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X-COM - UFO Defence (e)

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Due to popular demand, here's a repost of the XCOM Strategy Guide, which 
also applies to UFO.



                            X-COM : UFO Defense



     Frequently Asked Questions and Strategy Guide (updated 08/29/94)

                   maintained by Kuo-Sheng (Kasey) Chang
                 (kschang@mercury.sfsu.edu / ksc1@aol.com)

         WARNING * WARNING * WARNING * WARNING * WARNING * WARNING

This FAQ and strategy article conatins info that you may prefer to find out
by exploring and researching yourself.  If you want to play the game in the
dark then read on with care or not at all!!

This FAQ was prepared using a wide range of material, including two
existing UFO/XCOM FAQ's, Computer Gaming World's Strategy article, Computer
Game Review's Strategy article (both are September 94), and the collective
wisdom of fellow XCOM players of which there are too many to mention.  In
future updates all attempts will be made to credit each author with their
specific hint.

If you have any comments or other strategies, please submit them to the
author via e-mail at the addresses above.

Thanks to the following:

     Julian Gallop, XCOM High Commander (XCOM Creator)
     Jeff James, XCOM Strategist (CGW Strategy Writer)
     Kevin Perry, XCOM Strategist (CGR Strategy Writer)
     William Kang, commander, X-COM Strike Team 1 (FAQ Writer)
     Tim Chaun, commander, X-COM Strike Team 2 (FAQ Writer)

Now, let's go save Earth!

Table of Contents
  1.0 General Information about XCOM .....................................2
     1.1 What is X-COM : UFO Defense?.....................................2
     1.2 What's the difference between X-COM and UFO:Enemy Unknown?.......3
     1.3 What type of PC do I need to run it?.............................3
     1.4 Sounds cool, but I'd like to try it first........................3
     1.5 How about any known bugs?........................................4
     1.6 Are there any patches available for those bugs?..................4
     1.7 I need some help!  Any saved game editors?.......................4
     1.8 Any plans on sequels or expansion disks?  Other versions?........4
  2.0 Game Specific Information ..........................................5
     2.1 Base Facilities..................................................5
     2.2 X-COM Crafts and their Weapons...................................5
     2.3 UFO Types........................................................6
     2.4 Ground Combat Weapons............................................7
     2.5 Alien Information................................................7
     2.6 Costs............................................................9
     2.7 TU Usage by Activity............................................10
  3.0 Strategy on Bases .................................................11
     3.1 Where should I build bases?.....................................11
     3.2 Base Types and evolution........................................11



XCOM:UFO Defense        Frequently Asked Questions                  Page 2

     3.3 Base Construction...............................................12
     3.4 Defending a base................................................13
  4.0 Air Combat and Intercept Strategies ...............................14
     4.1 Weapons vs. target..............................................14
     4.2 Feet dry!  Feet dry!............................................14
     4.3 The yo-yo attack................................................15
     4.4 Get Plasma Cannon quickly.......................................15
     4.5 Get rid of Stingray Missiles and cannons........................15
     4.6 Finding the alien base..........................................15
     4.7 Keep soldiers in bases [IMPORTANT]..............................15
     4.8 Go home early...................................................15
  5.0 Ground Combat Strategies ..........................................16
     5.1 What should I take on ground missions?..........................16
     5.2 General Tactics.................................................17
     5.3  Weapon Tactics.................................................19
     5.4 Assault tactics.................................................20
     5.5 Capturing aliens................................................22
     5.6 Psi / Anti-Psi Tactics..........................................23
     5.7 Auto-shot, snap shot, and aimmed shot...........................24
     5.9 Misc. Ground Combat Questions and Answers.......................24
  6.0 Research and Manufacture Strategies ...............................26
     6.1 What should I research?.........................................26
     6.2 Suggested Research Priorities...................................27
     6.3 Research Strategies.............................................27
     6.4 Research Cheat [?]..............................................27
     6.5 Manufacture Strategies..........................................28
  7.0  Logistics and Material Management ................................28
     7.1 Why is Elerium important?.......................................28
     7.2 I keep running out of funds!  What do I do?.....................28
     7.3 Dealing with Equipment Shortages................................29
     7.4 When to sack / retire things....................................30
     7.5 Equipping Landing Crafts........................................30
  9.0 Misc. questions and answers .......................................30

1.0 General Information about XCOM


1.1 What is X-COM : UFO Defense?
          [Excerpt from X-COM manual, page 6]

          It is the year 1999.  Unidentified Flying Objects (UFOs) have
          started appearing with disturbing regularity in the night skies.
          Reports of violent human abductions and horrific experimentation
          has struck terror into the hearts of millions.  Mass public
          hysteria has only served to expose Earth's impotence against a
          vastly superior technology.

          [...]

          On December 11, 1998, representatives from the world's most
          economically powerful countries gathered secretly in Geneva.
          After much debate, the decision was made to establish a covert
          independent body to combat, investigate, and defeat the alien
          threat.  The organization would be equipped with the world's
          finest pilots, soldiers, scientists, and engineers, working
          together as one multi-national force.

          This organization was named the Extraterrestrial Combat Unit.



XCOM:UFO Defense        Frequently Asked Questions                  Page 3


          [End Excerpt]

          You are in overall command of X-COM.  You will launch
          interceptors to attack UFOs, send soldiers out to attack
          (crashed) UFOs, raid alien bases on Earth (if you can find them),
          keep the sponsor nations happy (by shooting down the UFOs and
          prevent terror attacks), buy the ammo and weapons you need in the
          war, research for better weapons as your troops brings in alien
          artifacts for analysis, manufacture the new weapons, pay for
          everything by sponsor countries' contributions and by selling
          excess stuff, and eventually figure out where the alien threat is
          coming from and end the threat once and for all.

          The strategic level is centered on a screen with a rotateable
          /zoomable 3D globe (GeoScape), with buttons to manipulate your
          bases, check UFO activity, check your funding levels from the 15
          sponsoring nations, and to look up data in your on-line UFOpedia.
          At the tactical level (BattleScape) you control troops/tanks in
          3D combat which is quite similar to Syndicate and Populous.

1.2 What's the difference between X-COM and UFO:Enemy Unknown?
          Nothing.  UFO:EU is the European version of X-COM, where the game
          came from.  The game is developed by Mythos Games, based in
          England, which is headed by Julian (Laser Squad) Gallop.  The
          game was picked up by Microprose U.K. and imported to the US.

          MicroProse US changed the name because subLOGIC (the original
          Flight Simulator people, now R.I.P.) had a game called UFO.  That
          one uses actual physics for its flight model (huh?!), and include
          this dumb little game where you gather fuel so your mother ship
          can leave Earth.  It can use any scenery disks that you got for
          FS, and was never very popular any way.

1.3 What type of PC do I need to run it?
          Requirements listed on the US. Version is as follows:  386 or 486
          (or higher?), 4 MB RAM, VGA, Mouse, MS-DOS 5.0 or higher

          It comes on 3 3.5" HD disks, and needs about 12Mb of hard disk to
          install.  (24 MB if using Stacker or DoubleSpace) There is a CD
          version which requires much less hard drive space.  You have 10
          savegame slots.

          The game requires 560K conventional memory and at least 1 meg of
          XMS.  The technical supplement does *not* guarantee that the game
          will work with Windows, DR DOS, Novell DOS7 or OS/2.

          The copy protection is a code at the bottom of each odd-numbered
          page of the quite well written 128-page manual.

1.4 Sounds cool, but I'd like to try it first...
          No problem.  There's a playable demo available at most FTP sites
          (wuarchive.wustl.edu should have it), as well as America On-line
          and other on-line services.  (Also try ftp.std.com if you can't
          get into wuarchive)  Remember to unzip it with the -d (restore
          directories) option or the game will not run.



XCOM:UFO Defense        Frequently Asked Questions                  Page 4

1.5 How about any known bugs?
          Here are some of the bugs that the author has experience or heard
          of.  If you have encountered a bug that is not listed here, send
          a short description to me.  MicroProse is aware of most of these
          problems.  See 1.6.

1.5.1 The Green Text Bug
          When running in BattleScape, the game start to display  some 40-
          column Green Text (DOS extender error).  Usually happens just
          after battle in GeoScape.  Sometimes it takes you back into the
          BattleScape, and sometimes it hangs the computer.  No work
          arounds.  The saved game is probably corrupt.  Try to restore an
          earlier saved game.  See 1.5.4.

1.5.2 The 16-bit Sounds Bug
          When playing on a 16-bit sound card such as SB-16 or PAS-16, the
          music and sounds often is played with a bunch of static instead,
          or no sound effect at all (soldiers walking inside the craft
          should have "walk on deck" sounds).  No work around at the moment
          except play with sound off.  Also note that the program during
          setup asks for the DMA, NOT the Interrupt.

1.5.3  The One-Shot Blaster Bug
          The blaster launcher, when fired with only one way point, cannot
          be reloaded.  It will show there's no round in the weapon, but
          when you drop a round in the weapon it will say "Weapon is
          already loaded".  For now, the work around is ALWAYS PROGRAM
          BLASTER LAUNCHER WITH MORE THAN TWO WAYPOINTS.

1.5.4 Intercept Save Bug
          If you save a game while an intercept in progress (i.e. craft is
          in the air) the saved game is corrupt and cannot be reloaded (it
          will crash the computer).  This probably causes the 1.5.1 Green
          Text Bug.  Work around is DO NOT SAVE DURING INTERCEPTS.

