Here are the page codes so that you can play the game. If any of these do not work, try them once more, and if they still don't work, I probably typed them in wrong; e-mail me with the page number and I'll e-mail you the correct code and update the TXT on my site. dover@earthling.net ICQ UIN 2103520 Page Code 13 3994-9668 15 2557-8872 17 3123-8465 19 1410-1221 21 0922-6142 23 3107-6669 25 2509-8541 27 1390-6646 29 9830-2382 31 4882-7439 33 5540-8305 35 9609-7726 37 8689-6378 39 3046-0420 41 7291-4862 43 1799-5577 45 5569-0905 47 6150-6159 49 7311-8448 51 1740-8071 53 8579-7983 55 4312-7731 57 7857-8436 59 7672-7780 61 6465-7672 63 2118-6249 65 9128-0471 67 8663-6139 69 7464-9702 71 5585-6183 73 8470-6031 75 1905-9976 77 0915-7288 79 5485-6183 81 6370-5790 83 7569-8132 85 5248-9052 87 1611-2942 89 6633-4815 91 9534-7912 93 3297-9611 95 1388-9774 97 3260-6669 99 5122-8673 101 3792-6407 103 9637-6375 105 3351-3557 107 5777-6408 109 4323-1516 111 9785-1995 Strategy Tips Do not stand near a Cyberdisc when attempting to kill it. If you see two or more aliens near each other and one is a Cyberdisc, go for the Cyberdisc in hopes its explosion will either kill or hurt the others. Do not hide behind windows, glass doors, fences, gas pumps, nuclear reactors, or especially, aliens. Do not prime a grenade for 0 unless you have enough units to throw it; otherwise, you may get shot and the grenade could kill your surrounding Xcom operatives. Do not use explosives on Terror Sites as they will most likely kill civilians. Keep weak minded Xcom operatives separate from the not so weak minded Xcom operatives; only applies when dealing with Sectoids & Ethereals. If you are using a two-handed weapon, keep the other hand free. If you are about to make a shot, check your TUs and see if ducking will help; better accuracy. Ducking takes 4 TUs, standing takes 6, diagonal moves take 1.5 times as much as a normal move. Don't climb over objects (hay bails, stairs, tall grass) unless you have to in order to conserve energy. When intercepting a UFO, try to postpone the initial attck until over water, if you don't need supplies. Save your game as an alternate for every time you start a ground assault; then, if you fail, you know where everything is when you load and try again. Research everything in weapon or craft nature as soon as possible in order to help raise funds quicker. If you don't plan on Manufacturing anything anytime soon, sell your Engineers to save money each month. When making new aircraft, keep at least one Skyranger and one Interceptor as they do no require Elerium-115 as fuel. Build a second base right next to your first one, only have this base contain all of the radar and all, but on of the hangars. Also build General Stores and defences for the second base. When just starting a ground assault, have the first two units look in all 8 directions. They won't be able to see enemies, but they can see the terrain. Do not even attempt to engage a UFO (except very smalls) with a Skyranger. After shooting down or discovering a UFO site, only engage it during the day to make lighting better. On the earlier missions, try to capture as many of each race as possible, then go on a killing spree afterwards. Considering you have an Alien Containment facility. To prepare for aliens infiltrating your base, keep Hangars all on one side; as that is where they start. If you stun an alien (excluding Ethereals, Reapers, Sectopods, Celatids, Silicoids, and Chrysalids) consider it harmless for the duration of the mission. Build your first bases near a congested area of funding countries. If any of your units falls under alien control even once, either stun him or shoot him as soon as possible. Have fun. £ø®Ð Ðövê®