XCOM: Enemy Within Campaign Guide

XCOM: Enemy Within Campaign Guide

The fight to save humanity expands in XCOM: Enemy Within, and Game Front is here to survive the onslaught from extraterrestrial forces.

Not only are there more aliens, but a nefarious group of human collaborators are working to bring XCOM down and wreck their operations. That means more bad guys to fight, more missions, and way more customization options for the operatives you send out into the field. Learn how to cope with the changes in our campaign guide below.

Get a taste of the new features on the complete Enemy Within achievements list, or find help cracking secrets with our XCOM: Enemy Within cheats page.

Need help with XCOM’s vanilla campaign? Go into even more detail on basic mission types and tactics on the XCOM: Enemy Unknown walkthrough.


Check back soon for new updates.

XCOM: Enemy Within Campaign Guide



Meld, Gene Mods & Augmentations

XCOM: Enemy Within comes with a range of new missions, unit upgrades, weapons, and features to make life easier for the budding XCOM Commander.

Meld

The biggest addition is the inclusion of Meld canisters in most randomly generated missions. When dealing with UFO crash sites or abduction reports, Meld canisters will appear somewhere on the map.

Meld is a resource used in genetic manipulation (Gene Mods) and in the construction of MEC suits.

Two Meld canisters appear randomly on the map, and an invisible countdown will begin. When spotted, the canisters will appear in the top right corner of the HUD with a number. That number denotes how many turns you have left to capture the canister before it self-destructs.

Each Meld container holds 10 Meld. To capture Meld, a unit must stand adjacent to the canister. Just like doors, a unit must have a remaining action to collect Meld, but collecting Meld will not use an action.

Once Meld is captured, a new research project will appear in the Lab. Research “Meld Recombination” to unlock two new facilities; the Genetics Lab and the Cybernetics Lab. Build both facilities early to start reaping the rewards of Meld!

Cybernetics Lab

Once the Cybernetics Lab is constructed, you can choose up to 3 soldiers to augment into MEC troopers at a time. It costs 10 funds and 10 Meld per soldier to augment. It takes 3 days to complete the initial process.

Rookies cannot be augmented. Every class provides a special support bonus to the MEC Trooper, which include:

  • Assault Class → Shock Absorbent Armor: Damage received from enemies within 4 tiles is reduced by 33%.
  • Heavy Class → Body Shield: The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
  • Support Class → Distortion Field: Nearby allies in cover receive +10 defense.
  • Sniper Class → Platform Stability: Any shots taken without moving have +10 Aim and +10% Critical chance.

Once augmented, MEC Troopers can equip powerful Mechanized Exoskeleton Cybersuits. These are purchased at the Engineering tab. Completing research on new alien discoveries will unlock new MEC suits.

MEC troopers are immune to fire and poison, but they are still vulnerable to psionic attacks. That means they can panic or fall under a Sectoid Commander’s Mind Control. MEC Troopers do not take cover.

There’s plenty more to learn about MEC Troopers. Find their subsystem abilities, functions, and how to unlock new suits on the next page.

Genetics Lab

Unlike augmentation, gene modification will not change unit classes – instead, it will put the chosen soldier into stasis for 3 days for each genetic modification purchased.

Build the Genetics Lab to access genetic modification in the research tab. There is no downside to giving your agents gene mods – except the investment that could potentially be lost if the soldier dies in combat.

Check out our recommendations for Gene Mods in the “Useful Gene Mods” section.

XCOM: Enemy Within Campaign Guide



MEC Troopers Expanded

MEC Troopers are created by augmenting any Squaddie in the Cybernetics Lab. The lab is unlocked after researched Meld Recombination, after capturing your first Meld Container.

Choosing a soldier for augmentation is done in the Engineering tab, and will put the soldier under for 3 days at the cost of 10 funds and 10 meld.

When they’re back, they’ll be down four limbs – but XCOM will have a new MEC Trooper, able to equip MEC suits and use special heavy weapons.

MEC Troopers are a unique class – they can’t undergo psionic testing or gene modification, but they are immune to poison and fire. They aren’t immune to psionic attacks or panic. That includes Mind Control.

