Welcome to this video, these captions will help explain the route used to quickly beat the game
Only 4 items need to be collected and researched in order to build the Ultimate Craft
Additionally, 3 live aliens must be captured and interrogated to travel to Cydonia
These prerequisite research projects are all that is needed to kill the Alien Brain
This is the Geoscape, where we manage our Base and intercept UFOs
Aliens will be engaged on the Battlescape, in the turn-based tactical segment of the game
All the required UFO components will be retrieved from this landed Medium Scout
There are a minimum of 6 Aliens in a Medium Scout on Superhuman difficulty
The trajectory of X-COM weapons can be manipulated by scrolling the screen in a precise manner
Our base will only house 100 personnel, including 50 Scientists and as many Engineers as possible
Upon beginning a new research project, a random number of required Scientist-days is rolled
This roll ranges between 50%-150% of the average completion time, which varies between projects
At midnight, the number of allocated Scientists is deducted from the remaining research time
When this number reaches <=0 the project is complete, and Scientists can be reassigned
The only serious threat to the X-COM project is the Funding Council's monthly rating of our progress
The game will end in failure if we score <-500 for two consecutive months
Alien missions are generated by the game at the start of each calendar month
After a UFO spawns, the countdown timer for the next UFO in the sequence is rolled for 50%-150% of average
Our monthly rating suffers tremendously from ignoring Alien activities, especially monthly Terror Missions
Some additional materials need to be manufactured to build the Ultimate Craft
The only remaining task is to capture and interrogate certain live aliens
The tech tree is: Live Alien -> Alien Origins -> Leader -> The Martian Solution -> Commander -> Cydonia or Bust
The Leader can be captured from a variety of missions, however, Commanders only spawn in certain missions
The fastest of these options is from an Alien Base Assault, but the generated board is highly randomised
Certain spawn locations are designated as 'special' and are reserved for higher ranked Aliens
2 Engineers occupy these special spawns locations, followed by 4 Leaders, and finally, 1 Commander
If special spawn locations are depleted, remaining higher ranked Aliens are spawned elsewhere
For this reason, Beginner is the slowest difficulty, as the Leaders always spawn in the Command Centre module
X-COM - UFO Defense is notorious for its abundance of bugs, including some introduced by the PSX port
Certain inputs will interrupt enemy movements, causing a variety of graphical glitches and unintended gameplay
Ordinarily, X-COM will use stun weapons to render Aliens unconscious for interrogation purposes
However, all non-stun weapons deal a fraction of 'bonus' stun damage to targets, which has been heavily abused
As well as the live Aliens, we will also take two alien artifacts for research, as it will be useful later
The Aliens are now beginning to engage our troops, but have been manipulated to block their own line-of-fire
The input interrupt glitch is used here again, this time to change the trajectory of a stun bomb
We can now return to the evacuation point and complete the required research to beat the game
Once all research is complete and the Avenger has been manufactured, we can leave for the final mission
This final phase of the game consists of two parts: Cydonia Landing, and Final Assault.
In Cydonia Landing, troops must be transported to the green lift tiles and continue immediately to Final Assault
These green lift tiles only exist in one module, which we have generated near to our landed craft
With one lone soldier and an advanced weapon, the Alien Brain will soon be defeated
This weapon, the Blaster Launcher, is by far the most destructive weapon in the game
The Blaster Launcher fires a guided missile which follows selected waypoints to reach its target
The Final Assault board on PSX is the only static map, and modules are always in a predetermined location
The Alien Brain is situated upstairs in a distant module, but is vulnerable to explosions from the ceiling below
Once the Alien Brain is destroyed, we only need to End Turn to trigger the final cut-scene
Thank you for watching! Please feel free to ask any questions below - willbobsled 2019
