Alien Colony Attack Mission

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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.
  • The second part takes place in a 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.

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.
  • 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.

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

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, because the 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.


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.
  • 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 sence to parade them in front of the enemy. This will also mean you can abort at any time without losing the Triton/Hammerhead/Leviathan.

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