Nobody Saves the World
40 Achievements
1,180
28-34h
PC
Xbox One
Xbox Series
No Alchemy Required
Earn all 36 Medals in the Colosseum and talk to The Dueling Faces
75
0.2%
How to unlock the No Alchemy Required achievement in Nobody Saves the World - Definitive Guide
Some of the challenges are much harder than others, so I will be writing what I used to get gold. I will assume you have every transformation unlocked and Rank S (even the 2 new dlc), as well as every passive bought from the store. Some skills will need to be level 4 but many don't require. I would also highly recommend buying all the Magical Attack Increase from the store as most of the damage will be dark/light.
1. Power Defense - Pick Ghost
Passives: Zomnomnom, Blood Pact, Quick Cooldown (IV)
Skills: Water Spray, Rattler Turret, Arrow Flurry
Basically just spam turrets and keep the Boo skill going, using water spray to take down bigger enemies.
2. Break the Crystals - Pick Rat or Bee
Passives: only need Magic Life
Skills: Slime Slide (IV)
With the speed from slime slide and extra mana from magic life just hold skill and break all crystals.
3. Dark Arena - Pick Zombie or really anyone is fine
Passives: Zomnomnom, Blood Pact, Quick Cooldown (IV)
Skills: Zombite, Hat Trick
Just make some zombies and familiars and let them do the work, Stay in the Light!
4. Swift Striker - Pick Ghost
Passives: Zomnomnom, Mermaid's Resolve, Quick Cooldown (IV)
Skills: Ethereal, Arrow Flurry
Keep the Boo skill going and hold arrow flurry, pausing to use Ethereal before the boss attacks.
5. Dark Speedrun - Pick Any, I used Ghost
Passives: Don't matter
Skills: Ethereal, Slime Slide (IV)
Use Slime slide to move quickly through and Ethereal to pass through the spinning fire and daggers. During the dagger part don't go fast just hold Ethereal and go normal speed as lights turn on as you go.
6. Status Pileup - Pick Ghost
Passives: Poison Tipped, Stun Powder
Skills: Fire Breath, Zombite, Slime Slide
Just use all skills should unlock pretty easy
7. Whackamelle! - Pick Ghost
Passives: Zomnomnom, Blood Pact, Mermaid's Resolve
Skills: Zombite, Hat Trick
Keep Boo active and start zombiting enemies, than spam hat trick. Took a few tries but was able to get 132 kills.
8. Hard Shelled Baddies - Pick Ghost
Passives: Zomnomnom, Blood Pact, Mermaid's Resolve
Skills: Zombite, Fire Ball
Zombite/Boo the small enemies and Fire Ball the elites
9. Dance Dance Defender - Pick Ghost
Passives: Quick Cooldown (IV)
Skills: Water Spray, Tail Swipe, Arrow Flurry
Just be quick, you can miss 5 and still get gold so don't sweet being perfect.
10. Barrel Breaker - Pick any, I used Bee
Passives: Scavenge, Horsepower, Mermaid's Resolve
Skills: Fire Breath
Just spam Fire Breath and use signature (Jab) on barrels. Picking up any health that drops .
11. Ward Swap Boss - Pick Ghost
Passives: Mermaid's Resolve, Quick cooldown (IV)
Skills: Tails Swipe, Cloak & Dagger, Fire Ball
Use Boo at all times, break the ward than spam Fire Ball. This took a few tries and you may run out of mana if not careful.
12. Way of the Passive Fist - Pick any
Passives: Strongman, Steel Plated, Smite
Skills: Pump Up
Dummy 1 - let a bomb enemy blow it up. Dummy 2 - stand beside and have enemy hit you spreading sharp damage. Dummy 3 - Pick up health and smite with activate. Dummy 4 - Use Pump Up to hit enemy into dummy.
1. Power Defense - Pick Ghost
Passives: Zomnomnom, Blood Pact, Quick Cooldown (IV)
Skills: Water Spray, Rattler Turret, Arrow Flurry
Basically just spam turrets and keep the Boo skill going, using water spray to take down bigger enemies.
