recursal/Fanatic-Fandom huggingface dataset:
Orbit Cargo

Orbit Cargo Mission.

A research satellite has broken orbit due to technical failure and burned up in the atmosphere. Before it was destroyed, it sent a container to Earth with the samples it gathered. Your task is to locate and retrieve the container.

Move a bit ahead and you will stop a Sniper and a pair of Scouts.

If you move far to the left, the enemy will ambush you and will drop in some Scouts and a Heavy (four). Anyways, your senses are great, as the Container will be on the left part of the map, behind a wall. However, getting close to it will spawn two Heavies.

The capsule will be guarded by a Heavy on its left and a Sniper on its right and by a pair of Scouts and a Heavy (behind the capsule's wall).

Enemies:

* Enemy mercanery Heavy (550 HP).
* Enemy mercanery Scout (350 HP).
* Enemy mercanery Sniper (450 HP).
Pterot

The Pterot Aliens.

These are the drivers of an UFO. Unfortunetly, it is really hard to find one alive in crashed UFOs, so you'd better start collecting many Genetic Tags to do more UFO Missions.

They are not quite hard to defeat and you can only find one of them per UFOs - if any. On the other hand, if you can't kill it on sight it will summon many enemies, like 3xScout Drones and a Drone Hunter!

The experiment on a living Pterot can give you some nice stuffs, but you will need 3 dead species for a research (Pterot Autopsy gives +5% Crit chance against them and you can reach the Combat Drone MK II Research afterwards).

Stats:

* Ability: Summoning Scout Drones and a Drone Hunter after sight's turn.
* Armor: 1.500.
* Damage: ...
* HP: 1.200.
Big Trouble in Maga

Big Trouble in Maga Quest.

Once Marcus realized how bad to have deals with the Aliens, he will be attacked and will ask for your help.

You'll have to deal with the Reptoid Officier who got boosted abilities (armor/dmg/hp) ... and maybe his minions: If you are already there, why not? You can gain a Pulse Grenade from his dead body.

Actually, the real mess begins when you go ahead: Many Reptoid Sergeants, maybe some Chupacabras and even two alien Drone Hunters! You shall use the usual lure tactics, an Emp Grenade can come in handy.
Container

X-Mercs Containers.

**Alien Containers**.

You can find these on UFOs and Genetic Tags are required to open them. The price is high, but you can get various really rare items, like Refined Advinite!

**Normal Containers**.

You can find various simple Container types on certain quest maps, which can give you Credits or other resources, like Nanites.

Opening a Container is usually a sub-quest. On usual missions you can find a glowing (yellow, blue, green...) box what you can open for free or you can open a special Alien Container in the middle or in an important room of the UFO (opening requires 1-3 Alien tags /up to UFO size/).

On difficult maps you might be attacked by suprise once you get close enough or when you open the Container. Try to have an ambush strategy and many Action Points. You shall always open these boxes with full AP.

**Steel Containers**.

Steel Containers can give you Chips which can help you to upgrade (MK level) your Armors or Weapons. Usually you can gather these through PvP fights (and you ain't get one all the times).

You can also get Steel Containers from Weasel, but those give you random items, e.g. Raw Advinite.
Greed

The Greed Mission.

*"A representative of a large multi-national company has asked us to set up a geo scanner in the jungles to explore the area for valuable resources. Keep your eyes peeled out there. Two mercanery squads have already disappeared in that area."*

In this mission you have to install a device for biological scan. The task seems rather easy, as there are no Aliens around at all.. at least until you install the device! They'll be everywhere, but maybe top-left spot is right for you (or any other corner than when you've started). If you stay where you were, then after killing some Cloudberries, you'll be ambushed with 4 big ones close to your spot.

Remember: You have to hold on for 5 turns. Thus, you need to dig in yourself into a corner, behind some cover, and gotta stay alive.

Maybe it is also a good idea to hide your Squad behind the the big wall's left corner.

Rewards: 1500 Credits, 150 self XP, 2000-2350 Squad XP.

Enemies:

* Cloudberry.
Cultural Heritage

Cultural Heritage Mission.

A group of radicals is planning to destroy a priceless architectural landmark. They have placed explosive charges around the complex. Your task is to disarm the bombs and secure the location.

Go a bit ahead and you'll spot an Imp on the next corner. If you turn in to the next path, you'll spot an Incubus - you can set up Snipers to the path start with Sentry mode and spot it with your Scout. There's one more some squares away to the left, where you can also find the Container.

As you advance to the first charge, you'll spawn 2xImps to the small area on the left and 2xIncubus a bit away to the right.

The 2nd device got three Incubus guards. You may take your time to find good shooting spots for your Snipers or just go ahead and acivate it: It'll spawn Imps a bit behind and two more Incubuses ahead - behind covering wall.

You are still not done, yet. There are two more Incubus Aliens in the end.

Enemies:

* Imp.
* Incubus.
Insured Loss

Insured Loss Mission.

A production warehouse was evacuated after a large host of mutants attacked it. However, the insurance company refuses to pay since technically the insured cargo is still intact. The warehouse owner wants us to activate the self destruct system in the complex.

You can go up and left for the Container, there'll only be a pair of Raptors - just lure them towards your Squad. Towards your aim you'll encounter four Walkers. They are rather easy enemies if you can hide behind a kind of cover, as they can't hit you behind them (just use the cover box for your Sniper).

Activating the self-desctruct sequence won't cause any suprise, advance ahead to kill the rest of the Aliens - pair of Raptors and Spikewings -, then extract Squad.

Enemies:

* Raptor.
* Walker.
Beauty has its Price

Beauty has its Price Missions.

