Crypt of the NecroDancer

Crypt of the NecroDancer

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Bat to the Bone

Bat to the Bone

Complete "All Zones Mode" with solo Nocturna (AMPLIFIED DLC Required)

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How to unlock the Bat to the Bone achievement in Crypt of the NecroDancer - Definitive Guide

Nocturna is the story character added in the Amplified DLC. Overall, she is actually a pretty easy character because she starts with good equipment in the cutlass. Also, one of her gimmicks makes the run easier as well. She starts with a unique spell to transform into a bat. While in bat form, you can't use any items, but you have a 5 kill blood effect, so you heal every 5 kills, you are flying, and you attack with the equivalent of a 4 damage dagger. However, when you transform back, you will take half of a heart of damage. The best part is that when Nocturna runs out of health in her normal form, she automatically turns into a bat rather than die. Her other main gimmick is that one room of every floor is replaced with a room from Zone 5, so you will be facing a couple of Zone 5 enemies every floor from the start. For the most part, though, she is very similar to Cadence, so she won't pose too much of a challenge for most of the run.

However, just like Cadence, she has two unique boss fights at the end of her run, after you beat Zone 5. They must be fought in a row as well, just like Cadence. They are Frankensteinway and The Conductor. (Great pun names as usual). Neither fight is easy and her bosses are arguably some of the hardest in the game independent of character gimmicks. The main reason I say this that both bosses can't be damaged directly for some or all of the fight. With good equipment and knowledge of the fights, though, they are not too hard at all to power through.

Frankensteinway is the first of the two and the easier to grasp and complete fight. The fight requires you to take down the boss's health four times, each time having 10 health. After the first time, one of the four orbs around the room will power up, making the boss invincible. It must be deactivated by stepping on the switch next to it. They can also be destroyed by bombs. During these first two phases, the boss will attack by charging several tiles to the side of him, which is indicated on the ground. Also, the floor will light up and damage you with electricty on those tiles throughout the two phases. There is also two white sarcophagi in the top corners of the room that will spawn enemies, respawning and being upgraded after each phase. Starting with the third phase, another orb will activate and the electricity pattern will change, with the tiles coming from the top of the room and making their way down in waves. During the fourth and final phase, the boss will start charging either to the sides, diagonally, or up/down. The charge will go until the end of the room and can destroy the orbs as well. Throughout the whole fight, the electric tiles are NOT negated by flying, so boots of levitation won't help you here. Once you finish damaging him during this phase, the fight is over you can move onto The Conductor.

The Conductor is one of the hardest bosses in the game and is nearly impossible to beat if you don't know what you are doing. The boss has two phases, both of which are confusing at first. First, there will be explorers boots in the corner of the room. If you have the boots of levitation on, you MUST pick this up in order to do the fight. This is because the fight requires you to utilize the wires on the floor of the fight. The first phase is not too bad, where the boss will continually spawn enemies two at a time while you must use the wires to destroy the four instrument statues. The way this works is that you must start on the other end of each wire and follow it until the statue, where you hit it to destroy it. Each of them when destroyed will spawn a specific miniboss as follows:
NW: Ogre
NE: Blood Nightmare
SW: Red Dragon
SE: The Mommy
Also, each instrument destroyed will progress the enemies spawned by one zone, starting with Zone 1 at the beginning of the fight and ending with Zone 4 right before you move to the next phase. After the fourth instrument is destroyed, the real fun begins. The Conductor will spawn five batteries with wires attached to them. These batteries each have eight charges, which must all be depleted to kill the boss. There's three ways to do this. Hitting a battery with a lightning chain will drain one charge. Hitting them with a bomb will drain two charges. Killing a water orb enemy while it is on one of the wires will instantly destroy that battery. Sounds easy, right? Well, the boss will constantly utilize these batteries for a variety of attacks, with up to two of them used at a time. Every eight beats the boss will rotate between spawning enemies and these battery attacks. They are as follows:
1st battery: Gargoyles in the walls will shoot fire
2nd battery: A bomb will spawn on your current tile and will explode four beats later (This can damage the batteries as well)
3rd battery: The wires connected to all of the batteries will become electrified, dealing damge if you are on them
4th battery: One miniboss will spawn
5th battery: The batteries will send out a pulse, dealing damage to the tiles two diagonals away from them
These can be activated two at a time based on adjacency. For example, the boss can activate 1 and 2 by standing between them. Destroyed batteries remove their ability from the boss's attacks. Because of this, destroying 2 and 4 will prevent the boss from doubling up on attacks for the rest of the fight. The easiest way that I have found to win the fight is to utilize bombs. Four bombs can destroy two batteries at once, and twelve will win you the fight. If you don't have that many by the end here, then use as many as you can for sure. Grenades are actually even better than bombs here if you don't have the bomb helmet because they can be launched from a distance, allowing you place four in one go without taking damage from them. Once the last battery is destroyed, you've beaten the boss and the run!
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28 Jan 2019 09:46