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X-COM: UFO Defense - Strategy Guide (Page 03)

Below are the cheat codes, hints and help for X-COM: UFO Defense - Strategy Guide (Page 03).

        The 'Net Profit' column is the bottom line.  Monthly expenses
        are the salaries of as many engineers as fit in the workshops
        times $50K, plus the maintenance on 2 workshops and 2 living
        quarters.

        As you can see, Fusion Ball Launchers are the winner, narrowly
        edging out Laser Cannons.  A profit can be made early in the
        game on motion scanners, however.

        One final note:  It costs roughly $7M to hire engineers and
        build the facilities, so you'll need to 'borrow' some money
        (preferably from alien supply ships :) to get started.

        [Editor's note: don't forget the "transfer salary trick" below]

    5.5 The "Transfer Salary Savings" trick

        As explained on page 131 of OSG, if you sack scientists and/or
        engineers before the end of the month, you don't have to pay
        their salaries.  However, there's ANOTHER way to do this.

        Have two bases approximately equivalent to each other, like both
        research (or manufacturing), about same living quarters, and
        scientists (or engineers).  Just before end of the month (last
        day, last hour), transfer ALL of the scientists (engineers) to
        the other base, and do the same on the other base (i.e. they
        swap their contingent).  When the end of month comes along,
        NEITHER side has their scientists (engineers) (they are in
        transit), no salary is paid.  If you have like 100 scientists
        moving each way, you save $60,000x100x2 = $12 million!

    5.6 When do I dismantle unused base facilities?

        The OSG was rather unclear on what to dismantle.  Basically, you
        should do the following:

        * When you get hyperwave decoder, build only one at each base,
          and dismantle all the radars there.  One hyperwave decoder
          detect 100% of UFOs within range, so no radars are needed.
        * When you no longer need alien prisoners (i.e. you are ready to
          undertake the "final mission"), zap the alien containment
          (though by that time, it doesn't matter any more, unless you
          are waiting for your Avenger to be built)
        * When you no longer need more research or manufacturing (i.e.
          you are ready for the "final mission"), lay off all the
          scientists and/or engineers, and zap their living quarters and
          working modules.

    5.7 Aliens signed pact with XXX who stopped paying me!

        Nothing you can do.  One of the Infiltration UFOs got through.
        (See 9.8 UFO Missions) and now the country stopped paying you.
        Consensus on the net is you can NOT get them back (i.e. nullify
        the pact). The OSG confirms so.

        On the other hand, some UFO players have reported that certain
        countries (very few though) have returned.  Any XCOM players
        have their countries coming back from an alien pact?


6.0 Research and Manufacturing

    6.1 What should I start researching first?

        OSG and I have different priorities on research...

        I recommend laser weapons, medikit, laser rifle, and alien alloy
        (which allows personal armor) for the starting projects.
        Pistols and rifles are pitiful against plasma rifles and alien
        grenades. Laser rifles, which does not use ammo, should even up
        the odds a bit, and personal armor should save you from a
        grazing shot (which would have killed with no armor).  Medikit
        will save you from the grazing shot that caused fatal wounds.

        The rest is up to you, but I recommend researching heavy plasma,
        small launcher and stun bombs, then heavy blaster and blaster
        bombs.  Then research Elerium, UFO power source, so you can
        build nice armor.

    6.2 Overall strategy

        Keep roughly 100 scientists in your employment.  You need that
        much research to discover things in reasonable time, though you
        can probably get by with 50-75.

        Due to the way research works, concentrate on one project at a
        time so you can start on later topics faster.

        Research prisoners ASAP.  See 9.3 for benefits you can gain from
        each type of prisoners.  Grab a navigator would mean that you
        can reap significant saving in radars (after you get the
        hyperwave decoder, of course) and better interception.

    6.3 Research Tree

        [OSG has chart on man-hours needed for each discovery]

 Laser Weapons       Heavy      Heavy         Plasma     Plasma
       |             Plasma   Plasma Clip      Rifle   Rifle Clip
  Laser Pistol          |___________|            |__________|
       |                       |                       |
  Laser Rifle                  |                       |
       |                       |__________OR___________|
  Heavy Laser                             |
       |                                  |
  Laser Cannon                      Plasma Cannon
  (Laser Tank)                   (Hovertank/Plasma)*
       |                                  |
  Laser Defense                     Plasma Defense

