Difference between revisions of "Storyline (EU2012)"

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==Storyline Structure==
 
==Storyline Structure==
  
The storyline structure is divided into five narrative parts, each with is own soundtrack and specific [[News Items (EU2012)|news]] items:  
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The Storyline structure is divided into three narrative parts, each with is own soundtrack and specific [[News Items (EU2012)|news]] items that appear on the [[Situation Room (EU2012)|Situation Room]]:  
# Agnostic
+
# Act 1 - game start.
# Act 1 - after capturing first alien and obtaining the Outsider Shard.  
+
# Act 2 - after [[Alien Containment (EU2012)|capturing]] and interrogating the first [[Aliens (EU2012)|alien]].  
# Act 2 - after assaulting the Alien Base.
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# Act 3 - after assaulting the [[Storyline Missions (EU2012)#Alien Base Assault|Alien Base]] and capturing the [[Hyperwave Beacon (EU2012)|Hyperwave Beacon]].
# Act 3 - after building the Hyperwave Relay/Psi Link.
 
# Final mission.
 
  
 
==XCOM's Objectives==
 
==XCOM's Objectives==
  
In order to progress in the storyline there are certain milestones that need to be reached. The table below lists the path to completing (and winning the game). Each objective consists of a number of subobjectives that need to be completed before moving to the next.  
+
In order to progress in the Storyline there are certain milestones that need to be reached. The table below lists the path to completing (and winning the game). Each objective consists of a number of subobjectives that need to be completed before moving to the next.  
  
{| class="wikitable" width="100%"  
+
{| class="wikitable"
 
|+ Game Objectives
 
|+ Game Objectives
 
|-  
 
|-  
! width="20%" align="center" | Objective
+
! align="center" | Objective
! width="35%" align="center" | Subobjective
+
! align="center" | Subobjective
! width="45%" align="center" | Description
+
! width="60%" align="center" | Description
 
|- style="vertical-align:top;"
 
|- style="vertical-align:top;"
 
|-
 
|-
| align="center" | '''Capture A Live Alien''' || ''* Construct the Alien Containment Facility<br><br><br>* Research the Arc Thrower<br><br><br>* Build an Arc Thrower<br><br><br>* Capture a Live Alien<br><br><br>* Interrogate the Captive Alien || * "An Alien Containment Facility is required to safely house an alien captive. From Engineering, select Alien Containment Facility from the list of available options to begin construction." <br> * "The Arc Thrower is needed to disable a potential alien captive without killing it. From the Research Labs, select Arc Thrower from the list of available research options to begin the process."<br>* "With the necessary research completed, return to Engineering and select Arc Thrower from the list of available items to fabricate the device."<br>* "After equipping one or more of your soldiers with an Arc Thrower via the Soldier loadout screen in the Barracks, you can deploy and begin seeking out an alien target for capture. The Arc Thrower has a limited range, which will require our troops to get very close to the intended target."<br>* "With the alien captive retrieved from the field, we should begin the interrogation as soon as possible. From the Research Labs, select the Interrogate alien option to begin."
+
| align="center" rowspan=5 | [[File:Sectoid Interrogation Research (EU2012).png|75px]]<br>'''Capture A Live [[Aliens (EU2012)|Alien]]'''  
 +
| ''Construct the [[Alien Containment (EU2012)|Alien Containment]] Facility'' || "An Alien Containment Facility is required to safely house an alien captive. From Engineering, select Alien Containment Facility from the list of available options to begin construction."
 
|-
 
|-
| align="center" | '''Capture an Outsider Alien''' || ''* Capture an Outsider Alien<br><br><br>* Research the Outsider Shard<br><br><br>* Build the Skeleton Key'' || * "Using an Arc Thrower, stun an Outsider alien to retrieve it for further study. Outsiders have been spotted in close proximity to UFO crash sites."<br>* "With the Outsider Shard retrieved, we should begin researching it immediately. From the Research Labs, select Outsider Shard from the list of available research options to begin.<br>* "Now that we fully understand the capabilities of the Outsider Shard, Dr. Shen can fabricate the Skeleton Key. From Engineering, select Skeleton Key from list of available build options to begin."
+
| ''Research the [[Arc Thrower (EU2012)|Arc Thrower]]'' || "The Arc Thrower is needed to disable a potential alien captive without killing it. From the [[Research (EU2012)|Research]] Labs, select Arc Thrower from the list of available research options to begin the process."
 