1.5.5 The Flying Frozen Bug
          Sometimes a soldier flying (with a flying suit, of course) is
          stuck at the edge of the map.  Technically s/he is OFF the map,
          and can only go up or down, but not back onto the map.  S/he will
          recover when mission is successfully completed.  No workarounds.

1.6 Are there any patches available for those bugs?
          As of 8-24/94, MPS Rep on America On-Line indicated that they
          will have a patch in about 2 weeks that will solve the 16-bit
          sound card problem and perhaps others.  There are two patches
          available for the European version (UFO), which does not apply to
          the US Version, which already has them.

1.7 I need some help!  Any saved game editors?
          There are currently three editors available:  SOLDIER, BASE, and
          MONEY.  All three are available on America On-line (PC Games
          Forum, Library Search, XCOM), and should be available elsewhere
          in the Internet.  There's also analysis of the saved game files
          done by Michael Chan available on Internet.

1.8 Any plans on sequels or expansion disks?  Other versions?
          MicroProse Rep on America On-Line has revealed at least one
          (possibly two) scenario disks is being developed.  According to



XCOM:UFO Defense        Frequently Asked Questions                  Page 5

          CGW's report, UFO2 is in the works, with better sounds and
          graphics, but NO CHANGE to the combat system.  (Hurray!)

          There was some talk about a Macintosh version, but no decision
          has been made.  Mac users who want a Mac version should contact
          MicroProse and voice your opinion.  Try MicroProse@aol.com.

2.0 Game Specific Information

     Following are series of tables for XCOM.  All information are in your
     UFOpedia.  The ? items have unknown values at this revision.  If you
     see them, please notify the author so an update could be made.

2.1 Base Facilities
          You can have up to 8 bases around the world.  There are 36 (6x6)
          locations in each.  Only hanger takes up more than one location.

Name             Days Build  Cost Cost/month   Usage
Access Lift           1      300k     4k    (Entrance to underground base)
Living Quarters      16      400k    10k    (Sleeps 50)
Laboratory           26      750k    30k    (Allows 50 research)
Workshop             32      800k    35k    (Allows 50 manufacture)
Small Radar          12      500k    10k    (300nm range, 5% detect/10mins)
Large Radar          25      800k    15k    (450nm range, 5% detect/10mins)
General Stores       10      150k     5k    (Holds 50 units of equipment)
Alien Containment    18      500k    15k    (Holds 10[!?] live aliens)
Hanger               25      200k    25k    (Maintains 1 craft)
Missile Defence      24?        ?      ?    (Def value  500, Accuracy 50%)
Laser Defence        24      900k    10k    (Def value  600, Accuracy 60%)
Plasma Defence       36     1200k    12k    (Def value  900, Accuracy 70%)
Fusion Defense       36     1800k    14k    (Def value 1200, Accuracy 80%)
Grav Shield          38     2300k    15k    (Gives defences an extra shot)
Mind Shield          33     1300k     5k    (Stop aliens finding base)
Psi Lab              24      750k    16k    (For troop psionics training)
Hyperwave Decoder    26     2000k    30k    (To evaluate alien missions)

     You can dismantle a facility, even when it is under construction.
     Simply click on the facility, and the program will ask you do you wish
     to dismantle it, select OK or Cancel.

     To dismantle a base, you must remove all facilities (transferring all
     people and equipment elsewhere if needed) then finally remove the
     access lift itself.

2.2 X-COM Crafts and their Weapons

               Speed   Acceln   Fuel   Weapon   Hull   Cargo  HWPs
[Start with]
Skyranger        760      2     2000     0       150     14     3
Interceptor     2100      3     1000     2       100      0     0
[Must be researched]
Firestorm       4200      9     20(E)    2       500      0     0 (1)
Lightning       3100      8     30(E)    1       800     12     0 (2)
Avenger         5400     10     60(E)    2      1200     26     4 (3)

(E) Uses elerium-115 for fuel      (1) new fighter
(2) new fighter/transport          (3) ultimate craft



XCOM:UFO Defense        Frequently Asked Questions                  Page 6

                Damage   Range   Accuracy  Reload  Shots
[Start with]
Cannon             10      10       10%       2s     200?
Stingray           70      30       70%      15s       6
Avalanche         100      60      100%      20s       3
[Must Research]
Laser Cannon       70      21       70%       4s      99?
Plasma Beam       140      52      140%       6s      99
Fusion Launcher   230      65      230%      25s       2

Shots are the amount of ammo that weapon pod can carry.  Laser Cannon and
Plasma beam can fire almost indefinitely (rarely you'll need 99 shots).

NOTE 1: Match the weapon to the target.  You want to force the alien to
land so you can board it and recover artifacts and prisoners, not blow it
into smithreens (though it might make you feel good)

NOTE 2: The long range weapons, like Avalanche, Plasma Beam, and Fusion
Ball Launcher, gives you advantage since UFO usually do not fire back until
you are quite close.  See 2.3 for UFO weapon ranges.

NOTE 3: It is possible to miss with weapons that have accuracy of over 100
percent, usually when target zooms out of range.

2.3 UFO Types

               Max   Hull    Weapon    Max  Ship
              Speed Damage Power Range Crew Width       comment
Small Scout    2200    50     0    0     1    3   Like an Apollo capsule
Medium Scout   2400   200    20  120     6    9   1 level, small square
Large Scout    2700   250    20  272     ?   12?  1 level, like a cross
Harvester      4000   500    40  176     ?   16   3 levels, top hatch
Terror Ship    4800  1200   120  336     ?   30   2 levels, narrow top
Supply Ship    3200  2200    60  288     ?   30   3 levels
Battleship     5000  3000   140  520     ?   30   3 levels, 5 legs
Abductor       4300   500    40  160     ?   12?  2 levels, large square

Following floor plans are approximately 1x1.  Any one want to do more?

Legend :  G = Gravlift, D = Doors, P = UFO Power

Medium Scout
/-------\
|       |
|   P   |
|       |
\---D---/

Large Scout
        /---------\
        |    D    |
        |    |    |
  /-----+    |    +-----\
  |      +-------+      |
  |      |       |      |
  |      D   P   |      D
  |      |       |      |
  |      +-------+      |



XCOM:UFO Defense        Frequently Asked Questions                  Page 7

  \-----+    |    +-----/
        |--D-|    |
        |    D    |
        \---------/

Typically UFO's will not fire until you are at 1/6th of the weapon's
maximum range, sometimes even less.  For example, battleship usually open
fire at 60 km, and terror ships at 45 km.

2.4 Ground Combat Weapons

                    (Accuracy / TU%)
                      Aimed    Snap    Auto  Dam Type  Ammo (Capacity)
Pistol                78/30   60/18           26  AP   Pistol Clip (15)
Rifle                110/80   60/25   35/35   30  AP   Rifle Clip (20)
Heavy Cannon          90/80   60/33           56  AP   HC-AP (6)
                                              52  HE   HC-HE (6)
                                              60  I    HC-I  (6)
Auto Cannon           82/80   56/33   32/40   42  AP   AC-AP (14)
                                              44  HE   AC-HE (14)
                                              48  I    AC-I  (14)
Rocket Launcher      115/75   55/45           75  HE   Small Rocket
                                             100  HE   Large Rocket
                                              90  I    Incendiary Rocket
Laser Pistol          68/55   40/20   28/25   46  Las
Laser Rifle          100/50   65/25   46/34   60  Las
Heavy Laser           84/75   50/33           85  Las
Grenade                                       50  HE
Smoke Grenade                                 60  HE!
Proximity Grenade                             70  HE
High Explosive                               110  HE
Plasma Pistol         85/60   65/30   50/30   52  Plas PP clip (25)
Plasma Rifle         100/60   86/30   55/63   80  Plas PR clip (30)
Heavy Plasma         110/60   75/30   50/35  115  Plas HP clip (35)
Blaster Launcher     120/80                  200  HE   Blaster Bomb
Small Launcher       110/75   65/40           90  Stun Stun Bomb
Alien Grenade                                 90  HE
(AP = Armor piercing  HE = High Explosive  I = Incendiary)

Note 1 : TU cost is always a percentage of the soldier's total TUs, not a
fixed amount.

Note 2 : Accuracy for two-handed weapons is decrease 20% if other hand is
not empty (i.e. holding something like grenades, psi amp, etc.)

Note 3 : Accuracy is increased 10% if the soldier is kneeling, which takes
only 4 TUs, so kneel whenever you can before you fire.

