Marvel's Midnight Suns
72 Achievements
1,510
Xbox Series
Not a Scratch
Completed a general mission where no hero takes Health damage.
25
18.5%
How to unlock the Not a Scratch achievement in Marvel's Midnight Suns - Definitive Guide
The best mission to get this done on is any one that involves defending a Hydra tech pod. Damage done to the pod does not affect this achievement at all, and the enemies are mostly focused on destroying it, leaving the rest of them easy pickings. I did this on story difficulty with most of my characters at level 7 or 8.
Focus on getting rid of any enemies that are targeting your heroes first. You can tell who is targeting your heroes by hovering over the enemies and looking for a symbol that looks like whatever characters you're using, the others will have a red "cross" looking symbol which signifies they're going after the objective. Use any abilities that save you a card play to maximize your KOs, basically anything with Quick will work wonders here. Once all the threats to your characters are out of the way, clean up the remaining enemies and get ready for the next wave. Rinse and repeat until the achievement is yours.
Focus on getting rid of any enemies that are targeting your heroes first. You can tell who is targeting your heroes by hovering over the enemies and looking for a symbol that looks like whatever characters you're using, the others will have a red "cross" looking symbol which signifies they're going after the objective. Use any abilities that save you a card play to maximize your KOs, basically anything with Quick will work wonders here. Once all the threats to your characters are out of the way, clean up the remaining enemies and get ready for the next wave. Rinse and repeat until the achievement is yours.
3 Comments
Just wanted to add you can take guard/block damage. I did this on a destroy the device mission (piggybacked the 2 turns cheevo) using Hulk's Ultimate. Hulk did take a quick hit but it only reduced his block, not health, and it popped for me.
By buckyfellini on 13 Dec 2022 14:44
Don't forget to change your difficulty to Story while attempting this for a much easier time!
By flankerPANG on 17 Dec 2022 16:28
As of 3/16/2023, there is a positive bug associated with this trophy. I did a mission with Deadpool, Captain America, and Hunter. Cap took damage but it was all block. Deadpool took regular health damage. At the end of the mission, this trophy popped anyway, so it seems the dlc characters do not trigger a fail for this trophy. Theoretically you could bring a team of just dlc characters once Morbius and Storm unlock, or at current time have Venom and Deadpool with someone who gains block like Cap, and it should pop at end of mission.
1 Comment
I do had a feeling I am not the only one to feel like this trophy is bugged. I went on defeat the nest mother general mission twice, once with the trio of Hunter, Spider-Man and Ghost Rider and another with the trio of Hunter, Nico and Wanda. Both times I finished the mission in one turn by damage enough of the rocks, take out the guardian and the nest mother after without losing any HP in the process with no luck unlocking it. I will definitely try the DLC characters to see it will work, thanks for the suggestion.
By Pangcake22 on 08 Jun 2023 12:40
You can piggyback this with the “Back in Time for Lunch” achievement, where you must complete the mission in less than 2 full turns.
You can get this done rather easily when you have your characters between level 8 - 12. Make sure your preferred characters have Quick applied to their cards, it increases chances of a card play getting refunded massively.
General missions are side missions available on the mirror map alongside your main story missions.
You want to go for:
— Destroy Device
— Defend Device
In the case of “Destroy”, you’ll have 2 containers to destroy and you must bypass a protector on one of them. This is easier than the defend one IMO. You want to make use of all highly damaging cards and environmental attacks.
I used (just a general idea here):
— Hunter (Quick Slash+ x2, Charge+, Holy Spark+, Whip+ x2, Guarding Strike+ etc.)
— Blade (Quick Strike+ x2, Strike+, Relentless+, Stake+ x2, Daywalker etc.)
— Ghost Rider (note that Ghost Rider’s “Lash” card cannot be used as it consumes HP upon use, “Hell Ride” also removes the entire deck so I’d use that last on the turns each time IMO, but it’s nutty in terms of damage).
All had a few Quick attack cards, even with knock backs and forceful. You want to maximise damage. Use the environmental attacks that allow you to leap over and damage from above or kick something forward, those are crazy and do work on the objectives that you must destroy. You should be able to destroy both containers in one turn if your card deck keeps drawing quick cards.
