XCOM: Enemy Unknown

XCOM: Enemy Unknown

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Our Finest Hour

Our Finest Hour

Beat the game on Impossible difficulty.

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How to unlock the Our Finest Hour achievement in XCOM: Enemy Unknown - Definitive Guide

I finally beat Impossible on my second playthrough. It also unlocks
XCOM: Enemy UnknownEarth FirstThe Earth First achievement in XCOM: Enemy Unknown worth 326 pointsBeat the game on Classic difficulty.


I saved every turn. It was so hard that I personally think that beating Impossible Ironman is undo-able without abusing glitches. And even then, you'll have to dashboard every turn.

I do not recommend starting on this difficulty if this is your first time playing.

Besides getting 1 shotted every turn, you have a huge money and panic problem.

Here's what to look forward to at Impossible difficulty
1) Most aliens have more health than normal difficulty.
Eg; Thinman's hp. 3 for normal/easy. 4 for Classic. 6 for Impossible!!! Even a jump from 3 to 4 is huge, as this means you can't kill them with 1 grenade.
2) Aliens also have ridiculous accuracy and crit a lot (2 shots and you will die, even with the best gear. I get hit for 15-17 dmg regularly near the end. Tip: Reload if you get shot).
3) Your satellites only get half the income.
4) You are not gifted with an officer training school at the start; this means you're stuck with only a 4 man vanilla squad for a LONG time.
5) Panic increases from failed missions are doubled in Impossible.
6) other little details like longer lasting poision, your archangel armor lasts half as long in flight, etc etc.
Luckily, research time is the same (I never built a lab and I got along fine).

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General strategy:

For me, the difficulty was VERY hard for the first month. Second month was easier as my guys were leveled up. By the 4th month came I had every gear upgraded to the max and it was a cakewalk (relatively). I only lost 3 countries in the first month; South America + India. And never lost any since. Aim to get North America next (for the bonus) if possible as you will need planes to defend your satellites.


I started in Africa for the +30% funding bonus. I never built a lab the entire game. And I used all my money ONLY for satellites and uplinks at first; however, I built the Alien Containment and arc thrower near the 2nd month to speed up my research and to sell the weapons the stunned aliens will drop. Additionally, I never built a foundry/officer-school/plane/etc until I maxed satellites.

Skip the SKIV and the laser lines. You have no money to build lasers and SKIVs even if you research it anyways. Research armor as you start (but don't buy any), and capture a Muton as soon as you can (!!!), interrogate him, and then get every plasma gear ASAP so you don't get destroyed. Interrogating a Muton gives you the plasma research bonus so don't start the plasma research too early. FYI, a plasma pistol does more damage than all your starter gear.

Here's a list of the research topics so you can quickly get to plasma.
http://www.ufopaedia.org/index.php?title=Research_(EU2012)

My squad was running around unarmored and with their starter gear until the third month. And I survived by absolutely abusing the shit out of the save/load system.

My 4 man squad survived for 3 months on starter gear consisted of 2 assaults, 1 heavy (rocket+shredder), 1 sniper (squadsight+doubletap). Support is freaking useless. Note: Your starter squad has only 3 health. BUT if you hire new guys, they start with 6 health (pre-patch). To abuse this, I hired 5 guys (with 6 hp) immediately after the first mission and fired the old guys (with 3 hp). The extra hp makes a big difference, it's tempting to play without the patch.

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Squad tactics:

I won't go over the basics to winning a mission. There's just too much, but you can check here.
http://www.gamefaqs.com/boards/655783-xcom-enemy-unknown/642...

There's lots of little tricks to win a mission, if you've played the original X-Com games, you'll know most of them already. But here's a special trick to this game that will help veterans of the X-Com series already familiar with the basic tactics.

The KEY to surviving everything without plasma is the 2 assault guys. They are the only unit that can kill EVERYTHING in the game in 1 turn. NO other unit can do this!!!

