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.


Greatest Victory : The recovery of the Type 3 UFO, the "saving" of
Marsec.
Score At End Of Week : 7293
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