Missions in XCOM: Chimera Squad...
Summary[]
Missions come in several types and most are concerned with clearing out an area of hostiles. Others involve saving VIPs, disarming bombs, collecting evidence, hunting criminals, confiscating dangerous equipment and rescuing hostages or evacuating people (mostly in emergencies). Faction missions are pre-scripted and follow a story progression.
Each mission can have up to four encounters and thus breaches and can be subject to dark events the three factions completed due to being left alone. All encounters hereby scale with the story progress and get stronger.
It doesn't matter how efficient you complete a mission as long as no civilians die. Even the AI tends to not attack civilians outside of emergencies and hostages as long as your units are not close during an AoE attack or you accidentally explode a car. Even those that call for precious equipment being stored are only flavor for the world. There is no insurance bill if you destroy a museum with plasma grenades.
Optional RNG targets don't have to be collected during the encounter. If it is completed in time they will be collected and paid out after the mission.
Exploits[]
Missions are randomly generated at the change of the day and thus can be rerolled if one reloads the last turn of the previous day or the last day in general before a situation is resolved. Both the content and the rewards of those missions are rerolled aswell, allowing to adopt even higher difficulties to what one needs if one is willing to invest the time to reroll often enough. The same goes for the content of the Scavenger Market.
Missions[]
Support Missions[]
Arms Robbery[]
- 1 Encounter
- Retrieve Weapon
- Potential Breach Points
- Downtown: Door
Black Hat Crackdown[]
- 1 Encounter
- Destroy Hacking Terminal
- Potential Breach Points
- Highland Square: Keypad Door
- The Stacks: Window, Door, Rappel, Wall
Bomb Threat[]
- 1 Encounter
- Disarm Bomb
- Potential Breach Points
- The Stacks: Door
Coming Unspooled[]
- 2 Encounter
- 1) Clear Area (+opt. Hostage)
- 2) Destroy Target
- Potential Breach Points
- Switchyard: Door
Cutting Edge[]
- 1 Encounter
- Retrieve Object
- Potential Breach Points
- Downtown: Window, Door, Keypad Door
- Highland Square: Window, Keypad Door
End of the Line[]
- 1 Encounter
- Clear Area
- Potential Breach Points
- Highland Square: Door, Security Door
Essential Personnel[]
- 2 Encounter
- 1) Clear Area (+ opt. Evidence)
- 2) Evacuate Hostage
- Potential Breach Points
- Highland Square: Door, Rappel
- Switchyard: Keypad Door, Wall, Door
Finders Keepers[]
- 2 Encounter
- 1) Clear Area
- 2) Retrieve Weapon
- Potential Breach Points
- Angler's Point: Door, Vehicle
- Riverside: Door, Window
Flow Control[]
- 1 Encounter
- Rescue Hostage
- Potential Breach Points
- Scripted: Vehicle
Growth Industry[]
- 2 Encounter
- 1) Clear Area (+opt. Evidence)
- 2) Save Hostage
- Potential Breach Points
- Riverside: Wall, Door, Keypad Door, Security Door
Hot Tip[]
- 2 Encounter
- 1) ???
- 2) Acquire Asset
- Potential Breach Points
- Angler's Point: Door, Vehicle
- Renova Heights: Window, Door, Wall
Last Stand[]
- 1 Encounter
- Rescue Hostage
- Potential Breach Points
- Downtown: Door, Wall
- Renova Heights: Keypad Door, Security Door
- Switchyard: Keypad Door, Door
Lights Out[]
- 2 Encounter
- 1)Clear Area (+opt. Evidence)
- 2) Destroy Target
- Potential Breach Points
- Old Town: Skylight, Ladder
- Switchyard: Rappel, Door
Lost And Found[]
- 1 Encounter
- Retrieve Object
- Potential Breach Points
- Highland Square: Door
Need A Ride[]
- 1 Encounter
- Protect VIP
- Potential Breach Points
- Highland Square: Vehicle
- Scripted: Vehicle
Numbers Games[]
- 1 Encounter
- Protect VIP
- Potential Breach Points
- Scripted: Vehicle
Planning Session[]
- 2 Encounter
- 1) Clear Area (+opt. Hostage)
- 2) Retrieve Data
- Potential Breach Points
- Old Town: Door, Window
- Riverside: Door
Power Grab[]
- 2 Encounter
- 1) Clear Areas (+opt. Evidence)
- 2) Retrieve Weapon
- Potential Breach Points
- Highland Square: Keypad Door, Vent
- The Fringe: Keypad Door, Door, Window, Security Door
Prison Break[]
- 1 Encounter
