| X-COM: APOCALYPSE
Mythos Games - 1997 |
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Your promotion to Commander of X-COM makes
you responsible for the outcome of the upcoming technology Mega-Primus
has to offer to combat the alien menace. Your agents will be responsible
for investigating both the appearance of Dimension Gates and any strange
events that might reveal alien activity.
You have at your disposal the finest investigations is to glean as much information about the aliens and their technology as possible. To defend Mega-Primus effectively, you will be responsible for research and development based on the results of these investigations. X-COM must research all alien artifacts and technology that they can find, in order to develop new weapons and craft. The results of your investigations will be published in the UFOpaedia so that both you and your agents have the most up-to-date information. Without this information we will not know the aliens' intents or, more importantly, a means by which we can defeat them. X-COM should retain its covert status as it monitors the situation in the city. It is secretly funded by the Senate, which comprises just 13 individuals. At all costs, the safety of these individuals must be insured. Without this funding, the effectiveness and scope of our operations will be severely diminished. The success of the operation and the safety of the city depends on your efforts. Your task is to command X-COM's forces to defeat the alien incursion! |
| Novice | Easy | Medium | Hard | Superhuman | |
| Amount of Bases | 6 | 6 | 7 | 7 | 8 |
When you start the game, you will randomly get one base in Mega-Primus. It will come equipped with: 1 Vehicle Repair Bay, 1 Medical Facility, 1 Training Area, 1 Psy-Gym, 1 Alien Containment, 1 Workshop, 1 Biochemistry Lab, 1 Quantum Physics Lab, 2 stores, and 3 Living Quarters. Unlike the original two games, you will not need vehicle storage bays or radar equipment.
Hiring agents...
Unlike the first two X-Com games, Apocalypse allows you to see the agents available for hiring. At any given time, there are a amount of people available. This means that you will want to check the list often as recruits with phenomenal skills may become available. Also, you now assign scientists to the specific labs. These scientists have a skill level of 1 to 100. It is a good idea to regularly check the hiring screen for scientists as skill level 100 scientists do come around from time to time.
Suggestion: Try to hire a large amount of agents, so that agents that are injured have backups so they can rest.
Interception...
Whenever a UFO comes into the city, pause the game and assess the situation.
When coming across new UFOs you will definitely want to send out multiple
strong interceptors. Also, keep the game on the slowest speed so you can
order your ships back to base if they start to take heavy damage. Outfit
your ships with Heavy or Medium weapons controls, if possible. Accuracy
counts, not only because it helps you hit your enemies but because you'll
be paying for the damage you may accidentally do to the city.
| Visual | UFO Type Number | Name | Purpose / Notes |
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Alien Probe | Scouting for possible infiltration sites. Carries light beam weapons. | |
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Alien Scout Ship | Surveillance Craft. Carries light beam weapons. | |
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Alien Transporter | This craft carries aliens to a specific building or site, then deposits them in the building or site. Carries light beam weapons. | |
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Alien Fast Attack Ship | Escorts other alien craft. Equipped with stronger beam weapons. | |
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Alien Destroyer | Contains stronger weaponry (missile launchers) and ability to transport troops. | |
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Alien Assault Ship | Replaces the Alien Transporter. Carries a larger crew and medium beam weaponry. | |
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Alien Bomber | City attacks. Equipped with multiple-missile launcher. | |
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Alien Escort Ship | Replaces Alien Fast Attack ships. Plays role of Escort. | |
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Alien Battleship | Equipped with heavy weaponry designed to raze the city to the ground. | |
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Alien Mothership | Carries many troops and weapon systems. |
Attacking the Alien Dimension...
When you go to attack the alien dimension, you will want to make sure to send a large group of forces. Put your agents in the most heavily armored ships. When UFOs start to attack you, group all of your forces on one at a time. Attack smaller ships first. So, if there is a Battleship or Mothership attacking alongside a few Assault Ships, attack the smaller Assault Ships first. Having a smaller amount of ships attacking you can cut down on damage dramatically.