A jewelery company which prefered to stay anonymous is willing to pay big money for arachnid fangs they plan on using for their new collection. As a "jewel" of this collection, they would like to see the fang of an arachnid alpha.

The Container will be a bit ahead, but there are 4xblue Arachnids and once you get there, another 4 will be spawned to your starting spot.

Once you are done, you can go ahead to shake hands with a Raptor pair - just watch your fingers...

The alpha Arachnid will have 1500 HP. Its death will spawn four smaller ones in the back.

Enemies:

* Arachnid.
* Raptor.
Tissue Samples

Tissue Samples Mission.

Tissue samples from walkers, whose bodies have undergone a dramatic irreversible change, present high scientific value. To study the negative effects of advinite radiation, scientists are asking to deliver a living specimen.

Go ahead to scout the first pair of big red Spikewings, then kill them. Later on, you will meet with a set of Raptors, then another pair of Spikewings.

The activation point will spawn 2 Walkers and you'll need to capture one alive (either of them). As you only need to capture one Walker, the mission will end as soon as you can achieve this goal.

Enemies:

* Raptor.
* Spikewing.
* Walker.
Arachnid

The Arachnid Aliens.

These are close combat units and they are usually not hard to defeat - either by Grenade or by your Snipers etc. In some quests, killing an Arachnid can result more of them (usually aiming the small ones can result 2 or more), so try to spread your units whenever it is possible.

These aliens are usually walking as a pair or group of four, maybe six, unless you need to kill one certain Arachnid.

If you know you'll encounter big Arachnids with stings (purple color), always have some Antidotes, or at least Individual Antitodes, with you against their Poison.

Types:

* Black: 350 HP.
* Pink&Purple: 575 HP (can spit poison).
* Red: 750 HP.
* Yellow (leader): 1750 HP.
Secret Cargo

Secret Cargo Mission.

*"Valuable cargo was lost in combat. Your objective is to find the missing container and deliver it to our base."*

As you do some steps, you'll spawn 3xsmall Arachnids. Maybe another three will come to aid their friends from the middle.

The bottom right map will reveal a pair of smaller Walkers (500 HP) for you, then you may find another three there.

The cargo also will be guarded by three more Walkers.

Rewards: 650 Credits, 20 XP.

Enemies:

* Arachnid.
* Walker.
Survival Instict

Survival Instict Missions.

An overseer has sneaked into a megacity's residental district with small pack of mutants. It is hiding in a park and suprisingly, doesn't exhibit any aggression. Still, the city administration wants that beast dead ASAP. And the scientists want some samples to study.

You can scout the area, but once you reach the first blue car, 4xred Arachnids will ambush you, surrounding your Scout.

The Overseer will be in a small park behind the corner. The scan process will start when you could reveal its spot, it'll last for 4 turns and you should not kill it meanwhile.

Well, there's not much to do, fall back with your whole Squad and when the Overseer summons Aliens (usually 2xArachnids, Raptor and Spikewing), just aim them - don't use sentry mode, as you don't want to kill it just yet.

Once the scan is complete, you can kill all the Aliens. The Overseer might drops an Advanced Combat Stims or some other nice rewards.

Enemies:

* Arachnid.
* Overseer.
* Raptor.
* Spikewing.
Serve and protect

Serve and protect Mission.

A megacity is under alien attack. A large enemy force has besieged the HQ of local milita. Somehow the milita didn't know about the attack until it was too late. Now they need our help.

A pretty insane mission if you ask me. You'll encounter Chupacabras, Juggernaut, Reptoid Sergeants and many Scout Drones. I'd go bottom left for a better position to survive the 5 turns, as all the other directions will result more enemies. Later on - when you kill either of the first seen Reptoid Sergeants - another two sergeants will be spawned on both sides of the bus, but that is something easier to handle, than the other sides.

The Juggernaut and the Container will be top right, but it is really hard to get there alive - hence all the enemies are about to kill you and will be spawned after each others (e.g. Scout Drones every 2 turns). Scout Drones are coming from that way and will spawn at top and right of the starting position. Chupacabras will arrive in pairs from the right.

You may face the following enemies:

* 2+2xReptoid Sergeants.
* Scout Drones.
* Chupacabras.
* 1xJuggernaut.
Live Goods

This quest stands from 3 separate Quests, you can get it from Marcus. Each contains a Mission to stun two certain Aliens:

* Part 1: Arachnids. Buy some Antidotes.
* Part 2: Spikewings.
* Part 3: Raptors. You can meet with some Spikewings, but most of the enemies are Raptors.

You will get back 2xStun Guns in the ends plus the rewards.

Once you are done, you can get the Arena Quests.
Hunting the Hunter

Hunting the Hunter Mission.

Remains of the so-called overseers are very valuable. There's an area with lots of overseer activity. Why don't we go hunting? We can make some serious money if we're lucky.

Well, other than your Scout, leave your Squad as is behind a cover. You'll encounter a pair of Raptors and Spikewings before you can activate the device.

Unfortunetly, you can't scout ahead - even so the map is visible -, so you can only kill the rest of the Aliens once you've activated the device. Before you do that, look for some nice spots. You have to decide which one is good for you, be wise:

- Not far from the device, as many Raptors will spawn at your starting position;

- Bottom right of the map, but Arachnids will spawn there;

- Next to the device: But killing the Raptors will result in low HP Cloudberries near the device (they are just 100 HP, so they can't reborn).

I shall aim a spot between the device and the starting position.

You have to hold on for 3 turns, until the Overseer arrives. It will appear at the bottom, undiscovered, map part with some Raptors. Again, killing a Raptor will spawn Cloudberries, but with higher HP this time. Luckily, not around the Raptor corpses, near the Overseer.

