At XCOM HQ, Carter will slowly be introduced to more features, but first he’ll have to deal with an Infiltrator problem.
At the base, speak with DaSilva about the radio for a unique little side-quest. Use the radio in Carter’s office, then use the note to get the numbers. Speak with Officer Chulski in the opposite room, and talk about the strange broadcast.
The solution is; 250, North, 892 MHz.
Speak with Faulke in his office, then speak with DaSilva past the soldiers downstairs in the Ready Room.
Now, you can select a squad of two. There are four classes; Support, Recon, Engineer, and Commando. Each has their own uses, so experiment often. At the beginning of each mission, I’ll provide a recommended class selection, but it pays to be flexible.
Engineers set traps, summon turrets, and generally control the battlefield with special abilities or gadgets. Not great fighters, but they can hold their own with shotguns.
Recon are a light class, but their Sniper Rifle abilities can be devastating. Their Cloak skill allows them to flank without being shot or seen, and their accurate gunfire is incredibly useful in day-to-day operations.
The Support class helps even out battles with Combat Stims, they weaken enemies while strengthening allies. If you’re having problems with allies getting killed, consider bringing Support.
An old standby, the Commando is an all-around good combat class that doesn’t excel, but can handle themselves in a medium range fight. They’re very flexible, and can draw enemies out of cover with Taunt.
Every class will slowly rank up to earn even better abilities.
Opening the Agent Roster, fill the enter list by recruiting new soldiers. It’s a good idea to have two of each class.
After selecting to recruit a class, you can also select a background. Each background provides special bonuses, so choose wisely.
Travel to the morgue, just follow the waypoints. Unfortunately, Agent Nils didn’t make it. Time to get some revenge by taking out the Infiltrator.
The Infiltrator won’t go down easy. Immediately hit him with any abilities like Critical Strike or grenades to weaken his shields, then Taunt to draw him away. If you let him live long, he’ll continue to summon Sectoids while recharging his shields. The shotgun is another good choice, Taunt then flank with the shotgun.
Talk to complete the next objectives, meet Dr. Dresner, and Carter will finally be on his way to chapter 2. Use the Mission Selection Terminal next to Faulkner. These terminals will appear all over the base in later stages.
Select “The Doctor” to start the next chapter.
Chapter 2: The Doctor
Recommended Squad: Recon (Rank 1 – Critical Strike), Commando (Rank 1 – Taunt)
Time to save a crucial asset to XCOM. But first, a AA gun needs to go down. Passing by a creepy infected subject, Carter and the team will reach a road patrolled by xeno forces.
Meet the Shield Commander. These tough opponents support the Outsiders by placing shields over them. Taunt or Scatter to draw him out, then unload with the M14 and hit him with a Critical Strike.
Move forward and use the flatbed truck for cover to deal with the second wave. Use the Recon on your own Sniper Rifle to shoot the alien explosive barrel in the window to the right, further ahead. One less Outsider to worry about.
Sniper Rifles are great for picking off Outsiders behind cover at range. Grab one if you don’t already from the truck ahead of the float.
Use Taunt or Scatter to draw out the last of them. Target the drones that appear first, try flanking through the store on the right.
When the streets are clear, resupply ammo and grenades before continuing. With luck, Carter should rank up and earn the Lift ability. This deadly skill will lift an enemy out of cover and leave them vulnerable, and easy to pick off.
Lift is also useful against heavy enemies. Use Lift to stun large enemies and hold them in place for a moment, allowing Carter or one of your soldiers to sneak up behind them.
Interact with the door controls, and you’ll be able to select who you want to begin hot-wiring the doors. Meanwhile, enemies will appear with dropbods. Take cover on the highest level near the doors, and the enemy won’t be able to flank.
Use the Sniper Rifle and M14 or Shotgun to defend. The Sniper Rifle will help pick off the running Outsiders before they get in close, then finish any assaulters off with the M14 or Shotgun as they try to work up the alien structure.
Use Lift and Critical Strike, combined with some fire from Carter to easily bring down the Shield Commander that appears.
After the fight, shut down the AA gun, then enter the bank. Here, Carter can talk with the survivors in the vault, or move on toward the university.
Outside the barbershop, Carter can refill ammo and switch agents or equipment. If you’re having trouble with the current agents, try swapping in new ones for later stages of the mission.
Down the street, there’s another line of fortifications held by three outsiders. Use Critical Strike on the far Outsider in the bunker, then gun down the other two. If you’re quick, you can clear them all before new reinforcements arrive.
Reinforcements appear as two drones and a Shield Commander. Stun the commander with Lift, then destroy both Drones. All alone, the Commanders aren’t much of a threat.
Next stop, the campus! Say hello to the Muton. These giant bruisers are tough and armored, and they’re equipped with devastating plasma shotguns. If they get close, it’s all over. Stop this one in its tracks with Lift, and aim for the head. As it gets close, toss grenades.
Taunt is very useful, because a taunted enemy will only attack the Commando, allowing you or allies to retreat safely, or just to open fire without having to worry about getting shot down by that particular unit.
