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PC Tec Sup E for PDF 2/19/97 7:35 PM Page 7
X-COM TECHNICAL SUPPLEMENT 4. SOLDIERS
The Soldiers screen (section 4.2.10 of the Players Handbook) contains some extra features: Click on the Soldiers button in the Bases screen to access the Soldier List. This displays all the soldiers at the currently selected base, regardless of which craft they are assigned to. Use the Mouse to highlight and select a soldier. You will be taken to the Soldier Data screen.
The Soldier Data screen
The selected soldiers rank badge is in the top-left of this screen. The soldiers name is next to the rank badge. Click on this to change the soldiers name. A flashing * cursor will appear. Use the Backspace Key to erase the previous name, type in the name of your choice using the Keyboard and press the Return Key.
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Click on the Armor button to change the armor worn by the soldier. The Select Armor window will appear, listing the types of armor available and the number of each in storage.
Click on an armor button. The soldier will now be equipped with the selected armor - its name appears next to the Armor button. Below the buttons is a display of the following: Rank - the soldiers X-COM rank. Missions - the number of missions which the soldier has taken part in. Kills - the number of aliens the soldier has killed. Craft - the craft which the soldier is currently assigned to. Wound Recovery - the number of days before the soldier recovers to full health. In the bottom two-thirds of the screen, there is a display of the soldiers physical statistics. These are identical to those in the Battlescape Soldier Data screen (see the Battlescape Soldier Data Screen section of this Technical Supplement for full details). Click on the 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.
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OPERATING DIFFICULTIES AND LOADING PROBLEMS
Q. Why wont my game load?
Check all memory requirements listed in this Technical Supplement. You will need 560 K of Conventional Memory and 1 Mb of Extended Memory (XMS) or Expanded Memory (EMS).
Conventional Memory
The Controls
You will require a mouse to play X-COM UFO Defense. This manual will refer to clicking on buttons, icons or highlighted text. To do this, simply move the cursor over the option and press the Left Mouse Button (LMB).
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SECTION 1
THE GAMEPLAY TUTORIALS
UFO Manual E1 for PDF 2/19/97 7:45 PM Page 16
BEFORE WE BEGIN.
elcome to X-COM UFO Defense. These tutorials are designed to help you start playing with the minimum of trouble. The three main sections of the game are covered here; the Geoscape, the Battlescape and the Bases Screen.
For extra information on particular game features, see the Reference Guide section of this manual. First of all, we will start a new game.
Starting a New Game
1. Install and Load X-COM UFO Defense. 2. After the animated introduction, you will be taken to the game options screen.
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SECTION 1 3. Move the mouse pointer over the New Game option and click on the Left Mouse Button (LMB) to select. You will now be taken to the Select Difficulty Level screen.
4. Move the mouse pointer over the Beginner option and click on the LMB to select. You will now be taken into the main game screen, the Geoscape. The first thing you must do is to position your first XCOM base on the surface of the Earth.
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Setting-Up a New X-COM Base
5. The message Select Site for New Base will appear in the top of the screen. In the bottom-right hand side of the screen, you will see three green spheres surrounded by arrows. These are the View Controls which allow you to rotate and magnify the display of the Earth. Click on the icon. The Earth display will be magnified, some borders around countries will appear. 6 Click again on the icon. The Earth display will be magnified again, some country names will now appear. 7. Click twice on the minimum magnification. 8. The or right. icon. The Earth display will return to its
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SECTION 1 If the Interceptor reaches the Last Known UFO Position without reacquiring the UFO, the following window will appear:
If this happens, the UFO has disappeared from all X-COM tracking devices. The interception mission has failed. Click on the Redirect Craft button. The Craft Status window will reappear. Click on Return to Base. The Interceptor will return to its base. Go back to step 3 of this tutorial. 14. Click on the Center on UFO-Time=5 Secs button in the UFO-1 Detected window. 15. At the moment, the Interceptor is still heading for the last reported position of the UFO. Now well reassign the UFO as the Interceptors target.
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SECTION 1 Click on the Interceptor. This will bring up the Craft Status window.
16. Click on the Select New Target button. 17. The message Select Destination appears in the top of the screen. Click on the UFO to re-select it as the target. 18. The message Target: UFO-1 will reappear. Click on the OK button. Go back to step 10 of this tutorial.
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Air-to-Air Combat
19. If the Interceptor gets within range of the UFO, the Geoscape will automatically increase in magnification and the Air-to-Air Combat window will appear over the center of the Geoscape.
20. UFOs should not be shot down over water because you will not be able to examine the wreckage. Click on the minimize window icon in the top-left of the Air-toAir Combat window. The craft icon will appear in the top-left of the screen.
Craft Icon
Check that the UFO is over dry land. If it is over the sea, you can use the 1 Min Time Control to accelerate the passage of time.
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SECTION 1 21. Click on the craft icon when the UFO is over the land. This will bring back the Air-to-Air Combat window, ready for you to attack the UFO. 22. Click on the icon to carry out a Standard Attack on the UFO. You will see the progress of the attack on the radar screen in the left-hand side of the Air-to-Air Combat window. The message box in the bottom of the window relays the pilots messages to you. If the UFO out-runs the Interceptor, return to step 10 of this tutorial. If the Interceptor destroys the UFO, you have failed in your objectives; there is no useful debris to investigate. Return to step 3 of this tutorial. If the UFO crash lands, you have succeeded in your objectives; the crash site is marked with a white cross. The UFO is now vulnerable to a ground assault, allowing you to recover the wreckage.
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Saving the Game
23. Now would be a good time to save your current game. Click on the Options button.
24. Click on the Save Game button. 25. The Select Save Position screen will appear.
Click on any of the ten numbered buttons to select the slot into which your current game will be saved. 26. Type in a name for your saved game using the Keyboard and press the Return Key. When the game has saved, you will be returned to the Geoscape.
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Investigating the Crash Site
27. You will need to assign a Skyranger transport to take a squad of soldiers from your base to the Crash Site. Find your base (you may need to rotate the Geoscape to bring it into view). Click on your base: the Launch Interception window will appear. 28. Move the mouse pointer to highlight Skyranger-1 and click. 29. The message Select Destination appears in the top of the screen. 30. Click on the UFO Crash Site (the white cross) to select this as the Skyrangers target. 31. The message Target: Crash Site-1 will appear.
Click on the OK button. 32. The Skyranger (represented by a yellow cross) will launch and make its way to the UFO Crash Site. Click on the 5 Mins button if you want to increase the passage of time. 33. When the Skyranger arrives at the Crash Site, the UFO Crash Recovery screen will appear. Read the instructions on this screen. Click on the OK button to enter the next section of X-COM UFO Defense; the Battlescape. PAGE 29
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TUTORIAL 2: THE BATTLESCAPE
Tutorial 2 guides you through the close-combat Battlescape; the section of the game where you fight the aliens face-to-face.
