       **********************************************
        UFO: Enemy Unknown/XCom: Terran Defense Force
        - FAQ (5/9/94)
        *********************************************

request for topics? comments? information?
email william.kang@dscmail.com

Also, acknowledgements (and my thanks) that may or may not be
specified

in the text go to Moebius, Jason Kapalka, and Said Kobeissi.

Contents:

I.  Intro to UFO/XCom
 A. What is UFO?
 B. Who makes UFO?
 C. Where can I get UFO?
 D. Requirements for UFO
 E. Description of UFO
 F. What about the bugs?
 G. What about the copy protection?

II. Playing the Game
 A. Getting Started
 B. Combat
 C. Research
 D. Psi
 E. Misc

III.Tables

IV. Cracks

    Note: Though there are spoilers, the "plot development" is not

really mentioned. Just be careful what you read if you are into

discovering every thing by yourself.
___________________________________________________________

I. Intro to UFO

A. What is UFO: Enemy Unknown (UFO)?

Note: Unless explicitly stated otherwise, all references to UFO
(without

quotes) also pertain to "XCom"

UFO: ENEMY UNKNOWN is a fantastic game!  It is an engaging strategy
game

involving research, combat, and logistics. The year is 1999. Ufos are

being sighted around the globe. You are the head of XCom -a
world-wide

organization funded by the governments of Earth and charged with the

protectection of the Earth form the threat of alien invasion.


B. Who makes UFO?

The game is by a British company called Mythos Games Ltd. by a guy

called Jullian Gollop (of Laser Squad fame) and is being distributed
by

Microprose. Mythos Games recently released another game, Starlord,

previous to UFO, but reviews for that effort are less than
enthusiastic.


C. Where can I get UFO? (in the US)

The release date for the US version of "UFO" - "XCom: Terrand Defense

Force" is May 9th. So most any store should have a copy by now. There

might also be a CD version that is larger than the disk-based game.

There is a demo of "UFO" available somewhere on wuarchive.wustl.edu
that

includes some slides and a tactical battle scenario. Just make sure
you

unzip it with all the sub-directories intact. (pkunzip -d). There is

also a demo of "XCom" that should be on wustl, somewhere.

Computer Concepts in WA has imported copies of "UFO". They can be

reached at (206) 481-3666. Including 2nd day air, will cost $60.
Though

with the US release, this information will soon be useless.

2. So, how do so many people already have it?

UFO has been available in stores in the UK (and other parts of
Europe)

for a month, so lots of people have been playing it for a while.



D. What are the requirements for UFO?

A 386 or better processor, 2MB RAM, VGA, 10 MB of HD space and a
mouse.

And a 3.5 drive. Plus 136k for each save game position. "UFO"
supports

GUS and SB for digital sound and Adlib/SB/Roland LAPC for music.
Doesn't

seem like GUS sound AND music really work. Copy Protection is a

find-the-code- in-the-manual type. The very well done intro can be

deleted to save about 2 megs of space. Batch files are included to
run

"UFO" with or without the intro.
"XCom" might have better sound support, but the requirements should
be

the same.


E. Can you describe the game before I go out and blindly order it?

The year is 1999. Ufos are being sighted around the globe. You are
the

head of XCom - an world-wide organization funded by the governments
of

Earth and charged with the protectection of the Earth form the threat
of

alien invasion.

You begin the game by placing your base on a very nicely done globe

(Earth) and from there you  launch interception and retrieval
missions,

and build other bases around the world. You accomplish your mission
by

intercepting alien ships, recover alien artifacts, and research where

the aliens are coming from and how to defeat them at the source.

The game is divided into several parts: ufo tracking and
interception,

ground combat, research/manufacturing, and XCom logistics.


When a ufo is detected, you can launch interceptors to shoot it down.

The slickness of the interface is very reminiscent of  Syndicate;
even

the "whoop" of each mouse click is there. Once a ufo is on the ground

(by its own volition or in a crash), your troop carrier can land and

unload your operatives. The screen changes to a Syndicate/Ultima 8
type

view where turn-based combat takes place. Your task now is to
neutralize

the aliens while keeping your own casualties minimal.


