screen will appear.
PAGE 28
• 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 select this as the
Skyranger’s target.
31. The message Target: Crash Site-1 will appear.
SECTION 1
• Click on the OK button.
32. The Skyranger (represented by a yellow cross) will launch and make
its way to the UFO Crash Site.
• Click on the 5 Mins button if you want to increase the passage of
time.
33. When the Skyranger arrives at the Crash Site, the UFO Crash
Recovery screen will appear. Read the instructions on this screen.
• Click on the OK button to enter the next section of X-COM UFODefense; the Battlescape.
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PAGE 29
SECTION 1
TUTORIAL 2: THE BATTLESCAPE
Tutorial 2 guides you through the close-combat Battlescape; the
section of the game where you fight the aliens face-to-face.
Arming Your Squad
PAGE 30
1. The eight members of your squad automatically arm them-selves with
guns, ammunition and grenades. This initial screen allows you to adjust
the weapons your squad will carry into action.
• Click on the left/right arrows in the top-right of the screen to check the
armament of each of the eight members of your squad.
2. You will see that six of your soldiers have rifles, one has a pistol and
one has a heavy cannon. The soldiers carry extra ammunition and
grenades on their belts.
Full details of this section of the game are given in the GroundAssaults chapter of this manual.
• Click on the OK button to exit this screen.
3. The ‘turn’ screen will appear.
Note: All Battlescape action is turn-based. This means it is like a 3-D game of
chess - you move your pieces, the aliens move theirs!
• Click the Left Mouse Button (LMB) to continue.
SECTION 1
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’.
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SECTION 1
Using the Split Level View
5. The Battlescape is built up of several levels. These can be viewed
individually or may be assembled into a complete 3-D picture.
Splitting the Battlescape into levels allows you to see behind walls and
inside buildings or craft.
At the moment, the Battlescape is set to its normal setting - the
Multi-level View. The Multi-level view hides everything above the
currently selected level, this is why the Skyranger appears to have no
roof.
• Click on the button in the Control Bar. The number on the
button will change to 2.
The cabin roof and wings of the Skyranger will appear. Your soldiers
will now be hidden from view. This is the Full View of the
Battlescape.
1
PAGE 32
6. • Click again on the button. The number on the button will
1
change back to 1. The Battlescape returns to the Multi-level View.
7. When you are in any of these views, you may need to switch to the
next level down or up.
• Click on the button.
8. The display will change to show just the landing legs and tail ramp
of the Skyranger.
9. • Click on the button.
The display will return to the original view, with your squad visible
inside the Skyranger.
Selecting Soldiers
10. You control your squad individually, selecting and moving each
soldier in turn.
SECTION 1
• Move the mouse pointer over the Battlescape display. A red 3-D box
will appear under the pointer.
11. • Move this box over any soldier. The box will now flash yellow
and red.
12. • Click on the Left Mouse Button (LMB). A yellow arrow appears
above the 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.
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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 (LMB).
The soldier will walk out of the Skyranger to the destination you have
just set. The Battlescape automatically switches to the next level
down, so that the Skyranger now only appears as the ramp and a set of
landing legs.
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17. • Click on the 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 (LMB).
The soldier will walk out of the Skyranger to the destination you have
set.
21. We now have two soldiers deployed from the Skyranger. You may
notice that the Battlescape displays a little more of the surrounding
terrain now. This is because the Battlescape only shows what is in yoursquad’s line of sight.
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• Move the 3-D box to a point near one of the landing legs and click
on the Right Mouse Button.
The currently selected soldier will turn around and face the Skyranger,
scanning the surrounding terrain in the process. Any nearby black
squares will turn into terrain as the soldier looks at them.
22. If you want to look around the Battlescape at the visible terrain,
move the mouse pointer to the very edge of the screen. The view
window will move in that direction.
Note: You must take the mouse pointer to the very bottom of the screen, under the
Control Bar, to move the view window downward.
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23. • Click on the button to re-center the Battlescape on the
currently selected soldier.
24 • Click on the 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 button to access the Map Screen. This
displays a map of the mission area, allowing you to see X-COM and
alien forces, X-COM craft and UFOs.
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29. You will see four flashing yellow dots on the map; these are your
soldiers. If a UFO has been spotted, its hull appears as a pale grey
line.
UFO
30. The map only shows one level of the Battlescape at a time.
• Click on the up/down arrows on the left-hand side of the screen to
display the next level up or down.
31. • Click on the Right Mouse Button to return to the Battlescape.
The Turn-Based System
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32. If you saw a UFO on the Map screen, start moving your soldiers
toward it. If not, continue moving your soldiers around the
Battlescape until you find the UFO.
Eventually the message Not Enough Time Units! appears.
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33. This means that the selected soldier has moved as far as he/she
can possibly move in this turn. When all four of the soldiers have
moved to this point, it is time to end your turn.
• Click on the button to end the turn.
The aliens will now be given a turn to move. They may open fire on
your squad - you are helpless until your next turn.
