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Updated May-01/95
Table of Contents
0.1 Introduction
Thanks for the tremendous response all over the net! The guide was
uploaded to practically to wherever XCOM and UFO are sold (and
probably beyond), and many people have provided helpful feedback
that were incorporated into this revision.
The Feb-01 revision marks a major change in what is now known as the
"XCOM Unofficial Strategy Guide". That was a total rewrite compared
to this, which is just a revision.
0.2 Did you know about the OFFICIAL XCOM Strategy Guide?
Now that the official strategy guide is out in stores (XCOM : the
Official Strategy Guide, by David Ellis, Prima Publishing, ISBN
1-55958-764-4, US$19.95, hereby known as OSG), this UNofficial
strategy guide (USG) is now patterned after the official one, with
similar table of contents. You can use this guide along with the
official strategy guide (OSG), or you can use this by itself.
While OSG has all the neat charts and tables and stuff only
available from the source, I've found its tactics and strategy
section sorely lacking. In fact, all the the strategy and tactics
are condensed into ONE chapter, with the rest of the book as simply
a reprint of the manual and UFOpedia and the underlying mechanics.
That's where USG come in. USG will help you make informed choices.
Instead of showing you a table of numbers, I'll actually show you
what is recommended by fellow XCOM players. After you read each
chapter in the OSG, read that chapter's supplement here. You will
understand more about how the game runs and the tactics to beat it.
You do NOT have to have the OSG to use this supplement, but you will
get more out of both if you do.
UFO: Enemy Unknown users should be able to use this supplement with
minimum changes. Most tips will apply to both versions, esp. the
tactical tips. The charts on the other hand may have different
numbers, so compare it carefully please. See 0.5 if you have the
Amiga version of UFO: Enemy Unknown.
WWW : http://wcl-rs.bham.ac.uk/GamesDomain
http://userwww.sfsu.edu/~kschang
Paul Close (pdc sgi.com) has graciously converted this into HTML
format so you can use a WWW browser! Check it out at
WWW : http://reality.sgi.com/employees/pdc
I? I am just a game player who didn't like the existing FAQ's and
strategy tactics collection available out there, and decided to
write my own. You can contact me at:
Table of Contents
You are in overall command of XCOM. You will launch and control
interceptors to attack marauding UFOs, send soldiers to attack
crashed or landed UFOs, raid alien bases on Earth (if you can
find them), keep the sponsor nations happy and UFOs out of their
skies, buy the ammo and weapons you need in the war, research
and build better weapons as your troops bring in captured alien
artifacts for analysis and eventually manufacture our own
copies, pay for everything by contributions from sponsor
countries and selling stuff, and eventually figure out the alien
threat's origin and end the threat once and for all. (Whew!
That's a mouthful!)
One person reported that he was able to run XCOM with 2 MB RAM,
though it is SLOW. Your mileage may vary.
You CAN install the CD version onto the hard drive if you have
enough space. Contact MicroProse for detailed instructions.
The game uses 32-bit protected mode, so it would not run under
Windows. No compatibility claims was made to any other versions
of DOS such as DR DOS, Novell DOS 7, or even OS/2.
The OSG has no list of bugs, so here is a list of bugs that are
known to exist in XCOM/UFO. MicroProse is aware of most of
these problems.
Cause and solution: remember that the setup asks for the
DMA channel, NOT the interrupt as most setup programs do.
If it still doesn't work, it's a program bug. You can
always play with the sound off, but it's not as much fun
having no alien screams when they got hit and die...
Symptom: a unit near the edge of the map was hit by the
enemy. When it is their turn to more, their pointer shows
them off the edge of the map (totally outside). They can
move up/down, but not back onto the map. They can still
shoot, and they recover if you win the battle.
Solution: none...
----
XCOM 2: Terror From the Deep
-- Brian/MicroProse
-------------------
You win by finding the source of the alien threat and "deal with
it" once and for all on a "final mission". (See 11.0 if you
REALLY want to know)
1) You were in debt for over $1,000,000 for two months. Your
sponsors had had enough of your mismanagement and terminated the
XCOM project. Earth was conquered by aliens not long after.
