Dreamscaper
45 Achievements
1,000
40-50h
PC
Xbox One
Xbox Series
Conquer Nightmares
Beat all levels with a Dream Intensity rating of 6 or higher.
120
0.28%
How to unlock the Conquer Nightmares achievement in Dreamscaper - Definitive Guide
Introduce my build that used from rating 0 to 6
- Melee: weapons that aren't slow (I usually used megaton stingers)
- Range: bottle rocket (must)
- Shoes: anything you profer (I usually used astral hop)
- Shield: crystal barrier (must, but you can't parry or guard)
- Starting lucid : any magic for flame damage
- Lucid 2: any magic for lucid gauge or flame damage
- Influence: tamal (must)
intensity setting
- enemies, damage, floor size nightmare
- bosses normal
After entering the dream, press and check if you have oil enchanted melee or fast food keepsake(add oil all attacks). if not, abandon and sleep repeat until you get it
If you get a weapon or keepsake, you can easily beat all monsters, including the boss, with > (must perfect) or > > (must perfect)
The order of rank-up I recommend is rocket > shield > lucid > melee
Lastly, this is a list of keepsakes that should be helpful or careful about rocket.
+ Toy pigeon
+ Homing projectiles(forget name)
- Ricochet(forget name)
- Melee: weapons that aren't slow (I usually used megaton stingers)
- Range: bottle rocket (must)
- Shoes: anything you profer (I usually used astral hop)
- Shield: crystal barrier (must, but you can't parry or guard)
- Starting lucid : any magic for flame damage
- Lucid 2: any magic for lucid gauge or flame damage
- Influence: tamal (must)
intensity setting
- enemies, damage, floor size nightmare
- bosses normal
After entering the dream, press and check if you have oil enchanted melee or fast food keepsake(add oil all attacks). if not, abandon and sleep repeat until you get it
If you get a weapon or keepsake, you can easily beat all monsters, including the boss, with > (must perfect) or > > (must perfect)
The order of rank-up I recommend is rocket > shield > lucid > melee
Lastly, this is a list of keepsakes that should be helpful or careful about rocket.
+ Toy pigeon
+ Homing projectiles(forget name)
- Ricochet(forget name)
13 Comments
There are many viable starting loadouts if the items are mastered, but I'd always focus on range damage first. I used this same one, but I have to disagree with the intensity setting. Enemies on nightmare literally becomes a nightmare to handle by the 4th stage with too many enemies that don't appear on the lower difficulties and many can dodge almost anything and even parry your attacks, making you hurt yourself. Keep that on hard and put the bosses on hard, would be my advice. Their extra health isn't that much of an issue with the right strats. Don't put bosses on nightmare either.
Just always leave health items in the stage until after the boss fight, unless you need them, and then use/recycle them, so you're topped up for the next stage.
For this achievement, you can't skip the bosses, but it will count towards the Master of Dreams one if you do on a practice run. This achievement also stacks with Face Nightmares, if you only want to do this ordeal once.
Just always leave health items in the stage until after the boss fight, unless you need them, and then use/recycle them, so you're topped up for the next stage.
For this achievement, you can't skip the bosses, but it will count towards the Master of Dreams one if you do on a practice run. This achievement also stacks with Face Nightmares, if you only want to do this ordeal once.
By Thief000 on 01 Aug 2023 19:34
Ricochet keepsake is named Pinball.
By geordiedeviant on 07 Feb 2022 00:00
I got this done mainly with voltaic ray and wind squall, 100%'d every floor and took fairly little damage (228 damage taken total, admittedly with ~50% lucid resistance). Once you upgrade both ray and squall to level 8, you will be wiping floor 6 rooms in approximately 8 seconds, with enemies barely able to move the entire time.
Starting loadout:
I'm assuming you're attempting this after a number of successful runs and already unlocking a bunch of meditations, daydreams, and sketches. I would consider the following to be must-haves, maxed out:
Restart runs until you get a high rarity and good set of attributes on your voltaic ray, and you have a decent set of starting keepsakes. (If you're using lucid resistance, you can be efficient and increase it quickly by dying rather than abandoning runs.) Good voltaic ray attributes include reduced lucid consumption, additional lucid pool, and additional ranged damage. Good starting keepsakes include toy pigeon (homing), photocopier (multiple beams), pinball (ricochet), sewing needle (pierce), silver wire (+20% electric damage), and vampire fangs (leech). Keep an eye out for these keepsakes throughout the run as well. I got the best DPS if I could get both toy pigeon and photocopier; 2nd best DPS was from just pinball. For your second lucid attack, I recommend something that shoots forward with a quick cast time and short cooldown, such as grasp of the shadow, ice spike, or seismic wave (useful mainly for the melee phase of boss 6). Homing options like rain of blades are also good.