Equipping your soldiers with everything from pistols to flying armor,

you deploy your men. The map is pretty large and random with the same

patches of terrain/buildings/ships moved around. Terrain themes can

range from arctic to desert to urban, with four levels in the
vertical

and an alien base/ship somewhere on the map ranging from a tiny 1 man

pod to a multiple level battleship or base that covers the map.



F. What about the bugs?

There are two bugs in "UFO" that are pretty much being encountered by

everyone. Does anyone know if these bugs are in "XCom"?

1. The Y-Axis bug (and other graphics problems)

Because of a corrupt alien base map file, the game will probably
crash

on you. An easy and temporary solution is to copy another file in
your

MAPS directory over the corrupt one. Just copy UBASE10.MAP over

UBASE07.MAP. The corrupted graphics seen during combat may be from
this

source also.

2. The Strength bug

Due to what seems like a pretty common bug in games, having too high
a

strength attribute for a soldier will end up crippling him/her as if
the

strength rolls-over back to 0. This is noticable when you try to
throw

something, like a grenade. You get "Out of Range" messages. The
solution

for this are to not over-develop your characters until you can get
the

patch from Microprose.


3. Other bugs

Assorted bugs in the depiction of things on the tactical screen.(can
be

a problem, though it doesn't seem common, and the patch should fix
it.)

Soldiers will pass through the walls of the Avenger and drop instead
of

using the ramp. (very reproducible, no real effect on the game)

Related to the above is the ability for soldiers to fall any distance

and be okay. (kind of annoying, but easy to avoid if you want)

A soldier can pass through UFO walls depending on how much of the UFO
is

still unknown. If the roof (second level) of a small UFO is still
dark,

then sending a soldier through a corner wall will put him through the

wall and inside the UFO (a la The Flash). Only seems to work in
corners

though and on certain (medium?) UFOs. (no real problem)

Inability to get to object screen of a controlled alien from tactical

screen, but possible from a soldiers object screen and then clicking
on

the arrows. (no real effect on the game, actually, they should make
the

object screen accessible straight from the tactical screen)

4. What do the patches do?

The first patch consists of a bunch of .map files that go in the MAPS

directory. This might fix the Y-axis bug.

There is a second patch that is more official that updates the EXE to

V1.2 and data files and it is over 600k long.

You can find the second patch as:

        wuarchive.wustl.edu pub/MSDOS_UPLOADS/patches/ufo1-2.zip

Does anyone know of any other sites, as wuarchive is pretty busy?


G. What about the annoying copy protection? (or Where can I get a
crack

for the game?)

There is an uuencoded copy of cracks for both 1.0 and 1.2 at the end
of

the FAQ. At least until I get some idea of how people feel about

attaching this stuff to FAQs.

---
~ CmpQwk #UNREG~ UNREGISTERED EVALUATION COPY

Newsgroups: comp.sys.ibm.pc.games.strategic
Subject: UFO FAQ 2/3
From: william.kang@dscmail.com (William Kang)
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Distribution: world
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______________________________________________________________

II. Playing the Game

A. Getting Started

1. Where should I put my base?

Since where your base is is going to determine how effectively you
can

intercept and investigate UFOs, you shouldn't just put your base

anywhere. Here are a few things to consider. A base can cover an area

somewhat larger than the United States or Europe.  Beyond that range,

interception with fighters become chancey since the ufo can just
wander

outside of detection range.


Second, a UFO that crashes on the ocean is a UFO that sinks into the

ocean. Your troops don't have scuba gear, so try to leave as much of

your effective interception range on land.

Third, since you are funded by the nations of the world, think about
how

you can serve the most nations with the least number of bases until
you

can afford more bases.

According to these factors, somewhere around Central Europe might be
a

nice place to set up shop. Hawaii would not be. Since you have enough

money for several bases, secondary interceptor/ detection bases
(bases

with just a radar, or just radar, interceptors, and stores) might be
set

up in North America, Central/East Asia or Central Africa. Still, you

could set up a base in the Falklands and still win.

2. How can I get more money?
Your original funding comes from the governments of the world. In
order

to maintain that funding after the review every month, you need be

successful in ufo interception to keep the patron states happy.

To supplement your funding (or actually overtake your funding), you

should sell the artifacts that you get from your excursions into
alien

ships. For example, selling one Mind Probe nets you a cool 300 grand.

Just selling these yields a lot over time, so money isn't usually a

problem.


