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DESTROYER
See the true ending on Destroyer Mode.Details for this achievement will be revealed once unlocked
Silver
Ultra Rare
2.8%
How to unlock the DESTROYER achievement in Blaster Master Zero - Definitive Guide
SpeedBumpVDrop
TrueAchievements
TrueAchievements
07 Jul 2021 01:32
(This is going to be a pretty lengthy guide, but it is important to read on about the strategies for the bosses)
Oh man... If you thought the main game was easy, then you ain't seen nothing yet. Destroyer Mode is a harder difficulty and as the description states, you also need to see the true ending of the game. Yup, you need to get everything 100%! But in order to unlock Destroyer Mode, you need to beat the game 100%. This will be very likely the last achievement you'll go for once you've done everything else.
This mode is a lot different than Normal Mode. The parts underlined are important to know... 1. Jason and Sophia III having a different color scheme, sporting a gray and orange/yellow color.
2. Most enemies withstand more shots.
3. Standard pink pellets now pass through walls.
4. In the side-scrolling view, all enemies (except bosses) shoot pullets upon defeat no matter what the cause. They fly in the direction you were in at the time of their defeat.
5. In Dungeons only, enemies and bosses now become vulnerable to certain Gun attacks. If your Gun level is not high enough to access an enemy's normal Gun weakness, they gain a temporary vulnerability to Blaster (Level 0 Gun). Sub-weapons, which are unaffected by Gun immunities, are the only way to defeat bosses that are invulnerable to all Gun attacks (i.e. Hard Shell).
6. Many of Sophia III's main/sub-weapons (and one of Jason's sub-weapons) have been given different locations. For example, you'd get the Shield Mine by defeating the Ambush Room in Area 5 on Normal Mode. Now in Destroyer Mode, you get it after defeating Crabularva in Area 2.
7. Energy Guard and Life Ups have no permanent effects; Life Ups fully heal Jason/Sophia, and the Energy Guard now only fully upgrades the Blaster Rifle. Along with Maps, their collection is still needed to reach Area 9.
8. With the exception of SP capsules, there are no big capsules to recover your health and upgrade your Gun Level. In many Dungeon boss fights, minions and solid projectiles only drop specific capsule types (it depends on the boss you're fighting).
While these may sound simple to know, this mode is a lot harder than you think it is. I would recommend playing through Normal Mode a few times in different ways to get an idea of what to do for each section. Also, strafing is ESPECIALLY helpful in this mode!
You also need to know how each Gun Level works. If you are not very familiar with how each one of them works, chances are you are not going to beat Destroyer Mode, even if you are very skilled at dodging. The two Gun Levels that are the most important to learn about are Reflect and Striker.
I have a few tips for you in order to get through Destroyer Mode:
-Play smart and carefully. Since you can't have no more than 8 points of health due to Life Ups being dummy pickups, you need to take it easy and not rush through enemy fire. If you do rush through it, you're gonna find yourself losing health a lot more quickly than you think - health pickups are incredibly scarce in this mode, so conserve as much of it as possible.
-Sub-weapons are your friends! The mode is generous enough to give you a lot of SP recovery capsules, so use the right Sub-weapon for the job. Shield Mines in particular are MANDATORY for this, you just have to wait until Area 2 to get them first.
-Be quick! You need to know when the time to switch to a different weapon is right. Seeking out the situation is best, and be sure to tread lightly in Dungeons - 1 hit, and your Gun Level decreases!
-Take advantage of off-screening enemies! This tip is very helpful against Biby Spawners (the enemies that spit out three flying bugs), and you can plan out your attacks. Some Sub-weapons can also pass through walls so take advantage of that, too.
-Stay calm when you play. You WILL die a lot in this mode, so if a strategy doesn't seem to work or if you're too caught up in something, you should probably just use the Retry feature by pressing the View button. When you select Retry, you'll return to the previously activated save point but with full health and SP. Make use of it when you can!
-Always stock up in a Dungeon and go back in to build your inventory up again. That's the best way to stock up on stuff quickly without having to go to different dungeons.
These tips helped me get through the mode without taking too many deaths. If you follow them, then you'll be able to prevail as well.
Boss Strategies Almost all bosses are entirely different from their Normal Mode fights. Due to the Gun Immunity system, you'll have to resort to completely different strategies and they have much more health than usual, so they're gonna take longer to beat. We're going to start with the enemy rush rooms, then the minor bosses, and finally the main boss in each area.
