recursal/Fanatic-Fandom huggingface dataset:
Mighty Avengers Nr.3

## Discussion

**Mighty Avengers Nr.3 es un comic de Slepplash,favor de no editar.**

## Historia

**Hace 6 meses...**

Los Avengers se encuentran luchando contra Ultron,quien esta terminando de construir su mas reciente creación:"Yocasta",tras un breve combate los Thor decapita a Ultron golpeándolo con su martillo,sin embargo,Yocasta se despierta,sin ninguna conocimiento de su programación.

**Hace 4 meses...**

Los Avengers ahora combaten contra Ultron y su nuevo androide,su versión mejorada,su "Visión de un futuro mejor",durante el combate Visión toma conciencia de sus actos y parte a la mitad a su creador.

**Hace cuatro semanas,antes de el ataque de Hulk...**

Durante una misión de los Avengers,Ant-man es el único que se queda en casa,cuando un asalto al banco sucede y decide actuar,usando de refuerzo a Yocasta,sin embargo,durante el combate Yocasta se sale del control y usa fuerza letal contra los criminales,carbonizándolos a todos.

**En el presente,al día siguiente de la batalla contra los X-Men...**

Tony esta borracho en el sillon,arrepentido por haber asesinado a Colosso,J.A.R.V.I.S le dice a Tony que hay una emergencia,Tony pregunta donde,a lo que J.A.R.V.I.S responde diciendo que en el arsenal.Al llegar al arsenal se encuentra con Captain America,Ant-Man,Thor,Falcon y Hawkeye,alegando que se debe destruir a Yocasta,al contrario de She-Hulk,Powerman,Yellowjacket y Black Widow,por otro lado,Black Panther,Iron Fist y Wasp prefieren que la decisión sea de Visión,quien les pide que se haga mediante votación,pero Hawkeye se niega e intenta disparar una flecha,solo para ser noqueado por She-Hulk,el combate estalla,pero al final logran calmarse,mediante votación se decide destruir a Yocasta,Thor se acerca cargando su martillo,pero el pecho de Yocasta se comienza a abrir,para finalmente disparar un enorme rayo que desintegra a Thor,Captain America sujeta rápidamente su escudo y parte a la mitad a Yocasta,contemplando el reciente suceso los Avengers lloran la muerte de Thor,Ironman esta cansado de que personas buenas mueran y decide tomar medidad drásticas con aquellos villanos mas poderosos,por lo que se dirige a la celda de Mandarín,dispuesto a ejecutarlo.

## Personajes

### Personajes principales

* Tony Stark/Ironman.
* Vision.
* T'Challa/Black Panther.
* Steve Rogers/Captain America.
* Hank Pym/Yellowjacket.
* Clint Barton/Hawkeye.
* Thor Odinson.
* Jennifer Walters/She-Hulk.
* Daniel Rand/Iron Fist.
* Luke Cage/Powerman.
* Scott Lang/Ant-Man.
* Natasha Romanova/Black Widow.
* Janet Van Dyne/Wasp.

### Antagonistas

* Yocasta.
* Ultron.
The X-Factor Nr.11

## Another Perspective

**The X-Factor Nr.11 es un comic de The X-Factor.**

## Historia

**Hace varios años,en algún pueblo en Alemania...**

A sus 21 años,Erik Lansherr camina junto a su mejor amigo,Charles Xavier,ambos ven a un mutante siendo arrastrado por un grupo de personas,Charles intenta detenerlos con su telepatía,pero es demasiado tarde,pues el grupo lo quema vivo,Charles lamenta su muerte,pero Erik aprieta sus puños,furioso,Erik levanta varios autos y los lanza contra ellos,Charles detiene los autos,y le pregunta a Erik lo que le sucede,Erik le dice a Charles que aun pueden vengarlo,demostrarles que los mutantes no deben temer de ellos,Charles le dice que eso no es lo que ellos creen,a lo que Erik responde diciendo que no importa lo que crea,si no lo que debe hacer,Erik le da un puñetazo a Charles,y aplasta a la multitud,varios policías le disparan a Erik,pero este comienza a destruir el lugar,matando a personas,Charles se levanta y ataca a Erik,ambos comienzan a pelear a puño limpio,y un policía le dispara por la espalda a Erik,sin embargo,Charles empuja a Erik para salvarlo,y la bala impacta en su columna,Erik pone a salvo a Charles,arrepentido,Erik le dice a Charles que no quiere volver a verlo,y Charles le pregunta si no quiere,o no puede,y Erik le pide por favor que no se meta en su camino...

**En algún barrio en Manhattan,año 2002...**

A sus 16 años,Mortimer Toynbee participa en peleas callejeras,sin embargo,el oponente hace trampa al sacar un knife y hacer un corte en el abdomen a Mortimer,este salta a una pared por el susto,y negándose a perder el dinero de la pelea toma del cuello al oponente con su lengua con la intención de dejarle inconsciente,sin embargo,no calcula bien su fuerza,y termina ahorcándole,los demás sacan sus pistolas y apuntan a Mortimer,pero es salvado por la intervención de Magneto...

**En una fiesta en algún lugar de Mississippi,año 2003...**

Una chica esta conversando con una amiga,entonces,la chica empieza a sentirse mal,Freddie,un muchacho en la fiesta cree que la chica probablemente este borracha,por lo que decide intentar conquistarla,entre la confusión,la chica termina besándolo,pero el chico queda inconsciente al entrar en contacto con ella,la chica es mirada por todos y sale corriendo del lugar,llorando,sin embargo,las nauseas continúan y queda inconsciente...

