FAQ/Strategy Guide/Walkthrough - Guide for The Bureau: XCOM Declassified

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XCOM is one of the most praised strategy game franchises of all time. Now 
experience the early days of Earth's first contact with alien invaders in this 
tactical third-person shooter spinoff, The Bureau: XCOM Declassified.

The Bureau: XCOM Declassified
Written by Dalton "HorrorSpooky" Cooper and Trade
Copyright 2013

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                          -------------------
                           TABLE OF CONTENTS
                          -------------------

01. Introduction and Controls
02. Walkthrough
Invasion!
XCOM Headquarters
The Doctor
Operation: Guardian
Operation: Grifter
XCOM Headquarters 2
Signal from Beyond
XCOM Headquarters 3
Not of this Earth
XCOM Headquarters 4
Crack in the World
XCOM Headquarters 5
The Last War
Avenger
The Day the Sky Fell
03. Conclusion

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01. Introduction and Controls
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Agent William Carter is thrust into the middle of an alien invasion of the 
United States in the middle of the Cold War. Carter and his squad are tasked 
with running the first XCOM operations against the invading alien forces in 
their attempt to save humanity from alien threats.

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02. Walkthrough
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=========
INVASION!
=========
Well, after the initial scenes, leave the room by walking to the door and 
then pressing the X button. Move through the hallway. As you near the windows, 
the game will explain how to sprint and get behind cover. This is important 
information as a large UFO is right outside the window around this time. 

Sprint straight at the windows by holding A and tilting the left analog stick 
in their direction. This will cause Carter to snap into cover on the bricks 
underneath the windows. Start moving along the cover and then press A to snap 
to the next cover. Keep doing this until Carter is clear of the windows, and 
then proceed down the stairs.

At this point, the game will teach you various other actions Carter can take, 
such as rolling to dodge, which is done by pressing RB. Move through the 
warehouse-like area at the bottom floor. Practice the cover mechanics a bit as 
you move and then head outside.

Immediately take a left. A short scene will play, and when it's over, Carter 
will automatically be behind cover. Aim by pulling LT and point the cursor at 
the Sectoids. Fire by pulling RT. More Sectoids will show up, mainly from the 
roof of the building they are attacking. Just keep shooting them and then 
when they are dead, hop over the cover by pushing forward against it and 
pressing A.

Head into the building by approaching the door and pressing X. Speak with 
Nils and then grab the radio off the counter as requested. Then follow him 
out of the building while talking on the radio. When the radio conversation is 
over, Carter should be outside again. Sprint toward the next set of stairs that
lead into a warehouse, and then another cut-scene will play.

After that, pick up the rifle leaning against the crate. Interact with the 
glowing device on the wall to get a little tutorial video on how strategy 
works in the game. Then get behind cover under the window. Open the window when
prompted, and then test out your new rifle on the Sectoids.

When that's done, regroup with your ally outside. Remember that you can 
designated objective markers using the d-pad in case you get lost. You'll be 
led through a destroyed section of the ground with fire and such, and then on 
the other side there will be a turret.

Carter will automatically get behind cover. Time to learn how to issue orders 
to your squad. Press B to bring up the command wheel. Choose the "move" command
and then tell your partner to move behind cover to the side of the turret. 
After that, order them to perform a "Critical Strike" and then press B to back 
out of the command wheel and watch them destroy the turret.

Now continue. A couple of tanks will be blown up by a UFO. Move toward the 
tanks regardless and follow the road to warehouse. Do not enter the warehouse 
just yet. A new enemy type called an Outsider is inside, as well as two 
Sectoids.

Notice that in the warehouse there is a long, enclosed room to the right (when 
facing into the warehouse)? Send Nils there now, all the way to the end, so 
that he has a very clear shot of the Outsider. Order him to kill the Outsider, 
and then cover him by killing the Sectoids that will then go after him.

Go into the warehouse now and regroup with Nils. As the game has already 
explained by now, to regroup with allies, press "down" on the d-pad. Go to the 
elevator doors and use the controls to call the elevators. Now get behind 
cover.

Order Nils to return to the building that he was at before, albeit on the 
opposite end. Have him kill one of the Outsiders from that position, and then 
kill the other one that will charge. The enemies will start coming out of a 
drop pod. Search the ground for a grenade (if you don't have one already) and 
lob it at the pod to destroy it quickly. A flying alien drone will also be 
brought into the mix, so take it out. Leave Nils at his position so he can 
keep flanking the Outsiders as they rush Carter and the elevator.