|-
 
|-
| align="center" | '''Assault the Alien Base''' || ''* Assault the Alien Base'' || "* With Dr. Shen's newly developed Skeleton Key, we can now attempt to infiltrate the alien base. From Mission Control, accept the Alien Base mission."
+
| ''Build an Arc Thrower'' || "With the necessary research completed, return to [[Engineering (EU2012)|Engineering]] and select Arc Thrower from the list of available items to fabricate the device."
 
|-
 
|-
| align="center" | '''Trace the Hyperwave Signal''' || ''* Research the Hyperwave Beacon<br><br><br>* Construct the Hyperwave Relay<br><br><br>* Scan with the Hyperwave Relay'' || * Dr. Vahlen is eager to begin studying the alien device recovered from their base. From the Research Labs, select Research Hyperwave Beacon to begin."<br>* "After researching the Hyperwave Beacon, we'll need a facility to house the device in before we attempt to activate it. From Engineering, select the Hyperwave Relay from the list of available choices to begin construction."<br>* "With the Hyperwave Relay in place, we should begin scanning for new contacts from Mission Control. It's possible the relay will detect something we've missed in our previous scans."
+
| ''Capture a Live Alien'' || "After equipping one or more of your soldiers with an Arc Thrower via the [[Soldiers (EU2012)|Soldier]] loadout screen in the [[Barracks (EU2012)|Barracks]], you can deploy and begin seeking out an alien target for capture. The Arc Thrower has a limited range, which will require our troops to get very close to the intended target."
 
|-
 
|-
| align="center" | '''Intercept the Overseer UFO''' || ''* Research an Advanced Fighter Craft<br><br><br>* Build the Firestorm<br><br><br>* Intercept the Overseer UFO<br><br><br>* Assault the Crashed Overseer UFO'' || "Without a more powerful jet of our own, we have little chance of shooting down the alien Overseer UFO. Select Research Advanced Fighter Craft from the Research Labs to begin developing the necessary schematics." <br>* "Having completed our research into the advanced fighter prototype, we can now begin fabricating our new jet in Engineering by selecting Build Firestorm."<br>* "We'll need to shoot down the Overseer UFO if we hope to gain access to the systems onboard that ship."<br>* "With the Overseer UFO shot down, we'll need to deploy our troops to the crash site as soon as possible. From Mission Control, accept the Crash Site mission to begin the assault."
+
| ''Interrogate the Captive Alien'' || "With the alien captive retrieved from the field, we should begin the interrogation as soon as possible. From the Research Labs, select the Interrogate alien option to begin."
 
