Difference between revisions of "Biochemistry"
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==See Also== | ==See Also== | ||
* [[Apocalypse]] | * [[Apocalypse]] | ||
− | * [[ | + | * [[Alien Life Forms (Apocalypse)|Alien Life Forms]] |
* [[Toxigun]] | * [[Toxigun]] | ||
* [[The Real Alien Threat]] | * [[The Real Alien Threat]] |
Revision as of 19:28, 13 November 2009
Biochemistry is the study of bio (life) and chem (the interactions of matter and energy). So this is the study of living organisms, pretty much, and their intended functions. I think. Anyway, this category can study a few items. Some are pretty neat, most are hit-you-over-the-head-why-did-I-have-to-do-this kind of thing. Toxins and weapons are cool, but I don't like to use them unless they have infinite ammo, which usually falls under the category of Quantum Physics.
(Note that aliens must each be researched twice, once each for their living and dead states).
Topic | Research Cost | Required Bio-lab | Type | Direct Prerequisites | Research Directly Requiring |
---|---|---|---|---|---|
Anthropod | 10,000/15,000 | Standard | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat |
Brainsucker | 7,000/12,000 | Standard | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat |
Multiworm | 90,000/15,000 | Standard | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat; The Alien Genetic Structure; The Alien Life Cycle |
Multiworm Egg | 80,000/12,000 | Standard | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat; The Alien Genetic Structure |
Hyperworm | 70,000/15,000 | Standard | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat; The Alien Genetic Structure; The Alien Life Cycle |
Chrysalis | 10,000/15,000 | Standard | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat; The Alien Life Cycle |
Skeletoid | 12,000/18,000 | Standard | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat |
Micronoid Aggregate | 20,000/26,000 | Standard | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat |
Popper | 6,000/9,000 | Standard | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat |
Spitter | 8,000/12,000 | Standard | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat |
Megaspawn | 16,000/22,000 | Advanced | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat |
Psimorph | 10,000/15,000 | Advanced | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; The Real Alien Threat |
Queenspawn | 26,000/32,000 | Advanced | Autopsy/Creature | Recovered Corpse/Creature | Advanced Biochemistry Lab; Alien Gas |
Overspawn | 20,000 | Advanced | Autopsy | Recovered Corpse | The Real Alien Threat |
The Alien Genetic Structure | 30,000 | Advanced | Concept | Multiworm Egg Autopsy; Multiworm Autopsy; Hyperworm Autopsy | Biological Warfare |
The Alien Life Cycle | 35,000 | Standard | Concept | Multiworm; Multiworm Autopsy; Hyperworm; Hyperworm Autopsy; Chrysalis; Chrysalis Autopsy | Toxin Type B |
The Real Alien Threat | 45,000 | Standard | Concept | All aliens and autopsies except for Quenspawn and Queenspawn Autopsy | Toxin Type C |
Biological Warfare | 26,000 | Advanced | Agent Equipment | The Alien Genetic Structure | Toxin Type B |
Toxin B | 15,000 | Advanced | Agent Equipment | The Alien Life Cycle; Biological Warfare | Toxin Type C |
Toxin C | 15,000 | Advanced | Agent Equipment | The Real Alien Threat; Toxin Type B | Alien Gas |
Alien Gas | 28,000 | Advanced | Agent Equipment | Queenspawn; Queenspawn Autopsy; Toxin Type C | None |
Brainsucker Launcher | 8,000 | Standard | Agent Equipment | Recovered Equipment | None |
Brainsucker Pod | 6,000 | Standard | Agent Equipment | Recovered Equipment | None |
Entropy Launcher | 8,000 | Standard | Agent Equipment | Recovered Equipment | None |
Entropy Pod | 5,000 | Standard | Agent Equipment | Recovered Equipment | None |
Alien Building 1 | 25,000 | Standard | Mission Type | The Alien Dimension | None |
Alien Building 2 | 40,000 | Standard | Mission Type | Completed Sleeping Chamber Mission | None |
Alien Building 3 | 25,000 | Standard | Mission Type | Completed Food Chamber Mission | None |
Alien Building 4 | 25,000 | Standard | Mission Type | Completed Alien Farm Mission | None |
Alien Building 5 | 25,000 | Standard | Mission Type | Completed Maintenance Factory Mission | None |
Alien Building 6 | 35,000 | Standard | Mission Type | Completed Incubator Chamber Mission | None |
Alien Building 7 | 25,000 | Standard | Mission Type | Completed Control Chamber Mission | None |
Alien Building 8 | 25,000 | Standard | Mission Type | Completed Spawning Chamber Mission | None |
Alien Building 9 | 40,000 | Standard | Mission Type | Completed Organic Factory Mission | None |
Alien Building 10 | 35,000 | Standard | Mission Type | Completed Megapod Chamber Mission | None |
Bio-Transport Module | 35,000 | Standard | Vehicle Equipment | None | None |
Advanced Biochemistry Lab | 35,000 | Standard | Base Facility | Any Live Alien Or Autopsy Except for Overspawn Autopsy | None |
Suggested Research Path
Biochemistry research is extremely important in the early part of the game. After your Bio-Transport Module is researched and manufactured, you should be bringing bunches of live aliens back from missions. (You are using lots of Stun Grenades, right?) Your ultimate goal is Toxiguns and Toxin-B, which can kill most aliens in two or three shots, have a high rate of fire, and ignore shields.
Your research should ideally follow roughly this order:
- Multiworm (or Autopsy)
- Advanced Biochemistry Lab. Begin construction (ideally at your second base) as soon as research completes.
- Multiworm Autopsy (or Live)
- Hyperworm
- Hyperworm Autopsy
- Chrysalis
- Chrysalis Autopsy
- Multiworm Egg
- Multiworm Egg Autopsy
By this point your Advanced Lab should be complete, unless your biochemists are horrible. After the above are complete, research the following in order:
- The Alien Genetic Structure
- The Alien Life Cycle
- Biological Warfare (Upon completion, begin building Toxiguns, but NOT Toxin A clips)
- Toxin B
From here, you ideally capture and research an example of every alien in the game alive and dead. They can be researched in any order, at which point you may research The Real Alien Threat, prerequisite to Toxin C - which makes Toxiguns the best general-purpose weapon in the game if you have the resources to keep up with producing the clips.