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Old 08-27-2013, 04:47 AM   #1
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Achievement Guide and Roadmap

The Bureau: XCOM Declassified


Overview:
Estimated achievement difficulty:4/10
Offline: 34 (1000)
Online: 0
Approximate amount of time to 1000: 10-20 Hours
Minimum number of playthroughs needed: 1
Missable achievements: 21 (See: Mop Up)
Does difficulty affect achievements?: Yes
Unobtainable/glitched achievements: No
Extra equipment needed?: None

Introduction:
The year is 1962, CIA agent William Carter is recruited by the mysterious Bureau. Then aliens invade Earth and shit happens. Carter leads a team of two agents, tasked with repelling the invaders and investigating their nefarious plot. Gameplay wise the Bureau is a mix of third person shooter with some tactical elements, with some home base exploration thrown in for good measure. It should feel very familiar to players of the Mass Effect series.
Despite the XCOM series being infamous for its punishing difficulty, The Bureau is a walk in the park. The majority of the achievements will be unlocked through natural progression though the story, and completing side quests and killing aliens with certain weapons or abilities. There are no achievements based on story choices or collectibles.

Abbreviated Walkthrough:
The Bureau has only a single difficulty related achievement, and it is for completing the game on the highest difficulty, Commander. People experienced with tactical FPS games, (EG Mass Effect and Spec Ops: The Line on the highest difficulty) should have no starting on Commander difficulty, even on the highest difficulty The Bureau is very manageable.

My advice for playthoughs on Commander or lower difficulties is almost identical. I recommend completing all of the available sidequests, the experience points earned from completing them will be helpful for last few fights in the games. If you are starting on a lower difficulty, don't worry about getting 'No One Left Behind.' This is actually easier to do on Commander difficulty.

First thing to remember is to make sure that none of the squadmates die. If one does die, immediately reload the checkpoint.Try to make sure to complete all of the side quests, there are three different types: Minor Operations, Dispatch Missions and Investigations. It is advised to compete all of the side quests achievements in one playthrough, as completing some of the Investigations are necessary to unlock enough Dispatch missions for the achievemnt. The Investigations are missable, but the game should give a warning if you are advancing past them. See the guide for lists of side quest progression.
There is only one context sensitive achievement in the game, 'We Will Fight Like Lions!' This is acquired at the end of the first level, and is easy to miss being a secret achievement.

Mop Up:
The Bureau creates a new autosave at the start of every mission. (Similar to how the saves in Bioshock Infinite work.) This makes it possible load at practically any point of the game and then continue on with the campaign to gain any missed achievements. 'Let the Boys Have Their Fun' is really the only achievement won't be earned in normal gameplay, and it can be obtained quickly reloading an old save.

Conclusion:
This is a fairly quick and easy list. Almost all of the achievements can be done in a standard playthough, and it is quick and easy to reload saves to get any missed achievements.

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Old 08-27-2013, 04:47 AM   #2
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Achievement Guide:

Not Playing Favorites 20
Take an agent of every class into the field within a single campaign
There are four different classes of squadmates: Recon, Engineer, Support and Commando. Take one of each of them on a mission.

Top. Men. 30
Get an agent of each class to Rank 5 within a single campaign
Getting squadmembers to the max rank should come quite quickly. In missions they will gain XP at about the same rate as Carter, but for every Dispatch Mission they will earn one to two levels. There is more than enough XP available from Dispatch Missions to get every squadmate to level five. (There are eleven total available.)

Away Team 10
Complete your first Minor Operation
This Achievement is unmissable as completing one Minor operations is required to advance.

Spring Cleaning 30
Complete all Investigations in the base within a single campaign
Investigations are short side quests that take place at the XCOM home base between major operations. NPCs that are related to Investigations will have a orange speech bubble with an exclamation point floating above their head. Successfully completing these will often unlock dispatch missions. Pressing will bring up a list of current objectives and completed quests for the current base session.
All Investigations must be completed for before the next major operation is started, or they will be missed/cancelled.