Excess alien carcasses and weapons can also produce a steady stream
of

income. Since you will need the Elerium-115 you find,resort to
selling

this as a last resort. Other items should also not be considered
excess

so easily. It can be easy to run out of plasma weapon clips which

require Elerium-155 to make. By not selling these, you also save

Elerium-115 when you take these from your stock instead of
manufacturing

them.


If you still can't get enough money, invest in some engineers and set
to

work making armors. Even if you have to make the alien alloy
yourself,

you will still come out ahead after figuring the costs for the
engineers

and manufacturing.


B. Combat

There seem to be two philosphies about combat (so far); using large

squads deployed from one of a few transports, or small squads (1-2
men)

deployed from one of many transports stationed around the world.
Since

rookies are pretty useless by themselves, most games start with the

large squads and then get smaller as the troops get more experienced.

The differences in how some people play seems to be in how many
troops

they put on a transport and how they are stationed around the world
(one

big base, a couple main bases, or all large bases). Also, whether or
not

they use tanks.

When you are just starting a game, a single hit will usually kill any

one your troops, so having a tank as a point shield is a good way to

keep your men alive. Still, you are bound to lose a man once in a
while.

If you are having trouble finding where an alien is even though the

screen says "1" (i.e. a muton in a green field at night), click on
the

number to center the screen on that alien instead of scrolling all
over

the screen. (thanks to Said Kobeissi for pointing this out.)

Since you can shoot between floors through an elevator, take the time
to

look in all directions before going up. If there is an alien close to

the elevator square (1-2 spaces) on the floor above, you can usually
hit

him from a the very safe position.

Take notice of which aliens have which weaknesses. For example, shoot

the plasma weapons at the Cyberdisk, and send the Autocannon (HE) to

take out some Sectoids instead.


1. While fighting on the ground, I shot a rocket at an alien. It
died.

Bang. Mission over-- 4 aliens listed as killed. Thinking maybe I
caught

the rest (and didn't notice) in the blast.

The other 3 aliens probably just died in the crash. You might be

able to see corpses that you haven't killed. Or the corpses might
have been destroyed (i.e. explosion)

2. What is happening to all my plasma (or any) ammo?

    An ammo clips are thrown away after a mission. Even ones that are

still full. Unload as many guns (particularily the ones with
expensive

ammo) as you can before ending a mission. Or switch to laser weapons.

3. How come I can't get my tank on a transport?

A tank needs to be fully loaded before you can put it on a transport.
If

you don't have enough shells/rockets in your stores, you won't be
able

to take your tank along. A cannon tank takes 30 shells, and a rocket

tank take 8 rockets. Use rocket tanks; they're more fun.


C. Research

1. What should I research?

Well, just about everything and anything. Laser weapons are a good

start. Then Laser Pistols.

Interogating live aliens can reveal alien ship types or their plans.
The

information you get is usually related to the occupation of the
alien;

leaders have strategic info, engineers, technical and so on.

Just don't research the same thing at two bases. They get treated as
two

separate efforts and once one base discovers something, the other
base

will continue researching that topic until you "discover" it again.
Even

if you deallocate all your scientists from the project, you will
still

have it on your list of presently being researched topics and you'll
end

up researching it if you're a perfectionist.

These are the research trees to help you in figuring out an optimal

research path. Btw, dead end research (stun bombs, medi-kits, etc) is

not included. Also, when an item can be built because of a tech and
is

not pretty explicit in the tech name, the item is mentioned in

parenthesis.


  Laser Weapons      Heavy      Heavy         Plasma    Plasma

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




              Alien Alloys                   Blaster      Blaster
                  |                          Launcher     Bombs
Elerium 115  Personal Armor  UFO Power Source   |___________|
    |_____________|_________________|                  |
                  |                              Fusion Ball

                  |                           Hovertank/Launcher)
             Power Suit      UFO Navigation            |
                  |_________________|         Fusion Ball Defense
                           |
                     Flying Suit



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

              Construction
                   |

                  New

             Fighter Craft
              (Firestorm)
                   |
                  New

           Fighter-Transporter
              (Lightning)
         __________|____________
         |                      |
        Grav                 Ultimate
       Shield                 Craft
                             (Avenger)


Interrogation Subjects

Alien -------------- Alien Origins
Alien Medic -------- species information

Alien Leader ------- The Martian Solution
Alien Commander ---- Cydonia or Bust
Alien Navigator ---- Hyper-Wave Decoder
Any Ethereal or

Sectoid Leader ----- Psionic Laboratory

                 ___________|____________
                 |                       |

           Mind Shield                 Psi-Amp


2. Why the research is very slow sometimes? What can i do when it
says

"Poor" or "Unknown" on the items I'm researching?

