Alien Base Assault

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Revision as of 19:56, 17 November 2005 by EsTeR (talk | contribs) (edited out irrelevant things i wrote)
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Briefing

XCom operatives have gained entrance to an alien base. The control centre must be destroyed to render the base inoperative. The Mission will terminate when all enemies are eliminated.

Modules

  • Entry Lifts - where your soldiers start.
  • Storage Rooms - Hangar-size rooms full of vats, with a security watchtower in the centre.
  • Alien gardens - Dark rooms with jagged rocks and strange pulsing mushrooms. Burn 'em.
  • Alien entertainment - Flashing walls and floors you thought went out with disco in the seventies.
  • Fuel storage - Red pods with elerium. The target for "smash and grab" missions.
  • Command Centre - the double-walled area where you'll find the Base Commander on the second floor.

NOTE: destroying the contents of this room on the second floor renders the base destroyed for all intents of a base assault. if you are only doing a smash-n-grab, don't kill all aliens and don't blow up this room.

Notes

Somebody turned the lights out. Alien bases start dim and remain dim, so bring electroflares.

Remember those proximity grenades as you can't guard every intersection.

Terror units will be in the area.

Alien bases can be a very quick and dirty (dangerous) way to get Elerium, using what we call the "smash and grab" mission. Raid them by seeking out the room with red fuel pods, destroy them without using explosives, pick up the purple elerium canisters that were underneath, boogie back to the entry lift, and abort the mission. You get the elerium and the base is not destroyed. This means you can raid as often as you dare.

See Also