Back 4 Blood

Back 4 Blood

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Act 4 Cleaner

Act 4 Cleaner

Complete Act 4 on Nightmare difficulty

0.7%

How to unlock the Act 4 Cleaner achievement in Back 4 Blood - Definitive Guide

This guide will be focused on those trying to earn this achievement through 'Quickplay' with random players online. If you're planning on completing this using the 'Solo-Offline' method, then refer to Invincible666's guide over on 'Act 1 Cleaner'.
Back 4 BloodAct 1 CleanerThe Act 1 Cleaner achievement in Back 4 Blood worth 233 pointsComplete all Act 1 maps on Nightmare difficulty.


OVERVIEW;
Act 4 will be the easiest of the 4 acts to complete on Nightmare difficulty cause its only one level. You'll have to fight 4 tentacle mutations above ground before reaching the main boss underground and once you defeat both stages of it, you should unlock the achievement. Pretty straight forward and simple act so this can even be done without a full team of players. I was actually able to complete this with just one other player its that simple.

DECK BUILD;
    Ridden Slayer (+20% weakspot damage)
      Reckless Strategy (+30% weakspot damage, -5% damage resistance)
        Hyper Focused (+50% weakspot damage, - 40% move speed while shooting or meleeing)
          Ammo Mule (+75% ammo capacity, -5% move speed)
            Large Caliber Rounds (+7.5% bullet damage, +200% bullet penetration)
              Down in Front (while crouching, you dont take or deal friendly fire damage, +10 health)
                Tactical Vest (+30% rifle ammo capacity, +10% damage with assault rifles and lmgs)
                  Two is One and One is None (can carry a primary weapon in secondary slot, -25% swap speed)
                    Canned Goods (+45 health, -25% stamina)
                      Hunker Down (while crouching gain +10% damage resistance and +40% accuracy)
                        Front Sight Focus (+20% accuracy, +10% weakspot damage, +15% aim speed, +15% recoil control)
                          Steady Aim (every 0.75 seconds you ads, gives +10% recoil control [up to 3 stacks], +80% aim speed, -50% ads move speed)
                            Surplus Pouches (-5% health, +1 team offensive inventory)
                              Box O' Bags (-10% health, +1 team support inventory)
                                Hydration Pack (+35 Health, -15% ammo capacity)


                                DECK NOTES;
                                This deck isn't that great outside of using it for the sole purpose of this Act. I'm sure you can find success using a different build, a melee one perhaps because their isn't a whole lot of open space to move around in this level, and a healing/Doc build might be useful but all in all not necessary. For the most part this deck should be what you run with but if you want to switch a few cards out with some you might see fitting better, then have at it. The most notable card not included imo is probably 'Admin Reload' which allows you to reload your weapon once you stow it. I didn't include it in the base deck cause with the attachments on my guns, I was able to reload my guns quick enough to never feel like I really needed this. I actually ended up finding this as a buyable card before I jumped down to reach the final boss so it turned out to be an unneeded but nice quality of life card. 2 more cards that could help are 'Phosphorous Tipped' and 'Pyro'. These cards will give an escalating chance to set targets on fire when firing continuously and boost your fire damage by 100% and give 3 temporary health for each kill with fire. I'm not sure how effective, if at all, they will be on the boss but if it is, then paired with an assault rifle or lmg it sounds like they could be really helpful. 'Fire in the Hole' (gain 20 temporary health and +25% sprint speed for 5 seconds) is one that might be helpful for when you end up using your pipe bombs.

                                GENERAL NOTES;
                                Because this is being done in Quickplay, you have the potential to join mid-game. If this happens to you, you won't have the option of picking your deck nor character until your whole team dies but it's honestly not a big deal, I was able to knock out around 75% of the bosses health before I died so it's entirely doable without them.
                                For my character I used JIM for his +25% reload speed and +10% team weakspot damage. If someone chooses him before you, HOLLY, HOFFMAN and WALKER are good alternatives as well as TALA if you have the dlc.
                                This map has the unique advantage that as soon as every player spawns in, high quality weapons and a ton of copper will spawn right in front of you which makes this level alot easier to get through. Cause this is only one level, and its mainly focused on the one boss, the deck you'll be using is heavily focused on weakspot damage. You'll move slower than molasses when shooting but paired with the attachments on your guns, you'll be so accurate, you'll feel like a laserbeam. And with 2 primary weapons, you'll be mainly focusing on the 4 tentactles, the main boss and if they get too close, then sometimes helping get rid of the mutations. For my 2 weapons, I ran with an M249 lmg and a M1A sniper. You can ofc switch up your weapons, play whatever suits you best. With all that copper, your team will get started on spending it. I prioritized pipe bombs, pain pills and shield first. Pipe bombs will help steer the ridden away from you when your chasing after the boss when it starts to move through the cave and pain meds will help give a boost of health in a quick pinch. If your team by now hasn't purchased a team upgrade, then you should go for offensive or support item upgrade and health. You can also look at attachments either to buy or some on the ground that your fellow players have swapped out.

