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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Starprizm</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-04T01:01:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mixed_Crew&amp;diff=28425</id>
		<title>Mixed Crew</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mixed_Crew&amp;diff=28425"/>
		<updated>2010-07-12T04:09:40Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &amp;quot;Mixed&amp;quot; crew classification on an Alien Sub means that there will be a mixture of multiple alien races on missions associated with that Alien Sub. There are two subtypes of Mixed Crew designations (race types 4 and 5 in the game files), though you cannot tell which a given Sub is on the Geoscape:&lt;br /&gt;
&lt;br /&gt;
Type I: Primarily [[Tasoth|Tasoths]] with [[Bio-Drone|Bio-Drones]]/[[Triscene|Triscenes]] (on land) or [[Tentaculat|Tentaculats]] (underwater) for terror units, with some [[Aquatoid|Aquatoids]] mixed in and a tiny number of [[Xarquid]]s (on land) or [[Hallucinoid|Hallucinoids]] (underwater).&lt;br /&gt;
&lt;br /&gt;
Type II: Primarily [[Lobster Man|Lobster Men]] with [[Bio-Drone|Bio-Drones]]/[[Calcinite|Calcinites]] (on land) or [[Tentaculat|Tentaculats]]/[[Hallucinoid|Hallucinoids]] (underwater) for terror units, with some [[Aquatoid|Aquatoids]] mixed in and a tiny number of [[Deep One|Deep Ones]]. On a [[Dreadnought]] mission underwater there will also be a singular Deep One, the only time these units are found underwater before T&#039;leth.&lt;br /&gt;
&lt;br /&gt;
Mixed Crew missions tend to show up late into the game, so they can be a backpath to obtaining a Deep One or Calcinite if you missed one during the early months when they&#039;re abundant.&lt;br /&gt;
&lt;br /&gt;
== Mix of races in Alien Colonies== &lt;br /&gt;
&lt;br /&gt;
The way alien bases are crewed in TFTD differs slightly from UFO. Where UFO bases will be manned and supplied by the same species as the construction crew, TFTD colonies are operated with a mixture of alien types. &lt;br /&gt;
&lt;br /&gt;
Alien colonies are not manned by a mix of crews in the same sense that the mixed crew USOs are. Instead, they will have a unique selection of crews for the supply runs, who defends the topside section of the colony, and who will man the interior of the colony. &lt;br /&gt;
&lt;br /&gt;
The crew of the supply ships will be the same as the crew of the aliens that established the colony. So if [[Gillman|Gillmen]] do the scouting and construction of the colony, they will also be responsible for the supply runs. &lt;br /&gt;
&lt;br /&gt;
The topside of the colony is always manned by [[Tasoth|Tasoths]] and [[Aquatoid|Aquatoids]], accompanied by [[Tentaculat|Tentaculats]] and [[Hallucinoid|Hallucinoids]]. &lt;br /&gt;
&lt;br /&gt;
The interior section of the colony is always manned by [[Lobster Man|Lobster Men]] and [[Tentaculat|Tentaculats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Mixed_Crew&amp;diff=28424</id>
		<title>Mixed Crew</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Mixed_Crew&amp;diff=28424"/>
		<updated>2010-07-12T04:08:50Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &amp;quot;Mixed&amp;quot; crew classification on an Alien Sub means that there will be a mixture of multiple alien races on missions associated with that Alien Sub. There are two subtypes of Mixed Crew designations (race types 4 and 5 in the game files), though you cannot tell which a given Sub is on the Geoscape:&lt;br /&gt;
&lt;br /&gt;
Type I: Primarily [[Tasoth|Tasoths]] with [[Bio-Drone|Bio-Drones]]/[[Triscene|Triscenes]] (on land) or [[Tentaculat|Tentaculats]] (underwater) for terror units, with some [[Aquatoid|Aquatoids]] mixed in and a tiny number of [[Xarquid]]s (on land) or [[Hallucinoid|Hallucinoids]] (underwater).&lt;br /&gt;
&lt;br /&gt;
Type II: Primarily [[Lobster Man|Lobster Men]] with [[Bio-Drone|Bio-Drones]]/[[Calcinite|Calcinites]] (on land) or [[Tentaculat|Tentaculats]]/[[Hallucinoid|Hallucinoids]] (underwater) for terror units, with some [[Aquatoid|Aquatoids]] mixed in and a tiny number of [[Deep One|Deep Ones]] (on land) or [[Calcinite]]s (underwater). On a [[Dreadnought]] mission underwater there will also be a singular Deep One, the only time these units are found underwater before T&#039;leth.&lt;br /&gt;
&lt;br /&gt;
Mixed Crew missions tend to show up late into the game, so they can be a backpath to obtaining a Deep One or Calcinite if you missed one during the early months when they&#039;re abundant.&lt;br /&gt;
&lt;br /&gt;
== Mix of races in Alien Colonies== &lt;br /&gt;
&lt;br /&gt;
The way alien bases are crewed in TFTD differs slightly from UFO. Where UFO bases will be manned and supplied by the same species as the construction crew, TFTD colonies are operated with a mixture of alien types. &lt;br /&gt;
&lt;br /&gt;
Alien colonies are not manned by a mix of crews in the same sense that the mixed crew USOs are. Instead, they will have a unique selection of crews for the supply runs, who defends the topside section of the colony, and who will man the interior of the colony. &lt;br /&gt;
&lt;br /&gt;
The crew of the supply ships will be the same as the crew of the aliens that established the colony. So if [[Gillman|Gillmen]] do the scouting and construction of the colony, they will also be responsible for the supply runs. &lt;br /&gt;
&lt;br /&gt;
The topside of the colony is always manned by [[Tasoth|Tasoths]] and [[Aquatoid|Aquatoids]], accompanied by [[Tentaculat|Tentaculats]] and [[Hallucinoid|Hallucinoids]]. &lt;br /&gt;
&lt;br /&gt;
The interior section of the colony is always manned by [[Lobster Man|Lobster Men]] and [[Tentaculat|Tentaculats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Aliens (TFTD)}}&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28422</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28422"/>