2.5 Alien Information

Attack Types, strengths, and weaknesses:

Type          Attacks with    Resists    Weakness  Notes
--------------------------------------------------------------------------
Sectoid       Weapons                              Leader has psi attack
Cyberdisc     Weapons       explosives             Explodes when dead
Floater       Weapons                              Flies (=flying suit)
Reaper        HTH                        incend    Two brains and hearts



XCOM:UFO Defense        Frequently Asked Questions                  Page 8

Snakemen      Weapons       fire/heat              Carries up to 50 eggs
Cryssalid     HTH                          HE      Turns humans to zombies
Zombie        HTH                                  Dies -> Cryssalid
Ethereal      Weapons & Psi                        All have psi attack
Sectopod      Weapons        plasma       laser    Power armored robot
Muton         Weapons          AP                  Strong, work for Eths
Silacoid      HTH           fire/incend            Works with mutons
Celatoid      Venom

Average Alien Stats
                                                       ----- Armor ------
          TUs Ene Hea Bra Mor Rea Fir Thr Str PSt PSk Fro Lft Rgt Rer Und
Sectoid    55  90  30  80 100  65  30  60  30   ?   ?   2   1   1   1   1
Reaper     ??
Floater    50  90  35  80 100  50  25  60  40   -   -   4   3   3   2   6
Cyberdisc  60  90 120 110 100  65  30   0  90   -   -  17  17  17  17  17
Snakeman   40  80  45  80 100  45  30  65  50   -   -  10   9   9   8   6
Cryssalid 110 140  95 100 100  70   0   0 110   -   -  17  17  17  17  17
Zombie     40 110  85 110 100  40   0   0  85   -   -   4   4   4   4   4
Ethereal   70 100  60  80 100  75  40  80  50  50  40  17  17  17  17  16
Sectopod   60  90  95 110 100  65  30   0  90   -   -  70  65  65  50  45
Muton      58  90  90  80 100  60  30  60  70   -   -  10  10  10  10   5
Celatoid   ??
Silacoid   40  80 115 100 100  40   0   0  70   -   -  25  25  25  25   5

NOTE 1: you can get info on particular alien stats by using a mind probe on
them.  Leaders and commanders are 10 to 20% higher, and there appears to be
random modifiers.  Sectoid Leader and Commander have Psi capabilities.

NOTE 2: The high TUs on cryssalids allows them to move a long way and often
surprise troops from behind, turning them to zombies before you can react.
When killed, zombies shed their skins to become new cryssalids.

NOTE 3: There does not appear to be a commander in the Muton base.
Therefore Commander in a Muton base could be an Ethereal!

Specialties and information possible from them:

Alien Soldier            ----- Alien activity
Alien Medic              ----- Species information *
Alien Navigator          ----- Hyper-Wave Decoder
Alien Engineer           ----- UFO stats
Alien Leader             ----- The Martian Solution
Ethereal/ Sectoid Leader ----- Psi Lab -> Mind Shield/Psi-Amp
Alien Commander          ----- Cydonia or Bust **

*    alien medics can give information on species other than their own
**   commander can be found in bases, or UFOs on Base missions, but players
     have reported that only commander captured from a base can help you
     research "Cydonia or Bust".

Alien Missions

Research       Generally small vehicles, least threat
Harvest        Great concern to governments, usually cattle abduction
Abduction      Abducts humans, causes great alarm
Infiltration   Infiltrates countries and try to make pact with government,
               big threat as countries that sign pact cease to fund XCOM



XCOM:UFO Defense        Frequently Asked Questions                  Page 9

Base           Survey and establish alien base, may contain alien commander
Terror         Creates terror sites when lands at city
Retaliation    Scout / attack XCOM base, greatest threat
Supply         Supply alien base, trail them and patrol nearby to find
               alien base

2.6 Costs

All things are listed there.  Those that can be purchased or cannot be
manufactured have NO Engineer-hours.  Those that must be manufactured have
Engineer-hours listed.  Those things that cannot be purchased nor
manufactured have only sale price listed.

                 Engineer       Workshop          Alien   Sale
                   Hours   Cost   Space   Elerium Alloys  Price
[Equipment]
Stun Rod               -      ?      -       -      -         ?
ElectroFlare           -     40      -       -      -        30?
Motion scanner       220    34k      4       -      -     45600
Medikit              420    28k      4       -      -     46500
Mind probe          1200   262k      4       1      -    334000
Psi amp              500   160k      4       1      -    194700
[Armor]
Personal armor       800    22k     12       -      4    140000
Power suit          1000    42k     16       5      5    310000
Flying suit         1400    58k     16      16      5    420000
[HWP]
Tank/cannon
Tank/rocket
Tank/laser          1200   500k     25       -      -         ?
Hovertank/plasma    1200   850k     30      30      5    980000
Hovertank/fusion    1400   900k     30      25      8   1043000
HWP fusion bomb      400    15k     25       5      8     31500
[weapons]
Pistol
Rifle
Grenade
Proximity Grenade
Smoke Grenade
High Explosive
Laser pistol         300     8k      2       -      -     20000
Laser rifle          400    20k      3       -      -     36900
Heavy laser          700    32k      4       -      -     61000
Plasma pistol        600    56k      3       -      1     84000
Plasma pistol clip    60     2k      4       1      -      4440
Plasma rifle         820    88k      4       -      1    126500
Plasma rifle clip     80     3k      4       2      -      6290
Heavy plasma        1000   122k      4       -      1    171600
Heavy plasma clip     80     6k      4       3      -      9590
Blaster launcher    1200    90k      5       -      1    144000
Blaster bomb         220     8k      3       3      -     17028
Small launcher       900    78k      3       -      1    120000
Stun bomb            200     7k      2       1      -     15200
Alien grenade        200   6.7k      2       2      -     14850
[Crafts]
Interceptor
Skyranger
FIRESTORM          14000   400k     30       -     65         -*



XCOM:UFO Defense        Frequently Asked Questions                 Page 10

LIGHTNING          18000   600k     34       -     85         -*
AVENGER            34000   900k     36       -    170         -**
[Craft Weapons]
Cannon
Stingray
Stingray Launcher
Avalanche
Avalanche Launcher
Laser cannon         300   182k      6       -      -         ?
Plasma beam          500   226k      8      15      -    267300
Fusion launcher      400   242k      6       -      -    281100
Fusion ball          600    28k      6       4      -     53300
[Misc]
Alien alloys         100     3k     10       -      -      6500
Elerium-115            -      -      -       -      -      5000
UFO power source    1400   130k     22      16      5    250000
UFO navigation      1600   150k     18       -      3     80000
Alien Surgery                                             20000
Alien Examination                                         20000
Alien Entertainment                                       20000
Alien Food                                                20000
Alien bodies                                              20000

*  needs 1 UFO power source + 1 UFO navigation
** needs 2 UFO power sources + 1 UFO navigation

Misc. Equipment Descriptions
[Available at start]
Stun rod                has a chance to render an alien unconscious with
                        hand-to-hand attack (i.e. go up next to it)
Electro flare           Lights up area at night, thrown, can be picked up
[Must be researched]
Motion scanner          detects movement in the near vicinity, even
                        behind doors and walls, useful when storming UFOs
                        or buildings
Medikit                 heals fatal wounds (heal), revives unconscious
                        (stimulate) and boosts morale (painkiller)
Elerium 115             only found on alien UFOs/bases, and needed for
                        many important weapons and power units
Mind probe              when used on an alien tells you its stats and
                        rank, useful to find an alien commander or leader
Psi amp                 allow soldier to use psionic attacks on aliens
                        (attempting to cause panic or get mind control),
                        requires Psi training (see later)

2.7 TU Usage by Activity

Weapon Usage are listed in Section 2.4 above.

Equipment Usage:
Medi-Kit                10 / dose
Mind Probe              25%
Motion Sensor           25%

Movement Usage:
Kneel/Stand             4
Go up
Go down



XCOM:UFO Defense        Frequently Asked Questions                 Page 11

Turn                    1 per 45 degrees
Go forward

Material Transfer Usage:
Thanks to reiben@vt.edu for the Material Transfer TU Chart included below:

 From \ To! Hand ! Belt ! Shoulder ! Leg ! Pack ! Ground
--------------------------------------------------------
 Hand     !   -      8       10       8     14       2
 Belt     !   4      -       12      10     16       6
 Shoulder !   3     10        -      12     16       4
 Leg      !   6     10       10       -     18       6
 Pack     !   6     12       14      16      -      10
 Ground   !   8     12       12      10     20       -


3.0 Strategy on Bases


3.1 Where should I build bases?
     Usually you start in either Europe or North America, as those contain
     most of your sponsoring countries.  Your second base would be in the
     other area.  As for others, check UFO activity and see below.

3.1.1 Suggested Placement

               Central Europe (western USSR and all of Europe, India)
               North America / Rockies (USA and Canada)
               Japan (eastern USSR, Japan, and China)
               Eastern South America (Brazil)
               Australia (Australia and Pacific)
               Central Africa (South Africa, Egypt, and Nigeria)

3.1.1 Ideal Placement

               North Pole
               South Pole / Antarctica
               Southern United States
               Persian Gulf
               North-eastern Australia
               Brazil, South America
               Central Europe
               Japan / USSR border

3.2 Base Types and evolution
          You will probably have four to six types of bases.  As you play
          you will start upgrading them to the next level to create a more
          effective detection and interception network.

3.2.1 Radar/Picket base
          Just an access lift and some radars, plus maybe some storage for
          HWP defense team and/or living quarters for defending soldiers.
          Detect UFOs.  Add more radars and defenses whenever possible.

          The long range radars have 450 nm range, 5% detection / 10
          minutes, and short range radar have 300 nm range, 10% detection /
          10 minutes.  Adding more radars would improve chances of
          detection.  A hyperwave decoder would also help.



XCOM:UFO Defense        Frequently Asked Questions                 Page 12

3.2.2 Airbase
          Base with a hangar or two housing an Interceptor or Firestorm,
          used to intercept and shoot down UFOs, as well as to patrol for
          enemy bases.  HINT: Use an empty Skyranger to tail UFOs can be
          very effective as Skyranger has the longest range.

          Can be improved from radar base by adding hangar.  You would need
          storage space for the craft weapons.

