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    FAQ/Strategy Guide by BStewart

    Version: 1.00 | Updated: 12/13/00 | Search Guide | Bookmark Guide

    	X-Com Interceptor Game Walkthrough
    		By Brian Stewart
    II.	CopyRight Information
    III.	Walkthrough
     3.1	  Maps
     3.2	  Base Setup
     3.3	  Ship Setup
     3.4	  Game Play
     3.4a	  Arms Dealer
     3.4b	  Corporate Reconnaissance
     3.4c	  Pirate Base Rescue
     3.4d	  Rogue Freighter
     3.5      The Final Mission
    IV.	Combat Tips
     4.2	  The Shade
    V.	Making Money
    VI.	Friendly Ships
    VII.	Enemy Ships
    VIII.	Closing Remarks
    	I am writing this faq to help others with this great game. As with the others
    in the X-com Series this game is a fight to the death with aliens, but what
    makes this game so cool is that it is a flight sim and not a combat sim like
    the others. The object of the game is to end all alien activity in the
    frontier. Plain and simple; kill them before they kill you!
    Version 1.00
    10:17 PM 12/13/00
    any updates can be found at www.gamefaqs.com
    II. CopyRight Information
    	X-Com and X-Com Interceptor are registered, copyrighted trademark of
    MicroProse Inc.
    Unpublished work Copyright 04/1/2000 by Brian Stewart email rbs70@yahoo.com
    I have worked vary hard on this walkthough so I will not authorise any
    additions or subtrations. This is for personal use and not to be used for
    profit. I will allow this walkthough to be use on web sites but please give 
    credit where it is due. Also if you intend to use my work for a news letter or
    other electronic or paper duplication please let me know and I will gladly give
    you permission but if you dont get my permission I will sue you for copyright
    violation. Now with that all out of the way on to the walkthough.
    III. Walkthrough
    	3.1 Maps
    		This game starts you off in a different location on the same map every time
    so I cant possibly be able to know your exact situation so really there are no
    real right or wrong answers. 	
    	3.2 Base Setup
    		Your first base is in sorry shape. The defences are almost nonexistant and
    you dont even have enough ships to go around. You start with 3 intorceptors and
    5 pilots so first things first buy another hanger so you can order more ships
    and build atleast one if not two more cargo bays because you WILL fill the
    first one up fast; also a priority is to build the other two datalinks ASAP.
    The research is the longest part of the game so anything that can speed it up
    is definitly a plus. The next thing is to add more weapons, aka laser turrents
    and X-winder missiles turrents as money permits But read Ship setup FIRST!!!
    One thing to remember is to upgrade don't let your bases become obsolete!!
    	3.3 Ship Setup
    		Well this is an easy one at the get go but as the game goes on it is just
    your own personal preferences, but what I can tell you is that replacement
    parts are a must. They can't repair your armor if its destroyed so always carry
    more and that goes double for shields. I can't tell you how many times I've run
    out of both and had to let the aliens go or die fighting them all, because I
    forgot to have them is stock at the base. So you should start with about 5 of
    each. Also another thing to watch is your missile count you should try to keep
    it up to around 50 so in that crushal battle for your base you not running out.
    I know to do all of this will cost alot but remember when I told you to build
    the cargo bays all of this takes up room and one isn't enough because you will
    also need space for all the alien goodies you will find. If you run out of
    cargo space you will have to throw anything you bring back from battle away and
    that becomes very costly. My personal setup is : 2 Tracking Traser Cannons and
    2 Techeon pulse cannons for missiles I think the side step missiles are the
    best dog fighting missile. This configuration isn't avalable till late in the
    game....too bad. Next are special systems you will definitly need a tractor
    beam but not until you get a Techeon pulse cannon to disable ships. You will
    need a repair system too. This saves lives trust me. You can have the ecm
    jammer but I never use it. The Cloaking divice has a fatal flaw it uses your
    weapon systems power so that when you decloak you can't fire for long or at all
    so I don't recomend it but like I said its all personal preference.
