Difference between revisions of "Multiworm (Apocalypse)"

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{{Ref Close | source = X-COM Apocalypse Ufopedia}}
 
{{Ref Close | source = X-COM Apocalypse Ufopedia}}
  
The Multiworm resembles a large green worm with teeth that fights with a powerful acid spit. This is one of more powerful enemies you will meet early in the game. It is also one of the most valuable [[Biochemistry]] research specimens. Early capture of a live specimen is recommended.  
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{{Infobox open}}
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{{Apocalypse Statbox Module
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| name = Multiworm
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| time_units = 45-52
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| health = 340-394
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| stamina = 35-40.5
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| reactions = 25-29
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| strength = 60
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| bravery = 0
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| psi_energy = 0
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| psi_attack = 0
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| psi_defense = 75-86
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| accuracy = 50-58
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}}
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{{Apocalypse Statbox Module/Hidden
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| armor_head = 3-4
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| armor_torso = 8-13
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| armor_arms = 8-13
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| armor_legs = 7-11
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| score = 8
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| size_X = 16
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| size_Y = 10
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}}
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{{Apocalypse Statbox Module/Unique Stats
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| damage_modifier_group = Multiworm
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| inventory = no
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| innate_weapon = Spit
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| unique_attributes = carries 4 Hyperworms
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}}
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{{Infobox close}}
  
The Multiworm is a low ground hugging creature that spans across two tiles and has moderate armor coupled with a high amount of health. This makes it difficult to kill with early low powered weaponry. The high health also requires that it has to be carefully injured before it can be stunned.  
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A Multiworm resembles a large green worm- or slug-like blob of protoplasm. It slowly ambles around by alternately contracting and stretching, occupying two tiles when it is stretched out. Possessing an animal-level intelligence, it is less inclined than most aliens to seek out X-COM Agents, but will ferociously attack (and pursue) any in its vicinity, spitting acid at them. Note that it can spit in any direction, not just the one it is facing.
  
The acid attack is similar to a [[Spitter (Apocalypse)|Spitters]] attack but is much more vicious due to its rapid-fire nature. It can do heavy damage even to the best protected agents.  
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An early stage of the alien life cycle, it grows from a [[Multiworm Egg]], and four [[Hyperworm|Hyperworms]] will burst from its body upon its death. It is one of the most valuable [[Biochemistry]] research specimens, and early capture of a live specimen is recommended.
  
When a Multiworm is killed, four [[Hyperworm (Apocalypse)|Hyperworms]] will burst from its corpse. These can be more dangerous than the Multiworm itself, especially in turn-based mode as they spawn with high TUs and enough reaction time to wound or kill agents.  
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Multiworms are among the earliest aliens fought, as they are encountered during recovery missions of [[Alien_Transporter_(Apocalypse)|Alien Transporters]] and often deployed during [[Alien_Infiltration_(Apocalypse)|infiltration missions]].
  
It is recommended that you deal some stun damage with [[Megapol Stun Grenade|Stun Grenade]]s or a [[Megapol Stun Grapple|Stun Grapple]] so that the Multiworm can be knocked unconscious rather than killed, so no Hyperworms are hatched. Setting fire to the Multiworm before killing it is also a good way to ensure that the Hyperworms are damaged or even killed instantly when they hatch.  
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The Multiworms' movements sound like something big and gooey being dragged along the floor. In addition, they will sometimes make hawking noises.
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==Tactical Notes==
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Multiworms can be dangerous enemies early in the game, particularly when fighting in cramped quarters. Their spitting attack is short-ranged and moderately powerful (about on par with a [[Megapol Plasma Gun]]), but has good accuracy and a fairly rapid rate of fire. Multiworms can also absorb a lot of damage due to their very high Health stat. The greatest threat, however, stems from the four Hyperworms that will be released from a Multiworm's body upon its death, as they can quickly overwhelm any unprepared X-COM Agent. They are especially dangerous in turn-based mode as they spawn with high TUs and enough reaction time to wound or kill Agents. It is therefore prudent to engage Multiworms from a safe distance.
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It is generally recommended that X-Com agents stun Multiworms rather than killing them outright; stunned Multiworms do not release Hyperworms, and at least one live Multiworm is required to access Toxin B. Note that a Multiworm must be brought to approximately 50% health before a [[Megapol Stun Grapple|Stun Grapple]] can subdue it. If necessary, an Agent can stand on top of the stunned Multiworm to prevent it from reviving.
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Setting fire to the Multiworm before killing it is also a good way to ensure that the Hyperworms are damaged or even killed instantly when they hatch. Failing that, explosives are the best option for getting rid of the Hyperworms.
  
