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==== Marsec Heavy Launcher ====
==== Marsec Heavy Launcher ====
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==== Marsec Mini Launcher ====
==== Marsec Mini Launcher ====
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==== Megapol Stunt Grapple ====
==== Megapol Stunt Grapple ====
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:Clip Weight  : -
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==== Powersword ====
==== Powersword ====

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Table of Contents

While X-COM: Apocalypse is not exactly a hard game, it can quickly become hard if you let your position slip. This guide is intended for new players that have never played the game before, and will therefore only contain a few spoilers. Note that this guide only deals with the real time aspect of the game.

Initial Equipment

Personal Weapons

Megapol LawPistol

Quite decent in the first week, after that it's obsolete. As a single-handed weapon, it allows the use of a second item (grenade, medikit, a second gun) in the other hand without lowering accuracy.

Weight  : 3
Power  : 24
Damage Thype : Armor Piercing
Range  : 43m
Rate of Fire : 2.00 r/s
Clip Weight  : 1
Rounds  : 16


Megapol Plasma Gun

Much better than it's predeccesor. This gun never really becomes obsolete but it's not really not that effective. As a single-handed weapon, it allows the use of a second item (grenade, medikit, a second gun) in the other hand without lowering accuracy.

Weight  : 5
Power  : 35
Damage Thype : Plasma
Range  : 56
Rate of Fire : 1.20 r/s
Clip Weight  : 1
Rounds  : 42


Marsec M4000 Machine Gun

The same thing can be said about this weapon as about the basic pistol, except on the higher difficulties where it's obsolete before the game starts.

Weight  : 7
Power  : 21
Damage Thype : Armor Piercing
Range  : 56m
Rate of Fire : 3.00 r/s
Clip Weight  : 1
Rounds  : 36


Megapol Laser Sniper Gun

An excellent long range weapon. While it's damage capabilities leaves a lot of room for improvement just remember that if you miss damage will be exactly 0, so hitting is better than missing. While using this gun agents will progress relativly rapidly in thier accuracy skills.

Weight  : 6
Power  : 26
Damage Thype : Laser
Range  : 75m
Rate of Fire : 0.86 r/s
Clip Weigh  : 1
Rounds  : 30


Megapol Auto Cannon

(?)

Weight  : 10
Power  : -
Damage Thype : -
Range  : 56m
Rate of Fire : 1.06 r/s
Clip Weight  : 1
Rounds  : 24
  • AP Clip
- Power  : 40
- Damage Type : Armor Piercing
  • HE Clip
- Power  : 33
- Damage Type : High Explosive
  • IN Clip
- Power  : 37
- Damage Type : Incendiary


Marsec Heavy Launcher

(?)

Weight  : 9
Power  : -
Damage Thype : -
Range  : 75m
Rate of Fire : 0.45 r/s
Clip Weight  : 4
Rounds  : 1
  • HE Missile
Power  : 90
Damage Type : High Explosive
  • IN Missile
Power  : 90
Damage Type : Incendiary


Marsec Mini Launcher

(?)

Weight  : 5
Power  : -
Damage Type  : -
Range  : 37m
Rate of Fire : 0.55 r/s
Clip Weight  : 2
Rounds  : 5
  • HE Missile
Power  : 40
Damage Type : Explosive
  • IN Missile
Power  : 40
Damage Type : Incendiary


Megapol Stunt Grapple

(?)

Weight  : 6
Power  : 90
Damage Type  : Stun
Range  : 6m
Rate of Fire : 0.82 r/s
Clip Weight  : -
Rounds  : 5


Powersword

(?)

Weight : 4
Power : 75
Damage Type : Plasma
Range : 2m
Rate of Fire : 1.03 m/s
Clip Weight : -
Rounds : 15

Personal Explosives(?)

Megapol HE Grenade

(?)Standart grenade for all organizations. Nothing special but it can be useful.

Weight  : 2
Power  : 56
Damage Type : High Explosive


Megapol Stun Grenade

(?)If you want to stun someone (or something) this is your best friend.

Weight  : 2
Power  : 80
Damage Type : Stun

Megapol Smoke Grenade

(?)I never used smoke grenade. Take one more Stun Grenade instead of Smoke Grenade.

Weight  : 2
Power  : -
Damage Type : Smoke


Incendiary Grenade

(?)

Weight  : 1
Power  : 80
Damage Type : Incendiary

Marsec Proximity Mine

(?)Most useful thing and life saver. You can set proximity range and atcivation time.

Weight  : 3
Power  : 75
Damage Type : High Explosive


Marsec High Explosive

(?)If you want to give a little lesson someone(or something) this is for you. Set time and RUN!.

Weight  : 14
Power  : 120
Damage Type : High Explosive


Special Equipemet

Motion Scanner

Shows mowing things

Weight : 2

Mind Bender

(?)You can perform PSI attacks with Mind Bander

Weight : 3

Medi-kit

(?)You can heal critical wounds but Medi-kit doesn't add hit-points.

