XCOM: Enemy Unknown
55 Achievements
1,100
82-103h
Xbox 360
Xbox One
Xbox Series
No Looking Back
Beat the game in Ironman mode on Classic or Impossible difficulty.
100
How to unlock the No Looking Back achievement in XCOM: Enemy Unknown - Definitive Guide
The description of the achievement is somewhat misleading, you can only earn this achievement by playing Ironman Classic or Ironman Impossible. You do not get this achievement by finishing on vanilla Impossible.
Ironman mode means you only get 1 save slot. The game automatically overwrites your file. Anything you do is supposedly permanent. However, this can be circumvented by keeping a copy of your ironman save file on a memory stick or on cloud storage. Moreover, you can dashboard during your turn or the alien's turn to revert to the beginning of your turn.
Eg;
1) your turn starts
2) you move your guys. You end your turn
3) alien's turn starts, he kills your favorite guy.
4) dashboard before the alien's turn ends
5) when you reload the game, you'll start back at step 1)
Thief44's tip- you can sign out of live instead of dashboarding in step 4). This makes the process faster.
You can probably win this achievement without dashboarding, but it does make it easier. Moreover, this game has glitches. For example, the last mission has a series of locked doors that are unlocked only if you've killed all the aliens in the current room. I had one game where the aliens never spawned and I was glitched. Thankfully I had a previous save.
I did this achievement on Classic Ironman and it was quite easy compared to vanilla Impossible; however, I personally think Impossible Ironman is undo-able. If you've somehow finished Ironman Impossible, then you are a XCom God.
If you've read my guide for vanilla Impossible, I basically followed the same script for this Ironman playthrough, although there are some key differences which I've noted below.
-------------------------------------------
Money-wise, the difficulty is similar to Impossible in that you are always broke! But here's a trick to get rich quick. Pick the tutorial option in Classic Ironman, pick North America and you will start rich. Starting with the tutorial makes this achievement a joke.
You should end the first month with around 800$, research skeleton armor and outfit your guys ASAP to make this run a breeze. Then skip to plasma and ghost armor to destroy everything.
------Ironman Battle Strategy-------------
To survive in Ironman, you must play cautiously.
Most important tip: ALWAYS KEEP YOUR GUYS OUT OF SIGHT.
Here's how I killed the maps without getting shot once. Using this strat, I rarely had to resort to dashboard. My squad usually has at least 2 heavies (with shredder rockets) and 2 snipers (squadview). Support is useless, I only use the support class to stun aliens due to their +3 movement.
1) First, keep your entire squad safely hidden, and build a nice kill zone that everyone can shoot at. Usually someplace that you can funnel enemies into.
2) Now we use someone to scout (I recommend you get 1 assault with lightning reflex). Use the scout's first turn to scout to the edge of his movement range, then switch to your snipers and kill everything that your scout found.
3) Now use your scout's second turn to return to his safe hiding spot with the rest of your group.
4) Put any unused members on watch (you will be spamming Y a lot).
5) If your snipers didn't kill all the aliens, the aliens will try to chase down your scout... and directly into your well placed killzone that you constructed in step 1. If there are too many enemies or if they are behind cover, use your heavies' rockets. Sometimes the aliens take 2-3 turns before they chase you down. Just spam Y (to put your units on overwatch).
6) once you've killed everything and you feel safe enough to move on, have your scout find a new killzone, and move your squad to your new killzone while your snipers keep watch. Always have your snipers move last, and never move your squad from your nice safe killzone if your snipers have used up their turn. And of course, dashboard if you've screwed up.
I have to warn you that the game is kinda glitch and will sometimes spawn enemies directly on to your group. Once a muton spawned right behind my sniper and killed my guy in 1 shot.
Good luck or get the dashboard button ready!
Ironman mode means you only get 1 save slot. The game automatically overwrites your file. Anything you do is supposedly permanent. However, this can be circumvented by keeping a copy of your ironman save file on a memory stick or on cloud storage. Moreover, you can dashboard during your turn or the alien's turn to revert to the beginning of your turn.
Eg;
1) your turn starts
2) you move your guys. You end your turn
3) alien's turn starts, he kills your favorite guy.
4) dashboard before the alien's turn ends
5) when you reload the game, you'll start back at step 1)
Thief44's tip- you can sign out of live instead of dashboarding in step 4). This makes the process faster.
You can probably win this achievement without dashboarding, but it does make it easier. Moreover, this game has glitches. For example, the last mission has a series of locked doors that are unlocked only if you've killed all the aliens in the current room. I had one game where the aliens never spawned and I was glitched. Thankfully I had a previous save.
I did this achievement on Classic Ironman and it was quite easy compared to vanilla Impossible; however, I personally think Impossible Ironman is undo-able. If you've somehow finished Ironman Impossible, then you are a XCom God.
If you've read my guide for vanilla Impossible, I basically followed the same script for this Ironman playthrough, although there are some key differences which I've noted below.
-------------------------------------------
Money-wise, the difficulty is similar to Impossible in that you are always broke! But here's a trick to get rich quick. Pick the tutorial option in Classic Ironman, pick North America and you will start rich. Starting with the tutorial makes this achievement a joke.
You should end the first month with around 800$, research skeleton armor and outfit your guys ASAP to make this run a breeze. Then skip to plasma and ghost armor to destroy everything.
------Ironman Battle Strategy-------------
To survive in Ironman, you must play cautiously.
Most important tip: ALWAYS KEEP YOUR GUYS OUT OF SIGHT.