With the threats eliminated, the elevator will convenientl arrive. Go inside 
the elevator and chat with Nils some more. Then the elevator controls will 
start to glow. Go to the controls and use them to ride the elevator down to the
bottom. Move through these halls to reach the lab.

Inside the lab, you will have to talk with Director Faulke for a moment. There 
are various conversation options that you can choose to pursue. Keep the 
conversation moving at any rate, until he's done talking, and then your next 
objective is to reach the war room.

Move forward to collect the shotgun. Replace the pistol with the shotgun for 
now. There are two Outsiders at the end of this hall, with one hiding behind 
the forklift. First, use the rifle to kill the Outsider that is in more plain 
view. Then switch to the shotgun and charge the one behind the forklift to 
blast and kill him.

Follow the objective markers until coming up to another room full of enemies. 
This room is kind of tough because there's no really good vantage points. The 
enemies are in the room, and you are actually in the hallway outside of the 
room, where there are two large windows looking in.

Have your agents both be at one window and you at another. Fire at the enemies 
through the window and then move back and forth between. Them what this will 
do is force the Sectoids and Outsiders to move back and forth as well, which 
will give you a good opportunity to fire at them while they aren't behind 
cover.

When they're dead, move through that room now. The next time enemies are 
encountered is a warehouse-like area with soldiers under attack. Have your 
allies stay behind cover to draw the fire of the turret. Then sprint across 
to the door on the other side. Switch to the shotgun and just mow down the 
enemies on the way to the turret. Obviously, use cover to your advantage. 
Destroy the turret and then regroup with your allies before continuing to the 
next room.

A single Sectoid to will be found in front of a desk right by the double doors 
that lead into the War Room. Kill him with a single blast from behind, collect 
the ammo on the desk, then proceed into the War Room.

Another conversation opportunity will arise. Just for reference, if there is 
ever a time when you simply want to continue through the game and not go 
through all the optional dialogue, the left choice typically accomplishes this 
for you.

The trip to the Rail Platform is a short one. As you and your squad round the 
halls, the Rail Platform is in sight. Survey the scene. There are a few 
Sectoids here as well as a couple of Outsiders on the floor. Up the stairs, 
there is an Outsider walking back and forth. Order your allies to take cover on
these stairs when the Outsider has his back turned. Then order them to kill 
this Outsider.

This will draw the attention of all the other aliens. Move forward and get 
behind cover. Flank the aliens while using your allies as bait. Keep doing 
this until they're all dead. Then head to the controls to activte the train. 
Get on the train and then press the controls here to ride it away.

Go up the stairs and gather the ammunition. Trade the rifle for the sniper 
rifle. Radio the Skyranger, and then the aliens will start to attack. Get 
behind cover and also order your allies to get behind cover as well. Using the 
sniper rifle, you can pick off all the aliens very easily.

Use grenade to blow up enemies and destroy the drop pods. When throwing 
grenades, objects that will be affected by the blast will be highlighted in 
orange. Toss the grenades to destroy the explosive barrels that are dotted 
around the area as well as the drop pods for maximum effect.

The first wave of enemies will then bring even more. When facing across the 
yard, these will be to your left. Grenades can get rid of these guys extremely 
easy because of the barrels. When this wave of enemies has been defeated, 
listen to the radio conversation that follows.

Activate the test by using the controls at the center of this area. Then 
retreat to the helipad and get behind cover. Numerous drop pods will land, 
with Outsiders coming out of them. Drones will also attack. Kill them from the 
safety of cover until the evac arrives. Then turn around, approach the door 
of the helicopter, and press X to escape.

=================
XCOM HEADQUARTERS
=================
Welcome to the headquarters. For now, go through the conversation with DaSilva.
Then walk outside of your office doors to trigger a cut-scene. After the scene,
talk with DaSilva again. Then go talk to Faulke in his office. There is a lot 
you can do here, such as checking out files and completing side-quests, which 
are called Investigations in this game.

When using the objective markers, the main missions will be designated with 
yellow arrows. Investigations are designated as blue markers. You can complete
some right now, but when you're ready, speak with Faulke, go through that 
conversation, and then head to Agent DaSilva again (now in the Ready Room) and 
talk with him.

Now it's time to build the squad. Look at the different choices for your squad 
and then pick out two people to join you. There is some customization that can 
go into the squad, such as changing their names and whatever. When your squad 
is completed, go to Agent Nils and then watch that next cut-scene, which will 
end in you in another battle.

