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X-COM 2: Terror From The Deep - Strategy Guide (Page 01)

Below are the cheat codes, hints and help for X-COM 2: Terror From The Deep - Strategy Guide (Page 01).

                      XCOM2: Terror from the Deep

                    The UN-official Strategy Guide

                                  and

                 Answers to Frequently Asked Questions

                      Updated September 25, 1995

            Edited / Maintained by Kuo-Sheng (Kasey) Chang


0.   READ ME FIRST


0.1  Introduction

Thanks for the tremendous response for XCOM:USG and XCOM2:USG! I've
received feedback all over the world and I thank you all. This is the
fourth revision of the XCOM2:USG. Undoubtably lots of things are
missing despite plenty of feedback since the first version, but with
your help details will be filled...

This latest revision has more information than ever! Updated
information such as new XCOM Webpages have been added, slightly
expanded section on movement, and various other small enhancements...
This is probably one of the longest FAQs out there! (With exception of
the Official DOOM FAQ, of course...)

I am still taking your suggestions for XCOM3, though I felt obligated
to mention that MicroProse is ALWAYS taking your suggestions as well.
Send your suggestions to "support@microprose.com", with "XCOM3
Suggestions" as the topic. Any way, I still have indirect contact with
Mr.Gollop and I can pass on your suggestions. I already have most of
the common ones like robot/cyborg units, construction kits for weapons
and tanks, reorder troops, fix the 80-item limit, etc. etc. Think of
some UNIQUE ones and send them!


0.2  Purpose of this guide

USG was written to help fellow players survive and succeed in the
universe of XCOM/XCOM2. While it tries to do that, and it lists many
tactics, only YOU, the player, can implement those tactics. XCOM2 is
NOT an adventure or RPG game.  There are no "keys" for you to "solve"
the game. One given tactic could work for several missions but fail to
gain you a victory the next time. EVERY mission is a little different,
and different things CAN and WILL happen each time you play it.

The tactics, strategies, and analyses in USG are compiled from a wide
variety of sources, and most have been tested by dozens of people (if
not hundreds and thousands).  If they fail, it is probably because the
tactic does not apply to your particular situation.

Do NOT assume that you can beat the game just by going through every
page of this guide. It is NOT that simple. All I can do with this
guide is offer you some suggestions. Implementation is up to you.

This guide assumes that you are already familiar with the interface
(which button to click to go upstairs on a lift, etc). If you are not
yet familiar with XCOM2, please read the manual first.


0.3  Credits where credits are due

Thanks to MicroProse and Mythos Games for bringing us such a nice
game... I can't wait to see XCOM3! (Will the graphics be as good as
that new game from Origin?)

Thanks to all the people who have contributed to the previous edition
of XCOM2:USG. Donny Chan, LT; Robert Bellflower, Xenologist;
"FractalLaw", Researcher, and many many others.

Thanks to all the people who have contributed to previous editions of
the XCOM:USG, whom include but are not limited to: William Kang, CMDR;
Tim Chown, CMDR; Doug Osborne, SGT; Stuart Lamble, SGT; Seth Cohn,
SGT; Bill Soo, SGT; Jeff Shaffer, Economist; Rob Eiben, SGT; Jim
Muchow, SGT; Menachem Pasteich, architect; Paul Close, publicist and
simulation expert; JGrif36366, Researcher, and fellow XCOM players all
over the world discussing the game on USENET, America On-line and
elsewhere.

Lots of thanks goes to Jeff James (CGW columnist), who shared his
knowledge of the game (and the chapter scheme!) with me and provided a
lot of exclusive information (non-MicroProse), including the Julian
Gollop interview. We honor you as XCOM Admiral. :-)


0.4  Notes on the USG

XCOM: UFO Defense and XCOM: Terror From the Deep are trademarks of
MicroProse software.

This document's organization is mostly based on Jeff James's book,
_Totally Unauthorized XCOM:Terror From the Deep_, and is used with
permission.

This document is produced by "Print to File" from MSWord, based on a
Generic printer of 60 lines per page and 1 inch margin all around,
fixed pitch courier 10 font. If you loaded this into Windows or Mac,
try using Courier or other fixed-pitch font as the viewing font.

This document is available FREE of charge. You are under NO obligation
to send me ANY compensation. However, I request a small donation of
US$5.00 if you believe this USG has helped your game. If you don't
think so, that's okay too. As I said, it's voluntary. Non-US readers
can send some nice local stamps instead.

