@database "UFO:ENEMY UNKNOWN Tutorials" @width 80 @index MAIN @wordwrap @INDEX ufo.guide/main ## $VER: UFO.guide 1.00 (3rd Feb 1998) ## ## ## ## Manual text © Microprose ## ## Amigaguide version © Amiga Format ## ## ## @node MAIN "UFO:Tutorial Guide" @{b}UFO Gameplay Tutorials@{ub} @{"Before we Begin" link BEGINNING} @{"Tutorial1" link TUTORIAL1} @{"Tutorial2" link TUTORIAL2} @{"Tutorial3" link TUTORIAL3} @endnode @node BEGINNING "Before we begin" @{b}Before We Begin...@{ub} Welcome to UFO Enemy Unknown. These tutorials are designed to help you start playing with the minimum of trouble. The three main sections of the game are covered here; the Geoscape, the Battlescape and the Bases Screen. For extra information on particular game features, see the @{"Reference Guide" link reference.guide/main} section of this manual. First of all, we will start a new game. @{b}Starting a New Game @{ub} 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. @{b} ->@{ub} Type in the answer from the manual reference given. You will be taken to the game options screen. 3. Move the mouse pointer over the New Game option and click on the Left Mouse Button (LMB) to select. You will now be taken to the Select Difficulty Level screen. 4. Move the mouse pointer over the Beginner option and click on the LMB to select. You will now be taken into the main game screen, the Geoscape. The first thing you must do is to position your first XCom base on the surface of the Earth. @{b}Setting-Up a New XCom Base@{ub} 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. @{b} ->@{ub} Click on Magnify icon (the arrow pointing in to the earth). The Earth display will be magnified, some borders around countries will appear. 6 @{b} ->@{ub} Click again on the Magnify icon. The Earth display will be magnified again, some country names will now appear. 7. @{b} ->@{ub} Click twice on the Zoom out (the arrow pointing out of the earth) icon. The Earth display will return to its minimum magnification. 8. The icon showing the Earth surrounded by arrows allows you to rotate the Earth display up, down, left or right. @{b} ->@{ub} Click a few times on the up arrow, the Earth display will tilt towards you. 9. @{b} ->@{ub} Click a few times on the left arrow, the Earth display will rotate. 10. @{b} ->@{ub} 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. @{b} ->@{ub} Click on any part of the Earth's surface (except the sea) to position your first base. @{b}Note:@{ub} 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. @endnode @node Tutorial1 "The Geoscape" @{b}Tutorial 1: The Geoscape@{ub} 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. @{b}The Time Controls@{ub} 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. @{b} ->@{ub} 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). @{b} ->@{ub} 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. @{b} ->@{ub} Click on the button marked Centre on UFO-Time=5 Secs. This will centre the Earth display on the UFO and reduce the passage of time to 5 seconds. The UFO will appear as a red cross in the centre of the Geoscape, moving slowly. Intercepting UFOs 5. @{b} ->@{ub} 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.@{b} ->@{ub} 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. @{b} ->@{ub} Click on the UFO (represented as a red cross) to select this as the Interceptor's target. 8. The confirmation message Target: UFO-1 will appear. @{b} ->@{ub} 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. @{b}Note:@{ub} 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:- @{FG SHINE}A.@{FG TEXT} 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. @{FG SHINE}B.@{FG TEXT} 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. @{b} ->@{ub} Click on the OK button. Continue to the next step of this tutorial. 11. @{b} ->@{ub} The Craft Status window will now appear, allowing you to redirect the Interceptor. 12. @{b} ->@{ub} 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. If the Interceptor reaches the last known UFO position without re-acquiring the UFO, a window will appear informing you the UFO tracking has been lost. If this happens, the UFO has disappeared from all XCom tracking devices. The interception mission has failed. @{b} ->@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the Interceptor. This will bring up the Craft Status window. 16. @{b} ->@{ub} Click on the Select New Target button. 17. The message Select Destination appears in the top of the screen. @{b} ->@{ub} Click on the UFO to re-select it as the target. 