![]() Ensure that you have the Gymnasium and Supply Depot. You can make it a source of permanent upgrades as well. Focus on your campsite, while it may seem like it is the only place where you return to after your death in the game. Intel Center: The Intel Center unlocks the game's Encyclopedia, the Desert and Sand Dune cards, and the ability to add Golden cards to your deck. Here is everything that you need to know to beat Chapter 2 in Loop Hero. It also unlocks the ability to craft items to store in your Supply, as well as the Ruin card. ![]() But if you play all of the cards in your hand immediately, it will escalate the. Your starting deck of terrain cards aren't exactly stellar, mostly piling on monster encounters that will overwhelm you if you're not careful. Supply Depot: The Supply Depot unlocks the Supply feature, which lets you store a variety of items in your camp to further improve you runs. For your first few expeditions in Loop Hero, I just have two simple words: pace yourself. These traits will drastically improve your survivability and damage. These traits can add a number of benefits from improved stats, improved potion usage, additional effects on item effects, and more. Gymnasium: The Gymnasium allows you gain "special traits" throughout your run. Here are a couple of buildings you should prioritize getting as early on as possible in Chapter 2. Speaking of Gymnasiums, I recommend building one if you haven't already. Villages will not only heal you, but will also grant you quests which help you level up faster and unlock new traits once you have the Gymnasium unlocked. Rivers synergize nicely with your Blooming Meadows and can make a fantastic source of health regen. Loop Hero succeeds as an adventure game by blending together elements of strategy and roguelikes in a way that feels clever and fresh. Prioritize unlocking some other cards like Rivers and Villages. Of course, it doesn't hurt to have them in your deck -especially considering how useful Mountains are- but you don't need to play them constantly unless you're using the Warrior, in which case the extra defense is needed. Make sure you're playing cards in moderation as Chapter 2 is a fair bit longer than Chapter 1 -it's all about the long game!Īs I mentioned before, Rocks aren't necessarily the most helpful. You want to be careful not to overload yourself with enemy encounters too early on or you'll likely die long before you have the chance to take on the boss. However, while Rocks do give you bonus HP, they will also spawn Goblin Camps which can make your run a lot more challenge. It's very tempting to play a card as soon as you get it, especially seemingly positive cards like Rocks.
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