Investigations List:
After Mission 1:
Radio Interference - (Starts Automatically). Unlocks Dispatch Mission: Gearing Up
[Note: Heindrich mentions something about testing a device at the shooting range. He's lying to you, there's no quest.]
After Mission 2 and One Minor Operation:
Find the Missing Silacoids - Heindrich, Located in the Lab. Unlocks Dispatch Mission: Nanotechnology.
After Mission 3:
Sleepwalkers - Heindrich, Located outside the Breakroom. Unlocks Dispatch Mission: Sleepwalkers.
Keeping Things Secure - Barnes, Located in Engineering. Unlocks Dispatch Mission: The Russian.
Once Mission 4 is Available:
Vendetta - Officer Chulski, Located in the Comms Room. Unlocks Dispatch Mission: Vendetta.
After Mission 4:
Cure - Heindrich, Located in the Lab. Unlocks Dispatch Mission: Cure.
Test Flight - Barnes, Located in Engineering. Unlocks Dispatch Mission: Test Flight.

No One Left Behind 50
Complete the game without a single agent bleeding out
Even on the higher difficulties this really isn't that difficult. Try to keep the squadies close to you, having them just follow you is usually good enough. While reviving a fallen character, the reviver is completely invincible, running out in the open to save a downed team mate viable. Carter's medic ability will completely refill the bleed out bar of any downed agents. If one of your agents does die, just reload the last checkpoint.

Can't be Everywhere at Once 40
Complete 6 Dispatch Missions within a single campaign
Dispatch missions are first available after completing your first Minor Operation. In order to be able to access enough Dispatch Missions to complete the achievement it is necessary to complete some of the Investigations. See achievement: 'Spring Cleaning' for more information on them.
In Dispatch missions your agents are sent out of their own. Each mission will have a complexity rating, the sum of the deployed agent's levels must exceed this number for the mission to succeed. These missions run concurrently with Major and Minor ops, and there's no limit to the number of simultaneous Dispatch Missions besides the number of agents you have. This is the best way to level up recruits, they will earn much more XP from this mission than they would with Carter.

List of Dispatch Missions:
After Mission 2 and first Minor Operation:
Gearing Up - Complexity: 5. (Requires Investigation: Radio Interference to be completed before it's available?)
Recovering Leaders - Complexity; 7.
Nanotechnology - Complexity: 7. Requires Investigation Find the Missing Silicoids to be completed before it's available.
After Mission 3:
Sleepwalkers - Complexity: 8 Requires Investigation: Sleepwalkers to be completed before it's available.
The Russian - Complexity: 8. Requires Base Investigation: Keeping Things Secure to be completed before it's available.
Once Mission 4 is Available:
Vendetta - Complexity: 9. Requires Investigation: Vendetta to be completed before it's available. (This one is very hard to see. It's located on by Lake Ontario in western New York State.)
After Mission 4:
Behind Enemy Lines - Complexity: 10.
Cure - Complexity: 10. Requires Investigation Cure to be completed before it's available.
Test Flight - Complexity: 10. Requires Investigation Test Flight to be completed before it's available.
After Mission 5:
Space Junk - Complexity: 10.
Claiming What's Ours - Complexity: 10.

See the World They Said... 40
Complete 6 Minor Operations within a single campaign
Minor Operations are short optional missions, where Carter is sent to fight the alien menace across the continental United States. There is no reward for completing the missions, but usually a new weapon and a backpack schematic will be present somewhere in the level, not to mention the XP earned. There are six minor operations total. [Plus one DLC mission included in the first print of the game, which does count towards the achievement.] It is best to compete the Minor Operations as soon as they become available, as they contain new weapon and backpacks. All Minor Operations must be completed before starting Mission 6.