On-screen prompts tell you when to click the LMB to begin your next
turn.
Searching For the Aliens
34. Continue moving your squad around the Battlescape.
To go through doors, click inside the room.
To go up stairs, click at the top of the stairs.
You will notice that the Battlescape has an edge beyond which
everything is black. This is the edge of the map - aliens will not go into
this area.
Seeing the Aliens
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35. If one of your soldiers sees an alien, he/she will immediately stop
moving and a red flashing square will appear in the right of the
Battlescape screen, just above the Control Bar.
Alien Alert
• Click on the red flashing square to center the Battlescape on the
alien.
36. The alien can now be seen in the center of the screen.
• Click on the button to access the Map Screen.
37. Aliens will appear as blue flashing dots on this map, the white
cross indicates where the map is centered.
Look for your soldiers on the map - there might be soldiers in a better
position to fire than the soldier currently selected.
• Click on the Right Mouse Button to return to the Battlescape.
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38. • If you want to re-center the Battlescape on the currently selected
soldier, click on the button in the Control bar.
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Using Guns
39. We will now use a weapon against the alien, before it gets the
chance to fire at us. This is probably a long range shot, so a rifle will
be required.
• Click on the rifle (at the far right of the Control Bar).
40. A window will appear, allowing you to choose from a number of
shots.
• Move the mouse pointer over the Aimed Shot option and click.
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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
(LMB).
42. Now, one of four things could happen:
A. The message No Line of Fire! appears. This means that there is
an object between your soldier and the alien. You must move your
soldier to a different position or select another soldier before
attempting to fire again.
B. The message Not Enough Time Units! appears. This means
that your soldier does not have enough Time Units to complete the
shot. You must either choose another type of shot, select another
soldier or end your turn.
C. The soldier fires a shot... and misses. This is unfortunate, but is
expected - initially your soldiers are all rookies. You will find that your
soldiers become more accurate as they fight more battles.
D. The soldier hits the alien with the shot. The aliens wear strong
armor, so it may take more than one hit to kill them.
• Click on the Right Mouse Button to change the mouse pointer from
a targeting cross to the 3-D box, ready to move your soldier again.
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Using Grenades
43. If an alien is using an object for cover, you may prefer to attack it
with a grenade.
• Click on the button to access the Equip Soldier screen. This is
similar to the screen which you saw before entering the Battlescape.
44. Initially every soldier has one grenade (the round, black object) in
his/her belt.
• Move the mouse pointer over the grenade and click.
The word Grenade will appear below the soldier’s name.
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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 alien’s 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.
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• Click on the number 3.
You will now return to the Battlescape, with a primed grenade in your
soldier’s left hand.
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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.
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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.
X-COM will then automatically recover the UFO’s remains, alien
artifacts and alien corpses.
To abort the mission before the mission objectives are completed,
click on the button in the Control bar.
Abort mission will only save soldiers who have returned to the
Skyranger - a warning message will appear if you attempt to take-off
without your full squad.
Note: Do not allow the aliens to kill all of your squad - there will be no-one to fly
the Skyranger back to base, and it will be lost. If you are down to your last soldier,
abort the mission.
The Debriefing
55. At the end of the ground assault mission, you will be given a
debriefing. This will inform you if your mission objectives were
achieved and lists the items recovered.
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• Click on the OK button in the bottom-left of this screen to return to
the Geoscape.
56. You might want to save the game at this point (see step 23 of
Tutorial 1 for details of how to save games). If you want to re-play
the ground assault, load in your previously saved game.
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TUTORIAL 3: BASES
From research and manufacture to equipping craft and soldiers, the
Bases screens define how well you will be able to deal with the alien
threat. Tutorial 3 guides you through this, the most complex section
of X-COM UFO Defense.
1. If you are continuing from tutorial 2, do not worry if you lost your
Skyranger; you can buy another in the Bases screen.
• Click on the button labeled Bases in the Geoscape Menu Options.
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2. The Bases screen will appear.
Note: From now until you re-enter the Geoscape screen, time is paused. If at any
time you need to pause the game, simply click on one of the Geoscape Menu
Options.
Equipping the Interceptor
3. We will now use the Equip Craft screen to re-arm one of the
Interceptors.
• Click on the button labeled Equip Craft in the Bases screen.
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.
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You will see each of the Interceptor’s two weapon bays, represented by
the numbers 1 and 2. The armaments loaded onto the aircraft are
Stingray missiles and a Cannon.
• Click on the button marked with the number 2.
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6. The Select Armament window will appear.
You will see that you have 1 Stingray short-range missile launcher, 1
Avalanche long-range missile launcher and 2 cannons in the 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.
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8. The display will return to the Interceptor-2 Equip Craft screen. The
Interceptor now has an all-missile armament - this is more effective for
attacking UFOs.
• Click on the button marked OK in the bottom of the screen.
9. You will now return to the Interception Craft screen. You will see
that the Status column for Interceptor-2 shows that it is Re-arming.