Also note that I spoiler these to keep this page from being as long as the guide is when it's not spoilered. I advise refreshing the page each time you defeat all three bosses in an Area.
AREA 1
-Thousand Vios There are three different types of Vios you fight here: bronze, silver, and gold. Bronze Vios are fast in mobility, but weak in durability. Silver Vios have balanced mobility and durability. Gold Vios are slow in mobility, but strong durability. All three types have their main weaknesses:
-Bronze Vios - Flame (Level 7) -Silver Vios - Long Range (Level 1) -Gold Vios - Auto (Level 4)
If you can get them stuck on a wall, then that is the best way to get rid of them. However, you will end up being surrounded by some of them so try to lure them away from where you need to go. And remember that if you lose the Gun level that one of the Vios types are weak to, you'll be able to damage them with Blaster.
Your prize for defeating them is a dummy Life Up pickup.
-Drap Trappers The green, orange, and purple Drap Trappers are immune to all Gun types except Blaster and one more for each color. The Green one moves vertically, the Orange one moves horizontally, and the Purple one moves towards the middle of the room, staying stationary and detonating all mines it and the other two Draps placed. The following Drap Trappers are weak to:
Because Penetrator isn't very damaging and the fact that the Green Drap comes out for the shortest period, I recommend you use Grenades instead to deal more damage.
For the safest method, stay at the door. Keep on shooting Auto and Diffusion against the Purple and Orange Draps, respectively. Stay facing the top of the room so that you can destroy the mine that the Orange Drap places down in front of you if it moves on the bottom row of tunnels.
If you don't have Penetrator, Diffusion, or Auto, you can destroy the mines the Draps place down to have a chance to get Gun capsules. Otherwise, spamming Blaster is a similar but less effective strategy to take one or multiple of them down.
Your prize for defeating them is another dummy Life Up.
-Mother Brain With Auto, which is Mother Brain's weakness along with Blaster, you have to stay relatively close to her to increase the accuracy, as well as keeping your distance from the orbiting Mini Brains that she spawns. Grenades should be used to get rid of some, if not all, of the Mini Brains as they're primarily served as Mother Brain's main offensive form. It's usually best to keep a few around so that it continues to pursue you instead of preparing for another attack.
If you don't have Auto, you'll have to instead use Blaster to employ the strategy, though to a less effective extent. The Mini Brains can also drop Gun Capsules, which allows you to get Auto and then going from there.
You'll get the same upgrade for Sophia as you normally would - make sure to get that Life Up pickup where you normally would get it before leaving for Area 2!
AREA 2
-Biby Legion Two shots of Penetrator can make quick work of them as long as you get them aligned correctly. Make sure you fire them quickly to get rid of them, though! They're really not that much of a threat, even the long trains of them.
If you don't have Penetrator, you can spam Blaster against them, though you'll have to focus on the green Biby's instead of the yellow one to make the lines shorter.
You'll get the Ignition Bomb Sub-weapon upon completing this.
-Crabularva This boss is only weak to Blaster. The strategy I found that works best is to stick to a far side of the room against the wall behind a puddle and wait for a Crabularva to come out so that you can button mash Blaster on them. Ignition Bombs help speed up the process because they are more damaging, though you don't want to use a Grenade. Reason being is that it presents a moving target, making it difficult to take advantage of its extended vulnerability.
You'll get the Shield Mines Sub-weapon for Sophia, which are IMPORTANT to get through Destroyer Mode with!
-Crabullus This is considered the first "hard" boss on Destroyer Mode (for me, at least). Crabullus is weak to Blaster and Reflect. If you have the latter Gun Level, you should time your reflects often, as it sends back stronger projectiles when used before they hit you, allowing you another opportunity to deflect the next projectile. Sub-weapons can be used to get rid of Crabullus' arms as its main attack will be to shoot projectiles from its mouth, which is where Reflect plays an important role.
If you do not have Reflect, you're gonna have to resort to using Blaster and available Sub-weapons. Ignition Bombs can deal damage very quickly, but are only effective in close quarters, thus limiting your time to react to Crabullus' attacks. Grenades are a safer, though slower option. Actually, Sub-weapons in general should only be used to destroy Crabullus' arms in addition to damaging The Toxic Vermin itself. Once the arms are taken care of, you should switch to using your gun and strafing to shoot Crabullus and avoiding its projectiles to slowly whittle it away.
You can also opt to not destroy Crabullus' arms (or at least one of them) and allowing it to perform its punching attack, which is optimal for beginning to shoot it with Blaster; however, this risks Crabullus performing its rotation attack, which is pretty much it's most dangerous offensive method.