Once the Overseer can see you, another one will teleport near to your spot, plus 4xCloudberries will spawn to the starting position.

Enemies:

* Cloudberry.
* Raptor.
* Overseer.
* Spikewing.
Leader

Leader Missions.

*"A large pack of raptors has breached the city's defensive perimeter. Your primary objective is to kill the pack leader."*

There'll be a pair of Raptors a bit bottom, in the end of the small cross road.

As you advance ahead, you'll see 3 of them in the next corner.

When you get to see the leader with 1750 HP, you'll also encounter two of its little mates in the park.

Rewards: 990 Credits, 55 self XP, 375 Squad XP.

Enemies:

* Raptor.
Chupacabra

The Chupacabra Aliens.

They are fast close combat aliens, you shall always try to set up an ambush team against them and lure them there with your Scout. Chupacabras can heal themselves (100-300 HP) a bit with their bites. They also got a small chance to poision you.

They got HP over 1k, so these beasts might need more shots. A Chemical Grenade can make things easier for you.

They are often doing parties with 1-2 Puppeteers, sometimes with some Reptoids and/or Reptoid Sergeants.
Trou De Loup

Trou De Loup Mission.

The aliens have attacked a residential building. Thanks to the defense systems and a quick thinking on part of the building security, the ETs were locked up in the underground parking. A security firm has contacted us, offering to deal with the trapped assailants.

Now look at that, a Sergeant is just ahead. This also means, you'll find its pair somewhere - who is just a bit behind. A pair of Reptoids will arrive as well from top left, too.

Another bunch of these pairs will be at the next corner where you'll also find the Container. The Container will spawn a Chupacabra next to the Container. Take care, as killing or stunning a Sergeant will spawn a Drone Hunter to the first corner - aka. move your Squad between to the two corners.

Take your time and stun as much Aliens as you can.

The last corner holds a pair of Sergeants and a Drone Hunter in the corner. Killing the Drone Hunter will result in a pair of Reptoids to the 2nd corner (where the Container is).

Enemies:

* Chupacabra.
* Drone Hunter.
* Reptoid.
* Reptoid Sergeant.
Atak Marchewek

**Atak Marchewek -** Takie coś głupiego zrobione na 1 kwietnia, z nawiązaniem do tych starych parodii z GTA które to kiedyś były normą na YT, teraz ciężko znaleźć.

## Opis

Bąbel Kracz utyka w Los Sramto, czuje, że jego jedynym celem jest pokonanie tutejszego złego który podbił miasto, Wyrwichuja.

## Lokalizacja

* Los Sramto
* Japonia (2013)
Ablation Grenade

Ablation Grenade.

Almost like Acid Grenade, but it can cause a bit (+125dmg over that) more instant damage. So, this is also a nice grenade against hide&seek Aliens and Snipers. As it is a PvP grenade, you have to spend Morbidium.

Stats:

* Explosion damage: 625-875.
* Damage per turn: 50-75.
* Number of turns: 3.
* Area of effect: 2,85.
Broadcasting War

Broadcasting War Missions.

Jericho mercs have set up a listening station in the disintegrating, abandoned city, which they use to jam the transmissions of cargo transport in the entire region. We can earn a hefty reward for disabling that station.

The Container will be far away to the SW to you, but you'll encounter some enemy mercs meanwhile from the south.

There'll be a pair of Heavies at the top of the map, below them you'll find some Scouts. The Container's back also hides 2xScouts.

The middle of the path will show you another Heavy pair. Slightly behind them there'll be another Scout pair.

The farest point on map - below the station - will reveal a Sniper.

Enemies:

* Jericho Heavy (550 HP)
* Jericho Scout (350 HP)
* Jericho Sniper (450 HP)
Ghost Pack

Ghost Pack Mission.

*"The city was attacked by a pack of arachnids. We have confirmed civilian casualities. The monsters must be stopped. Satellites are useless when tracking down arachnids, you will have to do it on the ground."*

Move a little and you'll spawn 4xblue Arachnids not too far away from you (had 3 around the bike, one on the other side).

If you move ahead, you'll see another 4xblue Arachnids and the Container in the end of the road.

If you move to the small orange territory separator, you'll spawn 1-1 blue Arachnids in front and behind you. The next turn 4xblue Arachnids may come towards your position from the other map territory and a Spikewing pair from your starting position. The top territory may also reveal a giant dark blue Arachnid (1500 HP) - it may drop a Medium Medkit or other nice stuff.

Rewards: 900 Credits, 50 self XP, 475 Squad XP.

Enemies:

* Arachnid.
* Spikewing.
A Place in the Sun

A Place in the Sun Mission.

An old power plant is located in the desert. When the area was evacuated, there was no time to shut it down properly. The heat emitted by the station's machines attracts arachnids who made a lot of cozy nests in there. Your task is to place exploseive charges around the facility.

You'll find a Spikewing pair a bit ahead and to the left, four purple Arachnids straight ahead. Killing an Arachnid will spawn 2xArachnids to your spot, so you shall spread your Snipers a bit to give them range.

Before the device you'll reveal another 4xArachnids and a pair of Spikewings.

The Container will be at the bottom left corner (opposite of the device). You will spawn 3xArachnids when you are moving away from the Container - around to the small entrance path.

As you go towards the bomb and reach the huge monoliths, you'll spawn 4xArachnids inside the monoliths' area. If you move backwards, you'll spawn another 3xArachnids outside the area (left of the monoliths).

From the above you can see you need a good strategy to avoid poision and massive damage. You shall move your Squad next to the Container and spot those Arachnids with your Scout.

Enemies:

* Arachnid.
* Spikewing.
Habit to Kill

Habit to Kill Mission.