		<updated>2010-07-11T01:59:17Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]s&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple thermal shok grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending high explosives such as the [[Disrupter Pulse Launcher]] or [[Sonic Pulser]] through the one tile hole above the room containing the device. &lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy. Additionally, Stunned aliens can regain consciousness and unarmed Lobstermen can fight back with their powerful melee attacks. &lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [[Vibro Blade]]s are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vulnerable if you find yourself up against multiple enemies in close quarters. [[Sonic Pistol]]s are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, a few shots will kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other. This is because a single Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can abort at any time without losing the Triton/Hammerhead/Leviathan.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28421</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28421"/>
		<updated>2010-07-11T01:56:53Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]s&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple thermal shok grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending high explosives such as the [[Disrupter Pulse Launcher]] or [[Sonic Pulser]] through the one tile hole above the room containing the device. &lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy. Additionally, Stunned aliens can regain consciousness and unarmed Lobstermen can fight back with their powerful melee attacks. &lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [[Vibro Blade]]s are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vulnerable if you find yourself up against multiple enemies in close quarters. [[Sonic Pistol]]s are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, a few shots will kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other, because the Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can abort at any time without losing the Triton/Hammerhead/Leviathan.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28420</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28420"/>
		<updated>2010-07-11T01:54:35Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Part One (Sea Bed) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]s&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple thermal shok grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending high explosives such as the [[Disrupter Pulse Launcher]] or [[Sonic Pulser]] through the one tile hole above the room containing the device. &lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy. Additionally, Stunned aliens can regain consciousness and unarmed Lobstermen can fight back with their powerful melee attacks. &lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [[Vibro Blade]]s are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vulnerable if you find yourself up against multiple enemies in close quarters. [[Sonic Pistol]]s are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, a few shots will usually kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other, because the Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can abort at any time without losing the Triton/Hammerhead/Leviathan.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28415</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28415"/>
		<updated>2010-07-08T00:22:38Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple thermal shok grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending high explosives such as the [[Disrupter Pulse Launcher]] or [[Sonic Pulser]] through the one tile hole above the room containing the device. &lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy. Additionally, Stunned aliens can regain consciousness and unarmed Lobstermen can fight back with their powerful melee attacks. &lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [[Vibro Blade]]s are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vulnerable if you find yourself up against multiple enemies in close quarters. [[Sonic Pistol]]s are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, a few shots will usually kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other, because the Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can abort at any time without losing the Triton/Hammerhead/Leviathan.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28414</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28414"/>
		<updated>2010-07-08T00:16:59Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple thermal shok grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending high explosives such as the [[Disrupter Pulse Launcher]] or [[Sonic Pulser]] through the one tile hole above the room containing the device. &lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy. Additionally, Stunned aliens can regain consciousness and unarmed Lobstermen can fight back with their powerful melee attacks. &lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [[Vibro Blade]]s are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vulnerable if you find yourself up against multiple enemies. [[Sonic Pistol]]s are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, a few shots will usually kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other, because the Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can abort at any time without losing the Triton/Hammerhead/Leviathan.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28413</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28413"/>
