ENGLISH.DAT

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This is one of the files containing the strings used by the geoscape game engine. Each string is terminated by a null character (x00). Line breaks are defined by x0A. Every now and then x02 pops up, not sure why, probably something to do with the large font.

There are 972 entries in all, not all of which are used by the release version of the game.

Index English.Dat (46601 Bytes)
000/x000 TRANSPORTER AND COMBAT SPACECRAFT. THE ULTIMATE REPLICATION OF ALIEN TECHNOLOGY.
001/x001 COMBAT AIRCRAFT WITH DUAL PULSE DETONATION ENGINES AND SPECIALLY SHIELDED ELECTRONIC SYSTEMS. THE BEST AVAILABLE EARTH BASED TECHNOLOGY.
002/x002 TRANSPORTER AND COMBAT CRAFT. A CRUDE BUT EFFECTIVE REPLICATION OF ALIEN PROPULSION SYSTEMS.
003/x003 TROOP TRANSPORTER. THE FASTEST OF ITS KIND, WITH VERTICAL TAKE OFF AND LANDING (V.T.O.L) CAPABILITY.
004/x004 COMBAT CRAFT. THIS ONE-MAN FIGHTER REPLICATES THE CLASSIC ALIEN FLYING SAUCER DESIGN, WITH CENTRAL PROPULSION UNIT.
005/x005 ADVANCED AIR TO AIR MISSILE WITH SPECIALLY SHIELDED ELECTRONICS.
006/x006 AIR TO AIR MISSILE WITH NUCLEAR WARHEAD, BUT AN EXTREMELY HEAVY LOAD.
007/x007 HIGH POWERED CANNON WHICH FIRES ARMOUR PIERCING ROUNDS CAPABLE OF PENETRATING 16 INCHES OF STEEL.
008/x008 THIS LAUNCHER FIRES A BALL SHAPED MISSILE POWERED BY ANTI-MATTER REACTION. THE BALL DESTROYS THE TARGET WITH A GRAVITY WAVE IMPLOSION.
009/x009 THIS CONVENTIONAL LASER BEAM IS POWERED BY AN ANTI-MATTER REACTION CHAMBER.
010/x00A THE GRAVITY BEAM DIRECTS A FINELY CHANNELLED IMPLODING GRAVITY FIELD.
011/x00B The Sectoid Hierarchy ranges from soldiers to leaders with powerful psionic abilities. These psionic powers can be used to demoralise soldiers in combat, or even take control of their minds. They tend to indulge in human abductions and cattle mutilation. The abduction is used to extract genetic material for cross breeding and developing clones for infiltrating human society. The cattle provide both nutrition and genetic material. This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society.
012/x00C The autopsy reveals vestigial digestive organs and a simple structure. The brain and eyes are very well developed. The structure suggests genetic alteration or mutation. The small mouth and nose appear to have little function. The webbing between the fingers, and the flat feet suggest aquatic origins. There are no reproductive organs, and no clues as to how this species can reproduce. They are most probably a genetically engineered species.
013/x00D This race developed in an extremely hostile environment. They are extremely tough and can resist extreme temperature variations. Their mobility depends on a snake-like giant 'foot' which protects all the vital organs. Their objectives appear to be purely predatory and they appear to be under the command of some other Intelligence which directs their military-style incursions on earth.
014/x00E The skin is extremely tough and heat resistant. The cardio-vascular system is part of the muscular system which uses the hydraulic principle to create motion. The only true muscle is the 'heart'. The reproductive system appears to be very efficient. Reproduction is asexual, with each snakeman carrying up to fifty eggs inside its body at any one time. Left to its own devices this species would be a severe threat to life on earth.
015/x00F This being has awesome mental powers which allow for telepathic communication and telekinetic abilities. The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them. They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on earth since they seem to rely on other races to pursue their objectives.
016/x010 This being is physically retarded and seems incapable of sustaining any life functions. The muscles are severely atrophied and the internal organs appear to be under-developed. The sensory organs, including the eyes, do not appear to function at all. The brain, however, is well developed and draws on a high proportion of the body's blood supply. It is a mystery as to how this creature can sustain itself without external support.
017/x011 This humanoid creature is physically powerful and intelligent. They have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. They appear to rely on telepathic commands from a race known as 'Ethereals'. Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance. They are clearly the foot soldiers for a higher intelligence.
018/x012 The 'skin' of this creature appears to be an organically created protective armour which is grafted onto the body. There are numerous cybernetic implants which are used to enhance the cardio-vascular system and the senses. The reproductive organs appear to have been surgically removed. Evidently these unfortunate creatures are limited to a life of warfare and conquest. Armour piercing ammunition is not very effective against their toughened skin.
019/x013 This life-form has the mysterious natural ability to float through the air. It appears to detect human brain waves and will move towards a human target even if well hidden. Once a target is detected the Celatid lands and fires small globules of extremely corrosive venom. The creature has the ability to clone itself at an alarming rate. It accompanies the Muton race in its wonderings.
020/x014 The core contains a small bio-mechanical device which appears to be a naturally evolved anti-gravity propulsion system. The sac of venom is the largest organ and there does not appear to be a separate brain structure. There is no discernible digestive or reproductive system. A small organ contains embryos which can grow rapidly into a new being.
021/x015 This silicon based life form generates an enormous amount of heat. It has the strength to crush rocks which can then be ingested by the hot core. It has a primitive intelligence and can be controlled by implants or telepathic beings. It works with the Muton alien race.
022/x016 The core of the creature is extremely hot, and seems to be the basis for a digestive system. Its unique muscle system has tremendous power and speed. Its rock like skin is not harmed by fire or incendiary ammunition.
023/x017 The crab like claws of this creature are a powerful weapon in close combat. The high metabolism and strength of this creature give it speed and dexterity. Instead of killing its victim it impregnates it with an egg and injects a venom which turns it into a walking zombie. A new Chryssalid will burst from the victim shortly after impregnation. Chryssalids are associated with the Snakeman race.
024/x018 The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast. The creature carries twenty eggs which are laid inside other organisms. This creature is a very effective terror weapon.
025/x019 The Floaters are primarily soldiers and terror agents. They are naturally predatory beasts, genetically engineered and cybernetically enhanced to make formidable warriors. The lower half of the body and most internal organs are surgically removed, and a life support system is installed. This implant contains an anti-grav unit which enables the creature to float, albeit unsteadily, through the air.
026/x01A The creature has been drastically altered by surgery. The device which seems to form the core of the body is a life support system, taking over the function of heart, lungs and digestive system. This would enable the creature to survive in extremely hostile environments. The brain is smaller than ours, but the sensory organs are well developed.
027/x01B This bipedal carnivore has powerful jaws and a voracious appetite. It has a number of brain implants which are used to control its activity. the primitive predatory instincts of this creature are of little use except to terrorise and destroy. Reapers are commonly associated with Floaters.
028/x01C The Reaper contains two 'brains' and two 'hearts' which allow it to function even when heavily wounded. However its furry skin is highly flammable, making the creature vulnerable to incendiary weapons.
029/x01D Sectopods are robot creatures with a powerful plasma beam weapon. The control if these mechanical beasts is via a telepathic link to their controllers, the Ethereals. Sectopods are the most powerful terror weapon available to the alien forces.