Here's how I killed the maps without getting shot once. Using this strat, I rarely had to resort to dashboard. My squad usually has at least 2 heavies (with shredder rockets) and 2 snipers (squadview). Support is useless, I only use the support class to stun aliens due to their +3 movement.
1) First, keep your entire squad safely hidden, and build a nice kill zone that everyone can shoot at. Usually someplace that you can funnel enemies into.
2) Now we use someone to scout (I recommend you get 1 assault with lightning reflex). Use the scout's first turn to scout to the edge of his movement range, then switch to your snipers and kill everything that your scout found.
3) Now use your scout's second turn to return to his safe hiding spot with the rest of your group.
4) Put any unused members on watch (you will be spamming Y a lot).
5) If your snipers didn't kill all the aliens, the aliens will try to chase down your scout... and directly into your well placed killzone that you constructed in step 1. If there are too many enemies or if they are behind cover, use your heavies' rockets. Sometimes the aliens take 2-3 turns before they chase you down. Just spam Y (to put your units on overwatch).
6) once you've killed everything and you feel safe enough to move on, have your scout find a new killzone, and move your squad to your new killzone while your snipers keep watch. Always have your snipers move last, and never move your squad from your nice safe killzone if your snipers have used up their turn. And of course, dashboard if you've screwed up.
I have to warn you that the game is kinda glitch and will sometimes spawn enemies directly on to your group. Once a muton spawned right behind my sniper and killed my guy in 1 shot.
Good luck or get the dashboard button ready!
36 Comments
Starting with the turtioral again did indeed make a huge diffrence, but i hated that it forced me to use my bonus satellite
By UnjustlyVicious on 20 Oct 2012 20:09
Agreed, but the extra tutorial money makes all the difference.
By BLUEBERRYPETE on 20 Oct 2012 21:22
Take the tips up above, as they were my reference. Below are additional tips for my Ironman mode run through.
-My 6 squads were sniper, 2x Heavies with double grenade and Rocket (One anti robot), 2 support, one medic one sentinel, one assualt with shottie (yes over the plasma rifle, Crit damge on shottie is deadly, my assault had the 2nd most kills and was close to my double tap sniper).
-I went with tutorial in North America, the tutorial will get you a veteran sooner than a non-tutorial, not to mention non-tutorial you have 4 guys that may die the 1st mission, whereas the tutorial gives you one and a few missions before the actual non-tutorial mission. The tutorial also give you a 2nd satellite for free, non-tutorial you have to pay for it.
-I had the DLC, it is nice by doing the first mission you get the dlc character, and that gave me my two heavies for the game (one tutorial, one dlc). the DLC character I think has one more hit point and a little better accuracy, so that is nice.
-Having the DLC makes the council give you the missions (I did the 1st mission only then rejected the next one), rejecting it until you are powerful enough does not increase panic or count against you, so it may frequently pop up, but it can save you one or two extra missions over a couple of months until you are ready. So I didn't do one escort mission after the DLC mission.
-make no mistake the 2nd DLC missions taken early can be a death trap, regardless of Igor's above post.
-I didn't build a laboratory or a workshop. two power plants, one steam plant, one Elerium generator should suffice for power. I had two satellite nexus and two uplinks in a square, i.e. 2 1st level, 2 2nd floor. The Foundry came later, essential for unlimited alien nades, ammo conservation, improved med kits, pistol perks. Negative on any Shiv items.
-Research the items that matter, just because something is 4 days, and something is 10, shouldn't dictate your selection. I wanted the titan armor as soon as possible, instead of doing autopsy which only a few add value, I would go for the meat and potatoes research.
-Stage your satellites and always have one to launch. A few times I had a 5 bar panic country ready to leave and I would coo them with a satellite launch. Even though that country might have only contributed 50 dollars, it was worth it considering the "All in Bonus"
-The All in Bonus is one of your first country bonuses to focus on. However do not risk losing other countries to obtain it.
-Balance spending in key areas, some of the OTS perks are helpful, however aside from the squad size and recovery time, the others are fluff on a low budget.
-I used the same 6 people, the quicker they level the better killers they become, I had no interest in balancing and rotating. If someone takes damage, swing him out from the front. The reason you want better armor is unless the damage exceeds the armor they don't need to recover.
-In the beginning I disregarded the grenade and got nano-fabric (+2 HP) for everyone, it was the only way for them to survive a shot from sectoids.
-When you have the option of abductions, go for Engineers or money (after considering panic levels). Engineers reduce the money spent on items you buy, and at some point some things are locked until you exceed the number of engineers. After I was set for engineers I would take the money if feasible.
-When you reach the point in the story for the Hyperwave beacon, do not build it, continue playing and doing research. It took about 6 months before they introduced the Sectopod, but by then I had Titan Armor and Plasma weapons. I eventually built the Psi Lab, sent one soldier, and had that ready. When I did build the Hyperwave, it was less than a month until it found the ship, cleared it, built the next facility, had the armor researched and purchased. So it was a quick clean finish.
-On typical combat keep your team close, yes the nades are annoying but actually when a nade hits it does 5 damage to both members. When they shoot at you it can be 6+ damage easy, which means it might be R&R time for your soldier. If your team is too far spread apart you will falter on defense. Often times when I did spot a group, through various tactics I could clean them up before they even had a turn to attack. In my game I killed 371 aliens, 186 of which were terminated in one shot.
-Consider attacking with the sniper first, if there are too many, consider attacking with heavies and support, then sniper and assault last (namely because of run and gun).
