Difference between revisions of "Capturing Live Aliens (Apocalypse)"

From UFOpaedia
Jump to navigation Jump to search
(restoring; this page is important)
 
(7 intermediate revisions by 2 users not shown)
Line 1: Line 1:
= Capturing live aliens =
+
Unlike in previous and subsequent X-Com games, the primary goal of X-COM: Apocalypse - destroying the alien city - can be accomplished without capturing any live or dead aliens. However, capturing aliens is essential to the secondary goal of discovering [[The Real Alien Threat|what the aliens are planning]], and also unlocks the immensely-powerful [[Toxigun]], so it can be thought of as a sidequest.
  
The key to success in Apocalypse lies in the successfull capture of live aliens. Once you have captured a number of different live aliens, you will be able to research their live cycle and then toxiguns. Toxiguns are amazingly effective weapons, especially once you reach the second and third ammo options.
+
==The Goals==
  
The trick to capturing aliens is to know how stun damage works.  
+
There are several distinct stages of this research path, which are worth keeping in mind when deciding which aliens to bother capturing. Each stage's information and toxin technology requires that of the previous stage.
Basically, any alien (or human, for that matter) can take stun damage equal to his or her health points before dropping unconcious.  
 
  
Now, you should realize that this is calculated off of current health points, not maximum. If an alien has taken some stun damage and you drop his health total to below the amount of stun damage it has taken, it falls unconcious. So you can actually stun aliens with any weapon as long as the alien has taken some stun damage (from running through smoke gas for example).
+
*[[The Alien Genetic Structure (Apocalypse)|The Alien Genetic Structure]] and [[Biological Warfare (Apocalypse)|Biological Warfare]], the latter of which provides the Toxigun itself and Toxin Type A, merely require the autopsy of any one immature alien (Multiworm Egg, Multiworm or Hyperworm).
 +
*[[The Alien Life Cycle (Apocalypse)|The Alien Life Cycle]] and [[Toxin B (Apocalypse)|Toxin Type B]] require the live examination and autopsy of the Multiworm, Hyperworm and Chrysalis - as you'll see below, the Multiworm is the only tricky one here.
 +
*[[The Real Alien Threat]] and [[Toxin C (Apocalypse)|Toxin Type C]] require the live examination and autopsy of the Multiworm Egg, Brainsucker, Anthropod, Spitter, Popper, Skeletoid, Micronoid Aggregate, Megaspawn and Psimorph - i.e., every alien except the Queenspawn and Overspawn.
 +
*[[Alien Gas (Apocalypse)|Alien Gas]] requires the live examination and autopsy of the Queenspawn.
  
Stun damage is unfortunately capped at 255. The [[Multiworm]], [[Megaspawn]], [[Psimorph]] and [[Queenspawn]] all have more health than this, which means that they will never fall unconscious at full health; in addition to inflicting stun damage, X-COM must injure them with ordinary weapons in order to knock them out.
+
(Additionally, you will need to research the [[Bio-Transport Module (Apocalypse)|Bio-Transport Module]] and [[Advanced Biochemistry Lab (Apocalypse)|Advanced Biochemistry Lab]]; both should be considered high-priority if you wish to pursue this path, although in the former case there's nothing else to research yet anyway.)
  
= The stun grenade blanket =
+
The important thing to note here is the enormous gulf between Toxin B and C; capturing a Multiworm is a high priority, as it is the only significant capture requirement for Toxin B, but unless you're willing to bother capturing ''all'' the aliens needed for Toxin C there's little reason to bother capturing ''any'' of them (or to capture the Queenspawn). Toxin B is already exceptionally good, so decide early on whether you want to get Toxin C and play accordingly.
Equip all your agents with stun grenades, and when you are playing ufo recovery missions in real-time, throw two or three stun grenades at the entrance of the UFO as soon as the door opens. This will cover the outside of the UFO exit as well as a good portion of the inside of the UFO with stun gas, hitting all aliens the cloud with stun damage as well as causing them to try to get outside of the cloud instead of shooting at you. Stun gas blocks line of sight like smoke, so this is a good defensive measure since any aliens that want to attack you will have to walk through a cloud of stun gas to do so.
 
