ReCore
73 Achievements
1,500
48-60h
PC
Xbox One
Xbox Series
Acid Free
Completed ‘The Scalding Cell’ dungeon
25
1.2%
How to unlock the Acid Free achievement in ReCore - Definitive Guide
Be prepared a rude awakening if you're flying through the definitive edition title update! With the new level cap (30 -> 40), this dungeon, I believe, is level 35 or 36. I attempted this with Joule lvl 33, maxed out Mack and Duncan on ape and tank corebots respectively. There should honestly be some kind of disclaimer before entering this dungeon! At the start, you'll receive the chrome shot, which is essentially a laserbeam that lasts longer the more you charge it. This is your best friend on the boss (and drone). The dungeon up until the boss is self explanatory and doesn't require much instruction. The boss is the kicker; the arena is a small square raised platform surrounded by a radiation field (small damage over time) and has two main foes, I'll call them the dog and drone.
The dog is the only one that is required to be defeated in order to finish the dungeon. The drone will respawn if killed, and usually changes affinity (Usually starts as blue). The drone also has a chance to spawn a few of those insect type enemies that will pick up your corebots - shoot those immediately if they do spawn. Your bots should distract the dog for the most part, still jump around and dodge constantly to avoid the flame waves, charges, and laser shots from the drone. The key to winning the fight is to maneuver around the platform, lock on to the drone and fire when the dog moves in between you and the drone. The chrome shot has a high chance of stunning enemies when fully charged. Spam lethal attacks on the dog and switch out bots when they are out of charges or are low on health. Careful not to get caught in between the enemies and juggled. The dog will change affinities and put up a shield temporarily to block damage when changing.
I lost count after about 10 attempts. Finally got it after about 40 minutes. I was losing my mind. Good luck to anyone who is under leveled for this dungeon. You'll need it.
The dog is the only one that is required to be defeated in order to finish the dungeon. The drone will respawn if killed, and usually changes affinity (Usually starts as blue). The drone also has a chance to spawn a few of those insect type enemies that will pick up your corebots - shoot those immediately if they do spawn. Your bots should distract the dog for the most part, still jump around and dodge constantly to avoid the flame waves, charges, and laser shots from the drone. The key to winning the fight is to maneuver around the platform, lock on to the drone and fire when the dog moves in between you and the drone. The chrome shot has a high chance of stunning enemies when fully charged. Spam lethal attacks on the dog and switch out bots when they are out of charges or are low on health. Careful not to get caught in between the enemies and juggled. The dog will change affinities and put up a shield temporarily to block damage when changing.
I lost count after about 10 attempts. Finally got it after about 40 minutes. I was losing my mind. Good luck to anyone who is under leveled for this dungeon. You'll need it.
11 Comments
You are not kidding. This boss is tearing me a new one at level 33.
By Dale Baldwin on 01 Sep 2017 19:50
How do I finish this? Killed the dog, the drone keeps respawing, killed it a gazillion times, but none of the doors open. Oops never mind, Did it again and now a door opens. Think its buggy.
By cogmios on 02 Sep 2017 23:23
The achievement unlocks when you defeat the Scalding Cell dungeon boss, War Howl, and enter the reward section of the dungeon. War Howl is a special K-9 enemy that requires the chrome shot (acquired at the dungeon's entrance) to penetrate its chrome armor. Once you defeat the boss, the barrier to the reward section opens. Enter it to pop the achievement.
The dungeon is only moderately challenging. In the image above, all objectives are achieved in 3 minutes and 22 seconds of the 7 minute time limit. Note that you do not have to achieve any of the objectives. You can defeat the final boss to complete the dungeon with zero objectives achieved. So, it makes the achievement relatively simple to unlock.
For the completionists, a full guide to 100% completing the dungeon is provided below. Note that one might have different playstyle preferences. Use what you are comfortable with. However, I find the tactics provided below are effective.
By the time one gets to Scalding Cell, Joule and the bots should be at a high enough level and there should be no reason one cannot clear it on the first go. If Armory Flux is rated a 10/10 in difficulty to complete all objectives, I would rate Scalding Cell a 6/10 in comparison.
Scalding Cell is an Acid Marsh dungeon clone albeit with more powerful enemies. I consider Acid Marsh to be one of the easiest dungeons--a 2/10 in comparison to a 10/10 Armory Flux. Acid Marsh is ideal for the FL1-R hunting challenges so those who have gone after the FL1-R hunting challenges may have completed Acid Marsh multiple times. If you have whet your teeth on Acid Marsh, Scalding Cell should present no difficulty.
