X-COM 2 manual cover for PDF 3/5/97 4:10 PM Page 1 ™ GAME PLAY MANUAL ® S T R A T E G Y
X-COM 2 tech supp for PDF 3/5/97 3:57 PM Page i TM TECHNICAL SUPPLEMENT REQUIRED EQUIPMENT 486 and Pentium computers include DOS in the standard software package. For X-COM: Terror From The Deep to work, there are a few things your computer must have. There have to be at least 520K (532,480 bytes) of free conventional memory. The nice thing is, you don’t even have to know what a K is. (It’s a “kilobyte”—1024 bytes. Never mind what a byte is.
X-COM 2 tech supp for PDF 3/5/97 3:57 PM Page ii CONTENTS There also has to be at least 4MB of OPERATING DIFFICULTIES AND memory installed in your system, at least LOADING PROBLEMS 3MB of which should be free (3072K). The “mem/c” report should also tell you the total amount of memory installed in your system. Q. Why can’t I install the game to my hard disk? The graphics must be VGA quality or better (SVGA is better). 1.
X-COM 2 tech supp for PDF 3/5/97 3:57 PM Page iii area of conventional memory will reduce your 640K available for the program. Slow Running If you are not running from a boot disk, you can try using SMARTDRV.SYS or SMARTDRV.EXE loaded into your CONFIG.SYS or AUTOEXEC.BAT. This might speed up the game a bit. It is important to have as much free conventional memory as possible. Q. What is extended memory (XMS)? Further memory, beyond the 1MB of base memory on your PC is called extended memory.
X-COM 2 tech supp for PDF 3/5/97 3:57 PM Page iv Mouse Drivers Another common cause of the program freezing or crashing is a conflict with your current mouse driver. MicroProse recommends the Microsoft driver, MOUSE.COM or MOUSE.SYS version 8.01 or higher. See the MS-DOS manual for full details. To check which mouse driver you are using, run the MSD program which comes with Windows 3.1 and MS-DOS 6.0/6.2.
X-COM 2 manual part 1 for PDF 3/4/97 12:43 PM Page 1 TM X-COM: TERROR FROM THE DEEP™ ©1995 MicroProse Software, Inc. ALL RIGHTS RESERVED This book may not be reproduced in whole or in part, by mimeograph or photocopy or other means without permission, with the exception of quoting brief passages for the purpose of review.
X-COM 2 manual part 1 for PDF 3/4/97 12:43 PM Page 2 INTRODUCTION BACKGROUND This organization was named Extraterrestrial Combat Unit — X-COM. On the morning of November 28, 1998, top officials from the world’s most economically powerful countries congregated secretly at the UN. The reason for the meeting: increasing terrestrial UFO activity. Over the previous 6 months there had been numerous confirmed sightings, landings and hostile contacts with super-intelligent and unpredictable aliens. 2039.
X-COM 2 manual part 1 for PDF 3/4/97 12:43 PM Page 3 Under the ocean lies the remains of a vast interstellar colonization ship; 400 billion tons of metal that plummeted to the Earth some 65 million years ago. Now, the waiting is at an end, the powerful computers begin to stir, the ancient technology readies itself for the coming storm. When the alien base on Mars shuddered in its death throes, a powerful Tachyon beam darted out to a long dormant receptor. GAME OVERVIEW A vast sleeping enemy has awakened.
X-COM 2 manual part 1 for PDF 3/4/97 12:43 PM Page 4 Successfully completing Alien Submarine Assault missions allows X-COM scientists to clear the sites of artifacts and begin researching alien technology. On completion, Engineers can reproduce superior weapons to better attack subs. Soon you will be fighting the aliens with their own technology. Section 2: The Reference Guide A special UFOpaedia will contain all the information gathered from your missions.
X-COM 2 manual part 1 for PDF 3/4/97 12:43 PM Page 5 SECTION 1 THE GAMEPLAY TUTORIALS BEFORE WE BEGIN... Welcome to X-COM: Terror From The Deep. The following tutorials are designed to help you begin playing with the minimum of trouble. The three main sections of the game are covered here: the Geoscape, the Battlescape and the Bases Screen. STARTING A NEW GAME 1. Install and load X-COM: Terror From The Deep by referring to your installation booklet. 2. The Language Screen appears. Select a language.