This battle introduces yet another new enemy type. This one is called the 
Infiltrator. Visually similar to the Outsider, the difference is mainly that 
this creature is shielded, which makes it a bit tougher to kill. It is joined 
by some Sectoids, but there are a few agents here to help you out.

Obviously, get behind cover right off the bat. Use a grenade to kill the 
Sectoids. Remember, enemies and in range of the grenade blast will be 
higlighted as orange when aiming the grenade toss. Then focus your attention 
on the Infiltrator.

A sound strategy is to get in close to him, but behind cover, and then blind 
fire with the shotgun. A more conservative approach will also work out. Once 
its shield is done, the Infiltrator will be much more prone to damage. So keep 
at it. Once defeated, head to the op station. A scientist will stop you on the 
way, so speak with him, then continue.

You'll be taught about mission selection. Use the computer to select a mission.
The next "Major Operation", a fancy term for a main mission in the game, is 
called The Doctor. Select that now to continue the story.

==========
THE DOCTOR
==========
Walk down the street. Go into the diner. After the scene, walk outside and 
follow the streets until you reach your first encounter. There is a float in 
the center area that provides a fantastic vantage point, so your first goal 
will be to fight your way to that.

Kill the Sectoids and any Outsiders that are hanging out on this float. There 
is a new enemy here that operates the shielding of the other aliens, so kill 
him to get rid of all their shielding. Once on the float, it's easy to pick 
off the enemies one by one.

Some more aliens will be in the dilapidated building to the right (when facing 
the AA gun). In front of the float is a truck with ammo. Go there and then 
use that as new cover to pick off the remaining enemies.

Approach the door leading to the AA gun and attempt to unlock it. Then choose a
squad member to hotwire the door. Whatever squad member you don't choose will 
help you in the fight that comes next, so choose the more combat ready ally you
have to fight with you against the aliens.

A new drop pod will fall to the ground. Throw a grenade at it and then blast it
until it is destroyed. Kill the other enemies and then the hotwiring should be 
completed. Go through the door and approach the controls of the AA gun. Use 
the controls to disable it.

It should be around this point when you will level up for the first time. The 
level up process is very straight forward. This first level up, you will get 
a new ability called Lift, which will raise enemies out of cover.

Anyway, continue through the streets until you reach the bank. Inside the 
bank, there will be survivors. Go to the basement of the bank and then speak 
with the survivors here. This provides an opportunity to receive new 
Investigations, if that's your thing. When ready, exit through the door down 
here and then continue through the subsequent streets. A supply drop will be 
provided at this point, so you can swap out existing agents with new ones or 
resupply ammo and whatever else you need.

Another combat situation is up next. Use the cars for cover. There are drones, 
a Shield Operator, and numerous Outsiders. First, take out the Shield Operator.
If you have the sniper rifle still, this is very useful in doing that. Once 
he is dead, have your team move forward to engage the other enemies. Take out 
the drones while they fly around and try to heal everyone. When they're 
destroyed, pick off the stragglers and continue for another cut-scene.

Now it's time to fight the Muton! Ignore the other aliens that are protecting 
him for now. You want him dead way before he can reach your position. Lob all 
of the grenades that you have at him to begin with, then keep shooting him 
with a long-ranged weapon (blind-fire if you start taking too much damage from 
the Outsiders) until he's dead. If he does get close, switch to the shotgun (if
you have it) and blast him this way until he dies.

Time to focus on the Outsiders now. Have one of your allies go to the right 
and infiltrate the alien structure there. The other ally should start pushing 
forward from the left. This will give you a chance to stay in position, 
covering them and letting them do the bulk of the work here.

When the coast is clear, move into the building. Go through the double doors 
and then take the ammo that's in plain view. Go through the next door to get 
into another conversation. 

Grab the Scatterlaser that is on the ground. This is basically the alien 
version of the shotgun, so it is very handy. After that, you'll come across a 
garden area with some more enemies, plus a turret at the end of it. This is a 
bit tricky, but there are two solid ways of going about this.

Obviously, you are going to want that turret destroyed first thing. If you 
trust them, send one of your allies up the left side of this area, staying 
behind cover. Keep issuing them the order to move forward, but don't do so 
until none of the enemies are paying attention. Then order them to attack the 
turret. This will draw all the attention of the turret to them, leaving it 
wide open for multiple shots or grenade tosses from your end to really destroy 
it.

