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| ==[[Alien Life Forms (EU2012)|Alien]] Missions== | | ==[[Alien Life Forms (EU2012)|Alien]] Missions== |
| ===[[Alien Abductions (EU2012)|Alien Abductions]]=== | | ===[[Alien Abductions (EU2012)|Alien Abductions]]=== |
| * Mission Objectives
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| ** Sweep the abduction site and identify threats
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| ** Neutralize all hostile targets
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| * An Alien Abductions is any battle where no civilians are involved and aliens of most any type can be found terrorizing a town. There is no [[Crashed UFO (EU2012)|UFO crash]] or [[Landed UFO (EU2012)|UFO landing]] involved, so you will not be recovering a lot of [[Alien Artifacts (EU2012)|artifacts]] from this type of battle. You should expect [[Alien Life Forms (EU2012)|aliens]] to be spread throughout the entire [[Maps (EU2012)|map]] and sweep it accordingly.
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| * Alien Abductions missions only appear to occur in nations where you do not have [[Satellite (EU2012)|satellite]] coverage. Thus, once you have satellite coverage over every remaining nation, you will no longer get anymore of these missions.
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| ===[[Crashed UFO (EU2012)|Crashed UFO]]=== | | ===[[Crashed UFO (EU2012)|Crashed UFO]]=== |
| *Mission Objectives
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| ** Locate the crashed UFO
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| ** Sweep the area for surviving crew and neutralize them
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| ** Avoid additional damage to the craft if possible; some components may be recoverable
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| *A UFO crash site occurs when your Interceptor or Firestorm successfully shoots down a UFO. There are 6 different UFO types: [[Small Scout (EU2012)|Small Scout]], [[Large Scout (EU2012)|Large Scout]], [[Abductor (EU2012)|Abductor]], [[Supply Barge (EU2012)|Supply Barge]], [[Battleship (EU2012)|Battleship]], and the [[Overseer (EU2012)|Overseer]] (a modified Large Scout). A [[Skyranger (EU2012)|Skyranger]] is sent immediately after downing the UFO. The battlescape is usually set at night in a remote area (there are usually no buildings involved).
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| *The [[Alien Life Forms (EU2012)|aliens]] are usually not too far from the actual crash site but they will be expecting you since you shot them down. You may encounter aliens as close as your first move when you step away from the Skyranger. You'll encounter any alien type in a crash site battle. Once the UFO is found, you will notice substantial damage. This damage is reduced once you start using [[EMP Cannon (EU2012)|EMP Cannon]] on your [[Hangar (EU2012)#Crafts|aircraft]]. Aliens are almost always found closely guarding the UFO and it is almost guaranteed that you will found Aliens somewhere in the UFO, including the current commander type aliens (at the start of the game [[Alien Life Forms (EU2012)#Outsider|Outsider]]s)
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| *Be careful not to use explosives inside the UFO so you do not damage [[Alien Artifacts (EU2012)|artifacts]] that bring big bucks on the [[Gray Market (EU2012)|Gray Market]] or can be used for constructing your own [[Weapons (EU2012)|weapons]].
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| *Once the [[Hyperwave Relay (EU2012)| Hyperwave Relay]] is active, you are told the number and composition of the aliens that will be present.
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| ===[[Landed UFO (EU2012)|Landed UFO]]=== | | ===[[Landed UFO (EU2012)|Landed UFO]]=== |
| *Mission Objectives
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| **Locate and neutralize all enemy forces
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| **Locate and gain entry to the UFO
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| *Instead of this battle beginning with a dogfight in the skies, a UFO landing site is discovered via the [[The Council (EU2012)|Council]] of nations or by an orbiting [[Satellite (EU2012)|satellite]]. The [[Alien Life Forms (EU2012)|aliens]] are not aware that you are closing in on them so they could be anywhere on the map around the UFO doing whatever it is that they do. You often find aliens much further from the UFO site in comparison to a UFO Crash Site. Expect to see any of the Alien race types. The UFO is undamaged, so try to keep it that way. Many undamaged [[Alien Artifacts (EU2012)|artifacts]] can be found on this type of mission. Expect to always find aliens somewhere on the UFO.