La chica despierta en una cabaña,ali encuentra a Magneto,Mortimer,y un chico en el fondo,Magneto le pregunta por su nombre,y la chica le dice que lo ha olvidado,Magneto le pregunta si recuerda algo,y la chica le dice que recuerda muchas cosas,pero algunas cosas no puede recordarlas,como su nombre...

**En un hospital en Hawaii,año 2002...**

Alex Summers despierta en una camilla,enfrente de el esta Erik disfrazado de doctor,Alex pregunta por su hermano,y Magneto le dice que esta muerto,Alex le pregunta lo que le sucedió,y Erik le dice que su avión fue derribado por un mutante que busca mantener a los mutantes bajo control,un mutante que se hace llamar "Cyclops"...

## Personajes

### Personajes Principales

* Erik Lansherr/Magneto.
* Mortimer Toynbee/Toad.
* Rogue.
* Alex Summers.
One Last Thing

**One Last Thing** is a sci-fi dark comedy film

## Premise

In an unspecified future, a psychopathic alien has arrived on earth and has found a random boy, Tommy, to blame the crimes on. Tommy meets Paul, a hobo who's car is damaged by the alien. Tommy's mind becomes even more flustered with the aliens memories, and Paul needs to help him clear his name.

## Plot

Tommy wakes up on a bus in the drivers seat, causing him to crash into a number of cars. When he exits, a man named Paul exits his house, asking why Tommy crashed into his car. Out of nowhere a police car almost runs them over, and Tommy realises that a strange being is driving.

## Cast

* Nat Wolff as Tommy
* Mark Hamill as Paul
* Doug Jones as Al
Bloodbath

Bloodbath Mission.

An Alliance military convoy has been caught flat-footed by the aliens. Most of the convoy was destroyed in the attack, so our mission is to arrive on site and give those alien bastards hell.

Dig in yourself behind a cover and send your Scout ahead to spot 3xReptoid Sergeants, which will also spawn 2xChupacabras just before them.

The Container will be a bit behind them at the big gun. Moving ahead will spawn 4xChupacabras, then you can face 2xSergeants and finally, a Juggernaut.

You shall bring some Stun Guns with yourself.

Enemies:

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

The Reptoid Sergeant Alien.

They are scout-like aliens with good weapons, however, they are usually the easiest targets for Stun Guns - they might take time to kill, but most of the times you can catch them with low hp in the end. The devs are on your side :)...

Most of the times you can lure them to your squad.

They ain't got high accuracy, so unless they are standing rather close to you, they'll miss.

They got a special skill (War Cry), which can slightly boost the aliens..
Novice Spiderman Nr.5

## Beware the Spider

**Novice Spiderman Nr.5 es un comic especial de Unlimited Spider-man.**

## Historia

**En el Daily Bugle...**

Un mes después del ultimo numero,Peter a conseguido trabajo de fotógrafo en el Daily Bugle,siendo la mayoría de sus fotos de Spiderman,aun así sigue estando en fase de prueba,sin embargo,su ultima prueba ha llegado y es acompañar a Ben Urich a la torre de los Avengers.

**Torre de los Vengadores...**

Steve Rogers,Janet Van Dyne y Hank Pym están cargando sus respectivos equipajes,Tony llega y les dice que mas tarde continuaran con su mudanza a la mansión,pues J.A.R.V.I.S le acaba de avisar que Ben Urich y su fotógrafo han llegado,la puerta del ascensor se abre y Peter queda totalmente sorprendido al ver a los héroes mas poderosos del planeta reunidos en un solo espacio,sin embargo,su emoción se va cuando la entrevista comienza,para alivio de Peter el puede tomar fotos después de la entrevista,pero una alarma suena,y Tony les dice que mas tarde continuaran la entrevista.

**Central Park...**

Spiderman llega a la escena y se sorprende al ver un enorme cráter,en el cual están Captain America,Ant-Man y Wasp inconscientes en el suelo,mientras Ironman esta siendo ahorcado y electrocutado por el látigo de Whiplash,atrás de este esta un carro y Spiderman usa sus redes para jalarlo y aplastar a Whiplash,pero ella lo esquiva y suelta a Ironman,quien aprovecha la oportunidad para acercarse a Spiderman,Whiplash por otro lado usa un disco volador para huir,pero Ironman y Spiderman la siguen.

Durante la persecución Whiplash aprovecha sus látigos Whiplash logra tenderle un trampa a Ironman,amenazando con electrocutarlo hasta la muerte si Spiderman no la deja huir,en lugar de eso Spiderman se acerca a un semáforo y junta su tecnología con la de sus lanzaredes para crear un pequeño detonar a modo de granada PEM,desactivando así los látigos de Whiplash y su disco volador,haciendo que caigan al suelo;la armadura de Ironman no es afectada debido a su protección contra pulsos electromagnéticos,por lo que aprovecha la energía que le queda para disparar una pequeña granada con gas cloroformo,haciendo que Whiplash quede inconsciente,Ironman le da las gracias a Spiderman,este le pide ser miembro de los Avengers y Ironman le dice que se vale soñar :v

## Curiosidades

* Entre este numero y anterior,Spiderman cambio de traje y apodo,pasando de llamarse "The Spider" a Spiderman,ademas que consiguió su característico empleo en el Daily Bugle.

* Los Avengers aun no se han mudado a la mansión.
* Todos los miembros de los Avengers en aparecer son miembros fundadores clásicos,a excepción de Captain America,

## Personajes

### Personajes principales

* Peter Parker/Spiderman.
* Tony Stark/Ironman.

### Personajes Secundarios

* Steve Rogers/Captain America.
* Hank Pym/Ant-Man/Giant-Man.
* Janet Van Dyne/Wasp.
* Ben Urich.
* Jame Jonah Jamesone.
* J.A.R.V.I.S.
Loss of Control

Loss of Control Mission.