2. Break the Crystals - Pick Rat or Bee
Passives: only need Magic Life
Skills: Slime Slide (IV)
With the speed from slime slide and extra mana from magic life just hold skill and break all crystals.
3. Dark Arena - Pick Zombie or really anyone is fine
Passives: Zomnomnom, Blood Pact, Quick Cooldown (IV)
Skills: Zombite, Hat Trick
Just make some zombies and familiars and let them do the work, Stay in the Light!
4. Swift Striker - Pick Ghost
Passives: Zomnomnom, Mermaid's Resolve, Quick Cooldown (IV)
Skills: Ethereal, Arrow Flurry
Keep the Boo skill going and hold arrow flurry, pausing to use Ethereal before the boss attacks.
5. Dark Speedrun - Pick Any, I used Ghost
Passives: Don't matter
Skills: Ethereal, Slime Slide (IV)
Use Slime slide to move quickly through and Ethereal to pass through the spinning fire and daggers. During the dagger part don't go fast just hold Ethereal and go normal speed as lights turn on as you go.
6. Status Pileup - Pick Ghost
Passives: Poison Tipped, Stun Powder
Skills: Fire Breath, Zombite, Slime Slide
Just use all skills should unlock pretty easy
7. Whackamelle! - Pick Ghost
Passives: Zomnomnom, Blood Pact, Mermaid's Resolve
Skills: Zombite, Hat Trick
Keep Boo active and start zombiting enemies, than spam hat trick. Took a few tries but was able to get 132 kills.
8. Hard Shelled Baddies - Pick Ghost
Passives: Zomnomnom, Blood Pact, Mermaid's Resolve
Skills: Zombite, Fire Ball
Zombite/Boo the small enemies and Fire Ball the elites
9. Dance Dance Defender - Pick Ghost
Passives: Quick Cooldown (IV)
Skills: Water Spray, Tail Swipe, Arrow Flurry
Just be quick, you can miss 5 and still get gold so don't sweet being perfect.
10. Barrel Breaker - Pick any, I used Bee
Passives: Scavenge, Horsepower, Mermaid's Resolve
Skills: Fire Breath
Just spam Fire Breath and use signature (Jab) on barrels. Picking up any health that drops .
11. Ward Swap Boss - Pick Ghost
Passives: Mermaid's Resolve, Quick cooldown (IV)
Skills: Tails Swipe, Cloak & Dagger, Fire Ball
Use Boo at all times, break the ward than spam Fire Ball. This took a few tries and you may run out of mana if not careful.
12. Way of the Passive Fist - Pick any
Passives: Strongman, Steel Plated, Smite
Skills: Pump Up
Dummy 1 - let a bomb enemy blow it up. Dummy 2 - stand beside and have enemy hit you spreading sharp damage. Dummy 3 - Pick up health and smite with activate. Dummy 4 - Use Pump Up to hit enemy into dummy.
28 Comments
8. Hard Shelled Baddies
Ghost
Passive: Zomnomnom, Blood Pact, Mermaid's Resolve
Skills: Rattler Turret / Fire Ball / Holy Light
Rattler Turret, Holy Light & Boo the small enemies and Fire Ball the elites
9. Dance Dance Defender
Keep with the strategy but place turrets when you have some spare time at the bottom, they may let 2 or 3 through but will be quite and east pass as you can forget about the blunt enemies. Also don't go to close to the bottom as the enemies will hit you before the turrets get a chance to kill them.
10. Barrel Breaker
Ghost
Passive: Scavenge, Horsepower, Mermaid's Resolve
Skill: Fire Breath
Just spam Fire Breath (to get rid of your mana) then use boo to break to boxes, most of your mana will come from the Horsepower passive and the box breaking, just make sure to keep your mana low.
11. Ward Swap Boss (Gold)
Dragon (High HP)
Passive: Magic Life / Mermaid's Resolve
Skill: Cloak & Dagger / Shield Bash
The gold trophy requires you to break a sharp ward and then a blunt ward. Cloak & Dagger him with your first hit, then sponge damage and unleash a shield bash on him. If he doesn't die with this, simply sponge more damage next time. 2 hit kill.