  
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** [[Hyperworm (Apocalypse) | Hyperworm ]]
 
** [[Hyperworm (Apocalypse) | Hyperworm ]]
 
** [[Chrysalis (Apocalypse) | Chrysalis]]
 
** [[Chrysalis (Apocalypse) | Chrysalis]]
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* [[Innate_Weapons_(Apocalypse)|Innate Weapons]]
  
  

Revision as of 13:38, 2 July 2020

Multiworm
Multiworm (Alive).jpg

The Multiworm is clearly a crucial stage in the complex Alien life cycle. It is capable of attacking by propelling a fluid from pores along the side of the body containing a complex mix of micro-organisms that use enzymes and acids to break down the molecular structure of the target. Fortunately the range of the propellant is fairly short. The Multiworm is slow moving, but care should be taken in combat because it may release its offspring in the throes of death, creating an even greater threat.

Source: X-COM Apocalypse Ufopedia
Multiworm Autopsy
Multiworm Autopsy.jpg

This creature is a rapacious carnivore whose feeding frenzy contributes to the rapid growth of younger lifeforms called "Hyperworms" which are reared inside its body. The gestation period for the Hyperworms is about three days and each Multiworm gives birth to four offspring. The birth process is lethal for the parent - the Hyperworms explode from the Multiworms body and consume it within a matter of seconds. The brain structure of the Multiworm is undeveloped and it is unlikely to be affected by Psionic attacks. The tissue analysis from the autopsy will provide an invaluable contribution to our biological warfare research.

Source: X-COM Apocalypse Ufopedia
Multiworm
Time Units 45-52
Health 340-394
Stamina 35-40.5
Reactions 25-29
Strength 60
Bravery 0
Psi Energy 0
Psi Attack 0
Psi Defense 75-86
Accuracy 50-58
Hidden Attributes
Head Armor 3-4
Torso Armor 8-13
Arm Armor 8-13
Leg Armor 7-11
Score 8
Size X 16
Size Y 10
Other information
Damage Modifier Group Multiworm
Inventory no
Innate Weapon Spit
Unique Attributes carries 4 Hyperworms

A Multiworm resembles a large green worm- or slug-like blob of protoplasm. It slowly ambles around by alternately contracting and stretching, occupying two tiles when it is stretched out. Possessing an animal-level intelligence, it is less inclined than most aliens to seek out X-COM Agents, but will ferociously attack (and pursue) any in its vicinity, spitting acid at them. Note that it can spit in any direction, not just the one it is facing.

An early stage of the alien life cycle, it grows from a Multiworm Egg, and four Hyperworms will burst from its body upon its death. It is one of the most valuable Biochemistry research specimens, and early capture of a live specimen is recommended.

Multiworms are among the earliest aliens fought, as they are encountered during recovery missions of Alien Transporters and often deployed during infiltration missions.

The Multiworms' movements sound like something big and gooey being dragged along the floor. In addition, they will sometimes make hawking noises.

Tactical Notes

Multiworms can be dangerous enemies early in the game, particularly when fighting in cramped quarters. Their spitting attack is short-ranged and moderately powerful (about on par with a Megapol Plasma Gun), but has good accuracy and a fairly rapid rate of fire. Multiworms can also absorb a lot of damage due to their very high Health stat. The greatest threat, however, stems from the four Hyperworms that will be released from a Multiworm's body upon its death, as they can quickly overwhelm any unprepared X-COM Agent. They are especially dangerous in turn-based mode as they spawn with high TUs and enough reaction time to wound or kill Agents. It is therefore prudent to engage Multiworms from a safe distance.

It is generally recommended that X-Com agents stun Multiworms rather than killing them outright; stunned Multiworms do not release Hyperworms, and at least one live Multiworm is required to access Toxin B. Note that a Multiworm must be brought to approximately 50% health before a Stun Grapple can subdue it. If necessary, an Agent can stand on top of the stunned Multiworm to prevent it from reviving.

Setting fire to the Multiworm before killing it is also a good way to ensure that the Hyperworms are damaged or even killed instantly when they hatch. Failing that, explosives are the best option for getting rid of the Hyperworms.


See Also


Apocalypse InsigniaX-COM: Apocalypse All Units
X-Com: AgentsTechnical Personnel
Aliens

BrainsuckerMultiworm EggMultiwormHyperwormChrysalisAnthropodSpitterPopperSkeletoidMicronoid AggregateMegaspawnPsimorphQueenspawnOverspawn

Population PoliceCultistGangstersBuilding SecurityCorporate HoodCivilians
Others Sectoid
Reference Attributes Of All Units