View manual text
MICROPROSE LTD, THE RIDGE, CHIPPING SODBUR Y, AVON BS17 6AY.
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PC Tec Sup E
31/7/98 3:09 pm
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UFO TECHNICAL SUPPLEMENT
TECHNICAL SUPPLEMENT
FOR IBM PC COMPATIBLES
CONTENTS
Your UFO Enemy Unknown package should contain a Player’s Handbook,
this Technical Supplement, a set of 3.5” high density disks and a
registration card.
REQUIRED EQUIPMENT
• Computer
UFO Enemy Unknown requires an IBM PC AT or a computer 100%
compatible with this model.
The computer must have a high density floppy disk drive and a
hard disk.
UFO Enemy Unknown requires at least an 80386 processor and a
minimum of 2Mb RAM.
• Controls
You will require a Mouse and Keyboard to play UFO Enemy Unknown.
• Display
UFO Enemy Unknown requires a colour monitor with a VGA graphics
system. If you are using a compatible graphics card/monitor, it must be
100% compatible with VGA systems.
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UFO TECHNICAL SUPPLEMENT
• Disk Drives
UFO Enemy Unknown must be installed onto a hard disk with 12 Mb of
free space.
• DOS
You must have IBM PC-DOS or Microsoft MS-DOS version 5.0 or higher.
COPY PROTECTION
UFO Enemy Unknown has no disk copy protection. However, the
program asks you to enter an eight-digit number from the Player’s
Handbook. This number can be found in the bottom-left of the
requested page. MicroPros e regret that continuing casual and
organised software piracy requires that this minimal form of copy
protection is retained.
INSTALLATION
An installation program is included on the UFO Enemy Unknown Disk A.
Insert Disk A into your floppy drive (drive A or B) and designate that
drive (by typing “A: [Return]” or “B: [Return]”).
When the new prompt appears, type “INSTALL [Return]”
Please follow the on-screen text which appears.
The default (pre-set) installation routine places UFO Enemy Unknown in
a directory named C:\MPS\UFO
LOADING INSTRUCTIONS
Switch on your machine and wait until the C:\> prompt appears.
Type “CD MPS\UFO [Return]” and then type “UFO [Return]” to run
the game.
Note: If you have installed UFO Enemy Unknown to another directory,
you must type “CD [name of your directory]” first.
If the game fails to load, read the Problem Section of this Technical
Supplement.
SOUND
UFO Enemy Unknown supports the PC internal speaker, AdLib compatible
cards, SoundBlaster compatible cards and the Roland LAPC-1.
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UFO 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).
XCom Movement Speed
Click on any of the numbered buttons to change the speed at which
your soldiers move, from 1 (slowest) to 6 (quickest).
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UFO 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 favour. If the Morale falls below 50, the
soldier could panic.
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UFO 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.
Armour - the soldier’s armour status, divided into sections for Front,
Left, Right, Rear and Under. This will rise as the soldier is equipped
with armour 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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UFO 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: XCom 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 - XCom do not own Skyrangers or Interceptors, they are leased
from their owners for a monthly fee.
Personnel - your personnel are paid monthly, according to standard
world pay scales.
Base Facilities - base facilities are re-equipped monthly. See the
UFOpaedia for details of the maintenance cost of each base facility.
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UFO 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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UFO TECHNICAL SUPPLEMENT
Click on the Armour button to change the armour worn by the soldier.
The Select Armour window will appear, listing the types of armour
available and the number of each in storage.
Click on an armour button. The soldier will now be equipped with the
selected armour - its name appears next to the Armour button.
Below the buttons is a display of the following:Rank - the soldier’s XCom 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
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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UFO TECHNICAL SUPPLEMENT
OPERATING DIFFICULTIES AND
LOADING PROBLEMS
Q. Why can’t I install the game to my hard disk?
1. You must check all system requirements, especially any mention of
hard disk space required, listed in this Technical Supplement.
2. If you still have a problem, you should make copies of the original
disks and use the duplicates in place of the originals; sometimes you’ll
get a read error due to a difference in head alignment.
3. Try installing the program to an uncompressed partition on the hard
disk in case Doublespace or a similar utility is conflicting in some way.
Note: if your hard drive is compressed with the Doublespace program which accompanies
MS-DOS 6.0/6.2 then you must double the amount of hard drive space needed during
installation: not every file will compress at the same ratio of 2:1.
4. Finally, try installing the game on another machine to see if the
problem recurs.
Q. How do I copy disks?
From the C:\> prompt, use the DOS command DISKCOPY A: A:
[Return]. Follow the on-screen prompts.
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.
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UFO TECHNICAL SUPPLEMENT
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.
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.
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UFO TECHNICAL SUPPLEMENT
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
recommen d only the dr ivers which come wit h MS -DO S (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.
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.
TECHNICAL ASSISTANCE
If you have read through the Problems Section of this technical
supplement and still experience difficulties with the game, you may
need some help from us. As we receive many calls every day, we can
deal with your enquiry more efficiently if you have the following
information available:
1. The correct name of the game
2. The type of computer you are running it on
3. Your DOS version
4. How much Conventional, Extended and Expanded memory you have
5. The exact error message reported (if any)
6. The version # of the game
7. The version and make of your Mouse driver
It is also handy to be near your computer when you call.
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UFO TECHNICAL SUPPLEMENT
MicroProse customer services can be contacted by telephone or fax.
Ring us on 0454 329510, Monday to Friday between 2.00 pm and 5.00
pm. Have a pen and paper handy when you call.
Fax us on 0454 329507, Monday to Friday between 9.00 am and 5.00 pm.
Alternatively, you can write to Customer Services at the address shown
in this document.
Virus
Be aware that a virus may have transferred into your hardware from another
piece of software. Pirated copies of games are an incredibly common source
of virus problems It always pays to own original software.
Software Fault
In the unlikely event of a software fault please return the complete
package, with your receipt, to the place of purchase. MicroProse regret
that goods cannot be replaced unless bought from the company
directly.
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).
MicroProse Ltd. The Ridge, Chipping Sodbury, Avon, BS17 6AY. Tel: 0454 329510
Game Design and Program Copyright ©1994 Mythos Games Ltd
Documentation, Packaging and Logo Copyright ©1994 MicroProse Ltd
This documentation, accompanying manual and floppy disks are copyrighted. The owner of
this product is entitled to use this product for his or her personal use. Except for back-up
copies of the disks for personal use and the quoting of brief passages for the purposes of
reviews, no one may transfer, copy, back-up, give or sell any part of the manual or the
information on the disks, or transmit in any form or by any means, electronic, mechanical,
photocopying, recording or otherwise without the prior permission of the publisher. Any
person or persons reproducing any part of this program, in any media, for any reason, shall
be guilty of copyright violation and shall be subject to civil liability at the discretion of the
copyright holder.
Made in the UK
PAGE 12
PART NUMBER: MP122177T/SR
CD Tec Sup E
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Page 1
CD ROM S U P P L E M E N T
or CD ROM players of UFO
Enemy Unknown: please read
the
following
additional
instructions in conjunction with the
PC Floppy Disk Technical
Supplement.
C:\MPS\UFO. You may change this
default path if you wish.
Additional Technical
Requirements
• Type ‘Install HD’. This will install
ALL game files to the path
C:\MPS\UFO. You may change this
default path if you wish.
F
• CD ROM drive
• 4 Mb of Expanded RAM
• Microsoft CD ROM Extensions
version 2.1 (or higher)
CD ROM Installation
• Turn on your computer making
sure Microsoft Extensions have
been loaded.
• Insert your game CD into your
CD ROM drive.
• Switch to the drive letter for your
CD ROM drive. For example if it is
‘D’, type ‘D:’ and press [Return].
• Type ‘Install’ and press [Return].
This will install a small number of
game
files
to
the
path
In addition, you have the option to
install ALL the game files to your
Hard Disk and play from the Hard
Disk.
• Follow any other on-screen
instructions
Loading Instructions
After installation, the install
program will instruct you how to
start each game. Simply repeat
those instructions every time you
wish to play the game.
The Ridge, Chipping Sodbury,
Bristol BS17 6AY.
PART NUMBER: MP190177T/SR
UFO Manual E1
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Page 1
ENEMY UNKNOWN
PLAYER’S HANDBOOK
MicroProse Ltd. The Ridge, Chipping Sodbury, Avon, BS17 6AY. Tel: 0454 329510
Game Design and Program Copyright ©1994 Mythos Games Ltd
Documentation, Packaging and Logo Copyright ©1994 MicroProse Ltd
This manual, accompanying documentation and floppy disks are copyrighted. The owner of this product is
entitled to use this product for his or her personal use. Except for back-up copies of the disks for personal
use and the quoting of brief passages for the purposes of reviews, no one may transfer, copy, back-up, give or
sell any part of the manual or the information on the disks, or transmit in any form or by any means,
electronic, mechanical, photocopying, recording or otherwise without the prior permission of the publisher.
Any person or persons reproducing any part of this program, in any media, for any reason, shall be
guilty of copyright violation and shall be subject to civil liability at the discretion of the copyright holder.
Made in the UK
UFO Manual E1
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Page 2
CONTENTS
PAGE 2
Contents
Credits
Introduction
2
5
6
Background
The Game
This Manual
The Controls
Sorting the Materials
6
7
8
8
8
Section 1: The Gameplay Tutorials
9
Before We Begin...
