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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Janshi</id>
	<title>UFOpaedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Janshi"/>
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	<updated>2026-05-01T08:38:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=32248</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=32248"/>
		<updated>2010-12-27T23:34:51Z</updated>

		<summary type="html">&lt;p&gt;Janshi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to get a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;/div&gt;</summary>
		<author><name>Janshi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=32247</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=32247"/>
		<updated>2010-12-27T23:34:35Z</updated>

		<summary type="html">&lt;p&gt;Janshi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
==How to ge a Commander==&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;/div&gt;</summary>
		<author><name>Janshi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=32246</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=32246"/>
		<updated>2010-12-27T23:34:08Z</updated>

		<summary type="html">&lt;p&gt;Janshi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
How to ge a Commander:&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie. [[User:Janshi|Janshi]]&lt;/div&gt;</summary>
		<author><name>Janshi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=32245</id>
		<title>Talk:Agent Ranks (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Agent_Ranks_(Apocalypse)&amp;diff=32245"/>
		<updated>2010-12-27T23:33:37Z</updated>

		<summary type="html">&lt;p&gt;Janshi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Well, we&#039;ll see about &amp;quot;impossible to hire 130&amp;quot; -- there are 150 inventory slots and 180 employee slots, so I see no reason why it should be impossible to hire 150 Agents (as long as the total of the engineers, biochemists, and quantum mechanics is kept at 30 or less).&lt;br /&gt;
&lt;br /&gt;
Furthermore, from what I&#039;ve seen so far all employees count (the limit on Squad Leaders only works if the engineers, biochemists, and quantum mechanics are counted).  But only Agents can get promoted in a non-hacked game. -- [[User:Zaimoni|Zaimoni]], 11:25 Mar 16 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Er... 2nd statement would mean you could hire 3 agents and 20 biochemists and have a team of all squad leaders... that would be interesting... anyhow, the reason I couldn&#039;t hire 130 agents is because they REFUSED TO APPLY FOR WORK... I would have hired them if I could, but there were no more soldier available to hire.&lt;br /&gt;
: Please inform me if you manage to do so... as you said, we will see. [[User:Jasonred|Jasonred]] 03:15, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Yes :)  While my attention span for Apocalypse is a bit lousy, I have done 1 Captain, 5 Sergeants, and 15 Squad Leaders on just 32 Agents, 10 Biochemists, 10 Quantum Mechanics, and 10 Engineers before.  (This used a lot of CoS raiding to control who got promoted when; this is start of Week 3, hiring every single soldier that ever shows up.) -- [[User:Zaimoni|Zaimoni]], 13:32 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
: Another quibble: the maximum number of promotions I have seen after a mission is seven; I have no idea whether this is a hard maximum. -- [[User:Zaimoni|Zaimoni]], 13:55 Mar 17 2009 CDT&lt;br /&gt;
&lt;br /&gt;
WOOHOO!!! That&#039;s a very interesting fact, and it explains a LOT... This means I need to hunt down and replay my old copy of Apocalypse... OMG!!! I think it&#039;s back in my old house in another state! ... DARN!!!  [[User:Jasonred|Jasonred]] 15:03, 17 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Squad Leaders ===&lt;br /&gt;
&lt;br /&gt;
I hit a corner case in the promotion calculations.&lt;br /&gt;
* 1 Captain&lt;br /&gt;
* 4 Sergeants&lt;br /&gt;
* 16 Squad Leaders&lt;br /&gt;
* 4 Squaddies&lt;br /&gt;
* 5 Rookies&lt;br /&gt;
&lt;br /&gt;
(61/15 is indeed greater than four...)&lt;br /&gt;
&lt;br /&gt;
The remainder being scientists and engineers; 15 hired, 16 in the unhired pool (and using up employee slots).  Only wonky thing is using Apoc&#039;d to rank-sort the employees; this has exposed some weirdness about promotions.&lt;br /&gt;
* Rookie to Squaddie is always checked.&lt;br /&gt;
* Higher promotions are checked once, in a strictly increasing sweep; no promotion without killing an alien.  The above game&#039;s composition was attained by promoting a Squad Leader to a Sergeant, then promoting a Squaddie to a Squad Leader.  The strictly increasing sweep, combined with the Apoc&#039;d sorting, meant that I had an interim stage with 3 sergeants but no captain (the promotion check to Captain failed, then the third Sergeant was promoted, but with no later Sergeants on the list no promotion to Captain could occur. -- [[User:Zaimoni|Zaimoni]] 6:01 4 Jan 2010 (CST)&lt;br /&gt;
&lt;br /&gt;
==Number of promoted soldiers==&lt;br /&gt;
&lt;br /&gt;
I think I saw 8 soldiers being promoted after a tactical mission. The reference on the USG of a limit of 5 is clearly wrong, it might be that there is no limit to promotions other then if there are soldiers that fill the requisites. [[User:Hobbes|Hobbes]] 11:41, 4 January 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
How to ge a Commander:&lt;br /&gt;
&lt;br /&gt;
It´s possible to get a commander with exactly 100 agents. All you need is to keep 5 Agents rookie.&lt;/div&gt;</summary>
		<author><name>Janshi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=User:Janshi&amp;diff=32243</id>
		<title>User:Janshi</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=User:Janshi&amp;diff=32243"/>
		<updated>2010-12-27T23:27:27Z</updated>

