X-MEN LEGENDS 2: Rise of Apocalypse: Game Walkthrough and Guide

X-Men near
The scheme of action is unchanged since Diablo: The main characters begin the path from the safe island in the middle of the Horde of Enemies. The goal is to break through to some goal, by sending more unfriendliers to hell. Of course, now the soldiers are four, but also the opponents gained. Almost at any time, the team can return to the native base to consult, go to the store, look at the contents of the chest or replace one of the mutants.
The mechanism of preservation is interesting and, perhaps, close to the ideal: It is possible to persist, firstly, in the places specifically allocated for this, secondly, once every five minutes teleport home and keep there there. Such an opportunity is blocked only when battles with “bosses”. Missions are simple, it is almost impossible to get lost – the developers were clearly insured against all varieties of curses in their address. Goals and means are clear, so what is the complexity?
In such conditions, there is hardly the most interesting element of the game – the selection of candidates for the team, because every mutant is unique in its own way. At any moment we will drag the deck and extracted the enemies of the new team member. True, he will be lower than that of the rest, but for the sake of new tactics will have to suffer. The role-playing system allows you to develop each mutant in two or three directions, therefore it does not have to miss.
Role-playing system basis – four basic characteristics. Frame (Body) responsible for the level of the health of the player and its resistance to various misfortunes. Intellect (Focus) affects the level of energy, its restoration, the probability of the double effect from therapeutic potion, the effectiveness of blows of energy and mental attacks. Strength (Strike) Determines the effectiveness of attacks by conventional methods – hands, legs, swords, fangs, and so on. Finally, agility (Speed) affects the overall effectiveness of attack and protection. Initially, the glasses are distributed from each mutant in their own way, but soon the player receives full control over the situation and can create a “tank” from the very thin girl.
The basis of the gameplay is the ability (Skills) unique for each mutant. It is the distribution of glasses of abilities that allows you to create a truly interesting detachment. In addition, all the heroes have clothes (Gear), but no fundamental differences from the same Diablo Not observed, so we will not dwell on it in detail. I will only note that there is a chest for temporarily unnecessary things on each “home” base.
The abilities of mutants developers were divided into several classes:
Ability – the overall capacity of the character (for example, flights);
Beam – linear stream of energy;
Blast – explosion;
Boost – an increase in the characteristics of a mutant;
Charge – physical attack with far distance;
Debuff – reduction of the characteristics of enemies;
Melee – attack with close distance;
Passive – ability not requiring direct inclusion;
Projectile – attack with far distance;
Radial – attack on several enemies;
Special – some ability that does not fall into other classes;
Trap – independent of the creator an object (for example, a tornado);
Extreme force – depends on the presence of special glasses (at the bottom of the screen);
Constant Power – the ability that requires constantly pressing keys.
All types of attacks are also divided into several classes: Physical (Melee), Energy (ENERGY), Radiation (Radiation), Mental (Mental), Elemental (Elemental). Fire and frostbite applies to spontaneous attacks.
All of them can cause considerable harm, but monsters often have protection against certain types of attacks. At the recent levels, many opponents are weakly privileged to energy attacks;There are levels where physical attacks are practically useless. Obviously, a good team should have a variety of options for the destruction of the enemy. People are also in both the overall level of protection (defence) and selective protection against some affecting factors.
When classifying combat abilities, it is important not to confuse them with declarative types. For example, physical attack of the night snake (Teleport Attack) in its essence – long. so…
- Middle Attack Need for direct battle with the enemy.
- Far attacks Serve with fire support published, there are single (ray) and mass lesions (grenade).
- Support abilities We need to enhance the characteristics of mutants and the weakening of the enemy and are divided into permanent (Passive) and temporary (usually boost).
- Especially cost Extreme Abilities allocated in the game in large letters. They are needed for two purposes: quickly deal with the crowd of enemies or adequately prepare for the fight against the boss. Each mutant has two such abilities – an attacker and reinforcing. They are much stronger than others, but to use them, you will have to collect special prizes consisting of a cross in a circle.
It is enough to develop only two special skills on the whole team (at least one mutant, at least two different). And the rest of the members of the group let them spend points for other needs.
All these abilities determine the character of the character in the team. As in most role-playing games, mutants can be divided into four types according to the usual principle: Tank, arrows, magician support (enhancing mutant), Neck. Of course, people have their own features. So, the doctor is only one – Redhead Witch – Yes, and its participation is not at all, its function is easily taken by the first aid kits. In addition, the clean “magazine support” is too big luxury, so someone will work as much as the Polish.
In fact, the player remains to be a team of “tanks” and “shooters”, complementing the support of support and lackere. Very many combinations are viable, and only the team without a “tank” will immediately face serious problems. Conversely, a group of four “tanks”, although it has the right to exist, but will experience difficulties in the battle with many bosses.
It is extremely recommended to take into the team of mutants with special abilities (fly, build bridges, moving objects at a distance and t.P.). Standard commands are built according to such a scheme, for example: Tank, two arrow, wagon.
