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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GreenEarthPFC</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-03T09:09:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Cydonia&amp;diff=28001</id>
		<title>Cydonia</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Cydonia&amp;diff=28001"/>
		<updated>2010-04-09T04:20:03Z</updated>

		<summary type="html">&lt;p&gt;GreenEarthPFC: /* 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, 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;
Despite urban legends, and common sense, your soldiers do not need power armor or whatever to breathe on the surface of mars, feel free to send them up wearing coveralls.&lt;br /&gt;
&lt;br /&gt;
The easiest way to look at this mission is that it is basically a Sectoid Battleship/Base crew in a one-of-a-kind map with a choice of two different winning conditions except that the navigators, engineers, and medics are substituted with leaders and commanders.&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment (Surface)==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sectoid Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sectoid Navigators&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sectoid Medics&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sectoid Engineers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;0&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sectoid Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sectoid Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Cyberdiscs&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;12&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;16&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;20&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
[[Heavy Weapons Platforms|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;
Plasma weapons can do the job, too.&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.gif|right|The Alien 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 need to destroy at least one portion of a four-part [[Brain|Alien Brain]] (40 armor - pictured on the right) to win the mission (and the game). 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. Afterwards scramble for the lifts before the whole complex blows up (as shown in the PS movies). &lt;br /&gt;
&lt;br /&gt;
This is UFO&#039;s only mixed crew mission. It&#039;s an Ethereal crew with a few extras, mainly [[Terror Units]], 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. 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. (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;
An alternate way to do the final assault avoiding the carnage of the lifts or Blaster-bombing blind is to breach through an upper Brain Room wall from an adjacent garden or storage area with 2-3 Blaster Bombs. With a hole in the dirt wall, throw smoke in front of the brain and advance an Power Suited agent to kneel in front of the Brain. During their turn one of the Ethereals will open up with an Auto shot - missing the agent - sealing the fate of the Aliens.&lt;br /&gt;
&lt;br /&gt;
===PSX Cydonian Base Layout===&lt;br /&gt;
[[Image:PSX Cydonia Base.png|right|thumb|The underground Cydonia base in the Playstation version of the game.]]Unlike the PC versions of the game which have a randomly generated base, the Playstation version is always the same (see pic to the right). This has some important implications, because since you know where the brain room is, you can fire a couple Blaster Bombs and the mission will be over. &amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alien Deployment (underground base)==&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th align=&amp;quot;left&amp;quot;&amp;gt;Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Beg./Exp.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Vet./Gen.&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Super.&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Ethereal Soldiers&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Ethereal Leaders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Ethereal Commanders&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Chryssalids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Silacoids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Celatids&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td align=&amp;quot;left&amp;quot;&amp;gt;Sectopods&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;th&amp;gt;Totals&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;17&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;24&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;31&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As this is the first time in X-COM which has a &amp;quot;mixed&amp;quot; mission, the programmers didn&#039;t quite get the substitutions correct per se. The proper aliens and ranks show up, but substitution was used in some instances where it wasn&#039;t necessary. For instance, instead of just spawning Ethereal commanders normally, the programmers substituted commanders for the missing engineer rank and instead of spawning Ethereal soldiers normally they substituted them in lieu of commanders.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table {{StdCenterTable}}&amp;gt;&lt;br /&gt;
