Difference between revisions of "Alien Colony Attack Mission"

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== Equipment Loss ==  
 
== Equipment Loss ==  
  
Like all two-parter missions, if moving to the second phase, only equipment carried on your aquanauts will be carried over if you end the mission by aborting in the exit zone or if you completely defeat all of the aliens.  
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Like all two-parter missions only equipment carried on your aquanauts will be carried over when you move to the second phase. Leaving the first mission by way of the submarine on the other hand will not result in equipment loss.  
  
When you move to the 2nd part, all equipment that is left on the ground is lost. This includes what is on the floor in the troop-transport sub. This will all be lost. This effect is quite apparent with purchased equipment.
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When you move to the 2nd part, all equipment that is left on the ground is lost. This includes what is on the floor in the troop-transport sub. Though not immediately apparent with alien harvested equipment, it is very noticeable with purchased equipment.  
  
 
Additionally, live aliens that you may have picked up will only transfer the body across to the 2nd part, not the stats associated with it. In effect, the alien is killed when the 2nd level stats. If you need to capture any particular alien from the first stage, retreat to the sub and dust off to recover the specimen. You can always re-attempt the colony if you wish to destroy it.  
 
Additionally, live aliens that you may have picked up will only transfer the body across to the 2nd part, not the stats associated with it. In effect, the alien is killed when the 2nd level stats. If you need to capture any particular alien from the first stage, retreat to the sub and dust off to recover the specimen. You can always re-attempt the colony if you wish to destroy it.  
  
XComutil offers a fix for this bug by returning the equipment to the base of origin, but may also be a little overzealous in returning the ammunition being carried by your aquanauts as well.  
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XComutil offers a fix for this bug by returning the equipment to the base of origin, but may also be a little overzealous in returning the ammunition being carried by your aquanauts as well.
  
 
==Part Two (Beneath the Sea Bed)==
 
==Part Two (Beneath the Sea Bed)==

Revision as of 09:26, 12 July 2010

Overview

A colony assault is a two part mission:

  • The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings, including four towers at each corner and a long structure along the west and east edges of the map.
  • The second part takes place in a labyrinthine four-level bunker beneath the sea bed.

Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded Tentaculat.

Part One (Sea Bed)

The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.

In Part One expect the follow aliens:

There will be senior ranking Aquatoids and Tasoth — and they will be happy to use M.C. and Disruptor Pulse Launchers to make short work of your assault team.

The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground.

You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base. Or if you have specific objectives in mind, just grab what equipment or live specimens that you need, bring it back to the transport and make a dash for it.

Possible Tactics

  • Take along a SWS and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.
  • The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C.
  • There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.
  • The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure. If torpedoes are in abundance, use them freely on the DPL gallery.
  • The northern T shaped tower of the main facility usually houses Tentaculats. They are a good candidate for shelling with a few DPL torpedoes - however you need to be thorough or else the shelling will provide them with a particle cloud as well as additional exits for any not killed in the blast.
  • Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.


Equipment Loss

Like all two-parter missions only equipment carried on your aquanauts will be carried over when you move to the second phase. Leaving the first mission by way of the submarine on the other hand will not result in equipment loss.

When you move to the 2nd part, all equipment that is left on the ground is lost. This includes what is on the floor in the troop-transport sub. Though not immediately apparent with alien harvested equipment, it is very noticeable with purchased equipment.

Additionally, live aliens that you may have picked up will only transfer the body across to the 2nd part, not the stats associated with it. In effect, the alien is killed when the 2nd level stats. If you need to capture any particular alien from the first stage, retreat to the sub and dust off to recover the specimen. You can always re-attempt the colony if you wish to destroy it.

XComutil offers a fix for this bug by returning the equipment to the base of origin, but may also be a little overzealous in returning the ammunition being carried by your aquanauts as well.

Part Two (Beneath the Sea Bed)

Some of your soldiers will be scattered alone in the second phase.

The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple thermal shok grenades is recommended for kidnapping one. Destroying the device can easily be accomplished by sending high explosives such as the Disrupter Pulse Launcher or Sonic Pulser through the one tile hole above the room containing the device.

Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy. Additionally, Stunned aliens can regain consciousness and unarmed Lobstermen can fight back with their powerful melee attacks.

Possible Tactics

Equip Screen Phase:

When the equipment screen appears between the two levels, it is a good idea to:

  • Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. Vibro Blades are best because they use very little T.U.s and can kill most Lobstermen in one hit.
  • Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vulnerable if you find yourself up against multiple enemies in close quarters. Sonic Pistols are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, a few shots will kill a Tentaculat.
  • If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a Thermal Shok Launcher in one hand and a Sonic Pistol in the other. This is because a single Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.
    • If unsure, you can always wait a turn and send a second shok bomb in before descending into the command centre.

During the mission:

  • Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort. Or worse lose all your troops.
    • Tip: Familiarize yourself with the layout of the rooms above the command room. The layout is best described as a theater, with the purple sphere variety of Ion Beam Accelerators filling in for the seat rows in front of a raised stage.
  • Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.
  • Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don't need line of sight to use M.C., it makes no sense to parade them in front of the enemy. This will also mean you can abort at any time without losing the Triton/Hammerhead/Leviathan.
  • Because of their effectiveness against Lobstermen, don't forget that Thermal Shok launchers are also area effect weapons and your aquanauts could get knocked out as well if fired in close quarters. Either make sure you are wearing Ion Armor or better when operating them, or have alternative weaponry available.

After Disabling the Synonium Device:

When you've disabled the base and are evacuating your team, try to:

  • If you choose to escape rather than complete the map, gather up what equipment you can to make the trip financially worthwhile as you lose everything in the first part that you aren't carrying.
  • Haul an unconscious Lobsterman commander back to the exit, if you have not capture one. You need a barest minimum of one to complete the game, with two for convenience if a Navigator is not forthcoming.
    • You can use MC to persuade the Lobsterman Commander to the exit - but make sure that it is physically stunned before you abort. Otherwise you will only recover the equipment it was previously carrying.
  • Wake up any stunned Aquanauts. They will be treated as MIA if they are still unconscious at the time you abort the mission, even if they are in the exits.

See Also

TFTD Badge Terror From The Deep : Mission Types
Mission TypesAlien Sub Crash RecoveryAlien Submarine AssaultBase DefensePort AttackIsland AttackShip Rescue MissionArtefact SiteColony Attack MissionT'leth
Information Terror MissionsTwo Part Missions