recursal/Fanatic-Fandom huggingface dataset:
Credits

X-Mercs Credits.

Credits is you basic cash in the X-Mercs game. You can gather these from different Alien experiments, Buildings, Containers, Missions, Quests etc.

* **Conduct Experiment**: You can do experiments on certain Aliens to get Credits (Arachnids might give you 1k Credits). For this experiment you have to build a Containment Cell building and Stun an Alien with a Stun Gun.
* **Buildings**: The Command Center (per hour) and Shadow Market (up to level and whether you've started a deal) buildings can give you Credits.
* **Containers**: Opening a Container might gives you Credits. On the usual Missions you either got Credits (most likely) or some other items.
* **Expedition failure**: If you have failed the Expedition, you'll receive Credits, instead of Resources.
* **Quests**: Finishing a Quest will give you some Credits.
* **Weasel**: Weasel may give you Credits as daily reward.
Drone Components

Drone Components Mission.

Technology used to build these drones can revolutionize human science. A large corporation is offering to pay for any drone components regardless of their condition.

A pair of Imps are waiting for you just some steps away and they got a pair of Scout Drone friends. Once you kill them, next turn a Scout Drone will be teleported next to you (yah, weird)...

A bit away a pair of Reptoids are waiting for a dance, too. You'll meet with another pair a bit ahead, but those also got Scout Drone friends.

Enemies:

* Imp.
* Reptoid.
* Scout Drone.
Path of Death

Path of Death Mission.

You must deliver spare parts to a transport ship that made an emergency landing in the jungle. Excersise extreme caution: threat level in the mission area is assessed at very high!

There is a pair of Raptors ahead and at the nex corner. Once you spot the 2nd set, a Spikewing will be spawned near your starting position.

There'll be another set of Spikewings near the plane. Once you kill them, 2xCloudberries will be at the yellow squares. Their death will spawn 1 more Cloudberry a bit behind.

Spikewings may spawn from the starting point meanwhile, so watch your back.

Enemies:

* Cloudberry.
* Raptor.
* Spikewing.
Foray

Foray Mission.

The authorities are planning on rebuilding an abandoned city. We must dispatch a recon squad to make sure there are no mutants dwelling in those ruins.

You can meet with a pair of Spikewings a bit ahead and top, then a bit behind them, you can find a solo Arachnid, too.

East of their position you can run into a pair of Raptors.

Enemies:

* Arachnid.
* Raptor.
* Spikewing.
Shards of Victory

Shards of Victory Mission.

*"We have created a powerful vacuum bomb to destroy the arachnid lair but we've misplaced some of the components during insertion due to pilot's mistake. Find the scattered parts and assemble the bomb."*

Well.. after you've fired the pilot, you shall start the mission. I guess you are not much suprised you'll meet with some blue Arachnids, i don't think i shall explain this part any further. Some Spikewings will await at the detonator and Arachnids at the explosive material. Soon as you get the materials, Cloudberries will be spawned near the starting position. After you've killed them, you can assemle the bomb.

These are low HP enemies, so you shouldn't have much difficulities.

Rewards: 990 Credits, 55 self XP, 325 Squad XP.

Enemies:

* Arachnid.
* Cloudberry.
* Spikewing.
Front Lines

Front Lines Mission.

After some vicious fighting, the enemy's lines were pushed back in most sectors except one. The army needs help in clearing it. They hired us to neutralize the large enemy force in the target area.

You might have noticed the Chupacabra dead bodies just ahead and your six sence might telling you who will wait for you there. But, in fact, the arriving Chupacabras will not be alone: A pair of Reptoids and Reptoid Sergeants will arrive as well. Aka. you don't have to move at first round, unless you wanna find a cover or move to middle (to gain straight shoot through more enemies).

The Container shall be glowing on the left as you leave the barricade.

Two more Sergeants and 3 Chupacabras will await you ahead, then a Juggernaut is waiting for you in the end. You shall take your chances and bring Stun Guns and maybe even a Stun Grenade with you (in case you are low on AP or fail with stun), as this is one of those easy missions you can get a Juggernaut alive.

Enemies:

* Chupacabra.
* Juggernaut.
* Reptoid.
* Reptoid Sergeant.
Humans

X-Mercs Human Enemies.

On your missions you'll encounter several human enemy types who are usually easier to defeat than the Aliens.

Examples:

**Exodus fanatics**: These are humans who belive Aliens come in peace. Later on you will realize their brain is washed, but makes no sense, so you just still have to kill them. Stats:

* Exodus Heavy (???).
* Exodus Scout (600 HP, 1000 Armor).
* Exodus Sniper (???).

**Criminals**: Scout with 325 HP, you are playing an anti-terrorist commando to free a hostage or stop enemy flees. Stats:

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

**Cultists**: You can meet with them on a mission.

* Cultist Heavy (475 HP, 1000 Shield, high armor).
* Cultist Scout (600 HP, 1000 Shield).
* Cultist Sniper (leader, 1100 HP, 1500 Shield).

**Jericho mercs**: Band of bad guys who are eager to do anything to ruin your day (e.g. placing bomb in a city or robbing a train's resource etc.). Your task is usually simple: Kill'em all! They might not got high HP or armor values, but their weapons are good! Usual stats:

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

**Terrorists**: Kill them on sight, not much to say. Stats:

* Terrorist Heavy (375 HP).
* Terrorist Scout (325 HP).
* Terrorist Sniper (350 HP).

**Union Forces**: Once an enemy, other time a friend...

* Union Heavy (???).
* Union Scout (???).
* Union Sniper (???).
Last Stand

Last Stand Missions.

