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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter X » X-COM 2: Terror From The Deep - Strategy Guide (Page 03)

X-COM 2: Terror From The Deep - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for X-COM 2: Terror From The Deep - Strategy Guide (Page 03).


3.5  Craft Weapons

These weapons ONLY work underwater. If your fighter subs managed to
intercept an USO in the air, weapons are useless. You'll have to wait
until the USO re-enters water.

                       Damage  Range   Accuracy   Reload  Shots
---------------------------------------------------------------
Craft Gas Cannon         15      8       25%       3s      200
Ajax torpedo             60     32       70%      17s        6
D. U. P torpedo         110     50       80%      21s        3
----Research required------------------------------------------
Craft Gauss Cannon       90     20       35%       4s       50?
Sonic Oscillator        150     55       50%       5s       99
P. W. T. Launcher       200     60      100%      28s        3

     Damage    damage done to target if hit
     Range     max range of weapon, Kilometers
     Accuracy  hit probability when fired
     Reload    seconds needed to fire next shot
     Shots     number of shots available

Note: some of the descriptions below may differ from those that
appeared in the game and the OSG as well. Tell me if mine makes more
sense. :-)

Craft Gas Cannon: large version of the gas cannon carried by
Aquanauts, this one uses gas pressure to shoot armor piercing bolts.
It is fast loading, but it causes very little damage. You need
something with more PK (probability of kill) than this.

Ajax Torpedo: high-speed torpedo for underwater use, carries explosive
warhead, uses water pressure for the hull cracking. Okay for early
use, but won't work against medium USOs.

D.U.P. Torpedo Launcher: new type of torpedo with a ultra-dense
depleted uranium pellet as an armor piercing nose cap backed by hi-
tech explosive BEHIND the cap that explodes AFTER the penetration,
causes 90% more damage than Ajax torpedo, but only three shots per
launcher instead of 6 of Ajax.

Craft Gauss Cannon: extension of the hand-held gauss weapons, this one
uses super-conducting technology to create a heavy gauss field, which
is used to guide a particle stream onto the target. Unlike laser, this
"gauss beam" is NOT attenuated heavily by water.  Unfortunately, this
weapon is NOT very accurate at craft fighting range, and overall is
not that much more effective than the Ajax torpedo.  On the other
hand, this is a DEFINITE money maker. See [What do I manufacture to
make more money?]

Sonic Oscillator: extension of the alien "sonic" technology, which
uses an energy field to guide a high-frequency resonance-inducing
sonic wave onto the target, causing molecular disruption, sonic
oscillator is probably the best craft weapon, and has a huge ammo
capacity of 100 shots.

Pulse Wave Torpedo Cannon: the ultimate synthesis of Terran and alien
technology, this one combines a radiation seeker, Zrbite based "pulse
wave displacement" propulsion for incredible underwater speed,
depleted uranium pellet for target armor piercing, and Zrbite-based
explosive for the biggest bang of any XCOM craft weapon. On the other
hand, you can only carry three torpedoes per launcher, and they cost a
lot, both launcher and ammo.


3.6  Craft Weapon Notes

Match the weapon to the target. You want to force the alien to land so
you can board it and recover artifacts and prisoners, not blow it into
smithereens (though it might make you feel good)

Replace Ajax and Craft Gas Cannon with DUP launchers ASAP. They are
too weak and can only handle SMALL USOs, and they tend to disable
instead of destroy them instead.

Gauss cannons are okay but I would wait for Sonic Oscillators
(equivalent to Plasma Cannon in XCOM, though far less accurate)

I would not recommend PWT launchers, since, like Fusion Ball Launchers
of XCOM, they don't cause enough "total" damage. Though if you feel
like it, arm a craft with 1 PWT and 1 Sonic Oscillator.


3.7  Special Craft Tactics

Here's some Tactics and tips from Master XCOM commanders to help you
get the most out of your crafts.


