Console Commands Xcom Enemy Within Access
Enabling the console in XCOM: Enemy Within is more complex than in its successor, XCOM 2, because the developers patched out standard access. You cannot simply use a launch parameter like -allowconsole in the base game. Method 1: Key Binding (No Mods)
The most reliable way to "use" commands without heavy modding is to bind specific commands to keys in the game's configuration files.
Locate File: Go to C:\Program Files (x86)\Steam\steamapps\common\XCom-Enemy-Unknown\XEW\XcomGame\Config\ (or your specific install path).
Open DefaultInput.ini: Use a text editor like Notepad. Back up this file first. Add Bindings:
Tactical Commands (In-mission): Find the [XComGame.XComTacticalInput] section and add your line below it.
Base Commands (Geoscape): Find the [Engine.PlayerInput] section and add your line below it. console commands xcom enemy within
Format: Use this syntax: .Bindings=(Name="K", Command="[COMMAND]", Alt=True).
Example: .Bindings=(Name="U", Command="restartlevel", Alt=True) will restart the mission when you press Alt + U. Method 2: Using the "Long War" Dev Console Mod
If you want a live, typeable console, you must download a modified Engine.upk file, typically found on the Long War Nexus Mods page. This works for both the Long War mod and the base Enemy Within game. Once installed, pressing \ (backslash) usually opens the console. Essential Console Commands Most commands from Enemy Unknown also work in Enemy Within.
Here’s a short, informative piece tailored for a gaming guide or blog. It covers the essentials for using console commands in XCOM: Enemy Within.
Step 2: Open XComInput.ini
Find the file named XComInput.ini and open it with a text editor (Notepad or Notepad++ works fine). Enabling the console in XCOM: Enemy Within is
7. Research, Engineering, & Base Commands
| Command | Effect |
|---------|--------|
| GiveTech <techtag> | Instantly completes a research project. |
| GiveAllTech | Instantly completes all research (very overpowered). |
| GiveFacility <facilityname> | Instantly builds a facility (can cause corruption if not enough power). |
| SetPower <amount> | Sets current power capacity. |
| SetPowerUsage <amount> | Changes power drain. |
| HideBase / ShowBase | Toggles base visualization – debug only. |
Tech tags (examples):
Tech_Weapon_Fragments, Tech_Xenobiology, Tech_AlienMaterials, Tech_BeamWeapons, Tech_CarapaceArmor, Tech_Meld, Tech_MEC, Tech_GeneticMod, Tech_PlasmaRifle.
Facility names (partial):
Facility_Lab, Facility_Workshop, Facility_PowerPlant (Thermal), Facility_SatelliteUplink, Facility_Foundry, Facility_PsiLabs, Facility_CyberneticsLab, Facility_GeneLab.
D. Monster Factory (Spawning Units)
Warning: Spawning enemies on the strategy layer can corrupt your save. Only use these in a tactical mission. Warning 2: Spawned units are neutral at first. You must get close to activate them.
| Command | Effect |
| :--- | :--- |
| SpawnUnit ePawnType_Sectoid 0 | Spawns a friendly Sectoid. (Change 0 to 1 for enemy). |
| SpawnUnit ePawnType_Cyberdisc 1 | Spawns an enemy Cyberdisc. Good luck. |
| SpawnUnit ePawnType_Mechtoid 1 | Spawns an enemy Mechtoid (requires a Sectoid commander nearby to shield it). |
| SpawnUnit ePawnType_Berserker 1 | Spawns an enemy Berserker. It will charge you immediately. |
| SpawnUnit ePawnType_Ethereal 1 | Spawns the final boss type. Insanely dangerous. | Step 2: Open XComInput
Tip for Spawning: Save your game before spawning. Nothing ruins a run like a Chryssalid appearing directly inside your Support's skull.
5. Mission & Tactical (Battle) Commands
Use these during a ground mission (Battlescape).
| Command | Description |
|----------|-------------|
| ToggleGodMode | Active soldier cannot die (but can still get panicked/flanked). |
| UnlimitedMoves | Toggle infinite actions per turn for current soldier. |
| TakeAction | Debug – forces current soldier to complete an action (often buggy). Better to use UnlimitedMoves. |
| KillAliens | Instantly kills all aliens on the map (ends mission if all eliminated). |
| RestartMission | Restarts current tactical mission from load (helpful if triggered accidentally). |
| SpawnUnit <unit> <team> | Spawns a unit. Team: 0 = XCOM, 1 = Aliens, 2 = Neutral/Friendly (e.g., Civilians). Example: SpawnUnit Sectopod 1 |
| SpawnUnitFromType <name> | Same as above but with technical names – use SpawnUnit usually. |
| DropItem <itemname> | Drops a specific item at cursor location during tactical. |
| GiveActionPoints 5 | Adds action points to current soldier (0-99). |
| DamageUnit <amount> | Damages the selected unit (alien or soldier) by that HP amount. |
| SetUnitHP <hp> | Sets current unit’s HP (can heal). |
| ExitToSkyranger | Teleports entire squad to the LZ (evac zone) – useful for quick mission ends. |
| ForceCompleteMission | Ends mission with current objectives (risky – may break scripted missions). |
List of spawnable units (team 1 = enemy):
Sectoid, Floater, ThinMan, Muton, Cyberdisc, Drone, Sectopod, Ethereal, Berserker, Chryssalid, HeavyFloater, Mechtoid, Seeker, Outsider, Zombie, SHIV (not all work as enemies).
When to Use the Console (Guilt-Free)
- Recover from a bug: A soldier stuck in geometry?
TeleportToCursor(selected soldier jumps to your mouse cursor). - Test squad compositions: Try 6 MEC troopers vs. a Cyberdisc without grinding for weeks.
- Fix a softlock: The enemy turn never ends? Use
EndBattleto force a victory (though it’s dirty).
Part 3: Essential Console Commands (By Category)
Here is the master list of commands that work in XCOM: Enemy Within. I have tested these in the Steam version (with the EW expansion enabled).
9. Complete Mission & Objective Commands
These are risky – best use ForceCompleteMission only if you’re stuck.
ForceExitToStrategy – Ends mission immediately (even without evac), mostly works but may skip rewards.
XComHQ_ReturnFromMission – Forces return to base after current mission ends.