A logistics company cheaped out on security for one of their platform. Naturally, all personal fled when mutants attacked. The thing's out of control and still moving. We were asked to insert a squad, kill all mutants, and restore control of the platform.

You can easily get the Container, just kill the two red Spikewinged first - you can lure those with your Scout. When you arrive to middle, 3 blue spikewinged will be spawned to the starting point, so you shall advanced will all the mercaneries to the container's line to avoid the ambush. You will encounter another 2 red ones onward and 2 more in the end, before you reach the control.

Enemies:

* Spikewings.
The Monster

The Monster Mission.

A large mutant pack led by a puppeteer is roaming free in the city. The army doesn't have enough manpower to destroy the threat, so the citizens turned to us for help. You'll have to eliminate the mutants to get to their puppeteer leader.

You'll have to hold on fir 3 turns, then clear all aliens - including the Puppeteer, who will be at the bottom middle of the map (but will come towards your position anyways). The bad part of killing the Chupacabras on sight is, there'll be some more near to you upon killing them. And this will continue onward.. kill one, then another will be spawned. Luckily, the next Chupacabras will spawn a bit away from you.

The Container will be on the map top-right's middle (default view), opening will spawn 2xChupacabras.

I suggest move all your mercaneries above the Container (leave no AP for first round), dig in yourself below the bus, next to the car. Next round open the Container to spawn that two Cupacabras and kill these 4xChupacabras with your Snipers in next round.

Enemies:

* Chupacabra.
* Puppeteer.
Science Bay

X-Mercs Science Bay Screen.

This is the place to start a Research or to Conduct Experiment on a living alien you could stun. Easy alien enemies can give you Credits and some stuffs, but heavy enemies will give you better resources. Some quests require you to stun certain enemies.

You need a research and/or a containment cell Building to use this feature.
Recon

Recon Mission.

*"Your task is to scout the area. Eliminate all threats you encounter."*

Soon as you move a bit, a pair of Cloudberries will welcome you on the map, a bit bottom of your position. There'll be a pair of Raptors to the left, you can dig in yourself for this round. Once you are done, advance slowly with your Scout to spot a pair of Spikewings. Move your Squad and reveal a Raptor - weird enough, but it was a solo Raptor at top left. To kill this lonelines, you'll meet with a pair, as you advance further.

Enemies:

* Cloudberry.
* Raptor.
* Spikewing.
Shadow Market

The Shadow Market Building.

A place to gather Credits. While higher building level seems to give more Credits, that is not true. However, if you can't afford yourself more time, go for the long market deals - otherwise, deals with shorter time gives more cash within the same time amount (e.g. 1xhour deal gives 400 Credits, while 6x10 minutes means 600 Credits).

At the current max L21 you can only have 3 Shadow Markets.
Solar Eclipse

Solar Eclipse Missions.

*"Contact with a research center located deep in the desert has been lost. We estimate the probability of equipment failure as very low. Investigate the facility to find out what happened."*

Advanced slowly, as a Shade is just awaiting for your arrival between the blue containers.

The Container will be opposite side, above the glowing lamps, but first you have to go there without harm. This won't be easy, as the yellow squares will hide an alive Juggernaut and you can't sneak away.

Once you are done with the Juggernaut, you shall aim the Container, but advance slowly, as you'll spawn a Shade behind the Container with your steps.

If you step on the yellow squares, you'll spawn a Shade a bit behind (it'll head towards the blue containers) and another to the fork-lift trailer. Three Chupacabras may also smell out you got a party and will come with their party ticket from your starting position. Either their death or the chat with the survivor will spawn 3 more of them to the extraction zone.

Enemies:

* Chupacabra.
* Juggernaut.
* Shade.
Scout

The Scout Class.

Scouts got medium armors and middle range and damage weapons. They are used to reveal hidden areas and Aliens, lure enemy to your squad. These are your fastest units, who are capable to run across the screen in a turn.

Once you level them up, you can get different support boost skills which might boost your squad as well. Once they got enough Agility, they can often avoid sentry damage - which is usually true for the very first shots, a second hit may do damage.

They max receive additional AP if they could spot an alien once they've finished their movement.

Hence Scouts damage is rather low, you shall use them to do last shots, throw grenades, help other mercs etc.

See Squad screen for more related infos.

Improves Scouts:

* Storm Trooper Scout.
* Supporting Fighter Scout.
Spikewing

The Spikewing Aliens.

When you encounter them, you'll realize how annoying they are. It is really hard to avoid their hits, hence they are long range aliens. You can either try a suggestion from Tactics or advance with all your units at once and use Grenade. They can do high damage, so try to get healing equipments before these quest types.

You mas also should know Spikewings got a Revive skill and sometimes they are using this to bring back dead aliens to the battlefield.

Types:

* Blue: 1250 HP.
* Red: 1575-1675 HP.
* Smallest: 450 HP.
* Yellow&Black (leader): 3750 HP.
Arachnophobia

Arachnophobia Mission.

Scientists have put together a radio beacon that significantly reduces aggressiveness of all wildlife in the victinity of the device. The area where the beacon is to be tested is not safe, so the scientists are willing to pay generously for our services.

You'll be welcomed by two Aracnids right at start and there'll be two more near the Container, which is just a bit ahead bottom right. The Container will pop up 3x small Arachnids in the middle (between the starting spot and the Container). Just when you think you are done, the next turn will spawn another 3xArachnids there.

When you advance forward, you'll meet with four Spikewings.

Once you activate the device, you'll see 5xblue Arachnids some squares away, so you shall activate it with full APs.

Enemies:

* Arachnid.
* Spikewing.
Lasso

Lasso Mission.