                                GAMEPLAY NOTES;
                                When you leave the 'saferoom', you'll be greeted with a mini boss in the form of 4 tentacles. Their hits always land in the same area so find a spot they won't hit you (I found hopping up on the tires to the edge of the 1st tentacle you encounter as a really good spot to hunker down) and they wont pose much of a problem to you and your team but be careful cause after they die, they will continue to spew acid every 5 or so seconds until you kill all 4 tentacles which can get annoying very fast. After you killed all the tentacles, stock up on ammo and check and see what the buyable card is. Once you're down in the cave, focus all your attention on the bosses weakspot. The boss also has 4 tentacles but again, they always strike the same area so find a sweet spot (i prefer the right side), crouch down and unload until its health bar depletes and you defeat the 1st stage to this boss. In this area, ridden and tallboys will spawn in continuously until you defeat the 1st stage, but dont worry, if you have competent enough teammates, they'll take care of them but its best to spray a couple of bullets their way to help.
                                Once the boss enters its 2nd stage, it starts to move throughout the cave and you'll be given a timer. I dont know the exact time you're given but i'm certain its between 3.5-4 minutes, give or take. Don't worry about the timer though and just focus on keeping up with your teammates. Falling behind at this stage means you're all but guaranteeing your death and maybe even whatever poor soul who decided to come back and revive you. This is where your pipe bombs and pain meds come in handy. You may need to use a pipe bomb or 2 in order to get the riddens attention off you and your team, and put yours back onto the bosses weakspots. If you end up getting a chunk of your health taken than pop a pain pill and keep on moving. If all goes well, you will eventually end up killing the boss an popping this achievement.

                                This is only my 2nd ever guide so any notes on what to edit or how I can improve are very much appreciated.
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                                05 Sep 2023 20:14

                                1. Act 4 Cleaner - Solo Achievement Guide by Absence

                                2. Recommended Cleaners:

                                Walker (+10 Damage and +10 Team Health)
                                Hoffman (+1 Offensive Inventory, +15 Max Team Ammo)

                                I obtained this achievement using Walker for additional damage and health due to AIs being inconsistent at times. This achievement relies a lot on RNG when attempting solo.

                                3. My solo Walker build:
                                01. Quick Kill: +50% Accuracy, DISABLES: Aim Down Sights
                                02. Hyper-Focused: +50% Weakspot Damage, -40% Move Speed Penalty while shooting or melee attacking.
                                03. Reckless Strategy: +30% Weakspot Damage, -5% Damage Resistance Penalty
                                04. Ridden Slayer: +20% Weakspot Damage
                                05. Knowledge Is Power: +10% Weakspot Damage
                                06. Killer's Instinct: +30% Weakspot Damage, DISABLES: Aim Down Sights
                                07. Hazmat Specialist: +35% Acid Resistance
                                08. Double Grenade Pouch: +2 Offensive Inventory
                                09. Grenade Pouch: +1 Offensive Inventory, +25% Swap Speed, -5% Offensive Accessory Cost Penalty
                                10. Grenade Training: +25% Accessory Damage
                                11. Mag Coupler: +50% Reload Speed, DISABLES: Aim Down Sights
                                12. Fire In The Hole!: +20 Temp Health and 25% Sprint Speed for 5 seconds when throwing an Offensive Accessory
                                13. Ammo Belt: +50% Ammo Capacity, +15% Reload Speed
                                14. Vitamins: +25% Health
                                15. Demolitions Expert: +50% Accessory Damage, -15% Ammo Capacity Penalty