Starting a New Game
Setting-Up a New XCom Base
Tutorial 1: The Geoscape
The Time Controls
Detecting UFOs
Intercepting UFOs
Air-to-Air Combat
Saving the Game
Investigating the Crash Site
Tutorial 2: The Battlescape
Arming Your Squad
The Battlescape
Using the Split Level View
Selecting Soldiers
Moving Soldiers
The Map Screen
The Turn-Based System
Searching For the Aliens
Seeing the Aliens
Using Guns
Using Grenades
Completing the Mission
The Debriefing
Tutorial 3: The Bases
Equipping the Interceptor
Assigning Research
Purchasing/Recruiting
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13
14
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20
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CONTENTS
Waiting For Delivery
Equipping the Skyranger
Returning to the Geoscape
The End Of the Tutorial
Playing Tips
48
48
51
51
51
Section 2: The Reference Guide
53
1 The Game Options
1.1 New game
1.2 Load Saved Game
2 The Geoscape Screen
2.1 The Geoscape
2.2 The View Controls
2.3 The Time Controls
2.4 The Game Time
2.4.1 The XCom Project Monthly Report
2.4.2 Psionic Training
2.5 The Menu Options
2.6 Using the Geoscape
2.6.1 The UFO Detected Window
2.6.2 The Launch Interception Window
2.6.3 Selecting an Interception Craft
2.6.4 The Craft Status Window
2.6.5 The UFO Status Window
2.6.6 The Tracking Lost Window
2.6.7 The Air-to-Air Combat Window
2.6.8 Shooting the UFO Down
2.6.9 Investigating UFO Crash Sites
2.7 Other Geoscape Uses
3 Ground Assaults
3.1 The Equip Squad Screen
3.2 The Battlescape Screen
3.2.1 Using the Battlescape
3.2.2 Using Weapons
3.2.3 The Battlescape Control Bar
3.2.4 Promotions
3.2.5 Wounding
3.2.6 Opportunity Fire
3.2.7 Objective
3.3 The Debriefing Screen
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57
57
58
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Page 4
CONTENTS
4 Bases
4.1 The Base Display
4.2 The Menu Options
4.2.1 Build New Base
4.2.2 Base Information
4.2.3 Equip Craft
4.2.4 Build Facilities
4.2.5 Research
4.2.6 Manufacture
4.2.7 Transfer
4.2.8 Purchase/Recruit
4.2.9 Sell/Sack
4.2.10 Soldiers
4.2.11 Geoscape
5 Graphs
5.1 UFO Activity in Areas
5.2 UFO Activity in Countries
5.3 XCom Activity in Areas
5.4 XCom Activity in Countries
5.5 Income
5.6 Finance
5.6.1 Income
5.6.2 Expenditure
5.6.3 Maintenance
5.6.4 Balance
5.6.5 Performance
6 UFOpaedia
6.1 The Select Subject Screen
6.2 The Select Item Screen
6.3 UFOpaedia Data Screens
7 Options
7.1 Load Game
7.1.1 Select Game to Load
7.2 Save Game
7.2.1 Select Save Position
7.3 Cancel
8 Funding
Glossary
PAGE 4
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Page 5
CREDITS
Game Design and Programming
Graphics and Animation
Mythos Games Limited
Julian Gollop
Nick Gollop
Julian Gollop
John Reitze
Martin Smillie
Music
John Broomhall
Sound Effects
Andrew Parton
Quality Assurance
Manual Author
Managing Editor
Packaging and Manual Design
Pete Woods
Andrew Luckett
Richard Bakewell
Darren Kirby
Phil McDonnell
Jason Sampson
Kristian Ramsay-Jones
Alkis Alkiviades
Sarah Warburton
Producer
Tim Roberts
Publishers
Paul Hibbard
Pete Moreland
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Page 6
INTRODUCTION
BACKGROUND
I
t is the year 1999. Unidentified Flying Objects (UFOs) have
started appearing with disturbing regularity in the night skies.
Reports of violent human abductions and horrific
experimentation has struck terror into the hearts of millions.
Mass public hysteria has only served to expose 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 11th 1998, representatives from the world’s most
economically powerful countries gathered secretly in Geneva.
After much debate, the decision was made to establish a covert
independent body to combat, investigate and defeat the alien
threat. This organisation would be equipped with the world’s
finest pilots, soldiers, scientists and engineers, working together
as one multi-national force.
This organisation was named the Extraterrestrial Combat unit:
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Page 7
INTRODUCTION
THE GAME
U
FO Enemy Unknown puts you in command of XCom, with
the finest Earth technology at your disposal to defend the
Earth from alien invasion. Shooting down UFOs is just the
beginning. You will then control a squad of heavily-armed
soldiers, edging cautiously through the local terrain, battling
aliens and recovering UFO technology.
When you command a ground assault, you will use the 3-D
isometric ‘Battlescape’ display. This shows terrain, buildings,
XCom craft and UFOs, but will only display what your soldiers
can see - so beware of danger lurking around corners or down
dark corridors!
Successful ground assault missions mean that XCom scientists
can research alien technology. Engineers can then reproduce
their superior weapons and spacecraft. Soon you will be fighting
the aliens with their own technology.
As the game progresses, you will use the on-line ‘UFOpaedia’ to
learn the latest details from your research teams about alien
technology, life forms and their real objectives. Above all, you
must watch the world political situation. Look out for
governments who may be forced to make secret pacts with the
aliens and make sure you defend the countries who fund XCom
heavily.
UFO Enemy Unknown. Command Earth’s forces against the alien
terror!
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Page 8
INTRODUCTION
THIS MANUAL
This Manual is split into two main sections:Section 1: The Gameplay Tutorials are designed to get you
playing UFO Enemy Unknown as quickly as possible. You are
recommended to follow each tutorial before you start to play the
game on your own.
Section 2: The Reference Guide is intended for the player who
is familiar with how to play UFO Enemy Unknown and needs to
learn more about particular game features.
The Controls
You will require a Mouse to play UFO Enemy Unknown. This
manual will refer to ‘clicking’ on buttons, icons or highlighted
text. To do this, simply move the cursor over the option and
press the Left Mouse Button (LMB).
SORTING THE MATERIALS
Your UFO Enemy Unknown package contains this Manual, a
Technical Supplement and a set of disks to run the game.
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Page 9
SECTION 1
THE GAMEPLAY TUTORIALS
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THE GAMEPLAY TUTORIALS
BEFORE WE BEGIN...
W
elcome to UFO Enemy Unknown. These tutorials are
designed to help you start playing with the minimum of
trouble. The three main sections of the game are covered here;
the Geoscape, the Battlescape and the Bases Screen.
For extra information on particular game features, see the
Reference Guide section of this manual.
First of all, we will start a new game.
Starting a New Game
1. Install and Load UFO Enemy Unknown by referring to your
Technical Supplement.
2. After the animated introduction, you will be taken to the
Copy Protection screen.
• Type in the answer from the manual reference given. You will
be taken to the game options screen.
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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 XCom Base
5. The message Select Site for New Base will appear in the top
of the screen.
In the bottom-right hand side of the screen, you will see three green
spheres surrounded by arrows. These are the View Controls which
allow you to rotate and magnify the display of the Earth.
• Click on the
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.
10. • Position the Mouse pointer over the Earth and click on the
Right Mouse Button to centre the Geoscape on that location.
By using a combination of these controls, you can manipulate
the Earth display to show any part of the Earth in detail.
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 XCom base and you are ready to start
playing UFO Enemy Unknown.
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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 UFO Enemy
Unknown. You will see your base on the 3-D view of the Earth,
represented as a hollow blue square.
On the right-hand side of the screen, there is a list of Menu
Options, a display of the Game Time, the Time Controls and the
View Controls.
The Time Controls are very important to the game, and it is
these which we will go through next.
Note: if you wish to pause time at any stage during the game, simply
click on any of the Menu Options.
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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 XCom detect
their first UFO (if this has not already happened).
• Click on the 1 Day button in the Time Controls. The button
will depress and time will pass at the maximum rate.
4. Eventually, a window will appear over the Geoscape with the
message UFO-1 Detected. Data regarding the UFO is shown in
this window.
• Click on the button marked Centre on UFO-Time=5 Secs. This
will centre the Earth display on the UFO and reduce the passage
of time to 5 seconds. The UFO will appear as a red cross in the
centre of the Geoscape, moving slowly.
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Intercepting UFOs
5. • Position the Mouse pointer on your base and click on the
LMB. A window will appear with the title Launch Interception
and a list of the available craft at that base.
6. • Move the Mouse pointer to highlight Interceptor-2 and click
on the LMB.
7. The message Select Destination appears in the top of the screen.
• Click on the UFO (represented as a red cross) to select this as
the Interceptor’s target.
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8. The confirmation message Target: UFO-1 will appear.
• Click on the OK button.
9. The Interceptor (represented by a yellow cross) will launch
from its underground base and attempt to intercept the UFO.
Note: remember, if you need to pause the game, click on any of the
Geoscape Menu Options.
- if the UFO lands, it will appear as a green cross. Interceptors
cannot carry out ground attacks; so you will have to wait until
the UFO lifts off - click on the 5 Mins Time Control button to
accelerate the passage of time.
10. At this point, one of two things could happen:A. If your Interceptor catches the UFO, the Air-to-Air Combat
window will appear. Skip the rest of this section and go to step
19 of this tutorial.
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B. If your Interceptor loses contact with the UFO, the window
UFO-1 Tracking Lost will appear. This may happen several times
before you actually get into combat; most UFOs can out-perform
your Interceptors.