3.7.1     Go Home Early

When you send multiple crafts after one USO and the USO was shot down,
the shooter will go home, but other crafts will continue onto the
crash site and THEN return. Instead, click on them and turn them back
early (Return to base). They will return earlier, thus be refueled and
rearmed faster for the next mission.


3.7.2     Keep Landed USOs covered

Even if the USO landed, keep a fighter sub on top of it until your
landing craft arrives for the action. That way, if the USO takes off,
you still have a chance to shoot it down before it escapes.


3.7.3     Weapon vs. subs analysis

Before attacking, click on the VIEW subs button to take a look at your
target before deciding whether to attack or not. Attacking with wrong
weapons means either the loss of your fighter sub or the USO totally
destroyed so that nothing can be recovered.

Corollary: If you WANT to go after the smaller USOs, keep a fighter
sub around with "wimpy" weapons.


3.7.4     Unlimited fuel craft cheat (built-in)

Transfer a Barracuda or Manta to another base. Send it out on patrol
IMMEDIATELY. Its fuel would be zero, but it will fly, and in fact, it
will fly FOREVER! If it returned to base, then it must wait to be
refueled, but then, just transfer it again.

Using this trick to keep terror site targeted continuously can keep
the terror site on the map until you can deal with it!


3.7.5     Don't run away!

If you use cautious attack with missiles, the alien USO will JUST pull
out of range as your last salvo is launched. To get that last hit, hit
aggressive attack BEFORE your last salvo is launched so you get
closer. This is especially important since the more powerful missiles
have limited reloads and you can't afford to waste a shot.


3.8  Interception FAQ

Q: How do I remove the weapons from a craft I plan to scrap?
A: You can't. (Arrrggh!) Put the cheapest weapon on it (craft gas
cannon) and then scrap it



4.   FINANCE

     "We are WHAT?" Commander Rogers gasped. He had just been promoted
after the loss of Commander Gideon on that last terror raid, and not
even before his seat warmed to him did the first crisis hit.

     "I am telling you, commander. We are out of money," the
accountant stabbed emphatically at the datapad he wielded in front of
him as if to shield himself from Rogers.

     "Last I checked we had ten mil in the Bank!"

     "Aye, but it's end of the month. Salaries and maintainence to pay
as always."

     Rogers sank back into his chair. "Great. So what do we do?"

     "Have a sale."

     "What?!?!"

     "You'll be surprised how many people will buy these alien gadgets
and carcasses you've recovered. I heard they do WEIRD things with the
alien bodies we dispose of. Ever tried Xarquid sushi?"

     Rogers grimaced and shuddered at the thought.

     The accountant shrugged, "I heard it tastes very good, but any
way, you brought back a dozen bodies from that last raid, and the lab
boys only need the two new ones. Sell the rest, plus some of the
gadgets you found, and we can recover a few mil, especially if you
want to sell one of those Ion Beam Accelerators. I've heard that quite
a few corporations are interested in a sample..."


4.1  What really eats up money at XCOM?

The answer is: maintenance and salary. If you have 100 scientists,
their monthly salary is $3 million (!). Add that to your bases, and
you will go broke pretty quick. Sponsors' money will barely make a
dent in your expenses, as they only pay you a few million, probably
not even enough for base maintenance once your base grows.

Remember that expenses are deducted all at the end of the month. So if
you don't have enough money in the bank for monthly maintenance, you
will end the month with a NEGATIVE balance, and two months of >1 mil
of debt will result in your DISMISSAL as XCOM commander!


4.2  How do I earn more money?

Three (real) ways to make money in XCOM:


4.2.1     Make your sponsors happy

So they will increase their payments? Sure... The problem is: they
don't pay much to start with, and the increase is just enough to
sneeze at. Their payments may be enough to buy some ammo and stuff,
but don't expect much of an increase.


4.2.2     Manufacture arms for sale

See [What do I manufacture to make more money?] Craft Gauss Cannon
takes the top prize as the top TFTD moneymaker, and you are almost
guaranteed a profit by manufacturing it and selling it.


4.2.3     Sell captured/surplus equipment

Most of your money will be made this way. General guidelines:

Dump off all your obsolete equipment (harpoon rifles when you have
gauss weapons, etc.)

