Biochemistry

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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.

See Also

Research (Apocalypse)