XCOM: Enemy Unknown and Enemy Within: Complete Guide

A strategy and tactics guide for Firaxis' 2012 XCOM: Enemy Unknown and its 2013 expansion Enemy Within, from your first Skyranger drop through the Temple Ship, including MECs, Gene Mods, Meld and EXALT.

Researched September 2026 — current as of the final PC release (no patches in years; the game is complete and stable). Live games change; check the linked sources if something differs.

What you own on Steam: XCOM: Enemy Unknown (app 200510) is the base game. Enemy Within is a paid expansion on PC (bundled with everything in the XCOM: Complete Pack). When both are installed, the launcher lets you choose which one to start. Enemy Within is the one to play: it contains everything from the base campaign plus a lot more. Everything below applies to both unless marked (EW).

Quick Start

  1. Play Enemy Within if you have it. It is strictly more content and better balanced. Start on Normal for a first run; Classic is the "real" difficulty the game is tuned around; Impossible is for veterans.
  2. Ironman is optional, not a badge. Ironman locks you to a single autosave. On a first playthrough, manual saves let you learn without a bugged mission ending your campaign.
  3. Never move into the unknown with your last action points. Advance with the first move (blue), keep the second (yellow dash) for reacting. Moving into fog with a dash is how pods activate on an exposed soldier.
  4. Full cover (shield icon filled) is everything. Half cover is barely better than nothing against aliens with height advantage or flanks.
  5. Overwatch is your default when you have no good shot. Aliens that move into view trigger reaction fire.
  6. Satellites win the strategic layer. Build Satellite Uplinks and Satellites early and keep launching them. Panic kills campaigns, and satellites are the main tool against it.
  7. Research the Arc Thrower and Xeno-Biology early. Live captures unlock interrogation credits and cheaper, faster research.
  8. Build the Officer Training School (OTS) as soon as it unlocks and buy Squad Size I and Squad Size II. Six soldiers instead of four is a huge difference.
  9. Rotate your roster. Wounds will bench your best soldiers; you need a B-team with some rank.
  10. (EW) Grab Meld canisters. They have a countdown timer, so push toward them with a plan. Meld pays for MECs and Gene Mods.

How a Campaign Works

The game alternates between two layers:

Layer What you do What matters
Geoscape (base) Research, engineering, building facilities, launching satellites, intercepting UFOs, choosing missions Money (credits, shown as the § symbol), Elerium, Alloys, Meld (EW), scientists, engineers, power, panic
Tactical Turn-based squad combat, usually 4-6 soldiers Cover, flanks, line of sight, action economy

Resources

Panic and the Council

Every country has a panic meter. Abduction missions give you a choice of three sites; the two you skip gain panic. Terror missions ignored cause a big panic spike. Countries at maximum panic at the end of the month leave the XCOM project, and if eight countries leave, you lose the campaign. Satellites over a country reduce panic when launched and give the scanning coverage that lets you catch UFOs.

Month-end rhythm

Satellites take time to build and launch. Launch them just before the Council report so the panic reduction and funding bonus land that month. Never let a month end with an empty Satellite Uplink slot and credits in the bank if a high-panic country is on the verge of leaving.

Tactical Combat Fundamentals

Concept What it means How to use it
Two actions per turn Move + shoot, or dash (double move), or shoot then nothing Shooting ends a soldier's turn for most classes
Full vs half cover Full cover gives a big defense bonus, half cover a small one Prefer full cover; half cover only when you have no choice
Flanking An enemy with no cover between you and it Flanked targets take bigger crit chance; do the same to aliens
Height advantage Shooting from above gives an aim bonus Rooftops and cliffs are premium real estate
Overwatch Reaction shot on the next enemy that moves in view Use when you can't get a decent shot
Hunker Down Doubles cover bonus, removes flanking crit risk For a soldier you can't move somewhere safe
Pods Aliens patrol in groups that activate on sight and get a free "scamper" move Reveal pods with one soldier, not your whole squad

The golden rules of movement

Soldier Classes

Class Job Signature abilities to know
Assault Close-range flanker, shotgun specialist Run & Gun, Lightning Reflexes (dodges the first reaction shot each turn), Close Combat Specialist, Rapid Fire, Killer Instinct
Heavy Rockets, suppression, area damage Fire Rocket, Bullet Swarm, HEAT Ammo (bonus damage vs robotic enemies), Shredder Rocket, Suppression, Danger Zone, Mayhem
Sniper Long-range damage, overwatch Headshot, Squadsight (shoot anything an ally can see), Snap Shot (move and shoot, with penalty), Double Tap, In the Zone
Support Healing, smoke, utility Smoke Grenade, Field Medic (extra Medikit charges), Sprinter, Revive, Savior, Deep Pockets
MEC Trooper (EW) Armored augmented soldier See the MEC section below

Promotion picks that matter

Strategic Priorities (base and research)

Early research order that works

  1. Xeno-Biology then Arc Thrower (so you can stun and capture aliens)
  2. Alien Materials (Carapace Armor path) and Weapon Fragments into Experimental Warfare, which unlocks the Foundry
  3. Autopsies/interrogations as they come in; each interrogation gives a research credit that speeds related projects
  4. Laser Weapons, or lean toward plasma if you capture a live Muton early; interrogating a Muton cuts the research time of all Plasma weaponry
  5. Satellite production facilities running in parallel

Base building

Interceptors

Keep at least one Interceptor on each continent you have satellites over. Upgrade to better weapons (Phoenix Cannon, Laser Cannon, then Plasma Cannon or EMP Cannon) and consider Firestorm craft later. You can abort an interception you're losing without losing the craft.