|-
 
|-
| align="center" | '''Use the Ethereal Device''' || ''* Research the Ethereal Device<br><br><br><br>* Construct the Gollop Chamber<br><br><br><br>* Study a Psionic Alien<br><br><br><br>* Build the Psi Labs Facility<br><br><br><br>* Test Soldiers for Psionic Powers<br><br><br><br>* Increase our Soldiers' Psionic Strength<br><br><br><br>* Use the Ethereal Device<br>'' || "The device recovered from the Ethereal alien species is ready for testing. From the Research Labs, select the Ethereal Device from the available options to begin the necessary research."<br>* "In order to fully test the capabilities of the Ethereal device we recovered, we'll need a specialized facility to house it in first. From Engineering, select the Gollop Chamber facility from the list of available options to begin construction."<br>* "We should begin studying a Psionic alien in order to gain a better understanding of these strange abilities. From the Research Labs, conduct an autopsy or interrogation on one of the Psionic alien species."<br>* "We should begin studying a Psionic alien in order to gain a better understanding of these strange abilities. From the Research Labs, conduct an interrogation on one of the Psionic alien species."<br>* "In order to begin testing our troops for any sign of psionic powers, we'll need to build the appropriate facility first. From Engineering, select the Psi Labs from the list of available options to begin construction."<br>* "Having constructed the Psi-Labs, we can now begin testing our soldiers for psionic abilities. From within the Barracks, select the Psi-Labs option. You can test up to three soldiers at the same time. We'll need to continue these tests until we find a suitable candidate."<br>* "Before a psionic soldier can use the Ethereal device, we must augment their psionic defense against whatever dangers they may encounter. Equip a psionically-gifted soldier with a suit of Psi Armor."<br>* "We believe the only way we can activate the Ethereal device is by strengthing our soldier's psionic abilities by equipping the psi-armor."<br>* "We now have a soldier powerful enough to attempt activation of the Ethereal device. Enter the Gollop Chamber and select the soldier who will attempt to use the device."
+
| align="center" rowspan=3 | [[File: Outsider Alien Research (EU2012).png|75px]]<br>'''Capture an [[Outsider (EU2012)|Outsider]] Alien'''  
 +
| ''Capture an Outsider Alien'' || "Using an Arc Thrower, stun an Outsider alien to retrieve it for further study. Outsiders have been spotted in close proximity to [[Crashed UFO (EU2012)|UFO crash]] sites."
 
