Difference between revisions of "T'leth"

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'''''Note to all X-Com/S.O.R.E.S.O. officers:''''':
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This is a 3 part mission. Note that this is a DO OR DIE mission. If you fail or hit abort at any time, the entire campaign ends, you lose. To have this mission available, you must research "T'leth the alien's city", and access it by launching a Leviathan sub. It'll either give the option to go to intercept or to T'leth. The "T'leth" button is at the top of the screen if you have a Leviathan selected in the Geoscape.
  
latest report:
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=Part 1=
  
'''''Author:[classified name],Pilot of Leviathan-Class Submersible "Alparslan"'''''
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==Briefing==
 +
[to be added]
  
..."We have reached such a depth that the sole link between the upper world and this ship is the Hyperwave Transmission link,and any loss of contact will probably make me mad.I have steered this craft for hours,yet sinking deeper,deeper into the inkiest of depths,the deepest bowels of Earth,and I am beginning to lose the sense of time and space.The 3D Underwater Radar shows the surroundings of this pit.Strange,amorphic shapes can be detected floating about.I am not sure if they are alive,for they have almost the same temperature of the water around them...
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==Description==
  
...1 hour later,i saw it.It slowly came into sight,a beacon of light at first,then a gleaming orb amongst the pitch depth.A massive chunk of unidentified metal was waiting in a crater deeper than the conical rift among...wait...if the physical analysis of the pit is real...yes,i must admit now,it must be THE "meteor" who slammed the Earth point-blank and kickstarted the age of mammals.Harbinger of our birth,yet our harbinger of destruction.Oh,the irony...
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Looks much like the second part of an [[Artefact Site]] mission, but the map layout is different and there are only two levels. You must kill all aliens or move your units to the lift (bright yellow floor) and press the "abort mission" button. Note that this lift is on the upper level (l1).
  
...I must hurry...This is a scouting mission,and I must leave before the hive like ship awakens.I have scanned the outskirts of its base,its defenses,possible creatures,and the psychic readings.The device's beams penetrated the base,and i noticed three "hardpoints",places with massive garrison and bio-readings.The report is as following:
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Aliens encountered:
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*Aquatoid Navigators and Commanders (all M.C. capable) armed with Disruptor Pulse Launchers (most of youe opponents on this level, some 15-20 of them)
 +
*Hallucinoids (a few)
  
*The Outskirts:I have noticed Tentaculat vermin ( curse on their souls,i lost 2 best friends,and forced to kill them myself,only to watch more of the Devilish Octopus spring forth from their bodies ),and humanoid shapes armed with the sonic cannons and blaster launchers.
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=Part 2=
  
*Catacombs(?):Scan readings are vague.It can be catacombs,or a loading bay,or even a lair.But I see still large,tentacled forms and powerful psychic beings.
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==Briefing==
 +
[to be added]
  
*???:A Spiral shaped room.Tentaculats nested on nooks and crannies above the floor of this Temple of Deep.Horrible sound records echo from the tunnels,yet one of them lingers on in my mind:
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==Description==
  
"...ph'nglui mglw'nafh s'htuhkh t'leth wagh'nagl fhtagn...ph'nglui mglw'nafh ss'htuhkh t'leth wagh'nagl fhtagn...ph'nglui mglw'nafh sss'htuhkh t'leth wagh'nagl fhtagn..."
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Looks like the the second part of a [[Colony Assault]] mission, but again there's only 2 levels. Once again, you need to kill all aliens or find the access lift to the third level. This can be difficult, because to do it you must first climb to the upper level, cross to the corner of the map opposite your starting location, and then descend to the ground level. Another problem is that some of the corridors will be too narrow for your SWSs - use Sonic Cannons or Disruptor Pulse Launchers to widen the door and corridors.  
  
I am slowly getting mad.I had to stun my co-pilot Louis Tiers,a Frenchman,though he was a reliable psi-officer,he began laughing and shouting unintelligible things,though a modified voice-recorder yielded some sense:
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Note that the lift has only room for 25 aquanauts, so if you took a fully-crewed Leviathan to the mission you must either kill all the aliens or be prepared to leave someone behind. If it comes to that, the best choice is a SWS, because their mobility is greatly restricted in the third level.
  
