^Base Facilities
X-COM bases are constructed from a variety of component
units designed to perform different functions.
The construction of a new base requires a bare minimum
of living quarters and storage facilities. Beyond these
requirements a base is designed to accommodate research,
training and vehicle repair facilities.
Bases will also need to be defended against aggression
using well equipped Agents and security stations.
@Access Lift
The connection between the basement level and the
outside world is provided by a set of heavy duty
gravlifts.
Construction Cost: $5000
Days to Build: 0
Weekly Cost: $200
@Living Quarters
Accommodation and recreation for X-COM Agents.
New living quarters will have to be built as more
Agents, Scientists and Engineers are hired.
Construction Cost: $5000
Days to Build: 3
Weekly Cost: $300
Capacity: 10
@Stores
All equipment and raw materials must be safely
stored. Spare storage capacity should be maintained
in order to allow for purchases and transfers from
other bases.
Construction Cost: $1000
Days to Build: 2
Weekly Cost: $100
Capacity: 1000
@Medical Bay
The highest quality medical care is available only
from a dedicated medical unit. Any injuries would
otherwise have to be dealt with by the city hospitals,
where the safety of Agents cannot be guaranteed.
Injured Agents are automatically healed when they
reside at a base with a Medical Bay, but if the
capacity of the Medical Bays are exceeded then
healing will not take place at 100% efficiency.
Construction Cost: $12000
Days to Build: 4
Weekly Cost: $800
Capacity: 10
@Training Area
Training in physical skills is essential for
X-COM Agents. Without a fully equipped training
area, Agents residing at the base would waste a
lot of time when they could be improving their
weapons skills, reactions and stamina.
Agents assigned to combat training will automatically
use any training facilities at a base, but if
the capacity of Training Areas is exceeded then
training will not take place at 100% efficiency.
Construction Cost: $8000
Days to Build: 5
Weekly Cost: $500
Capacity: 10
@Psi-Gym
Agents which are naturally talented in Psionic
skills need to train hard to maintain and improve
their power, attack and defense. The Psi-Gym is
equipped with the latest Psionic technology and
Psionic training is not possible without such a
facility. Agents assigned to Psionic training
will automatically use any Psi Gym at a base,
but if the capacity of the gyms is exceeded
then training will not take place at 100% efficiency.
Construction Cost: $15000
Days to Build: 6
Weekly Cost: $900
Capacity: 10
@Security Station
Should a base come under attack a Security Station
will act as a defensive buffer which can assist
Agents in defensive fire. Heavy Plasma Gun
emplacements are directed down adjacent corridors.
The Security Station is designed so that it will
not obstruct the smooth functioning of the base.
Construction Cost: $2000
Days to Build: 2
Weekly Cost: $200
@Advanced Security Station
Security is a very important issue for a base when
it contains vital personnel and technology.
Advanced Security Stations provide the best
protection for base facilities. Weapon emplacements
are based on Alien Disruptor technology.
Construction Cost: $8000
Days to Build: 4
Weekly Cost: $300
@Vehicle Repair Bay
Repair bays are required for repairing damaged
craft. A single bay can only deal with one vehicle
at a time, but if there is more than one damaged
vehicle per repair bay, then all vehicles will
still be repaired, but at less than 100% efficiency.
Construction Cost: $9000
Days to Build: 5
Weekly Cost: $500
Capacity: 1
@Biochemistry Lab
Any research involving Alien creatures must be
conducted in a Biochemistry Lab. These labs can
accommodate up to five Biochemists working at one
time and each lab can be assigned a specific
research project.
Construction Cost: $10000
Days to Build: 5
Weekly Cost: $100
Capacity: 5
@Advanced Biochemistry Lab
This larger and better equipped version of
the Biochemistry Lab will enable the study
of live Alien specimens. Psionic devices are
available to assist in communication with
intelligent Alien beings. The Advanced
Biochemistry Lab allows up to ten Biochemists
to work at any one time.
Construction Cost: $20000
Days to Build: 8
Weekly Cost: $200
Capacity: 10
@Quantum Physics Lab
These labs are specifically equipped for high
energy particle experiments designed to
analyze and replicate Alien technology. The
lab can accommodate five Quantum Physicists
and each lab can be assigned a specific
research project.
Construction Cost: $10000
Days to Build: 5
Weekly Cost: $100
Capacity: 5
@Advanced Quantum Physics Lab
A larger, better equipped lab for researching
the larger pieces of Alien technology. The
lab can accommodate ten Quantum Physicists.
Construction Cost: $20000
Days to Build: 8
Weekly Cost: $200
Capacity: 10
@Alien Containment
Live Alien specimens require an enclosed, controlled
environment. The Alien Containment system can
generate different types of atmosphere at various
pressures. The unit is also secure enough to
prevent the escape of Aliens into the base. This
facility can accommodate up to twenty human sized
life forms.
