Difference between revisions of "Biochemistry"

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(The Alien Genetic Structure)
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* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]
 
* [[Alien Life Forms (Apocalypse)|Alien Life Forms]]
 
* [[Toxigun]]
 
* [[Toxigun]]
* [[The Real Alien Threat]]
+
* [[The Real Alien Threat (Apocalypse)|The Real Alien Threat]]
  
 
[[Category: Apocalypse]]
 
[[Category: Apocalypse]]

Revision as of 14:35, 2 August 2018

Description

Biochemistry is the study of all biological and chemical aspects regarding the Apocalypse. It will not only focus on the alien entities but also in their organic equipment and environment.

Ultimately, Biochemistry will provide X-COM with the answer to defeat the aliens but it will also require advances on Quantum Physics to be able to acomplish this goal.

No more than 10 biochemists are needed to handle all research topics and get the Toxigun as early as possible. It is recommended to get them working ASAP by building a second small lab, to take advantage of the huge number of topics available early game. After finishing the Advanced Lab both small labs can be safely dismantled, as the large lab will have more than enough spare time to handle all the remaining topics.

Projects

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 8,000/12,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab; The Real Alien Threat
Brainsucker 7,000/9,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab; The Real Alien Threat
Multiworm 9,000/15,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab; The Real Alien Threat; The Alien Genetic Structure; The Alien Life Cycle
Multiworm Egg 8,000/12,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab; The Real Alien Threat; The Alien Genetic Structure
Hyperworm 6,000/9,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab; The Real Alien Threat; The Alien Genetic Structure; The Alien Life Cycle
Chrysalis 8,000/12,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab; The Real Alien Threat; The Alien Life Cycle
Skeletoid 10,000/15,000 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 6,000/9,000 Standard Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab; The Real Alien Threat
Megaspawn 12,000/20,000 Advanced Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab; The Real Alien Threat
Psimorph 12,000/20,000 Advanced Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab; The Real Alien Threat
Queenspawn 15,000/25,000 Advanced Autopsy/Creature Recovered Corpse/Creature Advanced Biochemistry Lab; Alien Gas
Overspawn 20,000 Advanced Autopsy Recovered Corpse None
The Alien Genetic Structure 25,000 Standard Concept Multiworm Egg Autopsy; or Multiworm Autopsy; or Hyperworm Autopsy Biological Warfare
The Alien Life Cycle 30,000 Standard Concept Multiworm; Multiworm Autopsy; Hyperworm; Hyperworm Autopsy; Chrysalis; Chrysalis Autopsy Toxin Type B
The Real Alien Threat 35,000 Standard Concept All aliens and autopsies except for Queenspawn, Queenspawn Autopsy and Overspawn 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 9,000 Standard Agent Equipment Recovered Equipment None
Brainsucker Pod 6,000 Standard Agent Equipment Recovered Equipment None
Entropy Launcher 9,000 Standard Agent Equipment Recovered Equipment None
Entropy Pod 7,000 Standard Agent Equipment Recovered Equipment None
Alien Building 1 38,000 Standard Mission Type The Alien Dimension None
Alien Building 2 42,000 Standard Mission Type Completed Sleeping Chamber Mission None
Alien Building 3 32,000 Standard Mission Type Completed Food Chamber Mission None
Alien Building 4 46,000 Standard Mission Type Completed Alien Farm Mission None
Alien Building 5 30,000 Standard Mission Type Completed Maintenance Factory Mission None
Alien Building 6 44,000 Standard Mission Type Completed Incubator Chamber Mission None
Alien Building 7 34,000 Standard Mission Type Completed Control Chamber Mission None
Alien Building 8 40,000 Standard Mission Type Completed Spawning Chamber Mission None
Alien Building 9 36,000 Standard Mission Type Completed Organic Factory Mission None
Alien Building 10 48,000 Standard Mission Type Completed Megapod Chamber Mission None
Bio-Transport Module 9,000 Standard Vehicle Equipment None None
Advanced Biochemistry Lab 16,000 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 immediate 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 ultimate goal is Toxin-C.

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 the time your Advanced Lab is complete, your biochemists should be finished with the above projects, unless they are horrible. After the above are complete, research the following in order:

  • The Alien Genetic Structure
  • Biological Warfare (Upon completion, begin building Toxiguns, but NOT Toxin A clips)
  • The Alien Life Cycle
  • 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.

See Also