3.2.3 Strike base
          Base with at least one transport (Skyranger, Lightning, or
          Avenger), as well as living quarters and storage. Houses soldiers
          and equipment.  Used to board UFOs and/or attack alien bases.

          Can be created from both radar base or airbase by adding another
          hangar for the transport.  Remember to add more storage space for
          the increased need for weapons.  Also add alien containment if
          you manage to take prisoners.

3.2.4 Command Center
          The EVERYTHING base, includes research and manufacturing.  Your
          first base is your first (and probably only) command center,
          where all the research and manufacturing is done.  Most people
          have this configuration instead of 3.2.5 and 3.2.6.

3.2.5 Research Lab
          Some players suggested that you should separate the research
          facility from airbase or attack base as to minimize loss of
          research against alien retaliation raids.

          Transfer samples to be researched to it is CHEAP, and you only
          need ONE of the objects to research.

3.2.6 Manufacturing / Engineering Facility
          You just need living quarters and workshops for the engineers,
          and general stores for storing the results, and maybe a hangar if
          you are manufacturing crafts.  Transfer between bases are cheap.
          A nice place to put this is Antarctica.

3.3 Base Construction
     Bases are the guts of X-COM defense.  You must build them carefully to
     minimize risks while maximize possible benefits.

3.3.1 Plan for defense!
          Try to isolate hangars and access lifts from the rest of the base
          to create a choke point.  For example:

          HHHHHH
          HHHHHH
          A
          X XXXX
          X XXXX
          XXXXXX        H=Hangars  A=Access Lift  X=anything else

          Notice that ALL vulnerable areas are concentrated to ONE part of
          the base, limiting possible attacks along that ONE long corridor.



XCOM:UFO Defense        Frequently Asked Questions                 Page 13

3.3.2 Watch each base carefully
          Plan ahead for expansion.  Use the BASE INFORMATION button
          frequently (once every 10 game days?) and start construction of
          things BEFORE you actually run out.

3.3.3 Initial modifications
          First things you need to add to your main base are: alien
          containment, general stores, and long range radar.  Later, add
          living quarters, labs, workshops, and defenses when needed.

3.3.4 Keep a hangar available!
          You should always keep a hangar SOMEWHERE available for
          construction purposes.  Transfer a craft between bases is free.
          See base types for details.

3.4 Defending a base
          Aliens do try to raid your base.  The loss of the base means the
          loss of everything based on it.  So what can you do to prevent
          the destruction of your base?  Several things besides 3.3.1.

3.4.1 Build defenses
          You can build four types of base defenses:

                         days cost upkeep  def  accuracy
          Missile Defense 24? 600k?  8k?   500?  50%?
          Laser Defense   24  900k  10k    600   60%
          Plasma Defense  36 1200k  12k    900   70%
          Fusion Defense  36 1800k  14k   1200   80%

          In addition, there's two more facilities that helps in Defence
          Grav Shield     38 2300k  15k   Gives another chance of hitting
          Mind Shield     33 1300k   5k   "Cloaks" base from alien scout

          [CGW] Your base defense rating should be over 2500 to
          successfully and consistently repel alien attacks.  [KSC] Against
          alien battleships, try over 3500, PLUS grav shields.  Three
          fusion defense should be enough to repel even battleships.

3.4.2 Attack the incoming UFOs
          [FAQ] Usually you can detect the UFOs as they come in for the
          attack. Shoot them down first.  If you got Hyperwave Decoders,
          watch for UFOs with "retaliation" missions.  Those are coming
          after your bases.  If a battleship is coming, attack at all
          costs!

          [KSC]If you managed to intercept the attacking UFO, stay in
          standoff mode, and it won't attack the base unless it outrun you.


3.4.3 Watch the "80-item limit"
          If the aliens made their way down, you will have to defend
          yourself.  Only the first 80 items in storage can be used for
          your Defence, so this is another reason to sell off those excess
          inventory.  Besides, you need the cash.

3.4.4 Keep some HWPs just in case
          [CGR] HWP's only take up storage space, are the first things on
          the storage item list (therefore always in those 80 items), and



XCOM:UFO Defense        Frequently Asked Questions                 Page 14

          needs no personnel to control, which makes them the ideal base
          defenders.  [KSC] Fusion Ball Launcher Hover tanks are absolutely
          great in base defense, being able to shoot around corners.

3.4.5 Booby trap the rooms!
          Booby trap all rooms that you must abandon, usually by throwing
          proximity grenades at the doors.  Any alien steps in, BOOM!  You
          can clear them by dropping a regular grenade on top of them.

3.4.6 Leave some soldiers!
          When a base is under alien attack, ALL crafts are evacuated ALONG
          WITH all soldiers and equipment onboard!  To have soldiers
          defending the base, you need to unload them from crafts BEFORE
          the attack reaches your base, and make sure the base have enough
          ammo and guns to let them defend.

4.0 Air Combat and Intercept Strategies


4.1 Weapons vs. target
          Before attacking click on the VIEW UFO button to take a look at
          your target before deciding whether to attack or not.  Attacking
          with the wrong weapons means either the loss of the interceptor
          or the UFO totally destroyed so that nothing can be recovered.

4.1.1 Very Small / Small UFOs
          Interceptors with Stingray missiles and cannons can only handle
          very small or small sized UFOs.

4.1.2 Medium UFOs
          Interceptors with Avalanche missiles can handle medium UFOs.  One
          Avalanche will blow a very small UFO into pieces though.

4.1.3 Large UFOs
          Interceptors with Plasma beam and/or Avalanche missiles can
          handle large UFOs, but not VERY large UFOs.  Plasma beam may blow
          small UFO into pieces.

4.1.4 Very Large UFOs
          Multiple Interceptors with plasma beam and/or Avalanche are
          needed to attack very large UFOs, and you'll probably lose a few,
          since one shot from battleship and the interceptor is destroyed
          or crippled.

          Interceptors with fusion ball launchers can attack very large
          UFOs if it does so at maximum distance, but will probably run out
          of ammo first since they are two shots each.

          The only way to "safely" attack alien battleships is to use
          Firestorms and Avengers, and even then you will probably be
          heavily damaged (as in 20% to 60% damage), even with Fusion Balls
          and Plasma beams.

4.2 Feet dry!  Feet dry!
          Try to attack an UFO over land, because if you shoot it down at
          sea no one can get to it.  If you intercepted it over water,
          press minimize and click over to 1 minute time step until you ran



XCOM:UFO Defense        Frequently Asked Questions                 Page 15

          out of fuel, it lands, it outruns you, or you got back over land.
          If over land, change back to 5 seconds, then commence attack!

4.3 The yo-yo attack
          Here's a technique you can try to minimize losses in attacks
          against large UFOs with inferior weaponry.  Have multiple
          Interceptors ready to attack.  Order AGGRESSIVE ATTACK on one.
          As soon as interceptor fires off the missiles, hit STANDOFF, and
          see if it hits.  Repeat as necessary.

4.4 Get Plasma Cannon quickly
          Plasma Cannon is THE best craft weapon in the game, with 99 shots
          and 60 km range.  Interceptors armed with twin plasma cannons can
          even tackle large (though not VERY large) UFOs safely.

4.5 Get rid of Stingray Missiles and cannons
          Stingrays are only good for hitting VERY SMALL and maybe SMALL
          UFOs due to the short range (3 for Stingray, even less for the
          cannon).  Replace all of them with Avalanches as soon as
          possible.  Also dump the cannons, which has even shorter range.
          You can also forget about the laser cannon but at least it does
          not use ammo.

4.6 Finding the alien base
          Alien Bases can be found by two ways: X-COM agents can find an
          enemy base for you, or you have to send out crafts and patrol
          certain parts of the world.  If you see a lot of UFO activity but
          can't get any interceptions, there's probably a base in the area.

          Hyperwave decoders, which can tell you what a UFO is up to, can
          allow you to spot the UFOs on their SUPPLY runs.  Use something
          slow like Skyranger (empty one will do) and follow it.  If it
          disappears, go to last known coordinates and start patrolling.
          With a couple hours (game time) in the air you should see it.

4.7 Keep soldiers in bases [IMPORTANT]
          Equip NO soldiers for the crafts until you are ready to launch
          the intercept.  You will lose no more than a few seconds of game
          time (and real-time) when you equip the craft again with the team
          members, and this prevents you from getting surprised when an
          enemy UFO attack your base and your crafts took off with all your
          soldiers.  The same would go for the equipment as well.  Unless
          your base has lots of spares, unequip from the craft.


4.8 Go home early
          When you send multiple crafts after one UFO and the UFO gets shot
          down, the shooter will go home, but the others that were not in
          the intercept, will continue on to the crash site and THEN
          return.  Instead, click on them and turn them back early (Return
          to base).  The interceptor will return earlier, thus be refuled
          and rearmed faster for the next mission.



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5.0 Ground Combat Strategies


5.1 What should I take on ground missions?
          Practically everything.  However, since you only get 80 items per
          craft (that's a stupid limit), you have to plan carefully.  Also
          see section 7.5 for further material management strategies.

          Lasers are useful since they do not need ammo, saving you a lot
          of items.  They also cause a nice amount of damage (though not as
          much as plasma, thus the trade-off).

          Don't bother with pistols since it eats into your item limit.
          They don't pack enough punch.  Their only saving grace is they
          take less TUs than rifles, so you may be able to get off one more
          shot.  On the other hand, they are also less accurate.  Another
          thing is they may alert the enemy, who will then take opportunity
          fire at you.