18. The message Target: UFO-1 will re-appear. @{b} ->@{ub} Click on the OK button. Go back to step 10 of this tutorial. @{b}Air-to-Air Combat@{ub} 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. @{b} ->@{ub} Click on the minimise window icon in the top-left of the Air-to-Air Combat window. The craft icon will appear in the top-left of the screen. Check that the UFO is over dry land. If it is over the sea, you can use the 1 Min Time Control to accelerate the passage of time. 21. @{b} ->@{ub} 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. @{b} ->@{ub} 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. @{b}Saving the Game@{ub} 23. Now would be a good time to save your current game. @{b} ->@{ub} Click on the Options button. 24. @{b} ->@{ub} Click on the Save Game button. 25. The Select Save Position screen will appear. @{b} ->@{ub} Click on any of the ten numbered buttons to select the slot into which your current game will be saved. 26. @{b} ->@{ub} Type in a name for your saved game using the Keyboard and press the Return Key. When the game has saved, you will be returned to the Geoscape. Investigating the Crash Site 27. You will need to assign a Skyranger transport to take a squad of soldiers from your base to the Crash Site. @{b} ->@{ub} 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. @{b} ->@{ub} Move the Mouse pointer to highlight Skyranger-1 and click. 29. The message Select Destination appears in the top of the screen. 30. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the OK button. 32. The Skyranger (represented by a yellow cross) will launch and make its way to the UFO Crash Site. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the OK button to enter the next section of UFO Enemy Unknown; the Battlescape. @endnode @node Tutorial2 "The Battlescape" @{b}Tutorial 2: The Battlescape@{ub} 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. @{b} ->@{ub} Click on the left/right arrows in the top-right of the screen to check the armament of each of the eight members of your squad. 2. You will see that six of your soldiers have rifles, one has a pistol and one has a heavy cannon. The soldiers carry extra ammunition and grenades on their belts. Full details of this section of the game are given in the Ground Assaults chapter of this manual. @{b} ->@{ub} 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! @{b} ->@{ub} Click the Left Mouse Button to continue. @{b}The Battlescape@{ub} 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'. @{b}Using the Split Level View@{ub} 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. @{b} ->@{ub} Click on the level 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. 6. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the ladder button. 8. The display will change to show just the landing legs and tail ramp of the Skyranger. 9. @{b} ->@{ub} Click on the ladder up button. The display will return to the original view, with your squad visible inside the Skyranger. @{b}Selecting Soldiers@{ub} 10. You control your squad individually, selecting and moving each soldier in turn. @{b} ->@{ub} Move the Mouse pointer over the Battlescape display. A red 3-D box will appear under the pointer. 11. @{b} ->@{ub} Move this box over any soldier. The box will now flash yellow and red. 12. @{b} ->@{ub} Click on the Left Mouse Button. A yellow arrow appears above the soldier's head to show that he/she is now selected. 13. @{b} ->@{ub} 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. @{b}Moving Soldiers@{ub} 14. @{b} ->@{ub} Move the Mouse pointer over either of the soldiers at the rear of the Skyranger and click to select. The yellow arrow appears above the soldier's head to show that he/she is now selected. 15. @{b} ->@{ub} Now, move the Mouse pointer over the ground just behind and to the right of the Skyranger. 16. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the "ladder up" button. 18. @{b} ->@{ub} Move the Mouse pointer over the other soldier at the rear of the Skyranger and click to select. 19. @{b} ->@{ub} Now move the Mouse pointer over the ground just behind and to the left of the Skyranger. 20. @{b} ->@{ub} 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. @{b} ->@{ub} Move the 3-D box to a point near one of the landing legs and click on the Right Mouse Button. The currently selected soldier will turn round and face the Skyranger, scanning the surrounding terrain in the process. Any nearby black squares will turn into terrain as the soldier looks at them. 22. If you want to look around the Battlescape at the visible terrain, move the Mouse pointer to the very edge of the screen. The view window will move in that direction. Note: you must take the Mouse pointer to the very bottom of the screen, under the Control Bar, to move the view window downwards. 23. @{b} ->@{ub} Click on the re-centre button (the figure surrounded by arrows) to re-centre the Battlescape on the currently selected soldier. 24 @{b} ->@{ub} Click on the next unit button (two figures with an arrow between them). The next soldier in your squad will be selected. This is an alternative way of selecting soldiers, saving you from having to search around the Battlescape for every soldier. 