030/x01E The robot is sturdily constructed with powered armour capable of resisting most forms of attack, in particular plasma weapons. However, the sensing circuitry seems particularly vulnerable to laser weapons.
031/x01F This miniature flying saucer is an automated terror weapon armed with a powerful plasma beam. The anti-grav propulsion gives it a big advantage in difficult terrain. Its primary function is destruction and terror in the service of the Sectoid race.
032/x020 The Cyberdisc is well shielded and is particularly good at withstanding explosive ammunition. The primary anti-gravity system is too badly damaged to gain any understanding of its functioning.
033/x021 The power source of alien craft is an anti-matter reactor which uses Elerium (element 115) to generate powerful gravity waves as well as other forms of energy. The conversion of matter to energy is an incredible 99% efficient, therefore tiny quantities of Elerium can produce a huge amount of power. This unit can be reproduced easily using alien alloys.
034/x022 Alien craft use sophisticated computers to navigate on earth and through space. The system is based on optical processors arranged in network fashion. The control interface is relatively simple - the navigator controls the direction of gravity waves generated by the power source to move the craft in any direction. This system can be used easily by humans, and it can be reproduced using alien alloys and other components.
035/x023 Alien craft consist of three main components - a power source, a navigation system and a hull built from alien alloys. The hull is specially designed to allow gravity waves to be directed and controlled. In addition a small quantity of Elerium is required to fuel the power source. Once the principles of construction are understood, and the functions of each component are known, then it is possible to build these types of craft.
036/x024 These chambers contain various enzymes which are used to digest the body parts of cattle, other animals and even humans. The liquid is then consumed as ready digested food - probably direct to the bloodstream. This suggests a certain dependence on earth for food - a symbiosis between earth and alien society.
037/x025 These chambers contain alien foetuses. The design of these containers seems to suggest that the aliens which use this process rely completely on laboratory reproduction. The rich nutrients ensure rapid development of the foetus. This factory line system could generate thousands of alien clones in a short space of time. The process could be easily adapted for human reproduction, or alien-human hybrids.
038/x026 The most likely function of these spheres is recreational. The psionic circuitry stimulates various centres of the brain. The effect is similar to hallucinogenic drugs. This is the only evidence that aliens have any cultural or recreational pastimes.
039/x027 This surgical equipment uses laser cutters to extract certain body parts from cattle and other animals. The widespread cattle mutilations can be accounted for by this bizarre alien activity. It is likely that these parts are used for nutritional or genetic purposes.
040/x028 In the past many thousands of people have claimed to have been abducted by aliens, sometimes repeatedly. The truth is far more horrific. Humans are abducted, researched and monitored. The best specimens have genetic material extracted. Women have human-alien hybrid foetuses implanted, and then removed several months later. Who knows what sinister motives the aliens have?
041/x029 Alien craft are constructed from special alloys with unique properties. They are extremely light and durable, and can be moulded by electro-magnetic methods. This material can be reproduced and used in many kinds of manufacturing processes.
042/x02A You will need to research a
043/x02B This element 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.
044/x02C It is clear that we are fighting a losing battle on earth. The alien hordes are overwhelming in number. The best we can do is slow down their progress. The only hope for humanity is to tackle the aliens at their source. Our research seems to indicate a nearby base of operations within our solar system. Aliens indicate this place to be the centre of an ancient civilisation that pre-dates Human history. We must locate this place as soon as possible. However we need to capture and interrogate an alien leader to gain more detailed information. The larger UFOs probably contain at least one Alien leader.
045/x02D Our research now points to Mars as the base of alien operations. The base is well hidden, and contains all the manufacturing and cloning facilities to fuel the infiltration of earth. It also seems to contain a controlling computer of some kind that controls the whole operation. It seems that the hive-like alien society has some kind of 'queen bee'. This is their fundamental weakness - if we can eliminate the 'brain' then the body will die. We must step up our research efforts before it is too late. In order to progress we must capture the highest ranking aliens - the commanders - which only reside in alien bases.
046/x02E It is now clear that the alien hordes are being controlled from an underground base in Cydonia - which is an unusual area of Mars featuring five sided pyramids and a large formation resembling a human face. Cydonian civilisation once flourished on Mars many millions of years ago, but we do not know why it died out, or what the connection is with the latest alien activity there. Whatever the explanation we must send an expedition to Cydonia. This is the only way that we can defeat the aliens. We must destroy the controlling master 'brain'. We will need an Avenger craft equipped with the most awesome destructive power at our disposal. There is nothing more we can learn here - we must await the outcome of the Cydonian assault.
047/x02F Terror Site-
048/x030 CENTRE ON SITE-TIME=5 Secs
049/x031 CANCEL
050/x032 None
051/x033 Unknown
052/x034 Poor
053/x035 Average
054/x036 Good
055/x037 Excellent
056/x038 FUNDS> $
057/x039 BUILD NEW BASE
058/x03A BASE INFORMATION
059/x03B EQUIP CRAFT
060/x03C BUILD FACILITIES
061/x03D RESEARCH
062/x03E MANUFACTURE
063/x03F TRANSFER
064/x040 PURCHASE/RECRUIT
065/x041 SELL/SACK
066/x042 GEOSCAPE
067/x043 XCom Bases
068/x044 Name
069/x045 Area
070/x046 Build New Base
071/x047 Cancel
072/x048 COST>
073/x049 CONSTRUCTION TIME>
074/x04A days
075/x04B MAINTENANCE>
076/x04C OK
077/x04D Installation
078/x04E CURRENT RESEARCH
079/x04F Scientists Available>
080/x050 Scientists Allocated>
081/x051 Laboratory Space Available>
082/x052 RESEARCH PROJECT
083/x053 SCIENTISTS ALLOCATED
084/x054 PROGRESS
085/x055 New Project
086/x056 NEW RESEARCH PROJECTS
087/x057 SCIENTISTS AVAILABLE>
088/x058 LABORATORY SPACE AVAILABLE>
089/x059 Increase
090/x05A Decrease
091/x05B START PROJECT
092/x05C CURRENT PRODUCTION
093/x05D Engineers Available>
094/x05E Engineers Allocated>
095/x05F Workshop Space Available>
096/x060 Current Funds>
097/x061 ITEM
098/x062 Engineers
Allocated
099/x063 Units
Produced
100/x064 Total to
Produce
101/x065 Cost
per
Unit
102/x066 Days/Hours
Left
103/x067 New Production
104/x068 Production Items
105/x069 CATEGORY
106/x06A START PRODUCTION
107/x06B Engineer hours to produce one unit
108/x06C Cost per unit>$
109/x06D Work Space Required>
110/x06E SPECIAL MATERIALS REQUIRED
111/x06F ITEM
REQUIRED
112/x070 UNITS
REQUIRED
113/x071 UNITS
AVAILABLE
114/x072 STOP PRODUCTION
115/x073 ENGINEERS AVAILABLE>
116/x074 WORKSHOP SPACE AVAILABLE>
117/x075 Engineers
118/x076 Allocated
119/x077 INCREASE
120/x078 DECREASE
121/x079 Units to
122/x07A Produce
123/x07B Purchase/Hire Personnel
124/x07C Current Funds>
125/x07D Cost of Purchases>
126/x07E COST PER UNIT
127/x07F QUANTITY
128/x080 PERSONNEL AVAILABLE:PERSONNEL TOTAL>
129/x081 Soldiers
130/x082 Engineers
131/x083 Scientists
132/x084 SPACE USED:SPACE AVAILABLE>
133/x085 Living Quarters
134/x086 Stores
135/x087 Laboratories
136/x088 Work Shops
137/x089 Hangars
138/x08A Short Range Detection
139/x08B Defence Strength
140/x08C TRANSFERS
141/x08D Transfers
142/x08E Arrival Time (hours)
143/x08F Cost>$
144/x090 Area>
145/x091 Base Name?