• Click on the button marked OK in the bottom of this screen.
10. You will return to the Bases screen.
Next we will assign X-COM scientists to undertake research.
• Click on the button marked Research.
Assigning Research
11. You will be taken to the Current Research screen.
We will now assign our scientists to work on two different research
projects; Laser Weapons and the Motion Scanner.
• Click on the button labeled New Project in the bottom-left of the
screen.
12. The New Research Projects window will appear.
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• Move the mouse pointer over Laser Weapons (a pale highlight
will appear to show it is selected) and click.
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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.
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• 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 until the number
to the right of the word Scientists Allocated is 10.
19. • Click on the button marked OK.
20. You will return to the New Research Projects window.
• Click on the OK button in the bottom of this window.
21. You will now return to the Current Research screen. You will see
that you have 10 scientists assigned to researching Laser Weapons
and 10 scientists assigned to researching the Motion Scanner. The
progress in each of these projects is unknown; the scientists have not
yet started work.
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• Click on the OK button in the bottom-right of this screen.
22. You will return to the Bases screen.
Another important function carried out in the Bases screen is the
purchasing of items or the recruiting of personnel.
• Click on the button marked Purchase/Recruit.
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Purchasing/Recruiting
23. You will be taken to the Purchase/Hire Personnel screen.
We will now purchase some items and hire some extra soldiers.
▼
• Move the mouse pointer over the button in the Soldier line (at
the top of the list of items) and click once.
24. You will see the number in the Quantity column change to 1.
▼
• Click on the 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 Quarters, click on the Build Facilities button in the Bases
screen - see the Bases section of the Reference Guide of this manual for full
details.
25. If you lost your Skyranger troop transport in the ground assault, you
can replace it by clicking once on the button in the Skyranger line
of this screen.
26. • Move the mouse pointer down the list until you get to
Tank/Rocket Launcher. The tank is a large weapon, expensive
but powerful.
▼
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27. • Click once on the button. You will see the Cost of
Purchases (in the top-right of this screen) increase by $900,000 (the
cost of the tank).
28. Now we’ll need some ammunition for it.
▼
▼
• Move the mouse pointer over the HWP Rocketbutton and click
four times. You may need to buy more ammunition later, when you
return from your next ground assault.
Note: The message Not Enough Store Space! will appear if you attempt to
buy too many items. To build more storage space, click on the Build Facilities
button in the Bases screen - again, see the Bases section of the ReferenceGuide of this manual for full details.
29. • Click on the Q 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 Rodbutton 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.
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Waiting For Delivery
34. It will take several days for all the items you purchased to be
delivered.
Check the Game Time.
• Click on the 1 Day button in the Geoscape Time Controls and
allow 3 days to pass. If a UFO is detected, intercept it (see step 4 ofTutorial 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
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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 base are assigned to Skyranger-1.
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• 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.
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43. The Select Equipment screen will appear.
• Move the mouse pointer over the button in the Tank/RocketLauncher line (at the top of the list) and click.
The Tank/Rocket Launcher is now loaded onto Skyranger-1. The
number in the Stores column changes to 1 from 0, and the name of
the item changes from light blue to white, indicating that it is on
board.
44. • Use the same process to load any other equipment of your
choice onto the Skyranger.
45. Click on the OK button in the bottom of the screen.
46. You will return to the Equip Craft screen.
• Click on the OK button in the bottom of the Equip Craft screen to
return to the Interception Craft screen.
47. • Click on the OK button in the bottom of the Interception Craft
screen to return to the Bases screen.
48. • Click on the Geoscape button in the bottom-right of the Bases
screen. You will return to the Geoscape.
▼
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Returning to the Geoscape
49. • Click on the 1 Day button in the Geoscape Time Controls.
Soon, a message will appear on the Geoscape. This may be one of the
following:
UFO Detected - go to step 4 of tutorial 1 for details of
intercepting UFOs - when you investigate the crash site this time,
your soldiers will be better equipped.
Research Completed - your scientists have completed their
research work. You should allocate them to another project as soon as
possible (see step 11 of this tutorial).
X-COM Project Monthly Report - at the end of each month, the
X-COM Project Monthly Report will appear to inform you of your
progress in the fight against the aliens. See the Geoscape section of
the Reference Guide of this manual for full details.
Other messages may appear to inform you that a new purchase has
arrived or a manufacturing process has become available.
The End Of the Tutorial
Much of the enjoyment of X-COM UFO Defense is discovering new
technology, gathering information on the aliens and battling through
hundreds of different landscapes.
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These tutorials have been a basic guide to the way X-COM UFO
Defense plays. There may be further game enhancements which are
documented in the Technical Supplement. Use the Reference
Guide section of this manual for details of specific menu options or
game features.
Playing Tips
To succeed in the war against the aliens, you will need to carry out
the following:
Establish more bases around the world.
Click on the Build New Base button in the Bases screen. Establish
bases in the countries who are funding you heavily - refer to the
Graphs screen for this information.
