Popular Post Llobster12 Posted September 19, 2022 Popular Post Share Posted September 19, 2022 (edited) Gold Medal Challenges Guide Frozen Hearth DLC ` Welcome to the Gold Medal Challenges Guide for Frozen Hearth - the excellent DLC for the excellent game Nobody Saves the World. The DLC is essentially a series of challenges that will test your ability to be creative and utilize all of the abilities and forms you've accumulated in the main game. The DLC isn't too hard - it took me 5-6 hours to get through the first time by myself. If you use a guide, you can probably finish the whole thing in around an hour. I found it very enjoyable and really liked trying to come up with ways to combine abilities in order to complete the challenges. So to get full enjoyment out of this DLC I would recommend trying to solve everything for yourself, and if you get truly stumped, return here and look up what you need. This guide will end up netting you the following trophies: Need a sentry here! - Unlock the Mechanic form (awarded after getting your first 6 medals) Bee yourself - Unlock the Killer Bee form (awarded after getting your first 14 medals) The True Being - Be crowned the True Being (awarded after getting your first 24 medals) No Alchemy Required - Earn all 36 Medals in the Colosseum and talk to The Dueling Faces (awarded after getting all 36 medals) As I went through the DLC gold medal challenges for myself I noticed that there weren't any guides that I could find. After struggling with one particular challenge (Dance Dance Defender) and getting some help with some fine folks on these forums, I decided to make some guide videos. I've never done anything like this before (make a guide/guide video) so apologies in advance for any deficiencies! I did have fun making them though, and decided to post them here so as to have them all in one place for anyone looking for help. Some of them are pretty easy and probably don't need guides, but since I was enjoying myself, and for completeness sake, I made one for all 12 challenges. I know I didn't play completely optimally on some of these and made some mistakes, but I decided to leave them in just to show people that you don't have to play perfectly to complete the challenges. I'm sure there are multiple ways (and probably more efficient ways) to do all of these, but here is how I managed them, in the order they appear in the game: (**Note: This guide assumes that you have leveled up all of the used abilities to 4** (there are a few here or there that can be 3, but most should be 4, especially Quick Cooldown) (Note 2: I do not cover the bronze and silver medals. Most of those will be earned by virtue of obtaining the gold, but there are a few with slightly different requirements, (for example Power Defense) Those do not fall into the scope of what I've done, though they shouldn't present much of a challenge for you.) What follows will be a text description of my solution to each challenge along with a video guide. Enjoy! Power Defense Kill all enemies before they reach the end. You will face the following wards: (sharp), (blunt), (light), (dark) There will be a ton of builds that will let you get this, and I'm sure there are much more efficient builds that smarter people than me will come up with. This is just the way I managed it: Passive Abilities: Quick Cooldown - Lets you use Holy Light more often, which is one of the most useful methods to apply stun to the enemies. Stun Powder - The more we can slow down the enemies the better. This combined with Holy Light is a life saver. Status Extender - The longer we can keep the enemies stunned the better. Active Abilities: Holy Light - (Light Ward Break) Gives you a chance to stun all the enemies on the screen. Is also an easy way to break the occasional light ward. Try to use this as soon as the cooldown is up. Tempest Barrage - (Dark Ward Break) An easy way to break the dark wards without you having to aim at anything. Sword Slash - (Sharp Ward Break) Breaks the occasional sharp ward and is your method of regaining mana. Ravager Rocket - (Blunt Ward Break) This is your primary damage dealer as well as your blunt ward breaker. Back up from the enemies before firing as a crit is guaranteed if 0.5 seconds elapse before it hits them allowing you to take them down much much faster. The main idea of this build is to stun as many enemies as much as possible allowing you time to nuke them down with Ravager Rocket. Break the Crystals Break all crystals as fast as possible! Gold time: 25 seconds (or less) First of all, I was the Rat because of the small corridor area you have to go through. You can see that I made some mistakes and still had 2 seconds to spare, so this one is really quite forgiving. Active Abilities: Slime Slide - The only one you