XCOM 2 achievements
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XCOM 2

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There are a maximum of 80 XCOM 2 achievements (50 without DLC) worth 5,530 (1,520)

17,186 tracked gamers have this game, 74 have completed it (0.43%)

Achievement Details

Who Needs Tygan? in XCOM 2

Who Needs Tygan?209 (30)

Beat the final mission using only conventional gear

  • Unlocked by 353 tracked gamers (2% - TA Ratio = 6.98) 17,192  

Achievement Guide for Who Needs Tygan?

AuthorSolution
labtoy
226,153 (129,465)
labtoy
Achievement not yet won
TA Score for this game: 1,935
Posted on 06 October 16 at 07:19
This solution has 31 positive votes and 2 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.
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SeraphimNeeded
540,485 (301,327)
SeraphimNeeded
Achievement won on 11 Nov 17
TA Score for this game: 2,620
Posted on 11 November 17 at 19:12
New solutionThis solution has 0 positive votes and 0 negative votes. Please log in to vote.
I found myself following this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=65526...

In a TL:DR version, armor and all primary and secondary weapons must be the base version. Medkits/Nanomedkits and Frags/Plasma grenades are also allowed. Smoke and Flashbangs are probably OK, but generally not recommended.

SPARKs are allowed, but like regular soldiers must be using base level weapons and armor. Their equipped heavy weapon must be the Rocket Launcher.

DESPITE WHAT HAS BEEN SUGGESTED IN SOME GUIDES, any/all weapon mods and PCSes are allowed, so go hog wild on those. This makes sense given they aren't acquired through research.

It is known you cannot use the Alien Hunters weapons.


From there, the game plan tends to be much like other guides have suggested. Play on recruit difficulty. You're best bet is a team that is heavy on fully trained Psi Ops as they tend to have a lot of bonus abilities that aid in survival, crowd control, and single target burst all rolled into a single unit.

My team was as follows:

SPARK (mainly hoping to kill an avatar with it for the achievement, replace with what you'd prefer if you follow me)
Adaptive Aim, Strike, Intimidate, Repair, Hunter, Nova
(base game, so no weapon mods)

Specalist
Nanomedkit
PCS: Superior Focus (+28) (wanted to avoid mind controls as much as possible on this character)
Weapon Upgrades: Superior Repeater, Superior Auto-Loader
Medical, Haywire, Field Medic, Covering Fire, Guardian (was not max rank, but I would have gone with the revive everyone ability)

4 fully trained Psi Operatives all with Plasmas

3 with Superior Conditioning (+4) 1 with Superior Agility (+33)

Weapons:

(x2) - Advanced Repeater, Superior Stock
Repeater, Superior Hair Trigger
Superior Hair Trigger, Advanced Auto-Loader
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