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XCOM: Enemy Unknown Game Guide by gamepressure.com

XCOM: Enemy Unknown Game Guide

Table of Contents

A handful of general advice | How to play to win XCOM: Enemy Unknown Guide

Last update: 11 May 2016

The following are general advice on both the strategic and tactical game, too small to form a separate chapter for in the guide, but so important that they are worthy mentioning - A handful of general advice - How to play to win - XCOM: Enemy Unknown - Game Guide and Walkthrough

The following are general advice on both the strategic and tactical game, too small to form a separate chapter for in the guide, but so important that they are worthy mentioning. I hope that they will help win the fight against the aliens and completing the game.

  • When choosing a location, we should focus on the continents with more regions, and then use satellites to cover those who have less. One of the better starting location is Europe or Asia, and the worst (and therefore the easiest to take into account in the global network) South America.
  • Once you start playing, we should immediately start production of one satellite to launch it before the end of the month. If you do not have to use it to reduce panic, you might want to send it to watch the air space over one of the richest countries (e.g. USA)
  • Always accept all missions and send fighters to capture all UFO. Refusing to perform a task causes more panic, and the alien vehicle can shoot down our foreign satellites, spreading more chaos in the world.
  • Always try to send several recruits on a mission. You never know when they will have to replace injured veteran, hence having more trained soldiers is always included.
  • Sell ??unwanted items on the Gray Market. In the initial phase of the game it is the main source of income for the XCOM.
  • Engineers are more important than academics and money, especially in the beginning of the game! During the first Alien Abduction missions, we necessarily have to choose engineers, otherwise our progress will be much slower.
  • S.H.I.V. is useful, but it takes one place in the Skyranger, instead of a possible rookie. The robot unfortunately does not gain experience, a rookie does.
  • Using Mind Control on a Muton often ends by taking control of the alien. Mutons carry grenades, so... BOOM!
  • The greatest damage in the team is inflicted by the Assault class with the Run & Gun, Close and Personal, Aggression, Killer Instinct and Rapid Fire. Right behind it is a sniper with Double Tap. Suitable choice of targets will allow us not to waste the marksman shot on a Sectoid when next to it there is a Muton Elite.
  • If we lose your best soldiers, we shouldn't despair - we can always catch up by playing carefully and training new soldiers from scratch. In this case, S.H.I.V. is very helpful in the team, because it has more firepower than a rookie.
  • If all else fails, we can always play at a lower level of difficulty and often use the option to save and load the game. NOTE: save the game before the shot and then load it if you miss does not change the outcome of our attack! Best to save the game at the start of turn, and if we fail, play it differently.
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