A densely-populated city area has been overrun by a massive alien force. Hunders of civilian deaths have already been reported, so we must act without delay. The task is simple: neutralize all hostile targets.

There'll be a pair of Chupacabras and 3xReptoids ahead a few steps away.

The Container will be to the right and once you get close, a pair of Chupacabras will be spawned just two sqares away.

If you advance ahead, you'll reveal 3xChupacabras and a Reptoid.

A Reptoid may arrive from right and there'll be a Puppeteer at the end of the park's corner. Where it would be without its noble friends, the Chupacabras? They'll arrive from the middle. Kill them, so the Puppeteer will come towards your Squad.

Enemies:

* Chupacabra.
* Puppeteer.
* Reptoid.
God of War

God of War Missions.

Fighting continues in the streets of the city. Mutants launch most of their attacks from one particular district. We belive it's where the overseer lair is. Our task is to place beacons near the lair for the artillery strike.

Well, the yellow squares will spawn 4xred Arachnids around the 1st beacon and 2xpurple ones a bit bottom and right of the squares (below the burning car).

When you got sight for the 2nd device, you'll also see the Overseer at the end of the street. You shall dig in for plenty of turns either way: You may kill the Overseer right now, but the other map areas contain many Arachnids.

The Container will be top left on map, watch out for Arachnids. You'll see 2xpurple Arachnids on the left and the Overseer will spawn its usual Aliens around itself (Raptor, Spikewing, 2xred Arachnids).

The 2nd beacon will spawn 4-4xred Arachnids to the left top corner and to the opposite side (around the now viewable yellow squares). Yeah, it means you shall wait with the Container for now.

Get the Container and you can extract your Squad.

Enemies:

* Arachnid.
* Overseer.
* Raptor.
* Spikewing.
Perimeter Breach

Perimeter Breach Missions.

A large pack of mutants has broken though the defensive perimeter and into the city! Eliminate the threat to civilian population by killing all beasts.

Nice start, you'll spot 4xArachnids asap. Kill them and go to the left and bit bottom for the Container - there'll be a pair of Spikewings a bit lower. Killing the Spikewing on the right (or last one from pair) will spawn a pair of Aracnids a bit to the right.

Once you step close to the Container, it'll spawn a small Arachnid, whose death will spawn two more blue Arachnids around its death spot.

If you advance a bit further, you'll spot another 2xblue Anarchid pairs. Tell them, you are not interested in their ads and move forward...

Enemies:

* Arachnid.
* Spikewing.
Hunter UFO Missions

Hunter UFO Missions.

These are the missions you may encounter when shot down or enter into a Hunter class UFO.

Missions:

* Abduction.
* Stolen Time.
* The Trap.
* ...

**Abduction UFO mission.**

*"It's one of the ships that aliens use for abductions. If there are civilians on board, it is our duty to save them."*

Small ship, looks like a simple Hunter UFO, but you will see the difference in small things, like one of the driver room's doors is closed. Other thing will be visible, once you are done with your first kill (i'd bet on an Imp): There's an actual abducted human survivor on board. As you advance forward, there might be some more little suprises, like a spawned set of 1xDrone Hunter and 3xScout Drones and a pair of Incubuses at the extraction corridor. The middle room holds a Pterot and 2xIncubus.

Likely enemies:

* 2xImps.
* 5xIncubus (two spawned at the extraction corridor once you've found the human).
* 1xPterot.
* 1xDron Hunter (left corridor from basic view) and 3xScout Drones (bottom) spawned once you check out the other corridors (or Pterot may summon some).

Rewards:

* 5300 Credit
* 132 XP.

Likely drops:

* Alian Alloys.
* Alien Medical.
* Alien Polymers.
* Alien Power Cells.
* Alien Transmitter.
* Discharged Shield.
* On-Board Computer.

**Stolen Time UFO mission.**

*"This small alien vessel is apparently used for abductions. It's been badly damaged in the attack but the pilot managed to land it in one piece. Expect resistance from the crew."*

You may see a Drone Hunter on start - which means, it got a pair in the other corridor. Tell them you are not open yet for another relationship and kill them.

The right corridor will be free from enemies, but the middle room will hold 2xIncubuses.

The bottom corridor will contain 1-1 Incubuses to the bottom middle's left and right.

The last corridor got one more of them.

Reward: 5300 Credits, 132 self XP, 1325 Squad XP.

Enemies:

* Drone Hunter.
* Incubus.

**The Trap UFO mission**.

*"The shop was badly damaged in the missle attack. The aliens must have landed it on a prayer; it is highly unlikely that they will be able to organize any kind of serious resistance."*

There are two Incubuses behind the next corner to the right - the left side will hold Incubus and Drone Hunter. If you go on the right, you'll encounter no other resistance, but as you get close to the yellow squares, you'll spot an Incubus and a Drone Hunter.

If you activate the yellow point, 2-2 Scout Drones will close the doors, 2xIncubuses will be on the right and one Reptoid Sergeant at left top.

The bottom corridor will be free from enemies, but you may encounter an Incubus after the corner (unless you've killed that small beast earlier).

Reward: 5300 Credits, 132 Self XP, 1600 Squax XP.
Shade

The Shadow (aka. Shade) Aliens.

They can do as big damage as big guns they got! Try not to rush when you see one, but use a strategic retreat. Their insane damage will rape your Mercaneries rather fast, so always try to hide away. Your Scout can usually avoid one Sentry damage, so reveal/spot it with him, then run back to your ambush Squad. The Shade usually becomes invisible upon sight - unless there are many of them in the area.

E.g. L12 Sniper without cover with ~1,5k HP and 2k Shield, can receive 2-6k dmg!