Construction Cost: $7000
Days to Build: 4
Weekly Cost: $400
Capacity: 20
@Workshop
X-COM Engineers require the best facilities for the
construction of new technology. The latest atomic
replicators are installed which can accurately
recreate most substances and micro-structures
in the known universe. The facility can be used
to create small pieces of equipment such as
personal weaponry and armor. The workshop can
accommodate five Engineers and each Workshop can
be assigned to produce a specific item.
Construction Cost: $6000
Days to Build: 6
Weekly Cost: $100
Capacity: 5
@Advanced Workshop
Larger pieces of technology require more space and
power to construct. The Advanced Workshop is
designed for large construction projects such as
new vehicles. The facility can accommodate up to ten
Engineers.
Construction Cost: $12000
Days to Build: 9
Weekly Cost: $200
Capacity: 10
^Alien Craft
All research relating to the various types of
Alien craft and their propulsion systems is
collected here.
@Alien Probe
The structure of the vehicle suggests an organic construction
process. The skin is composed of a strong and unusual compound
that allows the craft to travel without harm through the
Dimension Gates. This unmanned craft is equipped with an
unusual type of beam weapon. Its limited capability suggests
that it is purely designed to collect information and then
return to the Alien Dimension.
@Alien Scout Ship
This vessel appears to be a surveillance craft. Its structure
is very strange and there is no evidence of any crew or cargo.
The craft's internals appear to have been intentionally
destroyed by the Aliens from a remote location. The craft
is armed with small beam weapon. The craft does not appear
to be a great threat to the city, but can only be a
precursor to more dangerous incursions.
@Alien Transporter
The primary mission of this craft is to deposit Alien
life forms inside city buildings. This represents a
serious challenge for our ground forces, but if they
can be shot down before they unload their passengers,
then the problem will be minimized. The craft is armed
with the same beam weapon as the Scout Ships or Probes,
but it is slower moving and an easier target to hit.
@Alien Fast Attack Ship
This craft is well armored, highly maneuverable and
armed with a powerful beam weapon. It is designed to
protect other more vulnerable Alien ships. Avoid
these craft if the threat to our vehicles is too
great and concentrate on shooting down the Alien
Transports.
@Alien Destroyer
The Destroyer is heavily armored and its behavior
is aggressive. It is armed with a powerful Alien Missile
Launcher capable of immense destruction. It can also
deposit Alien beings into the city.
@Alien Assault Ship
The Assault Ship effectively replaces the Alien Transport
as a troop carrier. It can deposit large numbers of Aliens
into city buildings and is armed with a powerful beam
weapon. This craft is highly dangerous and must be
stopped at all costs.
@Alien Bomber
The Alien Bomber is equipped with an unusual missile
launcher that splits into multiple, independently targeted
missiles. It also has a light beam weapon to deal with close
air combat. There is a limited crew on board.
@Alien Escort Ship
This craft is fast and nimble. On its own it represents no
threat, but is deadly when combined with other Alien combat
ships. It is armed with a missile which generates a Stasis
Field on impact. This field holds the target still for a
small period of time so craft that rely on evasion for
defense, become vulnerable.
@Alien Battleship
This immense craft is heavily armored, well armed and has
a large crew. It is equipped with a Heavy Disruptor Beam
and Disruptor Missiles. If the Aliens can produce just
a handful of these devastating leviathans, the future
of our world looks bleak.
@Alien Mothership
The Mothership is an extremely large, well equipped vessel.
It is armed with a Heavy Disruptor Beam, Disruptor
Multi-Bombs and Stasis Field Bombs. It represents a very
serious threat to the city because its purpose seems to
be mass destruction rather than infiltration. If the
Aliens become desperate they will deploy this craft to
raze the city to the ground. They must be stopped at all
costs.
@Alien Craft Propulsion
The propulsion system of the Alien craft is
built into the external fabric of the craft
itself. It generates a dimensional field
that warps the craft through space and allows
the craft to pass undamaged through Dimension Gates.
@Alien Craft Control Systems
The control stations onboard the Alien craft
direct the propulsion system and control
its ability to transform matter into anti-matter.
@Alien Craft Energy Source
The energy source for the Alien craft is
generated in special dimension chambers which
suck incredible amounts of energy from the
Alien Dimension. These systems are highly
unstable and should be treated with caution
in combat situations.
^Aliens
All results of Alien research are recorded here, including
results of autopsies and analysis of living specimens.
@Brainsucker Pod
The pod has a hard and extremely tough skin,
this peels back in the presence of human beings.
A creature popularly referred to as a
"Brainsucker" then emerges fully formed and
active. Our conclusion is that these pods are
a genetically engineered device designed to
attack only human life forms.
@Brainsucker
The life span of a Brainsucker is very short,
eight hours at most. It has no reproduction
or feeding system. Instead it attacks human
victims by grasping the head with its claws
and inserting its proboscis into the victims
throat. The Brainsucker dies immediately
after a successful attack, but our tests
reveal that the victim is subsequently
transformed into an Alien controlled entity.
We will not understand the mechanism which
causes this until we have completed studies
on the full Alien life cycle.
