XCOM 2
321_puleknow Feb 18, 2016 @ 11:32am
How to beat Xcom 2 final mission on easy mode. The casuals scrub guide to fame.
The 3 Avatars:

Do not. Whatever you do. DO . NOT. enter the final freaking room. Its pointless entirely. Stay in
room before and have EVERYONE on overwatch. Then wait until a friendly sectopod comes to greet you, hack it. Or mind control a friendly basic enemy. Use these bait aliens to lure out the avatars one by one into your overwatch trap. Then overwatch them until they relaize they made a grave mistake and award them with silly blue goo beams. Keep doing this and you win. Never engage more than one avatar at a time. Once they get into your line of fire you need to kill them instantly or 1/4 to 1/6 of your squad will be disabled for the next four turns.

I had the mistake of not putting my warsuit grendiar not behind cover but behind shield wall. The friggin avatar nearly killed her with one crit.

Getting to the avatar:

I got lucky about this but if you can. Mind control the gate keeper and then use him as cannon fodder to wipe out half the map.

He is practically invicible to everything the aliens can throw at him. on top of that he can heal. GET HIM. I mangaed to kill 4 codexs and 3 archons with him. on his own.

If you can try to hack sectpods and control any mech unit whenver you get the chance. One sectopod alone is enough to kill a full avatar or wipe out several pods.

Use every consubale you get the chance. Do not hold back. You will need every advantage possible. Make sure you have the best armor, weapons, and exp ammo for every person. DO NOT HOLD BACK. there is no such thing as overkill on this mission.

EDIT:

Someone necroed this thread. So yeah I gotta make the edit for WotC.

For the WotC expac, stay near the entrance of the room and let the enemies come to you. Its exactly the same as the tactic up above but instead you funnel the enemies into choke points until a gatekeeper or sectopod comes to get mind controlled/hacked and then you kamikaze the unit into the avatar.

For the tactic above this was done without mimic beacons. An even more op tactic is to have everyone equip at least one mimic beacon. (takes a bit of farming sadly). Run into the room with some psi ops. Lure to the entrance in a choke point. Enemies getting too tough? Throw a mimic beacon or two. Hack and mind control every other turn. Use flashbangs and smoke grenades. Equip everyone with warsuits and defense consumables. There are many ways to beat the final room due to the extreme advantages you get from special classes and warsuits.
I managed to beat it i think on final difficulty on ironman.

EDIT on MIMICS:

Mimics is hands down, the most powerful consumable in the game. I have no idea why firaxis decided to let it have more than one use. It essentially negates an ENTIRE TURN of enemy fire.
Last edited by 321_puleknow; Mar 14, 2020 @ 12:45am
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Showing 1-12 of 12 comments
Bloempje Feb 18, 2016 @ 11:35am 
yep. stay in the previous room and lure them into the doorway. You can use area of affect attack such as frags to hit an avatar so it teleports into your room where your squad can wipe it out. However in my experience this may cause some weird AI behaviour and bugs with the cut scene repeating.
Last edited by Bloempje; Feb 18, 2016 @ 11:35am
321_puleknow Feb 18, 2016 @ 11:37am 
Originally posted by Bloempje:
yep. stay in the previous room and lure them into the doorway. You can use area of affect attack such as frags to hit an avatar so it teleports into your room where your squad can wipe it out. However in my experience this may cause some weird AI behaviour and bugs with the cut scene repeating.

Happended to me. I think its because the devs did not expect you to leave the room. I got the cut scence like four times lol.
Telerion Feb 18, 2016 @ 11:42am 
Well, or you take a Psi ops with you and the Avatars cant do ♥♥♥♥ anymore, because the aura of the psi ops prevent anything except the psi lance. There weapon is actually pretty bad, it only hit hard if you get flanked. Shot at the Avatar if he is flank one of your units and he teleport away.
321_puleknow Feb 18, 2016 @ 11:44am 
Originally posted by Telerion:
Well, or you take a Psi ops with you and the Avatars cant do ♥♥♥♥ anymore, because the aura of the psi ops prevent anything except the psi lance. There weapon is actually pretty bad, it only hit hard if you get flanked. Shot at the Avatar if he is flank one of your units and he teleport away.