Dump off all your surplus equipment. (You will usually end with plenty
of surplus sonic cannons, etc., and those fetch very good prices on
the market.)

[Trick] once the research has started on the item, you can sell the
item for more money.

Dump the Alien equipment too. "Alien Cryogenics", "Alien Cloning",
etc., are just research items, so dump them ASAP and research them
when you have time and extra money.

Alien corpses, yuck.  All that green blood ice in the freezers. Sell
them all, as they keep accumulating after each mission. Just kinda
makes you wonder what do people DO with those bodies...

Alien sub components such as "magnetic navigation" and "ion beam
accelerator" fetch good prices. Since you usually have a surplus of
them not needed for your sub construction, sell them and use the money
on something else. (Aqua Plastic and Zrbite should NOT be sold as they
are used in almost everything, and Zrbite must be captured)

Doing all these also means you need less storage space (and less
maintenance). Keep only one item of each type for research, sell the
rest. You need the money and the space for more useful stuff.

Consider keeping an alien colony around so you can keep raiding its
supply USOs. It's a good training ground for rookies too.


4.2.4     As a last resort...

You can always cheat. See [The "Transfer Salary Savings" ].


4.3  How do I cut expenses?

Many many ways. Just like governments find ways to cut meat from their
budget, you will find where to cut your expenses.


4.3.1     Cut Maintenance

Dismantle any unused facility. Here are some things to look for:

     Transmission resolver detects 100% of USOs in range, so get rid
     of all sonars once you have one. (Also use the chance to
     rearrange the base into something defensible...)
     You don't EVER need more than one Alien Containment module. See
     [Special notes on Alien Containment Facility].
     Don't have too many "general stores" modules. ALWAYS sell the
     excess stuff so you don't need to build extras.
     Replace defenses ASAP. One of the latest defenses is often worth
     two or more of the older ones.

4.3.2     Build your own crafts

Tritons and Barracudas have a monthly rental fee, XCOM crafts do not.
Of course, this means you have to research subs construction and
things and spend money to build them, but their advanced capabilities
such as ability to take more damage is worth it.

On the other hand, Tritons and Barracudas don't use Zrbite... So you
may want to keep a few around, in case you run short on those.


4.3.3     Minimize salary

Legally: Minimizing the people XCOM employ.

Illegally: use the salary transfer cheat!


4.3.3.1   Aquanauts
Except for the base garrison, all aquanauts should be assigned to a
transport sub, and be ready to go at a moment's notice. Any unassigned
aquanauts not needed for base garrison should be transfered to another
base and put to use, or be sacked.

Consider sacking the "wounded", unless their abilities made them worth
retaining despite the time they will not be available. Yes, it's cold-
hearted, but such is war.


4.3.3.2   Scientists
Every scientist at every base should be assigned to a project all the
time. You can check this easily by looking at the Base Information
Screen. If no projects are available, keep about 20-25 scientists and
sack the rest. Remember that you can rehire scientists with only a few
days' delay.

You should not have more scientists than lab capacity. If you do, sack
the excess.


4.3.3.3   Technicians
You usually don't ALWAYS build new items, so it is harder to determine
just how many technicians you should keep during the "down" period. On
the other hand, most players use the "profitability study" below and
keep the techs busy building something that will fetch a good price.

Remember the item being manufactured takes up space in the module, so
you do NOT need 50 techs per workshop on the base.  I would keep about
45 per workshop.


4.3.4     Don't overextend

Building too many bases is a sure way to early bankruptcy. Pick GOOD
locations first, then SLOWLY grow them. Do NOT spread all over the
world immediately. Cocentrate on holding at least ONE part of Earth,
then spread out cautiously. Overextending yourself is a good way to
put you in debt.


4.4  What do I manufacture to make more money?

TOP SECRET -- XCOM2 Profitability study -- TOP SECRET

by Kasey Chang   original (XCOM1 version) by Jeff Shaffer

We assume that you, as XCOM supreme commander, are willing to support
technicians long-term in order to make a profit. I calculated results
for a hypothetical 2 workshop operation. You would get slightly better
results with larger facilities, due to the economy of scale.