• Click on the OK button. Continue to the next step of this
tutorial.
11. • The Craft Status window will now appear, allowing you to
redirect the Interceptor.
12. • Click on the Go To Last Known UFO Position button.
13. While the Interceptor is on its way to the last known UFO
position, it uses its on-board radar to scan for the UFO.
If the UFO-1 Detected window re-appears, go straight to step 14
of this tutorial.
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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 XCom
tracking devices. The interception mission has failed.
• Click on the Redirect Craft button. The Craft Status window
will re-appear. Click on Return to Base. The Interceptor will
return to its base.
Go back to step 3 of this tutorial.
14. • Click on the Centre on UFO-Time=5 Secs button in the
UFO-1 Detected window.
15. At the moment, the Interceptor is still heading for the last
reported position of the UFO. Now we’ll re-assign the UFO as
the Interceptor’s target.
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• Click on the Interceptor. This will bring up the Craft Status
window.
16. • Click on the Select New Target button.
17. The message Select Destination appears in the top of the
screen.
• Click on the UFO to re-select it as the target.
18. The message Target: UFO-1 will re-appear.
• Click on the OK button.
Go back to step 10 of this tutorial.
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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 centre of the Geoscape.
20. UFOs should not be shot down over water because you will
not be able to examine the wreckage.
• Click on the minimise window
icon in the top-left of the
Air-to-Air Combat window. The craft icon will appear in the topleft 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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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.
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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 Skyranger’s target.
31. The message Target: Crash Site-1 will appear.
• Click on the OK button.
32. The Skyranger (represented by a yellow cross) will launch and
make its way to the UFO Crash Site.
• Click on the 5 Mins button if you want to increase the passage
of time.
33. When the Skyranger arrives at the Crash Site, the UFO Crash
Recovery screen will appear. Read the instructions on this
screen.
• Click on the OK button to enter the next section of UFO Enemy
Unknown; the Battlescape.
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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.
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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 to continue.
The Battlescape
4. You will now see your Skyranger on the ground with its rear
door open. The aircraft’s cabin roof is ‘peeled away’ to reveal
your squad of eight soldiers within.
The bottom section of the screen contains a number of buttons and
displays. This section of the screen is known as the ‘Control Bar’.
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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
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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 3D box will appear under the pointer.
11. • Move this box over any soldier. The box will now flash
yellow and red.
12. • Click on the Left Mouse Button. A yellow arrow appears
above the soldier’s head to show that he/she is now selected.
13. • Move the Mouse pointer over any other soldier in the
Skyranger and click to select. Watch the soldier’s name (halfway
down the Control Bar) change.
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Moving Soldiers
14. • Move the Mouse pointer over either of the soldiers at the
rear of the S k y r a n g e r and click to select. The yellow arrow
appears above the soldier’s head to show that he/she is now
selected.
15. • Now, move the Mouse pointer over the ground just behind
and to the right of the Skyranger.
16. • Click the Left Mouse Button.
The soldier will walk out of the Skyranger to the destination you
have just set. The Battlescape automatically switches to the next
level down, so that the Skyranger now only appears as the ramp
and a set of landing legs.
17. • Click on the
button.
18. • Move the Mouse pointer over the other soldier at the rear
of the Skyranger and click to select.
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19. • Now move the Mouse pointer over the ground just behind
and to the left of the Skyranger.
20. • Click the Left Mouse Button.
The soldier will walk out of the Skyranger to the destination you
have set.
21. We now have two soldiers deployed from the Skyranger. You
may notice that the Battlescape displays a little more of the
surrounding terrain now. This is because the Battlescape only shows
what is in your squad’s line of sight.
• Move the 3-D box to a point near one of the landing legs and
click on the Right Mouse Button.
The currently selected soldier will turn round and face the
Skyranger, scanning the surrounding terrain in the process. Any
nearby black squares will turn into terrain as the soldier looks at
them.
22. If you want to look around the Battlescape at the visible
terrain, move the Mouse pointer to the very edge of the screen.
The view window will move in that direction.
Note: you must take the Mouse pointer to the very bottom of the screen,
under the Control Bar, to move the view window downwards.
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23. • Click on the
button to re-centre the Battlescape on
the currently selected soldier.
24 • Click on the
will be selected.
button. The next soldier in your squad
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 XCom
and alien forces, XCom 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
32. If you saw a UFO in the Map screen, start moving your
soldiers towards it. If not, continue moving your soldiers around
the Battlescape until you find the UFO.
Eventually the message Not Enough Time Units! appears.
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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
35. If one of your soldiers sees an alien, he/she will immediately
stop moving and a red flashing square will appear in the right of
the Battlescape screen, just above the Control Bar.
Alien Alert
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• Click on the red flashing square to centre the Battlescape on
the alien.
36. The alien can now be seen in the centre of the screen.
• Click on the
button to access the Map Screen.
37. Aliens will appear as a blue flashing dots on this map, the
white cross indicates where the map is centred.
Look for your soldiers on the map - there might be soldiers in a
better position to fire than the soldier currently selected.
• Click on the Right Mouse Button to return to the Battlescape.
38. • If you want to re-centre the Battlescape on the currently
selected soldier, click on the
button in the Control bar.
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Using Guns
39. We will now use a weapon against the alien, before it gets the
chance to fire at us. This is probably a long range shot, so a rifle
will be required.
• Click on the rifle (at the far right of the Control Bar).
40. A window will appear, allowing you to choose from a number
of shots.
• Move the Mouse pointer over the Aimed Shot option and
click.
41. You will now return to the Battlescape. The cursor has
changed to a targeting cross instead of the 3-D box.
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• Position the cross over the alien and click the Left Mouse
Button.
42. Now, one of four things could happen:A. The message No Line of Fire! appears. This means that there
is an object between your soldier and the alien. You must move
your soldier to a different position or select another soldier
before attempting to fire again.
B. The message Not Enough Time Units! appears. This means
that your soldier does not have enough Time Units to complete
the shot. You must either choose another type of shot, select
another soldier or end your turn.
C. The soldier fires a shot... and misses. This is unfortunate, but
is expected - initially your soldiers are all rookies. You will find
that your soldiers become more accurate as they fight more
battles.
D. The soldier hits the alien with the shot. The aliens wear
strong armour, so it may take more than one hit to kill them.
• Click on the Right Mouse Button to change the Mouse pointer
from a targeting cross to the 3-D box, ready to move your soldier
again.
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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.
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
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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.
• 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.
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!
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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.
XCom will then automatically recover the UFO’s remains, alien
artefacts and alien corpses.
To abort the mission before the mission objectives are
completed, click on the
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 takeoff without your full squad.
Note: do not allow the aliens to kill all of your squad - there will be noone 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 UFO Enemy Unknown.
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 labelled Bases in the Geoscape Menu
Options.
2. The Bases screen will appear.
Note: from now until you re-enter the Geoscape screen, time is paused. If
at any time you need to pause the game, simply click on one of the
Geoscape Menu Options.
Equipping the Interceptor
3. We will now use the Equip Craft screen to re-arm one of the
Interceptors.
• Click on the button labelled Equip Craft in the Bases screen.
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You will enter the Interception Craft screen, allowing you to
choose which craft you will equip with weapons or equipment.
4. Move the Mouse pointer over Interceptor-2 (a pale highlight
will appear to show it is selected) and click.
5. The Interceptor-2 Equip Craft screen will appear.
You will see each of the Interceptors two weapon bays, represented
by the numbers 1 and 2. The armaments loaded onto the
aircraft are Stingray missiles and a Cannon.
• Click on the button marked with the number 2.
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6. The Select Armament window will appear.
You will see that you have 1 S t i n g r a y short-range missile
launcher, 1 A v a l a n c h e long-range missile launcher and 2
cannons in the base’s stores.
7. We will now re-arm the Interceptor with Avalanche long-range
missiles in place of the cannon.
• Move the Mouse pointer over Avalanche (a pale highlight will
appear to show it is selected) and click.
8. The display will return to the Interceptor-2 Equip Craft screen.
The Interceptor now has an all-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 S t a t u s column for I n t e r c e p t o r - 2 shows that it is
Rearming.
• Click on the button marked OK in the bottom of this screen.
10. You will return to the Bases screen.
Next we will assign XCom scientists to undertake research.
• Click on the button marked Research.
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Assigning Research
11. You will be taken to the Current Research screen.
We will now assign our scientists to work on two different
research projects; Laser Weapons and the Motion Scanner.
• Click on the button labelled New Project in the bottom-left of
the screen.
12. The New Research Projects window will appear.
• Move the Mouse pointer over Laser Weapons (a pale highlight
will appear to show it is selected) and click.
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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.
• Click on the up arrow next to the word Increase until the
number to the right of the word Scientists Allocated is 10.
15. • Click on the button marked OK.
16. You will return to the New Research Projects window.
• Move the Mouse pointer over Motion Scanner and click.
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17. The Start Project window will appear.
• Click on the Start Project button in the bottom-left of the
window.
18. The Scientists Allocated window will appear.
• Click on the up arrow next to the word Increase until the
number to the right of the word Scientists Allocated is 10.
19. • Click on the button marked OK.
20. You will return to the New Research Projects window.
• Click on the OK button in the bottom of this window.
21. You will now return to the Current Research screen. You will
see that you have 10 scientists assigned to researching Laser
Weapons and 10 scientists assigned to researching the Motion
Scanner. The progress in each of these projects is unknown; the
scientists have not yet started work.