|-
 
|-
| align="center" | '''Assault the Temple Ship''' || ''* Assault the Temple Ship'' || "Having located the Temple ship and identified our Volunteer, we've made all of the necessary preparations to assault the alien craft. Proceed to Mission Control and accept the final mission. The Volunteer must survive."
+
| ''Research the [[Outsider Shard (EU2012)|Outsider Shard]]'' || "With the Outsider Shard retrieved, we should begin researching it immediately. From the Research Labs, select Outsider Shard from the list of available research options to begin."
 +
|-
 +
| ''Build the [[Skeleton Key (EU2012)|Skeleton Key]]'' || "Now that we fully understand the capabilities of the Outsider Shard, [[Raymond Shen (EU2012)|Dr. Shen]] can fabricate the Skeleton Key. From [[Engineering (EU2012)|Engineering]], select Skeleton Key from list of available build options to begin."
 +
|-
 +
| align="center" | [[File: Alien Base Research (EU2012).png|75px]]<br>'''[[Storyline Missions (EU2012)#Assault the Alien Base|Alien Base Assault]]''' || ''Assault the Alien Base'' || "With Dr. Shen's newly developed Skeleton Key, we can now attempt to infiltrate the alien base. From Mission Control, accept the Alien Base mission."
 +
|-
 +
| align="center" rowspan=3 | [[File: Hyperwave Beacon Research (EU2012).png|75px]]<br> '''Trace the Hyperwave Signal'''
 +
| ''Research the [[Hyperwave Beacon (EU2012)|Hyperwave Beacon]]'' || "[[Vahlen (EU2012)|Dr. Vahlen]] is eager to begin studying the alien device recovered from their base. From the Research Labs, select Research Hyperwave Beacon to begin."
 +
|-
 +
| ''Construct the [[Hyperwave Relay (EU2012)|Hyperwave Relay]]'' || "After researching the Hyperwave Beacon, we'll need a facility to house the device in before we attempt to activate it. From Engineering, select the Hyperwave Relay from the list of available choices to begin construction."
 +
|-
 +
| ''Scan with the Hyperwave Relay'' || "With the Hyperwave Relay in place, we should begin scanning for new contacts from [[Mission Control (EU2012)|Mission Control]]. It's possible the relay will detect something we've missed in our previous scans."
 +
|-
 +
| align="center" rowspan=4 | [[File: Intercept Overseer Research (EU2012).png|75px]]<br>'''Intercept the [[Overseer (EU2012)|Overseer UFO]]'''
 +
| ''Research an Advanced Fighter Craft'' || "Without a more powerful jet of our own, we have little chance of shooting down the alien Overseer UFO. Select Research Advanced Fighter Craft from the [[Research (EU2012)|Research]] Labs to begin developing the necessary schematics."
 +
|-
 +
| ''Build the [[Firestorm (EU2012)|Firestorm]]'' || "Having completed our research into the advanced fighter prototype, we can now begin fabricating our new jet in Engineering by selecting Build Firestorm."
 +
|-
 +
| ''Intercept the Overseer UFO'' || "We'll need to shoot down the Overseer UFO if we hope to gain access to the [[Alien Artifacts (EU2012)|systems]] onboard that ship."
 +
|-
 +
| ''Assault the [[Storyline Missions (EU2012)#Crashed Overseer UFO|Crashed Overseer UFO]]'' || "With the Overseer UFO shot down, we'll need to deploy our [[Soldiers (EU2012)|troops]] to the crash site as soon as possible. From Mission Control, accept the Crash Site mission to begin the assault."
 +
|-
 +
| align="center" rowspan=7 | [[File: Ethereal Device Research (EU2012).png|75px]]<br>'''Use the [[Psi Link (EU2012)|Ethereal Device]]'''
 +
| ''Research the Ethereal Device'' || "The device recovered from the Ethereal alien species is ready for testing. From the Research Labs, select the Ethereal Device from the available options to begin the necessary [[Research (EU2012)|research]]."
 +
|-
 +
| ''Construct the [[Gollop Chamber (EU2012)|Gollop Chamber]]'' || "In order to fully test the capabilities of the Ethereal device we recovered, we'll need a specialized facility to house it in first. From Engineering, select the Gollop Chamber facility from the [[XCOM Headquarters (EU2012)#Base Expansion|list of available options]] to begin construction."
 +
|-
 +
| ''Study a Psionic [[Aliens (EU2012)|Alien]]'' || "We should begin studying a Psionic alien in order to gain a better understanding of these strange abilities. From the [[Research (EU2012)|Research]] Labs, conduct an autopsy or interrogation on one of the Psionic alien species."
 +
|-
 +
| ''Build the [[Psionic Lab (EU2012)|Psi Labs]] Facility'' || "In order to begin testing our troops for any sign of psionic powers, we'll need to build the appropriate facility first. From Engineering, select the Psi Labs from the list of available options to begin construction."
 +
|-
 +
| ''Test [[Soldiers (EU2012)|Soldiers]] for Powers'' || "Having constructed the Psi-Labs, we can now begin testing our soldiers for psionic abilities. From within the Barracks, select the Psi-Labs option. You can test up to three soldiers at the same time. We'll need to continue these tests until we find a suitable candidate."
 +
|-
 +
| ''Increase our Soldiers' [[Psionic (EU2012)|Psionic]] Strength'' || "Before a psionic soldier can use the Ethereal device, we must augment their psionic defense against whatever dangers they may encounter. Equip a psionically-gifted soldier with a suit of [[Psi Armor (EU2012)|Psi Armor]]."<br>* "We believe the only way we can activate the Ethereal device is by strengthing our soldier's psionic abilities by equipping the psi-armor."
 +
|-
 +
| ''Use the Ethereal Device'' || "We now have a soldier powerful enough to attempt activation of the Ethereal device. Enter the Gollop Chamber and select the soldier who will attempt to use the device."
 +
|-
 +
| align="center" | [[File: Temple Ship Assault Research (EU2012).png|75px]]<br>'''[[Storyline Missions (EU2012)#Temple Ship Assault|Assault the Temple Ship]]''' || ''Assault the Temple Ship'' || "Having located the Temple ship and identified our [[Volunteer (EU2012)|Volunteer]], we've made all of the necessary preparations to assault the alien craft. Proceed to [[Mission Control (EU2012)|Mission Control]] and accept the final mission. The Volunteer must survive."
 
