Difference between revisions of "Air-Lock"

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The Airlock is also one of the two entry points aliens can take to get into the base, the other being the [[Sub Pen]]. It is impossible to destroy during combat, so it's safe to shell it with as many explosives as you wish in order to defend from any invaders.
 
The Airlock is also one of the two entry points aliens can take to get into the base, the other being the [[Sub Pen]]. It is impossible to destroy during combat, so it's safe to shell it with as many explosives as you wish in order to defend from any invaders.
  
<center>[[Image:XBASES00-L1.gif|Airlock: Level 0|250 px]] [[Image:XBASES00-L2.gif|Airlock: Level 1|250 px]] [[Image:XBASES00-L3.gif|Airlock: Level 2|250 px]] [[Image:XBASES00-L4.gif|Airlock: Level 3|250 px]]</center>
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<gallery widths="175">
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Image:XBASES00-L0.PNG|Air-Lock Level 0
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Image:XBASES00-L1.PNG|Air-Lock Level 1
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Image:XBASES00-L2.PNG|Air-Lock Level 2
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Image:XBASES00-L3.PNG|Air-Lock Level 3</gallery>
  
 
== Statistics ==
 
== Statistics ==

Revision as of 04:43, 3 March 2009

General Information

The Airlock is the first facility you get to place in every new base, with the exception of the default base. Its construction is instantaneous so you can start building four new facilities off it right away.

The Airlock is also one of the two entry points aliens can take to get into the base, the other being the Sub Pen. It is impossible to destroy during combat, so it's safe to shell it with as many explosives as you wish in order to defend from any invaders.

Statistics

Construction Time: N/A
Construction Cost: varies
Maintenance Cost: $4,000/month

The cost of an Airlock is included in the cost of a new base. This cost is variable, depending on the Geoscape location:

Base Location Lift Cost Sponsor Nations Area Covered
North Atlantic 800,000
South Atlantic 950,000
North Pacific 900,000
South Pacific 600,000
Mediterranean 1,000,000
South China Sea 650,000
Indian Ocean 550,000
Sea of Japan 500,000
North Sea 750,000
Carribean 800,000
Antarctic 750,000
Arctic 600,000
Eurasia 500,000
North America 500,000
Africa 500,000

Dismantling a Base

To fully dismantle a base, you must first remove everything, from equipment, to vehicles, to staff and to base modules. Until the Airlock is on its own, the base cannot be dismantled.

If you only have one base left, you can indeed dismantle it down to the Airlock and remove the base of the map. Don't worry, you won't lose the game. As long as you have enough money, you can relocate elsewhere and start afresh.

Do NOT dismantle your base completely if you are being targeted by one or more retaliation teams. The game will crash if the Dreadnought dropship is not able to find a base.

If this is not your last base, consider instead leaving the access lift behind. Losing a base without putting up a fight costs you nothing, and as removing modules get you nothing (besides a maintenance cost bug), it's a fair deal.

If this is your last base, immediately build a new airlock elsewhere and let the battleship take the old access lift. At this point it may be better to start a new game, but if you are adamant and wish to continue hanging on, this is the only way to do it. Just be sure you have enough money to rebuild your base up to the point where you can send a Triton and a squad of armed soldiers to deal with ground missions.

See Also

TFTD Badge Terror From The Deep
Base Facilities:Air-LockLiving QuartersLaboratoryWorkshopGeneral StoresAlien Containment
Sub PenStandard SonarWide Array SonarTorpedo DefencesM.C.-LabTransmission Resolver
Gauss DefencesSonic DefencesP.W.T. DefencesM.C. GeneratorBombardment Shield