@database "UFO:ENEMY UNKNOWN Reference" @width 80 @index ufo.guide/main @wordwrap ## $VER: UFO.guide 1.00 (3rd Feb 1998) ## ## ## ## Manual text © Microprose ## ## Amigaguide version © Amiga Format ## ## ## @node MAIN "UFO:Reference Guide" @{b}1 - Game options@{ub} @{"New Game" link 1.1} @{"Loading a saved game" link 1.2} @{b}2 - The Geoscape Window@{ub} @{"The geoscape" link 2.1} @{"View controls" link 2.2} @{"Time controls" link 2.3} @{"Game time" link 2.4} @{"Monthly Report" link 2.4.1} @{"psionic Training" link 2.4.2} @{"Menu options" link 2.5} @{"Using the Geoscape" link 2.6} @{"The UFO Detected Window" link 2.6.1} @{"The Launch Interception Window" link 2.6.2} @{"Selecting an Interception Craft" link 2.6.3} @{"Craft Status Window" link 2.6.4} @{"The UFO Status Window" link 2.6.5} @{"The Tracking Lost window" link 2.6.6} @{"The Air to Air combat window" link 2.6.7} @{"Shooting down the UFO" link 2.6.8} @{"Investigating Crash Sites" link 2.6.9} @{"Other Geoscape uses" link 2.7} @{"Ground Assault" link 2.7.1} @{"Terror Sites" link 2.7.2} @{"Alien Raids" link 2.7.3} @{"Alien Bases" link 2.7.4} @{b}3 - Ground Assaults@{ub} @{"The Equip Squad Screen" link 3.1 } @{"The Battlescape Screen" link 3.2 } @{"Using the Battlescape" link 3.2.1} @{"Selecting Soldiers" link 3.2.1.1} @{"Moving the view window" link 3.2.1.2} @{"Line of sight" link 3.2.1.3} @{"Using the Split Level" link 3.2.1.4} @{"Maximising Your Fire Potential " link 3.2.2.1} @{"The Battlescape Control Bar" link 3.2.3} @{"The Item Boxes" link 3.2.3.1} @{"Ascend/Descend Controls: Up/Down" link 3.2.3.2} @{"View Next Level Up/Down" link 3.2.3.3} @{"Map Screen" link 3.2.3.4} @{"Stand/Kneel" link 3.2.3.5} @{"Equip Soldier Screen" link 3.2.3.6} @{"Centre Display on Soldier" link 3.2.3.7} @{"Select Next Soldier" link 3.2.3.8} @{" Select Next Soldier - Deselect Current Soldier" link 3.2.3.9} @{"Split Level View" link 3.2.3.10} @{" Options" link 3.2.3.11} @{"End Turn" link 3.2.3.12} @{" Dust Off" link 3.2.3.13} @{"Reserve Time Units" link 3.2.3.14} @{"Rank" link 3.2.3.15} @{"Soldier Data" link 3.2.3.16} @{"Promotions" link 3.2.4} @{"The Effect of Rank" link 3.2.4.1} @{"Mission Experience" link 3.2.4.2} @{"Morale" link 3.2.4.3} @{"Panic" link 3.2.4.4} @{"Wounding" link 3.2.5} @{"Stunning" link 3.2.5.1} @{"Opportunity Fire" link 3.2.6} @{"Objective" link 3.2.7} @{"The Debriefing Screen" link 3.3} 4 - The Base @{"The Base Display" link 4.1} @{"Build New Base" link 4.2.1} @{"Base Information" link 4.2.2} @{"Equip Craft" link 4.2.3} @{"The Select Armament Window" link 4.2.3.1} @{"The Select Squad Screen" link 4.2.3.2} @{"The Select Equipment Screen" link 4.2.3.3} @{"The Select Armour Screen" link 4.2.3.4} @{"Build Facilities" link 4.2.4} @{"Research" link 4.2.5} @{"New Project" link 4.2.5.1} @{"Scientists Allocated" link 4.2.5.2} @{"Research Completed" link 4.2.5.3} @{"Manufacture" link 4.2.6} @{"New Production" link 4.2.6.1} @{"Engineers Allocated/Units to Produce" link 4.2.6.2} @{"Production Complete" link 4.2.6.3} @{"Transfer" link 4.2.7} @{"Select Destination Base" link 4.2.7.1} @{"Purchase/Recruit" link 4.2.8} @{"Sell/Sack" link 4.2.9} @{"Soldiers" link 4.2.10} @{"Geoscape" link 4.2.11} @{b}5 - Finance, Icome and activity@{ub} @{"UFO Activity in Areas" link 5.1} @{"UFO Activity in Countries" link 5.2} @{"XCom Activity in Areas" link 5.3} @{"XCom Activity in Countries" link 5.4} @{"Income" link 5.5} @{"Finance" link 5.6} @{"Income" link 5.6.1} @{"Expenditure" link 5.6.2} @{"Maintenance" link 5.6.3} @{"Balance" link 5.6.4} @{"Performance" link 5.6.5} @{b}6 - The UFOpaedia@{ub} @{"The Select Subject Screen" link 6.1} @{"The Select Item Screen" link 6.2} @{"UFOpaedia Data Screens" link 6.3} @{b}7 - File Options@{ub} @{"Load Game" link 7.1} @{"Select Game to Load" link 7.1.1} @{"Save Game" link 7.2} @{"Cancel" link 7.3} @endnode @node 1.1 "New Game" @{b}1.1 New Game@{ub} 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. If you select New Game in the Game Option screen, you will be taken to the Select Difficulty Level screen. This allows you to change the way the game plays to suit your skill level, from level 1 (Beginner) to level 5 (Superhuman). It is recommended that you complete the game at one of the lower difficulty levels before attempting to play the game at level 5. The difficulty level affects:- - the hostility and skill of aliens - the aggression of UFOs Pick a difficulty level by clicking on one of these five buttons. You will now be taken to the main game screen, the Geoscape. The message Select Site For New Base will appear at the top of the screen Click on any part of the world to position your first XCom base. Use the Geoscape controls if you want to rotate the display of the Earth (see the section of this manual on The Geoscape Screen for full details of the Geoscape controls). The last New Game set-up is to name your first base. The prompt Base Name? will appear - type in your first base's name using the Keyboard and press the Return Key. You will now be able to use the Geoscape as normal. @{"<- Loading ->" link 1.2} @endnode @node 1.2 "Loading a