ReCore

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Hello and welcome to the TrueAchievements walkthrough for ReCore! ReCore is an adventure-platforming game with solid 3rd-person shooting as the primary means of combat with enemies. It tells the story of Joule, who wakes after hundreds of years in cryosleep in anticipation of starting a utopian society, to find that the plan has gone awry. The corebots, created to be stewards of Far Eden until its inhabitants awoke from their slumber, have gone haywire, and Joule must venture forth with the help of a few robotic companions still functioning normally to determine the cause of the corruption.

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From an achievement perspective, this game is quite easy to obtain roughly 850-900 gamerscore. The final few achievements, however, can be a significant grind, specifically the ones for collecting all of the Hardware pickups in each of the game's three main overworld zones. Because a very large part of the game's actual playtime for the completion is collectible-related, those of you extremely averse to hunting down collectibles may want to steer clear. If you're going to soldier through, I've tried to structure this walkthrough for the most efficient path.

I'm playing through the game start to finish a 2nd time currently following this walkthrough's tennants, and am sitting at 60/80 of the prismatic cores already with only 8 hours into this playthrough. So get your color-coded rifles ready, and let's move on to some tips and a brief outline of the path to take for the 1000g.

The basics:

  • cn_RT fires your weapon's standard mode, while holding and releasing cn_RB fires a charged shot.
  • cn_LT aims your weapon, and is used to 'lock on' to an enemy, while flicking cn_RS can cycle your lock to different foes.
  • cn_LB switches your core bot between the two active ones. This can also be used as a good way to damage foes, because the shockwave that occurs when your other corebot lands does solid damage.
  • cn_A jumps, and can be tapped a 2nd time mid-air to double-jump.
  • cn_B activates dash. Combining this with double-jump is the primary means of the game's platforming.
  • cn_X activates your current corebot's ability. The dog looks for dig spots. The spider attaches to yellow girders to carry you to other places. The ape smashes destructible rocks, and the flyer bot launches you up ever-so-slightly, then carries you forward in a glide.
  • cn_Y activates your corebot's lethal attack. This is usable any time they have a full circle of lethal energy (blue circle with lightning bolt in it) by their life bar.
  • The d-pad switches between your weapon affinity. Press cn_left for blue, cn_up for yellow, and cn_right for red, once you obtain them through the storyline anyway.
  • Clicking cn_RS initiates an 'extract'. This is used to remove cores from enemies, and is necessary to remove prismatic cores from boss enemies. Hold cn_RSd to put tension on the line. If the line turns red, release the stick for a second to relieve pressure and push down again. If it turns white, it is about to break, so release immediately and push down again when the white disappears.

Tips:

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  • Make liberal use of the dash/double-jump/dash combination. Rather than jumping off a ledge, dash off of it. This allows you to use a 2nd dash in mid-air either during or after your double-jump.
  • Always match your weapon color to the color of the enemies. If an enemy is blue, switch to your blue gun for instance. If the enemy is a non-basic color such as purple, orange, or green, use one of the two colors that makes up that color. Purple is made of blue and red; green is blue and yellow; and orange is red and yellow.
  • Combine charged shots (hold cn_RB and release) with your corebots' shockwave on switching (tap cn_LB to switch), followed by your companion's lethal attack (cn_Y) in sequence for big damage and quick work of tougher opponents.
  • When extracting prismatic cores from bosses (or any enemy, really), it helps make the extract easier if you have your companion do a lethal attack with cn_Y while you're extracting.

Abbreviated roadmap:

  1. Play through the main story. You only need to get three extra prismatic cores in order to get into all the story dungeons apart from the final one (Eden Tower). So rush through Pylon 512, Core Foundry, and The Warren, while grabbing three of the MANY prismatic cores on the overworld. The easiest ones to obtain are those that the dog bot companion can dig up, all of which are notated on the collectible maps below.
  2. You can go ahead and get all of the ones that require the dog to dig them up if you wish, so that when you come back on clean-up in step 3, you can move Mack's core into the flyer bot. This will prevent you from having to go to Joule's crawler during the overworld collectibles part in step 3, as you can just switch between the climber, ape, and flyer bots on-the-fly at fast-travel points.
  3. After finishing The Warren, go around each of the game's zones (Granite Steppes, Lonely Basin, The Cradle, and Shifting Sands) and collect all of the remaining prismatic cores, health boosters, and audio logs present in the overworld using the three handy maps below. It's best to wait until now to do this so that you have all of the corebot frames, since some of them require the climber/ape/flyer bots to obtain.
  4. After finishing all the overworld collectibles, you should have 45 prismatic cores. The remaining 35 cores are in the challenge dungeons. At this point, you can either do Eden Tower or the challenge dungeons. Make sure to grab the 4 audio logs in Eden Tower (three Roldan, one Adams), and the six Natalie Bright audio logs in the challenge dungeons. Also make sure to get all three objectives in one run on each of the challenge dungeons to get all of their loot (blueprints and cores).
  5. By now, you should have all of the game's achievements apart from the three for getting all the Hardware pickups in each of the three main zones, and the one for getting all blueprints. If you got all of the Supply Cache blueprints scattered around the overworld and in the dungeons, the only ones you will have left are the hunting challenge ones. Keep an eye on which hunting challenge you currently need for each corebot, and work on those while you go around the overworld picking up those damnable hardware pickups. Once you finish the final hunting challenge for each of the four frames, and find all of the hundreds of hardware pickups, you should have your 1000gs!

Granite Steps Collectibles
Lonely Basin Collectibles
The Cradle Collectibles
Shifting Sands Collectibles

Credit to the following members for assisting with the effort on the maps: Demon Haze II, UltraBrocean, GoyetteQC, cider47, CyberneticHFX, Rashaka1, Purpal Haze, Wobbler79, Mifune Zero, Cajeel, and TassieTigerDave . An extra-special thanks to Mifune Zero for his assistance adding in the audio logs!

Granite Steps

You’ll start out in a tutorial area of sorts, with a waypoint leading you forward past a few flying enemies and up the side of a mountain. A few simplistic jump puzzles will present the basics of double-jumping and dash-jumping. At the top, you’ll come to a door with a cluster of enemies surrounding it. It is here that you can unlock your first achievement. Just hold cn_LT to lock onto the nearest one, and tap RT rapidly to take them all out. Holding it will cause you to run out of ammo. You should hit a combo of 20 and unlock Juggler. If not, don’t fret because you’ll get it later while doing Master Juggler.

  • Juggler

    Achieved a Combo of 20

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    Juggler
    6 guidesOffline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.

Break the boxes to the left of the door to reveal a green Cell Bot, which will open the door for you. Heading to the end of the tunnel, during which you’ll get prompted for more game basics regarding jumping, opening doors, and extracting. At the end, you’ll run into your first real fight of the game. You’ll be taught the essentials of fighting, but can already do instant extracts, charge shots, and issue commands to Mack. Once it’s over, look for a pile of sand in the middle of the room and hold cn_X on it to have Mack dig up another cell bot to open the door. Carry on to the dead end, and climb the rocks and the metal structure to get to the ledges above.

Enter the door across the gap, using the pressure plate and extract to open it. Head through the tunnel, dropping down into the next room. Try to jump up to the Prismatic Core at the top of the room to trigger the first boss fight of the game against a Prismatic Core Bot. Once it’s health gets down to the spot where the white marker is on the bar, you’ll be given the option to extract its core. This is the only way to defeat prismatic bots, so click cn_RS to initiate the extraction. Remember from the tips page to let off tension when you’re pulling down on the right stick any time the cable turns red, but don’t release it entirely until it turns white to save time.

If you’re struggling, command Mack to do a lethal attack with cn_Y just as you reach the final segment of the cable. Once Prismatic Core #1/80 is extracted, you’ll get your first unmissable achievement, Yoink, if you for some reason haven’t extracted a core from one of the previous fights’ enemies. If you were doing extractions, you may have done an instant extract, unlocking Rapid Removal already. If not, no worries, as you will get it very soon without trying in the normal course of fighting. By now you should have leveled up Mack once and unlocked Ding as well.

  • Yoink!

    Extracted a Core from an enemy

    Yoink!
    4 guidesOffline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.

  • Ding!

    Leveled Up a Corebot

    Ding!
    3 guidesOffline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Main Storyline - These achievements are gained automatically by progressing through the main game modes.Level - These achievements must be obtained by levelling up in-game components.

Carry on through the remainder of the Granite Steps introductory portion, past some very minor platforming and a few weak enemies, until you reach Joule’s crawler. Interact with the panel on the smaller portion apart from the main machine to get a cut scene in Joule’s crawler. You’ll unlock End of the Beginning.

Once inside the crawler, activate the workbench to your right with cn_X. This is mandatory as far as I can tell, as you have to ‘repair’ Mack’s damaged legs. So craft the new legs, then go into the Core Bot screen and equip them onto him. Finally go into the Core Fusion screen and upgrade one of his stats by using red or blue core energy. If you didn’t extract enough bots or somehow don’t have enough, this one will come later anyway, so don’t sweat it. For doing these actions, you should unlock Workbench Apprentice, and Stronger and Stronger.

Exit the crawler and head toward the waypoint at the large door. You can grab a prismatic core right now from a prismatic enemy in an alcove on the eastern side of this area right now, but I suggest getting it later when you come back for the other four here. Also, if you haven’t already unlocked the achievement for upgrading a weapon, you probably will very soon just from fighting the early enemies. Use the door to enter the next area, Lonely Basin.

When you enter Lonely Basin, make your way forward toward the waypoint and jump across the ravine. Continue following the waypoint over the wall, and the sandstorm will worsen, forcing you down into Pylon 512. Interact with the door for Joule to use a prismatic core to open it. You should unlock Safe Harbor.

Pylon 512

4 cores, 8 supply caches, 1 health booster, 1 audio log

Ignore the map saying there are 5 cores, or saying you're at 1/5 even after you get 3 or 4 of them. The patch fixed achievement issues, but apparently caused issues with the correct cores-collected counts on the map. I've encountered it on a couple of dungeons, but my core count is correct currently. Also you'll note that unlike The Warren, where I won't point out each and every supply cache since they don't contain blueprints, I will point them out in this dungeon. There are many blueprints to be had here, so look for the bolded supply caches below to find them.

You can only get 3 of the 4 cores on this first visit, and cannot get all of the supply caches either, so don’t sweat that too much. We’ll be returning later with the climber bot. From the start, head forward until you see a vertical tube to your right with a yellow top. Press cn_X on it to activate your first fast travel point. These are placed strategically around the map and at the beginning of each story dungeon, as well as at the beginning and end of each challenge dungeon.

Follow the waypoint forward until you reach a big room with a large center structure. From the corner at which you entered the room, cross diagonally to the far corner and look near the base of the large structure for Audio Log - Adams 02. Jump onto the nearby pillar and onto the central structure, activating the far side of the pyramid-like portion with cn_X to trigger a cut scene. Exit the room via the ramp straight ahead, on the left before the large door. Follow the hallway to the end and look for a cave on your left-hand side at the dead end to find Supply Cache #1 for this dungeon, which gives you the red upgrade for your rifle.

Tap cn_right to switch to your new Red Firing Mode to deal with the newly-spawned red enemies. In the future, as stated on the tips page, it’s always best to match your weapon color to the enemy when you can. You should unlock Matched! For doing this. You should also be close to unlocking Core Catcher for extracting 25 cores, if you haven’t already.

  • Matched!

    Killed an enemy by Color Matching

    Matched!
    3 guidesOffline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.

Shoot the red switch to open the door and continue following the objective. At the end, you’ll enter another large room with Prismatic Core #2/80 in the wall to the right. Look around the room and on the platforms for six green Cell Bots, which will release the lock on the core and allow you to extract it from the green pad. If you’re struggling to find them all, make sure to check the two tall upper ledges on the sides of the room, as well as destroying all boxes.

While you’re in here, look up high to see two blue portals. Facing these from the center of the room, the alcove in the upper-left corner, facing the portals, has Health Booster #1/?? inside. From there, jump and dash through the portals. Each time you cross a portal, it regenerates your two jumps and one dash ability. This is a key mechanic to traversal challenges in the game. Crossing through the portals to the other side will reach a tunnel with Supply Cache #2.

Back in the room, stand on one of the tallest ledges on the sides of the room, and face toward a ledge high up on a far wall, unreachable from below. The way you entered the room should be down to the right of the ledge to which I’m referring. You should see Supply Cache #3. Dash off the ledge, then double jump, followed by a final dash as you fall past the ledge with the chest on it to reach it. Don’t forget to extract the prismatic core, then return the way you came, back to the main room.

In the main room, follow your objective into the lower tunnel directly opposite you as you enter. Shoot the three red switches above to open it. Just up the ramp on your right will be Supply Cache #4. Continue up the ramp to a large room and deal with the enemies. Jump onto the platform in the middle and up to the doorway with the objective. Facing the door, turn around 180 degrees and destroy the boxes on the path. You should see a green switch. Facing out into the room at the switch, the far right corner has a door with Supply Cache #5 inside. Hit the switch and get over there quickly before it closes to grab it.