need. Keep it held down the entire run. Passive Abilities: Magic Life - This allows you to keep Slime Slide active for the whole run without running out of mana. Fleet Footed - Not really needed if you do the beginning right and don't get the slow debuff, but I had it equipped just in case. At the beginning after the very first crystal I found that if I swung out to the side and hit the next two crystals from left to right I could avoid getting the slow debuff. Dark Arena Survive the arena! No Health pickups will spawn. If you enter the darkness, you will take damage. Gold: Survive all 3 waves. This one's pretty easy. You could use any number of builds. I went with the dragon and an all out crit/healing build so I never had to even think about the damage from being in the dark. Passive Abilities: Dragon's Dread - +crit to debuffed enemies. Crit King - More Crit Crit Cleric - Healing via crits Zomnomnom - More healing Active Abilities: Slime Slide - Applies the debuff so Dragon's Dread triggers and lets you zip around the arena super fast. Ravager Rocket - Big hitter to take down the enemies quickly. Make sure you try to be a little ways away from the enemies (use slime slide to get away) and hit from range so the 100% crit chance takes effect. When the cooldown is still on spam... Clawmbo - Spam enemies with this while you wait for Ravager Rocket to come off of cooldown. Also replenishes your mana if you are low. Swift Striker Hit the Boss as many times as possible to score points within the time limit. 1 hit = 1 point. (In multiplayer, 1 hit = 0.5 points) Gold: Score 300 points I was able to absolutely smash through the gold medal requirement with this method, even making some mistakes. Active Abilities: Boo - The AOE and the fact that this constantly keeps the hits increasing at all times. Hive Swarm - Probably the most important. You can keep multiple swarms on the boss at all times and really get the hit count really high. Holy Light - Another AOE you can just spam every time it's off cooldown that will add hits without you having to think about it or do anything extra. Passive Abilities: Quick Cooldown - Allows you to spam all of your abilities much much quicker. A must for this. Mermaid's Resolve - Helps to keep your mana up so you never run out. Zomnomnom - Just some survivability to make the challenge more forgiving. Other tips: 1. Continue moving in a circle around the boss through the whole encounter. You can't survive too many hits from the boss. 2. Try to spam all three active abilities every time they are off of cooldown and you will smash the gold medal requirement. Dark Speedrun Reach the finish line as fast as possible! If you enter the darkness, or take damage, you fail. Gold: 20 seconds (or less) Active Abilities: Slime Slide - Let's you move very fast. Self explanatory. Ethereal - Let's you shortcut through the fire at the beginning, and let's you ignore the knives at the end. Passive Abilities: Magic Life - This allows you to keep Slime Slide and/or Ethereal active for the whole run without running out of mana. Fleet Footed - Allows you to move just a little faster while using Ethereal. Use Ethereal immediately and shortcut through the fire. Switch to Slime Slide right away and make your way to the long line of blue lights. Pause for a moment to wait for the lights to come back on, then Slime Slide until you get to the knives. Switch to Ethereal again and make your way down at the lights appear in front of you. Should have several seconds to spare. Status Pileup Afflict the dummy with many Statuses at once! The dummy's Statuses will clear every 5 seconds. Gold: 6 (or more) Statuses. You must get 6 status ailments on the dummy within 5 seconds. The 6 you will apply will be from: Active Abilities: Boo - #1 (Fear) - Open with this applying your first debuff. Zombite - #2 (Infect) - hit next with this for debuff #2. Slime Slide - #3 (Slow) - This one's next to apply debuff #3. Fire Breath - #4 (Burn) - Finish with this to apply debuff #4. As you've been using the 4 active abilities above, the other two debuffs will have been applied because of: Passive Abilities: Poison Tipped - #5 (Poison) Stun Powder - #6 (Stun) If you attack with all 4 of the abilities quickly you will have applied all 6 debuffs well within the 5 second allowance. Whackamelee! Beat up as many enemies as possible within the time limit. Gold: 125 kills. Active Abilities: Flex - The only one you need. Keep it held down the entire time. I did use Holy Light at the beginning, but it's not needed. Passive Abilities: Crit King - More damage = more enemies killed. Mermaid's Resolve - Mana regen so you can keep Flex up the whole time. I just kind of moved in small circles in the middle as best I could while holding down Flex the whole