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

The Bureau: XCOM Declassified Game Guide & Walkthrough

Table of Contents

Agent Carter The Bureau Guide

Last update: 11 May 2016

Carter is unique. - Agent Carter - Classes and abilities - The Bureau: XCOM Declassified - Game Guide and Walkthrough
Carter is unique.

Agent Carter is a very specific hero, without any particular class, but with many useful abilities. He is the only one in team who can heal allies, and he also uses grenades very well. With levels, he gain specific skills which can decide about the result of the battle. Death of Carter ends mission, so you have to care primarily about him.

Carter can use all types of weapons, what makes him very universal.

Name - Agent Carter - Classes and abilities - The Bureau: XCOM Declassified - Game Guide and Walkthrough

Carter's Abilities

Name

Level

Description

Alien Exposure

1

Effects are unknown.

Heal

1

Immediately heals squad, but it doesn't affect bleeding ones and dead. It's useful in critical situations when the life of anyone is at risk.

Lift

2

Lifts the chosen object in the air. Effect lasts few seconds. You can lift not only single enemies, but also ally XCOM cannons (what increases their range). It works also on enemies behind covers.

Endurance

2

Increases maximum HP.

Grenadier

3

Doubles the amount of grenades carried by Carter (from 3 up to 6).

It excludes Medic which is a bit more useful.

Medic

3

Shortens cooldown of Heal.

It excludes Grenadier, but it's a better choice (especially in difficult situations).

Silacoid

4

Summons Silacoid who becomes your ally. The beast can stun and distract enemy. After a moment it disappears automatically, but can also die before that. Silacoid is activated by being thrown at enemies, the range is similar to a grenade. Monster causes significant damage and is useful during bigger battles.

Lift Enhancement

5

Lifted enemies obtain much bigger damage. It's very useful especially for fighting strong and armored enemies.

Excludes Corrosive Fluids which are less useful.

Corrosive Fluids

5

Increases damage caused by ally Silacoids but excludes Lift Enhancement which gives you more on the battlefield. Impact of Silacoids is to small for this ability to have sense. 0

Endurance

5

Increases maximum HP.

Drone

6

Summons allied Drone. Summoned unit can fire at enemy, but has no other abilities. You can't control it also.

Combat Drone

7

Summoned Drones can lift enemies. It's very useful but the other one is better.

Excludes Medic Drone.

Medic Drone

7

Summoned Drones can heal Carter and his companions. It's useful in critical situation. Obligatory for higher difficulty levels.

Excludes Combat Drone.

Mind Control

8

Chosen enemy becomes your ally for a short time.

Endurance

8

Increases maximum HP.

Mind Merge

9

Upgrades toughness of enemy charmed by Mind Control and increases his damage. But the other option is more useful.

Excludes Mind Rend.

Mind Rend

9

When Mind Control stops working, the charmed enemy gets a lot of damage. Useful when you control the strongest available enemy (like Muton).

Excludes Mind Merge.

Squad Morale

10

Decreases damage obtained by the squad. Interesting option, but the other one is better.

Excludes Squad Inspiration.

Squad Inspiration

10

Decreases cooldown of all squad members. It allows you to use useful abilities and eliminate enemies faster.

Excludes Squad Morale.

Endurance

10

Increases maximum HP.

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