  
= How to keep an alien stunned for good =
+
Note that you don't need to separately capture an alien alive and dead like in UFO or TFTD; examining a live alien will give you the corresponding corpse.
If you've stunned an alien, but you've not completed all your objectives in the mission, the alien can wake up as its stun damage decreases. You could leave a soldier or two behind with grapples and stun grenades to put it down again, or toss a stun grenade at it to refresh the stun level, but an easier way is to simply have an agent stand on top of the stunned alien. This prevents them from getting up and means they will count as stunned the entire duration that the agent is standing on them.  For large aliens, you only need to be standing on one quarter for this to take effect.  
 
  
Be warned that if the alien is bleeding, it may die before the end of the mission.
+
==Methods of capture==
  
'''Beware of explosives and poppers'''
+
There are three methods of stunning aliens in order to capture them alive: the [[Megapol Stun Grapple]], the [[Megapol Stun Grenade]] and the psionic "stun" attack with a [[Mind Bender]]. Each has advantages and disadvantages.
  
Two things to be aware of. If the alien dropped any explosives and your sitter agent is hit by an explosive, the alien's equipment can explode. This is easily fixed by picking it up. Poppers however are explosive themselves, and there's nothing you can do about it. Worse, a popper who has taken wounds and is bleeding out can explode when it dies. Therefore, be absolutely sure that you're standing on an unharmed popper and you're well out of the combat before sitting on one.
+
*The Stun Grapple requires little micromanagement, is cheap and has infinite ammunition, but is short-ranged and cannot penetrate [[Personal Disruptor Shield]]s.
 +
*The Stun Grenade ignores shields and has medium range, but the cloud of stun gas dissipates quickly and also affects X-COM personnel; the grenades are also consumable and must be manually transferred to hand as needed. It also has no effect on Micronoid Aggregates.
 +
*Psionic stunning can be done anywhere within line of sight, ignores shields, and only uses (regenerating) Psi-energy, but you'll need to train [[Hybrids (Apocalypse)|hybrids]] to do it and it only has a high success rate on Anthropods and Skeletoids.
  
= Capturing =
+
==General capture procedure==
== Anthropods ==
 
If you equip all your agents with stun grapplers in their second hand, you should start capturing some of these aliens early on in the game. Use the stun grenade blanket if you don't want to make sure.
 
  
Anthropods are also one of the only two aliens that are susceptible to psionics, thus psi stun and mind control are viable alternatives to setting up a capture.
+
The ideal way to capture aliens goes roughly like this:
  
== Brainsucker ==
+
1) Set up a situation where you can afford to concentrate on the capture. This means eliminating or drawing off other aliens, as well as bringing the proper equipment and/or soldiers to make the target itself less dangerous (you don't generally want to be risking soldiers for a capture).  
In RT if you equip your agents with stun grapples and keep them relatively close together, you should have no problem catching these. In TB, toss a stun grenade on it and it will collapse as soon as it moves. Androids are immune to brainsuckers, so you can send one after it in safety.
 
  
An easier method though is to pick up a brainsucker pod and research it. This puts a live brainsucker in your alien containment, far more safely than trying to capture one.
+
2) Perform the capture. For most aliens, this simply means sending a few soldiers in with Stun Grapples or Stun Grenades while having the rest of your squad hold their fire. However, the maximum stun level is 255, and some aliens (Multiworms, Megaspawn, Psimorphs and the Queenspawn) have more health than this; you'll need to carefully damage them with weapons while keeping a fairly-constant stun level on them.
  
== Multiworm ==
+
3) Pin the alien to the ground by having a soldier stand on top of it. This prevents the alien from "waking up" as its stun level decreases over time. It's generally best to put the soldier used for this in a squad by himself, so that you don't accidentally move him.
Again, these should be caught easily if your troops carry stun grapples. A blanket of gas can also do in a pinch. Note they have high health, so will need some softening up prior to the capture.  
 
  
== Hyperworm ==
+
4) Complete the mission. Try to do this quickly, and without explosives going off near the unconscious alien (as unconscious aliens may be bleeding from critical wounds, and will still take damage from explosives).
These are hard to capture, but essential to research. They move quickly, so if you see one, pepper the area he is in with stun grenades or close in quickly with stun grapples.
 