-Heavies with the double fire skill help, they might miss once, but when you are about the 50% chance to hit, sometimes that 2nd shot helps.
-Use explosives liberally, taking out a wall may lose you a turn of attack, but it can open a window for a sniper bullet or team attack. On a couple tough missions rocketing the wall helped turn CQC to long range firing.
-Know about how many enemies you are up against, it helps you manage your team and tactics. If I know its 23 enemies and I am fighting floaters, I may not want to use a nade when there may be 20 other guys more deserving.
When someone does die or you make a grave tactical error do use the dashboard method. Every now and then I would fire a rocket and it would go wide left, that can be the difference between cleaning house or carrying corpses. Purchase a memory stick, and copy your game, you never know when you may not recover from a mistake.
-My 6 squads were sniper, 2x Heavies with double grenade and Rocket (One anti robot), 2 support, one medic one sentinel, one assualt with shottie (yes over the plasma rifle, Crit damge on shottie is deadly, my assault had the 2nd most kills and was close to my double tap sniper).
-I went with tutorial in North America, the tutorial will get you a veteran sooner than a non-tutorial, not to mention non-tutorial you have 4 guys that may die the 1st mission, whereas the tutorial gives you one and a few missions before the actual non-tutorial mission. The tutorial also give you a 2nd satellite for free, non-tutorial you have to pay for it.
-I had the DLC, it is nice by doing the first mission you get the dlc character, and that gave me my two heavies for the game (one tutorial, one dlc). the DLC character I think has one more hit point and a little better accuracy, so that is nice.
-Having the DLC makes the council give you the missions (I did the 1st mission only then rejected the next one), rejecting it until you are powerful enough does not increase panic or count against you, so it may frequently pop up, but it can save you one or two extra missions over a couple of months until you are ready. So I didn't do one escort mission after the DLC mission.
-make no mistake the 2nd DLC missions taken early can be a death trap, regardless of Igor's above post.
-I didn't build a laboratory or a workshop. two power plants, one steam plant, one Elerium generator should suffice for power. I had two satellite nexus and two uplinks in a square, i.e. 2 1st level, 2 2nd floor. The Foundry came later, essential for unlimited alien nades, ammo conservation, improved med kits, pistol perks. Negative on any Shiv items.
-Research the items that matter, just because something is 4 days, and something is 10, shouldn't dictate your selection. I wanted the titan armor as soon as possible, instead of doing autopsy which only a few add value, I would go for the meat and potatoes research.
-Stage your satellites and always have one to launch. A few times I had a 5 bar panic country ready to leave and I would coo them with a satellite launch. Even though that country might have only contributed 50 dollars, it was worth it considering the "All in Bonus"
-The All in Bonus is one of your first country bonuses to focus on. However do not risk losing other countries to obtain it.
-Balance spending in key areas, some of the OTS perks are helpful, however aside from the squad size and recovery time, the others are fluff on a low budget.
-I used the same 6 people, the quicker they level the better killers they become, I had no interest in balancing and rotating. If someone takes damage, swing him out from the front. The reason you want better armor is unless the damage exceeds the armor they don't need to recover.
-In the beginning I disregarded the grenade and got nano-fabric (+2 HP) for everyone, it was the only way for them to survive a shot from sectoids.
-When you have the option of abductions, go for Engineers or money (after considering panic levels). Engineers reduce the money spent on items you buy, and at some point some things are locked until you exceed the number of engineers. After I was set for engineers I would take the money if feasible.
-When you reach the point in the story for the Hyperwave beacon, do not build it, continue playing and doing research. It took about 6 months before they introduced the Sectopod, but by then I had Titan Armor and Plasma weapons. I eventually built the Psi Lab, sent one soldier, and had that ready. When I did build the Hyperwave, it was less than a month until it found the ship, cleared it, built the next facility, had the armor researched and purchased. So it was a quick clean finish.
-On typical combat keep your team close, yes the nades are annoying but actually when a nade hits it does 5 damage to both members. When they shoot at you it can be 6+ damage easy, which means it might be R&R time for your soldier. If your team is too far spread apart you will falter on defense. Often times when I did spot a group, through various tactics I could clean them up before they even had a turn to attack. In my game I killed 371 aliens, 186 of which were terminated in one shot.
-Consider attacking with the sniper first, if there are too many, consider attacking with heavies and support, then sniper and assault last (namely because of run and gun).
-Heavies with the double fire skill help, they might miss once, but when you are about the 50% chance to hit, sometimes that 2nd shot helps.
-Use explosives liberally, taking out a wall may lose you a turn of attack, but it can open a window for a sniper bullet or team attack. On a couple tough missions rocketing the wall helped turn CQC to long range firing.
-Know about how many enemies you are up against, it helps you manage your team and tactics. If I know its 23 enemies and I am fighting floaters, I may not want to use a nade when there may be 20 other guys more deserving.
When someone does die or you make a grave tactical error do use the dashboard method. Every now and then I would fire a rocket and it would go wide left, that can be the difference between cleaning house or carrying corpses. Purchase a memory stick, and copy your game, you never know when you may not recover from a mistake.
I want to add one tip which helped me significantly to great other solutions. Used this with great result for Impossible & Classic+Iron.
If you play with Slingshot DLC from beginning game on Impossible/Classic+Iron will be easier because you will get tons of great loot (especially from last mission, sell 1/3-1/2 of it and keep rest) you can sell and possibility to capture Muton quite early in the game if you build alien interrogation chamber no later than at end of 1st-2nd week of second month and research teaser weapon (all which will speed up plasma weapons research).
