Difference between revisions of "Alien Artifacts (EU2012)"
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| [[Blaster Launcher (EU2012)|Blaster Launcher]] (1x) | | [[Blaster Launcher (EU2012)|Blaster Launcher]] (1x) | ||
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+ | |[[File:Hyperwave Beacon (EU2012).png|50px]][[Hyperwave Relay (EU2012)|Hyperwave Relay]] | ||
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+ | |[[File:Ethereal Device (EU2012).png|50px]][[Psi Link (EU2012)|Psi Link]] | ||
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Revision as of 23:50, 9 October 2013
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.