| X-COM: UFO DEFENSE
Mythos Games - 1994 |
|
![]() |
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.
Many countries have attempted to deal independently with the aliens. In August 1998, Japan established an anti-alien combat force, the Kiryu-Kai. Equipped with Japanese made fighter aircraft, the Kiryu-Kai certainly looked like a powerful force, however after 5 months of expensive operations they had yet to intercept their first UFO. The lesson was clear: this was a worldwide problem which could not be dealt with by individual countries. On December 11th 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. This organisation would be equipped with the world's finest pilots, soldiers, scientists and engineers, working together as one multi-national force. This organisation was named the Extraterrestrial Combat unit. |
Soldiers and Rank...
| Rookie: | Each new recruit begins at this level. | |||
| Squaddie: | A soldier gains this rain when he or she gains combat experience (i.e., kills a hostile unit) | |||
| Sergeant: | There is one Sergeant per five soldiers. The best available Squaddie will be promoted to this position if open. | |||
| Captain: | There is one Captain per eleven soldiers. The best available Sergeant will be promoted to this position if open. | |||
| Commander: | There is one Commander per twenty-three soldiers. The best available Captain will be promoted to this position if open. | |||
| Colonel: | There is one Colonel if there are thirty soldiers or more. The best available Commander will be promoted, and there is only one Colonel at any given time. |
Attacking Cydonia...
When you go to attack the alien base on Cydonia, you will definitely
want a strong X-Com Squadron. Make sure to have all of your units outfitted
with Flying Suits. For weaponry, take Heavy Plasma and Blaster Launchers.
Don't bother with stun weaponry as you will not be bringing any corpses
or live aliens back.
![]() |
Stage One: The objective here is to find the entrance into the alien base. The landscape is littered with pyramid-shaped buildings. One of these buildings (a larger one) houses a green entry area. Your objective is to get all of your units here, then press the end mission/dust off button. This will take you to stage two. Your best bet is to eliminate any alien opposition encountered. However, don't bother looking for aliens as your objective is only to find the entry point. |
| Stage Two: The objective here is to find the brain of the complex. This base is filled with dark hallways. You will want to send your people out in groups and be sure to save time units for opportunity fire. The brain is a large (2x2) immobile creature. Once shot, the mission will end and the world will be rid of the alien threat... for now. |
Make sure you are ready for this mission and save before attemping.
A failure in this mission will end the game. Good luck!
|
|
Name | Movement |
|
|
Notes: |
![]() |
Sectoids | Ground |
|
Light Plasma | The basic alien form. Weak and easy to kill |
![]() |
Chryssalids | Ground |
|
H to H | Has the ability to transform humans into Zombies. |
![]() |
Zombies | Ground |
|
None | A changed human, the Zombie hatches into a Chryssalid after being shot. |
![]() |
SnakeMen | Ground |
|
L/M Plasma | Another basic alien form. A bit stronger than Sectoids. |
![]() |
CyberDiscs | Flight |
|
|
Large. Will most likely explode upon death |
![]() |
Mutons | Ground |
|
M/H Plasma | Has very tough armor. Usually will start to appear in missions after heavy plasma tech has been researched. |
![]() |
Floaters | Flight |
|
M/H Plasma | Weak but dangerous. Accompanied by Reapers in Terror missions. |
![]() |
Silacoids | Ground |
|
Plasma | Small and easy to kill. |
![]() |
Celatids | Flight |
|
Plasma | Similar to Silacoids, but with flight capability. |
![]() |
Reapers | Ground |
|
H to H | Large. Attack at long range for better chance of survival. |
![]() |
Ethereal | Ground |
|
Plasma | Kill ASAP to prevent mind control of X-Com Units |
![]() |
Sectopods | Ground |
|
Plasma | A large mechanical Reaper-like alien that usually accompany Etereals |
| ID | Name |
|
|
|
|
|
|
Damage |
|
| Pistol |
|
|
|
|
|
|
|
|
|
| Rifle |
|
|
|
|
|
|
|
|
|
| Heavy Cannon |
|
|
|
|
|
|
52 HE 60 I |
|
|
| Auto Cannon |
|
|
|
|
|
|
44 HE 48 I |
|
|
| Rocket Launcher |
|
|
|
|
|
|
110 HE 90 I |
![]() |
|
| Grenade |
|
|
|
|
|
|
|
|
|
| Smoke Grenade |
|
|
|
|
|
|
|
|
|
| Proximity Grenade |
|
|
|
|
|
|
|
|
|
| High Explosive |
|
|
|
|
|
|
|
|
|
| Stun Rod |
|
|
|
|
|
|
|
|
| ID | Name |
|
|
|
|
|
|
|
Ammo |
| Laser Pistol |
|
|
|
|
|
|
|
|
|
| Laser Rifle |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| ID | Name |
|
|
|
|
|
|
|
|
| Plasma Pistol |
|
|
|
|
|
|
|
|
|
|
|
Plasma Rifle |
|
|
|
|
|
|
|
|
| Heavy Plasma |
|
|
|
|
|
|
|
|
|
| Blaster Launcher |
|
|
|
|
|
|
|
|
|
| Small Launcher |
|
|
|
|
|
|
|
|
|
| Alien Grenade |
|
|
|
|
|
|
|
|
| ID | Name | Usage | Purchased / Manufactured |
| Electro-Flare | Thrown like a grenade, the Electro-Flare illuminates the immediate vicinity of where it lands. |
|
|
| Medi-kit | Used to heal (cure critical wounds) and revive units. |
|
|
| Motion Scanner | Used to detect position of units. |
|
|
| Mind Probe | Used to display the characteristics of an Alien Unit. |
|
|
| Psi-Amp | Used to either cause panic or mind control enemy units. |
|
Please keep in mind that this is incomplete and may be incorrect.
Basic Researching Information:
X-Com: UFO Defense Research Tree