@Brainsucker Autopsy
This life form appears to have a simple structure
with no distinguishable organs apart from an
efficient heart and cardiovascular system.
There appears to be no means of ingesting food
or separate brain structure rendering it immune
from Psionic influence. It seems that this creature
has little purpose in life except that it is
known to attack humans and seems to be designed
to do only that. Its complex organic structure
may be useful for developing toxins to counter
any threat to our race.
@Multiworm Egg
The gestation period for a Multiworm is approximately
two days. During this time the egg will protect
itself with a weapon that launches a fluid
containing micro-organisms. These organisms consist
of various types, some containing acids designed
to erode metallic compounds and others containing
unusual enzymes that rapidly break down organic
matter. Fortunately the range of this weapon is
limited. The Alien embryos are not sufficiently
advanced to be susceptible to Psionic attacks.
@Multiworm Egg Autopsy
A large worm-like creature quickly develops
inside the protective skin of the Alien egg.
This worm appears to contain the embryos of
a further four life forms. We cannot tell how
the next stage in the life cycle develops from
the autopsy results, but the tissues will be
useful for our toxicology research.
@Multiworm
The Multiworm is clearly a crucial stage in the
complex Alien life cycle. It is capable of
attacking by propelling a fluid from pores along
the side of the body containing a complex mix of
micro-organisms that use enzymes and acids to
break down the molecular structure of the
target. Fortunately the range of the propellant
is fairly short. The Multiworm is slow moving,
but care should be taken in combat because it
may release its offspring in the throes of
death, creating an even greater threat.
@Multiworm Autopsy
This creature is a rapacious carnivore whose
feeding frenzy contributes to the rapid growth
of younger lifeforms called "Hyperworms"
which are reared inside its body. The gestation
period for the Hyperworms is about three
days and each Multiworm gives birth to four
offspring. The birth process is lethal for the
parent - the Hyperworms explode from the
Multiworms body and consume it within a matter
of seconds. The brain structure of the Multiworm
is undeveloped and it is unlikely to be
affected by Psionic attacks. The tissue
analysis from the autopsy will provide an
invaluable contribution to our biological
warfare research.
@Hyperworms
Our studies show that the Hyperworms can consume
large quantities of both organic and metallic
matter. Its powerful jaws can also be used in
close combat. It has a very high metabolic rate
and can move at fast speeds with a snake-like
action. It has a short life span and only
lives for two to five days depending on how much
food it can find. At the end of this feeding
period it finds a safe place and suddenly
inflates into a balloon like structure which
is fixed firmly to its surrounding terrain.
This structure appears to be some form of
Chrysalis, inside which another life form
begins to grow.
@Hyperworm Autopsy
The Hyperworms' function appears to be little
more than feeding. It has powerful jaws and
razor sharp teeth designed for ripping and
slicing. Its belly appears to be small and
the body contains some curious structures
containing folds of tough skin. It appears
to be quite vulnerable to fire and incendiary
ammunition.There is no recognizable brain structure
in the Hyperworm and it is well protected from
Psionic influence.
@Chrysalis
A Chrysalis is the most vulnerable stage
of Alien development because it possesses
no attack mechanisms. Its skin is tough,
but vulnerable to fire and incendiary
ammunition. A new Alien will grow inside
the Chrysalis and emerge after a period
of three days. It seems that a variety of
Alien forms could develop at this stage,
dependent on the genetic information carried
by the Hyperworm. The physiology of these new
forms contains many new cell structures.
We have now gained a significant
understanding of Alien genetics.
@Chrysalis Autopsy
The Chrysalis appears to be an important
stage in the Alien life cycle. The cell
structures we have discovered seem to
suggest that the emerging Aliens have a
different physiology to those previously
encountered. This could indicate that
there will be further stages to our
biological research. The Chrysalis contains
no advanced brain structure and will not
respond to Psionic attacks.
@Anthropod
The Anthropod is capable of performing all
the actions of an equivalent human soldier
and can use weapons and equipment. It can
feed voraciously, but strangely it does not
seem to live very long in our environment,
with a life span of only five days.
There seems to be no further stage of
development beyond this form.
@Anthropod Autopsy
This creature was built for warfare,
immensely strong and aggressive. Underneath
the thick outer skin a significant digestive
system is revealed. There is a well protected
brain structure that seems to match human
size in terms of its neuron count. The well
formed brain is vulnerable to Psionic
influence although it is not capable of
Psionic attacks.
This indicates an important weakness of
this species. The tissues recovered from
this specimen will contribute to our
biological warfare research.
@Psimorph
The Psimorph is a rare and highly
specialized Alien. Its Psionic powers and
defense are formidable, it is likely to be
used as an Alien commander in battle situations.
Despite its ability to fly, its mobility is
limited due to its bulk and lack of a skeletal
structure. Unlike other Alien types it seems to
survive quite well in our environment.
It represents a serious threat to our Agents.
Our best form of defense is with biological
weapons and strong Psi-defense.