*"The aliens have attacked a grav-platform belonging to a large logistics company. The crew and personnel are gone without a trace. The platform itself, though, is intact and moving along the planned route. Our clients belive it's a trap. They asked us to investigate."*

You'll find the Container in the small area on your right (default view). If you open it, you'll spawn a Shade there.

There're are two more Shades all-in-all on this platform, so you just gotta lure them with a Scout and avoid their deadly shoots.

At first, lure the first Shade, or stick together with your Squad at the very far point with visiblity and jump in-out from cover with your Scout.

You shall strafe to the bottom middle with your Snipers and maybe with your Heavy, too. Then order your Scout to reveal the Shadow.

Rewards: 2381 Credits (up to Container), 150 self XP, 1600 Squad XP.

Enemies:

* Shade.
Quests

X-Mercs **Quests**.

As you might have realized already, doing quests can result great expercience points, Credits and other stuffs. On the World Map you can see the actual difficulity level, the requirements, suggestions and can buy some infos for that.

Quest types:

* **Main quests**: Got some yellow and brown colors above other quests. You shall finish these to go onward in the main story line. You shouldn't rush if you feel like those are impossible at the moment: Do other quests, increase percents on maps, try to get better gears for your mercaneries etc.
* **Ordinary quests**: These got green colors and they are usually not mandatory to be finished to move onward in the story line. Can give you nice rewards and some look like built-in mini stories. Anyways, sooner or later you'll have to deal with these if you want to move onward in a country's percent (you can't do other missions there meanwhile).
* **Timed quests**: You got some minutes or hours to complete a certain task. It can either be manufacturing items, doing expeditions, run a map quest, killing Aliens etc. This usually gives you Credits and some XP - manufacturing without resources usually not worthy, so you shall think about those missions. A clock is shown next to this quest type.
Underground Parking

Underground Parking Mission.

The megacity is engulfed in vicious firefights. A group of civilians have taken shelter in a shopping center. They barricaded the exits but the enemy found a way inside through the underground garage. Our mission is to hold off the assailants until the civilians are evacuated.

Get your seatbelts ready, dig in yourself. The mutants will arrive from the bottom path, only. You'll have to hold on for 5 turns.

Likely enemies per order, if you are not moving away a lot:

1. Arachnid, 2xRaptor.
2. 2xRaptor, 2xArachnid.
3. 2xRaptor, 3xred Arachnid, 1xpurple Arachnid.
4. Raptor and purple Arachnid.
5. None.

Enemies:

* Arachnid.
* Raptor.
Missile Silo

The Missile Silo Building.

Not a big wonder, stores your warheads. The higher the level, the more Missles you can store here. Higher level is usually a good idea, once you think small UFOs are not enough for you.

If you want to catch a Destroyer UFO, you shall either have more buildings with 4 missles or have an L3 building - costs a lot, but takes less space.
Big City's Shadow

Big City's Shadow Mission.

Aliens have captured the top floor of a local skyscraper. According to our intel, they have instaleld some unidentified equipment there. The city council is in dismay: they fear that the equipment might be a part of an alien WMD. Our mission is to neutralize all enemy forces and destroy the equpment.

There'll be some Shades on this map, so you shall advance really slowly. The first one is just a corner away, so only send your Scout ahead - then you can lure back to your Snipers to kill it.

There'll be another one just a corner away. Take attention: The room next to your starting position - which was closed when you start - will be opened and some Reptoid Sergeants will arrive. As the Shade on sight will hide behind a window at another corridor, you shall kill the Sergeants first.

Once you are done - killed both the Sergeants and the Shade -, you shall get the Container which will spawn one more Shade on the other side of the wall.

A 4th Shade will await you at the long room - near the Alien object, so you shall still use your Scout.

You shouldn't touch the object just yet, as once you move near to it will spawn 3xReptoid Sergeants asap (plus maybe some more on the other side of the wall and some simple Reptoids).

Enemies:

* Reptoid.
* Reptoid Sergeant.
* Shade.
Walker

The Walker Aliens.

They are both long and short range aliens who can do high damage. Always use cover against them to avoid direct damage. Most of the times you can lure them towards your ambush team, so they shouldn't mean a big threat to you.

They got some weird skills which may suprise you. Some of them can walk through smaller objects - not full covers -, can convince your merc to walk towards them and they can do big damage to mercaneries without cover. Unforunetly, Walkers can have high damage, so even your Heavy can cry out loudly.

You are able to stun them.

Types:

* 1000 HP.
* 1500 HP (these may move through objects and other aliens).

Tip: Walkers usually lose your trace if you will hide behind a wall (full cover).

How to find them:

* Some Missions will clearly tell you you have to kill or stun them.
* Sometimes you have to help Union forces where the mission says there are survivors (Rescuing the Rescuers).
* There are some missions when you will have to hold on until the reinforcement arrives.
* ...
Distress Call

Distress Call Mission.

We have received a distress call originating form a deserted area. According to our intel, there shouldn't be any humans in the area, but we are bound by law to investigate.

The Container will be at that top right corner, so you shall go for that first. Be careful, it will spawn 3xWalkers backwards, before your cover.

After the crossing small road you'll reveal another three Walkers.

To the left of the beacon, you'll face the same issue. Also, once you get too close to the beacon, you'll spawn two more weaker Walkers behind you.

Enemies:

* Walker.
Scout Drone

The Scrout Drone Aliens.

These got shields and an average hp and sometimes they are difficult to kill without enough action points. While in normal cases you can handle some of these, many times you'll be ambushed after killing a certain enemy (e.g. when you need to blow up an UFO), thus you might be screwed. An Emp Grenade usually solves the problem and don't forget your Snipers can use Sidearm Weapons (aka. Pistols).

When you are certain you'll meet with these enemy times, always spread your units so their Teleport ability won't suprise you too much.