*"Humanity is about to lose one of the largest advinite clusters in the world. Mining plants have been under constant attacks for several weeks, and it's taken a toll on local garrisons. We have been offered a mission to relieve one of the military squads in the area."*

You'll have to hold your position for 5 turns.

First wave: 3green+2blue Spikewings from the left.

Second: Five Spikewings from top, smaller ones.

Third: Spikewings from the bottom. Killing a blue Spikewing will spawn 4xblue Arachnids to the right.

Fourth-Fifth: If you've killed the Spikewings and Arachnids, nothing will happen.

Enemies:

* Arachnid.
* Spikewing.
Expedition HQ

The Expedition HQ Building.

Provides you possibilites to get resources on short (within an hour) or long (like 7-8 hours) expeditions. The chance of success may vary every time but higher level mercaneries give better chances. The amount of mercaneries you can use to finish these runs are limited to five.

Note: While long expeditions can result more resources, you can't use your mercaneries until they are finished. So, sometimes it is better to run some short expeditions. Lower chance may leads to Credits (yellow ~30-40% /player feedback told us a min. 40% required to get it/), instead of Resources - hence most likely you will fail those. But you may fail expeditions even with high chance.

You can request Facebook friends to help you by using the "ALLY" button.

This will not generate experience for your mercaneries, however, at least sometimes you can receive an extra "BONUS" item, e.g. Wave Medkit.

Tip: Sometimes there are timed Quests to do some expeditions.

Building time: 45 minutes.
Big Bang Grenade

Big Bang Grenade.

It can double damage, considering Frag Grenade, but you need to spend double (200 Credits) on manufacturing and you need a Titanium as well. It can save you time on easy maps, later it can be good to finish off badly damaged enemies. Hence there are much better grenades out there, this won't save your back in difficult battles.
Containment Cell

The Containment Cell Building.

The cell capacity is 5 for each CC building, so unless you want to stick with max 5 stunned Aliens, you have to build more - as, unfortunetly, you can't upgrade this building.

Requirements for a building, other than available space:

* Credits: 4.800.
* Power: 45.
* Resources: 7xBuilding Materials, 10xTitanium.

Once you could Stun an alien, you can find it in this building, however, you can check on the alien at the Science Bay screen.
Grenades

X-Mercs grenades.

You can throw these items away to cause damage or effect.

**Basic grenade types:**

* Anti-Shock.
* Big Bang Grenade.
* Chemical Grenade.
* Emp Grenade.
* Frag Grenade.
* Stun Grenade.

**PvP grenades:**

* Ablation Grenade.
* Smoke Grenade.

**Alien grenades:**

* Acid Grenade.
* Plasma Grenade.
* Pulse Grenade.
Conduct Experiment

Conduct Experiment Screen.

Once you got a Containment Cell Building, you can conduct experiment on Aliens. You can only do as much experiments at once as many buildings you got.

Different alien experiments can result in different rewards (you can get either of the rewards, not all):

* **Arachnid**: 1k Credits or 3xNanites.
* **Chupacabra**: 1xAcid Grenade or 12xNanites.
* **Imp**: 3xAlien Food, 1xGenetic Tag or 4xNanites.
* **Incubus** (Incubi): 1xAlien Medkit, 4xAlien Weapon Parts or 1xGenetic Tag.
* **Juggernaut**: 3xAlien Medical Machine, 1xGenetic Tag or 5xRefined Advinite.
* **Overseer**: 10xAlien Food or 3xDrop of Life.
* **Pterot**: 10xAlien Armor Parts, 3xAlien Medkit or 1xGenetic Tag.
* **Raptor**: 4xNanites or 2xRaw Advinite.
* **Reptoid**: 2xAlien Armor Parts, 2xAlien Weapon Parts or 1xGenetic Tag.
* **Reptoid Sergant**: 4xAlien Armor Parts, 4xAlien Weapon Parts or 1xGenetic Tag.
* **Shadow**: 3xAlien Medical Machine, 10xAlien Weapon Parts or 1xGenetic Tag.
* **Spikewing**: 6xNanites.
* **Walker**: 5xRaw Advinite.
* Puppeteer: 3x Acid Grenade or x10 Alien Food
Ash to Ashes

Ash to Ashes Mission.

*"As humanity accumulates more extraterestrial bio samples, special facilities are created all across the world to store and study alien remains. One of such facilities is under attack by the aliens. We can't let them retrieve and destroy the bodies of their brethren."*

The Container will be on your left (default view). If you get close to it, you'll spawn 2xIncubus there - around the first column - and 2xChupacabras to the middle corridor's end.

There'll be Incubus behind the bottom two columns on the right (default view). The small room behind them will also hold a pair of them.

Rewards: 1200 Credits, 100 XP, 1475 Squad XP.

Enemies:

* Chupacabra.
* Incubus.
Puppeteer

The Puppeteer Aliens.

Can do some big damage, but seems to have mediocre accuracy. Anyways, it can cause a one round Stun (Whip skill), so you shall avoid it. It is usually walking around with a pair or more of Chupacabras, so you shall lure those first to your squad, then you shall aim this alien.

The Puppeteer is able to buff Chupacabras with increased hp and damage

On sight the Puppeteer will hide behind a cover, but once you have killed its minions, it'll come towards to you.

Stats:

* Armor: ...
* HP:
Infirmary

The Infirmary Building.

You will need this building to heal your Squad after they are wounded in the battles or expeditions. The higher the level, the faster they can be healed (lower Healing Time).

The maximum level of the building is Level 3, which means High treatment speed. This last level needs some alien items for the upgrade and it is still not a wonder, but you might need less Nanites for a fast heal or at least your soldier can heal faster.. L2 gives you Average treatment speed.