Try to lead the Mutant toward the xeno mine, then toss a grenade for a double dose of damage. Bring him down first, then clear out the remaining Sectoids and Outsiders.
Inside the university, you’ll find Dr. Bailey. Speak to him and he’ll reveal Weir’s location – in a secret lab further ahead in the campus. That means more aliens to shoot.
Outside, grab the Scatter Laser. This deadly alien weapon use a different type of alien ammo, so look for unique black canisters to refill. These weapons, like the regular Shotgun, are best at close range but the tighter spread of the Scatter Laser makes it more accurate, with a faster rate of fire.
Down the path, you’ll find a Laser Turret. Take cover and pick off enemies with Taunt, Scatter, Lift, or Critical Strike. Keep the turret’s attention away from you with Taunt or Laser Turret.
Circle around behind the turret with the Scatter Gun to quickly destroy it. Avoid the mines – step close to activate them, then roll away to avoid the explosion. Or just shoot them.
At Rank 2, the Commando’s Pulse Wave is very useful. It doesn’t hurt, but will knock assaulting enemies out of cover or on the ground.
The next fight is tricky. The Sectopod is a massive walker with heavy frontal armor. To hurt it, Carter or an ally will need to shoot at the green cores on its back.
Avoid the back-left corner when flanking. Move right instead. More Outsiders will land in the back left corner.
To quickly take down the Sectopod, wait for it to approach. Use Lift or Taunt to get its attention or stun, then circle around and unload with the Scatter Laser. Manage to do that twice, and the Sectopod is no more.
Moving on, grab the Schematic off the Resupply Crate. This rewards Carter and the team with the Sharpshooter Pack. The extra head-shot damage is great, and seeing as there is no alternative yet, equip everyone in your team with them at the crate.
In the alien structure ahead, prepare for a long fight. The enemy is well-entrenched, so use the multiple explosive barrels and mines. Don’t move down the right lane, let the enemy try to assault then shoot or activate mines for easy kills.
Focus fire on the Shield Commander as he appears on the left, before he can summon a shield for himself. Try using Taunt to keep his attention, and aim for the head with your new backpack mods.
It’s safer to hang back here, and take out the turret once the rest of the opposition is clear.
Use the alien structure on the right to flank the turret and take it out with the Scatter Laser. There’s another handy one in a gun case here if you missed it.
Continue into the secret lab, where you’ll find another alien portal. Weir is in Carter’s hands, but Bailey is under their control.
Outside, a Gunship will attack. This powerful weapon has no obvious weak points, and the only weapon effective against it is the Scatter Laser. It’s so big, the Scatter Laser will work at just about any range, but try to stay close.
Focus on picking off the troops first, always. Move if the Gunship circles around your cover, its machine guns are deadly.
Grab extra Scatter Gun ammo around the columns in the center of the battlefield, and stay near the alien structure to the left. Focus fire as the Gunship lowers and attempts to dump more troops onto the battlefield.
With a lot of perseverence, the Gunship will go down. Weir is saved, and it’s time to learn about Minor Operations back at XCOM HQ.
Operation: Guardian
Recommended Squad: Recon (Rank 2 – Critical Strike), Commando (Rank 2 – Taunt, Pulse Wave)
Minor Operations are shorter missions, but still important. Carter can find new weapons and schematics during these for future use, as well as leveling up agents to give them more useful abilities in the field.
Here, you can choose to complete Operation: Guardian or Operation: Grifter. To continue the campaign, they must be completed. Start with Guardian to earn a new weapon; the Laser SMG.
At the first encounter, watch out for the Outsider Elite. These upgraded troops carry Pulse Rifles and improved armor. Target them with Lift, Taunt, or Critical Strike to take them out then finish off the rest.
A second wave will appear – another Outsider Elite and Drones are the main problems. Destroy the Drones first, and keep back near the truck and fences on the left. Keep someone or a Turret at the truck to draw them in, then flank around the left.
Use the odd toy on the shelves downstairs in the barn and hit the button. Looks like those nukes are still ready to go! Leave the barn for the second combat encounter.
You’ll also gain the schematic for the Medical Backpack. These keep your troops (and you) from bleeding out quite so quickly. Install these on combat heavy troops if they fall often.
Outside, watch out for another new enemy. These balls of corrosive black goo are easy to kill, but tough to hit.
This is about when Carter will reach Rank 3. Here, he has the choice between a larger pouch for grenades, and improved time on the healing ability. Grenades are great and all, but keeping your team alive is your safest bet. I chose the Medic perk.
The second encounter takes place between barns in a field of stone fences. An Outsider Elite strolls dangerously close to an explosive barrel. Use it to knock off his shields and finish him off before he can react.
After the first wave, a Muton will arrive. Like before, these guys don’t mess around. Use Lift to keep them back, and retreat when they get close. The Scatter Laser can be a great help here when he is distracted, just unload into its unarmored face.
Clear the stragglers and use the launch controls in the secret barn room. Of course, that doesn’t work. One last barn to reach, but the final fight is a tough one.
