XCOM 2
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Advent Blacksite: April Edition (Part I) On Legendary Vanilla Difficulty
By Laguna Queen and 5 collaborators
Flawlessly complete the mission to retrieve the secret Vial!
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Introduction
The scenario will be the next most difficult challenge when comparing to the first mission because of dealing with 8+ pods that include the next tier enemy! The sections describe meticulous steps on how to conduct one of the longest missions and the first part will cover up to the entrance.

Note: The mission was not conducted even earlier on the first month (March) for realistically lacking the requirements needed.

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Please click here for the Legendary Ranger guide:
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Please click here to begin the Legendary XCOM Journey:
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Why are you writing this guide?
I enjoy helping others by writing about technical topics to a higher standard and provide key findings for a higher chance of success!

Who is the intended audience?
The guide is for everyone, but much friendlier to new players. Everything will be explained to be on the same level as those who are the most experienced. The writing will be easy to follow with plenty of screenshots for those who are too lazy to read everything!
Prologue
The Blacksite Assault mission is recommended after the first Counter Dark Event in March.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3292709684
Rolling for Better Enemy Placements
A strategic save is needed before commencing the mission to obtain the better variation of the 3 randomized enemy placements for this mission.

1 (Best). The 1st enemy pod can be located and engaged on the first 2 turns because of using squad concealment against higher-level threats.

2. Turrets placed on the entrance buildings and not worth breaking squad concealment.
3. The entrance area is eerily silent because enemy patrols are inside the forward buildings. The initial ambush will be considerably harder.

Note: The preferred variation does not apply to any repeated Blacksite missions.
Fixed Rewards
The 125 supplies will be very useful in constructing the first Power Relay much earlier.
Such facility does not consume power, which gives flexibility to build the Proving Ground in the next vacant room.

Note: The base reward is fixed with varying degrees of loot quality that is dropped by the enemy.
Necessary Combat Tactic(s)
The purchase of Squad Size I is mandatory to bring 5 soldiers for the very long mission.
Vulture is the second highly recommended tactic to be purchased for more dropped loot!
The bonus will stack well because of the expected 21+ enemies that is 3x more hostiles than a typical mission.
Mission Loadout
Five soldiers are enough to complete the mission without risking next tier enemies.
The Grenadier was chosen because of its flexible high DPS class.
The Fifth Soldier: Grenadier
The Grenadier class was chosen over Sniper because of moving and attacking in a single turn.
The squad arsenal will now field 2 more additional long-range grenades!

Note: The soldiers will mostly likely have same abilities on the previous fifth mission when following recommendations.
Meet the Squad
The main fighting force called the "Squad" consists of the two Grenadiers, one Specialist, and one Sniper.

To avoid confusion, the Ranger is independent from them and will perform mostly reconnaissance throughout the entire mission until the evacuation zone.
Mandatory Soldier Abilities: Ranger
The main Recon who locates enemy pods and spots for the Sniper to initiate a brutal ambush.
Phantom allows continued concealment to fulfill such functions, including recovering loot without exposing self to danger or attracting further enemy attention!
Mandatory Soldier Abilities: Sniper
The Long-Range Powerhouse who inflicts crippling or lethal damages at a great distance.
Deadeye gives a chance to instantly kill any high-HP, prime threats like the new Stun Lancer!
Long Watch extends the Overwatch range for easier participation in ambushing enemy reinforcement drop(s)!
Mandatory Soldier Abilities: Grenadier
The Great Mobile Equalizer in the early game that stabilizes the increasing enemy difficulty.
Shredder will do wonders against any armored enemies, to bring their strength down to more manageable levels for the Squad's current level of firepower!
Mandatory Soldier Abilities: Specialist
The bane of all robotic Alien enemies and also heals others, as a battle medic.
The Haywire Protocol is very effective in controlling Turrets and the boss Mechanized Exoskeletal Cybersuit (MEC) for this mission.
Weapon Upgrades
An overview with description of each weapon upgrade:
Essential Product Type
Priority Ranking
Description of Combat Efficiency and Effectiveness
Repeater
S
Pairs well with multishot abilities and has a chance to instantly kill any enemy, regardless of HP!
Expanded Magazine
A
A must for all classes as it is needed for large ammo-consuming abilities!
Hair Trigger
B
Has a chance to do double attack with another free turn but does not work on Sniper due to requiring 2 blocks of action!
Scope
C
Very useful in early-mid game but replaced entirely with Perception PCS!
Laser Sight
C
Alternative to the Repeater when unavailable and an increased chance to amplify critical damage.
Stock
D
Only useful in early game with starting group of soldiers to eliminate low HP high-cover enemies.
Auto-Loader
F - Do Not Use
Limited by finite uses and does not improve battle performance much.
Weapon upgrades that have scored C or below are considered obsolete by mid game and should be sold off for extra supplies.
Personal Combat Sims
An overview with description of each PCS:
Essential Product Type
Priority Ranking
Description of Combat Efficiency and Effectiveness
Perception
S
Synergizes with high DPS classes like Sniper and Grenadier that use any multishot skills with aim penalties!
Speed
A
Critical for combat maneuvering for better firing angles, especially useful in the late game!
Agility
B
Only increases chance of grazed enemy damage instead of evading attacks altogether.
Conditioning
C
Best for early-mid game when soldiers have lower HP due to rank and lacking armor upgrades.
Focus
F - Do Not Use
Every soldier will naturally max Will to 100 when being promoted to Colonel.
PCS that have scored C or below are considered either mediocre/obsolete and needs to be sold off instead.