Technician actually costs $25000 a month, and scientist $30000 a
month. Check your base information screen.

NOTE: Some numbers are rounded down to nearest 1000 (K) for space


                  Work  Eng  Raw            Sale Unit|Monthly|Net
Item              Space Hrs  Material Cost Price   P R O F I T
-----------------------------------------------------------------
Par. Disp. Sensor  4     220    -      34K   45K  11K 3765K 1275K
Medikit            4     420    -      28K   46K  18K 3146K  656K
M.C. Disruptor     4     500  1Z      160K  194K  29K 4242K 1752K
Aq.plas. Armor    12     800     4A    22K   54K   6K  491K     -
Ion armor         16    1000  5Z+5A    42K   85K    -    -      -
Mag. Ion armor    16    1400 16Z+5A    58K  115K    -    -      -
Aqua Plastic      10     100    -       3K    6K   3K 2343K    3K
Gauss Pistol       2     300    -       8K   20K  12K 2916K  376K
Gauss pistol clip  2      20    -       1K  1050    -
Gauss Rifle        3     400    -      20K   36K  16K 3049K  534K
Gauss rifle clip   4      45    -       2K  1950    -
Heavy gauss        4     700    -      32K   61K  29K 2958K  468K
Heavy gauss clip   4      70    -       4K  3220    -
Sonic Pistol       3     600     1A    56K   84K  21K 2586K   71K
Sonic Pistol Clip  4      60  1Z        2K    4K    -    -      -
Sonic Blasta Rifle 4     820     1A    88K  126K  32K 2787K  297K
Blasta Power Clip  4      80  2Z        3K    6K    -    -      -
Sonic Cannon       4    1000     1A   122K  171K  43K 3078K  588K
Cannon Power Clip  4      80  3Z        6K    9K    -    -      -
Dis. Pulse L'cher  5    1200     1A    90K  144K  47K 2797K  332K
Dis. Pulse ammo    3     220  3Z        8K   17K    -    -      -
Thermo Shok l'cher 3     900     1A    78K  120K  35K 2846K  331K
Thermo Shok bomb   2     200  1Z        7K   15K   3K 1166K     -
Sonic pulser       2     200  2Z        6K   14K    -    -      -
M.C. Reader        4    1200  1Z      262K  304K  37K 2202K     -
Ion beam accel.   22    1400 16Z+5A   130K  250K   7K  310K     -
Mag Navigation    18    1600     3A   150K   80K    -    -      -
P.W.Torp l'cher    6     400     1A   242K  281K  36K 6294K 3874K
P.W.T ammo         6     600  4Z       28K   53K   5K  617K     -
Gauss Craft Cannon 6     300    -     182K  211K  29K 6904K 4434K
Gauss Cannon ammo  2       5    -      200   200    -    -      -
Sonic Oscillator   8     500 15Z      226K  267K    -    -      -
Coelacanth/Gauss  25    1200    -     500K  594K  94K 4371K 2406K
Displacer/sonic   30    1200 30Z+5A   850K  980K    -    -      -
Displacer/P.W.T.   0    1400 25Z+8A   900K 1043K    -    -      -
P.W.T. SWS ammo   25     400  5Z+8A    15K   31K    -    -      -


The "Unit Profit" column is sale price minus cost, minus the cost of
any Zrbite/Aqua plastic used in manufacture. A '-' means a net loss,
no further analysis. Of course, Zrbite is of alien manufacture and can
be hard to find...

"Monthly Profit" column is based on an "XCOM Month" of 24*31 = 744
hours. The calculation is number of technicians that fit in two
workshops times 744 times unit profit, divided by the hours required
to make one item. For example, the monthly profit for Motion Scanners
is 96*744*11600/220 = 1275993 (1275K). Of course, that is not quite
accurate since TFTD does do months more correctly now (Feb has 28
days, etc.)