The barricade is manned by two Rocket Snipers. These guys fire accurate rockets at long range, but they’re exposed. Use Critical Strike, or your own Sniper Rifle (or M14) to pick these guys off first. They must be killed quickly, or this fight will get tough to manage fast.
Against the Flatbed truck, grab the Laser SMG. This upgraded SMG is great at Mid-range, grab it to make the rest of this fight just slightly easier.
When the area is clear, spend time scavenging ammo and grenades before approaching the alien defenses. Of course, the aliens won’t wait. Drop Pods will land near the start of the battlefield. Rush to the fortifications and take cover.
Spread out among the low walls, and start picking off Outsiders. Eventually, a Sectopod will land. Don’t try to flank to the area with two Drop Pods, instead only to the structures on the left or right. New enemies will continue to spawn from those pods.
Once the Sectopod is significantly damaged, another Drop Pod will land with new Outsiders, an Elite, and a Drone. It’s very easy to run out of ammo unloading on the Sectopod, save your shots for when you can shoot the green cores on its back.
Clear out the remaining xenos and enter the last barn. Hit the button, and the nuke is off to safer pastures.
Base Visit 2
Back at base, you can continue on the main campaign by talking to Faulkner in Engineering, complete the optional mission, or send agents on Dispatch Missions.
Dispatch Missions send away a member of your squad to complete a mission. While away, they can’t’ be used until they return. The trade-off is that they can find new agents, new equipment, or level up.
Always send extra agents on Dispatch Missions. Take the mission “Gearing Up” for example. The Mission Complexity is 5. If the agents you deploy have a rank with a sum equal to or greater than the complexity, than the mission can commence. Go ahead and send 5 Rank 1 agents. You’ll gain a backpack that decreases all types of damage.
Back on track, talk to Faulk to learn more about Mosiac and XCOM’s plans to fight the Outsiders. He’ll ask Carter to interrogate the Infiltrator inside the labs.
In the labs, you can stop to listen to Heinrich and Weir, or go directly to the cell holding the alien. You can follow Weir around and learn more about the facilities.
One cool tip Weir drops if you follow him around concerns the Laser Turrets. Instead of using Lift on an enemy, Carter can use Lift on a summoned Turret to shoot over cover. Nice trick!
To the left of the cell, speak with Dr. Dresner to get an extra mission to clear out Silacoids hiding around the base. Use Battle Focus and look up to see the streak of Silacoid goo on the ceiling. Follow it out of the lab, into the bathrooms and then back to Ops. Enter the doors upstairs, and clear out the critters as they appear.
For completing the mission, you’ll unlock one more Dispatch mission.
Whenever you’re ready, interrogate the Infiltrator. Be gentle, and the Infiltrator will reveal more information. Take the top options, and learn more about the strange device, what exactly Origin and Mosaic are, and how to stop them. The aliens aren’t as single-minded as they appear.
Return to Ops and speak with Faulk to learn about your next mission. Acquire a Laser Pistol and a Gunner Pack from Operation: Grifter.
Chapter 3: Signal From Beyond
Recommended Squad: Recon (Rank 3 – Critical Strike), Commando (Rank 3 – Taunt, Pulse Wave)
Time to rendezvous with DaSilva to infiltrate the tower. Continue down the street until encountering a patrol of Greys. The battle expands quickly with reinforcements arriving down the street and to the right.
Fight up the street, and stay prepared for the appearance of a Rocket Sniper. Target him first – he’ll be on the alien-themed car dealership roof to the right.
Enter the dealership, and weave into the garage. There’s a useful backpack schematic on a raised car lift. Use the red button to lower it and grab the Tactician Pack. It increases ability range, weapon damage, and improves defense.
Continue to follow waypoints until finding DaSilva and his team on the radio station. The enemy are pinned between Carter and DaSilva’s squad, so it’s just mop-up.
DaSilva gives Carter access to a new ability. Use Battle Focus to select Da Silva Trap, and aim at whatever bomb you want to set off.
Don’t use them yet. Defeat the enemy, then approach the station. After speaking with DaSilva, who isn’t looking so hot, a Gunship will drop off new Outsiders.
The Outsider Tech Commander is a dangerous foe – he’ll deploy turrets and drop shields. He can also repair damaged technology.
Kill him quickly, then hold out. Try to save the front two bombs for the end of this grueling fight. Target the troops as they appear, and watch out for Silacoids.
Things don’t get tough until the Muton lands. He’s the last challenge, so keep grenades and a Scatter Laser handy. As it approaches your position, hold it with Lift and set off both traps at the base of the steps.
Drop grenades on him and retreat onto the street right while unloading with the plasma shotgun. He’ll eventually die, and Carter can meet up with DaSilva inside.
Take a scenic trip through the dusty grounds behind the radio station until encountering more xenos behind the suburban homes. Nothing too deadly here, fight through the backyards to the alien fortifications in the far back. At the end of the row, take care of the Rocket Sniper quickly.
Grab the powerful Blaster Launcher before moving on. It has a low ammo capacity, but the powerful shots are very useful against heavy Outsiders.