Usually mobs spawn in groups of 2-3 aliens (unless you spawned more than 1 group which usually means you're screwed). Here's how to take care of a group of 2-3 aliens. Your assault guys can each solo 1 alien, and the last alien can hopefully be killed by your sniper and heavy. You can kill an alien easily by using this tactic. This is my fail-proof tactic, so listen up.... your assault hero is to charge in (lightning reflex),sprint to the enemy (run and gun), fire 2 shotgun shots point blank (rapid fire + killer instinct). No alien in the game can survive this tactic, even on Impossible difficulty!!! After you've killed the alien, pray that you survive till your next turn starts (pick close combat specialist skill), but most of the time you've killed everything around you. Later on in the game you can use ghost armor to abuse this tactic even more.

In the beginning, most missions will only have 8-12 aliens. You heavy weapon guys should have 2 rockets (with shredder upgrade), which should kill 2-3 aliens with each rocket. The rest of the baddies you will need to kill with grenades and your skills.

Good Luck!
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15 Oct 2012 06:28

42 Comments
I've noticed a couple of things so far on impossible mode you may want to add.

You dont start with an extra satellite to launch.
Some random badguys wont have all the bonus hp- a few times (Thin Men mostly) still had base hp.
ALL new starting soldiers have all the same stats-- 6 hp, 40 will, and 65 aim (not random like the other difficulties)
So it's very usefull to hire 4 new squadies asap to double the hp your soldiers have. If you hire them first thing they should arrive just before your first mission making it alittle more flexible.
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By UnjustlyVicious on 20 Oct 2012 20:12
I haven't had the money to put into New Guy yet so that kind of threw a kink into save/reload on recruits. I went with Iron Will before I started leveling my 6hp guys because I didn't want to have to start all over again to get good Will scores (it's not retroactive). Having said that, I did finally get a pair of assaults from a Terror mission where I took 4 rookies. LPR + Scope makes rookies pretty boss against Chryssalids (killed 12 and 3 hatchlings plus a couple of zombies and a Cyberdisk with drones). That and I got a Captain from a mission reward. I had to build two Workshops in moth 3 and skip satellite deployment that month. Now that I am in month 4 I am already seeing battleships, so Firestorms are in production. Had to let a battleship eat my satellite over Canada and relaunch it.

Yeah I keep all my fragments and eridium but I did let some alloys go for a council request. The money I'm making off of Thin Men and various other corpses is substantial.

Bomb disposal would be no trouble now but I do wish I would have used the ten day trick back when I got it in freaking month 2.

Also, can anyone confirm/deny that killing an alien with an Alien Grenade causes him to drop an intact weapon? I thought that I noticed this a couple of times in Classic, also perhaps with the Guided Fusion Launcher.
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By Ursiform on 26 Oct 2012 20:43
Yes and no on Supports. Sure, Assaults are more useful but it can be a pain recruiting them. If you skip beam weapons, which you should, the Light Plasma Rifle is an incredibly good gun early in the game. This alone makes the support much better than Heavies and Snipers until you have the tech and resources to make their plasma weapons. Sprinter also makes them the best class for capturing live aliens.

I would also suggest aggressively selling certain corpses on the black market for Impossible. Those interceptor boosts are relatively useless, they will maybe buy you one UFO that you couldn't otherwise get until you have Plasma Cannons. In the meantime that money from all the added aliens can really help you get your base and satellites off the ground.

If you get a bomb defusal mission from the council before you get the Light Plasma Rifle, be prepared for a real challenge. Took me like seven tries to clear that. +10% aim from the LPR plus 20 or so from the Impossible modifier makes those Thin Men beasts with 6hp. Coincidentally, that's the same damage a rocket does, so if you are lucky you will catch three or more with a rocket. Interestingly, the Thin Men that dropped after defusing the bomb all had 3 health.