After Mission 2:
Operation: Grifter
Operation: Guardian
[DLC]Operation: Codebreakers
After Mission 3:
Operation: Longsword
After Mission 4:
Operation: Firestorm
Operation: Hawkeye
After Mission 5:
Operation: Angel

Glad My Trust Wasn't Misplaced 10
Complete your first Dispatch Mission
See: Everywhere at Once

Let the Boys Have Their Fun 40
Complete an entire Operation without the player firing a weapon or using a grenade
The best mission for this is Operation: Grifter, a Minor Operation available after completing mission 2. This mission is short, and the enemies are weak for the most part. It’s recommended that this is not done on commander difficulty, as having squadmates incapacitated will make this much more difficult.
If you have already completed the game, go to Load Game and then select either Operation: Grifter or an earlier Base Visit 2 save. Next go to game options and reduce the difficulty if necessary. Recommended squad mates are a Recon, and a Support with the Weaken ability. Note that Carter can still use powers and melee attacks when going for this.

Vigilo Confido 50
Beat the game on Commander difficulty without ever changing it
Commander is the highest difficulty in the game. The main difference from the lower difficulties is if a squaddie is downed during a fight and then revived, they will be stabilized. In this state they will not bleed out, but won't get up until the encounter is over. However if Carter is downed, squadmates can still revive him like normal.
- Play conservatively. Advancing during a battle can trigger additional enemies to spawn. Try to kill enemies as quickly as possible, sometimes enemy reinforcement waves will spawn on a timer. Any breaks between enemy reinforcements will revive downed squadies, recharge abilities and heal the squad.
- Keep squadmates close. For the most part having them follow works well enough. Note thatmoving Squaddie to specific place seems to make them not automatically go to revive fallen allies.
- Save Healing until a squad member takes critical damage. Squadmates will often leave cover when aliens are shooting at them, and get torn to pieces. They have a health gate at critical damage, and healing them immediately should be enough for them to get back to cover.
- Abilities like Taunt, Disrupt and Weaken will make any affected any take much more damage from weapon fire. Especially useful against gunships and turrets.
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Old 08-27-2013, 04:49 AM   #3
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Don't Run, You'll Just Die Tired 20
Attach 10 Sticky Grenades onto Outsider enemies within a single campaign
Sticky grenades are first encountered in mission four. The Achievement description is a bit misleading, it actually doesn't require Outsider type enemies, any alien will work. Mutons and Sectopods are the best enemy for this. First immobilize them with lift, and then stick them with three or more grenades and watch the fireworks.

Dead Head 25
Get 20 Headshot kills with any gun within a single campaign
The head is at the top of the body, it contains the brain and vital sensory organs. The impact of a high velocity profile or a beam of super heated plasma to this area will cause grievous bodily harm, likely ending in death or permanent brain damage.

Welcome to Earth 30
Finish off 20 aliens using melee attacks within a single campaign
Silicoids are the best enemy for this, because they are weak, run right at you and don't have guns. Even lone, seemingly weak Sectoid and Outsider enemies can down Carter very quickly in the open. It's best to weaken them, and then disable (Lift works well) or distract them before trying to melee.

Ready for Anything 30
Reach Rank 10
Reaching rank 10 isn't possible until very late in the game. If all the Minor Operations were completed, then it should unlock early in level seven. Getting to level ten as early as possible is helpful for the late game fights, so here are some ways to maximize XP gain.
- Squad member who scores the kill blow on an enemy will get a little bonus xp.
- Don't destroy the drop pods until they exhaust their spawns.
- Drop pods can be destroyed after a battle is over for 20xp.
- Look for side paths in the story missions. Going in them and collecting the back schematic will often spawn more enemies.

They Wont Know What Hit Them 50
Use all of the agent and player abilities in the field within a single campaign
There are twenty-one abilities that need to be used for this achievement. Carter has access to five, and each of the squad classes have four. However each individual squadmate can only have access to three different abilities, as at one point on their skill tree there is a choice between one or the other. It is then necessary to level up a second squadmate of every class and spec them with the ability that was not chosen. Two squadmates of each class are available at the start of the game (one of each needs to be recuited) and an additional Recon, Engineer and Commando can be earned from dispatch missions. There is no way to respec squadmates, so make sure to not choose the same power for all members of that class, or you'll have to reload.