              Alien Alloys                      Blaster     Blaster
                  |                             Launcher     Bomb
Elerium 115  Personal Armor  UFO Power Source      |___________|
    |_____________|_________________|                    |
                  |                                 Fusion Ball
                  |                            (Hovertank/Launcher)**
             Power Suit      UFO Navigation              |
                  |_________________|              Fusion Defense
                           |
                      Flying Suit

Alien    Elerium        UFO            UFO
Alloys      115     Power Source   Navigation
 |___________|___________|______________|
                   |
           UFO Construction
                   |
                   |
           New Fighter Craft
              (Firestorm) * = [Hovertank / Plasma]
                   |
        New Fighter-Transporter
              (Lightning)
         __________|____________
         |                      |
        Grav              Ultimate Craft
       Shield               (Avenger)

*  Need "New Fighter Craft" before you can build the plasma hovertank.
** Need fusion ball launcher before you can build the fusion ball
   hovertank.

    6.4 Any hints on manufacturing?

        Only manufacture thing that you REALLY need, like crafts, etc.
        almost NEVER manufacture ammo since most require Elerium, which
        is always in short supply. Captured ammo is much cheaper and
        don't use your precious E-115 supply.

        NEVER let any engineers go idle.  If you don't need anything
        built, build something that makes money.


7.0 Intercepting UFOs

    Don't forget to check section 4 for info on XCOM crafts.  Some of
    these hints and related hints are also listed in Section 2.

    Also see 12.2 for UFO recognition chart (and floorplan)

    7.1 Tracking UFOs

        Remember that UFOs have specific targets and they do NOT change
        missions in mid-air ("Chicago's covered, let's go for Havana
        instead").  They also head STRAIGHT for their targets on the
        inbound leg.  So if you see an UFO and lost tracking, try to
        extrapolate its course and send interceptors to their estimated
        NEXT location instead of going toward the last known location.

        [Interestingly, they sometimes abort their mission (just leave),
        esp. in cases where they can't find your base to attack.]

        If you have hyperwave decoder, you can see UFO destination
        directly as it comes into range.

    7.2 Air-to-air attack methods

        Once you got a craft in range of the UFO, it's time to attack.

        While the OSG explained what the different attacks REALLY mean,
        it STILL doesn't explain what good is each for.  Here's my
        version...

        Cautious Attack: causes least damage per attack but remains at
        the longest range and therefore has the least chance of getting
        counter-attacked.  Useful when you want a not too badly damaged
        UFO (just enough to crash it).

        Normal Attack: average damage per attack, enough for most
        attacks if your weapon outranges the UFOs.

        Aggressive Attack: close to point-blank and let them have it
        in the face!  Causes the most damage per attack, but exposes
        craft to counter-fire.  Good for brave/suicidal charges (toward
        an alien battleship, for instance)

    7.3 Weapons

        OSG has a typo: Table 7-2, Fusion Ball Launcher holds TWO, not
        three shots as stated.  Section 4.1 is correct.

        In case you haven't noticed, Plasma Beam is the BEST craft
        weapon in the game.  It has 100 shots, 70 damage per shot, AND
        range of 52 km, which outdistances almost all UFOs except
        battleships.  Even though Fusion Ball Launcher causes more
        damage per shot, you only get two shots for each launcher.

        In any case, try to replace Stingrays and regular cannons ASAP,
        since they are worthless once you see large UFOs.

    7.4 Special note on Alien Battleship

        Battleship is THE most dangerous UFO, period. It outranges ALL
        XCOM craft weapons.  Only Firestorms and Avengers can stand up
        to it, NEVER use Interceptors (or you WILL lose them).  ALWAYS
        attack Battleships in groups to minimize damage and the
        resultant repair time, and use aggressive attack, since you
        don't want the UFO to fire back that often.  I've found that
        aggresive attack reduces damage against Battleships.

    7.5 UFO Size Classes and weapons range

        If you read table 7-3 in OSG or the UFOpedia, the Weapon Range
        of the UFO is a rather large number (ex. Battleship = 520). That
        number means nothing by itself.  To get a more meaningful
        number, divide that by 8 for the range in kilometers. (EX.
        Battleship is 520/8=65 km).  That forms the revised weapons
        range table below.

        Revised range table:

        UFO TYPE          Weapon Range (km)
        Small Scout                0
        Medium Scout              15
        Large Scout               34
        Harvester                 22
        Abductor                  20
        Terror Ship               42
        Battleship                65
        Supply Ship               28.5

        Plasma beam, with 52 km range, can attack any UFO except
        battleship with impunity. UFO Battleship, with range of 65 km,
        can shoot back at even crafts armed with Fusion Ball Launchers
        (which also has a 65 km range).