X-Com: Apocalypse Tidbits:
| Visual | Name | Movement | Psionics | Weaponry | Notes: |
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Multiworms | Ground | No | Toxins | Will hatch into as many as 4 Hyperworms upon death. |
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Hyperworms | Ground | No | Toxins / H to H | Easy to kill but deadly in large numbers. Easily taken care of with grenades. |
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Spitters | Ground | No | Toxins | Easily Killed. |
| Chrysalises | Stationary | No | Light Toxins | Easily killed and immovable. Does not have to be killed for mission to end. | |
| Alien Eggs | Stationary | No | Light Toxins | Easily killed and immovable. Does not have to be killed for mission to end. | |
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Anthropods | Ground | No | Disruptor Based Weapons | Basic humanoid-type alien life form. |
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Skeletoids | Flight | No | Disruptor Based Weapons | Not heavily armored. Will use personal shields |
| Brainsucker Pods | N/A | No | N/A | Turns into Brainsuckers. Shot from Alien weaponry. | |
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Brainsuckers | Ground | Yes | Psionic Abilities | Will attach itself to the head of a humanoid unit and then attempt mind control. The creature will then die, regardless of if the mind control worked. |
| Micronoid | Ground | Yes | Psionic Abilities | The first, most basic Psionic creature. | |
| Psimorphs | Ground | ? | ? |
| Visual | Name | Type | Ammo Type | Ammo per Clip | Fire Rate | Weapon Strength | Range |
| Brainsucker Launcher | Weapon | Recharges | - | 0.56 r/s | 90 | 31m | |
| Disruptor Gun | Weapon | Recharges | 28 | 1.12 r/s | 42 | 50m | |
| Devastator Cannon | Weapon | Recharges | 34 | 0.90 r/s | 70 | 62m | |
| Boomeroid | Explosive | N/A | Single Use | N/A | 90 | N/A | |
| Personal Disruptor Shield | Shield | N/A | N/A | N/A | N/A | Personal | |
| Vortex Mine | Explosive | N/A | N/A | N/A | 150 | N/A | |
| Personal Cloaking Field | Cloak | N/A | N/A | N/A | N/A | Personal | |
| Entropy Launcher | Weapon | Entropy Pods | N/A | 0.36 r/s | 18 | 75m | |
| Entropy Pod | Ammo | Entropy Enzyme | 3 | N/A | 18 | N/A | |
| Dimension Missile Launcher | Weapon | Dimension Missiles | N/A | 0.38 r/s | 110 | 87m | |
| Dimension Missile | Ammo | Explosive | 1 | N/A | 110 | N/A |
| Visual | Name | Type | Ammo Type | Ammo/Clip | Fire Rate | Weapon Strength | Range |
| Toxigun | Weapon | ---- | --- | --- | --- | --- | |
| Toxin A | Ammo | Toxin | - | 4.50 r/s | 50 | 50m | |
| Toxin B | Ammo | Toxin | - | 4.50 r/s | 65 | 50m | |
| Toxin C | Ammo | ? | ? | ? | ? | ? |
| Visual | Name | Type | Damage/Shielding | Accuracy | Range | Ammo |
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Light Disruptor Beam | Disruptor Based Weapon | 20 | 50% | 150m | None |
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Medium Disruptor Beam | Disruptor Based Weapon | 40 | 60% | 300m | None |
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Heavy Disruptor Beam | Disruptor Based Weapon | 80 | 70% | 600m | None |
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Small Disruption Shield | Shield | 200 | N/A | Single Craft | None |
| Heavy Disruption Shield | Shield | ? | N/A | Single Craft | None | |
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Disruptor Launcher | Missile Weapon | 98 | 82% | 450m | 32 rounds |
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Disruptor Multi-Bomb Launcher | Missile Weapon | 98 | 84% | 250m | 12 rounds |
Please keep in mind that this is uncompleted and may be incorrect.
Basic Researching Information:
Biochemistry Research:
- Bio-Transport Module
- Brainsucker Launcher
Quantum Physics Research:
- Dimension Gates
- UFO Type 1 (Alien Probe)
- UFO Type 2 (Alien Scout Ship)