Ghost
Passive: Zomnomnom, Blood Pact, Mermaid's Resolve
Skills: Rattler Turret / Fire Ball / Holy Light
Rattler Turret, Holy Light & Boo the small enemies and Fire Ball the elites
9. Dance Dance Defender
Keep with the strategy but place turrets when you have some spare time at the bottom, they may let 2 or 3 through but will be quite and east pass as you can forget about the blunt enemies. Also don't go to close to the bottom as the enemies will hit you before the turrets get a chance to kill them.
10. Barrel Breaker
Ghost
Passive: Scavenge, Horsepower, Mermaid's Resolve
Skill: Fire Breath
Just spam Fire Breath (to get rid of your mana) then use boo to break to boxes, most of your mana will come from the Horsepower passive and the box breaking, just make sure to keep your mana low.
11. Ward Swap Boss (Gold)
Dragon (High HP)
Passive: Magic Life / Mermaid's Resolve
Skill: Cloak & Dagger / Shield Bash
The gold trophy requires you to break a sharp ward and then a blunt ward. Cloak & Dagger him with your first hit, then sponge damage and unleash a shield bash on him. If he doesn't die with this, simply sponge more damage next time. 2 hit kill.
By YT Game Sog on 31 Aug 2023 00:03
Thanks for this guide! A couple of these are really tough without them.
By SmallGenie549 on 16 Sep 2022 18:29
As the description says, you'll need to earn all 36 medals (i.e. get a gold medal on all 12 trials) and then head up to the top and talk to the Dueling Faces (and then turn in the completed challenge, like for all DLC achievements).
Like with the base game (and especially the NG+ dungeons), this DLC is all about putting together the proper build to deal with each trial. Only a few have important execution, but many are easy once you know what build to use. Below, I have laid out each trial with the exact build I used and then some details on my strategy or approach. Unless I state otherwise, each build was extremely reliable in terms of success rate and ease of use. However, that being said, if you find yourself struggling with my approach, don't hesitate to try out a different Form or different passives. I will say that I stand by each of these though, in terms of how effective they were.
Note: Despite "Power Defense" being the "first" trial (i.e. the one on the left of the first room), don't do it until you've completed at least two others in the first room, unlocked the Mechanic Form, and then leveled up that Form to unlock the Rattler Turret. The Turret is an absolute necessity for "Power Defense." I mention it again in that trial.
Also, in almost every case, every passive I used below was at level IV. I had already fully upgraded all of the best ones from the base game, and I went into this DLC having over 100 upgrade tokens left over. However, I have made explicit note of where I felt having a passive at level IV was a necessity, and anywhere I haven't noted it, I wouldn't suggest spending tons of tokens without first attempting the trial a few times to see if you can simply manage with them at their current level.
Break the Crystals
Dark Arena
Swift Strike
Power Defense
Place turrets nonstop. Unfortunately, each time you pull the lever to start a new wave, all your existing turrets are destroyed, so immediately start by spawning one and always spawn another as soon as the cooldown is done. The more turrets you have, the easier this will be. The first stage (three waves for bronze) are pretty easy because enemies don't have wards. So, just stay in the upper left corner of the inside of the track with your Ghost attack always on, and you'll do a ton of damage as enemies round those two first corners. The silver and gold stages have enemies with wards, and so you'll want to stay near the spawn point, continually hitting enemies with the appropriate attack (arrows or water for Sharp or Light, respectively, since your attack takes care of Dark and your turrets take care of Blunt) to get rid of their wards, that way your turrets can do all of the heavy damage to finish them all easily. The last wave of gold can get pretty hectic with all four wards, but you should have many turrets by then, your regular attack running continuously at full strength, and just shooting arrows or water as needed. The final enemy has a ridiculous amount of health, so you'll easily want 10+ turrets spawned for it, and you'll still likely need to follow it around most of the track with your Ghost attack to finish it off in time.