• Click on the OK button in the bottom-right of this screen.
22. You will return to the Bases screen.
Another important function carried out in the Bases screen is
the purchasing of items or the recruiting of personnel.
• Click on the button marked Purchase/Recruit.
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Purchasing/Recruiting
23. You will be taken to the Purchase/Hire Personnel screen.
We will now purchase some items and hire some extra soldiers.
• Move the Mouse pointer over the button in the Soldier line
(at the top of the list of items) and click once.
24. You will see the number in the Quantity column change to 1.
• Click on the
Space! appears.
button until the message Not Enough Living
Note: the message Not Enough Living Space! appears because you do
not have enough Living Quarter facilities at your base to accommodate
the soldiers. To build more Living Quarters, click on the Build Facilities
button in the Bases screen - see the Bases section of the Reference Guide
of this manual for full details.
25. If you lost your Skyranger troop transport in the ground
assault, you can replace it by clicking once on the
button in
the Skyranger line of this screen.
26. • Move the Mouse pointer down the list until you get to
Tank/Rocket Launcher. The tank is a large weapon, expensive
but powerful.
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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 Rocket
button and
click four times. You may need to buy more ammunition later,
when you return from your next ground assault.
Note: the message Not Enough Store Space! will appear if you attempt to
buy too many items. To build more storage space, click on the Build
Facilities button in the Bases screen - again, see the Bases section of the
Reference Guide of this manual for full details.
29. • Click on the r button in the bottom-right of the screen.
The list will move down a little. Continue clicking on this button
until it disappears. You have reached the bottom of the list. The
last item on the list is the Stun Rod. This item allows your
soldiers to knock aliens out instead of killing them, the alien can
then be recovered alive and interrogated.
30. • Move the mouse pointer over the Stun Rod
click twice.
button and
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
of tutorial 1 for full details).
35. Several windows may appear as time passes. For the moment,
just click on the OK button to make them go away. We’ll worry
about these later.
• When 3 days have passed, click on the 5 Secs button.
36. We will now return to the Bases screen and equip the
Skyranger with all the items we have just purchased.
• Click on the Bases button.
37. • Click on the Equip Craft button.
Equipping the Skyranger
38. • Use the Mouse to highlight and click on Skyranger-1.
39. The Equip Craft screen for the Skyranger will appear.
You will see the soldiers assigned to the Skyranger, next to the
button marked C r e w. If you didn’t lose any in the ground
assault, there will be eight soldier icons.
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• 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.
• 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/Rocket Launcher line (at the top of the list) and click.
The tank/rocket launcher is now loaded onto Skyranger-1. The
number in the Stores column changes to 1 from 0, and the
name of the item changes from light blue to white, indicating
that it is on board.
44. • Use the same process to load any other equipment of your
choice onto the Skyranger.
45. Click on the OK button in the bottom of the screen.
46. You will return to the Equip Craft screen.
• Click on the OK button in the bottom of the Equip Craft
screen to return to the Interception Craft screen.
47. • Click on the OK button in the bottom of the Interception
Craft screen to return to the Bases screen.
48. • Click on the Geoscape button in the bottom-right of the
Bases screen. You will return to the Geoscape.
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Returning to the Geoscape
49. • Click on the 1 Day button in the Geoscape Time Controls.
Soon, a message will appear on the Geoscape. This may be one
of the following:UFO Detected - go to step 4 of tutorial 1 for details of
intercepting UFOs - when you investigate the crash site this time,
your soldiers will be better equipped.
Research Completed - your scientists have completed their
research work. You should allocate them to another project as
soon as possible (see step 11 of this tutorial).
XCom Project Monthly Report - at the end of each month, the
XCom Project Monthly Report will appear to inform you of your
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 UFO Enemy Unknown is discovering
new technology, gathering information on the aliens and
battling through hundreds of different landscapes.
These tutorials have been a basic guide to the way UFO Enemy
U n k n o w n 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. XCom 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 UFO Enemy
Unknown, allowing you to select between New Game or Load
Saved Game. Position the Mouse Pointer over the required
option and click the Left Mouse Button (LMB) to select.
1.1 NEW GAME
If you select New Game in the Game Option screen, you will be
taken to the Select Difficulty Level screen.
This allows you to change the way the game plays to suit your skill
level, from level 1 (Beginner) to level 5 (Superhuman). It is
recommended that you complete the game at one of the lower
difficulty levels before attempting to play the game at level 5.
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The difficulty level affects:- the hostility and skill of aliens
- the aggression of UFOs
Pick a difficulty level by clicking on one of these five buttons.
You will now be taken to the main game screen, the Geoscape.
The message Select Site For New Base will appear at the top of
the screen
Click on any part of the world to position your first XCom base.
Use the Geoscape controls if you want to rotate the display of
the Earth (see the section of this manual on The Geoscape
Screen for full details of the Geoscape controls).
The last New Game set-up is to name your first base. The
prompt Base Name? will appear - type in your first 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
left-hand side of the screen and click the LMB. You will now be
taken to the Geoscape, at the point when the game was saved.
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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 UFO Enemy
Unknown; it displays the latest data on alien activity and allows
you to control and monitor XCom interception craft.
The Geoscape screen is made up of five parts: the Geoscape, the
View Controls, the Time Controls, the Game Time and the
Menu Options.
2.1 THE GEOSCAPE
The Geoscape is a 3-D view of the Earth which may be rotated or
magnified. At minimum magnification it displays the whole
planet, while at maximum magnification it shows detail such as
borders and cities. Terrain types from desert to snowscape are
represented on the surface of each of the continents, and night
and day are fully simulated.
The Geoscape uses symbols to represent the following:Blue a - an XCom base
Yellow ✙ - an XCom craft
Orange ✖ - an XCom 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 a - 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
Geoscape.
icon to increase the magnification of the
Click on the
Geoscape.
icon to decrease the magnification of the
Click on the Geoscape using the Right Mouse Button to centre
the display on that location.
2.3 THE TIME CONTROLS
The Time Controls allow you to adjust the rate at which time
passes in the game.
Time may be accelerated from 5 seconds stages to 1 minute, 5
minute, 30 minute, 1 hour and 1 day segments. This means that
you may cut out the long periods of waiting for XCom radar to
detect a UFO. To select a particular rate of time passage, click
on any of the six Time Control buttons.
The passage of time is suspended when any of the Geoscape
Menu Options are accessed.
2.4 THE GAME TIME
UFO Enemy Unknown begins at 12.00pm on the 1st January 1999.
All game times are given in Greenwich Mean Time (GMT).
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2.4.1 THE XCOM PROJECT MONTHLY REPORT
At the end of each month, you will be given a report of your
progress so far. This report is in the following form:Month - the month which has just ended.
Monthly Rating - XCom’s overall performance rating for the
previous month. This takes into account the following:- success of interceptions
- scores for ground assault missions
- research work completed
- alien activity
A plus (+) sign before the figure indicates a good performance,
a minus (-) sign indicates a poor performance.
Funding Change - the difference between this 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 XCom 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 XCom 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 XCom bases with a Psi Lab
facility. Psi Labs are essential to carry out psionic training.
Click on any of the Base Name buttons to Assign Soldiers to
Psionic Training at that base.
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2.4.2.1 Assign Soldiers to Psionic Training
This screen allows you to assign individual soldiers to psionic
training. The top of the screen shows the Remaining Psi-Lab
Capacity. This indicates the number of soldiers who may be
assigned to Psionic Training.
Below this is a list of the following:Name - the soldier’s name.
Psionic Strength - this is a measure of the soldier’s natural ability
to defend against psionic attack. It never changes, regardless of
how much training the soldier goes through.
Psionic Skill/Improvement - this is the soldier’s ability to use the
Psi Amp in mental combat. The soldier’s mental combat ability
is dependent on both this and Psionic Strength.
Note: it is better to concentrate your Psionic Training on 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 XCom craft orders to intercept
UFOs.
Bases - takes you into the Bases screen (see the Bases section of
this manual for full details).
G r a p h s - takes you into the Graphs screen (see the G r a p h s
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
XCom’s main task is to shoot down and investigate UFOs. This
ensures continued government funding and allows XCom to
learn more about the alien threat.
When there is no UFO activity, you will probably want to keep
the rate of time passage fairly high. Click on the 1 Hour button
in the Geoscape Time Controls. Time will pass rapidly until you
get a message informing you that a UFO has been detected.
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2.6.1 THE UFO DETECTED WINDOW
XCom bases automatically detect any UFOs within range of their
radar. Later on in the game, you will be able to research and
manufacture better detection and tracking systems, based on
captured alien technology.
When a UFO is detected, time is paused and a window titled UFO(number) Detected appears in the centre of the Geoscape display.
Every UFO detected is given a consecutive number, for example, the
41st UFO detected by XCom will be named UFO-41.
The following data is also presented when a UFO is detected:Size - the size of the UFO.
Altitude - the approximate height at which the UFO is flying.
Heading - the general direction in which the UFO is travelling.
Speed - the speed at which the UFO is travelling (in knots).
This window also gives you the option to either:Centre on UFO-Time=5 Secs - centres the Geoscape display on
the UFOs current position and reduces the passage of time to 5
seconds. Click on this option if you intend to intercept the UFO.
Cancel - hides the message window and leaves the Geoscape as it
was before the UFO was detected. Click on this option if you
wish to take no action against the UFO.
