The Metronomicon: Slay the Dance Floor achievements

The Metronomicon: Slay the Dance Floor

3.9 from 8 votes

There are a maximum of 32 The Metronomicon: Slay the Dance Floor achievements worth 2,681 (1,000)

127 tracked gamers have this game, 5 have completed it (3.94%)

Achievement Details

Endless Explorer in The Metronomicon: Slay the Dance Floor

Endless Explorer298 (65)

Survive thirty songs in Endless Mode in one run.

  • Unlocked by 6 tracked gamers (5% - TA Ratio = 4.58) 127  

Achievement Guide for Endless Explorer

787,029 (331,901)
Achievement won on 03 Sep 17
TA Score for this game: 2,681
Posted on 04 September 17 at 04:30
This solution has 3 positive votes and 0 negative votes. Please log in to vote.
This is the hardest achievement in the game, and you'll need to be pretty decent at music games to get through it. Fortunately, you can play on Easy, so make sure you practice enough that you can hit Easy notes with near-100% consistency even with various debuffs active. On top of that, some strategy will be needed, and that's what this guide is for. :)

In order to unlock Endless mode, first beat the game. Before making a serious try at Endless, you should also get everything else in the game: Level 50 on all characters, all abilities at or near level 11, all challenges/sidequests complete (for the equipment), all gear bought from the laboratory. You can also farm some equipment ( ), but most of it will end up broken anyway so it's not that vital.

Now, you should play through Endless mode 1 or 2 times, hopefully at least getting the Level 10 achievement. This will give you some idea what to expect, in particular what the mods do. You should get 10,000 Battle Points too, which you should immediately spend on the "More Options" perk for endless mode. The other perks are nice-to-haves (I did this achievement without them), but "More Options" is all but essential. It guarantees that you can remove a mod every round if you need to.

(By the way, if you've finished all the "boss rush" sidequests, you'll get an item you can take into Endless mode. If you pass level 10 with it equipped, you'll unlock a secret character. I didn't use him for this achievement, though.)

Now, for the actual strategy. The main difficulty with this achievement is the 56 negative mods you'll end up accumulating before level 30. (You'll get 1 per level up to 10, 2 per level up to 20, then a brutal 3 per level.) You can pay to discard mods, but you won't be able to afford to every level. There are some mods that are relatively harmless (permanent character debuffs, broken equipment, team ability debuffs, XP/level downs). When those hit, don't buy the "remove a mod" option from the store; instead, buy one of the challenge options (EXCEPT "skip next buying round" - never do this!) to earn some extra BP. Usually I would buy the option with the highest %, though be aware that if you buy the one that pelts you with rocks you'll be taking extra damage from them.

Some mods, of course, absolutely need to be discarded as quickly as possible. Character and ability locks are REALLY bad, but you probably won't be able to discard them all. You'll just have to improvise around the abilities that remain. Equipment/secondary ability locks are also good options to remove once you have a reasonable lead on BP. Note that it's pointless to stockpile BP too much, because rewards and costs grow linearly. Don't be stingy about discarding mods you don't like, even early on! I still ended up with around 20,000 BP saved up by level 23, so I could afford to drop a mod every level from then on.

There's also another really good way to deal with mods: create two separate teams with good synergy. Use your weaker Team B up until level 20 or so (until things are starting to look iffy), then go to the Inn and swap to Team A. Since most of the mods are character-specific, this will give you a completely clean start for the harder levels 21-30. It helps a LOT.

This was my Team B, which I used until level 22 on my winning run:

Enlighten, Grin, Shock
Dazzle Wand, Nuclear Batteries

Backstab, Reversal, Firewater
[secondary ability doesn't matter]
[3rd best STR item], The Kicker

Bloodhound, Pounce, Reckless
The Master's Judgement, Manicured Bear Claws

Awe, Taunt, Retribution
[DEF or HP item] [DEF or HP item]

Strategy: Sara's Enlighten, with Nuclear Batteries, gives the entire party Focus, which is amazing. Keep this active always. And if a mod breaks either one, fix it ASAP. Grin is your main heal, so use it if your health drops below half. But Awe is also a decent filler heal that does damage too. And note that Backstab causes bleed, which then powers up Bloodhound. So, conveniently, most monsters die in one cycle of Backstab, Bloodhound, Awe. Green monsters (strong against Bloodhound) are an exception; Firewater or Pounce takes care of them. I never really used Taunt, and kept Retribution as an emergency boss-killer that I actually never ended up using. Monsters die quickly enough with the cycle of three tier-1 spells that I would usually finish the boss around the 50-70% mark and get a good BP speed bonus.

This was my harder-to-use but ultimately much stronger Team A:

Cure, Slow Field, Veil
[best MAG item], A Longer Syringe

Phantom Time, Fluorination, Herbs I Guess
Fresh Mountain Air
The Necronomithong, Fresh Moontain Air

Splash, Flame, Strikes Thrice (not the strongest tier 3 spell but it can carry damage over to the next monster, meaning it won't be wasted)
The Master's Judgement, Cape Sum Laude

Attack, Antagonize, Inspire
[best STR item] [2nd best STR item]

Strategy: Here's the thing. Gruver seems useless when you first unlock him. But this team is built around his Phantom Time, which suddenly makes him top tier. You can cast all these party buffs and then keep them up for the entire song just by casting a tier 1 Phantom Time every 3 moves. Even better, Phantom Time accumulates, so since you're casting it a little more often than necessary, your buffs are unlikely to drop even if you make some mistakes. You'll have reliable 100% uptime on Haste, Focus, Inspiration, Veil, Taunt, and Slow Field! There's a catch, though: the setup is a little tricky and risky. You should definitely practice with this team before bringing it into Endless.

As long as I'm starting the song near full health, this was always my spell rotation:
- tier 3 Gruver for Focus
- tier 2 Clark for Slow Field (for safety)
- tier 2 Wade for Taunt (also for safety)
- tier 2 Gruver for Haste
- tier 1 Clark for a cure (you'll have taken a few hits by now, and there may be two enemies attacking)
- if you're worried about accumulating enemies or low health: do loops of [repeat block] below until your health is stable
- tier 3 Wade for Inspire
- tier 1 Gruver to refresh buffs
- tier 3 Clark for Protect
- tier 1 Gruver to refresh buffs
[repeat block]
- tier X Violet (whatever attack is strong against the enemy type, or tier 3 if they're almost dead
- tier 1 Clark if your health is below 75%, otherwise tier 1 Wade
- tier 1 Gruver to refresh buffs
[end repeat]

Practice this rotation before taking the team into Endless so you don't have to think about what to cast next. It's risky at the start (except, funnily enough, on boss levels) because your DPS starts out low, so you'll take a bit more damage early on. But once things are set up, you'll be nuking with Violet practically every other turn. If you mess up the setup period or your health is looking grim, remember your Team Attack! It can get you out of trouble.

Of course, during levels 21-30 you'll be hit with 3 mods at a time, and at best you can only remove 1 mod a turn, so it's quite possible the game will throw a wrench in this nice clockwork strategy. :) You'll just have to improvise.

Whew. Hopefully this massive solution will help you get this tricky achievement. Good luck!
Please log in to comment on this solution.
Do you have a question about this achievement? Please post it in the The Metronomicon: Slay the Dance Floor Forum

Related Achievements and Trophies