Enemy Within: What It Adds

Meld

Meld canisters appear on most missions with a turn counter. Plan a route that collects both before their timers run out. Meld is spent on Gene Mods, MEC Trooper conversion, and MEC suits.

MEC Troopers

A soldier is converted at the Cybernetics Lab (costs credits and Meld, takes a few days). The conversion removes existing Gene Mods, and psionic-tested soldiers can't become MECs, so decide early who goes which path.

Suit tier Name
MEC-1 Warden
MEC-2 Sentinel
MEC-3 Paladin

Primary arm modules (pick one per tier):

Tier Option A Option B
1 Kinetic Strike Module (huge melee punch, destroys cover) Flamethrower (area damage, panics)
2 Grenade Launcher Restorative Mist (area healing)
3 Proximity Mine Launcher Electro Pulse (strong vs robots)

MEC abilities by rank: Collateral Damage (Squaddie); Advanced Fire Control or Automated Threat Assessment (Corporal); Vital-Point Targeting or Damage Control (Sergeant); Jet Boot Module or One For All (Lieutenant); Repair Servos or Expanded Storage (Captain); Overdrive (Major); Absorption Fields or Reactive Targeting Sensors (Colonel). One For All lets the MEC become full cover for allies; Absorption Fields makes a late MEC incredibly hard to kill.

Gene Mods

Built at the Genetics Lab after Meld Recombination. One mod per body slot:

Slot Option A Option B
Brain Neural Damping (panic resistance, helps vs psi) Neural Feedback (punishes psionic attackers)
Eyes Hyper Reactive Pupils (+aim after a miss) Depth Perception (bonus aim and crit from height)
Chest Secondary Heart (bleed out instead of dying once) Adrenal Neurosympathy (kill buffs nearby squad)
Skin Bioelectric Skin (detect nearby enemies, strangle immunity) Mimetic Skin (invisible when moving into full cover out of sight)
Legs Muscle Fiber Density (jump to rooftops without ladders) Adaptive Bone Marrow (faster wound recovery, heals in combat)

Good first picks: Depth Perception on Snipers, Adaptive Bone Marrow on anyone you rely on, Secondary Heart on your most valuable soldier, Mimetic Skin on a Squadsight Sniper (costly Meld-wise but extremely strong).

EXALT

EXALT is a human organization that runs cells in countries. Each month cells can sabotage you (steal credits, slow research, raise panic). Counter them:

New aliens (EW)

Special EW missions

Alien Threat Cheat Sheet

Enemy Threat Counter
Sectoid Mind Merge buffs another Sectoid Kill the Sectoid that cast the merge; its partner goes down with it
Thin Man Poison spit, leaps to high ground Overwatch; stay spread out vs poison
Floater Launches to flank Keep full cover facing multiple angles
Muton Grenades, Blood Call (buffs other Mutons), Intimidate (wounding one can panic the shooter) Stay out of grenade clumps; use Arc Thrower for a capture
Chryssalid Melee zombifies soldiers Kill fast; overwatch traps; don't let it reach your line
Cyberdisc Heavy damage, death explosion HEAT rockets and grouped fire
Berserker Charges on hit Only shoot when you can kill it that turn
Heavy Floater Grenade launcher from the air Height and cover
Ethereal Psi abilities, reflects fire Mind Shield and focus fire
Sectopod Huge damage, clusters Separate your squad; focus all firepower

Common Mistakes to Avoid

Advanced Tips

Missables and Completion Notes

FAQ

Should I play Enemy Unknown or Enemy Within first? Enemy Within. It's the full base game plus new units, missions and systems, and it's the version the community treats as definitive.

What difficulty should I pick? Normal for a first run, Classic once you understand flanking and satellites. Classic Ironman is the classic "real" experience.

Why did my 95% shot miss? The game uses real percentages; 95% still misses 1 time in 20. Plan so a single miss doesn't lose the turn.

How many countries can leave before I lose? Eight. Keep satellites flowing and watch panic every month.

Should I rush Laser or Plasma weapons? Lasers are a reasonable bridge, but capturing a live Muton makes Plasma much cheaper. Many players go lasers for rifles/snipers and plasma afterward.

Is it worth playing XCOM 2 after this? Yes, but XCOM 2 is a separate game with different systems. This game's story finishes at the Temple Ship.

Does it run on modern Windows? Generally yes through Steam. If the 2K launcher gives trouble, launching the game directly from its Binaries folder is a common workaround.

Sources