Hard Shelled Enemies
Whack-A-Melee
Status Pileup
Dark Speedrun
Dance Dance Defender
Barrel Breaker
First, I want to note that there is one way you'll be recovering mana in this trial: by breaking barrels with your attack (of which Horsepower adds to how much mana you get per barrel). However, know that there are two ways you'll be consuming mana: using attacks such as Ethereal and Pump Up, but also taking damage from the rocks. Mana Shield means when you get hit by a rock it'll drain mana instead of just health, and it'll drain a substantial amount of mana. However, you need to balance the mana drain from rocks with the health loss from rocks, to ensure you don't accidentally die. Here is the pattern I used:
Ward Swap Boss
For this trial, you need to fight the same boss three times, once for each medal, with tighter requirements each time. I used a different build for bronze and silver, but it didn't work for gold, so I'm just listing my gold build since it will make short work of bronze and silver.
Way of the Passive Fist
Like with the base game (and especially the NG+ dungeons), this DLC is all about putting together the proper build to deal with each trial. Only a few have important execution, but many are easy once you know what build to use. Below, I have laid out each trial with the exact build I used and then some details on my strategy or approach. Unless I state otherwise, each build was extremely reliable in terms of success rate and ease of use. However, that being said, if you find yourself struggling with my approach, don't hesitate to try out a different Form or different passives. I will say that I stand by each of these though, in terms of how effective they were.
Note: Despite "Power Defense" being the "first" trial (i.e. the one on the left of the first room), don't do it until you've completed at least two others in the first room, unlocked the Mechanic Form, and then leveled up that Form to unlock the Rattler Turret. The Turret is an absolute necessity for "Power Defense." I mention it again in that trial.
Also, in almost every case, every passive I used below was at level IV. I had already fully upgraded all of the best ones from the base game, and I went into this DLC having over 100 upgrade tokens left over. However, I have made explicit note of where I felt having a passive at level IV was a necessity, and anywhere I haven't noted it, I wouldn't suggest spending tons of tokens without first attempting the trial a few times to see if you can simply manage with them at their current level.
Break the Crystals
- Rat Form
- Magic Life (level IV) passive
- Gallop (level IV) attack
Dark Arena
- Magician Form
- Zomnomnom passive
- Blood Pact passive
- Crit King passive
- Hat Trick attack
Swift Strike
- Ghost Form
- Poison Tipped passive
- Mermaid's Resolve passive
- Zomnomnom passive
- Hat Trick attack
Power Defense
- Ghost Form
- Zomnomnom
- Blood Pact
- Quick Cooldown
- Arrow Flurry
- Water Spray
- Rattler Turret
Place turrets nonstop. Unfortunately, each time you pull the lever to start a new wave, all your existing turrets are destroyed, so immediately start by spawning one and always spawn another as soon as the cooldown is done. The more turrets you have, the easier this will be. The first stage (three waves for bronze) are pretty easy because enemies don't have wards. So, just stay in the upper left corner of the inside of the track with your Ghost attack always on, and you'll do a ton of damage as enemies round those two first corners. The silver and gold stages have enemies with wards, and so you'll want to stay near the spawn point, continually hitting enemies with the appropriate attack (arrows or water for Sharp or Light, respectively, since your attack takes care of Dark and your turrets take care of Blunt) to get rid of their wards, that way your turrets can do all of the heavy damage to finish them all easily. The last wave of gold can get pretty hectic with all four wards, but you should have many turrets by then, your regular attack running continuously at full strength, and just shooting arrows or water as needed. The final enemy has a ridiculous amount of health, so you'll easily want 10+ turrets spawned for it, and you'll still likely need to follow it around most of the track with your Ghost attack to finish it off in time.
Hard Shelled Enemies
- Ghost
- Quick Cooldown
- Blood Pact
- Zomnomnom
- Fireball
- Rattler Turret
Whack-A-Melee
- Ghost
- Zomnomnom
- Blood Pact
- Mermaid's Resolve
- Hat Trick
- Rattler Turret
Status Pileup
- Ghost (Fear)
- Poison Tipped (Poison)
- Stun Powder (Stun)
- Zombite (Infected)
- Fire Ball (Burn)
- Blob Lob (Slow)
Dark Speedrun
- Rat
- Gallop (level IV)
- Ethereal
- Head directly up through the flame spinner with Ethereal. Release Ethereal as soon as you pass through, and walk to the edge of the next obstacles.