Arming Your Squad
1. The eight members of your squad automatically arm them-selves with guns, ammunition and grenades. This initial screen allows you to adjust the weapons your squad will carry into action. Click on the left/right arrows in the top-right of the screen to check the armament of each of the eight members of your squad. 2. You will see that six of your soldiers have rifles, one has a pistol and one has a heavy cannon. The soldiers carry extra ammunition and grenades on their belts. PAGE 30
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SECTION 1 Full details of this section of the game are given in the Ground Assaults chapter of this manual. Click on the OK button to exit this screen. 3. The turn screen will appear.
Note: All Battlescape action is turn-based. This means it is like a 3-D game of chess - you move your pieces, the aliens move theirs! Click the Left Mouse Button (LMB) to continue.
The Battlescape
4. You will now see your Skyranger on the ground with its rear door open. The aircrafts cabin roof is peeled away to reveal your squad of eight soldiers within. The bottom section of the screen contains a number of buttons and displays. This section of the screen is known as the Control Bar.
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Using the Split Level View
5. The Battlescape is built up of several levels. These can be viewed individually or may be assembled into a complete 3-D picture. Splitting the Battlescape into levels allows you to see behind walls and inside buildings or craft. At the moment, the Battlescape is set to its normal setting - the Multi-level View. The Multi-level view hides everything above the currently selected level, this is why the Skyranger appears to have no roof.
1 Click on the button in the Control Bar. The number on the button will change to 2.
The cabin roof and wings of the Skyranger will appear. Your soldiers will now be hidden from view. This is the Full View of the Battlescape.
1 6. Click again on the button. The number on the button will change back to 1. The Battlescape returns to the Multi-level View.
7. When you are in any of these views, you may need to switch to the next level down or up. Click on the button.
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SECTION 1 8. The display will change to show just the landing legs and tail ramp of the Skyranger.
9. Click on the
button.
The display will return to the original view, with your squad visible inside the Skyranger.
Selecting Soldiers
10. You control your squad individually, selecting and moving each soldier in turn. Move the mouse pointer over the Battlescape display. A red 3-D box will appear under the pointer. 11. Move this box over any soldier. The box will now flash yellow and red. 12. Click on the Left Mouse Button (LMB). A yellow arrow appears above the soldiers head to show that he/she is now selected. 13. Move the mouse pointer over any other soldier in the Skyranger and click to select. Watch the soldiers name (halfway down the Control Bar) change.
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Completing the Mission
54. Continue searching for aliens (go back to step 34 of this tutorial). When all aliens have been killed, the mission is over. X-COM will then automatically recover the UFOs remains, alien artifacts and alien corpses. To abort the mission before the mission objectives are completed, click on the button in the Control bar. Abort mission will only save soldiers who have returned to the Skyranger - a warning message will appear if you attempt to take-off without your full squad. Note: Do not allow the aliens to kill all of your squad - there will be no-one to fly the Skyranger back to base, and it will be lost. If you are down to your last soldier, abort the mission.
The Debriefing
55. At the end of the ground assault mission, you will be given a debriefing. This will inform you if your mission objectives were achieved and lists the items recovered.
Click on the OK button in the bottom-left of this screen to return to the Geoscape. 56. You might want to save the game at this point (see step 23 of Tutorial 1 for details of how to save games). If you want to re-play the ground assault, load in your previously saved game.
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TUTORIAL 3: BASES
From research and manufacture to equipping craft and soldiers, the Bases screens define how well you will be able to deal with the alien threat. Tutorial 3 guides you through this, the most complex section of X-COM UFO Defense. 1. If you are continuing from tutorial 2, do not worry if you lost your Skyranger; you can buy another in the Bases screen. Click on the button labeled Bases in the Geoscape Menu Options. 2. The Bases screen will appear. Note: From now until you re-enter the Geoscape screen, time is paused. If at any time you need to pause the game, simply click on one of the Geoscape Menu Options.
Equipping the Interceptor
3. We will now use the Equip Craft screen to re-arm one of the Interceptors. Click on the button labeled Equip Craft in the Bases screen.
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SECTION 1 You will enter the Interception Craft screen, allowing you to choose which craft you will equip with weapons or equipment.
4. Move the mouse pointer over Interceptor-2 (a pale highlight will appear to show it is selected) and click. 5. The Interceptor-2 Equip Craft screen will appear.
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SECTION 2 The Craft Status Window also has four buttons, allowing you to: Return to Base - abort the interception and return to base. Select New Target - abort the interception and select a new target. Patrol - abort the interception and remain at the current position. Cancel - return to the Geoscape without issuing any orders.
2.6.5 THE UFO STATUS WINDOW
At any time when a UFO is displayed on the Geoscape, click on it to bring up the UFO Status window, repeating the information shown in the UFO Detected window.
2.6.6 THE TRACKING LOST WINDOW
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SECTION 2 The message UFO-(number) Tracking Lost will appear if X-COM tracking devices lose contact with a UFO while it is being intercepted. Click on the OK button. The Craft Status window will appear, giving you the option to either Return to Base, Patrol or Go to Last Known UFO Position. It is usually best to go to the last known UFO position, since the interception craft may be able to re-acquire the UFO with its onboard radar.
2.6.7 THE AIR-TO-AIR COMBAT WINDOW
When the X-COM craft has maneuvered within firing range of the UFO, the Air-to-Air Combat window will appear. The interception craft is now at stand-off range, awaiting your orders. Remember that you are setting out to cause the UFO to crash land, not to blow it into a million pieces! The Air-to-Air Combat window consists of the following:
Minimize Window Icon Order Buttons Radar Screen Weapons Display Damage Display Range to the UFO Message Box
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2.6.7.1 The Order Buttons
Click on the buttons in this display to carry out the following:
Standoff - follow the UFO without firing at it.
Cautious Attack - attack the UFO from the maximum range of each weapon.
Standard Attack - move to the minimum range of each of the available weapons and fire at a standard rate.
Aggressive Attack - move to the minimum range of each of the available weapons and fire at a maximum rate.
Disengage - abort the interception and return to base.
View UFO - replace the Air-to-Air combat window with a view of the UFO. Click on the LMB to return to the Air-to-Air Combat window.
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2.6.7.2 The Radar Screen
The Interceptor will use its on-board radar to carry out the attack on the UFO. The Radar Screen section of the Air-to-Air Combat window shows the Interceptors Radar Screen, allowing you to monitor the final stages of the interception. The UFO will appear as a bright blip on the Radar Screen, the size of which depends on the size of the UFO.
3.2.3.7 Center Display on Soldier
Click on this button to center the Battlescape on the currently selected soldiers level and location.
3.2.3.8 Select Next Soldier
Click on this button to select and center the Battlescape on the next soldier in your squad.