X-COM 2 manual part 1 for PDF 3/4/97 12:43 PM Page 6 3. Move the mouse pointer over the New Game option and click on the Left Mouse Button (LMB), the Difficulty Level Screen appears. Note: You cannot place a floating base anywhere on land. SETTING UP A NEW X-COM BASE. 5. The message Select Site for New Base appears at the top of the screen. At the bottom of the screen are three blue spheres surrounded by arrows.
X-COM 2 manual part 1 for PDF 3/4/97 12:43 PM Page 7 8. The icon allows you to rotate the Earth horizontally or vertically. ■ Click a few times on the Up arrow, the Earth display tilts towards you. Hold down the LMB and the globe will spin. 9. Click a few times on the Left arrow, the Earth rotates from the left. 10. Position the Mouse pointer over the Earth and click on the Right Mouse Button (RMB) to center the Geoscape on that location.
X-COM 2 manual part 1 for PDF 3/4/97 12:43 PM Page 8 TUTORIAL 1: THE GEOSCAPE THE TIME CONTROLS 2. Look at the Game Time. It is currently passing in 5 second increments. The Time Controls, below the Game Time, allow you to control the rate at which this time passes. ■ Click on the 5 Mins button. Time now passes at the increased rate. The Game Time rapidly changes and you might see night and day sweep around the Geoscape model of the Earth.
X-COM 2 manual part 1 for PDF 3/4/97 12:43 PM Page 9 DETECTING ALIEN FLYING SUBS INTERCEPTING ALIEN FLYING SUBS 3. We will now advance time to the the point that the first Alien Sub is detected (if this has not already happened). 5. Position the Mouse pointer on your base and click the LMB. A window appears with the title Launch Interception and a list of the Subs available at that base. ■ Click on the 1 Day button in the Time Controls. Time passes at the maximum rate. 4.
X-COM 2 manual part 1 for PDF 3/4/97 12:44 PM Page 10 B. If your Barracuda loses contact with the Alien Sub, the window Alien Sub-1 8. The window containing the confirmation message Target: Alien Sub-1 will appear. ■ Click on the OK button. Tracking Lost will appear. This might happen several times before you actually get into combat; most Alien Subs can outperform Barracudas. 9. The Barracuda (represented by a yellow cross) will launch from its floating base and attempt to intercept the Alien Sub.
X-COM 2 manual part 1 for PDF 3/4/97 12:44 PM Page 11 ■ Click on the Barracuda. This brings up the Sub Status window. 13. While the Barracuda is on its way to the last known Alien Sub position, it uses its onboard sonar to scan for the Alien Sub. If the Alien Sub Detected window reappears, go straight to step 14 of this tutorial. If the Barracuda reaches the last known Alien Sub position without detecting the Alien Sub, the following window will appear: 16. Click on the Select New Target button. 17.
X-COM 2 manual part 1 for PDF 3/4/97 12:44 PM Page 12 SUB COMBAT 21. Click on the Sub icon. This brings back the Sub Combat window, ready for you to attack the Alien Sub. 19. If the Barracuda gets within range of the Alien Sub, the Geoscape automatically increases magnification and the Sub Combat window appears over the center of the Geoscape. 22. Click on the icon to carry out a Standard Attack on the Alien Sub. The progress of the attack is displayed in the left-hand side of the Sub Combat window.
X-COM 2 manual part 1 for PDF 3/4/97 12:44 PM Page 13 SAVING THE GAME 26. Type in the name for your saved game using the keyboard and press r. 23. Now would be a good time to save your current game. When the game has saved, you return to the Geoscape. ■ Click on the Options button. INVESTIGATING THE CRASH SITE 27. You will need to assign a Triton Sub transport to take a squad of aquanauts from your base to the Crash Site. ■ Find your base (you may need to rotate the Geoscape to bring it into view).
X-COM 2 manual part 1 for PDF 3/4/97 12:44 PM Page 14 ■ Click on OK. 32. The Triton (represented by a yellow cross) will launch and make its way to the Alien Sub Crash Site. ■ Click on the 5 Mins button if you want to increase the passage of time. 33. When the Triton arrives at the Crash Site, the Alien Sub Crash Recovery screen appears. Read the instructions on this screen. ■ Click on OK to enter the next section of X-COM: Terror From The Deep — The Battlescape.
X-COM 2 manual part 1 for PDF 3/4/97 12:44 PM Page 15 TUTORIAL 2: THE BATTLESCAPE 2. You will see that six of your aquanauts have Jet-Harpoons, one has a Dart Gun and one has a Gas Cannon. The aquanauts carry extra ammunition and grenades on their belts. Full details on this section of the game are given in the Alien Submarine Assaults chapter of this manual. ■ Click on the OK button to exit this screen.