Types:

* L1: 2000 Shield, 400 HP.
* L2: 3000 Shield, 600 HP (False Target 2-3).
Convoy Protection

Convoy Protection Mission.

Mutant attacks on convoy have increased in number in this region of the wastelands. Destroying the beasts will earn a healthy bounty.

You just sligtly move ahead three steps and you'll spawn 4xblue Arachnids.

As you advance ahead, you'll spot a pair of Spikewings. At the bottom of the map - below the Spikewings - you'll find the Container: If you step close to it, it'll spawn 3xArachnids next to you.

In the middle of the map - say "right", below the big squares - you'll spot four more Arachnids.

Enemies:

* Arachnid.
* Spikewing.
Dragon Stone

Dragon Stone Missions.

*"The scientists have discovered an unusual advinite crystal that attracts all raptors in the area. They call this place the "dragon stone". Your task is to fight your way to the anomaly and study it."*

If you get close to the scanner, you'll spot 2 or 2-2 Raptor pairs on both side, and a smaller Spikewings pair behind.

The big Raptor and its two mates will be spawned to the left corner and if you kill a smaller Raptor, you will reveal another Raptor pair arriving from the top.

The Container is at top right, you'll see a pair of Raptors there. If you get too close to the Container, you'll spawn three smaller Arachnids bit below yourself. If you kill them, next turn will spawn another three.

Enemies:

* Arachnid.
* Raptor.
* Spikewing.
The Hermit

The Hermit Mission.

*"A group of scientists have asked us to find their collegue who settled alone in the jungle and had been conducting research there. The scientist needs supplies delivered and results of his work brought back."*

As you advance ahead, you'll spot 4xblue Arachnids on the right, just behind the wall. If you go straight, you'll reveal 2xSpikewings.

Speek with the scientist and start walking towards the cargo: You'll spot four Cloudberries coming from that way.

The cargo will be surrounded with 4xblue Arachnids.

Rewards: 900 Credits, 50 self XP, 550 Squad XP.

Enemies:

* Arachnid.
* Cloudberry.
* Spikewing.
Classes

X-Mercs Classes.

In this game you can meet up to three mercanery classes:

* Heavy.
* Scout.
* Sniper.

Each got advantages and disadvantages: Heavy got high accuracy on close combat, while Sniper can miss those shots. On the other hand, if you reverse the case, Heavy will miss long range shots. You shall check out the Skill trees and the Squad screen for more realated infos.
Chlor

**Chlor**, **Cl** (łac. chlorum, od stgr. χλωρός *chloros* - „zielonożółty”) − pierwiastek chemiczny z grupy fluorowców, niemetal o liczbie atomowej 17.

Izotopy stabilne to 35Cl i 37Cl. Chlor jest żółtozielonym gazem około dwa i pół razy cięższym od powietrza, o nieprzyjemnym, duszącym zapachu, silnie trującym. Jest silnym utleniaczem, wybielaczem i środkiem dezynfekującym. Wchodzi w skład wielu powszechnie spotykanych soli oraz innych związków.
Ambush

Ambush Missions.

We have discovered a secret base belonging to a bandit group. There's a hefty bounty on their heads and surely there's something valuable at the base as well. We'll go there and ambush the bandits.

The Container will be at top right and i saw no ambush around.

The small entries - between covers - just above the yellow squares will spawn 4xArachnids a bit right to the Container.

You can take your positions, from the view you can count with attacks from all directions. You'll have to hold on for 6 turns.

Killing the Sniper on the right, will drop in a Scout to the left.

Most likely spawn order: bottom, right, bottom.

Enemies:

* Arachnid.
* Bandit Heavy (375 HP).
* Bandit Scout (325 HP).
* Bandit Sniper (350 HP).
Ghost Train

Ghost Train Mission.

The aliens have hijacked a train and installed an unidentified device on its roof. Unforunately, we were unable to establish the train's location and destination until it entered the city. It's currently heading for the central district. Stop that train.

As you can see, there's space behind you, so you shall count with ambush, just dig in yourself. Next turn some Incubies will come from behind. Don't think you are done already, there'll be a Drone Hunter as well.

The next wagon will hold a pair of Incubus on the roof. Killing an Incubus will spawn a Drone Hunter between the two wagons.

The wagon behind the device's wagon will hold a pair of Incubus and a Drone Hunter. As the Drone is not a hiding typo, you shall lure it to your Squad.

The device activation will spawn a pair of Incubus to the force field wagon.

Enemies:

* Drone Hunter.
* Incubus.
Preemtive Strike

Preemptive Strike Mission.

Jericho mercenaries are planning an attack on the city. Our intel suggests they have weapons and ammo stashed in a hideout nearby. A special task force that was sent to dispatch the mercs and destroy the equipment has disappeared without a trace.

You'll spot an enemy Heavy not too far away if you go straight ahead. If you kill it, 2xScouts will be dropped down near the position. The Heavy had a friend a bit behind, don't forget to throw some flowers.

If you advance ahead, you'll spot 2xScouts on the left. A lot behind them, at the 2nd corner, you'll find a Sniper.

The crates will be guarded by a pair of Heavies. When you scratch one of them, the crates will get an additional pair of Scout defenders. There'll be one more Sniper behind them in the corner and you'll spot the Container as well.

Enemies:

* Jericho Heavy (550 HP).
* Jericho Scout (350 HP).
* Jericho Sniper (450 HP).
Alien Omelet

Alien Omelet Mission.

Apparently, rich citizens are jaded after long years of eating common food. Their latest fad is meals made from the mutated fauna of the new world. Our task is to raid a couple of nests in the jungle. Not the most prestigious job, but they're willing to pay handsomely for some spikewing eggs.