Score is kept for both sides. You get positive score for
conducting successful research, capturing and/or killing aliens,
grounding and/or destroying UFOs, destroying alien bases,
grabbing alien equipment, and more. You get negative score for
losing XCOM soldiers, crafts, HWPs, and civilians. (for exact
numbers, see OSG)
The GeoScape screen is where you will control the interceptions and
provides access to the BattleScape and the base controls.
Always attack an UFO over land. If you shoot it down over water
no one can get to it (unless you are playing the sequel, see
section 1). If you are over water, minimize the window, and
select 1 minute step until you get back over land, then switch
back to 5 seconds and start attack.
If you send multiple crafts after one UFO and the UFO gets shot
down or destroyed, the shooter will go home, but other crafts
will continue onto the crash site, THEN return to their base. So
make them return to base manually. They will return faster, and
thus be refueled/rearmed/repaired for next sortie faster. Click
on its icon on GeoScape and select "return to base".
XCOM agents have a chance of finding an alien base for you, but
chances are pretty slim. So do not rely on that. Watch for
high alien activity (check the graphs) yet no interception:
there's probably a base in the area.
Watch UFOs, esp. where they land. If you see a "Supply Ship",
do NOT attack it. Trail it and follow it to their base. After
it lands, patrol nearby and you'll see the base.
Many people don't realize that click on the UFO icon will bring
up all known info about the UFO. If you detected it via
Hyperwave Decoder, you'll know A LOT about it.
Landed UFOs will take off in a few hours (less than a day).
Terror Sites disappear in less than a day (which mean you have
to get to one ASAP, even if it means skipping UFOs and landing
at night!)
Areas with high alien activity and high XCOM activity probably
have an alien base.
Attack the biggest UFO you can handle. Supply ships are
easy, terror ships are okay, battleships are death unless
you have Firestorms and Avengers and can attack with
multiple crafts simultaneously
Attack the biggest UFO you can handle. Terror ships have
annoying terrorists (esp. Chrysalids!) and Battleship
simply have lots of enemies (and terrorists, depending on
mission). Supply ships are okay if you watch the grav-
lifts closely
Do not build additional bases until you have enough money in the
bank to pay for its initial construction AS WELL AS the first
month's maintainence. Negative balance for two months means the
end of your XCOM tenure!
I personally name bases based on the continent they are on, plus
the COM suffix (stands for Command), except for the US base,
which is CentCom. Europe is EuroCom, South America is SoAmCom
(or SouthCom, if you want to be authentic), Asia is AsiaCom,
Africa is AfriCom, and so on. Sounds military. :-)
Later you can replace all the radars with ONE hyperwave
decoder. One of those detects 100% UFOs in range.
Dismantle the radars to save on maintainence (see 5.4)
The most secure base design that I can think of is this one:
XXXXXX This base has only ONE access point: by the lift.
X.XXXX Any other way (such as through the hangar) actually
X.XXXX takes LONGER. And the long corridor spanning FOUR
A..... sections makes EXCELLENT choke points and impromptu
HHHHHH minefields with proximity grenades are great for
HHHHHH defense in this kind of situations. If you don't
need three hangars, you can trade the right one for
three more structures down the right side.
Initial modifications you need for the main base are: alien
containment (prisoners), general stores (ammo and captured
artifacts), and long range radar (detection). Later, with more
money, add living quarters, labs, workshops, and defenses, in
approximately that order.
Defenses comes last usually since you can defend with soldiers
and HWPs. Of course, don't clog up the 80-items list.
Small UFOs usually scout ahead of the large UFOs that will
actually raid your base. If you can destroy the scout before it
detects your base, you can prevent the base attack.
In V1.0 of UFO (not XCOM and not later versions of UFO), you can
gain hundreds to thousands of units of Elerium if you win a
defend base action.
Clean out old inventory! Old inventory will prevent you from
getting to the GOOD weapons since you are still limited to 80
items during base defense, and base have lots of stuff...