		<updated>2010-07-08T00:13:38Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple thermal shok grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending high explosives such as the [[Disrupter Pulse Launcher]] or [[Sonic Pulser]] through the one tile hole above the room containing the device. &lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy. Additionally, Stunned aliens can regain consciousness and unarmed Lobstermen can fight back with their powerful melee attacks. &lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [[Vibro Blade]]s are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vulnerable if you find yourself up against multiple enemies. [[Sonic Pistol]]s are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, a few shots will usually kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other, because the Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can&#039;t lose the Triton if you abort.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28409</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28409"/>
		<updated>2010-07-07T04:11:43Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [[Vibro Blade]]s are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vunerable if you find yourself up against multiple enemies. [[Sonic Pistol]]s are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, two shots will usually kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other, because the Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can&#039;t lose the Triton if you abort.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28408</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28408"/>
		<updated>2010-07-07T04:10:28Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [Vibro Blades[Vibro Blade]] are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vunerable if you find yourself up against multiple enemies. [Sonic Pistols[Sonic Pistol]] are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, two shots will usually kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other, because the Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can&#039;t lose the Triton if you abort.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28407</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28407"/>
		<updated>2010-07-07T04:09:38Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. [[Vibro Blades]] are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vunerable if you find yourself up against multiple enemies. [[Sonic Pistols]] are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, two shots will usually kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other, because the Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can&#039;t lose the Triton if you abort.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28406</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28406"/>
		<updated>2010-07-07T04:08:06Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. Vibro Blades are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vunerable if you find yourself up against multiple enemies. Sonic Pistols are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, two shots will usually kill a Tentaculat.&lt;br /&gt;
*If you want to capture a Lobsterman Commander without clearing the entire base, assault the Control Centre with an aquanaut holding a [[Thermal Shok Launcher]] in one hand and a Sonic Pistol in the other, because the Thermal Shok Bomb might not be enough to stun a healthy Commander, but a Sonic Pistol shot before or after it should guarantee a KO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can&#039;t lose the Triton if you abort.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28405</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28405"/>
		<updated>2010-07-07T04:00:31Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. Vibro Blades are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vunerable if you find yourself up against multiple enemies. Sonic Pistols are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, two shots will usually kill a Tentaculat.&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy. This will also mean you can&#039;t lose the Triton if you abort.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28404</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28404"/>
		<updated>2010-07-07T03:59:42Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. Vibro Blades are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vunerable if you find yourself up against multiple enemies. Sonic Pistols are best because it is accurate, powerful, small and quick to use. Though not effective against Lobstermen, two shots will usually kill a Tentaculat.&lt;br /&gt;
&lt;br /&gt;
During the mission:&lt;br /&gt;
*Focus your initial efforts on finding and destroying the synomium device, even if you intend to kill/capture all the aliens. This will render the mission successful even if things go pear shaped and you abort.&lt;br /&gt;
*Use M.C. excessively. Lobstermen are usually found in small groups, wielding mostly Thermal Shok Launchers or Disruptor Pulse Launchers. Take control of them and watch the indoor fireworks display.&lt;br /&gt;
*Leave your Molecular Controlers at the entrance. As they are your most precious aquanauts and they don&#039;t need line of sight to use M.C., it makes no sence to parade them in front of the enemy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28403</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28403"/>
		<updated>2010-07-07T03:39:28Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
*Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. Vibro Blades are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
*Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vunerable if you find yourself up against multiple enemies. Sonic Pistols are best because it is accurate, powerful, small and quick to use. Though not effective agains Lobstermen, two shots will usually kill a Tentaculat.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28402</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28402"/>