Power List: (* Denotes powers that the Squaddies in Mission 1 have.)
Carter:
Heal - Starting Ability
Lift - Rank 2
Silacoid - Rank 4
Drone - Rank 6
Mind Control - Rank 8

Recon:
Critical Strike - Starting Ability*
Cloak - Rank 3*
Diversion - Rank 3

Fire Mission - Rank 5*

Engineer:
Scatter - Starting Ability*
Mine - Rank 2*
Laser Turret - Rank 4*
Rocket Turret - Rank 4


Support:
Combat Stims - Starting Ability
Shield Sphere - Rank 2
Disrupt - Rank 3
Weaken - Rank 3


Commando:
Taunt - Starting Ability
Pulse Wave - Rank 2
Personal Shield - Rank 4
Plasma Field - Rank 4


I've Seen Better, But Not Many 20
Reach Rank 5
See: Ready for Anything

Sight Beyond Sight 20
Perform 15 unique scans within a single campaign
When in Battle Focus (), hold down then more the crosshair over the exclamation point diamonds. Enemies, weapons, and ammo can all be scanned during missions. It's also necessary to use this skill in a couple of the Base Investigations.

Bursting the Bubble 20
Take down 20 Outsider Shields using laser-based guns within a single campaign
All Commander and Elite Outsider type enemies have shields. Enemies will often not activate their shields until they see you, and all enemies have the ability to recharge their shield if it has been completely depleted. They are rare at the start of the game, and become increasingly common as the campaign progresses. The Laser Commander has the ability to give any enemy a shield. Laser weapons are the first set of alien weapons available. I recommend trying to unlock this early, as laser weapons are outclassed about half way though the game.

Leader of Men 40
Give 150 commands to agents while in Battle Focus within a single campaign
Giving any order to the squaddies Battle Focus (), such as moving to a specific point, targeting a specific enemy or using a power will count towards this. Should come naturally, this is supposed to be a tactical shooter after all.

What Are You Without Your Armor? 30
Strip all of the armor off of 5 Mutons before killing them within a single campaign
Muton's have six separate armor pieces: head, torso, both arms and both legs. (Except for the very first Muton encountered that only has a chestpiece. Killing him does not count towards the achievement.) To the right of the Muton's health bar is a diagram detailing the health of each armor piece, each piece will go from bright orange to black as it takes damage and finally destroyed. On the Muton's body the armor pieces will develop bright orange cracks as they take damage, and will disintegrate when destroyed. Liberal use of grenades and AoE abilities (mine, artillery strike, ect) will typically destroy all of the armor pieces without having to actually target them individually.

The Last Suit You'll Ever Wear 10
Customize an agent
Go to the Agent view menu and scroll over to the Customize tab. Change the colour of one of his clothing items, then switch to another tab. Done.

Enemy Within 25
Have Mind Controlled enemies get a total of 15 kills within a single campaign
This is actually more tricky than it may sound. Mind Control is unlocked when Carter reaches rank eight, which won't happen until fairly late in the game (Should be sometime during Mission 5.) The mind control power has a very long base recharge time (almost three minutes) and only affects an enemy for about thirty seconds. Any enemy besides the gunship (even robots) can be mind controlled. If you plan on using this ability more than once per fight, take a backpack that reduces recharge times and at level ten take the perk that reduces all ability recharge times, this will reduce the recharge time to just under a 100 seconds. At level nine take the perk that makes mind controlled enemies do more damage and have higher defenses. The perk that makes them explode doesn't seem to count toward the achievement and just sucks in general.
The number one thing to do when looking for an enemy to mind control is position. Mind controlled enemies will typically lock onto nearest alien, if there is a wall or floor obstructing the mind controllie's shot, then they will do nothing until it wears off. Look for any enemy to mind control that is flanking another, this will almost certainly guarantee at least one kill. On the flip side non armored mind controlled enemies will be killed in seconds. Mutons and Sectopods are very powerful against other enemies at close range, but make sure there are enemies very close by or they will just stare into space.