It just means how close you are. Some things are just harder to study

than others. Add more scientists to speed things up.

3. How do I research/interrogate aliens?

First you need to capture aliens. Sometimes a shot from a weapon will

only knock an alien unconcious instead of killing it. You can tell

because an alien will scream when it dies. Otherwise, you have a live

alien.

Unless you have constructed alien containment facility (available
from

the start)at the base where your transport is stationed, the alien
will

die. To interrogate, just select the appropriate topic under "New

Projects" in Research.


D. Psi

1. When can I get Psi-ability?

Start by capturing a sectoid leader or any ethereal. Then
interrogation

should yielf the necessary tech to build Psi-Amps and Psi Labs. Train

your troops in Psi labs, and arm them with Psi-Amps.

2. How do I keep my men/women from being taken over, mentally, by
those

cloaked aliens? AND, once one IS cloaked how do I fix him so I can
bring

him out alive, rather than losing him (MIA) in action?

Until the aliens can see you, they won't try to control you. So when
you

attack and they see you, you need to take them out very quickly.
Since

tanks are immune to psionics, use those to clear out the aliens
outside

and near doorways/hull breeches and in buildings. Then storm each
area.

Alien control wears off after one turn so don't write off your
soldiers

when they are taken over. Especiallly if it is near the end of a
battle.

Until you can build up some psi ability, the only other things you
can

do is to be sure your troops are brave enough to withstand panic

attacks. (Assuming that psi strength confers any resistance.)

3. How does Psi ability work for my own troops?

Once you develop the psionic laboratory, you can train your troops in

psi ability, allocating them for training at the end of each month.
Each

soldier will have two numbers; a fixed innante psi strength, and an

adjustable psi ability. The psi ability number is used when you make
an

attack, so don't give the Psi-Amp to guy with no training, even if he

does have a latent psi of 100.

A soldier equipped with a Psi-Amp (and Psi ability) can make a
psionic

attack during combat; either Panic or Mind Control. The procedure is
the

same as firing a weapon, except that no line-of-fire is needed.

If the attack is successful, an alien in panic will essentially be

paralyzed or run away from fear. If they are holding a primed
grenade,

this can be pretty nice when it blows up in their face. A controlled

alien can be moved around as one of your own troops,but the object

screen can not be directly accessed. But...

....you can access alien inventory through your guys
inventory In

ver 1.2. Click on your guys inventory and         then scan through
the

characters. Funny enough, there is         a very human looking alien

carrying not much at all.         ...[It] is a handy little feature

especilly for dearming         and for reloading leader stun guns.

        --Moebius (Steve XCom GEneral)


---
~ CmpQwk #UNREG~ UNREGISTERED EVALUATION COPY

Newsgroups: comp.sys.ibm.pc.games.strategic
Subject: UFO FAQ 3/3
From: william.kang@dscmail.com (William Kang)
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E. Misc

1. What is Elerium-115?

Elerium 115 has the unusual property of generating anti-matter power

when bombarded with certain particles. This creates gravity waves and

other forms of energy. It is not naturally found in our solar system
and

cannot be reproduced.

As your research will tell you, it is the alien power source and is
used

in many of their items. Since it is not found on Earth and it can not
be

manufactured, it can only be retrieved from alien ships/bases. At
first,

you may have so much of the stuff that you are tempted to sell it,
but

once you start manufacturing your own exotics, Elerium-115 will
usually

be the limiting factor (partially because almost everything else can
be

manufactured). But then again, you might have tons of the stuff. At

least make some power armor and sell it as that while making a
profit.

2. How can I get more UFOs intact instead of crashed?

     A crashed ufo will almost never have an intact power source. A
lot

of other components will have been destroyed in the crash as well. So

even though an intact ufo might be harder to take control of, you get
a

lot more artifacts to use or sell off. The ufo will go to ground
level

of their own accord, but waiting for that to happen and then sending
a

landing party and watching the ufo fly off can be pretty fustrating.