time. Pretty simple. Hard Shelled Baddies Beat the arena within the time limit. Elites ignore hits that deal less than 30%of their max Health. Normal baddies always take 10 hits to kill. You have infinite Mana. Gold: 40 seconds. Active Abilities: Holy Light - Screen wide damage over time. This will take care of the majority of the non-elites that take 10 hits to kill. Hive Swarm - Another DoT that will clean up normal enemies as well as to be used when Holy Light is on cooldown. Lightning Drill - Another fast hitting attack that is very useful to clean up enemies when holy light is on cooldown. Also fills your mana up quickly. Ravager Rocket - This is your big hitter for the elites that can only be damaged by attacks doing 30% or more of their HP. If you can, try to back up from the elites before firing as a crit is guaranteed if 0.5 seconds elapse before it hits them allowing you to take them down much much faster. Passive Abilities: Steel Plated - more opportunities to passively take down the normal enemies. Quick Cooldown - let's you get Holy Light and Hive Swarm off more often. Mermaid's Resolve - Helps keep your mana full. Fleet Footed - Moving around quickly helps. Obviously. Dance Dance Defender Hit the notes! Notes can only be hit in the arena's center. You have infinite Mana. Wards: (dark), (blunt), (light), (sharp) Gold: Miss 5 notes or less. Active Abilities: Boo (dark ward) - I preferred this for the AOE making it easier to hit enemies when things get more frantic. Hive Swarm (light ward) - Also useful for the AOE. You can leave it and not have to stay on the light side allowing you to concentrate on other areas. Rattler Turret (blunt ward) - Keep spamming these at every down moment so you don't have to go to the bottom ever. They will occasionally get distracted and miss an enemy or two, but it's not too often. Arrow Flurry (sharp ward) - Really the only option here I could find. Passive Abilities: Fleet Footed - Getting around just a little bit quicker helps a ton. Quick Cooldown - This is the most important as it allows Boo and Hive Swarm to never be on cooldown. Blood Pact - Keeps your Rattler Turrets up longer so you never accidentally end up with none. Other tips: 1. I found using the D-pad helpful to make sure I was always pointing in the way I wanted to be. 2. Put Hive Swarm on the square button, and Arrow Flurry on the circle button to correspond with where the warded enemies come from. Barrel Breaker Recover as much Mana as possible before the arena ends. (Tip: Mana can't be Recovered when the Mana bar is full) Gold: Recover 2200 Mana. Active Abilities: Boo - This is the only active ability you will use. Just the Ghost's signature move. Passive Abilities: Horsepower - This is how you will get most of the mana back as you break the barrels. Quick Cooldown - This is to ensure that you never have to wait for Boo to be on cooldown. Mana Shield - This is how you will make sure you are always mostly empty of mana so that you have room to gain it back. Procedure: 1. Start off by letting the first fireball hit you, depleting you mana (instead of your health) via Mana Shield. 2. Proceed to destroy all of the barrels as they appear with the Boo ability. 3. Be sure to allow the fireball to hit you periodically in order to deplete your mana again so you can continue to gain more. (don't let every fireball hit you, if you did you will probably die) 4. Continue with this pattern until the end. You should have plenty of room to spare. Ward Swap Boss Kill the Boomerang Boss in as few Ward breaks as possible. Wards regenerate and swap type when broken. Familiars will be automatically killed. Gold: Kill the Boomerang Box in 3 Ward breaks or less. Wards: (sharp) (blunt) Active Abilities: Killer Sting - This is the main ability you will use to burn the boss down asap giving you constant crits. Pump Up - This is only here to break the blunt ward. You can substitute it with any other blunt damage ability, you will only use it for one hit to break the ward before switching back to Killer Sting. Passive Abilities: Crit Cleric - This is to keep you alive so you don't kill yourself by spamming Killer Sting. Slug's Secret - This is to increase you crit damage by 100% and help you burn the boss down faster. He will be poisoned because you will also equip..... Poison Tipped - Simply here to get a status ailment of any kind on the boss to trigger Slug's Secret Procedure: 1. Spam Killer Sting 2. As soon as the blunt ward goes up hit him once with Pump Up (or whatever blunt damage ability you have equipped), then immediately go back to spamming Killer Sting 3. The boss should be burned down in a matter of seconds. Way of the Passive Fist Destroy the dummies without hitting them with Active attacks. If you hit a dummy with an Active