  
If you were able to capture a Multiworm and reserch it, you will get 4 live specimens after the research.
+
==Specific alien notes==
  
== Chrysalis and Alien eggs.==
+
===Zero-effort captures===
These aliens are immobile, and count as stunned all the time, although the eggs are armed with a spit attack. You should have no problem capturing them, you'll probably capture them before seeing them on the battlefield.
 
 
== Skeletoid ==
 
These can be very hard to capture, they use their flying capabilities to escape from stun gas and once you start encountering them the aliens start coming equipped with heavier weaponry too. While Psionics work on them, they are best caught at the earliest possible opportunity (which is before psi is a viable tactic in my games). Try to engage these aliens in close quarters with stun grapples before they start carrying Disruptor shields, or lay ambushes for them near single-story doors.
 
  
The Skeletoid is the other of the two alien species that are most susceptible to psionic control or stun.  
+
The [[Multiworm Egg]], [[Hyperworm]] and [[Chrysalis]] do not need to be stunned in order to research them. The Multiworm Egg and Chrysalis are recovered alive automatically if left alone, and researching a live Multiworm puts four Hyperworms into your Alien Containment.
  
== Micronoid Aggregate ==
+
===Low-effort captures===
Micronoid aggregates can only take stun damage from stun grapples. Therefore they are your only means of capturing them.
 
  
These aliens can only be caught from alien bombers and the first alien building.  
+
[[Brainsucker]]s, [[Spitter]]s and early-game [[Anthropod]]s pose very little threat at range, so capturing these is a simple matter of walking up to them with a Stun Grapple (or, in the case of Brainsuckers, having a Stun Grapple in hand when they charge you).
  
Note, due to their very nature, Androids are immune to micronoid aggregate attacks, as well as those of the psimorph. Androids armed with stun grapples are the most ideal means of capturing Micronoids without any opposition.
+
You can also put a live Brainsucker into your Alien Containment by recovering and researching an unhatched [[Brainsucker Pod]], although this takes extra research time.
  
== Popper ==
+
===[[Multiworm]]===
In RT having a stun grapple in your off-hand will net you one easily. In TB they're more difficult, and you have to get a little bit lucky and see them first or have them charge you and not quite make it, in which case they're easy pickings. If you find one in an open space then a flying unit hovering 4 floors up is safe from poppers and can lob stun grenades down at them at leisure.
 
  
== Spitter ==
+
The problem with Multiworms is simply their high health and their high rate of fire. The safest way to capture these is to use Stun Grenades from long range (exploiting the short range of Multiworms' spit and their inability to escape the gas cloud) while chipping away with weak weapons like the [[Lawpistol]], [[M4000]] and [[Megapol Laser Sniper Gun|Laser Sniper Gun]] (to reduce their health below the stun limit without inflicting critical wounds).
These are easy to capture. Stun gas is very effective, and they are weak enough to safely approach for stun grapples to work.
 
  
== Megaspawn ==
+
Alternatively, charging in to point-blank range with a full squad of soldiers in [[Megapol Armor]] dual-wielding the above weapons with Stun Grapples will almost always bring down a worm before it can kill any of them (though they'll usually be wounded).
These can be a pain to capture. Equip half a dozen troops with stun grapples and get close and personal. Hope your shields survive the missiles he launches as you get closer. There is one minor blessing, though. He doesn't use missiles when you are within stun grapple reach.
 
  
Choking a Megaspawn in a cloud of gas before launching a short range melee attack with power swords or devastator cannons combined with stun grapples can quickly knock a Megaspawn out. This is riskier though. Megaspawn are large, so you can sometimes find one in an enclosed space in a UFO where it can't get out. If so then ruthlessly exploit its predicament by tossing stun grenades round the corner at it.
+
===[[Popper]]===
  
== Psimorph ==
+
Poppers are easy enough to stun, assuming you see them coming (in real-time mode) or get the drop on them (in turn-based mode). What's worth noting is that Poppers take critical wounds very easily and will explode if they bleed to death. As such, you should ensure a Popper is '''undamaged''' if you plan to have an Agent stand on it.
  
