X-COM: APOCALYPSE
Mythos Games - 1997
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!


Cityscape Strategy
 
Amount of Bases available in Mega-Primus
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.
 
 
UFO Type and Usage Table
Visual UFO Type Number Name Purpose / Notes
1
Alien Probe Scouting for possible infiltration sites. Carries light beam weapons.
2
Alien Scout Ship Surveillance Craft. Carries light beam weapons.
3
Alien Transporter This craft carries aliens to a specific building or site, then deposits them in the building or site. Carries light beam weapons.
4
Alien Fast Attack Ship Escorts other alien craft. Equipped with stronger beam weapons.
5
Alien Destroyer Contains stronger weaponry (missile launchers) and ability to transport troops.
6
Alien Assault Ship Replaces the Alien Transporter. Carries a larger crew and medium beam weaponry.
7
Alien Bomber City attacks. Equipped with multiple-missile launcher. 
8
Alien Escort Ship Replaces Alien Fast Attack ships. Plays role of Escort.
9
Alien Battleship Equipped with heavy weaponry designed to raze the city to the ground.
10
Alien Mothership Carries many troops and weapon systems.

Apocalypse Specific Strategy

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:

  1. Stun grenades put out fire. Must be a chemical reaction to the toxins in the stun gas.


Aliens
 
Visual  Name Movement Psionics Weaponry Notes:
301 Multiworms Ground No Toxins Will hatch into as many as 4 Hyperworms upon death.
302 Hyperworms Ground No Toxins / H to H Easy to kill but deadly in large numbers. Easily taken care of with grenades.
303 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.
306 Anthropods Ground No Disruptor Based Weapons Basic humanoid-type alien life form.
307 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.
309 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 ? ?
X-Com: Apocalypse alien table completion and more Visual IDs coming soon!
 

Equipment
 
Alien Equipment
Visual Name Type Ammo Type Ammo per Clip Fire Rate Weapon Strength Range
301 Brainsucker Launcher Weapon Recharges - 0.56 r/s 90 31m
302 Disruptor Gun Weapon Recharges 28 1.12 r/s 42 50m
303 Devastator Cannon Weapon Recharges 34 0.90 r/s 70 62m
305 Boomeroid Explosive N/A Single Use N/A 90 N/A
306 Personal Disruptor Shield Shield N/A N/A N/A N/A Personal
307 Vortex Mine Explosive N/A N/A N/A 150 N/A
308 Personal Cloaking Field Cloak N/A N/A N/A N/A Personal
309 Entropy Launcher Weapon Entropy Pods N/A 0.36 r/s 18 75m
310 Entropy Pod Ammo Entropy Enzyme 3 N/A 18 N/A
311 Dimension Missile Launcher Weapon Dimension Missiles N/A 0.38 r/s 110 87m
312 Dimension Missile Ammo Explosive 1 N/A 110 N/A
Manufactured Equipment
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 ? ? ? ? ?
Alien Craft Equipment
Visual Name Type Damage/Shielding Accuracy Range Ammo
301 Light Disruptor Beam Disruptor Based Weapon 20 50% 150m None
302 Medium Disruptor Beam Disruptor Based Weapon 40 60% 300m None
Heavy Disruptor Beam Disruptor Based Weapon 80 70% 600m None
304 Small Disruption Shield Shield 200 N/A Single Craft None
Heavy Disruption Shield Shield ? N/A Single Craft None
306 Disruptor Launcher Missile Weapon 98 82% 450m 32 rounds
307 Disruptor Multi-Bomb Launcher Missile Weapon 98 84% 250m 12 rounds

Research

Please keep in mind that this is uncompleted and may be incorrect.

Basic Researching Information:

Key:
X-Com/Human Technology , X-Com/Human Weaponry , X-Com Craft , Alien Type / Corpse , Alien Craft , Alien Technology , Alien Weaponry , Ship Device , Base Device

Biochemistry Research:

- Bio-Transport Module
- Brainsucker Launcher


Quantum Physics Research:

- Dimension Gates
- UFO Type 1 (Alien Probe)
- UFO Type 2 (Alien Scout Ship)