AREA 3
-Obliteration Lasers These things are only vulnerable to Blaster and Reflect, but I personally prefer Blaster and spamming away at the ones coming out from the walls, backing away if I don't destroy one fast enough. Don't break the boxes because you'll make the battle more dangerous; though if you do, you'll have to time your Reflect properly to get rid of them.
You'll get the Flash Bomb like you normally would, which is a decent Sub-weapon for Jason and getting through certain stealthy parts of the game.
-Central Gear NOTE: Considering that you need the Hover upgrade for Sophia to get to Photophage, I'm putting Central Gear above it because you are forced to fight the main boss of Area 3 before the minor boss.
The strategy for Central Gear remains almost unchanged, as the battle itself is pretty much the same deal under regular means. Central Gear now has more than twice the amount of its normal health and does 3X more damage. Because of the "No Life Ups" rule in Destroyer Mode, Homing Missiles and Laser Shot are also unavailable. This means that you'll need to use Warhead Missiles to get through Central Gear's armor and hit its core. Shield Mines allow you to defend the energy spheres and gear minions, but won't work against its laser and lightning bolt attacks.
After that, you can now escape and fight Photophage before leaving.
-Photophage Blaster and Long Range are what you need, though Long Range is better because it does more damage and has more... well, range! Since neither of those Gun Levels can pass through walls and enemies, it is best to defeat each Photophage one at a time, using Grenades or Ignition Bombs to accelerate the process and getting Sub-weapon boxes they drop, which are the only thing to recover in this fight.
If this cannot be done, then Flash Bombs can be used when multiple Photophages are active, which can delay their attacks and giving more time to defeat them now that they are white instead of red.
You get the Jump Booster here as you would normally upon their defeat, nothing special. Be sure to get that Life Up in Area 2 that you couldn't get while you make your way back to Area 1 to get to Area 4!
AREA 4
-Tadroll's Snack Time Tadrolls are only vulnerable to Blaster and Flame. If there's an opening to the wave where Tadrolls come in all directions, that is your opportunity to escape. With Flame, you can group up the Tadrolls in a pile so that you can use your gun at a small distance to get a lot of good hits on them.
If you don't have or lose Flame, then you'll have to resort to the same strategy with Blaster, it just won't be as effective. Flash Bombs are a nice way to keep the Tadrolls still if you feel like you are getting overwhelmed by them.
Your reward after defeating this enemy rush room is the Maximum Shot as you'd normally get.
-Spark Salamander This boss is simple if you have Wave. You should stay at the far left side of the room and keep on shooting to the right when strafing to avoid it's charge and tongue attacks.
If you don't have Wave, then you'll have to resort to using Blaster and available Sub-weapons. The best strategy is to dodge and counter - you should be standing just behind the midpoint of the room so that you will have enough time to dodge Spark Salamander's attacks and be in a good position to approach. When it does it's tongue attack, you can also get some hits in when it's sidestepping but don't stay for too long. When it uses it's Spark Tackle, you should strafe to a side while also moving backwards. Once the boss passes you, turn 90 degrees and facing the boss and start shooting it while it makes it's way back to the right side of the room (make sure you don't go too far to the right).
When the boss does its tongue attack when it's halfway done, a Flash Bomb should be used to hold it in place so that a flanking maneuver can be performed on the side of the room that has the most space. The Spark Salamander will be unable to hit you while you're directly above or below it, and the extra tongue attack means you'll have plenty of time to deal damage; placing down and detonating Ignition Bombs up close are the best option in this situation while Grenades can be used to deal extra damage.
Upon defeating Spark Salamander, you'll get the Laser Shot instead of Spark Tackle. Laser Shot is useful for fighting the next boss, which is a MAJOR pain...
-Ribbiroll This boss is a nightmare on Destroyer Mode... just gonna say that right now. I hate this boss so damn much, I consider it to be the most difficult boss fight on this mode.
For the strategy, it remains almost unchanged. But now, Ribbiroll is invincible to Sophia III's Crusher Shots, which means the only way to damage it is by using the other Main Weapons or Sub-weapons due to the Homing Missiles and Spark Tackle also being unavailable. Laser Shot and Warhead Missiles are the best options, as the former uses no SP and the Warhead Missiles can get multiple hits on Ribbiroll. As a result of having to charge up Laser Shots or spending energy to use Sub-weapons, this battle is significantly longer than usual thus increasing the risk as this allows Ribbiroll to have more opportunities to attack. And like Central Gear, the "No Life Ups" rule is still applied here.