X-COM 2 manual part 1 for PDF 3/4/97 12:44 PM Page 16 1 ■ Click on the button in the Control Bar. The number on the button changes to 2. THE BATTLESCAPE 4. You will now see your Triton Sub on the sea bed. Its cabin roof is ‘peeled away’ to reveal your squad of eight aquanauts within. The cabin roof and wings of the Triton Sub appear. Your aquanauts are now hidden from view. This is the Full View of the Battlescape. The bottom section of the screen contains a number of buttons and displays.
X-COM 2 manual part 1 for PDF 3/4/97 12:44 PM Page 17 MOVING AQUANAUTS 14. Move the mouse pointer over either of the aquanauts nearest the door of the Triton Sub and click to select. The yellow arrow appears above the aquanaut’s head to show that he/she is now selected. 9. Click on the 15. Now, move the mouse pointer over the ground just outside of the Triton Sub. (The door is located on the wall facing you at the front of the Sub.) button.
X-COM 2 manual part 1 for PDF 3/4/97 12:45 PM Page 18 Note: You must take the mouse pointer to the very bottom of the screen, under the Control Bar, to move the View window downwards. 22. Click on the button to recenter the Battlescape on the currently selected aquanaut. 23 Click on the button. The next aquanaut in your squad will be selected. 19. Click the LMB. This is an alternative way of selecting aquanauts, rather than searching around the Battlescape for every aquanaut.
X-COM 2 manual part 1 for PDF 3/4/97 12:45 PM Page 19 THE MAP SCREEN 29. The map only shows one level of the Battlescape at a time. 27. Click on the button to access the Map Screen. This displays a Thermal Image of the mission area, allowing you to see X-COM and alien forces, the X-COM and Alien Subs. The Map Screen only displays those objects your aquanaunts have already sighted. ■ Click on the up/down arrows on the righthand side of the screen to display the next level up or down. 30.
X-COM 2 manual part 1 for PDF 3/4/97 12:45 PM Page 20 It is now the Aliens’ turn. They might open fire on your squad — you are helpless until your next turn. Onscreen prompts tell you when to click the LMB to begin your next turn. SEARCHING FOR THE ALIENS 36. Aliens will appear as blue flashing dots on this map, the white cross indicates where the map is centered. 33. Continue moving your squad around the Battlescape. • to go through doors, click inside the room.
X-COM 2 manual part 1 for PDF 3/4/97 12:45 PM Page 21 ■ Position the cross over the alien (it will flash red and yellow) and click the LMB. USING WEAPONS 38. We will now use a weapon against the alien, before it gets the chance to fire at us. This is probably a long-range shot, so a Jet Harpoon will be required. 41. Now, one of four things could happen: A. The message No Line of Fire! appears. This means that there is an object between your aquanaut and the alien.
X-COM 2 manual part 1 for PDF 3/4/97 12:45 PM Page 22 Using Magna-Blast Grenades 45. Click on OK to return to the Battlescape. 42. If an alien is using an object for cover, you might prefer to attack it with a grenade. 46. You will now see the grenade in the Item Box on the far left of the Control Bar. ■ Click on the button to access the Equip Aquanaut screen. This is similar to the screen which you saw before entering the Battlescape. ■ Click on the grenade. 47.
X-COM 2 manual part 1 for PDF 3/4/97 12:45 PM Page 23 C. The message Unable to throw here! appears. This is because an object is obstructing the throw. If this happens, choose a different target location. Don’t forget, once you have thrown the grenade, you’ve got just three turns to clear the area! COMPLETING THE MISSION ■ Click on the grenade again. ■ Click on Throw. 53. Continue searching for aliens (go back to step 33 of this tutorial). When all aliens have been killed, the mission is over. 51.
X-COM 2 manual part 1 for PDF 3/5/97 12:25 PM Page 24 Two-Part Missions To enhance the challenge, artifacts and aliens from the first part of a two-part mission cannot be recovered. THE DEBRIEFING 54. At the end of an Alien Submarine Assault mission there is a debriefing. This informs you of your mission’s success rating and lists the items recovered from the alien ship. ■ Click the OK in the bottom left of this screen to return to the Geoscape. 55.