saved game" @{b}1.2 Load Saved Game@{ub} 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. @endnode @node 2.1 "The geoscape" 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. @{b}2.1 The Geoscape @{ub} The Geoscape is a 3-D view of the Earth which may be rotated or magnified. At minimum magnification it displays the whole planet, while at maximum magnification it shows detail such as borders and cities. Terrain types from desert to snowscape are represented on the surface of each of the continents, and night and day are fully simulated. The Geoscape uses symbols to represent the following:- Blue * - an XCom base Yellow + - an XCom craft Orange X - an XCom craft's destination (also known as a "waypoint") Red X - a UFO in the air Green + - a UFO on the ground White X - a UFO crash site Pink * - an alien base Pink X - an alien terror site @endnode @node 2.2 "The View Controls" @{b}2.2 The View Controls@{ub} The View Controls allow you to manipulate the view of the Earth in the Geoscape. Click on the up or down arrows to tilt the view of the Earth up or down. Click on the left or right arrows to rotate the view of the Earth to the left or right (about the Earth's polar axis). Click on the icon to increase the magnification of the Geoscape. Click on the icon to decrease the magnification of the Geoscape. Click on the Geoscape using the Right Mouse Button to centre the display on that location. @endnode @node 2.3 "The Time Controls" @{b}2.3 The Time Controls@{ub} 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. @endnode @node 2.4 "The Game Time" @{b}2.4 The Game Time @{ub} UFO Enemy Unknown begins at 12.00pm on the 1st January 1999. All game times are given in Greenwich Mean Time (GMT). @endnode @node 2.4.1 "The XCom Project Monthly Report" @{b}2.4.1 The XCom Project Monthly Report@{ub} 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 - XComÕs 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. @endnode @node 2.4.2 "Psionic Training" @{b}2.4.2 Psionic Training@{ub} 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. @{b}Assigning Soldiers to Psionic Training@{ub} 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. @endnode @node 2.5 "The Menu Options" @{b}2.5 The Menu Options@{ub} Click on the Menu Option buttons to access other screens and functions:- Intercept - allows you to give XCom craft orders to intercept UFOs. Bases - takes you into the Bases screen (see the Bases section of this manual for full details). Graphs - takes you into the Graphs screen (see the Graphs section of this 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). @endnode @node 2.6 "Using the Geoscape" @{b}2.6 Using the Geoscape @{ub} 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. @endnode @node 2.6.1 "The UFO Detected Window" @{b}2.6.1 The UFO Detected Window@{ub} 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. @{b}Note:@{ub} 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. @endnode @node 2.6.2 "The Launch" @{b}2.6.2 The Launch@{ub} Interception Window To assign an XCom Interceptor to attack a UFO, you may either click on the Interceptor's base, or click on the Intercept Menu Option (in the top-right of the Geoscape screen). The advantage of clicking on the Intercept Menu Option is that you may give orders to an Interceptor which is based on the opposite side of the Geoscape, hidden from view. Simply clicking on a base only allows you to assign craft from that base. The Launch Interception window displays the following information:- Craft - the type and registration number of the craft (for example, Skyranger-6 is the sixth craft to be operated by XCom, and is a Skyranger transport). Status - this may be either:- @{FG SHINE}Ready @{FG TEXT}- the craft is available for interception duty. @{FG SHINE} Refuelling@{FG TEXT} - the craft is refuelling; this can take several hours. @{FG SHINE}Rearming@{FG TEXT} - the craft is having its air-to-air weaponry changed. @{FG SHINE}Repairs@{FG TEXT} - the craft is undergoing repair work. @{FG SHINE}Out@{FG TEXT} - the craft is already carrying out an interception. @{FG SHINE}Base@{FG TEXT} - the craft's home base. If you wish to return to the Geoscape without selecting an interception craft, click on the Cancel button. @endnode @node 2.6.3 "Selecting an Interception Craft" @{b}2.6.3 Selecting an Interception Craft@{ub} Use the Mouse to highlight an Interceptor from the Launch Interception list and click to select this craft. The Select Destination window will now appear at the top of the screen. If you wish to return to the Geoscape without selecting a target, click on the Cancel button. To select a UFO as the interception target, simply click on its location on the Geoscape. The message Target: UFO-(number) will appear. Click on the OK button to accept this UFO as the target, or click on the Cancel button to select a different target. The interceptor will now launch from its underground base and take the most direct path to the UFO. @endnode @node 2.6.4 "The Craft Status Window" @{b}2.6.4 The Craft Status Window@{ub} 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. The