&amp;lt;tr {{StdDescTable_Heading}}&amp;gt;&amp;lt;th&amp;gt;Rank Value&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Normal Rank&amp;lt;/th&amp;gt;&lt;br /&gt;
	&amp;lt;th&amp;gt;Cydonia Rank&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;7&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Terrorist #1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Sectopod&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;6&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Soldier&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Celatid&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;5&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Navigator&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Silacoid&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;4&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Medic&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Chryssalid&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;3&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Engineer&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Commander&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;2&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Leader&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Leader&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
	&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;1&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Commander&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;Soldier&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips &amp;amp; Tricks==&lt;br /&gt;
Go armed for bear. Bring many troops, the best weapons and best armour possible. The 80 Item Limit is perhaps your worst enemy.&lt;br /&gt;
&lt;br /&gt;
The surface part of the mission is nothing special; you should however have some means of illuminating the battlefield. The [[Auto-Cannon]] with incendiary rounds (14 light sources per clip) can come in handy. Only equipment carried by your soldiers at the end of that stage will be taken into the base proper, so you maybe want to take it slowly and pick up some ammunition before killing the last alien or activating the lift. If your troops are low in energy/stamina, it is advisable to rest them a little before continuing on as well. &lt;br /&gt;
&lt;br /&gt;
Underground is like any other base assault, only more so. More corridors to watch, more opponents hidden. Most enemies will take several hits to die, so when using conventional weapons you will need a great many seasoned troops. Even with the support of two or three Mind Controllers and Blaster Launchers each (Hovertanks are great as they carry 8 rounds yet count as only one item) you will need at least eight or ten men for the actual killing and may still only advance with utmost care. Also, sort out all known PSI weaklings and then some: With so many Ethereal Commanders around, you may see soldiers mind controlled who previously appeared to be absolutely safe even from panic attacks.&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 difficulty 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;
{{Mission Types Navbar}}&lt;br /&gt;
[[Category:Missions]]&lt;/div&gt;</summary>
		<author><name>GreenEarthPFC</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Common_Mistakes&amp;diff=28000</id>
		<title>Common Mistakes</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Common_Mistakes&amp;diff=28000"/>
		<updated>2010-04-09T03:24:37Z</updated>

		<summary type="html">&lt;p&gt;GreenEarthPFC: /* Battlescape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article covers a variety of common mistakes that can be done in the game, and will attempt to offer suggestions on how to avoid, resolve or work around them. &lt;br /&gt;
&lt;br /&gt;
= Geoscape =&lt;br /&gt;
&lt;br /&gt;
== Saving over a save you do not want to overwrite == &lt;br /&gt;
&lt;br /&gt;
Occasionally you may find yourself mis-clicking on a save slot that you did not want to save over. If it&#039;s empty, then it&#039;s fine. If it&#039;s a save you do not want to overwrite, then this poses quite a problem as you cannot back out of the save once you get to the text entry for the file name. &lt;br /&gt;
&lt;br /&gt;
Note that at this stage the file has not yet been saved. Once you hit enter, then the files will be overwritten. You can quickly recover your previous save by tabbing to your operating system and manually making a backup of the files or copying the contents into an empty slot. Once done, you can go back into the game and over-write the save. &lt;br /&gt;
