            UFO PROTECTION CODES BROUGHT TO YOU BY OPUS/UlTiMa

              PAGE     CODE                PAGE     CODE

              13 ----- 3994-9668           63 ----- 2118-6249
              15 ----- 2557-8872           65 ----- 9128-0471
              17 ----- 3123-8465           67 ----- 8663-6139
              19 ----- 1410-1221           69 ----- 7464-9702
              21 ----- 0922-6142           71 ----- 5585-6183
              23 ----- 3107-6669           73 ----- 8470-6031
              25 ----- 2509-8541           75 ----- 1905-9976
              27 ----- 1390-6646           77 ----- 0915-7288
              29 ----- 9830-2382           79 ----- 5485-6183
              31 ----- 4882-7439           81 ----- 6370-5790
              33 ----- 5540-8305           83 ----- 7569-8132
              35 ----- 8609-7726           85 ----- 5248-9052
              37 ----- 8689-6378           87 ----- 1611-2942
              39 ----- 3046-0420           89 ----- 6633-4815
              41 ----- 7291-4862           91 ----- 9534-7912
              43 ----- 1799-5577           93 ----- 3297-9611
              45 ----- 5569-0905           95 ----- 1388-9774
              47 ----- 6150-6159           97 ----- 3260-6669
              49 ----- 7311-8448           99 ----- 5122-8673
              51 ----- 1740-8071          101 ----- 3792-6407
              53 ----- 8579-7983          103 ----- 9637-6375
              55 ----- 4312-7731          105 ----- 3351-3557
              57 ----- 7857-8436          107 ----- 5777-6408
              59 ----- 7672-7780          109 ----- 4323-1516
              61 ----- 6465-7372          111 ----- 9785-1995

============================================================================
           __________ _        __________ _        __________ _             
  _ ______/  _ _____          /  _ _____________  /  _ _____________        
     _ __          /         /        _        Ќ\/        _        Ќ\       
        /       ___________/         _________/         /         /       
       /        \          /\________          /         /         /        
      /         /         /         /         /         /         /         
     /         /         /         /         /         /         /_ _       
     \_____________ _   /\_____________ _   /\_____________ _   ______ _    
           _ __________/       _ __________/       _ __________/.aXY!  

           -=== gives you the Manual to UFO Enemey Unknown ===- 
       ported over from the PC..(many thanx to the pc typer-inner) 
                        ported over by scOOter/LSD
----------------------------------------------------------------------------

MAIN MENU
---------
After selecting the language, and passing the copy protection, you will be
given a menu with 3 options
LOAD SAVED GAME - Allows you to restart a saved campaign
BEGIN NEW GAME - Allows you to start a new campaign.  You will have to     
                 select the difficulty level which has very little effect  
                 on the game itself.  As far as I can tell, the only thing 
                 which changes with the difficulty level is the number of  
                 aliens per ship.  You will then be shown a map of the     
                 earth and asked to pick a spot for your new base.  It     
                 doesn't matter where you place your base at the beginning.
                 The UFOs are everywhere anyway.  You might want to place  
                 it near one of the major funding nations, such as the USA.
                 Once you select a site, you will be asked to name your    
                 base.  Just type in any name.  Your first base comes wit
TACTICAL VIEW
-------------
Once you started, you will be presented with a tactical screen like this
----------------------------------------------------------------------
|                                                    |    Intercept    
|                                                    |-----------------Д
|                                                    |    Bases        |
|                                                    |-----------------
|                                                    |    Graphs       
|                                                    |-----------------
|                                                    |    Ufopaedia    
|                                                    |-----------------
|                                                    |    Options      
|                                                    |-----------------
|                   THE EARTH                        |    Funding      |
|                   DISPLAY                          |-----------------
|                                                    |      Time       
|                                                    |      and        
|                                                    |      Date       
|                                                    |-----------------
|                                                    | 5 secs | 1 min  
|                                                    |--------|--------
|                                                    | 5 min  | 30 min 
|                                                    |--------|--------
|                                                    | 1 hour | 1 day  
|                                                    |--------|--------
|                                                    | Rotate |Zoom In 
|                                                    | Earth  |--------
|                                                    |        |Zoom Out
----------------------------------------------------------------------

  THE EARTH DISPLAY
  This is a large representation of the earth.  Here you 
  will monitor all alien activity.  Alien ships will show up as red        
  crosses.  Your shops show up as yellow diamonds.  Landed UFOs show up as 
  green Xs.  UFO crash sites show up as white Xs.  Your bases show up as   
  aqua rectangles.  Terror sites are pink.  It is here that you direct your
  alien-fighting operations.  Of course, you have to wait for a UFO to show
  up.  Once it does, you can send an interception craft after it either by 
  clicking on the base from which you wish to send the craft.  This will   
  allow you to only send the ships which are in that particular base.      
  Simply select a READY craft and click on the UFO you  wish the craft to  
  pursue.  It will follow it as far as the radar can detect  the UFO.      
  Often, the UFOs go out of radar range and you must return to base.  You  
  can also select the INTERCEPT button explained below.  While one of your 
  craft is out, you can click on it to change its orders or to get a report
  on its condition.  The information you are given is
  Type of Craft and Its Numbe
  Status > What the craft is currently doin
  Base > The base it belongs to
  Speed > The craft's current spee
  Maximum Speed > The craft's maximum spee
  Altitude > The altitude of the craft
  Fuel > What percent of the craft's fuel tank is not used up
  Weapon-1 > Craft's first weapon    Rounds > The ammo for weapon-
  Weapon-2 > Craft's second weapon   Rounds > The ammo for weapon-
 
  -----------------------------------------------------------------
  |                         RETURN TO BASE                          
  -----------------------------------------------------------------
  -----------------------------------------------------------------
  |                        SELECT NEW TARGET                        
  -----------------------------------------------------------------
  -----------------------------------------------------------------
  |                             PATROL                              
  -----------------------------------------------------------------
  
  RETURN TO BASE - Will send the craft directly back to its home base

  SELECT NEW TARGET - Allows you to select a new target for the craft

  PATROL - Orders the craft to remain in its position and look for UFOs. 
           This slightly increases the range of detection, especially i
           the craft is patrolling outside radar range
  If the craft was following a UFO and the UFO escaped radar range, the
  information will be the same, but the buttons below will change slightly
  The first button will remain RETURN TO BASE.  The second button will now 
  be PATROL, and the third button will be GO TO LAST KNOWN UFO POSITION. 
  This will send the craft to the last position the UFO was in before
  targeting was lost

  TIME AND DATE - This simply displays the current time and date.  At the end
  of each month you will be given a progress report from the major         
  contributors to the XCom project.  You will either get a funding increase
  or decrease.  If you successfully wiped out a lot of UFOs, you will      
  probably get an increase.  If you let a lot of them by, or if there were 
  many terror sites, you will lose funding.  If you have two horrible      
  months in which you have a major funding drop, you will lose the game and
  the aliens will have won

  ROTATE EARTH - This lets you rotate the earth in any one of four           
  directions

  ZOOM IN - This lets you get a closer look at the area which is currently in
  the middle of the earth display

  ZOOM OUT - This lets you see more of the earth at a time

  TIMING BUTTONS - These control how fast time flows.  At 5 seconds, events  
  happen very slowly.  At 1 day, the events happen so fast you cannot see  
  them.  Whenever you are doing some tricky maneouvers, put the timing at 5
  seconds.  If you are simply waiting for UFOs or are building something,  
  you might want to select 1 day.  All the events still occur, you just    
  can't see them developing

  INTERCEPT BUTTON
  ----------------
  By clicking on this button, you will get a list of all your              
  available craft at all your bases.  The craft's type and number will be  
  listed, as well as the base at which it currently is and its status.  In 
  the last column, the number of craft weapon, soldiers and heavy weapons  
  platforms which are assigned to that craft are also displayed.  The      
  different states for craft are
  Rearming - New weapons are being installed or old weapons are being      
             reloaded
  Refuelling - The craft is being refuelled before the next fligh
  Repairs - The craft suffered damage which must be repaired before the    
            next flight
  Ready - The craft is reloaded, refuelled and 100% repaired.  Only the    
          craft in this state may be sent on missions. 
  Out - The craft is currently out of the base on a mission
  Once you select a Ready craft, you then select the destination, be it a  
  Way Point (not any special destination), a UFO or a crash site

  GRAPHS BUTTON
  -------------
  This will give you a number of graphs displaying things such as UFO
  activity, XCom activity, funding and income.  The buttons across the     
  top determine what the graphs displays.  The buttons down the left side  
  vary according to what the graph is.  The different graph choices across 
  the top are (from left to right)
  UFO Activity in Area
  UFO Activity in Countrie
  XCom Activity in Area
  XCom Activity in Countrie
  Incom

  Finance
  -------
  UFO Activity in Areas - Graphs the reported alien activity of all kinds. 
  The buttons down the left side are used for selecting which area(s) you
  wish to see the activity graph for.  You can have more than one graph  
  at once

  UFO Activity in Countries - Same as UFO Activity in Areas, except that   
  the buttons down the left side represent specific funding countries
  XCom Activity in Areas - Graphs your activities in the different         
  geographical regions of the world.  The buttons down the left side     
  represent the different areas.  Again, it is possible to have more than
  one graph at the same time

  XCom Activity in Countries - Same as XCom Activity in Areas, except the  
  buttons down the left side represent funding countrie
  Income - Graphs the income you have been receiving from each of the      
  funding nations.  Again, you can have more than one graph at the same  
  time

  Finance - Graphs different financial aspects.  The buttons down the left 
  side represent different aspects:  Total Income, Total Expenditures    
  Maintenance Fees, Balance and Score.
  Return to Geoscape - Return to the Earth Display

  UFOPAEDIA BUTTON
  ----------------
  This will allow you to view all your technologies.  It will also allow   
  you to read through all your information on the alien menace.  All these 
  things must either be available to you from the start, or you must have  
  researched them already.  The information is under 9 categories
  XCom Craft and Armament -  This allows you to view all the stats and     
  descriptions for all the ships you have currently available and all
  the weapons for those ships.
 
  Heavy Weapons Platforms - This allows you to view descriptions for al
  your tank and hovertank platforms

  Weapons and Equipment - This allows you to view stats and descriptions o
  all the hand weapons and miscellaneous equipment which your soldiers   
  can take with them on missions

  Alien Artefacts - This allows you to view stats and descriptions for al
  the alien weapons and equipment which have been recovered by the XComs 
  researched at the bases

  Base Facilities - Allows you to view stats and descriptions for all the
  buildings which you can have as part of your base
  Alien Life Forms - Allows you to view descriptions of all the aliens     
  which have been either stunned and captured or killed and autopsied by 
  the XComs.  It is also possible to get these by capturing live alien
  medics and interrogating them

  Alien Research - Allows you to view descriptions of numerous alien       
  activities and information on the aliens' origins.  These are all      
  gotten by capturing live aliens.  Most can be gotten from live         
  navigators, but some need higher ranked aliens

  UFO Components - Allows you to view descriptions of all the UFO          
  components which have been recovered by the XComs on their missions
  UFOs - Allows you to view specs for the numerous UFOs.  These are all    
  gotten from captured and interrogated alien engineers
  Full descriptions of all these items are available under TECHNOLOGIES

  OPTIONS BUTTON
  --------------
  This will bring up the game options.  These are self-explanatory so I    
  will not insult your intelligence by describing them
                                   
  FUNDING BUTTON                     
  --------------                                                       
  This simply allows you to view the funding you are receiving from each   
  funding nation.  It also shows the latest funding change from that       
  nation.  At the bottom is your total funding from all the funding        
  nations.                           
                                   
  BASES BUTTON                       
  ------------                                 
  This will bring up a picture of your base as well as a number of other   
  options.  The screen will look like this
                                   
