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    XCOM: Enemy Unknown

    Game » consists of 19 releases. Released Oct 09, 2012

    The classic tactical turn-based combat returns in this modern re-imagining of X-COM: UFO Defense.

    *Minor Story Spoilers* Psi Requirements Different?

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    Seppli

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    #1  Edited By Seppli

    So I finally managed to tame the angry stallion that is XCOM Classic Ironman. I'm all the way up to the Gollop Chamber, my stable is filled to the brim with Colonels of all types, and loads of great soldiers in the making. Two of my buff Colonel dudes are PSI-active, and I got like 3-4 Psi-Babies of various levels. Naturally, the world (what's left of it at this point), is perfectly happy, and protected by an ace brigade of EMP Firestorms. My XCOM forces are steady in the saddle riding this bitch like it was Sunday brunch.

    Now when I want to start the final mission, it says I need a powerful PSI-Soldier. Even more powerful than a fully leveled up PSI-Colonel? What's up with that? On normal I was able to start the mission right away. Do I have to keep playing Whack-a-Mole with the Aliens, 'til I get some type of special 'Classic-level' PSI-soldier?

    Also - damn, I'm starting to get performance anxiety. One shot at this thing. Boy-oh!

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    BisonHero

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    #2  Edited By BisonHero

    @Seppli: I think he has to be level 3 psi?

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    Seppli

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    #3  Edited By Seppli

    @BisonHero said:

    @Seppli: I think he has to be level 3 psi?

    Where exactly can I check that Psi level? Really not looking forward to testing the 50+ soldiers I just ordered from Mercs-R-Us.

    If you're talking Psi-Levels, as in unlocking all 3 abilities - as I've said, two of my Psi-dudes are maxed out.

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    yinstarrunner

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    #4  Edited By yinstarrunner

    They just need to have Psi-Armor on. Equip one of your psychics and it should be fine. Oh, and I think they might have to be at least rank 2 in psi (that's when they have either inspire or panic).

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    Laiv162560asse

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    #5  Edited By Laiv162560asse

    Build the Psi Armour and stick it on a guy then you're sorted, as far as I know. That's what I did on my Classic run. I only had one guy at the lowest psi level, but the armour did the trick.

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    BisonHero

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    #6  Edited By BisonHero

    @yinstarrunner said:

    They just need to have Psi-Armor on. Equip one of your psychics and it should be fine. Oh, and I think they might have to be at least rank 2 in psi (that's when they have either inspire or panic).

    @Laivasse said:

    Build the Psi Armour and stick it on a guy then you're sorted, as far as I know. That's what I did on my Classic run. I only had one guy at the lowest psi level, but the armour did the trick.

    Ohhhhh, really? Man, I just did that of my own choosing. I didn't even realize it was mandatory for the mission.

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    Funkydupe

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    #7  Edited By Funkydupe

    Do the Will upgrade boost per rank up in the Foundry and do a mission where you receive a trooper as your reward. The troopers you get as rewards tend to have better stats, like a stronger Will. If a soldier like that turns out to be Psi-capable, he'll do for the Gollop even without psi equipment.

    Gah, I think the upgrade was in the Officer's Training and not the Foundry. Mixing the two up.

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    Seppli

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    #8  Edited By Seppli

    Thx guys - guess it's time to drive this puppy home.

    Edit: Jup - Psi-Armor did the trick.

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    Funkydupe

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    #9  Edited By Funkydupe

    Good luck man!

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    Benny

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    #10  Edited By Benny

    I'm pretty sure it's 'Will' based and you need a relatively high amount with a soldier that has Psi abilities, the Psi armor gives +20 and that may be what pushes most of you over the threshold for the gollop chamber, it did for me too.

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    Seppli

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    #11  Edited By Seppli

    @Funkydupe said:

    Good luck man!

    Done, but luck had nothing to do with it. Time to finally sleep again.

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