Ahead, shoot at the Outsiders at the gas station to set off Nico’s distraction. Continue on to the supermarket parking lot, where things get tough.
Ambush the greys and Outsiders. Drop Pods will land near the entrance to the market, if you’re looking to flank and refill bullets, use the low wall on the left of the lot. Don’t waste the Blaster Launcher yet, save it for later.
Keep fighting, picking off Outsiders one by one, until a Sectopod lands. This is where a fully-stocked Blaster Launcher will save your life. Unload all 9 shots on its front armor or try to hit the back. Either way, it’ll go down.
Out the back of the supermarket, you’ll meet up with Dr. Weir. Follow the waypoints until reaching the barrier underneath the tower. Defend the Doctor from two waves of Sectoids and Silacoids, use the extra Laser Pistols and ammo if need be.
Continue through the tower, and grab a Laser SMG to go with your Blaster Launcher. You’ll mostly find alien ammo here.
After using the teleporter, look right through the first door to find the Armor Piercer Pack schematic.
Continue to an exterior platform, and prepare for a long fight. Before jumping down, look down a path left for a small nest perfect for a sniper.
Pick off the bunched up xenos below with a grenade, or with Plasma Field. The enemy will needs to use one of two paths, littered with explosive barrels, to reach you so be prepared for a long fight. Don’t approach the doors on the far side. There’s plenty of ammo and grenades scattered around, use it to take out the Tech Commander as he appears. Lift will draw him into your squad’s line of sight nicely.
When the Muton appears, bust out the Blaster Launcher. Or, lead him into the explosives and set them off. Summon your XCOM Silacoid for an extra distraction if you need it.
Move across two more bridges, and the Transponder will be in your grasp. Take it, and the alarms light up! The alien leader, Axis, will contact Carter – but there’s no time! Run across the energy bridge as it appears.
A handful of Outsiders will be in your path on the way to the roof of the tower. Use the elevator, and make a quick stop at the Resupply Crate. Equip Carter with the Blaster Launcher, you’ll need it.
Outside, you’ll face off against a Titan. These deadly constructs float around and fire killer beams of light at your position. It flies overhead, so it can easily flank your cover. Keep you and your squad moving at all times.
When light shines over Carter, the best thing to do is dodge to cover and hide. Try to get the Titan’s attention with Laser Turrets or Taunt, or target it with your allies.
While the Titan stands still, unleash the Blaster Launcher on the bright core. Three direct hits will destroy the Titan, or critically damage it. Finish it off with small-arms, and this alien monstrosity is over.
With the Transponder, it’s time to get back to XCOM HQ.
Base Visit 3
Things aren’t looking good at XCOM HQ. Immediately, Carter is subjected to a strange test. He falls unconscious, and experiences strange visions. Whatever it is, when he wakes up, Faulke wants to speak with you.
On the way to Ops, look in the hallway near the bathrooms to get another side-quest from Dr. Dresner. To complete the quest, use Battle Focus to find highlighted individuals and scan them.
Scan the seated man near Dr. Dresner, then another man in the lower floors of the lab. Check out the briefing room for the last agent. Speak with them, then talk to Dr. Dresner to complete the quest.
As another mission, go to engineering and talk to Barnes. There’s been a russian spy! Speak with him, and go through every conversation option, then talk to Barnes again to unlock another Dispatch Mission.
Back on task, talk to Agent Weaver in her office. Next, speak with Agent Chulski at Signal Ops, and then go to the Lab to talk to Dr. Weir.
Weaver isn’t so patient. She takes off while discussing the mission with Faulke. After the chat, you can use the terminal in Ops to launch a mission to capture the leader of the Outsiders.
Chapter 4: Not of This Earth
Recommended Squad: Recon (Rank 3 – Critical Strike, Cloak, Fire Mission), Engineer (Rank 4 – Mine, Rocket Turret)
Equip Carter with the Blaster Launcher and the Laser Pulse Rifle, collected during Operation: Firestorm.
At the first house, look left and turn around to find an optional path leading to a cave where Agent Weaver hid. There’s a schematic down there!
Ahead, there’s a small squad of Outsiders with an Elite. The enemies will start using Pulse Rifles now, so play it safe and don’t let them catch your team out of cover.
During the fight, drones will appear, but nothing your team can’t handle. There’s a gruesome sight in the pond – the aliens are disposing of bodies here. Shoot out the mines past the dump and move on until reaching the base exterior.
Already, a Muton is waiting! He’s surrounded by Drones. Stun the Muton with Lift, then pick off the Drones to keep them from healing the big guy.
Drop Mines and a Turret to help, or target one of the Drones with Critical Strike. If the Muton gets close, pummel it with grenades, and try to aim for the xeno mines on the ground.
At the barrier, Carter will need to assign one of his team to the panel. Choose whoever you want, but be prepared for a big assault. Keep an agent well-suited for defense, like a Support with Shields and Combat Stims or an Engineer.