&lt;br /&gt;
This problem only affects the PC version of X-COM. &lt;br /&gt;
&lt;br /&gt;
== Selecting soldiers by Bravery ==&lt;br /&gt;
Early guides used to suggest all soldiers without high bravery be sacked. However, it turns out [[Bravery]] isn&#039;t that important. It reduces the chances a soldiers will lose [[morale]] (either from events or psi-attack) thus reducing the chances a soldier would panic or go berserk.&lt;br /&gt;
&lt;br /&gt;
If X-COM is doing well (or has a high ranking leader with the team) Bravery would never come into effect. If not, than this is somewhat self-correcting since Bravery tends to improve after such an harrowing combat. A commander is better off selecting good shooters in order to avoid morale problems in the first place.&lt;br /&gt;
&lt;br /&gt;
== Building too many Radars ==&lt;br /&gt;
In spite of a misleading radar count in the base information screen, building more than one radar of each type is [[UFO_Detection#How_Radars_Function|useless]] (at least unless [[UFO Extender]] program is used to patch UFO). Save your money and don&#039;t build more than one radar of each type.&lt;br /&gt;
&lt;br /&gt;
= Battlescape =&lt;br /&gt;
&lt;br /&gt;
== Lemmings Syndrome ==&lt;br /&gt;
An effect that often occurs through UFO doors or around corners with large number of aliens on the other side. &lt;br /&gt;
&lt;br /&gt;
The common setup includes trying to breach a doorway with several soldiers. The first soldier is sent through the door, and is promptly killed. The next soldier is sent through the door, and is also executed in a similar fashion. Yet another soldier is sent through the door and meets the exact same fate. This process repeats until either the hapless soldiers are exhausted or the aliens are unable to react. &lt;br /&gt;
&lt;br /&gt;
The root of this problem is lack of patience, and is easily solved by being patient and using time to assess the situation.&lt;br /&gt;
&lt;br /&gt;
== Watch my back! ==&lt;br /&gt;
&lt;br /&gt;
The best way to lose a man in the field when its not X-COM&#039;s turn is to send a guy in with no one watching her tail-end.  If nothing else, the screen won&#039;t immediately go dark around her.  Even if the soldier&#039;s second can&#039;t save her life, the reaction shot might put down the killer or the LoS might allow the tracking of the enemy operative.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;/div&gt;</summary>
		<author><name>GreenEarthPFC</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=27239</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=27239"/>
		<updated>2010-01-31T06:32:09Z</updated>

		<summary type="html">&lt;p&gt;GreenEarthPFC: /*  Brainsucker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, the threat ratings for some aliens will differ against Androids or hybrids. These will be duly noted. Also the Overspawn is not a battlescape alien so is not included in the analysis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Low threat =&lt;br /&gt;
&lt;br /&gt;
== [[Multiworm Egg (Apocalypse) | Multiworm Egg]]==&lt;br /&gt;
The mutliworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack that allows it to defend itself against any would be attackers. They are recovered automatically at the end of the mission. &lt;br /&gt;
&lt;br /&gt;
== [[Chrysalis (Apocalypse)| Chrysalis]] == &lt;br /&gt;
The chrysalis is the second stage of the multiworm after its egg phase, and is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.&lt;br /&gt;
&lt;br /&gt;
== [[Spitter (Apocalypse) | Spitter]]== &lt;br /&gt;
Spitters are pink humanoids without a head. They spit acid directly from the funnel at the end of their neck towards their targets. &lt;br /&gt;
&lt;br /&gt;
Spitters are relatively easy enemies to fight, but their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=Medium threat =&lt;br /&gt;
&lt;br /&gt;
== [[Brainsucker (Apocalypse) | Brainsucker]] == &lt;br /&gt;
Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great heights. They are transported in an inert state in small pods and can be launched from [[Brainsucker_Launcher|Brainsucker Launchers]]. &lt;br /&gt;
&lt;br /&gt;
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids into a host&#039;s throat in order to seize complete control. They generally latch their proboscis onto the host&#039;s face and inject the micronoid directly into the host. The Brainsucker dies immediately after the Micronoid Aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant. &lt;br /&gt;
&lt;br /&gt;
Brainsuckers also have a small mental flaw that causes them to stun themselves if they attempt to jump on an agent that is lying prone on the ground. They may also have difficulty jumping on enemies in small doorways. &lt;br /&gt;