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3.2.3.9 Select Next Soldier - Deselect Current Soldier
Click on this button to select and center the Battlescape on the next soldier in your squad. The soldier currently selected will be de-selected so next time you click on the soldier will not appear. Use this button when you are happy with the position of a particular soldier.
3.2.3.10 Split Level View
Click on this button to change how the levels of the Battlescape are displayed. The number on the button will change to indicate:
1 - Multi-level View - everything from the currently selected level downward is displayed. 2 - Full View - every level is displayed, regardless of what level is selected. Selecting this will hide any of your soldiers who are behind walls and inside buildings or craft.
3.2.3.11 Options
Click on this button to call up the Battlescape Options screen. This allows you to select different speeds for animation and scrolling, depending on player preference and the processing speed of your computer.
3.2.3.12 End Turn
Click on this button to end your turn.
3.2.3.13 Dust Off
Click on this icon to abort the mission. Only soldiers aboard the transport craft will be saved. Note: If you abort an alien base raid, only soldiers in the rooms where you are initially deployed are saved. Aborting the mission during an alien raid of an XCOM base concedes defeat to the aliens.
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3.2.3.14 Reserve Time Units
When your soldiers move, they use Time Units which might be needed to use a weapon. These buttons allow you to reserve Time Units for using weapons: - click on the top-left limitation, - click on the top-right a Snap Shot, - click on the bottom-left for an Aimed Shot, - click on the bottom-right for an Auto Shot. button to carry out free movement with no button to reserve enough Time Units for button to reserve enough Time Units button to reserve enough Time Units
3.2.3.15 Rank
This is an icon representing the currently selected soldiers rank. X-COM soldiers may have the following ranks: Rookie Squaddie Sergeant Captain Colonel Commander
3.2.4.1 The Effect of Rank
When officers accompany a mission then the morale of all the soldiers will be boosted and they will be less susceptible to panic. The higher the rank of the officer, the better the effect on the soldiers morale. Note: If an officer is killed during a mission it will have a worse effect on morale than if a rookie had been killed.
3.2.4.2 Mission Experience
When soldiers return from a mission then their abilities may be increased. For a skill to benefit from experience it must be used during combat as much as possible. For example, if a soldier uses a rifle many times then accuracy is likely to improve. Reactions, accuracy, Time Units, throwing accuracy, psionic skill, health, strength, fitness and bravery all benefit from mission experience.
3.2.4.3 Morale
At the start of each mission each soldier's morale starts at 100%. This will decrease when a soldier is wounded or if fellow soldiers are killed. It will recover if a soldier successfully kills aliens. The decline in morale is reduced by a soldier's Bravery rating - the more brave a soldier is, the less likely he/she is to panic.
3.2.4.4 Panic
When morale falls the likelihood of panic increases. When a soldier panics one of three things can happen: A. The soldier freezes, and can do nothing for the current turn (i.e. he/she will have no Time Units).
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SECTION 2 B. The soldier drops his/her weapon and runs away, searching for a hiding place. C. The soldier goes berserk and starts firing at random. Panic can also be caused by an alien psionic attack.
3.2.5 WOUNDING
A soldiers health is a general indication of well-being, but a soldier can also receive wounds. These afflict a certain part of the body as follows: Head, Left/Right Arm - each wound reduces the soldiers weapon accuracy. Torso - each wound reduces the soldiers rate of Energy recovery. Left/Right Leg - each wound reduces the soldiers available Time Units. The soldier data screen displays any wounds. Each wound also reduces a soldiers Health by one point per turn, so that it is possible for a soldier to die from a hit received much earlier in the mission. The Medi-kit can heal wounds.
3.2.5.1 Stunning
Soldiers or aliens can be stunned if hit by a stun weapon or if suffering from smoke inhalation. You can monitor the effect of smoke on your soldiers by checking the white bar on the soldiers health bar. If this advances as far as the soldiers health level, the soldier will collapse and may recover a few turns later. Aliens can also be stunned and carried back to your craft. However, if they wake up they will jump out of the soldiers arms and run away!
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The Equip Craft screen for the Interceptor.
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The Equip Craft screen for the Skyranger. The Equip Craft screen allows you to configure individual interception craft to suit your requirements. The crafts name is at the top of the screen. Below this is a display of the Damage and Fuel status - useful to establish how much longer the craft will be in repair or refuelling. 0% damage and 100% fuel mean that the craft is fully operational. Below the Damage and Fuel status are the air-to-air weapon configuration buttons, marked with numbers. These do not appear on the Equip Craft screen for the Skyranger transport, since it does not have an air-to-air capability. Craft such as the Interceptor have two weapon bays, marked 1 and 2. Alongside the numbered buttons are the names of the loaded weapons and a pair of figures: Ammo - the number of rounds of the weapon loaded onto the craft. Max - the maximum number of rounds which may be carried by the craft. A small icon representing the weapons is shown to each side of the craft.
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4.2.3.1 The Select Armament Window
Click on one of the numbered buttons to access the Select Armament window. This allows you to change the weapons carried in the crafts weapon bays. Armament - the names of the available weapons. Quantity - the number of weapons in storage. Ammunition Available - the number of rounds of the weapon in storage. If you wish to load a different weapon onto your craft, use the mouse to highlight the required weapon from the list and click. Alternatively, you may click on the Cancel button to exit this window without making any weapon changes. You will now return to the Equip Craft screen. If you changed the weapons, the new armament will be shown loaded on the craft. The number of rounds loaded will be zero - it takes time to re-arm the craft.
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4.2.3.2 The Select Squad Screen
Click on the Crew button to enter the Select Squad screen. This allows you to assign individual soldiers to the selected craft. The top of the screen displays the total Space Available on board the craft and the current amount of Space Used. Below this is a list of the Name of the soldiers available with their Rank and the Craft which they are currently assigned to. To assign or de-assign a soldier to the selected craft, use the mouse to highlight the required soldier from the list and click. Click on the OK button when you have finished assigning soldiers to the craft.
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4.2.3.3 The Select Equipment Screen
Click on the Equipment button to enter the Select Equipment screen. This allows you to load equipment onto the selected craft. The top of the screen displays the total Space Available on board the craft and the current amount of Space Used on the craft. Below this information is: The Item column, listing the names of the items which may be loaded on board. The Stores column, listing the number of the items which are available. The Loaded column, consisting of a pair of buttons for each item and the number of the item which are loaded on the craft. Click on the buttons to increase/decrease the number of items which are loaded on board the selected craft. Click on the OK button when you have finished loading equipment onto the craft.
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4.2.3.4 The Select Armor Screen
Click on the Armor button to enter the Select Armor screen. This allows you to configure the body armor which your soldiers will wear. To set-up the armor worn by a particular soldier, use the mouse to highlight the required soldier from the list and click. The Select Armor Type window will appear, listing the types of armor available and the number of each in storage. Click on an armor button. The soldier will now be equipped with the selected armor. Click on the OK button when you have finished assigning armor to soldiers. To return to the Interception Craft screen from the Equip Craft screen, click on the OK button. To return to the Bases screen from the Interception Craft screen, click on the OK button.