                                4. Setup
                                We will be using a LMG for this, so grab either the RPK or the M249 on the ground. Secondary is personal preferences but I love the TEC-9.
                                Go to the shop and buy all the possible team upgrades, but the most important one for this run is Offensive Item Upgrade.
                                Buy pills for temporary health, a defibrilator and 2 pipe bombs.
                                Unlock the door and go up the stairs but do not go down just yet. You want to throw your two pipe bombs below you one by one to eliminate as many riddens as possible to make it easier for you.
                                Once you've thrown your pipe bombs, go back to the shop and buy a full stack of grenades. Go up the stairs and jump down. The tentacles will spawn when you advance further.

                                5. Tips
                                You want to use your grenades to get rid of all 4 tentacles as quick as possible. What you want to do is bait them one by one until they smash on the ground and throw a grenade in its mouth as it goes back up in the air. Repeat that for the other 3 tentacles.
                                Once you've got all four of them, it's very straight forward from there. Follow the game's objectives and be careful of your surroundings at all times.
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                                15 Jul 2023 00:00

                                This Act is basically a multiple step bossfight against "The Abomination".

                                Step 1 is fighting 4 giant tentacles, with intermittent hordes.

                                Step 2 is fighting defeating the 2 weakpoints in the abomination's mouth whilst avoiding the tentacles and intermittent hordes.
                                Step 3 is chasing and defeating 4 weakpoints on the Abomination's body with a strict time limit.

                                Offline Mode Strategy:
                                Make a deck with multiple Weakspot Cards, Reload Speed, and other damage cards based on your weapon of choice. Take some cards to give yourself extra support and offensive items.

                                Take Medical Professional as well if the first two steps of this level are a struggle for you.

                                When loading into the game pick up your preferred weapon off the ground and spend some time swapping out attachments to your preference. You should have 10,000+ Copper to spend in the shop, so buy some team upgrades. Do not buy Quick Slot / Quick Item Upgrades as Quick Items are next to useless on this level.

                                Buy up to 5 Med Kits, and Pipe Bombs, and drop the ones which you cannot carry off where you drop onto the dumpster.

                                Step 1 - The Tentacles:
                                After dropping down, the event will begin with 4 tentacles emerging from the ground and a horde spawning. Clear the horde before engaging any tentacle. Approach a tentacle until it reacts to your presence and bait out its slam attack by moving backwards to avoid it. This will then give you around 5 seconds to attack its weakspot in its open mouth. The tentacles cannot be damaged outside of hitting this spot. Do this several times until the tentacle is defeated. This will call another forced horde so retreat to a corner and defend against the horde again, do this for each tentacle until all 4 are defeated. Use pipebombs during this section is required, but save at least 1 for the end section. Heal any damage using the spare Med kits if any and try to save at least 1 for the next 2 steps.

                                Step 2 - The Head
                                Drop into one of the holes left behind by the tentacles to start Step 2 of the fight. Be careful when entering this part as sometimes some lingering ridden and mutations might be idle and waiting to rush you as soon as you enter. Hopefully the bots will appear and help fight these off pretty quickly. Do not get too close to the head otherwise it will do a lunging bite attack which deals alot of damage any may interupt oppurtunities to attack. The head cannot be damaged outside of hitting the weakspots in its mouth. Upon first entering the room, the head will be roaring intermittently giving you the opportunity to shoot at it. After receiving some damage, it will close its mouth and start the next stage of its attack, which is to summon 2 tentacles above it which will spray acid centrally in the arena proportionally to its location. Afterwards, they will violently slam down which can deal some moderate damage. You can position yourself inbetween the tentacles with some good spacial awareness and avoid damage. After the tentacles slam, the head will open its mouth and roar giving you the oppurtunity to damage the weakspots. After sustaining enough damage, the mouth will close and a horde will be called. The head will then repeat this pattern but with 4 tentacles. Repeat this method over and over until the heads health bar is empty. Get ready though, by refilling ammo and healing up if needed because Step 3 is starting and this part is on a strict time limit.