|-
 
|-
 
|}
 
|}
  
==Storyline Specific Missions==
+
==Hints==
===''Assault the Alien Base''===
+
'''My soldiers die when I go for a capture''':
The Alien Base assault is unlocked once you've captured an Outsider and researched it. You will also need to build the Skeleton Key artifact before assaulting it.<br>
+
See [[Arc Thrower (EU2012)|Arc Thrower]] for tips on how to capture safely. A Small Scout actually isn't the best UFO to attempt to capture an Outsider from, because it's open so the Outsider will activate from far away when he sees you. A Large Scout is much easier because it's likely you'll open a door and the Outsider will activate right in front of you.
The Alien Base can be expected to contain all of the aliens you've encountered so far, and at the end a single Sectoid Commander guarding a Hyperwave Beacon.<br>
 
The Alien Base is considerably longer than most missions you'll have done so far, so pack for the long haul.<br>
 
Chryssalids and Drones will show up regardless of current progress.<br>
 
Warning: losing this mission will result in losing the game.<br>
 
 
 
Check the [[AlienBase01 (EU2012)|Alien Base 01]] and [[AlienBase02 (EU2012)|Alien Base 02]] pages for overhead shots of both Alien Base maps.
 
 
 
===''Assault the crashed Overseer UFO''===
 
Once you've built a Hyperwave Relay base facility you will gain the ability to detect the Overseer UFO. This can only be shot down with a Interceptor/Firestorm with a powerful weapon and equipment aids.
 
The Overseer UFO is then a standard medium-sized UFO crash site, with the exception that its commander is an [[Ethereal (EU2012)|Ethereal]] with [[Muton (EU2012)|Muton Elite ]]guards protecting a Psi-Link device.
 
[[Sectopod (EU2012)|Sectopod(s]]) will show up regardless of current progress.
 
If you can't shoot down the Overseer UFO or choose not to assault it after it crashes it will reappear later on.
 
===''Assault the Temple Ship''===
 
The final mission of the game. Your mission is to get to the bridge of the Temple Ship, kill the Uber Ethereal there and keep the Volunteer alive.<br>
 
Your Volunteer soldier is granted a new psionic ability (The Rift) and must survive - if he/she dies you'll lose the game. (But you can restart the mission even on Ironman)<br>
 
You can expect to see at least one of every type of alien in this mission. Highlights are a room with two Sectopods, and the final room featuring an Uber Ethereal with two Ethereal guards and several Muton Elites.<br>
 
Killing the Uber Ethereal wins the game immediately, with no need to kill any remaining aliens.<br>
 
Warning: losing this mission will result in losing the game.<br>
 
 
 
Check the [[TempleShip (EU2012)|Temple Ship]] page for overhead shots of the entire map.
 
 
 
'''Room 0 - Landing Bay'''
 
No enemies. The path splits into three doorways, center, right, and left, a symmetrical configuration that follows all the way through the ship. Further directions assume chosen camera angles keeps forward "upwards". Alien squads will be listed individually (ie: per activation, each squad will be separated by commas; different squads can be activated independently). As you move through the ship, the Uber Ethereal will comment on each alien race and your progress.
 
 
 
'''Room 1 - Sectoid & Cyberdiscs'''
 
A wide foyer with several half-cover berms, and archways opposite of the side doors. Once through the first set of doors, you will encounter a Sectoid Commander and two Sectoids, and another two Sectoids on the path under the right archway. After 1 round, 2 Cyberdiscs and 3 Drones will appear on top of the archways (1 Disc each, the one on the left has the 2 drones). Snipers with Doubletap can make short work of the Discs, and other solders can mop up the drones if they survive the Disks' explosion.
 
 
 
'''Room 2 - Floaters & Chryssalids'''
 
A large square room, with a high walkway/bridge crossing down the middle, two high balconies on the sides, and low pathways between. There is a Floater on the left pathway, a Heavy Floater (high balcony) & Floater (pathway) on the right, and two Floaters at the end of the bridge. After 1 round, 3 Chryssalids will spawn, two on the right pathway, and one on the left, closer to the entrances (fortunately, they will not move right away). The Volunteer can use rift to make short work of the two on the right.
 
