XCOM: Chimera Squad – Stop Alien Abductions

Stop Alien Abductions The situation continues to evolve. This new operation requires 9 days of your […]

Stop Alien Abductions

The situation continues to evolve. This new operation requires 9 days of your time, so it’s the perfect opportunity to focus on missions located in districts with high Unrest. For us that was Downtown, so we took the Track Alloy Thieves situation, and obtained 40 Elerium as result. Keep in mind that Stop Alien Abductions comes with a Dark Event, in which Gray Phoenix’s ordnance has been calibrated for armor-shredding impact.

There were several different missions to choose in the next day. Two of them weren’t a priority, hence they weren’t going to fast forward the days for the operation, but they could have helped to lower the Unrest in those districts. We went for the one who was helping the operation, which is called Raid Trafficking Meet.

Luckily, there’s only one encounter. It has a keypad door with Watchtower (units automatically activate Overwatch after the breach) and a wall with explosive entrance and Vanguard (first united through this entrance gets +1 for the encounter). Unless you’ve bought additional charges, Cherub will be the one obtaining this buff. This is a rather straightforward mission, but it has the peculiarity that there’s one VIP human attempting to escape. You can kill or capture him. The mission will end after securing the area from enemies and dealing with the VIP.

And onto another day. If you followed our steps then you should have 4 days to go. Pick a situation from the map and let’s continue. The next day we stumbled upon Coming Unspooled, a mission that had the dark event active as it involved Gray Phoenix, granting them armor-shredding ammo.

It has two encounters, the first opening up with a keypad door that has Reflex Boost (all units entering here get +25 Defense for 1 round) and Helping Hand (last united through this entrance will receive an extra action point). Assign your squad and storm the door. There’s a stash with evidence that is optional to grab as well, though, but it’s up to you.

In the second encounter there’s a handy vent for Torque, causing both Surprise! (successful shots on enemies during breach will stun) and Hard to Hit (enemies deal -1 less damage during the breach). For the rest of the team, there’s a keypad door with First Impression, so the first unit through the entrance is guaranteed to land their shot. Use this on your advantage.

Back in HQ, there’s still two more days to go. As per usual, check any available promotions, assign members of your squad onto projects if you haven’t already, and pick whichever situation is available. We went for Support 31PD Raid in Old Town since we needed some extra Intel, but Track Alloy Thieves was also available in Highland Square with 95 credits as the award.

On the next day, with only one remaining until the main operation, we had two missions available: End of the Line in Angler’s Point and Lost and Found over at Riverside, which is the one we chose.

It has only one encounter with two entrances: Side Door has Seal the Deal (last unit through this entrance does +3 damage during the breach) and Low Visibility, making enemies harder to hit. Assign your squad accordingly and get ready for action. Except a fearsome group of enemies inside, but aside from that, there’s not much else to do than to either kill or subdue all of them and clean the apartment.

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