Use the panel, and xenos will appear. Drones, Sectoids, and Outsiders all appear – deal with them, and a Sectopod will land. Save the Blaster Launcher to tear into this armored walker. Use Lift to stun it, and try placing a Mine or use Plasma Field, or hit it with Weaken.
When the barrier lifts, enter the cave to meet with Agent Weaver to discuss plans. Use the terminal to cross the bridge and move on to the next encounter.
Here, Carter will have to contend with Phantoms. These quick Outsiders Cloak, then rapidly move to flank and use melee attacks against Carter’s squad. Target them with Lift or protect your flanks with Turrets, Mines, Plasma Fields, or anything that will keep them from flanking you.
This room also features Sniper Elite in the far left. Use Critical Strike, or Lift and shoot them with the Pulse Rifle. Taunt will also pull them out of cover.
If you missed the Pulse Rifle earlier, grab another against the wall to the left.
The next fight is tricky. Enemies are directly left, and straight ahead. Be mobile, because Drones and a Muton appear through the hallway you just used. The enemies can easily pincer Carter, so start by moving down the steps and taking out the relatively easier Sectoids below before dealing with the Outsiders.
Once again, save the Blaster Launcher and grenades for the Muton. There’s more ammo in the far corner opposite of the entrance door that gives you a good view of the Muton as he arrives.
Clear the room, and meet Weaver in the prototype chamber. Here, you can decide to kill Weaver’s tortured brother yourself or let her do the deed.
In the next large chamber, Weaver will appear to help. Carter can command her to use a Critical Strike that rapidly recharges – use it often! The next battle is tough, she’ll even the odds.
Most of the troops here are standard, but Silacoids will join in halfway through to make things more difficult. Watch the long lanes on the left or right – Sectoids and Outsiders will try to flank there. They have no cover while moving, take advantage of their exposure and take them out.
Snatch up the Plasma Sniper Rifle in the center of the room, then move on. Yet another new weapon is ahead – the Sticky Grenade. These powerful grenades are very good again Mutons, just remember to aim carefully so the bombs stick right onto their armor for maximum damage.
Time to face off against Axis in a massive power chamber. Weaver is still available, and you’ll really need her here. There are three conduits feeding power to Axis’ center shield. Travel to each of the tree bunkers and shut down the terminal.
Before you can, Sectoids and Outsiders will appear. New enemies will constantly spawn in as you move around. Stay low and stick to cover, and use Battle Focus to watch for flankers.
Watch out for Mutons whenever you shut down a conduit. They’ll teleport in right next to the bunker itself. Be prepared to drop Plasms Fields, Mines, Turrets, Shields, and prepare a Weaken, the Blaster Launcher, or Sticky Grenades to quickly bring one of those lummoxes down.
Watch out for Phantoms and Sniper Elite. Use Weaver’s Critical Strike to pick off these chumps before they can cause you problems.
After shutting down the final conduit, no more reinforcements (or Mutons) will appear. Instead, you’ll have to fight Axis himself.
Axis is a special Commander. He can summon Mines, use Pulse Waves, teleport to random areas, and keep his shield recharged. Use a combination of abilities to deal with him. It’ll take some firepower, but there’s nothing overwhelmingly dangerous about Axis.
Once Axis is down, it’s mission over.
Base Visit 4
Back at HQ, it’s time to go through the usual routine – jump from person to person, chatting them up for info before the next Major Operation becomes available.
Two more minor jobs are available, as well as a load of Dispatch Missions. Do those to grab some weapons early, or check around the base for side-quests.
One quest is in the Avenger hangar. Talk to Barnes and he’ll request your help looking for leaks on the UFO.
Take the stairs down into the Hangar, then open Battle Focus to scan the glowing pipes. You may have to fidget around and get closer to each for a lock.
After scanning all three, you’ll need to shut down the correct valves outside and inside the ship. On the outside, shut off the left and right valves. Inside the UFO, shut off the left valve.
With that little engineering adventure done, speak with Barnes to finish the quest.
There’s another optional quest in the Labs. Talk to Dr. Dresner and he’ll send you to the offices down the hallway in the upper floor of the lab to talk with Dr. Hana. If you rescued DaSilva, you can now help snap him out of the Sleepwalker infection.
Dr. Hana wants Carter to speak with DaSilva, but you have to make the right choices or he’ll retreat back into his dream-like state.
Talking to the Sleepwalker, make these choices; 1. Time to wake up, Dasilva. 2. We’re about to win the war. 3. Come on, DaSilva. It’s me, Carter.
Complete the conversation, and return to Dresner to unlock a new Dispatch Mission.
Back on track, talk to Weaver in her office upstairs. She’ll send you to Dr. Weir in the Labs. He’ll send you to Director Faulke in Ops. One last trek – go to the Avenger UFO and use the terminal inside to select Operation: Crack in the World.
Chapter 5: Crack in the World
Recommended Squad: Recon (Rank 5 – Critical Strike, Cloak, Fire Mission), Commando (Rank 5 – Taunt, Plasma Field)
Carter can’t get to the alien homeworld quite yet. First, you’ll have to fight to the Venn Gate behind the Hoover Dam.