		<summary type="html">&lt;p&gt;Janshi: Created page with &amp;quot;Hello there.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello there.&lt;/div&gt;</summary>
		<author><name>Janshi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Megaspawn_(Apocalypse)&amp;diff=32240</id>
		<title>Talk:Megaspawn (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Megaspawn_(Apocalypse)&amp;diff=32240"/>
		<updated>2010-12-27T15:57:50Z</updated>

		<summary type="html">&lt;p&gt;Janshi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FYI - Alien Escort - the Megaspawn can, and does, leave that room.  In the 3 Alien Escorts I&#039;ve downed and investigated, in 2 of them the megaspawn appears, somewhat surprisingly, coming down the grav-lift and right over my agents heads.  In both casesI&#039;ve managed to down him with Toxigun shots before he got a shot off.  Point is - on lower difficulty, he stays secluded.  Higher difficulty, he comes out after you.  --[[User:Alloutwar|Alloutwar]] 15:35, 13 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
The way to capture a Megaspawn the author describes is needlessly complicated. Also the threat level of a Megaspawn is definitely overrated.&lt;br /&gt;
You only have to isolate the megaspawn, take a shielded Soldier with Toxin Gun (A/B) and Stun Grappler and then rush the Megaspawn to close combat range. In close combat range he won´t use his missileattack (the only thing that makes him dangerous). When you reach close combat range take a few shot with the Toxin Gun to weaken him and then use the Stun Grappler, very easy. No need to toss 12-24 stun grenades and such nonsense. The difficult thing is to isolate him.&lt;br /&gt;
&lt;br /&gt;
To fight Megaspawn:&lt;br /&gt;
&lt;br /&gt;
There are two rules to fight a Megaspawn:&lt;br /&gt;
&lt;br /&gt;
1. Fight him in close combat range, because he won´t use his missiles.&lt;br /&gt;
2. Use cloaking device and spam him with Toxi Gun Bullets on range firefights. If you first see him before he can see your troops (whats normally is the case because of the use of cloaking devices) he won´t be able to give a damn shot with his missile launcher before you´ve peforated him with Toxi Gun Bullets. --[[User:Janshi|Janshi]] 16:56, 27 December 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Janshi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Megaspawn_(Apocalypse)&amp;diff=32239</id>
		<title>Talk:Megaspawn (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Megaspawn_(Apocalypse)&amp;diff=32239"/>
		<updated>2010-12-27T15:56:45Z</updated>