As noted on the first page, MEC Troopers gain special support abilities depending on which class of operative is transformed. Check out the upgrades below:

  • Assault Class → Shock Absorbent Armor: Damage received from enemies within 4 tiles is reduced by 33%.
  • Heavy Class → Body Shield: The nearest visible enemy suffers -20 Aim and cannot critically hit this unit.
  • Support Class → Distortion Field: Nearby allies in cover receive +10 defense.
  • Sniper Class → Platform Stability: Any shots taken without moving have +10 Aim and +10% Critical chance.

MEC Troopers also have their own rank upgrade trees. Check out the full list;

  • Collateral Damage (Squaddie): An area of effect attack that destroys most cover and hits all eligible targets for 34% damage. This attack cannot cause critical hits.
  • Advanced Fire Control (Corporal): Shots from Overwatch no long suffer any Aim penalty.
  • Automated Threat Assessment (Corporal): Confers +15 Defense on Overwatch.
  • Vital-Point Targeting (Sergeant): Confers 2 bonus damage against targets that have been autopsied.
  • Damage Control (Sergeant): When a MEC takes damage, all further damage will be reduced by 2 for the next 2 turns.
  • Jetboot Module (Lieutenant): When activated, confers the ability to jump to normally inaccessible heights for the rest of the turn.
  • One for All (Lieutenant): When activated, the MEC becomes a high cover element. Moving or using an arm-based weapon will return the MEC to standard posture.
  • Repair Servos (Captain): Confers 2 health recovery at the start of each turn. A total of 6 health can be regenerated per battle.
  • Expanded Storage (Captain): Allows additional use of Restorative Mist, Grenade Launcher, and Proximity Mine Launcher in each mission. Increases primary weapon base ammo by 50%.
  • Overdrive (Major): Firing the MEC’s primary weapon as the first action no longer ends the turn.
  • Absorption Fields (Colonel): Any hit that does more damage than 33% of the MEC’s maximum health is reduced to that number.
  • Reactive Targeting Sensors (Colonel): The MEC gets a free shot back at the first enemy who attacks the MEC each turn, provided there’s enough ammo to do so.
  • MEC Troopers’ main weapon of choice is the MEC Suit. As they are upgraded, you’ll unlock new upgrades to choose from. Check out the upgrades for each suit below:

    MEC-1 Warden Subsystems

    Required: Cybernetics Lab Built & Meld Recombination Researched

    • Kinetic Strike Module: Close-range melee weapon. Deals 12 damage and destroys cover. Boosts movement range by 3.
    • Flamethrower: Fires a conic jet of flame for 6 damage to every unit within range. Sets enemies and environment on fire, and causes panic.

    MEC-2 Sentinel Subsystems

    Required: UFO Power Source Researched

    • Grenade Launcher: Similar to operative grenades, the MEC fires a long-range grenade that explodes on impact for 4-5 damage. One use per mission. Can be upgraded to carry 2 grenades.
    • Restorative Mist: Heals all nearby allies.

    MEC-3 Paladin Subsystems

    Required: Titan Armor Researched

    • Proximity Mine Launcher: Powerful mines can be fired and laid down to cover an area. When an enemy walks over the area-of-effect, the mine will explode. Allies will not set off mines. One use per mission. Can be upgraded to carry 2 mines.
    • Electro Pulse: Area-of-effect pulse surrounding the MEC suits. Stuns organic enemies and damages robotic enemies.

    XCOM: Enemy Within Campaign Guide



    Getting Started – Coping with Changes

    In XCOM: Enemy Within, it takes time before new missions start to appear. Getting Gene Mods and MEC Troopers is all well and good, but what else has changed?

    Below, we’ll learn about some of the fundamental changes to the XCOM formula, and how to reach the point where EXALT and other new missions begin to appear.

    Fighting to the Alien Base

    The first goals are all effectively the same as in XCOM: Enemy Unknown. Follow these basic steps to reaching the Alien Base below.