Clever Girl 25
Get 40 kills on Flanked enemies within a single campaign
Enemies are counter as flanked when they are in cover and attacked from the side, behind or a above by Carter or a Squaddie. Additionally in the Command View () it will show if an enemy is flanked by the selected soldier. This is another one that should come naturally.
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Old 08-27-2013, 04:51 AM   #4
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Total Awards: 6 (more» ...)
Secret Achievements:

Bringing down Goliath 20
Defeat a Muton
Plot related. Unmissable.

Is He Old Enough to Drive? 20
Defeat a Sectopod
Plot related. Unmissable.

A Dish Best Served Cold 25
Defeat a Titan
Plot related. Unmissable. Shoot the core!

Exorcised the Demon 45
Retrieve and escape with information on the enemy base
Plot related. Unmissable.

... And the Body Dies 40
Confront the Outsider Leader
Plot related. Unmissable.

A Story of Axis and Allies 35
Closure
Plot related. Unmissable.

The Fat Lady Has Sung 50
Now, it's time to end this
Plot related. Unmissable.

The Devil's Tower 30
Infiltrated the Outsider Tower
Plot related. Unmissable.

All That Remains 20
Escaped Groom Range
Plot related. Unmissable.

So Just Let Me Introduce Myself 25
Secured the package
Plot related. Unmissable.

We Will Fight Like Lions! 25
Defeat all the Outsiders before escaping on the Skyranger
This is obtained at the test site at the end of the first mission (Invasion!). Once the nuclear test is activated, fall back to the raised platform helipad, and position your squaddies behind the crates near the base of the stairs, and place the Engineer’s turret nearby them. There is about a minute before the nuke explodes, (there will be a countdown for the last ten seconds) to kill all the aliens. There isn’t enough time to kill all of the alien reinforcements, so it’s necessary to destroy the drop pods first. Once the first drop pod appears on the right side, immediately target it with the Scout’s artillery, which should be enough to destroy it. A second drop pod will spawn on the left side, throw any grenades and plant the Engineer’s mine right beside it. Once it’s down, mop up what’s left of the Outsiders and Drones. The achievement will unlock once you enter the Sky Ranger.
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Old 08-27-2013, 04:52 AM   #5
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DLC: Hangar 6 R&D

Overview:
Estimated achievement difficulty:2/10
Offline: 7 (230)
Online: 0
Approximate amount of time to 230: 2-3 Hours
Minimum number of playthroughs needed: 1
Missable achievements: 3 (See Mop Up)
Does difficulty affect achievements?: No
Unobtainable/glitched achievements: No
Extra equipment needed?: None

Mind Blown 40
Destroy 60 enemies with DaSilva's Demo Charges within a single Hangar 6 R&D campaign
This should come naturally, DaSilva's remote mines are very powerful and have a fairly short recharge time. The main weakness is it's short deployment range. A good strategy is to play aggressively, and quickly move to the drop pods as they deploy, then throw a mine at the bunched up enemies and imminently detonate it.

Conscientious Objector 40
Beat Hangar 6 R&D without firing any alien weapons
Despite the description, using sticky grenades will void the achievement. Not using any alien weapons is not as big a handicap as it may seem. The new AK47 is a very powerful weapon, and using the (also new and good) Microwave gun and Lightening Cannon will not void the achievement. Equipping squadmates with alien weapons is fine. Alien weapons will only become available for the last few missions. As the button used to pick up weapons is the same as reload and revive, be careful to not pick them up. If you somehow use alien weapon or grenade by mistake, then reload checkpoint.

Know Your Groceries 30
Take a level 5 agent of every class into the field within a single Hangar 6 R&D campaign
In Hanger 6 R&D, very squadmate begins at rank three and will gain one rank for every mission completed they are taken on. So make sure to take one agent of each class on at least two missions, there are ten missions in Hanger 6 total. Once an agent of every class is at rank five, bring all of them on a mission. Any squadmates swapped in or out at the supply boxes at the beginning of the mission will count as being brought for the achievement.