&lt;br /&gt;
Against Androids, Brainsuckers are a non-existent threat since they are not capable of actively targeting androids - unless they somehow land on the android by mistake.&lt;br /&gt;
&lt;br /&gt;
== [[Psimorph (Apocalypse)| Psimorph]]== &lt;br /&gt;
Primorphs are a psionic being that resemble a collection of large green tentacles the size of a Megaspawn. They float slowly through the air. &lt;br /&gt;
&lt;br /&gt;
By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt your agents and turn them against themselves. &lt;br /&gt;
&lt;br /&gt;
Against androids and skilled hybrids, the psimorph poses a non-existent threat. As they also suffer from the same psi energy limitations as your agents, they can be easily overwhelmed if a large numbers of agents blitz them before their psionics can do much damage. &lt;br /&gt;
&lt;br /&gt;
==[[Micronoid Aggregate (Apocalypse) |Micronoid Aggregate]]== &lt;br /&gt;
The masterminds behind the alien threat. They are a minute species of psionic alien that resemble a puddle of slime. Their only means of attack is through powerful psionic attacks. &lt;br /&gt;
&lt;br /&gt;
Though more powerful than the Psimoprh, their physiques are weak. They make up for this by having large numbers. &lt;br /&gt;
&lt;br /&gt;
They can only be found in the [[Sleeping Chamber]] and the Type 7 [[Alien Bomber (Apocalypse) | Alien Bomber]]. &lt;br /&gt;
&lt;br /&gt;
As with the Psimorph, the Micronoid is a non-existent threat to androids and well trained hybrids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Hyperworm (Apocalypse)|Hyperworm]]== &lt;br /&gt;
The hyperworm is the small offspring of a deceased Multiworm. When the Multiworm dies, four Hyperworms spring from its body to deal one last blow to the multiworm&#039;s attackers. &lt;br /&gt;
&lt;br /&gt;
Hyperworms are relatively weak and have a short ranged bite attack that do minor to moderate damage. They can do significant damage when they fight in swarms, as is often the case. Setting fire to the Multiworm just before it dies ensures that the Hyperworms get fried almost the moment they appear. Any explosives are capable of dealing with one or several Hyperworms fairly easily, especially just as they emerge from a dying Multiworm.&lt;br /&gt;
&lt;br /&gt;
=High threat=&lt;br /&gt;
&lt;br /&gt;
== [[Multiworm (Apocalypse)|Multiworm]]== &lt;br /&gt;
&lt;br /&gt;
The Multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a rapid fire spit attack against nearby agents. This short to medium ranged attack is very powerful, and the massive amount of health that the Multiworm has allows it withstand a fair beating before it goes down. On its death it releases four Hyperworms that attempt to swarm towards the nearest attacker. This makes melee or short ranged combat against them a risky practice.&lt;br /&gt;
&lt;br /&gt;
Multiworms are a very highly valued [[Biochemistry]] project. &lt;br /&gt;
&lt;br /&gt;
== [[Popper (Apocalypse) | Popper]]== &lt;br /&gt;
&lt;br /&gt;
The Popper is a bomb with legs. It&#039;s a sad looking blue veiny creature that lives its life carrying a veritable chemical plant inside of its body. As soon as it finds its prey, it gets excited and the chemicals react and cause a powerful explosion. This blows the popper away and everything near it. &lt;br /&gt;
&lt;br /&gt;
The Popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. In Real Time combat, actively scanning the area with a [[Motion Scanner (Apocalypse) | motion scanner]] for rapid moving blips can save many lives. &lt;br /&gt;
&lt;br /&gt;
Other explosions or hard bullets from any conventional firearm will  cause the Popper to explode. Gas and energy weapons like the [[Megapol Stun Grapple]], Marsec [[Power Sword]], [[Megapol Plasma Gun]], [[Disruptor Gun]] and [[Devastator Cannon]] are able to safely disable the Popper without causing it to explode. A popper dying from blood loss will explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Anthropod]] == &lt;br /&gt;
The Anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs of plasticine with elephantine limbs. Despite their almost comical appearance, they are very deadly depending on their armament. &lt;br /&gt;
&lt;br /&gt;
The Anthropod is one of the two aliens available to the aliens that are capable of wielding tools. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Skeletoid]] == &lt;br /&gt;
The skeletoid is a patchwork man that looks like yellow material stretched across a framework of bones stuck together in a very haphazard manner. Some form of mechanism inside them allows them to hover in the air. &lt;br /&gt;
&lt;br /&gt;
They are identical to the Anthropod in threat and function. This is heightened with their hovering ability.&lt;br /&gt;
&lt;br /&gt;
== [[Queenspawn]] == &lt;br /&gt;
