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Two psi-ops as well as the Commander are almost mandatory. Don't be afraid to use the Commander, remember it can't hurt you if it's dead. Mindcontrol a gatekeeper early in the mission. It's annoying to have to drag it all the way to the end, but it's your best choice. Treat it as basically expendable once you get there.
Use area attacks if the Avatar ends up somewhere awkward, which it will. Their guaranteed damage will force the Avatar to teleport, hopefully somewhere where you can blast it with something more powerful, such as a Rapid Fire shotgun. Null Lance is also amazing for killing Avatars. The Gatekeeper also has an area attack, just another reason to grab one beforehand.
You might need to use your heavy weapons earlier, but try and save a few until the end. Shredstorm cannons and blaster launchers help to clear the enemy hordes, plasma blasters should be aimed right at the avatars. Keeping a medic's final ability saved up is also a good idea. I didn't, and had one turn in particular where I wished I still had it.
Because the gates are constantly pouring more enemies on top of you, blitzkrieg/shock and awe tactics are your best bet. Unfortunately, it's a very big room so you might get bogged down trying to reach the Avatars. But hey, it's the final mission. Nobody said it would be easy.
2- Put Aim PCS on everyone
3- Research all weapons and armor from the lab. Do your best to have better heavy weapons as well. Plasma blaster and blaster launcher. Don´t bother with any flamethrower
4- Do a mixed team. Despite commander being Psi Op, do try to bring a second Psi Op. And also 2 grenadiers.
5- Kill the Avatars ASAP. It´s ok if you lose 3 soldiers and win the mission. The only one that NEEDS to be alive is the commander!
Main tactic is to safe your consumables, untill you reach that final area. Think I used the one blaster launcher cause I triggered 3 pods near the "living quarters". Obviously spread out your troops for codex rifts, in case 3 pops out and become 6. A reload can hurt you alot there (still a hooray for swords).
The tactic stays the same as always. Find high cover, find high ground (the pillars got both). Focus down the avatar, after that the thing that can hurt you the most and mindcontrol the thing that can tank the most. I ended up using 3 turns, no idea what happens if you stretch it out.
If you fancy it you could bring repeaters on everyone, but hey, where is the fun in that.
My usual team for this mission is 2 psychics and 1 of each other class.
On Commaner Ironman, everyone had a heavy weapon/W.A.R. suit, healer specialist had a medkit, heavy had a grenade, others had ammo. All 1-shot items were pretty much used up before entering the final room except for psychic domination.
Used psychic domination on Andromedans in the room.
I kept my team mostly together on one side of the room and sent the dominated Andromedans into the other side of the room.
Focus fire the Avatar at all costs. 3rd Avatar drops and you win.
Yes, an Avatar can MC one of your guys. But nothing else the aliens have is likely to MC you. So be patient and kill the Avatar that MC'd your guy.