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Build more facilities at your bases.
Click on the Build Facilities button in the Bases screen.
Experiment with different sized bases - you don’t 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. X-COM will eventually be using the most
advanced weaponry on Earth, fighting the aliens with their own
technology!
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THE REFERENCE GUIDE
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1 GAME OPTIONS
The Game Options screen appears when you load X-COM UFO
Defense, allowing you to select between New Game or Load Saved
Game. Position the mouse Pointer over the required option and click
the Left Mouse Button (LMB) to select.
1.1 NEW GAME
If you select New Game in the Game Option screen, you will be
taken to the Select Difficulty Level screen.
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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 X-COM base.
Use the Geoscape controls if you want to rotate the display of the
Earth (see the section of this manual on The Geoscape Screen for
full details of the Geoscape controls).
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The last New Game set-up is to name your first base. The prompt
Base Name? will appear - type in your first base’s name using the
Keyboard and press the Return Key. You will now be able to use the
Geoscape as normal.
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1.2 LOAD SAVED GAME
If you select Load Saved Game in the Game Options, you will be
taken to the Select Game To Load screen.
The name of the saved game is displayed in the middle of the screen,
the game’s time and date is also displayed.
Pick a saved game by clicking on one of the ten buttons on the lefthand side of the screen and click the LMB. You will now be taken to
the Geoscape, at the point when the game was saved.
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2 THE GEOSCAPE SCREEN
Geoscape
Menu Options
Game Time
Time Controls
View Controls
The Geoscape screen is the main screen for playing X-COM UFODefense; it displays the latest data on alien activity and allows you to
control and monitor X-COM interception craft.
The Geoscape screen is made up of five parts: the Geoscape, the View
Controls, the Time Controls, the Game Time and the Menu Options.
2.1 THE GEOSCAPE
The Geoscape is a 3-D view of the Earth which may be rotated or
magnified. At minimum magnification it displays the whole planet,
while at maximum magnification it shows detail such as borders and
cities. Terrain types from desert to snowscape are represented on the
surface of each of the continents, and night and day are fully
simulated.
The Geoscape uses symbols to represent the following:
Blue n - an X-COM base,
Yellow ✙ - an X-COM craft,
Orange ✖ - an X-COM craft’s destination (also known as a
‘waypoint’),
Red ✙ - a UFO in the air,
Green ✖ - a UFO on the ground,
White ✖ - a UFO crash site,
Pink n - an alien base,
Pink ✙ - an alien terror site.
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2.2 THE VIEW CONTROLS
The View Controls allow you to manipulate the view of the Earth in
the Geoscape.
Click on the up or down arrows to tilt the view of the Earth up or
down.
Click on the left or right arrows to rotate the view of the Earth to the
left or right (about the Earth’s polar axis).
Click on the icon to increase the magnification of the Geoscape.
Click on the icon to decrease the magnification of the Geoscape.
Click on the Geoscape using the Right Mouse Button to center the
display on that location.
2.3 THE TIME CONTROLS
The Time Controls allow you to adjust the rate at which time passes
in the game.
Time may be accelerated from 5 seconds stages to 1 minute,
5 minutes, 30 minutes, 1 hour and 1 day segments. This means that
you may cut out the long periods of waiting for X-COM radar to
detect a UFO. To select a particular rate of time passage, click on any
of the six Time Control buttons.
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The passage of time is suspended when any of the Geoscape Menu
Options are accessed.
2.4 THE GAME TIME
X-COM UFO Defense begins at 12.00pm on January 1st, 1999. All
game times are given in Greenwich Mean Time (GMT).
2.4.1 THE X-COM PROJECT MONTHLY REPORT
At the end of each month, you will be given a report of your progress
so far. This report is in the following form:
Month - the month which has just ended.
Monthly Rating - X-COM’s overall performance rating for the
previous month. This takes into account the following:
- success of interceptions,
- scores for ground assault missions,
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- 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 month’s 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 X-COM anti-alien operations.
Click on the OK button to exit this screen.
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2.4.2 PSIONIC TRAINING
If you have built a Psi-Lab at any of your bases, you will be taken to the
Psionic Training screen each month, after the Monthly Report.
Psionic powers allow X-COM soldiers to use mind control as a
weapon. The Psi Amp is required to convert thoughts into psionic
powers, without this the soldier cannot use psionic skills as a weapon.
The Psionic Training screen lists all X-COM bases with a Psi Lab
facility. Psi Labs are essential to carry out psionic training.
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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 number of soldiers who may be assigned to Psionic
Training.
Below this is a list of the following:
Name - the soldier’s name.
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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 soldiers 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 soldiers to Psionic
Training or click on the OK button to return to the Geoscape.
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2.5 THE MENU OPTIONS
Click on the Menu Option buttons to access other screens and
functions:
Intercept - allows you to give X-COM craft orders to intercept
UFOs.
Bases - takes you into the Bases screen (see the Bases section of this
manual for full details).