X-COM 2 manual part 1 for PDF 3/4/97 12:45 PM Page 25 TUTORIAL 3: BASES ■ Click on the button labeled Equip Submarine in the Bases screen. The Flying Sub screen appears, allowing you to choose which Sub you will equip. From research and manufacture to equipping flying submarines and aquanauts, the Bases screens define how well you will be able to deal with the alien threat. Tutorial 3 guides you through this, the most complex section of XCOM: Terror From The Deep. 4.
X-COM 2 manual part 1 for PDF 3/4/97 12:45 PM Page 26 ■ Click on OK in the bottom of the screen. The numbers 1 and 2 represent the Barracuda’s two weapon bays. The sub’s armament loaded is an Ajax Missile Launcher plus missiles and a Gas Cannon with rounds. 9. You return to the Flying Sub screen to see that the Status column for Barracuda-1 shows that it is Rearming. ■ Click on OK in the bottom of this screen. ■ Click on the button marked with the number 2 (right side of the screen). 10.
X-COM 2 manual part 1 for PDF 3/4/97 12:46 PM Page 27 12. The New Research Projects window appears. ■ Click on the up arrow next to the word Increase until the number to the right of the words Scientists Allocated is 5. ■ Move the mouse pointer over Gauss Technology (a pale highlight appears to show it is selected) and click. 15. Click on OK. 16. The New Research Projects window reappears. 13. The Start Project window appears. ■ Move the Mouse pointer over Particle Dist. Sensor and click. 17.
X-COM 2 manual part 1 for PDF 3/4/97 12:46 PM Page 28 21. You return to the Current Research screen to see that you have five scientists assigned to research Gauss Technology and five scientists assigned to research the Particle Dist. Sensor. The progress in each of these projects is unknown; the scientists have not yet started work. PURCHASING/RECRUITING 23. The Purchase/Hire Personnel screen appears. We will now purchase some items and hire some extra aquanauts.
X-COM 2 manual part 1 for PDF 3/4/97 12:46 PM Page 29 25. If you lost your Triton Sub squad transporter in the Alien Submarine Assault mission, you can replace it by clicking once on the button in the Triton line of this screen. ➡ 29. Click on the button in the bottom right of the screen. The list will move down a little. Continue clicking on this button until it disappears. You have reached the bottom of the list. The next to last item on the list is the Thermal Tazer.
X-COM 2 manual part 1 for PDF 3/4/97 12:46 PM Page 30 WAITING FOR DELIVERY 34. It will take several days for all the items you purchased to be delivered. Check the Game Time. ■ Click on the 1 Day button in the Geoscape Time Controls and allow 3 days to pass. If an Alien Sub is detected, intercept it (see step 4 of tutorial 1 for full details). Next to the button marked Crew are icons for each aquanaut assigned to the Triton Sub.
X-COM 2 manual part 1 for PDF 3/4/97 12:46 PM Page 31 41. Only 14 aquanauts may be assigned to any one Triton Sub. Depending on how many aquanauts you recruited and how many (if any) you lost in your Alien Submarine Assault, there might be aquanauts with no craft assignment. It is a good idea not to completely fill your sub, especially if you plan to equip it with any Submersable Weapon Systems. The Coelacanth Tank is now loaded onto Triton-1.
X-COM 2 manual part 1 for PDF 3/4/97 12:46 PM Page 32 X-COM Project Monthly Report — at the end of each month, the X-COM Project Monthly Report appears to inform you of your progress in the fight against the aliens. See the Geoscape section of the Reference Guide of this manual for full details. Build more facilities (pods) at your bases Click on the Build Facilities button in the Bases screen. Experiment with different sized bases — you don’t always have to build Sub Pens.
X-COM 2 manual part 2 for PDF 3/4/97 5:01 PM Page 33 SECTION 2 THE REFERENCE GUIDE THE GAME OPTIONS NEW GAME If you select New Game in the Game Options screen, the Select Difficulty Level screen appears. The Game Options screen appears when you load X-COM: Terror from the Deep (after the Language Selection Screen) allowing you to select between New Game or Load Saved Game. Position the mouse pointer over the required option and click the Left Mouse Button (LMB) to select.
X-COM 2 manual part 2 for PDF 3/4/97 5:01 PM Page 34 This allows you to change the way the game plays to suit your skill level, from level 1 (Beginner) to level 5 (Superhuman). It is recommended that you complete the game at one of the lower difficulty levels before attempting to play the game at level 5. The first New Game set up is to name your first base. The prompt Base Name? will appear — type in your first base’s name using the keyboard and press r.
