Difference between revisions of "Terror Mission (TFTD)"

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Do be careful around the oil drums...
 
Do be careful around the oil drums...
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'''Note:'''  There are numerous reports of aliens inexplicably dying during port attack terror missions, without anyone having fired upon them.  These aliens don't count toward your kill rating, but you can recover their bodies and equipment anyway.  Port security?  Friendly fire?  Or old age?  There's no way to know.

Revision as of 17:40, 5 March 2006

Big differences with Enemy Unknown are the introduction of 2 part terror missions. These tend to drain your ammo. PLUS, I think you have to actually pick up stuff from the first part to keep it (X-com agents too lazy to salvage it?)

Both parts count towards your scoring, methinks.

Terror Missions ARE ON LAND. This is very bad, since most of your big guns early in the game only work underwater! Good luck taking out those heavily armored terror units using dart guns and grenades... Mag Ion Armor doesn't work here either.

Civilians are everywhere in terror missions, even in the second part.

Mag Ion Armour doesn't permit flight on land, but your Sonic/PWT tanks could still fly. Take advantage of that.

Bring hand-to-hand weapons on terror missions. Have them in every backpack, and pull them out when facing Aliens in narrow space. Heavily armoured terror units don't stand a chance against these, and you can often clean out a small room of aliens with it.

The game won't let you fire the Torpedo Launcher on land, but your soldier will still be able to use it for reaction fire due to a bug. This isn't always safe, of course.

Do be careful around the oil drums...

Note: There are numerous reports of aliens inexplicably dying during port attack terror missions, without anyone having fired upon them. These aliens don't count toward your kill rating, but you can recover their bodies and equipment anyway. Port security? Friendly fire? Or old age? There's no way to know.