"Net Profit" column is the bottom line. Monthly expenses are the
salaries of as many engineers as fit in the workshops times $25K, plus
the maintenance on 2 workshops and 2 living quarters (70000 monthly).
(Note I wrote 25K, not 50K as advertised)

As you can see, Gauss Craft Cannon is the winner, closely edging out
PWT Launcher. A profit can be made early in the game on particle
displacement sensors, however.

One final note: It costs roughly $7M to hire technicians and build the
facilities, so you'll need to "borrow" some money (preferably from
alien supply ships :) to get started.

[Editor's note: don't forget the "transfer salary cheat" below]


4.5  The "Transfer Salary Savings" cheat

Have two bases approximately equivalent to each other, like both
research (or manufacturing), about same living quarters, and
scientists (or engineers). Just before end of the month (last day,
last hour), leave only ONE scientist/engineer on the job, and transfer
the rest to the other base, and do the same on the other base (i.e.
they swap their contingent). When the end of month comes along,
NEITHER side has their scientists (engineers) (they are in transit),
no salary is paid (except for the 2 left behind at each base). If you
have like 100 scientists moving each way, you save $30,000x100x2 = $6
million!


4.6  Aliens signed pact with XXX!

Nothing you can do. One of the Infiltration subs got through and now
the sponsor stopped paying you. Consensus on the net is you canNOT get
them back (i.e. nullify the pact).

If enough sponsors left you, you will probably lose.


4.7  XCOM Finance FAQ

Q: Can I get back a sponsor who was infiltrated by aliens and stopped
funding me?
A: See [Aliens signed pact with XXX!] above.


Q: I don't understand the Profit Analysis. What do I need to build to
make money again?
A: (sigh) Look at the RIGHTMOST column for the potential profit. See
the largest number? It corresponds to "Craft Gauss Cannon".

Q: But I don't have "Craft Gauss Cannon" yet...
A: Further glance at the RIGHTMOST column shots that Medikit also
makes some profit, though quite a bit less than CGC.



5.   RESEARCH/INTERROGATION AND MANUFACTURING

     "Here we are, _Kommandate_." The Chief Scientist opened the
airlock with a thumbprint AND a voice ID, and stepped through first.
Commander Rogers followed, and the door closed. They waited for the
other side to cycle through.

     "You said you've made some progress?" Commander Rogers asked.

     "Wery important progress, _Kommandante_! It is so good, I vould
'ave to SHOW you."

     "So please do."

     The air lock cycled through and the scientist lead Rogers to a
large glass enclosure, surrounded by computer consoles. Inside is a
captured "Deep One", now dissected and hooked up to a lot of
electrodes and wires.

     "So? I've seen plenty of these."

     "Ah, but wait, _Kommandante_. Do you recall that we had
discovered the molecular control dewice within the brain? We have
finally decoded its control protocol! It is absolutely ingenious how
they did it, very efficient yet such a high bandvidth!"

     "Get to the point."

     "Ah, yes. Do me a favor. Can you sit down over here? Good. Can
you put on this helmet for me?"

     "Why me?"

     "Your test scores, _Kommandante_. You have been certified
compatible with this helmet. Great! Let me turn on the superconductors
inside... Aha!"

     "And?"

     "This helmet is a neuro-sensing helmet, _Kommandante_. It can
sense your thoughts. It is connected to the MC transmitter. Just THINK
moving your right arm, and look ower there..."

     Nothing happened.

     "You must concentrate, harder, _Kommandante_... Your arm is
heavy, and you must raise it higher... Higher..."

     Behind the protective enclosure, the Deep One is actually slowly
raising its right arm!

     Rogers slowly moved his hands around, and the Deep One echoed his
motions.

     "This is great! But it's a little too big..."

     "Ah, not to worry, _Kommandante_. We are working on a hand
portable version, with ten times the transmission power, enough to jam
any molecular circuits the aliens may have!"


5.1  What should I start researching first?

Interestingly, you must research something before it can be THROWN.

