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The Bureau: XCOM Declassified Game Guide & Walkthrough by gamepressure.com

The Bureau: XCOM Declassified Game Guide & Walkthrough

Table of Contents

Chapter II: The Doctor | Walkthrough The Bureau Guide

Last update: 11 May 2016

Does the mysterious deer have something in common with alien invasion? - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Does the mysterious deer have something in common with alien invasion?

Mission begins peacefully. During first few minutes you won't meet up with aliens, so you can explore the area. But there isn't much of a walking: you can go forward along the only path, because other passages are blocked. So move forward until you get to the barricade. Then, turn right and enter a coffee shop.

Aliens change people into mindless zombies. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Aliens change people into mindless zombies.

Inside you find a man infected by aliens. When the cut scene ends, listen to recordings next to the sick one, you'll know something more. Then exit the building through door behind you and look at the destroyed bus. Follow the only possible path until you get to the other bus. Turn right and enter destroyed building. Be ready as the battle is about to begin.

Shield Commander is a challenging enemy. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Shield Commander is a challenging enemy.

Few Sectoids and Outsiders with a single Shield Commander appears in front of you. The last one is your priority target, because he can protect his allies with shield. The easiest way to eliminate him is to use Taunt, commandos' ability. When enemy goes out from his cover, fire at him and throw grenades.

If you don't have a commandos, use recon's Critical Strike and massacre enemy with our firepower. This might be difficult due to enemy's shield which regenerates and because alien doesn't tend to conduct a direct fight.

X stand for location of an alien and explosive barrel - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough

X stand for location of an alien and explosive barrel.

The second wave appears when you clean up the first one - with several more Outsiders and two Drones. As the latter ones can heal allies, you have to eliminate them as first. Luckily, they are very fragile so one Critical Strike or short rifle series is enough to take them down.

Notice also an Outsider-sniper hiding on the roof: you can smoke him out by firing at the explosive barrel (screen above).

Location and range of mines can be seen in focus mode. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Location and range of mines can be seen in focus mode.

When the battle ends, collect ammo (you find sniper rifle, shotgun and three ammo packs in cars in front of you) and then disarm nearby mines. You can do it in very simple way by firing at them. When it's done, go forward until you get to closed door in front of anti-aircraft cannon. Order one of companions to open door and prepare for another attack. In the meantime, remember to choose a skill for agent Carte - he has surely leveled up.

Lifted enemies are helpless. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Lifted enemies are helpless.

Enemies will again attack in two waves: in the first one with several Outsiders, in the second one more Outsiders and single Shield Commander. Killing the latter one should be much easier than the previous time: use Lift (new Carter's ability) on him and then fire down.

Turn off alien machine and let chopper get to you. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Turn off alien machine and let chopper get to you.

When all enemies are down, go through the freshly open door and turn off anti-aircraft cannon. Then go through the fortification and enter the bank. There you meet few more zombies, you can't talk with them. Pass them and go downstairs to the cellar.

You can help civilians, but you wont get anything for it. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
You can help civilians, but you won't get anything for it.

There you meet a group of survivors. You can promise them help or not: when the mission ends you won't get any information about them, so you can tell that there are no consequences. Make your choice and enter the vault to pick up ammo and leave the building.

Resupply Stations are rare - use them if you can. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Resupply Stations are rare - use them if you can.

Go through the yard and then through barber. In front of you, you'll see a Resupply Station in which you can change agents, replenish ammo and change weapons or equipment. You can also look into the library on left, but there is nothing more than a shotgun.

First aliens can be killed within a second. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
First aliens can be killed within a second.

Jump into breach in front of Resupply Station and go to its very end. Doing so, you'll surprise three wandering Outsiders. When they're dead, you'll see two Drones, one Shield Commander few more Outsiders. You should kill them in the order above.

Drones should be killed with Critical Strike or massive fire, while Shield Commander is a piece of cake after using Lift.

Muton is a very tough enemy. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Muton is a very tough enemy.

Move on and replenish ammo in front of the park: there you'll have to take a difficult battle with enemies. Besides standard Outsiders and Sectoids you'll face also a new enemy: Muton. This heavy armored alien has a lot of HP, deals a lot of damage on short distance (he uses alien shotguns) and can perform powerful AOE attacks. He is very dangerous on a short distance, so you have to keep him at bay and fire, fire, fire. Very useful is Lift, which slows down enemies and let you kill him easier. You can also use grenades and mines (if you have an engineer in the squad) like also Critical Strike. Finish off remaining enemies in random way, Muton is your main target and danger.