On Impossible I started from Africa (and my first priority for full sat. cover were Africa and South America for faster research of better weapons). On Ironman started from Asia.
Missions from DLC are randomly received instead of normal side missions so you can level up faster. There are total of 4 missions, all which you should receive durring firsr 1,5 month of game (or from time you installed DLC).
Mission 1. Friends in Low Places
Escort target, keep save from before mission and rotate maps until you will get cemetary one, it's easiest IMO.
Enemies: About 10xThin Man and 1/2 Muton on Impossible playthrough, on Classic 1xChrysalid, about 5 x Thin Man and 5 x Sectoid.
From start tako cover and kill intial wave of enemies (set everyone to guard) then go through lower right corner to upper right of map and you don't need to fight with more then 2-3 enemies at once. Be sure to have soldier with shotgun, from close he can take down Thin Man one shot.
Reward: $200, 2 Engineers: 2 Scientists, Heavy class soldier recruit (Lieutant!)
Mission 2. Confounding Light
Enemies: (Impossible) - 10+ Thin Man, about 4-6 Mutons. But you can skip mutons who spawn begind if you are fast enough
(I got it around end of 2nd week durring 2nd month of game (12-13th April)
This is quite tough mission. You have 10 turns to reach 5 checkpoints and blaze through lot of Thin Man and Mutons (the latter spawn when you hit given checkpoints).
I finished mission with 2 Assault (shotgun), 2 Heavy (I gave all my heavies SCOPE for whole game), Sniper and Support. It's also good if you already developed laser pistols and rifles. My Support had Laser Rifle, pistol and another pistol for Sniper)
Reward: 2 engineers.
Mission 3. Gangplank
Received it few days after previous mission, 2-3 days before first Terror mission from main game so keep your best soldiers healthy or buy 50% faster injury healing. You can also do Terror mision first.
Assaulting Battleship but much easier than normal 'UFO crash site/landing' missions. Just clear one objective at a time.
Enemies: (Impossible) Cyberdisc, Chryssalid, Muton, Sectoid, Thin Man
Reward: 2 engineers, 2 scientis and about 6 of each UFO items (flight computers, power cores ) so ealier you can sell 2+1 you already have from one of ealier Ufo crash missions if you need cash.
Fusion Lance research + launcher
About 300 Elyrium
About 500 Alien alloys
About 70-80 weapon fragments
If you play with Slingshot DLC from beginning game on Impossible/Classic+Iron will be easier because you will get tons of great loot (especially from last mission, sell 1/3-1/2 of it and keep rest) you can sell and possibility to capture Muton quite early in the game if you build alien interrogation chamber no later than at end of 1st-2nd week of second month and research teaser weapon (all which will speed up plasma weapons research).
On Impossible I started from Africa (and my first priority for full sat. cover were Africa and South America for faster research of better weapons). On Ironman started from Asia.
Missions from DLC are randomly received instead of normal side missions so you can level up faster. There are total of 4 missions, all which you should receive durring firsr 1,5 month of game (or from time you installed DLC).
Mission 1. Friends in Low Places
Escort target, keep save from before mission and rotate maps until you will get cemetary one, it's easiest IMO.
Enemies: About 10xThin Man and 1/2 Muton on Impossible playthrough, on Classic 1xChrysalid, about 5 x Thin Man and 5 x Sectoid.
From start tako cover and kill intial wave of enemies (set everyone to guard) then go through lower right corner to upper right of map and you don't need to fight with more then 2-3 enemies at once. Be sure to have soldier with shotgun, from close he can take down Thin Man one shot.
Reward: $200, 2 Engineers: 2 Scientists, Heavy class soldier recruit (Lieutant!)
Mission 2. Confounding Light
Enemies: (Impossible) - 10+ Thin Man, about 4-6 Mutons. But you can skip mutons who spawn begind if you are fast enough
(I got it around end of 2nd week durring 2nd month of game (12-13th April)
This is quite tough mission. You have 10 turns to reach 5 checkpoints and blaze through lot of Thin Man and Mutons (the latter spawn when you hit given checkpoints).
I finished mission with 2 Assault (shotgun), 2 Heavy (I gave all my heavies SCOPE for whole game), Sniper and Support. It's also good if you already developed laser pistols and rifles. My Support had Laser Rifle, pistol and another pistol for Sniper)
Reward: 2 engineers.
Mission 3. Gangplank
Received it few days after previous mission, 2-3 days before first Terror mission from main game so keep your best soldiers healthy or buy 50% faster injury healing. You can also do Terror mision first.
Assaulting Battleship but much easier than normal 'UFO crash site/landing' missions. Just clear one objective at a time.
Enemies: (Impossible) Cyberdisc, Chryssalid, Muton, Sectoid, Thin Man
Reward: 2 engineers, 2 scientis and about 6 of each UFO items (flight computers, power cores ) so ealier you can sell 2+1 you already have from one of ealier Ufo crash missions if you need cash.
Fusion Lance research + launcher
About 300 Elyrium
About 500 Alien alloys
About 70-80 weapon fragments
The four people who posted before me already laid out some solid guidelines for getting this cheevo, so let me make this really easy for you. You already have to do five play-throughs for the "A Continental Fellow" cheeve. And if you're going for this one, then you're obviously going for "Our Finest Hour" too. Make your Impossible difficulty your fourth, penultimate run. After winning on Impossible, a Classic Ironman run will feel like a day at the park. Past that, there are really only two absolutely crucial pieces of info you need before starting:
1) You have plenty of time to exit to the dashboard if things don't go your way during a turn, so don't sweat it.
