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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Demota</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T10:32:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=40433</id>
		<title>Thin Man (EU2012)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Thin_Man_(EU2012)&amp;diff=40433"/>
		<updated>2012-10-28T02:28:01Z</updated>

		<summary type="html">&lt;p&gt;Demota: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Thin Man (EU2012).png|right|thumb|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Thin Men are agile, quick, and elusive alien creatures. Designed to look human so that they can successfully infiltrate society, Thin Men are responsible for handling the more secrative operations of the alien invasion. (Though some aren&#039;t exactly subtle, such as planting huge alien bombs in the middle of urban centres.)&lt;br /&gt;
 &lt;br /&gt;
XCOM commanders won&#039;t have much trouble finding them however, as they are usually caught in the act of whatever their mission may be.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; &lt;br /&gt;
|+ Thin Man Armaments&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;&amp;quot;50px&amp;quot; align=&amp;quot;center&amp;quot; | Weapon !! Damage !! Critical Chance !!  Terrain Damage !! Range !! Reaction Angle !! Reaction Range !! Size !! Abilities&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |[[Thin Man Light Rifle (EU2012)|Thin Man Plasma Light Rifle]]|| align=&amp;quot;center&amp;quot; | 4  || align=&amp;quot;center&amp;quot; | 10 || align=&amp;quot;center&amp;quot; | 125 || align=&amp;quot;center&amp;quot; | 27 || align=&amp;quot;center&amp;quot; | 200 || align=&amp;quot;center&amp;quot; | NA || align=&amp;quot;center&amp;quot; | Large || align=&amp;quot;center&amp;quot; |Suppression 20%&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abduction Missions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In standard abduction missions, they will rush for cover when discovered. Their great mobility can be quite annoying as they will often be able to run right up to your troops before firing. Their overall accuracy is quite poor though and their health is nothing remarkable. Beware of their poison spit though, this will decrease your soldier&#039;s aim and steadily remove health by one point each turn. Keep a medkit handy where you can as this will remove the poison. Also beware of their leap ability. Keep snipers supported by other XCOM troops so they are not caught with no action points when a Thin Man leaps up to them.&lt;br /&gt;
&lt;br /&gt;
== V.I.P. Escort ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In V.I.P. escort missions Thin Men will aim for the target you are trying to extract, regardless of wether or not there is an XCOM escort soldier at their side. They will often drop out of the sky (presumably from the top of taller, inaccessible structures) and provide overwatch. Be sure to kill them with other soldiers before moving the V.I.P. back to the Skyranger, the entire mission will be a bust if the V.I.P. dies.&lt;br /&gt;
&lt;br /&gt;
== Bomb Disposal ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In bomb disposal operations, it is not rare to see an entire alien force consisting of purely Thin Men. Some thin men will venture away from the main bomb and protect it&#039;s power sources but you will find the highest concentration of Thin Men protecting the bomb in a large group. Heavies can blast a huge group of them away with their rockets for a very satisfying effect, just be sure to quickly dispatch the Thin Men before the bomb goes off and deactivate it. More Thin Men will usually drop down from the sky trying to rearm the bomb but as long as you have a sufficient force protecting the bomb the Thin Men usually won&#039;t get very far.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison Spit&#039;&#039;&#039;: The Thin Man spits a poisonous glob that decreases the aim of your soldiers by 20% and damages their health by one point each turn. Can be cured by medkit. Fades away after a while.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leap&#039;&#039;&#039;: Allows the Thin Man to jump incredibly high, allowing it to scale entire buildings and take up an elevated position. Very dangerous against Snipers who are unable to fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Last Gasp&#039;&#039;&#039;: The Thin Man explodes, leaving a poisonous cloud that will poison any soldiers that move within it, can void a small area of cover. Only activates when Thin Man dies.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