- Apprehend Prisoner
- Potential Breach Points
- Highland Square: Wall, Door
Secret Stash[]
- 1 Encounter
- Recover Object
- Potential Breach Points
- Switchyard: Door
- The Stacks: Door, Window, Rappel, Wall
Slow Burn[]
- 1 Encounter
- Retrieve Weapon
- Potential Breach Points
- Highland Square: Door, Wall
Solid Copy[]
- 1 Encounter
- Safe Hostage
- Potential Breach Points
- Downtown: Door, Vehicle, Wall
Surge[]
- 1 Encounter
- Destroy Object
- Potential Breach Points
- Switchyard: Door
Tech Support[]
- 1 Encounter
- Secure Server Access
- Potential Breach Points
- Angler's Point: Keypad Door, Door
- Riverside: Keypad Door
- The Stacks: Door, Vent, Skylight
Turncoat[]
- 1 Encounter
- Protect VIP
- Potential Breach Points
- Old Town: Vehicle
- Renova Heights: Vehicle
XCOM's Most Wanted[]
- 1 Encounter
- Apprehend War Criminal
- Potential Breach Points
- Angler's Point: Window, Door
- Old Town: Door, Wall
- Renova Heights: Security Door, Door
Emergency Missions[]
Anarchy![]
- 3 Encounter
- 1) Apprehend terrorists
- 2) Apprehend terrorists
- 3) Apprehend terrorists
- Potential Breach Points
- Highland Square: Wall, Door, Rappel, Security Door
Outbreak! (of Berserker)[]
- 1 Encounter
- Protect Civilians
- Potential Breach Points
- Scripted: Vehicle
Faction Missions[]
Sidemissions to uncover a faction plot contribute to the faction completion percent even if it reduces a players time to gear up. The one chosen as the prevention and the one chosen as the precursor sidemission are random. They can be either depending on the run. The sidemission variant only consist of a single encounter, often leaving out 1-2 encounters of the formal mission to end the route.
All factions consist of three different takedown missions (based on when you dismantle them), three introductions for their first encounter and six dark projects. Doing all related purple missions in these paths and meeting all introduction missions ensures the faction is completed. However not all is needed to be done manually. Running a faction on all phases once should complete them unless an unlucky combination doubles the guaranteed missions without a new one or a missing sidemission is skipped to gear up.
Dark projects are random but the most severe are limited to phase two or three. One to four are only available as the first and second choice. One is completed once you enter phase two and now offers the other phase one dark project or a phase two project to sabotage. If the faction is taken on in phase three, two random dark projects are completed and two remaining ones offered to chose from. Not all six have to be completed directly! The game randomly gives dark projects to the factions, allowing you to passively dismantle them. Yet one might be missed and needs to be hunted.
The first campaign will guarantee at least 41% completion and five valid paths of twelve for progress to each. Note two of these are the basic story missions for the two cutscenes and will only count on the first campaign. If another path and order in the timeline is chosen next time it will go to 66% or 75%.
Completion Breakdown:
- Story Mission Completion: 16%
- Phase One Takedown: 25%
- Phase Two Takedown: 25%
- Phase Three Takedown: 34%
Phase Three got more missions overall and a "Special" Ending for the faction takedown option with advanced dialogue. This may explain its higher value due to the extra mission. Unless a previously completed dark project is chosen in phase three for the automatic completion route, the 34% will be met.
Achievement[]
The achievement is not related to 100% meta completion and can even bug out if Steam disconnects during a takedown mission in each phase. Save before each final mission per faction in a run to avoid problems. The fact the meta % isn't used to recheck later for a secondary way to unlock the achievement is a black stain on the game and causes frustration and fake longevity for players.
Gray Phoenix[]
Dark Projects:
- Track Personnel Movement (Hire Mercenaries)
- Find Weapon Suppliers (Acquire A.P. Weapons)
- Disrupt Leadership (Recruit Praetorians)
- Stop Alien Abductions (Hostages)
- Acquire Plasma Weapon
- ????