Then it's just a matter of pushing forward through the Outsiders and Sectoids.
Of course, an alternative strategy for this would to be go up the left side 
yourself, using your allies as distraction to draw all their attention to the 
complete opposite side. This would allow you to run up behind the turret and 
hit it with shotgun blasts to destory it very quickly, and leave enough time to
retreat to cover before the Outsiders could do any real harm to you.

In the next courtyard is your first encounter with a Sectopod. This is a mech 
that is piloted by a Sectoid. Attack it with full force, using grenades right 
off the bat if they are readily available. The goal is to damage each specific 
component of the Sectopod. When enough damage has been done, its individual 
parts (colored in orange), will darken. When all the parts have been damaged 
enough, there will be a direct shot to the pilot. The sniper rifle is super 
helpful here, but any gun will do with enough shooting. Kill the Sectoid and 
the Sectopod will rendered useless.

Now just finish off the rest of the game and continue. The next area that is 
visited is a bunch of alien bases. A turret is across the way, plus there are 
numerous Outsiders walking around. There is a Shield Operator to deal with as 
well.

First, send an ally to the right. Have them infiltrate the small building 
there by killing the enemies inside. Instruct this ally to engage the turret, 
then destroy the turret yourself. From there, it's just a matter of wiping out 
the Outsiders and the Shield Operator. There may also be drones thrown into 
the mix, so be ready to blow those up as well, and do so quickly or else they 
will keep healing everyone.

From here, it is a straight shot to the observatory. Just go through the halls 
and then you will eventually trigger yet another cut-scene to watch, and after 
that, you'll be thrust right back into the thick of the battle.

This time the goal is to destroy the Gunship above while also dealing with the 
Outsiders on the ground. First clear out the ground using a shotgun, then 
switch to your ranged weapon. Shoot the gunship as much as possible, moving 
around to avoid taking fire from it.

When over half of its health has been depleted, reinforcement Outsiders will 
show up. These will include a Shield Operator. Take him out first, then clear 
out the other Outsiders. If you are in need of ammo, there is an ammo bag 
located at the end of the couryard, along with a rifle in case you need a 
long ranged weapon to continue attacking the gunship.

Keep at it until the gunship is destroyed. If there are any remaining outsiders
around, get rid of them as well. Then the mission will be completed and you 
can return to base.

===================
OPERATION: GUARDIAN
===================
!NOTE!
There are other Minor Operations that can be completed. They are optional, 
but you have to complete at LEAST one. This is just one of two that are 
available at the start, the other being Operation: Grifter. For information 
on Operation: Grifter, please scroll down to the section of the guide that 
covers it, right below the second visit to XCOM Headquarters.
!NOTE!

At the start of this mission, move up toward the barn. Some Outsiders will be 
walking around as well as an Elite Outsider, which is just a beefed up version 
of them that likes to charge for melee attacks.

Use the hay for cover. Have your allies flank the enemies from the right, and 
then the three of you can just rain hell on them. Another strategy is to sneak 
all the way around them and enter the barn doors that way, but that is 
considerably harder to do. Keep in mind though that engaging these enemies will
cause them to call in reinforcements, which can be a drain on ammo.

Anyway, enter the barn when the enemies have either been defeated or avoided 
completely. Inside the barn, find the stairs that lead down. Approach the book 
shelf and press X to open it. Approach the computer and hold X to cut the 
fuel line. Then go upstairs and head back outside.

A new enemy type called Silacoids will be introduced. These are black, inky 
looking monsters. They are very easy to kill. Just aim and shoot and they 
will die without much effort on your part at all really.

There will be another fight on your way there, but nothing you shouldn't be 
able to handle at this point. There is another secret door leading into the 
room with the launch control computer. Hold X to mess with that, and then go 
back outside. Start making your way to the targeting computer now.

You will come to a large blockade created by the enemies with doors that are 
shielded. Hug the right side and flank them. When they're dead, approach the 
controls, then get ready for an ambush as you must defend this launch site from
attack.

This is pretty difficult due to lack of ammo, so go around and collect as 
much ammo as possible before the waves of enemies start pouring in. Leaning 
against the truck in the center of this area is a laser-version of the SMG, 
which you can switch out another weapon with if you run completely dry.

Hold your position against the attack. Eventually, a Sectopod will even show 
up. Destroy any Drop pods that come down as they will continue to spawn two 
enemies at a time until destroyed. The final wave will contain a Shield 
Commander (a higher ranked version of the Shield Operator) as well as a couple 
of drones to deal with.