Clearing the Alien Base in month 2 is pretty much mandatory. However, this will cause all of the crash sites to spawn Sectoid Commanders. On the small crash sites, this can be a pain because they often BAF with floaters or Thin Men, and there are three of them. It's difficult on the small wrecks to get a squad in position to rush the ship. That's assuming some alien didn't run away through the door and throw that possibility right out. They never seem to miss with Mind Control. On the medium scouts, there will only be two in the back room, which you can easily overwhelm if you have six squadies ready to go when you breach the doors.
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By Ursiform on 26 Oct 2012 03:14
So here's my question: why would anyone consider this fun? If I by some miracle beat Ironman Classic and get all the other achievements except this one then I will consider myself 100%-ing the game.
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By ChuckieJ on 17 Oct 2012 17:25
I found it fun! This is probably my favorite achievement since COD's Mile High Club.
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By BLUEBERRYPETE on 17 Oct 2012 21:51
"why would anyone consider this fun?"

Maybe they like a challenge?
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By Quantum Binman on 18 Oct 2012 00:40
I hear you guys but I thought Classic Ironman was the "challenge" mode. A mode where I have to save every turn doesn't seem fun to me.
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By ChuckieJ on 20 Oct 2012 02:09
ha ha im not the only one to have discovered the abusive save/load system . I dunno how anyone could complete this on hard without it i mean normal has completely unfair disadvantages let alone the harder modes
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By on 20 Oct 2012 02:56
so if you hire soldiers and they dont even battle their hp still goes up ?
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By on 20 Oct 2012 20:16
"so if you hire soldiers and they dont even battle their hp still goes up ?".

Yes. Hire new guys and ditch the ones you start with
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By BLUEBERRYPETE on 20 Oct 2012 21:46
Why ditch the ones i started with though?
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By on 20 Oct 2012 22:09
The new guys you hire will have double the hp of the ones you start with. 6 vs 3
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By BLUEBERRYPETE on 20 Oct 2012 22:45
So basically i hire a bunch of guys, do one mission with the guys i started with then use the new guys from then on or do you rise and repeat? if you rinse and repeat dont you loose the skills that character gained
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By on 20 Oct 2012 23:02
I would also add one thing. Make sure you do the first part of the story mission ASAP. Once you do that the panic level decreases by 2 or so worldwide. This helps save some countries at the beginning even though you are forced to lose 3 countries anyway.
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By D3dGr7sDntS4yNo on 22 Oct 2012 04:58
I forgot, difficulty achievements do stack. I got both classic and impossible at the same time
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By D3dGr7sDntS4yNo on 22 Oct 2012 05:00
Why are you forced to loose three countries?
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By Epsilon Theta on 24 Oct 2012 15:49
"do one mission with the guys i started with then use the new guys from then on."

Do this.
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By BLUEBERRYPETE on 25 Oct 2012 06:14
k thanks
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By on 25 Oct 2012 10:11
If you have trouble recruiting assault guys, just SAVE AND RELOAD.

And if you have troublesome missions like bomb disposal that you want to avoid. Just SAVE AND RELOAD (from a save 10 game-days prior). The next 10 days are mostly pre-determined, rewards are not set in advance tho, so keep reloading until you see a reward you like (I prefer engineers and cash).

I didn't do the alien base until the 3rd month but I don't see any real problems doing it in the 2nd month as the early money + material gain is substantial.

Also, never sell weapon fragments and Eridium.
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By BLUEBERRYPETE on 26 Oct 2012 03:52
Oh man, that assault charge with the upgraded alloy shotgun weapon is insane! great tip ^_^
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By Quantum Binman on 26 Oct 2012 06:38
1) killing an alien with a grenade/explosion/rocket means you get nothing.
2) killing an alien by conventional weapons means you get weapon fragments.
3) STUNNING an alien means you get their intact weapons. Eg; plasma pistol from sectoids. light plasma weapon from most others, plasma/heavy plasma/alien grenades from mutons, etc.

