Difference between revisions of "Alien Artifacts (EU2012)"
Jump to navigation
Jump to search
m |
|||
Line 21: | Line 21: | ||
|[[File:Thin Man 3 (EU2012).png|50px]]<br>[[Thin Man Corpse (EU2012)|Thin Man Corpse]] |
|[[File:Thin Man 3 (EU2012).png|50px]]<br>[[Thin Man Corpse (EU2012)|Thin Man Corpse]] |
||
|§5 |
|§5 |
||
− | |[[Thin Man Autopsy (EU2012)|Thin Man Autopsy]], [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] (4x) |
+ | |[[Thin Man Autopsy (EU2012)|Thin Man Autopsy]], [[Foundry (EU2012)#Improved Medikit|Improved Medikit]] (4x), [[Gas Grenade (EU2012)|Gas Grenade]] (2x) |
|None |
|None |
||
− | | |
+ | |7 |
|- align="center" |
|- align="center" |
||
|[[File:Chryssalid 3 (EU2012).png|50px]]<br>[[Chryssalid Corpse (EU2012)|Chryssalid Corpse]] |
|[[File:Chryssalid 3 (EU2012).png|50px]]<br>[[Chryssalid Corpse (EU2012)|Chryssalid Corpse]] |
||
|§5 |
|§5 |
||
|[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] |
|[[Chryssalid Autopsy (EU2012)|Chryssalid Autopsy]] |
||
− | |[[Chitin Plating (EU2012)|Chitin Plating]] (4x) |
+ | |[[Chitin Plating (EU2012)|Chitin Plating]] (4x), [[Needle Grenade (EU2012)|Needle Grenade]] (2x) |
− | | |
+ | |7 |
|- align="center" |
|- align="center" |
||
|[[File:Muton 3 (EU2012).png|50px]]<br>[[Muton Corpse (EU2012)|Muton Corpse]] |
|[[File:Muton 3 (EU2012).png|50px]]<br>[[Muton Corpse (EU2012)|Muton Corpse]] |
||
Line 198: | Line 198: | ||
| None |
| None |
||
|1 |
|1 |
||
+ | |- align="center" |
||
+ | |[[File:Meld Icon (EU2012).png|50px]]<br>[[Meld (EU2012)|Meld]] (<small>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]</small>) |
||
+ | | N/A |
||
+ | |[[Meld Recombination (EU2012)|Meld Recombination]] |
||
+ | |All [[Gene Mods (EU2012)|Gene Mods]], [[MEC Trooper (EU2012)|MEC Trooper]], [[MEC Suit (EU2012)|MEC Suit]] |
||
+ | |1+ |
||
+ | |- align="center" |
||
+ | |[[File:Mechtoid 3 (EU2012).png|50px]]<br>[[Mechtoid Core (EU2012)|Mechtoid Core]] (<small>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]</small>) |
||
+ | | §10 |
||
+ | | [[Mechtoid Autopsy (EU2012)|Mechtoid Autopsy]] |
||
+ | | None |
||
+ | |1 |
||
+ | |- align="center" |
||
+ | |[[File:Seeker 3 (EU2012).png|50px]]<br>[[Seeker Wreck (EU2012)|Seeker Wreck]] (<small>[[XCOM: Enemy Within DLC (EU2012)|EW DLC]]</small>) |
||
+ | | §5 |
||
+ | | [[Seeker Autopsy (EU2012)|Seeker Autopsy]] |
||
+ | | [[Ghost Grenade (EU2012)|Ghost Grenade]] (4x) |
||
+ | |5 |
||
+ | |||
|} |
|} |
||
==Notes== |
==Notes== |
||
* [[Weapon Fragments (EU2012)|Weapon Fragments]], [[Alien Alloys (EU2012)|Alloys]], and [[Elerium (EU2012)|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 - the base requirements are listed but they can vary due to variances in the number of engineers, [[Workshop (EU2012)|workshops]], etc. Unless you are seriously strapped for cash, try selling something else instead. |
* [[Weapon Fragments (EU2012)|Weapon Fragments]], [[Alien Alloys (EU2012)|Alloys]], and [[Elerium (EU2012)|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 - the base requirements are listed but they can vary due to variances in the number of engineers, [[Workshop (EU2012)|workshops]], etc. Unless you are seriously strapped for cash, try selling something else instead. |
||
− | * [[Second Wave (EU2012)|Second Wave]]'s Marathon doubles the requirements for everything. |
+ | * [[Second Wave (EU2012)|Second Wave]]'s Marathon doubles the requirements for everything. |
+ | * The [[XCOM: Enemy Within DLC (EU2012)|Enemy Within DLC]] adds 3 new artifacts: Meld, Mechtoid Core and Seeker Wreck. Of those, Meld can never be sold at the Grey Market. |
||
== Unlisted devices == |
== Unlisted devices == |
Revision as of 03:09, 28 November 2013
Notes
- 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 - the base requirements are listed but they can vary due to variances in the number of engineers, workshops, etc. Unless you are seriously strapped for cash, try selling something else instead.
- Second Wave's Marathon doubles the requirements for everything.
- The Enemy Within DLC adds 3 new artifacts: Meld, Mechtoid Core and Seeker Wreck. Of those, Meld can never be sold at the Grey Market.
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 wielding some kind of needle, often embedded in a cocooned human, obviously taking blood/tissue samples.
- EXALT Syringe - if you attempt to stun an EXALT operative with the Arc Thrower, they will commit suicide via a self-induced lethal injection to the jugular. It appears to be a normal human-manufactured syringe; but the contents, which cause explosive hemorrhaging in a second, are unknown.
- Plasma Bomb & Nodes - You'd think you'd get some Elerium from a plasma device that can wipe out a small town.
See Also
- Engineering - for a list of manufacturing projects.
- Grey Market
- Research
- Alien Life Forms