They fly, so stun gas won't work well, and they take over your non-android troops so approaching them can be tricky. The safest way is to draw away and eliminate any other aliens around your target Psimorph and then retreat your human troops and send in an entourage of androids to capture it. Psimorphs have no way at all of hurting androids, so stunning it with them is trivial.
+
===[[Skeletoid]]===
  
Alternatively, equip all of your troops with toxiguns and stun grapples. They will get mind controlled, but since toxiguns do little damage to humans and stun grapples can't penetrate shields your soldiers will be quite safe from each other.
+
While Skeletoids are very similar to Anthropods in most respects, they only show up in Week 3. Depending on X-COM's [[Alien Tech Levels (Apocalypse)|performance]], this means that they may already be equipped with [[Devastator Cannon]]s. A Skeletoid, or even Anthropod, with a Devastator Cannon is a serious threat at long range, and attempting a live capture will frequently result in soldier deaths. The humanoid aliens will also eventually gain access to [[Personal Disruptor Shield]]s, which negate Stun Grapples.
  
== Queenspawn ==
+
Nabbing a well-armed Skeletoid safely is best done with psi from behind cover (line of sight is only required for the initial lock), or opportunistically (with Stun Grapples if encountered at close range, or with Stun Grenades if many Skeletoids are encountered in an enclosed space). If you find a lone Skeletoid with a Brainsucker Launcher or Disruptor Gun, of course, such caution is unnecessary.
  
This one is rather easy to capture once you know how.
+
===Psionic aliens===
  
The first step is to finish off the rest of the map, the queen's not going anywhere, so she can wait.  
+
The [[Psimorph]] and [[Micronoid Aggregate]] are very similar in that their only method of attack is psionic powers. Psionic powers are very effective against your [[Humans (Apocalypse)|human]] soldiers, but ineffective against [[Androids (Apocalypse)|androids]] or well-trained [[Hybrids (Apocalypse)|hybrids]]. As such, the trick here is to get them on their own (without supporting aliens) and send in a squad of ''only'' hybrids or androids - this renders them toothless and assures an easy capture (Psimorphs will need to be damaged, but with this tactic you'll have plenty of time to do it carefully).
  
Run in and drop vortex mines on all the teleporters in the room with her so she doesn't get any reinforcements. You can easily dash in, blow some up and dash out before she can take your shield down. Then take out the annoying alien eggs around her.
+
Note that Stun Grenades are not very useful against either of these; Micronoids are immune, while Psimorphs can fly and have a great deal of health.
  
Then start tossing stun gas grenades into the room with her, waiting for the gas to dissipate between throws. You can run in, throw and run out of range, or run up to the queen's sides where she can't hit you and throw grenades in front of her. Without the teleporters it's just her and you, so you can take as long as you need. After about ten grenades take a few pot shots at her, and you should have a captured alien queen!
+
===[[Megaspawn]]===
 +
 
 +
Megaspawn are a notoriously-difficult capture due to their heavy armament - in particular, their infinite supply of long-range homing missiles. The ideal way to capture a Megaspawn is to wait until you have [[X-COM Disruptor Armor]], which largely obviates their missiles as a threat, and/or [[Personal Cloaking Field]]s, which prevent them from targetting your soldiers at long range (unless another alien is spotting for them).
 +
 
 +
If you aren't willing to wait that long, the best bet is to use several soldiers, each with a Stun Grapple and two shields and one additionally holding a Devastator Cannon, and try to take a Megaspawn by surprise in the cramped rooms of a UFO. Expect lost shields and possibly soldiers.
 +
 
 +
===[[Queenspawn]]===
 +
 
 +
The Queenspawn capture is a bit complicated due to her tentacle whip, but quite easy with Cloaking Fields, 20 or so Stun Grenades, and patience. Given the very fixed nature of the mission (she's always in exactly the same place and can't move), this section will be quite detailed.
 +
 
 +
1) Kill all the mobile aliens on the map, and blow up all the reinforcement pads. This deprives the Queenspawn of spotters, making her harmless to cloaked soldiers at medium to long range.
 +
 
 +
2) Throw two Vortex Mines into the raised dais holding the Queenspawn, one on each side of her. These will inflict some damage and, more importantly, destroy the Multiworm Eggs around her (allowing the mission to end as soon as the Queenspawn is stunned).
 +
 
 +
3) Start throwing Stun Grenades at the Queenspawn. Wait for the gas cloud to nearly dissipate before throwing the next grenade, to get the maximum effect from each grenade.
 +
 
 +
4) After five grenades or so, if she is not stunned, have a soldier start shooting her with a Devastator Cannon on aimed shot (to inflict damage slowly; a Toxigun will often be too fast and kill her in the couple of seconds before the mission ends). Keep throwing Stun Grenades until she drops.
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Latest revision as of 04:37, 28 December 2023

Unlike in previous and subsequent X-Com games, the primary goal of X-COM: Apocalypse - destroying the alien city - can be accomplished without capturing any live or dead aliens. However, capturing aliens is essential to the secondary goal of discovering what the aliens are planning, and also unlocks the immensely-powerful Toxigun, so it can be thought of as a sidequest.