I usually stun aliens for their weapon. Sometimes you get a council request for 5-10 light plasma rifle for 2000 to 3000 money. This will set you for LIFE!!! Just save and reload until you see this request.
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By BLUEBERRYPETE on 26 Oct 2012 22:57
Here's another trick to get a good group composition for the start. Eg; 2 assault, 1 heavy, 1 sniper.

The first 4 rookies that you rank up will ALWAYS be composed of support, assault, heavy, and sniper (but in no particular order). Eg; if your first 3 rookies ranked up were support, assault and heavy; then your next rookie to rank up is guaranteed to be be a sniper. GUARANTEED!

Now here's the trick. In your first mission, just before you kill the last alien. Group all your guys (minus 1 guy) together and throw 2 grenades on top of them. That's right. Kill your own guys. Now you will have 1 survivor. Pray to hell that he ranks up to support, this will guarantee that your next 3 newly hired recruits (with 6 hp) will rank up to be, GUARANTEED, to be sniper, heavy and assault. Get the idea?

Alternatively, for the entire mission, pick 1 guy to be the survivor and make sure he gets ZERO KILLS. Just before the last alien, charge all your guys (minus the chosen survivor) into the last alien and have them (not the survivor) lob grenades on top of themselves + the alien. The mission will end, the survivor should have zero kills and thus not rank up. Your next 4 newly hired rookies (with 6 hp) will GUARANTEED to be sniper, heavy, assault, support.

This will make the first month much easier.
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By BLUEBERRYPETE on 26 Oct 2012 23:15
The arc thrower I'm aware drops weapons. But I've gotten them from unknown sources in Classic and the best I can figure is that some combination of the Guided Fusion Launcher, Alien Grenade, or mind controlling them and making them drop an alien grenade on themselves also dropped a weapon.
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By Ursiform on 26 Oct 2012 23:15
The last title update of this game fixed the new soldier stats bug (they all had 6 hp and fixed aim and will). Now they'll have 3 HP on impossible and stats will vary a little. You may want to update your guide.
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By I MFC I Tiagox on 21 Nov 2012 15:21
The only enemy on my entire run that continually gave me hell were the Thin Men. Hard to hit and annoying as hell with that stupid poison spit thing they do. Still managed to muddle through and 100% the game.

Thanks for the great tips!
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By Nonfaith on 11 Jan 2013 16:18
So clear cache don't update and ill be in better shape? Sweet time to get some new recruites with 6 hp!
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By Thief44 on 30 Jan 2013 07:17
It's worth the wait if you just capture the muton early then get plasma guns instead of beam, yeah the beam guns are better than ur starter gear but you need all the money you can get, and selling loads of extra corpses is such a great way to rack up some cash.
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By Thief44 on 31 Jan 2013 15:30
Now that they have launched a title update with mods/mutators, is it worth it to use the random recruit starting stats modifier and just reload until you get a highly talented recruit?
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By bryan dot exe on 20 Feb 2013 18:02
Nope, now new recruits have 3+1 HP while your starting squad after 1st mission 4+1.
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By igor5618 on 25 Feb 2013 07:48
"But it's nearly impossible NOT to lose a country in the first month. I consider myself lucky that I only lost 3"
good lol. i just started this and i thought i f**ked up :P
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By Joocifer on 27 Apr 2013 23:06
One tip that helped me get through the brutality of the first few missions: keep resetting mission starts until you get a map with an altitude difference that you can take advantage of (like a gas station with a ladder to the roof, a construction site with a big ramp, etc). You will desperately need the +aim offered by the extra height, and it will also allow you to only engage a few enemies per turn. With abuse of the save/load system, you'll know when enemies are likely to pop up onto the roof with you, and if you make sure to have all of your guys in Overwatch when the enemy makes their appearance you will have a decent chance of murdering them before they can get a shot off. Using this method I only needed to explosive-kill two enemies in the first mission, and none since.
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By Alcapwn6969 on 20 Jan 2014 15:38
this guide is spot on and THANKs for the tip Alcapwn6969 - some maps are much much easier than others and resetting till I got the ones I liked was the way to go
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By NicholiGinavaef on 30 Jun 2014 02:29
Hey, just thought I'd let you know that your link to the UFOpedia page for research doesn't work as it is missing a bracket after 2012.
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By Ditto51 on 17 Jun 2015 11:29
Can confirm that nearly 10 years later the above method from Goatlips still works. Did the entire game up until the Gollop part on Easy, switched to Impossible and made sure to complete a few missions before the Temple Ship, and got the achievement. It's definitely a cheap way to go about it, but Impossible is way too hard to suffer through the legit way. However I attempted Wet Work several times and never got it despite clearly winning in 5 turns or less. 🤷‍♂️
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By J ROLL 1998 on 07 Feb 2022 06:45
October 2022, can confirm the "penultimate mission for Impossible" trick still works. Started the game on normal, got a team ready, switched to Impossible, played one mission with an alternate team (so no one in my 'A' team gets killed or injured), then launched the Gollop chamber and the temple assault. Achievements popped after getting to the results section. Will also unlock the 'classic' difficulty achievement too.