Graphs - takes you into the Graphs screen (see the Graphs section
of this manual for full details).
UFOpaedia - takes you into the UFOpaedia (see the UFOpaedia
section of this manual for full details).
Options - takes you into the Options screen (see the Options
section of this manual for full details).
Funding - takes you into the International Relations display (see the
Funding section of this manual for full details).
2.6 USING THE GEOSCAPE
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X-COM’s main task is to shoot down and investigate UFOs. This
ensures continued government funding and allows X-COM to learn
more about the alien threat.
When there is no UFO activity, you will probably want to keep the
rate of time passage fairly high. Click on the 1 Hour button in the
Geoscape Time Controls. Time will pass rapidly until you get a
message informing you that a UFO has been detected.
2.6.1 THE UFO DETECTED WINDOW
X-COM bases automatically detect any UFOs within range of their
radar. Later on in the game, you will be able to research and
manufacture better detection and tracking systems, based on captured
alien technology.
When a UFO is detected, time is paused and a window titled UFO-(number) Detected appears in the center of the Geoscape display. Every
UFO detected is given a consecutive number, for example, the 41st
UFO detected by X-COM will be named UFO-41.
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The following data is also presented when a UFO is detected:
Size - the size of the UFO.
Altitude - the approximate height at which the UFO is flying.
Heading - the general direction in which the UFO is travelling.
Speed - the speed at which the UFO is travelling (in knots).
This window also gives you the option to either:
Center on UFO-Time=5 Secs - centers the Geoscape display on the
UFOs current position and reduces the passage of time to 5 seconds.
Click on this option if you intend to intercept the UFO.
Cancel - hides the message window and leaves the Geoscape as it
was before the UFO was detected. Click on this option if you wish to
take no action against the UFO.
Note: While your Interceptors are capable of a high maximum speed, UFOs often travel
faster. A UFO may unwittingly change course or slow down, however, so it is good
practice to attempt to intercept all UFOs detected.
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2.6.2 THE LAUNCH INTERCEPTION WINDOW
To assign an X-COM Interceptor to attack a UFO, you may either
click on the 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.
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The Launch Interception window displays the following information:
Craft - the type and registration number of the craft (for example,
Skyranger-6is the sixth craft to be operated by
X-COM, and is a Skyranger transport).
Status - this may be either:
Ready - the craft is available for interception duty.
Refuelling - the craft is refuelling; this can take several hours.
Rearming - the craft is having its air-to-air weaponry changed.
Repairs - the craft is undergoing repair work.
Out - the craft is already carrying out an interception.
Base - the craft’s home base.
If you wish to return to the Geoscape without selecting an
interception craft, click on the Cancel button.
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2.6.3 SELECTING AN INTERCEPTION CRAFT
Use the mouse to highlight an Interceptor from the Launch Interception
list and click to select this craft.
The Select Destination window will now appear at the top of the
screen. If you wish to return to the Geoscape without selecting a
target, click on the Cancel button.
To select a UFO as the interception target, simply click on its location
on the Geoscape.
The message Target: UFO-(number) will appear.
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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 X-COM craft is airborne, click on it to display
the Craft Status window. This contains the following information:
Craft Name - the type and registration number of the craft.
Status - the orders which the craft is carrying out.
Base - the craft’s home base.
Speed - the current speed of the craft (in knots).
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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 the number of rounds of that weapon remaining.
Weapon-2 - The type of weapon loaded into weapon bay number 2
followed by the number of rounds of that weapon remaining.
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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.
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2.6.6 THE TRACKING LOST WINDOW
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The message UFO-(number) Tracking Lost will appear if
X-COM tracking devices lose contact with a UFO while it is being
intercepted.
Click on the OK button. The Craft Status window will appear, giving
you the option to either Return to Base, Patrol or Go to LastKnown UFO Position.
It is usually best to go to the last known UFO position, since the
interception craft may be able to re-acquire the UFO with its onboard radar.
2.6.7 THE AIR-TO-AIR COMBAT WINDOW
When the X-COM craft has maneuvered within firing range of the
UFO, the Air-to-Air Combat window will appear. The interception
craft is now at stand-off range, awaiting your orders.
Remember that you are setting out to cause the UFO to crash land,
not to blow it into a million pieces!
The Air-to-Air Combat window consists of the following:
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Minimize Window Icon
Order Buttons
Radar Screen
Weapons Display
Damage Display
Range to the UFO
Message Box
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2.6.7.1 The Order Buttons
Click on the buttons in this display to carry out the following:
Standoff - follow the UFO without firing at it.
Cautious Attack - attack the UFO from the maximum range of
each weapon.
Standard Attack - move to the minimum range of each of the
available weapons and fire at a standard rate.
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Aggressive Attack - move to the minimum range of each of the
available weapons and fire at a maximum rate.
Disengage - abort the interception and return to base.
◆
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 UFO will appear as a bright ‘blip’ on the Radar Screen, the size
of which depends on the size of the UFO.
