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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=211.28.206.250</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T10:33:19Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.6</generator>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Base_Facilities_(EU)&amp;diff=3469</id>
		<title>Talk:Base Facilities (EU)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Base_Facilities_(EU)&amp;diff=3469"/>
		<updated>2005-07-07T14:15:41Z</updated>

		<summary type="html">&lt;p&gt;211.28.206.250: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am not certain about this, because it&#039;s been a while... I believe Alien Containment also falls in the group of structures that are useless beyond one per base. You can have as many live aliens as you like, as long as you don&#039;t have more than ten different types in each base.&lt;br /&gt;
(Type: Each alien species+their job description.)&lt;br /&gt;
&lt;br /&gt;
You can have more than 10+ live sectoid soldiers in one base, and it would only take up one space in the containment-area.But if you then capture (as examples) a gillman soldier, or sectoid engineer, either of these would take up an extra spot in the containment.&lt;br /&gt;
&lt;br /&gt;
Building more containment in the same base does not increase the ten-type limit. Can anyone else check?&lt;/div&gt;</summary>
		<author><name>211.28.206.250</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=507</id>
		<title>Tentaculat</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=507"/>
		<updated>2005-07-04T00:44:46Z</updated>

		<summary type="html">&lt;p&gt;211.28.206.250: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:Tentaculat.PNG|right|Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this is beyond imagination. Armed with long tentacles the Tentaculat paralyses its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armour. The Tentaculat is the most fearsome alien yet encountered by X-Com. Even if one of the victims is killed, somehow, they are transformed into another Tentaculat.&lt;br /&gt;
&lt;br /&gt;
Then Tentaculat is nearly always spotted on alien colonies, artefact (or artifact) sites and T&#039;leth.&lt;br /&gt;
*&lt;br /&gt;
There is ALWAYS a Tentaculant somewhere onboard/near a Dreadnaught. Beware!&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:Tentaculat_Autopsy.PNG|right|Dead Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
The autopsy reveals small cybernetic implants are lodged in the creature&#039;s large brain. The vision system is a complex combination of visible light and thermal imaging acquisition. Even in the inky depths of the ocean this monster can navigate with unerring accuracy. There are vestigial organs that seem to be the bare minimum for survival. Each creature has a small stomach with an external connector, it is logical to assume the being is fed by direct nutrient input by its masters.&lt;/div&gt;</summary>
		<author><name>211.28.206.250</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=486</id>
		<title>Tentaculat</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Tentaculat&amp;diff=486"/>
		<updated>2005-07-04T00:43:53Z</updated>

		<summary type="html">&lt;p&gt;211.28.206.250: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Information ==&lt;br /&gt;
[[Image:Tentaculat.PNG|right|Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
Not even the depths of a Lovecraftian nightmare could spawn such as this indescribable creature. No comparison to any Earth animal exists, the environment that could produce such as this is beyond imagination. Armed with long tentacles the Tentaculat paralyses its victims then transmutes them into mindless things. These progeny can cause death on touch, even through armour. The Tentaculat is the most fearsome alien yet encountered by X-Com. Even if one of the victims is killed, somehow, they are transformed into another Tentaculat.&lt;br /&gt;
&lt;br /&gt;
Then Tentaculat is nearly always spotted on alien colonies, artefact (or artifact) sites and T&#039;leth.&lt;br /&gt;
*&lt;br /&gt;
There is ALWAYS a Tentaculant somewhere onboard a Dreadnaught. Beware!&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
[[Image:Tentaculat_Autopsy.PNG|right|Dead Tentaculat]]&lt;br /&gt;
&lt;br /&gt;
The autopsy reveals small cybernetic implants are lodged in the creature&#039;s large brain. The vision system is a complex combination of visible light and thermal imaging acquisition. Even in the inky depths of the ocean this monster can navigate with unerring accuracy. There are vestigial organs that seem to be the bare minimum for survival. Each creature has a small stomach with an external connector, it is logical to assume the being is fed by direct nutrient input by its masters.&lt;/div&gt;</summary>
		<author><name>211.28.206.250</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Bio-Drone&amp;diff=1664</id>
		<title>Bio-Drone</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Bio-Drone&amp;diff=1664"/>
		<updated>2005-07-04T00:41:54Z</updated>