25. @{b} ->@{ub} Move this soldier out of the Skyranger, in the same way as the other two. 26. @{b} ->@{ub} 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. @{b}The Map Screen@{ub} 28. @{b} ->@{ub} Click on the map (grid) 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. 29. You will see four flashing yellow dots on the map; these are your soldiers. If a UFO has been spotted, its hull appears as a pale grey line. 30. The map only shows one level of the Battlescape at a time. @{b} ->@{ub} Click on the up/down arrows on the left-hand side of the screen to display the next level up or down. 31. @{b} ->@{ub} Click on the Right Mouse Button to return to the Battlescape. @{b}The Turn-Based System@{ub} 32. If you saw a UFO in the Map screen, start moving your soldiers towards it. If not, continue moving your soldiers around the Battlescape until you find the UFO. Eventually the message Not Enough Time Units! appears. 33. This means that the selected soldier has moved as far as he/she can possibly move in this turn. When all four of the soldiers have moved to this point, it is time to end your turn. @{b} ->@{ub} Click on the 0 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. @{b}Searching For the Aliens@{ub} 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. @{b}Seeing the Aliens@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the map 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. @{b} ->@{ub} Click on the Right Mouse Button to return to the Battlescape. 38. @{b} ->@{ub} If you want to re-centre the Battlescape on the currently selected soldier, click on the centre button in the Control bar. @{b}Using Guns@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} Position the cross over the alien and click the Left Mouse Button. 42. Now, one of four things could happen:- @{FG SHINE}A.@{FG TEXT} 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. @{FG SHINE}B.@{FG TEXT} 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. @{FG SHINE}C.@{FG TEXT} 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. @{FG SHINE}D.@{FG TEXT} The soldier hits the alien with the shot. The aliens wear strong armour, so it may take more than one hit to kill them. @{b} ->@{ub} 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. @{b}Using Grenades@{ub} 43. If an alien is using an object for cover, you may prefer to attack it with a grenade. @{b} ->@{ub} Click on the Equip button (A single, standing figure) 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. @{b} ->@{ub} Move the Mouse pointer over the grenade and click. The word Grenade will appear below the soldier's name. 45. @{b} ->@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the grenade. 48. A window containing the options Prime Grenade or Throw will appear. @{b} ->@{ub} Click on Prime Grenade. @{b}Note:@{ub} 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. @{b} ->@{ub} Click on the number 3. You will now return to the Battlescape, with a primed grenade in your soldier's left hand. 50. You now have three turns to throw the grenade and get away from the blast area. @{b} ->@{ub} Click on the grenade again. 51. The only option is Throw. @{b} ->@{ub} Click on Throw. 52. You now return to the Battlescape. The cursor has a throw icon superimposed over the 3-D box. @{b} ->@{ub} Click on the location where you want to throw the grenade. 53. One of three things will happen:- @{FG SHINE}A.@{FG TEXT} The soldier will throw the grenade. @{FG SHINE}B.@{FG TEXT} 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. @{FG SHINE}C.@{FG TEXT} 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! @{b}Completing the Mission@{ub} 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 take-off without your full squad. Note: do not allow the aliens to kill all of your squad - there will be no-one to fly the Skyranger back to base, and it will be lost. If you are down to your last soldier, abort the mission. @{b}The Debriefing@{ub} 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. @{b} ->@{ub} 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. @endnode @node TUTORIAL3 "Bases" @{b}Tutorial 3: Bases@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the button labelled Equip Craft in the Bases screen. You will enter the Interception Craft screen, allowing you to choose which craft you will equip with weapons or equipment. 4. Move the Mouse pointer over Interceptor-2 (a pale highlight will appear to show it is selected) and click. 5. The Interceptor-2 Equip Craft screen will appear. You will see each of the Interceptors two weapon bays, represented by the numbers 1 and 2. The armaments loaded onto the aircraft are Stingray missiles and a Cannon. @{b} ->@{ub} Click on the button marked with the number 2. 