  -----------------------------------------------------------
  |     |     |     |     |     |     |     BASE NAME         
  |     |     |     |     |     |     |     BASE LOCATION     
  |     |     |     |     |     |     |     TOTAL FUNDS       
  |     |     |     |     |     |     |                       |
  |-----|-----|-----|-----|-----|-----|-----------------------
  |     |     |     |     |     |     |  |BASE SELECTION|  |  
  |     |     |     |     |     |     |  |BUTTONS |  |  |  |  
  |     |     |     |     |     |     |-----------------------
  |     |     |     |     |     |     | BUILD NEW BASE        
  |-----|-----|-----|-----|-----|-----|-----------------------
  |     |     |     |     |     |     | BASE INFORMATION      
  |     |     |     |     |     |     |-----------------------
  |     |     |     |     |     |     | SOLDIERS              
  |     |     |     |     |     |     |-----------------------
  |-----|---BASE GRID-----|-----|-----Д EQUIP CRAFT           
  |     |     |     |     |     |     |-----------------------
  |     |     |     |     |     |     | BUILD FACILITIES      
  |     |     |     |     |     |     |-----------------------
  |     |     |     |     |     |     | RESEARCH              |
  |-----|-----|-----|-----|-----|-----|-----------------------Д
  |     |     |     |     |     |     | MANUFACTURE           |
  |     |     |     |     |     |     |-----------------------Д
  |     |     |     |     |     |     | TRANSFER              |
  |     |     |     |     |     |     |-----------------------Д
  |-----|-----|-----|-----|-----|-----Д PURCHASE/RECRUIT      |
  |     |     |     |     |     |     |-----------------------Д
  |     |     |     |     |     |     | SELL/SACK             |
  |     |     |     |     |     |     |-----------------------Д
  |     |     |     |     |     |     | GEOSCAPE              |
  -----------------------------------------------------------

  BASE GRID - This is a 6 X 6 grid showing all the buildings and facilities
  in the base which is currently being displayed.  Most building take    
  only one square.  Hangars take 4 squares.  Buildings which ar
  currently being built are outlined with dotted lines and have 
  number on them.  This number is how many days remain until the facility
  is completed.    
 
  BASE INFORMATION - This area simply shows the name of the base which is
  currently being displayed, its general location, and the total funds
  available to the XCom project

  BASE SELECTION BUTTONS - These buttons are used to select which base you
  wish to display.  They are in fact miniature grids of those bases.  The
  little green squares are existing building at that base and the red
  ones are buildings which are in construction.  You can only have eight
  bases in total

  BUILD NEW BASE BUTTON - This will allow you to set up an entirely ne
  base somewhere in the world.  When you click this button, you will be
  asked to select a location for the new base.  Just click on the new
  location and you will be told the general location of your site, and   
  the cost for setting up a new base in that area.  The costs vary
  depending on the area, but there is not enough of a difference to
  make too big a difference.  Once you OK'ed the new base, you wil
  be asked to name it.  Just type in a name.  You will now be presente
  with an empty base grid, and asked to place your access lift.  The
  access lift is just a formality (for more information, see             
  TECHNOLOGIES).  Make sure you pick a location somewhere in the middle,
  or at least on which is not by any edge.  Now your new base is set u
  and you are ready to start developing it. 
      
  BASE INFORMATION BUTTON - This option will display a number of bar
  graphs with information about your base.  The graphs will be
  Base Name 
                                Base Selection Button
  Personnel Available:Personnel Tota
  Soldiers    X:X лллллллллллллллллллллллллллл   Up to 15
  Engineers   X:X лллллллллллллллллллллллллллл   Up to 15
  Scientists  X:X лллллллллллллллллллллллллллл   Up to 150
  Space Used:Space Available
  Living Quarters X:X лллллллллллллллллллллллл   Up to 300
  Stores          X:X лллллллллллллллллллллллл   Up to 300
  Laboratories    X:X лллллллллллллллллллллллл   Up to 300
                                            
  workShops      X:X лллллллллллллллллллллллл    Up to 300
  Hangars         X:X лллллллллллллллллллллллл   Up to 300
  Defense Strength  X лллллллллллллллллллллллл   Up to 1200
  Short Range Detection X лллллллллллллллллллл   Up to 500
  Long Range Detection  X лллллллллллллллллллл   Up to 500

    -------------------------------------------------------------
    | OK ||    TRANSFERS    ||     STORES      ||     Monthly Costs     |
    -------------------------------------------------------------

    Base Name - Display's Name of Current Base
    Base Selection Buttons - Allow you to select the base for which you
    are viewing the information

    The first three graphs are measures of how many people of each kin
    you have against the number currently available.  The graph will be
    a solid bar if all your people of that kind are available.  It will
    start becoming hollow (just a line outline) if any of those people
    are assigned.  In other words, the filled part is the number available 
    while the hollow part is the number used or assigned.  The two parts   
    together is how many people of that kind you have, total. The most     
    people of any kind that the graph will shot is 150.  NOTE:  This doe
    not mean that you can only HAVE 150 people of each kind, just tha
    the graph can only show 150

    Soldiers - The number of XComs
    Engineers - The number of engineers for production
    Scientists - The number of scientist for research
    The next five graphs are measures of how much space of each kind you   
    have against the total space of that kind.  The graph will be
    a solid bar if all the space of that kind is available.  It will
    start becoming hollow (just a line outline) if any of that space
    is assigned.  In other words, the filled part is the space available   
    while the hollow part is the space used or assigned.  The two parts    
    together is how much space of that kind you have, in total.  The most
    space of any kind that the graph will show 300, except for hangars of  
    which it will show only 8.  NOTE:  This does not mean that you can
    only HAVE 300 of each space, just that the graph can only display 300
    Living Quarters - All personnel need a space to live.  Therefor
    you must have enough living quarters to fit all your scientists
    engineers and soldiers.  For more information on Living Quarter
    see TECHNOLOGIES

    Stores - All the equipment for the XComs at a base must be kept i
    special storage space.  For more information on General Stores se
    TECHNOLOGIES

    Laboratories - Research projects need laboratory space for the
    scientists to work in.  Each scientist assigned to a research
    project take up one space.  For more information on Laboratorie
    see TECHNOLOGIES

    Work Shops - Manufacturing and production of alien technologies
    required workshop space.  Each engineer assigned to a project wil
    take up one work shop space.  In addition, all the production item
    take up a certain amount of space as well, depending on the item
    For more information on Work Shops and production items se
    TECHNOLOGIES

    Hangars - Each XCom craft at the base requires a hangar, otherwis
    it cannot be built.  Each craft takes up one hangar
    Defence Strength - The aliens may eventually decide to retaliate 
    against the XComs and attack one of their bases.  When this happens,
    base defences either destroy the invading UFO or at least lesse
    the number of aliens which will attack you.  This value depends
    simply on what defences you have installed.  For the different
    types of defences, see TECHNOLOGIES
    The final two graphs are just a measure of how good your radar syste
    is.  Since the radars only have a CHANCE of detecting UFOs, the mor
    the better, I suppose (Don't really bother building more, as one of
    each kind is enough).  You can have up to 5 of each kind, but there i
    really no reason to have that many
    Short Range Detection - The number of Short Range Radars you have
    Long Range Detection - The number of Long Range Radars you have,     
    times two.

    OK Button - Simply returns to the BASES menu
    TRANSFERS Button - Allows you to see all the items which will be
    arriving at the base.  This includes things which were purchased
    and transfers from other bases.  It also displays how long (in hours
    it will take for the items to arrive

    STORES Button - Allows you to see what is in your general stores.  Al
    the items currently in your possession at this base are displayed,
    along with the quantity of that item and the number of general store 
    space each item uses

    MONTHLY COSTS Button - Allows you to see the monthly cost for th
    entire base under the following categories
    Craft Rental          Cost Per Unit      Quantity        Tota
    SKYRANGER...............$500,000............X..............
    INTERCEPTOR.............$600,000............X..............
    Salarie
    Soldiers.................$20,000............X..............
    Engineers................$25,000............X..............
    Scientists...............$30,000............X..............
    Base Maintenance...........................................
    Income......Your Monthly Funding              Total........
                                          
    In other words, for each Skyranger you have at this base, you pay    
    500,000 dollars monthly.  For each scientist you employ, you pay 
    salary of 30,000 dollars monthly.  The base maintenance is just the
    total of all the maintenance costs for all the buildings at the base 
    (for maintenance costs for specific facilities, see TECHNOLOGIES)
    The income figure is your monthly funding from all the funding       
    nations.  The total figure is your total monthly bill, being a
    total of the craft rental, salary and base maintenance figures

    SOLDIERS BUTTON - This will present you with a list of all the soldiers
    assigned or otherwise, at this base.  You will be given their name,
    rank and the craft on which they are currently assigned (if any).  I
    you select one of the soldiers, you will get a character sheet which
    looks like this
    ------------------------------------------------------------------
    |REPRESENTATION|                                                   
    |      OF      |                   NAME                            
    |     RANK     |                                                   
    ------------------------------------------------------------------
    ----------------------      ------------                  
    |  <<  ||    OK    ||  >>  |      |   ARMOUR   | Soldier's Armour
    ----------------------      ------------                  
    Rank > Soldier's Rank                          
    Craft > Craft soldier is assigned to                              
    (If in Psionic Training, it will be indicated here)
                     -------------------------------------------------
    Time Units       |XXX|ллллллллллллллллллллллллллллллллллллллллллллл
                     |---|---------------------------------------------
    Stamina          |XXX|лллллллллллллллллллллллллл                   
                     |---|---------------------------------------------
    Health           |XXX|лллллллллллллллллллллллллллл                 
                     |---|---------------------------------------------
    Bravery          |XXX|лллллллллллллллл                             
                     |---|---------------------------------------------
    Reactions        |XXX|лллллллллллллллллллл                         
                     |---|---------------------------------------------
    Firing Accuracy  |XXX|лллллллллллллллллллллллллл                   
                     |---|---------------------------------------------
    Throwing Accuracy|XXX|ллллллллллллллллллллллллллллл                
                     |---|---------------------------------------------
    Strength         |XXX|лллллллллллллллллллллл                       
                     |---|---------------------------------------------
    Psionic Strength |XXX|ллллллллллллл                                
                     |---|---------------------------------------------
    Psionic Skill    |XXX|ллллллллллллллллллл                          
                     -------------------------------------------------
                                                                       
    Representation of Rank - This will display a little picture whic
    represents the rank of the current soldier.                      
   
    Name - The current soldier's name will be displayed here
    << BUTTON - Change to the previous soldier
    OK BUTTON - Returns to the list of soldier
 
    >> BUTTON - Change to the next soldier.   
    ARMOUR BUTTON - Clicking on this will allow you to select armour fo
    this soldier.  There are 3 types of armour in the game, but you may
    or may have none, some, or all of them (You have to research them,    
    see RESEARCH AND TECHNOLOGIES).  Beside each armour type is
    the quantity of that armour which is not used by other soldiers. 
    Click on a type to have the soldier wear it, or click NONE to send
    him out without any armour

    Rank - Shows the rank of the soldier (Rookie, Squaddie, Sergeant,etc). 
    Craft - Shows the type and number of the craft to which this soldier 
    is assigned
    If the solder is in psionic training (see technologies), it will be
    indicated here
    The graphs fo the abilities simply display them in another way.

    Time Units - This is the number of steps the soldier can take during
    missions.

    Stamina - This is another measure of how many steps the soldier can
    take during missions.

    Health - A measure of ow much punishment the soldier can take before
    kicking the bucket.  Also, this is how long the soldier can survive
    if he has suffered a fatal wound

    Bravery - This is an indication of how brave the soldier is.  If his 
    bravery is high, he is not likely to panic during a mission

    Reactions - This is a measure of how likely the soldier is to get a 
    retaliatory shot if he is shot at by an alien

   
    Firing Accuracy - The soldier's accuracy with fire arms.