*The Thin Men are one of the few aliens in Enemy Unknown 2012 that do not have a direct 1994 equivalent. However, their reptilian eyes, fangs, scales around the neck and wrists, autopsy reports, and use of poison suggest a strong conceptual link to the Snakemen. &lt;br /&gt;
*Thin Men are caricatures of Sid Meier, head of Firaxis. He has a history of showing up in games by Firaxis.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [[Category: Enemy Unknown (2012)]]&lt;/div&gt;</summary>
		<author><name>Demota</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Relations_(Apocalypse)&amp;diff=8378</id>
		<title>Relations (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Relations_(Apocalypse)&amp;diff=8378"/>
		<updated>2006-07-24T22:41:23Z</updated>

		<summary type="html">&lt;p&gt;Demota: /* Incendiaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If a company likes aliens, they will hate you if you kill aliens.&lt;br /&gt;
&lt;br /&gt;
Company A hates Company B AND Company B hates Xcom (Company A could be not-useful-to-Xcom)? Then Raid, Burn, Kill, Main Company A and Company B will like you. (This is a MAJOR hint if Transtellar hates Xcom)&lt;br /&gt;
&lt;br /&gt;
Bah.Use ALWAYS Valkyrie to transport agents to combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Relations&lt;br /&gt;
&lt;br /&gt;
yadda yadda...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Revenge ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are four major ways to exact revenge on a corporation if one feels that said corporation must be &#039;put in its place&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General Raid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quite easy to do, just assault the security forces with heavy firepower, killing all enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Demolition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use manual control of an air vehicle to destroy the city structure.(beam weapons are best)&lt;br /&gt;
&lt;br /&gt;
--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 15:48, 22 April 2006 (PDT)However,the building&#039;s reconstruction price is too low compared to a tactical damage of building interior.Completely unfeasible,also risky.Transtellar Tubes can be ripped apart with a stray shot.Or worse,a Government vehicle can get hit.&lt;br /&gt;
&lt;br /&gt;
Only should be done if you really want them to die badly,and as a symbolic FUCK YOU to the enemy corporation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Incendiaries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Burn!  Use an Autocannon with incendiary rounds to reduce the tactical battlescape to ash. (real-time helps a lot)&lt;br /&gt;
&lt;br /&gt;
--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 15:48, 22 April 2006 (PDT)I was a pyromaniac when I was a kid. And oh yes,a few hundred tiles of battlescape can cost tens of thousands of dollars if they BURN at the end of combat phase. Mwahahahaha.&lt;br /&gt;
&lt;br /&gt;
== Controlled Demolition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
High explosives Vs building foundations. (vortex mines are best)&lt;br /&gt;
&lt;br /&gt;
Technically Alien Missiles are better,but they are too bulky to carry around.But omg,it r0kz t3h pl4Cé!--[[User:X-COM:Turcocalypse|X-COM:Turcocalypse]] 15:50, 22 April 2006 (PDT)&lt;/div&gt;</summary>
		<author><name>Demota</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Data_corruption&amp;diff=8377</id>
		<title>Data corruption</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Data_corruption&amp;diff=8377"/>
		<updated>2006-07-24T22:40:43Z</updated>

		<summary type="html">&lt;p&gt;Demota: /* New Info */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Data corruption happens when the game finds unused bytes in a savegame. &lt;br /&gt;
[[TFTD]] and [[UFO Enemy Unknown]] are nearly a clone but bytes are different, so weird things happen when files are placed in the wrong game.&lt;br /&gt;
&lt;br /&gt;