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| *As with crashed UFOs: once the [[Hyperwave Relay (EU2012)| Hyperwave Relay]] is active, you are told the number and composition of the aliens that will be present.
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| *A hint for any UFO raid, landed or shot down: if during Alien Activity, you do not hear any of the usual calls of the aliens, then that means that only the Command squad remains; usually on the ship's bridge. Feel free to move out of cover, and make your way to the craft's interior.
| | ===[[Alien Terror (EU2012)|Alien Terror Attack]]=== |
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| ===[[Terror Mission (EU2012)|Alien Terror Attack]]===
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| *Mission Objectives
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| **Approach civilians to enable evacuations
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| **Minimize civilian casualties
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| **Neutralize all hostile targets
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| *Alien Terror Attacks, or Terror missions, have made a return from the original game. In this missions, the [[Civilian (EU2012)|civilians]] will be spread randomly throughout the [[Maps (EU2012)|map]]. As you approach them nearby [[Alien Life Forms (EU2012)|aliens]] will engage both you and the civilians. Each civilian lost counts against your final score. To rescue a civilian all you need to do is get close to them. Necessary proximity is indicated by a circle around each civilian.
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| *Although there is no timer or countdown on this type of mission, you need to be very quick without being reckless. Too slow and you lose civilians which can then be turned into [[Zombie (EU2012)|zombies]] by a [[Chryssalid (EU2012)|Chryssalid]] and then eventually hatch into a new Chryssalid. Too reckless and you'll lose your [[Soldiers (EU2012)|troops]] to the overwhelming forces in these fights.
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| *Civilians still alive when all aliens are dead are automatically counted as rescued; they do not all have to personally rescued, although that makes them immune to further attack.
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| *All civilians count as dead if you lose or abort the mission, even ones that you've rescued.
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| *Any civilian count at 14 or above at the end of the mission is considered "Excellent", so there's some room for error, depending where the civilians spawn.
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| *If all civilians are killed you'll get a "Terrible" result at the end of the mission and the country may leave the [[The Council (EU2012)|Council]]
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| *An "Excellent" score on civilians saved can drop a country's panic level by as much as 3, and subtract 1 or 2 Panic points from the other nations on that continent. "Good" or "Poor" ratings will have a lesser or zero impact on the country/continent's panic rating.
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| *If there are still Chryssalid packs inactivated since their presence will cause random infections on any civilian present on the map and turn them into zombies. The chance for off screen infections increases in higher [[Difficulty (EU2012)|difficulty levels]].
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| *If there are no remaining Chryssalids, active or inactive, extendeding your front line ahead of any civilians means they're safe from the aliens. If anything, keeping civilians around is good, since a dead civilian hurts your cause less than a dead or wounded soldier. Whenever a civilian gets shot, think to yourself "better him than me".
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| *Unlike the original XCOM, there is no additional penalty for XCOM killing a civilian (although the number of survivors will determine the panic reduction on that country/continent) if such an unfortunate event does happen (with explosives, primarily). Remember, the needs of the many outweigh the needs of the few! ;)
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| *Aliens almost always take priority to shoot civilians over your troopers, and never miss killing them. In fact, they will often skip on a close-range flanking shot on a soldier, and shoot a civilian halfway down the street instead.
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| **If you're hurting on the panic levels, you might find it a worthwhile risk to move out of cover, just to get a clear/flanking shot, if it means getting 3 "Excellent" ratings.
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| **The two exceptions to this priority rule are the high-HP [[Cyberdisc (EU2012)|Cyberdiscs]], [[Sectopod (EU2012)|Sectopods]] and [[Berserker (EU2012)|Berserker]]s: they will always ignore civilians to get at your troops. This forces you to concentrate your fire on them while their squadmates pick off civvies at will.