Continue down the next hall, keeping an eye out for an offshoot to your left, behind the wall, with Supply Cache #6. Continue to the objective marker, and you’ll need to have Mack dig the floor at the dead end. You’ll also see Supply Cache #7 in an alcove at the end. Grab Prismatic Core #3/80 that Mack digs up, and head back to the main room. Follow the objective down the upper path to the left and use your cores to open the door. Inside, you’ll fight a large prismatic bot, eventually extracting Prismatic Core #4/80 from it.

Return to the main room and use the four prismatic cores you now have to power up the large structure in the center, then follow the objective back to the dungeon’s exit. You’ll have to return to this dungeon with the climber bot to get the 8th supply cache and the 4th prismatic core. You should unlock Terraformer when you restore power here. You’ll also get another cut scene at the fast travel point as you pass by, so if you wish you can go to the menu, fast travel to the crawler, then use the station there to fast travel back to this spot and unlock Let’s Do This, Violet. Exit back to Lonely Basin.

Lonely Basin

Head toward the objective. You can explore Lonely Basin right now and get a lot of Prismatic Cores if you wish, as well doing challenge dungeons in the area. In the interest of efficiency, however, we will get the bare minimum of them in order to unlock all of the companion bots, then circle back and grab all of the rest in one sweep of the overworld maps. On the way across the desert, grab Prismatic Core #5/80 (yellow dig spot #3 on my collectibles map). As you approach the objective, you’ll see a large door with six green Cell Bot outlets in the walls. Search the platforms in the immediate surrounding area for the six Cell Bots. While you’re here, get Prismatic Core #6/80 (yellow dig spot #4 on the collectibles map) from a dig spot at the base of the large rock formation.

Most are quite obvious on the lower platforms or rock ledges, with the last and hardest one to find being on the high hanging platform above the door’s ledge. You must make your way through several of the floating blue portals to get the upper platforms of this area to reach it. Continue on to the objective to reach a large door leading to The Cradle. When you attempt to open it, your first hybrid enemy will attack you, a purple ape bot. The hybrid bots are vulnerable to each of the two colors that make their color (Purple = Blue + Red, Green = Blue + Yellow, Orange = Red + Yellow). Open the door to enter The Cradle.

The Cradle

Continue to the objective to meet Kai at his crawler. After a cutscene, you will receive your Blue Firing Mode upgrade for Joule’s rifle. Follow the new objective to some wreckage, which will have dig spots all around it. Dig them up until you get a green enemy, and make sure to destroy it. Do not extract its core. Destroying it will get you the part required to repair Kai’s leg, Spring Pistons. Return to his crawler for another cut scene, after which you will have your second bot, Seth, the climber bot. This opens up the world quite a bit more for exploration, but we are going to continue following the story as quickly as possible to get the other two companion bots. You’ll unlock The More The Merrier here.

You can now reach Core Foundry, the next story dungeon. Tap cn_LB to switch to Seth and head for the large yellow and white structure ahead to your right. Hit cn_X to use Seth’s ability to carry you up the metal girders to the building’s roof. From here, you’ll have some vertigo-inducing platforming across girders from this building to the tall tower nearby, and from there across several more girders floating high up in the air. At the end, you’ll land on the large central six-spoke structure. Note where you land, as there is a prismatic core around the back of this location that you need to return to with Ape bot.

From here, jump out onto a floating platform, and through two floating blue portals, before taking a final mid-air double-jump/dash to get close enough to hook on a metal girder with Seth to carry you to the entrance for Core Foundry. To enter the dungeon, you’ll need six prismatic cores. You should have enough if you got the two from dig spots in Lonely Basin as I directed. If you’ve really rushed, you might not be level ten yet. If so, just explore and fight some enemies to level up or do a combat challenge dungeon a few times if you have enough cores to enter.

Core Foundry

1 core, 9 supply caches, 1 health booster, 1 audio log

Note: I point out only three of the nine supply caches here. I will be revisiting this section to flesh out the other six once I check them to see if they contain blueprints. You must return to this dungeon with Ape bot to 100% it, as one section is behind a rubble wall.

Move forward to the objective and use extract on the door to open it. Continue through the next room to enter a large room with a pit in the center. Head down into the pit to find a Cell Bot to power the pillar you saw as you entered, which will unlock the climber bot girder on the wall. Use it to launch yourself to the platforms at the top of the room. Make sure to look for a platform to your far right when facing the exit door while up here and dash/jump your way over to that far corner. Audio Log - Roldan 04 is here on a tall stack of boxes to the right of the door.

Enter the next room, a large cavernous place, and deal with the flying enemy before using Seth to climb the girders in the far corner from where you entered. There is a minor jumping puzzle here. Activate the console, which will bring another climbing girder over to you, on the ceiling. Jump and attach to it. You will cross to the far side, and see another girder in the wall to your left. Quickly attach to it before the ceiling girder resets, and try to attach to the ceiling girder again as it moves past you when you launch off the end of the wall one. This may take a few attempts.

The next room is a furnace with a metal grating floor, through which fire will shoot in three large squares. Simply avoid the squares that start glowing while you fight off the enemies, until you kill the final one and the flames are extinguished. Exit via the girder using Seth, and extract the next door to open it. You should now be in an enormous room with what looks like some sort of time machine or wormhole device in the center. Jump over and activate it, which will bring down two cell bot platforms and open a door on the far wall. Enter the door that you just saw open, and deal with the enemies inside to drop the force field. In the next room on a raised ledge you’ll find Supply Cache #1, which grants the yellow firing mode for your rifle and unlocks Affinity Matrix.

After dealing with the enemies, activate yellow firing mode with cn_up and shoot the three yellow switches to open the exit. If you struggle to find the third, you’re probably missing the one above the unclimbable girders on the wall. In the next room with the moving portals, you’ll need to attach to a girder with Seth and make a connection to reach and upper platform. From there, jump and dash through the portal in front of you to make it to the far platform. Stand on the green circle and extract the Orange Key (just looks like an orange core) from the wall. Go left from here through the force field when it’s down to another platform.

Wait for the moving platform to be between you and the next force field. Shoot its dome to drop it, then jump across when the force field is down, through the next blue portal, and up to the platform above. You can go around the force field there quite easily, if you prefer. Extract the Green Key from the wall. Drop down and follow the objective. You’ll have to stand on a green circle to open the next door and use dash to get past the force fields quickly before it closes.

Continue toward the objective and you’ll go up a ramp with rolling, spiked, electrified balls. When you get to the top, before exiting the room, turn around 180 degrees and look for some platforms above with blue force fields. Make your way past this jumping puzzle to Supply Cache #2, Blue Hatchling SP-DR Weapons Array. Continue on, back into the huge room with the generator. Place the two keys into their receptacles to power it. From there, attempt to access the ring that rises up in the center.

After the cut scene it begins going critical, and you’ll have to shoot eight tubes that come out from the two tall pillars to shut it down. When you regain control, you should see a girder nearby that you can attach to. Before you do, shoot the tube to the left of it, as you won’t be able to get line of sight on it from any point after this. Ride the girder around, connecting to a 2nd one and to the next platform. From here, shoot the three tubes in the tall pillar to your right, and continue along the wall toward the next girder. Attach to it and at the end it will launch you toward another, but you’ll need to jump and dash in mid-air to reach it. At the end of that one, you should land on a rock ledge.

Shoot two tubes in the tall pillar just ahead of you, then attach to the next girder, which will launch you over to a high floating platform. Shoot the final two tubes from here, which will stop the chain. Jump over to the center structure and look toward the door on the wall (up and to the right from the one that you went into earlier to get the two power cores). Continue following the objective through the next room full of containers and those rolling electrified balls. Midway across the room, just before going into a tunnel formed by the crates past the last ball, make sure to turn around and climb up the boxes. You should find Supply Cache #3 here, as well as this dungeon's Health Booster a little higher up and further back.

Continue toward the objective, past a few force fields with collapsing platforms that can be quite annoying if the timing is off. Enter the next room and extract the door lock to exit, which will take you out onto a tram station area. When you reach the objective, you’ll be confronted by another prismatic core boss fight. Defeat him and extract Prismatic Core #7/80. Stay moving at all times, and deal with his adds asap or they can end this fight for you in short order. You’ll also unlock So You’re The Victor here. When you attempt to use the tram, a cut scene will ensue, and you’ll wind up in Shifting Sands.

Shifting Sands

At this point I’m going to mention a few cumulative achievements that you may have already earned, and if not should be earning rather soon. Core Collector and Core Connoisseur are cumulative for 50 and 100 core extractions, respectively, and Sticky Fingers is for 20 instant extractions. If you haven’t obtained all three of these by now I’d be surprised, but rest assured you will by the end of the game, unless you intentionally avoid extracting cores.

Now that we’re in Shifting Sands, it’s time to get our 3rd companion bot, the ape bot that can break the large rock piles. Follow the objective marker to the lost crawler. In the area just south of the crawler, you should see a girder that you use Seth on to reach the ledge with the crawler. Before doing that, look for a prismatic core container on the lower rock shelf area, due south from the crawler. Extract it and kill the enemies, then grab Prismatic Core #8/80. We’ll need this to enter The Warren. Now use Seth to climb up the girder and reach the cliff, then enter the crawler. Inside, you’ll get a cutscene and Duncan will join your crew, unlocking Three’s Company. Exit the crawler and smash open the rocks at the nearby exit to unlock the way forward and That’ll Leave a Mark.

Knock down the nearby pillar to reach the upper ledge. At this point, if you haven’t gone to the crawler and upgraded your bots by crafting parts for them and infusing core energy into them, now would be a good time to do so, as enemies start getting tough. Pause and warp back to Joule’s crawler to make some parts. While crafting blueprint parts for your bots, you’ll unlock Workbench Adept for 10 parts crafted. Continue crafting until you make 25 parts if you have enough ingredients to unlock Workbench Artisan as well. Try to make all four parts of a same type for one bot before making anything else. Put all four pieces, such as White Salty Dog, on a bot at the same time to unlock Dressed for Success. Finally, swap Mack with one of the other cores so that he is in a non K9 frame to unlock Identity Crisis.

It’s time to grab the five prismatic cores just outside Joule’s crawler. When you’ve finished with the crafting and infusing, exit the crawler via the door rather than the fast travel pad, making sure to take your climber bot and ape frames with you. You'll notice I haven't been pointing out any of the other overworld audio logs along the way, primarily because you can't 100% clear those maps anyway. However, you CAN 100% clear Granite Steps right now, so I'm going to point out the three audio logs here.

Head straight out from the crawler to the wall and look for a small cave to find Audio Log - Roldan 01. Facing this cave from the crawler, look atop the white metal tube buried in the hillside to the left for Audio Log - Violet 01. In this area, you should see two large rock piles that require Duncan to bust open at ground level. Break them for Prismatic Cores #9/80 & #10/80. You should see a metal girder leading up to a higher rock ledge. Use Seth to climb up the girder to reach the higher ledge and grab Prismatic Core #11/80. Drop down and head to the alcove on the northern end of the area.

There, you’ll find a prismatic enemy. Defeat it and extract its core for Prismatic Core #12/80. Finally, look on the island on the southern end of the area, back the way you originally came from at the start of the game. At the top of this island, you should find Prismatic Core #13/80, once again trapped inside a rock pile Duncan (the ape bot) must smash. Just beside this on a ledge near the top of this rock island you'll find Audio Log - Adams 01. There is no fast-travel out here, so re-enter the crawler and warp back to Shifting Sands.

You need 15 cores to enter The Warren, and we only have 13 currently, unless you grabbed extras you sneaky devil. Check the collectibles map, and grab two cores on your way to the objective. For the purposes of this walkthrough, we will assume you fast-travelled to the travel point nearest where you first entered shifting sands. There is a dig spot directly south of the travel point, right alongside the south side of the dark grey rock wall on the map. This will be Prismatic Core #14/80 for our tracker. Continue toward the objective, hugging the western edge of the map. You should see a large robotic arm sitting out in the desert. It has a thumb and three fingers. The middle of these fingers points almost directly at a small alcove of sand in the western zone wall.

In this alcove you’ll find a dig spot for Prismatic Core #15/80. Carry on toward the objective marker. You’ll have to activate a pylon-type thing on a low rock formation in front of it to cause a tall pillar to rise from the ground, then use Seth to climb it and double jump across to another pillar. From there, double jump to the next tall rock formation and activate the next pylon with Duncan to bring a floating girder over, and use Seth to cross it. At last, you have reached the high ledge where the exit to The Warren stands.

You should also find a fast-travel point just in front of the dungeon. Look around the cliff ledges here for three white Cell Bots to unlock the dungeon door, and make sure you have your ape and climber bots with you by choosing your companions at the fast-travel point. If you’re struggling to find them, one is to the immediate left when facing the door, and the other two are off to the right.

The Warren

1 core, 10 supply caches, 1 health booster, 2 audio logs

Note: None of the supply caches in this dungeon provide any blueprints. They are therefore unnecessary and therefore will not be bolded. Four of them are unmissable and related to getting the four flyer parts for the story continuation. The other six are merely loot chests with E-tuner, core energy, and various parts for use in crafting.