    1. UFO Crash Site – Destroy the Outsider
    2. Construct the Alien Containment Facility & Build the Arc Thrower
    3. Capture an Alien with the ARC Thrower and Interrogate it.
    4. Complete the Outsider Shard Project in the Research Tab and construct the Skeleton Key.
    5. Begin the Alien Base Assault.

    While working up to the Alien Base Assault, Terror Missions and UFO Contacts will be a problem. Construct linked Power Generators and Satellite Uplinks to get the most out of the XCOM Facilities.

    Launching satellites over countries will allow you to spot alien UFOs. Place fighters on each continent with Satellite coverage.

    Africa will earn XCOM more money. North America will make all fighter upgrades, projects, and construction cheaper – including satellites. Asia makes getting Barracks upgrades easier. Choose which you prefer, and unlock the continent bonus as soon as possible.

    New missions will begin to appear after completing the Alien Base and researching both critical projects in the lab.

    New Enemy – Seekers

    The slithering Seekers are one of the new, dangerous enemies that begin to spawn by the second month. They add a spooky dynamic to whatever mission they appear in by turning invisible and hunting loners.

    To deal with Seekers, play it safe. Consolidate the squad into a tight formation and keep everyone, or almost everyone, on Overwatch. Seekers will not leave stealth mode until they strike.

    When a Seeker attacks, they use a special ability called Strangle. While strangled, an operative can not move and takes damage each turn they’re held. Shooting the Seeker will free the operative, but the victim will enter a dazed state for one turn. They can shoot with a massive Aim penalty and movement radius is severely limited.

    Seekers are opportunistic hunters. Don’t leave soldiers alone. The victim’s Overwatch will not work when attacked – only friendly allies with Overwatch can shoot a Seeker.

    To defend against the Seeker’s strangulation attack, complete the Chrysalid autopsy to unlock the Bioelectric Skin Gene Mod, and the Chitin Plating item.

    Changes to Rank Unlocks

    Even more changes were made to abilities to balance the powers of each rank. Some powers have been limited, but mostly you’ll find the lame powers have been replaced or upgraded.

    Sniper:

    • Snap Shot: Aim Penalty changed to -10 from -20.
    • Squad Sight: 0% Critical Chance. Requires Headshot to land a Critical.

    Support:

    • Covering Fire: Fires before an enemy attacks.
    • Deep Pockets: Adds additional uses to Medikits, Arc Thrower shots, Grenades, and any other equipped items.

    Assault:

    • Close and Personal: Gives a free shot when an enemy is within 4 squares.

    Heavy:

    • HEAT Ammo: +50% Damage bonus against robotic enemies.
    • Grenadier: Carries two grenades of any type; +1 additional damage.

    XCOM: Enemy Within Campaign Guide



    Covert Operation – EXALT Hacking Mission

    After completing the Alien Base Assault, an EXALT Cell will reveal itself in a random country after a random amount of time. To lower panic, initiate an operation against the cell and face off against an all new enemy.

    When launching a Covert Operation, all other exposed EXALT cells will go into hiding. Finishing each EXALT Covert Operation will reveal hints to the location of EXALT HQ, allowing XCOM to dismantle this global conspiracy at the source.

    EXALT Cells only reveal themselves once a sabotage operation is complete – for a cost of 50$ you can initiate a scan that will reveal an EXALT Cell in a country, if you have suspicions. Watch for countries that increase panic level at a higher rate than normal, that’s a good tip-off that EXALT is operating within their borders.

    Don’t worry about the big fight yet. We’ll cover EXALT and all of its operations against XCOM later. For now, start your war against these traitors by initiating the first Covert Operation.

    When launching a Covert Operation, you’ll need to choose a single operative to infiltrate the cell. The chosen operative will disappear for 6 days before needing an extract.

    After the 6 days are up, the extraction begins. If you ignore the mission, the operative you sent will be lost.

    Choose to go and you’ll be able to send an entire XCOM squad against EXALT.

    There are two types of missions – Extraction and Data Recovery. In Extractions, the Covert Operative must hack two objective markers then escape.

    Extraction missions are very similar to Council rescues – keep your Covert Operative in cover until the squad reaches him or her. Once the area is clear of EXALT, begin hacking.