Investigate Gray Phoenix (Tier 2: Defend the Archive)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area
- 3) Defend the Elerium Archive
- Potential Breach Points
- Scripted: Wall, Door, Security Door
Locate Power Siphon[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Destroy the Siphon
- Potential Breach Points
- Scripted: Vehicle, Wall, Door, Vent
Recover Gray Phoenix Informant (Dismantle Leadership Route)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Evacuate VIP
- Potential Breach Points
- Scripted: Window, Door, Rappel, Vent
Assault Fortified Apartments (Tier 2)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Clear Area
- Potential Breach Points
- Scripted: Window, Door, Rappel
Bust Weapons Shipment (Tier 2)[]
- 2 Encounter
- 1) Clear Area (+opt. Hostage)
- 2) Protect the Evidence
- Potential Breach Points
- Scripted: Window, Door, Keypad Door
Support Weapons Sting (Sidemission: Find Weapon Suppliers Route)[]
- 1 Encounter
- Apprehend Weapon Supplier
- Potential Breach Points
- Switchyard: Keypad Door
Stop Smash and Grab (Find Weapon Suppliers Route)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area
- 3) Retrieve Object
- Potential Breach Points
- Scripted: Keypad Door, Window, Security Door, Door
Take Down Gray Phoenix (Tier 1: Defend Starships)[]
- 3 Encounter
- 1) Delay Launch
- 2) Prevent Escape (Sectopod Miniboss)
- 3) Prevent Launch
- Potential Breach Points
- Scripted: Keypad Door
Take Down Gray Phoenix (Tier 2: Defend Commandship)[]
- 3 Encounter
- 1) Prevent Escape (Sectopod Miniboss)
- 2) Prevent Starship Launch
- 3) Shut Down Excavator
- Potential Breach Points
- Scripted: Keypad Door, Security Door
Take Down Gray Phoenix (Tier 3: Starport Mothership)[]
- 3 Encounter
- 1) Prevent Starship Launch
- 2) Defeat the Leader at the Bridge
- 3) Destroy the Mothership Energy Cores (Sectopod Secondary Boss)
- Potential Breach Points
- Scripted: Keypad Door, Security Door
Sacred Coil[]
Dark Projects
- End Genetic Experiments (Breed Chrysalids) - Completed after Phase One
- Investigate Android Interest (Acquire more Androids and MECs)
- Examine Fade Propaganda (Breach Defenses and higher Alert)
- Stop Human Abductions (Gain Psionic Recovery)
- Determine Andromedon Connection (Recruit more Andromedons)
- Confiscate Hyperweave Beacons (Establish City-wide Reinforcement Network)
Investigate Sacred Coil (Tier 1: Storage Facility)[]
- 3 Encounter
- 1) Apprehend Thieves
- 2) Apprehend Thieves
- 3) Apprehend Thieves
- Potential Breach Points
- Scripted: Keypad Door, Door, Window
Investigate Sacred Coil (Tier 2: Advent Bunker)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area
- 3) Destroy the Mech Bay
- Potential Breach Points
- Scripted: Keypad Door, Vent
Investigate Sacred Coil (Tier 3: Recycling Center)[]
- 3 Encounter
- 1) Apprehend Thieves
- 2) Apprehend Thieves
- 3) Apprehend Thieves
- Potential Breach Points
- Scripted: Door, Rappel, Keypad Door, Security Door
Disrupt Field Test (Sidemission: End Genetic Experiments Route)[]
- 1 Encounter
- 1) Shut Down Device
- Potential Breach Points
- Scripted: Wall, Door
Recover Chryssalid Control Codes (End Genetic Experiments Route A)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Hostage)
- 3) Recover Data
- Potential Breach Points
- Scripted: Security Door, Window, Door, Wall
Rescue Outspoken DJ - Floyd Tesseract (Tier 2)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Rescue VIP
- Potential Breach Points
- Scripted: Rappel, Keypad Door, Window, Door, Wall
Capture Communications Relay (Sidemission)[]
- 1 Encounter
- Protect Relay
- Potential Breach Points
- Switchyard: Security Door, Door
Stop Pirate Radio Station (Sidemission: Examine Fade Propaganda)[]
- 1 Encounter
- Apprehend DJ
- Potential Breach Points
- Scripted: Keypad Door, Door, Vent
End Residential Occupation (Examine Fade Propaganda A)[]
- 2 Encounter
- 1) Clear Area (+opt. Evidence or Hostage)
- 2) Defend Area
- Potential Breach Points
- Scripted: Security Door, Door, Window, Wall
Capture Heist Plans (Investigate Android Interest Route A)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Clear Area
- Potential Breach Points
- Scripted: Window, Keypad Door, Skylight, Vent
Stop Android Raid (Investigate Android Interest Route B)[]
- 2 Encounter
- 1) Clear Area (+opt. Evidence)
- 2) Protect Recall Server
- Potential Breach Points
- Scripted: Door, Wall, Window
Shut Down Front Company (Stop Human Abductions Route)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Prevent Human Liquification
- Potential Breach Points
- Scripted: Door, Wall, Security Door
Recover Stolen Tech (Confiscate Hyperweave Beacons Route)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Hostage)
- 3) Clear Area
- Potential Breach Points
- Scripted: Door, Wall
Contain Andromedon Threat (Sidemission: Determine Andromedon Connection Route)[]
- 1 Encounter
- Clear Area
- Potential Breach Points
- Downtown: Security Door, Door
Stop Market Attack (Determine Andromedon Connection Route)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Stop the bombers
- Potential Breach Points
- Scripted: Door, Wall, Window
Take Down Sacred Coil (Tier 1: Destroy the Portal)[]
- 3 Encounter
- 1) Clear Area
- 2) Hold the Cathedral
- 3) Deactivate the Portal (Two Bossfights!)