@Psimorph Autopsy
The creature has internal devices that
generate an anti-grav field allowing it to
float through the air. Without this mechanism
the Psimorph would collapse in a mass of
jelly-like flesh and tentacles. It has a
number of separate brain structures which are
extremely well developed indicating potential
leadership functions and Psionic capabilities.
All of the major organs are duplicated about
twelve times which would seem to be a defense
mechanism allowing the creature to function
despite sustaining massive damage.
@Spitter
This unfortunate creature dedicates its
short life to combat and protection of
more vulnerable Alien forms. It has limited
intelligence and attacks using its funnel
head which projects a mix of deadly
micro-organisms up to medium range. Despite
its humanoid form it is incapable of using
other weapons or equipment. It has no eyes,
ears or nose but it can accurately detect
the presence of nearby organic life forms.
This ability is based on a specialized
form of Psionic receptor and makes the
creature very dangerous in combat situations.
@Spitter Autopsy
The alarming appearance of the Spitter
reflects the fact that this creature's
only purpose is to be used in combat.
The funnel head propels a liquid
containing micro-organisms which secrete
acids and enzymes. The large stomach of
the creature generates the deadly vomit and
would suggest that it sucks up the remains
of any victim with its funnel head.
With no discernible brain structure this
creature is immune from Psionic attacks.
@Megaspawn
It is difficult to disable the Megaspawn's
weapon systems because they are an
intrinsic part of its structure.
One weapon uses energy beams while the
other fires a powerful organic missile,
which is generated by specialized organs.
Our tests also conclude that the Megaspawn
is protected from Psionic attacks.
@Megaspawn Autopsy
The Megaspawn is essentially a huge organic
weapons platform. It has two distinct weapons
systems grown into its body. Although
these must be added artificially, the nervous
system is directly connected to them,
suggesting that the creature is solely a
genetically engineered combat unit.
@Popper
The Popper runs at high speed towards its
victim and explodes when within a range of
about fifteen feet. If the Popper is attacked
with armor piercing, incendiary or explosive
ammunition then the explosive effect is
likely to be triggered. We recommend that
other forms of weaponry be used against
this creature in most combat situations.
@Popper Autopsy
The Popper is little more than a walking bomb.
Its simple brain structure means that
Psionic attacks have a very low chance
of success. Its body contains no obvious
explosive device, although there are several
chemicals mixed into the creatures stomach
creating a highly unstable explosive compound.
@Skeletoid
The Skeletoid is a highly effective Alien
soldier with great intelligence and the
ability to fly. Its agile body is capable of
withstanding great damage and it can use a
variety of weapons and equipment. The brain is
susceptible to Psionic influence, but some
form of resistance does seem to exist.
@Skeletoid Autopsy
This creature has a light body with a
strong exoskeleton structure which is
further covered in tough skin. Unusual spherical
implants appear to provide flying capability.
The mechanism is different to the Elerium
powered gravity wave and we do not know
how it works at this stage. The brain structure
is well developed.
@Micronoid Aggregate
The capture of a Micronoid Aggregate is
an essential step in the advancement of
our knowledge. This formless mass of
micro-organisms is found inside the
bloodstream of other Alien forms.
Each microscopic organism is an independent
and intelligent life form. They communicate
with each other using Psionic projection,
but they are unresponsive to human Psionics.
It is unclear whether these creatures are
parasites or an integral part of the Alien
spawn.
@Micronoid Aggregate Autopsy
This is not one single creature but
billions of micro-organisms. These organisms
have been found in the cardiovascular
systems of other Aliens, but until now we
were unaware of their extraordinary
capability to act independently.
It is clear that our research must
concentrate on these unusual life forms.
@Queenspawn
The Alien queen is ultimately the production
unit for all Alien life forms.
Its mobility is severely limited when
fully grown and it also requires exactly
the right atmospheric conditions in order
to breed properly and produce the Alien eggs.
These conditions are only provided by the
spawning chambers inside an Alien building,
which also provide a food source by plugging
directly into the Queenspawn's blood supply.
This confirms that the Aliens cannot
conquer our dimension without a steady
supply of Alien reinforcements through the
Dimension Gates, although their motive for
such incursions is still unknown.
@Queenspawn Autopsy
The massive form of the Alien queen is
designed to lay huge numbers of Alien eggs
during its life time. The Queenspawn uses a
complex asexual reproduction system to
produce large numbers of Alien eggs in
order to create new types of Alien creature.
The importance of the Queenspawn for Alien
population growth makes it an important
strategic target.
@Overspawn Autopsy
This enormous creature is deposited by
an Alien Mothership. Its primary objective
appears to be destruction of the city and
annihilation of X-COM bases.
The terror and panic that it causes amongst
the population indicates a change in
Alien strategy. It is possible that they
have abandoned their attempts at infiltration
and are now only concerned with revenge
and retribution against X-COM.
@Overspawn Autopsy
The Overspawn is a hybrid creature, derived
from the Megaspawn genetic pool.