2) Make a backup copy of your save before starting the final mission. If that glitch where the aliens don't show up to unlock the doors happens to you, you're gonna be one very unhappy cheevo hunter.
1) You have plenty of time to exit to the dashboard if things don't go your way during a turn, so don't sweat it.
2) Make a backup copy of your save before starting the final mission. If that glitch where the aliens don't show up to unlock the doors happens to you, you're gonna be one very unhappy cheevo hunter.
This Achievement is to complete the game on Iron man mode on Classic or Impossible difficulty. This means you do not have a save system to abuse. You have your one save and it saves every turn. Which you might be thinking allows you to exploit it and you are correct. The game saves at the start of every turn (Not Alien's turns). Which means that you can ALT+TAB to the desktop and close your game at any point before your next turn starts and you will be able to start that turn fresh. Be aware the game doesnt save on your first turn, so if you use this method it will take you to Geoscape right before you started the mission.
Now I recommend Classic Difficulty because it is easier and less stupid. Make sure you select the tutorial as it helps level up your guys to start and really makes the first 2 months a lot easier. Plus you get a free Satellite. Select North America as a home base for this. This reduces the price and maintenance of aircrafts and aircraft weapons by 50%. Believe me this is much better than Africa's 30% Credit bonus.
Now the important part is the creation of your Squad. I went with 2 Snipers, 2 Heavies, 1 Assault and 1 Support. The Snipers and Heavies are essential. Having two Snipers with Squad sight and Double tap basically carries your team. Headshot can also get you a lot of one shot kills on tougher enemies. Heavies will be used for their Rocket launcher and Heat Ammo for Robotic enemies. Assault is self explanatory. I gave it all the defensive abilities to keep her alive and used her to move around and cancel out enemies Overwatch. Support Class is for healing. You are no doubt going to take damage at some point. The medic kit is super useful here. Support is also a great recon class as it gains an extra 3 tiles movement with one of its abilities which allows you to move into enemy range and pick off enemies with your Sniper's Squad Sight. Make sure you take advantage of the Ghost amour for this as well.
Here is a full list of the Upgrades used. Use Carpace Armour for all soldiers until the selected one is available
Sniper (x2)
Squad Sight - Used to pick off Enemies within allies sight radius
Damn Good Ground - +10 Aim and +10 Defense against enemies at lower elevation
Disabling shot - Enemy cant fire primary weapon for 1 turn. Useful for capturing alien.
Opportunist - Removes Aim Penalty for Overwatch and allows critical hits
Double Tap - Allows to actions to be made assuming no moves were made. 1 turn cool down.
Armour: Archangel - This unit is not usually in sight of the enemy.
Item - Scope (+10 Aim Bonus)
Make sure you upgrade the Pistol in the even you are in a jam.
Heavy (x2)
Bullet Swarm - Firing the primary weapon as the first action does not end the turn. Cant use Rocket afterwards though.
Suppression - Fires a special shot that acts as an overwatch if the target moves. Target suffers aim penalty. Helpful for Alien captures or prevent this alien from doing damage during its next turn if you wont be able to kill it
Heat Ammo - +100% damage to Robotic enemies
Grenadier - Allows 2 Grenade uses. Great for getting rid of enemy cover.
Rocketeer - +1 additional rocket. Great for long distance cover removal and deals 6 damage. 9 with the Blaster Launcher later in the game.
Item - Grenades
Armour: Titan Armour
Assault
Tactical Sense - +5 Defence Bonus per enemy in sight
Lightning Reflexes - First overwatch shot always misses
Flush - Fires a shot that forces enemies out of cover
Close Combat Specialist - Grants a reaction shot if an enemy moves withing 4 tiles of soldier. This saved my butt so many times.
Resilience - Immunity to critical hits
Armour: Ghost Armour
Item: Arc Thrower or Grenade
Support
Sprinter - Allows to move 3 additional tiles
Field medic - Medkits can be used 3 times per battle
Revive - Allows medkis to revive soldiers at 33% health rather than just stabilizing
Dense Smoke - Smoke grenades cover more area and add an extra 20 defense to units in it.
Savior - Medkits heal 4 more health per use
Armour: Ghost
Item: Medikit and Grenade (Deep Pockets)
Now for the strategy. You will get a free satellite, use it on a country in Africa. Your goal here will be to get Africa's bonus now. I was able to beat this without losing any countries. You will want to try and complete the continents as once they are done, abductions stop in those areas. Which makes it easier to manage. I was able to complete Africa then South America, then North America, then Europe and then Asia. Try to complete the missions as fast as possible until the assault mission is available. The two base assault missions are essential to keep knocking panic down as you will get some in the red at times and this mission can be done late in the month to lower panic. As per many other guides out there, always launch your satellites a day or 2 before the Council report.
It will all depend on the situation at the time but your priority for abductions should be $200 or Engineers. Always make sure you build at least 3 Satellites to start per month. They take 20 days to build so you got to be ahead of the game. In order to successfully get all the satellite coverage you will need 2 uplinks and 2 nexus' adjacent to each other in a 2x2 square. I was usually able to set one up per month. I believe you need 10 engineers for the 2nd Uplink, 30 for the first Nexus and 40 for the second. You will also need to be sure you have enough power. I believe I was fine with 3 power generators and a thermo-generator all adjacent in a 2x2 square of course. You can use workshops to add engineers but be sure you adjust your power needs.
Do not do any Autopsies except the Floater Autopsy and the Interrogations before completing South America. The bonus will complete them instantly.
