Chapter IV: Not of This Earth | Walkthrough The Bureau Guide
Last update: 11 May 2016
When the mission begins, go forward until you get to the fireplace and find a hunter letter. Then follow the path until you get to the hunter hut (screen above). On the bench in front of it, you can find another collectible: page from the journal. Before moving on, turn left and find a small path between the scrubs. It leads to a small cave, inside of which you find a photo, another page from the journal and a schematics (decreases abilities cooldown but worsen weapon accuracy).
When you exit the cave, prepare for the fight: you run into a small group of aliens including an Outsider and two Drones. Eliminate them and return to the hut, passing it from the left. After a few moments you get to the puddle at which you find Outsider, Drone and Elite Outsider. They shouldn't occupy you for more than few quick seconds.
Kill enemies, go through the puddle and eliminate nearby mines. After that, you'll have a long walk, during which you find another page from journal on one of bridge supporting piles. When you get to the fisherman hut nearby the sea, prepare for three Drones and a Muton. Firstly eliminate the flying aliens, to prevent them from healing bigger monster. You can kill them with short series of rifles or using Critical Strike.
Muton can be killed with Plasma Field (commandos), which can eliminate an enemy within few seconds. Good idea is also to summon a Silacoid (Carter) or use Fire Mission (recon). XCOM Laser Turret (engineer) will be also effective. f you run out of ammo, look at sides of this location where you can find boxes with bullets to laser weapons.
Moving forward, search the piles of weapon (on one of shelves you can find Sticky Grenades). Then, approach the panel on left and, after talking with agent Weaver, order one of the squad members to hack the broken gate. Then prepare for a battle with the whole alien army. In the first wave, you'll fight against three Drones and a group of Sectoids (eliminate the healers first), and then several Outsiders. When the last one are dead, Sectopod will join the party. Rounding him won't be that easy (as you have only two agents). The optimal way to defeat him is to distract an enemy with ally Silacoid (Carter's ability) and firing at him constantly (preferably at its back, where the armor is weaker).
If you run out of bullets, move back to the gate. Just next to it you find a box with laser ammo.
When all enemies are down, go through the unlocked gate and enter the huge factory. When you get to agent Weaver, talk with here and go to onto the other side of the bridge (activate it first). In the following rooms you find a Resupply Station, which you can use.
You get to the crossroads - turn right and look around in the scary room, where the experiments on humans take place. On the laboratory shelf on right you find schematics of Range Enhancer Pack, which increases an effective distance of all abilities. In the nearby corridor you find another page from the journal and when you approach it, two Outsiders to kill appear in the room.
Return to the crossroads and turn left.
In the big room you'll have a not easy battle with enemies. There are two Elite Snipers under the ceiling and two Phantoms walking on the floor, Elite Outsider and a standard Outsider. As the shooters are well hidden and are far away from you, you won't kill them that quickly. That's why focus on Phantoms - if you eliminate them quickly enough, they won't be able to use a camouflage (what saves you against being flanked). Then deal with Elite Outsider and Drone, which will appear in this very moment. At the very end, move a bit closer to Snipers.
When the majority of enemies is dead, a small group of Outsiders and Sectoids will join the party. But your priority are snipers who have the biggest fire power in here. It's a good idea to lift and eliminate quickly one of them, dealing with the other one later, when being involved in fighting other aliens. You can pick up ammo from the box in the middle of the room, or from plasma rifles left by the enemies.
It's not the last difficult encounter at this stage: behind a corridor you find another room where you find even stronger enemies. Firstly, get rid of a Phantom and Tech Commander - after that it should be relatively easy. What left are Sectoids who won't trouble you so much: because they know that Carter's entering to the laboratory, is an ambush.
And indeed: when you kill few first enemies, a Muton and two Sectoids will appear behind you. You'll have to change your position a lot and weaken the big monster: useful may be Plasma Field, XCOM Laser Turret, Fire Mission and Ally Silacoid. And you have to be quick, because in some time three Drones will appear and immediately heal a Muton. If you didn't kill him before that, now focus on the flying things. Ammo may be resupplied at the pillar next to the entrance, at the computer panels in the end of arena.
When the battle ends, enter the room with agent Weaver and Pete's body. Plug him out or let Angela do it. Then return to the chamber where you fought and move left, passing a long corridor. When you get to the crossroads turn left: in the following rooms you find fragment of a weird book and Schematics (increases damage dealt to heavy wounded enemies). When it's done, return to the crossroads and choose the path on right. On your way, three Outsiders will attack you. Kill them freely.
In the next room you find two Outsiders and one Elite Outsider, which should be quickly eliminated. When the encounter begins, a Tech Commander, supported by several Sectoids, Outsiders and Silacoids will run into this room. Luckily, agent Weaver will lend you a hand: use her abilities to eliminate enemies (begin from the Tech unit!). When it's done, look at the Plasma Sniper Rifle in the middle of the room: if you don't have a regular sniper rifle, this upgraded version will suit you. Equipped, go look for an Axis.
You archenemy will be met further, behind a several corridors and empty rooms. When an alien sees Carter, he'll cloak himself with indestructible shield and summon several Sectoids and Outsiders. Eliminate the first wave of enemies and notice another danger - two Phantoms trying to round the squad and a Tech Commander creating a Turret. When it's done, enter the random room powering the shield of Axis and turn off a computer (screen above). You need to do it two more times to win!
When the first of shields is deactivated, more enemies will arrive on the battlefield: Phantoms, Outsiders, Drone and a Muton. Luckily, agent Weaver will support you once again and her deadly ability has a short cooldown. Eliminate all enemies and save ammo (which can be resupplied in rooms powering the shields of Axis) using all useful abilities. Don't hurry to turn off another computer - heal the squad and look for additional equipment (enemies will arrive in the moment of deactivation).
Defeat all aliens which appear when you turn off the second computers (Elite Sniper, Phantom, Outsiders and a bit later also a Muton - eliminate them in this order). and then approach the third device. Make sure, you have enough ammo and you have regenerated all the abilities, you can wait for it, there is no hurry. When you're ready, turn off the last of the computers: now you'll face Axis.
Axis has strong shields, can teleport, fires accurately and deadly and, also, has a powerful area attack dealing huge damage to the whole squad. During fighting him, you shouldn't use abilities affecting small area because this alien will avoid them easily grenades also (unless he has already use teleportation - it has a several seconds of cooldown). The better idea is to summon Silacoid, supported by a Drone (Carter's abilities) and firing at him constantly by agent Weaver. Simultaneously, you can't forget about healing the squad and keeping an alien at bay.
When the Axis is down, the mission is completed. You can return to the base.