    EXALT operatives will drop into the map every turn from random locations. Play it safe and move slowly. End turns with everyone in cover and Overwatch. Think of them like Thin Men, without the annoying poison mist.

    Once both objectives are hacked, the mission will end when the Covert Operative returns to the extraction area. Clear the area for a better mission rating, or pile everyone into the extraction zone.

    Always bring heavily armed squads. You’ll be outnumbered in EXALT missions – the enemy doesn’t usually appear in far greater numbers than the aliens. Instead, EXALT swarms.

    These human enemies are weak but hit hard. Watch out for Snipers and Heavies. Stay away from cars if they have Rocket Launchers, and keep your troops spread out.

    XCOM: Enemy Within Campaign Guide



    Useful Gene Mods – Classes & Combinations

    Gene Mods are a powerful tool to enhance combat abilities, but certain combinations of Gene Mods, when used in concert with specific classes, can turn a good XCOM operative into an unstoppable XCOM operative.

    Check out the classes below to for our recommended Gene Mods.

    Sniper Gene Mods

    • Depth Perception (Gene Recombination): +5 Aim and +5 Critical Chance for height advantage.
    • Mimetic Skin (Seeker Autopsy): Soldiers in High Cover turn invisible.
    • Boosted Muscle Fiber (Thin Man Autopsy): Allows soldiers to leap great heights.

    Assault Gene Mods

    • Bioelectric Skin (Chryssalid Autospy): Reveals stealth enemies in close-range and grants immunity to Seeker strangulation.
    • Adaptive Bone Marrow (Meld Recombination): Regenerates 2 HP per turn up to Max HP. Reduces recovery time by 66%.
    • Hyper Reactive Pupils (Meld Recombination): +10 Bonus to Aim after missing.

    Heavy Gene Mods

    • Secondary Heart (Cyberdisc Autopsy): Soldiers are critically wounded instead of killed. Extends bleed out time by 2 turns.
    • Adaptive Bone Marrow (Meld Recombination): Regenerates 2 HP per turn up to Max HP. Reduces recovery time by 66%.

    Support Gene Mods

    • Bioelectric Skin (Chryssalid Autospy): Reveals stealth enemies in close-range and grants immunity to Seeker strangulation.
    • Adrenal Neurosympathy (Muton Autopsy): After a kill, all nearby allies gain bonuses to Aim, Movement, and Critical Chance. Recharges every 5 turns.

    XCOM: Enemy Within Campaign Guide



    Operation Ashes and Temples – Base Defense

    This is the big one. After completing the Alien Base Assault, XCOM will experience a massive counter-attack. This is one of the toughest battles in the campaign.

    After returning from the Alien Base, buy equipment for most of the soldiers on your roster. Start with the highest ranking and go down the list.

    During the defense mission, a random set of operatives on the XCOM roster will appear on the map, armed with whatever they were equipped with before starting the operation. There’s no time to set up a team or allocate armor or weapons once the mission begins.

    You won’t start with a full squad. Instead, you’ll have to hold off until reinforcements arrive. A message will reveal when reinforcements are coming, which usually takes a turn after the doors begin to open. These reinforcements are also random. Wonderful.

    Take note of the Security Personnel. These rookies start with basic equipment (Assault Rifle, Grenade) and they’re pretty great as cannon fodder goes. You’ll need them to soak up damage once the alien threat heats up.

    The Delta Command Center is a complicated, multi-tiered room. Position snipers away from any entrances so they can shoot down into the room. Stay away from the Rear Guard Station entrances, for now.

    Hide around the pillars or inside the interior room for high cover. Put everyone on Overwatch – aliens will appear randomly after the first turn. Expect to face Mutons and Mechtoids. You should also get the first wave of reinforcements this turn.

    MEC Troopers with Kinetic Strike are irreplaceable against Mechtoids. Remember – don’t bite off more than you can chew. Living soldiers are more important than dead aliens.

    If a Muton or Mechtoid lands near a soldier; retreat. Go ahead and use grenades. They’re useful, but they’ll be less useful as the mission progresses.

    If Mutons or any other enemy land in the Rear Guard Station overlooking the cave system, don’t engage them. Instead, take cover above and behind pillars and wait them out. They’ll eventually come out.