		<updated>2010-07-07T03:39:03Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
*When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
-Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. Vibro Blades are best because they use very little T.U.s and can kill most Lobstermen in one hit. [br]&lt;br /&gt;
-Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vunerable if you find yourself up against multiple enemies. Sonic Pistols are best because it is accurate, powerful, small and quick to use. Though not effective agains Lobstermen, two shots will usually kill a Tentaculat.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28401</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28401"/>
		<updated>2010-07-07T03:38:48Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
*When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
-Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. Vibro Blades are best because they use very little T.U.s and can kill most Lobstermen in one hit. /br&lt;br /&gt;
-Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vunerable if you find yourself up against multiple enemies. Sonic Pistols are best because it is accurate, powerful, small and quick to use. Though not effective agains Lobstermen, two shots will usually kill a Tentaculat.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28400</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28400"/>
		<updated>2010-07-07T03:38:18Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
*When the equipment screen appears between the two levels, it is a good idea to:&lt;br /&gt;
-Bring out close combat weapons on all aquanauts that have them. This is because Lobstermen are all over the place in the lower level, and they are weak to both Thermal Tasers and Drills. Vibro Blades are best because they use very little T.U.s and can kill most Lobstermen in one hit.&lt;br /&gt;
-Switch to smaller weapons. This is because there are lots of small rooms and narrow passages inside the base, and you will end up using most of your T.U.s just moving between them. Large weapons lose accuracy if you are holding a close combat weapon, use up a lot of T.U.s and leave you vunerable if you find yourself up against multiple enemies. Sonic Pistols are best because it is accurate, powerful, small and quick to use. Though not effective agains Lobstermen, two shots will usually kill a Tentaculat.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28399</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28399"/>
		<updated>2010-07-07T03:12:45Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Part Two (Beneath the Sea Bed) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28398</id>
		<title>Alien Colony Attack Mission</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Alien_Colony_Attack_Mission&amp;diff=28398"/>
		<updated>2010-07-07T03:10:28Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Possible Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alien Colony Assault? Evil!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t get hurt, don&#039;t get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don&#039;t hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A colony assault is a two part mission:&lt;br /&gt;
* The first part takes place on the (dark) sea bed. The centre of the map contains the main colony building and there are several small outlying buildings.&lt;br /&gt;
* The second part takes place in a four-level bunker beneath the sea bed.&lt;br /&gt;
&lt;br /&gt;
Colony assaults are one of the few regular missions in which aquanauts are guaranteed to face the dreaded [[Tentaculat]].&lt;br /&gt;
&lt;br /&gt;
==Part One (Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
The aim of the first part of the mission is to get your team to the lift at the centre of the main building, so they can descend to the base below and complete the second part.&lt;br /&gt;
&lt;br /&gt;
In Part One expect the follow aliens:&lt;br /&gt;
&lt;br /&gt;
* [[Hallucinoid]]s&lt;br /&gt;
* [[Aquatoid]]s&lt;br /&gt;
* [[Tasoth]]&lt;br /&gt;
* [[Tentaculat]]s&lt;br /&gt;
&lt;br /&gt;
There will be senior ranking Aquatoids and Tasoth &amp;amp;mdash; and they will be happy to use [[Molecular Control|M.C.]] and [[Disruptor Pulse Launcher]]s to make short work of your assault team.&lt;br /&gt;
&lt;br /&gt;
The types of aliens will differ between phases - although, Tentaculats are more of a problem in low visibility corridors underground. You can profitably succeed in the first phase, and immediately abort the mission in the second, if you want to repeatedly harvest technology from the alien base.&lt;br /&gt;
&lt;br /&gt;
===Possible Tactics===&lt;br /&gt;
* Take along a [[Submersible Weapons Systems|SWS]] and use it for scouting (perhaps with some sniper support). Since it is impervious to Tentaculat and Hallucinoid attacks this can usefully reduce the threat to your aquanauts.&lt;br /&gt;
* The double doors of the central structure allow you to get your SWS to the central lift area. Do this to get sight of the (many) aliens that will be there, and then use M.C. &lt;br /&gt;
* There will be aliens with Disruptor Pulse Launchers on the balcony overlooking the central lift. Use M.C. on them and have a blast fest.&lt;br /&gt;
* The central base structure is the destination, and can be entered via holes created by DPL missiles. These are also very handy for clearing the upper level gallery in this structure.&lt;br /&gt;
* Tentaculats have a huge number of Time Units. Use M.C. on them if you want an effective temporary scout. Be aware, however, that they have very high M.C. strength. Only aquanauts of exceptional M.C. ability (80+ strength and 70+ skill should be enough) should try this.&lt;br /&gt;