Requirements:

* L1: 25xPower, 1k Credits, 3xBuilding Materials.
* L2: ...
* L3: 6h, 13xPower, 12,5k Credits, 5xAlien Medical, 18xBuilding Materials.
Zootechnician Terrarium

Zootechnician Terrarium Mission.

*"Zootechnicians capture rare animals to sell them to science labs and pharma companies. Due to a power outage, the electric fences in their base were disabled, allowing the mutants to escape. A decision has been made to kill all the runaways."*

The Container will be a bit ahead and to the right. As you advance forward, you'll meet with a pair of Raptors and Spikewings. Two corners away you will see a Spikewing pair and you may already see three Raptors, too - these got bit more HPs. Killing a Raptor will spawn 3xpurple Arachnids.

Kill these and advance further with your Squad. You'll spot four smaller and one huge Raptors (2700 HP) a bit far ahead.

Enemies:

* Arachnid.
* Raptor.
* Spikewing.
Crash Investigation

Crash Investigation Mission.

*"A shuttle crashed while transporting valuable cargo. We have traced the signal of the shuttle's black box to an arachnid-infested area. Your task is to locate and retrive the black box."*

Right at start 2xpurple and 2xblue Arachnids would like to welcome you, so you shall bring some cakes with yourself.

There'll be two more purple (poison chance) Arachnids just a few steps ahead, so you shall wait a turn for APs.

Of course, later on you'll meet with another set of Arachnids, so you shall advance slowly. But when you spot the next Arachnid set on the right, you shall dig in yourself and wait for a pair of Spikewings, too. As these got range attacks and the territory gives cover to the aliens as well, you shall fall back a little.

Move your Squad a little and look for another good covers as the bottom of the map will be swarmed with Aliens: 4xpurple Arachnids and 3xSpikewings. Unfortunetly, 2xCloudberries will also appear near your spot.

Once you managed to clear the territory, you can retrive the cargo.

Rewards: 1320 Credits, 110 self XP, 1350 Squad XP.

Enemies:

* Arachnid.
* Cloudberry.
* Spikewing.
Research

X-Mercs research types.

Armament.

These research types can lead you to better weapons and damage equipments, some benefits against aliens.

Defense.

These can provide you better defense gears, modules, benefits against aliens.

Medical.

Just what you need to get better health care.

Other.

Various research to make progress in the game - like shooting down UFOs or build a Radar building.
Despair

Despair Missions.

Reports about alien presence come from different parts of the city. They were last seen on the top floor of a parking garage in the central district. Most likely, they are planning to extract by air. We can't let them escape.

Two Incubuses are heading your way - from top part of the map -, so you can dig in yourself.

When you get to the middle of the map, an unknown spot will spawn 4xScout Drones in circle and a Drone Hunter a bit above to your starting position. The spot shall be the middle line.

The bottom corners of the map you'll encounter anorther Incubuses (3-3).

Enemies:

* Drone Hunter.
* Incubus.
* Scout Drone.
Warden UFO Missions

Warden UFO Missions.

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

Missions:

* Decisive Action.
* Preemtive Strike.
* Primal Fear.
* Sweet Dreams.

**Decisive Action UFO mission**.

*"Our scanners have picked up an alien ship that just landed nearby. We must infiltrate it and neutralize the crew."*

You got 10 turns to disable the reactor, get the Container and maybe kill some Aliens meanwhile.

The 2nd corridor will hide 3xReptoids and a Sergeant. Moving to their corridor will spawn 3xIncubus to the corridor's end.

If you activate the Container, you may spawn a Pterot to the bottom of the room (and if you can't kill it on sight, it will summon its usual friends).

The bottom corridor will be full of Reptoids (3) and Sergeants(2).

**Preemtive Strike mission.**

Middle size ship map and you may see 2xReptoid Sergeants at start on the left. Three Chupacabras will arrive next turn and another Sergeant from the right.

The right room will hold 4xReptoids. Killing a Reptoid will spawn 2xDrone Hunters to the big room's bottom right.

The left room will hold the Container. If you open it, 2xChupacabras will close the entrance and a pair of Reptoid Sergeants will be spawned to the top.

The middle top room will hold the Pretor along with 2-2 Chupacabras to the left and right. If you can't kill the Pretor on sight, it'll summone 2xScout Drones and a Drone Hunter next to itself.

Rewards: 6600 Credits, 165 self xp, 3650 Squad XP.

Enemies:

* Chupacabra.
* Drone Hunter.
* Pterot.
* Reptoid.
* Reptoid Sergeant.
* Scout Drone.

**Primal Fear UFO mission**.

*"After the ship was hit by our anti-air systems and landed, all aninals in the area went crazy. It seems like someone or something on the ship scared them to death."*

1-1 Chupacabra pairs will have a visit to your position, so you can dig in yourself for first round.

The room with bomb will hold Chupacabras, two on the left and one to the right.

If you activate the bomb, three Chupacabras will be spawned out of nowhere to the bottom of the big middle room (reversed 2-1 side order). Both corner will hide one-one Puppeteers.

Do NOT rush back, yet! If you move backward and pass the yet closed doors, they'll be opened and pair of Chupacabras will jump out. The left door will hide two, the right will hide three of them.

Enemies:

* Chupacabra.
* Puppeteer.

Rewards: 6600 Credits, 165 self XP, 2475 Squad XP.

**Sweet Dreams UFO mission.**

Activating the first bomb will spawn 3xDrone Hunters to the big room's left, near the entrance.