attack, you fail. Familiars will be automatically killed. Gold: Kill all 4 dummies. Active Abilities: Water Spray - Use this together with the passive Strongman to take out the final dummy. Water Spray provides the knockback that then triggers the Strongman passive ability to damage the dummy with blunt damage. I tried using other knockback abilities, but the other ones have a base damage type of blunt, and this seemed to cause the game to trigger a failure. Passive Abilities: Steel Plated - This is to take out the 2nd dummy. Smite - This is to take out the 3rd dummy. Strongman - This together with Water Spray will eliminate the 4th and final dummy Procedure: 1. Lure the first bomb skull guy over by the dummy and have him detonate by it to destroy the first dummy. 2. Lure the 2nd set of baddies by the dummy. When they hit you the Steel Plated passive will cause sharp damage to hit surrounding enemies, taking out the 2nd dummy. 3. Make sure you do not have full health and lure some baddies to the 3rd dummy. When they are near the dummy, pick up some health items. This will trigger the Smite passive causing a lightning bolt to damage the enemies and the nearby dummy. 4. Lure yet more baddies near the 4th and final dummy. Line up the enemy and hit them towards the dummy with Water Spray. This will cause them to have a knockback trigger the Strongman passive dealing blunt damage and destroying the final dummy. I hope some of you find these useful! If you have found an alternate method or way that worked better for you, please feel free to share your method here! Finally, a big thanks to the developers for making such a fantastic game. I enjoyed every minute of my time with this one! Edited January 13 by Llobster12 grammer/formatting 26 Link to comment Share on other sites More sharing options...
yowzagabowza Posted September 20, 2022 Share Posted September 20, 2022 Excellent guide! I used different methods for almost all of the challenges : ) But that's what makes these so fun! 2 Link to comment Share on other sites More sharing options...
Moridin83 Posted September 24, 2022 Share Posted September 24, 2022 Thank you for this! It was really helpful when I got stuck on a couple of these. 1 Link to comment Share on other sites More sharing options...
Llobster12 Posted September 24, 2022 Author Share Posted September 24, 2022 On 9/20/2022 at 5:51 PM, yowzagabowza said: Excellent guide! I used different methods for almost all of the challenges : ) But that's what makes these so fun! Hah! That's awesome! I think the genius of this game is how many different builds are totally viable. 18 hours ago, Moridin83 said: Thank you for this! It was really helpful when I got stuck on a couple of these. I'm so glad it helped! I really enjoyed putting it together. Link to comment Share on other sites More sharing options...
Unebrion Posted January 4, 2023 Share Posted January 4, 2023 Thanks for putting this together. Saved me from having to do all the heavy braining myself Gotta get the NG+ run done now. 1 Link to comment Share on other sites More sharing options...
Plattitudes Posted January 31, 2023 Share Posted January 31, 2023 (edited) I'm totally stumped here with Ward Swap Boss. How are you attacking so fast? I get a single Killer Sting every 2.5 seconds. The tool tip for the move says that it can be held or tapped, but holding it does nothing different. Did this move get nerfed in a patch or something? Anybody else having the issue? * Edit - Might've just figured it out. My Killer Sting is level 1. I'll upgrade it and report back. * Edit 2 - That was the problem. Worked great after upgrading it. Edited January 31, 2023 by Plattitudes Link to comment Share on other sites More sharing options...
Heruva Posted January 13 Share Posted January 13 (edited) Thank you previous poster for giving feedback about having a lvl 4 killer sting is required. Thx a bunch Edited January 13 by Heruva Link to comment Share on other sites More sharing options...
Ashande Posted January 15 Share Posted January 15 Couple of things to note: During “Whackamelee,” Mermaid’s Resolve wasn’t helping much as things were dying before they were hurting me enough to get any significant regen. I found it better to put on the Rat’s Scavenger. Also, with Strongman as base, Crit King was largely unnecessary to cause enough damage; found it better to put on the one that makes it so you can’t be interrupted, so the spinning enemies couldn’t knock you out of Flex. On Hard Shelled Baddies, there’s no need for Mermaid’s Resolve, as it gives you unlimited mana automatically for the challenge. Swapping in either Poison build up for extra ticks or Crit King helps. Link to comment Share on other sites More sharing options...
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