2.6.7.3 The Weapons Display
There are a pair of icons on either side of the Radar Screen which
represent what is fitted to the weapons bays of the Interceptor. These
icons each have a number under them, indicating the number of rounds
of the weapon which are remaining.
The maximum range of each of the weapons is also shown, in the
form of a line extending out of the weapon icon and onto the Radar
Screen. When a UFO gets within this boundary, the Interceptor will
open fire.
2.6.7.4 The Range to the UFO
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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.
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2.6.7.6 The Minimize Window Icon
If you shoot the UFO down over water, the wreckage will be swept
away before anything of value can be recovered. The Minimize
Window feature allows you to track the UFO on the Geoscape until it
is over land, then shoot it down.
To carry this out, click on the in the top-left of the Air-to-Air
Combat window. The Craft Icon (with a pictorial representation of
the craft plus its X-COM registration number) will now appear in the
top-left of the Geoscape and time may be advanced or slowed as
normal.
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When the UFO gets over the land, click on the Craft Icon. The Airto-Air Combat window will now re-appear, ready for you to carry out
your attack.
Note: You can also use the Minimize Window icon to give other Interception Craft
orders to attack the UFO. There can be up to four Interception Craft attacking a
UFO simultaneously, maximizing the chances of success against the larger UFOs.
2.6.7.7 The Message Box
The Message Box is in the bottom of the Air-to-Air Combat window
and displays messages from the pilot of the Interceptor to you. These
messages either confirm your orders or inform you of what the UFO
is doing.
2.6.8 SHOOTING THE UFO DOWN
Click on the Standard Attack button. The message UFO Crash
Lands! will appear if you successfully cause the UFO to crash land. The
display will then automatically return to the full-screen Geoscape with a
white cross marking the UFO Crash Site.
2.6.9 INVESTIGATING UFO CRASH SITES
The UFO is now vulnerable to ground assault, and you should send
out an X-COM squad to investigate it and to recover any available
alien technology.
Click on a base or use the Intercept Menu Option to select a
Skyranger troop transport craft (just as you did previously with the
Interceptor) and assign the UFO Crash Site as the target. The Skyranger
will now take-off and make its way to the UFO Crash Site.
Note: Only craft which contain soldiers or HWPs are allowed to intercept Crash
Sites or landed UFOs.
When the Skyranger arrives at the Crash Site, you are taken to the
UFO Crash Recovery screen.
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Click on the OK button to enter the Equip Squad screen. See the
next chapter of this manual for full details on Ground Assaults.
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2.7 OTHER GEOSCAPE USES
As well as controlling the interception and investigation of UFOs, the
Geoscape may be used for several other functions. Some of them are
outlined below; the others are for you to discover!
2.7.1 GROUND ASSAULTS ON UFOS
As well as investigating crashed UFOs, you may send a troop
transport craft to an intact UFO which has landed. This is dangerous
for your soldiers, however, and is not advised unless you have a very
powerful squad.
2.7.2 TERROR SITES
The aliens will attempt to terrorize civilian populations as part of their
invasion plans. This must be prevented at all costs: a successful alien Terror
Site in a funding country could cause its government to withdraw
from the X-COM project.
2.7.3 ALIEN RAIDS ON X-COM BASES
As the game progresses, the aliens will carry out missions to find XCOM bases. If the aliens discover the location of any of your bases,
they will attempt to destroy them with a ground assault.
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2.7.4 ALIEN BASES
The aliens will attempt to build bases on the Earth. These are used for
a variety of purposes from operating UFOs to infiltrating
governments. Alien bases may be detected by sending an Interception
Craft to the suspected location of the base and selecting the Patrol
option. You are advised to raid alien bases at the earliest opportunity,
but make sure you have a very powerful squad before you try!
3 GROUND ASSAULTS
Ground Assaults take place when X-COM carry out any of the
following:
- Investigate crashed UFO sites,
- Assault UFOs at their landing sites,
- Intervene at alien terror sites,
- Defend X-COM bases against alien attack,
- Attack alien bases.
All missions, except defending X-COM bases, require you to use a
transport craft to get to your destination. When you begin the game,
the only troop transport available is the Skyranger, but as the game
progresses you will be able to manufacture new craft.
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3.1 THE EQUIP SQUAD SCREEN
Before you begin a Ground Assault, you will be taken to the Equip
Squad screen. Your soldiers will automatically pick up some weapons,
but you may wish to re-equip them.
The top-left of the Equip Squad screen contains the name of the
currently selected soldier. At the top-right of the screen are two
arrows, allowing you to select the next, or the previous, soldier in your
squad.
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At the center of the screen is a soldier, who will be dressed in the
armor which you may have selected in the Equip Craft screen. This
soldier is surrounded by the locations in which weapons may be
carried. The items on the ground may be picked up and carried by
the soldier.
To pick up an item from the ground, simply move the mouse over the
item and click. The item will now be ‘attached’ to the mouse pointer.
