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	<id>https://temp.ufopaedia.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Salvation122</id>
	<title>UFOpaedia - User contributions [en]</title>
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	<updated>2026-05-01T09:43:39Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Biochemistry&amp;diff=17404</id>
		<title>Biochemistry</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Biochemistry&amp;diff=17404"/>
		<updated>2008-10-25T14:50:10Z</updated>

		<summary type="html">&lt;p&gt;Salvation122: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Biochemistry is the study of bio (life) and chem (the interactions of matter and energy). So this is the study of living organisms, pretty much, and their intended functions. I think. Anyway, this category can study a few items. Some are pretty neat, most are hit-you-over-the-head-why-did-I-have-to-do-this kind of thing. Toxins and weapons are cool, but I don&#039;t like to use them unless they have infinite ammo, which usually falls under the category of Quantum Physics.&lt;br /&gt;
&lt;br /&gt;
(Note that aliens must each be researched twice, once each for their living and dead states).&lt;br /&gt;
&lt;br /&gt;
* [[Anthropod (Apocalypse)|Anthropod]]&lt;br /&gt;
* [[Brainsucker]]&lt;br /&gt;
* [[Multiworm (Apocalypse)|Multiworm]]&lt;br /&gt;
* [[Hyperworm (Apocalypse)|Hyperworm]]&lt;br /&gt;
* [[Chrysalis (Apocalypse)|Chrysalis]]&lt;br /&gt;
* [[Skeletoid (Apocalypse)|Skeletoid]]&lt;br /&gt;
* [[Micronoid Aggregate (Apocalypse)|Micronoid Aggregate]]&lt;br /&gt;
* [[Popper (Apocalypse)|Popper]]&lt;br /&gt;
* [[Spitter (Apocalypse)|Spitter]]&lt;br /&gt;
* [[Megaspawn (Apocalypse)|Megaspawn]]&lt;br /&gt;
* [[Psimorph (Apocalypse)|Psimorph]]&lt;br /&gt;
* [[Queenspawn (Apocalypse)|Queenspawn]]&lt;br /&gt;
* [[Overspawn (Apocalypse)|Overspawn]]&lt;br /&gt;
&lt;br /&gt;
* [[The Alien Genetic Structure (Apocalypse)|The Alien Genetic Structure]]&lt;br /&gt;
* [[The Alien Life Cycle (Apocalypse)|The Alien Life Cycle]]&lt;br /&gt;
* [[The Real Alien Threat (Apocalypse)|The Real Alien Threat]]&lt;br /&gt;
&lt;br /&gt;
* [[Biological Warfare (Apocalypse)|Biological Warfare]]&lt;br /&gt;
* [[Toxin B (Apocalypse)|Toxin B]]&lt;br /&gt;
* [[Toxin C (Apocalypse)|Toxin C]]&lt;br /&gt;
* [[Alien Gas (Apocalypse)|Alien Gas]]&lt;br /&gt;
&lt;br /&gt;
* [[Brainsucker Launcher]]&lt;br /&gt;
* [[Entropy Launcher]]&lt;br /&gt;
* [[Entropy Pod]]&lt;br /&gt;
&lt;br /&gt;
==Suggested Research Path==&lt;br /&gt;
Biochemistry research is extremely important in the early part of the  game. After your Bio-Transport Module is researched and manufactured, you should be bringing bunches of live aliens back from missions. (You &amp;lt;i&amp;gt;are&amp;lt;/i&amp;gt; using lots of [[Megapol Stun Grenade |Stun Grenades]], right?) Your ultimate goal is [[Toxigun |Toxiguns]] and Toxin-B, which can kill most aliens in two or three shots, have a high rate of fire, and ignore shields.&lt;br /&gt;
&lt;br /&gt;
Your research should ideally follow roughly this order:&lt;br /&gt;
&lt;br /&gt;
* Multiworm (or Autopsy)&lt;br /&gt;
* Advanced Biochemistry Lab. Begin construction (ideally at your second base) as soon as research completes.&lt;br /&gt;
* Multiworm Autopsy (or Live)&lt;br /&gt;
* Hyperworm&lt;br /&gt;
* Hyperworm Autopsy&lt;br /&gt;
* Chrysalis&lt;br /&gt;
* Chrysalis Autopsy&lt;br /&gt;
* Multiworm Egg&lt;br /&gt;
* Multiworm Egg Autopsy&lt;br /&gt;
&lt;br /&gt;
By this point your Advanced Lab should be complete, unless your biochemists are horrible. After the above are complete, research the following in order:&lt;br /&gt;
