WEEK 2

Short on ammo, X-Com welcomed the start of the second week, and the opportunity to rearm. Research on an Advanced Bio-Lab began as more and more captured aliens yielded their secrets - although a new base would be needed if such a facility was to be built. Extra labs came on line, just as Disruptor Guns and Boomeroids become the season's hottest fashion accessories for alien invaders.

The threat of Hyperworms was all but neutralised as Marsec flight armour became available. A new base was considered for when finances improved, with a couple of very promising sites in our price range. Sadly, this did not include the Dream Base, just south of the Transtellar Space-Port. The purchase is made shortly thereafter, with a central location eventually chosen to house a big Bio-Lab, and others soon to come - we HOPE.

Marsec are definitely under threat, with the majority of missions carried out on their property, including an investigation carried out on a hunch, which leads to a precarious fight amongst high-explosive missiles. The tide appears to be being stemmed, and later even reversed - but for how long?

UFOs encountered are initially Types 3 and 4, which actually prove easier to intercept than Types 1 and 2, whilst being considerably more aggressive. A Type 3, essential for research, is recovered with little difficulty. Later in the week, the aliens soften their approach, sending Type 3s with Type 2s in support as they opt for rapid deployment of troops. Successful interceptions yet again become a rarity as, like before, the UFOs flee for the nearest Gate whenever fired upon.

Inside the alien Transporter!

Greatest Victory : The recovery of the Type 3 UFO, the "saving" of Marsec.

Score At End Of Week : 7293

 

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