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XCOM: Stunned aliens into backpack????

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Doug MacIntyre

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Sep 14, 1994, 3:42:32 PM9/14/94
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I don't know as I have an explanation, but can offer something
in the way of confirmation and observation. I once put a
stunned sectoid into a backpack without any fanfare-- that
is until it woke up and appeared a few spaces away from the
commie that was carrying him. In short, you can put stunned
aliens into your backpack, but it does nothing to restrain them
in the event that they come to. I guess it could be a handy
strategy in that it allows commies who are on guard duty over a
stunned alien some mobility.


Doug

Mergele, Edwin W Iv

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Sep 14, 1994, 5:48:00 PM9/14/94
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In article <kalothi.7...@uclink.berkeley.edu>, kal...@uclink.berkeley.edu (Geoffrey Kidd) writes...
>I saw a note on this group that suggested keeping stunned aliens
>stunned by putting them into your backpack. Anyone want to
>explain this one? I've heard of ridiculous unrealities in computer
>games before, but this one is orbiting in the Twilight Zone, somewhere.
>----------------------------------------------------------------------
>We are the Chryssalids who say "Ni"!
>Geoffrey Kidd -- kal...@uclink.berkeley.edu

I said that. When you stun an alien, move on top of him. Go to your
inventory screen. On the ground is what looks like a corpse. If you
pick it up, it says what it is (if it is still alive). Put it in your
backpack. It takes up 6 spaces. I have never had a stunned alien wake
up in my backpack, so apparently they stay stunned forever. This is
good because a lot of times, stunned aliens will wake up. Especially
Mutons. I hate that!

Edwin Mergele
st...@jetson.uh.edu

"I feel like I'm trying to merge onto the information superhighway in a '72
orange hatchback with bald tires and a brown door and I don't know what's
goin' on!"
-David Spade

Stuart Lamble

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Sep 14, 1994, 10:26:52 PM9/14/94
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maci...@tempman.hw.stratus.com (Doug MacIntyre) writes:

Just don't try putting a stunned *Chryssalid* into the backpack. Reminds me
of one game I was playing: I'd managed to stun (not kill) a Chryssalid, and,
as a result, tried to finish the level as fast as possible. I didn't quite
make it...ended up having to kill:
1xZombie
2xChryssalid
Next mission involving Chryssalids, I brought along a couple of
grenades... :)

>Doug

+-------------------------------- _--_|\ --+-------------------------------+
| Stuart Lamble / \ | sjl...@mfs01.cc.monash.edu.au |
| 1st year Science/Engineering \_,--.*/ | lam...@yoyo.cc.monash.edu.au |
| Monash Uni, Clayton v | |
+-------------------------------------------+-------------------------------+
"Don't steal. The government hates competition."

Geoffrey Kidd

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Sep 14, 1994, 4:21:22 PM9/14/94
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Donny Chan

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Sep 16, 1994, 12:46:00 PM9/16/94
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GK>into backpack????
GK>Path: portnoy!uunet.ca!uunet.ca!spool.mu.edu!agate!ban521.SIS.Berkeley.EDU
GK>kalothi
GK>From: kal...@uclink.berkeley.edu (Geoffrey Kidd)

GK>I saw a note on this group that suggested keeping stunned aliens
GK>stunned by putting them into your backpack. Anyone want to
GK>explain this one? I've heard of ridiculous unrealities in computer
GK>games before, but this one is orbiting in the Twilight Zone, somewhere.

Aliens, as 2x3 objects, can be put in hands and backpacks. This is
for the times when you want to walk into the Skycoffin, abort the
mission, but still gain some cash. Better than nothing, esp if the alien
is unconscious.
---
* DeLuxe2 1.21 #6922 * Avro CF-105 Arrow BBS * Etobicoke * 905-845-0905

Paul Ruel

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Sep 19, 1994, 6:32:00 PM9/19/94
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In article <60.22977.53...@canrem.com> donny...@canrem.com (Donny Chan) writes:
>GK>From: kal...@uclink.berkeley.edu (Geoffrey Kidd)
>
> ...

>
> Aliens, as 2x3 objects, can be put in hands and backpacks. This is
>for the times when you want to walk into the Skycoffin, abort the
>mission, but still gain some cash. Better than nothing, esp if the alien
>is unconscious.
>---
> * DeLuxe2 1.21 #6922 * Avro CF-105 Arrow BBS * Etobicoke * 905-845-0905
PR>
PR> BTW, has anyone been able to get a reaper or cyberdisk back alive? I
PR> have not.
PR> Paul Ruel
PR>
PR> .---.---.
PR> | P | R |
PR> `---'---'
PR> Of course these are not my company's opinions.
PR> Heck, their not even mine.

Andrew Solovay

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Sep 20, 1994, 2:19:42 PM9/20/94
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In article <35l3h0$g...@dcsun4.us.oracle.com>,

Paul Ruel <pruel@.com> writes:
>PR>
>PR> BTW, has anyone been able to get a reaper or cyberdisk back alive? I
>PR> have not.