The 2nd room will hold 3xSergeants - these will come towards your position if you have activated the first bomb. The 2nd bomb activation will spawn 2xReptoid Sergeants and 3xReptoids to the middle room's bottom right.

The last room will hold a Pterot and 2xReptoids to its right and left. If you can't kill the Pterot on sight, it'll summon 2xScout Drones and a Drone Hunter. You shall start with this room, so you can also get the Container without any significant problems.

Rewards: 6600 Credits, 165 self XP, 2550 Squad XP.
Generalship

Generalship Mission.

*"A military plane transporting members of the Generalship has crash-landed in the jungle not far from our base. The area is crawling with mutants. We must dispatch a squad ASAP, locate the survivors and protect them until the rescue teams arrive."*

Get in touch with the General, then you'll defend yourselves for 4 turns.

1st turn: Raptor and 2xSpikewing from right, 4xArachnids from left.

2nd: None, if you could kill 1st turn.

3rd: Spikewing from top left.

4th: None.

Rewards: 650 Credits, 20 self XP, 175 Squad XP.

Enemies:

* Arachnid.
* Raptor.
* Spikewing.
Spec Op

Spec Op Mission.

*"Terrorists captured an administrative building and took a hostage. City authorities are refusing to pay the ransom. They hired us instead."*

You'll see 2xScouts just when you arrive, so you can start the dance asap.

The bottom will hide 2xHeavy closer to the hostage's room.

The Container and a Sniper will be to the other corner.

When you are heading backwards, 2xScouts will be spawned closer to the yellow squares and one to the end of the corridor.

Rewards: 650 Credits, 20 self XP, 325 Squad XP.

Enemies:

* Terrorist Heavy.
* Terrorist Scout.
* Terrorist Sniper.
Equal Reaction

Equal Reaction Mission.

*"A businessman has learned that his rivals are planning to raid one of his offices. He wishes to teach the criminals a lesson they won't forget. We were hired to set up an ambush in the office."*

After the criminals' small chat, you'll spot three of them - two Scouts and a Heavy. If you kill them, 1-1 Scouts will be dropped behind the left upper and bottom columns. You'll have to hold your position for 4 turns.

A pair of Heavies will arrive from the bottom left. If you move to the bottom window, you can spot a pair of Scouts. If you can kill them, you are done.

Rewards: 650 Credits, 20 self XP, 250 Squad XP.

Enemies:

* Criminal Scout (325 HP).
* Criminal Sniper (375 HP).
Retribution

Retribution Mission.

*"A weapons manufacturer has reported that a container with prototype weapons has been stolen from them. Their board of directors is paranoid when it comes to protecting secrets, so the container was fit with a powerful beacon. Its signal leads to an underground bunker."*

You'll meet with a Warden alike map. After the first corner on the right, you'll spot a Reptoid pair. Kill or stun them and you'll face an Imp in the middle. The Imp's death will spawn 3xScout Drones (one-one to the corners of the middle room).

After you are done, you might one to reveal a Reptoid pair in the bottom far corner.

The Container itself will be in the opposite far corner of the device. (aka. left to starting point). It'll spawn Imps to the corridors of that corner, 2 to the starting corner, one to the other one.

Activating the cargo will spawn a pair of Reptoids to the bottom middle room.

Rewards: 990 Credits, 55 self XP, 800 Squad XP.

Enemies:

* Imp.
* Reptoid.
* Scout Drone.
Stun Grenade

Stun Grenade.

As you could figure out from the name, it can stun the enemies. While it has an area effect, you will only reach 100% chance in the middle of the area. So it may happen, you couldn't stun the enemy on the edges. It is not written anywhere, but the stun will last for 2 rounds, only.

Stats:

* Effect: 50-100% Stun.
* Damage per turn: 0.
* Number of turns: 2.
* Area of effect: 2,85.
Work Environment

Work Environment Mission.

A geologist camp in the jungle has been attacked by wildlife. The geologists' mission is very important: finding a new advinite deposit. Destroy all mutants to make sure the scientists can continue their work.

There'll be a pair of Raptors ahead your Squad to the NW and the Container is behind them. You shall go for the Container, before heading to the left on the map, so you can ensure it'll be opened. You may get a warning, which is usually equal with alien ambush. Stepping towards the Container will spawn two small Arachnids.

Once you are done, you can go the bottom left of the map to kill a pair of Raptors.

Enemies:

* Arachnid.
* Raptor.
The Past is Now

The Past is Now Mission.

Prophecies are inscribed on the walls of a tomb about a passing of a great comet which brings about a new era. It's curious, though, that the inscriptions were made long before the Advina comet. Historians belive this has something to do with earlier alien visits to our planet.

Go a bit ahead and you'll spot a Chupacabra, which got two more friends a bit behind.

The bottom path's middle will reveal another one.

Two Chupacabras may move in from the middle, then an Overseer. The Overseer will have one more Chupacabra friend.

The Container will be below the bomb, between the walls in the bottom map's middle, but getting close to it will spawn 3xChupacabras (top and left of wall and one next to the Container).

Enemies:

* Chupacabra.
* Overseer.
Anarchy

Anarchy Mission.

*"A radical terrorist group has planted explosives in one of the city's banks. Our mission is to storm the building, eliminate all hostiles, and disarm the bomb."*

There'll be two Scouts at the end of your room, which may hide behind a cover on sight. Killing one will spawn another to the top corner (above 2nd column in room).

The room with the explosive contains another Scout and a Heavy.

Rewards: 450 Credits, 20 self XP, 150 Squad XP.

Enemies:

* Terrorist Heavy (375 HP).
* Terrorist Scout (325 HP).
Overseer

The Overseer Aliens.