Gotta say, it was not as hard as I thought it'd be. Granted I was fully teched up and I was killing them on every turn, including using mind control. Having a team full of psychic soldiers is very handy as well, if you're going in with the volunteer being your only psychic then you're not enjoying XCOM to the fullest. FInal confrontation can be problematic, even my best soldiers were panicking and they were mind controlling my dudes a lot, but just save right before and you can keep reloading however many times you lose.
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By DOUGLAS FETT on 14 Oct 2022 16:43
You're not forced to lose countries. But it's nearly impossible NOT to lose a country in the first month. I consider myself lucky that I only lost 3.
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By BLUEBERRYPETE on 25 Oct 2012 00:32
I will ask this again ,,, So basically i hire a bunch of guys, do one mission with the guys i started with then use the new guys from then on or do you rise and repeat? if you rinse and repeat dont you loose the skills that character gained
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By on 25 Oct 2012 00:33
NM it's the mind control. You can kill a mind controlled enemy by any means and get an intact weapon. The only means other than running them into enemy fire are explosives and psi storm though, which is how I got confused. Don't know if this is worth the effort of getting a maxed psionic early for just a couple of Heavy Plasmas, versus just stunning elites. You need to stun at least one elite anyway, so yeah.
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By Ursiform on 26 Oct 2012 23:35
First 2-3 months are definitely the most difficult.

I somehow managed to only lose 2 nations by end of month 3, got to that point by (as suggested in the guide) abusing the save/load system with the 4-man team and starting armor/weapons.

Now researched plasma and armor, kicking ass... I have just completed the alien base mission near end of month 4 and it was not a problem at all!

Definitely get the satellites up asap though - controlling terror is the key to a successful run I guess, hopefully I can get to the end from here without any major problems
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By Quantum Binman on 08 Nov 2012 05:03
laugh Don't actually do the entire playthrough on Impossible! laugh
Are you nuts? Start your game on EASY and just switch to IMPOSSIBLE before you enter the Gallop Chamber! facepalm I've not Assaulted the (Shirley) Temple ship on Impossible yet, but I just got the Classic difficulty completion achi by converting my Normal playthrough right at the end. I did have a problem for Lone Wolf with Classic reverting back to Normal (check it when the mission starts), but no problem in switching to Impossible from Classic for the final assault. toast