The 80 items are pulled from inventory in the order on the SELL
screen, top to bottom in order. So if you have lots of lasers
you'll never got to plasmas and blaster bombs.
If you really ran out of space and do not want to conduct a fire
sale, stuff the extras into the transports, though selling them
is much easier and gains you money.
NOTE 4: What the manual does NOT tell you is Hyperwave Decoder
detects 100% of the UFOs within its range, and it has a
range LONGER than Large Radar. Once you have this, you
don't need any radars.
Here's the comprehensive list of all the toys you get to play with.
Of course, most of them requires research.
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 smithereens (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
7.5 for UFO weapon ranges.
NOTE 3: It is possible to miss with weapons that have accuracy
> 100%, esp. when target moves out of range.
General Advice:
Get laser pistol and rifle ASAP, then research heavy plasma,
skipping plasma pistol and plasma rifle (go back later when you
have time), then blaster launcher.
Forget heavy cannon and heavy laser as they are not worth the
weight without auto (three-round-burst) mode.
General advice:
Get the latest and greatest ASAP, buy/built them. You need the
extra TUs and ammo the provide early in the game. When you have
lots of veterans HWPs lose their importance, but is still
important as just a scout.
You must buy enough ammo for HWP that requires them for them to
be available for deployment. Tank cannon, Tank/Rocket, and
Hover/launcher each require their own ammo in the quantity
indicated under "Shots". Make sure you get the right ones.
4.4 Armor
Fr/Sd/Rr/Bt
None 5/ 5/ 5/ 5
--Must research--
Personal Armor 50/40/30/30
Power Suit 100/80/70/60
Flying Suit 110/90/80/70
General Advice:
4.5 Equipment
TUs Usage
Electroflare 25% Use at night for illumination, reusable
--Must research--
Medikit 10 heal fatal wounds, raise morale, revive
unconscious people (see UFOpedia)
MotionScanner 25% registers movement within 8 squares radius
Mind Probe 50% allows you to see alien's status screen
(ID, TUs remain, health, + other stats)
Medikits are not quite as useful when you don't have good
armor, because even a weak hit becomes a kill with bad
armor. Before then you can distribute less medikits.
Electroflare
Medikit
Motion Scanner
Remember the top of display is always north (like the
overhead map) and YOUR facing is the middle arrow.
Mind Probe
These are the stuff you can buy, usually not very interesting.
As a last resort, you can always cheat. See the last section
for how.
[some numbers are rounded to the nearest 1000 (K) for space]
As you can see, Fusion Ball Launchers are the winner, narrowly
edging out Laser Cannons. A profit can be made early in the
game on motion scanners, however.
* When you get hyperwave decoder, build only one at each base,
and dismantle all the radars there. One hyperwave decoder
detect 100% of UFOs within range, so no radars are needed.
* When you no longer need alien prisoners (i.e. you are ready to
undertake the "final mission"), zap the alien containment
(though by that time, it doesn't matter any more, unless you
are waiting for your Avenger to be built)
* When you no longer need more research or manufacturing (i.e.
you are ready for the "final mission"), lay off all the
scientists and/or engineers, and zap their living quarters and
working modules.
5.7 Aliens signed pact with XXX who stopped paying me!
Nothing you can do. One of the Infiltration UFOs got through.
(See 9.8 UFO Missions) and now the country stopped paying you.
Consensus on the net is you can NOT get them back (i.e. nullify
the pact). The OSG confirms so.
On the other hand, some UFO players have reported that certain
countries (very few though) have returned. Any XCOM players
have their countries coming back from an alien pact?
Research prisoners ASAP. See 9.3 for benefits you can gain from
each type of prisoners. Grab a navigator would mean that you
can reap significant saving in radars (after you get the
hyperwave decoder, of course) and better interception.
* Need "New Fighter Craft" before you can build the plasma hovertank.
** Need fusion ball launcher before you can build the fusion ball
hovertank.
Only manufacture thing that you REALLY need, like crafts, etc.
almost NEVER manufacture ammo since most require Elerium, which
is always in short supply. Captured ammo is much cheaper and
don't use your precious E-115 supply.