Craft Status Window also has four buttons, allowing you to:- @{FG SHINE}Return to Base@{FG TEXT} - abort the interception and return to base. @{FG SHINE}Select New Target@{FG TEXT} - abort the interception and select a new target. @{FG SHINE}Patrol@{FG TEXT} - abort the interception and remain at the current position. @{FG SHINE}Cancel@{FG TEXT} - return to the Geoscape without issuing any orders. @endnode @node 2.6.5 "The UFO Status Window" @{b}2.6.5 The UFO Status Window@{ub} 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. @endnode @node 2.6.6 "Tracking Lost Window" @{b}2.6.6 The Tracking Lost Window@{ub} The message UFO-(number) Tracking Lost will appear if XCom tracking devices lose contact with a UFO while it is being intercepted. Click on the OK button. The Craft Status window will appear, giving you the option to either Return to Base, Patrol or Go to Last Known UFO Position. It is usually best to go to the last known UFO position, since the interception craft may be able to re-acquire the UFO with its on-board radar. @endnode @node 2.6.7 "The Air-to-Air Combat Window " @{b}2.6.7 The Air-to-Air Combat Window @{ub} 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:- @{b}2.6.7.1 The Order Buttons @{ub} Click on the buttons in this display to carry out the following:- @{FG SHINE}Standoff@{FG TEXT} - follow the UFO without firing at it. @{FG SHINE}Cautious Attack@{FG TEXT} - attack the UFO from the maximum range of each weapon. @{FG SHINE}Standard Attack@{FG TEXT} - move to the minimum range of each of the available weapons and fire at a standard rate. @{FG SHINE}Aggressive Attack@{FG TEXT} - move to the minimum range of each of the available weapons and fire at a maximum rate. @{FG SHINE}Disengage @{FG TEXT}- abort the interception and return to base. @{FG SHINE}View UFO -@{FG TEXT} 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. @{b}The Radar Screen @{ub} 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. @{b}The Weapons Display @{ub} 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. @{b}The Range to the UFO @{ub} The range to the UFO is a simple digital readout of the distance from the UFO to the Interceptor. @{b}The Damage Display@{ub} The damage display indicates the Interception Craft's current damage state. The picture of the craft is filled in red as it receives damage. @{b}The Minimise Window Icon @{ub} 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-to-Air Combat window. The Craft Icon (with a pictorial representation of the craft plus its XCom registration number) will now appear in the top-left of the Geoscape and time may be advanced or slowed as normal. When the UFO gets over the land, click on the Craft Icon. The Air-to-Air Combat window will now re-appear, ready for you to carry out your attack. Note: you can also use the Minimise Window icon to give other Interception Craft orders to attack the UFO. There can be up to four Interception Craft attacking a UFO simultaneously, maximising the chances of success against the larger UFOs. @{b}The Message Box @{ub} 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. @endnode @node 2.6.8 "Shooting the UFO Down" @{b}2.6.8 Shooting the UFO Down@{ub} 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. @endnode @node 2.6.9 "Investigating UFO Crash Sites" @{b}2.6.9 Investigating UFO Crash Sites@{ub} 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" link 3.0}. @endnode @node 2.7 "Other Geoscape Uses" @{b}2.7 Other Geoscape Uses@{ub} 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! @endnode @node 2.7.1 "Ground Assaults on UFOs " @{b}2.7.1 Ground Assaults on UFOs @{ub} 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. @endnode @node 2.7.2 "Terror Sites " @{b}2.7.2 Terror Sites @{ub} 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. @endnode @node 2.7.3 "Alien Raids on XCom Bases " @{b}2.7.3 Alien Raids on XCom Bases @{ub} 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. @endnode @node "2.7.4 Alien Bases " @{b}2.7.4 Alien Bases @{ub} 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! @endnode @node 3.0 "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. @endnode @node 3.1 "The Equip Squad Screen" @{b}3.1 The Equip Squad Screen@{ub} 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 Ôattached' to the Mouse pointer. The name of this item is shown in the top of the screen, under the soldier's name. Move the item over the location in which you want it to be carried and click again. The item will now be available for use by the soldier. To load a weapon with ammunition, pick up the ammunition and click on the appropriate weapon. To carry this out, the weapon must be in a hand, the right type and unloaded. To unload ammunition from a weapon, pick up the loaded weapon and click on the Unload button. The weapon will go to the soldier's right hand and the ammunition to the left. To carry this out, both of the soldier's hands must be empty. When you have finished equipping your soldiers, click on the OK button to enter the main part of the Ground Assault; the @{"Battlescape" link 