Only a Man 40
Complete DaSilva's perk tree without choosing Lift, Drone, or Mind Control
When ranking up there will be the option to choose between two different perks or abilities. Do not choose Lift, Drone, and Mind Control at ranks 3, 7 and 9 respectively. The achievement will unlock upon reaching rank ten, which is unmissable. There is no way to respec DaSilva if a wrong ability is chosen. It is possible to reload an autosave from before choosing the wrong ability, and to continue on normally from there.

Secret Achievements:

Conduit Connection 10
Complete the first trial in Hangar 01
Plot related. Unmissable.

Drive Through 30
Trigger the Invasion in Hangar 6
Plot related. Unmissable.

It's In The Air 40
Defeat the Hangar 6 R&D Invaders
Plot related. Unmissable.
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Old 08-28-2013, 02:12 PM   #6
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For the "They Wont Know What Hit Them" Achievement.

Abilities (ones in red are choices so two of the same classes are needed)

Player
Heal - Starting Ability
Lift - Rank 2
Silacoid - Rank 4
Drone - Rank 6
Mind Control - Rank 8

Engineer
Scatter - Starting Ability
Mine - Rank 2
Laser Turret - Rank 4
Rocket Turret - Rank 4


Recon
Critical Strike - Starting Ability
Cloak - Rank 3
Diversion - Rank 3

Fire Mission - Rank 5

Support
Combat Stims - Starting Ability
Shield Sphere - Rank 2
Disrupt - Rank 3
Weaken - Rank 3


Commando
Taunt - Starting Ability
Pulse Wave - Rank 2
Personal Shield - Rank 4
Plasma Field - Rank 4

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Old 08-28-2013, 04:55 PM   #7
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Gamefly just shipped me this game. I'll be using this guide. Thanks!
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Old 08-30-2013, 12:16 AM   #8
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A guy over on TA found this.

Don't Run, You'll Just Die Tired you can get it in your own base at the firing range.

Press the button and they chuck a grey out, stick him, back off from the range which refills your grenades, rinse repeat.
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Old 08-30-2013, 03:10 AM   #9
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Quote:
Originally Posted by Bowfinger2k9 View Post
For the "They Wont Know What Hit Them" Achievement.

Abilities (ones in red are choices so two of the same classes are needed)
Thanks. I copied your list since it saves me from having to write it out again. I'll credit you somewhere in the Roadmap.

Quote:
Originally Posted by True Marvellous View Post
A guy over on TA found this.

Don't Run, You'll Just Die Tired you can get it in your own base at the firing range.

Press the button and they chuck a grey out, stick him, back off from the range which refills your grenades, rinse repeat.
Honestly that achievement is easy enough that I don't think there is any need to grind it out like that.

Edit: I wonder if this method can work with mind control kills?

Edit2: Looks like it should work if the mind control explosion is taken at level nine
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Old 09-02-2013, 07:23 PM   #10
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There are all sorts of collectables along the way. I don't see an achievement for them but I want to get them all.
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Old 09-06-2013, 03:22 AM   #11
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Quote:
Originally Posted by Merch View Post


Honestly that achievement is easy enough that I don't think there is any need to grind it out like that.

Edit: I wonder if this method can work with mind control kills?

Edit2: Looks like it should work if the mind control explosion is taken at level nine
Can anyone confirm if mind control cheevo works this way ?
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Old 09-06-2013, 06:22 AM   #12
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There's also a Dispatch Mission before Mission 4 called "Vendetta"(get it from the base investigation but it never tells you). It's hard to see because it blends in to the map really well.
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Old 09-07-2013, 02:37 AM   #13
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Quote:
Originally Posted by ragnarok0609 View Post
Can anyone confirm if mind control cheevo works this way ?
I misread the achievement description when I wrote that, so I don't think it does.