    Throwing Accuracy - The soldier's accuracy with throwing items.
    Strength - The amount that the soldier can carry
    Psionic Strength - This only shows up after the character has gone 
    through at least a month of psionic training.  It is an indication
    of the soldier's natural ability with with psionics.  This cannot be
    improved

    Psionic Skill - This only shows up after the character has gone through
    at least one month of psionic training.  It is an indication of how
    well the soldier uses psionics.  This is improved by training at  
    psionic laboratory (see TECHNOLOGIES).               

    EQUIP CRAFT BUTTON - This will allow you to decide what ou wish your
    fighter craft to have as weapons, and what you want the XComs to carry
    with them on their missions.  When you select this option, you wil
    be presented with a list of all the craft stationed at that base,by
    type and number.  It will also display each craft's status (READY, 
    REARMING, REPAIRS, REFUELLING or OUT), the number of weapons
    assigned/the number of weapons the craft can have, the numbr of        
    soldiers assigned to the craft, and the number of heavy weapons such as 
    tanks.  You can click on any of these craft to change anything about   
    them.  You will be shown a screen which varies depending on what type  
    of craft you selected.  For fighter craft such as the Interceptor and   
    Firestorm, you will only be presented with a small screen which looks  
    like this
                           TYPE AND NUMBER

    Damage > XX%                                         Fuel > XX%
                                         

    -----                   -------                     -----
    |     | NAME OF WEAPON 1  |PICTURE|     NAME OF WEAPON 2|     |
    |  1  |              ---|OF     |---                |  2  |
    |     | AMMO > XXX   |W-1||CRAFT  ||W-2|AMMO > XXX      |     |
    |     | MAX > XXX    |   ||       ||   |MAX > XXX       |     |
    -----              -------------                -----

    Type and Number - Simply the type of craft and its number

    Damage - The percent of the craft that is damaged.  The raft cannot
    leave the base on a mission until it is fully repaired (0% damage).

    Fuel  - The percent of the fuel tank that is full.  The craft canno
    leave the base on a mission until it is fully refuelled (100%)

    1 BUTTON - Will bring up a short list of all the craft weapons ou 
    have at the stores at this base, as well as the quantity of that 
    weapon you have available, and the amount of ammo you currently have
    for that weapon.  This will allow you to select a new weapon         
    number 1.  If you wish to select a new weapon, select it from the     
    list.  The weapon will be installed and reloaded (if you have ammo). 
    If you don't want to change, click CANCEL

    NAME OF WEAPON 1 - This just shows the type of weapon you have          
    installed in the first slot

    AMMO - This shows how much ammo you have for the weapon.  Compare this
    with the max ammo to see if you need to purchase more of a certain 
    kind.

    MAX - hows how much ammo this particular weapon can hold at once. 
    This is how much a craft can shoot with that weapon before having
    to return to base to reload
  
    W-1 - This is just a picture of your first weapon.
    PICTURE OF CRAFT - This is a visual representation of your craft
   
    W-2 - This is just a picture of your second weapon.
    NAME OF WEAPON 2 - This just shows the type of weapon you have          
    installed in the second slot

    2 BUTTON - Will bring up a short list of all the craft weapons you 
    have at the stores at this base, as well as the quantity of that

    weapon you have available, and the amount of ammo you currentlyhave
    for that weapon.  This will allow you to select a new weapon          
    number 2.  If you wish to select a new weapon, select it from the    
    list.  The weapon will be installed and reloaded (if you have ammo). 
    If you don't want to change, click CANCEL.

    For transport-only craft such as the SKYRANER, you will get a 
    screen like this:

    Damage > XX%                                        Fuel > XX%
                              -------    
                              |PICTURE|    
                              |OF     |
                              |CRAFT  
                              |       |
                              -------
    -----------------
    |      CREW       |  ллллллVisual Representationллллл
    -----------------                                
    -----------------                                
    |    EQUIPMENT    |  ллллллVisual Representationллллл
    -----------------                                
    -----------------                                
    |     ARMOUR      |  
    -----------------

    Damage - The percent of the craft that is damaged.  The craft  
    cannot leave the base on a mission until it is fully repaired (0%) 
    damage)
    
 
   Fuel  - The percent of the fuel tank that is full.  The craft cannot
   leave the base on a mission until it is fully refuelled (100%).
    
   PICTURE OF CRAFT - This is a visual representation of your craft.

   CREW BUTTON - This button will allow you to select the crew you wish
    assigned to this craft.  You will be presented with a list of
    all the soldiers, their names, ranks, and the craft to whichthey
    are assigned (if any).  To assign a certain soldier to the 
    current craft, just click on his name

    EQUIPMENT BUTTON - This button will allow you to select the equipment
    you want to take along on your missions.  A list of all the
    equipment currently in the stores will be displayed.  The uantity of
    will also be displayed, as well as the number that is already loaded
    up on the craft.  To add one of a certain type of equipment to the   
    craft, click on the up arrow.  If there is enough cargo space on te
    ship, the item will be loaded on.  To remove one of a certain type
    of equipment, click on the down arrow.  If the current base has
    enough store space, that item will be removed from the ship
    Make sure you load up enough weapons and ammo for all the crew
    you have assigned to this ship

    ARMOUR BUTTON - This again allows you to equip your soldiers with
    armour.  Clicking on this button will give you a list of you
    soldiers.  Click on one of them to change his armour and seect
    the armour type.  The armour will be equipped.
    Combination craft such as the Lightning and Aveger will have both
    these screen combined.

    BUILD FACILITIES BUTTON- This will allow you to add buildings to your
    base.  The number of buildings depends on the number you have 
    researched.  To add a building, select it from the list.  Youwill
    be presented with information about it such as the initial cst,
    the number of days it takes to build it, and the maintenance cost.
    If you still want this facility, click on a square somewhere on the
    base grid.  The new building must be placed adjacent to a pre
    existing building (not just one that is currently being built).
    If you changed your mind, click the CANCEL button.   When you
    place the building, it will have a dotted outline and it wil
    have a number on it.  The number is the number of days remaining
    until the building is completed

  RESEARCH BUTTON - This important function is the only way to research the
    alien technologies found when on missions.  You need scientist

    in order to do research, and you need at least one laboratory  
    The screen will be a simple one.

    Scientists Available > The number of scientists who are not currently
                           assigned to a research project.

    Scientists Allocated > The number of scientists who ae currently
                           assigned to a research project.

    Laboratory Space Available > The amount of lab space hich is 
                                 available for research projects.  Each
                                 scientist working on any project take
                                 up one unit of lab space.  Each laboatory
                                 you build has 50 units of lab space.  
                                 So, if you have 1 lab, and 25 scientists
                                 working on research, you will have 2
                                 lab space available.

      Research Project Column - Under this column willbe displayed the
      names of all the research projects which are currently under way.
      Scientists Allocated Column - Under this column will be displayed he
      number of scientists allocated to each research project.
      Progress Column - Under this column will be displayed theprogress 
      which the scientists are making with each research project.  The
      progress goes, from worst to best:  Unknown, Poor, Average, Goo,
      Excellent

      NEW PROJECT BUTTON - Clicking on this button will give you a list of
      all the new research projects which you can have.  The number of
      research project you have will depend on how many UFOs you have  
      successfully explored with the XComs, and what types of UFOs you
      explored.  Some projects are only available after you research
      other ones.  These "research trees" are shown below.  To start
      a new project, click on one of these topics, be it weapon, alien
      corpse, live alien (with containment facility), or equipment
      You will then be asked how many scientists you wish to assign to
      this project.  Use the UP arrow to add scientists, and the DOWN
      arrow to decrease the number of scientists.  Click OK when yo're
      done.  You can increase or decrease the number of scientists after
      a project is started by clicking on that project.  You will again
      be given the opportunity to change the number of scientists
      involved in that project.

    RESEARCH TREE
    --------------
    These indicat what you must research before you can research certain
    other projects:

    LASER WEAPONS ЭЭ Laser Pistol ЭЭЭ Laser Rifle ЭЭЭ Heavy Laser Л
    ЩЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭМ
    ШЭ Laser Cannon ЭЭЭЭЭЭЭЭ Laser Defenc

       (Tank/Laser Cannon
    Heavy Plasma ЭЭЭЭЭЭЫЭЭЭ Plasma Cannon ЭЭЭЭЭЭЭЭ Plasma Defence

    Heavy Plasma Clip ЭМ    (Hovertank/Plasma)

    OR 
    Plasma Rifle ЭЭЭЭЭЭЫЭЭЭ Plasma Cannon ЭЭЭЭЭЭЭЭ Plasma Defence
    Plasma Rifle Clip ЭМ    (Hovertank/Plasma

    Alien Alloys ЭЭЭЭЭЭ Personal Armour ЭЛ
                        Elerium-115 ЭЭЭЭЭЭЭ Power Suit ЭЭЭЭЭЫЭ Flying Suit

                        UFO Power SourceМ   UFO Navigation ЭМ
    Alien Alloys ЭЭЭЭЭЭЛ
    Elerium-115 ЭЭЭЭЭЭЭЮЭЭЭ UFO Construction ЭЭ New Fighter Craft ЭЭЛ
    UFO Power Source ЭЭЙ                                            К
    UFO Navigation ЭЭЭЭМ                                             

    ЩЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭЭМ 
    ШЭ New Fighter-Transporter ЭЭЭЫЭЭ Grav Shield
                                  ШЭЭ Ultimate Caft

    Blaster Launcher ЭЫЭЭЭЭЭ Fusion Ball ЭЭЭЭЭЭЭЭЭЭЭ Fusion Ball Defence
    Blaster Bombs ЭЭЭЭМ      (Hovertank/Launcher)
   

    (Any Race or Rank) Live Alien ЭЭЭЭ Alien Origins 
    (Any Race) Live Alien Leader ЭЭЭЭЭ The Martian Slution

    (Any Race) Live Alien Commander ЭЭ Cydonia or Bst
    (Any Race) Live Alien Navigator ЭЭ Hyper-Wave Decoder
    (Any Rank) Live Ethereal ЭЭЭЭЭЭЭЭЭ Psionic Laborator ЭЫЭ Mind Shield

    Psi-Amp
    Items in brackets (tanks/hovertanks) are in parentheses because they
    are not really researched.  You just get to manufacture them after you
    have researched the item above the entry in parentheses.  Alien Alloys
    are involved in two "research trees", therefore they appear twice in
    two different series.  Equipment and weapons which do not allow yo to 
    research any new things are not listed here.  For detailed descriptions 
    of all items see TECHNOLOGIES

      MANUFACTURE BUTTON - This allows you to produce researched alien          
      artifacts and technologies for use by the XComs.  Alien technologies   
      cannot be bought, they must be manufactured by engineers at one of you 
      bases.  For manufacturing you need engineers, work shops and researched 
      technologies.  When you click on manufacture, you will get a screen
      with the following things
      Engineers Available - The number of engineers who are not assigned to
      manufacturing projects yet.
      Engineers Allocated - The number of engineers who are assigned to
      manufacturing projects.

      Workshop Space Available- Each work shop is 50 space units.  Each
      engineer assigned to a project takes up one unit of work shop space.
      Also, each project takes up a certain amount of base work shop space

      (see chart below).  This is simply how much space is still availabe.
      Current Funds - Your current money.

     Then there are these six columns:
      ITEM - The names of the manufactring projects currently underway will
      be listed here.

      Engineers Allocaed - The numbers of engineers assigned to each project
      will be shown under this column.

      Units Produced - If you decided t manufacture more than one unit of 
      a certain item, the number which has already been completed and is
      available for use will be displayed under this heading. 