I recommend gauss weapons for the starting projects. Dart pistols and
Jet Harpoons are pitiful against Sonic Blasta Rifles and Sonic Pulsers
(super grenade) :-P Get gauss pistols and gauss rifles first, ignore
heavy gauss for now.

After that, research medikit and all dead bodies you've found so far.
Medikit allows you to survive any shots that haven't killed you yet
(since you don't have armor yet), and hopefully you've found a "Deep
One" corpse, which will allow you to have aqua plastic armor.

Now you need sonic weapons, and I hope you've captured some by now.

As for later, you need to capture aliens ASAP. Without captured aliens
you would have nothing to research, which is VERY BAD.

Capture would be hard since you don't have enough firepower... Go for
kills until you nab a couple Thermal Shok Launchers and Thermal Shok
Bombs, and research them ASAP.

Ignore the "Alien components" till last. They are "dead-end" items.


5.2  Overall strategy

Keep roughly 100-150 scientists in your employment. You need that much
research to discover things in reasonable time, though you can
probably get by with 50-75.

Due to the way research works, concentrate on one project at a time so
you can start on later topics faster.

Research prisoners AND dead aliens ASAP. They lead to other techs.

WARNING: DO NOT RESEARCH TASOTH COMMANDER. According to "FractalLaw",
researching Tasoth Commander will result in NO Leviathan, which means
you will not be able to finish the game. (interestingly, they don't
exist in OSG's alien chart)

Hammerhead is a CRUCIAL point in the research tree.


5.3  Duplicate Research -- NOT!

Do NOT have two or more bases research the same thing. Research
efforts are NOT cumulative.

Sometimes a captured alien will appear on the list over and over, and
if you keep researching it, you may spend the time and effort without
finding anything. Consult the research tree below. Some aliens CAN be
researched multiple times and yield different results, but others are
just a waste of time and effort.


5.4  Research Tree [probably incomplete]

These research trees are to the best of my knowledge. If you believe I
have made an error, please document YOUR sequence and submit them to
me for review...

The "requirements" are more stringent in XCOM2 for researching items.
Often you must have items already present to be able research it when
a breakthrough is made.

This research tree format was inspired by Roy Indrebo of Norway.

Tree Format:

[Research Topic] -> (Manufacturable item) ==>
   -> [Topic 2]

[Research Topic], when researched, leads to (Manufacturable item).
Which, with presence of , leads to Topic 2 being available.

 [Gauss Tech] ==>
  [Gauss Pistol] -> (Gauss Pistol)
  [Gauss Pistol Clip] -> (Gauss Pistol Clip) ==>
    [Gauss Rifle] -> (Gauss Rifle)
    [Gauss Rifle Clip] -> (Gauss Rifle Clip) ==>
      [Heavy Gauss] -> (Heavy Gauss)
      [Heavy Gauss Clip] -> (Heavy Gauss Clip) ==>
        [Craft Gauss Cannon] -> (Craft Gauss Cannon)
        [Craft Gauss Cannon Ammo] -> (Craft Gauss Cannon Ammo) ==>
        [Gauss Defense] -> (Gauss Defense)


[Hammerhead] + [Gauss Cannon] = [Coelacanth/Gauss] ->
   (Coelacanth/Gauss)

[live alien] -> [Alien Origins]
                      |
[Gillman or ]         V
[Lobsterman ] -> [The Ultimate Threat] + [Lobsterman Cmdr] -> [T'Leth]
[Cmdr or Nav]

[Live Medic] -> [Alien Autopsy Info] (maybe)

[Live Squad Leader] -> [Alien Origins / Mission Info] (maybe)

[Live Technician] -> [Alien USO Info] (maybe)

[Sonic Pulser] -> (Sonic Pulser)

