"Tentaculat Trap"


  • Please log in to reply
33 replies to this topic

#21 TabulaRasa

TabulaRasa

    Sergeant

  • Members
  • PipPipPip
  • 57 posts
  • Gender:Male

Posted 20 July 2004 - 04:53 PM

When i was doing the artifact sites, i looked in the alcoves and found no aliens at all. The room was totally empty. All of the tentaclauts were outside the elevator in the alcoves that surround it in the corners. Impossible to not lose guys, or have them turned into zombies...

#22 Jman4117

Jman4117

    Captain

  • Members
  • PipPipPipPipPip
  • 1,310 posts
  • Location:Moomew's House

Posted 20 July 2004 - 04:57 PM

Good time to stand back a good distance and use reaction shots on them as they approach you.
"Guns aren't toys. They're for family protection, hunting dangerous or delicious animals, and keeping the King of England out of your face."
-- Krusty the Clown, "The Simpsons"

#23 Alien-Bait

Alien-Bait

    Spray and Pray

  • Members
  • Pip
  • 38 posts

Posted 22 July 2004 - 03:49 PM

One phrase: nade spam  :)
just throw them anywhere and everywhere you think they might be hiding :)
I havent gotten there yet, but thats how I deal with hidden enemies

#24 Jman4117

Jman4117

    Captain

  • Members
  • PipPipPipPipPip
  • 1,310 posts
  • Location:Moomew's House

Posted 23 July 2004 - 12:27 AM

These guys float. :)
"Guns aren't toys. They're for family protection, hunting dangerous or delicious animals, and keeping the King of England out of your face."
-- Krusty the Clown, "The Simpsons"

#25 Alien-Bait

Alien-Bait

    Spray and Pray

  • Members
  • Pip
  • 38 posts

Posted 23 July 2004 - 12:29 AM

I know, but they gotta land sometime :)
but if it were me, I would nadespam, with a few proxies mixed in, until I get the guided torpedo

#26 Blehm 98

Blehm 98

    former bf2 pro... left because of hitreg...

  • Members
  • PipPipPipPip
  • 291 posts
  • Location:California

Posted 07 September 2004 - 02:30 AM

the tentaculats force their tentacles through the seams in your armor?
I was this *---* close to being a bf2 pro player, but i left because of my internet and hitreg...  meh.  Just plain meh

#27 RCy

RCy

    Squaddie

  • Members
  • Pip
  • 9 posts

Posted 16 September 2004 - 08:44 PM

From what I understood about the tentaculat creatures, if they go into a melee attack then your guy is a zombie, the reason they do multiple attacks is because the AI is still attacking an alive XCom guy and he only turns into a zombie at the end of the alien's turn.

Oh yeah, I managed to finish the game whilst only finishing 1 artifact site, was there actually any point to them? By the time the 2nd one was found, I could do the final mission so I went for that rather than messing around with these missions...

#28 Jman4117

Jman4117

    Captain

  • Members
  • PipPipPipPipPip
  • 1,310 posts
  • Location:Moomew's House

Posted 17 September 2004 - 02:54 AM

It's mainly about points with the artifact sights, just like the terror sites are.
"Guns aren't toys. They're for family protection, hunting dangerous or delicious animals, and keeping the King of England out of your face."
-- Krusty the Clown, "The Simpsons"

#29 Ki-tat Chung

Ki-tat Chung

    Lieutenant

  • Members
  • PipPipPipPip
  • 818 posts

Posted 29 November 2004 - 07:40 AM

supposedly, theres lik 12 of them, and their the MC network. dunno. so if you finnish all 12 of them (must be doin bad in the reaserch department), would MC screw up? prob not, but it would be interestin.
011110010110111101110101
011000010111001001100101
01100100011101010110110101100010

#30 Negator

Negator

    Squaddie

  • Members
  • Pip
  • 4 posts

Posted 11 September 2005 - 11:02 AM

The fastest way past the trap is to ignore it. If you can get close enough to the lift spaces without the tentaculats descending to zap your guy, then just elevate on past and get to the top level where the device is. Yo can move away from the lift, grenade the device, then start thinking about how you will get your hero out of there again !!