**UPDATE: Ahhh - got it 2nd go - robbed 1st go! Had to do a penultimate mission (Small UFO - 6 aliens) on Imp' and scanned to next month 2nd try. Pops on final cutscene showing your Lander Dropship thing. wave
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By Goatlips on 03 Jun 2017 22:24
The solution in the comments is the way I went as well but it wasn't perfectly smooth. After switching to Impossible, I did a Counsel Escort mission, advanced to next month and ran the Temple Assault but no dice. Then I reloaded and did a Terror Attack as well as a Landed UFO then again the Temple and this time it did work.
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By Pmalone6 on 26 Jan 2023 15:24
I just got this using the method the comments above mention. I switched to impossible in the base, scanned for a month or two until I got a small UFO with 6-7 enemies (ignoring other missions which caused some countries to leave XCOM). I entered the mission, made sure to check it was on impossible once it loaded in, then completed the mission. Once completing the mission, make sure to scan to the next month first before loading up gollop chamber ( I didn't scan to next month the first time I tried and got no achievement). After scanning to next month then completing temple assault again I got the achievement for impossible and classic difficulty.
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By Thundersstruck on 12 Apr 2023 17:20
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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 1-2 mutons which spawn behind team 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
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26 Feb 2013 15:40

3 Comments
Yeah the Slingshot DLC will pretty much give you an economic win, and prevents you from possibly getting a bomb disposal from the council in the early weeks. Confounding Light is actually much easier than your average Impossible bomb disposal, and you can keep delaying it if you feel you aren't ready without triggering other council missions, or go for it and get an early shot at a Muton capture.
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By Ursiform on 17 Aug 2013 19:22
Wait a second... Total of 4 missions...... I think something might be off here.
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By ScottMacFreedom on 04 Jul 2015 06:47
Okay folks I've been reading up a bunch of threads and I want to confirm what some of you have been saying:

1. Imp difficulty chievo (Our Finest Hour) WILL pop even if you start a game on easy or normal
2. WILL only pop then if you switch to Imp towards the end, do a few missions, THEN enter the gollop chamber
3. Finish final mission (making sure every time that the game doesn't auto-revert back to easy/normal) with Imp difficulty, and the chievo will pop

** I am playing on the X360, which from what I'm reading is a good thing for the chievo popping

Sound about right?
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By DOUGLAS FETT on 17 Jul 2020 07:48
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It is highly recommended you have a thorough understanding of how the strategy elements and mechanics of the game work before attempting the game on Impossible. The greatest challenges you will face on Impossible difficulty is the skill and tactics of the aliens and the reduced funding/rewards you earn each month.

The following outlines the difference between each difficulty level:

Easy:

+ Initial funding of 175 credits.
+ Initial global panic level of 0
+ Monthly income increased by 50%
+ Begin with an Officer Training School already constructed.
+ Begin with 1 satellite in reserve.
+ Base begins with 35 power

Normal:

+ Initial funding of 175 credits.
+ Initial global panic of 0
+ Begin with an Officer Training School already constructed.
+ Begin with 1 satellite in reserve.
+ Base begins with 35 power

Classic:

+ Initial funding of 100 credits.
+ Initial global panic of 1 per country.
+ No Officer Training School at the beginning.
+ No extra satellites in the beginning.
+ Engineers & Scientists awarded per satellite launched is halved.
+ Base begins with 30 power.
+ Rise in panic from ignored abduction missions is 2
+ Enemies have roughly 10% greater aim/chance to score a critical
+ There are more aliens on each map compared to Normal

Impossible:

+ Initial funding of 75 credits.
+ Initial global panic of 2 per country.
+ No Officer Training School at the beginning.
+ No extra satellites in the beginning.
+ Engineers & Scientists awarded per satellite launched is halved.
+ Base begins with 30 power.
+ Rise in panic from ignored abduction missions is 3
+ Enemies have roughly 10% greater aim/chance to score a critical
+ There are more aliens on each map compared to Classic

The key to beating Impossible difficulty is taking your time and knowing the strengths and weaknesses of the aliens and how to counter them with your own soldiers and research projects. Overall there is no one way to beat the game and will depend on your own style and strategies.

