Monster Train

Monster Train

53 Achievements

GOG
Log in or Register to track Monster Train achievements progress.
The Melting Remnant

The Melting Remnant

Win a run with all covenants enabled on The Melting Remnant.

4.4%

How to unlock the The Melting Remnant achievement in Monster Train - Definitive Guide

Input the following seed in the Community Challenges section.

JoinsEnjoyThink

This set up gives every friendly unit Damage Shield 2 and Multistrike 1, including the champion. You will want to start with the Burn Bright champion.

Enable the trial on the first fight then take Molten Encasement from the first pick and Shattered Shell on the third. These are all you really need for this build to work and since you're on covenant 25 you need to thin down your deck I advise against picking up too many additional cards. I also recommend hitting the Vortex whenever possible to get rid of the healing cards and additional conductors.

Now that you have these cards here is the idea of this build. You will put Molten Encasement in front of your champion and Shattered Shell so when it dies it adds stealth to them and they take no damage.

Take the right path after the first room to apply quick and Heartstone to your Shattered Shell. This is so that Shattered Shell will be able to survive hitting enemies with spikes.

Take the Purifying Cleanse after the second fight to ensure your champion stays alive then take the left path to add double stack to your Engulfed in Smoke and reduce its cost by 1 ember.

The last card you should take is Intent on Death from the first boss fight with Talos. This allows you to trigger the extinguish ability on your Molten Encasement without killing it, letting it trigger a second time on death

I recommend taking the card draw upgrades since you can get 3 extra ember by summoning two 0 cost dregs. Make sure to place your units on the first floor unless it only has 4 capacity, then move up to the second.

Enable the trial on the level 4 fight to get the Wax Snuffer. This triggers all extinguish abilities an additional time. After this fight take the left path and upgrade your Molten Encasement with Wickstone which gives it Burnout 1, ensuring it will die the round it is cast.

Finally, at the final Merchant of Steel on level 8 upgrade your Molten Encasement with Endless. This means it will die every round, triggering its extinguish ability twice and then go back to the top of your deck. Coupled with Intent on Death you shouldn't have a single monster touch you, including Seraph. I recommend summoning your left over monsters to any floor possible to remove them from rotation so you can get your spell cards faster.

This can unlock the Win at Covenant 5, 10, 15 and 25 achievements if you do not have them already as well as The Melting Remnant.

Enjoy!
49
2

27 Dec 2020 19:34

24 Comments
thank youclap
0
0
By It Is Reap on 30 Dec 2020 01:22
Thank you so much. I dunno how you managed to create all these challenges to work so perfectly but they're great!
0
0
By Thatrandomguy8 on 01 Jan 2021 09:54
Also worth noting, Dante’s Inferno can be unlocked on this achievement as well, which I was having a hard time finding him so that made me very happy. Just accept the blights when offered, then survive a few rounds.
0
0
By ShazamFTW on 01 Jan 2021 23:35
Nice work. Thanks for the Challenges
0
0
By ComputDragon on 20 Jan 2021 20:54
I can't get shattered shell after the first flight. What l m doing wrong ?
0
0
By LibelluleGino on 28 Mar 2021 18:57
Anyone got a more current seed and guide?
0
0
By A Navy of Ducks on 11 Jun 2021 04:26
I got the achievement yesterday with SmallerReloadBlock
0
0
By StuWhyte on 26 Jun 2021 07:10
Aww got so excited and then it says it’s a dlc seed
0
0
By A Navy of Ducks on 26 Jun 2021 14:04
This has definitely changed, but I was still able to get the achievement first try with the original seed. You'll get shattered shell a little bit later, but from then on, the strategy above breezes through everything. Just need to survive to that point. I got a lot of mileage out of using Thorned Hollow on the second floor with all of the Rejuvenation spells to back up in case just the champion wasn't enough. Anything that could get past my champion would die to thorns by the end.
0
0
By Jakuvious on 17 Jul 2021 08:16
Really easy DLC one is AllowedSwingCounted. You get Dante and a tonne of blight cards. Dante gets one multistrike per blight card, and also starts with quick. Give him as much attack as you can and you mow through the units. You can also duplicate him twice to cover all three floors. Against Seraph I had 58x14 as my attack on all three floors.
0
0
By Erutaerc on 27 Jul 2021 12:17
Made a custom non-dlc seed (SurelyTraceHolly). Also got killing Deadalus and Archus, both with 2 turns spare.
0
0
By thatNoseyParker on 15 Aug 2021 13:15
I had amazing success with SurelyTraceHolly as well.
0
0
By EKaffeinated on 10 Dec 2021 22:53
It didn't unlock! I created my own challenge on Covenant 25 and completed it, got all the covenant achievements except the clan specific ones! What am I missing?
0
0
By Inspector Adam on 13 Jan 2022 09:02
SurelyTraceHolly worked for me. I had to do the run two times but it finally popped.
0
0
By Cancerman1120 on 28 May 2022 15:29
SurelyTraceHolly worked for me today
0
0
By Lamar Romney on 21 Oct 2022 04:15
SurelyTraceHolly worked a treat for me.
0
0
By True Lock on 06 Nov 2022 23:19
Yeah, SurelyTraceHolly is the way to go. Dantes galore.
0
0
By THE DEADLY DOG on 09 Feb 2023 00:53
SurelyTraceHolly worked 1st time 22/12/23
0
0
By GS13 ERGO PROXY on 22 Dec 2023 01:04
I am unable to get this one to unlock. Completed SurelyTraceHolly twice and my own made seed once and no joy.
0
0
By Hobbess253 on 27 Dec 2023 18:41
@Hobbess253 Keep trying pal very buggy achievement
0
0
By GS13 ERGO PROXY on 27 Dec 2023 20:05
Done - used my own seed: PreviewsDrinkingOnline - not only a great name, but I think a bit easier than SurelyTraceHolly with Melting Remnant + Umbra. Fed Dante all those morsels and he gets buffed quickly each round.
0
0
By Hobbess253 on 28 Dec 2023 21:15
I'm not getting Shattered Skull as an option unfortunately.
0
0
By Brenin Watson on 22 May 2024 21:07
Great guide thank you very much. Thanks for the comment ShazamFTW, was able to get Dante's inferno with ease. He was in one of the early caverns on route, and his blights had no negative impact on the run whatsoever
0
0
By Leap Of Faith77 on 14 Jan 2021 01:57
Used @thatNoseyParker's seed, and Just copy Dante and add damage to him when you can.. easy win.
0
0
By JakeWuzHereYo on 05 Dec 2021 03:46
View all 24 comments Show less comments
The following is my process and the cards/upgrades I prioritize for high covenant Melting Remnant runs. In my opinion, Hellhorned is the strongest allied faction for Remnant due to high-damage units, imps with summon abilities that can be reformed, and armor/rage spells.