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| ==[[The Council (EU2012)|Council]] Missions== | | ==[[The Council (EU2012)|Council]] Missions== |
| This missions will appear periodically and you'll be given resources (credits, soldiers, etc.) in exchange for completing these missions, in addition it may also reduce the panic level of the country where it takes place. Council missions may be ignored without any effect on your monthly score but if you accept any your results will affect the Council's score. | | This missions will appear periodically and you'll be given resources (credits, soldiers, etc.) in exchange for completing these missions, in addition it may also reduce the panic level of the country where it takes place. Council missions may be ignored without any effect on your monthly score but if you accept any your results will affect the Council's score. |
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| === Extraction ===
| | === [[Extraction (EU2012)|Extraction]] === |
| In an Extraction mission, your squad will have to locate the target and escort him/her to the extraction point. You must protect the target at all cost, else the mission will be considered lost and you must return your squad to the extraction point. Some missions may have Non-Playing Characters (NPCs) that will give you directions to the target once you approach them. Once the target is rescued, you will need to eliminate any remaining hostiles or any additional aliens that may appear.<br/>
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| '''Mission Objectives'''
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| * Locate the target
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| * Escort the target to the extraction point
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| * Protect the target at all costs
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| * Eliminate any remaining hostiles
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| ==== [[Peter Van Doorn (EU2012)|Peter Van Doorn]] ====
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| :* [[HighwayFallen (EU2012)|Highway Fallen]] map
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| :''Reports indicate an UN official and his associates were caught in the middle of an alien attack in *country name*. If this official is killed or abducted by the aliens, it would undoubtedly spread panic and reduce the effectiveness of XCOM. We need a squad of your soldiers to escort the target safely to the extraction point. ''
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| ==== [[Anna Sing (EU2012)|Anna Sing]] ====
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| :* [[Boulevard (EU2012)|Boulevard]] map
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| :''We've intercepted a signal indicating that an abductee was able to escape alien captivity, and there is a limited window of opportunity to attempt an extraction. By the time your troops are on the ground, Central should have our compete intelligence report available.''
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| ==== [[Thomas Hutch (EU2012)|Thomas Hutch]] ====
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| :* [[Museum (EU2012)|Museum]] map
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| :''A friend of this Council has come under attack by aliens in *country name*. It would reflect poorly on our efforts if we were to allow our ally to be captured by hostile forces. We'll need you to ensure his safe return to XCOM HQ; we should have further details by the time your troops reach the extraction site.''
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| === Escort ===
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| In an escort mission the player will have an additional unit in the squad, the target of this mission will be to move this unit into the extraction area. As with the rescued units on the previous mission, this unit will not have any offensive abilities, only a version of the Hunker Down ability. As the player moves along the map, enemies will drop onto the map preventing the player to leave the escort behind. If the target is lost the XCOM squad must proceed to the extraction point to safely end the mission.<br/>
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| '''Mission Objectives'''
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| *Escort the target to the extraction point
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| **Protect the target at all costs
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| * Eliminate any remaining hostiles
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| ====[[Marazuki (EU2012)|Dr. Marazuki]] ====
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| :* [[ResearchOutpost (EU2012)|ResearchOutpost]] map (reverse)
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| :''One of the scientists serving in a remote observatory used for tracking and monitoring UFO activity in *country name* has come under attack. We cannot allow the aliens to threaten any personnel contributing information to the XCOM project. We'll need you to deploy a squad and ensure his safe return.''
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| ====[[Carlock (EU2012)|Sgt. Carlock]] ====
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| :*[[PierA (EU2012)|PierA]] map (reverse)
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| :''We've gotten a report that a combat engineer unaffiliated with the XCOM has come under attack while investigating possible alien contamination of a local water supply. We'd like you to retrieve this gentleman in order to find out what he's learned. Central should have our complete briefing by the time our troops reach the site.''
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| ====[[William Thorne (EU2012)|William Thorne]]====
| | === [[Escort (EU2012)|Escort]] === |
| :*[[Commercial Alley (EU2012)|Commercial Alley]] map (reverse)
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| :''We've received an interesting report that a politician from *country name* who once advocated cooperation with the aliens has now come under attack. We'd like you to retrieve this man alive, so that we may... speak... with him. We will transmit the specific details of his position to Central.'' - Escort local politician.
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| ===Asset Recovery===
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| Occasionally, the Council will ask you to remove all the aliens from a particular area. This mission is nothing more than an Alien Abduction mission assigned to you by the Council. There is no one to escort, no one to rescue, no bombs to deactivate, no alien reinforcements falling from the sky and no civilians involved. These are, with little exception, Thin Men-infested missions: only if it's the first council mission may it have Sectoids. The Truck Stop mission is always only Sectoids, and the Street Overpass is only Mutons (and thus, not known to appear before the 3rd month, when Mutons normally begin to appear).