Once everything is dead, lower the shields by approaching the controls and 
pressing X. Then go to the next computer and interact with it to end this 
mission. 

===================
XCOM HEADQUARTERS 2
===================
!NOTE!
You may experience this section of the game after completing Operation: 
Grifter. The reason for that is only Operation: Grifter OR Opertion: Guardian 
is required to beat the game. I have included a walkthrough/strategy for 
both of those missions, though Operation: Grifter is listed below this mission.
!NOTE!

Speak with the boss. Then head to the interrogation room. Go through the 
interrogation process and then report back to the boss at his office in the 
Ops room. Now you are free to go about your business and go through the 
missions as usual.

==================
OPERATION: GRIFTER
==================
This mission takes place at night. After it starts, you will want to engage 
the enemies by the barn. Use the typical flanking strategies outlined in the 
earlier missions to defeat them, and then continue through the barn. Gather up 
the ammo inside the barn and go out the back door.

Move through the water and wait for the explosion. Kill the Silacoids and then 
use the debris to get up the higher area. You'll then have found the train 
wreck. Approach the wreckage to trigger the spawning of more Silacoids. Kill 
them as you investigate the train.

Pick up everything here, and then on the other side of the train, there is 
yet another battle. Use the boxcars as cover as you take out all of the alien 
enemies. When they're all dead, Grifter is completed.

==================
SIGNAL FROM BEYOND
==================
An Outsider and two Sectoids will be seen right off the bat. Pick off the 
Outsider, then focus on the Sectoids. Go down the street and use the vehicles 
as cover as you fight off the rest of the aliens. The first thing you will 
want to do is take out the Rocket Sniper standing on the roof of the 
restaurant. Rocket Snipers can be picked out based on the green laser that 
their gun gives off.

Defeat the rest of the enemies. Use grenades on them and also shoot the 
explosive barrels lying around. After this encounter, proceed to the next to 
find DaSilva using booby traps he has laid around the streets to kill the 
aliens in groups. It's now your job to defeat the enemy squad that has DaSilva 
cornered.

Now you can order DaSilva to blow up the enemies using his bombs. Since there 
aren't a whole lot of aliens at this point, using DaSilva's bombs isn't very 
helpful. Just kill the few Outsiders and Sectoids here, and then proceed to 
the front doors to speak with DaSilva.

After that, be ready to hold position against a wave of enemies. This wave 
of enemies will be capitalized with a Muton. Once they're all dead, go inside 
and speak with DaSilva again. You then have a choice as to whether or not you 
want DaSilva to stay here or ask for him to get an evac.

When done, head outside. Follow the path outside. Keep going until you reach a 
building with tables and such set up outside. They are set up as, you guessed 
it, another battle. The strategy here is much the same as the other places in 
the game, in that you should have your allies flank the enemies from the left 
side as you push down the center. This should separate the enemies and give 
you plenty of opportunities to take them out as you push forward.

As you continue to the alien outpost, there is a new alien weapon to grab out 
of the alien weapon locker. Go through the door to finally reach the outpost. 
YOu have an overlook of the outpost guards. You can grab the sniper rifle here 
if you don't already have it or use a different alien weapon.

Pick off the guards, then leave when the doors open and move through the 
organic tunnels. Continue and the tunnels will end, opening up to city streets 
again. Take cover at the next group of enemies. They are all grouped very close
together. Toss a grenade into the center of them to blow them all up and 
then hang tight for the next waves of aliens that show up.

Then continue through the next building. Go out the through the other side to 
meet up with Dr. Weir. Follow him and he will lead you through a warehouse. 
I found that my allies kept getting in my way when trying to walk between these
shelves, and if this turns out to be the case for you as well, just order them 
to go take cover somewhere else so that you can more freely move on through 
the warehouse.

Anyway, Silacoids will attack occasionally, but they are nothing to worry 
about. Follow Weir into the alien tower and to the Mosaic Terminal. When he 
gets to the terminal, take cover, turn around, and defend his position from 
the attacking Sectoids and Silacoids.

By the way, it is probably  really good idea to have alien weaponry on you. 
Since you are going through their tower at this point, most of the ammo that 
you are going to find is going to be of the alien variety.

Now just move through the base until you gain access to the upper level using 
a crazy teleporter thing. Whenever you come to a point where it seems that 
there is no way to cross, just look for a nearby button that will activate 
the bridges.