          Once you got Blaster Bombs, carry those.  They start out as
          unloaded, unlike other weapons, so load them during BEFORE the
          battle starts.  Use them to flatten buildings and fences.

5.1.1 Basic Loadouts
          Skyranger: 2 HWPs and 6 soldiers.  Divide them up to 1 HWP / 3
          person fire teams, with HWP as scouts.  If necessary you can
          split each team up further into pairs.

          Lightning: only one choice since this thing does not carry HWP's

          Avenger: 4 HWPs and 10 soldiers are good.  Use 2 teams of 1 HWP
          and 2 soldiers, and 2 teams of 1 HWP and 3 soldiers, or you can
          make them all 1 HWP and 2 soldiers, with two soldier as the
          special weapons team with blaster bombs and/or psi attacks.

5.1.2 Rookie Training
          Try to always take a couple of rookies along to give them
          experience to boost their stats.  In XCOM, you learn by doing.
          You want more strength?  Carry heavy stuff.  More accuracy?  Take
          more shots.  Soldiers with kills gain more than those without.

5.1.3 Avoid night missions
          [Concensus] Avoid night missions whenever you can.  The UFO can
          wait until next morning (or even a couple days later).  Just set
          the craft to patrol nearby.  If you ABSOLUTELY MUST, carry LOTS
          of electroflares and incendiary weapons.

5.1.4 Mix up the weapons
          Try to take along a mixed set of weaponry, like lasers, auto
          cannons, AND plasma guns.  This way you'll be ready for all sorts
          of threats, as some aliens are more vulnerable to certain types
          of weapons than to others.

5.1.5 Use Stun on Terror [Important]
          [CGW] When tackling terror sites, take along lots of stun
          weaponry and stun any civilians that you find.  Alien terrorists
          don't attack unconscious civilians, and therefore the civilians
          count as "saved" at the end.  Just don't drop grenades on them.



XCOM:UFO Defense        Frequently Asked Questions                 Page 17

5.1.6 Misc. Equipment
          * Medikits are important.  In addition to healing fatal wounds
            they can raise morale if used on panicking troops as well as
            revive unconscious soldiers (hit by a stun bomb?)
          * Motion detectors are useful for looking behind doors and
            walls, but only helps if aliens moved
          * Mind Probe is useful in identifying alien leaders and
            commanders, or any specific type of alien you want to capture.
            Make sure you have an arsenal of stun weapons.
          * Proximity grenades are great for blockading large UFO doors.
            Just drop one next to the door and wait for them to come out

5.2 General Tactics

5.2.1 Assign specialties to soldiers
          [CGW/CGR/KSC] BEFORE you go on missions, examine each solider and
          assign them a specialty, according to the weapons you have and
          the soldier's abilities.  The person(s) with the most strength
          would carry Heavy Cannon, Auto-Cannon, or Rocket Launcher.  The
          person(s) with the most time units would be scout, and so on.
          After you've decided, add a suffix to their name by clicking on
          the name in the solider stat display and type.  For example, if
          "Bill Donovan" has lots of strength, make him "Bill Donovan/HW"
          (HW for Heavy Weapons).  That way, when you arrived at the
          battle, you can equip the right people with the right stuff.

          [KSC] Here's some suggested specialties and related equipment
          Scout (SC)          -- carry motion sensor
          Medic (MD)          -- carry Medi-Kit
          Intelligence (IT)   -- carry mind probe
          Heavy Weapons (HW)  -- carry "heavy" stuff
          PsiCorp (PSI)       -- carry psi amp for psi attacks

5.2.2 Deploying from craft
          [NET] Keep a grenade in hand as you deploy since sometimes there
          are enemies right next to your landing craft.  Grenades should
          also be used to reduce any cover close to your craft that can
          hide an alien.

          [NET] Some have suggested throwing a smoke grenade first to cover
          the craft exit doors.  After several attempts I cannot find any
          reason to support NOR invalidate this tactic.

          [KSC] Only deploy two soldiers at a time.  Next to the landing
          gears is good.  If you deploy all of them at once you invite
          grenades and blaster bombs.  Move the two away before deploying
          the next two.

5.2.3 Spread out and cover each other
          Bunch up invites enemy attack you with grenades, or worse,
          blasterbombs.  However, don't spread so far that if one spots an
          enemy others can't open fire.  In general, about five or six
          squares is far enough.

          Aliens DO attack from behind sometimes, so try to have two
          troopers who can watch each other's back.  This is ESPECIALLY
          important when going up against Chryssalids, who moves extremely
          fast [120 TUs!] and can turn one into a Zombie before you can



XCOM:UFO Defense        Frequently Asked Questions                 Page 18

          said "wow".  Then you would have two MORE enemies to kill (the
          Zombie, AND the new Chryssalid).

5.2.4 Use Leapfrog advance
          The way to spread out AND be able to watch each other is to use
          leap frog advance.  Here's a simple demonstration with a four
          person fire team:

               X                          X

                     X             X
                           ===>>
               X                          X

                     X             X

          The two in front did not move, while the two in the back moved up
          beyond them for about that much distance.  The recommended
          separate between team members is between four to six squares, and
          the normal leap frog distance is about that much as well.  That
          way, when one person spots a target, most likely every one will
          be able to see and fire at the target.  The two who stayed in
          place should turn around and face out and/or back to prevent rear
          attacks.  They would also have lots of TUs for opportunity fire.

5.2.5 Get under cover!
          Hiding behind something can be the difference between a dead
          soldier versus a critically wounded solider who could be saved by
          a medikit.  NEVER leave soldiers out in the open.  Either use up
          all their TUs and get under cover or don't move at all.  This
          also means do NOT stay in midair if you have flying suits.

          Try to leave 4 TUs so you can kneel down.  It makes you a smaller
          target as well as improve your shooting accuracy.

5.2.6 Leave opportunity for shots
          To make opportunity shots in the enemy movement phase, you need
          TU's left unused, as well as a high reactions rating (over 50
          preferred).  So leave enough for an auto-shot while moving and
          still get in cover, or don't move at all.

          HINT: have soldiers sitting close to UFO doors is a good way to
          get better reactions, as they have plenty of TUs left to shoot
          any aliens who comes out.  This is great against Muton UFOs, as
          Mutons tends to come out and go back in near the doors.

5.2.7 Use HWP as scouts
          HWP's, especially the Hover tanks, are great scouts.  They have
          70 to 100 TU's, nice firepower, plenty of health, and are immune
          to alien psi attacks.  On the other hand, they ARE expensive,
          they do NOT gain experience, and they are four space units.

          Don't make kills with HWP's.  Their job is to SEE the enemy so
          the human members can then fire at them, even when it's beyond
          THEIR visual range.



XCOM:UFO Defense        Frequently Asked Questions                 Page 19

5.2.8 Deny cover to the enemy
          The rocket tank and perhaps the Fusion Ball Hovertank are great
          for taking down buildings, denying aliens places to hide.  You
          can also use grenades and rocket launchers, or auto-cannon with
          explosive / incendiary ammo.  There's no penalty for destroying
          civilian property, so blast all houses into pieces if you have
          to, just to get that last alien on the map.  Of course, don't
          kill any civilians in the process.

5.2.9 Listen to the sounds in alien movement phase
          The sounds in alien movement phase can reveal important clues to
          alien locations.  Normal door clicking means the aliens are near
          a regular building (farm house, etc.)  Hydraulic door sounds
          means the automatic doors were used.  Two sounds close together
          means someone just went in and immediately came back out (or vice
          versa).  Just remember that main UFO doors automatically close at
          the end of turn, so discount those sounds.

5.3  Weapon Tactics
          Different weapons should be used differently and in different
          circumstances.  Here are some suggestions on how to best employ
          the different weapons:

5.3.1 Pistols and Rifles
          Use them only when you have to, sniper style.  Dump them for
          lasers as fast as possible.  They use clips and doesn't do much
          damage.  They may be enough to use against Sectoids, who has
          little armor, but not against tougher enemies.

5.3.2 Heavy Cannon
          More accurate than the auto-cannon and slightly more damage, but
          a lot less effective with only six shots and no auto-fire mode.
          I'd rather use the auto-cannon.

5.3.3 Auto-Cannon
          Probably the most effective weapon in the early game, with auto
          mode, three types of ammo, and 14 shot magazine.  Still, 14 shots
          is not much in auto-mode, and three magazines can run out on you
          pretty quick.  It is also HEAVY.  Of course, auto-fired HE rounds
          can clear a forest REAL quick.

5.3.4 Rocket Launcher
          Rocket Launcher packs your biggest punch in the early game, and
          being an area weapon makes it invaluable in dealing with nasty
          Reavers and other loathsome creatures.  On the other hand,
          Cyberdiscs are designed to withstand HE damage, so tackle
          Cyberdiscs with laser or plasma weapons.

5.3.5 Laser Pistol, Laser Rifle, and Heavy Laser
          Forget the heavy laser.  The 35% more damage that it does is
          offset by having no auto mode and decreased accuracy.  You can
          probably forget the pistol also, but you need to research it to
          get laser rifle.  Laser rifle is arguable the best squad weapon
          in the game, needing no ammo, with decent accuracy and damage.



XCOM:UFO Defense        Frequently Asked Questions                 Page 20

5.3.6 Grenades and High Explosive
          Get alien grenades when you can, but regular grenades would do in
          most cases.  Use them to flatten small buildings and open up
          closed orchards so aliens have nowhere to hide.