Ironically, Ribbiroll can be damaged by the Blaster Rifle when Jason exits Sophia. However, I strongly advise against this.
Watch what Greenalink does in the video below to get an idea of what to do (obviously, this video is not mine). It's a great speedrunning tactic, too.
Upon defeating him, you'll get Key 1, which is what you'd normally get. From this point, I won't be listing the stuff you'd get for defeating the major boss of each area because the stuff you get is what you'd get normally.
AREA 5
-Ambush Room All you need is Reflect. If you worked on the timing against the drone enemies in Area 4, then you'll know exactly what to do here. The drones themselves shoot and stop three times and pause, moving towards you in straight lines. This makes their shots very predictable as long as you keep track of how many times they shoot.
If you do not have Reflect, they are vulnerable to Blaster, taking 8 hits to kill them. Ignition Bombs are a great alternative, though you'll have to lure them to you while dodging their pellets. They die in 1 detonation, and 2 in Grenade throws.
Defeating the room, you'll obtain the Homing Missiles! Great for getting rid of mines and flying enemies!
-Gurnahide This boss was a joke on Normal Mode. On Destroyer Mode, it is better. Gurnahide appears to be weak only to Blaster ,Penetrator, and Reflect. Blaster should be used up close on the head because of its short range, Penetrator can only attack the body because of the head being unaffected, and Reflect can only attack the head.
Regardless showing signs of Gurnahide's head being invulnerable to Long Range, Penetrator, Striker, and Wave, it can still take damage though it is unknown why.
But really, all you have to do is spam away while avoiding Gurnahide's pink projectiles and destroying the blue projectiles! I hope you'll have a blast mashing away at the shoot button while strafing, as your palm will likely get tired! Every shot that lands will push Gurnahide back to the right side of the room. As always, use Sub-weapons up close like Ignition Bombs to deal moderate damage to Gurnahide.
You'll get the best Sub-weapon in the game upon defeating Gurnahide - the Turret! ...as you would normally get.
-Hard Shell The only way to damage this boss is by using Sub-weapons - Hard Shell is invulnerable to all Gun levels.
Even with this limitation, you won't have to worry much about limited ammo because you'll get Sub-weapon box pickups by taking out the bubbles Hard Shell creates. Your only opportunity to damage the boss is by placing down Ignition Bomb traps and/or evading Hard Shell's charge attack before it hits a wall, in which then it'll be vulnerable for a short period of time for you to lay down your mines and detonate them to do some giant damage, though it is more risky. Grenades are a safer alternative if you don't feel comfortable with Ignition Bombs.
Because most of the battle involves avoiding Hard Shell, you should be extra careful to keep track of it when its eyes turn yellow.
AREA 6
-Peeper's Den The Peepers are only vulnerable to Striker and Blaster, as are the ones found before this enemy rush room. I'd recommend using Flame to melt some of the ice and get rid of the blade traps in the center of the room as they make the battle more treacherous if you keep them in.
Once you've done that, defeat a few waves until there's a group of them appearing so that the situation calls for a Turret to distract the Peepers while concentrating on your Striker/Blaster shots on them. Using Reflect is a good way to get rid of their projectiles whilst also timing them correctly, though they have no effect.
After completing this room, you'll get the Spark Tackle Sub-weapon for Sophia. Pretty handy!
-Remote Blaster Blaster and Flame are its only Gun vulnerabilities. Ignition Bombs should only be used when the boss is close to half health or past that threshold in order to suppress its usage of attacks. At half health or lower, Turrets should be placed after it marks a couple reticles down so that you can safely navigate your way to where the boss is and spam your gun and Ignition Bombs on it and getting rid of some of the ice if you have access to Flame.
If you don't have Flame, you'll have to get used to how you walk on the ice and use Blaster for most of the damage, although Grenades can be used as an alternative; especially after running out of Ignition Bombs. And if the battle takes long enough, not being able to rely on a Turret.
You'll get the Remote Blast Sub-weapon for Jason like how you'd normally would after beating this boss.
-Ancient Freeze While Ancient Freeze does lose its Diffusion weakness and vulnerabilities to Wave, Reflect, and Striker stun, it can still be damaged by all Gun levels but will only drop small Sub-weapon boxes upon destroy its units. With Remote Blast used right after the floor freezes, you can eliminate the majority of the units to reduce the threat of the boss greatly. If you fail to do so in time, you can always use Striker to make the battle simple.