    7.6 Methods of Attack

        The safest way to hit large or very large UFOs is to have
        multiple Firestorms and/or Avengers to converge on them.  UFOs
        are dumb and does not concentrate on one target, so the more
        targets you present, the less damage each will receive.  Of
        course, if you send up Interceptors against Battleships, don't
        expect many to come back, since Battleships can destroy an
        Interceptor with ONE shot.

        Plasma beams will make your Interceptors useful again, so get
        them ASAP.  Replace them with Firestorms ASAP though to save on
        monthly "rent".

    7.7 Go Home Early

        When you send multiple crafts after one UFO and the UFO gets
        shot down, the shooter will go home, but other crafts will
        continue onto the crash site and THEN return.  Instead, click on
        them and turn them back early (Return to base).  They will
        return earlier, thus be refueled and rearmed faster for the next
        mission.

    7.8 Keep Landed UFOs covered

        Even if UFO has landed, keep an interceptor on top of it until
        your landing craft arrives for the action.  That way, if the UFO
        takes off, you still have a chance to shoot it down.

    7.9 Weapon vs UFO analysis

        Before attacking, click on the VIEW UFO button to take a look at
        your target before deciding whether to attack or not.  Attacking
        with wrong weapons means either the loss of the interceptor or
        the UFO totally destroyed so that nothing can be recovered.

        For this reason, if you WANT to go after the smaller UFOs, keep
        a fighter around with "wimpy" weapons.

        7.9.1 Very Small / Small UFOs

              Interceptors with Stingray missiles and cannons can only
              handle very small or small sized UFOs.  Attacking larger
              UFOs means heavy damage or even destruction.  Laser
              cannons are not much better, sharing the short range flaw.

        7.9.2 Medium UFOs

              Interceptors with Avalanche missiles or plasma beams can
              handle medium UFOs easily.  On the other hand, one
              Avalanche will blow a very small UFO into pieces.

        7.9.3 Large UFOs

              Interceptors with Plasma beam and/or Avalanche missiles
              can handle large UFOs, but not VERY large UFOs.  Plasma
              beam may blow small UFO into pieces.

        7.9.4 Very Large UFOs

              Multiple Interceptors with plasma beam and/or Avalanche
              are needed to attack very large UFOs, and you'll probably
              lose a few, since one shot from battleship will at least
              cripple an interceptor.  Just don't do it.

              The only way to "safely" attack alien battleships is to
              use Firestorms and Avengers (the more the better!) with
              twin plasma beams.  Even then you will probably be heavily
              damaged (as in 20% to 60% damage), which is not a good
              trade.  Many have suggested that you should let them land
              and attack them on the ground.


8.0 Soldiers, Movement, and Combat

    8.1 Soldiers

        8.1.1 Soldier Statistics

              We recommend that instead of using the default names, you
              adopt a naming system for your soldiers that will help you
              to know at a glance who to take on a mission.

              System One reflects a trained specialty, such as scout
              (SC), heavy weapons (HW), demolitions (DM), psi combat
              (PS), sharpshooter (SS), etc.  For example, "Steve Rogers
              HW/PS" has lots of strength and nice time units for
              carrying the heavy weapons (and shooting them).  His
              PsiStr and PsiSkl is also pretty high so he also carries a
              PsiAmp for psi combat.

              Here's some suggested specialties
              Scout (SC)          -- carry motion sensor
              Medic (MD)          -- carry Medi-Kit
              Intelligence (IT)   -- carry mind probe
              Heavy Weapons (HW)  -- carry "heavy" stuff
              PsiCorp (PSI)       -- carry psi amp for psi attacks *

              * PsiCorp is named after the organization in Babylon 5

              You can also cross-train, of course.  There's no limit in
              the number of spots each person can hold...  And real-life
              SEAL teams are all cross-trained any way.

              System Two just places the numbers in the name.  For
              example, "Steve 64/44/36/71/46/62/16", for which the
              numbers are Time Units, Health, Reactions, Firing
              Accuracy, Strenth, Psi Strength, and Psi Skill.  You'll
              probably need to update after this every mission.
              (contributed by Seth Cohn)

              To change the name, go to the soldiers screen (the one
              base display) that displays their stats.  Click on their
              name, and a cursor comes up, allowing you to change them.