Instead, intercept the ufo with a transport (the faster the
transport,

the better), and when you intercept, stay at Standoff distance and
then

minimize the window. Then your transport will follow the ufo until it

lands (if it lands).


     There is one player who plays this way as much as possible with

Avengers stationed all over the world and he has done pretty well
with

this strategy (in terms of intercepting UFOs).

3. India has just signed a pact with the aliens! What can I do?
Two things you can try: look for (patrol) and destroy a base in the

local area, or if you can't find one, just be really successful in

intercepting ufos. A country can still restart funding XCom and break
a

pact after they signing on with aliens.

______________________________________________________________

III. Tables
        A. BASE FACILITIES
                  Days to
                   Build   Cost  Maintainence/Description
________________________________________________________________
Access Lift          1     300k     4k Elevator to base
Living Quarters     16     400k    10k Holds 50 personnel
Laboratory          26     750k    30k Holds 50 lab spaces
Workshop            32     800k    35k Holds 50 manufacturing spaces
Small Radar         12     500k    10k 5% detect/10 mins, 300nm range
Large Radar         25     800k    15k 5% detect/10 mins, 450nm range
General Stores      10     150k     5k Holds 50 units of stores
Alien Containment   18     500k    15k Holds 10 aliens for
interrogation
Missile Defense     16     300k     5k Defense 500, 50% accuracy
Laser Defense       24     900k    10k Defense 600, 60% accuracy
Plasma Defense      34    1200k    12k Defense 900, 70% accuracy
Fusion Ball Defense 34    1800k    14k Defense 1200, 80% accuracy
Grav Shield         38    2300k    15k Doubles base defenses
Mind Shield         33    1300k     5k Conceals base from alien
attack
Psi Lab             24     750k    16k Psi training room for troops
Hyperwave Decoder   26    2000k    30k Translates alien mission
orders
Hangar              25     200k    25k Holds 1 plane


        B. AIRCRAFT

          Max Speed  Accel  Fuel Weapons Hull  Cargo  Description
_________________________________________________________________
______
Skyranger    760 kph   2    2000    0     150    14   Transport
Interceptor 2100       3    1000    2     100     0   Fighter
Firestorm   4200       9     20*    2     500     0   Updated Fighter
Lightning   3100       8     30*    1     800    12   Updated
Transport
Avenger     5400      10     60*    2    1200    26   Air/Space
Fighter/

Transport
    * Uses Elerium 115 as fuel.


        C. AIRCRAFT WEAPONS

              Damage    Range      Hit %   Reload
_____________________________________________________
Cannon          10       10 nm      10 %     2 sec
Stingray        70       30         70      15
Avalanche      100       60        100      20
Laser Cannon    70       21         70       4
Plasma Beam    140       52        140       6

-----------------------------------------------------------------


        D. PERSONNAL WEAPONS

                Auto    Snap    Aimed   Clip    Dam

_________________________________________________________________
Pistol                  60/18   78/30    12     26
Rifle           35/35   60/25   110/80   30     30
Heavy Cannon            60/33   90/80    14     56/52/60 (AP/HE/I)
Auto Cannon     32/40   56/33   82/80    14     42/44/48
Rocket Launcher         55/45   115/75    1     75/100/90
Laser Pistol    28/25   40/20   68/55     -     46
Laser Rifle     46/34   65/25   100/50    -     60
Heavy Laser             50/33   84/75     -     85
Plasma Pistol   50/30   65/30   85/60    35     52
Plasma Rifle    55/36   86/30   100/60   35     80
Heavy Plasma    50/35   75/30   110/60   35     115
Small Launcher                            1     90 (stun)
Blaster Launcher                          1     200

Grenade                                         50
Smoke Grenade                                   60
Proximity Grenade                               70
Alien Grenade                                   90
High Explosives                                 110



        E. ITEMS

              Engineer-     Workshop
                Hours  Cost   Space  Elerium Alloy Sell Space Type
_________________________________________________________________