146/x092 SELECT POSITION FOR ACCESS LIFT
147/x093 Transfer
148/x094 AMOUNT TO
TRANSFER
149/x095 Select Destination Base
150/x096 Current Funds>
151/x097 Cost
152/x098 As you enter the chamber you see the alien brain - the object of your quest. Before you can fire it communicates to you via a screen at its base. It implores you to listen to its arguments for survival before you make the decision to pull the trigger...
153/x099 The brain speaks: 'Many millions of years ago the planet you call Mars was alive. This life was brought to a barren planet by our civilisation as it was to yours. For millions of years we have visited your planet and genetically developed your species. You cannot kill us, you are part of us...
154/x09A Here is the centre of Martian civilisation - the pyramids built millions of years before yours - by a species which is your ancestor. No planet is beyond our reach. This power could be yours before long. All we ask is your co-operation...
155/x09B The aliens attempt to exterminate all humanity, destroying cities and poisoning the air and sea. The resistance of earth armies is futile in the face of vastly superior technology. Surviving generations suffer terrible mutations as they flee alien destruction. They are rounded up into slave camps to help transform earth into an alien colony which is part of some unknown empire.
156/x09C The knowledge gained through the XCom project is lost forever. You have failed to save the earth.
157/x09D The alien brain is interrupted by a burst of hot plasma, and the entire alien force is defeated.
158/x09E Once the aliens have lost Mars they have lost the earth. Before long the XCom research allows humanity to flourish once more, and claim Mars for itself. The alien menace has gone, but for how long, no one knows...
159/x09F You have failed to stop the alien onslaught. One by one the funding nations sign pacts with aliens promising technology, prosperity and peace. However it soon becomes clear that the aliens have other plans...
160/x0A0 TOTAL
161/x0A1 Income
162/x0A2 Expenditure
163/x0A3 Maintenance
164/x0A4 Balance
165/x0A5 UFO Activity in Areas
166/x0A6 UFO Activity in Countries
167/x0A7 XCom Activity in Areas
168/x0A8 XCom Activity in Countries
169/x0A9 Finance
170/x0AA st
171/x0AB nd
172/x0AC rd
173/x0AD th
174/x0AE Not enough special materials to produce
175/x0AF Not enough money to produce
176/x0B0 Production complete:
177/x0B1 Production of
178/x0B2 at
179/x0B3 is complete
180/x0B4 OK - 5 secs
181/x0B5 Research Completed
182/x0B6 VIEW REPORTS
183/x0B7 We can now research
184/x0B8 We can now produce
185/x0B9 SUNDAY
186/x0BA MONDAY
187/x0BB TUESDAY
188/x0BC WEDNESDAY
189/x0BD THURSDAY
190/x0BE FRIDAY
191/x0BF SATURDAY
192/x0C0 Not enough
193/x0C1 to refuel
194/x0C2 to rearm
195/x0C3 at
196/x0C4 UFO is not recovered
197/x0C5 UFO is recovered
198/x0C6 Craft is lost
199/x0C7 Terror continues
200/x0C8 Aliens defeated
201/x0C9 Craft is lost
202/x0CA Base is lost
203/x0CB Base is saved
204/x0CC Base is lost
205/x0CD Alien Base still intact
206/x0CE Alien Base destroyed
207/x0CF Craft is lost
208/x0D0 ALIENS KILLED
209/x0D1 ALIEN CORPSES RECOVERED
210/x0D2 LIVE ALIENS RECOVERED
211/x0D3 ALIEN ARTEFACTS RECOVERED
212/x0D4 ALIEN BASE CONTROL DESTROYED
213/x0D5 CIVILIANS KILLED BY ALIENS
214/x0D6 CIVILIANS KILLED BY XCOM OPERATIVES
215/x0D7 CIVILIANS SAVED
216/x0D8 XCOM OPERATIVES KILLED
217/x0D9 XCOM OPERATIVES RETIRED THROUGH INJURY
218/x0DA XCOM OPERATIVES MISSING IN ACTION
219/x0DB TANKS DESTROYED
220/x0DC XCOM CRAFT LOST
221/x0DD UFO RECOVERY
222/x0DE ALIEN BASE RECOVERY
223/x0DF under attack!
224/x0E0 BASE DEFENCES INITIATED
225/x0E1 GRAV SHIELD REPELS UFO!
226/x0E2 FIRING
227/x0E3 HIT!
228/x0E4 UFO DESTROYED!
229/x0E5 MISSED!
230/x0E6 Sell Items/Sack Personnel
231/x0E7 VALUE OF SALES>
232/x0E8 FUNDS>
233/x0E9 Sell/Sack
234/x0EA Value
235/x0EB UFO-
236/x0EC CRAFT>
237/x0ED UFO CRASH RECOVERY
238/x0EE Exercise caution - There may be operatives in the UFO or around the crash site. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO remains, artefacts and alien corpses can then be initiated. To abort the mission return XCom operatives to transport vehicle and click on the 'Abort Mission' icon.
239/x0EF UFO GROUND ASSAULT
240/x0F0 Explore landing site and, if possible, gain entry to the UFO. Mission will be successful when all enemy units have been eliminated or neutralised. Recovery of UFO, artefacts and alien corpses can then be initiated. To abort the mission return XCom operatives to transport vehicle and click on the 'Abort Mission' icon.
241/x0F1 BASE DEFENCE
242/x0F2 BASE>
243/x0F3 An Alien vessel has landed nearby. Our base is in severe danger. As per standard procedure all non combat personnel and XCom craft have been evacuated. Alien units will enter the base via hangar doors or the access lift. Defend the base and its vital installations at all costs - this is a fight to the death. If you click on the 'abort mission' icon you will concede defeat and lose the base.
244/x0F4 ALIEN BASE ASSAULT
245/x0F5 CRAFT>
246/x0F6 XCom operatives have gained entrance to an alien base. The control centre must be destroyed to render the base inoperative. The Mission will terminate when all enemies are eliminated, or when your squad has returned to the green exit area (click on the 'abort mission' icon to escape).
247/x0F7 You have arrived in Cydonia. You gain entry to a large underground complex near the Martian Sphinx. You must destroy the Alien Brain that controls all alien activity. The fate of humanity is in your hands....
248/x0F8 TERROR SITE-
249/x0F9 TERROR MISSION
250/x0FA Mission will be successful when all enemy units have been eliminated or neutralised. You must attempt to save the lives of any civilians in the area by neutralising the alien menace. To abort the mission return XCom operatives to transport vehicle and click on the 'Abort Mission' icon.