Remember that UFOs have specific targets and they do NOT change
missions in mid-air ("Chicago's covered, let's go for Havana
instead"). They also head STRAIGHT for their targets on the
inbound leg. So if you see an UFO and lost tracking, try to
extrapolate its course and send interceptors to their estimated
NEXT location instead of going toward the last known location.
Once you got a craft in range of the UFO, it's time to attack.
While the OSG explained what the different attacks REALLY mean,
it STILL doesn't explain what good is each for. Here's my
version...
7.3 Weapons
OSG has a typo: Table 7-2, Fusion Ball Launcher holds TWO, not
three shots as stated. Section 4.1 is correct.
If you read table 7-3 in OSG or the UFOpedia, the Weapon Range
of the UFO is a rather large number (ex. Battleship = 520). That
number means nothing by itself. To get a more meaningful
number, divide that by 8 for the range in kilometers. (EX.
Battleship is 520/8=65 km). That forms the revised weapons
range table below.
When you send multiple crafts after one UFO and the UFO gets
shot down, the shooter will go home, but other crafts will
continue onto the crash site and THEN return. Instead, click on
them and turn them back early (Return to base). They will
return earlier, thus be refueled and rearmed faster for the next
mission.
For this reason, if you WANT to go after the smaller UFOs, keep
a fighter around with "wimpy" weapons.
8.1 Soldiers
Why those traits? High strength means they can carry more
(and heavier) stuff. High reaction means they can get
opportunity fire (reaction shots) while enemy is moving.
High Morale means they are less susceptible to panic, and
shooting accuracy is obvious. :-) Other characteristics
are not as important.
1 scout
2 soldiers heavy weapon squad
3 soldiers squad A
3 soldiers squad B
1 officer
1 HWP
8.2 Movement
The OSG fails to mention that you CAN see the outside
through the Windows in your transport. If the last
soldier turn around in the Skyranger or Avenger, you can
see A LOT beyond the cockpit. Of course, since you are on
Level 1, (Level 0 = ground) you can't see things that are
right next to you on ground.
After that, send out a HWP just on the ramp, turn to face
right. If there's no enemy, turn to face left, and you've
just cleared the surrounding area. If there is enemy, get
off the ramp and start shooting.
You can use the terrain in other ways than just hiding
behind something. Use secondary explosions to your
advantage! If alien is standing next to volatile object
like fuel drums, gas pumps, those red things in UFOs or
bases, etc, blow THAT up (DOOM players love doing this).
Why they can shoot at you but you don't see them?
Answer: depending on difficulty level, they "remember"
where you are from previous turns for several turns (on
higher levels they remember longer). They can ONLY shoot
at you IF they had seen you before and still "remembered".
visible
range
A-----|-->A
| | YOU
A<-|---+
A A
C C
===>>
B B
D D
Sometimes you can't win and it's time to cut your losses.
As you can probably tell from the pictures, Power Suit and
flying suit are immune to smoke damage (has built-in
environmental helmet)
Offensive tips:
To get more ammo, mind control an alien, and have it throw its
weapon toward you or drop everything on the ground.
Defensive tips:
Get rookies with high bravery ensures they are more resistant to
alien panic attacks (though they may not be as resistant to mind
control, that has a inherent lower chance of success)
If you have the ammo, use auto shot whenever you can.
Why? It ensures a kill. Let me explain:
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 very little armor, but not against
tougher enemies (and Reapers/Cyberdiscs).
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. True veterans prefer heavy
plasma, of course.
Alien just behind door, does NOT trigger the grenade since
not in radius of 1. Then Alien steps through the door,
and BOOM!
| |
AD P DAP
| |
[NET] You can also blow open parts of UFO and go in that
way instead of through the door. Many have reported that
wrecking the bridge first with a well-placed blaster bomb
or two into the upper level will decrease casualties by a
large amount.
