Alien Base Assault

From UFOpaedia
Revision as of 11:07, 27 October 2005 by 220.245.178.131 (talk)
Jump to navigation Jump to search

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 (deadly) way to get Elerium ASAP. use option only if desperate and you don't see any landed craft. if you let alien bases appear on the geoscape and leave them be (besides assaulting the supply UFOs, of course) the aliens might build another extremely close to this base in the future. I have had 5 bases on the very tip north of Japan, right next to one of my bases (needless to say, I never had Elerium problems) TOTAL COUNT: 30 alien bases so far. (does anyone want my LOC.DAT and CRAFT.DAT files?? to study (ver 1.4) or to place into a new "SUPER superhuman" game?) i don't check back here often BTW, but within a fortnight (now 27th Oct 05)

See Also