  PERSONAL WEAPONS

Laser Pistol      300    8k     2      -       -    20k       Weapon
Laser Rifle       400   20k     3      -       -    37k       Weapon
Heavy Laser       700   32k     4      -       -    61k       Weapon
Plasma Pistol     600   56k     3      -       1    84k       Weapon
Plasma Pistol Clip 60    2k     4      1       -     4k       Ammo
Plasma Rifle      820   88k     4      -       1   127k       Weapon
Plasma Rifle Clip  80    3k     4      2       -     6k       Ammo
Heavy Plasma     1000  122k     4      -       1   172k       Weapon
Heavy Plasma Clip  80    6k     4      3       -    10k       Ammo
Alien Grenade     200  6.7k     2      2       -    15k       Weapon
Small Launcher    900   78k     3      -       1   120k       Weapon
Stun Bomb         200    7k     2      1       -    15k       Ammo
Blaster Launcher 1200   90k     5      -       1   144k       Weapon
Blaster Bomb      220    8k     3      3       -    17k       Ammo

  EQUIPMENT
Motion Scanner    220   34k     4      -       -   456k
Equipment
Medikit           420   28k     4      -       -   465k
Equipment

Mind Probe       1200  262k     4      1       -   334k
Equipment

  PERSONAL ARMOR
Personal Armour   800   22k    12      -       4   140k       Per.
Armor
Power Suit       1000   42k    16      5       5   310k       Per.
Armor
Flying Suit      1400   58k    16     16       5   420k       Per.
Armor

  AIRCRAFT/WEAPONS
Firestorm       14000  400k    30      -      65     0

Lightning       18000  600k    34      -      85     0
Avenger         34000  900k    36      -     170     0
Laser Cannon      300  182k     6      -       -   211k
Plasma Beam       500  226k     8     15       -   267k
Fusion Ball Launch400  242k     6      -       -   281k
Fusion Ball       600   28k     6      4       -    53k


  TANKS/WEAPONS
Tank/Laser       1200  500k    25      -       -   594k
Hovertank/Plasma 1200  850k    30     30       5   980k
Hovertank/Launcher1400 900k    30     25       8  1043k

  UFO COMPONENTS
Alien Alloys      100    3k    10      -       -     6k   .1  UFO
Comp.
UFO Power Source 1400  130k    22     16       5   250k   .6  UFO
Comp.
UFO Navigation   1600  150k    18      -       3    80k       UFO
Comp.

  ALIEN ARTIFACTS
Examination Room    -    -      -      -       -     9k
Artifact
Alien Entertainment -    -      -      -       -    20k   .2
Artifact
Alien Surgery       -    -      -      -       -    38k
Artifact
Alien Food          -    -      -      -       -
Artifact
Alien Corpse        -    -      -      -       -    20k
Artifact
Elerium 115         -    -      -      -       -     5k   .1


  EARTH TECHNOLOGY   Price   Sell/Sack (Usually .75 of Purchase
Price)
Scientist              60k        0
Engineer               50k        0
Soldier                40k        0
Skyranger             500k        0

Interceptor           600k        0
Stingray Launcher      16k       12k
Stingray Missile        3k     2,400
Avalanche Launcher     17k    12,750
Avalanche Missile       9k     7,200
Cannon                 30k    22,500
Cannon Rounds (x50)  1,240     1,012
Tank/Cannon           420k      340k
HWP Cannon Shells      200       100
Tank/Rocket Launcher  480k      360k
HWP Rockets          3,000     2,250
Pistol                 800       600
Pistol Clip             70        52
Rifle                3,000     2,250
Rifle Clip             200       150
Heavy Cannon         6,400     4,800
Heavy Cannon/AP Ammo   300       225
Heavy Cannon/HE Ammo   500       275
Heavy Cannon/I Ammo    400       300
Auto Cannon          13.5k    10,125
Auto Cannon/AP Ammo    500       400
Auto Cannon/HE Ammo    700       560
Auto Cannon/I Ammo     650       520
Rocket Launcher      4,000     3,000
Small Rocket           600       480
Large Rocket           900       720
Incendiary Rocket    1,200       900
Grenade                300       240
Smoke Grenade          150       120
Proximity Grenade      500       400
High Explosives      1,500     1,200
Stun Rod             1,260       945
Electro Flare           60        40