3.2}. @endnode @node 3.2 "The Battlescape Screen" @{b}3.2 The Battlescape Screen@{ub} The Battlescape screen is a 3-D display which allows you to control a small squad of heavily-armed XCom soldiers. @{"Using the Battlescape" link 3.2.1} @{"Selecting Soldiers" link 3.2.1.1} @{"Moving the view window" link 3.2.1.2} @{"Line of sight" link 3.2.1.3} @{"Using the Split Level" link 3.2.1.4} @{"Maximising Your Fire Potential " link 3.2.2.1} @{"The Battlescape Control Bar" link 3.2.3} @{"Promotions" link 3.2.4} @{"Wounding" link 3.2.5} @{"Opportunity Fire" link 3.2.6} @{"Objective" link 3.2.7} @endnode @node 3.2.1 "Using the Battlescape " @{b}3.2.1 Using the Battlescape @{ub} 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. @endnode @node 3.2.1.1 "Selecting and Moving Soldiers " @{b}3.2.1.1 Selecting and Moving Soldiers @{ub} A 3-D box will appear when you move the Mouse pointer over the @{"Battlescape" link 3.2}. 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. @endnode @node 3.2.1.2 "Moving the View Window" @{b}3.2.1.2 Moving the View Window@{ub} Move the Mouse pointer to the edge of the screen to move the @{"Battlescape" link 3.2} 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. @endnode @node 3.2.1.3 "Line of Sight " @{b}3.2.1.3 Line of Sight @{ub} The @{"Battlescape" link 3.2} 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. @endnode @node 3.2.1.4 "Using the Split Level View " @{b}3.2.1.4 Using the Split Level View @{ub} The @{"Battlescape" link 3.2} is built up of several levels. These can be viewed individually, allowing you to see behind walls and inside buildings or craft. Click on the button on the Control Bar to break the Battlescape into levels. @endnode @node 3.2.1.5 "The Turn-Based System " @{b}3.2.1.5 The Turn-Based System @{ub} The @{"Battlescape" link 3.2} 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. @endnode @node 3.2.1.6 "Seeing the Aliens" @{b}3.2.1.6 Seeing the Aliens@{ub} When one of your soldiers sees an alien, a pulsing red square will appear in the bottom-right of the @{"Battlescape" link 3.2} screen. Click on the pulsing red square to centre the Battlescape on the alien. @endnode @node 3.2.2 "Using Weapons " @{b}3.2.2 Using Weapons @{ub} When you can see an alien on the @{"Battlescape" link 3.2}, 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:- @{FG SHINE}Aimed Shot@{FG TEXT} - a carefully aimed shot, requiring maximum effort from the soldier and therefore maximum Time Units. @{FG SHINE}Snap Shot@{FG TEXT} - 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). @{FG SHINE}Auto Shot@{FG TEXT} - 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. @{FG SHINE}Prime Grenade@{FG TEXT} - 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. @{FG SHINE}Hit@{FG TEXT} - strike your opponent with the weapon/object. To do this, your soldier must be standing next to the opponent. @{FG SHINE}Throw@{FG TEXT} - throw the weapon/object. This option is mainly intended for use with grenades or explosives. @endnode @node 3.2.2.1 "Maximising Your Fire Potential" @{b}3.2.2.1 Maximising Your Fire Potential @{ub} As well as the soldier's ability and the type of shot fired, there are several other factors which determine the accuracy of a shot:- - accuracy is increased if the soldier is kneeling. - accuracy is decreased if the soldier is wounded or if a two-handed weapon (such as a rifle or rocket launcher) is being fired while the other hand is not free. @endnode @node 3.2.3 The Battlescape Control Bar" @{b}3.2.3 The Battlescape Control Bar@{ub} @{"The Item Boxes" link 3.2.3.1} @{"Ascend/Descend Controls: Up/Down" link 3.2.3.2} @{"View Next Level Up/Down" link 3.2.3.3} @{"Map Screen" link 3.2.3.4} @{"Stand/Kneel" link 3.2.3.5} @{"Equip Soldier Screen" link 3.2.3.6} @{"Centre Display on Soldier" link 3.2.3.7} @{"Select Next Soldier" link 3.2.3.8} @{" Select Next Soldier - Deselect Current Soldier" link 3.2.3.9} @{"Split Level View" link 3.2.3.10} @{" Options" link 3.2.3.11} @{"End Turn" link 3.2.3.12} @{" Dust Off" link 3.2.3.13} @{"Reserve Time Units" link 3.2.3.14} @{"Rank" link 3.2.3.15} @{"Soldier Data" link 3.2.3.16} @endnode @node 3.2.3.1 "The Item Boxes" @{b}3.2.3.1 The Item Boxes@{ub} 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. @endnode @node 3.2.3.2 "Ascend/Descend Controls: Up/Down" @{b}3.2.3.2 Ascend/Descend Controls: Up/Down@{ub} 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. @endnode @node 3.2.3.3 "View Next Level Up/Down" @{b}3.2.3.3 View Next Level Up/Down@{ub} Click on either of these buttons to view the next level up or down from the level which is currently displayed. @endnode @node 3.2.3.4 "Map Screen" @{b}3.2.3.4 Map Screen@{ub} 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" link 3.2} 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:- @{FG SHINE}Yellow dots@{FG TEXT} - XCom forces @{FG SHINE}Blue dots@{FG TEXT} - alien forces @{FG SHINE}Red dots@{FG TEXT} - civilians @{FG SHINE}White crosses@{FG TEXT} - dead aliens or humans Click on the Right Mouse Button to return to the @{"Battlescape" link 3.2} screen. @endnode @node 3.2.3.5 "Stand/Kneel" @{b}3.2.3.5 Stand/Kneel@{ub} 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. @endnode @node 3.2.3.6 "Equip Soldier Screen" @{b}3.2.3.6 Equip Soldier Screen@{ub} 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" link 3.2} screen. @endnode @node 3.2.3.7 "Centre Display on Soldier " @{b}3.2.3.7 Centre Display on Soldier @{ub} Click on this button to centre the Battlescape on the currently selected soldier's level and location. @endnode @node 3.2.3.8 "Select Next Soldier " @{b}3.2.3.8 Select Next Soldier @{ub} Click on this button to select and centre the @{"Battlescape" link 3.2} on the next soldier in your squad. @endnode @node 3.2.3.9 "Select Next Soldier - Deselect Current Soldier" @{b}3.2.3.9 Select Next Soldier - Deselect Current Soldier@{ub} Click on this button to select and centre the @{"Battlescape" link 3.2} 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. @endnode @node 3.2.3.10 "Split Level View " @{b}3.2.3.10 Split Level View @{ub} Click on this button to change how the levels of the @{"Battlescape" link 3.2} are displayed. The number on the button will change to indicate:- 1 - Multi-level View - everything from the currently selected level downwards is displayed. 2 - Full View - every level is displayed, regardless of what level is selected. Selecting this will hide any of your soldiers who are behind walls and inside buildings or craft. @endnode @node 3.2.3.11 "Options " @{b}3.2.3.11 Options @{ub} Click on this button to call up the @{"Battlescape" link 3.2} Options screen. This allows you to select different speeds for animations and scrolling, depending on player preference and the processing speed of your computer. @endnode @node 3.2.3.12 "End Turn " 3.2.3.12 End Turn Click on this button to end your turn. @endnode @node 3.2.3.13 "Dust Off" @{b}3.2.3.13 Dust Off@{ub} 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. @endnode @node 3.2.3.14 "Reserve Time Units " @{b}3.2.3.14 Reserve Time Units @{ub} When your soldiers move, they use Time Units which might be needed to use a weapon. These buttons allow you to reserve Time Units for using weapons:- - click on the top-left button to carry out free movement with no limitation. - click on the top-right button to reserve enough Time Units for a Snap Shot. - click on the bottom-left button to reserve enough Time Units for an Aimed Shot. - click on the bottom-right button to reserve enough Time Units for an Auto Shot. @endnode @node 3.2.3.15 "Rank " @{b}3.2.3.15 Rank @{ub} 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. @endnode @node 3.2.3.16 "Soldier Data" @{b}3.2.3.16 Soldier Data@{ub} 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:- @{FG SHINE}Green@{FG TEXT} - Time Units @{FG SHINE}Orange@{FG TEXT} - Energy @{FG SHINE}Red@{FG TEXT} - Health @{FG SHINE}Purple@{FG TEXT} - 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. 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" link 3.2} screen. @endnode @node 3.2.4 "Promotions " @{b}3.2.4 Promotions @{ub} 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. 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. @endnode @node "The Effect of Rank " @{b}3.2.4.1 The Effect of Rank @{ub} 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. @endnode @node 3.2.4.2 "Mission Experience" @{b}3.2.4.2 Mission Experience @{ub} 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. @endnode @node 2.4.3 "Morale " @{b}3.2.4.3 Morale @{ub} 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. @endnode @node 3.2.4.4 "Panic " @{b}3.2.4.4 Panic @{ub} When morale falls the likelihood of panic increases. When a soldier panics one of three things can happen: A. The soldier freezes, and can do nothing for the current turn (i.e. he/she will have no Time Units). B. The soldier drops his/her weapon and runs away, searching for a hiding place. C. The soldier goes berserk and starts firing at random. Panic can also be caused by an alien psionic attack. @endnode @node 3.2.5 "Wounding " @{b}3.2.5 Wounding @{ub} 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. @endnode @node 3.2.5.1 "Stunning " @{b}3.2.5.1 Stunning @{ub} 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! @endnode @node 3.2.6 "Opportunity Fire" @{b}3.2.6 Opportunity Fire@{ub} 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. @endnode @node 3.2.7 "Objective" @{b}3.2.7 Objective@{ub} 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. @endnode @node 3.3 "The Debriefing Screen" @{b}3.3 The Debriefing Screen@{ub} The Debriefing Screen is displayed at the end of the Ground Assault, giving you a breakdown of your mission performance. The first line of this display tells you whether the mission objectives were achieved. Below this is the mission performance list, showing a breakdown of all the Items recovered, the Quantity of each and the Score for retrieving them. The last line of the mission performance list shows the total mission score. At the bottom of the screen is the overall mission Rating. Poor mission performance may affect XCom funding. Click on the OK button in the bottom-left of the screen to return to the Geoscape screen. 