Note: The Perception and Agility PCSs need to be stockpiled and not sold off as they can be used repeatedly on any soldier.
Discretion of What To Use
The Advanced grade is the only cost-effective equipment (including PCS) in the early game.
The Hair Trigger or Repeater is recommended for Grenadiers only, for double attacks.
The Extended Magazine is great for all classes but standard quality is too inferior to be equipped.
The Ranger and Specialist should hold off their needs until the main DPS classes are fully equipped.

Note: The Lock and Load Continent Bonus removes all restriction and allows free reuse of any equipment without destroying the previous one when replacing.
Blacksite Base Layout
The base is divided into 4 areas of the Entrance, Freight Train, Main Facility, and EVAC zone.

Each layer of defense will get increasingly harder as the soldiers advance.
What is Different Now?
The mission has no time limit with the caveat that the enemies will permanently give chase, once alerted.

Note: Enemy corpses cannot be recovered upon mission completion because of the evacuation.
The New Enemy: Advent Stun Lancer
The early aggressive melee enemy who prefers the the stun lance to inflict massive damage!
Their kamikaze behavior is to usually charge headfirst, disregarding their own well-being.
They will only switch to ranged attacks when no Soldier is within their reach (including top part of the ladder being blocked off from climbing up), which has a higher chance to miss!

Note: The Stun Lancer class is the current highest level of threat for the rest of the mission, with the exception of the MEC Boss.
Know Thy Surroundings
Deployment position will be dependent on when Blacksite first spawned and cannot be re-rolled.
The Ranger will scout ahead to set the first brutal ambush while using high ground advantage.
The attack should be initiated against the more difficult pod that contains the stun lancer.
The Entrance
Pods in the starting area consists of only 2 enemies and often clump up tightly together.
The unusual tight space may trigger multiple pods at once when engaging with one of them.
Varying Intelligence Reports
Enemy patrols should be studied first, if the pods contain a Stun Lancer or Viper to isolate and eliminate those types first. Isolating each pod first is the most optimal method before engaging.

Early April
Pod #
Enemies
1
Officer & Stun Lancer
2
Sectoid & Trooper
3
Sectoid & 2 Stun Lancers
(Train Pod Moves into Entrance)
4
Sectoid & Trooper
(Random placement may have this pod patrolling the Evac Zone)

Or

Late April
Pod #
Enemies
1
Officer & Trooper
2
Viper & Trooper
3
Sectoid & Trooper

Note: Two Stun Lancers can be present in a pod later on because they are considered support troops!
Entrance: Pod I
The Grenadiers will take up position at the roof's corner, with all three setting up Overwatches.
The Sniper's attack will draw in the pod that has the Stun Lancer pod into their line of fire.
The Deadeye ability is recommended as the target has the potential to be completely eliminated!