Stats:

* Shield: 750.
* HP: 500.
Incubus

The Incubus (aka. Incubi) Aliens.

While they won't be a high threat, they are rather annoying. They'll hide behind covers on sight so you can't use your usual lure tactic, hence they'll stay there. The good part of this hide&seek game, you can know where to throw your Grenades. Otherwise position Snipers where you think they can aim them later and send out your Scout - the Agility skill can save your Scout, so you can retry it several times.

You can meet with these aliens both on smaller UFOs and at several Missions (~Aliens have attacked a building or you have to discover who are the assasins etc.).

They got a special psychonic skill they may use on your mercanery to lower the Accuracy.
Levels

X-Mercs Levels.

In this game you level up both your Squad members and yourself, the Commander. Each of them gives you certain benefits, so just check these out below:

Leveling Squad:

Leveling your squad will give them Skill Points what you can use to get certain abilities.

Leveling yourself:

L20: ... can build another Research building.

L21: 20k Credits, 100xNanites, Ander and Shambala City available.
Base

X-Mercs base.

Your base got some default Buildings in the beginning, but later on, you have to buy parcels (aka. "Clear Land", quantity is up to level and credits) to build new buildings.

Every building got a certain cost and takes time to build. You can build faster by using your credits. Some buildings may require higher level, very rare alloys etc.

You can move and turn your buildings.
Intercept

Intercept Mission.

A large alien squad has attacked the city. The bulk of their force is comprised of reptoids. That's all we know for now and we don't have time to assess the situation more thoroughly. Each minute of hesitation costs civilian lives. We must act immediately.

Reptoid ahead (you may spot an Imp pair as well).

The Container will be on the left bottom. Getting closer to it will spawn 2xReptoids to the middle (activation point is somewhere between the purple car's and fountain's bottom). Standing a square away from the Container will spawn 3xImps just three squares away from the Container and there are also two Imps at the bottom of that left screen (unless you've killed them earlier).

Once you got the survivor and you are moving him towards the yellow squares, a pair of Reptoids will be spawned to the middle of the street and 1-1 Imps to their left and right side - just before the yellow squares.

Enemies:

* Imp.
* Reptoid.
Reptoid Activity

Reptoid Activity Mission.

Reptoids have been spotted in one of the city's districts. We don't have any intel on the enemy force, but we have to move right now to prevent civilian casualties.

If you move ahead, you'll spot a pair of Reptoids around the red car. Not fair from them, you'll reveal a pair of Reptoids Sergeants, too.

Behind the park, on the street's middle, there'll be two Sergeants.

Veronica will tell you, it seems the district have been neutralized.

Well... Maybe, just not yet. Avoid the yellow squares and to to the bottom corner for the Container. Only open it will full AP, as it will spawn 2xSergeants to the corner's bottom.

Go back without touching the yellow squares and either kill or stun them.

Position your Squad to the bottom of the map - below the park and maybe a little towards middle. Once you step on the yellow square, you'll spawn 2xReptoids and 2xSergeants ahead (behind the squares, above Container's position), 2xReptoids to the left (below bus) and a solo Sergeant to the park's center.

You may kill or stun them or hold on for 2 more turns. Later there might be another Sergeant pairs above the Container's position.

Rewards: 1080 Credits, 90 self XP, 2525 Squad XP.

Enemies:

* Reptoid.
* Reptoid Sergeant.
Wall of Fire

Wall of Fire Mission.

*"Wild beats have stormed into the city and captured an entire district. The only way to stop them from spreading around is to block their way by bringing down a couple of buildings. Plant charges in the marked areas."*

4xArachnids will wait for your entry a bit ahead.

When you get closer to the device, advance slowly, as a pair of Spikewings and another 4xArachnids are behind it.

Before you could reach the 2nd bomb, yet just 4 more Arachnids will smile upon you.

You are still not finished, yet. You may spot some Spikewings a bit behind and 2-3xArachnids will be spawned near the red containers behind you.

Activate the bomb and extract your Squad.

Rewards: 990 Credits, 55 self XP, 550 Squad XP.

Enemies:

* Arachnid.
* Spikewing.
By All Means Necessery

By All Means Necessery Mission.

Jericho mercs have captured a load of toxin waste, a byproduct of advinite refining, and are planning on using it to create a dirty bomb. We don't know who's behind this plan, but we must stop them no matter the cost.

You'll spot a Scout at the first light yellow cover, then another a bit behind. They also got a Sniper friend next to the next car.

At the crossing road you'll find a pair of Heavies and Scouts. The Container will be a few steps ahead, but you may spot the two guarding Scouts at the bomb meanwhile. The Container is also guarded by a pair, who are just some steps behind.

Enemies:

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

This Quest stands from ... sub-quests. After you are done with the Live Goods quests, you can get it from Marcus. You'll do some gladiator battles against Aliens.

* **Part 1**: Do some fights with Arachnids, Raptors and Spikewings. When you are done, you'll still have to fight against Jerico mercaneries! I suggest taking heave Grenades with you and move to a corner.
* **Part 2**: Fight against former Union and Alliance soldiers. You shall retreat back to the left for the very first rounds, then push one side with your Scout. There'll be some ambush events, so try to leave some action points before you kill everyone on sight. Will take a while, but at least you can collect some Items (I could collect Emp Grenade, 15xAccuracy Modules and 2xAntidotes).
* **Part 3**: You will have to fight some Exodus fanatics along with same Chupacabras. They'll can come from all directions once you clear a squad of theirs. Chupacabras can ambush you from below the ground.
* **Part 4**: Starts alike Part 1, simple Aliens, then you can meet with some human drones (both MK I and II). Fortunetly, there are more MK I than the flying MK II. Once you are done - i suggest using Emp Grenades -, you'll meet with an Overseer and its minions (every corner will have a minion with higher hp than the average kinds).