Note: While your Interceptors are capable of a high maximum speed, UFOs
often travel faster. A UFO may unwittingly change course or slow down,
however, so it is good practice to attempt to intercept all UFOs detected.
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2.6.2 THE LAUNCH INTERCEPTION WINDOW
To assign an XCom Interceptor to attack a UFO, you may either
click on the Interceptor’s base, or click on the Intercept Menu
Option (in the top-right of the Geoscape screen).
The advantage of clicking on the Intercept Menu Option is that
you may give orders to an Interceptor which is based on the
opposite side of the Geoscape, hidden from view. Simply clicking
on a base only allows you to assign craft from that base.
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The Launch Interception window displays the following
information:C r a f t - the type and registration number of the craft (for
example, Skyranger-6 is the sixth craft to be operated by XCom,
and is a Skyranger transport).
Status - this may be either:Ready - the craft is available for interception duty.
Refuelling - the craft is refuelling; this can take several hours.
Rearming - the craft is having its air-to-air weaponry changed.
Repairs - the craft is undergoing repair work.
Out - the craft is already carrying out an interception.
Base - the craft’s home base.
If you wish to return to the Geoscape without selecting an
interception craft, click on the Cancel button.
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2.6.3 SELECTING AN INTERCEPTION CRAFT
Use the Mouse to highlight an I n t e r c e p t o r from the Launch
Interception list and click to select this craft.
The Select Destination window will now appear at the top of the
screen. If you wish to return to the Geoscape without selecting a
target, click on the Cancel button.
To select a UFO as the interception target, simply click on its
location on the Geoscape.
The message Target: UFO-(number) will appear.
Click on the OK button to accept this UFO as the target, or click
on the Cancel button to select a different target.
The interceptor will now launch from its underground base and
take the most direct path to the UFO.
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2.6.4 THE CRAFT STATUS WINDOW
At any time when an XCom 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).
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.
2.6.6 THE TRACKING LOST WINDOW
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The message UFO-(number) Tracking Lost will appear if XCom
tracking devices lose contact with a UFO while it is being
intercepted.
Click on the OK button. The Craft Status window will appear,
giving you the option to either Return to Base, Patrol or Go to
Last Known UFO Position.
It is usually best to go to the last known UFO position, since the
interception craft may be able to re-acquire the UFO with its onboard radar.
2.6.7 THE AIR-TO-AIR COMBAT WINDOW
When the XCom craft has manoeuvred within firing range of
the UFO, the Air-to-Air 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:-
Minimise 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 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 either side of the Radar Screen which
represent what is fitted to the weapons bays of the Interceptor.
These icons each have a number under them, indicating the
number of rounds of the weapon which are remaining.
The maximum range of each of the weapons is also shown, in
the form of a line extending out of the weapon icon and onto
the Radar Screen. When a UFO gets within this boundary, the
Interceptor will open fire.
2.6.7.4 The Range to the UFO
The range to the UFO is a simple digital readout of the distance
from the UFO to the Interceptor.
2.6.7.5 The Damage Display
The damage display indicates the Interception Craft’s current
damage state. The picture of the craft is filled in red as it
receives damage.
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2.6.7.6 The Minimise Window Icon
If you shoot the UFO down over water, the wreckage will be
swept away before anything of value can be recovered. The
Minimise Window feature allows you to track the UFO on the
Geoscape until it is over land, then shoot it down.
To carry this out, click on the
in the top-left of the Air-toAir Combat window. The Craft Icon (with a pictorial
representation of the craft plus its XCom registration number)
will now appear in the top-left of the Geoscape and time may be
advanced or slowed as normal.
When the UFO gets over the land, click on the Craft Icon. The
Air-to-Air Combat window will now re-appear, ready for you to
carry out your attack.
Note: you can also use the Minimise Window icon to give other
Interception Craft orders to attack the UFO. There can be up to four
Interception Craft attacking a UFO simultaneously, maximising the
chances of success against the larger UFOs.
2.6.7.7 The Message Box
The Message Box is in the bottom of the Air-to-Air Combat
window and displays messages from the pilot of the Interceptor
to you. These messages either confirm your orders or inform
you of what the UFO is doing.
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2.6.8 SHOOTING THE UFO DOWN
Click on the Standard Attack button. The message UFO Crash
Lands! will appear if you successfully cause the UFO to crash land.
The display will then automatically return to the full-screen
Geoscape with a white cross marking the UFO Crash Site.
2.6.9 INVESTIGATING UFO CRASH SITES
The UFO is now vulnerable to ground assault, and you should
send out an XCom squad to investigate it and to recover any
available alien technology.
Click on a base or use the Intercept Menu Option to select a
Skyranger troop transport craft (just as you did previously with
the Interceptor) and assign the UFO Crash Site as the target. The
Skyranger will now take-off and make its way to the UFO Crash
Site.
Note: only craft which contain soldiers or HWPs are allowed to intercept
Crash Sites or landed UFOs.
When the Skyranger arrives at the Crash Site, you are taken to the
UFO Crash Recovery screen.
Click on the OK button to enter the Equip Squad screen. See
the next chapter of this manual for full details on Ground
Assaults.
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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 terrorise civilian populations as part of
their invasion plans. This must be prevented at all costs: a successful
alien Terror Site in a funding country could cause its
government to withdraw from the XCom project.
2.7.3 ALIEN RAIDS ON XCOM BASES
As the game progresses, the aliens will carry out missions to find
XCom bases. If the aliens discover the location of any of your
bases, they will attempt to destroy them with a ground assault.
2.7.4 ALIEN BASES
The aliens will attempt to build bases on the Earth. These are
used for a variety of purposes from operating UFOs to
infiltrating governments. Alien bases may be detected by
sending an Interception Craft to the suspected location of the
base and selecting the Patrol option. You are advised to raid
alien bases at the earliest opportunity, but make sure you have a
very powerful squad before you try!
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3 GROUND ASSAULTS
Ground Assaults take place when XCom carry out any of the
following:- Investigate crashed UFO sites
- Assault UFOs at their landing sites
- Intervene at alien terror sites
- Defend XCom bases against alien attack
- Attack alien bases
All missions, except defending XCom bases, require you to use a
transport craft to get to your destination. When you begin the
game, the only troop transport available is the Skyranger, but as
the game progresses you will be able to manufacture new craft.
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3.1 THE EQUIP SQUAD SCREEN
Before you begin a Ground Assault, you will be taken to the
Equip Squad screen. Your soldiers will automatically pick up
some weapons, but you may wish to re-equip them.
The top-left of the Equip Squad screen contains the name of the
currently selected soldier. At the top-right of the screen are two
arrows, allowing you to select the next, or the previous, soldier
in your squad.
At the centre of the screen is a soldier, who will be dressed in
the armour which you may have selected in the Equip Craft
screen. This soldier is surrounded by the locations in which
weapons may be carried. The items on the ground may be
picked up and carried by the soldier.
To pick up 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.
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To unload ammunition from a weapon, pick up the loaded
weapon and click on the Unload button. The weapon will go to
the soldier’s right hand and the ammunition to the left. To carry
this out, both of the soldier’s hands must be empty.
When you have finished equipping your soldiers, click on the
OK button to enter the main part of the Ground Assault; the
Battlescape.
3.2 THE BATTLESCAPE SCREEN
The Battlescape screen is a 3-D display which allows you to
control a small squad of heavily-armed XCom soldiers.
3.2.1 USING THE BATTLESCAPE
Your squad start the mission in their transport craft. The soldier
nearest to the craft’s exit ramp has a yellow arrow to show that
he/she is selected, ready to move out.
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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 in the Control Bar (see the next section for full
details of the Control Bar) or move the cursor box over the
required soldier and click. A yellow arrow indicates the selected
soldier.
To move the selected soldier to a destination, simply move the
cursor box to the destination and click.
To make the selected soldier turn around without moving along,
position the cursor box in the direction you want the soldier to
face and press the Right Mouse Button.
3.2.1.2 Moving the View Window
Move the Mouse pointer to the edge of the screen to move the
Battlescape view window up, down, left or right.
Note: you must take the Mouse pointer to very bottom of the screen, under
the Control Bar, to move the view window downwards.
You will notice that there is an edge to the Battlescape map,
beyond which everything is black; this is a region into which the
aliens will not venture. Aliens do not stray far from their crashed
UFO because Earth’s atmosphere is hostile to them.
3.2.1.3 Line of Sight
The Battlescape will only display what is within your 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 1
the Control Bar to
break the Battlescape into levels.
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3.2.1.5 The Turn-Based System
The Battlescape operates under a turn-based system. This means
that your soldiers will be able to move a certain distance before
the message Not Enough Time Units! appears. When all of your
squad have used their allocated Time Units, click on the
button on the Control Bar to end your turn. When the aliens
have completed their moves, it is your turn again.
The Hidden Movement screen will appear when the aliens are
moving out of sight of XCom soldiers.
However, there is an exception to the turn based rule. If you
move your soldiers directly into the alien’s line of fire, they will
take a shot during your turn. Similarly, your soldiers will
automatically open fire if the aliens move into your soldiers’ line
of fire during their turn. See the section of this manual on
Opportunity Fire for full details.
Note: it is best to end your turn when your soldiers are in cover; close to
walls or behind large objects.
3.2.1.6 Seeing the Aliens
When one of your soldiers sees an alien, a pulsing red square
will appear in the bottom-right of the Battlescape screen.