I reset the run at the start until Molded (reform a unit) is one of the starting cards and the Burn Bright (burnout 3) option is available for Rector Flicker. In my opinion, Burn Bright is the strongest champion upgrade and having a reform card mitigates and eventually negates the downside of burnout.

My early game priority is upgrading at least one copy of Molded with -1 cost and Holdover. Being able to guarantee the ability to reform units and your champion each turn (once you initially draw it) is crucial. Not having a reform card in hand the turn after your champion burns out can be devastating. Personally, I like to ideally have two upgraded copies by endgame.

In terms of boss upgrades, it really depends on the individual run, though I do tend to take at least one unit space upgrade. If you are allied with Hellhorned and end up with a Demon Fiend, you probably want a mana upgrade. Draw is especially valuable if you weren't able to get holdover on your reform cards.

When given the choice, I take Remnant units over Hellhorned/allied units early on. Specifically I am looking for Lady of the Reformed and Bounty Stalker.

Lady of the Reformed gives herself and other burnout units on her floor an additional burnout stack every time she takes damage. Using her as a tank for Rector Flicker and any other burnout units keeps them in the fight and is crucial against relentless bosses. I prioritize upgrading her health.

Bounty Stalker can become a huge source of damage if acquired early enough in the run. He gains 10 attack every time he dies, and with the ability to continually reform him throughout battles he can become a monster by the Seraph fight. I like to upgrade him with multistrike as a first priority and then either an additional multistrike or quick. A buffed Bounty Stalker is my primary target for card duplication. However, I tend to pass on him if he only shows up after Fel, since there isn't as much time to beef him up.

Other units that can be valuable during the run:

Lady of the House - 1-cost 25/40 size 2 unit with burnout 3. She does decent damage and can tank a bit on other floors.

Draff - 1-cost 10/5 size 1 unit with burnout 1 and multistrike. It does a fair amount of damage for only taking up 1 size spot. It is weak against sweep enemies unless it has upgraded health.

Paraffin Enforcer - 1-cost 15/15 size 2 unit with Strike: Friendly burnout units gain Rage 2. If you have an artifact that increases rage stacks or prevents rage from deteriorating, this is a solid pickup to line up with multistrike burnout units.

Paraffin Thug - 1-cost 20/3 size 2 unit with Slay: Gain 20 coins. Since store costs are increased at higher covenant levels, this can be a good option as a utility unit to build up wealth.

Formless Child - 2-cost 0/1 size 1 tomb unit with Extinguish: Return a defeated unit to your hand and enhance it with 40 attack. This unit gets better the thinner your deck is with units. You can use it to tank a hit and if you have a multistrike unit in your graveyard it's a huge payoff. The only downside is its high cost.

Spells that can be valuable in the run:

Wicked Blaze - 2-cost. Reform a unit and enhance with an additional 10 attack. A more expensive version of Molded with an additional benefit. I recommend upgrading with cost reduction.

Wicklash - 1-cost. Enhance a friendly unit with with +5 attack and apply Burnout 2. This is a good way to slightly buff burnout units while giving them a couple extra turns before they burn out. I wouldn't go out of my way for it but it is welcome in my deck if I get it.

Subsuming Blade - 2-cost. Deal 5 piercing damage with Slay: Increase damage by 3 permanently. Direct damage can be a lifesaver in taking out high-damage/low-hp units behind tanks. The piercing allows it to take out low-hp/high armor enemies as well as enemies with spell/damage shield. This is especially useful against Daedelus' mines when they have damage shield. I tend to upgrade with cost reduction and +10 magic power.

This is just my Melting Remnant playstyle and a number of others are viable, but this strategy carried me from covenants 20-25.
0
0

05 Jun 2020 00:00