Drayan Palace

Mission Parameters

 * Closed deploy 5
 * Turn goal: 14
 * Starting squad: Captain, Nyra, Soldier, Soldier, Scout
 * Starting SP: 260
 * Base XP on Easy: 10
 * Base RP on Easy: 120
 * Secondary objectives: 0
 * Max turrets: 4
 * Enemies: Cultists and some Xeno



Objectives

 * The primary objective is to reach the exit grid in the north.


 * On the way to the primary objective, there are control panels that look like computer terminals that open doors to the next room.

Walkthrough
Another mostly cultist level. Respec everyone for HP, damage is not very important.

Safety
We want to take things safe and slow. Equip everyone with +Heat, and maybe even -MP armor and gear as Overheating is the main danger of this level. Swap out the second Soldier for a Hydra.

On the first turn, move everyone up, stopping just outside the range of the enemy turrets. The Scout should have most points in Piercing Fire to soften up the turrets. Crippling Fire is useless against cultists, because they die in one hit, but there will be a few xeno at the end of the mission. Take your time, place Overwatch towards the right spawn point.

On the second turn, shut down the left spawn point with the Hydra and keep taking the turrets out. On the third turn, shut down the right spawn point.

When all turrets are destroyed, casually walk to the the terminal on the right and open the door. The Hydra then walks through the door and shuts down the spawn point there without blocking access to the next terminal.

Pace yourself, but don't hurry to manage the heat. As you pass spawn points, shut them down with the Hydra. In the room behind the next door, have the Hydra lay down even more fire and cover the doorway with Overwatch. Bring the turrets down, then start moving through this area while shutting down the spawn points if they aren't already.

Line up at the next door, maybe take a breather to cool down then let the Scout open the final door at the third terminal. There will be loads of cultists, but a couple of grenades should do most of the trick.

There are two more spawn points to take care of and as you move towards the exit grid, the door blocking the way opens automatically and some xenos will emerge. Another round of grenades with some support fire and they are all dead.

Score & Speed
To main force has about 58 tiles to cover to get to the exit. For the Scout operating the switches it is about 76. You'll need at least Overdrive 7, Rallying Charge 8, Pressing Need 4. Frag Grenades 10 is extremely useful. Equip +Heat for gear if any, or failing that +HP gear. Swap out the second Soldier for and Engineer with Heat Sink 4 or 5.

On the first turn, move everyone north, use RC, PN the Scout who goes straight to the terminal, then west along the wall. Move the Captain next to the north-west one. Throw a grenade in between the two northern turrets. Move the Soldier and the Engineer towards the door and shoot the north-east, then the north-west turret. The Captain can help finish them of with a pistol attack. With the way now open, move the Scout further west and soften up the western turret with Piercing Fire 10. You may need Nyra to finish it off.

On the second turn, the Scout runs to the second terminal and everyone keeps moving towards the goal without losing a step. PN those falling behind. Drop a Landmine to protect the flank or rear from spawn points.

Before the Engineer overheats, she should deheat the Soldier in order to be able to use RC again. Deheat the Scout, too.

The area behind the second door has lots of cultists and turrets. Drop a Sentry Turret or a Landmine, use Concuss-Grenades, and maybe two Frag Grenades, but use those sparingly.

The Scout opens the final door, and surprise, lots of cultists are behind it. Repeat the grenading, keep moving.

When the door to the exit opens you may be able to rush in and drop the final grenades on the xeno that appear, else shoot them with Crippling Fire and set up Overwatch.

Turn 7 is the goal and it is achievable if you never stop moving forward at full speed. With tons of kills already, you can't improve the kill rate and the score by delaying the exit.