Click on the pulsing red square to centre the Battlescape on the
alien.
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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 un-aimed shot in the target’s general direction.
This type of shot is only effective at extremely short range, or
when using a very powerful weapon (such as a rocket launcher).
Auto Shot - a three-shot burst of automatic fire in the 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.
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.
T h r o w - throw the weapon/object. This option is mainly
intended for use with grenades or explosives.
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3.2.2.1 Maximising Your Fire Potential
As well as the soldier’s ability and the type of shot fired, there are
several other factors which determine the accuracy of a shot:- accuracy is increased if the soldier is kneeling.
- accuracy is decreased if the soldier is wounded or if a twohanded 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
View Next Level
Equip Soldier
Options
Screen
Ascend/Descend Up/Down
Select Next
Map Screen
Soldier
Controls: Up/Down
Reserve
Time Units
Split Level View
End
Turn Dust Off
Rank
Centre
Select Next Soldier
Stand/ Display
Soldier - Deselect Current Soldier
Kneel on Soldier Data
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-centre the map on another part of the mission
area, simply click on the desired position. The white cross in the
centre of the screen shows where both the map and the
Battlescape are centred.
The map will only display one level of the Battlescape at a time.
Click on the up or down arrows on the left-hand side of the map
to view the next level up or down.
The map uses symbols to represent the following:Yellow dots - XCom forces
Blue dots - alien forces
Red dots - civilians
White crosses - dead aliens or humans
Click on the Right Mouse Button to return to the Battlescape
screen.
3.2.3.5 Stand/Kneel
Click on this button to make the selected soldier stand
or kneel. The advantage of kneeling is that your soldier
is less visible to the aliens and fires more accurately.
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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.
Click on the OK button to return to the Battlescape screen.
3.2.3.7 Centre Display on Soldier
Click on this button to centre the Battlescape on the
currently selected soldier’s level and location.
3.2.3.8 Select Next Soldier
Click on this button to select and centre the Battlescape
on the next soldier in your squad.
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3.2.3.9 Select Next Soldier - Deselect
Current Soldier
Click on this button to select and centre the Battlescape
on the next soldier in your squad. The soldier currently
selected will be de-selected so next time you click on
the
soldier will not appear. Use this button when you are happy with
the position of a particular soldier.
3.2.3.10 Split Level View
Click on this button to change how the levels of the
Battlescape are displayed. The number on the button
will change to indicate:1
1 - Multi-level View - everything from the currently selected level
downwards is displayed.
2 - Full View - every level is displayed, regardless of what level is
selected. Selecting this will hide any of your soldiers who are
behind walls and inside buildings or craft.
3.2.3.11 Options
Click on this button to call up the Battlescape Options
screen. This allows you to select different speeds for
animations and scrolling, depending on player preference and
the processing speed of your computer.
3.2.3.12 End Turn
Click on this button to end your turn.
3.2.3.13 Dust Off
Click on this icon to abort the mission. Only soldiers
aboard the transport craft will be saved.
Note: if you abort an alien base raid, only soldiers in the rooms where
you are initially deployed are saved. Aborting the mission during an
alien raid of an XCom base concedes defeat to the aliens.
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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
no limitation.
button to carry out free movement with
- click on the top-right
for a Snap Shot.
button to reserve enough Time Units
- click on the bottom-left
Units for an Aimed Shot.
button to reserve enough Time
- click on the bottom-right
Units for an Auto Shot.
button to reserve enough Time
3.2.3.15 Rank
This is an icon representing the currently selected soldier’s
rank.
Xcom soldiers may have the following ranks:Rookie
Captain
Squaddie
Colonel
Sergeant
Commander
As the soldier’s rank improves, so too does the skill with which
they can fight.
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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 colour-coded as follows:Green - Time Units
Orange - Energy
Red - Health
Purple - Morale
Click on the Soldier Data box to view the Soldier Data screen.
This displays the soldier’s name at the top of the screen with the
following information:Time Units - the soldier’s remaining Time Units. Time Units are
required to carry out everything from walking to firing weapons.
Energy - the soldier’s remaining energy. This will decrease as the
soldier carries out energy-consuming actions such as walking
through thick grass.
Health - the soldier’s current health. This will decrease as the
soldier takes hits from enemy weapons.
Reactions - the soldier’s reactions. This will allow the soldier to
take snap shots during the alien’s turn.
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Firing Accuracy - the soldier’s accuracy at firing weapons. This
will increase as the soldier becomes more experienced.
Throwing Accuracy - the soldier’s accuracy at throwing objects.
This will increase as the soldier becomes more experienced.
Morale - the soldier’s morale. A soldier will lose morale if the
battle starts to swing in the alien’s favour. If the morale falls
below 50%, there is a chance that the soldier could panic.
Bravery - the soldier’s bravery. This determines the likelihood of
morale decreasing.
Armour Status - the soldier’s armour status. This will rise as the
soldier is equipped with armour manufactured by your
engineers.
Psionic Strength/Skill - the psionic strength/skill which the
soldier may call upon.
Click on the Right Mouse Button to return to the Battlescape screen.
3.2.4 PROMOTIONS
At the end of every mission, subject to their mission
performance, soldiers will be promoted.
The rank to which the soldier is promoted is dependent on the
following:Rookie - each new recruit begins at this level.
Squaddie - in order to be promoted to a Squaddie a Rookie
must have had some combat experience (cowering in the back
of a 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 Xcom forces - there
is only one Commander. If there are at least 30 soldiers the best
available Colonel will be promoted.
It does not automatically follow that the higher the rank the
better the soldier, although this will tend to be the case.
3.2.4.1 The Effect of Rank
When officers accompany a mission then the morale of all the
soldiers will be boosted and they will be less susceptible to panic.
The higher the rank of the officer, the better the effect on the
soldier’s morale.
Note: if an officer is killed during a mission it will have a worse effect on
morale than if a rookie had been killed.
3.2.4.2 Mission Experience
When soldiers return from a mission then their abilities may be
increased. For a skill to benefit from experience it must be used
during combat as much as possible. For example, if a soldier
uses a rifle many times then accuracy is likely to improve.
Reactions, accuracy, Time Units, throwing accuracy, psionic
skill, health, strength, fitness and bravery all benefit from
mission experience.
3.2.4.3 Morale
At the start of each mission each soldier's morale starts at 100%.
This will decrease a soldier is wounded or if fellow soldiers are
killed. It will recover if a soldier successfully kills aliens. The
decline in morale is reduced by a soldier's Bravery rating - the
more brave a soldier is, the less likely they are to panic.
3.2.4.4 Panic
When morale falls the likelihood of panic increases. When a
soldier panics one of three things can happen:A. The soldier freezes, and can do nothing for the current turn
(i.e. he/she will have no Time Units).
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B. The soldier drops his/her weapon and runs away, searching
for a hiding place.
C. The soldier goes berserk and starts firing at random.
Panic can also be caused by an alien psionic attack.
3.2.5 WOUNDING
A soldier’s health is a general indication of well-being, but a
soldier can also receive wounds. These afflict a certain part of
the body as follows:Head, Left/Right Arm - each wound reduces the soldier’s
weapon accuracy.
Torso - each wound reduces the soldier’s rate of Energy
recovery.
Left/Right Leg - each wound reduces the soldier’s available
Time Units.
The soldier data screen displays any wounds. Each wound also
reduces a soldier’s Health by one point per turn, so that it is
possible for a soldier to die from a hit received much earlier in
the mission. The Medi-kit can heal wounds.
3.2.5.1 Stunning
Soldiers or aliens can be stunned if hit by a stun weapon or if
suffering from smoke inhalation.
You can monitor the effect of smoke on your soldiers by
checking the white bar on the soldier’s health bar. If this
advances as far as the soldier’s health level, the soldier will
collapse and may recover a few turns later.
Aliens can also be stunned and carried back to your craft.
However, if they wake up they will jump out of the soldier’s arms
and run away!
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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 artefacts and alien
corpses will then be recovered automatically.
To abort the mission before the objectives have been achieved,
click on the
button in the Control Bar.
Note: any soldiers not on the transport at this stage will be left behind.
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3.3 THE DEBRIEFING SCREEN
The Debriefing Screen is displayed at the end of the Ground
Assault, giving you a breakdown of your mission performance.
The first line of this display tells you whether the mission
objectives were achieved.
Below this is the mission performance list, showing a breakdown
of all the Items recovered, the Quantity of each and the Score
for retrieving them. The last line of the mission performance list
shows the total mission score.
At the bottom of the screen is the overall mission Rating. Poor
mission performance may affect XCom funding.
Click on the O K 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 XCom installations in
operation or under construction.
XCom 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). XCom bases
carry out several different functions:- Detection of UFOs.
- Operation of XCom fighter and transport craft.
- Research into alien technology and life forms.
- Manufacture of vehicles, equipment and weapons for XCom
use.
The Bases screen consists of two main parts: the Base Display
and the Menu 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.
XCom may have up to eight bases worldwide, these are
represented above the Menu Options as a row of eight icons.
Each of these icons contain a small map of the facilities which
make up the base. Green squares represent existing facilities,
red squares represent facilities under construction. Click on any
of these icons to select a different base.
The name of the selected base is displayed in the top-right of the
Bases screen. Below this is the geographical area in which the
base is located followed by the total Funds available to XCom.
The left two-thirds of the Bases screen shows a top-down view of
the base. Move the Mouse pointer over a base facility to display
its name in the top-left of the screen.