 
 
'''Room 3 - Thin Men'''
 
Actually 3 hallway/bridges: following the previous room, the middle bridge is shorter & high up, and the left and right bridges are at low elevations, and have an extra door in the middle. The middle path contains two Thin Men, who will immediately run when spotted, so two soldiers ghosting (one on overwatch, the other firing) would be useful to take both out before they get into cover. A third Thin Man will be on one of the lower bridges, past the middle door (it will be on whichever side that past the middle door is seen first). Take care not to run through poison gas.
 
 
 
'''Room 4 - Mutons and Sectopods'''
 
A very large, long Colosseum, and perhaps the hardest room of the Temple Ship.
 
 
 
Coming from the previous room's bridges: the middle entrance opens into a balcony, and the left and right entrances open into small open areas with stairs that lead back to a middle elevation. Visible from the top of each stairs are two separate squads of two regular Mutons each. If both are activated, it will activate a lone Berserker in the middle (in front of the balcony). You may want to keep some Mutons mind controlled for the next part (preferably the Berserker if you can).
 
 
 
The side paths will lead again to downgoing stairs, which lead to two long pathways, which frame an even lower, wide open amphitheater containing two Sectopods, placed close together near the middle. Past the first high balcony, a middle-elevation balcony is in the middle, near the entrance. Snipers with Archangel should be able to fly high at the back of the room with Archangel and shoot freely at the Sectopods without being seen themselves. This is a good time to use Rift, since you should be able to get both Sectopods and it does full damage to them, and will kill them by itself over the two turn duration (if your Volunteer happens to be a HEAT Heavy it will simply one-shot them). Alternatively, if you managed to keep a Muton, placing it between both Sectopods will heavily damage all three when they fire their Chest Cannons.
 
 
 
When both Sectopods are destroyed, two Muton Elites will spawn way down at the far end of the room, where stairs bring all 3 paths back into 1. With high-ground and cover, they may either wait to ambush you, or move forward, firing or tossing grenades at the first soldier they see.
 
  
'''Room 5 - Ethereal Cathedral'''
+
'''I Can't shoot down the Overseer''':
After a thin corridor, the final room is a large cubic room with a low middle path with two high-cover obstacles, and two high side paths with sets of half-cover balconies (like two E shapes, both with the tines pointing inwards, the middle tines being longer). The Uber Ethereal waits at the far end of the room, on a high, thin balcony in the middle. Behind him is a second Ethereal Device serving as the Cathedral's altar. The aliens activate once in sight of him (a few spaces before crossing the middle tines of the "E"s: being no farther forward than the "latitude" of the middle stairs leading down is close enough to make any final Heals/Inspirations): two Ethereals on the last tines of the "E"s & two Elite Muton guards below and either side of the Uber Ethereal's balcony. Just before his guards spawn, the Uber Ethereal will speak again: of their existence, and why they have attacked Earth, alluding to some unrevealed "others" and some nameless cataclysm or trial.
+
The Overseer is very fast and you only have a short aerial combat window to pile the damage on. Firestorms have considerably longer time on target than conventional Interceptors. You may be able to shoot it down with an Interceptor if you pop all three consumables, but it's not reliable. In both cases you'll need Plasma Cannons.
  