The name of this item is shown in the top of the screen, under the
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 X-COM soldiers.
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3.2.1 USING THE BATTLESCAPE
Your squad starts 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.
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3.2.1.1 Selecting and Moving Soldiers
A 3-D box will appear when you move the mouse pointer over the
Battlescape. To select a different soldier, either click on the button
on the Control Bar (see the next section for full details of the Control
Bar) or move the cursor box over the required soldier and click. A
yellow arrow indicates the selected soldier.
To move the selected soldier to a destination, simply move the cursor
box to the destination and click.
To make the selected soldier turn around without moving along,
position the cursor box in the direction you want the soldier to face
and press the Right Mouse Button.
3.2.1.2 Moving the View Window
Move the mouse pointer to the edge of the screen to move the
Battlescape view window up, down, left or right.
Note: You must take the mouse pointer to very bottom of the screen, under the
Control Bar, to move the view window downward.
You will notice that there is an edge to the Battlescape map, beyond
which everything is black; this is a region into which the aliens will not
venture. Aliens do not stray far from their crashed UFO because
Earth’s atmosphere is hostile to them.
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3.2.1.3 Line of Sight
The Battlescape will only display what is within your squad’s 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 button on the Control Bar to break the
Battlescape into levels.
1
3.2.1.5 The Turn-Based System
The Battlescape operates under a turn-based system. This means that
your soldiers will be able to move a certain distance before the
message Not Enough Time Units! appears. When all of your
squad have used their allocated Time Units, click on the button
on the Control Bar to end your turn. When the aliens have completed
their moves, it is your turn again.
The Hidden Movement screen will appear when the aliens are
moving out of sight of X-COM soldiers.
However, there is an exception to the turn based rule. If you move
your soldiers directly into the 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.
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Click on the pulsing red square to center the Battlescape on the alien.
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3.2.2 USING WEAPONS
When you can see an alien on the Battlescape, you should use a
weapon against it before it gets a chance to fire. Click on one of the
Item Boxes on the left or right of the Control Bar to use a weapon.
A window appears, giving you the option to select from a number of
options. These will vary, depending on the weapon. Click on the
required option to carry out any of the following:
Aimed Shot - a carefully aimed shot, requiring maximum effort
from the soldier and therefore maximum Time Units.
Snap Shot - an unaimed shot in the 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 target’s 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.
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Note: Proximity grenades do not have a timer, but will detonate when anything
(including your soldiers) moves nearby. These should always be thrown to prevent
the risk of detonation.
Hit - strike your opponent with the weapon/object. To do this, your
soldier must be standing next to the opponent.
Throw - throw the weapon/object. This option is mainly intended
for use with grenades or explosives.
3.2.2.1 Maximizing 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 launcher) is being fired while the
other hand is not free.
3.2.3 THE BATTLESCAPE CONTROL BAR
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Options
Select Next
Soldier
Soldier
Data
Split Level View
End
Turn
Dust Off
Select Next Soldier
- Deselect Current Soldier
Ascend/Descend
Controls: Up/Down
Reserve
Time Units
View Next Level
Up/Down
Map Screen
RankCenter
Stand/
Kneel
Equip Soldier
Screen
Display
on Soldier
3.2.3.1 The Item Boxes
To the extreme left and right of the control bar are the Item Boxes,
containing a picture of the items held in the 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.
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3.2.3.4 Map Screen
Click on this button to view a map of the mission area. To re-
center the map on another part of the mission area, simply
click on the desired position. The white cross in the center of the
screen shows where both the map and the Battlescape are centered.
The map will only display one level of the Battlescape at a time. Click
on the up or down arrows on the left-hand side of the map to view the
next level up or down.
The map uses symbols to represent the following:
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Yellow dots - X-COM forces,
Blue dots - alien forces,
Red dots - civilians,
White crosses - dead aliens or humans.
Click on the Right Mouse Button to return to the Battlescape screen.
3.2.3.5 Stand/Kneel
Click on this button to make the selected soldier stand or
kneel. The advantage of kneeling is that your soldier is less
visible to the aliens and fires more accurately.
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 soldier’s 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.
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Click on the OK button to return to the Battlescape screen.
3.2.3.7 Center Display on Soldier
Click on this button to center the Battlescape on the currently
selected soldier’s level and location.
3.2.3.8 Select Next Soldier
Click on this button to select and center the Battlescape on
the next soldier in your squad.
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3.2.3.9 Select Next Soldier - Deselect Current Soldier
Click on this button to select and center the Battlescape on
the next soldier in your squad. The soldier currently selected
will be de-selected so next time you click on the soldier will not
appear. Use this button when you are happy with the position of a
particular soldier.
3.2.3.10 Split Level View
Click on this button to change how the levels of the
1
Battlescape are displayed. The number on the button will
change to indicate:
1 - Multi-level View - everything from the currently selected level
downward is displayed.
2 - Full View - every level is displayed, regardless of what level is
selected. Selecting this will hide any of your soldiers who are behind
walls and inside buildings or craft.
