TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » PC » X-Com - Terror from the Deep » X-Com - Terror from the Deep FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13

Sponsors:

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). And if enough sponsors left
you, you lost.

5.0 RESEARCH AND MANUFACTURING

All information here is subjective change due to a patch that should
be released sometime in the beginning of June from MicroProse. Some
of the research trees are VERY STRICT (and have "holes"). Even though
pre-requisites are present, because they're not in the right order,
necesary things cannot be researched. The patch is supposed to fix
that, we'll see.

5.1 What should I start researching first?

I recommend all gauss weapons for the starting projects. Dart pistols
and Jet Harpoons are pitiful against Sonic Blasta Rifles and Sonic
Pulsers (super grenade! ). :-P

After that, research all dead bodies you can find. 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.

5.2 Overall strategy

Keep roughly 100 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 now lead to other
technologies. HOWEVER: 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.

25

XCOM: The UN-official Strategy Guide Kuo-Sheng "Kasey" Chang

5.3 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 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 supplied by Roy Indrebo of Norway.
Thanks Roy!

Tree Format:

Item1 ->
Item2 / Item3->
Item4
Item5

Translation : Item1's successful research will lead to Item2 and Item3
to be available for research, and Item2 and Item3's successful
research will lead to Item4 and Item5 be available. Item4 or Item5
cannot be researched until Item1, Item2, and Item3 are done.

Item5 (Item6) ->
Item6

Translation : Item 5 and presence of item6 in base's stores will allow
item 6 to be researched, and allows to be manufactured. This
is important that if you do NOT have Item6, you will NOT get Item6 as
a possible choice, and this may be hard to "repeat" later.

Item7! -+
Item8 -+-->
Item9

Translation : Item7 can only be captured, and with its own research
and Item8's research, means Item9 becomes available for research.

It is recommended that you follow the trees in EXACT sequence. Some
of the prerequisites are not listed since it's obvious (like
Coelacanth/Gauss needs Gauss techs, Displacer Sonic needs Sonic techs,
etc.)

Gauss Weapons ->
Gauss Pistol / Gauss Pistol Clip ->
Gauss Rifle / Gauss Rifle Clip ->
Heavy Gauss / Heavy Gauss Clip ->
Craft Gauss Cannon / Craft Gauss Cannon Ammo ->
Gauss Defense (which later leads to Coelacanth/Gauss)

26

XCOM: The UN-official Strategy Guide Kuo-Sheng "Kasey" Chang

Sonic Pulser!-----------------------------------+
Sonic Pistol! / Sonic Pistol Clip!--------------+
Sonic Blasta Rifle! / Sonic Blasta Rifle Clip!--+
Sonic Cannon! / Sonic Cannon Clip!--------------+-->
Sonic Oscillator ->
Sonic Defense

Thermal Shok Launcher! / Thermal Shok Bomb!

Calcinite Corpse (Vibroblade! ?) ->
Vibroblade ->
Thermic Lance ->
Heavy Thermic Lance

Deep One corpse! ->
aqua plastics!->
aqua plastic armor =>>

Zrbite!->
ion beam accelerators =>>

Live Deep One terrorist! -> (See later tree)
ion armor =>>

Disruptor Pulse Launcher! / Disruptor Ammo! ->
Pulse Wave Torp Launcher / PWT Ammo ->
PWT Defense

Live Terrorist ->
Molecular Control Lab (M.C.Reader)
M.C.Reader =>>

Live Tasoth ->
M.C.Disruptor
M.C.Generator? (?Bombardment Shield?)

Lobsterman Navigator ->
Ultimate Threat
Magnetic Navigation (Magnetic Navigation?) ->
Magnetic Ion Armor
Transmission Resolver

Lobsterman Navigator ->
USO Construction (Aqua Plastic?)->
New Fighter Flying Sub
(1) (Gauss Tree) Coelacanth/Gauss> ->
New Fighter/Transporter =>>

Lobsterman Commander ->
T'leth, the Alien City
Latest Flying Sub =>>

27

XCOM: The UN-official Strategy Guide Kuo-Sheng "Kasey" Chang

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

5.4 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.

6.0 THE ALIENS

Most information here can be accessed via the UFOpedia.

6.1 Average Alien Stats on easiest level

If you have more info please send them in!

Name St En TA FA TU Hl Re F L R B U
TERRORIST
Xarquid
Biodrone
Tricene 120 90 0 32 72 160 79 48 44 44 44 3
Tentaculat
Hallucinoid
Zombie 120 110 0 0 40 84 40 4 4 4 4 4
LOBSTERMAN
Soldier 70 90 62 21 56 90 60 8 8 8 6 4
Squad-Ldr 70 90 62 21 66 110 65 8 8 8 7 4
Technician 70 95 62 21 70 115 70 8 8 8 7 4
Navigator 70 95 62 21 74 120 75 8 8 8 7 4
Commander 70 100 62 21 76 125 80 8 8 8 8 4
Gillman
Soldier 47 80 50 18 40 45 45 6 4 4 5 4
Squad-Ldr 47 80 54 19 45 50 45 6 4 4 5 4
Technician 50 80 58 21 45 55 50 6 4 4 5 4
Commander 52 80 65 23 50 60 53 6 4 4 5 4
Aquatoid
Soldier 30 90 58 20 54 30 63 1 1 1 1 0
Squad-Ldr 30 90 58 20 54 35 63 1 1 1 1 0
Technician 30 90 58 20 54 35 63 1 1 1 1 0

28

XCOM: The UN-official Strategy Guide Kuo-Sheng "Kasey" Chang

Medic 35 90 58 20 54 35 63 1 1 1 1 0
Navigator 40 100 58 20 54 35 63 1 1 1 1 0
TASOTH
Soldier 70 100 62 21 56 125 80 8 8 8 8 4
Squad-Ldr 70 100 62 26 66 135 80 8 8 8 8 4
Commander?

NOTE 1: you can get info on particular alien stats by using a M. C.
Reader on them. Leaders and commanders are 10 to 20% higher, and there
appears to be random modifiers, depending on rank and position. Stats
are also higher on higher difficulty levels

NOTE 2: higher rank aliens also have higher "intelligence", which
means they will remember your location longer. Some alien species are
also more intelligent than others.

NOTE 3: Not all aliens have all positions. Only Aquatoids appear to
have medics, for example.

6.2 Alien attack/defense summary

[incomplete]

Alien Attack Defend Vulnerable

Aquatoid weapon, psi*
Gillman weapon
Lobsterman weapon, HTH sonic AP
Tasoth weapon, psi
Calcinite HTH?
Deep One bio ray?
BioDrone sonic beam
Tentaculat HTH
Triscene plasma
Xarquid energy beam
Hallucinoid freeze
Zombie HTH
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08 · 09 · 10 · 11 · 12 · 13

Sponsors:

Other files from this game:
  1. X-Com - Terror from the Deep editor by System on 14/03/2006, 06:30
  2. X-Com - Terror from the Deep document by System on 14/03/2006, 06:30
  3. X-Com - Terror from the Deep document by System on 14/03/2006, 06:30
    In WinWord format
  4. X-Com - Terror from the Deep cheats by System on 09/03/2006, 09:50
  5. X-Com - Terror from the Deep FAQ by System on 09/03/2006, 09:50