      Total to Produce - You can decide to manufacture more than one of some
      item.  The total number which will be produced of this item will 
      displayed under this heading
  
      Cost Per Unit - Each item you decide to manufacture costs a certain    
      amount of money to produce.  The unit cost will be displayed here.   
      If you multiply this by the Total to Produce, you will get the total   
      cost

      Days/Hours Left - Each manufacturing project takes a certain amount o
      time to complete (see chart below).  This time is measured in        
      engineer hours.  In other words, the number of engineer hours neede
      to complete the project, divided by the number of engineer assigned  
      to the project will give you the time it will take the engineers t
      complete their work.  This is what appears under this heading

      NEW PRODUCTION BUTTON - This button will allow you to start a new
      manufacturing project.  When you click this button, you will be give
      a list of all the items which have been researched and can be        
      produced.  Select what you want from the list.  You will now be give
      a screen with this information
      Number of Engineer Hours per Unit - This is a measure of how long i
      takes to produce one unit of the item you selected.  Engineer hour
      divided by the number of engineers you assign to the project will
      give you the time it will take to produce this project.  Note tha
      this is per unit

      Cost Per Unit - Manufacturing alien technologies costs money.  Thi
      is how much money you will have to come up with for each unit      
      before manufacturing will even begin
      Work Space Required - This is the base work shop space required b
      the item that will be manufactured.  This does not increase wit
      quantity, so this is always the same for a certain item, no matte
      how many you want to produce.  In addition, the each engineer wil
      take up one unit of work shop space

      Below this will be a listing of all the special materials required t
      produce this item (if any).  This could include alien alloys, UF
      power sources, Elerium-115, and UFO Navigation.  If the item does
      require some special materials, a small chart will show up which wil
      simply show you what item the project needs, how much of each item,  
      and how much of each item you have in your stores.  When you ar
      sure that you have enough room, money, and special materials for thi
      project click the START PRODUCTION BUTTON.  Otherwise click CANCEL

      START PRODUCTION BUTTON - This will let you begin the project.       
      Before that happens you will have to select the number of engineer
      you wish to assign to the project, and the number of units of th
      item that you wish to manufacture.  Use the up arrows to increase
      the number of engineers or number of units, use the down arrows t
      decrease them.  You will also be told how much work shop space yo
      have available and how many engineers are available.  Click OK t
      start the production using the values you set in this screen.
      Click STOP PRODUCTION to cancel the entire project
                          
      Manufacturing Costs/Details  
      ---------------------------               
                                                
      -------------------------------------------------------------------
      |                  |Engineer  |Cost    |Workspace|Special Materials 
      |       ITEM       |Hours/Unit|per Unit|Required |    Required      |
      |------------------|----------|--------|---------|------------------
      |Alien Alloys      |100       |3,000   |    10   |                  
      |------------------|----------|--------|---------|------------------
      |Alien Grenade     |200       |6,700   |    2    |2 Elerium-115     
      |------------------|----------|--------|---------|------------------
      |AVENGER           |34,000    |900,000 |    36   |120 Alien Alloys  
      |                  |          |        |         |2 UFO Power Source
      |                  |          |        |         |1 UFO Navigation  
      |------------------|----------|--------|---------|------------------
      |Blaster Bomb      |220       |8,000   |    3    |3 Elerium-115     
      |------------------|----------|--------|---------|------------------
      |Blaster Launcher  |1200      |90,000  |    5    |1 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |FIRESTORM         |14,000    |400,000 |    30   |65 Alien Alloys   
      |                  |          |        |         |1 UFO Power Source
      |                  |          |        |         |1 UFO Navigation  
      |------------------|----------|--------|---------|------------------
      |Flying Suit       |1400      |58,000  |    16   |16 Elerium-115    
      |                  |          |        |         |5 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |Fusion Ball       |600       |28,000  |    6    |4 Elerium-115     
      |------------------|----------|--------|---------|------------------
      |Fusion Ball       |400       |242,000 |    6    |                  
      |Launcher          |          |        |         |                  
      |------------------|----------|--------|---------|------------------
      |Heavy Laser       |700       |32,000  |    4    |                  
      |------------------|----------|--------|---------|------------------
      |Heavy Plasma      |1000      |122,000 |    4    |1 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |Heavy Plasma Clip |80        |6,000   |    4    |3 Elerium-115     
      |------------------|----------|--------|---------|------------------
      |Hovertank/Launcher|1400      |900,000 |    30   |25 Elerium-115    
      |                  |          |        |         |8 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |Hovertank/Plasma  |1200      |850,000 |    30   |30 Elerium-115    
      |                  |          |        |         |5 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |HWP Fusion Balls  |400       |15,000  |    25   |5 Elerium-115     
      |                  |          |        |         |8 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |Laser Cannon      |300       |182,000 |    6    |                  
      |------------------|----------|--------|---------|------------------
      |Laser Pistol      |300       |8,000   |    2    |                  
      |------------------|----------|--------|---------|------------------
      |Laser Rifle       |400       |20,000  |    3    |                  
      |------------------|----------|--------|---------|------------------
      |LIGHTNING         |18,000    |600,000 |    34   |85 Alien Alloys   
      |                  |          |        |         |1 UFO Power Source
      |                  |          |        |         |1 UFO Navigation  
      |------------------|----------|--------|---------|------------------
      |Medi-Kit          |420       |28,000  |    4    |                  
      |------------------|----------|--------|---------|------------------
      |Mind Probe        |1,200     |262,000 |    4    |1 Elerium-115     
      |------------------|----------|--------|---------|------------------
      |Motion Scanner    |220       |34,000  |    4    |                  
      |------------------|----------|--------|---------|------------------
      |Personal Armour   |800       |22,000  |    12   |4 Elerium-115     
      |------------------|----------|--------|---------|------------------
      |Plasma Beam       |500       |226,000 |    8    |15 Elerium-115    
      |------------------|----------|--------|---------|------------------
      |Plasma Pistol     |600       |56,000  |    3    |1 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |Plasma Pistol Clip|60        |2,000   |    4    |1 Elerium-115     
      |------------------|----------|--------|---------|------------------
      |Plasma Rifle      |820       |88,000  |    4    |1 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |Plasma Rifle Clip |80        |3,000   |    4    |2 Elerium-115     
      |------------------|----------|--------|---------|------------------
      |Power Suit        |1000      |42,000  |    16   |5 Elerium-115     
      |                  |          |        |         |5 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |Psi-Amp           |500       |160,000 |    4    |1 Elerium-115     
      |------------------|----------|--------|---------|------------------
      |Small Launcher    |900       |78,000  |    3    |1 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |Stun Bomb         |200       |7,000   |    2    |1 Elerium-115     
      |------------------|----------|--------|---------|------------------
      |Tank/Laser Cannon |1200      |500,000 |    25   |                  
      |------------------|----------|--------|---------|------------------
      |UFO Navigation    |1600      |150,000 |    18   |3 Alien Alloys    
      |------------------|----------|--------|---------|------------------
      |UFO Power Source  |1400      |130,000 |    22   |16 Elerium-115    
      |                  |          |        |         |5 Alien Alloys    
      -------------------------------------------------------------------

      TRANSFER BUTTON - This allows you to transfer equipment, weapons, an
      craft between your bases.  When you click this button, you will b
      presented with small screen listing all your bases and their         
      locations, and your funds.  Click on a base to select it as th
      destination.  You will then be given a big list of all the things yo
      have in your stores, and all the things which are in the destinatio
      base's stores.  These heading will be across the top
      ITEM - Lists the different pieces of equipment which you have at
      your stores and which can be transferred

      Quantity - This lists the number of units of that particular item
      which you have in the stores at this base
      Amount to Transfer - Shows the number of units of the particular
      item which you are going to transfer to the destination base. 
      Use the up arrow to increase the amount you will transfer, use th
      down arrow to decrease the the amount you will transfer
      Amount at Destination - Shows how much of that particular item the
      destination base already has at its stores.  Click TRANSFER to
      initiate the deal.  If the destination base has enough stor
      space to hold the transfer, you will get a little screen tellin
      you the cost of the transfer.  The cost depends on how far away
      the two bases are and how much you are transferring.  If you stil
      want to go through with it, click OK, if not, click CANCEL

      PURCHASE/RECRUIT BUTTON - This is how you buy beginning Earth-base
      technology.  While alien technology must be researched and           
      manufactured on site, Earth based technology only costs money.   
      The screen is a simple one with the following fields
      Current Funds - The money you currently have availabl
      Cost of Purchase - The total cost of all the items you have selected.
      Will be automatically deducted after you click OK
      ITEM column - The list of the technologies you can purchas

      COST PER UNIT column - Under here will be listed the prices per uni
      for all the items you can purchase

      QUANTITY column - This will display how many of each item you hav
      selected to purchase.  Use the UP arrow to increase the number b
      one.  Use the DOWN arrow to decrease the quantity of that item you 
      wish to buy. 

      OK BUTTON - Click here to send your order for the items you have
      selected.  Each item takes a certain time to arrive, from 6 to 7
      hours.  Therefore you will have to wait a certain time until th
      items you purchased are actually available for use
      CANCEL BUTTON - Cancel the transaction

      Prices of Earth-Based Technologies
      ----------------------------------
      This is just a list of the purchase prices of these earth-based
      technologies
      ITEM                        Price per Unit ($)     
      Scientist                         60,00
      Engineer                          50,00
      Soldier                           40,00
      SKYRANGER                        500,00
      INTERCEPTOR                      600,00
      Stingray Launcher                 16,00
      Stingray Missile                   3,00
      Avalanche Launcher                17,00
      Avalanche Missile                  9,00
      Cannon                            30,00
      Cannon Rounds (X50)                1,24
      Tank/Cannon                      420,00
      HWP Cannon Shells                    20
      Tank/Rocket Launcher             480,00
      HWP Rockets                        3,000
      Pistol                               80
      Pistol Clip                           7
      Rifle                              3,00
      Rifle Clip                           20
      Heavy Cannon                       6,40
      Heavy Cannon-Armour Piercing Ammo    30
      Heavy Cannon-High Explosive Ammo     50
      Heavy Cannon-Incendiary Ammo         40
      Auto Cannon                       13,50
      Auto Cannon-Armour Piercing Ammo     50
      Auto Cannon-High Explosive Ammo      70
      Auto Cannon-Incendiary Ammo          65
      Rocket Launcher                    4,00
      Small Rocket                         60
      Large Rocket                         90
      Incendiary Rocket                  1,20
      Grenade                              30
      Smoke Grenade                        15
      Proximity Grenade                    50
      High Explosive                     1,50
      Stun Rod                           1,26
      Electro Flare                         6
     
    SELL/SACK BUTTON - This allows you to sell some of your surplus
      equipment, or sell off some alien technologies for extra cash. 
      The screen works exactly as the PURCHASE/RECRUIT screen, so I
      won't bother explaining it.  Here is just a list of all the sal
      prices, for earth-based technologies as well as all the alien
      technologies