When you finally reach enemies, there will be two just down the stairs at a 
terminal. Toss a grenade in between them to take those guys out. Then move 
down on their position and fight your way to the left. The area is in the shape
of square, with most enemies originating at the "front" of it, so stay behind 
cover and you should be able to do a fairly admirable job at picking them off 
without things having to get too complicated or anything.

Near the end of the battle, a Muton will show up. Use your new blaster to make 
short work of him, then take out the drones that appear. Continue through the 
next door. Now just keep following the objective markers, hitting the bridge 
buttons and door buttons as necessary until you Axis starts talking to you.

After talking with Axis, kill the Sectoid and Outsider that confronts you. 
Then continue up the stairs until you reach the Titan boss fight. Get the 
blaster out and fire at the Titan until the clip is dry. The Titan will fire a 
large blast at you that will continue to do damage if you are hit by it, even 
after the initial blast. To avoid this attack, roll out of the way, or go from 
cover to cover. Keep in mind that the Titan is capable of destroying cover with
its cannon.

Ammo is located all over the place, so that shouldn't be a problem. The only 
concern really should be staying alive during this encounter. When the Titan's 
health bar is depleted, it will blow up, and then you just have to hang tight 
and wait for the level to be completed.

===================
XCOM HEADQUARTERS 3
===================
At the base, go speak with Faulke. Then speak with Angela in her office. After 
that, go downstairs and talk to the radio technician as well as Dr. Weir in his
lab. Now return to Faulke and talk with him. You can insist that Angela goes 
with you to the next mission or not, but it won't matter because she will end 
up going regardless of the decision you make.

=================
NOT OF THIS EARTH
=================
At the start of the mission, you can find human weapons right off the bat at 
the campsite. When ready to continue, simply start following the path. Carter 
will talk with Weaver along the way. Your first enemy encounter will consist of
one drone, one Outsider, and one Outsider Elite. Focus on the Elite first, and 
then divide you and your squads' time between the remaining Outsiders and the 
drone flying overhead.

There are grenades on a table to your right. Move through the "alien 
construction site" and follow the objective markers to the next encounter, 
which consists of three drones and a Muton. Kill the drones so they don't heal 
the Muton, and then kill the Muton.

As you walk around these areas, be sure to watch out for mines that are on 
the ground. Shoot the mines to force them to explode. Run forward and collect 
the ammunition here until you have full ammo. Then send an agent to hotwire 
the shield door.

Of course, this will trigger enemies to fall from the sky in drop pods. Destroy
the drop pod immediately, then destroy the three drones that will swoop in at 
you. A Sectopod will be the next threat. Use the blaster to make short work of 
it, and then it's just a matter of picking off the remaining Sectoids and 
Outsiders. Easy stuff. The door will then be open, so regroup with your squad 
and continue.

Regroup with Agent Weaver and talk with her. Then activate the bridge and go 
through the subsequent door. You'll then be in a room with some new threats, 
as well as the Outsiders, Sectoids, and drones. The new threats are the 
Phantoms, which are quicker versions of the Outsiders with shielding and slight
invisibility, and the Sniper Elites, which are regular snipers, i.e., ones 
that don't shoot rockets.

There are two snipers here, and once again, their laser sights are green. So 
follow the green lasers to find the snipers and take them out first. Then clear
the rest of the room. There will be new weapons here, including sticky grenades
and the laser pulse rifle. Switch out any weapons that you are low on ammo on, 
except for the blaster. Just keep that on you at all times.

Now exit this room and push forward until you come across the next enemy 
encounter. At first, it will just be a couple of Sectoids, but killing them 
will trigger Outsiders, drones, and then a Muton. Try to stay back behind cover
to pick them off from afar, and then when the Muton is the only one remaining, 
throw all you got at him. Gather up ammo as usual and continue to find Peter 
Weaver.

Go through the conversation and then you can either force Angela to kill her 
brother or you can do it. Go to the control panel to your right to find the 
life support controls. Turn them off, then speak with Angela again. Exit this 
room.

Now in this next room, you have an advantage in that you can use Angela as your
sniper. Similarly to how you detonated DaSilva's bombs earlier, you can call 
upon Angela by accessing your own power wheel. Choose her and then have her 
pick off Outsiders that are in view while you take out any of them that are not
in her line of sight.