The ultimate form and mother of the Multiworms. It is the largest creature that you will face. Due to its size, it is immobile. It makes up for this by having an incredibly corrosive long ranged acid attack that can  kill even the most heavily protected agent. &lt;br /&gt;
&lt;br /&gt;
Although the Queenspawn can only attack directly in front of it, it is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to protect its vulnerable sides. This means that it can only be approached from the front. Four re-enforcement teleport pads beyond the dias provide additional troops for it. &lt;br /&gt;
&lt;br /&gt;
Capture of this alien allows for progression of the [[Alien Gas (Apocalypse) | Alien Gas]] toxin weapon research. &lt;br /&gt;
&lt;br /&gt;
The queen can only be found in the [[Spawning Chamber]]. &lt;br /&gt;
&lt;br /&gt;
== [[Megaspawn (Apocalypse) | Megaspawn]] == &lt;br /&gt;
&lt;br /&gt;
The Megaspawn is an alien built like a tank that is armed with a built-in Disruptor beam that is as powerful as a Devastator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents. &lt;br /&gt;
&lt;br /&gt;
They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they  appear to have some reluctance to fight agents that are right up next to them and will turn and run.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>GreenEarthPFC</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=27238</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=27238"/>
		<updated>2010-01-31T06:31:27Z</updated>

		<summary type="html">&lt;p&gt;GreenEarthPFC: /*  Brainsucker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, the threat ratings for some aliens will differ against Androids or hybrids. These will be duly noted. Also the Overspawn is not a battlescape alien so is not included in the analysis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Low threat =&lt;br /&gt;
&lt;br /&gt;
== [[Multiworm Egg (Apocalypse) | Multiworm Egg]]==&lt;br /&gt;
The mutliworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack that allows it to defend itself against any would be attackers. They are recovered automatically at the end of the mission. &lt;br /&gt;
&lt;br /&gt;
== [[Chrysalis (Apocalypse)| Chrysalis]] == &lt;br /&gt;
The chrysalis is the second stage of the multiworm after its egg phase, and is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.&lt;br /&gt;
&lt;br /&gt;
== [[Spitter (Apocalypse) | Spitter]]== &lt;br /&gt;
Spitters are pink humanoids without a head. They spit acid directly from the funnel at the end of their neck towards their targets. &lt;br /&gt;
&lt;br /&gt;
Spitters are relatively easy enemies to fight, but their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=Medium threat =&lt;br /&gt;
&lt;br /&gt;
== [[Brainsucker (Apocalypse) | Brainsucker]] == &lt;br /&gt;
Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great heights. They are transported in an inert state in small pods and can be launched from [[Brainsucker Launcher (Apocalypse) |Brainsucker_Launcher]]s. &lt;br /&gt;
&lt;br /&gt;
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids into a host&#039;s throat in order to seize complete control. They generally latch their proboscis onto the host&#039;s face and inject the micronoid directly into the host. The Brainsucker dies immediately after the Micronoid Aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant. &lt;br /&gt;
&lt;br /&gt;
Brainsuckers also have a small mental flaw that causes them to stun themselves if they attempt to jump on an agent that is lying prone on the ground. They may also have difficulty jumping on enemies in small doorways. &lt;br /&gt;
&lt;br /&gt;
Against Androids, Brainsuckers are a non-existent threat since they are not capable of actively targeting androids - unless they somehow land on the android by mistake.&lt;br /&gt;
&lt;br /&gt;
== [[Psimorph (Apocalypse)| Psimorph]]== &lt;br /&gt;
Primorphs are a psionic being that resemble a collection of large green tentacles the size of a Megaspawn. They float slowly through the air. &lt;br /&gt;
&lt;br /&gt;
By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt your agents and turn them against themselves. &lt;br /&gt;
&lt;br /&gt;
Against androids and skilled hybrids, the psimorph poses a non-existent threat. As they also suffer from the same psi energy limitations as your agents, they can be easily overwhelmed if a large numbers of agents blitz them before their psionics can do much damage. &lt;br /&gt;
&lt;br /&gt;
==[[Micronoid Aggregate (Apocalypse) |Micronoid Aggregate]]== &lt;br /&gt;
The masterminds behind the alien threat. They are a minute species of psionic alien that resemble a puddle of slime. Their only means of attack is through powerful psionic attacks. &lt;br /&gt;
&lt;br /&gt;
Though more powerful than the Psimoprh, their physiques are weak. They make up for this by having large numbers. &lt;br /&gt;
&lt;br /&gt;
They can only be found in the [[Sleeping Chamber]] and the Type 7 [[Alien Bomber (Apocalypse) | Alien Bomber]]. &lt;br /&gt;