Here are a few tricks.&lt;br /&gt;
&lt;br /&gt;
== Base on land/water ==&lt;br /&gt;
Copy [[loc.dat]] from UFO and paste in into [[TFTD]] savegame to get a base on land - and vice versa, copy loc.dat from TFTD to UFO to get a base on water. &lt;br /&gt;
&lt;br /&gt;
== Transformers ==&lt;br /&gt;
This function still isn&#039;t researched very much. &lt;br /&gt;
In UFO, get an [[Avenger]] (&#039;&#039;not sure if it was Avenger, surely not [[Skyranger]] or [[Interceptor]]&#039;&#039;) then copy [[craft.dat]] and [[loc.dat]] to TFTD. &lt;br /&gt;
Then you can end up having 2 ships named ammunition-1 and ammunition-2, nicknamed Transformers.&lt;br /&gt;
These will have 255 [[coelacanth tank]]s and other things.&lt;br /&gt;
The most interesting thing is that these ships will disappear once an UFO is nearby and turn into those UFOs.&lt;br /&gt;
For example, a [[survey ship]] passes nearby your base. Your ammunition-1 will disappear and the UFO will be yours.&lt;br /&gt;
However, the game will crash once you click on it, since it isn&#039;t assigned to any base.&lt;br /&gt;
It may be possible to control alien ships, but it still is unknown how. &lt;br /&gt;
&lt;br /&gt;
== Unused Aliens or Items ==&lt;br /&gt;
It appears that when [[RESEARCH.DAT]] is copied from game to game, weird things can happen.&lt;br /&gt;
There were reports of seeing [[research item]]s like [[Zrbite Launcher]] or getting [[Tentaculat]] &lt;br /&gt;
[[Commander]]. This function is however not completely researched.&lt;br /&gt;
&lt;br /&gt;
== Glitch Ranks ==&lt;br /&gt;
Currently only Units in Target Exit and Units in Target Entrance is known.&lt;br /&gt;
Units in Target Exit is easily accesed by permanently control a [[Tentaculat]]&lt;br /&gt;
see also [[Glitch ranks]]&lt;br /&gt;
&lt;br /&gt;
== New Info ==&lt;br /&gt;
Currently we know the aliens are possible to control permanently all this thanks to [[Quantifier]].&lt;br /&gt;
By those permanent control tests it is assumed that [[Glitch ranks]] are useful for reaction and other benefits.&lt;br /&gt;
as for alien control ship this is impossible since the alien ships lacks a lot of data in [[TFTD]] in [[Ufo Enemy Unknown]] though it is actually assumed its possible to control a [[Battleship]] to an extent.&lt;br /&gt;
this was told in a topic where someone made move one around.&lt;br /&gt;
as for [[Glitch Craft Weapons]] the only one researched has no effect on its enemy and has a very short range.&lt;br /&gt;
&lt;br /&gt;
[[Category:Oddities and bugs]]&lt;/div&gt;</summary>
		<author><name>Demota</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cydonia&amp;diff=8352</id>
		<title>Cydonia</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cydonia&amp;diff=8352"/>
		<updated>2006-07-24T15:43:44Z</updated>

		<summary type="html">&lt;p&gt;Demota: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A two 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.&lt;br /&gt;
To have this mission available, you must research &amp;quot;Cydonia or Bust&amp;quot;, and access it by launching an avenger. It&#039;ll either give the option to go to intercept or to Cydonia. The &amp;quot;Cydonia&amp;quot; button is at the top of the screen if you have an Avenger selected in the Geoscape.&lt;br /&gt;
&lt;br /&gt;
=Mars: Cydonia Landing=&lt;br /&gt;
==Briefing==&lt;br /&gt;
Your [[Avenger]] craft has landed in the region of Cydonia on the surface of [[Mars]]. Our information indicates that one of the pyramid constructions contains a green access lift to an underground complex. Once you have assembled all your soldiers in the lift area, continue to the next stage…&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
First part is on the surface of Mars. Lots of Pyramid structures with singular windows resembling The All-Seeing Eye of the Illuminati Pyramid, some with aliens inside, some empty. Only one has the entrance to the aliens HQ, the entrance being an area with glowing green floor. Now, this floor has 36 squares, or a 6x6 area. Anyhow, you can step onto that with as many people as possible, hit abort, and it&#039;ll bring them and whatever they&#039;re carrying to part 2. OR, you can just kill everything on the stage and everyone will go to part 2.&lt;br /&gt;
&lt;br /&gt;