The Stun Lancer will be mown down by the entire Squad when reacting to the Sniper fire!
The Sectoid pod cannot see the Squad and will not react together with the Stun Lancer pod because they are separate from each other.
Entrance: Scouting I
The next rooftop corner spot is needed to gain an eagle's eye view of the surrounding area.
The position will reveal any pod that might be hiding behind the immense Advent Train.
Any other remaining in entrance area will also be easier to spot.
The patrol routes of such starting enemies have a narrow and short line with guarding only the front of the Advent Train.
Entrance: Pod II
The Squad will set up positions again for the next ambush that will be started by the Sniper.
The highest HP enemy unit is preferred because of the Sniper's high weapon damage.

They will move directly into the entire squad's ambush as all of their overwatches are triggered!

The entire enemy pod will most likely be wiped out!
Entrance: Scouting II
The Ranger will keep an eye out on the movement of the 3rd pod, if it was spotted earlier.
Relocation is needed to the next rooftop corner that is facing the pod while still concealed.
The preferred spot is the top portion of the ladder to block Stun Lancers from climbing up.
Reloading Time
The entire squad will move to where the Ranger is while staying out of enemy view.
Everyone will reload, regardless of their current level of ammunition to save time later.
The Sniper will also reload and independently relocate to achieve best possible firing angle at the next enemy pod!
Entrance: Scouting III
This is a train pod with full 3 enemies that has decided to patrol into the Entrance area!
Their composition is very dangerous because of having double Stun Lancers!

Note: The actual 3rd Entrance pod may not exist when conducting the mission in early April and/or getting a preferable scenario roll of making first enemy contact on the starting turn.
Entrance: Pod III (Engage Now Option)
The most rear Squad except the Sniper should move to the 2nd tile away from the roof edge.
Some experimentation is needed on which tile will have the pod not spread out when reacting.
The new 2nd Grenadier who has lower Aim stats should be the one softening them up instead.
The original Grenadier is much better at shooting with better stats due to higher level of promotion.

Note: Enemy covers may be strong enough to withstand one grenade blast.
Entrance: Pod III (Engage Now Finale)
The Sniper will attack any Stun Lancer(s) first to avoid interfering with other soldiers
The 1st Grenadier will shoot next and target any other surviving high-threat targets.
The Specialist will then either attack the Sectoid or finish off any surviving Stun Lancer.

Note: The Sectoid may survive for another turn but will usually perform a harmless psionic attack.
Entrance: Pod III (Waiting Option)
The Squad will not alert the enemy by moving onto the 3rd tile away from the roof edge.
The weird mechanics triggers a battle when an unconcealed soldier sees them but not vice versa.
The Ranger is still concealed and will keep an eye on the enemy's movements.
Entrance: Pod III (Delayed Engagement)
The Sniper will inflict some damage with Long Watch first before the next turn!
The pod will most likely spread out when they react to the Sniper fire.
The new 2nd Grenadier will target the injured enemy, preferably more than just one.
The Sniper usually reacts first because of having limited target options that are within range.
The grenade beforehand usually destroys most enemy covers that make Sniper accuracy that much more effective!
Entrance: Pod III (Waiting Finale)
The next priority will be the remaining Stun Lancer who is a high-level threat.
Depending on positioning, manual fire from both Specialist and Grenadier may be sufficient.

The height advantage adds significant boost to negate partial enemy cover.

Note: The Sectoid may survive for another turn but will usually perform a harmless psionic attack.
Epilogue
The Squad will now work their way cautiously to the massive Advent Freight Train that connects with the main loading dock at the front of Blacksite facility!

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Copyright Notice
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2 Comments
Mou bu 28 Feb @ 3:25pm 
Personally, I was very hesitant to do Blacksite so early, given the limited resources and those stun lancers, which are a real headache. But thanks to the guide and the trick of manipulating enemy types, it's going smoothly!:mhwhappy:
Zeonista 23 Jan @ 3:20pm 
I usually wait until I can fill a 6 man squad, which has 2 Specialists & 2 Greanadiers, and can pretty much handle anything. Especially because in WOTC there's a good chance the local Chosen shows up to interfere. I suppose in Vanilla a good 5-man squad could run it and succeed. I'd want modded weapons for everyone, though.