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4.2.4 BUILD FACILITIES
Click on this option to build new base facilities.
The Menu Options will be replaced by the Select Installation window. You may choose from the following: Access Lift, Living Quarters, Laboratory, Workshop, Small Radar System, Large Radar System, Missile Defenses, General Stores, Alien Containment, Hangar. Note: As the game progresses, you will be able to research alien-based technology to be incorporated into your bases. See the UFOpaedia for full details of all base installations.
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SECTION 2 Use the mouse to highlight and click on the required installation. The Select Installation window will be replaced by the Build Installation window.
This displays the cost to build the installation, the time it will take to construct it and the maintenance cost per month. You may click on the OK button to abort the build facility operation at this stage. To construct the new facility, move the mouse pointer over the Base Display, position the installation and click. The new installation will now be shown on the Base Display, enclosed in a dotted line and displaying the number of days of construction time remaining. The Build Installation window reverts to the Select Installation window. Click on the Cancel button to return to the Bases screen or click on another installation from the list to continue constructing base facilities. A message will appear in the Geoscape screen when a base facility has been completed.
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4.2.5 RESEARCH
Click on this option to view your current research status.
The Current Research screen displays the following: Scientists Available - the number of scientists available for work. Scientists Allocated - the number of scientists currently working on research projects. Laboratory Space Available - the amount of floor space available in the laboratories. Below this is a list of the research projects currently being undertaken with the number of scientists working on each project and a general indication of the progress being made.
The Transfer screen consists of: The Item column, listing the names of the items at the base. The Quantity column, listing the number of each of the items at the base. The Amount to Transfer column, consisting of a pair of buttons for each item and the number of items to transfer.
w buttons to increase/decrease the number of the Click on the item which will be transferred to another base.
When you are happy with the items to be transferred, click on the Transfer button in the bottom-left of the screen. You will now be taken to the Select Destination Base screen.
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4.2.7.1 Select Destination Base
This screen displays your Current Funds in the top of the screen, to allow you to see how the planned transfer affects your finances. Below this is a list of all the X-COM bases in the world, with the area of the world in which they are and the amount it would cost to transfer the items to each of the bases. Use the mouse to highlight and click on the required base. The items will now be transferred. You will be returned to the Transfer screen. You may view details of the items which are in transit between bases by clicking on the Transfer button in the Base Information screen. Click on the Cancel button to return to the Bases screen.
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4.2.8 PURCHASE/RECRUIT
Click on this option to recruit personnel, lease craft or purchase items.
The Purchase/Hire Personnel screen displays your Current Funds in the top of the screen alongside the Cost of Purchases for the items chosen. Below this information is: The Item column, listing the names of the items which may be bought. The Cost per Unit column, listing the price of each of these items. The Quantity column, consisting of a pair of buttons for each item and the number of that item to be bought.
w buttons to increase/decrease the number of the Click on the item which will be bought.
If you do not wish to make any purchases, click on the Cancel button to return to the Bases screen. When you are happy with your choice of items to be bought, click on the OK button. The items will now be purchased and you will be returned to the Bases screen. Items will not arrive immediately; there will be a delivery time. You may view details of the items which are in transit to the selected base by clicking on the Transfers button in the Base Information screen.
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4.2.9 SELL/SACK
Click on this option to sell items or to sack personnel.
The Sell Items/Sack Personnel screen displays the Value of Sales for the items which you have chosen to sell in the top-left of the screen with the total Funds available to X-COM in the top-right. Below this information is: The Item column, listing the items at the currently selected base which may be sold. The Quantity column, listing the number of each item which may be sold. The Sell/Sack column, consisting of a pair of buttons for each item and the number of that item which will be sold. The Value column, listing the value of each item.
5.6 FINANCE
Click on the icon in the top of the screen to view X-COMs Finance situation. This graph displays the overall financial situation. Click on the buttons on the left-hand side of the screen to view graph plots for the following:
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5.6.1 INCOME
The main source of X-COMs income comes from the governments funding the project. Funding will vary as the game progresses and will depend on such things as: - success by X-COM to intercept UFOs flying over a funding country: contribution levels will fall if UFOs are not intercepted, - success by X-COM in recovering, researching and producing alien items: funding will rise if X-COM is seen to be doing well, - internal events such as change of government, civil war or recession, - alien influence: funding will stop if a country signs a pact with the aliens. Additional income may be generated by the sale of alien items recovered from UFOs.
5.6.2 EXPENDITURE
X-COM expenditure may be of several types. As well as purchasing/recruiting costs, there may be: - transfer costs, - building costs for new bases or base facilities, - production costs for items manufactured by X-COM engineers.
5.6.3 MAINTENANCE
Maintenance costs are incurred on a regular basis. These include: - wages for personnel, - maintaining base facilities, - maintaining, refuelling and repairing craft.
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5.6.4 BALANCE
The balance is the amount of money available to X-COM after Expenditure and Maintenance have been subtracted from the Income.
5.6.5 PERFORMANCE
X-COMs performance rating. This score takes into account the following: - success of interceptions, - scores for ground assault missions, - research work completed, - alien activity. Scores above zero indicate that X-COM are winning. Scores below zero indicate that X-COM are losing.
P P P P P P
Click on the icon in the top-right of the screen to return to the Geoscape screen.
P P P P P P P
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6 UFOPAEDIA
Click on the UFOpaedia button in the Geoscape to access the UFOpaedia, an on-line encyclopedia which contains all the information currently available to X-COM. Each entry consists of a diagram with accompanying text and/or data.
6.1 THE SELECT SUBJECT SCREEN
The first screen of the UFOpaedia is a list of the subjects which may be reviewed. Click on any one of these buttons to get to the section which you require: X-COM Craft and Armament - the aircraft or spacecraft available for X-COM use and the armament which they may be equipped with. Heavy Weapons Platforms - the vehicles which may be carried on X-COM transport craft. Weapons and Equipment - the weapons and equipment which your soldiers may use. Alien Artifacts - alien weapons and equipment which have been recovered and researched. Base Facilities - the available structural units which may be added to your underground bases. Alien Life Forms - data gathered from captured aliens (either living or dead) which have been researched by your scientists.
Memory Managers
If the program is occasionally freezing or crashing to DOS, the game might have a conflict with your current memory manager. MicroProse recommends only the drivers that come with MS-DOS (i.e., HIMEM.SYS and EMM386.EXE). Try using the memory managers that come with MS-DOS 5.0, Windows 3.1, MSDOS 6.0 or MS-DOS 6.2, in that order.
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Mouse Drivers
Another common cause of the program freezing or crashing is a conflict with your current mouse driver. MicroProse recommends the Microsoft driver, MOUSE.COM or MOUSE.SYS version 8.01 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 MS-DOS 6.0/6.2.