251/x0FB NO FREE HANGARS FOR CRAFT PRODUCTION!x02Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar. Build a new hangar or transfer a craft to another base.
252/x0FC NO FREE HANGARS FOR PURCHASE!x02Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar. Build a new hangar or transfer a craft to another base.
253/x0FD NO FREE HANGARS FOR TRANSFER!x02Each craft assigned to a base, transferred to a base, purchased or constructed uses one hangar. Build a new hangar or transfer a craft to another base.
254/x0FE CANNOT BUILD HERE!x02You must build next to an existing base facility.
255/x0FF NO FREE ACCOMODATION!x02The destination base does not have enough space in living quarters.
256/x100 NOT ENOUGH WORK SPACE AVAILABLE!x02Build a new workshop or reduce work on other projects.
257/x101 NOT ENOUGH MONEY!
258/x102 NOT ENOUGH TRANSFER SUPPORT!x02Wait for existing transfers or purchases to reach destination.
259/x103 NO MORE SOLDIERS ALLOWED!x02You have already recruited the maximum number of soldiers.
260/x104 NOT ENOUGH STORE SPACE!x02Build a new store facility or transfer existing stores to other bases.
261/x105 NOT ENOUGH LIVING SPACE!x02Build new living quarters or transfer personnel to other bases.
262/x106 NO MORE EQUIPMENT ALLOWED ON BOARD!x02You are only allowed to take a maximum of 80 items of equipment on missions.
263/x107 TOO MANY BUTTONS!
264/x108 LAUNCH INTERCEPTION
265/x109 CRAFT
266/x10A STATUS
267/x10B BASE
268/x10C READY
269/x10D OUT
270/x10E REPAIRS
271/x10F REFUELLING
272/x110 REARMING
273/x111 TARGET:
274/x112 ALIEN BASE-
275/x113 CRASH SITE-
276/x114 LANDING SITE-
277/x115 TARGET: WAY POINT
278/x116 Are you sure you want to send this craft on a mission to Cydonia?
279/x117 YES
280/x118 NO
281/x119 SELECT DESTINATION
282/x11A CYDONIA
283/x11B SELECT SITE FOR NEW BASE
284/x11C RETURN TO BASE
285/x11D SELECT NEW TARGET
286/x11E PATROL
287/x11F STATUS>
288/x120 DAMAGED - RETURNING TO BASE
289/x121 LOW FUEL - RETURNING TO BASE
290/x122 PATROLLING
291/x123 TAILING UFO
292/x124 INTERCEPTING UFO-
293/x125 RETURNING TO BASE
294/x126 DESTINATION: ALIEN BASE-
295/x127 DESTINATION: CRASH SITE-
296/x128 DESTINATION: LANDING SITE-
297/x129 DESTINATION: WAY POINT-
298/x12A BASE>
299/x12B SPEED>
300/x12C MAXIMUM SPEED>
301/x12D ALTITUDE>
302/x12E VERY LOW
303/x12F LOW
304/x130 HIGH
305/x131 VERY HIGH
306/x132 FUEL>
307/x133 WEAPON-1>
308/x134 NONE
309/x135 ROUNDS>
310/x136 WEAPON-2>
311/x137 HOSTILE
312/x138 NEUTRAL
313/x139 FRIENDLY
314/x13A COMMITTED
315/x13B GAME OPTIONS
316/x13C LOAD GAME
317/x13D SAVE GAME
318/x13E INTERCEPTION CRAFT
319/x13F Base>
320/x140 NAME
321/x141 STATUS
322/x142 AMMO>
323/x143 CREW
324/x144 EQUIPMENT
325/x145 ARMOUR
326/x146 MAX>
327/x147 Rookie
328/x148 Squaddie
329/x149 Sergeant
330/x14A Captain
331/x14B Colonel
332/x14C Commander
333/x14D Select Squad for
334/x14E SPACE AVAILABLE>
335/x14F SPACE USED>
336/x150 RANK
337/x151 CRAFT
338/x152 WOUNDED
339/x153 Equipment for
340/x154 Arm
341/x155 Defence Value
342/x156 Hit Ratio
343/x157 ready to
land near
344/x158 Begin Mission?
345/x159 Select Armament
346/x15A AMMUNITION
347/x15B ARMAMENT
348/x15C AVAILABLE
349/x15D N.A.
350/x15E SELECT ARMOUR FOR
351/x15F TYPE
352/x160 PERSONAL ARMOUR
353/x161 POWER SUIT
354/x162 FLYING SUIT
355/x163 Select Armour
356/x164 ARMOUR
357/x165 NORTH
358/x166 NORTH EAST
359/x167 EAST
360/x168 SOUTH EAST
361/x169 SOUTH
362/x16A SOUTH WEST
363/x16B WEST
364/x16C NORTH WEST
365/x16D SELECT ACTION
366/x16E CONTINUE INTERCEPTION PURSUIT
367/x16F PURSUE WITHOUT INTERCEPTION
368/x170 VERY LARGE
369/x171 LARGE
370/x172 MEDIUM
371/x173 SMALL
372/x174 VERY SMALL
373/x175 GROUND
374/x176 VERY LOW
375/x177 LOW
376/x178 HIGH
377/x179 VERY HIGH
378/x17A Detected
379/x17B SIZE
380/x17C ALTITUDE
381/x17D HEADING
382/x17E SPEED
383/x17F CENTRE ON UFO-TIME=5 Secs
384/x180 TRACKING LOST
385/x181 REDIRECT CRAFT
386/x182 GO TO LAST KNOWN UFO POSITION
387/x183 UFO-
388/x184 CRAFT-
389/x185 BASE-
390/x186 ALIEN BASE-
391/x187 CRASH SITE-
392/x188 LANDING SITE-
393/x189 WAY POINT-
394/x18A TERROR SITE-
395/x18B has reached
396/x18C Destination
397/x18D Now patrolling
398/x18E Alien Origins
399/x18F The Martian Solution
400/x190 Cydonia or Bust
401/x191 UFOpaedia
402/x192 XCOM CRAFT & ARMAMENT
403/x193 HEAVY WEAPONS PLATFORMS
404/x194 WEAPONS AND EQUIPMENT
405/x195 ALIEN ARTEFACTS
406/x196 BASE FACILITIES
407/x197 ALIEN LIFE FORMS
408/x198 ALIEN RESEARCH
409/x199 UFO COMPONENTS
410/x19A UFOs
411/x19B SELECT ITEM
412/x19C autopsy
413/x19D MAXIMUM SPEED>
414/x19E ACCELERATION>
415/x19F FUEL CAPACITY>
416/x1A0 WEAPON PODS>
417/x1A1 DAMAGE CAPACITY>
418/x1A2 CARGO SPACE>
419/x1A3 HWP CAPACITY>
420/x1A4 Damage...................
421/x1A5 Range......................
422/x1A6 km
423/x1A7 Accuracy...............
424/x1A8 Re-load time........
425/x1A9 s
426/x1AA ARMOUR PIERCING
427/x1AB INCENDIARY
428/x1AC HIGH EXPLOSIVE
429/x1AD LASER BEAM
430/x1AE PLASMA BEAM
431/x1AF STUN
432/x1B0 6-?
