Alien Artifacts (EU2012): Difference between revisions
Appearance
m heavy floater corpses |
No edit summary |
||
| Line 182: | Line 182: | ||
|} | |} | ||
Note: Weapon Fragments, Alloys, and Elerium are used to manufacture most items in the game. This is why their resale value is so low and why obtaining a precise number required for each project is so difficult - due to variances in the number of engineers, workshops, etc. Unless you are seriously strapped for cash, try selling something else instead. | Note: Weapon Fragments, Alloys, and Elerium are used to manufacture most items in the game. This is why their resale value is so low and why obtaining a precise number required for each project is so difficult - due to variances in the number of engineers, workshops, etc. Unless you are seriously strapped for cash, try selling something else instead. | ||
== Unlisted devices == | |||
* "Elevator Beam" - found mainly on Battleships, these odd floor-bound pod pairs quickly and safely raise and drop the user between their repsective levels. Standing on a pod prevents their use, and can keep an alien on a lower floor, giving you a well-defended position. | |||
* Abduction Pod - seen functioning in the opening cinematic, they release some kind of coagulating snare substance, cocooning humans for capture. Despite the many you'll encounter, they give no alloy resources for XCOM. | |||
* Syringe - sometimes when awakening a Thin Man squad, one can be seen weilding some kind of needle, often embedded in a cocooned human, obviously taking blood/tissue samples. | |||
[[Category: Enemy Unknown (2012)]] | [[Category: Enemy Unknown (2012)]] | ||
Revision as of 10:53, 22 May 2013
Note: Weapon Fragments, Alloys, and Elerium are used to manufacture most items in the game. This is why their resale value is so low and why obtaining a precise number required for each project is so difficult - due to variances in the number of engineers, workshops, etc. Unless you are seriously strapped for cash, try selling something else instead.
Unlisted devices
- "Elevator Beam" - found mainly on Battleships, these odd floor-bound pod pairs quickly and safely raise and drop the user between their repsective levels. Standing on a pod prevents their use, and can keep an alien on a lower floor, giving you a well-defended position.
- Abduction Pod - seen functioning in the opening cinematic, they release some kind of coagulating snare substance, cocooning humans for capture. Despite the many you'll encounter, they give no alloy resources for XCOM.
- Syringe - sometimes when awakening a Thin Man squad, one can be seen weilding some kind of needle, often embedded in a cocooned human, obviously taking blood/tissue samples.