Move forward toward the objective, shooting the small vents spewing green gas. You won’t be able to reach the high ledge at the air vent, and will need to collect the parts for the Flyer bot (our final companion bot). Head down the ramps toward the objective, breaking open the wall with ape bot. You’ll see a spinning laser begin firing. Jump to your right across two platforms to find a blue Cell Bot and bring it back to the console at the entrance to raise the laser. Make your way forward across several platforms. Just before going behind a white force field on your right, look for a couple of platforms to the left leading to a red Cell Bot. Bring it with you to the next console to raise the laser once again.

Continue across another few platforms, grabbing a yellow Cell Bot en-route, to the next console to raise the laser one last time. On the top of the central tower, grab the blue glowing Audio Log - Adams 06 and activate a console to drop the field around Supply Cache #1, the first part of the your flyer bot. Continue on to the objective. When the path forks, go left to find a blue Cell Bot, then return to the fork and go right to find its receptacle, which opens the door. In the next room you’ll find Supply Cache #2, the 2nd part for your flyer bot, which also triggers a fight.

In the next room, you will see a door close and fight a large purple flyer bot. After killing it, the door will open, but a bunch of small red flying enemies will create a force field. You will notice a bunch more flying around by the ceiling. As long as you don’t kill the ones up there, they will continuously replenish any that you kill in the door blockade. Simply hold cn_LT and fire in short birts, continuing to rack up a score multiplier. Once you get your combo to about 30, begin holding down cn_RT for sustained fire and direct your companion bot to attack them with cn_Y. You should easily break a 40-hit combo for Master Juggler. If not, don’t worry as you can replay this dungeon later for the achievement.

The next room has another platforming challenge with a spinning laser. This time, it moves up and down, and you can’t force it up higher or anything. Time your jumps across the platforms, making sure to use the white barriers to your advantage and destroy any of the things spewing green gas. If you think you’re about to die, try to drop in the lava/acid, as the checkpoint tends to load faster than taking full health damage from enemies or non insta-death hazards. You’ll note some air vents in this room. Remember those when you come back to mop up later in the game, since we don’t have the flyer bot yet. The platform in the middle room will net you Supply Cache #3, the 3rd flyer bot part. Continue through the newly-opened door toward the objective.

In the next room you’ll be making your way around sloped platforms around a tall central structure. The objective is near the bottom, through a door, and requires a blue Cell Bot that is also near the base to open. Grab the blue Cell Bot on the lowest ledge at the central structure and open the door. Continue to the objective and you’ll find Supply Cache #4, the final part for your flyer bot. Deal with the ambush, and continue on to the objective. You’ll craft the flyer bot here, and must choose which of your companions’ cores (the two you have with you) to place into it. Put Seth in, because there is another collectible here that you need the ape bot for (assuming you have Duncan as the ape bot). You'll unlock Ready For Takeoff for creating it.

Before proceeding to the objective, backtrack a bit to the part with the air vents along a wall in close proximity. Use your flyer bot to launch up those air vents to a higher ledge, where you should find this dungeon's Health Booster. Proceed to the objective, which takes you back to the entrance room. Use the flyer bot with cn_X to ride the air current up to the upper ledge. You should see some of the spike formations in front of you at the start of a long shaft, which you have to use flyer bot to cross. Before crossing, drop down off the ledge and turn around. Break open the wall with the ape bot to reveal Audio Log - Roldan 08.

Jump back up to the ledge and double jump/dash forward into the tunnel, using the flyer bot mid-jump to make it to the far side. Head into the next room for the prismatic core boss fight. As with every boss, just focus on damaging him as you are able, switching colors to match whenever he changes, and always deal with any adds right away. Extract Prismatic Core #16/80 from him and head for the exit. You'll unlock Toxic Transit for finishing The Warren.

When you exit, you will be in the tram station that leads to The Tower. Before taking the tram, look on the ledge at the far end of the area from where you entered, on your left-hand side when facing out, for a Health Booster. You should also find a blue glowing Audio Log - Adams 08 just sitting on a box straight ahead of you when you load in. Now, at this point, you don’t even have enough prismatic cores to really do the final dungeon, The Tower. Each floor requires more cores than the last, with the final one requiring a grand total of 45 cores to access.

If you get every core on the overworld, along with the ones you get from the story, you wind up with exactly said 45 cores, so that’s what we are going to do. Click over to the next page of the walkthrough to begin your core hunt. After that, we’ll go to the challenge dungeons to mop up the rest of the 80 cores as well as leveling up to make the final dungeon easier. While you're doing this, if you haven't already unlocked it, keep matching your gun color to the enemies' color and using fully-charged shots with cn_RB. You should easily do 10,000 damage in one shot at some point against a weaker enemy, unlocking Charged Up.

Let's continue with overworld collectibles...

Overworld Collectibles

It’s time now, before we head to the final story dungeon, to collect all the overworld Prismatic Cores, Health Boosters, and Audio Logs. You can, of course, do the challenge dungeons now as well if you wish, but grabbing all of these will get you to the 45 core total you need in order to access the final floor of The Tower. The following page will detail the item locations in the challenge dungeons, but I have also included them here as well just so that you have a single page where you can Ctrl+F search any specific audio log you might be missing in order to find it quickly.

You should unlock several achievements while running around the overworld maps looking for cores and audio logs. First and foremost, assuming you dig up at least a few random non-prismatic-core locations in addition to the marked prismatic spots on the maps below, you should easily hit the 20 items dug witb the K9 frame mark. This will net you Sand Scratcher and Dune Demolisher.

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While exploring, take this opportunity to knock out a couple of easy achievements. The first is Light As A Feather. Simply jump off the top of the black spikes to the left of The Warren's entrance, or use the highest of the air vents in the eastern area Lonely Basin to glide all the way scross the ravine to the far side, past the bridge. There are ample opportunities for this one.

For Core Swapper, you must use the lethal attack cn_Y with each frame, using each of your three friendly cores, for a total of 12 combinations. Just swap them out at the crawler once in a while, keeping note of which combinations you've used (Mack K9, Mack climber, Mack Ape, etc).

  • Core Swapper

    Used every Lethal combination (except for T8-NK)

    Core Swapper
    4 guidesOffline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.

Finally, and perhaps the most annoying set of achievements in the game, you should try to pick up each and every Hardware pickup in the overworld (the greyish white floating boxes). Any that you dig out of the ground do not count, only the ones already present. There are approximately 120 in each of the first two areas, Lonely Basin and The Cradle, and 250 in Shifting Sands. I do not have a video for you at this time, and a text guide would be astronomically cumbersome.

My best advice is to go around the perimeter of the entire map's zone wall, then do a meticulous grid-pattern search of the inner areas. Check every nook, cranny, cave, ledge, and any other obscurity. Most people get the first two easy enough, but Shifting Sands is a real chore. Check the forums here for threads on easily missed locations.

Follow the maps below and do a sweep of each of the game’s overworld areas. I haven’t included map locations or directions for the Supply Cache locations, as unlike the other items, all of the Supply Caches will show up on your map once you get near them. You’ll easily uncover them all while scouring the areas for all of the floating equipment box pickups for those three achievements. Once you’ve completed this overworld sweep, you will have all but a handful of the Audio Logs, as well as 45 of the 80 Prismatic Cores, enough to complete The Tower (which will be detailed below the collectibles).

Map Legend: Yellow Circles = Dig Spot Prismatic Cores, White Circles = Prismatic Core Enemy or Container, Red Circles = Health Boosters, Purple Triangles = Audio Logs

Granite Steps Collectibles

Lonely Basin Collectibles

The Cradle Collectibles

Shifting Sands Collectibles

Granite Steps

Five Prismatic Cores: Three rock piles that require the ape bot, one atop a cliff requiring the climber bot to reach, and one from a prismatic enemy in the cave/alcove to the far right as you exit the crawler.

Audio Logs:

1. Roldan 01 – In a small alcove/cave in the zone wall, on ground level just east of the challenge dungeon and west of the exit to Lonely Basin.

2. V1-OLT 01 – On top of the metal pipe buried into the hillside.

3. Adams 01 –Facing out toward the crawler from V1-OLT 01’s location, turn right and head over to the 2nd rock formation island, the very tall one with the 512 Pylon flag at its base. The audio log is on a ledge near the top. The top of this formation has one of this area’s 5 Prismatic Cores, requiring ape bot to optain.

Lonely Basin

Prismatic Cores:

1-5. Dig spots. All of these are on ground level.

6. Prismatic Core Bot just east from #5, in an alcove north of the quicksand valley.

7. Six-sided white cube that requires you to find six white cell bots on the surrounding rocks. They can all be found on the two large rock structures immediately north and south of the white box.

8. Core container in a small alcove in the bottom-right corner of the area on the far southwestern side of the map. Look for a red switch above you to open the door.

9. Core container sitting out in the open, requires you to extract the lock and fight off a few enemies to obtain.

10. Prismatic Core Bot hiding behind a wall of rock that requires the ape bot to bust open, in a lower hallway running under the northern side of the large central structure.

11. Core container on the northernmost of the air vent islands on the eastern half of the map in the large black area on the map. Requires the flyer bot to reach.

12. Core container with some enemies guarding it in the far central-eastern edge of the map in an alcove. Requires flyer bot to cross the air vent islands to reach it.

Health Boosters:

1. On a ledge of the largest free-standing rock formation in the area on the far northwestern corner of the map.

2. In a small room on the lower, outer edge of the large central structure. Requires ape bot to break some rocks nearby and hit a switch before boosting over to the doorway before it closes.

3. On a rock formation directly southeast of the fast-travel point in the far southeastern area of the map, past the air vent islands.

4. High up floating in the air just east of the large tower structure in the far southwestern corner of the map. Requires the climber bot to launch off some climbing girders in order to grab it mid-air.

Audio Logs:

1. Bright 01 – Just as you enter Lonely Basin from Granite Steps, look to your right on the rocks near ground level.

2. Roldan 02 – In a hallway in the large central structure. Can be obtained during the sandstorm portion at the game’s start.

3. Adams 03 – From the fast travel point immediately west of the large central structure, turn around and face away from the travel platform and look behind some debris just nearby.

4. Bright 04 – In the area where Repository Blitz is located in the southwest corner of the map, this one is sitting on a ledge near the very top of the tower on its northern face.

5. V1-OLT 02 – In the northwestern corner of the map with the platforming area that contains floating blue portals, you’ll find this one in the alcove on the northern zone wall, near some debris on the ledge to your left if you’re facing north.

6. Bright 02 – Look for this one near the fast travel location just outside the exit to The Cradle, between the travel pad and the exit, just sitting out in the open.

7. V1-OLT 07 – This one is inside the entrance to the Proving Ground challenge dungeon. Open the bulkhead to the dungeon’s entrance and look for it on your left as you descend to the dungeon’s door.

8. Adams 02 – This one is inside Pylon 512 story dungeon. It is sitting on the floor near the central structure in the first large room you come to, near the opposite corner from where you enter.

The Cradle

Prismatic Cores:

1-3: Dig Spots, all at ground level.

4. Core container inside a tunnel on the northeastern edge of the large central structure. Requires the climber bot to climb the girder from ground-level below.

5. Core container just sitting out in the open, hard to miss.

6. Core container on an upper level of the really tall structure with metal climbing girders around it. Requires the climber bot to reach and the ape bot to break open.

7. Core container on a high floating island. Requires flyer bot to float over to from the cliff ledge just north of it, by the challenge dungeon.

8. Core container on a high floating platform. Requires climber bot to make your way up the nearby structures, through some tricky platforming, in order to reach floating islands and blue floating portals. Use those to reach the floating island with the core container.

9. Prismatic Core Bot on the far southern edge of the map, south of the quicksand area, along the zone wall.

10. Core container on the backside (from where you land) of the large central structure. Requires climber bot to reach the structure, which you will do on your way through the story, as well as the ape bot to break open the rocks around it.

11. On a high ledge to your far right (east) when you first enter the zone from Lonely Basin. Requires the flyer bot to reach via an air vent on the cliff ledge.

Health Boosters:

1. Inside the westernmost rocket booster in the rocket wreckage sitting in quicksand on the western side of the map.

2. On the northern end of the large central building with the metal climbing girders. You must drop off the northern edge of the roof of the building and land in an alcove midway down the side. There is an equipment cache here as well as the health booster.

Audio Logs:

1. Bright 03 – This one is sitting on the rear end of the crashed rocket wreckage in the quicksand, between the two tail fins.

2. V1-OLT 03 – This one is found right next to the fast travel point immediately adjacent to the northwest spoke of the large central structure.

3. Roldan 03 – Look for this just in front of Kai’s crawler, near the portion sticking out on the right when facing the crawler from outside.

4. V1-OLT 08 – Sitting on the cliff edge near ground level near the quicksand area on the far northwest corner of the map, to your left when facing the quicksand from the valley that leads to this area.

5. V1-OLT 04 – Facing the door to the Shifting Sands, turn right and jump over the large black chain, then use your climber bot to climb up into the tunnel high up to your left, near the chain. The audio log is behind the box midway down the tunnel. This tunnel also houses a prismatic core #4 on the map, for reference.

6. Adams 04 – Facing the entrance to Core Foundry, look to the left atop a yellow and black striped box.

7. Roldan 04 – Inside Core Foundry, when you reach the room where you have to activate the girders for the climber bot to take you up to the upper platforms, make your way across the platforms to the far side’s right-hand corner atop some high boxes. If you jump down to the objective marker/door, you’ll have to go back across the room again, as you can’t get onto those boxes from the objective door, only from the platforms above.

