Bless Unleashed
43 Achievements
1,000
300-500h
Xbox One
Xbox Series
Testing the Waters
Clear the Infernal Kitchen and the Altar of Blood with the same character.
10
1.5%
How to unlock the Testing the Waters achievement in Bless Unleashed - Definitive Guide
In order to get this you need to finish the Infernal Kitchen and the Altar of Blood. If you press and select matchmaking you can choose from many arenas, lairs and dungeons. Infernal Kitchen and Altar of Blood are both dungeons, with AoB being the later unlock at level 29, and IK coming in at level 20. Both dungeons are pretty straightforward with no branching paths and 3 bosses.
Infernal Kitchen
First boss - He fights like a rogue basically. He can teleport behind someone and swing at them, and also jumps into the air to slam down, much like the bandit boss in the Navarra region. He also summons smoke, which damages everyone constantly. You have to run around the arena and try to find him (he's usually near the wall) and hit him. He will disappear and hide again. After he's been hit a few times the smoke will disappear. He does this 3 separate times throughout the fight, and it's the main way anyone will go down. You can release the wyverns in cages, they will do a dance and heal people who are nearby, so this can stop you from going down during the smoke part.
Second boss - He starts out using melee attacks and wind attacks with his horn. One he gets to about 66% he will start summoning baby wyverns. One of the gates will go up, and some wyverns will appear and then run straight across the arena. They do massive damage and will take down low GS characters in one hit or close to it. He also drops dynamite under each party member that explodes for a few seconds. If you are low GS you'll have to pay attention and dodge the wyvern charges. If you happen to be tanky enough, you can sit right by the boss (the wyverns does not walk through this area) and just blitz him down. I usually sit next to the closest wall. The only thing you'll need to watch for is the dynamite. He also gets a lot of shields during this time, so it can be hard to burn him down during this unless you have some high GS members.
Third boss - He has the usual melee attacks. He will eventually start using some more unique ones though The first is blowing smoke that stuns you, after this he usually breathes fire at the people who get stunned, get behind him to avoid it. Another will summon a bunch of fiery meatballs, these damage when they fall, and do smaller DoT damage if you walk over them or stand on them. Perhaps his most dangerous attack is tenderize. He will toss his pan into the air while watching a character, then jump on them and start slamming the ground, with each slam doing damage to those nearby. As a mage I can only damage him without getting hit if I'm at the very edge of my target range, I would assume melee classes can only back off and wait it out. There is a DPS check in this fight that sometimes happens after he uses the meatballs, if you can pass it he'll be stunned for a bit and you can get some good damage in.
Altar of Blood
First Boss - This one is the hardest IMO. His melee attacks send out these...spirits in front of him that do damage, and one of his attacks actually send out spirits in every direction. He can also summon 3 orbs that shoot the same thing in a 360 degree arc. Occasionally the boss will disappear and turn into slimes, these will crawl in a direction and then explode, which then turn into slimes and repeat the process. Throughout the fight some zombies will also spawn by the sarcophagi on the edges of the arena. It seemed like the pattern was orbs > summon zombies > slime but I'm not sure if it was just a coincidence. Regardless you need to deal with the orbs ASAP because if you have to deal with them along with zombies or while dodging slimes, the fight is gonna get ugly real quick.
Second Boss - He mostly uses melee attacks, but he does have two attacks that make the fight difficult. The first happens when he puts his hands into the ground, he summons a bunch of poison puddles, these will damage you if you walk over them or stand on them. The second is where he slams the ground with his fists and a line of poison expands from him, much like the Spider Queen's webs. A few times throughout the fight someone will get the message the boss is targeting them, and the boss will do the slam 3-4 times, creating 3-4 lines of poison. Ideally for this fight you want to stay close to one of the far edges of the arena, so when too much poison is on one side, the party can move to the other side and fight him without having to tiptoe around the poison.