                                Step 3 - The Chase
                                On this part the Abomination will decide you are too badass and will start to flee towards Fort Hope and not actively engage you outside of collateral damage. You will also notice a timer has started. This is relative to the amount of time it takes the Abomination to reach Fort Hope which is an instant Game Over if it does. During this phase, you will need to shoot up to 4 weakspots on its body. Each weakspot is linked to its central health bar but weakspots can be "killed" too. Some are harder to hit than others so should be tackled in a certain order. You will be attacked by intermittent hordes during this sections. When you do throw a pipebomb and you should be focusing on shooting the weakspots. Also do not get too close to the Abomination as it will 'Crush' you, even if it doesnt look like you are within crushing range, this is usually an instant kill.

                                When Step 3 begins, the Abomination will slowly turn about face, showing off its first weakspot on its right side of its body. Focus your firepower on this point as like the other phases. It will not take any damage outside of shooting its weakspot. After you have defeated this weakspot, you will want to make your way to its other side by carefully going around its back/tail. The second and third weakspot are on its lower left side and on its back. If you are able to defeat one of these in the first room as well, you are doing well. If any mutations start to get close, prioritise killing them and use another pipebomb if you have any for the common ridden if they swarm you.

                                The second room should give you the oppurtunity to defeat the back weakspot easily.

                                The final weakspot is the hardest one to get, as its underneath it near the tail. Due to the 'Crushing' nature of the Abomination, its hard to find space to stand and shoot this part. The third and final room has a small channel which you can most effectively shoot this part. There are some areas in the second room which you may have a chance to do so aswell.

                                If you deal enough damage, such as attacking its weakspot with the damage boost from Avenge the Fallen if triggered, you may not be required to attack all 4 weakspots.
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                                The hint is designed for solo playthroughs with bots. To successfully complete Act 4, you need two components: a competent build of a deck of cards, tailored to destroy the boss, and tactics in shooting vulnerable spots in the final stage of the battle. I'll start in order:

                                1. On the Internet there are a huge number of all kinds of builds for the 4th act, I will attach my version as an alternative.
                                For ease of deck building, I will list the cards by class (use the “filters” tab when building a deck).
                                Card class Reflexes :
                                1 - Possessed Killer
                                2 - Poor strategy
                                3 - Killer Instinct
                                4 - Store tie
                                5 - Cardio training

                                Card class Discipline :
                                6 - Quick Kill
                                7 - Squatting
                                8 - Motorcycle helmet
                                9 - Tactical body armor
                                10 - Silver bullets
                                11 - Large-caliber cartridges
                                12 - Inspirational Sacrifice
                                13 - Get down!

                                Card class Muscle strength :
                                14 - Scar

                                Luck card class :
                                15 - Pouch for 2 grenades

                                General tips : You can choose a character at your discretion, I personally recommend taking Jim because of the extremely useful effects: +25% to reload speed and +10% to team damage to weak points. With this build, you won't be able to shoot from the shoulder, but the deckbuilding makes up for it with damage and efficiency.
                                From the main weapon, take an assault rifle , a secondary weapon of your choice (small or melee weapons). It is important to first rearrange the most useful modules from all lying barrels onto the selected assault rifle by purchasing modules from the store. These could be modules, a muzzle brake for accuracy of fire or an elongated barrel; it is also a good idea to install a module on an enlarged magazine, a high-power optical sight (gives a bonus to damage to weak points, and it will not interfere with you, since you can only shoot from hips, that is, there will be no zoom), butt at your discretion.
                                Be sure to buy 3 decoy bombs (they look like a bunch of dynamite) in case you are seriously bothered by ordinary infected people in the final stage of the boss fight.
                                You can also take a first aid kit and a stun gun for an emergency, and you can also buy 4 armor plates and team bonuses.
                                When taking up a firing position, try to shoot from a sitting/crouched position.

                                2 Next, the video clearly shows the tactics of movement for the final stage of the battle with the boss (shooting vulnerable spots), it is not necessary to repeat it verbatim, adapt to the situation. The main thing is the route of travel.
                                For convenience, you can immediately skip to the final part of the battle, timing 5:05 min .
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                                13 Feb 2023 16:16

                                1 Comment
                                Take a machine gun, with a legendary magazine, tech (lying on the ground, collect a deck for shooting and healing, as you wish, the main thing is that there is auto-aiming (it will buy you time), save pump bombs until the dungeon and healing and use them there, the last stage is elementary, we start from the right side, then the top, then the bottom and the boss is killed.
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                                By VseslavBlack on 20 Feb 2023 16:45