Shifting Sands

Prismatic Cores:

1-4. Dig spots, the first three being on ground level. For #4, you must drop off the ledge from the Coliseum facing north. You should find the dig spot on a lower ledge, before falling to ground level.

5. Prismatic Core Bot south/southeast from the large robotic arm, and northwest of the fast-travel point on the southern end of the string of rock formations separating the eastern and western halves of the map.

6. Primatic Core Bot roaming the large open expanse of sand southeast from the Coliseum.

7. Core container hidden in a rock pile on a high ledge almost due west from the far southeastern fast-travel point. From the travel point, follow the zone wall along the southern edge of the map, going west. Requires ape bot to bust open.

8. Core container, triggers a small fight upon opening.

9. Prismatic Core Bot, out in the open.

10. Core container sitting out in the open on a mid-level ledge in the far northwestern area of the map, easily reachable from ground level by simply jumping up the ledges.

Health Boosters:

1. On a rock formation just northwest of the fast-travel point on the southern end of the string of rock formations separating the east and west sides of the map, and just southeast from the elbow-end of the large robotic arm.

2. On a high rock ledge in the southeastern area of the map, immediately northeast of the traversal challenge dungeon nearby. It is easiest to reach by coming from the center of the map and following along eastern zone wall as you enter the southeast area.

3. On a rock ledge beneath the westernmost segment of broken bridge. It can be seen from the ledge with the arena challenge dungeon by facing east and looking down.

4. On a rock ledge in the far northwestern corner of the map, northeast from the abandoned climber.

5. On the eastern ledge of the tram station area that you arrive at when exiting The Warren. Upon exiting, look to the ledge to your far left, at the southern tip of the area.

Audio Logs:

1. Roldan 06 – This one is sitting on top of a short crate in the northwestern area of the map, not too far from the first of the two air vents. If you reach the Lost Crawler, you’ve gone too far.

2. Roldan 05 – Exit the Lost Crawler area via the door in the back and use the ape bot to knock down a pillar leading to a ledge above. Just in front of you, on the ledge overlooking the air vents, you’ll find this one.

3. Adams 05 – Inside the Lost Crawler, hanging from a metal claw.

4. V1-OLT 05 – Coming from the fast travel point on the far north-central point on the map, you’ll see this one up against the base of the structure containing the Pit of Oblivion challenge dungeon.

5. V1-OLT 09 – Sitting to the right, just outside the doorway leading into the Coliseum challenge dungeon.

6. V1-OLT 10 – Looking at the entrance to the Coliseum challenge dungeon, with the location from #5 to your right, drop off the ledge to your left to find this one down below.

7. Adams 08 – Sitting underneath the index finger of the large robotic hand in the center of the map.

8. Adams 09 – This one is located just a few feet from the fast travel point nearest the entrance to The Warren, on the yellow platform.

9. V1-OLT 06 – From the fast travel point nearest to The Warren, go west along the ledge (passing Adams 09’s location) and you should see this one glowing on a ledge on the far side, in front of some black spikes.

10. Adams 08 – This one is in Shifting Sands, but you’ll reach it via The Warren. When you exit the dungeon, before taking the tram to the tower, look for this one sitting on a small box nearby, just off to your right.

11. Adams 06 – Inside The Warren, right next to the supply cache at the top of the first large room where you use cell bots to move the laser as you continue up the room.

12. Roldan 08 – Inside The Warren, after yet the flyer bot and take the vent in the central room up to reach the tunnel leading to the exit, you’ll need to drop off the first ledge you are standing on, before crossing the large pit with the flyer bot. When you drop down, you’ll need ape bot to break down a wall to reach this one.

At this point, if you've gotten all of the audio logs in the overworld and the story dungeons, you will have all 10 of Violet's, unlocking For the Revolution. You will get the last three Adams logs and the last Roldan log in Eden Tower, and the last six of Bright's in the challenge dungeons.

Eden Tower Audio Logs

1. Roldan 08 – This one is located on Floor 1, just to your left at the top of the ramp leading to the elevator.

2. Roldan 09 – This one is to your left at the end of Floor 2, just before entering the elevator room.

3. Adams 10 – This one is to your left just as you enter Floor 4.

4. Roldan 10 – This one is in the elevator room at the end of Floor 5, to the right as you enter, just left of the fast travel pad.

After collecting these four, you will unlock Love You Kiddo and Descent Into Madness. Again, the last six of Bright's are in the challenge dungeons.

Challenge Dungeon Audio Logs

1. Bright 05 – At the very beginning of the Obsidian Run challenge dungeon, jump out to the first platform, then turn around and face the entrance. Look up to the ledge on the right when facing the entrance, and jump up there to get it.

2. Bright 06 – This one is located in the Armory Flux challenge dungeon, on a ledge high to your left at the end of the first tunnel. This is the same area that the Yellow Key is located, in the opposite corner from where this audio log sits.

3. Bright 07 – Look for this one in the Acid Marsh challenge dungeon, underneath the ramp leading down into the loot room at the end of the dungeon.

4. Bright 08 – Look for this one in the Coliseum dungeon, off the right side of the ramp leading down into the loot room at the end of the dungeon (beside the ramp, not underneath it).

5. Bright 09 – Destroy the boxes to the left at the very beginning of the Forsaken Halls challenge dungeon to uncover this one.

6. Bright 10 – Look for this one inside the Pit of Oblivion dungeon. At the end of the dungeon, standing on the platform that leads into the loot room, face away from the loot room and look down to your right, underneath the ramp that led you here. You should see this one on a pipe beneath the ramp, beside a blue floating switch box.

  • Dust Devil

    Found All of Natalie Bright's log book entries

    Dust Devil
    2 guidesOffline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

I've made Eden Tower its own page because it is five long floors, and I'm writing up a step-by-step for each floor. I don't think it could have fit on the previous page with the overworld collectibles, so it gets its own page. You'll note that I included the audio logs here in the previous page's list, but have included them here as well. That allows for CTRL+F searches for specific audio logs you might be missing on the previous page, while preventing you from going back and forth between pages while working on the tower itself.

Eden Tower Audio Logs

1. Roldan 08 – This one is located on Floor 1, just to your left at the top of the ramp leading to the elevator.

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2. Roldan 09 – This one is to your left at the end of Floor 2, just before entering the elevator room.

3. Adams 10 – This one is to your left just as you enter Floor 4.

4. Roldan 10 – This one is in the elevator room at the end of Floor 5, to the right as you enter, just left of the fast travel pad.

After collecting these four, you will unlock Love You Kiddo and Descent Into Madness. Again, the last six of Bright's are in the challenge dungeons.

Eden Tower

As soon as you arrive at Eden Tower, you will unlock Paradise Central. After a preliminary fight with Victor at the entrance, you will also unlock And Stay Down before beginning the tower proper.

Although this will be a step-by-step of sorts, I won’t be dictating each and every jump. The easier portions will merely direct you to pass X number of ramps or whatnot, while the truly tricky segments will offer advice on how to tackle them and/or alternate methods to circumvent the obstacles.

Floor 1

This first floor is relatively tame, without much in the way of moving platforms or other strenuous obstacles, but the floors get more and more taxing as you ascend. They are broken up into a few segments, with each segment punctuated by an arena fight on a square (more or less) platform against waves of foes. The segments in between the arenas will challenge you to use all of your platforming knowledge gained thus far to either navigate through the obstacles presented, or at times around them when it’s easier. After the relatively easy fight with Victor at the tower’s entrance, you’ll begin the long climb up the five floors.

Just after defeating Victor here, make sure to grab Audio Log – Roldan 08 at the top of the ramp. At the start of the first floor, you’ll need to cross four tilting ramps with a rolling ball on each. A moving platform is between the 2nd and 3rd, but it’s rather large and easy to land on. After crossing two more platforms, you’ll reach one with four rolling balls and lasers blocking the way. Wait for a ball to come from the left so that it blocks the lasers, and move around the right-hand side, following closely behind the ball in front of you so that it blocks the far laser, allowing you to cross. Here you’ll reach the first set of ‘stairs’, and will notice that you get a checkpoint. Always wait for these checkpoints to register, because they cause a stutter in the game, which can cause you to miss your jump forward.

At the top, you’ll need to pass between two balls blocking lasers on either side and across two sets of four spinning platforms. The platforms look deceptively far apart, and can be traversed by a single dash and jump, saving the 2nd dash and jump in case you don’t time it right to land on the next one. For speed you can land on the first, dash across to the far one in the set of four, and continue. You can just land on one and ride it around to the far side, which is safer but slower. On the next narrow stair-stepped platform, jump out to the side to dodge the balls rather than forward, as it is much safer. Shoot the white dome platform and dash off of it, through the two balls blocking lasers again, to reach another checkpoint.

At the top of this set of stairs you’ll reach your first arena fight. Provided you are appropriately levelled, these fights shouldn’t pose any difficulty at all. One thing to keep in mind is to always try and use these arena fights to work on your Hunting Challenges for whichever frames you have brought with you. You should see a lot of dog and spider bots in this first one, great for working on those to frame types’ challenges. Look specifically at whether you need to destroy bots or extract their cores, as that is a common mistake when going for hunting challenges. After the fight another flight of floating steps will lead to a couple of L-shaped platforms with rolling balls and force fields between.

At the end of the 2nd, you’ll need to time your jump to go around the force field in front of you. Dash out to the right, as that side is easier to clear while the field is moving to the left. The next set of platforms with lasers and balls is simple enough to clear. Just make sure you’re angling your jumps to put the balls between you and the laser. After that you’ll go up some more floating steps and reach another arena fight. Again, try to work on hunting challenges if you can. Don’t waste any instant extracts you build up on the weaker enemies or enemies near death. Wait for a fresh spawn, and target the largest/strongest enemy in the bunch for the insta-kill if you can.

After that fight you’ll cross a ridged platform with a single ball, followed by four flipping platforms with lasers. Be patient on the platform before the ball platform. Wait for the flipping ones on the far side to all go vertical, then begin your approach, so that they are just flipping over to their flat side, blocking the lasers and allowing you to cross. The next set of horizontal lasers has only a few small platforms, with a larger moving wall on the left. Time your approach so that you’re moving forward with the wall on the left, so that it blocks the lasers as you cross the platforms. Make sure to dash forward in sync with the moving wall when you reach the larger gap here.

There is a similar obstacle on a later floor that is easiest via an entirely different approach because the wall moves too fast, but here it is easy to stay with the wall. Beyond that, shoot the domed platform and cross quite a few ball-and-laser platforms with another domed one between. These platforms look more intimidating than they actually are. As long as you go right up the middle, the lasers are always blocked, and the balls are super slow and easy to avoid running into. After crossing those, you’ll reach the end of Floor 1 and take the exit leading to Floor 2.

Floor 2

Flyer bot will come in handy going forward, so switch one of your bots to him if he isn’t active currently. Things start to get a little trickier here, but the true platforming test still lies ahead. If you’ve done many of the challenge dungeons, especially the traversal ones, you should know what to do with these blue portals. Dash off the ledge and begin your chain jumping through the first group. Always make sure you dash or jump BEFORE hitting the next portal, if you’re going to, rather than after it. Each portal replenishes your dash and your double jump, but if you accidentally hit one as you pass through, you lose its use until hitting another portal. The first group is super simple, so just dash through to the platform.

The 2nd group has two moving force fields to pester you. Be patient, and realize that you can actually ‘hang’ in mid-air after a portal for quite some time via your double jump, long enough to dash BACKWARD through a portal if need be, if your timing for the force field is off. Wait for the first one to be moving to the left to start your dashing and jumping, and you should have the timing good for the 2nd. The 3rd group has both vertical and horizontal moving force fields. You need quite a bit of height to make it over the first vertical moving one, so make sure to double-jump as high as you can before dashing through the first portal. If you start to fall short of the platform on the far side, activate your flyer bot to (hopefully) rescue the attempt and reach it.

Just beyond that set, you’ll have some moving force fields with flipping platforms between. You can skip the flipping ones entirely, so just pretend they aren’t there and focus on angling your dashing and jumps to make it around the force fields and to the stable platforms. Just after that you’ll reach the first arena fight of the floor. There are spawn points in the corners that spawn the tiny flying bots, so make sure to take those out during any down time between larger bots. They can become a nuisance otherwise. There are lots of flyer bots here, so this is a great place to work on the flyer bot’s hunting challenges. Pass through the next set of portals, with stationary force fields that turn on and off in 3-4 second intervals, to land on a platform and catch your breath.

Here you should see some red walls with rotating blue portals spinning in circles. Each set of blue portals is a pair, meaning if one is at the top the other will be at the bottom, or if one is to the left then the other will be to the right. Keep this in mind, and don’t aim your jumps for where one of the portals currently is, or get fixated on just one portal in the pair. Try to aim high rather than low. That way if you miss the higher of the two portals, you should probably have time to ‘save’ your attempt by falling through the lower of the two and/or using your flyer bot to cheat forward to the next portal. Up a short flight of stairs you’ll reach another similar set, with a couple of convenient stationary portals as well as a red plus-sign wall between. This group is actually easier than the last, and should pose no trouble.

