When you kill the last enemy, you will immediately begin part two of this mission, without any chance to reload or heal or anything, so When you're on the last enemy in this section and know you're about to inflict the killing blow, let your other soldiers reload first. The last section of the first part is the one where there are small earth-like habitat rooms. The commander's mind control is good to use, because it recharges. Avoid using your grenades, if possible, and don't use up your limited-use abilities like Dominate. There is no turn counter and there are no reinforcements, so there's no reason to rush it. Once the mission starts, go SLOWLY through the first part. As much as I love the sharpshooter class, I feel like the level design hampers their usefulness, and you get more benefit from a third PSI soldier. For my playthrough, I brought a grenadier with 3 plasmas, a hybrid healing/hacking specialist, a ranger, and 3 PSI operatives. I recommend bringing three well-trained PSI operatives on the mission, since they are less weapons-dependent. Note that this only counts the enemies who are already in the base when you get there not the Avatars and their minions who enter through the PSI gates at the end. If the Shadow Chamber tells you you have more than 26 enemies, you probably aren't on Rookie difficulty. You may be able to switch it at some point after, but I would do it then, just to be safe. If you want to switch difficulties midgame, I would suggest doing it before you perform the Avatar autopsy. In my Commander playthrough, the Shadow Chamber told me there were 31 enemies in the final mission, as opposed to 26 in my Rookie playthrough. You can earn this achievement in Rookie difficulty.
#Xcom 2 grenade launcher mod#
That gives you a second mod slot for your weapons and it is definitely compatible with the achievement requirements. If you can get the "Armed to the Teeth" continent bonus, get it. If you want to waste a utility slot on smoke grenades/bombs, flashbang grenades, and nanofiber vests, go for it, but IMO you should only be carrying plasma grenades and maybe 1 medkit. Another research you can benefit from is Modular Weapons, which lets you apply 1 upgrade/mod to the starting-tier primary weapons. The most important exceptions are the plasma grenade, which you learn to make in the proving grounds after completing the muton autopsy, and the nanomedkit, which is obtained by completing the viper autopsy and then the Battlefield Medicine project in the proving grounds.
#Xcom 2 grenade launcher how to#
The other solution provides a great breakdown of what constitutes the requirements of this achievement, and I recommend it to everyone, but I wanted to add some tips for how to win the mission.Īs stated in the other solution, your soldiers can only bring starting-tier weapons, armor, and miscellaneous gear like the gremlin. In essence, the game checks the inventories of all soldiers and makes sure that you only have Tier 0 items, with the exception of the three permanent upgrades (Alien Grenade, NanoMedikit, Smoke Bomb) and any drops you got throughout the mission. ANY better weapon (Advanced Grenade Launcher, Arc Blade, etc.) ANY Special Grenade (Gas, EMP, Acid Grenade/Bomb, etc.) ANY Special Armor (EXO Suit, Warden armor etc.) ANY Special Ammo (Talon, Venom, Dragon, AP, etc.)
Battle Scanner, Mindshield, Mimic Beacon
#Xcom 2 grenade launcher upgrade#
Smoke Bomb (Permanent upgrade to Smoke Grenade)įorbidden Items include (not comprehensive - ANYTHING not in the list above may be bad): Nano Medikit (Permanent upgrade to Medikit) Alien/Plasma Grenade (Permanent upgrade to Frag Grenade) Assault Rifle, Pistol, Shotgun, Cannon, Sniper Rifle, Sword, Gremlin Mark I, Psi Amp, Grenade LauncherĮxceptionally, the following upgrades are allowed: (since you can't downgrade) Of note is that this only applies to the final mission, you can happily upgrade throughout the game, just make sure your squad going into the final mission is downgraded. Found this on StackExchange, props to Isuka: