Detonation Site

Mission Parameters

 * Open deploy 3
 * Turn goal: 20
 * Starting squad: Captain, Soldier, Soldier
 * Autodeployed on turn 6: Engineer (no swap)
 * Starting SP: 540
 * Max deployment: 9
 * Base XP on Easy: 120
 * Base RP on Easy: 180
 * Secondary objectives: 2 (crates visible on the map)
 * Max turrets: 4



Objectives

 * At the beginning of turn 6, an Engineer is deployed. Until then the first three templars defend a neutral TP.


 * The door to the south of the starting position is unlocked when the TP is captured.


 * The second TP is named as an objective then. It is also neutral, so Capture 1 works fine. When that is captured the lot of doors open and xenos start coming through.


 * There are two orange squares more to the south next to switches. Flip one of them and extract at the north west.


 * The missions end when all units reach the exit grid in the north west.

Walkthrough
For the first 5 turns defending the TP, put Rallying Charge 10 on the three templars to increase the damage. Have the weaker Soldier Overwatch the spawn point to the east, and the stronger Soldier the west. The Captain should help them out and draw the attention of any attackers from the two corridors going south. It is useful to have the range 4 Sigthed Sidearm on the Captain. When the Engineer arrives on turn 6, capture the neutral TP.

The rest of the mission can be played differently depending on the priorities.

Deployment
Set up high level Sentry Turrets and deploy another Engineer as soon as possible. With both Engineers having Heat Sink 3, you can hold the position indefinitely. Deploy two more templars to make it six, rack up lots of SP, then move the squad through the door. An Engineer goes to capture the second TP, while the Soldiers shut down the flood of xenos coming through the newly opened doors.

Deploy three more templars. A Neptune with Suppressing Fire may help the most to control the crowd. Move simultaneously through the two doors facing west, let the Captain go crazy with high level grenades and the Neptune slow down everyone else. Place Landmines as necessary to cover the flank if short on Overwatch. Make your way to the western switch, collect the secondaries, then extract. This level is a bit of an annoying sokoban in the narrow corridors and also quite dangerous, especially if xenos have time to amass. In fact, maxing out deployments is way more dangerous than the following options.

Score & Safety
Give the Captain the Blitz Kit (+2MP), Pressing Need 4 and Warrior's Wrath 1 to have 11MP. He/she will go to the eastern switch.

After the Engineer captures the first TP on turn 6, put RC on everyone again, Pressing Need on the Engineer and move everyone down to the door as quickly as possible. Before the Engineer starts to overheat, use Heat Sink on the Soldier, because you will need RC again. The Captain can race ahead to the eastern door that leads to the eastern switch. When the Engineer captures the 2nd TP, the Captain goes through the now open door and with all the +MP buffs quickly reaches it.

Cover the rest of the doors with Overwatch, Landmines and Crippling Fire. When the Captain is back, move the whole squad to the exit grid. Use Heat Sink and Rallying Charge if you still can. Reactor Jolts and Pressing Need otherwise. Deploy two more templars at the second TP.

Collecting the secondaries will put you over the turn goal. It is not worth it. Can be done in 14-15 turns.

Speed
Instead of the Captain, go to the eastern switch with a Scout with max Fortitude and the Ballast Pilot Kit (+32HP), max Stealth, with a couple of points in Null Field and a lot in Overdrive to max out stealth at 28. The Blitz Kit (+2MP) is another, riskier option.

Recruit this Scout at the first TP, put PN, RC and Overdrive on. Use Null Field just before overheating. Flip the switch and extract. 13-14 turns are needed. Can deploy one templar without slowing things down.