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X-COM: TERROR FROM THE DEEP
1995 MicroProse Software, Inc. ALL RIGHTS RESERVED
This book may not be reproduced in whole or in part, by mimeograph or photocopy or other means without permission, with the exception of quoting brief passages for the purpose of review.
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INTRODUCTION
BACKGROUND
On the morning of November 28, 1998, top officials from the worlds most economically powerful countries congregated secretly at the UN. The reason for the meeting: increasing terrestrial UFO activity. Over the previous 6 months there had been numerous confirmed sightings, landings and hostile contacts with super-intelligent and unpredictable aliens. After much debate, the decision was made to establish an independent body to combat, investigate and defeat the alien threat. This elite organization was equipped with the worlds finest pilots, soldiers, scientists and engineers, working together as one multinational force.
This organization was named Extraterrestrial Combat Unit X-COM.
2039. The last scarred sites of the alien war of 30 years ago are healing and, for all intents and purposes, the threat to the Earth might never have happened. Humans sleep easier in their beds knowing that the evil has gone But in the oceans long-silent forces have been aroused by the conflicts. Forces that have from time to time made themselves known to man, but for the most part have remained hidden. Separated from their stellar cousins for millennia, these aliens are now aware of their brethrens former battles culminating in the final conflict on Mars.
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Under the ocean lies the remains of a vast interstellar colonization ship; 400 billion tons of metal that plummeted to the Earth some 65 million years ago. Now, the waiting is at an end, the powerful computers begin to stir, the ancient technology readies itself for the coming storm. When the alien base on Mars shuddered in its death throes, a powerful Tachyon beam darted out to a long dormant receptor. Thirty years ago, awakened by the cosmic emissions of their brothers, the vast chambers of innumerable species began their re-animation cycle. X-COM must now face a new terror, an army of aliens that is already here, but in an environment more deadly than deep space. The aliens of the depths are well prepared to take on man in all the oceans, even bringing the war onto the land.
8. The icon allows you to rotate the Earth horizontally or vertically. s Click a few times on the Up arrow, the Earth display tilts towards you. Hold down the LMB and the globe will spin. 9. Click a few times on the Left arrow, the Earth rotates from the left. 10. Position the Mouse pointer over the Earth and click on the Right Mouse Button (RMB) to center the Geoscape on that location. By using a combination of these controls, you can manipulate the Earths display to show any part of the planet in detail. For the purposes of this Tutorial, you are advised to select a base in an area around the Sea of Japan. 11. Click on the Sea near Japan (but not the land) to position your first base. 12. A window containing the prompt Base Name? appears. Type in a name using the keyboard and press r. You have now set up a new X-COM Floating Base and are ready to start playing X-COM: Terror From The Deep.
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TUTORIAL 1: THE GEOSCAPE
THE TIME CONTROLS
2. Look at the Game Time. It is currently passing in 5 second increments. The Time Controls, below the Game Time, allow you to control the rate at which this time passes. This tutorial will guide you through the Geoscapes basic controls and the process of intercepting Alien Attack subs. 1. The Geoscape is the main screen for playing X-COM: Terror From The Deep. Your base is represented on the 3-D view of the Earth as a Hollow Blue Square. Alien Subs are Solid Red Crosses, Alien Bases are Hollow Purple Squares and X-COM flying subs are Solid Yellow Crosses. On the right hand side of the screen is a list of Menu Options, a display of the Game Time, the Time Controls and the View Controls. The Time Controls are very important in the game, and it is these that we will go through next. s Click on the 5 Mins button. Time now passes at the increased rate. The Game Time rapidly changes and you might see night and day sweep around the Geoscape model of the Earth. You should use the Time Controls to advance the game through any time-consuming section (e.g., waiting for craft to arrive at their destination or waiting for Alien Subs to be detected).
Note: If you wish to pause time at any stage during the game, simply click on any of the Menu Options.
s Click on the Barracuda. This brings up the Sub Status window.
16. Click on the Select New Target button. 17. The message Select Destination appears in the top of the screen. s Click on the Alien Sub to reselect it as the target. If this happens, the Alien Sub has disappeared from all X-COM tracking devices. The interception mission has failed. s Click on the Redirect Sub button. The Sub Status window will reappear. Click on Return to Base. The Barracuda will return to its base. Go back to step 3 of this tutorial. 14. Click on the Centre on Alien Sub-Time=5 Secs button in the Alien Sub-1 Detected window. 15. At the moment, the Barracuda is still heading for the last reported position of the Alien Sub. Now reassign the Alien Sub as the Barracudas target. 18. The message Target: Alien Sub-1 will reappear. s Click on the OK button. Go back to step 10 of this tutorial.
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SUB COMBAT
19. If the Barracuda gets within range of the Alien Sub, the Geoscape automatically increases magnification and the Sub Combat window appears over the center of the Geoscape.
21. Click on the Sub icon. This brings back the Sub Combat window, ready for you to attack the Alien Sub. 22. Click on the icon to carry out a Standard Attack on the Alien Sub. The progress of the attack is displayed in the left-hand side of the Sub Combat window. The message box in the bottom of the window relays the pilots messages to you. If the Alien Sub outruns the Barracuda, return to step 10 of this tutorial. If the Barracuda destroys the Alien Sub, you have failed in your objectives; there is no useful debris to investigate. Return to step 3 of this tutorial. If you succeed in your objective the message Alien Sub downed! appears in the pilots message box. The crash site is marked with a white cross. The Alien Sub is now vulnerable to an aquanaut assault, allowing you to investigate the wreckage.
Note: You cannot intercept Alien Flying Subs over land.
s Click on the minimize window icon in the top left of the Sub Combat window. The Sub icon will appear in the top left of the screen.
Craft Icon
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SAVING THE GAME
23. Now would be a good time to save your current game. s Click on the Options button.
26. Type in the name for your saved game using the keyboard and press r. When the game has saved, you return to the Geoscape.
INVESTIGATING THE CRASH SITE
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THE BATTLESCAPE
4. You will now see your Triton Sub on the sea bed. Its cabin roof is peeled away to reveal your squad of eight aquanauts 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.
1 s Click on the button in the Control Bar. The number on the button changes to 2.
The cabin roof and wings of the Triton Sub appear. Your aquanauts are now hidden from view. This is the Full View of the Battlescape.
USING THE SPLIT LEVEL VIEW
5. The Battlescape is built up of several levels. You can view these individually or assembled them into a complete 3-D picture. Splitting the Battlescape into levels allows you to see behind walls and inside buildings or Subs. 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, which is why the Triton Sub appears to have no roof.
1 button again. The num6. Click on the ber on the button will change back to 1. The Battlescape returns to the Multi-level View.
7. When you are in any of the Multi-level Views, you might need to switch to the next level down or up. s Click on the button.