6. The Select Armament window will appear. You will see that you have 1 Stingray short-range missile launcher, 1 Avalanche long-range missile launcher and 2 cannons in the base's stores. 7. We will now re-arm the Interceptor with Avalanche long-range missiles in place of the cannon. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the button marked OK in the bottom of the screen. 9. You will now return to the Interception Craft screen. You will see that the Status column for Interceptor-2 shows that it is Rearming. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the button marked Research. @{b}Assigning Research@{ub} 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. @{b} ->@{ub} Click on the button labelled New Project in the bottom-left of the screen. 12. The New Research Projects window will appear. @{b} ->@{ub} Move the Mouse pointer over Laser Weapons (a pale highlight will appear to show it is selected) and click. 13. The Start Project window will appear. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the up arrow next to the word Increase until the number to the right of the word Scientists Allocated is 10. 15. @{b} ->@{ub} Click on the button marked OK. 16. You will return to the New Research Projects window. @{b} ->@{ub} Move the Mouse pointer over Motion Scanner and click. 17. The Start Project window will appear. @{b} ->@{ub} Click on the Start Project button in the bottom-left of the window. 18. The Scientists Allocated window will appear. @{b} ->@{ub} Click on the up arrow next to the word Increase until the number to the right of the word Scientists Allocated is 10. 19. @{b} ->@{ub} Click on the button marked OK. 20. You will return to the New Research Projects window. @{b} ->@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the button marked Purchase/Recruit. @{b}Purchasing/Recruiting@{ub} 23. You will be taken to the Purchase/Hire Personnel screen. We will now purchase some items and hire some extra soldiers. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the button until the message Not Enough Living Space! appears. Note: the message Not Enough Living Space! appears because you do not have enough Living Quarter facilities at your base to accommodate the soldiers. To build more Living Quarters, click on the Build Facilities button in the Bases screen - see the Bases section of the Reference Guide of this manual for full details. 25. If you lost your Skyranger troop transport in the ground assault, you can replace it by clicking once on the button in the Skyranger line of this screen. 26. @{b} ->@{ub} Move the Mouse pointer down the list until you get to Tank/Rocket Launcher. The tank is a large weapon, expensive but powerful. 27. @{b} ->@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the button in the bottom-right of the screen. The list will move down a little. Continue clicking on this button until it disappears. You have reached the bottom of the list. The 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. @{b} ->@{ub} Move the mouse pointer over the Stun Rod button and click twice. 31. If you lost your Skyranger in the ground assault, you will need to equip its crew. Carry out the same process as above to choose some weapons from the list - don't forget ammunition if you buy guns or rocket launchers. 32. You have now completed choosing what you want to buy. @{b} ->@{ub} Click on the OK button in the bottom-left of the screen to confirm the purchase. 33. You will return to the Bases screen. @{b} ->@{ub} Click on the Geoscape button in the bottom-right of the Bases screen. You will return to the Geoscape. @{b}Waiting For Delivery@{ub} 34. It will take several days for all the items you purchased to be delivered. @{b}Check the Game Time.@{ub} @{b} ->@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the Bases button. 37. @{b} ->@{ub} Click on the Equip Craft button. Equipping the Skyranger 38. @{b} ->@{ub} Use the Mouse to highlight and click on Skyranger-1. 39. The Equip Craft screen for the Skyranger will appear. You will see the soldiers assigned to the Skyranger, next to the button marked Crew. If you didn't lose any in the ground assault, there will be eight soldier icons. @{b} ->@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the button marked Equipment. 43. The Select Equipment screen will appear. @{b} ->@{ub} 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. @{b} ->@{ub} 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. @{b} ->@{ub} Click on the OK button in the bottom of the Equip Craft screen to return to the Interception Craft screen. 47. @{b} ->@{ub} Click on the OK button in the bottom of the Interception Craft screen to return to the Bases screen. 48. @{b} ->@{ub} Click on the Geoscape button in the bottom-right of the Bases screen. You will return to the Geoscape. @endnode