Third boss - He has a melee attack and 2 attacks that hit in front of him, shooting magic from his winds or jumping into the air and flying forward a bit. He also has an attack that pulls everyone in and stuns them, then he uses one of his other attacks, or a ground slam. His last attack summons a bunch of blood orbs, after a time all the blood orbs will turn into hound mobs. When he summons the orbs everyone needs to walk over as many orbs as possible to reduce how many mobs are spawned. If you stay behind him you'll dodge most of his attacks, and they are much easier to dodge than the previous two bosses. If you make it this far you should be able to finish the dungeon, unless no one steps on the blood orbs.
Infernal Kitchen
First boss - He fights like a rogue basically. He can teleport behind someone and swing at them, and also jumps into the air to slam down, much like the bandit boss in the Navarra region. He also summons smoke, which damages everyone constantly. You have to run around the arena and try to find him (he's usually near the wall) and hit him. He will disappear and hide again. After he's been hit a few times the smoke will disappear. He does this 3 separate times throughout the fight, and it's the main way anyone will go down. You can release the wyverns in cages, they will do a dance and heal people who are nearby, so this can stop you from going down during the smoke part.
Second boss - He starts out using melee attacks and wind attacks with his horn. One he gets to about 66% he will start summoning baby wyverns. One of the gates will go up, and some wyverns will appear and then run straight across the arena. They do massive damage and will take down low GS characters in one hit or close to it. He also drops dynamite under each party member that explodes for a few seconds. If you are low GS you'll have to pay attention and dodge the wyvern charges. If you happen to be tanky enough, you can sit right by the boss (the wyverns does not walk through this area) and just blitz him down. I usually sit next to the closest wall. The only thing you'll need to watch for is the dynamite. He also gets a lot of shields during this time, so it can be hard to burn him down during this unless you have some high GS members.
Third boss - He has the usual melee attacks. He will eventually start using some more unique ones though The first is blowing smoke that stuns you, after this he usually breathes fire at the people who get stunned, get behind him to avoid it. Another will summon a bunch of fiery meatballs, these damage when they fall, and do smaller DoT damage if you walk over them or stand on them. Perhaps his most dangerous attack is tenderize. He will toss his pan into the air while watching a character, then jump on them and start slamming the ground, with each slam doing damage to those nearby. As a mage I can only damage him without getting hit if I'm at the very edge of my target range, I would assume melee classes can only back off and wait it out. There is a DPS check in this fight that sometimes happens after he uses the meatballs, if you can pass it he'll be stunned for a bit and you can get some good damage in.
Altar of Blood
First Boss - This one is the hardest IMO. His melee attacks send out these...spirits in front of him that do damage, and one of his attacks actually send out spirits in every direction. He can also summon 3 orbs that shoot the same thing in a 360 degree arc. Occasionally the boss will disappear and turn into slimes, these will crawl in a direction and then explode, which then turn into slimes and repeat the process. Throughout the fight some zombies will also spawn by the sarcophagi on the edges of the arena. It seemed like the pattern was orbs > summon zombies > slime but I'm not sure if it was just a coincidence. Regardless you need to deal with the orbs ASAP because if you have to deal with them along with zombies or while dodging slimes, the fight is gonna get ugly real quick.
Second Boss - He mostly uses melee attacks, but he does have two attacks that make the fight difficult. The first happens when he puts his hands into the ground, he summons a bunch of poison puddles, these will damage you if you walk over them or stand on them. The second is where he slams the ground with his fists and a line of poison expands from him, much like the Spider Queen's webs. A few times throughout the fight someone will get the message the boss is targeting them, and the boss will do the slam 3-4 times, creating 3-4 lines of poison. Ideally for this fight you want to stay close to one of the far edges of the arena, so when too much poison is on one side, the party can move to the other side and fight him without having to tiptoe around the poison.
Third boss - He has a melee attack and 2 attacks that hit in front of him, shooting magic from his winds or jumping into the air and flying forward a bit. He also has an attack that pulls everyone in and stuns them, then he uses one of his other attacks, or a ground slam. His last attack summons a bunch of blood orbs, after a time all the blood orbs will turn into hound mobs. When he summons the orbs everyone needs to walk over as many orbs as possible to reduce how many mobs are spawned. If you stay behind him you'll dodge most of his attacks, and they are much easier to dodge than the previous two bosses. If you make it this far you should be able to finish the dungeon, unless no one steps on the blood orbs.