It is difficult to kill, but will eventually
succumb to bombardment by Disruptor Beams
and other powerful weapons. Fortunately it
has no ranged combat capability.
@The Alien genetic structure
Our initial results show that the
distinct Alien life forms are related
genetically and form part of a complex
life cycle.
@The Alien life cycle
It is clear that the Alien life cycle
is an extremely rapid sequence of
changes. The eggs always develop
into Multiworms which then give
birth to Hyperworms which form a
Chrysalis. At this stage the genetic
variation produces a variety of Alien
types which develop inside the Chrysalis.
The whole process from the egg hatching
to emergence from the Chrysalis only
seems to take about ten days, provided
that there is an adequate supply of food.
Fortunately these life forms do not
survive very well in our world and it is
unclear how an invasion could be
successful.
@The Real Alien Threat
It is now clear to us that the Micronoid
organisms are the source of the Alien
intelligence and they are using the
various Alien forms to initiate an
assault on our dimension.
The large Alien life forms cannot survive
in our dimension - the Micronoids must
transfer to a new host in order to
conquer our world and the ideal host
is our own race. Brainsuckers are used
to introduce Micronoids into the human
bloodstream which then gain control of
the brain and have access to all the
knowledge and abilities of the host.
We now understand the physiology of
the Micronoids sufficiently in order
to develop a specific toxin that will
kill the organisms in the bloodstream.
^The Alien Dimension
All research into the origins of the Aliens and their home world
is collected in this section.
@Incubator
The Incubator is a warm and humid collection
of chambers in which Alien eggs are
stored ready for hatching. They will be
well protected by Alien warriors because
of their vulnerability at this stage of
the life cycle. You should also expect to
meet many Multiworms preparing to give
birth to the Hyperworm vermin which burst
from the innards of their parents in their
final death agony.
@Spawning Chamber
This structure appears to be the source
of all Alien eggs. Few Aliens enter the
building but many are seen to leave.
Our Scientists fear the existence of a
frightful Alien Queen.
Excercise extreme caution if you
encounter such an Alien.
@Food Chamber
The Alien food source appears to be plants.
This building provides the perfect
balance of light and heat for the Alien
plants.
@Megapod Chamber
The Alien city is a complex organic growth
in which each building type functions as a
highly specialized "organ".
The Megapod Chamber is the reproduction
organ of the Alien city which nutures
numerous egg shaped structures.
These Megapods are giant seeds which grow
to a large size before being transported
to a new location. The seeds then grow
and develop into other Alien buildings.
The Megapod Chamber is extremely well
defended but once it is destroyed we will
be close to victory.
@Sleeping Chamber
This building seems to function as a
nocturnal rejuvenation center for the
Aliens. We have identified the weak points
that will allow us to destroy this building.
You will receive a full briefing before you
enter the combat zone. Once this task is
accomplished we can gain information about
the next Alien building through the exposed
tubing that connects the Alien city.
@Organic Factory
This building produces strange organic
mushroooms which "grow" into Alien craft.
All other Alien technology is produced here
as well - weapons for craft and equipment
for Alien warriors. The nature of this
building makes it an essential target for our
forces, even though it is very well defended.
@Alien Farm
Our Scientists believe that this building
influences the atmospheric conditions within
the Alien world.
@Control Chamber
The nerve center of the Alien city is
concentrated in this building.
The more intelligent Alien life forms are
employed here to maintain and defend the
building and its complex functions.
Psimorphs will probably be found supervising
operations and coordinating the defenders.
@Maintenance Factory
The Maintenance Factory produces the
nutrients and energy for all other buildings.
This is done by pumping the nutrient liquid
through the connecting tube that runs through
the city, just like blood in a
cardiovascular system.
The destruction of this building will be a
significant blow to the Aliens and allow us
to destoy all remaining structures.
@Dimension Gate Generator
Our final mission awaits our forces.
This building sustains the three Dimension
Gates which create a direct connection with
our dimension. Soon after the building is
destroyed the Dimension Gates will fade
away and the link with the Alien world will
be broken forever. The Aliens will be
vanquished and victory will be ours.
@Dimension Gates
The Dimension Gates appear to be the means
by which the Alien craft travel from their
home world. Our craft cannot travel
through these gates without being
annihilated by an anti-matter implosion.
We must disable a UFO and recover its control
systems, propulsion systems and power
sources for research.
@The Alien Dimension
The Alien Dimension consists of a bleak,
hostile environment with an organic city.
This city undoubtedly constructs Alien craft
and nurtures the Alien brood.
The structure of the buildings is immensely
strong, but there appears to be weak point
which will allow our Agents and vehicles to
gain access to the building south of the
dimension gates. If we can research this
building further then we will have the
necessary information to send in our
squads to destroy it. We should then be
able to gain access to the next building
via the organic tubing that joins the
Alien city together like a giant umbilical cord.