433/x1B1 7-?
434/x1B2 8-?
435/x1B3 9-?
436/x1B4 SHOT TYPE>
437/x1B5 ACCURACY>
438/x1B6 TU COST>
439/x1B7 DAMAGE
440/x1B8 AMMO
441/x1B9 Auto
442/x1BA Snap
443/x1BB Aimed
444/x1BC Construction Time
445/x1BD days
446/x1BE Construction Cost
447/x1BF Maintenance Cost
448/x1C0 autopsy
449/x1C1 -
450/x1C2 Low
451/x1C3 Medium
452/x1C4 High
453/x1C5 High
454/x1C6 Craft Weapon
455/x1C7 Craft Ammunition
456/x1C8 Heavy Weapons Platform
457/x1C9 Weapon
458/x1CA Ammunition
459/x1CB Equipment
460/x1CC Alien Corpse
461/x1CD UFO component
462/x1CE Personal Armour
463/x1CF Raw Materials
464/x1D0 HWP Cannon Shells
465/x1D1 Alien
466/x1D2 Sectoid
467/x1D3 Snakeman
468/x1D4 Ethereal
469/x1D5 Muton
470/x1D6 Floater
471/x1D7 Celatid
472/x1D8 Silacoid
473/x1D9 Chryssalid
474/x1DA Reaper
475/x1DB Sectopod
476/x1DC Cyberdisc
477/x1DD Commander
478/x1DE Leader
479/x1DF Engineer
480/x1E0 Medic
481/x1E1 Navigator
482/x1E2 Soldier
483/x1E3 Terrorist
484/x1E4 UFO Power Source
485/x1E5 UFO Navigation
486/x1E6 UFO Construction
487/x1E7 Alien Food
488/x1E8 Alien Reproduction
489/x1E9 Alien Entertainment
490/x1EA Alien Surgery
491/x1EB Examination Room
492/x1EC Alien Alloys
493/x1ED Alien Habitat
494/x1EE Personal Armour
495/x1EF Power Suit
496/x1F0 Flying Suit
497/x1F1 HWP Rockets
498/x1F2 HWP Fusion Bomb
499/x1F3 Laser Weapons
500/x1F4 New Fighter Craft
501/x1F5 New Fighter-Transporter
502/x1F6 Ultimate Craft
503/x1F7 Laser Pistol
504/x1F8 Laser Rifle
505/x1F9 Heavy Laser
506/x1FA Laser Cannon
507/x1FB Plasma Cannon
508/x1FC Fusion Missile
509/x1FD Laser Defence
510/x1FE Plasma Defence
511/x1FF Fusion Defence
512/x200 Grav Shield
513/x201 Mind Shield
514/x202 Psi-Lab
515/x203 Hyper Wave Decoder
516/x204 NOT USED
517/x205 NOT USED
518/x206 NOT USED
519/x207 UFO construction
520/x208 Alien Origins
521/x209 The Martian Solution
522/x20A Cydonia or Bust
523/x20B Motion Scanner
524/x20C Medi-Kit
525/x20D Tank/Cannon
526/x20E Tank/Rocket Launcher
527/x20F Tank/Laser Cannon
528/x210 Hovertank/Plasma
529/x211 Hovertank/Launcher
530/x212 Stingray Launcher
531/x213 Avalanche Launcher
532/x214 Cannon
533/x215 Fusion Ball Launcher
534/x216 Laser Cannon
535/x217 Plasma Beam
536/x218 Stingray Missile
537/x219 Avalanche Missile
538/x21A Cannon Rounds(x50)
539/x21B Fusion Ball
540/x21C Soldier
541/x21D Scientist
542/x21E Engineer
543/x21F North America
544/x220 Arctic
545/x221 Antarctica
546/x222 South America
547/x223 Europe
548/x224 North Africa
549/x225 Southern Africa
550/x226 Central Asia
551/x227 South East Asia
552/x228 Siberia
553/x229 Australasia
554/x22A Pacific
555/x22B North Atlantic
556/x22C South Atlantic
557/x22D Indian Ocean
558/x22E Alien Research
559/x22F Alien Harvest
560/x230 Alien Abduction
561/x231 Alien Infiltration
562/x232 Alien Base
563/x233 Alien Terror
564/x234 Alien Retaliation
565/x235 Alien Supply
566/x236 Power Sources
567/x237 Maximum Speed
568/x238 HYPER-WAVE DECODER
569/x239 SKYRANGER
570/x23A LIGHTNING
571/x23B AVENGER
572/x23C INTERCEPTOR
573/x23D FIRESTORM
574/x23E UFO
575/x23F STINGRAY
576/x240 AVALANCHE
577/x241 CANNON
578/x242 FUSION BALL
579/x243 LASER CANNON
580/x244 PLASMA BEAM
581/x245 Damage Capacity
582/x246 Weapon Power
583/x247 Weapon Range
584/x248 Access Lift
585/x249 Living Quarters
586/x24A Laboratory
587/x24B Workshop
588/x24C Small Radar System
589/x24D Large Radar System
590/x24E Missile Defences
591/x24F General Stores
592/x250 Alien Containment
593/x251 Laser Defences
594/x252 Plasma Defences
595/x253 Fusion Ball Defences
596/x254 Grav Shield
597/x255 Mind Shield
598/x256 Psionic Laboratory
599/x257 Hyper-wave Decoder
600/x258 Hangar
601/x259 USA
602/x25A RUSSIA
603/x25B UK
604/x25C FRANCE
605/x25D GERMANY
606/x25E ITALY
607/x25F SPAIN
608/x260 CHINA
609/x261 JAPAN
610/x262 INDIA
611/x263 BRAZIL
612/x264 AUSTRALIA
613/x265 NIGERIA
614/x266 SOUTH AFRICA
615/x267 EGYPT
616/x268 CANADA
617/x269 Floater Soldier
618/x26A Floater Navigator
619/x26B Floater Medic
620/x26C Floater Engineer
621/x26D Floater Leader
622/x26E Floater Commander
623/x26F Reaper
624/x270 Tank
625/x271 Civilian
626/x272 Jan
627/x273 Feb
628/x274 Mar
629/x275 Apr
630/x276 May
631/x277 Jun
632/x278 Jul
633/x279 Aug
634/x27A Sep
635/x27B Oct
636/x27C Nov
637/x27D Dec
638/x27E International Relations
639/x27F Country
640/x280 Funding
641/x281 Change
642/x282 WEAPON
SYSTEMS
643/x283 CREW
644/x284 HWPs
645/x285 DAMAGE>
646/x286 The access lift allows equipment and personnel to be transferred into or out of an underground base. It is always the first facility to be constructed on a new site. The lift area is vulnerable to intrusion from any potential hostile force.
647/x287 Each accommodation block provides for up to 50 personnel. The facility provides basic recreation, food and sleeping areas.
648/x288 Up to 50 scientists can work in a laboratory facility. Laboratories are equipped with the latest technology for research into materials, biochemistry and cosmology. There is privileged access to the best research labs throughout the world, including military establishments.
649/x289 A workshop contains all the equipment necessary to manufacture equipment based on designs from the science labs. Up to 50 engineers can occupy a workshop, although items under construction will also consume some space.