		<summary type="html">&lt;p&gt;211.28.206.250: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Functionally identical to the Cyberdiscs of the First Alien War, except miniturised for indoor-use, Bio Drones are terribly dangerous.&lt;br /&gt;
&lt;br /&gt;
The usual Cyberdisc warnings apply here:&lt;br /&gt;
&lt;br /&gt;
1. Use anything other than a Melee weapon against it with cause an explosion big enough to kill creatures nearby... Aliens, civilians, or your men/women.&lt;br /&gt;
&lt;br /&gt;
2. Though it has a front and back, and therefore possible to sneak up upon it unnoticed, it is physically impossible to tell which way it is facing visually.&lt;br /&gt;
&lt;br /&gt;
3. When possible, double-team against a Bio-drone. Have an aquanaut drawing fire, while another sneaks up behind it with a Melee weapon.&lt;/div&gt;</summary>
		<author><name>211.28.206.250</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&amp;diff=506</id>
		<title>Disruptor Pulse Launcher</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&amp;diff=506"/>
		<updated>2005-07-04T00:25:35Z</updated>

		<summary type="html">&lt;p&gt;211.28.206.250: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Correct me if I&#039;m wrong, but isn&#039;t this an underwater only weapon?&lt;br /&gt;
*&lt;br /&gt;
2nd Opinion:&lt;br /&gt;
&lt;br /&gt;
The Disrupter Pulse Launcher that can be carried with one hand is perhaps the worst thing since the Blaster Launcher from the First Alien War. Though it depends on who&#039;s fingers are on the trigger, human or alien.&lt;br /&gt;
&lt;br /&gt;
In many ways, the under-water restriction is a hidden blessing for X-com. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one gillman, and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies goes off in the engine room?&lt;br /&gt;
&lt;br /&gt;
The main blessing of the Disrupter Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stayed behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn&#039;t learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.&lt;br /&gt;
&lt;br /&gt;
Commanders with troops well-trained in MC can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level.&lt;/div&gt;</summary>
		<author><name>211.28.206.250</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Gill_Man&amp;diff=3460</id>
		<title>Gill Man</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Gill_Man&amp;diff=3460"/>
		<updated>2005-07-04T00:10:23Z</updated>

		<summary type="html">&lt;p&gt;211.28.206.250: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quite an uninteresting bunch, the Gillmen...&lt;br /&gt;
&lt;br /&gt;
Pathetic traitors of Earth, they have prostrated themselves before a foreign power in order to fight their own Brothers and Sisters. Show them no mercy!&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
They are weak, slow, dumb, and easily mind-controlled... Is it any wonder the Gillmen shares common DNA with the civilians in Terror raids?&lt;/div&gt;</summary>
		<author><name>211.28.206.250</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Lobster_Man&amp;diff=516</id>
		<title>Lobster Man</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Lobster_Man&amp;diff=516"/>
		<updated>2005-07-04T00:04:22Z</updated>

		<summary type="html">&lt;p&gt;211.28.206.250: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lobsterman &#039;&#039;(singular)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lobstermen &#039;&#039;(plural)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Note: There are no Lobsterwomen.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
There are talk of soldiers which eat hearty after Lobsterman encounters.  Indoviduals questioned always deny allegations, but many bases which are close to frequent lobsterman activity sites have been known to stock condiments normally associated with lobster dinners.&lt;br /&gt;
&lt;br /&gt;
On a related note, bases in the region of Japan are famous for &amp;quot;misplacing&amp;quot; Xarquid corpses. A new form of sushi from the mullosk family has also recently appeared in the area. DNA tests and investigations are pending.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tactics:&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The first time I faced a Lobsterman, practically nothing in my arsenal could so much as dent him. And I think I was playing on easy.&lt;br /&gt;
&lt;br /&gt;
Later, I realized that the humble freeze rod is a melee weapon and thus effective on them. Which is great, since you won&#039;t get to research those drills until LATE in the game. In fact, you might want to still stick with the freeze rod, since they take extra damage from stun as well as melee!&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
2nd Opinion:&lt;br /&gt;
&lt;br /&gt;
The best non-nuke &#039;&#039;ranged&#039;&#039; weapon against Lobsterman is the Thermal Shock launcher. Don&#039;t forget to drop a grenade on the sleeping seafood if you want more kils for your rookies.&lt;/div&gt;</summary>
		<author><name>211.28.206.250</name></author>
	</entry>
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