For the “Defend” mission, you want to simply target the enemies that are targeting your Heroes first, it does not matter if the objective is damaged. It also does not matter if your Heroes have a shield, this can be damaged, so long as it’s not Health. Apply the same strategy, excessive damage, use environmental attacks etc. And you’ll have it in no time. Just know you will not be able to do it early on, first you must improve your characters levels and card decks.
I also used the same characters in this type of mission.
You can get this done rather easily when you have your characters between level 8 - 12. Make sure your preferred characters have Quick applied to their cards, it increases chances of a card play getting refunded massively.
General missions are side missions available on the mirror map alongside your main story missions.
You want to go for:
— Destroy Device
— Defend Device
In the case of “Destroy”, you’ll have 2 containers to destroy and you must bypass a protector on one of them. This is easier than the defend one IMO. You want to make use of all highly damaging cards and environmental attacks.
I used (just a general idea here):
— Hunter (Quick Slash+ x2, Charge+, Holy Spark+, Whip+ x2, Guarding Strike+ etc.)
— Blade (Quick Strike+ x2, Strike+, Relentless+, Stake+ x2, Daywalker etc.)
— Ghost Rider (note that Ghost Rider’s “Lash” card cannot be used as it consumes HP upon use, “Hell Ride” also removes the entire deck so I’d use that last on the turns each time IMO, but it’s nutty in terms of damage).
All had a few Quick attack cards, even with knock backs and forceful. You want to maximise damage. Use the environmental attacks that allow you to leap over and damage from above or kick something forward, those are crazy and do work on the objectives that you must destroy. You should be able to destroy both containers in one turn if your card deck keeps drawing quick cards.
For the “Defend” mission, you want to simply target the enemies that are targeting your Heroes first, it does not matter if the objective is damaged. It also does not matter if your Heroes have a shield, this can be damaged, so long as it’s not Health. Apply the same strategy, excessive damage, use environmental attacks etc. And you’ll have it in no time. Just know you will not be able to do it early on, first you must improve your characters levels and card decks.
I also used the same characters in this type of mission.
This guide was translated automatically.
I was able to do it in the second chapter in the mission with the summoning circle "Summoning Circle"
Here three enemies will be busy summoning and this makes the task easier.
The heroes were around level 19
My composition was as follows:
Blade with Quick Strike , preferably improved and modified to draw a card (Draw a cart) on KO
This way you shoot small change without spending a card per turn and you have a scroll of cards.
Captain America with 4 friendship level gives himself 40 block and every turn increases +16 block.
Of the cards, the improved Quick Punch gives a card and is valued as a blade card.
Dig In can be upgraded with +1 Counter for giving change if the block is increased and can also be modified to something useful.
Tactician upgraded at least gives a lot of block and +2 cards
Improved Spang deals a lot of damage to a target that aggroes the captain and +2 cards on kill.
Shield Bounce upgraded with a card draw modifier - this card will help to interrupt the transfer of the taunt to the cap if the allies have little defense.
Hunter with Quick Slash upgraded to push small stuff into other enemies without costing a turn.
Fortify improved with card draw modification.
Holy Spark upgraded with +1 Heroism modification is a powerful thing for finishing off opponents without spending a turn.
Guardian strike improved we hold in hand and do not spend, thus we get additional protection every turn.
Bladestorm can be used as a base for powerfully throwing enemies around and dealing damage to them from collisions.
Passives Fully Charged and Ballanced Collar , as I was leveling up for the light.
The first one gives 1 resistance or + heroism at the beginning of the turn, and the second one gives a free draw of 2 cards after using 3 light cards
From the character bonuses for the mission during sparring, it is best to roll +1 move, that is, 4 cards instead of 3 and this will make the game easier, +1 resistance to save heroes from the first hit or generating heroism. I went through without bonuses, but at least one of them will make it easier to get the trophy.
All other cards are at your discretion.