All readers, PLEASE let me know if there's a confusing or missing
remark... If you find an question about the game that is not covered
in the USG, e-mail it to me. I'll try to answer it and include it in
the next update.

PLEASE do NOT send me disks or requests for utilities mentioned mail
to you. All I CAN do is point you in the right direction (WWW pages,
FTP sites, etc.), and they are listed IN section 1. I have a VERY long
commute and I REALLY DO NOT HAVE TIME mailing disks (even when you
offer to compensate me for the disks...) Depending on availability and
time available, I MIGHT e-mail files, so include your e-mail address!

Regretably, some of you found that that I do not reply to regular mail
very well. I do respond to e-mail promptly though! So if you do
contact me via regular mail, include your e-mail address as well!


0.5  USG Distribution

The USG should be available at the Game Domain WWW

     WWW :

     FTP : ftp://wcl-l.bham.ac.uk/pub/~djh/faqs

Any quick updates for the USG can be found on my own homepage

Also check the various XCOM/TFTD web pages listed in Section 1.

If you are on America On-Line, look in the PC Games Forum (keyword:
PCGAMES). Go into the file library, and search under XCOM or XCOM2.

If there is ABSOLUTELY NO WAY you can get this file (how did you know
about this in the first place? ) then send me e-mail (see below) and
I'll try to get back to you.

Please don't just mail me and ask "it's nice and do you have an update
and if so please send it to me". If I have an update I can release I
would have released it already.


0.6  The Editor

I am just a gamer who didn't like the existing FAQ's and strategy
tactics collection available out there, and decided to write my own.
Lots of people like what I did, so I kept doing it.

I also wrote XCOM:USG and Wing Commander 3:USG, with Mechwarrior 2:USG
coming soon!

You can contact me at:

Internet1         kschang@sfsu.edu (preferred)

WWW Homepage

Internet2         ksc1@aol.com (only if you must, see below)

America On-Line   Ksc1 (that's a "one", not "ell")

US Mail           Kasey Chang, 2220 Turk Blvd. Apt. 6
                  San Francisco, CA 94118, USA


If you contact me via Internet e-mail I usually reply within two
working days. Please use the preferred e-mail address if possible, not
BOTH. I only sign onto America On-Line (second address) twice a week
so you won't get a prompt reply if you contact me there.


0.7  Revision history

April 15th, 1995 -- Initial release, quick patch together job from
XCOM USG, missing lots of stuff

June 1st, 1995 -- Major revision, new chapter scheme and all that...
LOTS of details filled

August 17, 1995 -- "Minor" revision, though substantial! Lots of
rewriting, more filling in the details, and other stuff.

September 5th, 1995 -- "Minor" revision, added section on formations
and sweep tactics, plus misc fix-ups.