        8.1.2 Recruiting soldiers

              Sack weaklings ASAP.  You want high strength, reaction,
              morale, and shooting accuracy, and when you get psi, psi
              strength. So recruit lots of rookies, use them for scouts
              (they are cheap when compared to HWPs).  If they survive,
              keep them, else, oh, well, they've done the world a great
              service.  :-)

              Why those traits?  High strength means they can carry more
              (and heavier) stuff.  High reaction means they can get
              opportunity fire (reaction shots) while enemy is moving.
              High Morale means they are less susceptible to panic, and
              shooting accuracy is obvious.  :-)  Other characteristics
              are not as important.

              Soldiers only get promoted if there are enough of them to
              warrant a promotion.  So hire a lot of rookies, send them
              out to missions. The ones that survive are squaddies, and
              when you have enough squaddies, you have officers.  Feel
              free to sack the bad squaddies later to save on salary.

        8.1.3 How do I improve stats of soldiers?

              Try to always take a couple of rookies along to give them
              experience to boost their stats.  In XCOM, you learn by
              doing. You want more strength?  Carry heavy stuff.  More
              accuracy?  Take more shots.  Soldiers with kills gain more
              than those without kills.

        8.1.4 Dividing up specialties

              Assuming 10 soldiers and 1 HWP (normal for a Skyranger)
              you should have the following:

              1 scout
              2 soldiers heavy weapon squad
              3 soldiers squad A
              3 soldiers squad B
              1 officer
              1 HWP

              The two highest strength soldiers should be the heavy
              weapon folks, who would be carrying autocannon and rocket
              launcher in the early game, and blaster launchers later.

              The scout should have the highest TU (low strength is
              okay) and will be carrying pistols and grenades and maybe
              stun weapons.

              The two squads can go after different targets, one squad
              lead by officer and supported by HWP, while the other
              squad supported by scout and heavy weapons.

        8.1.5 How do I get more officers?

              Officers come from Squaddies, and squaddies come from
              Rookies who survived a mission and gotten at least one
              kill.  Section 3.2.4 Promtions of manual explains how many
              soldiers you need for officers to show up.


    8.2 Movement

        8.2.1 Deployment from Transport into Battle

              The OSG fails to mention that you CAN see the outside
              through the Windows in your transport.  If the last
              soldier turn around in the Skyranger or Avenger, you can
              see A LOT beyond the cockpit.  Of course, since you are on
              Level 1, (Level 0 = ground) you can't see things that are
              right next to you on ground.

              After that, send out a HWP just on the ramp, turn to face
              right. If there's no enemy, turn to face left, and you've
              just cleared the surrounding area.  If there is enemy, get
              off the ramp and start shooting.

              Prime a grenade for most soldiers and be ready to throw it
              as you get off the ramp.

              Move the initial soldiers a few squares away before
              deploying the next two so you don't invite grenades and/or
              blaster bomb.

        8.2.2 Use the terrain!

              You can use the terrain in other ways than just hiding
              behind something.  Use secondary explosions to your
              advantage!  If alien is standing next to volatile object
              like fuel drums, gas pumps, those red things in UFOs or
              bases, etc, blow THAT up (DOOM players love doing this).

              Aliens DO shoot through each other, so if you have NOWHERE
              to hide, hide BEHIND an alien and pray.  (It was reported
              that one alien shot itself when attempting to shoot down
              the gravlift)

              Kneel whenever possible.  It increases your accuracy and
              decreases the enemy's (make you a smaller target)

              Always hide behind something; it could mean the difference
              between a wound vs. death!  Of course, that also means
              that you have to have enough TUs

              If you have flying suit, do not stay in mid-air unless you
              have something to hide behind also.

        8.2.3 Alien Movement and visual range

              Do the aliens have better night vision?
              Answer: They do NOT.

              Why they can shoot at you but you don't see them?
              Answer: depending on difficulty level, they "remember"
              where you are from previous turns for several turns (on
              higher levels they remember longer).  They can ONLY shoot
              at you IF they had seen you before and still "remembered".

              Aliens capitalize on this by moving forward, spot you,
              then move back out of range.  Then for next X turns those
              aliens in range shoot at you out of your visual range.

                   visible
                    range
                A-----|-->A
                      |   |             YOU
                   A<-|---+

              This is why soldiers may get mind-blasted even if no
              aliens are in sight.