There are many ways to win, and even more ways to die in this room, especially after all the other battles you've fought leading to this. Killing the Uber Ethereal wins the game immediately, so a good strategy is to ignore the lesser enemies and pump everything you have in to the Uber Ethereal to win the fight as quickly as possible. Mind Controlling the Muton Elites on the turn you enter the room will quickly take them out of the fight and also cause the Ethereals to spend a turn killing them, which they would otherwise spend mind controlling your people. Which they will otherwise do. You need to be able to fend off those Mind Controls otherwise you're going to be in some serious trouble. The ideal solution is to have enough Mind Shields to outfit your entire team with them. But since this may be gimping your team in other ways, and may not be possible to have downed six Ethereals before this point, some creativity may be required. Psi Inspiration and Combat Drugs Smoke Grenades can help. Another possibility is to outfit as many people with Mind Shields as you can and have them rush the room first, have them eat the Mind Controls, and then move the rest of the team in once the Ethereals' Mind Controls have been (hopefully) wasted.
+
'''I Can't use the Ethereal Device''':
 +
After constructing the Gollop Chamber, you will be told that you do not have a soldier of strong enough psionic ability to use the Ethereal Device. The only requirement is actually that the soldier is wearing Psi Armor. If you already have someone equipped with the Psi Armor, take it off the soldier and reequip it.
  
As a side note, a Squadsight Sniper can sit safely behind the 3 tile long cover just outside the door (have him/her set up in the middle of the block) and pop away at the Uber Ethereal with impunity. Simply send in someone with Ghost Armor to spot and, Luck willing, with Double Tap, Plasma Sniper Rifle and Headshot, you can drop the Uber Ethereal in one turn!
+
==See Also==
 +
* [[Storyline Missions (EU2012)|Storyline Missions]]
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]
[[Category: Guides (EU2012)]]
 

Latest revision as of 14:18, 21 January 2014

WARNING: EXTREME SPOILERS!

Storyline Structure

The Storyline structure is divided into three narrative parts, each with is own soundtrack and specific news items that appear on the Situation Room:

  1. Act 1 - game start.
  2. Act 2 - after capturing and interrogating the first alien.
  3. Act 3 - after assaulting the Alien Base and capturing the Hyperwave Beacon.

XCOM's Objectives

In order to progress in the Storyline there are certain milestones that need to be reached. The table below lists the path to completing (and winning the game). Each objective consists of a number of subobjectives that need to be completed before moving to the next.