Many people say skip Beam weapons but dont. They are typically quicker to research and allows you to research more important things. The weapons are strong enough to keep you heavily armed until Heavy floaters are introduced. Making sure your Interceptor are upgraded is essential. Do not worry about getting a Firestorm, you can wait until the after the Hyperwave Relay. As long as you have the dodge matrix and have upgrade your Interceptors weapons you should be fine.
The final mission is probably one of the easier missions. Move into room one slowly. There will be 2 Sectoids and a commander. You should be able to dispatch them easily. Take advantage of your snipers and take out the Cyberdiscs. Leave the drones to the rest of the unit. Spit you unit into 3 groups and head to the next areas. I went Assault\Heavy(Left), Sniper\Support(Top), Sniper\Heavy(Right). The next rooms will have 1 floater for group 1, 2 floaters for top group and 1 floater and 1 heavy floater for group 3. Once they are killed, 1 Crystallid will spawn where group 1 is and 2 will spawn where group 3 is.
The next little area towards the next room will have 2 thin men up top and 1 thin man for one of the groups below. Make use of the Sniper's pistol to dispatch both. If you manage to get lucky and the other Thin man is near you Psionic unit, mind control them and send them into the next room with the 4 muttons and a beserkers. Use him to attack one. They will kill him next turn. Next bit is tricky as the bererker can really choose any of the 3 ways. Doo your best to dispatch him as quickly as possible. If the Sniper is available, use the head shot ability.
A little further in that big room is 2 sectopods. Get your heavies around both sides and there is a area at the side where you wont activate the Sectopods but are within range with the Blaster launcher. Do this right and you will kill both with 2 Rockets. You can line everyone up top as well just in case. Make sure the Snipers go there regardless. Take your support and run forward on the ground level to reveal 2 Elite Mutton. Head shot ability should wipe both out easily. If they survive, use ghost armour to hide the support. Now the finale.
DO NOT ENTER THE FINAL ROOM. Doing so will trigger the final enemies, you do not want this.
Lineup your snipers behind the half cover right in front of the hallway. Ensure that Head shot is available for use on both snipers. Once they are set up slowly send your support into the final room. You want to activate them on your first move and then use the ghost armour. This allows you to use the Squad sight on the main enemy at the back. Use the head shot ability on him with the snipers for massive damage and you should be able to finish him off with the double tap if he isnt dead already.
CONGRATULATIONS! You completed Ironman!!
Now I recommend Classic Difficulty because it is easier and less stupid. Make sure you select the tutorial as it helps level up your guys to start and really makes the first 2 months a lot easier. Plus you get a free Satellite. Select North America as a home base for this. This reduces the price and maintenance of aircrafts and aircraft weapons by 50%. Believe me this is much better than Africa's 30% Credit bonus.
Now the important part is the creation of your Squad. I went with 2 Snipers, 2 Heavies, 1 Assault and 1 Support. The Snipers and Heavies are essential. Having two Snipers with Squad sight and Double tap basically carries your team. Headshot can also get you a lot of one shot kills on tougher enemies. Heavies will be used for their Rocket launcher and Heat Ammo for Robotic enemies. Assault is self explanatory. I gave it all the defensive abilities to keep her alive and used her to move around and cancel out enemies Overwatch. Support Class is for healing. You are no doubt going to take damage at some point. The medic kit is super useful here. Support is also a great recon class as it gains an extra 3 tiles movement with one of its abilities which allows you to move into enemy range and pick off enemies with your Sniper's Squad Sight. Make sure you take advantage of the Ghost amour for this as well.
Here is a full list of the Upgrades used. Use Carpace Armour for all soldiers until the selected one is available
Sniper (x2)
Squad Sight - Used to pick off Enemies within allies sight radius
Damn Good Ground - +10 Aim and +10 Defense against enemies at lower elevation
Disabling shot - Enemy cant fire primary weapon for 1 turn. Useful for capturing alien.
Opportunist - Removes Aim Penalty for Overwatch and allows critical hits
Double Tap - Allows to actions to be made assuming no moves were made. 1 turn cool down.
Armour: Archangel - This unit is not usually in sight of the enemy.
Item - Scope (+10 Aim Bonus)
Make sure you upgrade the Pistol in the even you are in a jam.
Heavy (x2)
Bullet Swarm - Firing the primary weapon as the first action does not end the turn. Cant use Rocket afterwards though.
Suppression - Fires a special shot that acts as an overwatch if the target moves. Target suffers aim penalty. Helpful for Alien captures or prevent this alien from doing damage during its next turn if you wont be able to kill it
Heat Ammo - +100% damage to Robotic enemies
Grenadier - Allows 2 Grenade uses. Great for getting rid of enemy cover.
Rocketeer - +1 additional rocket. Great for long distance cover removal and deals 6 damage. 9 with the Blaster Launcher later in the game.
Item - Grenades
Armour: Titan Armour
Assault
Tactical Sense - +5 Defence Bonus per enemy in sight
Lightning Reflexes - First overwatch shot always misses
Flush - Fires a shot that forces enemies out of cover
Close Combat Specialist - Grants a reaction shot if an enemy moves withing 4 tiles of soldier. This saved my butt so many times.
Resilience - Immunity to critical hits
Armour: Ghost Armour
Item: Arc Thrower or Grenade
Support
Sprinter - Allows to move 3 additional tiles
Field medic - Medkits can be used 3 times per battle
Revive - Allows medkis to revive soldiers at 33% health rather than just stabilizing
Dense Smoke - Smoke grenades cover more area and add an extra 20 defense to units in it.