&lt;br /&gt;
As with the Psimorph, the Micronoid is a non-existent threat to androids and well trained hybrids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Hyperworm (Apocalypse)|Hyperworm]]== &lt;br /&gt;
The hyperworm is the small offspring of a deceased Multiworm. When the Multiworm dies, four Hyperworms spring from its body to deal one last blow to the multiworm&#039;s attackers. &lt;br /&gt;
&lt;br /&gt;
Hyperworms are relatively weak and have a short ranged bite attack that do minor to moderate damage. They can do significant damage when they fight in swarms, as is often the case. Setting fire to the Multiworm just before it dies ensures that the Hyperworms get fried almost the moment they appear. Any explosives are capable of dealing with one or several Hyperworms fairly easily, especially just as they emerge from a dying Multiworm.&lt;br /&gt;
&lt;br /&gt;
=High threat=&lt;br /&gt;
&lt;br /&gt;
== [[Multiworm (Apocalypse)|Multiworm]]== &lt;br /&gt;
&lt;br /&gt;
The Multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a rapid fire spit attack against nearby agents. This short to medium ranged attack is very powerful, and the massive amount of health that the Multiworm has allows it withstand a fair beating before it goes down. On its death it releases four Hyperworms that attempt to swarm towards the nearest attacker. This makes melee or short ranged combat against them a risky practice.&lt;br /&gt;
&lt;br /&gt;
Multiworms are a very highly valued [[Biochemistry]] project. &lt;br /&gt;
&lt;br /&gt;
== [[Popper (Apocalypse) | Popper]]== &lt;br /&gt;
&lt;br /&gt;
The Popper is a bomb with legs. It&#039;s a sad looking blue veiny creature that lives its life carrying a veritable chemical plant inside of its body. As soon as it finds its prey, it gets excited and the chemicals react and cause a powerful explosion. This blows the popper away and everything near it. &lt;br /&gt;
&lt;br /&gt;
The Popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. In Real Time combat, actively scanning the area with a [[Motion Scanner (Apocalypse) | motion scanner]] for rapid moving blips can save many lives. &lt;br /&gt;
&lt;br /&gt;
Other explosions or hard bullets from any conventional firearm will  cause the Popper to explode. Gas and energy weapons like the [[Megapol Stun Grapple]], Marsec [[Power Sword]], [[Megapol Plasma Gun]], [[Disruptor Gun]] and [[Devastator Cannon]] are able to safely disable the Popper without causing it to explode. A popper dying from blood loss will explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Anthropod]] == &lt;br /&gt;
The Anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs of plasticine with elephantine limbs. Despite their almost comical appearance, they are very deadly depending on their armament. &lt;br /&gt;
&lt;br /&gt;
The Anthropod is one of the two aliens available to the aliens that are capable of wielding tools. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Skeletoid]] == &lt;br /&gt;
The skeletoid is a patchwork man that looks like yellow material stretched across a framework of bones stuck together in a very haphazard manner. Some form of mechanism inside them allows them to hover in the air. &lt;br /&gt;
&lt;br /&gt;
They are identical to the Anthropod in threat and function. This is heightened with their hovering ability.&lt;br /&gt;
&lt;br /&gt;
== [[Queenspawn]] == &lt;br /&gt;
The ultimate form and mother of the Multiworms. It is the largest creature that you will face. Due to its size, it is immobile. It makes up for this by having an incredibly corrosive long ranged acid attack that can  kill even the most heavily protected agent. &lt;br /&gt;
&lt;br /&gt;
Although the Queenspawn can only attack directly in front of it, it is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to protect its vulnerable sides. This means that it can only be approached from the front. Four re-enforcement teleport pads beyond the dias provide additional troops for it. &lt;br /&gt;
&lt;br /&gt;
Capture of this alien allows for progression of the [[Alien Gas (Apocalypse) | Alien Gas]] toxin weapon research. &lt;br /&gt;
&lt;br /&gt;
The queen can only be found in the [[Spawning Chamber]]. &lt;br /&gt;
&lt;br /&gt;
== [[Megaspawn (Apocalypse) | Megaspawn]] == &lt;br /&gt;
&lt;br /&gt;
The Megaspawn is an alien built like a tank that is armed with a built-in Disruptor beam that is as powerful as a Devastator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents. &lt;br /&gt;
&lt;br /&gt;
They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they  appear to have some reluctance to fight agents that are right up next to them and will turn and run.&lt;br /&gt;
&lt;br /&gt;
[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>GreenEarthPFC</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=27237</id>