X-COM 2 manual part 2 for PDF 3/4/97 5:01 PM Page 35 THE GEOSCAPE SCREEN The Geoscape screen is the main screen for playing X-COM: Terror From The Deep; it displays the latest data on alien activity and allows you to control and monitor X-COM Interception Subs. THE GEOSCAPE The Geoscape is a 3-D view of the Earth which can be rotated or magnified. At minimum magnification, it displays the whole planet, while at maximum magnification, it shows detail such as underwater land contours.
X-COM 2 manual part 2 for PDF 3/4/97 5:01 PM Page 36 THE VIEW CONTROLS THE GAME TIME The View Controls allow you to manipulate the view of the Earth in the Geoscape. X-COM: Terror From The Deep begins at 12.00 P.M. on January 2040. All game times are given in Greenwich Mean Time (GMT). Click on the up or down arrows to tilt the view of the Earth up or down.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 37 Funding Change – the difference between this month’s and last month’s total funding. A plus (+) sign before the figure indicates an increase in funding, a minus (-) sign indicates a decrease in funding. The Molecular Control Training screen lists all X-COM bases with Molecular Control Lab facilities. MC Labs are essential to carry out Molecular Control Training.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 38 Molecular Control Skill/Improvement – this is the aquanaut’s ability to use Molecular Control. The aquanaut’s Molecular Control combat ability is dependent on both this and Molecular Control Strength. UFOpaedia – takes you into the UFOpaedia (see the UFOpaedia section of this manual for full details). Options – takes you into the Options screen (see the Options section of this manual for full details).
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 39 The Alien Sub Detected Window Heading – the general direction in which the Alien Sub is traveling. Speed – the speed at which the Alien Sub is traveling (in knots). This window also gives you the option to either: Centre on Alien Sub-Time=5 Secs – centers the Geoscape display on the Alien Sub’s current position and reduces the passage of time to 5 seconds. Click on this option if you intend to intercept the Alien Sub.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 40 Rearming – the Sub is having its weaponry changed or replenished. Repairs – the Sub is undergoing repair work. Out – the Sub is already carrying out an interception. Base – the Sub’s home base. Weapons/Crew/SWS’s – the number of weapons the Sub is carrying, the number of crew on board, and how many Submersible Weapon Systems the sub is carrying.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 41 Base – the craft’s home base. Speed – the current speed of the craft (in knots). Maximum Speed – the craft’s maximum speed (in knots). Depth/Altitude – the craft’s approximate Depth/Altitude. Fuel – the percentage of fuel remaining in the craft. When fuel reaches a critical level, the craft will automatically return to its base. Click on the OK button to accept this Alien Sub as the target, or click on the Cancel button to select a different target.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 42 The Alien Sub Status Window Click on the OK button. The Craft Status window appears, giving you the option to either Return to Base, Patrol or Go to Last Known Alien Sub Position. It is usually best to go to the last known Alien Sub position, since the interception craft might be able to retrack the Alien Sub with its onboard sonar. The Combat window When the X-COM Sub has maneuvered within firing range of the Alien Sub, the Combat window appears.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 43 The Order Buttons The Weapons Display Click on the buttons in this display to carry out the following: There are a pair of icons on either side of the Sonar Display screen that represent the weapons fitted to the weapons bays of the Barracuda. Each of these icons has a number under it, indicating the weapon’s number of remaining rounds. Standoff – follow the Alien Sub without firing at it.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 44 To carry this out, click on the Minimize window icon in the top left of the Combat window. The Sub Icon (with a pictorial representation of the Sub plus its X-COM registration number) appears in the top left of the Geoscape, and time can be advanced or slowed as normal. Shooting Down an Alien Sub Click on the Standard Attack button. The message Alien Sub Crash Lands! appears if you successfully cause the Sub to crash land.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 45 Terror Sites The aliens will attempt to terrorize civilian populations as part of their invasion plans. This must be prevented at all costs: a successful alien Terror Site in a funding area could cause its withdrawal from the X-COM project. Alien Raids on X-COM Bases Click on OK to enter the Equip Squad screen. See the next chapter of this manual for full details on Alien Submarine Assaults.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 46 ASSAULTS ON ALIEN CRAFT THE EQUIP SQUAD SCREEN X-COM Assault Missions take place when XCOM carry out any of the following: • Investigate crashed Alien Sub sites; • Assault Alien Subs at their landing sites; • Intervene at alien terror sites; • Defend X-COM bases against alien attack; or • Attack alien bases. Before you begin any Assault Mission, you will be taken to the Equip Squad screen.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 47 To pick up an item from the ground, simply move the mouse pointer over the item and click. The item will now be ‘attached’ to the mouse pointer. The name of this item is shown in the bottom of the screen, next to the aquanaut’s name. Move the item over the location in which you want it to be carried and click again. The item is now available for use by the aquanaut.