Assistants presence in destroyed building is a bit confusing. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Assistant's presence in destroyed building is a bit confusing.

Enter the university when the fight ends and find an assistant of doctor Weir. After this conversation, you can look at two photos on the blackboard and listen to recordings left on the cupboard (you can also look at doctor's documents). Then leave the room by door on right. Doing so, you find the first alien weapon which you can use: Scatter Laser. As every shotgun, it's perfect for short range but nothing more. Have said that, Laser isn't too useful.

Full assault isnt a good idea. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Full assault isn't a good idea.

After a short walk, you get to another square full of aliens. There is a team of Outsiders and Sectoids, who don't suspect an attack: elimination of the first few shouldn't be a problem. But the problem is a fact, that there is a Turret a bit later, which can immediately eliminate Carter's men. So your optimal tactic seems to hide behind obstacles/covers and eliminate enemies one after another with short series or sniper shots. When weaker enemies are down, you can focus on the Turret.

At this stage of the game, none of squad members can deal enough damage to it. So the best way is to distract the machine with one of agents and make Carter run Turret around and eliminate it as it rotate very slowly. You can also use grenades but they will be needed later.

After replenishing ammo, go through the gate on right and prepare for a really difficult encounter - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough

After replenishing ammo, go through the gate on right and prepare for a really difficult encounter. In front of Carter and his squad a really Sectopod will appear. This is an advanced alien machine with heavy armor and huge firepower. Sniper weapon doesn't hurt this device, so you have to change it for something more useful (on the right side of this location you can find shotgun and Scatter Laser). Eliminate the machine ASAP or coming Outsider and Sectoids will surround and kill you.

The optimal tactic during fighting Sectopod is usage of grenades, firing at nearby explosive barrels and conduct short range fire (but enemy rotates quickly and stomps, so don't get too close). But, above all, destroy an armor on vehicle's "head" - when the glass breaks, alien inside is an easy target. You can also Lift this machine and fire at its back panels which are weaker.

Schematics let you upgrade your squad. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Schematics let you upgrade your squad.

When the fight is done, collect ammo and go through the gate in front of you: you can return to sniper rifle and throw out short distance weapon. Move forward until you get to Resupply Station and Backpack Schematic. The last one gives you very useful upgrade: Sharpshooter Pack (increases damage of headshots). Equip team with new tools and move on.

Critical Strike is perfect for Drone elimination. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Critical Strike is perfect for Drone elimination.

When you get through few more locations, you get to a larger alien construction. There you find few Outsiders, which you can fire down without any troubles (notice also explosive barrels). Turret is far away enough, to not have any impact for this encounter.

Unfortunately, when you eliminate the first group of enemies, Shield Commander and three Drones (with more Outsiders) will appear on the battlefield. Your priority is, of course, Shield Commander - you have to lift him quickly and eliminate. Then take care of Drones, which will heal themselves. Luckily, recon can eliminate them rapidly with Critical Strike. If you don't have one in your squad, fire at them constantly and distract them: when you use Taunt, alien stops healing allies and will attack commandos. When all Drones are done, walk around the Turret from right eliminating all Outsiders on your way.

There is no ammo in next location. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
There is no ammo in next location.

After fight, collect ammo. Unfortunately, most of nearby ammo packs suit only Scatter Laser. Because of that, conventional weapon without many bullets is slightly less useful right now. During the next fight you have to think about getting more ammo. So, you have to go through few more locations and collect ammo at laboratory entrance. Watch cut scene with doctor Weir and prepare for difficult battle.

Sniper rifle is surprisingly effective. - Chapter II: The Doctor - Walkthrough - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Sniper rifle is surprisingly effective.

Carter will have to stand the whole army of Outsiders supported by single Shield Commander. What is worse, there is even a flying fortress: Gunship. Gigantic machine has a turret and deadly rockets. Those enemies force you to become very mobile: if Carter and his companions won't shift positions quick enough, the alien ship will fly them from behind and eliminate. So you have to constantly change positions and hide behind covers.

What is interesting is a fact, that the thing which deals the biggest damage to alien ship is sniper rifle and Critical Strike of recon. Use it as an asset, replenishing ammo in the meantime from the containers in the middle of the map.

When battle ends, the mission ends. You can return to the base.

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