Our task is to keep as few monsters on the field as possible and build up defense through the cap and the hunter, and combo cards with the cap also give us additional protection for the characters who participate in the combo. Damage caused by corruption does not count. The most important thing is that mobs do not break through your HP.
If the little ones are cleared, pour maximum damage into one monster, but do not forget about the targets of all monsters.
The most vulnerable in this battle will be the blade, so try to redirect monsters to more protected allies as much as possible.
Of the enemies on the map, there should be a guardian (a big guy who creates a shield from his HP) and hellish mongrels, and if there is a Dark Legion or even worse a revenant (two ladies with a HP connection), then it is advisable to merge these enemies first. The guardian can still be tolerated until the end of the mission, but the others are already causing problems.
Here three enemies will be busy summoning and this makes the task easier.
The heroes were around level 19
My composition was as follows:
Blade with Quick Strike , preferably improved and modified to draw a card (Draw a cart) on KO
This way you shoot small change without spending a card per turn and you have a scroll of cards.
Captain America with 4 friendship level gives himself 40 block and every turn increases +16 block.
Of the cards, the improved Quick Punch gives a card and is valued as a blade card.
Dig In can be upgraded with +1 Counter for giving change if the block is increased and can also be modified to something useful.
Tactician upgraded at least gives a lot of block and +2 cards
Improved Spang deals a lot of damage to a target that aggroes the captain and +2 cards on kill.
Shield Bounce upgraded with a card draw modifier - this card will help to interrupt the transfer of the taunt to the cap if the allies have little defense.
Hunter with Quick Slash upgraded to push small stuff into other enemies without costing a turn.
Fortify improved with card draw modification.
Holy Spark upgraded with +1 Heroism modification is a powerful thing for finishing off opponents without spending a turn.
Guardian strike improved we hold in hand and do not spend, thus we get additional protection every turn.
Bladestorm can be used as a base for powerfully throwing enemies around and dealing damage to them from collisions.
Passives Fully Charged and Ballanced Collar , as I was leveling up for the light.
The first one gives 1 resistance or + heroism at the beginning of the turn, and the second one gives a free draw of 2 cards after using 3 light cards
From the character bonuses for the mission during sparring, it is best to roll +1 move, that is, 4 cards instead of 3 and this will make the game easier, +1 resistance to save heroes from the first hit or generating heroism. I went through without bonuses, but at least one of them will make it easier to get the trophy.
All other cards are at your discretion.
Our task is to keep as few monsters on the field as possible and build up defense through the cap and the hunter, and combo cards with the cap also give us additional protection for the characters who participate in the combo. Damage caused by corruption does not count. The most important thing is that mobs do not break through your HP.
If the little ones are cleared, pour maximum damage into one monster, but do not forget about the targets of all monsters.
The most vulnerable in this battle will be the blade, so try to redirect monsters to more protected allies as much as possible.
Of the enemies on the map, there should be a guardian (a big guy who creates a shield from his HP) and hellish mongrels, and if there is a Dark Legion or even worse a revenant (two ladies with a HP connection), then it is advisable to merge these enemies first. The guardian can still be tolerated until the end of the mission, but the others are already causing problems.
2 Comments
My previous message was deleted for some reason, although what I wrote works on two trophies at once.
In general, look at the Back in Time for Lunch trophy. Both work the same here and there. Complete the mission on the first turn without taking damage.
In general, look at the Back in Time for Lunch trophy. Both work the same here and there. Complete the mission on the first turn without taking damage.
By mysklt on 17 Jan 2023 11:01
Actually, you will get the trophy almost automatically when completing the mission in 2 turns. The easiest tasks for me were to kill all enemies (Defeat Enemies), you can defeat them in one turn. Also look at the difficulty level of the task, choose the one with a green circle, this is an easy level. I advise you to knock out the trophy closer to the beginning, because later in the story, after the first turn, bosses can come. Take more damaging characters and collect a deck with quicks, take the cards in the items (to catch these same quicks) and the receipt of heroism to finish off the environment in extreme cases. Damage received by heroes in the shield does not count, by the way.
By podushka163 on 21 Apr 2024 12:14
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