8. The display again changes, now showing the Triton from three or four levels higher. The View window now represents the new level.
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MOVING AQUANAUTS
14. Move the mouse pointer over either of the aquanauts nearest the door of the Triton Sub and click to select. The yellow arrow appears above the aquanauts head to show that he/she is now selected. 15. Now, move the mouse pointer over the ground just outside of the Triton Sub. (The door is located on the wall facing you at the front of the Sub.)
9. Click on the
button.
The display returns to the original view, with your squad visible inside the Sub.
SELECTING AQUANAUTS
10. You control your squad individually, selecting and moving each aquanaut in turn. s Move the mouse pointer over the Battlescape display. A white 3-D box appears under the pointer. 11. Move this box over any aquanaut. The box now flashes yellow and red. 12. Click on the LMB. A yellow arrow appears above the aquanauts head to show that he/she is now selected. 13. Move the mouse pointer over any other aquanaut in the Triton Sub and click to select. Watch the aquanauts name change (halfway down the Control Bar) and the arrow move to show the now selected aquanaut. 16. Click the LMB. The aquanaut will walk out of the Sub to the destination you have just set. 17. Move the mouse pointer over the other aquanaut near the door of the Triton Sub and click to select. 18. Now move the mouse pointer over the ground just outside of the Sub.
12. The New Research Projects window appears.
s Click on the up arrow next to the word Increase until the number to the right of the words Scientists Allocated is 5. s Move the mouse pointer over Gauss Technology (a pale highlight appears to show it is selected) and click. 13. The Start Project window appears. 15. Click on OK. 16. The New Research Projects window reappears. s Move the Mouse pointer over Particle Dist. Sensor and click. 17. The Start Project window appears. s Click on the Start Project button in the bottom left of the window. 18. The Scientists Allocated window appears. s Click on the up arrow next to the word Increase until the number to the right of the words Scientists Allocated is 5. s Click on the Start Project button in the bottom left of the window. 14. The Scientists Allocated window appears. This allows you to change the number of scientists working on the project. 19. Click on OK. 20. The New Research Projects window reappears. s Click on OK in the bottom of this window.
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21. You return to the Current Research screen to see that you have five scientists assigned to research Gauss Technology and five scientists assigned to research the Particle Dist. Sensor. The progress in each of these projects is unknown; the scientists have not yet started work.
PURCHASING/RECRUITING
23. The Purchase/Hire Personnel screen appears.
We will now purchase some items and hire some extra aquanauts. s Click on OK in the bottom right of this screen. 22. The Bases screen reappears. Another important function carried out in the Bases screen is the purchasing of items or the recruiting of personnel. s Click on the Purchase/Recruit button. s Move the Mouse pointer over the button in the Aquanaut line (at the top of the list of items) and click once. 24. The number in the Quantity column changes to 1. s Click on the button until you have purchased enough aquanauts to replace those lost on the Alien Submarine Assault mission and have a few extra.
Note: The Triton Sub only holds 14 aquanauts at a time, so dont recruit too many aquanauts at once.
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25. If you lost your Triton Sub squad transporter in the Alien Submarine Assault mission, you can replace it by clicking once on the button in the Triton line of this screen. 26. Move the mouse pointer down the list until you get to Coelacanth Aqua-Jet. This tank is a large weaponexpensive but very powerful. 27. Click once on the button. The Cost of Purchases (in the top right of this screen) increases by the cost of the Coelacanth Aqua-Jet Missile Tank. 28. Now well need some ammunition for it. s Move the Mouse pointer over the Aqua Jet Missiles button and click eight times. You will need to buy more ammunition later, when you return from your next Submarine Assault mission.
29. Click on the button in the bottom right of the screen. The list will move down a little. Continue clicking on this button until it disappears. You have reached the bottom of the list. The next to last item on the list is the Thermal Tazer. This item allows your aquanauts to knock aliens out instead of killing them; the alien can then be recovered alive and interrogated.
31. If you lost your Triton Sub in the Alien Submarine Assault, you will need to reequip your new Triton squad. Carry out the same process as above to choose some weapons from the list dont forget ammunition if you buy harpoons, pistols or torpedo launchers. 32. You have now completed choosing what you want to buy. s Click on OK in the bottom left of the screen to confirm the purchase. 33. The Bases screen reappears. s Click on the Geoscape button in the bottom right of the Bases screen. You will return to the Geoscape.
Note: The message Not Enough Store Space! appears if you attempt to buy too many items. To build more storage space, click on the Build Facilities button in the Bases screen see the Bases section of the Reference Guide of this manual for full details.
30. Move the mouse pointer over the Thermal Tazer button and click twice.
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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. s Click on the 1 Day button in the Geoscape Time Controls and allow 3 days to pass. If an Alien Sub is detected, intercept it (see step 4 of tutorial 1 for full details). 35. Several windows might appear as time passes. For the moment, just click on the OK button to make them go away. Well worry about these later. s When 3 days have passed, all items should be delivered. Click on the 5 Secs button. 36. We will now return to the Bases screen and equip the Triton Flying Sub with all the items we have just purchased. s Click on the Bases button. 37. Click on the Equip Submarine button. Next to the button marked Crew are icons for each aquanaut assigned to the Triton Sub. If no one was lost in the Alien Submarine Assault, there will be eight aquanaut icons. s Click on the Crew button. 40. The Select Squad screen appears.
EQUIPPING THE TRITON SUB
38. Use the Mouse to highlight and click on Triton-1 (if you lost your first Triton Sub in the ground assault and bought a new one, it will be called Triton-2). 39. The Equip Sub screen for the Triton Sub appears.
This screen displays the names of the aquanauts who are assigned to Triton-1 (or whichever sub you have selected). s Click on any name that is not assigned to a Sub, and this will assign them to the selected Triton Sub. The Craft column of this screen shows which Sub the aquanaut is assigned to.
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41. Only 14 aquanauts may be assigned to any one Triton Sub. Depending on how many aquanauts you recruited and how many (if any) you lost in your Alien Submarine Assault, there might be aquanauts with no craft assignment. It is a good idea not to completely fill your sub, especially if you plan to equip it with any Submersable Weapon Systems. s Click on OK in the bottom of this screen. 42. You will return to the Equip Submarine screen. Now well load some equipment onto the Triton Sub. s Click on the button marked Equipment. 43. The Select Equipment screen appears.
The Coelacanth Tank is now loaded onto Triton-1. The number in the Stores column changes to 1 from 0 indicating that it is on board. 44. Use the same process to load any other equipment of your choice onto the Triton Sub 45. Click on OK in the bottom of the screen. 46. You will return to the Equip Submarine screen. s Click on OK in the bottom of the Equip Submarine screen to return to the Flying Sub screen. 47. Click on OK in the bottom of the Flying Sub screen to return to the Bases screen. 48. Click on the Geoscape button in the bottom right of the Bases screen. You return to the Geoscape.