    	3.4 Game Play
    		I assume that you read the manual. So with that out of the way shall we
    begin? This is a game of action and reaction, at the start you need to protect
    your base (number 1 priority you lose it, its all over) and you corporate
    interests (ranking from the one that pays you the most protection money to the
    least.) once a corporation pulls out they will not come back so guard them
    well. As the game goes on and you can both protect your interests and search
    for aliens do it because if you can find a alien base and destroy it then
    things should calm down for the time being but be warned they rebuild them with
    amazing speed so be careful. Also if you take one out and alien attacks are
    still coming fast and hard then you know that there is another out there and
    close. They do seem to know where your radar ends and take full advantage of it
    so watch out for more than one base just outside you radar ring. There are
    times in the game when you will get sub-missions so I will go into more detail
    for them. They are in no real order because they can happen at any time and
    	3.4a Arms Dealer
    		In this mission there is an Arms Dealer that is selling your X-com/Alien
    Weapons back to the aliens so take this guy out. In the first transmission they
    tell you that he has been seen in such and such a place. You need to send a
    probe in and find him or even better a partrol if you can spare it. Now this
    guy is well protected so prepare for loses. This mission is timed so hurry up
    or he will move and become a threat again.
    	3.4b Corporate Reconnaissance
    		Now this mission is fairly easy a corporation wants you to check out a star
    system for them. Ok so just send in a probe and more than likely there will be
    aliens there so go kill them and thats it. This mission is also timed.
    	3.4c Pirate Base Rescue
    		You might say let the aliens solve your problem and why not!
    Here's why, because if you let them destroy the base the pirates will harass
    you until you save their base and why have two enemies. If you do save it they
    will repay you by leaving your ships alone. Another timed mission.
    	3.4d Rogue Freighter
    		This mission I dont know if you lose what you ordered or not but any way you
    are informed of the freighter and it must be destroyed so go get it. For
    completing this mission you get money. Also timed.
    	3.4 Game Play Continued	
    		One way to save ships and money is to save often! Sometimes you get in over
    your head and there is nothing you can do so save at the beginning of every
    mission so you can restart and dd out of there if need be.
    One thing you need to remember is to make sure that as your fleet grows that
    you dont grow too fast. I can't stress that enough, make sure that you have
    your bases well stocked and within striking distance of any vital intrest they
    will throw wave after wave at your bases and if that base's ships are on patrol
    then you need others to save the farm.
    	3.5 The Final Mission
    		Buckel up and lock and load boys its going to be a bumpy ride. This is a
    nasty mission!! First it has two parts.
    		Part One outside the black hole:
    			You need to clear a path for the Mcarthur to go though the black hole. Now
    this isnt going to be easy... yes you can complete this part fairly easly but
    the hard part is to do it without losing a ship because you will need all the
    help you can get on the other side. Yes ladies and gentlemen it is alot harder
    on the other side. Also keep away from the black hole it can and will kill any
    ship that gets to close.
    		Part Two The Bee Hive:
    			I call it the bee hive because in alien space the fighters are thick and all
    over! First take out the base and then worry about the fighters. Note that all
    fighters should be destroyed before you fire any nova bombs. You can not
    destroy the doomsday weapon and its not a threat so leave it alone. Watch out
    so your fighters don't go chasing enemies and forget to protect the Mcarthur
    (your way home) I will warn you there is a shade out there and if you made it
    this far you how troublesome they are. When the coast is clear then fire the
    nova bombs and get back to the Mcarthur. It is posable to lose the Mcarthur
    here and still win only you die in the blast.
    IV. Combat Tips
     	When dog fighting always remeber to stay together. There is one word 	that
    describes going off alone. DEAD.
    	Help your teammates out.
    	It is fun but also a waste of valuable time to taunt the enemy so 	avoid it.
    	Late in the game turn full power to shields when you dont need the 	tractor
            It may sound dumb but it happens. Dont shoot friendlies. They will
    	shoot back!!