"of a Sleeping One,yet not Dead yet not Alive,fed by the Mongrels of Blasphemies and Slaves,then,"...ph'nglui mglw'nafh s'stuhkh t'leth wagh'nagl fhtagn..." crap again,Atlantis was younger,younger than the starseed,the Elder Ones,they lended us our Flesh and their statues,which they brought from the stars...Azathoth...The Heart of Universe..."
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Aliens encountered:
 +
*Aquatoid Soldiers, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 5 or so)
 +
*Lobster Men Soldiers & Squad Leaders, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 10 in all)
 +
*Deep Ones (several)
 +
*Tentaculats (a few)
 +
*Hallucinoids (several)
 +
*Xarquid (one or two)
  
I shut the record off and now I am sitting silently as the craft escapes the cold pandemonium below.Louis became mad.I can't believe a psychic assault could fry his mind.Now he is awake,but little aware of what happens,is now babbling in French.I have my Gauss Rifle as ready,in case he attacks me.
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Make sure to save RIGHT at the end of Part 2, because...
  
Maybe I will have to go to hypnotherapy when,or if i return and erase the three most insane hours of my life.It is maddening to say the least...I pray HQ has the guts and men to assault this earthly Abyss...
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=Part 3=
  
 +
==Briefing==
 +
[to be added]
  
-----
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==Description==
  
{stub}
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You can't save during part 3! No more save reload abuse! As against that, all you need to do is have ONE agent complete the mission, you should be able to manage this, right?
  
This is a 3 part mission.
+
The map is roughly a spiral leading to the Ultimate Alien's coffin. Aside from not being able to save, your overhead map will not function properly! You won't be able to see the terrain, only your agents, aliens and dropped items. Also, your SWSs can't move through the doors unless you knock them down with Disruptor Pulse Launchers. You'd need a LOT of ammo to knock down all the doors you need to pass to reach the end, so it's probably not worth taking the SWSs beyond the first two rooms.
  
Part 1
+
Fortunately, the map is mostly straightforward, with only a couple of dead-ends. It's also quite large, so your agents will run out of energy if you advance too quickly. All that said, the aliens on this map aren't particularly tough, and most of them will be in the first two rooms; take them out and the rest should be easy.
  
Looks much like the second part of an [[Artefact Site]] mission, but the map layout is different and there are only two levels. You must kill all aliens or move your units to the lift (bright yellow floor) and press the "abort mission" button. Note that this lift is on the upper level (l1).
+
When you reach the central chamber, be careful of Tentaculat ambushes. Remember that, unlike in Enemy Unknown, you can't kill the alien mastermind. Instead, destroy the power cylinders around him to win.
 +
 
 +
Aliens encountered: same as in part 2.
 +
 
 +
==Tips==
 +
 
 +
*It goes without saying, bring the best troops you have. As many as possible should have Mag. Ion Armour. You'll have a much easier time if your Aquanauts have high MC ratings. Because of the 80 item limit, 26 Aquanauts is probably impractical, so it's probably a good idea to take along 2-3 Displacers.
  
Aliens encountered: Aquatoid Navigators and Commanders (all M.C. capable) armed with Disruptor Pulse Launchers, Hallucinoids.
+
*You can take some MC-weaklings along, as long as you keep them unarmed (or armed with Gauss Pistols) on the first level. The vast majority of your opponents there will be Aquatoids, so you don't need powerful weapons anyway. After the first level there are no more MC-capable aliens, so your MC-weaklings are no longer in danger.
  
Part 2
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*The aliens are armed exclusively with Disruptor Pulse Launchers and Thermal Shock Launchers. This means you can't rely on scavenging Sonic weapons or ammo. So be careful, as your Sonic Cannons are likely to out of ammo if you don't bring reloads.
  
Looks like the the second part of a [[Colony Assault]] mission, but again there's only 2 levels. Once again, you need to kill all aliens or find the access lift to the third level. This can be difficult, because to do it you must first climb to the upper level, cross to the corner of the map opposite your starting location, and then descend to the ground level. Another problem is that some of the corridors will be too narrow for your SWSs - use Sonic Cannons or Disruptor Pulse Launchers to widen the door and corridors.
+
*Spread out! Especially on the first level. You don't want a Disruptor Pulse Launcher to take out half your squad, do you?
  
Note that the lift has only room for 25 aquanauts, so if you took a fully-crewed Leviathan to the mission you must either kill all the aliens or be prepared to leave someone behind. If it comes to that, the best choice is a SWS, because their mobility is greatly restricted in the third level.
+
*The 80 item limit really hurts. So make sure you only bring along stuff that's essential. There's no sense in taking along more than a couple or Disruptor Pulse Launchers or torpedos, since you'll be able to scavenge plenty from the aliens. Instead, make sure to have MC Disruptors, Medi-Kits, Sonic weapons (and ammo) and close combat weapons.
  
Aliens encountered: Aquatoid Soldiers, Lobster Men Soldiers & Squad Leaders, Deep Ones, Tentaculats, Hallucinoids, Xarquid, Deep Ones. The Lobster Men and Aquatoids are armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers.
+
*Unlike on Cydonia, there's no outdoor level: all the fighting will be done in corridors and rooms. Also, there's more light than on Mars's surface, so incendiary ammo is less useful (though not completely useless). Plan and equip your aquanauts accordingly.
  