You should see a blue portal that is moving toward and away from you, similar to one of the traversal dungeons. Wait until it reaches the far point of its path and starts moving toward you. Dash forward, jump, and dash through the portal. Double-jump forward after passing it, then dash back toward the screen to go through it again on its return trip. Jump forward again (away from the screen) and dash through it a third time. This should put you far enough forward to easily make the landing on the tiny one-square platform beyond. Use the same technique on the 2nd portal to easily make it to the short flight of stairs leading up to the next arena fight. This one has gaps in the corners, so be careful not to fall off while fighting.

It also has the small trap-bots that shoot up out of the ground. When one jumps up, quickly target it and hit cn_RSc to destroy it. Deal with the red apes asap, as they will chain slam the rings of fire, which can be very dangerous in such a confined space. After the fight, you’ll head up another set of stairs to see a large area of flipping platforms in front of you with a set of horizontal lasers sweeping across it. Do not try to time the flipping platforms. Wait until the lasers get nearest you and start moving away, then dash/double-jump/dash forward and look for a stationary platform between the flipping ones to land on.

From there, you can jump over the lasers to the next stationary platform, bypassing any attempt to time the annoying flipping ones. After that it’s just a few easy jumps through portals set between alternating force fields, and you’re at the exit. Don’t forget to grab Audio Log – Roldan 09 on the left just as you reach the exit door.

Floor 3

Here’s where things start to get interesting, and the flyer bot will help you skip some trickier things very easily. Wait until the first set of moving platforms is approaching each other from the sides and dash/jump out over them. From the end, skip the 2nd set because they don’t pause in the center. Just dash/double-jump/dash off the end of the first set, and activate your flyer bot at the end of your jump to carry you the rest of the way to the stationary platform on the far side. For the next set of individual platforms that disappear, dash from one to the next rather than jumping.

You have too much hang time while jumping and will eventually run out of time on them as they disappear slightly faster than your jumps. The last few you’ll have to jump, especially the final horizontal pair before you start going up, which will require a dash/jump to clear. Head up the stair platforms to the first arena fight. This fight introduces a radiation timer, which will slowly increase your radiation levels over time. The key of course is to kill the enemies as fast as possible, so that you don’t wind up dying from radiation. It resets periodically, so as long as you’re killing fast enough it shouldn’t be an issue. Just after this fight you’ll cross two circles of rotating platforms that disappear at one point in their circuit.

Jump around the right-hand side of the first circle, going against the flow of the platforms. Go around the left-hand side of the 2nd, again against the flow of the platforms. The 2nd group’s gaps are much wider than the first, so make sure to dash off of each one, giving yourself two jumps and a dash to make your landing on the next. You’ll get a checkpoint just after the 2nd group, then have to cross a few platforms moving toward you that disappear, followed by a few moving vertically. You have to be very quick on this part, but can cheat the last bit a little. You don’t really need to go up the vertical ones, and can simply dash forward off the first vertical platform, jumping and using your flyer bot mid-air to carry you over to the next checkpoint platform by the stairs.

At the top of the stairs you’ll need to take care of another arena fight. Make sure to deal with the small flying enemies quickly while fighting the larger bots, because they can stagger you at the worst possible time, allowing a big one to finish you off. After the fight and the next set of stairs, you’ll need to dash jump across several more disappearing platforms. Watch them for a cycle or two from the ledge to get their pattern down, and begin your initial dash to the first before it even arrives. This will give you more leeway for the following ones. The following set is fairly simple, without the left-to-right movement of the previous group, so you should have no trouble crossing it to reach the next set of stairs leading upward, to yet another arena fight.

There’s nothing unique here other than the flyers and radiation like the previous ones, so just kill everything and head up the next short set of steps. After the fight, you’ll have a vertical disappearing platform, followed by a blue portal, and a horizontal disappearing platform behind that. Wait for the vertical one to rise up and disappear, then dash and jump out as soon as it reappears. Ride it all the way up and dash/jump through the portal. After exiting the portal, dash and double-jump, followed by a final dash and the flyer bot’s glide with cn_X. This should give you ample time to land on the next disappearing platform as it blinks back into existence beneath you. Jump from it to the next checkpoint platform.

You’ll see a long line of disappearing platforms that come in from the sides and line up for a few seconds before blinking out. Wait until they disappear and their trails move to the sides. Immediately do a dash/double-jump/dash forward so that you land on the far end of them as they line up. Do it again off the far end of them, and you should only have to land on one of the following platforms before you are able to do a final jump string, assisted with the flyer bot’s glide, to land on the next checkpoint platform in front of the blue portal. Once again with this one, wait to start your jump forward until it’s moving toward you from the far point of its path. After passing through, jump forward then dash back toward the screen to hit it a 2nd time.

Finally, jump and dash through it a 3rd time before doing your final series of jumps (and possibly a flyer bot glide) to land on one of the single-square platforms below. From there, you can reach this floor’s exit just ahead. Take the exit door to reach the 4th floor.

Floor 4

At the very beginning of this floor, you’ll see Audio Log – Adams 10 to your left. Boy oh boy, I hope you like lasers. Even if you do, you might hate them by the end of this floor. You’ll see three moving platforms here at the start, with a total of four lasers that sweep across it. One sweeps across solo, followed by a vertical pair, then the 4th lone laser. Timing when to start this jump makes it significantly easier. Wait until the first laser sweeps from right to left, followed by the double. As soon as the double laser goes across, dash and jump forward onto the platform. Immediately jump over the final single laser as it comes across. Stay on the first platform now and wait. Jump over the first single laser that sweeps across.

Angle yourself toward the 2nd platform. When the double laser begins moving, immediately dash forward. Jump over it, and use your 2nd dash to finish the jump and make it to the 2nd platform if necessary. Jump over the final lone laser as it sweeps across left to right. Quickly now, turn and dash/jump over to the 3rd platform. Immediately dash forward toward the checkpoint platform, jumping over a laser en-route if the first has started its sweep back from right to left. Whew! One down, many to go. Head up a few platforms and deal with the arena fight here. Get rid of the flying blimp thing as fast as you can, as it can inundate you with the smaller flyers while fighting the big guys.

After the fight you’ll pass several platforms with moving lasers, all relatively easy since the platforms don’t bloody disappear here, and up another set of stairs. Now you should see a single laser moving forward and away from you, with a triple laser behind that, and a double one behind that. They move into and out of position with each other above several one-square platforms. Stand on the platform nearest the lasers when the single one is away from you, underneath the triple one. Jump over the single as it moves toward you and the triple moves away. Dash under the triple one across a gap, and jump to the next platform, close to the double one on the far side. Quickly jump over the double, then dash and jump to the next platform.

You’ll see a single laser sweeping across a single, very small platform. Wait until it is sweeping from left to right, and is almost directly over the platform on its left side. Dash forward, and you should reach the platform after the laser has passed, giving you long enough to dash off the platform and angle your jump to the next, keeping an eye on THAT platform’s laser as well while you’re moving forward. As soon as you land on the 2nd one, quickly dash off and double-jump across to the next checkpoint platform, where you’ll see, once more, rolling balls with lasers above the platforms ahead. The part with the balls is easy enough. Just keep them between you and the lasers, and don’t dash toward the next platform while the ball is rolling toward your landing spot.

You should now see a series of platforms with the white domed force fields that you can shoot, with laser sets that pass over them. Think of the one nearest you as #1, with #2 to the right and ahead, #3 to the left, and #4 to the right again, furthest from you. Shoot #1 after the lasers have crossed it moving away from you. Stand on #1 as long as you can, just before its dome reappears, and shoot #2 just before or right as its laser set starts moving over it, away from you. The lasers will be moving more or less from your right to your left, from the perspective of facing #2 while standing on #1. Shoot #2’s dome at this time and dash over to it. Its lasers should be past, so immediately turn around and shoot #3’s dome. You should see #3’s lasers to the left of it, and #2’s lasers to your right at this time.

Dash over to #3 and turn around to see #4. You can shoot dome #4 now and dash over to it, delaying your jump mid-air until its lasers pass, or you can just dash, double-jump, and dash your way over to the next checkpoint platform. Either way, head on up the stairs to see more laser sets and a couple of domes, with a blue portal beyond. This group is much trickier to time. Think of #1 as the nearest dome, and #2 as the furthest. Shoot #1 while it is blocking the lasers nearest you. Dash and jump over to the platform between, then shoot #1 again to block the lasers just ahead. Immediately shoot #2 to block its lasers, then dash and jump your way over to the blue portal, and from there to reach a short set of steps up to the next arena fight.

Use the barriers here to your advantage, and avoid fighting in the middle two areas where the red force fields are sweeping back and forth. Continually make circuits around the perimeter of this area, taking charged pot shots at enemies when you can, and directing your core bots to use lethals on them. Waves usually consist of either three average foes, or two average and one larger, tougher one. Try to use your instant extracts on the larger ones to start waves. After the fight you’ll go up a few steps to see, you guessed it, more lasers and moving platforms ahead. Jump forward over the two lone lasers. When you reach the circle of platforms spinning through a wall of lasers, dash left around the platforms, clockwise, to circle behind the lasers and reach the next checkpoint platform.

Up the next set of stairs you’ll see a group of blue portals. Every other set is stationary, with the ones in between rotating. By now you should be well versed at timing your jumps, and delaying your double-jump in the air in order to let the moving ones move into a good position to jump through. Make your way past the blue portals to a stationary checkpoint platform and you’ll be looking across a field of lasers. Similar to the lower floor with the larger moving wall, this one has a moving wall that will block the lasers in sequence for you. I find it far easier to simply jump to the first platform, then rotate my camera so that I have a top-down perspective of Joule.

From there, I just jump straight up, then ever-so-slightly angle my jump over a bit to land between two lasers. Continuing this, I was able to simply jump from platform to platform, landing between the lasers here. It’s risky, as there is very little room for error. If you hit a laser you might be able to recover, but odds are you’ll get locked into bouncing between two lasers until you die or fall off the platform you’re on. If you’re struggling with that, just try to dash forward in sync with the moving wall, so that it blocks the lasers for you in sequence. You can always stop midway through on one of the platforms and wait for the wall to reset its course if you start to lag behind it at all. Past the lasers you’ll reach the exit to the next floor.

Floor 5

The first several moving platforms don’t even disappear. Child’s play at this point, so cross over them to the checkpoint. Past those, you’ll have several more with red force fields. Again, after some of the previous obstacles, these should pose no challenge for you. Just dash around the force fields as necessary and make your way past the next checkpoint to the first arena of this floor. There’s one particularly massive enemy here that looks almost like a prismatic core enemy, so try to save an instant extract for him. I believe he shows up at the start of the 3rd or 4th wave. Head up the stairs after the fight to the next jumping challenge.

Here you’ll have to make your way across two sets of small platforms that rise up underneath a red force field. When the first set begins its descent from the force field, start your jump toward them. That way you’ll land on them before they get to the bottom of their pathway. Immediately dash from the first one to the 3rd or 4th platform in the set, then dash and double-jump off the end of that one toward the 2nd set. You don’t have much time, to get off the 2nd group and to the next checkpoint before they rise up and smash you into the force field above. You should now see a lone spinning laser in front of you with a narrow disappearing platform that goes around it in four positions. Think of the one nearest you as six o’clock, and the far one as twelve o’clock.

Wait for it to cycle around and jump onto six o’clock just as it appears. Dash and jump over to the nine o’lock position immediately. It should appear there plenty quick enough for you to land on it, because it isn’t very far and you should still have your 2nd jump in reserve if need be for hang time. Quickly shift direction and dash over to the twelve o’clock one. This part can be annoying. There is no stationary platform between this one and the next, so from the twelve o’clock one, you must immediately dash forward and land on one of the platforms spinning between an X-shaped pair of two lasers. The lasers are spinning counter-clockwise, while the platforms are moving clockwise. I highly suggest you move clockwise with the platforms, so that you can see when the lasers are coming and jump to avoid them.

You should now see three lasers spinning in the middle of a handful of rotating platforms. The lasers are asynchronous, meaning sometimes they will be moving nearly together, while most of the time they will have a gap between them. The lone laser moves faster than the pair, so focus on it when planning your timing to jump onto the first moving platform. Try to time it to where you’re dashing to the left side onto the first platform right after all three lasers have past it by. The lone laser will circle back fast, so jump over it once, staying on the same platform. Next, it should circle back at the same time as the double lasers, so double-jump over all three, landing back on the same platform again. After that, quickly boost and jump over to the next stationary platform.

You’ll see a group of flipping platforms ahead of you, but you can skip them entirely. Just dash out alongside them, double-jump, then dash back over into the middle when you’re past them. Activate your flyer bot at the end for a little extra boost and you should make it to the far platform past the flipping ones with ease. Head up the stairs to the next arena battle. The flyer bot enemies can be a real pain here. Try to instant extract the larger ones when you can, and don’t bother shooting them until they lift up and expose their weak spot. Shots to their armored hull just bounce off. Head up the stairs after the fight to a section with tons of moving red force fields and moving platforms.

