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{{wikipedia|X-COM: Apocalypse}}
= Introduction =
= Introduction =
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 thisd guide only deals with the real time aspect of the game.
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 thisd guide only deals with the real time aspect of the game.

Revision as of 05:10, 13 April 2006

Introduction

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 thisd guide only deals with the real time aspect of the game.

Initial Equipment

Personel Weapons

Megapol Pistol

Quite decent in the first week, after that it's obsolete.

Megapol Plasma Gun

Much better than it's predeccesor. This gun never really becomes obsolete but it's not really not that effective.

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.

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.

General Tips

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

All tips that are spoilers and can be placed here should be put here. Skip this entire chapter if you want as few spoilers as possible.