I never used them the whole game. I will definetly use them for my iron man mode though.
Scorrp10 Feb 18, 2016 @ 11:59am 
Psi ops are Gods on last mission.
Thorbecke Feb 18, 2016 @ 12:12pm 
its a boring game. Every time you beat a party, there seems to be another party arounf the bench. Very boring.
Telerion Feb 18, 2016 @ 12:40pm 
Originally posted by Let me DARE you a THREATEN:
Originally posted by Telerion:
Well, or you take a Psi ops with you and the Avatars cant do ♥♥♥♥ anymore, because the aura of the psi ops prevent anything except the psi lance. There weapon is actually pretty bad, it only hit hard if you get flanked. Shot at the Avatar if he is flank one of your units and he teleport away.

I never used them the whole game. I will definetly use them for my iron man mode though.

Psi ops are great against avatars and psionic aliens, there aura prevents and negates almost everything. panic? np, the aura brings your soldier back to fighting condotion. Disoriented? Np, the aura shows you the way. Mind Controled? NP, break the control and give them hell.
In the last mission it is really funny to see the avatars try to control your soldiers and fail because they stand in the psi ops aura. Wasting an attack and there mind controll is on 4 turn cooldown. I really love them. Yes, i think they might be a little bit to stron fully maxed, but hey, it takes forever to train them ;).
furything Apr 29, 2016 @ 5:02am 
I went straight into main room to take over center raised platform as I thought ideal for sniper. Found that the more aliens you kill the more they flood through. I did a google to see a squad comes through every 2-3 turns. ON my first attempt I had to retreat (on veteran level). I had 2 to 3 portals activate every turn. I managed to barely get out.

I have since gone through on commander much more easily. GO into the room and use the massive wall as a shield. Put proximity mines on the first teleports (one left and one right). If lucky they will not just kill aliens but take out the teleports as well. If the last 2 avatars come out run out of the room for a couple of turns. Once you return peeking around the massive wall shows they are on the raised center platform. Avatar rift first followed by any psi ops with rift/null lance always concentrating on the avatars. Kill them and it is over not matter how many aliens are around.

Taking control of a gate keeper is really useful as suggested previously
Cahos Rahne Veloza (Banned) Apr 29, 2016 @ 7:11am 
My Final mission squad is composed of:

My Sniper Rifle specced Sharpshooter - Serial and Kill Zone FTW Baby~!
My nades specced Grenadier toting Acid nades.
My maxed skills Psi Ops soldier.
My Shotgun specced Ranger.
And two Specialists, one Full on Medic and the other a hacker with Field Medic for extra healing.

And everyone is wearing W.A.R. Suits for the added survivability and Blaster Launchers.

Granted I use this mod...

http://steamcommunity.com/sharedfiles/filedetails/?id=636193478&searchtext=proving+grounds

... so I'd get exactly which Experimental Nades, Armor or Ammo I want.

On a Side note:

I can tolerate the damn RNG on missions, but RNG on items you want to craft... screw that :P

XCOM EU/EW's "Foundry" was better in that regard IMHO.
Malthael Aug 11, 2017 @ 4:51am 
Here is my problem, it wasn't until after i entered the room did i see this post. Wish me luck
Maxz85 Mar 10, 2020 @ 10:08am 
most helpful guide for final room out there
KRON Mar 10, 2020 @ 10:15am 
Originally posted by Maxz85:
most helpful guide for final room out there
Reviving a 3 year old thread was totally worth it) Also, it's useless for WotC.
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Date Posted: Feb 18, 2016 @ 11:32am
Posts: 12