650/x28A A small detection system has an effective radar range of 300 nautical miles and is linked to satellite systems for ground search. Each system has a 5% chance of detecting an average sized object every 10 minutes.
651/x28B A large detection system has an effective range of 450 nautical miles and is linked to satellite systems for ground search. Each system has a 5% chance of detecting an average sized object every 10 minutes.
652/x28C Missile defences provide some protection against incursion by hostile craft which are attempting to land near the base.
653/x28D All equipment, weapons systems, munitions, recovered material and Heavy Weapons Platforms are placed in stores, with the exception of equipment assigned to craft in hangars.
654/x28E Living aliens are likely to require a special habitat to maintain their life systems. The containment facility can keep up to 10 alien life forms in self contained units.
655/x28F Laser defences provide protection against incursion by hostile craft.
656/x290 Plasma beam defences provide powerful and efficient protection against incursion by hostile craft.
657/x291 Fusion missiles provide the most effective defence against alien attacks. These missiles create an anti-matter implosion which destroys everything within a specific radius.
658/x292 The Gravity shield repels alien craft attempting to land near the base long enough for all defence systems to fire again. In practice this will double the effectiveness of any defence systems at your base.
659/x293 Since alien craft rely on brain waves to detect human presence then the most effective counter measure is to shield brain waves from the base. This facility will drastically reduce the chances of detection by alien craft.
660/x294 The psionics lab can assess the psionic potential of all soldiers at the base and give them the necessary training to utilise their psionic skills. Each lab can train up to ten soldiers. Training is allocated at the end of each month. Psionic skills used in conjunction with a Psi-amp can be used for psionic attacks during combat.
661/x295 Alien communications rely on a supra-dimensional wave which travels almost instantaneously. The decoder facility intercepts UFO transmissions and decodes the information. This will show the type of UFO, the alien race and the type of activity.
662/x296 Each hangar can accommodate one craft. There are facilities for maintenance, refuelling and repair of XCom craft. Each craft stationed at a base must have a free hangar assigned to it which cannot be used by other craft, even if the assigned craft is out on a mission.
663/x297 The standard issue XCom pistol is a high powered semi-automatic with a 12 round capacity.
664/x298 This highly accurate sniper rifle has laser guided sights and takes 6.7mm ammunition in 20 round clips.
665/x299 The heavy cannon is a devastating, but cumbersome, weapon. Its versatility comes from the fact that it can take three types of ammunition - armour piercing, incendiary and high explosive.
666/x29A The auto-cannon combines the versatility and power of a heavy cannon with a faster fire rate.
667/x29B The rocket launcher is a laser guided system which can fire three different sizes of missile.
668/x29C The laser pistol is an effective implementation of new technology. It has the convenience of a pistol with faster and more accurate firing.
669/x29D The laser rifle is a more powerful and accurate version of the earlier pistol design.
670/x29E The heavy laser is cumbersome, but extremely effective.
671/x29F This standard issue grenade has an accurate and sophisticated timer for precision control.
672/x2A0 Smoke grenades are useful for providing cover in exposed combat situations. Use with care because they can benefit the enemy as well
673/x2A1 A proximity grenade can be thrown like an ordinary grenade but is triggered by nearby movement after it lands. Great skill and care is required to use these devices properly.
674/x2A2 This explosive should only be used for demolition purposes. Keep personnel clear of demolition sites.
675/x2A3 This sophisticated device uses a variety of detectors and advanced computer algorithms to identify moving enemy units. However, it requires some practice to use effectively. Click on the motion scanner icon on the tactical display. Select 'Use Scanner' from the menu. The Scanner display shows an arrow in the centre which is the direction the soldier is facing (North is at the top). The flashing blobs show units which have moved recently. Large units, or fast moving units, will produce larger blobs. Static units will not be detected.
676/x2A4 The medi-kit combines a healing facility with pain killers and stimulants. In order to use the medi-kit you must face towards the soldier requiring treatment. If the soldier is stunned you must stand over the body. Click on the medi-kit icon and select 'use medi-kit' from the menu.
HEALING> Red body parts show fatal wounds. Click on a body part that is wounded. Click on the 'Heal' button. One fatal wound will be cured and some health restored.
STIMULANT> This will restore energy and revive unconscious (stunned) soldiers. In order to revive an unconscious soldier you must stand directly over the body.
PAIN KILLER> This will restore the morale of wounded soldiers up to an amount equivalent to the soldier's lost health.
677/x2A5 The Psi-amp can only be used by soldiers with psionic skill. During combat, click on the Psi-amp, select the type of attack, and select a target unit with the cursor. There are two types of psionic attack:
PANIC UNIT> If the attack is successful it will reduce the target's morale and may cause it to panic.
MIND CONTROL> If this is successful then you will gain immediate control of the enemy unit as if it was one of your own (except that you cannot access the object screen). It is more difficult to be successful with this type of attack.
678/x2A6 This device can only be used in close combat, but will stun a living organism without killing it by using electric shocks.
679/x2A7 The subject has died due to the trauma of interrogation.
680/x2A8 The mind probe is an alien communication device which is used to take information directly from brain waves. XCom units can use this device in combat to display an alien's characteristics. Click on the mind probe and the 'use' option. Then click on an alien with the cursor.
681/x2A9 Plasma pistols are a lethal alien weapon based on accelerating particles from within a minute anti-gravity field
682/x2AA This is a devastatingly powerful weapon based on accelerating particles from within a minute anti-gravity field
683/x2AB Size
684/x2AC The corpse may be researched for a full autopsy report.
685/x2AD Not enough ammunition to arm
686/x2AE This is an alien guided missile launcher which fires powerful 'blaster bombs'. When you click to fire the weapon it will generate 'way points' for the blaster bomb to follow. When you have positioned enough way points click on the special launch icon.
687/x2AF A small launcher which fires stun bombs. Very useful for capturing live aliens.
688/x2B0 This device works in the same way as a terrestrial grenade - except that it is more powerful.
689/x2B1 Small Scout
690/x2B2 Medium Scout
691/x2B3 Large Scout
692/x2B4 Harvester
693/x2B5 Abducter
694/x2B6 Terror ship
695/x2B7 Battleship
696/x2B8 Supply ship
697/x2B9 RATING>
698/x2BA TERRIBLE!
699/x2BB POOR!
700/x2BC OK
701/x2BD GOOD!
702/x2BE EXCELLENT!
703/x2BF SCORE
704/x2C0 XCOM PROJECT MONTHLY REPORT
705/x2C1 Month>
706/x2C2 The council of funding nations is generally satisfied with your progress so far.
707/x2C3 The council of funding nations is very pleased with your excellent progress. Keep up the good work.
708/x2C4 The council of funding nations is dissatisfied with your performance. You must improve your effectiveness in dealing with the alien menace or risk termination of the project.
709/x2C5 You have not succeeded in dealing with the alien invasion and the council of funding nations has regrettably decided to terminate the project. Each nation shall deal with the problem as they see fit. We can only hope that we can come to some accommodation with these apparently hostile forces, and that the general population will come to terms with the alien visitors.
710/x2C6 is particularly pleased with your ability to deal with the localised threat and has agreed to increase its funding.