I've captured a Reaper. (I didn't use a stun weapon; I was just lucky
enough to knock it out with conventional weapons.)

I don't think you can capture Cyberdisks; they're robots, so I don't
think they can be stunned. You're lucky enough to come back with a
Cyberdisk corpse.
--
Andrew Solovay [PGP public key available on request]

"Cottleston, cottleston, cottleston pie."
-- Pooh

Chris Green

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Sep 22, 1994, 3:23:32 PM9/22/94
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In article <solovayC...@netcom.com> sol...@netcom.com (Andrew Solovay) writes:
> In article <35l3h0$g...@dcsun4.us.oracle.com>,
> Paul Ruel <pruel@.com> writes:
> >PR>
> >PR> BTW, has anyone been able to get a reaper or cyberdisk back alive? I
> >PR> have not.
>
I get reapers all the time. They seem to get knocked out far too often,
and once you've researched one, you've researched them all, so its better
to kill them if they're on the ground unconscious (with a grenade)
They also get you no points if you bring them back unconscious.

--

Ben

Christopher A Solomon

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Sep 22, 1994, 11:57:47 AM9/22/94
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Doug MacIntyre (maci...@tempman.hw.stratus.com) wrote:
: I don't know as I have an explanation, but can offer something


: Doug

WHY DO YOU NEED TO PUT THEM IT YOUR BACKPACK?!
I assume you're using a stun bomb, not those useless stun rods. If you
stun bomb an alien, you can just leave them where they are and finish
the mission. In one terror mission I stun bombed all the sectoids I
could stun bomb, except for those Cyberdisks who really deserve some
heavy plasma rounds. Anyway you can't learn anything from cyberdisks.
I stunned 9 sectoids, after the mission I have 9 live aliens captured.

"Death Penalty if for killing, why do we have a death row, ain't these
people supposed to be dead?"

C. A. Solomon

Paul Ruel

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Sep 23, 1994, 1:01:08 PM9/23/94
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PR>
PR> I should have posted this before: I was mistaken. I, too, have had a
PR> few *reapers* taken alive. Let me re-phrase: "has anyone been able to
PR> get a *cyberdisk* back alive?"
PR>
PR> As someone suggested, given that they're supposedly robots, the alive/dead
PR> distinction may be moot; however, the inventory does say "cyberdisk
PR> *corpse*" and the research indicates something about it being too
PR> damaged to be analyzed properly.
PR>
PR> It was just a thought. I was hoping that maybe it was possible to get
PR> one stunned (or not fully dead) and returned to the base. Once you've
PR> got a really nice set of bases and psi-capable soldiers, ya start to
PR> look for things to do...
PR>
PR> Sorry to have re-raised a question I thought was dead... :)
PR>

PR> Paul Ruel
PR>
PR> .---.---.
PR> | P | R |
PR> `---'---'
PR> Of course these are not my company's opinions.
PR> Heck, their not even mine.

---.---.
| P | R |
`---'---'

Ken Fishkin

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Sep 23, 1994, 12:53:38 PM9/23/94
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In article <35s9hr$2...@portal.gmu.edu>, csol...@mason1.gmu.edu (Christopher A Solomon) writes:
> WHY DO YOU NEED TO PUT THEM IT YOUR BACKPACK?!
> I assume you're using a stun bomb, not those useless stun rods. If you
> stun bomb an alien, you can just leave them where they are and finish
> the mission.
So will a stun-bombed alien _never_ reawaken?
A stun-rodded one often will after about 8 turns - in a long
mission, I've had this happen.

--
Ken Fishkin fis...@xerox.com

Doug MacIntyre

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Sep 23, 1994, 8:03:58 AM9/23/94
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In article <35s9hr$2...@portal.gmu.edu>, csol...@mason1.gmu.edu (Christopher A Solomon) writes:

> WHY DO YOU NEED TO PUT THEM IT YOUR BACKPACK?!

You don't-- ordinarily.

The only exception is if you are getting your ass kicked and decide
to withdraw without killing all the bugs. This would be the only way
of capturing bugs under those circumstances, I would think.

Doug

Chew @ Patrick

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Sep 23, 1994, 11:57:51 PM9/23/94
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>> WHY DO YOU NEED TO PUT THEM IT YOUR BACKPACK?!
>> I assume you're using a stun bomb, not those useless stun rods. If you
>> stun bomb an alien, you can just leave them where they are and finish
>> the mission.
> So will a stun-bombed alien _never_ reawaken?
> A stun-rodded one often will after about 8 turns - in a long
>mission, I've had this happen.
>
>Ken Fishkin fis...@xerox.com


Hi,

I managed to stun-bomb a snakeman (of some type), carried it
in my backpack for I thought that carrying HEAVY objects would
increase your strength .... after 2 turns, I noticed that my soldiers
TU returned to normal. Looked into his backpack ... opps ... missing
one supposingly stunned alien. (I found it wondering aimlessly
somewhere later (VERY VERY much later)).