[KSC] Use blaster bomb to enlarge a standard door so you
can fit a tank through by targeting the wall next to the
door. You can also try this with heavy plasma as those
can sometimes punch through walls. This is great for
battleships since the large central lift allows tanks to
go up to any level, and they also have 2-space corridors
wide enough for tanks.
* Only Sectoid leaders and commander have Psi Skill, with avg of 55.
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, depending on rank and position.
Stats are also higher on higher difficulty levels
NOTE 2: higher rank aliens also have higher "intelligence", which means
they will remember your location longer. Some alien species are
also more intelligent than others. For example, Ethereals and
Sectoids have higher intelligence than Mutons and Reapers.
KEY:
D/Dr = Door Gr = Gravlift (Up/Down)
Gu = Gravlift Up Gd = Gravlift Down
P/Pw = Alien Power Unit S = Alien Surgery
F = Alien Food X = Alien Examination
/--------\
| |
| |
| Pw |
| |
| |
\---Dr---/
+--------+
| | |
| D |
// | \\
// | \\
+----/ +---------+ \----+
| | | |
| D P | D
| | | |
+----\ +---------+ /----+
\\ | //
\\ --D--| //
| D |
| | |
+--------+
______________
/// \\\
/// ______ \\\
+--------+ /// __| |__ \\\ +--------+
| | | __| |__ | | |
| | | __| Pw |__ | | |
| |____| | | |____| |
| | | |
| | Pw Gu Pw | |
| ____ | | ____ |
| | | |__ __| | | |
| | | |__ Pw __| | | |
| | | |__ __| | | |
+--DrDr--+ \\\ |__Dr__| /// +--DrDr--+
\\\ ///
\\\______________///
/------\
/ \
| Gu |
| Pw |
| |
\ /
\------/
/------\ /------\
/ \ +------+ / \
| | |GuGuGuD | |
| GuPw | |GuGuGuD | PwGu |
| | |GuGuGu| | |
\ / +DrDr--+ \ /
\------/ \------/
/------\
/ \
| |
| Pw |
| Gu |
\ /
\------/
./------+----------+------\.
./ | | | \.
./ D | Gd | _____\.
./ | | | | \.
//----- --| +--+ +--+ | \\
./ | | | __| \.
./| +------| | | \.
./ | | | | \.
/ | +--------| | D \
| +--Dr--+ | | | | |
| Gu | | | | |____ |
| | D | | | |
+------+ | | +--+ +-- | +------+
| | | | | | | | |
| +------Dr------+ GrGrGr +--Dr----------+ |
| Gd GrGrGr Gd |
| +--Dr------Dr--+ GrGrGr +--------------+ |
| | | | | | |
+------+ |___ +--+ +--+ +--Dr--+
| | | | | |
| | | | | |
| | | | | |
\. | | | __| ./
\. D | | | ./
\. | D | __ ./
\. | | | | ./
\\ +--Dr----+--+ +--+-------+ //
\. | | | ./
\.| | Gd D ./
\. | | ./
\------+----------+------/
Battleship Level 3
./------------------------\
./ | | \
./ | | \
./ | +---Dr---+ | \
// | | | | \\
./| | | | | \
./ | D | | | \
./ D | | | | \
/ | | | | | \
| | | | | | |
| Gd +----------+ +--------+ +-----Dr---------|
| | |
|______|__________ ___________ |
| | | +---Dr---+ | | |
| | | | GdGdGd | | | |
| D | D GdGdGd D | D |
| | | | GdGdGd | | | |
| |___________| +---Dr---+ |___________| |
| |
| |
|-------+ + -----+ +---------+ +----------------|
| | | | | |
\. | | | | ./
\. | | | | ./
\. | | | | ./
\. | | | D ./
\\ | | | | //
\. | +----Dr---+ | ./
\. | | ./
\. | | ./
\------------------------/
Harvester 1234567890123456
(Medium) (?) /---|------|---\
|---|------|---|
|---|------|---|
\---|------|---/
Level 0 Level 1
/----------\ /----------\
/ SS \ / | Empty | \
/ SSSS F \ / | Room | \
/ \ / | Up to | \