This area isn’t very hard, just start your dashes forward to initiate jump strings when the force fields that are in pairs are moving away from each other. Just after making it past those, you’ll go across a couple of sets of very small platforms with ‘lines’ of force fields (low, medium, and tall with the tall one floating higher above you). Jump the low one, then dash out or jump over the 2nd. Dash underneath the last, as it is higher. You can reach the checkpoint platform from the 1st or 2nd platform in the final set, so when you see that you’re close to the way point, just dash out to the right, double-jump up, and dash forward. Finish it off with a flyer bot glide, cn_X, to reach the checkpoint platform. Head up the stairs to the final arena fight for this floor.

You’ll deal with lots of apes here, as well as some stubborn and impossible to kill floating drones that assist the larger bots. Just focus on the larger bots, and keep your distance from the drones so they don’t attack you. When there are tanks out with the apes, focus on the apes first. As long as you stay moving and don’t rest on your laurels, the tanks’ attacks are easy enough to dodge. After the fight head up the stairs to see your final series of jumping challenges before the exit to the final boss fight. Once again you have force fields of various heights, floating at different heights above the platforms. Instead of going straight out over them, dash and jump along the side, using your final dash to angle back over onto one of the far two platforms before the big gap.

Again dash out to the side and jump forward, dashing back in to land on the next small platform when there’s an opening between the force fields. Dash out to the side one last time, then jump forward and back in to land on the checkpoint platform before the final set of obstacles. You’ll see a series of X-formation lasers ahead of you. Dash through the first and land on the side-to-side moving platform. Dash through the second, and try to save your double-jump as long as you can to land on the flipping platforms. If need be, jump straight up from the flipping platform and land back down on it after it rotates in order to gather yourself and reorient for the next and final jump.

You’ll have a blue portal ahead of you, with back-to-back X-lasers behind it. You’ll need to jump up and dash through the blue portal. As soon as you pass through it, double-jump up and forward at a 45-degree angle so that you’re passing over the first laser, but angling out to the outer edge of it. Dash forward and further out to the side at the peak of your jump so that you actually go alongside the 2nd laser pair rather than over it. From there, just activate your flyer bot and glide over to the platform with the exit. When you enter the room, don’t forget to grab Audio Log – Roldan 10 on right, just a few feet from the fast travel pad.

During the boss fight with Victor Reborn, there aren’t any complex ‘boss’ mechanics really. All you have to do is keep whittling down his health, dealing with other corebots as he spawns them in. While the corebots are out, he’s invulnerable, so deal with them first. Periodically, he will do a ground slam where a wave of bluish-black energy radiates out. If this hits you, it ‘blinds’ you, making you unable to see what color affinity his corebot minions are. This is largely not an issue, because you can simply try different colors against the enemies until you see which one registers a proper colored attack. However, if you can avoid these shockwaves, it is always best to do so.

Once you get Victor weak enough during the final battle to initiate an attempt at extracting his core, you must use BOTH of your companion bots' lethal attacks. So initiate the extraction, then hit cn_Y for the first bot's attack. Inmediately switch bots and hit cn_Y again for the 2nd lethal attack. If done correctly, the core will extract, bringing you victory, fame, and fortune. Well, victory at least, and the Journey's End achievement.

Now it's time to wrap up the completion by full-clearing all the challenge dungeons and scouring each of the three zones for Hardware pickups (if you haven't done that already).

This page will focus on the 14 optional challenge dungeons, followed by final mop-up. While I will write a text guide for each, pointing out where the 8 switches and the Yellow Key are, it is usually quite obvious where to find them. Only a few here and there are tucked away in less-than-obvious spots. Also, while you will see that most of these have two or three Supply Caches, I have only pointed out the ones that are extra during the course of a few dungeons. The first two or three in each dungeon are merely the reward ones at the end for ompleting objectives, and thus should be obvious.

Assuming you have followed along with this guide, you should have 45 Prismatic Cores, meaning your final 35 cores will be obtained here, unlocking Prismatic Perfection. You should also net the achievement for completing all challenge dungeons once, Spelunker. Finally, if you got all the Health Boosters in the story dungeons and overworld, you will unlock Never Felt Better upon grabbing the final one in Tyrant's Forge.

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  • Spelunker

    Completed all dungeons in the Granite Steps, Lonely Basin, The Cradle and the initial Shifting Sands

    Spelunker
    2 guidesOffline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Cumulative + - These achievements are obtained by repeatedly performing the same action or set of actions over time.

Here is a quick video showing a run of each dungeon, completing all three objectives. The video does not show Health Boosters or Audio Logs, but I have pointed out their locations in the text guides.

If you've followed this guide and have the first four of Bright's audio logs, you will get the last six of them here, one in each of six different dungeons, to unlock Dust Devil.

  • Dust Devil

    Found All of Natalie Bright's log book entries

    Dust Devil
    2 guidesOffline Mode - These achievements require play in game modes that do not necessitate a connection to any online services.Single Player - These achievements can be obtained by a single player.Collectable - These achievements are obtained by exploring the game environment to find a set of unique objects.

If you are struggling with cell bots for dungeons, here are links to four of the dungeons' cellbots that are trickier to find, courtesy of site user Purpal Haze.

House of Steel Cellbots
Armory Flux Cellbots
Forsaken Hall Cellbots
Pit of Oblivion Cellbots

Acid Marsh

17 Core Entry, 3 Prismatic Cores, 2 Supply Caches, 1 Health Booster, 1 Audio Log

As you enter the main fighting room, you should see three switches on the far side: Switch #1 (Yellow) down to the left, Switch #2 (Red) directly above the exit door, and Switch #3 (Blue) up high to the right. Standing in the center of the middle platform, look 90 degrees to your left for Switch #4 (Red) above a door with red lights around it. Look left from there to the corner of the room (the right-hand corner when facing back toward the entrance) for Switch #5 (Blue). Once again look left from that switch to see Switch #6 (Yellow) on the same wall as the entrance door, just to the right of it. Continue shifting your gaze left, past the entrance door, to see Switch #7 (Red) in the corner to the left of the entrance.

For the final switch, face the exit. Turn 90 degrees to your right and look at the very top of the room, near a spiky outcropping up and to the right of the red-lighted door in that wall to see Switch #8 (Red). The Yellow Key should be on the right-hand side of the room, out over the green toxic floor. You will probably shoot it down inadvertently during the fight, and it can be difficult to spot if it falls in the toxic green stuff rather than on the rocks right next to the center platform. Even if it’s in the toxic floor, you can jump in to grab it as long as you jump back out quickly. The Health Booster is in the loot room, behind the middle door opened via they yellow key, beside the core container. Look directly underneath the ramp for Audio Log - Bright 07.

Armory Flux

9 Core Entry, 2 Prismatic Cores, 3 Supply Caches, 1 Health Booster, 1 Audio Log

Note: Make sure you have the climber bot and flyer bot with you for this one. Look to the left between the first two rolling balls to see Switch #1 (Red). You can shoot it before starting across, or from the platform just past the 2nd ball. Just beyond this, before crossing the red horizontal lasers, look to the right for Switch #2 (Red). To pass the lasers, drop off the platform with the blue arrows on it and wait until you’re lower than the lasers. Dash forward underneath them, then use your double jump to get back up onto the platform beyond. Attach to the metal girder with the climber bot, then onto a 2nd, and finally onto a 3rd to launch over to a stationary platform.

After the next platform you’ll have to go through three blue floating portals. After the third, try to time your landing on the small platform ahead of you so that the twin lasers are moving to your left. Stay on this platform and look to the left of the rolling ball in front of you to see Switch #3 (Red). As it rolls left, dash onto the right-hand end of its platform. Jump and dash over the lasers between this ball and the next, aiming for the left-hand end of the 2nd ball’s platform so that its lasers don’t nail you. Quickly turn so that you’re facing at a 45-degree angle to the right, with straight ahead being the direction you’ve been travelling down this tunnel. Dash off the platform with the ball, double-jump, and dash again to reach a small rock outcropping high up above the next hall.

Directly opposite this outcropping is a ledge with an Audio Log - Bright 06, but ignore that when going for the three challenges at once. Just come back for it and quit out once you grab it. From the small rock outcropping you just landed on, look up to your left to shoot the Yellow Key on a higher ledge nearby and go grab it. This next bit is very tricky. Make sure you have your flyer bot at the ready. You should see two moving platforms with blue bubbles, and some three sets of moving vertical lasers. Between the first and 2nd bubble platforms, a smaller platform moves in and out of a blue force field. Shoot the first bubble platform when the smaller non-bubble one is just starting to come out of the blue force field to the left.

Jump onto the first bubble platform, and onto the smaller one. Now try to wait until the 2nd bubble platform is at the leftmost leg of its path, or as close as possible. Shoot it to drop its bubble and jump over to it. Immediately turn and face back toward the area were the audio log and yellow key were to see Switch #4 (Red), sitting behind that blue force field that the smaller platform was moving through. As soon as you hit it, IMMEDIATELY turn back around and jump along the wall to your left (dash, then double-jump). You’ll have to activate flyer bot with cn_X in the middle of this jump to catch the air current from the leftmost pipe, and angle around the lasers possibly (depending on their position), before angling to the right to catch the 2nd air current in order to reach the next platform.

From here, jump over to the 1st small platform to your right, then onto the 2nd one. If you’re quick, and depending on your timing with the double force field moving across these platforms, you can double-jump and dash over the red lasers ahead of you, between the blue force field to the left and the two moving ones to the right. If you’re successful, try to land on the small platform to the left behind the lasers where the Health Booster sits. If your timing is off on that bit, you may have to wait for the double force field to come toward you and jump around it to the next small platform before jumping over the lasers. Once past that bit, move on to the sloped platforms with the rolling balls. Make sure to shoot Switch #5 (Red) on the left, just past this first sloped platform with the rolling ball.

Jump across two more sloped platforms and onto a stationary one with blue arrows. Look ahead to the right of the floating blue portals for Switch #6 (Red) in an alcove. These portals are moving, so remember to time your jumps, hesitating between the 1st and 2nd half of a double jump if necessary, to make it through all three portals. Make sure you don’t wait too long to jump before hitting the 3rd, because if you jump as you pass through it, it negates one of your jump/jump/dash moves, making it hard to reach the small platform beyond. If that happens, you might be able to ‘save’ it by using the flyer bot mid-air. Make your way around the three platforms with rolling balls between the blue force fields, shooting Switch #7 (Red) to the left of the 3rd one, just before the lasers.

From the end of that 3rd platform, drop off so that you pass under the lasers, dash forward, and activate your flyer bot to catch the air current from the pipe ahead. As soon as you land on the platform ahead, switch to climber bot and jump up to the girder moving left to right ahead of you. Attach to it with cn_X, pulling back once again on the left stick as you release from the end so that it doesn’t launch you into the lasers. Keep an eye out for the moving platform nearest you beyond the lasers as you drop, and dash toward it as you pass under the lasers, using your double-jump to land on it. Dash/jump over to the next platform and switch to your flyer bot, as this next bit is tricky and might you might need it to rescue you.

Facing forward, you should see a grid of two sets of horizontal lasers with three sets of vertical ones, with moving blue portals. Wait until the nearest portal is moving toward you from the far end of its path before starting your jump. You can shoot Switch #8 (Red) at the far end while you wait. As soon as it starts approaching, dash forward from the platform and double-jump before it reaches you, so that you ‘fall’ through it. Here’s where it gets tricky. If you have the distance, you can then dash/jump or jump/dash forward through the grid into the next portal, but that is unlikely. Most likely, you will want to jump forward to stay as close to the grid as possible, then dash backward the way you came so that you go through the 1st portal again.

This will be a blind dash of sorts, because panning the camera mid-jump would be lunacy. But as long as you use the grid to keep your height roughly centered, you should be fine. Once you pass back through the 1st portal, switch directions again so that you’re moving back toward the grid. You should be able to pass through the 1st portal once more (for a total of three times through it in one continuous jump sequence). From there, you should be close enough to jump through the grid and dash into the next portal. Once you hit that 2nd portal, simply double-jump and dash forward, then use your flyer bot to glide over to the exit.

Assembly

8 Core Entry, 2 Prismatic Cores, 3 Supply Caches, 1 Health Booster

To your near left as you enter, the Yellow Key is floating up high in the 1st alcove. Make sure you don’t shoot it down above that high ledge, or you can’t reach it. From the entrance, look on the opposite side of the room up high to the left for Switch #1 (Blue), and directly underneath the exit door for Switch #2 (Red). In the upper-right hand corner of the exit door’s wall you’ll find Switch #3 (Red). To the right of that, up high above the alcoves on the right-hand wall, sits Switch #4 (Blue).

Directly to your right as you enter, behind some rocks and a round metal object up against the right-hand wall, Switch #5 (Red) is hiding. Near that one, up high in the right-hand corner nearest you as you enter, you should see Switch #6 (Red). Look directly above the entrance, up high, for Switch #7 (Blue). Lastly, look up into the hole above the large chain in the center for Switch #8 (Blue). The Health Booster is beneath some destructible boxes to your right as you go down the ramp in the loot room.