The surface is filled with many many [[Sectoid]]s and [[Cyberdisc]]s. Much Commanders and leaders methinks, as there&#039;s Psi all around. I find this mission hilarious when I shoot a Cyberdisc, it blows up, and the chain reaction kills over 5 other Cyberdiscs. Plus many many Sectoids. It then turns into Pyramid hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; [ [[User:NKF|NKF]]:  I think the easiest way to look at it is that this mission is basically a Sectoid Battleship/Base crew in a one-of-a-kind map with a choice of two different winning conditions] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
 &#039;&#039;&#039;Rank               Beg./Exp.  Vet./Gen.    Super.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;----               ---------  ---------    ------&#039;&#039;&#039;&lt;br /&gt;
 Sectoid Soldiers       4          5          6&lt;br /&gt;
 Sectoid Leaders        3          4          5&lt;br /&gt;
 Sectoid Commanders     3          4          5&lt;br /&gt;
 Cyberdiscs             2          3          4&lt;br /&gt;
 &lt;br /&gt;
 Totals                12         16         20&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
[[HWP]]&#039;s can follow you onto the lift and the next level if you use the [[Blaster Launcher|tools at your disposal]] to widen the doorway for them.&lt;br /&gt;
&lt;br /&gt;
=Mars: The Final Assault=&lt;br /&gt;
==Briefing==&lt;br /&gt;
The pyramid lift takes your battle weary soldiers deep below the planet&#039;s surface. They arrive in the heart of a large complex of tunnels and chambers. The alien brain is hidden somewhere in the labyrinth. It must be destroyed if the earth is to be saved from alien enslavement.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
[[Image:Brain.PNG|right|Brain]]Second part is almost like a [[Alien Base Assault]]. It&#039;s filled with all manner of creatures: [[Ethereal]]s, [[Sectopod]]s, [[Silacoid]]s, [[Celatid]]s, and [[Chryssalid]]s. Anyhow, you only need to destroy one portion of a four-part Alien Brain (40HPs) to win the mission. There&#039;s a whole bunch of heavily armed Ethereals defending the Brain Room. Of course, either a [[Blaster Launcher|Blaster Bomb]], or plain mind controlling one of them to shoot the Brain ends the mission easily... to be true to storyline, kill all opposition, then shoot the Brain pointblank with a Plasma-based weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; [ [[User:NKF|NKF]] : This is UFO&#039;s only mixed crew mission. It&#039;s mainly an Ethereal crew with a few extras, mainly [[Terror Units (UFO Defense)|Terror Unit]]s, from the other races. This mission only really needs a Blaster Launcher, and with luck, if you locate the command theatre right away, will be over in less than a few turns.] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; [ [[User:Bomb Bloke|Bomb Bloke]] : If you want to bypass the &amp;quot;luck&amp;quot; element, you can take advantage of the fact that you can see unexplored terrain by moving the cursor over it. The brain room is quite recognisable, and once you&#039;ve found it, it&#039;s simple enough to send Blaster Bombs there on your first turn.] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; [ [[User:Hobbes|Hobbes]] : If you choose to find the Command Center the harder way (&amp;quot;Blaster Launchers? Bah! Too impersonal for my taste&amp;quot;) be aware that unlike the Alien Bases there can be dead ends.]&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
 &#039;&#039;&#039;Rank                Beg./Exp.  Vet./Gen.    Super.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;----                ---------  ---------    ------&#039;&#039;&#039;&lt;br /&gt;
 Ethereal Soldiers       2          3          4&lt;br /&gt;
 Ethereal Leaders        1          2          3&lt;br /&gt;
 Ethereal Commanders     3          4          5&lt;br /&gt;
 Chryssalids             3          4          5&lt;br /&gt;
 Silacoids               3          4          5&lt;br /&gt;
 Celatids                3          4          5&lt;br /&gt;
 Sectopods               2          3          4&lt;br /&gt;
 &lt;br /&gt;