        8.2.4 Listen and watch

              Watch carefully in alien movement phase. Sometimes you CAN
              spot them moving around.  TRY to remember the surrounding
              terrain, then go to overhead map and see if you can spot
              where that was.

              Watch carefully where the shots came from.

              Sound can give you important clues to alien locations. If
              you hear door sounds, you know alien moved in/out of a
              door.  Different door makes different sounds.

              Aliens also have no manners.  They leave doors open after
              they go through.  Watch farm houses carefully.

              The length of the alien movement phase is proportional to
              the number of hostile aliens left on the map.  Just keep
              in mind that stunned aliens can wake up.

        8.2.5 Spread out and cover each other

              Bunch up invites enemy attack you with grenades, or worse,
              blasterbombs.  Stay about four to eight squares apart.

              Aliens DO attack from behind sometimes, so try to have two
              troopers who can watch each other's back.  This is
              ESPECIALLY important when going up against Chryssalids,
              who moves extremely fast [~120 TUs!]  It will turn your
              soldiers into zombies in a blink of an eye...  One player
              reported losing the entire squad to a single Chryssalid on
              a terror mission!  It pays to watch each other's back!

              Here's a simple demonstration with a four person fire
              team:

               A                          A

                     C             C
                           ===>>
               B                          B

                     D             D

              A and B moves forward, leapfrogging C and D.  C and D
              would look forward when A and B move, ready to shoot at
              any spotted enemies. When A and B has stopped, C and D
              would turn around and watch the backs of A and B, who
              would also turn facing outwards.

        8.2.6 Retreat (Tactical withdrawal)

              Sometimes you can't win and it's time to cut your losses.

              To retreat from a landing assault (UFO recovery or
              assault, terror site), move any many units as you can back
              into the transport, then hit the dust-off button.  Any
              units left behind are "missing in action".

              If the only solider onboard the transport is unconscious
              and you select dust-off, s/he's also missing in action,
              and you lose the transport.

              To retreat an attack on an alien base, you must pull every
              one that you can back into one of those green-floor rooms
              that you came down in.  Soldiers on gravlifts (even if
              they are in the green-floor room) as well as soldiers
              elsewhere are MIA when you select dust-off.

              To retreat from a base defense mission, just hit dust-off.
              You will lose the whole base to the aliens, of course,
              including the crafts (no home elsewhere for them)


    8.3 General Combat Tactics

        8.3.1 HWP usage

              HWPs should be used for "beating the bush" and flush
              aliens out for soldiers to shoot.  That makes rocket
              launcher tank and fusion ball launcher hovertank more
              useful than their cousins.

              Hovertank is even more useful since it can go high and
              thus cover more ground.  They can also hover in mid-air
              and thus avoid hand-to-hand attacks.

              Use their shots to take down walls of orchards, barns, and
              stuff like that so you don't have to go inside and clean
              up every room.

        8.3.2 Grenade usage

              Grenades should be used for temporary boost in firepower
              and for clearing obstacles in view.  Blow a hole in the
              walls instead of going through the door.

              Rookies can be effective grenadiers since grenades are
              area weapons and grenades don't miss by very far.

              High Explosive is just a very heavy grenade, and you will
              have problems tossing it.  Toss it a short distance or
              drop it on ground, then RUN away from the area.  They are
              great opening up houses and barns, and may be able to
              punch through inner (maybe outer?) UFO walls.

              Proximity grenades are great for traps.  Use them to
              prevent aliens coming up behind you, and/or pin aliens
              (toss one on either side of it and it can't move without
              setting one off)  Just remember where you threw them
              (check the map) and don't walk near them yourself.

              You can toss grenades to upper levels and through windows,
              though you may have to kneel down to do it.


        8.3.3 Blaster bombs usage

              Blaster bomb and launcher is the second best weapon in the
              game (the best is heavy plasma).  It can shoot around
              corners, has wonderful damage (200 points!) and is very
              effective.  Of course, it is also EXPENSIVE, and so is its
              ammo.  So, use them carefully (don't save them either).

              Use them to take down cover is a waste, use grenades
              instead (unless you got bombs to waste)

              Remember that blaster bomb do NOT explode when they reach
              their last waypoint.  They explode when they actually HIT
              something.  If you just fly a BB into an empty field, it
              will NOT explode.

              Blaster bombs is great for UFO attacks.  Use them to punch
              holes in the UFO's outer hull for a new door. Target
              square next to main door to enlarge door for HWPs.  One
              shot will clear most of the corridor.  Unfortunately,
              aliens love to shoot blaster bombs down gravlifts.