[Sonic Pistol] -> (Sonic Pistol) -------------\___
[Sonic Pistol Clip] -> (Sonic Pistol Clip)----/    \
                                                    \
[Sonic Blasta Rifle] -> (Sonic Blasta Rifle)--\______\__
[Sonic Rifle Clip] -> (Sonic Rifle Clip)------/      /  |
                                                    /   |
[Sonic Cannon] -> (Sonic Cannon)--------------\____/    |
[Sonic Cannon Clip] -> (Sonic Cannon Clip)----/         |
                                                        |
 +------------------------------------------------------+
 |
 +-> [Sonic Oscillator] -> (Sonic Oscillator)
 |
 +-> [Sonic Defense] -> (Sonic Defense)

[Hammerhead] + [Sonic Oscillator] -> (Displacer/Sonic)

[Thermal Shok Launcher] -> (Thermal Shok Launcher)
[Thermal Shok Bomb] -> (Thermal Shok Bomb)

[Live Terrorist] -> [M.C. Lab] ---->  (M.C. Lab)
                       |
                       V
[M.C. Reader] ----> [M.C. Reader] ->  (M.C. Reader)
                       |
                       V
[Live Tasoth] ----> [M.C. Disruptor]+-> (M.C. Disruptor)
                                    |
                                    V
                                [M.C. Generator] -> (M.C. Generator)

[Calcinite Corpse] -> [Vibroblade] -> (Vibroblade)
                        |
                        V
[Gillman Corpse]----> [Thermic Lance] -> (Thermic Lance)
                        |
                        V
                      [Heavy Thermic Lance] -> (Heavy Thermic Lance)

 -> [Zrbite] ==>
 -> [D.P.L] -------> (D.P.L)
 -----------> [D.P.L. Ammo] -> (D.P.L.Ammo)

[D.P.L.] + [D.P.L.Ammo] -> [P.W.T. Launcher] -> (PWT Torpedo)
                              |
                              +--> [PWT Defense] --> (PWT Defense)

[Hammerhead] + [P.W.T.Launcher] --> [Displacer PWT] -> (Displacer PWT)

 -> [Deep One Corpse] ->

 -> [aqua plastics] -> (Aqua plastics)

[Deep One Corpse] + [Aqua Plastics] -->
     [aqua plastic armor] -> (aqua plastic armor)

 -> [Ion Beam Accelerators] -> (I.B.A.)

 -> [Live Deep One]

[I.B.A.] + [Aqua Plastic armor] + [Live Deep One] ->
     [Ion Armor] ==> (Ion Armor)

 -> [Live Lobsterman Nav]

 + [Live Lobsterman Nav] ->
     [Magnetic Navigation] -> (Mag Nav)
     [Transmission Resolver]  -> (Transmission Resolver)

[Mag Nav] + [I.B.A.] -> [Magnetic Ion Armor] -> (Magnetic Ion Armor)

 + [Zrbite] + [Transmission Resolver] ==>
     [Alien sub construction]

[I.B.A.] + [Alien Sub Construction] ==>
  [Manta] --> (Manta)
    |
    V
  [Hammerhead] --> (Hammerhead)  * very important!

[Live Lobsterman Commander] + [Hammerhead] ==>
     [Leviathan] --> (Leviathan)

Tasoth Commander ->
  T'Leth, the Alien City  (NO Latest Flying Sub!!!!!)


5.5  Any hints on manufacturing?

Only manufacture thing that you REALLY need, like crafts, etc. almost
NEVER manufacture ammo since most require Zrbite, which is always in
short supply. Captured ammo is much cheaper and don't use your
precious Zrbite supply.

OTOH, Zrbite appears to be a bit more plentiful in XCOM2.. . So go
ahead and make 20 Thermal Shok Bombs for your raids...

NEVER let any engineers go idle. If you don't need anything built,
build something that makes money.


5.6  Research and Manufacturing FAQ

Q: How do I get...
A: Please look at the research tree first

Q: But I can't get...
A: Are you SURE you got the pre-requisites researched and necesary
items at the research base?

Q: What's the maximum scientists/technicians I can have?
A: 255 of each per base (you maybe able to hire more, but you may run
into a bug!)


5.7  Stuff that can be bought, hire, or leased

These are the stuff you can buy, usually not very interesting or
useful, but they're all you've got early on.

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