MISC DESCRIPTIONS

Electro Flare   A light source on night missions. Can be picked up
and
                reused.
Motion Scanner  Detects movement in a 8 space radius.
Medikit         Used to heals wounds, revive, and boost morale.
Mind Probe      Probes an alien for their characteristics.
Stun Rod        When used aginast one standing next to you, can knock
                an alien out.
Psi Amp         Used to focus a soldiers psi ability as an attack
Alien Alloys    Used in many manufacturing processes.
Elerium 115     Must be scavanged. Used as a power source in many
items.
------------------------------------------------------------------



 IV. Cracks

For 1.0. Well, right here. (It works now)

begin 644 crack.com
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M##=&OSX#K*H*P'0"Z_#SR8H,1E'H%0!S`^G,`.@C`',#Z=,`Z+H`6>+I^,-0
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M4+0^S2%8PUFT";H0`\TAQ#:"`__YPUFT";H0`\TAQ#:"`__YPUFT";H0`\TA
MQ@:"`__YPRTM+2TM+2TM+2TM+2TM+2TM+2TM+2TM+2TM#0H#("`#4B!!(%H#
M3R!2("`#,2`Y(#$#,2`@(`T*+2TM+2TM+2TM+2TM+2TM+2TM+2TM+2TM+2T-
M"B`@("!5+D8N3RX#+2!#<F%C:R!0871H("`##0H#($-R86-K960@8GDZ(%=/
M3%9%4FE.10T*#0HD1FEL92!3=6-C97-S9G5L;'D@4&%T8VAE9"$-"B1&:6QE
M(%=A<R!.3U0@4W5C8V5S<V9U;&QY(%!A=&-H960A#0HD06X#17)R;W(#2&%S
M($]C8W5R960@071T96UP=&EN9R!T;R!0871C:"!&:6QE(```````````````
M````````````````````````````````````````````````````````````
M````````````#0HD````8`%'14]30T%012Y%6$4``@J#^S!\%(/[.7\/"I"0
6D)"0D)"0D)`*=`(QR4)&.>IT"@'K_P``
`
end

begin 644 ufo12crk.com
MZ0P$4&%T8VAE<B!6,2XQ($)Y(%!(24P@1$]51TQ!4R$`#0K)S<W-S<W-S<W-
MS<W-S<W-S<W-S<W-S<W-S<W-R\W-S<W-S<W-S<V[#0JZ("`#(/X#(%`#02!2
M($$#1"!/(%##(/X#("`@NB!0<F5S96YT<R"Z#0K'Q,3$Q,3$Q,3$Q,3$Q,3$
MQ,3$Q,3$Q,3$Q,3$T,3$Q,3$Q,3$Q,2V#0JZ("`#("`#1V%M93H@549/("U%
M3D5-62!53DM.3U=.+2!V,2XR(""Z#0JZ("`#0V]M<&%N>3H#34E#4D]04D]3
M12`#("`#("`#("`#("`#(""Z#0JZ("!3=7!P;&EE<CH#54Y+3D]73B`#("`#
M("`#("`#("`#("`#(""Z#0JZ("`#0W)A8VME<CH#4$AI3"!$3U5'3$%3("`#
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M4T-!4$4N15A%````)U8&`````````#\`?IT!``D`A?9T#8/Y"'4(,_9&D+D(
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M:P2T"<TAZ8\`@\<$BPU'1P/)`_F`/0%U+4>X`$*+'(M-`HL5S2%R9K0_BQR+
M302Z;`?-(7)85E>-?0:+\O.F7UYTQND1_[_V!+@`0HL<BTT"BQ7-(7(MM$"+
M'(M-!(U5!#/1S2%R'8/'!(L-1T<#R0/Y@#T!=0-'Z\^Z1`2T"<TAZQ60NO,#
MM`G-(>L+D+K)`[0)S2'K`9"^Z`2X`5>+'(L.\`2+%O($S2&+'+0^S2&+#NX$
MNM0$N`%#S2'K")"ZR`*T"<TAM$RP`,TA'@965XS8CL"+^K``N8``B]E+\JXK
GV8S(CL"+\ORP+S/)OX$`BDW_\JYU#%%75HO+\Z9>7UEU\%]>!Q_#
`
end
--------------------------------------------------------------
End of FAQ
request for topics? comments?
email william.kang@dscmail.com

---
~ CmpQwk #UNREG~ UNREGISTERED EVALUATION COPY