Alternatively block the room where the tentaculats stay with a Displacer tank - you can't use a coelacanth because they cant get up the stairs to the lift. You can also use a displacer to block all 4 lift squares to keep your guys in the main hall safe.

#31 Pete

Pete

    Administrator

  • Admin
  • PipPipPipPipPipPip
  • 5,890 posts
  • Gender:Male
  • Location:Buckley, North Wales

Posted 11 September 2005 - 12:01 PM

Yeah, I always used to get stuck on that. When I get back round to playing TFTD I'll check that tip out :D
May your terror missions always be infested with Chrysalids.

#32 NKF

NKF

    Mr. Badger in disguise

  • Site Staff
  • PipPipPipPipPip
  • 4,444 posts
  • Gender:Male
  • Location:In my mind

Posted 11 September 2005 - 12:27 PM

I haven't got TFTD or a reference image handy at the moment, but is there a clear line from the ground level up to the synonium device? Because if there is, I imagine destroying it would be simply a matter of arming a gas cannon with HE shells, stepping out, blasting the ceiling, then proceeding with a mad dash towards the exits.

Oh, DPLs are always the easier solution, but the gas cannon's the cheaper solution.

- NKF
NKF - finally built a gaming PC in 2020 (though not any of that RGB nonsense). Can now play games up to '89!

#33 FullAuto

FullAuto

    Catching the next pimpmobile outta here!

  • Chief Editor
  • PipPipPipPipPip
  • 4,853 posts
  • Gender:Male
  • Location:UK

Posted 11 September 2005 - 04:11 PM

Sadly not, the device is behind a pair of doors.  Easily sorted with DPLs obviously, or, alternatively, if you're extra cautious:
Prime a grenade and get on the lift.  Go up a level.  Drop grenade, go down a level.  Grenade will detonate, taking out the doors.  Prime another grenade, go back up, toss that inside, go back down.  Grenade blows, destroying the device.

Erfworld - the finest comic about turn-based gaming ever.


#34 magic9mushroom

magic9mushroom

    Lieutenant

  • Members
  • PipPipPipPip
  • 318 posts

Posted 17 December 2019 - 10:07 AM

View PostNickAragua, on 17 May 2004 - 02:24 AM, said:

Yeah, there's this one room in the second stage of the artefact sites - it's got a central elevator which leads up to the "double-ring" device. And, on the second level are little alcoves, each of them potentially holding a tentaculat. So, of course, what happend the first time I saw one of these rooms, I didn't think twice about sending in a pair of guys through one entrance -

"Hey, look, a tentaculat", the dudes shoot it down. I click end turn, and then the next turn, I see a pair of those guys come out of little alcoves and zombie my guys.

Over the years, I haven't had any particular luck with those rooms in any case, and I usually wind up losing one or two guys going in there. So, I was curious what people do to beat the "Tentaculat Trap"...
Send the Displacer in first, wait for all the Tentaculats to mob it, circle the room to finish off any that didn't take the bait, THEN send the soldiers in.

View PostNKF, on 11 September 2005 - 12:27 PM, said:

I haven't got TFTD or a reference image handy at the moment, but is there a clear line from the ground level up to the synonium device? Because if there is, I imagine destroying it would be simply a matter of arming a gas cannon with HE shells, stepping out, blasting the ceiling, then proceeding with a mad dash towards the exits.

Oh, DPLs are always the easier solution, but the gas cannon's the cheaper solution.

- NKF

View PostFullAuto, on 11 September 2005 - 04:11 PM, said:

Sadly not, the device is behind a pair of doors.  Easily sorted with DPLs obviously, or, alternatively, if you're extra cautious:
Prime a grenade and get on the lift.  Go up a level.  Drop grenade, go down a level.  Grenade will detonate, taking out the doors.  Prime another grenade, go back up, toss that inside, go back down.  Grenade blows, destroying the device.
The ceiling of the main chamber (where the massive ambush happens) is indeed the floor under the Synomium, so shooting up from ground floor will indeed get the Synomium (due to the bug where explosives fired into a ceiling phase through it). I'm not 100% sure the Gas Cannon does enough damage to pop the Synomium, though.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users