          Proximity grenades should be used to block off doors and stuff so
          nothing can sneak up behind you.

          I haven't found smoke grenades to be that useful.

          I've yet to use any high-explosive in any of the games I played.
          It may be useful for demolition purposes, but grenades are fine.

5.3.7 Plasma Pistol, Plasma Rifle, and Heavy Plasma
          Forget the plasma pistols.  Plasma Rifle and Heavy Plasma are
          good weapons, and the heavy-plasma is the only heavy weapon in
          the game with auto mode.  On the other hand, Heavy Plasma is
          "heavy" and normal soldier can't carry it very well.

          Heavy Plasma should only carried by a few select members, due to
          possible shortages in clips.  Also, with only 80 items per craft,
          having so many clips around can be a problem.

          Heavy Plasma can punch through inner walls of UFOs when auto-
          fired a couple times.

5.3.8 Blaster Launcher
          Blaster launcher is probably one of the greatest weapons in the
          game.  It is expensive, its ammo is expensive, but it is VERY
          useful.  You can blow up things in ANY direction, turn around
          corners, go up and down stairs, flatten entire barns, even punch
          a hole in UFO's outer hull!  With a bit of management one solider
          can carry up to 5 reloads (2 on belt and 3 in backpack).

          [NET] One trick is to leave the soldier and the launcher inside
          the craft kneeling on top of the ammo on the floor.  That way
          there's more than 5 rounds available.

          [NET] When attacking battleships, you may consider using a
          blaster bomb to blow open one of the engine "legs" and go up
          through that instead of through that large central elevator.

5.3.9 Small Launcher
          This is the only weapon that gives you standoff stun capability.
          Get this when you need to stun aliens.  Try to back this up with
          a regular weapon.  Stun damage counts against alien's health, and
          a hit can drop its health low enough so it gets stunned.

5.4 Assault tactics
          * Your first priority is to make sure no aliens can ambush you
            as you deploy.  This makes HWP invaluable as they are often
            the first ones to exit the craft, saving your soldiers from
            getting shot.  They also take several hits, even from heavy
            plasma, before being destroyed.
          * Your second priority is to scout and clear out the map of any
            stray aliens, while locating your primary objective.  When
            boarding UFOs, the objective is the UFO itself.  When
            attacking alien base, the objective is the alien command



XCOM:UFO Defense        Frequently Asked Questions                 Page 21

            center.  Spread out into fire teams of two soldiers or one
            soldier and one HWP and search.  One team should guard the
            entrances to the objective when found
          * Your third priority is to secure the objective.

5.4.1 Use a "scout" to open the door
          There should be one person whose specialty is open doors so that
          other people can shoot through the open door.  He or she should
          carry a stun rod and a maybe a pistol.  The team will cluster
          next to the door, and he or she will go just beyond the door.
          Come back out, and another team member will go through and start
          firing at any other targets.  If there are none, get the rest of
          the team in, while still observing proper separation.

5.4.2 Look "over the top" if the top's open
          Some of the small or medium UFO that has been shot down have
          their tops blown open.  If you have flying suits, you may want to
          go up to the upper level and see if you can see any one while
          standing on the edges.  This may save you a bit of running
          around.

          On larger UFOs you may want to OPEN a hole from the top with a
          blaster launcher.  Also see 5.3.8

5.4.3 Aliens have no manners
          Unpowered doors do not close by themselves.  Therefore, if you
          spot an open door and you know you didn't open it, there must be
          an alien nearby!  See also 5.2.9.

5.4.4 Look up!
          On multi-level UFO and bases, you can sometimes see enemies at
          the upper level near grav-lifts.  Multi-level UFO's with floor
          pieces destroyed will also allow you to look up into second
          level.  If you see someone, ATTACK FIRST!  Very rarely would an
          alien shoot up/down a lift

5.4.5 Use your blaster bombs!
          Blaster bombs shoot around corners and up/down grav-lifts as well
          as opening up walls and stuff, so use them!  Blasting doors are
          great.  Just remember not to bunch up so the aliens can do the
          same thing to you.  You can do the same thing with Fusion Hover
          tanks.  See also 5.3.8.

5.4.6 Use your windows in the craft!
          [CGR/CGW] Your craft have windows, so turn your rearmost soldiers
          or HWPs around and take a look.  This will let you know the
          general terrain layout before you even get out of the transport.

5.4.7 In base, find Central Command!
          Usually the base commander does not move from their two level
          command center, with a corridor all around, windows on the
          corridor, and a VERY large gravlift in the middle.  It is very
          distinctive.  If you can find it, and watch your back while doing
          so, you can probably setup ambushes all around as other aliens
          converge on you and head into the trap.  Just don't bunch up and
          be blasterbomb bait.



XCOM:UFO Defense        Frequently Asked Questions                 Page 22

5.5 Capturing aliens
          Capturing aliens will yield a lot of information, especially the
          medics, engineers, and leaders.  Alien commanders (who are only
          in bases or base-establishing UFOs) are the only ones that can
          give you clues on how to WIN the game once and for all, so
          capturing aliens are very important.

5.5.1 Build Alien Containment first!
          Without "Alien Containment", any aliens you capture DIE upon your
          arrival at the base.  So build alien containment as your FIRST
          improvement.  Add alien containment to all strike bases, since
          prisoners are ONLY brought back to that strike team's home base.

5.5.2 How do I capture aliens?
          There are three ways you can capture aliens : you can shoot them
          and hope you only knocked them unconscious (i.e. they did NOT
          scream as they collapsed); you can use stun rods on them; or you
          can use stun bombs on them.  Sometimes you will need combination
          of all three.

5.5.3 WHO do I capture?
          You want specialists like leaders, medics, and engineers over
          common soldiers or terrorists.  Specialists can give you more
          information like UFO stats and specie information.  Leaders and
          Commanders can give you special information that will eventually
          lead to the final battle, and only Ethereal and Sectoid leaders /
          commanders can give you Psi Power.  HINT: You can use a mind
          probe on aliens to identify their position while they are still
          standing, or you can stun them then try to pick them up, which
          will also identify their position.

5.5.4 Double-team them!
          Capturing, as in all fighting, requires a backup.  If one fails
          you get another chance.  This is especially important with stun
          rods since you must go up right next to the alien.  Failing that,
          save enough TUs to get back to cover.

5.5.5 Using Stun Rods
          You should sneak up from behind to use Stun Rods.  Have one guy
          in front to keep its attention, while another sneak up behind it
          and ZAP!  This works best in the large scout UFOs (the one that
          looks like a + plus sign) when there are TWO doors leading to the
          "bridge".  You can also use this on panicked aliens or aliens
          that just shook off your mind control.  HINT: Use a Mind Probe on
          the alien to see if it has enough TU's to fire back at you.

5.5.6 Using Stun Bombs
          Stun bombs frequently requires several shots in order to
          incapacitate one, but they are effective over an area.  So if you
          have several aliens close to each other, one bomb can stun
          multiple aliens.  Try to fire between them.

          If an alien got hit by a stun bomb and does not drop, have
          someone take a snap shot at it.  If the shot hits and does not
          kill it, it'll probably drop unconscious.



XCOM:UFO Defense        Frequently Asked Questions                 Page 23

5.5.7 Do NOT stun Mind-Controlled Aliens [?]
          [Not Verified] Aliens under your mind control do NOT count as
          captured when you stun them.  You MUST wait until they are no
          longer under mind control before stunning them for the program to
          count them as "captured".

5.5.8 It won't fit, lame double-brain!
          When under attack by Reavers, hide in a house with a single-space
          door.  The Reaver, being a 4-space creature, cannot go through
          the door, and being a HTH attacker, cannot attack you.  You can
          then jab it with stun rods or any weapon you feel like using.
          (Just don't destroy the wall and let it in...)

5.6 Psi / Anti-Psi Tactics
          Ethereal and Sectoid leaders can conduct psi attacks on your
          soldiers.  To get psi powers yourself, see 6.0 Research.  You
          will need to train your own soldiers in order to identify those
          with most psi potential and then further training to bring them
          up to speed.  You will also need psi amp to conduct your own psi
          attacks.  Once mastered, psi attacks are very powerful.  Here are
          some suggestions in using and countering psi attacks.

5.6.1 Cause Panic
          Aliens who panic usually drop their weapons, and since they never
          pick them back up, this makes them a lot less dangerous (except
          for the enemy that use HTH attacks).  Cause panic is also more
          likely to succeed than mind control.

5.6.2 Access Mind-Controlled Enemy Inventory [Cheat / Bug]
          If you mind-controlled an alien, you may have noticed that you
          cannot access their inventory by clicking on the person icon.
          However, there is still a way: go through YOUR soldiers'
          inventory, THEN use the scroll button to scroll over!  The alien
          will show up as a squad member with no armor, but with name of
          Race and Rank, like "Ethereal Soldier".  You can drop their
          inventory like this instead of throwing, or if they have a
          greande, you can have them prime it for 2 turns and see them blow
          themselves up.

5.6.3 Use mind-controlled aliens as scouts
          Mind controlled aliens should be used to go where you do NOT want
          to go personally.  If you want it to shoot, keep the weapons.
          Otherwise, drop them.  Use them to open doors is much safer than
          using one of your own.

5.6.4 Stay invisible [??]
          An Ethereal or Sectoid can only mind-control you only if they
          know where you are (i.e. they see you).  If you stay hidden or
          invisible, they can't get at you.  This is one more reason to use
          HWP's as scouts, as you can stay out of range and invisible while
          still attack them.