711/x2C7 are particularly happy with your progress in dealing with local alien incursion and have agreed to increase their funding.
712/x2C8 and
713/x2C9 is unhappy with your ability to deal with alien activity in its territory and has decided to reduce its financial commitment.
714/x2CA are unhappy with your ability to deal with alien activity in their territory and have decided to reduce their funding.
715/x2CB knots
716/x2CC has signed a secret pact with unknown alien forces and has withdrawn from the project.
717/x2CD have signed a secret pact with unknown alien forces and have withdrawn from the project.
718/x2CE Monthly Rating>
719/x2CF Funding change>
720/x2D0 The funding council is not happy with your financial position. You must reduce your debts below $2million or the project will be terminated.
721/x2D1 HYPER-WAVE TRANSMISSIONS ARE DECODED
722/x2D2 CRAFT TYPE
723/x2D3 RACE
724/x2D4 MISSION
725/x2D5 ZONE
726/x2D6 Allocate Research
727/x2D7 Allocate Manufacture
728/x2D8 New York
729/x2D9 Washington
730/x2DA Los Angeles
731/x2DB Montreal
732/x2DC Havana
733/x2DD Mexico City
734/x2DE Chicago
735/x2DF Vancouver
736/x2E0 Dallas
737/x2E1 Brasilia
738/x2E2 Bogota
739/x2E3 Buenos Aires
740/x2E4 Santiago
741/x2E5 Rio De Janeiro
742/x2E6 Lima
743/x2E7 Caracas
744/x2E8 London
745/x2E9 Paris
746/x2EA Berlin
747/x2EB Moscow
748/x2EC Rome
749/x2ED Madrid
750/x2EE Budapest
751/x2EF Lagos
752/x2F0 Cairo
753/x2F1 Casablanca
754/x2F2 Pretoria
755/x2F3 Nairobi
756/x2F4 Cape Town
757/x2F5 Kinshasa
758/x2F6 Ankara
759/x2F7 Delhi
760/x2F8 Karachi
761/x2F9 Baghdad
762/x2FA Tehran
763/x2FB Bombay
764/x2FC Calcutta
765/x2FD Tokyo
766/x2FE Beijing
767/x2FF Bangkok
768/x300 Manila
769/x301 Seoul
770/x302 Singapore
771/x303 Jakarta
772/x304 Shanghai
773/x305 Hong Kong
774/x306 Novosibirsk
775/x307 Canberra
776/x308 Wellington
777/x309 Melbourne
778/x30A Perth
779/x30B UFOx02Enemy Unknown
780/x30C New Game
781/x30D Load Saved Game
782/x30E Select Difficulty Level
783/x30F 1> Beginner
784/x310 2> Experienced
785/x311 3> Veteran
786/x312 4> Genius
787/x313 5> Superhuman
788/x314 Time
789/x315 Date
790/x316 Select game to load
791/x317 Select save position
792/x318 PSIONIC TRAINING
793/x319 Remaining Psi-lab capacity>
794/x31A Psionic
Strength
795/x31B Psionic Skill
/Improvement
796/x31C Psi-Amp
797/x31D In
Training?
798/x31E TARGETTED BY:
799/x31F WEAPONS/
CREW/HWPs
800/x320 ABANDON GAME
801/x321 Quit
802/x322 is low on fuel,
returning to base
803/x323 Soldier List
804/x324 RANK>
805/x325 MISSIONS>
806/x326 KILLS>
807/x327 WOUND RECOVERY>
808/x328 TIME UNITS
809/x329 STAMINA
810/x32A HEALTH
811/x32B BRAVERY
812/x32C REACTIONS
813/x32D FIRING ACCURACY
814/x32E THROWING ACCURACY
815/x32F STRENGTH
816/x330 PSIONIC STRENGTH
817/x331 PSIONIC SKILL
818/x332 NEW RANK
819/x333 Promotions
820/x334 SOLDIERS
821/x335 Automated heavy weapons platforms are designed to complement an XCom squad. The combination of high fire power and strong armour makes these units valuable for open terrain fire fights. Make sure that there are sufficient cannon shells in your stores to re-arm tanks. They are armed automatically when you assign them to a squad.
822/x336 This automated heavy weapons platform is armed with powerful rockets. This will be devastating for any alien foe. Make sure your stores are kept supplied with HWP rockets.
823/x337 Laser weapons are a useful addition for HWPs. It combines heavy firepower with no ammunition restrictions.
824/x338 Alien technology has given the HWP a new lease of life. The added manoeuvrability of air travel and the power of plasma beams is a lethal combination.
825/x339 This hovertank has a fusion ball launcher that is capable of immense devastation. Use it with great care. You will have to manufacture the fusion balls to keep these HWPs fully armed. A fusion ball is an intelligent guided weapon. In order to fire it you select a number of 'way points' with the cursor and then click on the launch icon to fire the fusion ball.
826/x33A This compact device is used as ammunition for a Heavy Plasma Gun. It contains a small quantity of Elerium.
827/x33B This small object is used as a power source for a plasma rifle - a medium powered alien weapon. Contains a small quantity of Elerium.
828/x33C Power source for the small alien plasma pistol. Contains Elerium - the source of all alien power.
829/x33D The Stun bomb is used for capturing live human specimens, but it can also be used against most alien races. It is fired from a small launcher.
830/x33E
831/x33F
832/x340 The alien research mission is used for collecting basic data on earth and its inhabitants. Small vehicles are predominantly used, with occasional landings in deserted areas. This type of alien activity poses the least threat to XCom, with little concern from governments or the public.
833/x341 The aliens have many uses for earth's fauna. Animals are abducted secretly, and returned with various organs removed. Cattle mutilations are predominantly reported along with UFO sightings. This type of alien activity causes great concern by governments and considerable anxiety amongst the population. This type of activity occurs mainly in farming land. The theory behind the 'alien harvest' suggests that alien races originally 'seeded' the planet with its flora and fauna, and now they have returned to reap the harvest they have sown.
834/x342 This is the most insidious form of alien activity. The abduction by aliens is widely reported, despite the aliens' attempts to erase the experience from their victims' memories. Abductees report being subject to humiliating physical examinations, including impregnation of alien foetuses and bizarre genetic experiments. The purpose behind this activity appears to be linked to genetic mutation and manipulation of the aliens own genetic material. This activity causes great alarm, and occurs in populated areas or cities
835/x343 Earth governments can be infiltrated by alien agents which are human in appearance. This can result in official contact between aliens and governments at the highest level. The climax of this activity is characterised by intense UFO activity in the vicinity of major cities. The aliens will attempt to sign a pact with an earth government by offering knowledge of their superior technology. In return the government will allow the aliens to conduct their activity unhindered. This alien mission represents the worst threat to XCom. If a government agrees to a pact then its funding will cease.
836/x344 Aliens will construct secret underground bases in remote locations. After some initial reconnaissance flights some intense UFO activity will occur as the base is being built. These bases are known to contain experimental labs for human abductees, and supplies for further activity in the region. The presence of alien bases will generate a large amount of reported alien activity without the presence of UFOs. In order to locate a base an XCom craft must patrol an area for a few hours to stand some chance of detection.
