Multiworm (Apocalypse)
| Multiworm | ||
|---|---|---|
| Time Units | 45-52 | |
| Health | 340-394 | |
| Stamina | 35-40.5 | |
| Reactions | 25-29 | |
| Strength | 60 | |
| Bravery | 0 | |
| Psi Energy | 0 | |
| Psi Attack | 0 | |
| Psi Defense | 75-86 | |
| Accuracy | 50-58 | |
| Hidden Attributes | ||
| Head Armor | 3-4 | |
| Torso Armor | 8-13 | |
| Arm Armor | 8-13 | |
| Leg Armor | 7-11 | |
| Score | 8 | |
| Size X | 16 | |
| Size Y | 10 | |
| Other information | ||
| Damage Modifier Group | Multiworm | |
| Inventory | no | |
| Innate Weapon | Spit | |
| Unique Attributes | carries 4 Hyperworms | |
A Multiworm resembles a large green worm- or slug-like blob of protoplasm. It slowly ambles around by alternately contracting and stretching, occupying two tiles when it is stretched out. Possessing an animal-level intelligence, it is less inclined than most aliens to seek out X-COM Agents, but will ferociously attack (and pursue) any in its vicinity, spitting acid at them. Note that it can spit in any direction, not just the one it is facing.
An early stage of the alien life cycle, it grows from a Multiworm Egg, and four Hyperworms will burst from its body upon its death. It is one of the most valuable Biochemistry research specimens, and early capture of a live specimen is recommended.
Multiworms are among the earliest aliens fought, as they are encountered during recovery missions of Alien Transporters and often deployed during infiltration missions.
The Multiworms' movements sound like something big and gooey being dragged along the floor. In addition, they will sometimes make hawking noises.
Tactical Notes
Multiworms can be dangerous enemies early in the game, particularly when fighting in cramped quarters. Their spitting attack is short-ranged and moderately powerful (about on par with a Megapol Plasma Gun), but has good accuracy and a fairly rapid rate of fire. Multiworms can also absorb a lot of damage due to their very high Health stat. The greatest threat, however, stems from the four Hyperworms that will be released from a Multiworm's body upon its death, as they can quickly overwhelm any unprepared X-COM Agent. They are especially dangerous in turn-based mode as they spawn with high TUs and enough reaction time to wound or kill Agents. It is therefore prudent to engage Multiworms from a safe distance.
It is generally recommended that X-Com agents stun Multiworms rather than killing them outright; stunned Multiworms do not release Hyperworms, and at least one live Multiworm is required to access Toxin B. Note that a Multiworm must be brought to approximately 50% health before a Stun Grapple can subdue it. If necessary, an Agent can stand on top of the stunned Multiworm to prevent it from reviving.
Setting fire to the Multiworm before killing it is also a good way to ensure that the Hyperworms are damaged or even killed instantly when they hatch. Failing that, explosives are the best option for getting rid of the Hyperworms.
See Also
| X-Com: | Agents • Technical Personnel |
| Aliens |
Brainsucker • Multiworm Egg • Multiworm • Hyperworm • Chrysalis • Anthropod • Spitter • Popper • Skeletoid • Micronoid Aggregate • Megaspawn • Psimorph • Queenspawn • Overspawn • |
| Population | Police • Cultist • Gangsters • Building Security • Corporate Hood • Civilians |
| Others | Sectoid |
| Reference | Attributes Of All Units |