RETURNING TO THE GEOSCAPE
49. Click on the 1 Day button in the Geoscape Time Controls. Soon, a message appears on the Geoscape. This may be one of the following: Alien Sub Detected go to step 4 of tutorial 1 for details on intercepting an Alien Sub when you investigate the crash site this time, your aquanauts 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).
s Move the mouse pointer over the button in the Coelacanth Aqua-Jet Missile Tank line (at the top of the list) and click. The Coelacanth Tank is a Submersable Weapon and needs four units of space. Therefore, only 10 aquanauts may be assigned to the same Triton as a Coelacanth Tank.
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X-COM Project Monthly Report at the end of each month, the X-COM Project Monthly Report appears 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.
Shooting Down an Alien Sub
Click on the Standard Attack button. The message Alien Sub Crash Lands! appears if you successfully cause the Sub to crash land. The display automatically returns to the full screen Geoscape with a white cross marking the crash site.
Investigating Alien Crash Sites
The Alien Sub is now vulnerable to armed assault, so 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 Triton Sub Troop Transport Sub (just as you did previously with the Barracuda) and assign the Alien Sub crash site as the target. The Triton Sub takes off and makes its way to the Alien crash site.
When the Alien Sub gets over the water, click on the Sub Icon. The Combat window appears, ready for you to carry out your attack.
Note: You can also use the Minimize window icon to give other Interception Subs orders to attack the Alien Sub. There can be up to four Interception Craft attacking a single Alien Sub simultaneously, maximizing the chance of success against a larger Craft.
The Message Box The Message Box is in the bottom of the 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 Alien Sub is doing.
Note: Only Subs which contain Aquanauts or Coelacanth Tanks are allowed to intercept Crash Sites or landed Alien Subs.
When the Triton Sub arrives at the crash site, the Alien Sub Crash Recovery screen appears.
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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 area could cause its withdrawal from the X-COM project.
Click on OK to enter the Equip Squad screen. See the next chapter of this manual for full details on Alien Submarine Assaults.
Alien Raids on X-COM Bases
As the game progresses, the aliens will carry out missions to find X-COM floating bases. If the aliens discover the location of any of your bases, they will attempt to destroy them.
OTHER GEOSCAPE USES
As well as controlling the interception and investigation of Alien Subs, the Geoscape can be used for several other functions. Some of them are outlined below; the others are for you to discover!
Alien Bases
The aliens will attempt to build bases on the Earth. These are used for a variety of purposes from operating Alien Subs to infiltrating funding areas of influence. 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!
Alien Submarine Assaults
As well as investigating crashed Alien Subs, you can send a squad transport craft to an intact Alien Sub which has touched down. This is dangerous for your aquanauts, however, and is not advised unless you have a very powerful squad.
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ASSAULTS ON ALIEN CRAFT
THE EQUIP SQUAD SCREEN
X-COM Assault Missions take place when XCOM carry out any of the following: Investigate crashed Alien Sub sites; Assault Alien Subs at their landing sites; Intervene at alien terror sites; Defend X-COM bases against alien attack; or Attack alien bases. All missions, except defending X-COM bases, require you to use a transport Sub to get to your destination. When you begin the game, the only troop transport available is the Triton Sub, but as the game progresses you will be able to manufacture new craft. Before you begin any Assault Mission, you will be taken to the Equip Squad screen. Your aquanauts will automatically pick up some weapons, but you may wish to reequip them. In the top left of the Equip Squad Screen is the Rank icon. This displays the current rank of your aquanaut. Click on this icon and the Aquanaut Data screen appears. Use the information provided here to best equip your aquanaut. Click to exit the screen. Next to the Rank icon is the name of the currently selected aquanaut. At the top right of the screen are two arrows, allowing you to select the next, or the previous, aquanaut in your squad. At the center of the screen is an aquanaut, who might be dressed in the armor which you might have selected in the Equip Craft screen. This aquanaut is surrounded by the locations in which weapons can be carried. The items on the ground can be picked up and carried by the aquanaut.
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To pick up an item from the ground, simply move the mouse pointer over the item and click. The item will now be attached to the mouse pointer. The name of this item is shown in the bottom of the screen, next to the aquanauts name. Move the item over the location in which you want it to be carried and click again. The item is now available for use by the aquanaut. 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 aquanauts right hand and the ammunition to the left. To carry this out, both of the aquanauts hands must be empty. When you have finished equipping your aquanaut, click on OK to enter the main part of the Alien Submarine Assault the Battlescape.
THE BATTLESCAPE SCREEN
The Battlescape screen is a 3-D display that allows you to control a small squad of heavily armed X-COM aquanauts.
Using the Battlescape
Your squad starts the mission in their transport Sub. The aquanaut nearest to the Subs exit has a yellow animated arrow to show that he/she is selected, ready to move out. Selecting and Moving Aquanauts A 3-D box appears when you move the mouse pointer over the Battlescape. To select a different aquanaut, either click on the button in the Control Bar (see the next section for full details of the Control Bar) or move the cursor box over the required aquanaut and click. A yellow arrow indicates the selected aquanaut. To move the selected aquanaut to a destination, simply move the cursor box to the destination and click.
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To make the selected aquanaut turn around without moving, position the cursor box in the direction you want the aquanaut to face and press the RMB. 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.
The Hidden Movement screen appears when the aliens are moving out of sight of X-COM aquanauts. However, there is an exception to the turnbased rule. If you move your aquanauts directly into the aliens line of fire, they will take a shot during your turn. Similarly, your aquanauts will automatically open fire if the aliens move into your aquanauts line of fire during their turn. See the section of this manual on Opportunity Fire for full details.
Note: You must take the mouse pointer to the very bottom of the screen, under the Control Bar, to move the view window downwards.
Line of Sight The Battlescape will only display what is within your squads line of sight. This means that you must seek out the aliens through dark, unexplored areas. Using the Split Level View The Battlescape is built up of several levels. These can be viewed individually, allowing you to see behind walls and inside buildings or 1 button on the Control craft. Click on the Bar to break the Battlescape into levels. The Turn Based System The Battlescape operates under a turn-based system. This means that your aquanauts 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.
Wounding
An aquanauts health is a general indication of well being, but an aquanaut can also receive Fatal Wounds. These afflict certain parts of the body as follows: Head, Left/Right Arm each fatal wound reduces the aquanauts weapon accuracy. Torso each fatal wound reduces the aquanauts rate of Energy recovery. Left/Right Leg each fatal wound reduces the aquanauts available Time Units.