		<summary type="html">&lt;p&gt;Janshi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FYI - Alien Escort - the Megaspawn can, and does, leave that room.  In the 3 Alien Escorts I&#039;ve downed and investigated, in 2 of them the megaspawn appears, somewhat surprisingly, coming down the grav-lift and right over my agents heads.  In both casesI&#039;ve managed to down him with Toxigun shots before he got a shot off.  Point is - on lower difficulty, he stays secluded.  Higher difficulty, he comes out after you.  --[[User:Alloutwar|Alloutwar]] 15:35, 13 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
The way to capture a Megaspawn the author describes is needlessly complicated. Also the threat level of a Megaspawn is definitely overrated.&lt;br /&gt;
You only have to isolate the megaspawn, take a shielded Soldier with Toxin Gun (A/B) and Stun Grappler and then rush the Megaspawn to close combat range. In close combat range he won´t use his missileattack (the only thing that makes him dangerous). When you´re reach close combat range take a few shot with the Toxin Gun to weaken him and then use the Stun Grappler, very easy. No need to toss 12-24 stun grenades and such non sense. The difficult thing is to isolate him.&lt;br /&gt;
&lt;br /&gt;
To fight Megaspawn:&lt;br /&gt;
&lt;br /&gt;
There are two rules to fight a Megaspawn:&lt;br /&gt;
&lt;br /&gt;
1. Fight him in close combat range, because he won´t use his missiles.&lt;br /&gt;
2. Use cloaking device and spam him with Toxi Gun Bullets on range firefights. If you first see him before he can see your troops (whats normally is the case because of the use of cloaking devices) he won´t be able to give a damn shot with his missile launcher before you´ve peforated him with Toxi Gun Bullets. --[[User:Janshi|Janshi]] 16:56, 27 December 2010 (EST)&lt;/div&gt;</summary>
		<author><name>Janshi</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Megaspawn_(Apocalypse)&amp;diff=32238</id>
		<title>Talk:Megaspawn (Apocalypse)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Megaspawn_(Apocalypse)&amp;diff=32238"/>
		<updated>2010-12-27T15:55:52Z</updated>

		<summary type="html">&lt;p&gt;Janshi: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;FYI - Alien Escort - the Megaspawn can, and does, leave that room.  In the 3 Alien Escorts I&#039;ve downed and investigated, in 2 of them the megaspawn appears, somewhat surprisingly, coming down the grav-lift and right over my agents heads.  In both casesI&#039;ve managed to down him with Toxigun shots before he got a shot off.  Point is - on lower difficulty, he stays secluded.  Higher difficulty, he comes out after you.  --[[User:Alloutwar|Alloutwar]] 15:35, 13 December 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
The way to capture a Megaspawn the author describes is needlessly complicated. Also the threat level of a Megaspawn is definitely overrated.&lt;br /&gt;
You only have to isolate the megaspawn, take a shielded Soldier with Toxin Gun (A/B) and Stun Grappler and then rush the Megaspawn to close combat range. In close combat range he won´t use his missileattack (the only thing that makes him dangerous). When you´re reach close combat range take a few shot with the Toxin Gun to weaken him and then use the Stun Grappler, very easy. No need to toss 12-24 stun grenades and such non sense. The difficult thing is to isolate him.&lt;br /&gt;
&lt;br /&gt;
To fight Megaspawn:&lt;br /&gt;
&lt;br /&gt;
There are two rules to fight a Megaspawn:&lt;br /&gt;
&lt;br /&gt;
1. Fight him in close combat range, because he won´t use his missiles.&lt;br /&gt;
2. Use cloaking device and spam him with Toxi Gun Bullets on range firefights. If you first see him before he can see your troops (whats normally is the case because of the use of cloaking devices) he won´t be able to give a damn shot with his missile launcher before you´ve peforated him with Toxi Gun Bullets.&lt;/div&gt;</summary>
		<author><name>Janshi</name></author>
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