already XCOM: Chimera Squad, You need to fight against three factions, including religious beliefs Sacred coil. After performing several missions, fighting civil strife and discovering secrets about the mysterious group, you will encounter the final key mission, where you will meet with the leaders of the faction.
The last mission consisted of three encounters. Although the first two were easy to beat, the final encounter greatly increased the difficulty compared to all other very difficult missions so far. Recruiters will determine how the final team is formed, but the strategy for moving forward should be about the same.
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XCOM: Chimera Squad – How to prepare for the holy coil final meeting
By now, you have recruited two new members for the team, and you have determined who your favorite is. My favorite is the godmother, on the verge of extinction, the terminal and the wind, so I invested a lot of energy to eliminate any negative features that appeared, improved the weapons they used, and performed almost all tasks to make them special Agents and senior agents.
In addition to managing the on-site team and civil strife, you also need to retain enough Intel and Supply to be able to obtain items from the Scavenger and Supply screen. You need to research and invest in some projects related to this encounter, including:
- Weapon upgrades for your main team
- Can add +50 dodge Mach Weave armor
- The autoloader can be reloaded for free
- Stocks that may cause one, two or more losses on missed stocks
- Round of tracer, aim +5
- Associated Press Round, Ignore Five Armor
- If you like close combat, stop firing grenades
It is also a good idea to conduct the Tranq round as early as possible to capture more Intel enemies and obtain Scopes from Scavenger if possible. Expansion magazine is also a good choice, you can also research and buy liquidated damages and automatic key cards.
If you plan to keep them within close range, the extra padding will not cause damage to some of your teammates, but I find that +50 Dodge is particularly useful in the final mission because you will encounter a bunch of Ronins, they Is based on leaving the chosen assassin in the face of a melee attack.
XCOM: Chimera Squad – Team
I wo n’t look at all team combinations here, but you ’d better bring some people to fight, whether they are on Psionics, they can carry out melee combat and long-range attacks, goblins or standard weapons. I have tried this running method with Axiom before, but his performance is not as good as Zephyr, and allies who use two shot guns are not good for me.
If you choose the same teammate as me, you need to make sure you choose the "right" ability you encounter. Terminal Fix it This feature is very useful to ensure that Verge and Zephyr are moved to the queue so that they can carry out strategic timing attacks. of Armor system Ability is another good choice, because it can give your allies health and +1 armor. In addition, her Gremlin healing ability can be charged in only one round, so your team does not need to withdraw Medkits.
With Verge, Crazy battles, numbness and grand slams Is your friend. Crazy Battle adds someone to the neural network, and the enemy often attacks one of their allies. In addition, after use, you can still shoot at the enemy, causing you to do double damage.
Numbness There is an opportunity to stun the enemy for up to two rounds, which is particularly useful for robots like Andromeda. Suspended And Grand Slam is also an excellent move, because during the breakthrough, the suspended person will remove the aggressive posture from the enemy, and then use the Grand Slam will cause them 1-3 damage. Improving Verge's aim, crit chance, and dodge make his assault rifle extremely deadly, so no matter who you recruit, he is a must.
Zephyr's abilities are all based on melee, and her high maneuverability performed well in the final encounter. of blockade The move means that if someone approaches her, she will kick them in the face, which can kill enemies who have been injured in the move.
her Maintain crowd order This is also very good, because it will cause some damage to all enemies in a specific area. her momentum This move can be an attack on Parry—very useful—can cover it, or it can be moved to a location where she can interact with the terminal. Avoiding Zephyr is also very effective, because due to melee attacks, she is often in the place without cover.
Finally, the godmother is here. Raising the target and the shotgun are the key. At the same time, the Associated Press must also send back shells to ignore the five points of armor. her last stop Her ability is very strong, instead of starting to bleed, she will retain a HP pole position, no matter where she is in the queue, she will immediately turn. This means that you can use the treatment supplies or withdraw them to a safe state.
At this stage, the true action of the godmother is Unshakeable If she shoots down the enemy during the turn, the attack will make her miss it. Needless to say, her real power lies in the bullet gun, so pay close attention to her health and let her get close to some devastating blows.
Now that you have selected equipment and squads, let's see how to defeat the boss.
XCOM: Chimera Squad – How to complete the final battle of the Divine Coil
The first two rounds of this task are very simple. Because Zephyr has the fearless advanced ability, I will always put her at the last breakthrough and make sure you deal with all aggressive enemies so that she can sprint and hit directly.
There are 3 encounters in total, and for the first time, you will encounter some robots and some large Mecs. According to the breakthrough door, you can destroy three or four enemies in one breath. The next encounter involves at least four Ronin enemies and one Andromeda. The combination of Zephyr's main attack and Parry can work well here, and the rest can maintain a safe distance. There will be a second wave, and you will face most enemies of Rhonin Island, so please set up some Overwatch at the door to cause some damage.
After that, you will get the final breakthrough and encounter. I am very lucky that my breakthrough record includes "hard to hit", in which the damage caused by the enemy is reduced by -1, and in the "first impression", the first pass through the door is guaranteed to make the first shot fall. I put the godmother in the first place, because she used the shotgun to deal +8 damage, and the United States artillery shells meant that she attacked the armored forces.
You will see a large psionic door in the middle of the room, and the leader of the holy coil, Bellus Mas People with Rhoninian abilities. You will need to clean the room and turn off both generators, although it will produce more challenging enemies.
It doesn't matter whether you kill Bellus Mars first or last, but he alternates in the queue and causes a lot of damage, so I take him out first. You can use Terminal's treatment method, or you can shoot when you turn around, so between Godmother, Verge and Terminal, you should be able to take him out immediately.
Afterwards, use Zephyr's melee attack to swipe a lower-level enemy, and then hand it over to the first generator to turn it off. Depending on the difficulty level you are playing, this operation may call for a Gatekeeper, And the forced generation of incoming reinforcements, these are two ry class And Andromeda. Using Verge's Battle Madness can make enemies confront each other, and the Stupor on Andromeda can make him unable to move in certain situations, and you will focus on Gatekeeper, Ronin and other enemies.
You can also use Zephyr's "crowd control" function after the call is over, because they will all stand in a small area, so it is best to destroy a large group of people, and then send Zephyr to the next terminal. The gate will explode, causing more damage to the crowd, which will make things easier.
of Team up The squad ability is very useful when making game plans, because it will transfer allies to rounds after you move. This is especially useful if Zephyr or Verge appear after Terminal, because they both cause a lot of damage, and Verge essentially gains two OP actions, which makes a difference in the final stage.
After that, you only need to keep moving forward in Andromedon and Gatekeeper until they are defeated to end the mission. This is definitely the most difficult encounter in the early games, so if you are not familiar with XCOM games, you can choose other factions.