Savior - Medkits heal 4 more health per use
Armour: Ghost
Item: Medikit and Grenade (Deep Pockets)
Now for the strategy. You will get a free satellite, use it on a country in Africa. Your goal here will be to get Africa's bonus now. I was able to beat this without losing any countries. You will want to try and complete the continents as once they are done, abductions stop in those areas. Which makes it easier to manage. I was able to complete Africa then South America, then North America, then Europe and then Asia. Try to complete the missions as fast as possible until the assault mission is available. The two base assault missions are essential to keep knocking panic down as you will get some in the red at times and this mission can be done late in the month to lower panic. As per many other guides out there, always launch your satellites a day or 2 before the Council report.
It will all depend on the situation at the time but your priority for abductions should be $200 or Engineers. Always make sure you build at least 3 Satellites to start per month. They take 20 days to build so you got to be ahead of the game. In order to successfully get all the satellite coverage you will need 2 uplinks and 2 nexus' adjacent to each other in a 2x2 square. I was usually able to set one up per month. I believe you need 10 engineers for the 2nd Uplink, 30 for the first Nexus and 40 for the second. You will also need to be sure you have enough power. I believe I was fine with 3 power generators and a thermo-generator all adjacent in a 2x2 square of course. You can use workshops to add engineers but be sure you adjust your power needs.
Do not do any Autopsies except the Floater Autopsy and the Interrogations before completing South America. The bonus will complete them instantly.
Many people say skip Beam weapons but dont. They are typically quicker to research and allows you to research more important things. The weapons are strong enough to keep you heavily armed until Heavy floaters are introduced. Making sure your Interceptor are upgraded is essential. Do not worry about getting a Firestorm, you can wait until the after the Hyperwave Relay. As long as you have the dodge matrix and have upgrade your Interceptors weapons you should be fine.
The final mission is probably one of the easier missions. Move into room one slowly. There will be 2 Sectoids and a commander. You should be able to dispatch them easily. Take advantage of your snipers and take out the Cyberdiscs. Leave the drones to the rest of the unit. Spit you unit into 3 groups and head to the next areas. I went Assault\Heavy(Left), Sniper\Support(Top), Sniper\Heavy(Right). The next rooms will have 1 floater for group 1, 2 floaters for top group and 1 floater and 1 heavy floater for group 3. Once they are killed, 1 Crystallid will spawn where group 1 is and 2 will spawn where group 3 is.
The next little area towards the next room will have 2 thin men up top and 1 thin man for one of the groups below. Make use of the Sniper's pistol to dispatch both. If you manage to get lucky and the other Thin man is near you Psionic unit, mind control them and send them into the next room with the 4 muttons and a beserkers. Use him to attack one. They will kill him next turn. Next bit is tricky as the bererker can really choose any of the 3 ways. Doo your best to dispatch him as quickly as possible. If the Sniper is available, use the head shot ability.
A little further in that big room is 2 sectopods. Get your heavies around both sides and there is a area at the side where you wont activate the Sectopods but are within range with the Blaster launcher. Do this right and you will kill both with 2 Rockets. You can line everyone up top as well just in case. Make sure the Snipers go there regardless. Take your support and run forward on the ground level to reveal 2 Elite Mutton. Head shot ability should wipe both out easily. If they survive, use ghost armour to hide the support. Now the finale.
DO NOT ENTER THE FINAL ROOM. Doing so will trigger the final enemies, you do not want this.
Lineup your snipers behind the half cover right in front of the hallway. Ensure that Head shot is available for use on both snipers. Once they are set up slowly send your support into the final room. You want to activate them on your first move and then use the ghost armour. This allows you to use the Squad sight on the main enemy at the back. Use the head shot ability on him with the snipers for massive damage and you should be able to finish him off with the double tap if he isnt dead already.
CONGRATULATIONS! You completed Ironman!!
The hardest trophy in the game. I would suggest to get this on Classic and not Impossible because on Impossible, the aliens do more damage, your panic level increases faster, your starting soldiers have less HP and harder enemy units show in greater numbers.
Some tips for your Classic and Impossible runs:
- Most important part for a quick Platinum is saving. If you make a bad move, reload. If one of your high ranked soldiers dies, reload. As long as you can reload a save file, most problems can be avoided.
- To make the gamer slightly easier early on, use two Heavy's and equip grenades on your non-medikit using soldiers. Even if the scientist says not to use explosives, it's better than having your squad die.
- Once you're a little better equipped, you should go 2x Sniper (In the Zone/Squad site,) 2x Support(Field Medic/Revive/Savior with improved medikit) and 2x Assault (Run & Gun with +50% critical damage after using Run & Gun/Lightning reflexes.)
- Use leap frog tactics in combat and remember that unlike the original XCOM, the aliens tend to stay where they are until you move within their range. Try and use this to your advantage so that you can reload your weapons and refresh your abilities.
- Satellites Satellites Satellites. Make them with uplinks ASAP and use them right before a council report to gain funding.
- The S.H.I.V is a waste of time and resources. I would avoid spending credits on it or even using it on missions. If you think that it's a good scout, then that's fine, but I would rather have a top ranked soldier then any S.H.I.V personally.
- You only have to complete one battleship mission throughout all of your playthroughs, which is for the research trophy. I found them to be too long and time consuming, so don't worry too much about completing them.
- An Easy way to beat the final mission on any difficulty is to have your main PSI soldier use his special ability on groups of aliens over and over. Once you use this ability, hit five times so it refreshes. Rinse and repeat for the win.