Table of Contents

0. READ ME FIRST
 0.1 Introduction
 0.2 Purpose of this guide
 0.3 Credits where credits are due
 0.4 Notes on the USG
 0.5 USG Distribution
 0.6 The Editor
 0.7 Revision history
1. WHAT IS XCOM AND OTHER GENERAL INFORMATION
 1.1 So what is XCOM2: Terror From the Deep?
 1.2 What do I need to run XCOM2:TFTD?
 1.3 What's the difference between XCOM1 and XCOM2?
 1.4 Gameplay bugs/gripes
 1.5 Future of XCOM, and related things
 1.6 Where can I find XCOM related stuff?
 1.7 XCOM General Information FAQ
2. GEOSCAPE AND BASES
 2.1 How is scoring calculated?
 2.2 How do I win? How do I lose?
 2.3 Bases
 2.4 Finding Alien Colonies
 2.5 Target Selection
 2.6 GeoScape Tricks and Tips
 2.7 GeoScape FAQ
3. INTERCEPTING USOS
 3.1 XCOM Crafts
 3.2 Target Selection for USOs in transit
 3.3 USO Attack methods
 3.4 Multiple interceptors
 3.5 Craft Weapons
 3.6 Craft Weapon Notes
 3.7 Special Craft Tactics
 3.8 Interception FAQ
4. FINANCE
 4.1 What really eats up money at XCOM?
 4.2 How do I earn more money?
 4.3 How do I cut expenses?
 4.4 What do I manufacture to make more money?
 4.5 The "Transfer Salary Savings" cheat
 4.6 Aliens signed pact with XXX!
 4.7 XCOM Finance FAQ
5. RESEARCH/INTERROGATION AND MANUFACTURING
 5.1 What should I start researching first?
 5.2 Overall strategy
 5.3 Duplicate Research -- NOT!
 5.4 Research Tree [probably incomplete]
 5.5 Any hints on manufacturing?
 5.6 Research and Manufacturing FAQ
 5.7 Stuff that can be bought, hire, or leased
 5.8 Stuff that must be researched and manufactured
6. THE ALIENS
 6.1 Average Alien Stats on veteran (normal) level
 6.2 Alien attack/defense summary
 6.3 Alien Missions
 6.4 Battle Notes on individual aliens
 6.5 USO speed, range, etc.
7. SOLDIERS AND NON-COMBAT EQUIPMENT
 7.1 Recruiting Aquanauts
 7.2 How do I improve soldiers?
 7.3 Soldier Specialties / Change soldier names
 7.4 Missing in Action
 7.5 Packing Advice
 7.6 Basic Loadout for Transports
 7.7 Equipment list
 7.8 Other Action TU cost cross-reference
 7.9 Equipment FAQ
8. GROUND WEAPONS, ARMOR, AND SWS
 8.1 Armor
 8.2 Firing mode selection
 8.3 Pistol vs Rifle debate
 8.4 XCOM Ground Weapons
 8.5 Specific Weapon Notes
 8.6 SWS Types
 8.7 Molecular Control Combat
 8.8 Weapons FAQ
9. BATTLESCAPE
 9.1 General Combat Notes
 9.2 Locating Aliens
 9.3 Capturing Aliens
 9.4 General Combat Tactics
 9.5 Movement
 9.6 Movement FAQ
 9.7 Time Unit management
 9.8 Retreat (Tactical withdrawal)
 9.9 Alien Movement
10. SPECIFIC MISSION TACTICS
 10.1 USO Recoveries and Assaults
 10.2 Colony assaults
 10.3 Artifact site assault
 10.4 Anti-Terror Mission in general
 10.5 XCOM Base Defense
 10.6 Mastering T'leth--The Final Assault
11. MISC QUESTIONS AND THEIR ANSWERS
12. APPENDIX A: SOME TROUBLESHOOTING
13. APPENDIX C: TFTD BOOKS



1.   WHAT IS XCOM AND OTHER GENERAL INFORMATION


1.1  So what is XCOM2: Terror From the Deep?


1.1.1     What is the "background" of XCOM2: TFTD?

XCOM had defeated the alien invasion which threatened Earth at year
2001. The conflict was then known as "The First Alien War". In a final
do-or-die attack, XCOM soldiers destroyed the alien homebase at
Cydonia, Mars.

But not all of it...

Deep in the ruins of the Cydonia base, a tachyon beam came to life,
sending out a signal...

To Earth, straight into Gulf of Mexico.

Deep in the oceans, machinery buried for millenia came back to life,
unseen by human eyes...

[cut to]

It is the year 2040. New aliens in flying subs (unidentified swimming
objects, or USOs) have appeared all over the world, often attacking
ships and terrorizing coastal cities.

Thus started "The Second Alien War", and only one force stand in their
way to conquest of Earth: the XCOM Underwater Experimental Facility.

You are in overall command of XCOM. You will launch and control
fighter subs to attack marauding alien flying subs, send aquanauts to
attack crashed or landed subs, raid alien colonies and other targets
on Earth (if you can find them), keep the sponsor alliances happy and
USOs out of their territories, buy the ammo and weapons you need in
the war, research and build better weapons as your aquanauts bring in
captured alien artifacts for analysis and eventually manufacture our
own copies, pay for everything by contributions from sponsor alliances
and selling stuff, and eventually figure out the alien threat's origin
and end the threat once and for all.

If you say "this sounds just like XCOM", you're absolutely right, but
this game is quite a bit harder.


1.1.2     How does XCOM2 play?

In three words, "just like XCOM". If you've never played XCOM, here's
a description:

The game is divided into two main segments: GeoScape and BattleScape.

GeoScape is a 3-D view of the globe, rotate-able and zoom-able. This
is where you control your various bases around the world (with
sonars), your fighter and transport subs (carrying your aquanauts),
your inventory at each base, the subs and alien bases/targets
currently in sight, and so on. Once ground contact is made (transport
landed next to subs, you attack alien base, aliens attack your base,
etc. ), the game switches to Battlescape.