4.2 THE MENU OPTIONS
The Menu Options allow you to see in detail how each of your
bases is currently functioning. You will use the Menu Options to
carry out tasks such as building facilities, arming individual craft
and organising research and manufacture work.
Note: At times during the game, lists of information may extend beyond
the screen. If this happens, an arrow will appear in the bottom-right of
the screen. Similarly, if the list extends off the top of the screen, an arrow
will appear in the top-right. Click on these arrows to scroll the list up or
down.
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4.2.1 BUILD NEW BASE
Click on this option to establish a new XCom base.
You will be taken to the Geoscape and the message Select Site
For New Base will appear at the top of the screen - click on any
part of the world (except the sea) to position the base. You may
cancel the order to build a new base by clicking on the Cancel
button. Use the Geoscape controls if you want to rotate the
display of the Earth (see the section of this manual on The
Geoscape Screen for full details of the Geoscape controls).
When you have selected the location for your base, a message
window will appear informing you of the cost to establish a base
in this part of the world. Click on OK to accept this location or
click on Cancel to select a different location.
Note: As you play the game, you will find that some areas of the world
are better than others for XCom base sites. North America is a good area
for an XCom base because it is both large and wealthy.
When you have decided on your new Base’s location, you will be
prompted to give it a name - type in your base’s name using the
Keyboard and press the Return Key.
You will now be taken back to the Bases screen and prompted to
Select Position For Access Lift. This will position the main
access to the facility from the surface. It is better to position this
fairly centrally so that new facilities may be built around it.
You have now established a new XCom base. Click on the Build
Facilities Menu Option to put some facilities into the base.
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4.2.2 BASE INFORMATION
Click on this option to display a breakdown of base-related
information.
The Personnel Available/Personnel Total data shows how your
personnel are being utilised. It is broken down into the three
groups of personnel: soldiers, engineers and scientists.
The figures show the number of personnel available for work
followed by the total number of personnel at the base. You
should keep the first figure zero to stop workers being wasted.
The bar graphs to the right of this numerical display are useful
to see ‘at a glance’ how your personnel are being utilised.
The Space Used/Space Available bar graphs shows how your
space is being utilised. This is broken down into five categories
in a similar way to the Personnel.
The figures show the space used followed by the total amount of
space available. You should be aiming to keep the first figure
equal or very close to the second figure to prevent wasted space.
The bar graphs to the right of this numerical display are useful
to see how your space is being utilised at a glance.
The Defences is a rating of how well the base can defend itself
against UFO attack.
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Click on the Transfers button in the bottom of this screen to see
a display of the personnel or equipment currently in transit
between other bases and the selected base.
The Item in transit is listed next to the Quantity of that item and
its Arrival Time at the base in hours.
For full details on Transferring personnel and equipment
between bases, see the Transfer section of this chapter.
Click on the OK button to return to the Base Information screen.
Click on the O K button in the bottom-left of the Base
Information screen to return to the Bases screen.
4.2.3 EQUIP CRAFT
Click on this option to configure your interception craft.
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The Interception Craft Screen lists the following information:N a m e - the type and registration number of the craft (for
example, I n t e r c e p t o r - 3 is the third craft to be operated by
XCom, and is an Interceptor).
Status - this may be either:Ready - the craft is available for interception duty.
Refuelling - the craft is refuelling.
Rearming - the craft is having its air-to-air weaponry changed.
Repairs - the craft is undergoing repair work.
Out - the craft is carrying out an interception.
Weapon Systems - the air-to-air weaponry carried by the craft.
This is presented as number carried/maximum number which
may be carried.
Crew - the number of soldiers carried on the craft.
HWPs - the number of Heavy Weapon Platforms (e.g. tanks)
carried on the craft.
To configure a craft, use the Mouse to highlight the required
craft from the list and click to enter the Equip Craft screen.
The Equip Craft screen for the Interceptor.
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The Equip Craft screen for the Skyranger.
The Equip Craft screen allows you to configure individual
interception craft to suit your requirements.
The craft’s 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 craft’s weapon bays.
Armament - the names of the available weapons.
Quantity - the number of the weapon in storage.
Ammunition Available - the number of rounds of the weapon in
storage.
If you wish to load a different weapon onto your craft, use the
Mouse to highlight the required weapon from the list and click.
Alternatively, you may click on the Cancel button to exit this
window without making any weapon changes.
You will now return to the Equip Craft screen. If you changed
the weapons, the new armament will be shown loaded on the
craft. The number of rounds loaded will be zero - it takes time to
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 o n
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 O K 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 o n
board the craft and the current amount of Space Used on the
craft.
Below this information is:The Item column, listing the names of the items which may be
loaded on board.
The Stores column, listing the number of the item which are
available.
The Loaded column, consisting of a pair of buttons for each
item and the number of the item which are loaded on the craft.
Click on the
buttons to increase/decrease the number
of an item which are loaded on board the selected craft.
Click on the O K button when you have finished loading
equipment onto the craft.
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4.2.3.4 The Select Armour Screen
Click on the Armour button to enter the Select Armour screen.
This allows you to configure the body armour which your
soldiers will wear.
To set-up the armour worn by a particular soldier, use the
Mouse to highlight the required soldier from the list and click.
The Select Armour Type window will appear, listing the types of
armour available and the number of each in storage.
Click on an armour button. The soldier will now be equipped
with the selected armour.
Click on the O K button when you have finished assigning
armour to soldiers.
To return to the Interception Craft screen from the Equip Craft
screen, click on the OK button.
To return to the Bases screen from the Interception Craft
screen, click on the OK button.
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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 Defences
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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Use the Mouse to highlight and click on the required
installation. The Select Installation window will be replaced by
the Build Installation window.
This displays the cost to build the installation, the time it will
take to construct it and the maintenance cost per month. You
may click on the OK button to abort the build facility operation
at this stage.
To construct the new facility, move the Mouse pointer over the
Base Display, position the installation and click.
The new installation will now be shown on the Base Display,
enclosed in a dotted line and displaying the number of days
construction time remaining. The Build Installation window
reverts to the Select Installation window.
Click on the Cancel button to return to the Bases screen or click
on another installation from the list to continue constructing
base facilities.
A message will appear in the Geoscape screen when a base
facility has been completed.
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4.2.5 RESEARCH
Click on this option to view your current research status.
The Current Research screen displays the following:Scientists Available - the number of scientists available for work.
Scientists Allocated - the number of scientists currently working
on research projects.
Laboratory Space Available - the amount of floor space available
in the laboratories.
Below this is a list of the research projects currently being
undertaken with the number of scientists working on each
project and a general indication of the progress being made.
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4.2.5.1 New Project
Click on the New Project button to start new research work. The
New Research Projects window will appear, listing the available
projects for research.
Use the Mouse to highlight and click on the required project.
The New Research Projects window will now change to display
the Start Project window.
You may cancel research at this stage by clicking on the Cancel
button. To accept the project and continue, click on the Start
Project button.
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The window will change again to display the Scientists Allocated
window.
This displays the Scientists Available and the Laboratory Space
Available as before, but allows you to set the number of scientists
allocated to this particular project.
Click on the up/down arrows to Increase/Decrease the number
of scientists allocated to the project. Click on the OK button to
exit to the New Research Projects window.
Click on the OK button in the New Research Projects window to
exit to the Current Research screen.
4.2.5.2 Scientists Allocated
Use the Mouse to highlight and click on a project to alter the
number of scientists allocated to that project. This is identical to
the Scientists Allocated window described above. The more
scientists involved, the quicker the research will be completed.
Click on the OK button to exit to the Current Research screen.
Click on the OK button in the Current Research screen to exit
to the Bases screen.
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4.2.5.3 Research Completed
When work has finished on a project, the Research Completed
window will appear on the Geoscape. Click on OK to return to
the Geoscape or click on View Reports to view the result of the
research (this may also be accessed at any time in the
UFOpaedia).
Your scientists will then inform you of any new research or
manufacture projects which are now possible. Click on OK to
exit from these screens or click on Allocate Research or Allocate
Manufacture to start new research or manufacture projects.
4.2.6 MANUFACTURE
Click on this option to view your current production status.
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The Current Production screen displays the following:Engineers Available - the number of engineers available for work.
Engineers Allocated - the number of engineers currently
working on production.
Workshop Space Available - the amount of floor space available
in the workshops.
Current Funds - the amount of money currently available to XCom.
Below this is the production list, containing the following:Item - the item which is being manufactured.
Engineers Allocated - the number of engineers working on the
project.
Units Produced - the number of units of the item produced so far.
Total to Produce - the total number of units you have ordered to
be produced.
Cost Per Unit - the cost to manufacture each item.
Days/Hours Left - the number of days/hours remaining before
the production will be complete.
4.2.6.1 New Production
Click on the New Production button to start production of a
new item. The Production Items window will appear, listing the
available items for production.
Use the Mouse to highlight and click on the required item.
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The Start Production window will now appear.
The first line of this window displays the number of engineer
days it will take to produce the item(s). One engineer day is the
amount of work one engineer can carry out in one day.
The next two lines show the cost to produce one unit and the
workspace required.
You may cancel production at this stage by clicking on the
Cancel button. To accept the production and continue, click on
the Start Production button.
The Engineers Allocated window will now appear.
This displays the Engineers Available and the Workshop Space Available
as on the Current Production screen, but allows you to set both the
number of engineers allocated and the number of items to produce.