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. @endnode @node 4.1 "The Base Display" @{b}4.1 The Base Display@{ub} 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. @endnode @node "Menu Options" @{b}4.2 The Menu Options@{ub} 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. @endnode @node 4.2.1 "Build New Base" @{b}4.2.1 Build New Base@{ub} 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. @endnode @node 4.2.2 "Base Information" @{b}4.2.2 Base Information@{ub} 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 Ôat a glance' how your personnel are being utilised. The Space Used/Space Available bar graphs shows how your space is being utilised. This is broken down into five categories in a similar way to the Personnel. The figures show the space used followed by the total amount of space available. You should be aiming to keep the first figure equal or very close to the second figure to prevent wasted space. The bar graphs to the right of this numerical display are useful to see how your space is being utilised at a glance. The Defences is a rating of how well the base can defend itself against UFO attack. Click on the Transfers button in the bottom of this screen to see a display of the personnel or equipment currently in transit between other bases and the selected base. The Item in transit is listed next to the Quantity of that item and its Arrival Time at the base in hours. For full details on Transferring personnel and equipment between bases, see the Transfer section of this chapter. Click on the OK button to return to the Base Information screen. Click on the OK button in the bottom-left of the Base Information screen to return to the Bases screen. @endnode @node 4.2.3 "Equip Craft " @{b}4.2.3 Equip Craft @{ub} Click on this option to configure your interception craft. The Interception Craft Screen lists the following information:- Name - the type and registration number of the craft (for example, Interceptor-3 is the third craft to be operated by XCom, and is an Interceptor). Status - this may be either:- Ready - the craft is available for interception duty. Refuelling - the craft is refuelling. Rearming - the craft is having its air-to-air weaponry changed. Repairs - the craft is undergoing repair work. Out - the craft is carrying out an interception. Weapon Systems - the air-to-air weaponry carried by the craft. This is 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 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 Ô1' and Ô2'. 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. @endnode @node 4.2.3.1 "The Select Armament Window" @{b}4.2.3.1 The Select Armament Window@{ub} 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. @endnode @node 4.2.3.2 "The Select Squad Screen" @{b}4.2.3.2 The Select Squad Screen@{ub} Click on the Crew button to enter the Select Squad screen. This allows you to assign individual soldiers to the selected craft. The top of the screen displays the total Space Available on board the craft and the current amount of Space Used. Below this is a list of the Name of the soldiers available with their Rank and the Craft which they are currently assigned to. To assign or de-assign a soldier to the selected craft, use the Mouse to highlight the required soldier from the list and click. Click on the OK button when you have finished assigning soldiers to the craft. @endnode @node 4.2.3.3 "The Select Equipment Screen" @{b}4.2.3.3 The Select Equipment Screen@{ub} Click on the Equipment button to enter the Select Equipment screen. This allows you to load equipment onto the selected craft. The top of the screen displays the total Space Available on board the craft and the current amount of Space Used on the craft. Below this information is:- The Item column, listing the names of the items which may be loaded on board. The Stores column, listing the number of the item which are available. The Loaded column, consisting of a pair of buttons for each item and the number of the item which are loaded on the craft. Click on the buttons to increase/decrease the number of an item which are loaded on board the selected craft. Click on the OK button when you have finished loading equipment onto the craft. @endnode @node 4.2.3.4 "The Select Armour Screen" @{b}4.2.3.4 The Select Armour Screen@{ub} 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 OK button when you have finished assigning armour to soldiers. To return to the Interception Craft screen from the Equip Craft screen, click on the OK button. To return to the Bases screen from the Interception Craft screen, click on the OK button. @endnode @node 4.2.4 "Build Facilities" @{b}4.2.4 Build Facilities@{ub} 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. 