/ FF F F \ / Gu | this | Gu \
+ + +___DD___ | level |___DD____+
| +----------------+ | | +---DD---+ |
| | Pw Pw | D | FF |
| +-------------DD-+----+ | F F +------+__________|
+ | | + + F F | | +
\ F F | Gu | Gu / \ F D Gd D Gd /
\ F| | / \ | | /
\ | | / \ +--DD--+ /
\--+--DD--+---/ \---------+---/
Level 2
/-+------+-\
/ | | \
/ +--DD--+ \
/ | | \
/ Gd D D Gd \
+ | | +
+----------+ +----------+
|N |
|N NNN NNN |
+ NNN NNN +
\ /
\ /
\ /
\ /
-----------
Level 0
/----------\ /----------\
// Gu \\ // Gu \\
// \\ // \\
/ --------- \+--+/ --------- \
| | | | | |
| | ---------------- | |
| D Pw Pw Pw D |
| | ---------------- | |
| | | | | |
\ --------- /+--+\ --------- /
\\ // \\ //
\\ // \\ //
\----DD----/ \----DD----/
Level 1
/----------\ /----------\
// ------ \\ // ------ \\
// | | \\ // | | \\
// F | Gu | \+--+/ | Gr | F \\
/ | | | | \
|F F --DD-- ---DD--- ------ F F|
| |S | |
|F F F F | | F F F F|
| |S | |
|F F --DD-- ---DD--- --DD-- F F|
\ | | | | /
\\ F | | /+--+\ | | F //
\\ ------ // \\ ------ //
\\ // \\ //
\----------/ \----------/
Level 2
/----------\ /----------\
// \\ // | Gu | \\
// \\ // --DD-- \\
/ +----------+ \+--+/ \
| | | |
| | |------+------+------DD------+---|
| D NNNN | | | | |
| | NNNN | D | D |
| | | | +--+ +--+ |
\ +----------+ /+--+\ | | /
\\ // \\ +--------+ //
\\ // \\ //
\----DD----/ \----DD----/
Abductor 1234567890123456
(Medium) (?) /---|------|---\
|---|------|---|
\---|------|---/
Level 0 Level 1
^ +----+ ^ ^ +----+ ^
// \\ | | // \\ // \\ | | // \\
// \\/ \// \\ // \/ \/ \\
/ \ / +-+ \
\ / \ +-DD-+ /
\\ ______DD______ // \\ +---+ +---+ //
+--/ | | \--+ +--/ +-+N N +-+ \--+
| | | | | |N | |
| Pw | XX XX XX | Pw | | |N N| |
| | XX | | | | | |
+--\ | | /--+ +--\ +-+ +-+ /--+
// |_____DD_____| \\ // +---+ +---+ \\
/ | | \ / +----+ \
\ Gu | | / \ Gd /
\\ /\ /\ // \\ //\ /\\ //
\\ // | | \\ // \\ // | | \\ //
V +-DD-+ V V +-DD-+ V
Give pistols to heavy weapons people for when they ran out.
Conventional Weapons :
Cannons :
With only one shot, the three shots of the auto cannon imporve
the odds of at least one hitting to 69% vs 60% for one snap
shot of the heavy cannon.
Lasers:
As you may expect, the heavy laser sucks due to the lack of an
auto fire, and a rather slow snap shot. The pistol and rifle
get about the same number of hits, and the rifle does 30% more
damage. The rifle gets the nod in this case. Even with a 20%
penalty for one-handed use (not shown in table) rifle gets
1.0-3.4 hits and 62-204 damage, still better than the pistol.
So forget th elaser pistol and the heavy laser.
Plasma:
What can you say? The heavy plasma is king! With pretty much
the same accuracy and firing time as the rifle and pistol,
over 40%/120% more damage (respectively), and bigger clip,
there's no reason not to use the ehavy plasma. The only down
side is the ammo takes 3 elerium to manufacture, but with
careful unloading of weapons, you'll get all you need during
recoveries and assaults.
[Editor's note: the advantage of heavy plasma is even greater
when you realize that it weighs exact the same as a regular
rifle. Perhaps that why even those Sectoid weaklings can tote
one around...]