		<title>Alien Overview (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Overview_(Apocalypse)&amp;diff=27237"/>
		<updated>2010-01-31T06:30:24Z</updated>

		<summary type="html">&lt;p&gt;GreenEarthPFC: /*  Brainsucker */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note, the threat ratings for some aliens will differ against Androids or hybrids. These will be duly noted. Also the Overspawn is not a battlescape alien so is not included in the analysis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Low threat =&lt;br /&gt;
&lt;br /&gt;
== [[Multiworm Egg (Apocalypse) | Multiworm Egg]]==&lt;br /&gt;
The mutliworm egg is the first phase of the multiworm life cycle. It is armed with a weak short ranged spit attack that allows it to defend itself against any would be attackers. They are recovered automatically at the end of the mission. &lt;br /&gt;
&lt;br /&gt;
== [[Chrysalis (Apocalypse)| Chrysalis]] == &lt;br /&gt;
The chrysalis is the second stage of the multiworm after its egg phase, and is completely defenceless. Serving as ideal targets for shooting practice, they pose no threat and are automatically recovered the end of a mission.&lt;br /&gt;
&lt;br /&gt;
== [[Spitter (Apocalypse) | Spitter]]== &lt;br /&gt;
Spitters are pink humanoids without a head. They spit acid directly from the funnel at the end of their neck towards their targets. &lt;br /&gt;
&lt;br /&gt;
Spitters are relatively easy enemies to fight, but their spit attack can be very dangerous if underestimated. They generally do their worst when fighting in groups or when they are lucky enough to score several critical hits in a short amount of time.&lt;br /&gt;
&lt;br /&gt;
=Medium threat =&lt;br /&gt;
&lt;br /&gt;
== [[Brainsucker (Apocalypse) | Brainsucker]] == &lt;br /&gt;
Brainsuckers are small aliens that resemble a basketball with a proboscis nose and small finger-like legs. They are small and fast and can leap great heights. They are transported in an inert state in small pods and can be launched from [[Brainsucker Launcher (Apocalypse) | Brainsucker Launcher]]s. &lt;br /&gt;
&lt;br /&gt;
Once they hatch from their pods, they have a very short lifespan that only lasts long enough for them to inject an amount of Micronoids into a host&#039;s throat in order to seize complete control. They generally latch their proboscis onto the host&#039;s face and inject the micronoid directly into the host. The Brainsucker dies immediately after the Micronoid Aggregates invade the host. With their speed and ability to jump great heights, they pose a fairly dangerous threat to agents that are not vigilant. &lt;br /&gt;
&lt;br /&gt;
Brainsuckers also have a small mental flaw that causes them to stun themselves if they attempt to jump on an agent that is lying prone on the ground. They may also have difficulty jumping on enemies in small doorways. &lt;br /&gt;
&lt;br /&gt;
Against Androids, Brainsuckers are a non-existent threat since they are not capable of actively targeting androids - unless they somehow land on the android by mistake.&lt;br /&gt;
&lt;br /&gt;
== [[Psimorph (Apocalypse)| Psimorph]]== &lt;br /&gt;
Primorphs are a psionic being that resemble a collection of large green tentacles the size of a Megaspawn. They float slowly through the air. &lt;br /&gt;
&lt;br /&gt;
By itself a psimorph is a low threat and makes for a very easy target due to its large size. Its psionic attacks however can disrupt your agents and turn them against themselves. &lt;br /&gt;
&lt;br /&gt;
Against androids and skilled hybrids, the psimorph poses a non-existent threat. As they also suffer from the same psi energy limitations as your agents, they can be easily overwhelmed if a large numbers of agents blitz them before their psionics can do much damage. &lt;br /&gt;
&lt;br /&gt;
==[[Micronoid Aggregate (Apocalypse) |Micronoid Aggregate]]== &lt;br /&gt;
The masterminds behind the alien threat. They are a minute species of psionic alien that resemble a puddle of slime. Their only means of attack is through powerful psionic attacks. &lt;br /&gt;
&lt;br /&gt;
Though more powerful than the Psimoprh, their physiques are weak. They make up for this by having large numbers. &lt;br /&gt;
&lt;br /&gt;
They can only be found in the [[Sleeping Chamber]] and the Type 7 [[Alien Bomber (Apocalypse) | Alien Bomber]]. &lt;br /&gt;
&lt;br /&gt;
As with the Psimorph, the Micronoid is a non-existent threat to androids and well trained hybrids. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Hyperworm (Apocalypse)|Hyperworm]]== &lt;br /&gt;
The hyperworm is the small offspring of a deceased Multiworm. When the Multiworm dies, four Hyperworms spring from its body to deal one last blow to the multiworm&#039;s attackers. &lt;br /&gt;
&lt;br /&gt;