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. @endnode @node 4.2.5 "Research" @{b}4.2.5 Research@{ub} 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. @endnode @node 4.2.5.1 "New Project" @{b}4.2.5.1 New Project@{ub} Click on the New Project button to start new research work. The New Research Projects window will appear, listing the available projects for research. Use the Mouse to highlight and click on the required project. The New Research Projects window will now change to display the Start Project window. You may cancel research at this stage by clicking on the Cancel button. To accept the project and continue, click on the Start Project button. The window will change again to display the Scientists Allocated window. This displays the Scientists Available and the Laboratory Space Available as before, but allows you to set the number of scientists allocated to this particular project. Click on the up/down arrows to Increase/Decrease the number of scientists allocated to the project. Click on the OK button to exit to the New Research Projects window. Click on the OK button in the New Research Projects window to exit to the Current Research screen. @endnode @node 4.2.5.2 "Scientists Allocated" @{b}4.2.5.2 Scientists Allocated@{ub} 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. @endnode @node 4.2.5.3 "Research Completed" @{b}4.2.5.3 Research Completed@{ub} 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. @endnode @node 4.2.6 "Manufacture" @{b}4.2.6 Manufacture@{ub} Click on this option to view your current production status. The Current Production screen displays the following:- Engineers Available - the number of engineers available for work. Engineers Allocated - the number of engineers currently working on production. Workshop Space Available - the amount of floor space available in the workshops. Current Funds - the amount of money currently available to XCom. Below this is the production list, containing the following:- Item - the item which is being manufactured. Engineers Allocated - the number of engineers working on the project. Units Produced - the number of units of the item produced so far. Total to Produce - the total number of units you have ordered to be produced. Cost Per Unit - the cost to manufacture each item. Days/Hours Left - the number of days/hours remaining before the production will be complete. @endnode @node 4.2.6.1 "New Production" @{b}4.2.6.1 New Production@{ub} Click on the New Production button to start production of a new item. The Production Items window will appear, listing the available items for production. Use the Mouse to highlight and click on the required item. The Start Production window will now appear. The first line of this window displays the number of engineer days it will take to produce the 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. 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. @endnode @node 4.2.6.2 "Engineers Allocated/Units to Produce" @{b}4.2.6.2 Engineers Allocated/Units to Produce@{ub} Use the Mouse to highlight and click on any manufacture project to alter the number of scientists allocated to that project. This is identical to the Engineers Allocated window described above. The more engineers involved, the quicker the manufacture will be completed. Click on the OK button to exit to the Current Production screen. Click on the OK button in the Current Production screen to return to the Bases screen. @endnode @node 4.2.6.3 "Production Complete" @{b}4.2.6.3 Production Complete@{ub} 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. @endnode @node 4.2.7 "Transfer" @{b}4.2.7 Transfer@{ub} Click on this option to transfer craft, personnel or items between bases. The Transfer screen consists of:- The Item column, listing the names of the items at the base. The Quantity column, listing the number of each of the items at the base. The Amount to Transfer column, consisting of a pair of buttons for each item and the number of items to transfer. Click on the buttons to increase/decrease the number of the item which will be transferred to another base. When you are happy with the items to be transferred, click on the Transfer button in the bottom-left of the screen. You will now be taken to the Select Destination Base screen. @endnode @node 4.2.7.1 "Select Destination Base" @{b}4.2.7.1 Select Destination Base@{ub} This screen displays your Current Funds in the top of the screen, to allow you to see how the planned transfer affects your finances. Below this is a list of all the XCom bases in the world, with the area of the world in which they are and the amount it would cost to transfer the items to each of the bases. Use the Mouse to highlight and click on the required base. The items will now be transferred. You will be returned to the Transfer screen. You may view details of the items which are in transit between bases by clicking on the Transfers button in the Base Information screen. Click on the Cancel button to return to the Bases screen. @endnode @node 4.2.8 "Purchase/Recruit" @{b}4.2.8 Purchase/Recruit@{ub} Click on this option to recruit personnel, lease craft or purchase items. The Purchase/Hire Personnel screen displays your Current Funds in the top of the screen alongside the Cost of Purchases for the items chosen. Below this information is:- The Item column, listing the names of the items which may be bought. The Cost per Unit column, listing the price of each of these items. The Quantity column, consisting of a pair of buttons for each item and the number of that item to be bought. 