XCOM 2 achievements


4.7 from 87 votes

There are a maximum of 70 XCOM 2 achievements (50 without DLC) worth 6,815 (1,350)

4,147 tracked gamers have this game, 3 have completed it (0.07%)

Achievement Details

Who Needs Tygan? in XCOM 2

Who Needs Tygan?255 (30)

This is a rare achievementBeat the final mission using only conventional gear

  • Unlocked by 58 tracked gamers (1% - TA Ratio = 8.50) 4,147  

Achievement Guide for Who Needs Tygan?

175,606 (104,290)
Achievement not yet won
TA Score for this game: 998
Posted on 06 October 16 at 07:19
This solution has 5 positive votes and 0 negative votes. Please log in to vote.
Found this on StackExchange, props to Isuka:
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. (Tip: Psionics/Dominate is AWESOME).

Only Tier 0 items:
- Assault Rifle, Pistol, Shotgun, Cannon, Sniper Rifle, Sword, Gremlin Mark I, Psi Amp, Grenade Launcher
- Nanofiber Vest
- Medikit
- Frag Grenade
- Flashbang
- Smoke Grenade
- PCS Upgrades
- Weapon Mods

Exceptionally, the following upgrades are allowed: (since you can't downgrade)
- Alien/Plasma Grenade (Permanent upgrade to Frag Grenade)
- Nano Medikit (Permanent upgrade to Medikit)
- Smoke Bomb (Permanent upgrade to Smoke Grenade)

Forbidden Items include (not comprehensive - ANYTHING not in the list above may be bad):
- Skulljack
- Battle Scanner, Mindshield, Mimic Beacon
- ANY Special Ammo (Talon, Venom, Dragon, AP, etc.)
- ANY Special Armor (EXO Suit, Warden armor etc.)
- ANY Special Grenade (Gas, EMP, Acid Grenade/Bomb, etc.)
- ANY better weapon (Advanced Grenade Launcher, Arc Blade, etc.)

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.
There are 2 comments relating to this Solution | Please log in to comment on this solution.
Lt Davo
109,178 (53,140)
Lt Davo
Achievement won on 17 Oct 16
TA Score for this game: 2,333
Posted on 17 October 16 at 04:28, Edited on 19 October 16 at 03:16
New solutionThis solution has 1 positive vote and 1 negative vote. Please log in to vote.
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.

As stated in the other solution, your soldiers can only bring starting-tier weapons, armor, and miscellaneous gear like the gremlin. 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. Another research you can benefit from is Modular Weapons, which lets you apply 1 upgrade/mod to the starting-tier primary weapons. You can apply PCSs to your soldiers. 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.

If you can get the "Armed to the Teeth" continent bonus, get it. That gives you a second mod slot for your weapons and it is definitely compatible with the achievement requirements.

You can earn this achievement in Rookie difficulty. 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. If you want to switch difficulties midgame, I would suggest doing it before you perform the Avatar autopsy. You may be able to switch it at some point after, but I would do it then, just to be safe. If the Shadow Chamber tells you you have more than 26 enemies, you probably aren't on Rookie difficulty. 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.

I recommend bringing three well-trained PSI operatives on the mission, since they are less weapons-dependent. For my playthrough, I brought a grenadier with 3 plasmas, a hybrid healing/hacking specialist, a ranger, and 3 PSI operatives. 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.

Once the mission starts, go SLOWLY through the first part. There is no turn counter and there are no reinforcements, so there's no reason to rush it. Avoid using your grenades, if possible, and don't use up your limited-use abilities like Dominate. You'll need those for the second part. The commander's mind control is good to use, because it recharges. Save often!

The last section of the first part is the one where there are small earth-like habitat rooms. 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. If you can throw a stasis on him, do it to give all of your other abilities another turn to recharge.

Once the second part of the battle begins, in the large arena with the PSI gates, unleash all of your Mind Control, Dominate, and other abilities. If you bring 3 well-trained PSI operatives like I recommend, then with their Dominate plus the commander's Mind Control, you can have 4 aliens helping your 6 soldiers for this part. With all that help, who needs Tygan? Try to use every action you can on killing avatars and only deal with their minions if you don't have a shot on an avatar. Remember that they teleport every time they take damage, so if you have soldiers who don't have a shot, don't move them; let a soldier who does have a shot use it, and maybe the avatar will teleport into range of one of the others.

If all goes well and you kill the third avatar, you won't get the satisfaction of seeing and hearing the achievement unlock until some cutscenes play. It unlocked for me while an elder was saying "You are not ready" to the commander.

Good luck!
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