Battlescape is an isometric tile-based 3-D combat with viewpoint
similar to SimCity 2000 and Syndicate but lower resolution. The combat
is turn-based with opportunity fire on the opponent's round (provided
you have enough TimeUnits [TUs] and reaction), with plenty of
different weapons and terrains. Every thing is mouse-driven so game is
very easy to learn yet hard to master.


1.1.3     If I already have XCOM, should I buy this game?

Yes!  If you think XCOM is easy, you'll get CREAMED in this game! (At
least early on). Graphics are somewhat better, though some people
complained of clashing colors. There's more use of shading and
lighting effects, sound is better too, with more soundcards supported.
Even though the physics are goofy, it's still a great game. For
differences, see [What's the difference between XCOM1 and XCOM2?].


1.2  What do I need to run XCOM2:TFTD?


1.2.1     What type of PC do I need?

You need a 386 or better, minimum of 4 MB RAM, VGA, Mouse, MS/PC-DOS
5.0 or higher. A 286 won't work since XCOM uses a 386 DOS extender. A
386SX will work though.

If you have the bare minimum, 4 megs, do NOT use any SMARTDRV. In
fact, boot clean (If using DOS6+, press F5 during bootup) Low memory
is knwon to cause several bugs.  Also, amount of lower memory IS
important, since there are TWO programs involved, one needs
conventional, the other uses DOS extender, so BOTH must be maximized.

Despite the box says SVGA, the game uses only VGA. This is a goof-up
on the part of MicroProse, and caused quite an uproar (charges of
"false advertising", etc. *sigh*)

It comes on four (4) 3.5" HD disks, and needs about 15MB of hard drive
space to install, more if using disk compression software such as
Stacker or DoubleSpace.

There is a CD version takes up only about 4 megs of hard drive space,
and comes with extneded animation/sound "cut scenes".


1.2.2     What's the difference between disk and CD version?

CD version has a much longer animated beginning and ending. Instead of
slideshows you get full animations.

You need a double-speed CD-ROM drive (minimum throughput of 280K/sec)
in order to see the animated beginning and ending, or you'll see the
slide-show instead. See TFTD's README.TXT file for details.

You CAN install the CD version onto the hard drive if you have enough
space. Run the INSTALL in the \HARDDISK directory on the CD.


1.2.3     What sound cards are supported?

All major soundcards including Gravis Ultrasound are supported. Gravis
owners must have FULL set of patches available on HD. If you don't you
WILL have sound problems.

Advice from MPS: be warned that some "Soundblaster compatible"
soundcards may not be really 100% compatible.


1.2.4     Any incompatibility problems?

Windows: The game may run under Windows but I have no information on
the PIF settings, sorry. Someone reported that default settings seem
to work.

Windows 95: Here's the report I got from a fellow reader.

     From: oskar@surfchem.kth.se

     ...You mention that you don't have any further details whether it
     runs under Windows 95 or not. It does run fine under Windows 95
     build 490c which is a release that's later than the final beta.
     Just make sure that the DOS-Window you start don't notice that it
     is running under Windows. There is a check box under Properties
     for the Xcom2 shortcut. It seems that the game slows down
     occasionaly but that might be a problem on other computers as
     well, I don't know.

OS/2: There appears to be a problem with the intro running under OS/2.
The following is from another reader...

     From: Decio Trinca MC5908@MCLink.it

     Thanks for the answer but it seems I solved the problem ... I
     changed the IRQ number in the Sound Blaster Pro settings of the
     setup program and now it crashes only one every twenty-thirty
     times I run the program. To avoid crashing I soon skip the
     presentation with the esc key and the game never locks up: the
     settings I'm using are the default for a dos session I have
     increased only the dpmi memory and nothing more and the game has
     never crashed anymore during playing...

     I'm already Warped and TFTD runs very well crashing only rarely
     and to avoid this I quickly skip with the esc key the intro. I
     have a Sound Blaster Pro Sound Card. I've played the game for
     hours without crashing, in a full screen dos session with the xms
     and ems limits set to 0 and the dpmi limit set to 20, further
     more I've changed only the dos back. exec. to off, the idle
     sensitivity to 100, and the int during io to on. Thank again.

Other DOS: No compatibility claims was made to any other versions of
DOS such as DR DOS, Novell DOS 7.

Other EMM managers: Some have reported problems running with ANY EMM
manager such as EMM386, QEMM, 386MAX, Netroom, etc. For more info, see
APPENDIX A: Some Troubleshooting. I personally have ran XCOM2 under
QEMM 7.03/7.04 and 7.51/7.53 with no problems, but I have 16 megs of
RAM. Your mileage may vary.