      Sale Prices of All Technologies
      -------------------------------
      Alien Alloys                       6,50
      Alien Corpse (Any)                20,00
      Alien Entertainment               20,00
      Alien Food                         5,00
      Alien Grenade                     14,85
      Alien Surgery                     38,00
      Auto Cannon                       10,12
      Auto Cannon-Armour Piercing Ammo     40
      Auto Cannon-High Explosive Ammo      56
      Auto Cannon-Incendiary Ammo          52
      Avalanche Launcher                12,75
      Avalanche Missile                  7,20
      AVENGER                                
      Blaster Bomb                      17,02
      Blaster Launcher                 144,00
      Cannon                            22,50
      Cannon Rounds (X50)                1,01
      Electro Flare                         4
      Elerium-115                        5,00
      Engineer                               
      Examination Room                   9,00
      FIRESTORM                              
      Flying Suit                      420,00
      Fusion Ball                       53,30
      Fusion Ball Launcher             281,10
      Grenade                              24
      Heavy Cannon                       4,80
      Heavy Cannon-Armour Piercing Ammo    22
      Heavy Cannon-High Explosive Ammo     27
      Heavy Cannon-Incendiary Ammo         30
      Heavy Laser                       61,00
      Heavy Plasma                     171,60
      Heavy Plasma Clip                  9,59
      High Explosive                     1,20
      Hovertank/Plasma                 980,00
      Hovertank/Launcher             1,043,00
      HWP Cannon Shells                    10
      HWP Fusion Bomb                   31,50
      HWP Rockets                        2,25
      Incendiary Rocket                    90
      INTERCEPTOR                            
      Large Rocket                         72
      Laser Cannon                     211,000
      Laser Pistol                      20,00
      Laser Rifle                       36,90
      LIGHTNING                              
      Medi-Kit                          46,50
      Mind Probe                       334,00
      Motion Scanner                    45,60
      Personal Armour                  140,00
      Pistol                               60
      Pistol Clip                           5
      Plasma Beam                      267,30
      Plasma Pistol                     84,00
      Plasma Pistol Clip                 4,40
      Plasma Rifle                     126,50
      Plasma Rifle Clip                  6,29
      Power Suit                       310,00
      Proximity Grenade                    40
      Psi-Amp                          194,70
      Rifle                              2,25
      Rifle Clip                           15
      Rocket Launcher                    3,00
      Scientist                              
      SKYRANGER                              
      Small Launcher                   120,00
      Small Rocket                         48
      Smoke Grenade                        12
      Soldier                                
      Stingray Launcher                 12,00
      Stingray Missile                   2,40
      Stun Bomb                         15,20
      Stun Rod                             94
      Tank/Cannon                      340,00
      Tank/Laser Cannon                594,00
      Tank/Rocket Launcher             360,00
      UFO Navigation                    80,00
      UFO Power Source                 250,00
    GEOSCAPE BUTTON - Returns you to the tactical screen

FIGHTING ALIEN
--------------
The destruction of UFOs takes place in two ways.  The first is the air-to
air combat between UFOs and interception craft from the XComs.  This wil
either destroy the UFO totally, or disable it.  The second and mos
important is the ground exploration by the XCom soldiers themselves.  The
will explore landed UFOs, crash sites, terror sites and alien bases while
blowing away all sorts of nasties with their new alien technology.  Th
ground XComs, after a successful mission, will retrieve alien technolog
from the UFOs.  This includes live aliens, alien corpses and alien weapons.

  AIR-TO-AIR COMBAT
  -----------------
  To fight a UFO in air-to-air combat, you must first detect it with you
  radars.  The UFO will then appear as a red plus.  To fight the UFO, you
  must send interception craft after it.  The UFOs are quite elusive, so   
  you might find it hard to catch up to it.  Once an interception craft
  targets a UFO, it will follow it as far as the radar range allows.  Once
  the UFO escapes radar range, the tracking will be lost and you will have 
  to send your craft back to base.  When a UFO is detected by radar, the
  following little screen will be shown
  UFO-??
 
  Detecte
  Size >
  Altitude 
  Heading 
  Speed 
 
  CENTRE ON UFO - TIME = 5 SEC
  CANCEL
  Size - A general outline of the type of UFO it is.  It does not explain
  what its mission is, or exactly what kind it is.  The 5 different
  possibilities are:  Very Small, Small, Medium, Large, Very Large
  Altitude - How high the UFO is flying.  The five possibilities are
  Ground, Very Low, Low, High, Very High.  It the UFO is on th
  ground, you can send in the XCom soldiers directly, without
  having to shoot it down with a fighter craft.  However, there
  may be more aliens aboard landed UFOs than there are on crash
  sites

  Heading - The general direction in which the UFO is flying (North
  Southwest, etc.

  Speed - The UFO's speed in knots
  CENTRE ON UFO BUTTON - Centres the view on the UFO and sets the time flo
  to five seconds at a time
  CANCEL - Ignores the UFO.  Doesn't centre on it and doesn't change the
  time flow
  If you happen to have already researched and built a Hyper-Wave Decode
  at a base along with your radars, you will be given the above            
  information, as well as this
  Craft Type > The exact type of craft it is.  The possible types are
  Small Scout, Medium Scout, Large Scout, Terror Ship,
  Abducter, Battleship, Harvester, Supply Ship.  Fo
  explanations of these types, see TECHNOLOGIES
  Race > The main race of aliens aboard the ship.  The main races are
  Floaters, Snakeman, Mutons, Sectoids and Ethereals.  Each of thes
  races usually have some extra help if they are on larger ships. 
  These are

  Floaters and Reaper
  Sectoids and Cyberdisk
  Mutons and Celatid
  Snakeman and Chryssalid
  Ethereals and Silacoids and Sectopod
  The one on the left is the main race, while the ones on the righ
  are the "help" they bring along on bigger ships.  For explanation
  of all the aliens races, see the enclosed PCX files.

  Mission > The mission that the aliens are on.  The possible missions are
  Alien Abduction, Alien Retaliation, Alien Base, Alien Harvest
  Alien Research, Alien Supply, Alien Terror, Alien Infiltration
  For explanations of these missions, see TECHNOLOGIES

  Zone > The general area of the world to which the aliens are headed
  If and when a fighter craft catches up to a UFO, the two crafts will     
  begin air-to-air combat.  Make sure your craft has adequate weapons
  You will get a screen like this

  -------------------------------------------
  |Min.|      W-2       |Stand-Off |Cautious  
  |----    Range ---  |          |Attack    
  |  --- W-1        |  |----------|----------
  |  |    Range      |  |Standard  |Aggressive
  |  |               |  |Attack    |Attack    
  |  |     Radar     |  |----------|----------
  |  |               |  | Fighter  |Disengage 
  |---           ---| Craft    |          
  ||W-1|           |W-2|| Damage   |----------
  ||   |           |   || Indicator|UFO Info  
  ||   |           |   ||          |          
  |---           ---|---------------------
  | XXX             XXX | Proximity to UFO    
  |-------------------------------------------
  | Messages                                  
  -------------------------------------------
 
  Minimize - This small square in the corner allows you to minimize th
  entire combat window.  This can only be done during standoff mode (When
  ou are not attacking the UFO in any way).  When you click this, th
  window will disappear, and the tactical view will come on again.  Yo
  will see the UFO and fighter craft together, moving in some direction
  This is useful if you want to send more craft to fight the UFO at once,
  since you can have more than one craft per UFO

  W-1 - Here will be shown a picture of your first weapon.  Below it is 
  number.  This number is the number of ammo rounds you have for tha
  weapon

  W-2 - Here will be shown a picture of your second weapon.  Below it is 
  number.  This number is the number of ammo rounds you have for tha
  weapon

  W-1 Range - This line shows you what kind of a range your first weapon   
  has.  In order to be able to fire that weapon at the UFO, the UFO mus
  be at least touching the line which comes from the first weapon pictur
  out into the middle of the radar.  Once the UFO is within range, an
  you have selected one of the attacking buttons, the weapon will be
  fired

  W-2 Range - This line shows you what kind of a range your second weapon  
  has.  In order to be able to fire that weapon at the UFO, the UFO mus
  be at least touching the line which comes from the second weapon       
  picture out into the middle of the radar.  Once the UFO is within      
  range, and you have selected one of the attacking buttons, The weapon  
  will be fired

  Radar - This simulated radar simply shows you the position of th
  UFO compared to the position of your craft.  Your craft is th
  arrow on the bottom, while the UFO is the circle near the top. 
   
  Messages - This displays combat messages such as "UFO destroyed",
  "UFO crash lands", "INTERCEPTOR damaged" or "INTERCEPTOR destroyed"
  Stand off - Selecting this button instructs your craft to have 
  stalemate with the UFO.  In other words, the craft will attemp
  to keep a safe distance from the UFO.  If the UFO is faster, i
  still might catch up to the craft.  This is useful if you are
  bringing in extra craft to help with the UFO
  Standard Attack - Instructs the craft to attack the UFO withou
  getting too close to it.  This is useful if you have a rang
  advantage over the UFO
  Cautious Attack - Instructs the craft to attack the UFO but try t
  get more away from it.  This is useful if the UFO has gotten i
  close to your craft and is pounding you
  Aggressive Attack - Instructs your craft to try to move closer to th
  UFO and attack it. 
  Disengage - Instructs your craft to abandon the fight and run awa
  on the UFO
 
  UFO Info - Shows you a close-up picture of the UFO along with some
  measurements.  This could help you identify the UFO (I don't kno
  why you'd like to)

  Damage Indicator - This representation of your craft will begin t
  fill up red if your craft is damaged by UFO fire.  When the entire     
  craft becomes red, it is destroyed.  If it is even a bit red after
  the UFO is beaten, it will have to be repaired upon its return to
  the base (before it can fly again)
  Proximity to UFO - Displays the distance between craft and UFO i
  numbers

  Once the UFO is destroyed, it will probably leave a crash site,
  unless you had powerful enough weapons to totally destroy it.  I
  it does leave a crash site, you might want to send your XCom soldier
  down to investigate it to recover some alien technologies.  T
  send the XComs, equip a transport craft with some equipment and 
  crew, and send it to the crash site.  Upon arrival, the craft wil
  land at the crash site.  You will not be presented with a strateg
  combat screen like this
  
  -----------------------------------------------------------------------
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                              STRATEGY VIEW                            
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |                                                                       
  |-----------------------------------------------------------------------
  |          |Go Up |See Up| See  |Inv.  |Next  |See   |End    |          
  |          |      |      | Map  |      |      |Up    |Turn   |          
  |          |------|------|------|------|------|------|-------Д          
  |  Item    |Go    |See   | Duck |Centre|End & |Option|Abort  |   Item   
  |  # 1     |Down  |Down  |      |      |Next  |      |Mission|   # 2    
  |          |-------------|-----------------------------------Д          
  |          |             | Rank   | Name of Soldier          |          
  |          |             | Symbol |--------------------------Д          
  |          |             |        |T.U.| St.|  Bar Graphs    |          
  |          |             |        |----y|----Д               |          
  |          |             |        | He.|Mor.|                |          
  -----------------------------------------------------------------------
 
  Strategy View - This is where all the action takes place.  The entir
  map is divided into squares.  However, there is also the added
  problem of height.  There are up to 4 levels to the mission, dependin
  on how big the UFO is.  When you first start, you will have your firs
  soldier selected.  To move him, click on the destination square wit
  the left mouse button.  You can either move one square at a time fo
  added caution, or you can click all the way on your destination. 
  Each soldier is limited in how far he can move by his Time Units. 
  Each move of one square costs 4 time units.  You can also simply tur
  in a certain direction by selecting a square which is in the directio
  you wish to turn, and clicking the right mouse button.  This is usefu
  when you are trying to find aliens, because you actually have to be
  looking in the direction of the alien to see it.  You can select th
  current soldier (the one you are moving, since you can only move one at
  a time) either by using the next soldier buttons or left clicking      
  over the picture of the soldier to who you want to switch.  You can    
  have up to two items ready at a time, one in each hand.  To use an     
  item, click on its picture in one of the two item windows.  You will be
  given a choice of what you wish to do with that item, an accuracy      
  percentage (the percent chance of that particular type of shot actually
  hitting the target you select) and the number of time units it will    
  take to use that item in that particular way.  The time unit cost is in
  fact a percentage of that soldier's maximum time units.  Once you      
  select the type of attack, click on the target alien (or soldier,      
  depending on the item) and click the left mouse button.  If the alien  
  is in sight (you have a line of fire) the item will be used, and it    
  might kill or at least hurt the alien as long as it hits.  You can only
  attack aliens which are in that soldier's line of sight.  The aliens   
  are invisible to you until one of your soldiers actually "sees" it.  To
  "see" an alien, you have to be close enough to it, and be facing in the
  right direction.  If you can see any aliens, flashing numbers will     
  appear in the bottom right corner of the strategy view.  Each number   
  represents one alien "seen".  Certain items such as mind probes can be 
  used on aliens who are not in that soldier's line of sight as well as  
  aliens which are in his line of sight.  However, all guns must have a  
  clear path to the alien in order to shoot it.  Once you have finished  
  all your moves, click the end turn button to allow the aliens their    
  moves.  If any aliens are within range of any of your soldiers, they   
  will probably shoot at them.  Of course, the aliens will sometimes     
  miss, but unless you have some armour for your soldiers, they will     
  often die with just one shot.  At the end of the aliens' turn, you will
  get your next. Oftentimes, aliens which you "saw" the previous turn hid
  somewhere, so you will have to find them again before you can shoot    
  them.  You can scroll the strategy display by putting the mouse cursor 
  by the edge in the direction of which you wish to scroll and pressing  
  the left mouse button.  All mission, whether they be crash sites or    
  alien bases, end when either all the aliens or soldiers are dead.  At  
  the end of the mission, you will get a score.  Basically, if you killed
  all the aliens, you will get a good score.  Points are gained for such 
  things as killed aliens, recovered alien technologies, and recovered   
  alien corpses.  In certain missions, there are some special point      
  values (such as for saved citizens during a terror site).  You lose    
  points for things such as killed soldiers and citizens killed by aliens
  (only during terror sites)

  Item #1 - Click here to use the item shown in this area (if any). The
  select the type of attack or use and select the target alien or        
  soldier. 

