Little Kitten

Little Kitten

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12 Oct 12
18 Nov 17
172h 18m
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Little Kitten

Our Finest Hour achievement in XCOM: Enemy Unknown

Our Finest Hour

Beat the game on Impossible difficulty.

Our Finest Hour0
16 November 2017 - 1 guideOffline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game mode.Difficulty Specific - These achievements require that the game be played on a certain difficulty level.Stackable - These achievements can be unlocked at the same time as, or in the course of, earning its more difficult or less difficult counterpart.
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How to unlock the Our Finest Hour achievement

  • lltaggedlltagged26,200
    23 Oct 2015 26 Oct 2015 29 Nov 2015
    6 0 1
    It is highly recommended you have a thorough understanding of how the strategy elements and mechanics of the game work before attempting the game on Impossible. The greatest challenges you will face on Impossible difficulty is the skill and tactics of the aliens and the reduced funding/rewards you earn each month.

    The following outlines the difference between each difficulty level:

    Easy:

    + Initial funding of 175 credits.
    + Initial global panic level of 0
    + Monthly income increased by 50%
    + Begin with an Officer Training School already constructed.
    + Begin with 1 satellite in reserve.
    + Base begins with 35 power

    Normal:

    + Initial funding of 175 credits.
    + Initial global panic of 0
    + Begin with an Officer Training School already constructed.
    + Begin with 1 satellite in reserve.
    + Base begins with 35 power

    Classic:

    + Initial funding of 100 credits.
    + Initial global panic of 1 per country.
    + No Officer Training School at the beginning.
    + No extra satellites in the beginning.
    + Engineers & Scientists awarded per satellite launched is halved.
    + Base begins with 30 power.
    + Rise in panic from ignored abduction missions is 2
    + Enemies have roughly 10% greater aim/chance to score a critical
    + There are more aliens on each map compared to Normal

    Impossible:

    + Initial funding of 75 credits.
    + Initial global panic of 2 per country.
    + No Officer Training School at the beginning.
    + No extra satellites in the beginning.
    + Engineers & Scientists awarded per satellite launched is halved.
    + Base begins with 30 power.
    + Rise in panic from ignored abduction missions is 3
    + Enemies have roughly 10% greater aim/chance to score a critical
    + There are more aliens on each map compared to Classic

    The key to beating Impossible difficulty is taking your time and knowing the strengths and weaknesses of the aliens and how to counter them with your own soldiers and research projects. Overall there is no one way to beat the game and will depend on your own style and strategies.

    Make use of the save system and be sure to have multiple save files going at once. You may find yourself saving after every 2 or 3 turns in case something goes horribly wrong or you just want to give a turn another try. It is also a good idea to make a save at the beginning of each mission (after you land on the ground, not before at the base as the missions will be random) so you can restart if you find yourself employing a strategy that is destined to fail.
    Showing only comment.
    Quoth_the_RavenVery well written. +1
    Posted by Quoth_the_Raven on 28 Nov 15 at 22:54
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