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| The maps have pre-seeded alien squads, which do not move until activated, and will be in the same place in every playthrough. Finding the listed asset and getting the 'confirmation' radio chatter is ''not'' neccecary to complete the mission.
| | ===[[Asset Recovery (EU2012)|Asset Recovery]]=== |
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| * [[StreetOverpass (EU2012)|StreetOverpass]] map - Recover helicopter - at the far end of the map, just outside the accessable area.
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| * [[Truckstop (EU2012)|Truckstop]] map - Recover cargo - inside the last 16-wheeler's trailer: blow up some portion of the truck to be able to look inside if you wish.
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| * [[Industrial Office (EU2012)|Industrial Office]] map - Recover data servers - the tape-reel computers (seriously) near the starting end of the office.
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| * [[CemeteryGrand (EU2012)|CemeteryGrand]] map - Prevent alien grave robbing
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| * [[PierA (EU2012)|PierA]] map - Recover cargo - grey cubic crates in the building at the far end of the map.
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| * [[ResearchOutpost (EU2012)|ResearchOutpost]] map - Secure facility - the large telescope inside the building at the far end of the map.
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| *Mission Objectives:
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| **Sweep the area of operations
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| **Eliminate all opposition
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| ===Bomb Disposal=== | | ===[[Bomb Disposal (EU2012)|Bomb Disposal]]=== |
| *Mission Objectives
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| **Deactivate the bomb before it goes off
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| **Delay the detonation countdown by deactivating the bomb's power sources
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| **Prevent reactivation by eliminating all remaining opposition
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| *Bomb Disposal missions require quick actions to prevent the detonation of the bomb. When you arrive, you will have a limited number of turns before the bomb detonates and there is no way to reach it in time. Fortunately, there are power nodes throughout the map that, when deactivated, will grant additional turns. Each disabled power node counts for one extra turn. Disabling several in one turn, provided they are close enough together and you aren't spreading your forces thin, is more beneficial than disabling one per turn.
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| *Once you reach the bomb there is no ''need'' to continue disabling power nodes-- though you ''should'' hold of on actually deactivating it if you have turns remaining: once it is deactivated, Thin Men will drop from the sky on the next Alien Action.
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| ** If you have a soldier in range to deactivate the bomb, you should spend any spare turns (turn off any remaining nodes if you need the time) to kill any remaining aliens, and then get your soldiers into dispersed positions, to cover a signficant area (especially if you have some Squadsight snipers in your squad).
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| *** ''Then'' you should deactivate the bomb, and put all soldiers on Overwatch: as the Thin Men drop down, they will activate the Overwatching XCOM Troopers, usually killing more than half of the aliens that drop down (though if most of your troopers shoot at the same Thin Man, this may be less: hence why you want to spread your soldiers out for this maneuver).
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| *Disable the bomb and kill the remaining enemies to complete the mission. Disabling nodes and the bomb itself counts as a free-action, similar to opening doors, so perform this action before taking a shot or otherwise ending that soldier's turn (otherwise, you can manually click on a spent soldier to deactivate a node/bomb they are next to).
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| **Note that they must be on an ajacent square to a node/bomb, and not diagonally to it.
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| *If you fail to deactivate the bomb on time you'll be given 3 turns to return your squad to the Skyranger extraction point. To save your soldiers you need to hit the abort button at the end of the round where the timer marks 1, otherwise the extraction will not take place and not only you'll lose the soldiers who didn't made it to the extraction point but also the ones present there.
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| *Maps:
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| **[[CemeteryGrand (EU2012)|Cemetery Grand]]
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| **[[ConvenienceStore (EU2012)|Convenience Store]]
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| **[[HighwayBridge (EU2012)|Highway Bridge]]
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| **[[SlaughterhouseA (EU2012)|Slaughterhouse A]]
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| **[[TrainStation (EU2012)|Train Station]]
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| **[[Trainyard (EU2012)|Trainyard]]
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| == [[Slingshot_DLC_(EU2012)|Slingshot DLC]] Missions == | | == [[Slingshot_DLC_(EU2012)|Slingshot DLC]] Missions == |