  Item #2 - Click here to use the item shown in this area (if any). The
  select the type of attack or use and select the target alien or        
  soldier. 

  Move 1 Level Up Button - If you are standing on a structure such a
  stairs or an elevator, clicking on this button will make you move on
  level up.  Also, if you are equipped with flying suits, and yo
  are currently flying low or are standing  on the ground, use this to   
  fly higher up.  However, it takes 8 time units to move up one level

  Move 1 Level Down Button - If you are standing on a structure such a
  stairs or an elevator, clicking on this button will make you move on
  level down.  Also, if you are equipped with flying suits, and yo
  are currently flying up off the ground, use this to get back down t
  earth.  However, it takes 8 time units to move down one level

  See 1 Level Up Button - This moves the strategy display one level up. 
  If there are some aliens on levels above you, you can use thi
  to target them (if they are in the line of fire).  You can interac
  fully with the level above you with this.  For example, you can switc
  the view up one level (if you are standing by stairs or an elevator)
  left click where you want to go on that higher level and your soldie
  will move towards the stairs or elevator and automatically climb up fo
  you

  See 1 Level Down Button - This moves the strategy display one level down
  If there are some aliens on levels below you, you can use thi
  to target them (if they are in the line of fire).  You can interac
  fully with the level below you with this.  For example, you can switc
  the view down one level (if you are standing by stairs or an elevator)
  left click where you want to go on that lower level and your soldie
  will move towards the stairs or elevator and automatically climb down  
  for you

  Consult Map Button - This gives you an overhead view of the nearby area
  On this map, aliens show up as blue circles, while the XComs show u
  as yellow circles.  The map only shows the current level.  To move th
  map either a level up or down, use the up and down arrows on the lef
  side of the map display.  The number on the right side of the displa
  shows the level you are looking at, where 0 is ground level.  To center
  on something, left click it.  You can then click OK to exit, and th
  strategy display will be centered on the square you clicked on.  Thi
  is useful when flashing numbers appear indicating alien you can see
  but they are too far away to see on the strategy display and it is a   
  pain in the ass to try and scroll the display to try and find the
  sucker.  With the map, you can quickly find him, click on him, switc
  back to the strategy display and let him have it

  Duck Button - This button allows the current soldier to duck.  Doin
  this will lessen the chance of an alien spotting the soldier. 
  However, if an alien is already in sight of the soldier, ducking wil
  not do very much

  Inventory Button - This button takes you to the inventory screen.  Her
  you can put items into your hands, transfer items from hands to
  to backpack, reload weapons and drop and pick up items from the ground
  Doing any of these operations costs time units, depending on what i
  is you are doing.  To reload a weapon, left click on the ammo and wit
  it selected left click on the weapon.  It will then be reloaded
  Center Button - Clicking this centres the strategy display on the
  current soldier

  Next Soldier Button - Clicking this button moves on to the next soldier
  the display will center on the new soldier, and he will take his turn
  You can still come back to the previous soldier either by clicking th
  next button until you go all the way through your soldiers again, o
  by left clicking him on the display

  End & Next Soldier Button - Clicking this button acts just like the
  next soldier button, except that if you use this button, the only wa
  to get back to the soldier whose turn you just ended is to left clic
  his picture in the strategy display.  Clicking the next soldier butto
  until you go through all the soldiers again does not work.  The soldie
  whose turn you ended is taken out of the queue
  See Levels Up Button - This button allows you to see the levels up abov
  you.  However, unlike the other buttons, it only lets you see, not
  interact with the levels above

  Options Button - This simply gives you some game play options, as wel
  as letting you save your game
  End Turn Button - Clicking this ends all XCom turns and gives the alien
  their chance to kick your butt
  Abort Mission Button - Clicking this allows you to abort the mission. 
  To successfully abort, you must have all your XComs in the craft
  when you decide to abort a mission.  All soldiers out of the craft
  when you abort are said to be missing in action and are treated as i
  killed

  TUs - This number shows how many time units the soldier has.  Time unit
  decrease with each step the soldier takes.  They are fully replenishe
  every new turn

  He. - This value shows the soldiers health.  This determines how muc
  punishment he can take and how long he can survive if he has suffere
  a fatal wound

  St. - This value is the soldier's energy or stamina.  It also decrease
  with each step the soldier takes, but at a slower rate.  However, i
  also replenishes slower, returning at a rate of 17 points per turn
  Mor. - This value shows the soldier's morale.  If the mission is no
  going well, or if it is very long, the morale will start to go down. 
  If it gets very low, the soldier will panic.  This means that he wil
  drop his weapon on the ground and run in a totally random direction
  Bar Graphs - diplay the time units, stamina, health and moral            
  graphically

  Rank Symbol - Clicking on this brings up a character sheet for the       
  soldier.  The different attributes are
  Time Units - How many steps the soldier can take every tur
  Energy - Also how many steps the soldier can take every tur
  Health - How much punishment the soldier can take
  Fatal Wounds - The number of fatal wounds the soldier has suffered.
  Fatal wounds will eventually kill the soldier.
  Bravery - How the soldier acts when things are not going wel
  Morale - How pumped up the soldier is.  If this goes down, the soldie
  will panic

  Reactions - The soldiers chance of getting a retaliatory shot if h
  is shot at by an alien during the aliens' turn
  Firing Accuracy - How accurate the soldier is with guns
  Throwing Accuracy - How accurate the soldier is with throwing items
  Strength - How much the soldier can carry
  Psionic Strength - Appears only if soldiers has gone through psioni
  training.  Shows how good is the soldier's natura
  ability with psionics
  Psionic Skill - Shows how well the soldier has been trained with
  psionics.  Shows up only after soldier has gone throug
  psionic training

  Armour Values - How good the soldier's armour is on all 6 sides.  Thi
  varies with the type of armour the soldier is wearing
  This roughly is the chance of the soldier not receivin
  a fatal wound if he is shot at from that side

TECHNOLOGIES
-----------
This is a listing of all the equipment and weapons you can possibly have i
this game.  The information about each one is just the information from th
Ufopaedia, plus some extra notes.  Therefore, the technologies are also
organized according to the Ufopaedia topics

  XCom Craft and Armament
  -----------------------
  SKYRANGER
  Troop transporter.  The fastest of its kind, with vertical take-off and
  landing (V.T.O.L.) capability
  MAX SPEED > 76
  ACCELERATION > 
  FUEL CAPACITY > 200
  WEAPON PODS > 
  DAMAGE CAPACITY > 15
  CARGO SPACE > 1
  HWP CAPACITY > 

  INTERCEPTOR
  Combat aircraft with dual pulse detonation engines and specially shielde
  electronic systems.  The best available earth-based technology
  MAX SPEED > 210
  ACCELERATION > 
  FUEL CAPACITY > 100
  WEAPON PODS > 
  DAMAGE CAPACITY > 10
  CARGO SPACE > 0
  HWP CAPACITY > 

  FIRESTORM
  Combat craft.  This one-man fighter replicates the classic alien flyin
  saucer design with central propulsion unit
  MAX SPEED > 420
  ACCELERATION > 
  FUEL CAPACITY > 20 
  WEAPON PODS > 
  DAMAGE CAPACITY > 50
  CARGO SPACE > 0
  HWP CAPACITY > 

  LIGHTNING
  Transporter and combat craft.  A crude but effective replication of alien
  propulsion systems
  MAX SPEED > 310
  ACCELERATION > 
  FUEL CAPACITY > 30 
  WEAPON PODS > 
  DAMAGE CAPACITY > 80
  CARGO SPACE > 1
  HWP CAPACITY > 
  AVENGE
  
Transporter and combat spacecraft.  The ultimate replication of alien
  technology
  MAX SPEED > 540
  ACCELERATION > 1
  FUEL CAPACITY > 60 
  WEAPON PODS > 
  DAMAGE CAPACITY > 120
  CARGO SPACE > 2
  HWP CAPACITY > 
  STINGRAY MISSIL
  DAMAGE > 7
  RANGE > 30k
  ACCURACY > 70
  RE-LOAD TIME > 15
  AVALANCHE MISSIL
  DAMAGE > 100 
  RANGE > 60k
  ACCURACY > 100 
  RE-LOAD TIME > 20
  CANNO
  DAMAGE > 1
  RANGE > 10k
  ACCURACY > 10
  RE-LOAD TIME > 2
  LASER CANNO
  DAMAGE > 7
  RANGE > 21k
  ACCURACY > 70
  RE-LOAD TIME > 4
  PLASMA BEA
  DAMAGE > 14
  RANGE > 52k
  ACCURACY > 140
  RE-LOAD TIME > 6
  FUSION BAL
  DAMAGE > 23
  RANGE > 65k
  ACCURACY > 230
  RE-LOAD TIME > 25
  Heavy Weapons Platform
  ----------------------
  TANK/CANNON
  Automated heavy weapons platforms are designed to complement an XCo
  squad.  The combination of high fire power and strong armour make
  these units valuable for open terrain fire fights.  Make sure that
  there are sufficient cannon shells in your stores to re-arm tanks
  They are armed automatically when you assign them to a squad
  TANK/ROCKET LAUNCHE
  This automated heavy weapons platform is armed with powerful rockets
  This will be devastating for any alien foe.  Make sure your store
  are kept supplied with HWP rockets
  TANK/LASER CANNO
 
  Laser weapons are a useful addition for HWPs.  It combines heav
  firepower with no ammunition restrictions
  HOVERTANK/PLASM
  Alien technology has given the HWP a new lease of life.  The adde
  manoeuverability of air travel and the power of plasma beams is a
  lethal combination

  HOVERTANK/LAUNCHER
  This hovertank has a fusion ball launcher that is capable of immens
  devastation.  Use it with great care.  You will have to manufactur
  the fusion balls to keep these HWPs fully armed.  A fusion ball i
  an intelligent guided weapon.  In order to fire it you select a
  number of 'way points' with the cursor and then click on the launc
  icon to fire the fusion ball
  Weapons and Equipmen
  --------------------

  PISTOL
  SHOT TYPE     ACCURACY      TU COS
  Snap            60%           18
  Aimed           78%           30
  AMMUNITION TYPE      DAMAG
  Armour Piercing        2
  The standard issue XCom pistol is a high powered semi-automatic wit
  a 12 round capacity

  RIFLE
  SHOT TYPE     ACCURACY      TU COS
  Auto            35%           35
  Snap            60%           25
  Aimed          110%           80
  AMMUNITION TYPE      DAMAG
  Armour Piercing        3
  This highly accurate sniper rifle has laser guided sights and take
  6.7mm ammunition in 20 round clips