X-COM 2 manual part 2 for PDF 3/4/97 5:02 PM Page 48 To make the selected aquanaut turn around without moving, position the cursor box in the direction you want the aquanaut to face and press the RMB. The Hidden Movement screen appears when the aliens are moving out of sight of X-COM aquanauts. However, there is an exception to the turnbased rule. If you move your aquanauts directly into the alien’s line of fire, they will take a shot during your turn.
X-COM 2 manual part 2 for PDF 3/5/97 12:17 PM Page 49 Aimed Shot – a carefully aimed shot, requiring maximum effort from the aquanaut and, therefore, maximum Time Units. Attack – strike your opponent with the weapon/object. To do this, your aquanaut must be standing next to the opponent. Snap Shot – an unaimed shot in the target’s general direction. This type of shot is only effective at extremely short range or when using a very powerful weapon (such as a Torpedo Launcher).
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 50 The map will only display one level of the Battlescape at a time. Click on the up or down arrows on the right-hand side of the map to view the next level up or down. The Item Boxes To the extreme left and right of the control bar are the Item Boxes, containing a picture of the items held in the aquanaut’s hands. Click on these boxes to use a weapon/object.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 51 This display is similar to the Equip Squad screen at the beginning of the Assault Mission. The only difference is that the top right of the screen now displays the aquanaut’s remaining Time Units. Select Next Aquanaut - Deselect Current Aquanaut Click on this button to select and center the Battlescape on the next aquanaut in your squad. The aquanaut currently selected will be deselected so next time you click on he/she will not appear.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 52 X-C0M Movement Speed Options Click on any of the numbered buttons to change the speed at which your aquanauts move, from 1 (slowest) to 6 (quickest). Click on this button to call up the Battlescape Options screen. This allows you to select different speeds of animation and scrolling, depending on player preference and the processing speed of your computer.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 53 • click on the button to carry out free movement with no limitation. As the aquanaut’s rank improves, so too does the skill with which he/she can fight. • click on the button to reserve enough Time Units for a Snap Shot. Aquanaut Data The name of the selected aquanaut is shown at the top of this section, with statistics and information regarding the aquanaut shown underneath. • click on the button to reserve enough Time Units for an Aimed Shot.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 54 Bravery – the aquanaut’s Bravery. This determines the likelihood of morale decreasing. Energy – the aquanaut’s current Energy level. This will decrease as the aquanaut carries out energy consuming actions such as walking through seaweed. The total energy available will be lowered if the aquanaut receives fatal wounds to the torso. Armour Status – the aquanaut’s Armor Status.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 55 Captain – this is the supreme leader of XCOM forces — there is only one Captain. If there are at least 30 aquanauts, the best available Commander will be promoted. Morale At the start of each mission each aquanauts’ morale starts at 100 percent. This decreases as an aquanaut is wounded or if fellow aquanauts are killed. It will recover if an aquanaut successfully kills aliens.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 56 The Aquanaut Data screen displays any fatal wounds. Each fatal wound also reduces an aquanaut’s Health by one point per turn, so that it is possible for an aquanaut to die from a hit received much earlier in the mission. The Medi-kit can heal fatal wounds.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 57 THE DEBRIEFING SCREEN The Debriefing Screen is displayed at the end of the Assault Mission, giving you a breakdown of your performance. The first line of this display tells you whether the mission objectives were achieved. Below this is the mission performance list, showing a breakdown of all the Items recovered, the Quantity of each and the Score for retrieving them. The last line of the mission performance list shows the total mission score.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 58 BASES X-COM bases are submerged floating stations hiding them from alien detection systems. XCOM craft operate from concealed sub pens, and the only access to the base is via the access lift. X-COM bases carry out several different functions: • Detection of Alien Subs. • Operation of X-COM fighter and transport subs. • Research into alien technology and life forms. • Manufacture of vehicles, equipment and weapons for X-COM use.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 59 THE BASE DISPLAY THE MENU OPTIONS The Base Display allows you to see, at a glance, the size of your bases and their facilities (pods). The Menu Options allow you to see in detail how each of your bases is currently functioning. You will use the Menu Options to carry out tasks such as building pods, arming individual subs and organizing research and manufacture work.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 60 Base Information Note: As you play the game, you will find that some areas of the world are better than others for X-COM base sites. The Sea of Japan is a good area for an X-COM base because the area is both wealthy and densely populated. Click on this option to display a breakdown of base-related information.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 61 Long-Range Detection The figures show the number of personnel available for work followed by the total number of personnel at the base. You should keep the first figure zero to stop workers from being wasted. The bar graphs to the right of this numerical display are useful to see ‘at a glance’ how your personnel are being utilized. This is a display of the long-range detection ability of the base.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 62 Click on the Aquanauts button in the Bases screen to access the Aquanaut List. This displays all the aquanauts at the currently selected base, regardless of which craft they are assigned to. Use the mouse to highlight and select an aquanaut. The Aquanaut Data screen appears. The Aquanaut Data screen The Item in transit is listed next to the Quantity of that item and its Arrival Time at the base in hours.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 63 Below the buttons is a display of the following: Equip Submarine Click on this option to configure your interception craft (Barracuda). Rank – the aquanaut’s X-COM rank. Missions – the number of missions that the aquanaut has taken part in. Kills – the number of aliens the aquanaut has killed. Craft – the sub that the aquanaut is currently assigned to. Wound Recovery – the number of days before the aquanaut recovers to full health.