Make sure to save RIGHT at the end of Part 2, because...
+
*Tactics to deal with specific enemies:
  
Part 3
+
Aquatoids: dangerous but very vulnerable. On the first level they all have MC abilities and Disruptor Launchers. Luckily, they almost always die in one hit, and won't survive even on the outskirts of an explosion. On the other two levels they're more of a nuisance, as no longer have MC and most have Thermal Shock Launchers. Still, one or two might be toting a Disruptor Pulse Launcher, so don't ignore them.
  
You can't save during part 3! No more save reload abuse! As against that, all you need to do is have ONE agent complete the mission, you should be able to manage this, right?
+
Lobster Men: dangerous and very tough, but no MC ability. They usually survive even a direct hit from a Disruptor Pulse Launcher! Most of them are coincidentally armed with just that, but others wield Thermal Shock Launchers and are therefore less dangerous. Your best bet is to use MC attacks and Melee weapons against them. Don't forget they have a natural melee attack!
  
The map is roughly a spiral leading to the Ultimate Alien's coffin. Aside from not being able to save, your overhead map will not function properly! You won't be able to see the terrain, only your agents, aliens and dropped items. Also, your SWSs can't move through the doors unless you knock them down with Disruptor Pulse Launchers. You'd need a LOT of ammo to knock down all the doors you need to pass to reach the end, so it's probably not worth taking the SWSs beyond the first two rooms.
+
Tentaculats: as dangerous as ever, Tentaculats are surprisingly rare in T'leth. Just like in Colony Assaults, they tend to hide in small rooms and nooks and ambush nearby aquanauts. Be alert, and let Displacers or MC-ed aliens do the scouting.
  
Fortunately, the map is mostly straightforward, with only a couple of dead-ends. It's also quite large, so your agents will run out of energy if you advance too quickly. All that said, the aliens on this map aren't particularly tough, and most of them will be in the first two rooms; take them out and the rest should be easy.
+
Xarquid: rare and not very dangerous, Xarquid tend to keep their distance and snipe at your men. Interestingly, they're one of the few enemies in T'leth that has a non-explosive attack. Overall, they shouldn't give you much trouble.
  
When you reach the central chamber, be careful of Tentaculat ambushes. Remember that, unlike in Enemy Unknown, you can't kill the alien mastermind. Instead, destroy the power cylinders around him to win.
+
Deep Ones: a weak and uncommon enemy in T'leth, chances are you haven't seen them for a while. Unlike most aliens here, Deep Ones have neither explosives nor a melee attack. They're vulnerable to just about anything you throw at them, so they're unlikely to cause you any problems.
  
Aliens encountered: same as in part 2.
+
Hallucinoids: although they have a powerful melee attack, Hallucinoids are no more than a nuisance at this point. Just blast them with whatever is at hand.
  
 
==See Also==
 
==See Also==
 
{{Mission Types Navbar (TFTD)}}
 
{{Mission Types Navbar (TFTD)}}
 
[[Category: TFTD]]
 
[[Category: TFTD]]

Revision as of 14:25, 27 September 2010

This is a 3 part mission. Note that this is a DO OR DIE mission. If you fail or hit abort at any time, the entire campaign ends, you lose. To have this mission available, you must research "T'leth the alien's city", and access it by launching a Leviathan sub. It'll either give the option to go to intercept or to T'leth. The "T'leth" button is at the top of the screen if you have a Leviathan selected in the Geoscape.

Part 1

Briefing

[to be added]

Description

Looks much like the second part of an Artefact Site mission, but the map layout is different and there are only two levels. You must kill all aliens or move your units to the lift (bright yellow floor) and press the "abort mission" button. Note that this lift is on the upper level (l1).

Aliens encountered:

  • Aquatoid Navigators and Commanders (all M.C. capable) armed with Disruptor Pulse Launchers (most of youe opponents on this level, some 15-20 of them)
  • Hallucinoids (a few)

Part 2

Briefing

[to be added]

Description

Looks like the the second part of a Colony Assault mission, but again there's only 2 levels. Once again, you need to kill all aliens or find the access lift to the third level. This can be difficult, because to do it you must first climb to the upper level, cross to the corner of the map opposite your starting location, and then descend to the ground level. Another problem is that some of the corridors will be too narrow for your SWSs - use Sonic Cannons or Disruptor Pulse Launchers to widen the door and corridors.