They got some good resistance against damage and can do nice damage on you. Anyways, upon sight, just retreat with your Scout because it will summon other Aliens - usually Arachnids, Raptor and Spikewings - around itself, which you have to kill to get the Overseer. Once the minions are dead, it will come closer anyways, so you can kill it easily.
Gambit

Gambit Mission.

Our counterintelligence has designed a clever operation which resulted in aliens attacking an abandoned base of little consequence. We are being offered a contract to destroy the mislead enemy force.

You'll have a first contact with a pair of Sergeants at the bottom. Behind them, you'll encounter 1-1 Incubuses a bit right and left in the corner.

At the next corner you'll spot a pair of Sergeants and Chupacabras.

Behind them, you'll find a pair of Sergeants and 3xReptoids.

If you turn to the left, you'll spot another Sergeant pair.

The Container shall be at the last undiscovered corner.

Enemies:

* Chupacabra.
* Incubus.
* Reptoid Sergeant.
Tips

X-Mercs Tips.

Here you can get some nice tips for the game itself.

First tip: Check out the other parts of this wikia :).

**Getting more Resources or Credits throught Expeditions.**

Build several expeditions HQs and if chance of success of your expedition is not lower than 50%, you'll get credits as a compensation if it fails. Upon success, you'll receive resources anyways. Of course you may need to build or level up Armories as well.

**Getting Credits from Shadow Market.**

Try to build up all three Shadow Markets and if you are online for a long while, try to gather less credits - which means more within a longer time. Before you go offline, gather the most.

**Genetic Tags howto.**

Many people are going for exact Aliens, but you shall check out the Conduct Experiment wikia part, so you'll realize there are many alien types who can give Genetic Tags.

**Refined Advinite and Juggernaut.**

Also many people are going for the hard to find and stun Juggernaut for the Refined Advinite stones, which is not a good idea. That both takes time and Credits while you could just collect Genetic Tags to open UFO Containers.

**Weapons or Armor first?**

The way you shall handle this question is the way how you can finish off enemies. While you got low fire power, you'll need more turns to kill the enemies, thus they can shoot more as well. By having better weapon, you got more chance to receive less damage, as you could kill more enemies per turn. Basically, you shall always get a better weapon first.

**PvP or not PvP, shall that be a question?**

In short: No. You shall do PvP fights. This fact is coming from the precious and always the best armors and weapons, you can only get these when you reach certain rank. A PvP armor or weapon is always better than what you can get otherwise and you can use them in all kind of Missions anyway. It takes time and might not be always successful, but you shall reach those ranks sooner or later.

**Shall i always do main Quests?**

No. Check out the difficult tasks with some newbie just hired soldiers and see the enemies there - they can die, that shouldn't be a matter. If the quest is too difficult for your main Squad, then just don't do it, yet. Go and level up on Missions, gather Resources, manufacture Items etc.

**A good stun target.**

You will need to stun several Aliens for the different research items, but later you'll realize Reptoid Sergeant is a rather good target for stuns. This will usually survive some shots and got rather low long range accuracy, so you just need to do some shots and stun it with your Scout.
Transport Hub

Transport Hub Mission.

According tou our intel, there's an alien bunker in this area. We must learn what its purpose is.

The size of the map will remind you to small UFOs' map size. At the door's corridor 2-2 Reptoids and Reptoid Sergeants will wait for your steps, so you shall send your Scout forward, only. Once you kill a Reptoid, a Drone Hunter will be spawned to your starting corridor.

Stepping on the yellow square will awake a pair of Reptoid Sergeants (or they'll teleport there etc.) - you can safely wait for them to appear. Except your Scout, you shall dig in your whole Squad before this room, just behind the cover there, so you can manage future actions easier.

There'll be another pair of Sergeants at the teleporting device's room, you shall lure them to your Squad. If you deactivate the teleporting device, 1-1 Reptoid will be spawned to the smaller rooms next to your current room, a Sergeant behind the device and 3xImps to the previous room. You shall only deactivate the device with full Scout AP, so you can rush back to your Squad, while the enemies - except Imps, they are usually hiding behind covers from next turn - will follow your track.

If you are doing a nice job, another Sergeants and Reptoids will appear in the very same rooms - one may come from bottom room -, but you just have to hold on for 3 turns. I guess this is a very kewl mission to easily stun Reptoids for Genetic Tags!

Enemies:

* Drone Hunter.
* Imp.
* Reptoid.
* Reptoid Sergeant.
On the Brink of Catastrophe

On the Brink of Catastrophe Missions.

A group of techs that were repairing a power unit was attacked by a pack of wild beasts. One of the engineers managed to escape. Our task is to locate and extract the survivor.

There'll be some smaller Spikewings ahead as you go forward, they are easy targets. Kill them and you shall walk around to have less beasts before you collect the survivor: Before a device at the bottom middle, you'll find another Spikewing pair.

Talk to the survivor and advance towards the cooling system's device. If you move a bit in the middle, 3xblue Arachnids will be spawned.

The device will be guarded by two more Arachnids.

Enemies:

* Arachnid.
* Spikewing.
Scientific Method

Scientific Method Mission.

*"Competition between scientists can be vicious. A group of eggheads ordered a hit on their rivals' office. What they didn't know is that we have a contract to protect that building. Our task is to eliminate the mercanery strike force and extract as many civilians as we can."*

There'll be a heavy on the left, Scout on the middle square corridors.

The bottom wide room holds 2xScouts. The Container will be a bit behind them.

The hostages are guarded by a Heavy and a Scout.

Rewards: 450 Credits, 20 XP, 175 Squad XP.