You will meet with pairs Raptors and Spikewings ahead. The Container at top-left will be guarded by another pair of Spikewings. Warning: Once you get too close to the Container, 6xCloudberries will appear near your mercanery.

There's another pair of Spikewings at middle right side, just before you could reach the eggs, plus there'll be another pair at bottom right's middle.

As you touch the eggs, a large (3750 HP) Spikewing will appear in the middle of the map.

Enemies:

* Cloudberry.
* Raptor.
* Spikewing.
Abyss

Abyss Mission.

*"We managed to locate another alien bunker. Recon shows no significant activity around it. It might be abandoned."*

I turned left (default view) and there might be an activation point at that corner, hence 2xChupacabras appeared in the next corridor's start.

The map's middle will hold 3 of them - below the fountain.

The Container will be on the left, but you'll have a meeting with a Drone Hunter as well. If you open the Container, you'll spawn 3xChupacabras to the next area (above the room).

Two Puppeteers and their 2xChupacabra friends will be at mottom middle. A Puppeteer's death will spawn 2xChupacabras.

Reward: 1973 Credits, 100 self XP, 2350 Squad XP.

Enemies:

* Chupacabra.
* Puppeteer.
Currencies

X-Mercs currencies.

The in-game currencies you can use.

Credits.

You can gain credits from purchase (real money), Buildings (main building and Black Market) and from Quets. Upon leveling a building, you can get more Credits. You can also get more Credits when you will be higher in level. In some quets you can find a Container with Credtis (atm. hard to tell when you receive Credits or other stuffs).

Morbidium crystals.

You can gain crystals from PvP fights and from some quests. You can also buy some for real money. Be careful, because you may lose them once are attacked. You can use this credit type to buy PvP equipments.
Squad

The X-Mercs Squad Screen.

On this squad screen you can see your Mercaneries (aka. classes, soldiers etc.). Sort of things you can do on this screen:

**Assign Skills**.

Once your mercanery leveled up, you can spend a skill point on him/her. Tap the button at bottom right to get a new Skill.

**Assign to Squad**.

You can assign them to the active Squad or remove any of them. The number of the maximum Squad number is depending on your level: E.g. at start you can use max. 3 mercaneries, later you can choose up to 5 of them.

**Change mercanery name**.

On the top left of the screen you can modify the actual name to anything you like, just tap the current name's text.

**Check out soldier stats**.

There are several things you can see on this screen:

* Experience bar: Below the name, it can show you how much XP is needed for next level.
* Parameters: On the bottom right you can check out armor, attack, hp etc. values.

**Equip mercanery**.

Once you double tap a soldier, you can assign several items to him/her. Like Armors, Gadgets, Weapons and Modules. The Sidearm weapons, Gadgets and Modules can be anything, but the Armor and main Weapons are class-based items. If you want, you can open a 2nd Gadget slot on a mercanery for 5k Credits, so you can install additional item (e.g. a Shield and an Accuracy improvement). Module kinds are used per shoots, so you shall spare them for difficult battles.

**Heal or Revive**.

Once your mercanery got a wound or died in the battle, you can choose to speed up the recovery for Nanites or Revive the fallen soldier. Within 3 minutes the speed up is free - like with everything else (manufacturing, building etc.). Revive costs 10k Credits and you'll need Cyber-Module as well.

**Hire/Dismiss**.

You can hire new mercaneries or dismiss the ones you already got.

**Switch between views**.

You can use the three green bars at top to switch between views (view mercaneries who are Cryo etc.).

**Train**.

You are collecting group experience from every battles and you can use these to improve your mercaneries' levels. Just tap the button at the bottom left and see if you got enough XP for a level upgrade.

**Upgrade Armors and/or Weapons**.

While you can even use this feature on low levels, i suggest collecting until max in game weapons and armors. It is from the fact you can't uninstall the Chips from these items and it is rather hard to get them (PvP battles).

**Unlock Slots.**

You can unlock another slot for one more Gadget. It can be rather useful, as later you can assign a Shield there, while the other slot can hold an Armor or Accuracy improvement etc. It costs 5000 Credits.
Reptoid Commander

Reptoid Commander Alien.

A lot more difficult to take it down than simple Reptoids, but on these Maze (landed bigger UFOs) UFO Missions you may meet with this. Hence in these missions there are lots of Reptoid Sergeants as well, you shall consider manufacturing many Stun Guns to Conduct Experiments later - a rather easy way to gather Genetic Tags.

Whether you kill the commander or not, it doesn't seems to effect anything - even so mission says so.

Unforunetly, this is not a real different alien, it is just a Reptoid Sergeant with boosted stats - aka. if you stun it, it'll be a sergeant.

Stats:

* 1750 HP.
* 2250 Shield.
Mysterious Signal

Mysterious Signal Missions.

We have pipcked up a signal of extraterrestrial origin but failed to decipher it. Reach the signal's source and investigate the surrounding area.

Well, the Container with 3xeasier Walker guards is just ahead a bit far away, but you shall hide behind some cover to get it.

The signal yellow squares themselves will spawn 2-2 pair of Imps to the left and right territory and a pair of Reptoids to the top (towards your starting position). Killing one of the imps on the left (or third one, might need confirmation, i've killed right ones before) will spawn 2 more Imps to the middle (bit right and left).

You either kill all the enemies or hold on for 3 turns alltogether.

Enemies:

* Imp.
* Reptoid.
* Walker.
Data Extraction

Data Extraction Missions.

*"Reptoids are attacking the office of a research company. There are three safes in the building with valuable research data. Our employee needs this data secured."*

Rewards: 990 Credits, 55 self XP.