X-COM 2 manual part 2 for PDF 3/4/97 5:03 PM Page 64 Crew – the number of aquanauts carried on the sub. The Equip Craft screen allows you to configure individual interception craft to suit your requirements. SWSs – the number of Submersible Weapons Systems (e.g., Coelacanth Tanks) carried on the sub. The sub’s name is at the top of the screen. Below this is a display of the Damage and Fuel status — useful to establish how long the sub will be in repair or refuelling.
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 65 The Select Armament Window The Select Squad Screen Click on one of the numbered buttons to access the Select Armament window. This allows you to change the weapons carried in the sub’s weapon bays. Click on the Crew button to enter the Select Squad screen. This allows you to assign individual aquanauts to the selected sub. The top of the screen displays the total Space Available on board the craft and the current amount of Space Used.
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 66 The Select Equipment Screen The Select Armour Screen Click on the Equipment button to enter the Select Equipment screen. This allows you to load equipment onto the selected sub. Click on the Armour button to enter the Select Armour screen. This allows you to configure the body armor which your aquanauts will wear. The top of the screen displays the total Space Available on board the sub and the current amount of Space Used.
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 67 Click on an armor button. The aquanaut is now equipped with the selected armor. Use the mouse to highlight and click on the required installation. The Select Installation window is replaced by the Build Installation window. Click on OK when you have finished assigning armor to aquanauts. To return to the Equip Submarine screen from the Equip Craft screen, click on OK. To return to the Bases screen from the Interception Craft screen, click on OK.
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 68 New Project Click on OK to return to the Bases screen or click on another installation from the list to continue constructing base pods. Click on the New Project button to start new research work. The New Research Projects window appears, listing the projects available for research. A message window appears in the Geoscape screen when a base facility has been completed. Research Click on this option to view your current research status.
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 69 Research Completed The window changes to display the Scientists Allocated window. When work has finished on a project, the Research Completed window appears on the Geoscape. Click on OK to return to the Geoscape or click on View Reports to view the result of the research (this can also be accessed at any time in the UFOpaedia).
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 70 Cost Per Unit – the cost to manufacture each item. Manufacture Click on this option to view your current production status. Days/Hours Left – the number of days/hours remaining before the production will be complete. New Production Click on the New Production button to start production of a new item. The Production Items window appears, listing the available items for production.
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 71 Click on the up/down arrows to increase or decrease the number of technicians allocated to the production and the number of units of the item to produce. You may cancel production at this stage by clicking on the Stop Production button. To accept the production and return to the Production Items window, click on OK. The first line of this window displays the number of engineer days it will take to produce the item(s).
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 72 Production Complete Below this is a list of all the X-COM bases in the world, with the area of the world in which they are located. When production of an item has been completed, the Production Complete window appears on the Geoscape. This displays both the name of the item and the location at which it has been manufactured. The Transfer screen consists of: Transfer The Quantity column, listing the number of each of the items at the base.
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 73 Use the mouse to highlight and click on the required base. The Transfer screen appears. The columns below are: The Item column, listing the names of the items which may be bought. You can view details of the items which are in transit between bases by clicking on the Transfers button in the Base Information screen. The Cost per Unit column, listing the price of each of these items. Click on the Cancel button to return to the Bases screen.
