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{{Cleanup|May 2007}}


{{All Game Nav|game=X-COM: Apocalypse|num=0}}
{{Header Nav|game=X-COM: Apocalypse|num=0}}
{{Infobox
{{Infobox
|title=X-COM: Apocalypse
|title=X-COM: Apocalypse
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{{-}}
{{-}}


== General Tips ==
==General Tips==
=== Agents ===
===Agents===
There is three sort of agents you can hire.
There is three sort of agents you can hire.


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


==== Mutants ====
====Mutants====
* Less health than human
* Less health than human
* Less strength than human
* Less strength than human
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Good psychers, nothing else.
Good psychers, nothing else.


==== Androids ====
====Androids====
* More health than human
* More health than human
* More strength than human
* More strength than human
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* Can't progress!
* Can't progress!


== First week ==
==First week==
=== Tactical Combat ===
===Tactical Combat===
In the first week, ammunition is scarce. There should however be enough to go around unless you waste it. However 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 until it falls unconscious, and then finish the mission before it wakes up. Throwing more stun grenades will keep it unconscious for longer.
In the first week, ammunition is scarce. There should however be enough to go around unless you waste it. However 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 until it falls unconscious, and then finish the mission before it wakes up. Throwing more stun grenades will keep it unconscious for longer.


=== Strategical ===
===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.
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 ===
===Strategical Combat===
This early on UFOs 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 UFOs.
This early on UFOs 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 UFOs.


== Spoiler section ==
==Spoiler section==
=== Tips and Tricks ===
===Tips and Tricks===
==== Easy Money ====
====Easy Money====
{{spoiler|If you want money and XP for your agents without Cheat code:
{{spoiler|If you want money and XP for your agents without Cheat code:


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Warning: there are often one or two men with rocket launcher. Try to kill these guy quickly, to keep their equipment and your lives.}}
Warning: there are often one or two men with rocket launcher. Try to kill these guy quickly, to keep their equipment and your lives.}}
[[Category:Mythos Games]]
[[Category:Mythos Games]]
[[Category:MicroProse Software]]
[[Category:MicroProse Software]]

Revision as of 01:43, 31 May 2007

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Template:Infobox

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.

This section is a stub. Help us expand it, and you get a cookie.

Table of Contents

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 strength 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 however be enough to go around unless you waste it. However 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 until it falls unconscious, and then finish the mission before it wakes up. Throwing more stun grenades will keep it unconscious 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 UFOs 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 UFOs.

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.