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Click on the up/down arrows to Increase/Decrease the number
of engineers allocated to the production or the number of units
of the item to produce. You may cancel production at this stage
by clicking on the Stop Production button. To accept the
production and return to the Production Items window, click on
the OK button.
Click on the OK button in the Production Items window to exit
to the Current Production screen.
4.2.6.2 Engineers Allocated/Units to Produce
Use the Mouse to highlight and click on any manufacture
project to alter the number of scientists allocated to that project.
This is identical to the Engineers Allocated window described
above. The more engineers involved, the quicker the
manufacture will be completed.
Click on the O K button to exit to the Current Production
screen.
Click on the OK button in the Current Production screen to
return to the Bases screen.
4.2.6.3 Production Complete
When production of an item has been completed, the
Production Complete window will appear on the Geoscape. This
displays both the name of the item and the location at which it
has been manufactured.
9785 - 1995
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4.2.7 TRANSFER
Click on this option to transfer craft, personnel or items
between bases.
The Transfer screen consists of:The Item column, listing the names of the items at the base.
The Quantity column, listing the number of each of the items at
the base.
The Amount to Transfer column, consisting of a pair of buttons
for each item and the number of items to transfer.
▼ buttons to increase/decrease the number of
Click on the
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 XCom bases in the world, with the
area of the world in which they are and the amount it would cost
to transfer the items to each of the bases.
Use the Mouse to highlight and click on the required base. The
items will now be transferred. You will be returned to the
Transfer screen.
You may view details of the items which are in transit between
bases by clicking on the T r a n s f e r s 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 C u r r e n t
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.
Click on the
▼ buttons to increase/decrease the number of
the item which will be bought.
If you do not wish to make any purchases, click on the Cancel
button to return to the Bases screen.
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 XCom in the topright.
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.
▼ buttons to increase/decrease the number of
Click on the
the item to be sold.
If you do not wish to make any sales, click on the Cancel button
to return to the Bases screen.
When you are happy with your choice of items to be sold, click
on the Sell/Sack button. The items will now be sold and you will
be returned to the Bases screen.
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4.2.10 SOLDIERS
Click on this option to display a list of soldiers at the currently
selected base. The information presented in this screen is
similar to that presented in the Select Armour section of the
Equip Craft screen.
Highlight and click on the soldier’s name to display the selected
soldier’s information screen. Click on the Armour button to
allocate armour to the soldier.
4.2.11 GEOSCAPE
Click on this option to return to the Geoscape screen.
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5 GRAPHS
Click on the G r a p h s button in the Geoscape to access the
Graphs screen; a graphical breakdown of UFO, XCom and
Financial information.
These graphs are useful when planning strategy such as where to
establish new XCom bases and which countries to concentrate
on defending.
5.1 UFO ACTIVITY IN AREAS
Click on the
icon in the top of the screen to view the UFO
Activity in Areas.
This graph displays the level of UFO activity in areas of the
world. Click on the buttons on the left-hand side of the screen
to view the graph plots for particular areas.
5.2 UFO ACTIVITY IN COUNTRIES
Click on the
icon in the top of the screen to view the UFO
Activity in Countries.
This graph displays the level of UFO activity in the funding
countries. Click on the buttons on the left-hand side of the
screen to view the graph plots for individual countries.
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5.3 XCOM ACTIVITY IN AREAS
Click on the
icon in the top of the screen to view the
XCom Activity in Areas.
This graph displays the level of XCom activity in areas of the
world. Click on the buttons on the left-hand side of the screen
to view the graph plots for particular areas.
5.4 XCOM ACTIVITY IN COUNTRIES
Click on the
icon in the top of the screen to view the
XCom Activity in Countries.
This graph displays the level of XCom activity in the funding
countries. Click on the buttons on the left-hand side of the
screen to view the graph plots for individual countries.
5.5 INCOME
Click on the
Income.
icon in the top of the screen to view XCom’s
This graph displays XCom’s income from each of the funding
countries. Click on the buttons on the left-hand side of the
screen to view the graph plots for individual countries.
5.6 FINANCE
Click on the
icon in the top of the screen to view XCom’s
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 XCom’s income comes from the
governments funding the project. Funding will vary as the game
progresses and will depend on such things as:- success by XCom to intercept UFOs flying over a funding
country: contribution levels will fall if UFOs are not intercepted.
- success by XCom in recovering, researching and producing
alien items: funding will rise if XCom is seen to be doing well.
- internal events such as change of government, civil war or
recession.
- alien influence: funding will stop if a country signs a pact with
the aliens.
Additional income may be generated by the sale of alien items
recovered from UFOs.
5.6.2 EXPENDITURE
XCom expenditure may be of several types. As well as
purchasing/recruiting costs, there may be:- transfer costs.
- building costs for new bases or base facilities.
- production costs for items manufactured by XCom engineers.
5.6.3 MAINTENANCE
Maintenance costs are incurred on a regular basis. These
include:- wages for personnel.
- maintaining base facilities.
- maintaining, refuelling and repairing craft.
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5.6.4 BALANCE
The balance is the amount of money available to XCom after
Expenditure and Maintenance have been subtracted from the
Income.
5.6.5 PERFORMANCE
XCom’s performance rating. This score takes into account the
following:- success of interceptions
- scores for ground assault missions
- research work completed
- alien activity
Scores above zero indicate that XCom are winning. Scores below
zero indicate that XCom are losing.
Click on the
icon in the top-right of the screen to return to
the Geoscape screen.
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6 UFOPAEDIA
Click on the UFOpaedia button in the Geoscape to access the
UFOpaedia, an on-line encyclopaedia which contains all the
information currently available to XCom. Each entry consists of
a diagram with accompanying text and/or data.
6.1 THE SELECT SUBJECT SCREEN
The first screen of the UFOpaedia is a list of the subjects which
may be reviewed. Click on any one of these buttons to get to the
section which you require:XCom Craft and Armament - the aircraft or spacecraft available
for XCom use and the armament which they may be equipped
with.
Heavy Weapons Platforms - the vehicles which may be carried
on XCom transport craft.
Weapons and Equipment - the weapons and equipment which
your soldiers may use.
Alien Artefacts - alien weapons and equipment which have been
recovered and researched.
Base Facilities - the available structural units which may be
added to your underground bases.
Alien Life Forms - data gathered from captured aliens (either
living or dead) which have been researched by your scientists.
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Alien Research - information gained from the interrogation of
live aliens.
UFO Components - information gained by researching objects
retrieved from crashed UFOs.
UFOs - information regarding known UFOs.
OK - click on this button to return to the Geoscape.
6.2 THE SELECT ITEM SCREEN
The next UFOpaedia screen allows you to select a specific entry
to review. Highlight and click on the required item or click on
the OK button to exit.
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6.3 UFOPAEDIA DATA SCREENS
When you are viewing a UFOpaedia Data screen, click on the
buttons to view the next/previous UFOpaedia entries.
Click on the OK button to return to the Select Item screen.
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7 OPTIONS
Click on the O p t i o n s button in the Geoscape to access the
Options window, allowing you to load and save games.
7.1 LOAD GAME
Click on the Load Game button to load a previously saved game.
You will be taken to the Select Game to Load screen.
7.1.1 SELECT GAME TO LOAD
The Select Game to Load screen displays the name, date and time of
up to ten games. Pick a saved game by clicking on any of the buttons
numbered 1 to 10 on the left-hand side of the screen. You will now
return to the Geoscape at the point when the game was saved.
Click on the Cancel button to return to the Geoscape without
loading a game.
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7.2 SAVE GAME
Click on the Save Game button to save your current game. You
will now be taken to the Select Save Position screen.
7.2.1 SELECT SAVE POSITION
Choose the game slot you wish to write over by clicking on any
of the buttons numbered 1 to 10 on the left-hand side of the
screen. A flashing * will appear. You may now use the Keyboard
to type or delete as normal. Press the Return Key to save the
game and return to the Geoscape.
Click on the Cancel button to return to the Geoscape without
saving a game.
7.3 CANCEL
Click on the Cancel button to return to the Geoscape without
loading or saving a game.
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8 FUNDING
Click on the F u n d i n g button in the Geoscape to access the
International Relations display. This shows which countries are
funding XCom and how much each are contributing.
The International Relations display shows the following:The Country column, listing the name of the countries who are
funding XCom.
The Funding column, listing the amount of money each country
is paying to XCom per month.
The Change column, listing the change in the country’s funding
at the end of last month. This is dependent on XCom
performance in that country.
Click on the OK button to return to the Geoscape screen.
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GLOSSARY
Craft
An XCom vehicle which is capable of flight.
HWP
Heavy Weapon Platform - a vehicle which carries
a weapon which is too bulky to be hand-held.
Interceptor The most advanced and powerful fighter aircraft
available to mankind. Leased from the US Air
Force for XCom use.
Skyranger
The ideal light transport craft, combining high
speed, long range and high load capacity with a
vertical take-off and landing capability. Leased
from the Russian Air Force for XCom use.
XCom
Extraterrestrial Combat unit. The multi-national
covert organisation formed by the Earth to defeat
the alien threat.
UFO
Unidentified Flying Object. The aliens operate
many types of craft, the term UFO is used to
describe all of them. Your scientists will be able to
research what each UFO carries out.
UFOpaedia All XCom research data is entered into the
‘UFOpaedia’. As Commander of XCom, you will
refer to the UFOpaedia when planning strategy.
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NOTES
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PART NUMBER: MP1XX177MANR