The main strategy is to go into a room, immediately wind squall, then quickly follow up with voltaic ray to wipe any enemies that remain. This becomes insanely fast if you can get ricochet, pierce, homing, and/or beam multiplier upgrades for voltaic ray. Obviously you want to do this as fast as possible since dead enemies can't hit you, but also on higher floors, you'll run into shield boys, the only enemy that can block voltaic ray. Wind squall will cause shield boys to lower their shields, so zap them immediately before they can bring their shields back up; otherwise, you'll have to use your other lucid attack or melee alt attack them. Wait for wind squall's cooldown to finish, then go to the next room, rinse and repeat. Go for 100% on floors 1-5 to maximize your sand income and possibilities for better keepsakes and loadout items. For floor 6, if you feel good about your loadout, feel free to fight the boss as soon as you find the room, otherwise keep wiping rooms to see what you can find.
When initially starting out, you'll need to add melee and another lucid attack because squall and ray don't have enough damage on them. Prioritize enchanting them to level 8 as quickly as possible (or replace them with higher level versions that you find), first prioritizing voltaic ray, then wind squall. If you're up for it, you can use a sand generator to get them both upgraded as soon as you find an enchantment room. Don't buy anything other than keepsakes from the merchant room until floor 4.
I don't really have any specific advice for the boss fights, other than make sure to practice them on hard before attempting the intensity 6 runs. Know your attack windows vs. when to dodge. Use the panic button if you need to.
Starting loadout:
- Melee: Radiant Blade - not too important, but take something with a fairly fast alt attack to deal with shield boys. You'll probably replace this along the way
- Ranged: Voltaic Ray - must-have, strat revolves around it. Unlimited range beam weapon with fairly low lucid consumption. Upgrade priority 1
- Shoes: Burning Step - fast, covers a lot of ground, and gives a little DoT. If you like another one better, go for it
- Shield: Deflector - I actively parry through boss 5, and deflector has a +100% parry window. Use crystal barrier if you don't parry
- Lucid: Wind Squall - must-have, other main part of the strat. Deals major damage to all enemies in the room, capable of immediately wiping turrets at high levels. Sets up a critical extinguish with voltaic ray. Upgrade priority 2
- Influence: Eve - you'll be destroying mostly everything with voltaic ray, so ranged damage and the additional lucid pool are great
- Enemies: Hard
- Damage: Nightmare
- Floor size: Nightmare
- Bosses: Hard
I'm assuming you're attempting this after a number of successful runs and already unlocking a bunch of meditations, daydreams, and sketches. I would consider the following to be must-haves, maxed out:
- Daydreams: enchantment room on all floors, cheaper enchanting, first two merchant room upgrades, reward selection, higher quality loadouts (only partially on this last one, 25% or 30%)
- Meditations: Lucid pool, Lucid recharge, boss damage, critical extinguish, sand collection
- Sketches: nothing required other than voltaic ray, but vampire fangs, medicine ball, quiver, and piggy bank are good. Toggle as many unnecessary items as possible to be not spawnable so that you have better changes of getting things that you want.
Restart runs until you get a high rarity and good set of attributes on your voltaic ray, and you have a decent set of starting keepsakes. (If you're using lucid resistance, you can be efficient and increase it quickly by dying rather than abandoning runs.) Good voltaic ray attributes include reduced lucid consumption, additional lucid pool, and additional ranged damage. Good starting keepsakes include toy pigeon (homing), photocopier (multiple beams), pinball (ricochet), sewing needle (pierce), silver wire (+20% electric damage), and vampire fangs (leech). Keep an eye out for these keepsakes throughout the run as well. I got the best DPS if I could get both toy pigeon and photocopier; 2nd best DPS was from just pinball. For your second lucid attack, I recommend something that shoots forward with a quick cast time and short cooldown, such as grasp of the shadow, ice spike, or seismic wave (useful mainly for the melee phase of boss 6). Homing options like rain of blades are also good.
The main strategy is to go into a room, immediately wind squall, then quickly follow up with voltaic ray to wipe any enemies that remain. This becomes insanely fast if you can get ricochet, pierce, homing, and/or beam multiplier upgrades for voltaic ray. Obviously you want to do this as fast as possible since dead enemies can't hit you, but also on higher floors, you'll run into shield boys, the only enemy that can block voltaic ray. Wind squall will cause shield boys to lower their shields, so zap them immediately before they can bring their shields back up; otherwise, you'll have to use your other lucid attack or melee alt attack them. Wait for wind squall's cooldown to finish, then go to the next room, rinse and repeat. Go for 100% on floors 1-5 to maximize your sand income and possibilities for better keepsakes and loadout items. For floor 6, if you feel good about your loadout, feel free to fight the boss as soon as you find the room, otherwise keep wiping rooms to see what you can find.
When initially starting out, you'll need to add melee and another lucid attack because squall and ray don't have enough damage on them. Prioritize enchanting them to level 8 as quickly as possible (or replace them with higher level versions that you find), first prioritizing voltaic ray, then wind squall. If you're up for it, you can use a sand generator to get them both upgraded as soon as you find an enchantment room. Don't buy anything other than keepsakes from the merchant room until floor 4.
I don't really have any specific advice for the boss fights, other than make sure to practice them on hard before attempting the intensity 6 runs. Know your attack windows vs. when to dodge. Use the panic button if you need to.