Xcom 2 Capture Or Kill

Teleports all XCOM controlled units to the current cursor position (make sure that it is on the ground and not over/under a roof or your soldiers can get trapped in the map) Teleports the selected unit to the current cursor position (make sure that it is on the ground and not over/under a roof or your soldiers can get trapped in the map). XCOM 2: War of the Chosen Cheat Codes: - Submitted by: David K. To activate the console, you must first add the following as a command line parameter to XCOM 2: -allowconsole Rightclick the XCOM 2 shortcut, select properties and add it at the end of the “Target”-field so that it looks something like this: “C: Games XCOM 2 Binaries Win64 XCom2.exe” -allowconsole If using Steam.

ADVENT Spectre is another unit added in the War of the Chosen. Its appearance and behavior resembles that of the Codex from the core game - it moves in a similar way, is capable of teleportation and uses the same weapon. However, his other abilities make him a priority target on the battlefield, because he can very quickly exclude one of your soldiers from the game and literally turn them against you.

ADVENT Spectre accompanied by a couple of Sectoids.

This enemy has access to the following abilities:

  • Vanishing - teleportation. Allows him to move to any spot on the battlefield, as long as it's within his eyesight.
  • LightningReflexes - allows him to avoid the first reaction/Vigilance shot fired at him.
  • Horror - grabs a soldier, damages them and heals himself.
  • Shadowbound - allows the Spectre to stun a single unit, effectively eliminating them from the fight for a while; then he creates an identical copy of the soldier that has the same abilities and items, but is fighting against you. This effect can be broken if you kill the Spectre - your soldier will return to the fight.

The Shadowbound ability is obviously the most dangerous skill he has. It allows him to take one soldier from you and create his clone that will fight alongside the aliens. Try to get rid of the Spectre as soon as you can - if he manages to use this ability, concentrate all forces on killing him. The clone dies with its master and your soldier returns to fight.

Remember that the game classifies this enemy as mechanical - you can't ignite or poison him. Instead, use Bluescreen bullets and EMP charges against him. You can't hack him, though.

Where in Enemy Unknown Psionics was something you likely only experimented with long enough to access the endgame, in XCOM 2 it’s with you from the start: a mystic purple putty sectoids like to lob around the battlefield. You can harness it for yourself, driving mutons insane – e.g. with the thought that they’ve forgotten to turn the heating on and will return to their home planet to find freezing, burst pipes – or simply taking them for a test drive. Here’s how.

Rookies riddled with holes? Our XCOM 2 class guide can help.

“First you go to the tower of Grabnuck,” says XCOM 2’s Jake Solomon. “And you capture the sceptre of… I don’t know.”

He’s messing with you, though. Unlocking the sequel’s de facto wizard class is rather more straightforward – though it’s a considerable investment.

Capture

Step 1: Kill a sectoid

The good news is that you won’t have trouble finding any: they start appearing in the very first fights of the campaign (and now stand upright, so they’re not tricky to spot). But felling one is easier said than done: they’re stuffed with hit points and waste no time in exploiting the low will of your rookies, scuppering your plans with panic and mind control. Sacrifice a soldier if need be, and concentrate your fire on the Roswell-grey alien itself rather than the soldiers they’re reanimating.

Just remember to bring the body back to base with you: if it’s an evac mission, you’re not guaranteed time to clean up the battlefield afterwards.

Step 2: Build a Psi Lab

Gametrex/heroes 3. ABOUT THIS GAMEIs a great turn-based strategy game, players will choose one of seven castles with different strengths and armies.

Once you’ve sliced open the sectoid you lugged home in Research, you’ll have the option to study Psionics. Do that, and you’ll be able to build a Psi Lab – so long as you can afford it. They’re hugely expensive to build (175 supplies, ten elerium crystals), a big power draw, and take the best part of a month to construct, so you’d be wise to be wary of the other advancements you’re putting off in the meantime. You’ll also need a little cash left over to buy psi amps – the item through which psi operatives channel their mage-like abilities.

Step 3: Train a psi operative

You can pop any rookie into the lab to undergo training. But forget the conventional class advancement tree. Skills can only be studied over time in the lab – not earned on the battlefield. You’ll be given a choice of one of four random starting abilities to learn, and a choice of three for every subsequent training period after that. However, there’s no limit on the number of spells your psi op can pick up, even once they’ve achieved the top rank – Magus.

For an extra boost, assign an engineer to the facility to fast-forward the training speed of your soldiers. Goodness knows you’ve waited long enough for your wizard by now.

And that’s it! Tell us your own tips for psi operative play in the comments.