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. @endnode @node 4.2.9 "Sell/Sack" @{b}4.2.9 Sell/Sack@{ub} 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 top-right. Below this information is:- The Item column, listing the items at the currently selected base which may be sold. The Quantity column, listing the number of each item which may be sold. The Sell/Sack column, consisting of a pair of buttons for each item and the number of that item which will be sold. The Value column, listing the value of each item. Click on the buttons to increase/decrease the number of the item to be sold. If you do not wish to make any sales, click on the Cancel button to return to the Bases screen. When you are happy with your choice of items to be sold, click on the Sell/Sack button. The items will now be sold and you will be returned to the Bases screen. @endnode @node 4.2.10 "Soldiers" @{b}4.2.10 Soldiers@{ub} 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. @endnode @node 4.2.11 "Geoscape" @{b}4.2.11 Geoscape@{ub} Click on this option to return to the Geoscape screen. Click on the Graphs button in the Geoscape to access the Graphs screen; a graphical breakdown of UFO, XCom and Financial information. These graphs are useful when planning strategy such as where to establish new XCom bases and which countries to concentrate on defending. @endnode @node "Activity in Areas" @{b}5.1 UFO Activity in Areas@{ub} 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. @endnode @node 5.2 "UFO Activity in Countries" @{b}5.2 UFO Activity in Countries @{ub} 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. @endnode @node 5.3 "XCom Activity in Areas" @{b}5.3 XCom Activity in Areas@{ub} 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. @endnode @node 5.4 "XCom Activity in Countries" @{b}5.4 XCom Activity in Countries @{ub} 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. @endnode @node 5.5 "Income" @{b}5.5 Income @{ub} Click on theicon in the top of the screen to view XCom's Income. This graph displays XCom's income from each of the funding countries. Click on the buttons on the left-hand side of the screen to view the graph plots for individual countries. @endnode @node 5.6 "Finance " @{b}5.6 Finance @{ub} 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:- @endnode @node 5.6.1 "Income" @{b}5.6.1 Income@{ub} 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. @endnode @node 5.6.2 "Expenditure" @{b}5.6.2 Expenditure@{ub} 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. @endnode @node 5.6.3 "Maintenance" @{b}5.6.3 Maintenance@{ub} Maintenance costs are incurred on a regular basis. These include:- - wages for personnel. - maintaining base facilities. - maintaining, refuelling and repairing craft. @endnode @node 5.6.4 "Balance" @{b}5.6.4 Balance@{ub} The balance is the amount of money available to XCom after Expenditure and Maintenance have been subtracted from the Income. @endnode @node 5.6.5 "Performance" @{b}5.6.5 Performance@{ub} 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. 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. @endnode @node 6.1 "The Select Subject Screen" @{b}6.1 The Select Subject Screen@{ub} 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. 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. @endnode @node 6.2 "The Select Item Screen" @{b}6.2 The Select Item Screen@{ub} 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. @endnode @node 6.3 "UFOpaedia Data Screens" @{b}6.3 UFOpaedia Data Screens@{ub} 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. Click on the Options button in the Geoscape to access the Options window, allowing you to load and save games. @endnode @node 7.1 "Load Game" @{b}7.1 Load Game@{ub} Click on the Load Game button to load a previously saved game. You will be taken to the Select Game to Load screen. @endnode @node 7.1.1 "Select Game to Load" @{b}7.1.1 Select Game to Load@{ub} 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. @endnode @node 7.2 "Save Game " @{b}7.2 Save Game @{ub} Click on the Save Game button to save your current game. You will now be taken to the Select Save Position screen. @endnode @node 7.2.1 "Select Save " @{b}7.2.1 Select Save @{ub} Position 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. @endnode @node 7.3 "Cancel" @{b}7.3 Cancel@{ub} Click on the Cancel button to return to the Geoscape without loading or saving a game. Click on the Funding button in the Geoscape to access the International Relations display. This shows which countries are funding XCom and how much each are contributing. The International Relations display shows the following:- The Country column, listing the name of the countries who are funding XCom. The Funding column, listing the amount of money each country is paying to XCom per month. The Change column, listing the change in 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. @endnode