Make use of the save system and be sure to have multiple save files going at once. You may find yourself saving after every 2 or 3 turns in case something goes horribly wrong or you just want to give a turn another try. It is also a good idea to make a save at the beginning of each mission (after you land on the ground, not before at the base as the missions will be random) so you can restart if you find yourself employing a strategy that is destined to fail.
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26 Oct 2015 00:00

1 Comment
Very well written. +1
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By Quoth_the_Raven on 28 Nov 2015 22:54

Follow the tips provided in No Looking Back, and save often. Impossible greatly increases the difficulty in just about every way. Your soldiers start with less HP, enemies have greater HP, enemies hit harder, countries get upset faster and you start with less money. If you leave this trophy for your third playthrough as per the Road Map, the difficulty jump from Classic to Impossible will be less noticeable and easier to handle.

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Cumulative trophy. If you immediately beat the game on Insane difficulty, the following trophies will automatically unlock at the end of the game:

Earth First Humanity's Savior
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24 Oct 2012 11:24

1 Comment
Some tips:
1. Starting continent. Money is very tight at this level of difficulty, so you need to start with the continent that brings in the most income (or close to it). This is Sev. America (+275 dollars) or Africa (+210 dollars). Africa gives you the opportunity to receive 30% more money from each country covered by satellites at the end of the reporting month. Bonus North America is critical for the Ironman regime, because in normal mode on the Impossible, you can make manual saves at the beginning of the month, and by a certain date of UFO arrival, transfer interceptors to the desired continent. But starting in the North. America, you are guaranteed to avoid any country leaving the XCOM project at the end of the first month, because... enough money to buy 4 satellites, an uplink and a workshop.
2. Strategy:
a) Base management. 6 events are planned for the first month (first mission, first abduction, downed UFO, second abduction, consular mission and Council report). On the first mission there are 8 sectoids, each of the fighters needs to kill at least one enemy, it is also advisable to bring the corpses of enemies (use grenades only to weaken enemies, or as a last resort), they will be needed for sale. Upon arrival at the base, we make a save. At the first abduction, we select a country that provides 4 engineers. Upon returning, we sell the corpses and buy 4 companions. No later than March 7, you need to order the construction of a workshop (this is +5 more engineers) and go to the UFO assault, upon return we sell everything. Next comes either a consular mission (I advise you to buy the Slingshot DLC and select it, it’s 200 bucks, 2 engineers, 2 scientists and the Chinese Jang, a very good heavy fighter), or a second abduction, in which we again select 4 engineers. No later than March 17, after the construction of the workshop, we immediately order an uplink (it will be built on March 31, the day of the Council’s report. After its construction, we immediately launch satellites, priority - Africa (if you have a base located in Africa, then any panicking countries, their there will be 4 pieces).
b) Research. Because you will reboot many, many times in tactical mode, then you won’t need armor, at this difficulty if you don’t kill visible enemies in one turn, then they will usually kill you, so priority is laser weapons, which will greatly help during the first terror -mission planned for the second half of April. Therefore, the path is this: Weapon Fragments (8 days) -> Beam Weapons (21 days) after which it is advisable to buy 2 laser rifles (for support and assassin). Next, we’ll explore Heavy Lasers, which will provide us with laser machine guns for heavy vehicles and laser cannons for interceptors. After which you can develop as usual: Alien Materials - Experimental Warfare, etc. You can forget about laser snipers (although laser shotguns are amazingly good, but I lasted without them), in June the Mutons change their light plasmas to assault ones, by this time I recommend getting a camera for interrogations and arc thrower. We grab a muton, put a plasma rifle into research, after which we examine plasma snipers and heavy plasmas, and with this stuff you can storm the alien base (however, it can also be stormed with laser weapons, and the sooner, the easier). During the assault on the base, be sure to capture the sectoid commander.