Game Objectives
Objective Subobjective Description
Sectoid Interrogation Research (EU2012).png
Capture A Live Alien
Construct the Alien Containment Facility "An Alien Containment Facility is required to safely house an alien captive. From Engineering, select Alien Containment Facility from the list of available options to begin construction."
Research the Arc Thrower "The Arc Thrower is needed to disable a potential alien captive without killing it. From the Research Labs, select Arc Thrower from the list of available research options to begin the process."
Build an Arc Thrower "With the necessary research completed, return to Engineering and select Arc Thrower from the list of available items to fabricate the device."
Capture a Live Alien "After equipping one or more of your soldiers with an Arc Thrower via the Soldier loadout screen in the Barracks, you can deploy and begin seeking out an alien target for capture. The Arc Thrower has a limited range, which will require our troops to get very close to the intended target."
Interrogate the Captive Alien "With the alien captive retrieved from the field, we should begin the interrogation as soon as possible. From the Research Labs, select the Interrogate alien option to begin."
Outsider Alien Research (EU2012).png
Capture an Outsider Alien
Capture an Outsider Alien "Using an Arc Thrower, stun an Outsider alien to retrieve it for further study. Outsiders have been spotted in close proximity to UFO crash sites."
Research the Outsider Shard "With the Outsider Shard retrieved, we should begin researching it immediately. From the Research Labs, select Outsider Shard from the list of available research options to begin."
Build the Skeleton Key "Now that we fully understand the capabilities of the Outsider Shard, Dr. Shen can fabricate the Skeleton Key. From Engineering, select Skeleton Key from list of available build options to begin."
Alien Base Research (EU2012).png
Alien Base Assault
Assault the Alien Base "With Dr. Shen's newly developed Skeleton Key, we can now attempt to infiltrate the alien base. From Mission Control, accept the Alien Base mission."
Hyperwave Beacon Research (EU2012).png
Trace the Hyperwave Signal
Research the Hyperwave Beacon "Dr. Vahlen is eager to begin studying the alien device recovered from their base. From the Research Labs, select Research Hyperwave Beacon to begin."
Construct the Hyperwave Relay "After researching the Hyperwave Beacon, we'll need a facility to house the device in before we attempt to activate it. From Engineering, select the Hyperwave Relay from the list of available choices to begin construction."
Scan with the Hyperwave Relay "With the Hyperwave Relay in place, we should begin scanning for new contacts from Mission Control. It's possible the relay will detect something we've missed in our previous scans."
Intercept Overseer Research (EU2012).png
Intercept the Overseer UFO
Research an Advanced Fighter Craft "Without a more powerful jet of our own, we have little chance of shooting down the alien Overseer UFO. Select Research Advanced Fighter Craft from the Research Labs to begin developing the necessary schematics."
Build the Firestorm "Having completed our research into the advanced fighter prototype, we can now begin fabricating our new jet in Engineering by selecting Build Firestorm."
Intercept the Overseer UFO "We'll need to shoot down the Overseer UFO if we hope to gain access to the systems onboard that ship."
Assault the Crashed Overseer UFO "With the Overseer UFO shot down, we'll need to deploy our troops to the crash site as soon as possible. From Mission Control, accept the Crash Site mission to begin the assault."
Ethereal Device Research (EU2012).png
Use the Ethereal Device
Research the Ethereal Device "The device recovered from the Ethereal alien species is ready for testing. From the Research Labs, select the Ethereal Device from the available options to begin the necessary research."
Construct the Gollop Chamber "In order to fully test the capabilities of the Ethereal device we recovered, we'll need a specialized facility to house it in first. From Engineering, select the Gollop Chamber facility from the list of available options to begin construction."
Study a Psionic Alien "We should begin studying a Psionic alien in order to gain a better understanding of these strange abilities. From the Research Labs, conduct an autopsy or interrogation on one of the Psionic alien species."
Build the Psi Labs Facility "In order to begin testing our troops for any sign of psionic powers, we'll need to build the appropriate facility first. From Engineering, select the Psi Labs from the list of available options to begin construction."
Test Soldiers for Powers "Having constructed the Psi-Labs, we can now begin testing our soldiers for psionic abilities. From within the Barracks, select the Psi-Labs option. You can test up to three soldiers at the same time. We'll need to continue these tests until we find a suitable candidate."
Increase our Soldiers' Psionic Strength "Before a psionic soldier can use the Ethereal device, we must augment their psionic defense against whatever dangers they may encounter. Equip a psionically-gifted soldier with a suit of Psi Armor."
* "We believe the only way we can activate the Ethereal device is by strengthing our soldier's psionic abilities by equipping the psi-armor."
Use the Ethereal Device "We now have a soldier powerful enough to attempt activation of the Ethereal device. Enter the Gollop Chamber and select the soldier who will attempt to use the device."
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Assault the Temple Ship
Assault the Temple Ship "Having located the Temple ship and identified our Volunteer, we've made all of the necessary preparations to assault the alien craft. Proceed to Mission Control and accept the final mission. The Volunteer must survive."

Hints

My soldiers die when I go for a capture: See Arc Thrower for tips on how to capture safely. A Small Scout actually isn't the best UFO to attempt to capture an Outsider from, because it's open so the Outsider will activate from far away when he sees you. A Large Scout is much easier because it's likely you'll open a door and the Outsider will activate right in front of you.

I Can't shoot down the Overseer: The Overseer is very fast and you only have a short aerial combat window to pile the damage on. Firestorms have considerably longer time on target than conventional Interceptors. You may be able to shoot it down with an Interceptor if you pop all three consumables, but it's not reliable. In both cases you'll need Plasma Cannons.

I Can't use the Ethereal Device: After constructing the Gollop Chamber, you will be told that you do not have a soldier of strong enough psionic ability to use the Ethereal Device. The only requirement is actually that the soldier is wearing Psi Armor. If you already have someone equipped with the Psi Armor, take it off the soldier and reequip it.

See Also