- In the final battle, you can move your soldiers in close enough for all of them to take shots at the main boss. If your x2 Snipers and four other soldiers don't take him out in one turn, you may still be able to get him on the second one. Remember, this fight is all about killing just the boss to beat the game.
- New recruits get 6HP even on Impossible.
This guide was translated automatically.
Completed on classic difficulty.
In fact, my recommendations are a compilation of recommendations for other trophies (partially from bourgeois sites)
Turn on autosave!
1. In order to prevent countries from leaving the project (due to the increased level of panic), we launch satellites on the day (on the day) of the council’s message. Launching a satellite gives -2 to panic. By the way, it is useful to first cover the entire continent with satellites, then move to another. Because Enemy raids occur mainly in countries where there is no satellite.
2. Fights. Everything is simple here:
firstly, “we don’t run!”, if you stand in the “wrong direction”, you can return to a safe place with a second portion of “walking”
secondly, if during the aliens’ response, there is the slightest suspicion that something went wrong (the death of your soldier is always accompanied by a separate preliminary animation), then feel free to press the PS button (without waiting for the end of the turn), select “exit the game ". We load the save and get to the beginning of our turn exactly before the death of our soldier.
thirdly, the composition of the fighters: two snipers (Squadsight - mandatory, Archangel armor - and from the first move into the air for 2 tiles), one heavy (with heating cartridges to destroy enemy equipment), two supports (we carry first aid kits on them), one Assault (in later versions Ghost armor for reconnaissance).
For the final mission, the same composition + at least 4 psy helmets, in the last room it’s a little difficult without them.
In fact, my recommendations are a compilation of recommendations for other trophies (partially from bourgeois sites)
Turn on autosave!
1. In order to prevent countries from leaving the project (due to the increased level of panic), we launch satellites on the day (on the day) of the council’s message. Launching a satellite gives -2 to panic. By the way, it is useful to first cover the entire continent with satellites, then move to another. Because Enemy raids occur mainly in countries where there is no satellite.
2. Fights. Everything is simple here:
firstly, “we don’t run!”, if you stand in the “wrong direction”, you can return to a safe place with a second portion of “walking”
secondly, if during the aliens’ response, there is the slightest suspicion that something went wrong (the death of your soldier is always accompanied by a separate preliminary animation), then feel free to press the PS button (without waiting for the end of the turn), select “exit the game ". We load the save and get to the beginning of our turn exactly before the death of our soldier.
thirdly, the composition of the fighters: two snipers (Squadsight - mandatory, Archangel armor - and from the first move into the air for 2 tiles), one heavy (with heating cartridges to destroy enemy equipment), two supports (we carry first aid kits on them), one Assault (in later versions Ghost armor for reconnaissance).
For the final mission, the same composition + at least 4 psy helmets, in the last room it’s a little difficult without them.
4 Comments
Walked with THREE snipers - slaughter. Two of them with the last skill “In the killing zone,” I think that’s what it’s called, and the third with two shots in a row. Throughout the game, the rest were just watching on the sidelines.
Last room: The first two have ghostly armor and came close to the main target, and the third has Archangel armor. The rest were already standing outside the door, waiting for the plane home.
Last room: The first two have ghostly armor and came close to the main target, and the third has Archangel armor. The rest were already standing outside the door, waiting for the plane home.
By kinodoom on 02 Jan 2013 21:27
And so, everything is in order.
1. The "Terminator" mode was played on the "Classic" (aka "High") difficulty level. Passed after "Mad" (with save/load). Feel the difference.
2. Used two “Second Wave” settings:
- “Every person is different” - I had three colonel snipers with accuracy 110+10/120+10/120+10!!! (the rest of the fighters are all above 80). Don’t worry about your will, it is leveled out by the “Iron Will” perk in the Officers’ School.
- “Maximum effect” - attack aircraft “run & gun” (+ also “quick fire”) to the flank and killed/finished off the “Alen” 100%.
3. And most importantly! This wonderful guide helped me a lot.
A note about leveling up a sniper - At the rank of “Lieutenant”, choose a stun gun! It helps a lot against robots if they didn’t “take it out” during the move. And the scanner is garbage...
PS Of course, there were some restarts of the game (PS button), but not as often as I expected. And don't take mine clearance missions. Limitations on moves will most likely lead to failure or loss of a fighter.
1. The "Terminator" mode was played on the "Classic" (aka "High") difficulty level. Passed after "Mad" (with save/load). Feel the difference.
2. Used two “Second Wave” settings:
- “Every person is different” - I had three colonel snipers with accuracy 110+10/120+10/120+10!!! (the rest of the fighters are all above 80). Don’t worry about your will, it is leveled out by the “Iron Will” perk in the Officers’ School.
- “Maximum effect” - attack aircraft “run & gun” (+ also “quick fire”) to the flank and killed/finished off the “Alen” 100%.
3. And most importantly! This wonderful guide helped me a lot.
A note about leveling up a sniper - At the rank of “Lieutenant”, choose a stun gun! It helps a lot against robots if they didn’t “take it out” during the move. And the scanner is garbage...
PS Of course, there were some restarts of the game (PS button), but not as often as I expected. And don't take mine clearance missions. Limitations on moves will most likely lead to failure or loss of a fighter.
By Stayer on 25 Jan 2018 01:37
This guide was translated automatically.
Before starting the game, more precisely, when choosing difficulty, there are 2 options 1) Training 2) Terminator mode aka Iron man. Select the mode and difficulty that you select from the available ones and these are Hard and Madness