Note that the lift has only room for 25 aquanauts, so if you took a fully-crewed Leviathan to the mission you must either kill all the aliens or be prepared to leave someone behind. If it comes to that, the best choice is a SWS, because their mobility is greatly restricted in the third level.

Aliens encountered:

  • Aquatoid Soldiers, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 5 or so)
  • Lobster Men Soldiers & Squad Leaders, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 10 in all)
  • Deep Ones (several)
  • Tentaculats (a few)
  • Hallucinoids (several)
  • Xarquid (one or two)

Make sure to save RIGHT at the end of Part 2, because...

Part 3

Briefing

[to be added]

Description

You can't save during part 3! No more save reload abuse! As against that, all you need to do is have ONE agent complete the mission, you should be able to manage this, right?

The map is roughly a spiral leading to the Ultimate Alien's coffin. Aside from not being able to save, your overhead map will not function properly! You won't be able to see the terrain, only your agents, aliens and dropped items. Also, your SWSs can't move through the doors unless you knock them down with Disruptor Pulse Launchers. You'd need a LOT of ammo to knock down all the doors you need to pass to reach the end, so it's probably not worth taking the SWSs beyond the first two rooms.

Fortunately, the map is mostly straightforward, with only a couple of dead-ends. It's also quite large, so your agents will run out of energy if you advance too quickly. All that said, the aliens on this map aren't particularly tough, and most of them will be in the first two rooms; take them out and the rest should be easy.

When you reach the central chamber, be careful of Tentaculat ambushes. Remember that, unlike in Enemy Unknown, you can't kill the alien mastermind. Instead, destroy the power cylinders around him to win.

Aliens encountered: same as in part 2.

Tips

  • It goes without saying, bring the best troops you have. As many as possible should have Mag. Ion Armour. You'll have a much easier time if your Aquanauts have high MC ratings. Because of the 80 item limit, 26 Aquanauts is probably impractical, so it's probably a good idea to take along 2-3 Displacers.
  • You can take some MC-weaklings along, as long as you keep them unarmed (or armed with Gauss Pistols) on the first level. The vast majority of your opponents there will be Aquatoids, so you don't need powerful weapons anyway. After the first level there are no more MC-capable aliens, so your MC-weaklings are no longer in danger.
  • The aliens are armed exclusively with Disruptor Pulse Launchers and Thermal Shock Launchers. This means you can't rely on scavenging Sonic weapons or ammo. So be careful, as your Sonic Cannons are likely to out of ammo if you don't bring reloads.
  • Spread out! Especially on the first level. You don't want a Disruptor Pulse Launcher to take out half your squad, do you?
  • The 80 item limit really hurts. So make sure you only bring along stuff that's essential. There's no sense in taking along more than a couple or Disruptor Pulse Launchers or torpedos, since you'll be able to scavenge plenty from the aliens. Instead, make sure to have MC Disruptors, Medi-Kits, Sonic weapons (and ammo) and close combat weapons.
  • Unlike on Cydonia, there's no outdoor level: all the fighting will be done in corridors and rooms. Also, there's more light than on Mars's surface, so incendiary ammo is less useful (though not completely useless). Plan and equip your aquanauts accordingly.
  • Tactics to deal with specific enemies:

Aquatoids: dangerous but very vulnerable. On the first level they all have MC abilities and Disruptor Launchers. Luckily, they almost always die in one hit, and won't survive even on the outskirts of an explosion. On the other two levels they're more of a nuisance, as no longer have MC and most have Thermal Shock Launchers. Still, one or two might be toting a Disruptor Pulse Launcher, so don't ignore them.

Lobster Men: dangerous and very tough, but no MC ability. They usually survive even a direct hit from a Disruptor Pulse Launcher! Most of them are coincidentally armed with just that, but others wield Thermal Shock Launchers and are therefore less dangerous. Your best bet is to use MC attacks and Melee weapons against them. Don't forget they have a natural melee attack!

Tentaculats: as dangerous as ever, Tentaculats are surprisingly rare in T'leth. Just like in Colony Assaults, they tend to hide in small rooms and nooks and ambush nearby aquanauts. Be alert, and let Displacers or MC-ed aliens do the scouting.

Xarquid: rare and not very dangerous, Xarquid tend to keep their distance and snipe at your men. Interestingly, they're one of the few enemies in T'leth that has a non-explosive attack. Overall, they shouldn't give you much trouble.

Deep Ones: a weak and uncommon enemy in T'leth, chances are you haven't seen them for a while. Unlike most aliens here, Deep Ones have neither explosives nor a melee attack. They're vulnerable to just about anything you throw at them, so they're unlikely to cause you any problems.

Hallucinoids: although they have a powerful melee attack, Hallucinoids are no more than a nuisance at this point. Just blast them with whatever is at hand.

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