  HEAVY CANNON
  SHOT TYPE     ACCURACY      TU COS
  Snap            60%           33
  Aimed           90%           80
  AMMUNITION TYPE      DAMAG
  Armour Piercing        5
  High Explosive         5
  Incendiary             6
  The heavy cannon is a devastating, but cumbersome, weapon.  It
  vesatility comes from the fact that it can take three types of
  ammunition - armour piercing, incendiary and high explosive

  AUTO CANNON
  SHOT TYPE     ACCURACY      TU COS
  Auto            32%           40
  Snap            56%           33
  Aimed           82%           80
  AMMUNITION TYPE      DAMAG
  Armour Piercing        4
  High Explosive         4
  Incendiary             4
  The auto cannon combines the versatility and power of a heavy canno
  with a faster fire rate
  
ROCKET LAUNCHE
  SHOT TYPE     ACCURACY      TU COS
  Snap            55%           45
  Aimed          115%           75
  AMMUNITION TYPE      DAMAG
  Small High Explosive   7
  Large High Explosive  10
  Incendiary             9
  The rocket launcher is a laser guided system which can fire thre
  different sizes of missile
  LASER PISTO
  SHOT TYPE     ACCURACY      TU COS
  Auto            28%           25
  Snap            40%           20
  Aimed           68%           55
  AMMUNITION TYPE      DAMAG
  Laser Beam             4
  The laser pistol is an effective implementation of new technology. 
  It has the convenience of a pistol with faster and more accurat
  firing
  
LASER RIFLE
  SHOT TYPE     ACCURACY      TU COS
  Auto            46%           34
  Snap            65%           25
  Aimed          100%           50
  AMMUNITION TYPE      DAMAG
  Laser Beam             6
  The laser rifle is a more powerful and accurate version of the earlie
  pistol design
  
HEAVY LASER
  SHOT TYPE     ACCURACY      TU COS
  Snap            50%           33
  Aimed           84%           75
  AMMUNITION TYPE      DAMAG
  Laser Beam             8
  The heavy laser is cumbersome, but extremely effective
  
GRENADE
  AMMUNITION TYPE      DAMAGE
  High Explosive         5
  The standard issue grenade has an accurate and sophisticated time
  for precision control
  SMOKE GRENADE
  AMMUNITION TYPE      DAMAGE
  High Explosive         6
  Smoke grenades are useful for providing cover in exposed combat
  situations.  Use with care because they can benefit the enemy as well
  
PROXIMITY GRENADE
  AMMUNITION TYPE      DAMAGE
  High Explosive         7
  A proximity grenade can be thrown like an ordinary grenade but it i
  triggered by nearby movement after it lands.  Great skill and care i
  required to use these devices properly
  HIGH EXPLOSIVE
  AMMUNITION TYPE      DAMAG
  High Explosive        11
  This explosive should only be used for demolition purposes.  Kee
  personnel clear of demolition sites

  MOTION SCANNER
  This sophisticated device uses a variety of detectors and advance
  computer algorithms to identify moving enemy units.  However, it
  requires some practice to use effectively.  Click on the motio
  scanner icon on the tactical display.  Select 'Use scanner' from th
  menu.  The scanner display shows an arrow in the centre which is th
  direction the soldier is facing (North is at the top).  The flashin
  blobs show units which have moved recently.  Large units, or fast
  moving units, will produce larger blobs.  Static units will not b
  detected

  MEDI-KI
  The medi-kit combines a healing facility with pain killers and
  stimulants.  In order to use the medi-kit you must face towards the
  soldier requiring treatment.  It the soldier is stunned, you mus
  stand over the body.  Click on the medi-kit icon and select 'Us
  medi-kit' from the menu
  Healing > Red body parts show fatal wounds.  Click on a body part tha
            is wounded.  Click on the 'Heal' button.  One fatal woun
            will be cured and some health restored
  Stimulant > This will restore energy and revive unconscious (stunned
              soldiers.  In order to revive an unconscious soldier yo
              must stand directly over the body
  Pain Killer > This will restore the morale of wounded soldiers up t
                an amount equivalent to the soldier's lost health
  PSI-AM
  The psi-amp can only be used byy soldiers with psionic skill.  Durin
  combat, click on the psi-amp, select the type of attack, and selec
  the target unit with the cursor.  There are two types of psionic attack
  Panic Unit > If the attack is successful, it will reduce the target'
               morale and may cause it to panic
  Mind Control > If this is successful, then you will gain immediat
                 control of the enemy unit as if it was one of your ow
                 (except that you cannot access the object screen).  I
                 is more difficult to be successful with this type o
                 attack
  STUN ROD
  This device can only be used in close combat, but will stun a livin
  organism without killing it by using electric shocks
  ELECTRO-FLAR
  This compact device produces a brief flare light when it is thrown
  This will highlight enemy units in the vicinity of the electro-flar
  during night time missions

  Alien Artefact
  --------------
  HEAVY PLASM
  SHOT TYPE     ACCURACY      TU COS
  Auto            50%           35
  Snap            75%           30
  Aimed          110%           60
  AMMUNITION TYPE      DAMAG
  Plasma Beam           11
  A much more powerful version of the plasma rifle
  HEAVY PLASMA CLI
  AMMUNITION TYPE      DAMAG
  Plasma Beam           11
  This compact device is used as ammunition for a heavy plasma gun.  I
  contains a small quantity of Elerium
  
PLASMA RIFLE
  SHOT TYPE     ACCURACY      TU COS
  Auto            55%           36
  Snap            86%           30
  Aimed          100%           60
  AMMUNITION TYPE      DAMAG
  Plasma Beam            8
  This is a devastatingly powerful weapon based on accelerating particle
  from within a minute anti-gravity field
  PLASMA RIFLE CLI
  AMMUNITION TYPE      DAMAG
  Plasma Beam            8
  This small object is used as a power source for a plasma rifle - 
  medium powered alien weapon.  Contains a small amount of Elerium
  
PLASMA PISTOL
  SHOT TYPE     ACCURACY      TU COS
  Auto            50%           30
  Snap            65%           30
  Aimed           85%           60
  AMMUNITION TYPE      DAMAGE
  Plasma Beam            5
  Plasma pistols are a lethal alien weapon based on accelerating particle
  from within a minute anti-gravity field
  PLASMA PISTOL CLI
  AMMUNITION TYPE      DAMAG
  Plasma Beam            5
  Power source for the small alien plasma pistol.  Contains elerium -
  the source of all alien power

  SMALL LAUNCHER
  SHOT TYPE     ACCURACY      TU COS
  Snap            65%           40
  Aimed          110%           75
  AMMUNITION TYPE      DAMAGE
  Stun                   9
  A small launcher which fires stun bombs.  Very useful for capturin
  live aliens

  STUN BOMB
  AMMUNITION TYPE      DAMAG
  Stun                   9
  The stun bomb is used for capturing live human specimens, but it can
  also be used against most alien races.  It is fired from a small
  launcher

  ALIEN GRENADE
  AMMUNITION TYPE      DAMAGE
  High Explosive         9
 
  This device works in the same way as a terrestrial grenade - except
  that it is more powerful

  ELERIUM-11
  This element has the unusual property of generating anti-matter powe
  when bombarded with certain particles.  This creates gravity waves an
  other forms of energy.  It is not naturally found in our solar syste
  and cannot be reproduced

  MIND PROBE
  The mind probe is an alien communications device which is used to tak
  information directly from brain waves.  XCom units can use this devic
  in combat to display an alien's characteristics.  Click on the mini
  probe and select the 'use' option.  Then click on an alien with the
  cursor

  BLASTER LAUNCHER
  SHOT TYPE     ACCURACY      TU COS
  Aimed           120%          80
  AMMUNITION TYPE      DAMAGE
  High Explosive        20
 
  This is an alien guided missile launcher which fires powerful 'blaster
  bombs'.  When you click to fire the weapon it will generate 'way points
  for the blaster bombs to follow.  When you have positioned enough war
  points click on the special launch icon

  BLASTER BOMB
  AMMUNITION TYPE      DAMAGE
  High Explosive        20
  This device is a highly explosive missile that has an intelligent        
  guidance system..  It is fired from a blaster launcher

  Base Facilitie
  --------------
  ACCESS LIFT
  Construction Time    1 da
  Construction Cost    $300,00
  Maintenance Cost     $4,00
  The access lift allows equipment and personnel to be transferred into o
  out of an underground base.  It is always the first facility to be
  constructed on a new site.  The lift area is vulnerable to intrusion by  
  any potential hostile forces
  LIVING QUARTER
  Construction Time    16 da
  Construction Cost    $400,00
  Maintenance Cost     $10,00
  Each accomodation block provides for up to 50 personnel.  The facilit
  provides basic recreation, food and sleeping areas

  LABORATORY
  Construction Time    26 day
  Construction Cost    $750,00
  Maintenance Cost     $30,00
  Up to 50 scientists can work in a laboratory facility.  Laboratorie
  are equipped with the latest technology for research into materials
  biochemistry and cosmology.  There is privileged access to the bes
  research labs throughout the world, including military establishments

  WORKSHOP
  Construction Time    32 day
  Construction Cost    $800,00
  Maintenance Cost     $35,00
  A workshop contains all the equipment necessary to manufacture
  equipment based on designs from the science labs.  Up to 50 engineers
  can occupy a workshop, although items under construction will also
  consume some space

  SMALL RADAR SYSTEM
  Construction Time    12 da
  Construction Cost    $500,00
  Maintenance Cost     $10,00
  A small detection system has an effective radar range of 300 nautical
  miles and is linked to satellite systems for ground search.  Eac
  system has a 5% chance of detecting an average sized object every 10
  minutes

  LARGE RADAR SYSTEM
  Construction Time    25 da
  Construction Cost    $800,00
  Maintenance Cost     $15,00
  A large detection system has an effective radar range of 450 nautical
  miles and is linked to satellite systems for ground search.  Each
  system has a 5% chance of detecting an average sized object every 10
  minutes

  MISSILE DEFENCE
  Construction Time    16 da
  Construction Cost    $300,00
  Maintenance Cost     $5,00
  Defence Value        50
  Hit Ratio            50
  Missile defences provide some protection against incursion by hostil
  craft which are attempting to land near the base

  GENERAL STOR
  Construction Time    16 da
  Construction Cost    $150,00
  Maintenance Cost     $5,00
  All equipment, weapons systems, munitions, recovered material an
  heavy weapons platforms are placed in stores, with the exception o
  equipment assigned to craft in hangars
  ALIEN CONTAINMEN
  Construction Time    18 da
  Construction Cost    $500,00
  Maintenance Cost     $15,00
  Living aliens are likely to require a special habitat to maintain thei
  life systems.  The containment facility can keep up to 10 alien lif
  forms in self-contained units
  LASER DEFENCE
  Construction Time    24 da
  Construction Cost    $900,00
  Maintenance Cost     $10,00
  Defence Value        60
  Hit Ratio            60
  Laser defences provide protection against incursion by hostile craft

  PLASMA DEFENCE
  Construction Time    34 da
  Construction Cost    $1,200,00
  Maintenance Cost     $12,00
  Defence Value        90
  Hit Ratio            70
  Plasma beam defences provide powerful and efficient protection agains
  incursion by alien craft

  GRAV SHIELD
  Construction Time    38 da
  Construction Cost    $2,300,00
  Maintenance Cost     $15,00
  The gravity shield repels alien craft attempting to land near the bas
  long enough for all defence systems to fire again.  In practice, thi
  will double the effectiveness of any defence systems at your base

  MIND SHIELD
  Construction Time    33 da
  Construction Cost    $1,300,00
  Maintenance Cost     $5,00
  Since alien craft rely on brain waves to detect human presence then th
  most effective counter measure is to shield brain waves from the base
  The facility will drastically reduce the chances of detection by alie
  craft