- chew

Winston L. Sorfleet

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Sep 23, 1994, 12:23:48 PM9/23/94
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sol...@netcom.com (Andrew Solovay) writes:

>I don't think you can capture Cyberdisks; they're robots, so I don't
>think they can be stunned. You're lucky enough to come back with a
>Cyberdisk corpse.

However, I have successfully researched (live) cyberdisks by researching
a medic (after researching just about every other alien and alien
autopsies).

>--
>Andrew Solovay [PGP public key available on request]

> "Cottleston, cottleston, cottleston pie."
> -- Pooh

--
Winston L. Sorfleet play: w...@romanus.ocunix.on.ca
work: sor...@bnr.ca
I speak for myself and stand by what I say.

Alan A. Hobson

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Sep 24, 1994, 1:32:50 PM9/24/94
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>PR> BTW, has anyone been able to get a reaper or cyberdisk back alive? I
>PR> have not.
>PR> Paul Ruel


I have been able to mind control a cyberdisk. I was wierd. I only
mind controlled a quarter of it, and that quarter was able to shoot its
other parts. Made a nice kaboom. <g>

Insert name here

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Sep 28, 1994, 1:40:10 PM9/28/94
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In article <35s9hr$2...@portal.gmu.edu>, csol...@mason1.gmu.edu (Christopher A Solomon) writes:

One point, don't just leave those stunned aliens lying around. On a
recent mission, my first (w/ this game) against the Ethereals. I stunned
one of them and went about my business of rounding up the others. Then
later on I knew for a fact only one was left but one of my men kept
getting paniced. Eventually I went back to the stunned alien and found him
running around. Point...keep someone w/ a stun bomb standing guard.

-Rob

Anders Uhl Pedersen

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Oct 9, 1994, 6:04:23 PM10/9/94
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Another point, do *not* leave the nasty ones (can't remember what they're
called, but they are the ones with 100 TU's who change you men into zombies)
lying around. If I have already done research on one of those suckers and I
for some reason stunned them, I *always* finish the job with a grenade. I have
tried one time to many to have one of those waking up and sneaking up on me in
an area that I thought was secured. If I'm at the beginning at a mission that
looks like they will have time enough to wake up I drop the grenade even if I
haven't researched them or anything - they can do way to much damage.

--
=============================================================
Anders Uhl Pedersen |"Information is not knowledge
| Knowledge is not wisdom
a...@ddci.dk or a...@adm.ku.dk | Wisdom is not truth." -FZ

Perry Donham

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Oct 12, 1994, 1:16:14 PM10/12/94
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: > WHY DO YOU NEED TO PUT THEM IT YOUR BACKPACK?!

: > I assume you're using a stun bomb, not those useless stun rods. If you
: > stun bomb an alien, you can just leave them where they are and finish
: > the mission. In one terror mission I stun bombed all the sectoids I
: > could stun bomb, except for those Cyberdisks who really deserve some
: > heavy plasma rounds. Anyway you can't learn anything from cyberdisks.
: > I stunned 9 sectoids, after the mission I have 9 live aliens captured.

I chose to backpack a sectoid not long ago. The mission was a raid on a
battleship that I knew would have a commander aboard. It was supposed
to be a quick in-and-out, grabbing the commander and getting the heck
out of town. It turned into a nightmare.

A blaster bomb knocked a hole in the top story of the ship, and the forward
squad assembled inside a small room. Rough maps drawn up from previous
missions showed that a fast run down a narrow hall would lead to where
the commander would probably be.

The team was five, three with stun bombs, and two with plasma just in case.
Apparently the sectoids had been alerted by the noise of the blaster bomb
and were waiting in ambush outside the door...a furious firefight
erupted, and when the acrid smoke cleared there were three dead Xcommies
and four stunned sectoids.

It took little time to sort through the bodies, find the commander,
and stuff him into a backpack. With the rest of the squad laying covering
fire, the commander was brought on board and brought safely back for
interrogation.

Two of my top commandos bought it in that mission, but getting the commander
was worth the sacrifice.

Perry

I compute

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Oct 12, 1994, 8:26:43 PM10/12/94
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Anders Uhl Pedersen (a...@ddci.dk) wrote:

good point although i always drop a few Prox grenades around them... if the
wake up *BOOM*... if they do not... more points for me =)

][
Greg Regnier
reg...@rpi.edu
401 Nugent Hall

-it's not wether you live or die,
it's how many of the enemy you
can take down with you.
-Me.

][

Pastor of Muppets

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Oct 15, 1994, 8:14:45 PM10/15/94
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In article <37hus3$o...@usenet.rpi.edu>, reg...@cii3130-15.its.rpi.edu (I compute) says:

[snip]

I just had an idea re stunned aliens. Why not put them in your
backpack and take them to the top of a building? They can't harm your
XCOMmies (with the exception of the etherials and maybe cyberdisks) as
their weapons would be on the ground. You could abandon them at the
tops of buildings or ufos and they couldn't get down to get their weapons.

----Pastor of Muppets
mas...@mail.utexas.edu

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