The first room on the left got 2xReptoids in the bottom corner.

The big room's bottom part will hold 2xReptoids, too. If you kill any of them, you'll spawn 3xImps to the room's middle - if you can't kill them on sight, they'll run behind cover.

You may wanna bet what you can find in the last room, Reptoid pair? Indeed, but the opposite room also got one.

Rewards: 990 Credits, 55 self XP, 675 Squad XP.

Enemies:

* Imp.
* Reptoid.
Imp

The Imp Aliens.

When they are spotted, they'll hide away behind a defense item, so you can't use the usual lure tactic with yout Scout - unless it is a Mission when all the Aliens are coming towards your Squad. They got rather low shield and hp, but can cause very nice damage.

You can decide whether you shall move Snipers to the closest spot, where they are still not visible, and command your Scout ahead (usually your Scout's Agility ability makes him/her immune to enemy Sentry attacks), or just rush them - for example, throw there some Grenades, hence they got low defense values.

You can meet them upon some Missions and at UFO fights.
Emp Grenade

The Emp Grenades can cause massive damage to shields and they are quite efficient against mechanical units like Scout Drones or Drone Hunter. The damage is spreading in cross form, so you may got a chance to use it even when the drones are teleporting next to you, it shall cause around 1,5k dmg usually.

Unfortunetly, these are not too cheap, hence manufacturing needs 2k Credits and 2xRaw Advinite as well as 3xPlatinum and 1xPower Cells. You also need a half hour just to finish one.
Bąbel Kracz 2: Jeźdźcy Czasu Czy.5

* < Część 4
* Część 5,5 >

## Opis

Pobyt w roku 2049 okazuje się być jeszcze mniej gościnny niż jak na samym początku.
Miranda która początkowo pomagała Ziemowitowi, okazała się być tak naprawdę szefem tajemniczej organizacji. A sama planowała przesłuchać Ziemowita.
Na szczęście Ziemowita uratowali jego, już w wieku emerytalnym, starzy przyjaciele.
Jednak mimo pościgu, Miranda ucieka bohaterom...
Czy bohaterowie zdążą uratować Bąbla i przejąć wehikuły czasu nim Miranda ich użyje ?
Tego (tak na 36,089 %) dowiecie się z piątej części przygód Ziemowita i Bąbla w tej tułaczce czasowej.

## Dodatkowe Informacje

W tej części pojawili się Francis Miles oraz Ken Dedrick z serii "Dzień Zero" oraz Mietek, z serii "Mietek", aktualnie niedostępna.
Ammo

Ammo Mission.

Due to an error in route calculation, an ammo delivery was dropped in the wrong sector of the jungle. You must locate and retrieve the misplaced cargo.

There'll be some Arachnids just below your spot, so you can dig in yourself for 1-2 turns. While they are easy targets, keep in mind they'll spawn another Arachnids upon death.

Once you are done, you can go ahead to reveal some Spikewings. At top left you will encounter Cloudberries.

Moving onward will reveal another pair of Spikewings and 2xArachnids will spawn near them.

Enemies:

* Arachnid.
* Cloudberry.
* Spikewing.
Matter of Principle

Matter of Principle Mission.

*"One of the Jericho groups which specializes in corporate espionage has attacked our client's office. Killing their leader is now a matter of principle for the client. For us, it's a matter of handsome reward."*

You'll spot a Sniper at the crossing road's left and a Scout on its right. If you haven't seen it before, another Scout will arrive from the top.

The other road will hold 3xScouts and the Heavy gang leader (1650 HP).

The Container will be above the gang leader, so it might be a bit difficult to get it.

Rewards: 900 Credits, 50 XP, 350 Squad XP.

Enemies:

* Jericho Heavy.
* Jericho Scout (350 HP).
* Jericho Sniper (450 HP).
Trade Secret

Trade Secret Mission.

The aliens have captured the test lab of a research institute. The institute is very protective when it comes do delicate research data. They want us to download all information stored on the central server.

There are a couple of Incubuses ahead of you on the right and one Imp on the left - killing the Imp will spawn another to your starting position.

Behind the corner you'll reveal a pair of Chupacabras. Kill them off and inside the gray territory you'll spo 3xIncubuses - you shall send 1-2 Sniper behind and spot them with a Scout or Heavy. Moving inside will spawn a Chupacabra where you may had your Snipers in the corner (opposite of the gray area).

Once you get to the terminal, leave APs before activation, as it will spawn a Drone Hunter (random position, so spread your mercs). It will also spawn 3xIncubuses to the extraction zone.

Kill them as well and you can extract the human.

Enemies:

* Chupacabra.
* Drone Hunter.
* Imp.
* Incubus.
Navigator's Silence

Navigator's Silence Missions.

*"An automatic navigation facility has gone offline. Our client wants us to escort their engineer there and back. The threat level in the mission area is substantial."*

The Container will be above your spot. If you get too close, you'll spawn a small Arachnid, if you even open it, you'll spawn three more around the Container.

The yellow area will be guarded by a Raptor pair.

Soon as you move with the engineer, you'll spawn 3-3 Walkers. Three will be behind you, other three around the extraciton point.

Rewards: 650 Credits, 20 self XP, 225 Squad XP.

Enemies:

* Arachnid.
* Raptor.
* Walker.
A Helping Hand

A Helping Hand Missions.

An Alliance official's plane crashed while he was performing an inspection. We have been tasked with launching a rescue op.

There'll be a Raptor pair just a bit ahead. Once you have killed them, you can go for the Container which is just behind the aircraft. If you step closer to the Container, 4xsmall Arachnids will ambush you (right of the aircraft).