- Potential Breach Points
- Scripted: Keypad Door, Door
Take Down Sacred Coil (Tier 2: Dismantle the Gene Clinic Zombies)[]
- 3 Encounter
- 1) Hold the Cathedral
- 2) Deactivate the Portal (Secondary Boss of Tier 1 flees to Encounter 3)
- 3) Destroy the Gatekeeper's army
- Potential Breach Points
- Scripted: Vent, Keypad Door, Door
Take Down Sacred Coil (Tier 3: The Hyperwave Portal Chamber)[]
- 3 Encounter
- 1) Deactivate the Portal (Secondary Boss of Tier 1 flees, Main Boss also absent)
- 2) Defeat the Zombie Army (Bossfight Bellus Mar)
- 3) Prevent an Invasion
- Potential Breach Points
- Scripted: Vent, Keypad Door, Door
The Progeny[]
Dark Projects:
- Strenghten Thralls - Completed after Phase One
- Acolyte and Sorceress Recruitment - Completed after Phase Two
- Track Progeny Teams (Acquire Flashbangs)
- Disrupt Psionic Relay (Acquire Codex-Tech)
- Determine Archon Connection (Enslave Archons)
- Freeze Progeny Finances (???)
Investigate the Progeny (Tier 1: Support 31PD)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area
- 3) Apprehend Suspect
- Potential Breach Points
- Scripted: Security Door, Door, Wall, Window
Investigate the Progeny (Tier 3: Android Factory)[]
- 3 Encounter
- 1) Chase the thiefs
- 2) Chase the thiefs
- 3) Chase the thiefs
- Potential Breach Points
- Scripted: Keypad Door, Door, Vent
Rescue Compromised Technician (Tier 1-3)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Save Hostage
- Potential Breach Points
- Scripted: Security Door, Door, Window, Ladder
Rescue Mayoral Advisor (Tier 1)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Rescue Hostage
- Potential Breach Points
- Scripted: Door, Wall
Seize Psionic Tech (Recruitment Route)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Acquire Augmenter
- Potential Breach Points
- Scripted: Door, Security Door, Wall
Interdict Heist Team (Sidemission: Tier 3)[]
- 1 Encounter
- Clear Area
- Potential Breach Points
- Renova Heights: Keypad Door, Door, Window
Recover Bank Manager (Tier 3)[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area (+opt. Evidence)
- 3) Rescue Hostage
- Potential Breach Points
- Scripted: Security Door, Door, Window, Vehicle
Locate Secured Cases (Sidemission: Enslave Archons Route)[]
- 1 Encounter
- Apprehend Thieves
- Potential Breach Points
- Riverside: Door
Rescue Imprisoned Archon (Enslave Archons Route)[]
- 2 Encounter
- 1) Clear Area (+opt. Evidence)
- 2) Protect Archon
- Potential Breach Points
- Scripted: Security Door, Door, Keypad Door
Take Down the Progeny (Tier 1: Battle for the Tower)[]
- 3 Encounter
- 1) Apprehend Enemies
- 2) Gain access to the lift
- 3) Apprehend Violet (Bossfight)
- Potential Breach Points
- Scripted: Window, Door
Take Down the Progeny (Tier 3: Battle on the Roof)[]
- 3 Encounter
- 1) Clear Area
- 2) Disrupt Psionic Network
- 3) Disable the Psionic Network (Bossfight)
- Potential Breach Points
- Scripted: None Shown (Rappel, Wall, Door)
Shrike Mercenaries[]
Protect City Hall[]
- 3 Encounter
- 1) Clear Area
- 2) Clear Area
- 3) Protect Panic Room
- Potential Breach Points
- Scripted: Door, Vehicle, Security Door
Take Down Atlas[]
- 4 Encounter
- 1) Clear Area
- 2) Get Lift Access
- 3) Hold the Roof
- 4) Take down Sovereign
- Potential Breach Points
- Scripted: Door, Vehicle, Security Door, Wall
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