Quote:
Originally Posted by PromoteViolence View Post
There's also a Dispatch Mission before Mission 4 called "Vendetta"(get it from the base investigation but it never tells you). It's hard to see because it blends in to the map really well.
Added, thanks. I went back and checked and it took me forever to find it.
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Old 09-24-2013, 10:30 AM   #14
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Hi,
I would like to know why the investigation
Radio Interference is marked as unmissable
I already went into mission 2 so will I be able to do this afterwards?

Also I would mark the whole Investigations achievment as missable as you would have to play almost the whole game again if you miss an early one
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Old 09-25-2013, 12:07 AM   #15
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Hi,
I would like to know why the investigation
Radio Interference is marked as unmissable
I already went into mission 2 so will I be able to do this afterwards?
I put it as unmissable because the list is about where to obtain the investigations. But you're right I should clarify that.

The game should warn you when you're advancing too far to complete a quest, so it should be possible for you to still complete it.
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Old 09-26-2013, 11:55 AM   #16
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Quote:
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I put it as unmissable because the list is about where to obtain the investigations. But you're right I should clarify that.

The game should warn you when you're advancing too far to complete a quest, so it should be possible for you to still complete it.
ok, thanks for the answer, I loaded a checkpoint before mission two to do the investigation to be sure. I never saw a warning when leaving for mission 2.
On TA the solution says that this is highly missable as you would have to complete almost the whole game again. The flag request there mentions a lot of achiements to be missable. For example I would definitly mention that the achievment for none of our agents dieing is missable. As if one dies in your first mission, you have to play everything again if you go on.

Also I would say that ou have rated the game way to low for the difficulty, I have heard from several friends that they have serious problems on mission 2 and the last one on the highest difficulty and I myself had to do a lot of retries on mission 2 as the squaddies die so damm fast and the AI is so stupid to move away from grenades and directly go back to be killed by it tons of times. Also the AI has serious problems staying into cover. Most times I have problems is due to their stupid behaviour.
I would give he game at least a 6 or 7 for difficulty because of that, a three would be the difficulty of a kids game. Also the sheer amount of grenades makes it a pain to position your squaddies as there asre so many it felt even worse than in Mass Effect 3.
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Old 10-01-2013, 06:23 PM   #17
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Ya good point, I'll list all the cumulative achievements as missable.

Difficulty is subjective, and the ratings in other guides are inconsistent. I consider this game a below average difficulty completion especially compared to other shooters. People who are familiar with the genre should find this game a breeze, not so much for people who are starting out. (Spec ops ha a 7 for difficulty and is considered quite difficult, comparatively I'd give xcom a 5 at most)
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Old 10-08-2013, 09:06 PM   #18
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Old 10-13-2013, 11:44 AM   #19
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"No one left behind" can now also be achieved by playing the DLC campaign, just unlocked for me after finishing it.
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Old 10-15-2013, 11:19 PM   #20
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"No one left behind" can now also be achieved by playing the DLC campaign, just unlocked for me after finishing it.
Very interesting, assumably the difficulty achievement can be unlocked that way as well then.
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Old 10-16-2013, 03:44 AM   #21
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That would be incredible if someone could confirm that.
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Old 11-05-2013, 02:39 AM   #22
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This Achievement Guide and Roadmap has been reviewed by Guide Team Staff member TemporalWizard and has been published as the Official x360a.org Achievement Guide and Roadmap! The link to the Official Guide is here:

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Old 01-19-2014, 09:27 PM   #23
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Great guide. I really enjoyed this game! Never played an xcom game before. Fairly easy 1000. The AI can be dumb as shit sometimes but not too bad. Thanks for doing this guide.
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Old 05-24-2014, 01:48 PM   #24
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too low

i would say this is harder then a 4, basically youre saying this game has less then average difficulty. But commander difficulty is quite hard as your guys will get downed a lot so spend most fights doing it by yourself.

i barely made it out of the second mission, and the later campaign missions are sure to be tougher. Personally i would rate this game as a 6 for the difficulty challenge alone good guide though
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