Enemies:

* Mercanery Heavy (375 HP).
* Mercanery Scout (325 HP).
Rearguard

Rearguard Mission.

*"The enemy's push is too much for the army to handle. They decided to fall back. Our task is to provide covering fire for the retreating forces."*

Send your Squad behind cover and let's start the party. You'll have to hold on for 5-6 turns, then you can extract your team.

For some fun - if you are doing well - you can stay longer for more kills...

Rewards: 1500 Credits, 150 self XP, 5975 Squad XP.

Enemies:

* Raptor (1125 HP).
* Spikewing (1250 HP)
Quick Reaction Force

Quick Reaction Force Missions.

The military are planning a quick retaliation to regain control of an important facility that was captured by the aliens. While the army strike force is preparing for the op, we will act as an advance party to establish a foothold and keep the enemy busy until the cavalry arrives.

You'll face yourself with a pair of Sergeants right at start, so this might not be boring. This seems to fun, but there's also a Drone Hunter a bit behind them.

*Bug: Once you step on the yellow squares, it won't let you step forward, only backward (to non-yellow squares). It WILL take AP if you try it!*

When your Squad is ready, 1-1 Reptoids and Sergeants will be spawned to the top and left. You'll have to hold position for 5 turns.

Next turn: Drone Hunter and Reptoid to bottom. Killing the DH will spawn 3 Reptoids to top, left and bottom.

Next: Sergeant pair from the left.

In the last two turns - if you've killed or stunned all the enemies above - noone will arrive, so you can pass the turns.

Enemies:

* Drone Hunter.
* Reptoid.
* Reptoid Sergeant.
Extreme Science

Extreme Science Missions.

An accident happened at an institute that studies the New World's fauna. Due to an oversight on part of one of their staff members, security systems in the research lab were disabled and mutants broke free from their cages.

There'll be two Arachnid pairs on the opposite side of the room.

The big corridor's other side will reveal a pair of Raptors. If you can, kill them on sight, as walking to the middle of the corridor will spawn three Arachnids from behind the barricade. Fortunetly, the room also holds the Container.

The last room will reveal another two Arachnid pairs on sight.

Enemies:

* Arachnid.
* Raptor.
Flying High

Flying High Mission.

*"A spikewing pack has breached the city's defensive perimeter and made a cozy nest in one of the skyscrapers. We must clear the building's roof of the unwanted guests."*

A pair of strong Spikewings will show their wings right at start. Once you think you are just done, you'll spot a pair of weaker Spikewings from the left bottom corner.

Opposite their spot you'll find another strong Spikewing pair.

There'll be one more strong pair opposite your starting position.

Enemies:

* Spikewing.
Mining Industry

Mining Industry Mission.

A mining company is conducting geological exploration in a rocky desert. To minimize the threat to the lives of their employees, they want us to install devices in remote areas that will lure the mutants away from the expedition.

Near the device, you'll spot two pairs of Spikewings (different HP pairs).

The bottom of the map will hide a pair of small and blue Spikewings and a pair of purple Arachnids.

The Container will be at the bottom middle of the map. The opening won't do much, but when you go backwards, it'll spawn 3xArachnids near the closest barrel.

Once you activate the 1st device, you'll spawn 3xArachnids next to the device's left and 3xsmall Spikewings a bit far away to SW.

You also can't get close to the generator, you'll spawn 3xArachnids ahead the generator when you are just two steps close (aka. it shall spawn at 3 squares away). Your merc will losw AP once you spawn the Arachnids, so watch out.

Enemies:

* Arachnid.
* Spikewing.
Eye for an Eye

Eye for an Eye Mission.

Our employee is a mercanery leader who lost most of his men to a raptor attack a couple of weeks ago. The beasts were led by a huge raptor. Our client wishes to display its dead body in the infirmary.

This is not a rather difficult map, you just have to eliminate the Raptors and some other mutants. The first few ones are easy to handle, then you can find a lot more as you go ahead - i recommend leaving the station as is, until you clear the map and open the Container first. Killing one of the first two Raptors may spawn two red Raptors near to you - or you'll reveal two more Raptors a bit later on path.

Once you are done with that bunch, you can move ahead to lure away the leader and its two mates. Killing the mates will spawn three purple Arachnids at the bottom of the map, so you might not see them asap.

The Container will be just below the station, easy to get.

If you activate a Container/station point and move towards the Raptor nest, 4xCloudberries will be spawned around your mercanery (wherever the merc is standing at its next step, so you shouldn't move too close to your Snipers).

If you've followed the steps and killed all Aliens, you can finish the Mission by stepping on a yellow square.

Enemies:

* Arachnid.
* Cloudberry.
* Raptor.
Negoitators

Negotiators Missions.

A criminal group that is holding a hostage has agreed to negotiate. Unfortunetly for them, we are the negotiators. Our objective is to escort the hostage to a safe place and then eliminate the perpetrators.

Rather easy mission, just look for 3 enemy scouts and kill them. Once you got the hostage, walk back to the extraction point: It'll drop down 2xScouts around the 2nd column.

Save the hostage and you are done.

Enemies:

* Criminal Scout (325 HP).
Rescuing the Scientists

Rescuing the Scientists Mission.

A research station was attacked by arachnids. Several scientists fled to the jungle. Your task is to locate the survivors and escort them to the extraction point.

Right at start you'll face 4xArachnids (350 HP). Kill them and advance further with your Scout, so alike 5 steps before the Scientist you'll spawn 3xsmall Arachnids as well. Killing those will spawn another 4xblue Arachnids to the very same spot.

The Container will be to the right's path's end, but you'll encounter a pair of Spikewings and 4xArachnids. Once you open the Container, you'll spawn 3xArachnids some steps away.