Proceed to the next room for a cut-scene. When that's done with, it's time to 
deal with Axis. The goal here is to get to each of the three different 
generators powering his shield. They are all housed in small enclosures that 
also have ammo for you to restock. Fight your way to them, using Angela as 
cover, turn off each one, and rebuild your ammunition. I recommend heading to 
the one to your right first so you can easily destroy the turret that is 
visible from that location.

Powering down the first generator will spawn a Muton, as will powering down 
the second generator. Throw everything you've got at the Mutons when they 
arrive and have Angela pick off any Phantoms or Outsiders that may also be 
causing trouble.

When all three generators are down, turn your attention to Axis. Try to stay 
out in the open, i.e. not under one of the generator enclosures, so you can 
keep having Angela shoot him with her sniper. Axis himself has a very powerful 
gun that can drain your health extremely fast, and he also has the tendency to 
teleport around the room. You can use Angela effectively to deal damage to him 
when he ducks behind cover, so fire at him yourself until he ducks or teleports
away, then have Angela blast him until his health has been completely 
depleted.

===================
XCOM HEADQUARTERS 4
===================
Do the rounds. Talk with everybody, then report to the hangar. From the 
Avenger, you can use the console to start the next mission.

==================
CRACK IN THE WORLD
==================
At the start of this mission, just enter the dam. There will be a few Silacoids
to kill in the initial hallway with the Sleepwalkers. Exit through the double 
doors, and then there will be an encounter with a new type of Commander. 
These ones will take control of your squad members as well as create clones of 
themselves, so they are high priority targets.

Luckily, there is a lot of cover here as well as ammo. Take everyone out and 
then push forward. A gunship will arrive. There is a small building with 
sticky grenades and ammo, so take refuge there. The gunship will not be able to
damage you while in here, so shoot it out the window with the blaster. If you 
don't have one going into this mission, there should be one sitting on top of 
the crate in this room.

Destroy the gunship first because otherwise it will just keep dropping off 
reinforcements. Once it is destroyed, you can easily take out the Outsiders and
such on the battlefield. Now continue through to the next room and get back 
inside the dam.

You'll move through another office space of sorts and be introduced to the 
Scout. The Scout enemy likes to rush your position, plus it has the teleporting
ability of Axis, so there's that to look forward to. After reaching the 
generators, the goal is to switch off all three. Of course, each of them are 
heavily guarded by a wide variety of enemies, including the new Scouts and 
Phantom Elites.

Luckily, there is plenty of ammo pretty much everywhere. This is a crazy 
firefight, but just keep pushing through the enemy forces. The third generator 
switch will be protected by a Muton. Killing that will pretty much be the most 
difficult part of this section. After turning off all the generators, the 
breaker switch needs flipped. It is just up a flight of nearby stairs, guarded 
by a couple of Phantom Elites. Kill them and then use that console. Gather the 
ammo lying around and then you can continue.

You'll then reach a room with two Outsiders directly below and one on the 
catwalk with you. First, kill the two Outsiders below. They are easy targets. 
Then kill the one on the catwalk, which should be easily overwhelmed by you 
and your squad. Then follow the water through to the next area.

Silacoids will attack, just shoot them and keep moving. The next halls will 
have a couple of Outsiders to deal with, so mow them down as well. Then you 
will reach the room with the door controls. There are two Outsiders at the 
controls and one just walking around. Order your allies to kill the ones at 
the controls and take out the one walking around yourself.

Go to the door controls and exit. Drop down when you can. Then make your way to
the Venn controls. There will be a few enemies guarding it, but just pick them 
off and go to the controls. Before pressing the button, be sure to gather the 
ammo there as you have to fight your way back to the Avenger after this. Press 
the button and then turn around and mow down the enemies. There won't be 
anything too tough, no Mutons or Sectopods or anything like that.

The Avenger's hull will open. Run up the ramp and then watch the cut-scene that
follows. After that, approach the button and press it. This will trigger a 
very long battle, but one that is not particularly difficult. Basically, a 
Muton Elite will show up, plus a gunship. Usually I would say attack the 
gunship, but the gunship will leave long before you are able to destroy it and 
when it returns, its health will be back fully, so instead, just attack the 
Muton until he leaves.

Kill the forces left by the gunship. Then the Muton will return, leave again, 
return, leave again, until he is finally destroyed. Every time the Muton 
leaves, more enemies will have to be dealt with, including a Minion Commander 
that spawns drones. Obviously, kill this guy as soon as possible so you don't 
have to keep dealing with his annoying drones.