&lt;br /&gt;
==Part Two (Beneath the Sea Bed)==&lt;br /&gt;
&lt;br /&gt;
Some of your soldiers will be scattered alone in the second phase.&lt;br /&gt;
&lt;br /&gt;
The base is populated with Tentaculats and Lobstermen. Your target is the Synomium device in the command center on the lowest level. It will be guarded by Lobstermen, including at least one Commander. Bringing multiple stun grenades is recommended for kidnapping one.  Destroying the device can easily be accomplished by sending down a Disruptor Pulse Torpedo through the one tile hole above the room containing it. Dropping a Sonic Pulser down the hole might not overcome the armor?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I managed to blow it up with a Magna-Blast Grenade tossed right in the center of it. A Sonic Pulser should work.&#039;&#039; --[[User:Myroc|Myroc]] 12:39, 18 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
Due to the size of the base, it may be more practical to pick up an unconscious Commander and carry him out of the base manually than to find and kill every alien. Keep in mind that corpses and unconscious aliens are quite heavy.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;br /&gt;
[[Category: TFTD]]&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Artefact_Site&amp;diff=28397</id>
		<title>Artefact Site</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Artefact_Site&amp;diff=28397"/>
		<updated>2010-07-07T03:00:03Z</updated>

		<summary type="html">&lt;p&gt;Starprizm: /* Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Alien Contact Site Mission ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Seabed&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 This mission is a raid on a freshly activated Alien communications site.&lt;br /&gt;
 There are 2 levels to the site, the seabed with its Alien pyramids and a&lt;br /&gt;
 hidden Alien complex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alien complex&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Having negotiated the Alien structures and entered the complex the mission&lt;br /&gt;
 goals are clear. Penetrate the heart of the Alien facility and destroy the&lt;br /&gt;
 Synomium Molecular Control Device to complete the mission.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Finding the Device==&lt;br /&gt;
 &lt;br /&gt;
It can be difficult to find the Synomium Device if you don&#039;t know what to look for:&lt;br /&gt;
[[Category: TFTD]]&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;283px&amp;quot; heights=&amp;quot;124px&amp;quot;&amp;gt;&lt;br /&gt;
Image:Synomstairs.jpg|The path to the device&lt;br /&gt;
Image:Synomdev.jpg|The Synomium Device&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Points===&lt;br /&gt;
&lt;br /&gt;
 750   Successful destruction of the Synomium Device&lt;br /&gt;
 -750  Landing at the mission, but failing to destroy the Synomium Device&lt;br /&gt;
 -2000 Ignoring the mission site&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
This mission is a 2-part assignment.  The mission has a short window, during which you can attempt it (about 5 hours).  Failure to do so results in a large -2000 point penalty.  A recent mission on Superhuman had 44 aliens present, though some were my own agents turned to zombies.  So expect about 20 aliens per mission part.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The first part is on the seafloor with green pyramid buildings.  The objective here is to get to the site entrance (or kill all the aliens).  This is in a long, thin pyramid with only 1 floor.  The pyramids are quite large spanning 4 floors, with many &amp;quot;windows&amp;quot; cut into the walls.  Be watchful of snipers from many angles.&lt;br /&gt;
&lt;br /&gt;
As with all 2-part missions, nothing from the first part will be recovered except what you&#039;re carrying with you.&lt;br /&gt;
&lt;br /&gt;
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The second part is inside a 4 floor structure.  There will be two randomly placed XCOM spawn points on the top floor (L3).  However, some team members may be placed at any level including L0.  L0 is the main floor and connects to the shaft leading to the Synomium Device.  The Synomium Device is located on L3, and you must go up the shaft to get to it.  Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.&lt;br /&gt;
&lt;br /&gt;
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid.  There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids).  Given there higher elevation, these aliens can be quite hard to see.  A Hallucinoid may be at the bottom of the shaft on L0.  Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself.  The room actually containing the Synomium Device is usually unguarded.&lt;br /&gt;
&lt;br /&gt;
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids&lt;br /&gt;
&lt;br /&gt;
Killing or incapacitating all aliens will result in substantial equipment recovered.  The one time I&#039;ve managed to do this resulted in the following, your results may vary.&lt;br /&gt;
&lt;br /&gt;
==Potential recovered items==&lt;br /&gt;
 &#039;&#039;&#039;Ion-Beam Accelerators&#039;&#039;&#039;    10&lt;br /&gt;
 &#039;&#039;&#039;Alien Sub Construction&#039;&#039;&#039;    1&lt;br /&gt;
 &#039;&#039;&#039;Alien Cryogenics&#039;&#039;&#039;         12&lt;br /&gt;
 &#039;&#039;&#039;Alien Learning Array&#039;&#039;&#039;      1&lt;br /&gt;
 &#039;&#039;&#039;Alien Implanter&#039;&#039;&#039;           2&lt;br /&gt;
 &#039;&#039;&#039;Aqua Plastics&#039;&#039;&#039;           484&lt;br /&gt;
 &#039;&#039;&#039;Alien Re-Animation Zone&#039;&#039;&#039;   3&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
{{Mission Types Navbar (TFTD)}}&lt;/div&gt;</summary>
		<author><name>Starprizm</name></author>
	</entry>
</feed>