&lt;br /&gt;
* The Alien Genetic Structure&lt;br /&gt;
* The Alien Life Cycle&lt;br /&gt;
* Biological Warfare (Upon completion, begin building Toxiguns, but NOT Toxin A clips)&lt;br /&gt;
* Toxin B&lt;br /&gt;
&lt;br /&gt;
From here, you ideally capture and research an example of every alien in the game alive and dead. They can be researched in any order, at which point you may research The Real Alien Threat, prerequisite to Toxin C - which makes Toxiguns the best general-purpose weapon in the game if you have the resources to keep up with producing the clips.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Apocalypse]]&lt;br /&gt;
* [[Aliens (Apocalypse)|Aliens]]&lt;br /&gt;
* [[Toxigun]]&lt;/div&gt;</summary>
		<author><name>Salvation122</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Biochemistry&amp;diff=17403</id>
		<title>Biochemistry</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Biochemistry&amp;diff=17403"/>
		<updated>2008-10-25T14:49:01Z</updated>

		<summary type="html">&lt;p&gt;Salvation122: Added suggested research path&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Biochemistry is the study of bio (life) and chem (the interactions of matter and energy). So this is the study of living organisms, pretty much, and their intended functions. I think. Anyway, this category can study a few items. Some are pretty neat, most are hit-you-over-the-head-why-did-I-have-to-do-this kind of thing. Toxins and weapons are cool, but I don&#039;t like to use them unless they have infinite ammo, which usually falls under the category of Quantum Physics.&lt;br /&gt;
&lt;br /&gt;
(Note that aliens must each be researched twice, once each for their living and dead states).&lt;br /&gt;
&lt;br /&gt;
* [[Anthropod (Apocalypse)|Anthropod]]&lt;br /&gt;
* [[Brainsucker]]&lt;br /&gt;
* [[Multiworm (Apocalypse)|Multiworm]]&lt;br /&gt;
* [[Hyperworm (Apocalypse)|Hyperworm]]&lt;br /&gt;
* [[Chrysalis (Apocalypse)|Chrysalis]]&lt;br /&gt;
* [[Skeletoid (Apocalypse)|Skeletoid]]&lt;br /&gt;
* [[Micronoid Aggregate (Apocalypse)|Micronoid Aggregate]]&lt;br /&gt;
* [[Popper (Apocalypse)|Popper]]&lt;br /&gt;
* [[Spitter (Apocalypse)|Spitter]]&lt;br /&gt;
* [[Megaspawn (Apocalypse)|Megaspawn]]&lt;br /&gt;
* [[Psimorph (Apocalypse)|Psimorph]]&lt;br /&gt;
* [[Queenspawn (Apocalypse)|Queenspawn]]&lt;br /&gt;
* [[Overspawn (Apocalypse)|Overspawn]]&lt;br /&gt;
&lt;br /&gt;
* [[The Alien Genetic Structure (Apocalypse)|The Alien Genetic Structure]]&lt;br /&gt;
* [[The Alien Life Cycle (Apocalypse)|The Alien Life Cycle]]&lt;br /&gt;
* [[The Real Alien Threat (Apocalypse)|The Real Alien Threat]]&lt;br /&gt;
&lt;br /&gt;
* [[Biological Warfare (Apocalypse)|Biological Warfare]]&lt;br /&gt;
* [[Toxin B (Apocalypse)|Toxin B]]&lt;br /&gt;
* [[Toxin C (Apocalypse)|Toxin C]]&lt;br /&gt;
* [[Alien Gas (Apocalypse)|Alien Gas]]&lt;br /&gt;
&lt;br /&gt;
* [[Brainsucker Launcher]]&lt;br /&gt;
* [[Entropy Launcher]]&lt;br /&gt;
* [[Entropy Pod]]&lt;br /&gt;
&lt;br /&gt;
==Suggested Research Path==&lt;br /&gt;
Biochemistry research is extremely important in the early part of the  game. After your Bio-Transport Module is researched and manufactured, you should be bringing bunches of live aliens back from missions. (You &amp;lt;i&amp;gt;are&amp;lt;/i&amp;gt; using lots of [[Megapol Stun Grenade |Stun Grenades]], right?) Your ultimate goal is [[Toxigun |Toxiguns]] and Toxin-B, which can kill most aliens in two or three shots, have a high rate of fire, and ignore shields.&lt;br /&gt;
&lt;br /&gt;