Try bringing a Blaster Launcher and the Plasma Pistol from Operation: Firestorm. The Plasma Pistol is carried by most Sectoids, and its a powerful gun – very accurate and hits armor hard. It’ll even punch through multiple targets.
Work your way down into the lower platform, and you’ll face off against a new deadly Outsider – the Psion Commander. Immediately, these shielded and tough Outsiders will split into two. They can Mind Control your allies, turning them against you. Kill them fast.
Use Lift and hit one of the two with everything you’ve got. Taunt with the perk that weakens enemies, or shooting while high on Combat Stims will help a lot. They can’t use Mind Control unless they reach mid-range, and for now you can only target one. Don’t worry about the other one.
Clear most of the enemies, and the Psion Commander will retreat. Follow him around the corner and take cover in the building interior to shoot through the window facing the next group of xenos.
Now you can kill the Psion Commander as he runs to cover across the open space. But, there are new problems – a gunship. As long as your team hides inside, they can’t be flanked. Use Lift or Weaken, or even Taunt and take the ship down with the Blaster Launcher. Or target it with everyone and everything, it should be no problem.
Get rid of any remaining Outsiders and Elites, then move through the flashing doors to reach the dam interior. This fight is just getting started.
Inside, say hello to the Scout. These enemies, like Phantoms, are most dangerous up close. They’re shielded, teleport, and run directly for your flank to kick the XCOM agents in the face. Scan the battlefield for them always, they’re tough to deal with up-close.
The first one can’t be killed. Not yet, anyway. Just follow it through the corridors, and shoot at it while it’s standing still.
A big fight won’t commence until Carter is in the center turbine room, where the Dam is hooked up with alien technology. You’ll need to fight down this entire room, shutting down all three terminals on the way.
After activating the first terminal, enemies will attack from the office to the right. Phantoms, Elites, and Scouts are all there, so play it safe. There’s only about five of them, but they’re all tough Outsiders.
The next terminal is reached by opening the doors in the office. Elites, Phantoms, and Scouts are waiting for you, so move to cover fast. A Minion Commander will be a real thorn, so pick him off with Lift first, then keep those Phantoms and Scouts from rushing you – drop Mines, Turrets, or Plasma Fields on the catwalk.
Moving toward the third terminal, a Muton will appear with a Shield Commander and Scout. Because those two are slightly easier to kill, it isn’t a bad idea to deal with them first. Use Push to knock them away if they charge, and set traps ahead of the Muton to wear off his armor. Finish the Muton off with the Blaster Launcher. A few Sticky Grenades should do the trick, too.
At this point, Carter might be able to unlock Mind Control. This is one of Carter’s best perks. It can change the tenor of a fight instantly. Even if the Mind Control victim doesn’t kill anyone, it can get enemy attention away from your squad, giving them more time to react, and more time for abilities to recharge.
Activate the last turbine terminal, and even more Outsiders appear on the upper level. Snipers, and a Minion Commander with Scouts and Phantoms – what a joy. They’re likely to run down the fastest path to reach you, so keep it protected. Use Taunt or Lift to pull the snipers from their perches, and sweep up.
The final breaker needs to be flipped on the sniper platform, then double doors below will open. The gruesome last stand inside is home to a few surprise Silacoids. Follow the waypoints, and eventually you’ll reach a flooded chamber. Wipe out the Silacoids and Outsiders inside and out in the flooded chamber ahead, keep it tight, you’re getting close to the Outsider base.
There’s only minor resistance to the underwater facility. Two Outsiders in the hall, and three Outsiders past those protect the Avenger pad, but they’re no trouble.
What will be trouble? Opening the Venn Gate. There’s a vast space between you and the control console, and it shouldn’t be a surprise, but the Outsiders will throw everything they’ve got to stop you.
Two Phantoms and two Elites patrol the area. Try using Mind Control on a Phantom, then pick off the rest. There’s even a new weapon on the right side of the path.
Grab the Plasma Assault Cannon from the ammo cache. This deadly weapon is a great medium range rifle. Each shot burns away armor, so it works very well against even the toughest opponents like Mutons.
Hit the Venn Gate button, and prepare to defend yourself. Outsider Elites appear straight ahead and to the left, while Phantoms and Scouts quickly drop down from the left lane, and a Minion Commander joins in too.
Set a Turret, Plasma Field, Mines, or just watch the left road. Phantoms and Scouts will try to flank you right away.
Mind Control one of the Phantom Elites and watch the left road with the Plasma Cannon. If you’re prepared, this battle can go smoothly.
Return to the Avenger, and it’s time to invade the Outsider homeworld. Once you land, use the Resupply Crate to arm up. You’re about to face multiple Mutons, so come equipped with the Blaster Launcher and the Plasma Cannon.
Hit the button on the platform and prepare to fight. The rest of the mission takes place here, as enemies keep coming to kill you.
The first wave is an Elite Muton and a Gunship, with new Outsiders and Phantoms. Immediately work on taking down the Elite Muton.
Use Taunt, Weaken, or Lift (or all 3) and set a Mine or a Plasma Field underneath it. Then unload with the Plasma Cannon.