        8.3.4 Rookie Plasma Fodder

              One possible if cruel tactic is to use rookies instead of
              HWPs as scouts.  It is a smaller target, though have less
              armor and a lot less TUs.  On the other hand, they cost
              about 1/10th as much.

        8.3.5 Leave opportunity for shots

              To make opportunity shots in the enemy movement phase, you
              need TU's left unused, as well as a high reactions rating
              (over 50 preferred).  So leave enough for a shot while
              moving and still get in cover, or don't move at all.

              Have soldiers kneeling close to UFO doors is a good way to
              get better reactions, if they have plenty of TUs left to
              shoot any aliens who comes out.

        8.3.9 Saving ammo

              XCOM has a peculiar way of counting ammo usage: any clip
              that was fired (even just one round!) is consider "spent"
              at the end of the scenario UNLESS unloaded from the
              weapon.  So, if you just fired one round, unload it when
              the end of battlescape is near (you DID time the alien
              movement phase, didn't you?)

              Interestingly, the same thing applies to the aliens as
              well!  If you panic the aliens and they drop their
              weapons, you should pick them up and unload them, toss the
              ammo clip aside.  That way you gain a clip independent of
              the gun you got (plus clips the alien was carrying).


    8.4 Capturing Aliens

        8.4.1 How to I capture an alien?

              You can capture aliens in four ways, so let's discuss
              advantages and disadvantages.

              Shoot an alien and hope it drops stunned instead of dead:
              Since smoke inhalation produce stun damage, if alien had
              inhaled smoke for a while, and you shot it later, it may
              drop stunned.  This is too much of a guess work though,
              and is dangerous if alien is armed.

              Use stun rod on the alien:  Dangerous since stun rod is
              a hand-to-hand weapon, but it's all you have early on.
              Remember to stand RIGHT NEXT to the target, and DIRECTLY
              FACING the target, or you cannot stun!

              Use stun bomb and small launcher: safest way to capture an
              alien, shoot and scoot.

              Keep dumping smoke grenades on an alien. After it inhaled
              enough smoke, it'll drop stunned: takes too long.

        8.4.2 So what's your recommendation?

              Several ways to make captures safer:

              Double/triple-team on capture: at least two soldiers
              should carry stun bombs and ready to fire in salvoes in
              case the alien does not drop after one hit.

              Combine psi combat with capture: Panic it with psi to make
              it drop its weapon (repeat if necesary), then stun it.  Be
              careful since alien WILL pull out any other weapon that it
              has on it.  After it is out of weapons, and if it does not
              have HTH attack, you can use stun rods on it safely.

              WARNING: release mind control on the alien (wait one
              full turn), THEN stun it, or otherwise it is NOT captured!
              (somehow computer counts mind-controlled alien as
              "friendly" and not "captured") (confirmed by Bill Soo)

              If a stun attempt fails, shoot the alien with a light
              weapon like a pistol.  The addition damage may cause the
              health to drop below stun damage, which ALSO counts as
              "stunned". Just don't kill it (yet).

        8.4.3 Stunning aliens without stun weapons

              Found an alien that you need to capture but have no stun
              weapons?  You have to use smoke.  Hopefully the alien had
              panicked and droped its weapons (if not, and you have psi,
              panic it).  Keep him in an enclosed space (a room?), dump
              a smoke grenade into the room, and keep something to block
              the door (rookie, HWP, whatever), and wait for choking
              sounds.  :-D

              As you can probably tell from the pictures, Power Suit and
              flying suit are immune to smoke damage (has built-in
              environmental helmet)

        8.4.4 Other uses for stun weapons

              At a terror site, Chrysalids turning civilians into
              zombies?  Stun the civilians if you see them near
              Chrysalids!  Stunned civilians will not be attacked.

              Unfortunately, many have reported that the civilians get
              MAD when they wake up and you have to kill them, so finish
              mission fast if you do stun one.

        8.4.5 Do you HAVE an alien containment facility?

              Does the home base of the transport have alien containment
              facility available?  If not, all aliens you captured will
              DIE upon end of ground battle.


    8.5 Psi Combat

        To gain psionic power, you must capture a Sectoid Leader or
        Commander, or any Ethereal, and successfully research
        (interrogate) them.  Then you need to build psi labs and send
        your soldiers to be assessed and trained.  Then you can use your
        psi powers in combat with psi amps.

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