Brood Hive

4 Core Entry, 2 Prismatic Cores, 10 Supply Caches, 1 Health Booster

From the start, you’ll pass through a short hall and come out onto a ledge. Before dropping down into this room, turn around 180 degrees to find Switch #1(Red) in the starting tunnel. In this first room, look behind you when you drop down to find the Health Booster on a ledge. Switch #2 (Red) is to the right of the exit in this first large fighting room. Switch #3 (Red) is on the right just beyond that exit. Just past #3, look for Supply Cache #1 on your left, and Supply Cache #2 on your right in this hall. Switch #4 (Red) is down the hall from #3, on the left, before turning into the next tunnel on the right, and just before some bat enemies drop down. Look for Switch #5 (Red) at the end of the next hall, up high to your left in a tall vertical shaft.

Climb up that shaft to the top to find Supply Cache #3. Drop down and head into the next room with the three floating platforms. In this room, you’ll need to jump down to the lower area and extract a core from the wall on the far side to bring the moving platforms down. After that, you need to jump back up to the platform where you entered, using the nearest moving one to do so (shoot its bubble to make it usable). Once up there again, press the green pressure plate and jump across the three moving platforms to reach the exit. Before you press that switch, there are some items to grab. Look to your left 90 degrees when facing the exit at the first switch. You should see a climber bot girder on the wall. Use it to reach that alcove for Supply Cache #4.

Look directly underneath the platform with the green pressure plat for Supply Cache #5. Return to the pressure plate and face the exit again. Look for a platform on the right side of the room when facing the exit. Jump over to it, using the floating ones if necessary (shoot the bubble to drop it). Stand on the green switch on the stationary platform, and look diagonally across the room to the doorway the switch opens (to the left of the exit). Shoot the two floating platforms to your right to make a path, then jump and dash your way across them quickly to that doorway before it closes. In this room, you’ll find the Yellow Key a short distance ahead to your left, and Switch #6 (Red) below the ledge to your right as you enter.

Supply Cache #6 is immediately to your left as you enter. This is the only one outside the loot room that has a blueprint. Supply Cache #7 is on the far side of the room behind the door that the green pressure plate opens. The final three caches are in the loot room. Return to the previous room with the three floating platforms once more. This time, stand on the pressure plat on the entrance platform and use the three moving ones, shooting them to freeze them once more, to reach the exit. You should see Switch #7 (Red) to your right shortly after entering this hall. When you enter the final large fighting room, look down behind the rocks to your immediate left as you enter (to the right if you’re facing the door from which you entered while down on the ground), to find Switch #8 (Red).

Cavern Rush

4 Core Entry, 2 Prismatic Cores, 3 Supply Caches, 1 Health Booster

Switch #1 is to your right as you cross the first set of stationary platforms, around the 8th platform. Just after you cross the first two moving platforms, Switch #2 is to the left. At the end of the first platform path, the Yellow Key is above the island, and Switch #3 is on the island. Switch #4 is to the right just ahead of the 6th platform past the island, beside a climber bot girder (which saves you time if you have the climber bot).

Just past this, there is one stationary platform with two moving platforms ahead of it, with very large gaps. Switch #5 is above these, to the left, and the Health Booster is to the left as well, where the 2nd of the moving platforms goes. Look low and to your right as you pass the 3rd blue force field on the next path for Switch #6, with Switch #7 being shortly ahead of this and to the left. Switch #8 is just below the exit, hard to miss.

Coliseum

12 Core Entry, 3 Prismatic Cores, 2 Supply Caches, 1 Health Booster, 1 Audio Log

From the entrance to the main fighting room, look directly across to the exit and underneath it for Switch #1 (Red). The Yellow Key should be floating around between the center platform and the outer walls, so it will drop down into the lava when you shoot it. It should be near the exit as you enter the room. Just jump out and grab it, quickly jumping back before sinking into the lava. To the right of the exit, way up high near the ceiling, Switch #2 (Blue) is visible. Right of that and down lower (almost at your level), Switch #3 (Yellow) sits about midway up the wall on the right side of the room when facing the exit, just left of a white structure.

Continue panning right from that, past the white structure, and up high for Switch #4 (Red), to the left of the exit when facing it. You should be facing back toward the exit now, so look directly above it for Switch #5 (Blue), and to the right of that in the corner for Switch #6 (Red). Standing in the center of the room and facing the exit, look left above a lava flow for Switch #7 (Blue). Finally, face the exit from the center of the platform. Move to the right-side corner nearest the exit and look down over the ledge for Switch #8 (Yellow). You can’t miss the Health Booster, as it is right at the bottom of the ramp in the loot room. Audio Log - Bright 08 is just beside the ramp here.

Crucible

8 Core Entry, 2 Prismatic Cores, 3 Supply Caches, 1 Health Booster

You can hit the switches here more or less in any order, since it’s just a fighting pit. I’ll number them in the order of my video, but you may hit one or more by sheer accident while fighting. Switch #1 (Blue) is to the immediate right of the exit door, near ground level. When facing the exit door, to the right of Switch #1 and up higher, Switch #2 (red) is floating up higher, partially hidden by the round wreckage on the rock wall. Switch #3 (Blue) is between the first two, very high up on the rock wall. The Yellow Key is floating to the left of the exit door, between the grey rock outcroppings. Near this, you’ll find Switch #4 (Yellow) on ground level, hiding behind the rock outcroppings on the left when facing the exit door.

Standing in the center of the room and facing the exit, look directly to your left to see Switch #5 (Red) sitting atop an angled rock pillar, with Switch #6 (Red) just above and to the left of it, atop another pillar. Standing in the center of the room, face the entrance. Switch #7 (Blue) should be just to the right of the entrance, easy to spot. Look to the left of the entrance when facing it from the center of the room, way up high for Switch #8 (Yellow). Now, just finish off all the enemies within the time limit to nail all three challenges on this one. The Health Booster is hard to miss, directly behind the core container at the base of the ramp in the loot room.

Forsaken Halls

16 Core Entry, 3 Prismatic Cores, 2 Supply Caches, 1 Health Booster, 1 Audio Log

From the start, make sure to grab the Audio Log - Bright 09 underneath the boxes to the left in the entrance area. Entering the main room, you should see Switch #1 (Red) directly across from you, above the exit door. Switch #2 (Yellow) is just to the right of that, up high in the corner. Continuing to the right, Switch #3 (Red) is just past the midpoint of the wall clockwise from #2, sitting between the center partition and a door with red lights around it. Right of that one, and higher up, you’ll see Switch #4 (Blue) way up high in the corner. You should also see Switch #5 (Blue) low and to the right from #4, just above some black spikes protruding near ground level.

Continue panning right (clockwise) from #5, and you’ll see Switch #6 (Yellow ) higher on the same wall, past the entrance door. Again continue to pan clockwise and you’ll come back around nearly full circle to see Switch #7 (Yellow) high on the wall to your left when facing the exit door, near that front-left corner. Switch #8 (Blue) sits in said corner up high, left of the exit door when facing it. Between switches #7 & #8, you should see the Yellow Key floating down closer to ground level, so just shoot it down. Wrap up the enemies under par time and you’re all set for this easy arena dungeon. The Health Booster is directly underneath the ramp leading down in the loot room.

House of Steel

10 Core Entry, 3 Prismatic Cores, 6 Supply Caches, NO Health Booster

Enter and head forward onto the central platform. Activate the console to your left to move the floating platforms into position to reach the doorway to the left (when facing the console you just activated). Before jumping across, look a few feet ahead to the right when facing the console to see Switch #1 (Red) on a rock pillar. Head across into the next room and deal with the flying enemies. In the next room with all the yellow bot alcoves, deal with the enemies first. Once they are all dead, return to the entrance door for a point of reference. Facing into the room from the entrance, look high to your right for Switch #2 (Red). Jump onto the small metal protrusion at the base of the wall immediately to the left of the entrance, and from there up onto the metal catwalk above.

From here, jump up onto a 2nd, higher catwalk/girder. Follow it around the room to the left (relative to the entrance) to find Supply Cache #1 as well as a Prismatic Core container a little further along. This is the one of only two times you will find a core outside the loot room in a challenge dungeon, the other being in Pit of Oblivion. Exit into the next room, and on into the next after that. In this room, you should see a metal girder on the left to use with the climber bot. Before doing so, look directly to your right next to the entrance platform you’re on to find Switch #3 (Blue). You’ll then need to time your climber bot usage on the girder to make it through an alternating blue force field, then past a couple more via platforming to exit this room. In this next room, you should see several bots with blue lasers connected to them. Look directly above the door through which you entered from the previous room for Supply Cache #2.

After extracting the door to exit that last room, you’ll find yourself in a hall with large blue laser grids. Take them out with charged shots and your companions. Before exiting this hall, look above the exit for Switch #4 (Red). You should now find yourself back into the large entrance cavern. Wait for the platforms to move over to you, then jump across to the center platform and activate the other console on the far side from the 1st one you activated after the blue Cell Bot powers it up. Cross the platforms once they move into position, and head into the next room. Pass through the halls and into a room with more alternating force fields and a climber bot girder. This one is trickier to time, but remember that you can hesitate in mid-air before your 2nd jump in a double jump in order to wait for the force field to be open for you.

As you enter the next room past those force field jumps, look up above the metal girder at the top of the room for Switch #5 (Yellow). Immediately after that, standing in the entrance to the next room, look up high nearby to the left to see the Yellow Key floating and shoot it down. Just like the room earlier, jump onto the small protrusion on the wall left of the door (when facing into the room) and from there up onto the metal girder/catwalk. Fallow it as it slopes up and to the left around the room to reach the key you shot down. Look straight out from this ledge where the key was, into the room, to see Switch #6 (Blue) on the far side, between two metal claw-like structures.

It might be hard to spot in the flood of light, depending on your contrast settings. Facing that switch, look to your right up here for a small ledge with Supply Cache #3 on it. The final three supply caches are in the loot room. Continue on, back out into the main room, and an orange Cell Bot will follow you and open the way forward. Head across the platforms and into the next room, where you’ll find Switch #7 (Yellow) hidden behind the girders, to the left of the exit into the following room. Carry forward through said room and into the large, cavernous room beyond, where you’ll face the dungeon’s commander. In this room, you’ll find Switch #8 (Blue) floating between the two large vertical rings high in the center of the room.

Obsidian Run

11 Core Entry, 2 Prismatic Cores, 3 Supply Caches, 1 Health Booster, 1 Audio Log

Once again, bring climber and flyer bots with you. At the very beginning, look to your left on the rocks for an Audio Log - Bright 05. From the start, aim up to the left through the upper-left blue portal to shoot Switch #1 (Red). Go across the right-side platforms and through the portal, onto the next platform. Jump to the next, and dash/double-jump/dash off it to easily reach the next one, in front of the next blue portal. Before jumping through it, aim straight ahead to shoot Switch #2 (Red). Jump/dash through that portal and a 2nd one just behind it to land on the platform directly over that 2nd switch. You should see two more portals in front of you before a rock island where the cave makes a left turn, with a moving platform between them. Jump/dash through the first and onto the moving platform between the two portals.

Instead of jumping through the 2nd portal, however, look up to your left to see the Yellow Key floating. Shoot it down and use attach to the climber bot girder to reach it. Jump down to the rock island at the cave’s turn, and look for Switch #3 (Red) behind the rocks on the far side from where you entered. Turn left 90 degrees to see a string of blue portals, and shoot Switch #4 (Red) to the left of them. There are five portals, and a mere dash/single-jump between each should suffice, with a jump/dash/jump after the last one to reach the next platform. Here, you should see a few more portals in front of you, and should be able to aim underneath the one on the right to shoot Switch #5 (Red), which floats just beside the 2nd portal, before jumping through them.

After jumping through those three portals, you’ll land on a stationary platform with blue arrows. Look ahead to the right of the next portals to shoot Switch #6 (Red). Jump through those three portals (two moving and a center stationary one) to reach the next rock island at another bend in the cave’s path. Looking ahead from here, you’ll see a series of five more portals. After passing through the 1st, once again a single jump/dash combo should suffice to get you to each of the next four, with a jump/dash/jump string after the last to land safely on the next stationary platform. On this platform, look ahead to your left for Switch #7 (Red).

You’re probably already nervous looking ahead to the next series, but it isn’t that bad. First, you’ll have to pass through three portals to a stationary platform. The nearest one moves forward and back, while the two behind it, before the platform, move up and down. You’ll see in the video I make a couple of mistakes here, and the flyer bot saves my bacon on one of them. For these first three portals, wait until the nearest one is moving toward you from its furthest point. Jump/dash through it, then jump and hang out mid-air so that you can dash back toward the screen, through it again. Once you pass through a second time, reverse course again and dash through it a 3rd time. You should be close enough to the two vertical moving portals now that it should be no problem getting through them to the platform. From the platform, look to the right near the end of the next set of portals to shoot Switch #8 (Red).

You can’t miss the Health Booster, as you land on its platform here. The next set of portals can be intimidating, but they really aren’t that bad. The key is not to try and plan your route BEFORE jumping forward and over-committing to a specific direction. It’s better to simply focus on the portal nearest you and jump/dash through it. As Joule approaches and hits the portal, be looking forward to the next two, which will always be moving in the same direction, but with some distance between them. Angle your next jump/dash so that you’re moving toward a location where a portal is approaching, rather than where they currently are when you hit the previous portal. After passing through two ‘pairs’ of portals, you’ll have to time your final jump/dash and angle it toward a lone final portal.