^Buildings
Each building in Mega-Primus is a vast labyrinth of corridors,
atriums, rooms, halls and service ducts. If Aliens have
infiltrated a building they will be found in just a small part
of the complex, with plenty of places to escape from the combat
zone. Buildings with lower populations or numerous service areas
provide much better places for Aliens to hide and breed.
@Senate
The Senate building accommodates the civil
service, law courts and the Senate chamber.
It is a maze of lavish marble interiors and
large corridors. It is a building which should
be protected from Alien
infiltration at all costs.
Alien Infiltration Potential: Very High
@Police Station
Mega-Primus has numerous police stations
equipped with Hovercars, road vehicles and
substantial armories. These stations are
generally well defended against raiders or
Alien infiltration.
Alien Infiltration Potential: Average
@Hospital
The large hospitals of Mega-Primus are
important buildings with high revenue potential.
The very best Nano technology is used for the
benefit of those that can afford it.
Life extension is the service in most demand,
but there is also the possibility of limb
replacements and strength enhancements which
are popular with GravBall players.
Alien Infiltration Potential: Average
@School
Education is a serious matter for citizens of
Mega-Primus and the latest Psionic devices are
used to fill students' minds with the correct
understanding of any topic in the curriculum.
The buildings themselves are reminiscent of
the old style schools and contain little more
than corridors and classrooms.
Alien Infiltration Potential: Average
@Rescue Station
Rescue Stations are fully equipped to deal
with any emergency, whether it is a fire or a
road traffic accident. However, there are rarely
any serious problems in the city and the stations
only have a skeleton staff. They could be good
hiding place for Aliens, but the relatively
open internal structure of the buildings would
not help them in a combat situation.
Alien Infiltration Potential: Low
@Offices
Office buildings are designed to be attractive
work environments. They are heavily populated and
any Alien activity would soon be discovered.
However, the ducting between floors and walls
could be the ideal places for Aliens to hide
and move around.
Alien Infiltration Potential: Average
@Corporate HQ
Larger corporations may have a prestigious and
expensive office building as a corporate head
quarters. No expense would be spared on the
interior decoration of these buildings.
The equally lavish ventilation system may also
be appreciated by Alien life forms.
Alien Infiltration Potential: High
@Space Port
The enormous Space Port is a vital connection
to the outside world. Many passengers pass
through on vacation to Mars or other distant
destinations. Large quantities of manufactured
goods are exported to the mining colonies and
raw materials are imported. The Space Port
generates huge revenues, but it would also
be lucrative for any raider or terrorist.
Alien Infiltration Potential: Average
@Sensodrome
Sensodromes contain studios for all types of
Sensovision broadcasting. The Psionic
projectors on top of the building send
signals to Sensovision arenas and into
peoples homes.
Alien Infiltration Potential: Average
@Astrodome
The Astrodome contains huge stadiums and
other facilities for various modern sports.
GravBall is the most popular sport in the
city, despite being dangerous. Five players
in each team are equipped with anti-grav
units and ball throwers.
The six remaining team members are firmly
routed on the ground and are used to
protect the goal area or retrieve fallen
balls. The maze of corridors and high
stands makes the Astrodome a dangerous
place for combat.
Alien Infiltration Potential: Low
@Procreation Park
Since giving birth is now a risky process
all babies are now developed in artificial
wombs. This has the added advantage of
allowing the prospective parents to
view the baby's progress by visiting
special Procreation Parks. These
buildings are designed to be attractive
places to visit with open green spaces,
bushes and trees.
Alien Infiltration Potential: Average
@Shopping Mall
The vast shopping malls are popular
places for citizens. Although most
goods are purchased via the Internet,
the shopping mall allows potential
customers to try before they buy.
Alien Infiltration Potential: Average
@Apartments
Vast apartment blocks are standard accommodation
in the city. They should be treated carefully
in any combat situation because of the high
density of civilians at all times of day.
An Alien incident in an accommodation block
should be dealt with promptly.Luxury Apartments
The wealthy citizens of Mega-Primus reside
in exclusive apartment buildings.
Alien infiltration can be particularly
dangerous here, because the people which
own and control most of the city could be
exposed to danger.
Alien Infiltration Potential: Average
@Hydro-Farm
Open fields are unsustainable because of
exposure to harmful radiation caused by
the collapse of the ozone layer.
The Hydro-Farms of Mega-Primus are
efficient, clean and highly productive.
Their controlled environments can produce
any kind of vegetable or fruit, or rear
any kind of animal.
Unfortunately they are also quite good
at nurturing the odd Alien which finds
its way inside.
Alien Infiltration Potential: Low
@Sewage Works
The sewage works recycles everything
possible from the organic waste
produced by the city.
The solid waste produces food and
fertilizer for the Hydro-Farms.
Water is then passed back to the
water purifying stations.
Since the building is largely automated,
its dank, dark maze of pipes and walkways
provide an ideal habitat for Alien creatures.