          [Note: many have reported that Ethereal seem to be able to psi
          attack you no matter where you are, visible or not.  Others have
          reported that once an Ethereal has seen ONE of you, it appears to
          know ALL of you.  Therefore, this strategy is under suspicion.]



XCOM:UFO Defense        Frequently Asked Questions                 Page 24

5.6.5 Sack your psi-weaklings and cowards
          Sack any rookies with bravery under 40-50.  They will panic first
          in combat.  Once you have psi labs, sack rookies with the lowest
          psi strengths and train only those who have the highest psi
          strengths.  Save the psi-weak veterans for attacks that you know
          do not involve psi-active races.  This is another reason not to
          equip crafts until you know for sure about the mission.

5.6.6 Check for signs of mind control
          When an alien attempts to mind control your troop you'll see the
          signs (flashing halos).  If the control did not succeed, have
          that soldier drop his/her weapons immediately and kneel.  That
          way if s/he was taken over, little harm could be done.  If you
          got the alien you can always have the soldier pick up the weapon
          again.  HINT: panicked aliens and mind controlled soldiers NEVER
          EVER pick up dropped weapons.

5.7 Auto-shot, snap shot, and aimmed shot
          Which shot to take depends a lot on the tactical situation
          involved.  Here's some general guidelines.

5.7.1 When to use auto-shot
          Auto shot fires three rounds, but is the least accurate of the
          three shots.  On the other hand, when you use the laws of
          probability, you actually come out ahead using an auto-shot,
          since each shot is calculated independently.

          For example, let's say chance of hitting in auto shot is 25%.
          The chance of getting at least one hit is 1-(chance of no hits).
          Chance of no hit is 0.75*0.75*0.75=0.42.  Chance of getting at
          least one hit is then 1-0.42 which is 0.56, or 56%, much better
          than 25%.

          When accuracy improves, you simply increase your chances of
          hitting the target multiple times, which ensures a kill.

5.7.2 When to use snap shot or aimmed shot
          Personally, I only use snap/aimmed shot when I need only one shot
          and I don't need the three shot overkill, or there is something
          close or beyond the target I do NOT want hit.

          Single shot, no matter it hits or not, can alert the enemy who
          may turn around and let loose a three round burst (if alien is
          still alive after the shot).  So if the enemy has quite a bit of
          TUs left, use auto-shot.

5.9 Misc. Ground Combat Questions and Answers

Why do I lose ammo that I never use?
After combat all clips loaded in weapons are lost, whether or not they have
been used (not a great piece of design!).  Thus you should unload any
weapons that uses valuable ammo before the battle ends.  See "How do I
UNLOAD ammo from a weapon?"

How do I reload weapons?
Make sure one hand is empty, and you have enough time units.  Drop ammo
into weapon.  You should hear a "reload" click.  Click on the weapon in
hand and it will tell you what type of ammo and how many shots are left.



XCOM:UFO Defense        Frequently Asked Questions                 Page 25

How do I UNLOAD ammo from a weapon?
Keep the other hand empty.  Click on the weapon and drop it on the UNLOAD
icon to the right of the screen (just under the OK and the scroll arrows).
The ammo cartridge should be in the other hand.

Some of my soldiers have TU's used before I moved them.  Why?
You "overloaded" them.  They have low strength yet you gave them too many
things or things too heavy to carry, which decreases their TU.  Give them
something lighter to carry and let the STRONG guys carry the heavy stuff.

Why should I need grenades when I have auto cannon?
An auto cannon has very impressive firepower.  However it is heavy to carry
(strength > 35 recommended).  A soldier equipped with a laser rifle can
carry a couple of grenades and use them to flatten small buildings or other
targets without needing a bulky cannon.

How can I fire on aliens in their movement phase?
You can carry out opportunity fire on aliens as they move.  Leave enough
TU's after your move for at least a snap shot, then if your trooper saw an
alien and has good enough reactions s/he will fire at the alien.   You can
use the 4 icons near the bottom left of the screen in your movement phase
to reserve the TUs.  Rookies typically will not fire unless you leave them
with more than half of their TUs.

What's with troops missing in action (MIA)?
If one of your troopers in under alien control at the end of a battle (s)he
counts as MIA; therefore try to wait until (s)he is no longer in control
before finishing off aliens.  (This would be a bug since there's no one to
control him/her any more!)  Another way to get people MIA is try to take
off (abort mission) with only an unconscious person in the transport.
You'll lose that person as MIA as well as the transport.  HINT: use MediKit
to wake them up (stimulant) then march them in.

How do I wake up unconscious soldiers?
Have a medikit in hand.  Stand over the unconscious solider, use Medi-Kit,
apply one shot of stimulant, wait till next turn.  The soldier should be
standing next to you then. They may need further treatment, see below.

How do I use Medi-Kit?
Stand next to the soldier you need to heal (except for unconscious, see
above), medikit in hand, select use.  If healing, click on part in red to
show number of fatal wounds in that area.  Wounds must be HEALed.  You can
also add painkiller to raise morale.  EACH dose dispensed costs 10 TUs.
See manual and UFOpedia for applications.

How do I open doors?
Target your soldier to move to the "square" behind the door and (s)he will
then automatically open it (using some TUs).  HINT: Do not open doors
without plenty of spare TU's.  Using a motion scanner will help.  HINT:
Create a door!  Either shoot a hole in the wall or blow up the entire wall.

How do I use motion scanner?
Put motion scanner in one hand, select hand, select Use Motion Scanner.  It
will display every movement for a radius of 9 around you.  The more
movement (includes your side also), the larger the blip on the scanner.
The central arrow is your facing, and screen is oriented to North as top.



XCOM:UFO Defense        Frequently Asked Questions                 Page 26

How do I use Mind Probe?
Keep the alien visible to at least one of your soldiers (does NOT have to
be the one holding the Mind Probe).  Put Mind Probe in hand, select use.
Click cursor on the alien (make sure the cursor square is blinking).  You
will see the alien's stat graph screen (TU's, armor, etc.)

How do I use the Blaster Launcher/Bomb or Fusion Hovertank?
When you select Launch Missile, you can specify a series of up to 9
"waypoints" which can go around any thing, climb and dive, even fly in
circles.  The final waypoint is the explosion point (unless it runs into
something solid first).  When you are finished plotting, clock on LAUNCH to
launch, then enjoy the fireworks!

How do my soldiers improve?
By doing things.  They improve firing accuracy by shooting at things,
strength by carrying more things, and so on.  Those getting kills will
improve more than those who did not.  Therefore, try not to let HWP get a
kill since you will lose a chance to let a soldier improve, and leave the
easy shots (against panicked aliens, for example) to the rookies.


6.0 Research and Manufacture Strategies


6.1 What should I research?
Here are the research trees that shows detailed progression.

 Laser Weapons       Heavy      Heavy         Plasma     Plasma
       |             Plasma   Plasma Clip      Rifle   Rifle Clip
  Laser Pistol          |___________|            |__________|
       |                       |                       |
  Laser Rifle                  |                       |
       |                       |__________OR___________|
  Heavy Laser                             |
       |                                  |
  Laser Cannon                      Plasma Cannon
  (Laser Tank)                   (Hovertank/Plasma)*
       |                                  |
  Laser Defense                     Plasma Defense


              Alien Alloys                      Blaster     Blaster
                  |                             Launcher     Bomb
Elerium 115  Personal Armor  UFO Power Source      |___________|
    |_____________|_________________|                     |
                  |                                  Fusion Ball
                  |                             (Hovertank/Launcher)*
             Power Suit      UFO Navigation               |
                  |_________________|               Fusion Defense
                           |
                      Flying Suit


Alien    Elerium        UFO            UFO
Alloys      115     Power Source   Navigation
 |___________|___________|______________|
                   |
           UFO Construction



XCOM:UFO Defense        Frequently Asked Questions                 Page 27

                   |
           New Fighter Craft
              (Firestorm) * = [Hovertank / Plasma]
                   |
        New Fighter-Transporter
              (Lightning)
         __________|____________
         |                      |
        Grav              Ultimate Craft
       Shield               (Avenger)

* You need "New Fighter Craft" before you can build the hovertanks.  You
need fusion ball launcher before you can build the fusion ball hovertank.

6.2 Suggested Research Priorities
          * First, get laser weapons ASAP, then go down the list to laser
            rifle, No need to go further than that on that tree
          * Get alien alloy researched ASAP so you can build personal
            armor, which will increase your survival rate substantially.
            Research any armor that you come across ASAP.
          * Do not research medikits until you get at least personal
            armor, and probably power suit, because before then, one hit
            will usually kill you, giving you no chance to use medikits
          * You need better weapon and armor more than you need anything
            else.  Ignore all other research and concentrate on weapons.
          * While plasma rifle is lighter, skip it and research heavy
            plasma since you would need the extra firepower.  The "weaker"
            members can carry laser rifles instead.
          * Research plasma beam immediately after you finish researching
            the plasma weapons.  Plasma beams make interceptors effective
            again except against alien battleships
          * Research small launcher/stun bomb and blaster launcher /
            blaster bomb when you get them (but not top priority).  They
            are nice to have, but not essential until need to capture live
            aliens for more research
          * Motion sensor is great for ground assaults, allowing you to
            see behind walls and doors
          * Mind Probe is very useful in IDing aliens for possible capture

6.3 Research Strategies
          * Don't research the same thing at different bases, there is no
            benefit; the research is independent at each base (as is
            manufacturing).
          * Gang-research each topic.  If you have 50 scientists, do NOT
            spread them into 5 topics of 10 each.  Assign all 50 to one
            topic.  Assign ALL scientists you have to ONE task.  You'll
            finish each faster overall.
          * Add scientists whenever you can.  You will probably be limited
            to about 50 scientists only, but add more if you can afford
            it.  Add to maximum your living quarters can permit.