 Totals                 17         24         31&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Go armed for bear. Best agents, best weapons, and [[Hovertank/Launcher]]s. Psi experts and Blaster Bombs are great, [[Laser Rifle]]s and [[Heavy Plasma]] are good. [[Flying Suit]]s are nice to have. Don&#039;t bring psi-weaklings and don&#039;t bring any soldiers not capable of controlling aliens with the psi-amp. Spread out a little so Blaster Bombs don&#039;t wipe everyone out. If all else fails, 5 psi-experts and 10 jokers carrying Blaster Launchers and 4 bombs each can send 20 BBs flying around Stage 1 and 20 demolishing stage 2. If for some reason you haven&#039;t got many psi strong soldiers, 1 psi-resistant soldier and 5 Hovertank/Launchers should work...&lt;br /&gt;
&lt;br /&gt;
... and for the masochist (cough cough try this) Total loadout.... 1 [[Psi-Amp]] &amp;amp; 1 Soldier with no armour.&lt;br /&gt;
This works in every difficulity and the only way you can lose is if you get shot from an alien in its reaction, but with a soldier having 200+ time units you have plenty of time to find the first alien, control it (25 TU not a percentage!!) and find the way to the elevator or the brain.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
[[Category:Missions]]&lt;/div&gt;</summary>
		<author><name>Demota</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cydonia&amp;diff=8351</id>
		<title>Cydonia</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cydonia&amp;diff=8351"/>
		<updated>2006-07-24T15:43:20Z</updated>

		<summary type="html">&lt;p&gt;Demota: /* Tips &amp;amp; Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A two 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.&lt;br /&gt;
To have this mission available, you must research &amp;quot;Cydonia or Bust&amp;quot;, and access it by launching an avenger. It&#039;ll either give the option to go to intercept or to Cydonia. The &amp;quot;Cydonia&amp;quot; button is at the top of the screen if you have an Avenger selected in the Geoscape.&lt;br /&gt;
&lt;br /&gt;
=Mars: Cydonia Landing=&lt;br /&gt;
==Briefing==&lt;br /&gt;
Your [[Avenger]] craft has landed in the region of Cydonia on the surface of [[Mars]]. Our information indicates that one of the pyramid constructions contains a green access lift to an underground complex. Once you have assembled all your soldiers in the lift area, continue to the next stage…&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
First part is on the surface of Mars. Lots of Pyramid structures with singular windows resembling The All-Seeing Eye of the Illuminati Pyramid, some with aliens inside, some empty. Only one has the entrance to the aliens HQ, the entrance being an area with glowing green floor. Now, this floor has 36 squares, or a 6x6 area. Anyhow, you can step onto that with as many people as possible, hit abort, and it&#039;ll bring them and whatever they&#039;re carrying to part 2. OR, you can just kill everything on the stage and everyone will go to part 2.&lt;br /&gt;
&lt;br /&gt;
The surface is filled with many many [[Sectoid]]s and [[Cyberdisc]]s. Much Commanders and leaders methinks, as there&#039;s Psi all around. I find this mission hilarious when I shoot a Cyberdisc, it blows up, and the chain reaction kills over 5 other Cyberdiscs. Plus many many Sectoids. It then turns into Pyramid hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; [ [[User:NKF|NKF]]:  I think the easiest way to look at it is that this mission is basically a Sectoid Battleship/Base crew in a one-of-a-kind map with a choice of two different winning conditions] &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment==&lt;br /&gt;
 &#039;&#039;&#039;Rank               Beg./Exp.  Vet./Gen.    Super.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;----               ---------  ---------    ------&#039;&#039;&#039;&lt;br /&gt;
 Sectoid Soldiers       4          5          6&lt;br /&gt;
 Sectoid Leaders        3          4          5&lt;br /&gt;
 Sectoid Commanders     3          4          5&lt;br /&gt;
 Cyberdiscs             2          3          4&lt;br /&gt;
 &lt;br /&gt;
 Totals                12         16         20&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
[[HWP]]&#039;s can follow you onto the lift and the next level if you use the [[Blaster Launcher|tools at your disposal]] to widen the doorway for them.&lt;br /&gt;
&lt;br /&gt;
=Mars: The Final Assault=&lt;br /&gt;
==Briefing==&lt;br /&gt;