Once you exctract the first Scientist, a pair of Arachnids will be spawned a walk away from the aircraft.

When Prof. Pavlov is half way, he'll spawn 5xArachnids: Two of them close to the aircraft, 3 to the path where you were with him.

Enemies:

* Arachnid.
* Spikewing.
Terror Threat

Terror Threat Missions.

We've received a message about a bomb that's been planted in one of the city's business centers. Disarm it before it destroys the building.

You can safely pass the first little room, but the next one's corner will hide 2xScouts and one Sniper behind the column.

In the next room you'll encounter 2xHeavies and one more Sniper.

Before reaching the last room's door, you'll see 2xScouts.

Inside you'll see a Heavy in the smallest room, 2xScouts behind the bomb.

Enemies:

* Terrorist Heavy (375 HP).
* Terrorist Scout (325 HP).
* Terrorist Sniper (350 HP).
Destroyer Heavy

Destroyer Heavy.

This tank kind is for assault/support tasks, only. As it can improve grenade damage, you can stun more enemies at once and will increase your Snipers' damage by throwing Chemical damage on them. Note that this improvement is also comes in handy when you use Emp or Pulse Grenades!

* Anger: Increases merc's health by 5%.
* Be Prepared!: Fires a shot to the first enemy that moves within 4 cells.
* Berserk: +7% Damage for every hit taken by the merc (35% max). Bonus is reset after firing a shot.
* Bloodlust: Increases merc's Accuracy by 5%.
* Carapac: +10% to Armor.
* Explosive Shot: Deals 100% to Weapon's Base Damage to the target and 50% to adjacent enemies.
* Fury: Increases merc's damage by 5%.
* Grenadier: +10% to Damage dealt with Grenades and Grenade Skills.
* Lightning: +2 to Movement Range.
* Long Bomb: +1 cell to Area of Effect and Range of Grenade and Chemical Grenade Skill.
* Max Loadout: +20% to maximum ammo load.
* Nerves of Steel: -50% to Damage taken from Grenades.
* Point-Blank Shot: +25% Damge when firing main weapon point-blank.
* Tornado: Area damage (50% chance of dealing 50% damage to adjacent targets).

Tip: Use in pair with a Supporting Fighter Scout.
Heavy

The Heavy Class.

Heavies wear strong armor, got many health points, increased critical resistance and can carry a shotgun or minigun weapon to do high damage in close distance. However, their aim is rather low for long distance and can walk very slowly. Their minigun can do bigger damage, but require 2 AP, while shotguns only need 1 AP. You shall check out which one will suit you more.

On higher level they can use special Chemical Grenades (skill based) and can improve the grenade's damage abilities. They can also deal damage to more enemies at once or improve their own defense. Heavy can also use a skill to push back one enemy one step away, which can help your Snipers' job.

You shall make Heavy a dummy target when you see enemies which can do very high damage - such as a Shade -, hence these can survive their shots.
X-Mercs Wiki

### Topics

* Armors.
* Buildings.
* Characters.
* Chips.
* Classes (aka. Mercaneries)
* Controls.
* Enemies: Aliens or Humans.
* Gadgets.
* Missions.
* Modules.
* Quests.
* Screens.
* Skills.
* Tactics.
* Tips.
* UFOs.
* Weapons.

### Discussions

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Springing the Trap

Springing the Trap Missions.

*"Our client's office was attacked by armed mercaneries. Security reacted quickly, and all the intruders are now locked in. But the office employers are blocked inside the building, too, and the client doesn't want any harm come to them. He will pay us for eliminating the attackers."*

From default view, ther'll be a Scout pair in the room to the right. The other room will hold a Heavy.

You'll find a Sniper on the left and a pair of Scouts in the middle of the next big room.

If you kill them, a Jericho chief will be spawn to the big room's middle top (towards your position), who got 1400 HP.

Enemies:

* Jericho Heavy (375 HP).
* Jericho Scout (325 HP).
* Jericho Sniper (350 HP).
Command Center

X-Mercs Command Center Screen. (scroll to the bottom for the building)

This is the default place to arrive when you usually start the game - unless you had unfinished quest, then most likely you can continue your journey there. Most part of this screen is available since the beginning, but you need to reach certain levels to reach some functions (for example, the Security Headquoters).

From here you can get to the:

* Armory.
* Base.
* Science Bay.
* Security Headquarters. (will be visible later in game)
* Squad.
* World Map.

Also, you can reach various screens and functions, like:

* Chat.
* Quests.
* Shop/Warehouse.
* ...

The Command Center Building.

The higher the level, the more Credits you can gain per hour, e.g. level 4 gives 950 Credits. You can't move this building, however, you can upgrade it up to L5 - which would give you 1100 Credits/hours. L5 might requires many On-board Computers (20 required), but you will need this level to upgrade other buildings, too.
Security Headquarters

Security Headquarters Screen.

Once you have reached a couple of levels, this screen will be available at your Command Center's top left. It can give you some Quests (have battle against some another Squads etc.) and also providing another way to manufacture PvP items.

More:

* Manufacturing.
* Order Terminal.
* PvP-Ammunition.
Aliens

X-Mercs Aliens.

You can use the 'Search' function above to look for Missions where you may encounter them or just check out their Category (bottom of the actual Alien's page info).