3.2.3.11 Options
Click on this button to call up the Battlescape Options
screen. This allows you to select different speeds for
animation and scrolling, depending on player preference and the
processing speed of your computer.
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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.
X-COM soldiers may have the following ranks:
RookieCaptain
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SquaddieColonel
SergeantCommander
As the soldier’s rank improves, so too does the skill with which they
can fight.
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3.2.3.16 Soldier Data
The name of the selected soldier is shown at the top of this section,
with statistics and information regarding the soldier shown
underneath.
These statistics are displayed as both figures and bar charts and are
color-coded as follows:
Green - Time Units,
Orange - Energy,
Red - Health,
Purple - Morale.
Click on the Soldier Data box to view the Soldier Data screen.
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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 alien’s 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 favor. If the morale falls below 50%, there
is a chance that the soldier could panic.
Bravery - the soldier’s bravery. This determines the likelihood of
morale decreasing.
Armor Status - the soldier’s armor status. This will rise as the
soldier is equipped with armor manufactured by your engineers.
Psionic Strength/Skill - the psionic strength/skill which the
soldier may call upon.
Click on the Right Mouse Button to return to the Battlescape screen.
3.2.4 PROMOTIONS
At the end of every mission, subject to their mission performance,
soldiers will be promoted.
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The rank to which the soldier is promoted is dependent on the
following:
Rookie - each new recruit begins at this level.
Squaddie - in order to be promoted to a Squaddie, a Rookie must
have had some combat experience (cowering in the back of a Skyranger
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.
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Commander - this is the supreme leader of X-COM forces - there is
only one Commander. If there are at least 30 soldiers the best
available Colonel will be promoted.
It does not automatically follow that the higher the rank the better the
soldier, although this will tend to be the case.
3.2.4.1 The Effect of Rank
When officers accompany a mission then the morale of all the soldiers
will be boosted and they will be less susceptible to panic. The higher
the rank of the officer, the better the effect on the 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.
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3.2.4.3 Morale
At the start of each mission each soldier's morale starts at 100%. This
will decrease when a soldier is wounded or if fellow soldiers are killed. It
will recover if a soldier successfully kills aliens. The decline in morale is
reduced by a soldier's Bravery rating - the more brave a soldier is, the
less likely he/she is to panic.
3.2.4.4 Panic
When morale falls the likelihood of panic increases. When a soldier
panics one of three things can happen:
A. The soldier freezes, and can do nothing for the current turn (i.e.
he/she will have no Time Units).
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.
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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!
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3.2.6 OPPORTUNITY FIRE
If you end your turn leaving your soldiers with enough Time Units to
fire a shot, your soldiers will automatically fire during the alien’s turn
at any alien who strays into their line of sight. This is called
opportunity fire.
Your soldiers might even be able to take a shot before the aliens if the
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 been either killed
or stunned. The UFO’s remains, alien artifacts and alien corpses will
then be recovered automatically.
To abort the mission before the objectives have been achieved, click
on the button in the Control Bar.
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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.
SECTION 2
At the bottom of the screen is the overall mission Rating. Poor
mission performance may affect X-COM funding.
Click on the OK button in the bottom-left of the screen to return to
the Geoscape screen.
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4 BASES
Click on the Bases button in the Geoscape screen to access the Bases
screen; a display of the various X-COM installations in operation or
under construction.
X-COM bases are underground facilities, hidden from alien detection
systems. Craft operate from concealed hangars and the only access to
the base is via the access lift(s). X-COM bases carry out several
different functions:
- Detection of UFOs,
- Operation of X-COM fighter and transport craft,
- Research into alien technology and life forms,
- Manufacture of vehicles, equipment and weapons for
X-COM use.
The Bases screen consists of two main parts: the Base Display and the
Menu Options.
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4.1 THE BASE DISPLAY
The Base Display allows you to see, at a glance, the size of your bases
and their facilities.
X-COM may have up to eight bases worldwide, these are represented
above the Menu Options as a row of eight icons. Each of these icons
contain a small map of the facilities which make up the base. Green
squares represent existing facilities, red squares represent facilities
under construction. Click on any of these icons to select a different
base.
The name of the selected base is displayed in the top-right of the
Bases screen. Below this is the geographical area in which the base is
located followed by the total Funds available to
X-COM.
The left two-thirds of the Bases screen shows a top-down view of the
base. Move the mouse pointer over a base facility to display its name
in the top-left of the screen.
4.2 THE MENU OPTIONS
The Menu Options allow you to see in detail how each of your bases
is currently functioning. You will use the Menu Options to carry out
tasks such as building facilities, arming individual craft and organizing
research and manufacture work.
Note: At times during the game, lists of information may extend beyond the screen.
If this happens, an arrow will appear in the bottom-right of the screen. Similarly, if
the list extends off the top of the screen, an arrow will appear in the top-right. Click
on these arrows to scroll the list up or down.
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