- Gallop diagonally up-right through the first moving light circle and then switch to Ethereal to pass through the flame spinner as you head up into the light path.
- Immediately go into Gallop to sprint around the corners of temporary light and up to the top, stopping at the edge of the light to await the next light circles to appear.
- As soon as the light appears, Gallop straight across all the way right (you should have plenty of time to go straight across without stopping, as long as Gallop is at level IV) and continue around the corner into the temporary light. Making sure you get into it before it "moves down" is important.
- Walk down with the appearing lights, not using Gallop at all, and only trigger Ethereal if a projectile is headed directly at you, ending the course at the bottom.
Dance Dance Defender
- Ghost
- Quick Cooldown
- Barrier Coil (level IV)
- Rattler Turret
- Arrow Flurry
Barrel Breaker
- Ghost
- Mana Shield
- Quick Cooldown (level IV)
- Horsepower (level IV)
- Ethereal
- Pump Up (for quick mana consumption)
First, I want to note that there is one way you'll be recovering mana in this trial: by breaking barrels with your attack (of which Horsepower adds to how much mana you get per barrel). However, know that there are two ways you'll be consuming mana: using attacks such as Ethereal and Pump Up, but also taking damage from the rocks. Mana Shield means when you get hit by a rock it'll drain mana instead of just health, and it'll drain a substantial amount of mana. However, you need to balance the mana drain from rocks with the health loss from rocks, to ensure you don't accidentally die. Here is the pattern I used:
- As soon as the trial starts, using Pump Up until your mana is entirely drained, then immediately use your attack.
- Sweep through the rows of barrels, allowing your aura to destroy them all, which should build up mana relatively quickly. Once you know the placement of the barrels (they are the same every time), you will likely be able to clear out most with still enough time to move out of the way before the rock comes.
- Once your mana starts to fill up, let a rock or two hit you to immediately take of a significant amount of your mana, giving you room to recover more.
- As your health gets low, use Ethereal briefly each time a rock is coming to let it pass through you without damaging you
- Repeat with letting a rock or two hit you as your mana fills up, and cycle through these steps over and over until you get a gold medal. Remember, the trial won't end until you let yourself die.
Ward Swap Boss
For this trial, you need to fight the same boss three times, once for each medal, with tighter requirements each time. I used a different build for bronze and silver, but it didn't work for gold, so I'm just listing my gold build since it will make short work of bronze and silver.
- Form doesn't matter (but a fast one such as Horse, Killer Bee, etc., is best)
- Crit Cleric
- Slug's Secret
- Poison Tipped
- Pump Up
- Killer Sting
Way of the Passive Fist
- Ghost (not important)
- Steel Plated passive
- Smite passive
- Strongman passive
- Pump Up
- Dummy 1: Pull a lever, let the bomb come toward the dummy, and once it's about halfway there, let it get close enough to you to stop and dash. Get out of the way and let it blow up the dummy
- Dummy 2: Equip Steel Plated. Pull one lever and stand right next to the dummy. When you get hit by an enemy it will cause Sharp damage to the dummy
- Dummy 3: Equip Smite. Use either the remaining enemies from the previous dummy or pull the second lever in the previous room. Take damage near the dummy but remember that Smite causes lighting to strike the enemy, not you, so try to get the enemies next to the dummy while they attack you rather than you standing between them and the dummy, causing the lighting to miss the dummy. If your Smite isn't upgraded at all, you might need to take a ton of hits from the enemies to finally get lighting to proc, so make use of the health all around this dummy so you don't die while waiting for a lightning bolt to strike.
- Dummy 4: Equip Strongman. Pull a lever, lure the enemies over in front of the dummy, then go down about halfway down the room, then use Pump Up to knock the enemies up into the dummy. Pump Up isn't necessary, but I tried with Tail Swipe and it kept making me lunge up too far and counted as me hitting the dummy. Pump Up is a safer bet.
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