If you both fail to call in Remote Blast in time and not have Striker, you'll have to use lower level Gun attacks like Long Range and Auto along with Sub-weapons. Properly timed Grenades and Ignition Bombs should be used against its units while also avoiding the blade traps that move and melting the ice with Flame to stabilize your movement if you have access to it.
Before you leave this Area, make sure you grab that Life Up in the hidden alcove. Use Spark Tackle to get through the red star traps in that area to get to it and on the way back.
AREA 7
-S-1000 Generator Nice Terminator 2 reference. Anyways, this battle... is a joke, even on Destroyer Mode. The S-1000 enemies in this room are vulnerable to Blaster and Long Range. When you start, move until you see an S-1000 spawn in. Defeat it by rapid firing your Long Range, staying in place, turning around when another S-1000 spawns, and then turning around again, shooting another one, turn, shoot, rinse and repeat until the room is cleared.
You'll get the Thunder Breaker Sub-weapon for Sophia as your reward.
-Venom Master This may come off as a surprise to you, but Venom Master on Destroyer Mode is weak against Reflect. It takes twice the damage and being stunned upon the shot landing, but is immune to all other Gun levels and all Sub-weapons (with the exception of Flash Bomb's stun and Turret's decoy effect). But if you don't have Reflect, then you should destroy the minions Venom Master sends out to get Gun capsules until you get it (the minions are vulnerable to Blaster, Long Range, Penetrator, Diffusion, and Auto, I recommend Penetrator to kill them easier).
When Reflect is obtained, I recommend leaving one minion alive to make it the safest to deal with. Venom Master will sometimes shoot a projectile you can deflect back at it for some easy damage. As for the minions, it is random when they will shoot. Think of the body of the minions as the direction you'll be reflecting their shots in. You need to hit the Venom Master, so try to angle them in a way that their backs are facing the boss' head.
Remember to eliminate one side of the minions when you see them charging their giant green laser. Otherwise, they'll be invulnerable when firing. Also know that Venom Master has a chance to change his location where he'll be at, so keep an eye out!
Defeating him rewards you the Acceleration Blast Sub-weapon for Sophia, same as before.
-Skeleton Boss This boss is actually relatively easy, it just takes a bit longer than usual. While the Acceleration Blast sequence can still happen, it is considerably more difficult to perform due to the pink pellets that come out from the boulders that break when Skeleton Boss produces them. And even if you do manage to fully charge up the Acceleration Blast, it won't be nearly as effective due to the boss having more health and not being weak to it.
With the Shield Mines, you can just say in position on the elevator and keep on firing your Crusher Shots at the boss' head to make the fight more simple and nullifying all attacks it shoots out, though you do need to watch out for the pink pellets coming at you from below because they have a tendency to sneak under the Shield Mine and hit you.
AREA 8
-Cell Rejection This room is a fair bit easy to beat. The big blue cells in this enemy rush room are weak to all Gun levels except Striker while the smaller cells are weak to just Blaster and Striker. Just stay careful, don't miss your Striker shots against the smaller cells, and be sure to use Turrets and Flash Bombs if you start to get overwhelmed.
Your final upgrade is the Cannon Shot Sub-weapon. Now you can blow up those red star traps in Area 8! Be sure to not blow yourself up.
-Antibody Cell Wave is the only Gun level the boss is immune to, as well as Reflect due to the absence of projectiles in this fight. Any Gun level that pierces through enemies is most effective to hit Antibody Cell inside of the surrounding red cells, which is more beneficial to destroy with Sub-weapons.
Striker is most beneficial due to it chaining it's attack range with all other enemies, so you're gonna have to see which direction Antibody Cell is heading in so that your shots land on it while keeping your distance. Though it's safest to destroy the surrounding cells to make Antibody Cell more tame, but this makes it a smaller target to hit with Striker. The surrounding cells only drop Gun capsules, so you'll have to make sure you don't get hit too much.
You should only use your Turrets for the second half of the battle, along with Remote Blast. Once the latter is used up, start using your Turrets in corners. If you get lucky with Antibody Cell being on top of the Turret, use a Flash Bomb to get a plentiful amount of hits in.
-Underworld Lord No Gun level can hurt this guy, so you'll only have to rely on Sub-weapons for this! You should use a Turret to distract it, then using your Ignition Bombs up close followed by Grenades. Remote Blast can also be used, but should only be saved for the Multidimensional Overlord, the second part of the fight.
After the fight, if you see the cutscene where Eve comes across something new, that means you have everything and can continue on with the game.