    	Dont take on the Phantasom head on... you'll get a headache.
    	Psi combat was never affective for me so I dont use it	
    	4.1a The shade	
    		The Shade in my mind is your most leathal opponent. It has 	the acumulator
    shilds, tracking traser cannons, vector control 		thrusters, Ecm jammer, and
    most importantly a Cloaking device. 	With 	all this he is a formitable
    opponent. It lies in wait for you and 	normally attacks from behind. One minute
    you are flying along fine 	and the next you have no shields over your rear. He
    is cloaked most 	of the time and only decloaks to shoot and cloaks right back
    up. I 	have found a way to beat him. When you first enter a battle scan 	though
    your opponents find him and hit him as hard as you can maybe 	you can get him
    before he can do anything. If not you should at least 	have damaged him so if
    you look hard you can see a sparky vapor trail 	while he is cloaked. Now this
    takes alot of skill, ok watch the 	trail and let him calm down a bit and when
    he flies straight fire at 	the head of the trail you should hit him. Also it is
    good to have a 	friend around as bait...um...er...cover.
    	If you dont hit him at all you have two options try and damage him to 	get the
    trail or retreat and hit it again. Any other thoughts are 	welcome.
    V. Making Money
    	Most of your money comes from the sell of captured weapons. So have 	cargo
    space!! Alot does come from protection but if you want the 	money fight for it.
    Also I have found that if you disable enemies 	rather than destroying them you
    will get more stuff to sell.
    VI. Friendly ships
    	X-com has 3 main fighters they are
    	X-1A Lightning II
    		For me one who doesn't have a joystick or controler and has 	to use the
    directional keys this is a very hard ship to fly. All 	ememys can out fly you.
    Compared to the other X-com ships it is way 	out classed. Ok it only has 4 hard
    points for weapons 2 for beams and 	2 for missiles thats it.
    	X-2 Fire Star
    		Now this is a better more stable ship. I cant say too much 	about it because
    I dont use it much maby 4 or 5 missions and then I 	get the Super Avenger.
    	X-3 Super Avenger
    		This is your best ship. It is easy to fly. It has 9 hard 	points 4 for beams
    and 4 for missiles and 1 for the doppleganger 	missile. And this ship is vary
    durable only its not as evident 		because the enemy is using more powerful
    weapons by the time you 	get it.
    VII. Enemy Ships
    	The Aliens
    		This is a fast and nimble ship lightly armored it can be a 	tricky target.
    The Wreath has 2 plasma pulse cannons and 2 elerium 	torpedos. This is the
    cheapest ship for them to build so you will see 	alot of them.
    		The Spectre is the next generation fighter. It is less nimble 	then its
    predicesor but what it lacks in speed it makes up in 		firepower. Depending how
    far you are in the game its weapon systems 	differs. Still not that big of a
    		This ship is very slow and unminuverable, though it doesnt 	get the name base
    buster for nothing. The main thing to remember is 	not to get too close. If you
    go head to head with it your going to 	come out damaged if you come out at all.
    Even with the Super Avenger 	it is still vary powerful. Psi Lords are the
    pilots of choice for 	them. These ships will try to stay back in a fight and
    let the 		smaller ships attack.
    	The Shade
    		Read my special section on the shade in combat tips.
    	The Drone
    		The only reason I am includeing the drone is for 		completeness. The Drone is
    the defence of the alien freighters. They 	have no armor, but are extreamly
    fast. No real threat.
    VIII. Closeing Remarks
    	I can't tell you how much fun I've had with this game. It still gets 	a lot of
    use. Now I may make some changes to the walkthough later 	like I'm still
    gathering info for an item list, maybe a research tree 	and a more indepth look
    at inflight battle techniques. If you want 	to just drop me a line. I also will
    try to help you with any problems 	you may have with the game but please double
    check the walkthough 	before e-mailing me.
    						Brian Stewart rbs70@yahoo.com

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