Try Mind Control on a Phantom, then clear them all out. Place a Silacoid right next to the Muton to keep it distracted if it’s become a problem.
The Gunship will continue to drop new soldiers for each wave. Another Elite Muton will appear on the left with Phantoms and Elites for the second wave. The third wave is exactly the same, just on the right.
Most importantly, you’ll need ammo. Grab alien ammo from the back left and right corners, and try to use it sparingly on only weakened enemies.
Remember; Mind Control does work on Elite Mutons. Use it to get these giants off your back, or to give you time to retreat.
Finish off the last wave, and the platform will dock. Lower the gate and go upstairs to learn the truth behind Origin.
Base Visit 5
This is the final base visit. Grab any Dispatch Missions and complete the Minor Operations before continuing the campaign, or you’ll lose your chance.
In the lab, talk to the Infiltrator one last time, and knock out a rampaging Muton in the room at the end of the hall.
Speak with Faulke in Ops and another major operation will appear on the Mission Terminal. Get started whenever you’re ready.
Chapter 6: The Last War
It may look like this is the final strike against the Outsiders, but things don’t play out like that. After killing the Ethereal, a new threat will emerge in the medical quarters. Once hooked up to the Mosaic network, the Infiltrator goes ballistic and escapes.
Carter’s team is waiting nearby. Chase after the Infiltrator, and take cover whenever you spot him! Shoot him up to get the enemy to retreat further through XCOM HQ.
In the long concrete walkway, if the Infiltrator won’t move just run straight for him.
Things go from bad to worse in the detention wing. Rows of pods open, and the aliens inside escape to arm themselves. Prepare for a long fight.
Outsiders with M14 Rifles will rush to cover on the left and right, while two Elite Snipers overwatch around the far back of the room. Use Lift on one, and Mind Control on the other. Or draw one out with Taunt and take him out with Critical Strike.
Clear out more of the Outsiders, and two more tough guys will appear. Another Sniper Elite and one Shield Command will drop into the area.
There’s no reason to leave the upper walkways. There’s more alien ammo in on the boxes to the left or right, and one on the desks at the bottom of the stairs near the start.
Take the stairs up and to the locked door to hear the Infiltrator monologue. Continue through the Energetic Materials Lab and down the steps to find another Resupply Station.
Past that, you’ll find another prison area. Outsider Elites will move in on the left, while regular Outsiders attack from the right. Take cover on the terminals to the right to easily flank most of the incoming Outsiders.
Two Outsider Elites and a Sectopod will appear from the opening doors down the hallway. Stay in the back of the room and shoot down the Elites as they rush from cover to cover, and deal with the Sectopod once its alone.
Wait for the Sectopod to get closer, or hit it with Weaken, Taunt, Lift, or anything else. Grab a Blaster Launcher from the Resupply Crate before going in to make this Sectopod a little easier.
Once the Sectopod goes down, the Infiltrator will finally show himself. Compared to the first time you fought him, he’ll be no problem. Hit him with every ability you’ve got, target him, and he’ll die in no time.
Approach the corpse to collect the bomb, and Carter will struggle to continue with his own mission. Silacoids will appear in the elevator, but those are the last enemies. Run through the lab until Carter splits off from his squad.
Carter tears himself free of the Ethereal. Fly into Carter to reconnect, and enter through the flashing doors. Carter dares the Ethereal to break off – do as he says. You can try to wait out the timer, but Carter won’t blink.
Eject from Carter, and the Ethereal will get to choose its next host. You can choose Agent Weaver, Director Faulke, or Dr. Weir. The choice is all up to you, but know that whatever you choose will change the game’s ending.
Chapter 7: The Day the Sky Fell
There’s nothing to do in the Avenger but talk to the last members of XCOM. Get in your goodbyes, then choose the final Major Operation.
Activate the platform controls on the Mothership to fly toward the center of the ship. The Outsiders are bombarding Earth, as you’ll see before getting to the Mosaic Barrier. All three agents will split off while the player will move toward the center.
On the way to the lift, Silacoids and Sectoids will be in the way, but not enough to cause problems. It’s just a quick walk to the barrier controls now.
Stock up on ammo before approaching the terminal. Carter will make a surprise visit, and he’s not going to be helpful. Alarms go off, and Outsider Elites with Phantom Elites appear behind the barrier.
More reinforcements appear further away, with a Minion Commander and Advanced Drones. The new Advanced Drones are one of the most annoying enemy types. They’ll use shields or even Lift to make you or your allies very vulnerable. Take out those Advanced Drones first, always.
Clear them out, and another new enemy will appear. The Heavy Sectopod is just as bad as the regular Sectopod, just worse. It’s equipped with the Blaster Launcher and comes with beefed up armor.
Before using your own Blaster Launcher, hit the Sectopod with Weaken, Taunt, or Lift. Both Taunt and Lift can get perks that weaken enemies.
Ammo is very scarce for this fight. Grab a small alien ammo pack on the left or right, down the steps. Use Sticky Grenades on the Sectopod if it comes down to that.