Finishing these Quests will lead you to another: Big Trouble in Maga.
Against the Clock

Against the Clock Mission.

A shuttle transporting valuable cargo crashed in the desert. Containers were scattered all across the area. We must dispatch a squad ASAP. Retrieve the cargo and the pilots before the mutants get to them.

You got 9 turns to retrieve the cargo and there are no enemies meanwhile. The Container will be at bottom mid, send a scout there. You'll have to gather the 3 cargo boxes meanwhile the turns.

Enemies:

* None.
Price of Life

Price of Life Mission.

*"An assassination attempt is being prepared on an influential businessman who supports the High Council. The target believes that aliens may be behind it, so he asked for our help."*

There'll be an Imp ahead behind the 2nd column and another one at the corner.

The corridor before the extraction zone will reveal a Reptoid. If you move ahead toward this Reptoid (i guess activation point is around the flower), you'll spawn in 2xImps and Reptoid to the corner where you've been.

The small room contains 2xImps, the 2nd room 2xReptoids.

Enemies:

* Imp.
* Reptoid.
PvP

PvP battles.

The higher rank - which is not your level - you could reach, the better Armors & Weapons you can get. The rules are simple: Kill the enemy mercaneries. Usually you are starting your fight at the enemies corner and they are awaiting at the opposite corner (or alike, we can call it corner for easy explanation). You can either rush towards the enemy or walk within safety ranges. The fight is over if either parties' Squad is annihilated or when the timer stops (counter on the screen).

**Which enemy to choose?**

You shall only challange enemies which got the same rank or if they are ranked below you - hence the likely better equipments, they can overpower you. You shall also check out what rewards you can get from that fight, e.g. some battles can give you more Morbidium than others.

**What are the basic tips?**

Here are some general tips:

* On higher level you shall always bring some Anti-Shock grenades with you and spread your units to avoid massive stuns from Stun Grenades.
* From the above you could figure out you shall have some Stimpacks to restore AP.
* You can usually run towards the enemy at the first round - thus, you can save a little time.
* The enemy may become hidden: You got a chance with a Grenade to unhide these.
* Using drones: If you got a free Drone to use, this is a good battle type for that. If you can spare some drone hp, you can re-use it later.
* Bring some Reanimators with you: It is usually better, a lot cheaper, to have your mercaneries alive. Once you used this tool on a squad member, she/he can shoot asap.
* Have some extra shields and medkits for the fight.
* Tactical retreat can have its benefits: If you are a bit weak, then fall back and leave your units on Sentry mode.
Walkers in Town

Walkers in Town Mission.

Defensive perimeter of a Union megacity has been destroyed by mutants. Walkers used this opportunity to breach the city and surrounded the local hospital. Remaining personnel and patients have fled to the roof. You must protect the civilians until the Union extraction team arrives.

Well, time to kill some Walkers. You shall send your Squad towards the yellow squares, except your Scout - if it can activate boosts for the mates. Once you are done, move inside next turn, then fall back to the corner with all your mercaneries leaving an AP for sentry mode or none. You can dig in yourself into the corner until the end or hide behind any kind of covers, hence Walkers can't aim you there.

You'll have to hold on for 5 turns, not including first activation turn.

Enemies:

* Walker.
One-Way Ticket

One-Way Ticket Missions.

*"Aliens attacked a high-speed train. Most of the passangers were killed, the rest were chased to the roof at the back of the train and will most likely be abducted. We can't let that happen"*

You move some steps and a Reptoid and two Imps will be spawned behind the first cover with fans.

There will be a Reptoid at the next wagon's beginning and if you kill it, you'll spawn two Imps to your starting position. After this, the next turn will spawn the very same Repotid-Imps set to alike positions you've started with.

If you can finally advance a bit further, you'll spot another Reptoid at the 2nd wagon. Bit behind its spot, you can spot the Container. Not far from the Container you'll reveal a pair of Reptoids and a Scout Drone.

If you open the Container, you'll spawn 2xReptoids between the 1st and 2nd wagons.

The 3rd wagon starts with another 2xImps and a Reptoid.

Rewards: 900 Credits, 50 XP, 950 Squad XP.

Enemies:

* Imp.
* Reptoid.
* Scout Drone.
Manufacturing

The Manufacturing Screen.

You can manufacture different items here, or at the Security Headquarters Building's Order Terminal (much like this screen) and/or PvP-Ammunition (same as Shop/Warehouse) screens.

The item types you can manufacture:

* Items.
* Armor.
* PvP Armor.
* Gadgets.
* Weapons.
* PvP Weapons.
* Modules.

You can manufacture as much items as much Armories you got - level doesn't matter. You can see a free slot for each of your Armory at top middle of the screen. If you want to hire Engineers, use the bottom right button (costs 1350 Credits). Engineers max number is up to Armories numbers and levels.

Sometimes you lack the Resources for a certain item, but the game can provide you some tips where to find it (spyglass icon) or can offer you a deal. If you got everything to manufacture, you can see the Manufacture button.
Warehouse

The Warehouse Building.

The amount and level of your Warehouse buildings will specify your max. storage capacity. Per every new level you'll add +5 storage space to your capacity.

Levels: ... ->Average -> Large -> Huge.

1. L1: 900 Credits, 15xPower.
2. L2: ..
3. L3: ..
4. L4: 24h, 12k Credits, 8xPower, 12xPolysteel, 5xAlien Polymers.
5. L5: 48h, 45k Credits, 8xPower, 15xAlien Alloys, 15xDurable Polymers.
Chasing the Pack

Chasing the Pack Missions.