You will encounter these Aliens in the game:

* Arachnid.
* Chupacabra.
* Cloudberry.
* Crystallid.
* Drone Hunter.
* Gronberg.
* Imp.
* Incubus (aka. Incubi).
* Juggernaut.
* Overseer.
* Pterot.
* Puppeteer.
* Raptor.
* Reptoid.
* Reptoid Commander.
* Reptoid Sergeant.
* Scout Drone (aka. Drone Observer).
* Shade (aka. Shadow).
* Spikewing.
* Steven Coldrim?
* Walker.
* Wong.
Power Plant

The Power Plant Building.

This is your basic building to generate power for your Buildings. The amount of required space is rather low, but the Power Plant building also generates tiny amount of power. Later on you shall consider building a C. A. Reactor.

Without enough power you can't erect more buildings.
Character types

X-Mercs character classes.

Heavy.

These mercaneries can use heavy weapons, such as a shotgone or minigun. They got many health points but they lack aiming long range enemies.

Scout.

Scout can walk quite a lot, can use simple riffle weapons and scout the areas.

Sniper.

Using long-range weapons, rather fragile and they are usually aimed by drones, but can do big damage.
Confrontation

Confrontation Mission.

*"Our client wants us to retrieve his cargo. The problem is there's another merc squad hunting after it. Beat them to the punch, secure the container and proceed to extraction zone."*

There'll be a pair of Scouts in the middle of the park.

The cargo is guarded by a Sniper, who is standing next to the yellow car. A Scout may arrive to its help next turn.

As you leave the park, you may spot a Heavy on the right (default view, above yellow car).

Once you secure the cargo, a Sniper will be dropped next to the Heavy's spot and a pair of Scouts to the yellow track.

A pair of Scouts will be waiting at the extraction point.

Rewards: 900 Credits, 50 self XP, 400 Squad XP.

Enemies:

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

X-Mercs UFOs.

Once you are over the basic Missions, you'll encounter some crash landed UFOs, then you can even shoot down some, after you've build a Misile Silo and a Radar building. If you can destroy the UFO with missles, it will give you some alien stuffs - for example Alien Alloys adn/or Alien Polymers - and some XP (50 for small ones, 100 for middle size). Don't expect to get On-Board Computer or other very rare items from destroying.

**DESTROYER UFO.**

*"Destroyers are the largest alien vessels detected on Eath. Powerful weaponry and armor. Troop compartments can accomodate an entire army."*

May hold some Shadows, Juggernaut and stronger Reptoids, or any kind of mutant kinds - check out missions below -, so it is not recommended until you got perfect set (not wallet-friendly...).

Stats:

* Size: 200 meters.
* Crew: 30-80.
* Required missles: 4.

Check out Destroyer UFO Missions.

**HUNTER UFO.**

*"The lightest line of alien warships. Medium weaponry and armor. Employed by Aliens to attack smaller settlements and abduct humans."*

Got one big driving room, won't be a huge issue if you got some already nice gears. You may meet with 2xDrone Hunters right at start - left and ride way corridors -, then with Incubuses who are usually paired together against loneliness. You can face them every corridors and in the middle - unless they are already dead.

Sometimes you can run into trap - if u have to investigate the driving room -, so another aliens will be spawned asap you could reach the marked area: Reptoid Sergeant, 2xIncubuses, 4xScout Drones.

Likely enemies:

* Drone Hunter.
* Incubus.
* etc. (check out missions)

Stats:

* Size: 15 meters.
* Crew: 5-10.
* Requires missles: 1.

Check out Hunter UFO Missions.

**WARDEN UFO.**

*"Medium warship with heavy armament and a troop compartment. Used by the Aliens to destroy fortified targets and for landing invasions."*

This will be - up to mission kind, check them out below - full of drones and right at start you'll meet with 4xDrone Hunters and another 4xScout Drones will come towards you from left and right sides (unless some of them are destroyed by the missles already).

Scout Drones will spawn from left and right until you are not done with the main Drone Hunter in the back (3750 Shield, 1800HP)! Every 2nd turns another 2xScout Drones will arrive from left and right and you'll face 3xDrone Hunters from the main direction. Well, the good part is: You can run around to collect drops like Discharge Shield.

Stats:

* Size: 55 meters.
* Crew: 12-21.
* Requires missles: 2.

Likely enemies:

* Drone Hunter.
* Scout Drones.

Simple shoot gives 100 XP.

Check out Warden UFO Missions.
Paramilitary Security

Paramilitary Security Mission.

*"We have a long-term contract for protection of a network of transfer points. Our employer just contacted us, asking to investigate one of their sites that was attacked by mutants. The attack was too well-coordinated to think that the beasts acted on their own. It must've been planned by the aliens."*

Get your Squad ready and go, spot the Overseer.

The Container will be in the middle top.

Advance further and you'll see another Overseer and a Raptor pair. Killing a Raptor will spawn 2xpurple Arachnids to the middle. If you can't kill the Overseer on sight, it'll spawn its usual friends.

Enemies:

* Arachnid.
* Overseer.
* Raptor.
* Spikewing.
Chips

X-Mercs Chips.

After most of the PvP battles you can get a Steel Container, which contains a kind of Chip for your Armors of Weapons. Containers with green colors hold MK. I chips, blue - MK. II and purple - Mk III. Before you start upgrading your weapons, you shall know these will be final upgrades and you CAN'T remove those chips later! Maybe you shall wait with upgrading...

Type of Chips:

* COBRA CHIP MK I.: Either gives +1% chance to Poison the target (Weapon) or same chance to avoid this effect (Armor). Effect last for 3 turns and will also cause 10 damage.
* RHINO CHIP MK II: Stun 1.5%.
 Tesla Mk. II
 Tesla Mk. III
 Tesla Mk. IV

There might be more relevant infos in the official forum.

You may also get Containers from Weasel or from different Achievements (PvP, Syndicate).