Once the area is clear, you’ll have to choose who to save. Whichever portrait you go to, that’s who lives. The other agent will always die.
For this walkthrough, I choose the path on the right. If you chose the left path, you’ll reach the area at a later point in the guide.
Kill the single Outsider Elite down the hall and get to the lift. Getting off, a few more Outsiders will be on your way to the pinned agent’s location.
Entering the battlefield, the fight is already on. Outsider Elites, a Sniper Elite, and a Minion Commander have them outnumbered.
Take out the Advanced Drone, as usual, and stay on the cover up the steps to shoot down at the enemies below. You’ll have a nice view, and they won’t be able to flank you easily.
During this fight, it’s likely you’ll reach Rank 10. Both abilities are great, but I found Squad Inspiration more useful. Faster recharging abilities equals more dead Outsiders.
Down the steps and ahead, a single Sectopod will appear. You know what to do, Weaken it, Lift it, and shoot it in the back. Or just unload with the Blaster Launcher. There’s even an extra Blaster Launcher with ammo near the path leading up to the Sectopod.
Just past the Sectopod, even more Outsiders will appear with a Heavy Sectopod teleporting directly ahead. Wait for your abilities to recharge before closing in, and try to refill your ammo.
Lift the Psion Commander and pick him off first, while unloading on the Heavy Sectopod with Plasma Field, Mine, Rocket Turret or Fire Mission. Or refill your Blaster Launcher and toss Sticky Grenades after hitting him with a Weaken.
The terminal is just ahead. Resupply at the crate beyond that, or swap out agents if you’re having trouble. Activate the Console, and you’ll go to Carter’s location to save the agent you left behind earlier.
Meeting up with Carter, the large chamber splits off left and right, with a large platform below. The Elite Muton is your immediate concern. Elite Mutons can leap directly onto your cover, so keep it still with Lift or immediately Mind Control it while picking off the Phantom Elites and Snipers.
After dealing with all or most of the Outsiders, wait until Lift recharges and use it. Target the Elite Muton with everything you’ve got, especially the Blaster Launcher, to take it out in short order.
Further down the battlefield, a Tech Commander with other Outsiders will attack. Stay away from the second courtyard to stay out of the Gun Turret’s range and let the Outsiders come to you. When they’re gone, finish off the Turret.
After taking out most of the Outsiders, two Elite Mutons will attack at once. Use Mind Control on one and pull back if you need more space.
With Squad Inspiration unlocked, your Mind Control should recharge quickly. Continue to Mind Control one of the Elite Mutons, and focus on one. Once it’s down, use your Sticky Grenades or Blaster Launcher to deal with the second one while under the effects of Weaken, or Lift, or even just throw a Silacoid at it to keep it busy.
While an Elite Muton is under the effects of Mind Control, it’s easy to plug them with three Sticky Grenades in a row and just about kill them in a single move.
Through the two open doors on the end of the room, you’ll find the body of an XCOM agent – whoever you left behind. Continue on to activate the terminal. There’s a Resupply Crate to the left of the exit elevator. Grab it before heading into the final battle.
Back at the Mosaic Barrier, take it down by using the flashing terminal. Carter will want to stop you – it’s up to you. Shoot Carter or leave him behind.
Go into the final battle with a Blaster Launcher, the Plasma Assault Cannon, and three Sticky Grenades.
The massive Mosaic Chamber is well guarded by many, many Outsiders. The first group consists of Phantom Elites, Sniper Elites, and a Tech Commander. As usual, Lift the Tech Commander and start picking off the rest. Watch the stairs to the left and right to make sure the Phantoms don’t flank you.
Eventually, even more will appear. The Tech Commanders will try to summon a Gun Turret on the small structure in the center of the arena. Throw a Sticky Grenade to quickly get rid of it.
Watch out for Scouts – they’ll rapidly flank from the right side after killing enough Outsiders. There’s more ammo and weapons in the shacks on the left or right.
Taking out the second wave, a third wave will appear closer to the Mosaic Barrier. The Advanced Drones are the most obvious threat. Clear them out and pick off all those incoming Outsider Elites. Use Mind Control on the Minion Commander or on one of the Phantoms to keep them busy while you grab more ammo or pick off more enemies.
Now things get tough. Clear out the last of the third wave, and a final fourth wave will attack. Advanced Drones will appear first. Then two Elite Mutons, a Tech Commander, a Minion Commander, and two Outsider Elites appear.
Take out the Advanced Drones and Mind Control one of the Elite Mutons – whichever one is closest to you. Use Sticky Grenades on the closest Muton, then Lift and the Blaster Launcher on the second. Try drawing them back to the start of the room, but only if some of the other Outsiders still remain.
Wipe out the final Outsiders, and… even more will appear! Four Elite Mutons and other reinforcements will arrive at the start of the chamber. Ignore them, run to the terminal and lower the Mosaic Barrier. This is it, run into the Core to end the invasion.
Congratulations! Enjoy your ending, and pat yourself on the back. Now go back and play XCOM: Enemy Unknown to see the organization’s future.