6.4 Research Cheat [?]
          [Not Verified] If you have more than one research site, arrange
          transfer of scientists and/or engineers JUST before the end of
          the month so that they will arrive next month (check transfer
          times).  Since salaries are deducted at the end of month for
          scientists/engineers at each base, no salary is paid...



XCOM:UFO Defense        Frequently Asked Questions                 Page 28

6.5 Manufacture Strategies
          * Remember that item(s) being built uses up some workshop space,
            so do not hire 50 engineers just because you have 50 workshop
            space.  You may end up with a couple engineers sitting on
            their hands doing nothing.
          * Always keep your engineers busy building something.  Never let
            them sit idle. You need to keep them around in case of new
            manufacturing needs, but in the meanwhile they should earn
            their money's worth.  Build things and sell them of get even.

7.0  Logistics and Material Management


7.1 Why is Elerium important?
          You need it to build most alien things such as UFO power source,
          stun bombs, plasma clips, and more.  In addition, the UFO-style
          crafts you get use Elerium for fuel.  Since you cannot make it
          yourself, it is a very scarce and valuable commodity.

7.1.1 Where can I get Elerium then?
          Small or medium UFOs, with engines intact, can yield 50 or so
          units of Elerium.  Larger UFOs can yield hundreds of units when
          captured on the ground.  Capturing alien bases can yield over
          1000 units of Elerium.

7.1.2 How can I save Elerium?
          * In the air, use Interceptors only (they have longer range any
            way) with missiles and lasers.  Do not use the modern crafts,
            which needs Elerium for fuel.
          * Plasma beam seems to need little or no Elerium.  (Can someone
            verify this?)
          * On the ground, use captured equipment and laser weapons only.
            Unload the clip before the battle ends so you keep the clip
            for a free refill.
          * Never sell any Elerium-based stuff that you MAY need or
            Elerium itself.  Build stuff that requires elerium only
            grudgingly.

7.2 I keep running out of funds!  What do I do?
          There are three ways to make money:
          1) The sponsoring countries pay you each month if you keep them
          smiling.  They may even increase payments if you make them REAL
          happy (i.e. get a good score)  See 7.2.1
          2) You can sell off excess alien artifacts for money.  One raid
          on a large UFO can net a million bucks or more.  See 7.2.2 on
          what to sell and what not to sell.
          3) You can sell off stuff that you manufacture.  This is one way
          to make the engineers earn their salary when they are idle.  Of
          course, the profit margin is very slim, if any.

7.2.1 How do I keep sponsors happy?
       *  Intercept UFOs over their country
       *  Shoot those UFOs down
       *  Board UFOs and capture artifacts, live aliens, and dead bodies
          with little or no casualties
       *  Attack terror sites and minimize civilian / XCOM casualties
       *  Destroy alien bases and prevent destruction of your own bases
       *  Successfully research and apply alien technology



XCOM:UFO Defense        Frequently Asked Questions                 Page 29


          You can see your score in the graphs screen.  You can see your
          current funding levels in the Funding screen.

7.2.2 What alien artifacts should I sell?
          For non-weapon items, keeping one should be enough, since you
          only need one artifact for your scientists to research, so sell
          off the rest.  Alien Entertainment, Food, and others are of no
          use to you except for research value.  Don't bother researching
          those until you have nothing else to do, just sell them.

          Sell off all the alien bodies unless you need one for research,
          which probably won't happen till near the end.  It's interesting
          to know, but not essential to the win.  So just sell those bodies
          and research live aliens only.

7.2.3 What alien artifacts should I NOT sell?
          Never sell any Elerium.  Practically every "useful" alien
          artifact that can be manufactured requires Elerium.  Besides, it
          doesn't sell for much.  If you REALLY have lots of Elerium, you
          should build and sell Power Suits, which are worth a lot.

          Never sell any ammo that you may use unless you have plenty more.
          Blaster bombs and stun bombs are hard to find and usually have to
          be manufactured, so save those while you can.

7.2.4 What manufactured objects should I sell?
          Laser rifles and personal armor are pretty good money makers, but
          when you count all the costs to manufacture and salary for the
          scientists, you are not really making much profit.  Still, laser
          rifles are easy to make and sells well.  Personal armor is also
          nice if you have lots of leftover alien alloys (which is usually
          true).

7.3 Dealing with Equipment Shortages
          No equipment?  Running out of equipment?  Here's some hints and
          tips on how to deal with that.

7.3.1 What is "Not Enough Equipment to Re-Equip Squad"?
          Your base does not have enough inventory to keep the same amount
          of the equipment the team had previously onboard the craft before
          the mission.  For example, you had 16 grenades onboard the
          Skyranger.  You used up 4 on the mission, but the base only has 3
          left, so base cannot reprovision you to the original stock of 16.
          SOLUTION: Stock up a bit more at the base.

7.3.2 I bought HWP's but I can't use them!
          Did you get them full load of ammo?  You cannot put HWP's onboard
          crafts unless you have enough ammo for each (automatically
          loaded).  HWPs except Laser Tanks and Plasma Hover tanks require
          ammo.  Cannon Tank needs 30 shells, Rocket Tank needs 8 rockets,
          and Fusion Hovertank needs 8 HWP Fusion Balls.  Always keep twice
          that in stock.

7.3.3 I keep running out of missiles for crafts!
          If you ran out of money also, use weapons that doesn't use ammo,
          like plasma beam and laser cannons.  On the other hand, Avalanche
          is cheap at 9000 each, so stock up on those, keep 4 times



XCOM:UFO Defense        Frequently Asked Questions                 Page 30

          capacity around.  For example, Avalanche launchers holds 3 each,
          so Avalanche stock should be 12 per Avalanche launcher.

7.4 When to sack / retire things
          Crafts that were too heavily damaged (i.e. over 50%) should be
          sacked and a new one hired, unless it must be manufactured and
          you are short on money, time, or materials.  Repair time may be
          too long.  One more reason to keep your engineers busy...

          Rookies and squaddies who have not improved much yet were wounded
          heavily should be sacked / discharged and money spent on a new
          recruit.  Remember that you still pay for each soldier even when
          they are in the hospital recuperating.

7.5 Equipping Landing Crafts
          There's an 80-item limit on what you can take with you per craft,
          no matter it's a Skyranger or Avenger.  Here's a couple tips on
          getting the most out of those 80 items:

7.5.1 Use Laser Weapons
          Laser Weapons require no ammo, eliminating a large number of
          items.  Assuming two clips per weapons, 8 plasma rifles vs. 8
          laser rifles means 16 less items.  Of course laser rifles are
          about 33% less powerful, but 16 more items means you can take
          along more grenades and other things.

7.5.2 Bring uniform weapons
          Don't bring both pistols and rifles, since they cannot use the
          same ammo and adds one more item into the equation.  Bringing one
          more clip for the rifle is better.

7.5.3 Bring less misc. equipment
          You do not need a Medi-Kit on each person, just one or two on
          designated medics.  You also don't need mind probes, motion
          detectors, and psi amps on every one, just the specialists.

7.5.4 Bring HWP's
          HWP's is just one item, yet it has lots of firepower, and ammo is
          included, so bring one would mean allowing you more items.

7.5.5 Don't fight at night
          Fighting at night means electro-flares, and those take up a lot
          of the 80 items.  So don't fight at night.


9.0 Misc. questions and answers


How do I win the game?
The ultimate aim of XCOM is to research (interrogate) live aliens to find
out where they are coming from and why.  Grab an alien commander in an
alien base.  Once you interrogate a commander you should get a big clue!

Why do I never see any large UFOs?
On missions like retaliation, base and terror, small ships scout before the
large ship comes in. If you destroy the scouts no larger ships will appear.



XCOM:UFO Defense        Frequently Asked Questions                 Page 31

Why do my soldiers rarely get promoted?
To have promotions after battle you need to have a certain number of troops
around all your bases for the promotion to be possible.  This little chart
from the manual sums it up:

    Rank            Sergeant Captain Colonel Commander
    Troops needed      5       11      23       30

There can be only one commander in all XCOM.  HINT: Try to spread the
officers out into different teams.  Troops led by officers have higher
morale and is less susceptible to panic, unless the officer is killed.

In the Soldier's stats, what's with the 2 colors on the bars?
The dark color was the soldier's ORIGINAL stats, when s/he first arrived at
XCOM.  The lighter colors are the stats s/he gained since then.  HEALTH bar
is a little different.  The health bar have red indicating current health.
The WHITE bar that overlays the red bar some times is the "STUN" bar.  When
the white bar reaches over the red bar, the person drops unconscious.  The
white bar can go up from smoke inhalation or getting hit by stun weapons.
The red bar drops from taking damage.

--
==============================================================================
|| Kasey Chang   Internet >>  kschang@mercury.sfsu.edu  or  ksc1@aol.com    ||
||   (the rest of this .sig is under construction...)                       ||
==============================================================================