3. General recommendations. Save-save-save. All events in the global mode (dates of upgrades, UFO arrivals, Council missions) are generated during the Council report (events for the first month are generated when choosing a country to place a base) and remain unchanged until the end of the month, so always make a save on the 1st day of the month, thanks to which You can always replay a given month if you missed the deadline somewhere. If you are not satisfied with the dates of events for the current month, then it is advisable to load a save made before the report, after which the events will be generated differently. Thus, for example, you can save on interceptors - you have replayed the events, found out where the UFO will land/arrive and transported a couple of launch aircraft to this continent, just manage to rearm them in time (first laser or phoenix guns, then plasma). In tactical mode, spamming saves will also save you, especially if you opened a bunch of packs at once during the next turn. While there are only 4 fighters in your squad, under no circumstances open the packs on your own, you risk finding yourself in a hopeless situation (even 2 packs of sectoids will fill you with plasma with your eyes closed, and you won’t even be able to hit them). If you don’t like the map, you can always load an autosave made on the base; the map is selected from the pool during departure (when you confirm it).
4. Composition of fighters. I recommend this: 2 snipers (Squadsight, Damn Good Ground, one Disabling Shot, the other Battle Scanner, Opportunist and Double Tap), 2 heavy (Bullet Swarm, Shredder Rocket, HEAT Ammo, Danger Zone and Rocketeer), shotgun assassin (Tactical Sense) , Lightning Reflexes, Rapid Fire, Close Combat Specialist, Killer Instinct) and support (Sprinter, Field Medic, Rifle Suppression (forget about reviving soldiers, you should not lose anyone, restart if a soldier takes crit damage and remains unconscious), Combat Drugs, Savior).
5. Enemies. Every month the enemies have a new unit - in March you will meet only sectoids and skinny men (if you go through the DLC, you will see one muton or chryssalid in the first mission). In April, a floater appears, in May - a muton, in June - a cyberdisk and drones, in July - a berserker, in August - a heavy floater, in September a sectopod and an elite muton (both can be seen even earlier, they will be part of the Overseer team). The number of enemies on missions is dictated by the difficulty (Difficult or Very Difficult, missions simpler than these, in my opinion, do not come across at all with this skill), these are usually 3-4 packs of 3 enemies in each. Remember, the sooner you start storming the base, the weaker the enemies there will be (at this difficulty there are 28 dudes), the coolest one for me was the lone cyberdisk there.
6. Second Wave. Yes, yes, don’t be afraid to use additional settings when starting this skill, because among them there are not only complicating ones, but also quite interesting ones. I advise you to definitely take Absolutely Critical - guaranteed crit from the flank (an enemy flanked is marked with a yellow shield symbol) and Not Created Equally - random stats for beginners. How do you like a heavy that has an Aim of 80 points at the first rank? Or a sniper with the rank of colonel with the same Aim of 120 units (110 your own and another 10 from SCOPE)? Yes, it is quite possible to get/raise such fighters. But keep in mind that this coin also has a downside, these soldiers may well get low Will (minimum 25 with a norm of 40) and you will have a lot of panickers.

There is a small glitch that makes it a little easier to storm the main alien ship. In the first room, after opening the pack of aliens (commander of sectoids and 2 sectoids), after your move (kill the sectoids), 2 cyberdisks and 4 drones will spawn at the top. This spawn is shown to us by the camera, so when the camera flies to the place where the first plate is supposed to spawn, we don’t wait for it to spawn, we go to the menu and make a save, after which we immediately exit the game. When loading, you will find yourself in the same room with ready-made sectoids and there will be no enemies (except for two more initial sectoids at the far door). I understand that 2 cyberdisks for regiments armed with plasma barrels is not a problem, but still. Works the same in Ironman mode.
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By So1idus on 10 Jan 2016 20:49
I recommend always having one more satellite in reserve.
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27 Mar 2013 20:32