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From now on it's mostly just chilling and enjoying research game until the Arbiter ship comes. It houses Ethereal Commander that's advances the plot. I use dogfightSpeed: 10 from options.cfg so dogfights play a little faster than options allow. Hitting 1-2-3 changes the speeds however to normal, though... 00:00 Start 04:10 Medium scout (mutons) 26:12 Magma cosmonauts 31:38 Reptoid assassination 52:26 Zombie Hives 1:20:54 Undersea city ========== Playlist • X-Com Files 3.9+ melee & throw only / vet Episode 28-29 and onwards I've modded out manor/embassy guards (contact tries to intercept you...) because they can't reach my transports anyway and only reach my nerves. SO. MANY. STUPID. POPUPS. ========== Main rules: 1) Ironman (duh); 2) Allow melee-ish attacks; 3) Allow throw-ish attacks (throwing knives, stars, axes etc.); 4) Allow smoke grenades; 5) Allow animals; 6) Allow heals; 7) Standard (Vet) difficulty. Basically a ninja run. I think pure melee run is also possible, but I'm trying to have SOME fun here, alright? Extra rules. Things that may fit the "ninja" theme, but are discarded: 1) Deny taser. 2) Deny all other grenades/explosives (!). 3) Deny mind panic / mind control (!!). 4) Deny psi weapons (flame glove, etc). 5) Deny HWPs. 6) Allow only "ninja" armors for agents: suit / kevlar / jumpsuit / synthsuit / aqua-plastic / assault / prowler / stormtrooper. Gotta slash, throw, bite and bark through entire invasion. ========== The early game plays kinda spicy, but also same as usual. Except a little more emphasis on dogs and clubs. And somewhat more wipeouts... Early research paths don't matter too much (as usual). I invoke something like (in no particular order): Grab 4 different cultists for intel center (+ scientists, unlock safehouses) Medicine to biolab (+ scientists) Protection & kevlar Dogs Logistics - Van - Heli Creature described - Promotion I - smoke Then: ...grab spider and shambler for hidden caves 4 safehouse mooks grant us military guy and promo II. Which is kinda useless now? storm & medicine grants bio-enhancement. Pretty useful. 4 outpost mooks grant us OSPREY, 16-man craft. At this point we can beat at least one HQ via bumrush. Promo 3. Syndie questline. Psionic alien, psi lab, spartans Spartanism is the best agent transformation in the game, especially for melee (+40 TUs), with infernalism being second best. Nuff said. Roughly 10 leader captures, alien commander Don't make mistake of researching alien narrative until you research some alien commander. UFO power source and improved lab. MIB commander (from strike ship or magma reactor attack) Arbiter (YOU ARE HERE). MIB base. Endgame. If we lose, we lose.