Your research should ideally follow roughly this order:&lt;br /&gt;
&lt;br /&gt;
* Multiworm (or Autopsy)&lt;br /&gt;
* Advanced Biochemistry Lab. Begin construction (ideally at your second base) as soon as research completes.&lt;br /&gt;
* Multiworm Autopsy (or Live)&lt;br /&gt;
* Hyperworm&lt;br /&gt;
* Hyperworm Autopsy&lt;br /&gt;
* Chrysalis&lt;br /&gt;
* Chrysalis Autopsy&lt;br /&gt;
* Multiworm Egg&lt;br /&gt;
* Multiworm Egg Autopsy&lt;br /&gt;
&lt;br /&gt;
By this point your Advanced Lab should be complete, unless your biochemists are horrible. After the above are complete, research the following in order:&lt;br /&gt;
&lt;br /&gt;
* The Alien Genetic Structure&lt;br /&gt;
* The Alien Life Cycle&lt;br /&gt;
* Biological Warfare (Upon completion, begin building Toxiguns, but NOT Toxin A clips)&lt;br /&gt;
* Toxin B&lt;br /&gt;
&lt;br /&gt;
From here, you ideally capture and research an example of every alien in the game alive and dead. They can be researched in any order, at which point you may research The Real Alien Threat, prerequisite to Toxin C - which makes Toxiguns the best general-purpose weapon in the game if you have the resources to keep up with producing the clips.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Apocalypse]]&lt;br /&gt;
* [[Aliens (Apocalypse)|Aliens]]&lt;/div&gt;</summary>
		<author><name>Salvation122</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Megapol_Smoke_Grenade&amp;diff=17249</id>
		<title>Megapol Smoke Grenade</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Megapol_Smoke_Grenade&amp;diff=17249"/>
		<updated>2008-10-08T20:05:30Z</updated>

		<summary type="html">&lt;p&gt;Salvation122: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Identical in function to the [[Smoke Grenade]] and [[Dye Grenade]] used during the previous wars, [[Megapol]]&#039;s Smoke Grenade covers a rather large area with a blanket of dense smoke. Interestingly, the aliens appear to purchase Smoke Grenades despite their hostile relations with Megapol.&lt;br /&gt;
&lt;br /&gt;
To arm, left-click on the grenade and set the time delay. Note, however, that the timer begins as soon as the grenade leaves the agent&#039;s hand: on the shortest fuse, the grenade explodes in his face! Also note that the timer cannot be stopped after throwing/dropping, even if an agent picks up the grenade. To detonate the grenade on impact, right-click on it and throw.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the Smoke Grenade can be used to extinguish fires in Apocalypse. It&#039;s worth carrying a couple around in each mission just to put out any brushfires you may cause.&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
[[Image:Smoke Grenade (UFOpaedia) (Apocalypse).png|frame|Smoke Grenade]]&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;[[Image:Smoke Grenade (Apocalypse).png|left]]&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
* Size: 1 × 1&lt;br /&gt;
* Weight: 2&lt;br /&gt;
* Power: 90&lt;br /&gt;
* Damage Type: Smoke&lt;br /&gt;
* Blast Radius: 8&lt;br /&gt;
* Manufacturer: Megapol&lt;br /&gt;
* Base Price: $30&lt;br /&gt;
* Minimum Weekly Stock: 25&lt;br /&gt;
* Maximum Weekly Stock: 60&lt;br /&gt;
* Battlescape Score: 1&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This explosive device generates an instant smoke cloud that inhibits visibility. This can be used in combat situations for surprise attacks or to provide cover for retreating Agents.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Salvation122</name></author>
	</entry>
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