The Scalding Cell dungeon is next to the fast travel point in the western sector of Starving Sea (accessed once the Tumbledown Dungeon is completed). The dungeon cannot be accessed until the sentry orb is caught. The starting point with (T8-NK) is in front of the dungeon. It is a color-coded green course. The green course, in my estimate, is the easiest course. It is distinguished by artillery fire. However, the bombardments do not damage Joule at speed so one can concentrate on chasing the sentry bot. The last jump, just before returning to the starting point, lands on a narrow overpass. This is a little tricky but you might catch the orb before you have to execute it. Once the orb is caught, the dungeon will open. One should have well over the 12 prismatic core requirement.
You only have to do the Scalding Cell outer section once and it is not timed. When you enter, you will be in a small chamber with a fast travel point. Use it, to adjust your crew or go back to the crawler to set up your crew.
I recommend Mack in a Purple Hatchling SP-DR set. I used the complete set but you may want to substitute the body. Certain specialized bodies allow you to keep the +25% lethal energy recharge rate of the purple hatchling set bonus while providing additional bonuses. My favorite is the SP-DR AOK Victor Helm body. Its stats are better than the Purple Hatchling body and it has two bonuses: +10% combo duration and, more importantly, +50% lethal energy recharge rate. The Purple Hatchling set is found in normal supply caches in The Cradle while most of the specialized bodies require the player to complete one or more dungeon objectives. The SP-DR AOK Victor Helm body, for example, is obtained by completing all objectives in the Brimstone Cut dungeon which is a completely optional activity.
The SP-DR frame with Mack gives you the laser sweep lethal attack. This will be invaluable in quickly clearing the enemies in the dungeon. The purple hatchling set bonus of +25% lethal energy recharge rate is of great value.
I used Mack exclusively so the other companion is at your discretion. You may want to consider Seth in a Purple Hammer Fist AP-3 set. The AP-3 frame is strong against K-9s. Seth's whirlwind lethal attack in that frame is long lasting and devastating & may give you the breathing room you need. Nevertheless, Mack's sweeping attack is a game changer in the scalding cell dungeon. It slices across the entire arena making Joule's job much easier.
Once you are set up from the Scalding Cell fast travel point, exit the chamber into a large vertical area with pipes. The scene pans to show you a chest to your upper right on a platform. Proceed there rapidly picking up an AOK audio file in the far right corner with respect to your entry point. It's about the same level as that door. From the audio log, jump up to the higher pipe next to it and proceed to the chest. It will be marked with a supply cache icon on your map before you recover its contents. It contains the rifle chrome shot upgrade.
Speed is the key because large chrome-armored segmented enemies will spawn. They cannot be damaged until the chrome shot is acquired. So, it's important to obtain the Chrome Shot as quickly as possible. After you've equipped the chrome shot, defeat the enemies. The far door will open.
Note that the enemies in the first section do not respawn. Once you defeat them, the far door remains open. Moreover, the timer does not start until you enter the second large room of the dungeon. Accordingly, you may take a break and do other activities and return to the Scalding Cell fast travel point once you are ready to go for the achievement.
The far door leads to a short right angled passageway. Pick up the health booster on the left as soon as you enter. At the end of this passageway, you'll encounter a single red FL-1R enemy. Defeat it to open the door into the arena section of the dungeon.
The timer does not start until you enter the door. Before you do, make note of the enemy carrying the yellow key and shoot it to drop it down onto the arena floor. Also, be aware of the positions of the switches. Use the above image as a visual guide:
--On the the wall of the starting door 3 red (high, medium high, & low) and one blue high in the right hand corner facing the wall.
--Across from the door you enter, one red below the sealed entrance to the rewards room.
--On the walls of the arena just above the lava, there are three. From your point of view as you enter, the 2 yellow are on the right & left sides and the blue is on the far side.
Note: I like to have my rifle set with red and blue split shots and chrome yellow shots.
Note on tactics. Compared to some of the other arena dungeons, there are relatively few opponents. Nevertheless, they are high level and many are armored. It is important to defeat them as quickly as possible. The SP-DR frame with blue corebot has a sweeping laser as its lethal attack. It slices through the entire arena and does not have to be aimed. Mack will be making most of the kills. It is important he not be snatched by a flying enemy. So, Joule should eliminate the overhead threats. It is for this reason, I keep the blue & red rifle attributes set to split shot. Joule's charged blue & red shots will take out multiple enemies of the small annoying variety that disrupt Mack's attacks. If you incessantly press , Mack's lethal attacks will take care of most of the major enemies. Try not to get behind. If the enemies start spawning faster than you defeat them, it is difficult to recover. A 3 minute fight could turn into a 10 minute nightmare.