837/x345 When the aliens terrorise a city they will deploy some special forces with awesome powers. Civilians will be directly threatened, and governments will be forced to evacuate whole areas. The main purpose behind this activity is to generate sufficient public hysteria so that governments will threaten the XCom project.
838/x346 If XCom interceptors are being particularly successful in shooting down UFOs then the aliens may take some retaliatory action. This could result in a direct attack against an XCom base. However, the aliens have to find an XCom base in order to attack it, and provided UFOs are kept away then there should be little danger of an assault.
839/x347 Once an alien base is constructed then it is resupplied on a regular basis by a special supply vessel. If one of these vessels is detected while landing then it is certain that an alien base is nearby.
840/x348 This tiny craft is primarily used for reconnaissance or research. It normally precedes larger vessels at the start of an alien mission.
841/x349 A medium sized scout vessel that poses little threat to earth forces. Normally appears before larger vessels during missions.
842/x34A The largest alien scout craft is a general purpose vessel that is used in all types of alien mission.
843/x34B The harvester has a trap door in its base and is equipped with lifting gear to haul up cattle or other beasts. Laser cutters are used to extract the desired material and the carcass is dumped on the. ground. There are also storage containers for body parts.
844/x34C This vessel is equipped with an examination room for performing horrific experiments on human subjects. The victim is normally paralysed by telepathic powers, but remains conscious while on the operating table.
845/x34D The terror ship has a containment facility for large alien terror weapons or creatures. It is used to transport these alien terrorists into populated areas.
846/x34E The battleship is the largest and most powerful alien craft. It is normally the primary alien mission craft, equipped with powerful weapons and numerous crew members.
847/x34F The supply vessel is used during the construction of alien bases or for supplying existing bases. It carries alien food containers and reproduction chambers.
848/x350 Dismantle
849/x351 FACILITY IN USE
850/x352 CANNOT DISMANTLE FACILITY!x02All base facilities must be linked to the access lift.
851/x353 Transfer Items to
852/x354 NO ALIEN CONTAINMENT FOR TRANSFER!x02Live aliens need an alien containment facility in order to survive
853/x355 AMOUNT AT
DESTINATION
854/x356 Alien dies as there is no alien containment facility
855/x357 NO FREE ACCOMODATION!x02The destination base does not have enough space in the living quarters for the crew assigned to the craft.
856/x358 Items Arriving
857/x359 Pistol
858/x35A Pistol Clip
859/x35B Rifle
860/x35C Rifle Clip
861/x35D Heavy Cannon
862/x35E HC-AP Ammo
863/x35F HC-HE Ammo
864/x360 HC-I Ammo
865/x361 Auto-Cannon
866/x362 AC-AP Ammo
867/x363 AC-HE Ammo
868/x364 AC-I Ammo
869/x365 Rocket Launcher
870/x366 Small Rocket
871/x367 Large Rocket
872/x368 Incendiary Rocket
873/x369 Laser Pistol
874/x36A Laser Rifle
875/x36B Heavy Laser
876/x36C Grenade
877/x36D Smoke Grenade
878/x36E Proximity Grenade
879/x36F High Explosive
880/x370 Motion Scanner
881/x371 Medi-Kit
882/x372 Psi-Amp
883/x373 Stun Rod
884/x374 Heavy Plasma
885/x375 Heavy Plasma Clip
886/x376 Plasma Rifle
887/x377 Plasma Rifle Clip
888/x378 Plasma Pistol
889/x379 Plasma Pistol Clip
890/x37A Blaster Launcher
891/x37B Blaster Bomb
892/x37C Small Launcher
893/x37D Stun Bomb
894/x37E Alien Grenade
895/x37F Elerium-115
896/x380 Mind Probe
897/x381 Sectoid Corpse
898/x382 Snakeman Corpse
899/x383 Ethereal Corpse
900/x384 Muton Corpse
901/x385 Floater Corpse
902/x386 Celatid Corpse
903/x387 Silacoid Corpse
904/x388 Chryssalid Corpse
905/x389 Reaper Corpse
906/x38A Sectopod Corpse
907/x38B Cyberdisc Corpse
908/x38C Not enough cannon rounds to arm HWP
909/x38D Not enough rockets to arm HWP
910/x38E Not enough fusion balls to arm HWP
911/x38F Not enough equipment to fully re-equip squad
912/x390 Mars: Cydonia Landing
913/x391 Your Avenger craft has landed in the region of Cydonia on the surface of Mars. Our information indicates that one of the pyramid constructions contains a green access lift to an underground complex. Once you have assembled all your soldiers in the lift area click on the 'abort mission' icon to continue to the next stage.
914/x392 Mars: The Final Assault
915/x393 The pyramid lift takes your battle weary soldiers deep below the planet's surface. They arrive in the heart of a large complex of tunnels and chambers. The alien brain is hidden somewhere in the labyrinth. It must be destroyed if the earth is to be saved from alien enslavement.

Good Luck!
916/x394 in order to use or produce the
917/x395 The aliens have destroyed the undefended base
918/x396 XCom agents have located an alien base in
919/x397 STANDOFF
920/x398 CAUTIOUS ATTACK
921/x399 STANDARD ATTACK
922/x39A AGGRESSIVE ATTACK
923/x39B DISENGAGING
924/x39C UFO HIT!
925/x39D UFO DESTROYED!
926/x39E UFO CRASH LANDS!
927/x39F Minimise at Standoff Range Only
928/x3A0 UFO RETURN FIRE!
929/x3A1 >>> INTERCEPTOR DAMAGED <<<
930/x3A2 >>> INTERCEPTOR DESTROYED <<<
931/x3A3 UFO OUTRUNNING INTERCEPTOR!
932/x3A4 ALIENS TERRORISE
933/x3A5 Long Range Detection
934/x3A6 STORES
935/x3A7 Difficulty Level
936/x3A8 INTERCEPT
937/x3A9 BASES
938/x3AA GRAPHS
939/x3AB UFOPEDIA
940/x3AC OPTIONS
941/x3AD FUNDING
942/x3AE 5 Secs
943/x3AF 1 Min
944/x3B0 5 Mins
945/x3B1 30 Mins
946/x3B2 1 Hour
947/x3B3 1 Day
948/x3B4 XCom Performance Roster
949/x3B5 Enter Name
950/x3B6 Performance Rating
951/x3B7 Victory Date
952/x3B8 Electro-flare
953/x3B9 This compact device produces a bright flare light when it is thrown. This will highlight enemy units in the vicinity of the electro-flare during night time missions.
954/x3BA Monthly Costs
955/x3BB Craft Rental
956/x3BC Salaries
957/x3BD Base maintenance
958/x3BE Cost per unit
959/x3BF Quantity
960/x3C0 Total
961/x3C1 day
962/x3C2 days
963/x3C3 In Psionic Training
964/x3C4 This device is a highly explosive missile that has an intelligent guidance system. It is fired from a blaster launcher.
965/x3C5 Please look up the page listed below in your Game Manual, and enter the eight digit code listed at the bottom of the page.
EG: Page 13 of Game Manual Code: 3994-9668
Please Enter the Code from Page
966/x3C6 Front Armour
967/x3C7 Left Armour
968/x3C8 Right Armour
969/x3C9 Rear Armour
970/x3CA Under Armour
971/x3CB Rounds

See Also