The Goals

There are several distinct stages of this research path, which are worth keeping in mind when deciding which aliens to bother capturing. Each stage's information and toxin technology requires that of the previous stage.

  • The Alien Genetic Structure and Biological Warfare, the latter of which provides the Toxigun itself and Toxin Type A, merely require the autopsy of any one immature alien (Multiworm Egg, Multiworm or Hyperworm).
  • The Alien Life Cycle and Toxin Type B require the live examination and autopsy of the Multiworm, Hyperworm and Chrysalis - as you'll see below, the Multiworm is the only tricky one here.
  • The Real Alien Threat and Toxin Type C require the live examination and autopsy of the Multiworm Egg, Brainsucker, Anthropod, Spitter, Popper, Skeletoid, Micronoid Aggregate, Megaspawn and Psimorph - i.e., every alien except the Queenspawn and Overspawn.
  • Alien Gas requires the live examination and autopsy of the Queenspawn.

(Additionally, you will need to research the Bio-Transport Module and Advanced Biochemistry Lab; both should be considered high-priority if you wish to pursue this path, although in the former case there's nothing else to research yet anyway.)

The important thing to note here is the enormous gulf between Toxin B and C; capturing a Multiworm is a high priority, as it is the only significant capture requirement for Toxin B, but unless you're willing to bother capturing all the aliens needed for Toxin C there's little reason to bother capturing any of them (or to capture the Queenspawn). Toxin B is already exceptionally good, so decide early on whether you want to get Toxin C and play accordingly.

Note that you don't need to separately capture an alien alive and dead like in UFO or TFTD; examining a live alien will give you the corresponding corpse.

Methods of capture

There are three methods of stunning aliens in order to capture them alive: the Megapol Stun Grapple, the Megapol Stun Grenade and the psionic "stun" attack with a Mind Bender. Each has advantages and disadvantages.

  • The Stun Grapple requires little micromanagement, is cheap and has infinite ammunition, but is short-ranged and cannot penetrate Personal Disruptor Shields.
  • The Stun Grenade ignores shields and has medium range, but the cloud of stun gas dissipates quickly and also affects X-COM personnel; the grenades are also consumable and must be manually transferred to hand as needed. It also has no effect on Micronoid Aggregates.
  • Psionic stunning can be done anywhere within line of sight, ignores shields, and only uses (regenerating) Psi-energy, but you'll need to train hybrids to do it and it only has a high success rate on Anthropods and Skeletoids.

General capture procedure

The ideal way to capture aliens goes roughly like this:

1) Set up a situation where you can afford to concentrate on the capture. This means eliminating or drawing off other aliens, as well as bringing the proper equipment and/or soldiers to make the target itself less dangerous (you don't generally want to be risking soldiers for a capture).

2) Perform the capture. For most aliens, this simply means sending a few soldiers in with Stun Grapples or Stun Grenades while having the rest of your squad hold their fire. However, the maximum stun level is 255, and some aliens (Multiworms, Megaspawn, Psimorphs and the Queenspawn) have more health than this; you'll need to carefully damage them with weapons while keeping a fairly-constant stun level on them.

3) Pin the alien to the ground by having a soldier stand on top of it. This prevents the alien from "waking up" as its stun level decreases over time. It's generally best to put the soldier used for this in a squad by himself, so that you don't accidentally move him.

4) Complete the mission. Try to do this quickly, and without explosives going off near the unconscious alien (as unconscious aliens may be bleeding from critical wounds, and will still take damage from explosives).

Specific alien notes

Zero-effort captures

The Multiworm Egg, Hyperworm and Chrysalis do not need to be stunned in order to research them. The Multiworm Egg and Chrysalis are recovered alive automatically if left alone, and researching a live Multiworm puts four Hyperworms into your Alien Containment.