Alien Infiltration Potential: Low
@Water Purifier
City regulations stipulate the highest
possible water quality. The tall water
purifiers are largely automated buildings
and are difficult areas for combat,
they also provide good hiding places
for Alien spawn. The tall structures
are also vulnerable to collapse, so
explosive munitions should be avoided.
Alien Infiltration Potential: Low
@Appliances Factory
All types of consumer durables are produced
here. The vast factory complex is highly
automated and there are many robots on
the production lines.
Alien Infiltration Potential: Low
@Arms Factory
An arms factory produces munitions and
weaponry of all sizes from the smallest
Lawpistol slug to the most destructive
fusion bombs. Any combat within the factory
would be extremely dangerous, so any
X-COM Agents must proceed with extreme
caution when investigating these buildings.
Alien Infiltration Potential: Low
@Robot Factory
Mega-Primus is highly automated and
requires the services of many robots to
perform routine tasks.
They are all produced in Robot Factories,
which are also largely automated using
the latest Nano technological
construction techniques.
Alien Infiltration Potential: Low
@Car Factory
The Car Factory produces many of the
smaller vehicles that are part of
everyday life in Mega-Primus.
Alien Infiltration Potential: Low
@Flyer Factory
All kinds of small flying vehicles are
produced here, such as Hovercars,
Hoverbikes and transports. There are
many Elerium supplies stored here
which could be the target of hostile
raiders.
Alien Infiltration Potential: Low
@Large Flyer Factory
The cavernous interior of this factory
is designed for construction of the
largest vehicles such as the Valkyrie
Interceptor, or the great Space Liners.
There are large quantities of valuable
construction materials, such as Elerium,
stored in various parts of the building.
Alien Infiltration Potential: Low
@Construction Factory
All types of building materials and
components are created here.
The high walkways and open factory
floors create a dangerous environment
for any firearms combat.
Alien Infiltration Potential: Low
@Slums
The slum dwellings located outside the
city boundaries are the remnants of
an old civilization. They are still
heavily populated and used by
gangsters and political groups as a base
of support. They are dangerous places
which are difficult to attack with
ground forces. There is always the
prospect of finding Psiclone or
Elerium during a successful raid.
Alien Infiltration Potential: Low
@Warehouse
The warehouse is used to store large
quantities of merchandise for import
or export. The cavernous interiors are
easy to defend and raiders should be careful.
Alien Infiltration Potential: Low
@Power Station
The highly efficient Power Stations use cold
fusion technology to generate energy
for the city. They should be protected
from Alien infiltration as far as possible.
Any damage to them could result in serious
power shortages.
Alien Infiltration Potential: Low
@Recyclotorium
The Recyclotorium is capable of recycling
all kinds of waste product, organic or mineral.
The city is an ecologically self
contained area. This would not be possible
without these complex recycling stations.
@People Tubes
The People Tube network is the mass transit
system for the whole city. The anti-gravity
pathways suspend the traveler above the floor
and safely propels them at speeds of about 25
miles an hour.
@Temple of Sirius
The Cult Of Sirius builds temples to worship
the superior Alien master race.
It is rumored that these temples contain
altars where bizarre rituals take place.
Alien Infiltration Potential: Average
Missions Briefings
@Alien Search in Building
Search the building for Alien life forms or other
hostile forces. Engage the enemy, but where
possible stun Aliens using a Stun Grapple,
Stun Grenade, or Psionic power. Live Aliens are
essential for our research. If all hostile units
are eliminated or stunned then we can recover any
equipment and Alien artifacts. A Bio-Transport
module must be at the investigation site to enable
the recovery of unconscious or dead Aliens. Be
careful to avoid endangering any civilians
and remember that the organization which owns
the building will not be pleased if there is
extensive damage to the structure. 
@Raiding an Organization
Eliminate the building security forces and
recover any equipment or valuable items left in
the combat area. Use explosive or incendiary
munitions to damage the building and inflict
economic penalties on the owning organization,
but remember that this can destroy any
potential bounty. A raid will create a state
of hostility between the organization and
X-COM and you should be aware of the
consequences of such a serious course of action. 
@UFO Recovery
You must attempt to capture the crashed UFO
by eliminating the defending Alien forces.
There is only one chance to succeed in this
mission because failure will mean that the
surviving Aliens will attempt to destroy
their craft. They would rather die than allow us
to recover their advanced technology.
@Hostile Forces Attacks an X-COM Base
Your priority is to eliminate the enemy with
maximum force. Hostile troops have located your
base and have launched an attack.
Defend the base from costly damage by
eliminating all invading forces.
You must also safeguard your Scientists and
Engineers, either by defending them or
exiting them from the combat zone.
You can retreat from the base to cut your
losses, but the base will be lost. 
@Hostile Troops Attacks The Only X-COM Base
Hostile troops have located your base and
have launched an attack.
Defend the base from costly damage.
If all hostile forces are eliminated
X-COM will be saved.
If you are defeated then X-COM will be
wiped out, leaving the world open to
Alien domination.
The fate of humanity will be determined by
this conflict.