X-COM 2 manual part 2 for PDF 3/4/97 5:04 PM Page 74 If you do not wish to make any sales, click on the Cancel button to return to the Bases screen. Sell/Sack Click on this option to sell items or to sack personnel. When you are happy with your choice of items to be sold, click on the Sell/Sack button. The items will now be sold and you return to the Bases screen. Geoscape Click on this option to return to the Geoscape screen.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 75 GRAPHS ALIEN ACTIVITY IN ZONES Click on the second icon in the top of the screen to view the Alien Activity in Zones. This graph displays the level of Alien activity in the funding zones. Click on the buttons on the left-hand side of the screen to view the graph plots for individual zones. X-COM ACTIVITY IN SEAS Click on the Graphs button in the Geoscape to access the Graphs screen — a graphical breakdown of Alien, X-COM and Financial information.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 76 INCOME • internal events such as change of government, civil war or recession. Click on the fifth icon in the top of the screen to view X-COM’s Income. • alien influence: funding will stop if a company signs a pact with the aliens. This graph displays X-COM’s income from each of the funding zones. Click on the buttons on the left-hand side of the screen to view the graph plots for individual zones.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 77 Score X-COM’s performance rating. This score takes into account the following: • success of interceptions; • scores for assault missions; • research work completed; and • alien activity. Scores above zero indicate that X-COM is winning. Scores below zero indicate that XCOM is losing. Click on the globe icon in the top right of the screen to return to the Geoscape screen.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 78 UFOPAEDIA Click on the UFOpaedia button in the Geoscape to access the UFOpaedia, an on-line encyclopedia which contains all the information currently available to X-COM. Each entry consists of a diagram with accompanying text and/or data. General Equipment – the weapons and equipment that your aquanauts may use. Aquatic Artifacts – alien weapons and equipment that have been recovered and researched.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 79 The next UFOpaedia screen allows you to select a specific entry to review. Highlight and click on the required item or click on the OK button to exit. When you are viewing a UFOpaedia Data screen, click on the buttons to view the previous/next UFOpaedia entries. ▼ ▼ UFOPAEDIA DATA SCREENS ▼ ▼ THE SELECT ITEM SCREEN Click on the OK button to return to the Select Item screen.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 80 OPTIONS The Select Game to Load screen displays the name, date and time of up to 10 games. Pick a saved game by clicking on any of the buttons numbered 1 to 10 on the left-hand side of the screen. You return to the Geoscape at the point when the game was saved. Click on the Cancel button to return to the Geoscape without loading a game. Click on the Options button in the Geoscape to access the Options window, allowing you to load and save games.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 81 Choose the game slot you wish to write over by clicking on any of the buttons numbered 1 to 10 on the left-hand side of the screen. A flashing * will appear. You can now use the keyboard to type or delete as normal. Press e to save the game and return to the Geoscape. Click on the Cancel button to return to the Geoscape without saving a game. CANCEL Click on the Cancel button to return to the Geoscape without loading or saving a game.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 82 FUNDING The Funding column, listing the amount of money each organization is paying to X-COM per month. The Change column, listing the change in the organization’s funding at the end of last month. This is dependent on X-COM‘s performance in that organization’s zone. Click on the OK button to return to the Geoscape screen. Click on the Funding button in the Geoscape to access the International Relations display.
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 83 CREDITS Game Design Stephen Goss Programming Annette Bell Bill Barna Nick Thompson Additional Programming Scott Johnston Original Game Engine Julian & Nick Gollop Graphics Drew Northcott Guy Jeffries Martin Severn Martin Smillie Matthew Knott Additional Art Terry Greer Paul Ayliffe Edward Garnier Nick Cook Justin Manning Paul Truss The Conversion Company Amanda Roberts Intro Sequence Greg Shill Drew Northcott Nick Cook Stephen Goss Art Liai
X-COM 2 manual part 3 for PDF 3/4/97 5:38 PM Page 84 Maps Marc Curtis Amanda Roberts Andrew Williams Richard Bakewell Matthew Knott Jason Avent Quality Assurance Pete Woods Andrew Luckett Phil McDonnell Jason Sampson Darren Kirby Don Witcombe Justin Manning Jim Hendry Andy Mazurek Chris Bowling Russell Clark Daniel Luton Don Emmel Vaughn Thomas Mike Richardson Damon Harris Manual Author/Editor (UK) Nick Stokes Editor (US) Christine Manley Managing Editor & Story Alkis Alkiviades Layout (US) Joe