Weight : 3

Armor

Megapol Armor

(?)

Weight : 55
Head Armor : 44
Arm Armor  : 38
Body Armor : 45
Leg Armor  : 42

Marsec Armor

(?)

Weight : 32
Head Armor : 38
Arm Armor  : 32
Body Armor : 35
Leg Armor  : 36

Other Stuff

Psiclone

(?)

Weight : 6

Elerium

(?)

Weingt : 6

General Tips

Agents

There is three sort of agents you can hire.

Humans

The standard. Most of yours staff will be human. They are average for all things.

Mutants

Less health than human Less strength than human More Psi energy, attack and defense than human.

Good psychers, nothing else.

Androids

More health than human More strenght than human More accuracy than human

More for all, plus total immunity to psy attack. Just two weakness:

Can't make psy attack Can't progress!

First week

Tactical Combat

In the first week, ammunition is scarce. There should hovewer be enough to go around unless you waste it. Hovewer if you decide to take the guns blazing full auto approach don't expect ammunition to last. Take every opportunity to conserve ammunition possible. A few explosive grenades would be a good idea to use when appropriate. After a bio-transport module has been created fit it on a craft and try to capture live aliens. The way to do this is to attack a live specimen with a stun grenade or stun grappler untill it falls uncouncius, and then finish the mission before it wakes up. Throwing more stun grenades will keep it uncouncius for longer.

Strategical

Put some effort in bringing down at least one of every type of UFO that appear. Also, finish the bio-transport module as soon possible and put it on a craft, the better you can start bringing in live aliens for research the better.

Strategical Combat

This early on UFO's are easy to shoot down, why can't it stay this way? Scatter your vehicles over the city so they'll have a greater chance of being close to an UFO incursion, one or two hoverbikes each should be sufficient for the early UFO's.

Spoiler section

Tips and Tricks

Easy Money

Spoiler

If you want money and xp for your agents without Cheat code:

Raid over and over the Cult Sirius corporation, their building will never been empty. They will never be friend with you, so never mind how you hurt them. With each raid you will recover some valuable Psi-clone and some equipment that you might sell.

Warning: there are often one or two men with rocket launcher. Try to kill these guy quickly, to keep their equipment and your lives.

Hi-Tec and Alien Equipment

Toxi Gun

(?)This weapon can bypass Personal Shield.

Weight  : 5
Power  : -
Damage Type  : Toxic
Range  : 50m
Rate of Fire  : 4.50 r/s
Clip Weight  : 1
Rounds  : 16
  • A-Clip
Power : 50
  • B-Clip
Power : 65
  • C-Clip
Power : 85

Disruptor Gun

(?)

Weight  : 5
Power  : 42
Damage Type  : Disruptor Beam
Range  : 50m
Rate of Fire  : 1.12 r/s
Clip Weight  : -
Rounds  : 28

Devastator Canon

(?)Aliens' heavy artillery and 2-3 hits kills anybody.

Weight  : 8
Power  : 70
Damage Type  : Disruptor Beam
Range  : 62m
Rate of Fire  : 0.90 r/s
Clip Weight  : -
Rounds  : 34

Boomeroid

(?)Like Proximity Mine but this is Alien version and fallows its target.

Weight  : 3
Power  : 70
Damage Type  : Explosive


Brainsucker Launcher

(?)

Weight  : 9
Power  : -
Damage Type  : Brainsucker
Range  : 31m
Rate of Fire  : 0.56 m/s
Clip Weight  : 4
Rounds  : 1

Entrophy Launcher

(?)

Weight  : 10
Power  : 18
Damage Type  : Entrophy Enzyme
Range  : 75m
Rate of Fire  : 0.36 r/s
Clip Weight  : 2
Rounds  : 3

Dimension Missile Launcher

(?)

Weight  : 12
Power  : 110
Damage Type  : Explosive
Range  : 87m
Rate of Fire  : 0.38 m/s
Clip Weight  : 4
Rounds  : 1

Wortex Mine

(?)

Weight  : 4
Power  : 150
Damage Type  : Explosive

Personal Disruptor Fiels

(?)

Weight  : 4

Personal Teleporter

(?)

Weight  : 8

Personal Cloaking Field

(?)

Weight  : 6

X-COM Disruptor Armor

(?)

Weight  : 7
Head Armor : 75
Arm Armor  : 65
Body Armor : 75
Leg Armor  : 65

Removed Items(or I can't reach them)

Spoiler

Heavy Launcher AG Missile, Minilauncher AG Missile, Alien Gas Grenade, Tracker Gun, Tracker Gun Clip, Multi Tracker, PSI Grenade, ForceWeb, Dimension Distabilizer Gun, Mind Shield, Dimension Force Field, Alien Detector, Energy Pod

External links