Hyperworms are relatively weak and have a short ranged bite attack that do minor to moderate damage. They can do significant damage when they fight in swarms, as is often the case. Setting fire to the Multiworm just before it dies ensures that the Hyperworms get fried almost the moment they appear. Any explosives are capable of dealing with one or several Hyperworms fairly easily, especially just as they emerge from a dying Multiworm.&lt;br /&gt;
&lt;br /&gt;
=High threat=&lt;br /&gt;
&lt;br /&gt;
== [[Multiworm (Apocalypse)|Multiworm]]== &lt;br /&gt;
&lt;br /&gt;
The Multiworm is the mature stage of the multiworm life cycle. It is a very tough large worm that is able to launch a rapid fire spit attack against nearby agents. This short to medium ranged attack is very powerful, and the massive amount of health that the Multiworm has allows it withstand a fair beating before it goes down. On its death it releases four Hyperworms that attempt to swarm towards the nearest attacker. This makes melee or short ranged combat against them a risky practice.&lt;br /&gt;
&lt;br /&gt;
Multiworms are a very highly valued [[Biochemistry]] project. &lt;br /&gt;
&lt;br /&gt;
== [[Popper (Apocalypse) | Popper]]== &lt;br /&gt;
&lt;br /&gt;
The Popper is a bomb with legs. It&#039;s a sad looking blue veiny creature that lives its life carrying a veritable chemical plant inside of its body. As soon as it finds its prey, it gets excited and the chemicals react and cause a powerful explosion. This blows the popper away and everything near it. &lt;br /&gt;
&lt;br /&gt;
The Popper is very agile and can move at an amazing pace across the battlefield. Its body heat causes it to leave wafts of smoke wherever it runs. The only way to defend against these enemies is to constantly be on alert, or to be flying well out of its reach. In Real Time combat, actively scanning the area with a [[Motion Scanner (Apocalypse) | motion scanner]] for rapid moving blips can save many lives. &lt;br /&gt;
&lt;br /&gt;
Other explosions or hard bullets from any conventional firearm will  cause the Popper to explode. Gas and energy weapons like the [[Megapol Stun Grapple]], Marsec [[Power Sword]], [[Megapol Plasma Gun]], [[Disruptor Gun]] and [[Devastator Cannon]] are able to safely disable the Popper without causing it to explode. A popper dying from blood loss will explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Anthropod]] == &lt;br /&gt;
The Anthropod is the basic foot soldier of the alien invasion. They look like blue veiny blobs of plasticine with elephantine limbs. Despite their almost comical appearance, they are very deadly depending on their armament. &lt;br /&gt;
&lt;br /&gt;
The Anthropod is one of the two aliens available to the aliens that are capable of wielding tools. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[Skeletoid]] == &lt;br /&gt;
The skeletoid is a patchwork man that looks like yellow material stretched across a framework of bones stuck together in a very haphazard manner. Some form of mechanism inside them allows them to hover in the air. &lt;br /&gt;
&lt;br /&gt;
They are identical to the Anthropod in threat and function. This is heightened with their hovering ability.&lt;br /&gt;
&lt;br /&gt;
== [[Queenspawn]] == &lt;br /&gt;
The ultimate form and mother of the Multiworms. It is the largest creature that you will face. Due to its size, it is immobile. It makes up for this by having an incredibly corrosive long ranged acid attack that can  kill even the most heavily protected agent. &lt;br /&gt;
&lt;br /&gt;
Although the Queenspawn can only attack directly in front of it, it is placed on a dais that is surrounded by a solid organic alien building wall on one side, and laser curtains are provided on each of its sides to protect its vulnerable sides. This means that it can only be approached from the front. Four re-enforcement teleport pads beyond the dias provide additional troops for it. &lt;br /&gt;
&lt;br /&gt;
Capture of this alien allows for progression of the [[Alien Gas (Apocalypse) | Alien Gas]] toxin weapon research. &lt;br /&gt;
&lt;br /&gt;
The queen can only be found in the [[Spawning Chamber]]. &lt;br /&gt;
&lt;br /&gt;
== [[Megaspawn (Apocalypse) | Megaspawn]] == &lt;br /&gt;
&lt;br /&gt;
The Megaspawn is an alien built like a tank that is armed with a built-in Disruptor beam that is as powerful as a Devastator cannon and a seemingly endless supply of dimension missiles. One Megaspawn can easily lay waste to an unprepared team of agents. &lt;br /&gt;
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They are not without their faults, and their size is one of them. Their larger size makes them easier targets to hit. While it is not always the case, they  appear to have some reluctance to fight agents that are right up next to them and will turn and run.&lt;br /&gt;
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[[Category: Apocalypse]]&lt;br /&gt;
[[Category: Aliens (Apocalypse)]]&lt;/div&gt;</summary>
		<author><name>GreenEarthPFC</name></author>
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