There are reports of a huge pack of arachnids terrorizing the advinite miners. They're constantly on the move, making it hard to pinpoint their location. There's a hefty reward waiting for someone who will be able to track the beasts down.

There'll be two little Spikewings ahead at the bottom of the map, the Container is just below them. When you get close to the Container, another pair will be visible around the yellow sqares. I suggest moving your Squad a little, as opening the Container will result in a pair of Spikewings around the starting position (easy ones, but you may prefer to have range anyways).

You may think Arachnids will spawn upon reaching the yellow area, but in fact, low HP Cloudberries will appear: 2 around the yellow area, 2 more around the Container's spot. If you move back your mercanery towards the starting point, another Cloudberry pair will join the fun between the two pairs.

Spawning will continue onward for 5 turns, you shall dig in yourself behind covers near the starting spot.

Enemies:

* Cloudberry.
* Spikewing.
Conference

Conference Mission.

A science conference was cut short by alien attack. The research institue that hosted the event doesn't trust the army, so they turned to us for help. We must clear the conference hall of all hostile forces.

There'll be a pair of Drone Hunters in the end of the corridor, so you shall use a strategy against them.

Inside the big room Incubuses are hiding all around, usually in pairs, but the main desk's cover holds three of them at once. Doesn't really matter which way you go, i prefered clearing that 3, then went around with my Squad.

Enemies:

* Drone Hunter.
* Incubus.
Burning Skies

Burning Skies Mission.

Aliens are using a skyscraper as an LZ for their troops. We must place explosive charges on that rooftop to destroy the makeshift space port.

There'll be a Shade behind that detonator, so be cautios.

Activating the sequence will spawn 4xReptoids to the bottom, 2xReptoid Sergeants to the top of the middle territory.

Next to the extraction zone you'll spot another Shade and top of the zone - in the corner -, you'll reveal 2xSergeants, too.

Enemies:

* Reptoid.
* Reptoid Sergeant.
* Shade.
Vanguard

Vanguard Mission.

*"A huge pack of mutants is bearing down on the city. Someone has to hold off the beasts while the army and the milita are preparing the city's defenses. An abandoned highway in the jungle is a perfect spot for an ambush."*

You'll have to survive the attacks for 5 turns. It is suggested to retreat slowly, but you'll spot a small Arachnid within 5 steps. Fortunetly, these are the easiest mutants, so i guess you can handle them without any difficulities.

1st turn: Arachnid, Raptor.

2nd: Spikewing.

3rd: 3xArachnids, Raptor, Spikewing.

4th: 3xArachnid, Raptor, 2xSpikewings.

Last: Arachnid, 3xRaptors.

Stayed there to see if there are more enemies:

Last+1: Arachnid, Raptor

As there were no more enemies at top, i've began to fall back to the extraction zone. After several steps i've spawned 4xArachnids.

Rewards: 650 Credits, 20 self XP, 475 Squad XP.

Enemies:

* Raptor.
* Arachnid.
* Spikewing.
Raze to the Ground

Raze to the Ground Mission.

*"Terrorists have a base of operations in the city ruins. Infiltrate their camp, plant explosive charges and free a hostage who is being held there."*

Straight far ahead, you can spot a Scout pair and you can also find a Sniper a bit behind them.

As you go towards the hostage, you'll spot a Heavy (in the dark area). Get closer and you'll spot a Scout.

The other passage also got a Scout.

The bomb is guarded by a Heavy on its left and Sniper on its right (4 steps away towards your direction).

Get the prisoner and walk backwards. Half way you'll spawn 2xScouts.

A Sniper will be waiting for you, left to the yellow area.

Rewards: 650 Credits, 20 XP,  375 Squad XP.

Enemies:

* Terrorist Heavy.
* Terrorist Scout (325 HP).
* Terrorist Sniper.
Illegal Diggers

Illegal Diggers Mission.

*"A group of diggers that operate without proper authorization have contacted us. They stumbled upon an archive that mentions a military convoy leaving some cargo in the jungle for which they never came back. The diggers are offering us a share of the loot."*

2x2Raptor pairs a bit ahead. Kill them and you'll spot another pair some steps away from the corner. Behind them, you'll spot a pair of Spikewings as well.

You'll find the Container at that 2nd corner.

The cargo will be guarded by 5xCloudberries and a pair of Spikewings - note that meanwhile three Raptors will ambush you from behind.

Enemies:

* Cloudberry.
* Raptor.
* Spikewing.
Pulse Weapons

One of the best end game Weapons, but you may consider working a bit more to get Reaper Weapons. Once you reach this research you'll realize that most of the resources will get to you, sooner or later but in a couple of days, but you will lack the 54 Scientists. My suggestions:

1. You have to upgrade your Commander Center Building to L5. At least gives a bit more Credits meanwhile.
2. Upgrade/Build more power supply Buildings.
3. Start upgrading your Science Bay buildings (you can only advance from L4->L5 if you already got an L5 CC building).

**Requirements**:

* 12h time.
* 23000 Credits.
* 15xAllien Alloys.
* 15xAlien Polymers.
* 10xAlien Power Cells.
* 12xAlien Weapon Parts.
* 54xScientists.

**Gives access to**:

* Pulse Gun.
* Pulse Pistol.
* Pulse Rifle.
* Pulse Sniper Rifle.
Last Human

Last Human Mission.

There has been an increase in the number of people who go missing in this area. Our scanners show that an alien bunker is located there. We must investigate the possible connection between the bunker and those disappearances.

This map is something like medium UFOs' map, however, it is enought to check out the Mission targets. A Scout Drone will welcome you as soon as you step out from the entrance, while the next corridors will hide a pair of Imps.