    After a few turns, aliens will arrive in the guard station, Drones and two Discs. The Discs are deadly enemies, don’t charge them. Wait for them to float into your Overwatch fire, and drill them with Snipers in perches or fire twice with Heavies.

    Thanks to their sudden close-proximity to the XCOM team, this is one of the trickiest parts of the mission.

    The drones only have 3 health apiece. Try to take care of both with a single grenade, or shoot them down. If you lose track of the aliens, send Security Personnel to check out the area. XCOM will send more replacements.

    Aliens drop into the Mech Bay next, to make a bad situation worse. Luckily, these guys should be pretty far from your team. Clear out the remaining Drones and Discs, and leave an operative or two to watch the bay in case Mutons get ambitious.

    When the Command Center is clear, you’ll get a message. Move out toward the Mech Bay. The two rooms flanking the bay provide good cover, and the catwalks on the second floor are perfect shooting platforms.

    The bay should be full of Mechtoids, Mutons, and Sectoids. Place a sniper on the high balcony, or another accurate shooter with a rifle. Most soldiers will get a massive Aim boost thanks to the height advantage over the bay.

    Even the railings outside the two rooms overlooking the bay, on the ground floor, are enough to get an Aim bonus.

    From the area over the Mech Bay, make your stand. The rest of the mission can be fought here. Place Snipers with Squad Sight on the upper floor and flank the bay with MECs or Security. Use Smoke when dealing with Mechtoids or accurate Mutons to avoid eating plasma.

    Make a stand near the “DELTA” label on the ground. Scout the area with Security, and put them on the front line to soak up damage for your better troops.

    The final wave appears at the Forward Security Post. That means more Mutons, more Mechtoids, and Sectoid Commanders.

    It’s perfectly reasonable to continue holding your ground. Overwatch and wait for the big aliens to walk into your machine gun fire.

    Deal with the final aliens to complete this grueling mission.

    XCOM: Enemy Within Campaign Guide



    Operation Flying Paramour – Exalt Base Raid

    The road to dismantling EXALT is a long one. Once they appear, EXALT operations will begin work draining XCOM funds, causing panic in member nations, and slowing research. To uncover these plots before they effect XCOM, scan countries on the map.

    The price is 50 funds for each scan. By uncovering an EXALT cell, you neutralize their ability to undermine XCOM efforts – but, once an EXALT cell is raided, all currently revealed cells will instantly go into hiding.

    Each completed Covert Operation will provide a clue to the location of EXALT HQ. You can continue widdling down the list of member nations, or you can accuse a nation of harboring EXALT. Beware, if you wrongly accuse a country, they will instantly leave the XCOM project.

    So, here we are at EXALT’s doorstep. Their HQ is located on a posh skyscraper, hidden in plain sight from the world. Your team lands on the chopper pad, and must fight through the reception room into their Command Center.

    Expect heavy resistance. The multi-tiered building can be used for all sorts of tactical opportunities. Climb on the roof and shoot through the skylights with a sniper, or flank enemies on rooftops outside the windows. Or – do what I did and bulldoze through the base with heavy firepower.

    The first few rooms are tight enclosures that quickly flood with agents. Grenades and explosives help wipe the first waves of Exalt agents. Things get trickier deeper inside.

    The Command Center proper is a death trap. Enemy agents armed with Rocket Launchers and Sniper Rifles will be your biggest threat. Take care of Heavies and Snipers first and foremost.

    Use the layout to your advantage. Don’t expose yourself to too many firing lines – use the exterior rooftops to flank agents in the far back and take care of them with ease.

    As they retreat to the center, pincer EXALT by placing shooters on the hallway balconies above. Work together, and don’t spread out too far.

    Circle around and use the height advantage against the clusters of EXALT agents below. Flank to the sides and get around the likely Snipers or other agents through the back windows.

    Once the area is secure, XCOM will leave with some choice valuables in tow. Check out the Gray Market and sell the looted artwork and other EXALT gear for a good price.

    That does it for the human threat. Now XCOM can put all of its efforts on crushing the alien menace.