1.2.5     Where can I find a demo?

There is a playable demo available on most on-line services such as
America On-Line in the MicroProse forum/ SIG/ roundtable/ whatever. On
AOL, try Keyword: MicroProse

For Internet access, try ftp.microprose.com. The URL is:

     ftp://ftp.microprose.com/pub/mps-online/demos


1.2.6     What about any bugs? Any patches?

TFTDV2 patch has been released by MicroProse back in June.

     ftp://ftp.microprose.com/pub/mps-online/new-versions/tftd*

Some freeze-ups and occasional "blue text bug" has been reported,
though not as pervasive as XCOM1. Some situation can be caused by
"hacking" of data files, so keep a backup if you "hack" files!

If you PERIODICALLY experience blue text bug, disable EMS and optimize
your memory again. Also try decreasing your SMARTDRV settings. You are
short on either conventional or extended memory. See [APPENDIX A: Some
Troubleshooting] for more help.


1.3  What's the difference between XCOM1 and XCOM2?

Quite a few... Here's a list:

       Most battles are underwater -- And it LOOKS underwater too!
       Shots trail bubbles. Aquanauts "leaks" air bubbles, etc.
       Unfortunately there are no fish, currents, etc.
       More terror sites -- you handle terror sites at ports, resort
       islands, cargo ships, and cruise ships.
       More two-stage missions -- Terror sites are now sometimes two
       stage missions. So are the alien colony attacks and artifact
       site attacks. Also, If you attack UFOs, you may discover an
       alien colony nearby. Also see [Gameplay bugs/gripes].
       Your weapons are punier -- Your guns and rifles carry smaller
       magazines, and are really puny at first. Better research some
       better weapons fast... Some weapons also ONLY work underwater.
       Hand-to-hand weapons -- Vibroblade, Thermic Lance, and Heavy
       Thermic Lance are CONTACT weapons, very useful, require
       completely new tactics
       Zrbite is more plentiful -- It's easier to find more Zrbite in
       TFTD than Elerium in XCOM.
       Terrain has more corners and cubbyholes -- Which also makes
       game harder since aliens have more places to hide
       Aliens are smarter and tougher! -- They use grenades and
       disruptor torpedoes (i.e. blaster bombs) more effectively now,
       not to mention harder to kill
       Research is different -- Research tree is really weird now...
       Research lots of dead bodies and live aliens for advances. You
       also need a certain artifact to continue your research
       sometimes...

1.4  Gameplay bugs/gripes


1.4.1     GRIPE: It doesn't FEEL underwater

Ever tried throwing ANYTHING underwater? Try tossing a grenade
underwater in XCOM2. You'll be AMAZED.


1.4.2     BUG: Two-stage missions item losses

In two-stage missions, all aliens stunned from the first part are
counted as DEAD. Any items not carried on the soldiers are NOT
available in the second part.

This is a bug since 1) it was not like this in XCOM1, at Cydonia's
pyramids. 2) the mission screen says that those items should be
available.

[Note: partial fix of this problem is in TFTDV2 patch]


1.4.3     BUG: Underwater Only weapons reaction fire on land

HydroJet Cannon can only be fired underwater, but when on land, a
soldier can reaction fire it...


1.4.4     BUG: Ocassional White/Blue text bug

This is similar to the "Green Text Bug" in XCOM1, usually related to
low-memory conditions.


1.4.5     BUG?: Losing scientists?

pjuang@hawking.nhgs.tec.va.us wrote:

I have an odd observation for you on xcom2 tftd. Whenever I "mass
classified add" hire scientists (i.e. 200 at a time) my lab space goes
into the negatives (down to -266).   Oddly enough, nothing much
happens.  But if I try to put more than 265 (out of 350) on a single
project, the number resets to 0 and I lose those 266 scientists.  Have
you ever heard of this bug?  Maybe the scientists got a little violent
in their competition?  (Survival of the fittest at it's finest!)


1.5  Future of XCOM, and related things


1.5.1     Any plans on sequels? Mission disks?

XCOM3 is in the works... See CGW's exclusive interview with Julian
Gollop, head of Mythos games, designer of XCOM.
look under Computer Gaming World, back issues, April '95) Project
release date is sometime Christmas 1995 or early 1996. It will feature
SVGA graphics and a more detailed physical model.

No mission disk for XCOM 1 or 2 are currently planned.


1.5.2     Other computers?

There is current NO PLAN on porting XCOM2 to other computers. If you
want to see a native version, tell MicroProse. You can try
support@microprose.com.

If there is one, it'll probably be for the Amiga. There IS an XCOM (or
UFO, its European name) for Amiga. [Note: XCOM is the current name for
both Europe and US releases, there is NO UFO2. It's XCOM2.]


1.5.3     How about XCOM fiction? Can I write my own?

Here's the official word straight from MicroProse...

     If you are interested in writing fictional stories for X-COM,
     please write a letter which includes a clear outline and proposal
     for our marketing and public relations staff. [see address below]

     Understand that we have an in-house writer (John Possidente), so
     you may want to see what track our stories have taken by looking
     at our WWW page, at

     Although we do our own stories, that is no reason you could not
     submit a story to us.

     Please include a rough outline of your story ideas, and your
     intent for distribution (free, on web page, for money, etc.)

     Tim Patterson, Spectrum HoloByte/MicroProse Software
     support@microprose.com


1.6  Where can I find XCOM related stuff?

The MicroProse Homepage is at

This contains patches, updates, drivers, stories, and more. The
official ftp archive site is

     ftp.microprose.com

The new, improved, and moved UN-official XCOM Archive is at

It is maintained by Alasdair Allan (aa@frodo.surfchem.kth.se)

For other cheats and editors, try wuarchive

     ftp://wuarchive.wustl.edu/pub/MSDOS_UPLOADS/xcom2

Also Happy Puppy's Games Onramp XCOM cheat section

And, the XCOM Sagas' homepage

Plus Hakan Tandogan's XCOM: UFO Defense / UFO: Enemy Unknown homepage
       ==>/Welcome-e.html

And his XCOM2: Terror from the Deep homepage
       ==>/Welcome-e.html

1.7  XCOM General Information FAQ

Q: With the CD version, how do I do a full install to hard drive?
A: Run the INSTALL.EXE in the \HARDDISK directory on the CD. Note that
you will NO LONGER get the full animation intro and finale.

Q: Where is the TFTDV2 patch?
A: URL:ftp://ftp.microprose.com/pub/mps-online/new-versions/tftd*



2.   GEOSCAPE AND BASES

     "Dammit, Kaminski! Find me that alien colony!" Commander Gideon
vented his frustration, "That thing has been launching raids ALL OVER
Asia. It can't be that hard to find!"

     Kaminski stood his ground and pointed at the global plot in the
base commander center. "Sir, I've had Barracudas and Tritons went over
North China Sea with a fine-tooth comb. It is NOT around Japan or
Hainan, or Taiwan. A Triton is patrolling India now, but if the
science boys can finish researching that toy that's supposed to
intercept alien transmissions I may have a better idea where to look."

     WHOOOOP! WHOOOOP! Red lights started flashing in the command
center.

     "Report!" Gideon snapped.

     "S.O.S. signal sir! S.S.Bavaria, cargo vessel registered to
Panama, is reported under alien attack. Coordinates..."

     "Launch Team Gold immediately!" Gideon briskly walked out the
door, pausing in the doorway, "And wake Team Blue now for alert five
status."

     "And where are you going, sir?"

     "To join the fun, Kaminski."

     Gideon's footsteps echoed down the corridor.


2.1  How is scoring calculated?

Like XCOM, score is kept for both sides. You get positive score for

     conducting successful research
     capturing and/or killing aliens
     grounding and/or destroying USOs
     destroying alien bases
     capturing alien equipment/artifact

You get negative score for losing XCOM aquanauts, crafts, SWS, and
civilians.

In terms of aliens, capture yields 200% of "killed" points. Of course,
interrogating the captured aliens also gives points, but only if you
learned something new.

In terms of USOs, destruction yields 200% of "shot down" points. Of
course, if you mount an recovery mission you may get more than the
points you "lost" by not completely destroying the USO.

For exact amounts, you need to consult the OSG.

Aliens score points by

     fly and/or touch down on Earth
     complete a "resource raid" mission
     build alien colony and keep them
     opening up artifact (synomium) sites
     conducting terror raids (terror sites)
     sign pact with your sponsors

The BIGGEST scores by aliens are "artifact sites" and "terror sites".
You MUST respond to them.  If you don't they score BIG and may put you
into the negative range.

[TRICK] If you don't have soldiers to deal with an artifact site or
terror site, send ONE soldier in.  Land, then immediately abort the
mission. You'll lose a couple hundred points, but it's LESS than what
you would have lost had you not sent ANYONE.

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