Stepping through the door will do nothing, but the bomb will teleport in a pair of Reptoids. So, before you do that, you shall move in your Squad into that room. Also, be very careful, as moving the prisoner backwards will spawn 4xImps along the path!

Enemies:

* Imp.
* Reptoid.
* Scout Drone.
Migration

Migration Mission.

*"Scientists use remote sensors to study spikewing migration. We must collect data on migration routes and times of control groups."*

First sensor's spot will be full of Walkers, so you shall lure them towards your Squad. When you are done and move towards the 2nd sensor, you can meet with some Spikewings. Important: Before activating the 2nd sensor, advance ahead with all your mercaneries, becuase many spikewings will be spawned behind you! You'll have to hold on for 3-5 turns (maybe this is up to your Squad levels).

You may find the Container in the end, but there are 2 Arachnids and 2 Spikewings as well; plus it is actually surrounded with objects, so you'll have to use a Grenade. But don't worry too much, those are the easiest Alien types over there and you might just got a Grenade, don't you?

The end of the high way may contain a pair of stronger Spikewings (1200 HP).

Rewards: 1200 Credits, 100 XP, 1775 Squad XP (Squad XP is up to your kills).

Enemies:

* Arachnid.
* Spikewing.
* Walker.
Skills

X-Mercs Skills.

For Cyborg skills your mercaneries have to die, so you can use Cyber-Modules to make them cyborgs. Far as i know 10xCyber-Modules needed to max the skills out. Unfortunetly, revive will also require modules, so try to stay alive later - otherwise your merc can lose a skill with simple revive.

Basic Cyborg skills - you can choose these for either types:

Info from official forum:

"As you know, a soldier killed in action is put into the Cryo-Chamber and can be revived with a Cyber-Module. They are then turned into Cyborgs, who are stronger than common soldiers are and have their own unique abilities. To further develop Cyborg Skills, you will need more Cyber-Modules, which you can get by completing quests and winning PvP battles or by purchasing the Modules at the shop on your base.

After reviving your soldier in the Cryo-Chamber, the modified fighter will gain a new skill. The soldier will also get new skills the next tree times they are revived — each time requiring more Cyber-Modules than the previous.

Note that your Cyborg Soldiers must be revived with a Cyber-Module to keep their skills, otherwise, they will lose a skill after each revival until they become common soldiers again. Each revival of a level four Cyborg requires two Cyber-Modules."

The advanced classes are the following:

* Defender Heavy.
* Destroyer Heavy.
* Ranger Sniper.
* Sharpshooter Sniper.
* Storm Trooper Scout.
* Supporting Fighter Scout.
Surgical Strike

Surgical Strike Missions.

A large concentration of alien species was detected in the mountains. All attempts to bombard the area were inefficient: the creatures sense the danger and hide in the rocks before we can do any real damage. We'll have to coordinate the fire from ground. Your task is to place radio beacons in the lairs.

A Puppeteer will wait before the beacon. While you are about to kill it, 2-4xChupacabras will be spawned before it some squares away.

If you go trough the small passage, 2xChupacabras will be spawned before you and behind (near the device) you. Aka. your Squas shall be half way, too.

If you go out, opposite side of the 2nd device will show you a Puppeteer and a Chupacabra. The Puppeteer's death will spawn 3xChupacabras to its on sight spot.

The 2nd device is guarded by 2xChupacabras.

Before you are done, you shall get the Container, which is in the end of the road. Be careful, your merc will be surrounded with 3xChupacabras.

Container

Enemies:

* Chupacabra.
* Puppeteer.
Cloudberry

The Cloudberry Alien.

These will blow up upon contact, so try to kill them fast. You may see that at some quests they'll reborn with lower health: Keep killing them. The game authors wrote on their page there might be a chain reaction from a grenade usage, so it is suggested against them. Tip from real life: *Use Heavy's Explosive damage skill on them, that is usually 100% lethal on them.*

You usually spot them at the worst time - e.g. after opening a Container -, so try to keep a distance with the remaining squad members whenever you think you'll encounter a trap like this. They can run through quite a distance!

You shall know they'll reborn asap they are killed but with less HP. This means you have to defeat them at least two times (unless you could use the above tip)!

Types:

* 500 HP.
* 300 HP.
* 150 HP.
* 100 HP.

Stun: resists.

Where to find them:

* Basicly, you can find them on any random missions, but there are some exact ones.
* Greed: When you have to install a device and there are no enemies on map.. until you install the device.
* You have to save someone's daughter who is just two blocks away.
Art of Survival

Art of Survival Mission.

Spikewings, denizens of the desert, easily endure the scorching sun, a lack of moisture and high levels of radiation. A combination like that couldn't fail to interest scientists. We've been offered a hefty sum for shooting down a couple of those species.

The Container is not far at the bottom left of the map, but it will spawn Arachnids, and there are some Spikewings not far away as well. Once you kill those Spikewings, a pair of Spikewings will be spawned to the bottom left of the map. You got easier job with the Arachnids after this little dirty job.

You will encounter three more Spikewings, one of them got high HP. Try not to use up all Scout APs, as Spikewings can shoot from far.

Enemies:

* Arachnid.
* Spikewing.
Stun Gun

The Stun Gun Item.

Stun Gun is an item what you can use for 1AP when you are standing next to an "organic" Alien. Note, that this will not work on Alien machines (such as Drones) and you'll get better Stun chances when the alien got very low hp - which usually means red text and like 1-300hp.

Tip: When you want to stun a difficult enemy, you shall use a Stun Grenade first to avoid heavy damage!

Stun Gun can be upgraded through Research (Alien Capture) to stun the heavier Aliens.

Manufacture time: 10 minutes or 6 Nanites.

Requirements:

* 1xRare Earth Elements.
* 1xDurable Polymers.