Learn how to survive the XCOM Base Defense and escape the Chryssalid-infested extraction mission. Get tips on troop loadouts and base layout.
Alright, let's talk about two pretty intense missions that can throw a wrench in your plans: escaping a swarm of Chryssalids and defending your own XCOM base. These can be tough, especially if they hit you at the wrong time, but we'll get through them.
Mission: Escape the Chryssalid Swarm
This mission is all about timing and positioning. You've got Chryssalids, and they're fast and deadly. The main challenge here is getting your soldiers to the extraction zone before they're overwhelmed or run out of moves. Remember, a soldier who dashes can only move a limited number of tiles before they can't attack. So, you'll want to dash towards the extraction point, but be ready to deal with any Chryssalids that get in your way. Keep an eye out for new spawns, too – those fish can hatch unexpectedly. If you've got explosives or a flamethrower, now's a great time to use them to clear a path for your escape. The goal is to get at least one soldier to the extraction zone and hit the button to win. Honestly, the rewards for this mission aren't amazing, so if you're really struggling and it's early in the game, you might even consider ignoring it.
Mission: XCOM Base Defense
This mission pops up when the aliens decide to get a little more direct. Apparently, some black marks on people's faces means the base is compromised. Weird, right? The difficulty here really depends on how you've equipped your squad. The game tends to auto-select your highest-ranking soldiers, but if you haven't given them their best gear, you'll be in trouble. Imagine a Colonel showing up with just a basic assault rifle when they should have a plasma rifle – not ideal!
You'll start with a couple of guys in the command section. Luckily, XCOM security personnel with rifles and grenades will show up to help. Don't get too attached; they're expendable and don't even show up on the memorial wall. Sometimes, Brad will open up security doors, bringing in more of your favorite soldiers and security guys. This usually happens after some personnel have already fallen.
After the initial wave, aliens will start coming from two directions: the MEC bay on the right and the underground tunnels on the left. The tunnels often have Cyberdiscs, while the MEC bay usually has Mutons. The Cyberdiscs can get stuck at the doors, making them easier targets, and the Mutons are pretty predictable from the high ground overlooking the MEC bay.
Later on, the tunnels on the far right will explode, and more aliens will pour out. Depending on how long you've been playing, you might even face an Ethereal, Sectopods, or a Mechtoid. It's a real test of your firepower.
- Make sure your best troops are fully equipped with their best weapons and armor. This is crucial.
- The high ground in the command section offers significant bonuses. Have your squad camp there. The aliens aren't great at coordinated assaults, so using the terrain to your advantage makes this mission much easier. Avoid engaging on the ground level in the MEC bay or the eastern tunnels if you can help it.
Regarding Alien Base and the Final Battle:
These missions are pretty random and don't lend themselves well to specific tips. They're similar to generic alien abduction missions – no time limits, no special features, just a linear map to clear out.
My Base Construction (For Reference):
This is just how I built my base, and it worked for me. You might have more fun experimenting with your own layout!
Base Layout:
- First Floor: Sat uplink, Sat uplink, Sat uplink, Access lift, Power gen, Power gen, Cybernetics lab
- Second Floor: Sat uplink, Sat uplink, Officer school, Lift, Power gen, Power gen, Workshop
- Third Floor: Genetics Lab, Sat uplink, Alien containment, Lift, Workshop, Foundry, Thermo generator (built over a steam vent)
I focused on building satellite uplinks early and excavating the second floor to prepare for expansion. The Officer School helped compensate for skimping on tactical gear initially. The workshop was essential for building the sixth satellite uplink. By the second month, I had plenty of cash for advanced weapons like heavy lasers and rail-guns, and I started saving Meld for a Tier 3 MEC. Capturing aliens wasn't a priority for me, as the research bonuses were less impactful than other upgrades, and I didn't have the 'we have ways' bonus.
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