After you got the location of the extraction zone and you move with your mercanery, 4xsmall Cloudberries will spawn between the aircraft and the official.

You are not finished, yet. Once the official is at the aircraft, 3-3 Arachnids and Cloudberries will be spawned near him.

Enemies:

* Arachnid.
* Cloudberry.
* Raptor.
Items

X-Mercs Items.

You can gain items either by doing Experiment , Manufacturing or through Missions.

List of items and how you may get them:

* Advanced Combat Stims: Likely to get on Missions with Shades or with alike difficulity Aliens.
* Discharge Shield: On missions with medium or better enemies.
* Large Wave Medkit: UFO Missions.
* Pulse Grenade: UFO Missions nad maybe on Missions with heavy Aliens.
* Regneration Module: Through first time research.
* Stun Gun: Basically, you may get these from any easy maps, but in most cases you'll receive the same amount back, when you had to stun x number of Aliens (you'll receive x Stun Guns as Quest reward).
* Turtle Drone: Manufacturing, only.
* ...
Elusive

Elusive Mission.

A mutant raptor has appeared in the jungle with skin that can change color, making it practically invisible. In order to track down this dangerous creature, scientists are working on a special scanner. Clear the region, activate the device and destroy the mutant raptor.

At least you don't have to walk much for a fight, you'll spot a Raptor pair asap. The Container will be a lot behind them, just 2xSpikewings are the guards. Actually... your Scout can ran away until the end of the map and the Spikewings will aim your starting point. Weird issue.

Unforunetly, the Container will spawn 2x easy Walkers, so you shall open it with full AP and Squad ready.

If you get too close to the device, 5xCloudberries (175 HP) will be spawned around in circle formation and they can reborn once.

Raptors will come from the right - aka. oposite direction of the target Raptor (1750 HP).

Container

Enemies:

* Cloudberry.
* Raptor.
* Walker.
Przygody grubego CJ

**Przygody grubego CJ -** Historia grubasa z Los Santos, który żyje z przestępstw. Główny bohater występuje też w "mieczu Rozpierdolu" oraz "rekonwalescencji", co jest prequelem dla serii. W serii "Jeźdźcy Czasu" występuje jego dziadek który nie ma powiązania z główną serią. Seria jest zawieszona.

## Spis Odcinków

* Odcinek 1
* Odcinek 2
* Odcinek 3
* Odcinek 4
* Odcinek 5
* Odcinek 6
* Odcinek 7
* Odcinek 8
* Odcinek 9
* Odcinek 10
* Odcinek 11

## Lokalizacja

* Los Santos
* San Fierro
* Korea
Bąbel Kracz 2: Jeźdźcy Czasu Czy.5,5

* < Część 5
* Część 6 >

## Opis

Po ucieczce z 2049 roku, bohaterowie zdają sobie sprawę, że ich nowy wróg, Miranda Kruger, posiada teraz wehikuł czasu, jednak wciąż nie mają pojęcia co planuje.
Jedynym tropem jest faraon Amon Analhuitep Kraczes i jego wiedza na temat tajemniczej pracywilizacji, o którym wspomniał Zenon z przyszłości.
Modules

X-Mercs Modules.

You can get these type of modules in game in a pack of 25 pcs:

* Accuracy Module: +15% accuracy.
* Corrosion Module: ignore armor's 40% (*PvP shop module, costs 50 Morbidium*).
* Damage Module: +15% dmg.
* Healing Module: +8% HP.
* Overload Module: +200% damage on Shields.

Some friendly words on usage:

Usually you can use all of them on any Classes, but you shall share it up to the real benefits. You shall also decide when to use them, e.g. Overload Module will be total useless against simple enemies like Arachnids or Raptors. On the other hand, it is rather useful against Juggernauts or Shades. The damage module is always good to have, the healing and accuracy modules might suits better a Scout and/or Heavy, unless you want to increase Snipers' accuracy even more (for example, if the enemy is either too close or too far).

You can equip them either at the Squad's Screen when you select a mercanery, or while you are playing a Mission (same icon at bottom left). You shall not leave them assigned, unless you really need them - they are rather hard to get (some Quests/Missions may drop them and achieved PvP victories can offer these as reward) and manufacturing takes both time and resources.
Nowhere to Run

Nowhere to Run Mission.

A ciminal group has been blocked by local police on the top floor of a residential tower. They have nowhere to go, but the local authorities are afraid to storm the building because the bandit force is well-armed and large in numbers. Our mission is to eliminate every last one of them.

A pair of Scouts will be dropped in on start and you'll have to hold your line for 3 turns.

If you check out the small room on the right, a Heavy will be dropped in.

The next corner will reveal a pair of Heavies in the middle of the two corridors and a Sniper in the corner. If you kill the Sniper (or one Heavy, might need a confirmation), a pair of Heavy will be dropped in next to the Sniper's spot.

Enemies:

* Criminal Heavy (375 HP).
* Criminal Scout (325 HP).
* Criminal Sniper (350 HP).
Hunter Trophies

Hunter Trophies Missions.

Our client wants to impress his friends with his "hunting trophies." Naturally, it's up to us to do the actual hunting. Destroy all the mutants you find, and try not to damage their hides!

Spikewings or not, you'll encounter some Raptors first.

You can find the Container at bottom left, it'll spawn 2xArachnids a bit bottom right from you. Weird enough, but another pair will be spawned there on next turn.

As you've killed the four Arachnids, you may want to move your Squad forward, but after some steps, another Arachnids will be spawned a bit ahead. While you are killing these, some Spikewings may arrive from the nest's area.

You'll meet with three more Raptors in the end, then you can take the eggs.

Enemies:

* Arachnid.
* Raptor.
* Spikewing.