When you're ready to enter, keeping the red attribute, dash to the yellow key & continue to the far side. Shoot the red switch below the sealed entrance to the rewards room. Turn around. Activate a lethal with Mack and shoot the 3 red switches: One high in the left corner as you face the door you entered, one medium high just below it, and one underneath the platform where you entered. Change to blue, execute another lethal with Mack and shoot the blue switch in the upper right hand corner facing your entry point. You should now have 5 of the 8 switches.
Mop up any enemies and switch to chrome yellow shot as the big chrome armored sectioned enemies appear. These are the same you encountered in the first big section of the dungeon. Use Mack's lethal shots liberally. When they're defeated, switch to blue (I use split shot here) and defeat all enemies again using Mack's lethal shots as much as possible. Switch to chrome yellow shot.
A big globe enemy appears. You'll recognize the change in music. It will discharge small annoying flying enemies. Ignore them and focus on the big globe with charged yellow chrome shots. You may kill smaller enemies to increase the combo counter but the only real objective is the big globe. Once again, employ Mack's lethal attack. Its sweeping path will obliterate the small enemies and significantly damage the big globe.
Once it's defeated, the boss, War Howl, will appear. Use chrome yellow charged shots and Mack's lethal attacks. There will be a blue FL1-R as well but focus on the boss. It will succumb in just a few seconds.
If you followed the above tactics, there will be 3 switches left. They are on the platform walls just above the lava. I like to save them until after all enemies are defeated because they are in awkward locations & it can be annoying to pinpoint them with a bunch of other stuff going on. The two yellows are on the sides and the blue is facing the door to the rewards chamber that should have unsealed once the boss was defeated.
After shooting all 8 switches, jump over into the rewards room. There are four chests on the upper level and one chest on the lower level. Added to the chest with the chrome shot you obtained on entry, there are a total of 6 supply caches and the one health booster you found in the passageway between the dungeon's two big rooms.
The dungeon is only moderately challenging. In the image above, all objectives are achieved in 3 minutes and 22 seconds of the 7 minute time limit. Note that you do not have to achieve any of the objectives. You can defeat the final boss to complete the dungeon with zero objectives achieved. So, it makes the achievement relatively simple to unlock.
For the completionists, a full guide to 100% completing the dungeon is provided below. Note that one might have different playstyle preferences. Use what you are comfortable with. However, I find the tactics provided below are effective.
By the time one gets to Scalding Cell, Joule and the bots should be at a high enough level and there should be no reason one cannot clear it on the first go. If Armory Flux is rated a 10/10 in difficulty to complete all objectives, I would rate Scalding Cell a 6/10 in comparison.
Scalding Cell is an Acid Marsh dungeon clone albeit with more powerful enemies. I consider Acid Marsh to be one of the easiest dungeons--a 2/10 in comparison to a 10/10 Armory Flux. Acid Marsh is ideal for the FL1-R hunting challenges so those who have gone after the FL1-R hunting challenges may have completed Acid Marsh multiple times. If you have whet your teeth on Acid Marsh, Scalding Cell should present no difficulty.
The Scalding Cell dungeon is next to the fast travel point in the western sector of Starving Sea (accessed once the Tumbledown Dungeon is completed). The dungeon cannot be accessed until the sentry orb is caught. The starting point with (T8-NK) is in front of the dungeon. It is a color-coded green course. The green course, in my estimate, is the easiest course. It is distinguished by artillery fire. However, the bombardments do not damage Joule at speed so one can concentrate on chasing the sentry bot. The last jump, just before returning to the starting point, lands on a narrow overpass. This is a little tricky but you might catch the orb before you have to execute it. Once the orb is caught, the dungeon will open. One should have well over the 12 prismatic core requirement.
You only have to do the Scalding Cell outer section once and it is not timed. When you enter, you will be in a small chamber with a fast travel point. Use it, to adjust your crew or go back to the crawler to set up your crew.
I recommend Mack in a Purple Hatchling SP-DR set. I used the complete set but you may want to substitute the body. Certain specialized bodies allow you to keep the +25% lethal energy recharge rate of the purple hatchling set bonus while providing additional bonuses. My favorite is the SP-DR AOK Victor Helm body. Its stats are better than the Purple Hatchling body and it has two bonuses: +10% combo duration and, more importantly, +50% lethal energy recharge rate. The Purple Hatchling set is found in normal supply caches in The Cradle while most of the specialized bodies require the player to complete one or more dungeon objectives. The SP-DR AOK Victor Helm body, for example, is obtained by completing all objectives in the Brimstone Cut dungeon which is a completely optional activity.
The SP-DR frame with Mack gives you the laser sweep lethal attack. This will be invaluable in quickly clearing the enemies in the dungeon. The purple hatchling set bonus of +25% lethal energy recharge rate is of great value.
