0
Hints & Tips by Jon "Merlin" Malan
Don't you just hate it when you are chasing down a UFO or sub and your
interceptor runs out of fuel? Here's how to exploit a natural bug in the
game and let your interceptors stay airborne for several months at a time:
Make sure that it is completely repaired, refuelled, and rearmed, then
transfer it to another base (this requires a free hangar at that base). As
soon as it arrives, it should report "ready" to launch. Launch it to a
waypoint of your choice, and then check its fuel--it should read 0%. You
can now stay in the air as long as you like, because it has already passed
the "low fuel" threshold. To keep it "magic" like this, simply remember to
give it a "patrol" command after any interception. I usually don't do this
much until I have sonic oscillators/plasma cannons on the interceptor,
because those 6-shot missiles go really fast when you have unlimited "hang
time."
Tired of always knocking out those hard-to-kill mutons or lobstermen
instead of getting the kill points for them? Afraid that
Chryssalid/Tentaculat is going to wake up and turn your favorite squaddie
into a zombie? Shoot the unconscious goon with explosive ammo or just toss
a grenade its way. This is also a good way to get new rookies their first
"kill" points.
Aliens on a floor just above you causing you trouble or blocking the only
elevator? Fire a disruptor pulse launcher or a thermal shock launcher
straight up into the ceiling. The blast will hit only the floor above,
leaving you unscathed.
Here's an unconventional way to enter the larger subs if you have Mag. Ion
armor: look for overhanging corners that take up exactly half of the map
square. Stand directly under one, and go up. You will be partly in, partly
out of the sub. From here you can walk right in through the wall, but you
can't go back, so be careful. You can even go up multiple floors on ships
like the Dreadnought, bypassing the winding passages and taking a shortcut
to the command center if you like. This is especially useful for taking
out a pesky alien commander who is hitting you with M.C. control all the
time.
Don't you just hate it when you are chasing down a UFO or sub and your
interceptor runs out of fuel? Here's how to exploit a natural bug in the
game and let your interceptors stay airborne for several months at a time:
Make sure that it is completely repaired, refuelled, and rearmed, then
transfer it to another base (this requires a free hangar at that base). As
soon as it arrives, it should report "ready" to launch. Launch it to a
waypoint of your choice, and then check its fuel--it should read 0%. You
can now stay in the air as long as you like, because it has already passed
the "low fuel" threshold. To keep it "magic" like this, simply remember to
give it a "patrol" command after any interception. I usually don't do this
much until I have sonic oscillators/plasma cannons on the interceptor,
because those 6-shot missiles go really fast when you have unlimited "hang
time."
Tired of always knocking out those hard-to-kill mutons or lobstermen
instead of getting the kill points for them? Afraid that
Chryssalid/Tentaculat is going to wake up and turn your favorite squaddie
into a zombie? Shoot the unconscious goon with explosive ammo or just toss
a grenade its way. This is also a good way to get new rookies their first
"kill" points.
Aliens on a floor just above you causing you trouble or blocking the only
elevator? Fire a disruptor pulse launcher or a thermal shock launcher
straight up into the ceiling. The blast will hit only the floor above,
leaving you unscathed.
Here's an unconventional way to enter the larger subs if you have Mag. Ion
armor: look for overhanging corners that take up exactly half of the map
square. Stand directly under one, and go up. You will be partly in, partly
out of the sub. From here you can walk right in through the wall, but you
can't go back, so be careful. You can even go up multiple floors on ships
like the Dreadnought, bypassing the winding passages and taking a shortcut
to the command center if you like. This is especially useful for taking
out a pesky alien commander who is hitting you with M.C. control all the
time.