An important feature originated from the depreciation of the management – the player almost always has to run first, and therefore he will be forced to become a tank. This role itself is not too fascinating, so a special role arose – “Light tank“. Such a character is able to take on the first strike of the enemy who jumped out of the ambush, but he does not take the whole gravity of the battle, leaving the dirty work to the “heavy tank” under the control of a computer. The goal is to quickly move along the critical points of the battle and change the course of the battle in its favor using special abilities. For example, magneto at high levels is able to scatter enemies by a power field – such a skill may radically reverse the script of the fight.
In the skin of the mutant
Control Non-standard enough, therefore we will stop on it more – on the example of standard layout for one player. The main tool will be, of course, mouse – it will indicate the purpose for the attack. It can also be prescribed the way, but in the heat of the battle for this, the standard combination is suitable for this WSAD. If the mouse points to the enemy, the right and left buttons are responsible for the various types of physical strikes (something like “beat” And “twist“). A series of a certain sequence of such impacts (left-right-left) is much more efficient than the usual. For some types of enemies, such a series is the only way to punch armor: Pay attention to the prompts. For strokes on the subjects of the environment, clamp the key Ctrl.
You can use or raise the subject E, Use the healing potion – ABOUT, restore energy – P. Key FROM Forces the team to pay attention to the enemy who attacks the player. Select an active mutant in the four you can click the cursor keys-arrows. M – Map mode, F1 – Management team. Keys AND, J, TO, L, IN Manage the camera.
The main thing in the management of mutants – their supernatural abilities. Responsibility for the management of them lies on a digital keyboard – from one before – (minus). Use the key IN It is not difficult to link two particularly useful steps with the mouse buttons: to use them, you will have to press the mouse keys when the key ~ (Tilda). You can also hang four forces on the “hot” combinations in the glasses distribution menu. To use these four forces, you need to hold the key Enter and press the key that matches the selected strength. For example, a combination of Enter + default space will cause extreme ability.
By itself space allows you to jump. But it is worth pressing it twice, the mutant takes off, if, of course, he is capable of it. Similar double pressing is relevant not only for “Letunov”, but also for the night snake, an ice man and others.
Characters
Bishop (Bishop)
Bishop – Warrior for attacks. Nothing supernatural and spectacular but cheap, reliable and useful. Bishop is most valuable when you build a team strength on energy damage.
Bio Beam (Beam) – a ray with an energy impact;
Plasma Blaster (Projectile) – shooting with energy cartridges, permanent;
Sapping Strike (MELEE) – energy attack with a short distance;
Full AUTO (PROJECTILE) – constant shooting with radiation cartridges;
Rapid Fire (Projectile) – reinforced shooting by radiation cartridges;
Bombardment (Radial) – shooting discontinuous energy grenades;
Bio Blast (Radial) – a circular energy attack with a chance to remove a third of health from the enemy;
BIG BANG (RADIAL) (Extreme Strength) – Circular Energy Attack, for a few seconds, the enemy’s consistent force;
SuperConductor (Boost) (Extreme Power) – The whole detachment temporarily does not need energy;
Absorption (Boost) – the temporal ability to turn part of energy damage to health, increases protection;
Energy Fury (Boost) – temporarily increases the level of the energy attack for the command;
ENERGY COMBAT (PASSIVE) – adds energy damage at the neighbor;
GUN MASTERY (PASSIVE) – improves attacks with pistols;
Power Trip (Passive) – increases protection and speed;
Mutant Master (Passive) – speeds up energy recovery.
Colossus (Colossus)
Heavy tank that does not bind with any difficulties like energies and radiation. Betting on gross physical strength. The main advantage is like a tank – the ability to restore energy. The choice is effective, but not too interesting.
Iron Fist (MELEE) – reinforced a few times;
Uppercut (MELEE) – reinforced several times a blow, raising the enemy into the air;
Thunder Clap (Radial) – powerful cotton traumatizing several enemies around;
Massive Strike (Melee) – Strong blow with a chance to remove a third of health with the enemy;
Bounding Smash (Radial) – a jump that shakes the earth and is physically striking enemies around;
Siberian Express (Charge) – a permanent blow to the legs;
Demolition (RADIAL) (extreme force) – a colossal (by definition) blow to all enemies around;
Unbreakable (BOOST) (Extreme Power) – Gives invulnerability and increases the physical attack;
Steel Skin (Boost) – creates armor taking care of the physical attack;
RoAR (Boost) – Creek temporarily enhancing all the abilities of the team;
Block (ability) – the ability to block the blow due to energy;
BraWler (Passive) – increases the level of attack;
Galvanize (Passive) – Increases the level of protection;
MetallureGy (Passive) – increases protection against special attacks;
Might (ability) – the ability to raise large (heavy) or sweaty (massive) items, break through armor walls;
Mutant Master (Passive) – speeds up energy recovery.
123