Biochemistry
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.