Low-effort captures

Brainsuckers, Spitters and early-game Anthropods pose very little threat at range, so capturing these is a simple matter of walking up to them with a Stun Grapple (or, in the case of Brainsuckers, having a Stun Grapple in hand when they charge you).

You can also put a live Brainsucker into your Alien Containment by recovering and researching an unhatched Brainsucker Pod, although this takes extra research time.

Multiworm

The problem with Multiworms is simply their high health and their high rate of fire. The safest way to capture these is to use Stun Grenades from long range (exploiting the short range of Multiworms' spit and their inability to escape the gas cloud) while chipping away with weak weapons like the Lawpistol, M4000 and Laser Sniper Gun (to reduce their health below the stun limit without inflicting critical wounds).

Alternatively, charging in to point-blank range with a full squad of soldiers in Megapol Armor dual-wielding the above weapons with Stun Grapples will almost always bring down a worm before it can kill any of them (though they'll usually be wounded).

Popper

Poppers are easy enough to stun, assuming you see them coming (in real-time mode) or get the drop on them (in turn-based mode). What's worth noting is that Poppers take critical wounds very easily and will explode if they bleed to death. As such, you should ensure a Popper is undamaged if you plan to have an Agent stand on it.

Skeletoid

While Skeletoids are very similar to Anthropods in most respects, they only show up in Week 3. Depending on X-COM's performance, this means that they may already be equipped with Devastator Cannons. A Skeletoid, or even Anthropod, with a Devastator Cannon is a serious threat at long range, and attempting a live capture will frequently result in soldier deaths. The humanoid aliens will also eventually gain access to Personal Disruptor Shields, which negate Stun Grapples.

Nabbing a well-armed Skeletoid safely is best done with psi from behind cover (line of sight is only required for the initial lock), or opportunistically (with Stun Grapples if encountered at close range, or with Stun Grenades if many Skeletoids are encountered in an enclosed space). If you find a lone Skeletoid with a Brainsucker Launcher or Disruptor Gun, of course, such caution is unnecessary.

Psionic aliens

The Psimorph and Micronoid Aggregate are very similar in that their only method of attack is psionic powers. Psionic powers are very effective against your human soldiers, but ineffective against androids or well-trained hybrids. As such, the trick here is to get them on their own (without supporting aliens) and send in a squad of only hybrids or androids - this renders them toothless and assures an easy capture (Psimorphs will need to be damaged, but with this tactic you'll have plenty of time to do it carefully).

Note that Stun Grenades are not very useful against either of these; Micronoids are immune, while Psimorphs can fly and have a great deal of health.

Megaspawn

Megaspawn are a notoriously-difficult capture due to their heavy armament - in particular, their infinite supply of long-range homing missiles. The ideal way to capture a Megaspawn is to wait until you have X-COM Disruptor Armor, which largely obviates their missiles as a threat, and/or Personal Cloaking Fields, which prevent them from targetting your soldiers at long range (unless another alien is spotting for them).

If you aren't willing to wait that long, the best bet is to use several soldiers, each with a Stun Grapple and two shields and one additionally holding a Devastator Cannon, and try to take a Megaspawn by surprise in the cramped rooms of a UFO. Expect lost shields and possibly soldiers.

Queenspawn

The Queenspawn capture is a bit complicated due to her tentacle whip, but quite easy with Cloaking Fields, 20 or so Stun Grenades, and patience. Given the very fixed nature of the mission (she's always in exactly the same place and can't move), this section will be quite detailed.

1) Kill all the mobile aliens on the map, and blow up all the reinforcement pads. This deprives the Queenspawn of spotters, making her harmless to cloaked soldiers at medium to long range.

2) Throw two Vortex Mines into the raised dais holding the Queenspawn, one on each side of her. These will inflict some damage and, more importantly, destroy the Multiworm Eggs around her (allowing the mission to end as soon as the Queenspawn is stunned).

3) Start throwing Stun Grenades at the Queenspawn. Wait for the gas cloud to nearly dissipate before throwing the next grenade, to get the maximum effect from each grenade.

4) After five grenades or so, if she is not stunned, have a soldier start shooting her with a Devastator Cannon on aimed shot (to inflict damage slowly; a Toxigun will often be too fast and kill her in the couple of seconds before the mission ends). Keep throwing Stun Grenades until she drops.