-Multidimensional Overlord If you managed to keep Wave after the first part of the fight, all of its forms can be damaged to make fairly quick work of the Overlord itself as long as you stay careful. For the weaknesses it has in each of it's colors if you don't have Wave: -Red is weak to Diffusion -Orange is weak to Striker -Green is weak to Auto -Blue is weak to Reflect The Overlord itself is completely immune to Long Range, Penetrator, and Flame. Any leftover Turrets you have, I recommend using as well as Remote Blast.
Rather than just repeat the strategies for the boss re-fights in Area 9, I'm going to tell you the easier ways to defeat the ones that you fought without everything obtained.
AREA 9
-Mother Brain and Mother Brains The first fight is just like the one in Area 1, but you fight two in the second room. For the second room, use your Turrets to distract them so that you can use Auto against them. And maybe some Remote Blast in there for good measure. Doing this will get you the Map.
-Drap Trappers, Photophage, and Ancient Freeze The strategy for all three of these remain the same, except now you can blast the first two bosses away with Remote Blast! Ain't that fun?
-Crabullus, Antibody Cell, and Venom Master For Crabullus, you can just unleash the Remote Blast on his face and destroy the green projectiles he shoots to get a Sub-weapon box so that you can do it again. Fun times!
Antibody Cell and Venom Master are the same as before, so just get them done.
-Hard Shell, Crabularva, and Spark Salamander Remote Blast against Hard Shell's rear, destroy the bubbles, replenish Sub-weapon, Remote Blast on his rear, good game. The rest are the same. Just be sure to take the top door after the Hard Shell fight to get to Spark Salamander after Crabularva.
-Invem Sophia For the top-down section, use Remote Blast on it to get a small portion of its health down. Then continue with the escape sequence.
Now, I'm gonna leave the rest on your own. You fought this boss in Boss Blaster Mode, so you'll pretty much know what to do, only you have Sophia Zero instead of Sophia III. But the "No Life Ups" rule still applies.
This fight acts generally like it does in Normal Mode, but differs in the following ways...
1. Invem Sophia always has access to Laser and Maximum Shots and has a guaranteed chance of firing a Homing Missile when descending from off-screen.
2. Invem Sophia's health is doubled and the boss will fire the Acceleration Blast twice instead of just once. First one is at the start of the fight, the second is when its at 50% health.
3. When Invem Sophia's health has a quarter remaining, its shutdown duration is much shorter, which is about 2.5 seconds long, making it more difficult for you to reach Eve in time and interfere Invem Sophia's attempt to regenerate its health.
4. Invem Sophia travels more quickly with Spark Tackle, discharges its Thunder Breaker attack two times faster, and its Shield Mines are now invincible, which means you have no way to recover your health in this fight.
Upon defeating Invem Sophia, YOU BEAT DESTROYER MODE!!! You are a fine soldier indeed!
Hope this guide helps, and if you have any questions, please ask away!
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07 Jul 2021 01:32
3 Comments
Update: Just finished it earlier this morning. Wowza that was definitely difficult. Still not that bad though, because of the checkpoints and infinite lives. Just takes some time getting used to. Certain engagements you have to tackle completely differently and whatnot. Makes you not want to kill the enemies while in Sophia lol. I skipped a bunch of enemies, but then again you sort of have to.
Anyways, I just wanted to say thanks a lot for the solution. It definitely helped quite a bit. I will say however, that Ribbiroll wasn't actually all that bad for me, and I didn't even look at the video you provided out of a sense of pointless pride haha. Felt great when I beat him though.
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By Galuda Wings on 21 Jul 2021 03:50
Excellent guide, really helped a lot when I went for this achievement.
Just a note on the Venom Master fight: I found that it becomes absurdly easy if you don't care how much time you have to kill to win it. If you're not doing a speedrun, and you come into the fight with reflect, you can just stand in the doorway of the room and hold reflect aimed north, and the minions will not be able to get to your side, so all shots will reflect. These will sometimes hit the boss, and you have a little wiggle room in that bit of space to try and aim the reflected shots.
When you see the minions retreat, the boss is about to do his big blast, which can be completely avoided by standing right next to the last minion in the lineup.
While this method can take a long time to kill the boss, it makes it a completely free fight.
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By GenericCow on 11 Jan 2023 22:33
Great guide. I'm in area 3 and was surprised by how easy the game has been. Looks like I'm in for quite the treat in Destroyer Mode, lol. Can't wait! Great game.