The HWPs early on carry more firepower and has more TUs than
soldiers, which makes them good scouts, and more survivable.
Switch to more/only soldiers later.
One trick you can pull is ALLOW an alien base on Earth once
you've pinpointed its location, and keep assaulting the supply
ships that comes to keep the base supplied. They just keep
coming and coming, and the UFOs you take out more than offsets
the "base on Earth" penalty, not to mention all the Elerium
and other goodies you get that you can sell later. Of course,
watch out for the retaliation missions...
+-----WW--------WW-----+
| +--------------+ |
| +-+ +-+ |
|| ||
D| D|
D| D|
D| D|
|| ||
| +-+ +-+ |
| +--------------+ |
+-----WW--------WW-----+
^
11.1 Preparation
Bring your best weapons and all of your blaster launchers and
blaster bombs, plus rockets and all the grenades you got.
This is not time for captures, so leave all stun stuff at
home. This is a fight to the death, preferably theirs.
You do NOT want to clean out the whole base. Find the
distinctive command center (see below, NOT to scale), run for
it (sacrificing HWPs and rookies in the process), let blaster
bombs and rockets fly, protect your back with prox grenades.
[not in scale!]
+----------------------+
| |
| _ |
| |||
|__________________|L| |
D__________________ | |
| |L| |
| |_| |
| |
| |
+----------------------+
Once you found it, send a blaster bomb to hit the end, then
one more up through the grav lift (either side) to get rid of
the Ethereal Commanders (the elite guards), then ONE MORE on
the top, and it's all over.
After combat all clips that had been USED in the battle and left
in their rifles/pistosl/cannons are lost, no matter only 1 round
fired or totally empty. UNUSED clips are NOT affected (even if
they are loaded), as are clips separate from weapons.
HINT: You should unload any weapons that had fired and use
valuable ammo before the battle ends.
HINT: You can tell when the battle is almost over by judging how
long the alien movement phase takes.
HINT: You can get MORE clips if you unload captured alien weapons
that you come across
Autocannon weighs A LOT. For the same weight you can carry a
lighter weapon plus a couple grenades, and move faster and
further as a result.
HINT: They are useful to detect that one last alien you can't
find, esp. at night when visibility is less, or city blocks (but
there you have civilians)
HINT: They are somewhat useful for looking behind closed doors
that you would like to enter.
NOTE: ANY one can use a mind probe, no psi power is required.
* How do I use the Blaster Launcher/Bomb or Fusion Hovertank?
Movement
OSG has the complete weight chart for all items (Table 8-4).
Interesting observation: heavy plasma weighs the same as a
regular rifle.
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.
HINT: Use the 4 icons near the bottom left of screen to reserve
the TUs. Reactions usually need to be above 50.
Target your soldier to move to the "square" behind the door and
s/he will then automatically open it (using some TUs) and move
to the square you specified.
HINT: When you are not sure, create another door! Either shoot a
hole in the wall or blow up the entire wall with grenades, HE,
HPlas, or BBomb.
Psionic Combat
Fight harder, make more kills. Low morale invites more psi
attacks.
If you survive the fight, sack the ones who's not very good and
kept getting panicked or controlled.
Soliders
Yet another way to get people MIA is to try (abort mission) with
only an unconscious soldier in the transport. You'll lose that
person as MIA as well as the transport
Miscellaneous
* How do I cheat?
If you REALLY want to cheat, here's how to add TONS to money into
your accout. Yes, you are embezzling the world to support XCOM.
You are twisting arms, and it is for a GOOD cause. :-D
64 64 64 64 00 00 00 00...
You should get about 1.68 billion dollars. (In case you are
wondering, 64646464h is a hexadecimal number. In decimal it is
1,684,300,900.) You can also use
FF FF FF 7F 00 00 00 00...
Sorry, you won't find the info in there. Yes, I do know how, and
no, I will NOT tell you. In fact, I don't use it myself. So
don't ask me. This is a STRATEGY guide, not a game crack guide.