  PSIONIC LABORATOR
  Construction Time    24 da
  Construction Cost    $750,00
  Maintenance Cost     $16,00
  The psionic lab can access the psionic potential of all soldiers at th
  base and give them the necessary training to utilise their psionic     
  skills.  Each lab can train up to ten soldiers.  Training is allocate
  at the end of each month.  Psionic skills in conjunction with a Psi-Am
  can be used for psionic attacks during combat

  HYPER-WAVE DECODE
  Construction Time    26 da
  Construction Cost    $2,000,00
  Maintenance Cost     $30,00
  Alien communications rely on a supra-dimensional wave which travel
  almost instantaneously.  The decoder facility intercepts UFO           
  transmissions and decodes the information.  This will show the type of
  UFO, the alien race and the type of activity

  HANGAR
  Construction Time    25 da
  Construction Cost    $200,00
  Maintenance Cost     $25,00
  Each hangar can accomodate one craft.  There are facilities for
  maintenance, refuelling and repair of XCom craft.  Each craft statione
  at a base must have a free hangar assigned to it which cannot be used be
  other craft, even if the assigned craft is out on a mission

  FUSION BALL DEFENCE
  Construction Time    34 da
  Construction Cost    $1,800,00
  Maintenance Cost     $14,00
  Defence Value        1,20
  Hit Ratio            80
  Fusion missiles provide the most effective defence against alien attacks
  These missiles create an anti-matter implosion which destroys everything
  within a specific radius

  Alien Life Form
  ---------------
  See attached .PCX files
  SECTOID1.PCX   -   Living Sectoi
  SECTOID2.PCX   -   Sectoid Autops
  SNAKEMN1.PCX   -   Living Snakema
  SNAKEMN2.PCX   -   Snakeman Autops
  ETHREAL1.PCX   -   Living Etherea
  ETHREAL2.PCX   -   Ethereal Autops
  MUTON1.PCX     -   Living Muto
  MUTON2.PCX     -   Muton Autops
  FLOATER1.PCX   -   Living Floate
  FLOATER2.PCX   -   Floater Autops
  CELATID1.PCX   -   Living Celati
  CELATID2.PCX   -   Celatid Autops
  SILCOID1.PCX   -   Living Silacoi
  SILCOID2.PCX   -   Silacoid Autops
  CHRYSLD1.PCX   -   Living Chryssali
  CHRYSLD2.PCX   -   Chryssalid Autops
  REAPER1.PCX    -   Living Reape
  REAPER2.PCX    -   Reaper Autops
  SECTPOD1.PCX   -   Living Sectopo
  SECTPOD2.PCX   -   Sectopod Autops
  CYBRDSK1.PCX   -   Living Cyberdis
  CYBRDSK2.PCX   -   Cyberdisk Autops

  Alien Researc
  -------------
  ALIEN ORIGIN
  It is clear that we are fighting a losing battle on earth.  The alie
  hordes are overwhelming in number.  The best we can do is slow down thei
  progress.  The only hope for humanity is to tackle the aliens at thei
  source.  Our research seems to indicate a nearby base of operations      
  within our solar system.  Aliens indicate this place to be the centre of
  an ancient civilisation that pre-dates Human history.  We must locat
  this place as soon as possible.  However, we need to capture and
  interrogate an alien leader to gain more detailed information.  The
  larger UFOs probably contain at least one alien leader

  THE MARTIAN SOLUTION
  Our research now points to Mars as the base of alien operations.  The
  base is well hidden, and contains all the manufacturing and clonin
  facilities to fuel the infiltration of earth.  It also seems to contai
  a controlling computer of some kind that controls the whole operation
  It seems that the hive-like alien society has some kind of 'queen bee'
  This is their fundamental weakness - if we can eliminate the 'brain' the
  the body will die.  We must step up our research efforts before it is to
  late.  In order to progress we must capture the highest ranking aliens -
  the commanders - which only reside in alien bases

  CYDONIA OR BUST
  It is now clear that the alien hordes are being controlled from a
  underground base in Cydonia - which is an unusual area of Mars featurin
  five sided pyramids and a large formation resembling a human face
  Cydonian civilisation once flourished on Mars many millions of years ago
  but we do not know why it died out or what the connection is with th
  latest alien activity there.  Whatever the explanation we must send a
  expedition to Cydonia.  This is the only way that we can defeat the    
  aliens.  We must destroy the controlling master 'brain'.  We will need a
  avenger craft equipped with the most awesome destructive power at ou
  disposal.  There is nothing more we can learn here - we must await th
  outcome of the Cydonian assault. 

  ALIEN RESEARCH
  The alien research mission is used for collecting basic data on eart
  and its inhabitants.  Small vehicles are predominantly used, wit
  occasional landings in deserted areas.  This type of alien activit
  poses the least threat to XCom, with little concern from government
  or the public

  ALIEN SUPPLY
  Once an alien base is constructed then it is resupplied on a regula
  basis by a special supply vessel.  If one of these vessels is detecte
  while landing then it is certain that an alien base is nearby
  ALIEN TERRO
  When the aliens terrorise a city they will deploy some special forces    
  with awesome powers.  Civilians will be directly threatened, and
  governments will be forced to evacuate whole areas.  The main purpos
  behind this activity is to generate sufficient public hysteria so tha
  governments will threaten the XCom project

  ALIEN INFILTRATION
  Earth governments can be infiltrated by alien agents which are human i
  appearance.  This can result in official contact between aliens an
  governments at the highest level.  The climax of this activity i
  characterised by intense UFO activity in the vicinity of major cities
  The aliens will attempt to sign a pact with an earth government b
  offering knowledge of their superior technology.  In return th
  government will allow the aliens to conduct their activity unhindered
  This alien mission represents the worst threat to XCom.  If a governmen
  agrees to a pact then its funding will cease

  ALIEN ABDUCTION
  This is the most insidious form of alien activity.  The abduction b
  aliens is widely reported, despite the aliens' attempts to erase th
  experience from their victims' memories.  Abductees report bein
  subject to humiliating physical examinations, including impregnatio
  of alien foetuses and bizarre genetic experiments.  The purpose behin
  this activity appears to be linked to genetic mutation and manipulatio
  of the aliens' own genetic material.  This activity causes great alarm
  and occurs in populated areas or cities

  ALIEN RETALIATION
  If XCom interceptors are being particularly successful in shooting dow
  UFOs then the aliens may take some retaliatory action.  This coul
  result in a direct attack against an XCom base.  However, the alien
  have to find an XCom base in order to attack it, and provided UFOs
  are kept away then there should be little danger of an assault

  ALIEN BASE
  Aliens will construct secret underground bases in remote locations
  After some initial reconnaissance flights some intense UFO activit
  will occur as the base is being built.  These bases are known to
  contain experimental labs for human abductees, and supplies for furthe
  activity in the region.  The presence of alien bases will generate a
  large amount of reported alien activity without the presence of UFOs. 
  In order to locate a base, an XCom craft must patrol an area for a fe
  hours to stand some chance of detection

  ALIEN HARVEST
  The aliens have many uses for earth's fauna.  Animals are abducte
  secretly, and returned with various organs removed.  Cattle mutilation
  are predominantly reported along with UFO sightings.  This type of alie
  activity causes great concern by governments and considerable anxiet
  amongst the population.  This type of activity occurs mainly in farming
  land.  The theory behing the 'alien harvest' suggests that alien race
  originally 'seeded' the planet with its flora and fauna, and now they
  have returned to reap the harvest they have sown

  UFO Component
  -------------
  UFO POWER SOURCE
  The power source of alien craft is an anti-matter reactor which use
  Elerium (element 115) to generate powerful gravity waves as well a
  other forms of energy.  The conversion of matter to energy is a
  incredible 99% efficient, therefore tiny quantities of elerium ca
  produce huge amounts of power.  This unit can be reproduced easily usin
  alien alloys

  UFO NAVIGATION
  Alien craft use sophisticated computers to navigate on earth and throug
  space.  The system is based on optical processors arranged in networ
  fashion.  The control interface is relatively simple - the navigato
  controls the direction of gravity waves generated by the power source t
  move the craft in any direction.  The system can be used easily b
  humans, and it can be reproduced using alien alloys and other components

  UFO CONSTRUCTION
  Alien craft consist of three main components - a power source, a       
  navigation system and a hull built from alien alloys.  The hull i
  specially designed to allow gravity waves to be directed and controlled
  In addition a small quantity of Elerium is required to fuel the powe
  source.  Once the principles of construction are understood, and th
  functions of each component are known, then it is possible to build thes
  types of craft

  ALIEN FOOD
  These chambers contain various enzymes which are used to digest the bod
  parts of cattle, other animals and even humans.  The liquid is the
  consumed as ready digested food - probably direct to the bloodstream
  This suggests a certain dependence on earth for food - a symbiosi
  between earth and alien society

  ALIEN ENTERTAINMENT
  The most likely function of these spheres is recreational.  The psioni
  circuitry stimulates various centres of the brain.  The effect is simila
  to halluciogenic drugs.  This is the only evidence that the aliens hav
  any cultural or recreational pastimes. 

  ALIEN SURGERY
  This surgical equipment uses laser cutters to extract certain bod
  parts from cattle and other animals.  The widespread cattle mutilation
  can be accounted for by this bizarre alien activity.  It is likely tha
  these parts are used for nutritional or genetic purposes

  EXAMINATION ROOM
  In the past many thousands of people have claimed to have been abducte
  by aliens, sometimes repeatedly.  The truth is far more horrific.  Human
  are abducted, researched and monitored.  The best specimens have geneti
  material extracted.  Women have human-alien hybrid foetuses implanted
  and then removed several months later.  Who knows what sinister motive
  the aliens have

  ALIEN ALLOY
  Alien craft are constructed from special alloys with unique properties
  They are extremely light and durable, and can be moulded by electro
  magnetic methods.  This material can be reproduced and used in many kind
  of manufacturing processes

  UFO

  SMALL SCOUT
  Damage Capacity   5
  Weapon Power       
  Weapon Range       
  Maximum Speed   2200 knot
  This tiny craft is primarily used for reconnaissance or research.  I
  normally precedes larger vessels at the start of an alien mission

  MEDIUM SCOUT
  Damage Capacity  20
  Weapon Power      2
  Weapon Range     12
  Maximum Speed   2400 knot
  A medium sized scout vessel that poses little threat to earth forces
  Normally appears before larger vessels during missions

  LARGE SCOUT
  Damage Capacity  25
  Weapon Power      2
  Weapon Range     27
  Maximum Speed   2700 knot
  The largest alien scout craft is a general purpose vessel that is use
  in all types of alien mission

  HARVESTED
  Damage Capacity  50
  Weapon Power      4
  Weapon Range     17
  Maximum Speed   4000 knot
  The harvester has a trap door in its base and is equipped with liftin
  gear to haul up cattle or other beasts.  Laser cutters are used to       
  extract the desired material and the carcass is dumped on the ground
  There are also storage containers for body parts

  ABDUCTED
  Damage Capacity  50
  Weapon Power      4
  Weapon Range     16
  Maximum Speed   4300 knot
  This vessel is equipped with an examination room for performing horrifi
  experiments on human subjects.  The victim is normally paralysed b
  telepathic powers, but remains conscious while on the operating table

  SUPPLY SHIP
  Damage Capacity 220
  Weapon Power      6
  Weapon Range     28
  Maximum Speed   3200 knot
  The supply vessel is used during the construction of alien bases or fo
  supplying existing bases.  It carries alien food containers and
  reproduction chambers

  TERROR SHIP
  Damage Capacity 120
  Weapon Power     12
  Weapon Range     33
  Maximum Speed   4800 knot
  The terror ship has a containment facility for large alien terro
  weapons or creatures.  It is used to transport these alien terrorist
  into populated areas

  BATTLE SHIP
  Damage Capacity 300
  Weapon Power     14
  Weapon Range     52
  Maximum Speed   5000 knot
  The battleship is the largest and most powerful alien craft.



