Difference between revisions of "Alien Artifacts (EU2012)"

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* Abduction Pod - seen functioning in the opening cinematic, they release some kind of coagulating snare substance, cocooning humans for capture. Despite the many you'll encounter, they give no alloy resources for XCOM.
 
* Abduction Pod - seen functioning in the opening cinematic, they release some kind of coagulating snare substance, cocooning humans for capture. Despite the many you'll encounter, they give no alloy resources for XCOM.
 
* Syringe - sometimes when awakening a Thin Man squad, one can be seen weilding some kind of needle, often embedded in a cocooned human, obviously taking blood/tissue samples.
 
* Syringe - sometimes when awakening a Thin Man squad, one can be seen weilding some kind of needle, often embedded in a cocooned human, obviously taking blood/tissue samples.
 +
* Plasma Bomb & Nodes - You'd think you'd get some Elerium from a plasma device that can wipe out a small town.
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 23:08, 17 July 2013

Item name Gray Market Value § Required for research/foundry project Required for manufacturing Nr to keep for research/foundry project
Sectoid Corpse 5 Sectoid Autopsy, Xeno-Biology (4x) Uplink Targeting (Aim) (3x) 5
Sectoid Commander Corpse 10 Sectoid Commander Autopsy None 1
Thin Man Corpse 5 Thin Man Autopsy, Improved Medkit (4x) None 5
Chryssalid Corpse 5 Chryssalid Autopsy Chitin Plating (4x) 1
Outsider Shard N/A Outsider Shard Skeleton Key (1x) n/a
Floater Corpse 5 Floater Autopsy Defense Matrix (Dodge) (x3) 1
Heavy Floater Corpse 5 Heavy Floater Autopsy, Advanced Repair (4x), Advanced Flight (2x) None 7
Muton Corpse 5 Muton Autopsy, Ammo Conservation (6x) None 7
Berserker Corpse 5 Berserker Autopsy Combat Stims (1x) 1
Muton Elite Corpse 5 Muton Elite Autopsy None 1
Drone Wreck 2 Drone Autopsy, Drone Capture (4x), Improved Arc Thrower (4x), Advanced Flight (2x) None 11
Cyberdisk Wreck 7 Cyberdisk Autopsy, Advanced Flight (2x) UFO Tracking (Boost)(x2) 3
Sectopod Wreck 10 Sectopod Autopsy, Advanced Construction (2x) None 3
Ethereal Corpse Ethereal Autopsy Mind Shield (1x) 1
Elerium 3 Elerium, Improved Pistol III (20x), S.H.I.V. Plasma (15x), Stealth Satellites (20x) Skeleton Key (10x), Elerium Generator (30x), Psionic Lab (20x), Plasma Cannon (10x), EMP Cannon (10x), Fusion Lance (10x), Hover S.H.I.V. (20x), Firestorm (5x), Mind Shield (20x), Light Plasma Rifle (?), Plasma Rifle (?), Alloy Cannon (?), Heavy Plasma (?), Plasma Sniper Rifle (?) always try to keep
Alien Alloys 2 Alien Materials, Carapace Armor (10x), Skeleton Suit (15x), Beam Weapons (5x) Combat Stims(2x),Carapace Armor (15x), Laser Sniper Rifle (23x), Heavy Laser (23x), Scatter Laser (23x), Laser Rifle (13x), Laser Pistol (8x), Skeleton Key (10x), Laser Cannon (21x), Chitin Plating (10x) always try to keep
UFO Flight Computer 40 Alien Nav Computer (2x), Stealth Satellites (3x) Firestorm(2x), Satellite Nexus (2x), Blaster Launcher (2x) 5, always try to keep
UFO nav-computer (damaged) 20 None None 0
UFO Power Source 75 UFO Power Source Firestorm(1x), Elerium Generator (2x) 1
UFO Power Source (damaged) 30 None None 0
Weapon Fragments 1 Weapon Fragment (5x), All Weapon Research. Many Foundry Projects None always try to keep
Alien Entertainment 17 None None 0
Alien Food 10 None None 0
Alien Food (damaged) ? None None 0
Alien Stasis Tank 10 None None 0
Alien Stasis Tank (damaged) 5 None None 0
Alien Surgery 10 None None 0
Alien Surgery (damaged) 5 None None 0
Fusion Core 125 Fusion Lance, Guided Fusion Launcher Blaster Launcher (1x) ??

Note: Weapon Fragments, Alloys, and Elerium are used to manufacture most items in the game. This is why their resale value is so low and why obtaining a precise number required for each project is so difficult - due to variances in the number of engineers, workshops, etc. Unless you are seriously strapped for cash, try selling something else instead.

Unlisted devices

  • "Elevator Beam" - found mainly on Battleships, these odd floor-bound pod pairs quickly and safely raise and drop the user between their repsective levels. Standing on a pod prevents their use, and can keep an alien on a lower floor, giving you a well-defended position.
  • Abduction Pod - seen functioning in the opening cinematic, they release some kind of coagulating snare substance, cocooning humans for capture. Despite the many you'll encounter, they give no alloy resources for XCOM.
  • Syringe - sometimes when awakening a Thin Man squad, one can be seen weilding some kind of needle, often embedded in a cocooned human, obviously taking blood/tissue samples.
  • Plasma Bomb & Nodes - You'd think you'd get some Elerium from a plasma device that can wipe out a small town.