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 5,411 (1,520)

18,189 tracked gamers have this game, 86 have completed it (0.47%)

Achievement Details

Who Needs Tygan? in XCOM 2

Who Needs Tygan?207 (30)

Beat the final mission using only conventional gear

  • Unlocked by 387 tracked gamers (2% - TA Ratio = 6.89) 18,210  

Achievement Guide for Who Needs Tygan?

AuthorSolution
labtoy
232,194 (132,260)
labtoy
Achievement not yet won
TA Score for this game: 2,275
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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Archer Spense
795,802 (410,150)
Archer Spense
Achievement won yesterday
TA Score for this game: 4,319
Posted on Yesterday at 04:23, Edited on Yesterday at 07:09
New solutionThis solution has 0 positive votes and 0 negative votes. Please log in to vote.
not a solution, but an addendum to the other solutions in regards to the Shen's Last Gift and War of the Chosen DLCs:

You can earn this achievement using both these DLCs.

The rules are still the same:

- Any DLC soldier must be sent into battle with their basic starter gear

SPARK:
Spark Armor
Heavy Autocannon
SPARK BIT
Rocket Launcher

Reaper:
Reaper Armor
Vektor Rifle

Skirmisher:
Skirmisher Armor
Kal-7 Bullpup
Ripjack

Templar:
Templar Armor
Shard Gauntlets
Autopistol

- If you happened to buy the accessory perk for any of the WotC soldiers, you are limited to the same items. NOTE: if you see a * next to the listed item, there is an upgraded version of it. The upgraded versions are okay to take into the final battle, they will not cancel the achievement.

Frag Grenade* (upgrades to Plasma Grenade)
Smoke Bomb*
Medikit* (upgrades to Nanomedikit)
Flashbang Grenade
Nanoscale Vest*

- All PCS are okay to use

- All weapon upgrades are okay to use

- All weapon research upgrades are okay (+1 weapon damage, +1 upgrade slot)

- All GTS soldier perks are okay

- Can be done on any difficulty

Tips:

obviously set the difficulty to rookie. this will make the 2nd part of the final mission tolerable.

the final mission takes place immediately after completing the Advent Network Tower mission. It is broken up into 2 parts. The first part is straightforward and not too bad. Make sure you save all your accessory weapons and one time use psi skills for part 2. Part 2 is where you must kill 3 avatars while portals keep farting out random groups of enemies at you. Mind control is very useful (especially if you can MC a gatekeeper) for distracting enemies during this 2nd part.

I HIGHLY ADVISE you defeat all 3 chosen before you do the Advent Network Tower mission. If you do not, the chosen will appear in the first half of the final mission to complicate things.

save scumming on the 2nd part is useful. not for rerolling attacks, but in the off chance you hit an avatar and he teleports so far away no one can reach him to shoot.

SPARK: would only recommend taking one into final battle for Matter Over Mind achievement if you don't have it. Don't recommend for Who Needs Tygan? SPARK weapons do not have breakthrough techs so you're stuck with a low damage weapon with one upgrade slot. Even with an OP skill like overdrive, and the fact their weapon has native shred properties, the SPARK stinks being restricted to starter gear.

Reaper: have not used this class for the final mission. Unsure if they can remain hidden against avatars. But if they can be stealthy, I can see them being very useful in the final battle in 2 ways:

1. claymore use with shrapnel, highlands, and homing mine perks. while hidden, toss a homing mine on an avatar. Use sting skill or have someone else shoot to keep reaper hidden and do the same to next avatar.

2. blood trail (maybe), needle (not needed on rookie difficulty as avatars have no armor), banish skills. superior extended mag weapon upgrade. honestly, sneaking around in cover on rookie and using banish with maximum magazine should be an easy no fuss method of killing an avatar. problem then is if its the first or second avatar, the reaper will be left open to any nearby enemies.

Skirmisher: their basic weapon is crappy and weak. However, you can take advantage of the fact they can shoot twice per turn as long as they don't move. Slap a superior repeater and an extended mag or autoloader on their gun, and if you're lucky to have the inside knowledge WotC skirmisher order or region perk, the Skirmisher will have a 20% chance to do an instant kill. Somehow I've had lots of luck one shotting avatars this way. Outside of this, I don't see how they're useful for Why Needs Tygon? They'll be doing an average of 1 damage if they manage to hit otherwise.

Templar: With maximum focus, they will be the heaviest hitting units with basic weapons 2nd only to the commander's avatar. Make sure to buy the channel perk. This will make it very easy to keep them at max focus. I'm not sure if the deep focus perk helps improve damage, but it also gives one extra focus point. My Templar was doing 7 damage minimum with rend.

Psi Operatives become more useful with a Templar around if they have the inspire skill. You can chain Templar attacks in one turn to take out many weak or one tough enemy.
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