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The Aquanaut Data screen displays any fatal wounds. Each fatal wound also reduces an aquanauts Health by one point per turn, so that it is possible for an aquanaut to die from a hit received much earlier in the mission. The Medi-kit can heal fatal wounds. Stunning Aquanauts or aliens can be stunned if hit by a stunning weapon, caught in an explosion blast or if suffering from smoke or dust/debris inhalation following an explosion. You can monitor the effect of smoke/debris inhalation on your aquanauts by checking the white bar on the aquanauts health bar. If this advances as far as the aquanauts health level, the aquanaut will collapse, but should 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 aquanauts arms and run away!
Opportunity Fire
If you end your turn leaving your aquanauts with enough Time Units to fire a shot, your aquanauts will automatically fire during the aliens turn at any alien who strays into their line of sight. This is called Opportunity Fire. Your aquanauts might even be able to take a shot before the aliens if the aquanauts Reactions and Time Units are high enough. There might be several exchanges of fire in each Opportunity Fire confrontation.
Note: Opportunity fire is crucial to mission success. Remember to leave your aquanauts with enough Time Units at the end of their turn to carry out opportunity fire use the Reserve Time Units buttons to do this.
Objective
The mission will be successful when all aliens have been either killed or stunned. The Alien Subs remains, alien artifacts and alien corpses are then recovered automatically. To abort the mission before the objectives have been achieved, click on the button in the Control Bar.
Note: Any aquanauts not on the Triton transport at this stage will be left behind.
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THE DEBRIEFING SCREEN
The Debriefing Screen is displayed at the end of the Assault Mission, giving you a breakdown of your performance. The first line of this display tells you whether the mission objectives were achieved. Below this is the mission performance list, showing a breakdown of all the Items recovered, the Quantity of each and the Score for retrieving them. The last line of the mission performance list shows the total mission score. At the bottom of the screen is the overall mission Rating. Poor mission performance may affect X-COMs funding. Click on OK in the bottom left of the screen to return to the Geoscape screen.
This displays the Technicians Available and the Workshop Space Available as on the Current Production screen, but allows you to set both the number of technicians allocated and the number of items to produce.
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Production Complete
Below this is a list of all the X-COM bases in the world, with the area of the world in which they are located.
When production of an item has been completed, the Production Complete window appears on the Geoscape. This displays both the name of the item and the location at which it has been manufactured.
The Transfer screen consists of: The Item column, listing the names of the items at the base. The Quantity column, listing the number of each of the items at the base. The Amount to Transfer column, consisting of a pair of buttons for each item and the number of items to transfer.
Transfer
Click on this option to transfer craft, personnel or items between bases. Select Destination Base
w buttons to increase or Click on the decrease the number of the item which will be transferred to another base.
When you are happy with the items to be transferred, click on the Transfer button in the bottom left of the screen. You will now be taken to the Select Destination Base screen. A verification screen appears showing the cost of the transfer. This screen displays your Current Funds in the top of the screen, to allow you to see how the planned transfer affects your finances. Click Cancel if the transfer is too costly. To complete the transfer, click Transfer.
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 73
Use the mouse to highlight and click on the required base. The Transfer screen appears. You can view details of the items which are in transit between bases by clicking on the Transfers button in the Base Information screen. Click on the Cancel button to return to the Bases screen.
The columns below are: The Item column, listing the names of the items which may be bought. The Cost per Unit column, listing the price of each of these items. The Quantity column, consisting of a pair of buttons for each item and the number of that item to be bought. Click on the w buttons to increase or decrease the number of the item which will be bought. If you do not wish to make any purchases, click on the Cancel button to return to the Bases screen. When you are happy with your choice of items to be bought, click on OK. The items will now be purchased and you will be returned to the Bases screen. Items will not arrive immediately; there is a delivery time. You can view details of the items which are in transit to the selected base by clicking on the Transfers button in the Base Information screen.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 76
INCOME
Click on the fifth icon in the top of the screen to view X-COMs Income. This graph displays X-COMs income from each of the funding zones. Click on the buttons on the left-hand side of the screen to view the graph plots for individual zones.
internal events such as change of government, civil war or recession. alien influence: funding will stop if a company signs a pact with the aliens. Additional income may be generated by the sale of alien items recovered from crashed subs.
FINANCE
Click on the sixth icon in the top of the screen to view X-COMs Finance situation. This graph displays the overall financial situation. Click on the buttons on the left-hand side of the screen to view graph plots for the following:
Expenditure
X-COM expenditure will be of several types. As well as purchasing/recruiting costs, there are: transfer costs. building costs for new bases or base pods. production costs for items manufactured by X-COM technicians.
Income
The main source of X-COMs income is the companies funding the project from separate zones around the globe. Funding will vary as the game progresses and will depend on such things as: X-COMs success in intercepting Alien Subs in the vicinity of a funding company (i.e., the companys zone): contribution levels will fall if Alien Subs are not intercepted. X-COMs success in recovering, researching and producing alien items: funding will rise if X-COM is seen to be doing well.
Maintenance
Maintenance costs are incurred on a regular basis. These include: wages for personnel. maintaining base facilities. maintaining, refueling and repairing Subs.
Balance
The balance is the amount of money available to X-COM after Expenditure and Maintenance have been subtracted from the Income.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 77
X-COMs performance rating. This score takes into account the following: success of interceptions; scores for assault missions; research work completed; and alien activity. Scores above zero indicate that X-COM is winning. Scores below zero indicate that XCOM is losing. Click on the globe icon in the top right of the screen to return to the Geoscape screen.
Tags
IPF176-05B FAX-L400 Tecra 8200 ZC542TS Privileg 8020 Ru 422 ES-D55S LE37M87BD Money SF4000 S1070 Pink STR-DA3300ES NAS-M75HD Fireworks MHC-DX20 System CS500 QT4020 42AV500U TX-26LX70P Roland E-28 LD-14AW1 42PC5D-UL VG-88V2 42WB02S Swift TH235A Robokaddy 9HP-1999 PS-37S4A Gps-910EU OKI B410 1642vlzpro G011230RTW Stylus 1520 AL2423W VSR-880 XR-CA440X DB335 TX-32LXD71F 663 CD X-875 Gateway Rcs-656hx 1 1 Majesty Grandprix 7990 CMK7026RE Gloss LC-32D44E DPX313 Canon ZR60 WEP750 YZ450F-2008 Imageclass D861 Capture DSC-T90 P CCD-TRV208E G10-G10C N6010 P4C800 RC WD-D50S Generation Stylus-7010 DCX3400 Be 4720 Voice SMS GR-555 CU-L24dbe5 Canon ZR65 LP-8300F VGN-FS920 KX-TS108W E-300L NVE-N055PV TG-UV2 CQ-C3305 Review C 105 Laserjet 4050 WSP4810F 32PC51 CDR 500 Software DSC-W220 P Pierrade MX-830 SX-EX35 V-CD281NT 455 D EMM2015 Canon DC22 LE32B650t2wxxc ME10D Guide KDC-419 ZMB30CST-N RDP-980 WF7604SUV AM-672 DCR-PC105E
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