If you biff the final one, try to use the flyer bot at the very peak of your jump and you MIGHT make it to the exit. You’ll notice in the video for this dungeon that I actually failed twice in this area, once on the first set of three portals, but the flyer saved me, and once on the final set. The 2nd time I actually fell to my death, but luckily had shaved enough seconds off of my run that I still had time to finish, even with the fall. I didn’t shoot the 8th switch until after landing, so I had to quickly spin around and shoot it while walking backward across the finish line, lol. This particular dungeon is one of the two hardest traversal ones, so don’t sweat it if it takes you a little practice to clear it with all three objectives.

Pit of Oblivion

20 Core Entry, 3 Prismatic Cores, 3 Supply Caches, NO Health Booster, 1 Audio Log

NOTE: I believe the map screen may have a typo/glitch on this one after the patch. There are either only 2 supply caches rather than 3, or there are only 3 prismatic cores. I say this because the loot room has 5 total rewards. There is one prismatic core during the dungeon, outside the loot room. There are no supply caches outside the loot room. Therefore, there are only six rewards, meaning either 4 cores and 2 caches, or 3 cores and 3 caches.

I'm leaning toward the latter, because my map screen says 3/4 cores even though I got the one in the dungeon and got all 3 objectives completed. Keep this in mind, and don't kill yourself trying to find a 4th core. This is similar to the problem with Pylon 512's map display glitch after the patch, which is showing 1/5 cores for me instead of the correct 4/4. It worked right pre-patch, lol, so they must've messed it up in the patch.

Bring climber bot and ape bot for this one. Head down the initial hallway into the main shaft of the dungeon. This is a vertical dungeon, so reference points will be a little trickier. From the entrance to the main shaft, dash/jump 45 degrees to your right into an alcove on the right wall. Immediately turn around and face back into the main shaft. You should see a platform on the right going up and down, and Switch #1 (Red) directly in front of you in a small nook. Jump over to the ledge to the right of the moving platform, and onto it to reach the upper ledge of the central rock pillar. Go straight across the central portion to the platform opposite the moving one.

Turn around 180 degrees, facing back toward the moving platform that brought you up here. Look directly above that moving platform, behind a floating blue portal (which you only see a side view of currently), into an alcove for Switch #2 (Blue). Look 45 degrees to your right from #2, way high up into the corner to see Switch #3 (Yellow), which you can just barely shoot from down here. Turn left and jump over to the walkway against the wall, then up a couple of boxes to a ledge above. Facing out toward the floating blue portal, turn 90 degrees to your right. You should be facing back down the way you came, toward the boxes. Look up above, beneath a metal grating walkway, to see Switch #4 (Red).

Jump out through the blue portal and across to the walkway on the far side of the shaft. Make you’re your climber bot is active. Turn right 90 degrees and jump across to another set of boxes, as there is no need to land on the walkway below them. Look for a climber bot girder above you and attach to it via cn_X to carry you across to the next walkway. Take the very quickly moving platform to the right over to the next platform/walkway. You should now see a darkened alcove nearby to the right as you land on this walkway. You’re also now standing on the grating that was above the last switch you shot from below. This alcove also houses the blue switch that you shot as #2.

Jump into the alcove and drop down the shaft to get the Yellow Key, then stand on the green pressure plate and use climber bot on the girders to get back up. Facing out from the alcove, jump over to the walkway on your left and take the moving platform up. At the top of its path, jump back the way you came to land on some boxes directly above the platform you were on below. You should see some red lasers to your left. Look above them, beneath the walkway above, to see Switch #5 (Blue). The walkway above that switch has another set of lasers, and you should see yet another sloped walkway very high up above, on the opposite side of the shaft, with a 3rd set of lasers on it.

Look on the right end of that walkway, above the 2nd set of red lasers, where you should barely make out and be able to shoot Switch #6 (Blue) from down here. From the top of the boxes, turn back toward the direction where you rode the last moving platform up to reach the boxes, and jump over to a metal grating against the wall above. From there, jump forward to the next grating in the corner of the wall, and over to the alcove to the right of it. Step on the green pressure plate in this alcove, and quickly use climber bot on the girders above the nearby ledge to carry you up. Switch to ape bot at the top to activate the slam pillar in front of the blue force field to drop it, shooting Switch #7 (Yellow) above you here.

Once the force field drops, jump 90 degrees to your left off this ledge, down to a platform far below, making sure to use your double-jump just before you land to prevent falling damage. You should see two green pressure plates on the short ledge here. Facing out toward the main shaft on this ledge, activate the right switch first (the one nearest the climber bot girders) to unlock them. Quickly step on the left plate (the one furthest from the girders), and activate climber bot to carry you up them. If you were quick, the door above will be open and you will land in a room full of stone rubble and a stone ramp leading up.

Go straight ahead and shoot the boxes to reveal the green Cell Bot, then head up the ramp. Run over to the green circle on the wall so that the cell bot will make its way over to activate it. While waiting, turn and face opposite that circle, with the red-lighted door on your left, to see Switch #8 (Red) at the far end of this hall, up above. There is also a Prismatic Core beneath it, the 2nd of the only two cores available in challenge dungeons outside the loot room.

Head up the ramp, dashing out off the ramp and jumping back in if you need to go around the lasers. Activate the terminal at the top to start a platform moving. Quickly jump onto the platform before the lasers return, then use climber bot to carry you across the girders nearby. Run up the next ramp, dodging the lasers once more if necessary, and jump across to the platform by the exit. Before going in, turn around and look down to your right, underneath the ramp that led up here. You should see Audio Log - Bright 10 on a pipe beneath the ramp, near that final blue switch.

Proving Ground

15 Core Entry, 3 Prismatic Cores, 2 Supply Caches, 1 Health Booster

As soon as you enter the arena room from the dungeon entrance, look up to your left just inside the door for Switch #1 (Red). From this doorway, look straight out ahead of you for Switch #2 (Red) on the far side of the room, and Switch #3 (Red) midway across the room, on your left. If you can’t see the one on the far side, the middle blue floating portal is probably obscuring your view. You should also see the Yellow Key being held by some floating enemies high to your left, so shoot it down. You’ll have to take a brief dip in the lava to grab it. Just jump out quickly. Jump down onto the central landmass from the entrance and turn around 180 degrees, facing back to the entrance. Down low to the right of the entrance, by some blue crystals, is Switch #4 (Red).

Turn back around and look over the far side of the landmass on your left (same side as Switch #3) to see Switch #5 (Red) down by the lava. From the center of the landmass, look straight up above you into the hole in the ceiling for Switch #6 (Red). Just over the side of the landmass, floating up against it, you’ll find Switch #7 (Red) in the middle of the side facing the exit door. For the final switch, stand on the landmass on the side nearest the entrance door and face toward the exit door. Now turn 90 degrees to your right. On this right-hand-side wall, up high on the end of it nearest the entrance door, you should see Switch #8 (Red) floating up high, near the ceiling. The Health Booster here is down the ramp in the loot room, to the right of the prismatic core container.

Repository Blitz

8 Core Entry, 2 Prismatic Cores, 3 Supply Caches, 1 Health Booster

Getting in here might be tricky for some. In the area where the dungeon is located, look along the northwestern wall for some climber bot girders that you can use to launch yourself up to the top of the tower. Once up there, finding the green Cell Bots on your way down through the platforms inside it in order to unlock the dungeon is almost unavoidable. They’re all inside the tower on platforms, with one near the dungeon itself. There are other ways to the top of the tower from outside, but that is the easiest.

After passing four rolling balls, look to your right for Switch #1. You’ll pass six more balls on flat platforms, and come to a few on sloped platforms. Look to the left end, underneath the 3rd sloped platform, for Switch #2. You’ll see Switch #3 at the end of this first tunnel, directly underneath the platform at the end. Starting the 2nd tunnel, you’ll pass several single-ball platforms, followed by a few double-ball platforms where both balls are rolling the same direction. Look on the 2nd of the three platforms with two balls on them, dead center, for the Health Booster. After passing these, standing on the platform with arrows and facing the next one with two balls rolling in opposite directions, look to your left for Switch #4.

Just past Switch #4, you’ll have to make it through three blue force fields, with rolling balls to serve as a nuisance between them. Once you get past the 3rd, you should see a yellow metal girder up high to your right, where the climber bot can take you as a shortcut. Midway across this, the Yellow Key is floating. You’ll need to use your climber bot to cross the girder, but jump backwards onto the platform to get the Yellow Key after the climber bot releases you. Just ahead of the key, you will have to cross a few L-shaped platforms running between blue force fields, while dodging balls. Switch #5 is in the corner to the left, between the 1st and 2nd blue force fields. After making it past the L-shaped platforms were #5 was, you’ll reach a large junction between the tunnels.

Before turning into the next tunnel, look high to your right in the corner of the junction for Switch #6. This next hall can be rather tricky. Most folks will want to make their way forward staying over the platforms as much as possible, and jumping from one platform to the next while staying centered. This is actually not the best way, and can lead to many deaths when balls drop out of the ceiling pipes unexpectedly. Instead, try to stay to the side of the platforms as much as possible while jumping. When crossing from one platform to the next, dash out to the side off the platform, then jump and reorient yourself. Dash forward after that 1st jump, then reorient to the next platform and jump over to it. This helps make timing the balls much easier.

As you cross the first few platforms, before you reach the area with all the blue force fields, you should see Switch #7 sitting underneath a horizontal platform with a rolling ball on it. When you reach the grid where two vertical and two horizontal force fields intersect, make sure to use your dash/double-jump/dash sequence to make it through the gap in the middle and onto the next platform. Keep an eye out for the moving blue portal beyond as you jump through, so that you can time your next jump to pass through it when it is centered between the two ball-dropping pipes. When you reach the exit ledge past that, turn around 180 degrees to see Switch #8 beneath the platform you just passed.

Tyrant’s Forge

75 Core Entry, 2 Prismatic Cores, 3 Supply Caches, 1 Health Booster

At the start of this one, stand still where you spawn in and kill the enemies in the next room. The timer doesn’t start until you enter that room, so you can save yourself the clock time ticking away while fighting them if you kill them from your spawn. Once they’re dead, head forward into the main fighting room. You should immediately see the Yellow Key on the far side, to the right of the exit door. Switch #1 (Red) is directly above the exit door. To the left of the exit, near ground level on the far wall, you should see Switch #2 (Blue). To the left of that one, above the Area 3 Fusion Reactor sign on the left wall as you enter, sits Switch #3 (Blue).

Facing #3, continue panning left to face back toward the entrance, and you should see Switch #4 (Red) up and to the right of the entrance door. Continuing left (counterclockwise) from #4, you should see Switch #5 (Blue) up high. Switch #6 (Yellow) is to the left of #5, up high beside the Area 3 Fusion Reactor sign on its wall. Once the enemies are dealt with, go to the side of the round platform nearest the entrance door. Look down over the ledge, underneath the entrance door, for Switch #7 (Yellow). Finally go to the far side, nearest the exit. Facing the exit, look over the ledge to your right, down below, to shoot Switch #8 (Blue). The Health Booster is hard to miss. It sits a few feet to the right of the final core container at the bottom of the ramp in the loot room.

Final Mop-Up

I've left a few achievements to the end here because you most likely unlocked them through the normal course of play. By now you should have long-since reached Joule's maximum weapon level, as well as getting a core bot to level 30, for Locked and Loaded as well as All Grown Up. If you haven't taken the time to go to the crawler and fully infuse your level 30 core bot so that all three of its stats read MAX, do that as well for Well Fed.

  • Well Fed

    Maxed out one friendly Core through Core Fusion (up to level 30)

    Well Fed

Once that's done, while still in the crawler, craft every part you can until you've crafted 50 of them to unlock Workbench Wonder.

You probably haven't earned 50,000 E-tuner yet, unless you roamed around the overworld a LOT or replayed dungeons extensively. The best place to grind this is The Warren. There are tons of tuner pickups inside, and you can net a few thousand or so speed running the dungeon. You may want to leave this until after the hunting challenges grind for the final blueprints, though.

Assuming you did a good job sweeping all the overworld maps while going for Prismatic Cores, Audio Logs, Health Boosters, and Hardware pickups, you likely got all the blueprints in the overworld. If you're here, then you also must have cleared all the objectives in the challenge dungeons to obtain all the blueprints there. That leaves only the hunting challenges. Each frame (K9, climber, ape, and flyer) has hunting challenges in the pause menu.

Focus on one at a time, because some will require that specific companion bot frame to kill a certain enemy type. If you are looking for purple enemies, there are specific locations on the map that one of each type will spawn. Warping to the crawler and back respawns them. A purple K9, for instance, spawns in the northwest corner of Lonely Basin, just as you enter the area. Complete all the challenges for one frame to unlock Big Game Hunter, and for the rest of the frames to unlock The Architect if you obtained all the supply cache blueprints in the game.

Congratulations on a somewhat grueling 1k! Not the hardest one out there by any means, but a bit tedious with the collectibles eh? I will try to record a video picking up all the Hardware pickups in shifting sands at some point, since it would be nearly impossible to write text directions for that. Thanks for using my walkthrough. Peace, love, and gaming!~Life

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