Sticky grenades are quite plentiful here, and they are very useful against the 
Muton. Get behind cover and just chuck the sticky grenades around the cover 
and onto the Muton. Stick him with a bunch to cause a chain reaction of 
explosions that should severely damage him.

After the threats have been neutralized, go to the next button and press it. 
Head into the next room and watch the cut-scene. When the cut-scene is over, 
press X as instructed. Then watch the cut-scene that follows after that.

===================
XCOM HEADQUARTERS 5
===================
Go to Faulke. Talk with him. Then select your next mission

!WARNING!
Starting the next Major Operation "The Last War" will delete any Minor 
Operations that you have yet to complete. So, if you want to beat all of those 
Minor Operations, now is the time to do so. This is the point of "no return" so
to speak.
!WARNING!

Head to the lab. Speak with the uh, thing. Then "The Last War" mission can 
officially begin.

============
THE LAST WAR
============
Upon waking up, go down to the Infiltrator's interrogation room. A scene will 
play, and then you have to chase the Infiltrator through the facility. Do not 
bother shooting him, just keep chasing him. You will stop by a supply crate 
along the way, and I recommend having at least one human-made weapon since this
base is full of ammo for human weapons and frag grenades.

The Infiltrator will release a bunch of Outsiders from a room. Wipe them out 
and then continue the chase. The Infiltrator will then lead you into another 
room where even more Outsiders will be let out. Kill these guys and a Sectopod 
will spawn. Throw everything you have at the Sectopod until it is destroyed, 
then kill any stragglers.

A good strategy for this room is to have your two guys flank the enemies from 
the right while you stay in the center. This will cause them to divide their 
attention and can also be very helpful when dealing with the Sectopod 
especially.

After this room has been cleared, the Infiltrator will attack you directly. The
Infiltrator will clone himself, but he doesn't have a whole lot of health. 
Get behind cover as soon as you can as he does a ton of damage, but otherwise 
he will die fairly quickly, and that will trigger another cut-scene, of course.

Head into the tunnel. Silacoids will jump out of the elevator, so kill them. 
Then use the elevator controls. Run through the halls, following the 
objective markers. Carter will have another meltdown of sorts. Then an out of 
body experience, if you will. Just move forward to Carter's body and then watch
the next scene play out. Press "A" when prompted by the on-screen instructions,
and then choose one of three characters to merge with when that option 
arises.

Your choices are:
Angela Weave
Faulke
Dr. Weir

Make your choice.

=======
AVENGER
=======
Your time aboard the Avenger can be as short as you want it to be. Approach 
the console at the front of the ship and interact with it to kickstart the 
next mission.

====================
THE DAY THE SKY FELL
====================
Enter the Mothership. The first enemies you encounter will be some Silacoids. 
Just keep moving through the ship and then fight the Sectoids that you come 
across as well. Mowing them all down will grant access to the lift room. Use 
the control in the center to ride it up.

In the next room, fight all of the Outsiders that show up, which is quite a 
bit. This is a straight-forward room, in that there's the enemy side and then 
your side. Ranged weapons will work best here. They will bring out a Sectopod 
before it is all said and done, and not a typical one either, a HEAVY Sectopod 
that has even more health and damage resistance than the regular Sectopod 
mechs.

Keep at it until the coast is clear, then continue. A short cut-scene will 
play, and then you have to choose between choosing one of the two people that 
you didn't choose to "merge" with earlier in the game.

However, who it is doesn't really matter. What does matter is that you either 
choose to go left (blue) or right (red) first. For the sake of this guide, 
let's just assume that you went left first. So head left right off the bat and 
ride the lift to reach whoever happens to be over there so you can help them.

This battle is crazy. There will be snipers everywhere, so take them out as 
first priority. In addition, there is a Muton Elite to contend with. Killing 
everyone here will result in two more Muton Elites showing up flanked by 
Phantom Elites as you push forward.

If you have the Mind Control ability unlocked (you should at this point in the 
game, even if you have been skipping all the Minor Operations), use it on one 
of them so that you only have to worry about killing one Muton Elite at a 
time.

Finally, after the long battle is over, proceed into the Deployment Relay 
room. Use the supply crate here to resupply your ammo, and be sure to have a 
Blaster on you as well. Then operate the terminal in the center of the room. 
Some chatting will go on, and then you will be teleported to the right or "red"
side of the Mothership to deal with the Factory Relay.



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03. Conclusion
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