From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search

General Tips[edit]

Agents[edit]

There is three sort of agents you can hire.

Humans[edit]

The standard. Most of your staff will be human. They are average for all things.

Mutants[edit]

  • Less health than human
  • Less strength than human
  • More Psi energy, attack and defense than human.

Good psychers, nothing else.

Androids[edit]

  • More health than human
  • More strength than human
  • More accuracy than human

More for all, plus total immunity to psy attack. Just two weakness:

  • Can't make psy attack
  • Can't progress!

First week[edit]

Tactical Combat[edit]

In the first week, ammunition is scarce. There should however be enough to go around unless you waste it. However if you decide to take the guns blazing full auto approach don't expect ammunition to last. Take every opportunity to conserve ammunition possible. A few explosive grenades would be a good idea to use when appropriate. After a bio-transport module has been created fit it on a craft and try to capture live aliens. The way to do this is to attack a live specimen with a stun grenade or stun grappler until it falls unconscious, and then finish the mission before it wakes up. Throwing more stun grenades will keep it unconscious for longer.

Strategical[edit]

Put some effort in bringing down at least one of every type of UFO that appear. Also, finish the bio-transport module as soon possible and put it on a craft, the earlier you can start bringing in live aliens for research the better.

Strategical Combat[edit]

This early on UFOs are easy to shoot down, why can't it stay this way? Scatter your vehicles over the city so they'll have a greater chance of being close to an UFO incursion, one or two hoverbikes each should be sufficient for the early UFOs.

Ground Strategy[edit]

In the first week, Regardless of how well you defend against the Alien UFOs, there are several Alien incursions in the city. Here are a few rules for making the most of your X-Com forces.

1. No mission is important enough to lose good men on, Take as few risks as possible with your soldiers as it becomes increasingly harder to take a recruit and build them up to a Squad Leader or Sergeant.

2. While you should be careful with your agents you should never ignore an incursion unless it is absolutely impossible for you to succeed.

3. In the rare occasion that your base is raided in the first week (It HAS happened before) Things tend to be cramped, and your enemies tend to have explosives, Try to Evac your scientists then set up choke points in some of the wider areas. Enemies can only enter through your main lift and vehicle bays.

Spoiler section[edit]

Tips and Tricks[edit]

Easy Money[edit]

Spoiler

If you want money and XP for your agents without Cheat code:

Raid over and over the Cult Sirius corporation, their building will never be empty. They will never be friend with you, so never mind how you hurt them. With each raid you will recover some valuable Psi-clone and some equipment that you might sell.

Warning: there are often one or two men with rocket launcher. Try to kill these guy quickly, to keep their equipment and your lives.