Good luck.@Aliens Attacks an X-COM Base
The Aliens have located your base and have launched
an attack. Defend the base from costly damage
by eliminating all invading forces.
You must also safeguard your Scientists and
Engineers, either by defending them or exiting
them from the combat zone. You can retreat from
the base to cut your losses, but the base will
be lost. 
@Alien Attacks The Only X-COM Base
The Aliens have located your base and
have launched an attack. Defend the base from
costly damage by eliminating all invading forces.
If all hostile forces are eliminated X-COM will be
saved. If you are defeated then X-COM will be wiped
out, leaving the world open to Alien domination.
The fate of humanity will be determined by this
conflict. Good luck. 
@X-COM Attack on The Incubator Chamber
The Incubator Chamber contains Alien Eggs.
These Eggs are held at an exact temperature inside
Incubators providing an environment for the Eggs
to hatch at an optimum rate. Research reveals
that a number of Incubators exist, they must all
be destroyed. 
@X-COM Attack on The Spawning Chamber
The Spawning Chamber appears to be a very
special structure. Very few Aliens enter this
structure although vast numbers of Aliens
regularly leave the building. Our research indicates
that this building is the lair for some kind
of Alien queen. We believe this Alien to be
the sole producer of Alien Eggs from which all
Aliens hatch. Whilst the primary objective is
the destruction of the Queen and all Alien Eggs,
the live capture of the Alien Queen would be a
vicious insult to the Aliens. 
@X-COM Attack on The Food Chamber
The Food Chamber contains the Aliens' food
source in the form of plants. These plants
require organic heat and light sources to
prevent them from decaying. The Mutant alliance
also informs us that a number of Sectoids are
held captive within the Food Chamber.
Our old enemy has apparently become an
Alien delicacy. Whilst the rescue of any
Sectoids will guarantee an Alliance with the
Mutants, the primary objective is to destroy
the Alien heat and light sources as
indicated here. 
@X-COM Attack on The Megapod Chamber
The Megapods are the means by
which the Aliens create new structures.
The small Egg-like objects are eventually
replanted and grow into massive organic
structures. Our discoveries are shocking;
this building is practically overflowing
with Pods. Our Scientists fear that the Aliens
are planning a massive expansion and who
knows how we could stop them then.
All Megapods must be destroyed thus preventing
the Aliens building any new structures. 
@X-COM Attack on The Sleeping Chamber
The Alien Dimension contains many structures
linked by an irregular snaking chain.
The Sleeping Chamber lies at the start
of the chain and allows the Aliens to
rejuvenate nocturnally.
The Aliens regularly connect themselves
to sleeping units, which appears to be a
necessary operation in order for them to stay
alive. Explore the area with caution and
destroy all sleeping units as pictured here.
After disabling the building, all Agents
must exit the as soon as possible. 
@X-COM Attack on The Organic Factory
The Organic Factory provides a construction
center for Alien UFOs. In their initial stage
of development the UFOs resemble small
mushroom-like objects. These objects increase
in size until they reach the colossal sizes
of the UFOs we have encountered.
When fully grown the UFOs detach themselves
from their stem and become fully functional
Alien attack vessels.
All embryonic UFOs must be destroyed. 
@X-COM Attack on The Alien Farm
The destruction of the Food Chambers leads us
to the Alien Farm. This contains a number of
strange white blocks. Our Scientists believe
that these curious objects influence the
atmospheric conditions of the Alien Dimension,
although it has been impossible to prove this.
Whatever the purpose of these blocks,
their destruction can only hinder the Alien cause.
Research indicates that the blocks are located
in multiple locations, although only this site
has been photographed. Destroy all of the blocks
to disable the building. 
@X-COM Attack on The Control Chamber
The Control Chamber houses giant organic brains
which control the operation of Alien entities
within the Alien dimension. The destruction of
these organic brains will make any remaining
Aliens more desperate, as their ultimate defeat
becomes an imminent reality. 
@X-COM Attack on The Maintenance Factory
The Maintenance Factory appears to contain a
number of sacred Alien structures.
We believe that the Alien Dimension is fueled
by the structures pictured here.
These heart units must be destroyed in order to
weaken the remaining structures.
Our success here will indeed be a severe blow
to the Aliens as exactly half of the Alien
Dimension will lie in ruins. 
@X-COM Attack on The Dimension Gates
The destruction of the Dimension Gates is our
ultimate goal. From evidence collected at
previous Alien buildings, we have managed to
composite this picture of our objectives.
The Alien Generators must be destroyed,
simultaneously disabling the protective
laser web. Destroy all of the generators to
disable the building. Upon disabling the
building it is imperative that all Agents
evacuate as a matter of urgency. Our forces
must return to the Earth dimension before the
final Dimension Gate closes forever.
Victory is in our sights - Good Luck!
Hitoric Highlights
@The End of the Mega-Primus War
The Aliens have been defeated. With all Dimension
Gates closed and their homeworld destroyed the
Aliens cannot get through to our Dimension.
We are victorious.
END OF FILE.