The pyramid lift takes your battle weary soldiers deep below the planet&#039;s surface. They arrive in the heart of a large complex of tunnels and chambers. The alien brain is hidden somewhere in the labyrinth. It must be destroyed if the earth is to be saved from alien enslavement.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
[[Image:Brain.PNG|right|Brain]]Second part is almost like a [[Alien Base Assault]]. It&#039;s filled with all manner of creatures: [[Ethereal]]s, [[Sectopod]]s, [[Silacoid]]s, [[Celatid]]s, and [[Chryssalid]]s. Anyhow, you only need to destroy one portion of a four-part Alien Brain (40HPs) to win the mission. There&#039;s a whole bunch of heavily armed Ethereals defending the Brain Room. Of course, either a [[Blaster Launcher|Blaster Bomb]], or plain mind controlling one of them to shoot the Brain ends the mission easily... to be true to storyline, kill all opposition, then shoot the Brain pointblank with a Plasma-based weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; [ [[User:NKF|NKF]] : This is UFO&#039;s only mixed crew mission. It&#039;s mainly an Ethereal crew with a few extras, mainly [[Terror Units (UFO Defense)|Terror Unit]]s, from the other races. This mission only really needs a Blaster Launcher, and with luck, if you locate the command theatre right away, will be over in less than a few turns.] &#039;&#039;&lt;br /&gt;
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&#039;&#039; [ [[User:Bomb Bloke|Bomb Bloke]] : If you want to bypass the &amp;quot;luck&amp;quot; element, you can take advantage of the fact that you can see unexplored terrain by moving the cursor over it. The brain room is quite recognisable, and once you&#039;ve found it, it&#039;s simple enough to send Blaster Bombs there on your first turn.] &#039;&#039;&lt;br /&gt;
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&#039;&#039; [ [[User:Hobbes|Hobbes]] : If you choose to find the Command Center the harder way (&amp;quot;Blaster Launchers? Bah! Too impersonal for my taste&amp;quot;) be aware that unlike the Alien Bases there can be dead ends.]&lt;br /&gt;
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==Alien Deployment==&lt;br /&gt;
 &#039;&#039;&#039;Rank                Beg./Exp.  Vet./Gen.    Super.&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;----                ---------  ---------    ------&#039;&#039;&#039;&lt;br /&gt;
 Ethereal Soldiers       2          3          4&lt;br /&gt;
 Ethereal Leaders        1          2          3&lt;br /&gt;
 Ethereal Commanders     3          4          5&lt;br /&gt;
 Chryssalids             3          4          5&lt;br /&gt;
 Silacoids               3          4          5&lt;br /&gt;
 Celatids                3          4          5&lt;br /&gt;
 Sectopods               2          3          4&lt;br /&gt;
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 Totals                 17         24         31&lt;br /&gt;
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==Tips &amp;amp; Tricks==&lt;br /&gt;
Go armed for bear. Best agents, best weapons, and [[Hovertank/Launcher]]s. Psi experts and Blaster Bombs are great, [[Laser Rifle]]s and [[Heavy Plasma]] are good. [[Flying Suit]]s are nice to have. Don&#039;t bring psi-weaklings and don&#039;t bring any soldiers not capable of controlling aliens with the psi-amp. Spread out a little so Blaster Bombs don&#039;t wipe everyone out. If all else fails, 5 psi-experts and 10 jokers carrying Blaster Launchers and 4 bombs each can send 20 BBs flying around Stage 1 and 20 demolishing stage 2. If for some reason you haven&#039;t got many psi strong soldiers, 1 psi-resistant soldier and 5 Hovertank/Launchers should work...&lt;br /&gt;
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... and for the masochist (cough cough try this) Total loadout.... 1 [[Psi-Amp]] &amp;amp; 1 Soldier with no armour.&lt;br /&gt;
This works in every difficulity and the only way you can loose is if you get shot from an alien in its reaction, but with a soldier having 200+ time units you have plenty of time to find the first alien, control it (25 TU not a percentage!!) and find the way to the elevator or the brain.&lt;br /&gt;
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=See Also=&lt;br /&gt;
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[[Category:Missions]]&lt;/div&gt;</summary>
		<author><name>Demota</name></author>
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