I used Mack exclusively so the other companion is at your discretion. You may want to consider Seth in a Purple Hammer Fist AP-3 set. The AP-3 frame is strong against K-9s. Seth's whirlwind lethal attack in that frame is long lasting and devastating & may give you the breathing room you need. Nevertheless, Mack's sweeping attack is a game changer in the scalding cell dungeon. It slices across the entire arena making Joule's job much easier.
Once you are set up from the Scalding Cell fast travel point, exit the chamber into a large vertical area with pipes. The scene pans to show you a chest to your upper right on a platform. Proceed there rapidly picking up an AOK audio file in the far right corner with respect to your entry point. It's about the same level as that door. From the audio log, jump up to the higher pipe next to it and proceed to the chest. It will be marked with a supply cache icon on your map before you recover its contents. It contains the rifle chrome shot upgrade.
Speed is the key because large chrome-armored segmented enemies will spawn. They cannot be damaged until the chrome shot is acquired. So, it's important to obtain the Chrome Shot as quickly as possible. After you've equipped the chrome shot, defeat the enemies. The far door will open.
Note that the enemies in the first section do not respawn. Once you defeat them, the far door remains open. Moreover, the timer does not start until you enter the second large room of the dungeon. Accordingly, you may take a break and do other activities and return to the Scalding Cell fast travel point once you are ready to go for the achievement.
The far door leads to a short right angled passageway. Pick up the health booster on the left as soon as you enter. At the end of this passageway, you'll encounter a single red FL-1R enemy. Defeat it to open the door into the arena section of the dungeon.
The timer does not start until you enter the door. Before you do, make note of the enemy carrying the yellow key and shoot it to drop it down onto the arena floor. Also, be aware of the positions of the switches. Use the above image as a visual guide:
--On the the wall of the starting door 3 red (high, medium high, & low) and one blue high in the right hand corner facing the wall.
--Across from the door you enter, one red below the sealed entrance to the rewards room.
--On the walls of the arena just above the lava, there are three. From your point of view as you enter, the 2 yellow are on the right & left sides and the blue is on the far side.
Note: I like to have my rifle set with red and blue split shots and chrome yellow shots.
Note on tactics. Compared to some of the other arena dungeons, there are relatively few opponents. Nevertheless, they are high level and many are armored. It is important to defeat them as quickly as possible. The SP-DR frame with blue corebot has a sweeping laser as its lethal attack. It slices through the entire arena and does not have to be aimed. Mack will be making most of the kills. It is important he not be snatched by a flying enemy. So, Joule should eliminate the overhead threats. It is for this reason, I keep the blue & red rifle attributes set to split shot. Joule's charged blue & red shots will take out multiple enemies of the small annoying variety that disrupt Mack's attacks. If you incessantly press , Mack's lethal attacks will take care of most of the major enemies. Try not to get behind. If the enemies start spawning faster than you defeat them, it is difficult to recover. A 3 minute fight could turn into a 10 minute nightmare.
When you're ready to enter, keeping the red attribute, dash to the yellow key & continue to the far side. Shoot the red switch below the sealed entrance to the rewards room. Turn around. Activate a lethal with Mack and shoot the 3 red switches: One high in the left corner as you face the door you entered, one medium high just below it, and one underneath the platform where you entered. Change to blue, execute another lethal with Mack and shoot the blue switch in the upper right hand corner facing your entry point. You should now have 5 of the 8 switches.
Mop up any enemies and switch to chrome yellow shot as the big chrome armored sectioned enemies appear. These are the same you encountered in the first big section of the dungeon. Use Mack's lethal shots liberally. When they're defeated, switch to blue (I use split shot here) and defeat all enemies again using Mack's lethal shots as much as possible. Switch to chrome yellow shot.
A big globe enemy appears. You'll recognize the change in music. It will discharge small annoying flying enemies. Ignore them and focus on the big globe with charged yellow chrome shots. You may kill smaller enemies to increase the combo counter but the only real objective is the big globe. Once again, employ Mack's lethal attack. Its sweeping path will obliterate the small enemies and significantly damage the big globe.
Once it's defeated, the boss, War Howl, will appear. Use chrome yellow charged shots and Mack's lethal attacks. There will be a blue FL1-R as well but focus on the boss. It will succumb in just a few seconds.
If you followed the above tactics, there will be 3 switches left. They are on the platform walls just above the lava. I like to save them until after all enemies are defeated because they are in awkward locations & it can be annoying to pinpoint them with a bunch of other stuff going on. The two yellows are on the sides and the blue is facing the door to the rewards chamber that should have unsealed once the boss was defeated.
After shooting all 8 switches, jump over into the rewards room. There are four chests on the upper level and one chest on the lower level. Added to the chest with the chrome shot you obtained on entry, there are a total of 6 supply caches and the one health booster you found in the passageway between the dungeon's two big rooms.