Food Chamber

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The Food Chamber is the second building of ten in the series of alien structures.

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The Alien food source appears to be plants. This building provides the perfect balance of light and heat for the Alien plants.  From: Apocalypse Ufopaedia
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The Food Chamber contains the Aliens' food source in the form of plants. These plants require organic heat and light sources to prevent them from decaying. The Mutant Alliance also informs us that a number of Sectoids are held captive within the Food Chamber. Our old enemy has apparently become an Alien delicacy. Whilst the rescue of any Sectoids will guarantee an Alliance with the Mutants, the primary objective is to destroy the Alien heat and light sources as indicated here.  From: Mission Briefing




Objective

This building has two areas which contain the light/heat sources. There a seven bulbs in total which are resistant to damage. Destruction of a bulb will cause an explosive effect immediately followed by a very large (radius 8) incendiary blast.
Sectoids are present within this building. If they are not all killed, Mutant Alliance may become friendly with X-Com.

Architecture

The alien battlescape is five levels high.
The battlescape architecture has the common design format present in most buildings although this battlescape has a more open terrain. There is a unique large rock-wall encased room (the 'greenhouse') which contains three (of seven) bulbs, thick plant growths, pink biological columns hanging from the ceiling, and a central corridor with grav-lift. It is defended by two Psimorphs. A small opening blocked with stringy growths is located on the south side. A weak explosive will clear the corridor of 'mesh'. One orange pad is present in the upper level, south-east section which serves as a main re-inforcement spawner for the alien defence squad. This pad, being within a critical alien structure will be used often. The smaller pink bulbs are not important.
The remaining bulbs are exposed atop of another unique structure: an orange-pad-device which is placed randomly on the battlescape. Destruction of these four bulbs will burn everything in the area. The pads will explode and any items nearby will be destroyed.
Oddity: The short, double-wide corridor with brown stringy growths (shown in the above image, left side) allows movement through the mesh into the interior, except the last piece which blocks all movement.

Orange Pads

Re-Inforcement Timer is 35 seconds.
Three locations. Two typical devices with accompanying brown structural scaffold with four pads each with one scaffold supporting four (of seven) objectives located overhead. A single pad within the unique 'greenhouse' in the upper level.

Sectoids

A random quantity present on the battlescape with behaviour identical to panicked civilians. They are harmless.


Next: Alien Farm
Previous: Sleeping Chamber
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See Also