Hey gamers! Are you looking to unlock all the achievements in Cobalt Core? Look no further! Our guide has got you covered with step-by-step instructions on how to get 100% completion in this game. Let’s dive in and conquer Cobalt Core together!
I.] Character Achievements
Win a run. Recommend playing on Normal difficulty with Dizzy, Riggs, and Peri. This composition is recommended for most runs. They’re well-rounded and all have at least one win condition card that can trivialize runs (explained in more detail in the God Of War achievement).
Now We’re Cooking – Unlock Drake
Win a run with Isaac in the party. Recommend playing on Normal difficulty with Isaac, Riggs, and Peri. Dizzy and Riggs are interchangeable, but Isaac provides a versatile mix of defense and offense in Dizzy’s place and Riggs’ mobility allows better adjustment around Isaac’s midrow objects.
We’re In – Unlock Max
Win a run with Drake in the party. Recommend playing on Normal difficulty with Dizzy, Riggs, and Drake. Drake is a solid alternative to Peri, and upgrading EMP Slug and Heatsink early can give you damage and mobility to carry you to the final zone.
Bookmarked – Unlock Books
Win a run, then encounter Books after defeating the Crystalline Entity. You’ll need to interact with him over several loops, but he’ll eventually ask to join your crew and become playable after the end of your run.
I’ve Been Here The Whole Time – Unlock CAT
Unlock all 18 memories, then beat the finale. CAT becomes playable after beating the finale. This achievement unlocks alongside the Prism achievement. I’ll go into further detail about the finale when discussing that achievement.
II.] Ship Achievements
Win a run on hard difficulty. Recommend playing as Dizzy, Riggs, and Peri. For higher difficulties, you’ll want to find a win condition card and build your deck around it. Payback with multiple defensive cards for Dizzy, Strafe with multiple movement cards for Riggs, or Weaken Hull with multiple attack cards for Peri. Focus upgrade path B for all three cards unless you don’t have the 4 energy required to play the card by the time you upgrade. Prioritize energy boss artifacts like Dirty Engines or Glass Cannon so you can consistently use your win condition card, or if you just need that little extra damage, block, or movement.
Choose paths with multiple elites and repair yards if possible. Elites have a higher chance for uncommon and rare card rewards, which increases your chance to obtain one of the win condition cards, as well as potential energy artifacts like Prepped Batteries, Energy Refund, or Overclocked Generator. Upgrading your win condition card at repair yards should be a priority, after which you should upgrade cards that synergize well with the win condition, or remove anything unnecessary like starter cards (Basic Shot, Basic Block, Basic Dodge, etc.).
Good Communicator – Unlock the Jupiter
Collect 40 different artifacts. This should unlock naturally as you progress through the game, but focusing artifact and event locations and playing as different characters with their own artifacts should speed up the process.
Of Two Minds – Unlock the Gemini
Win a run without Dizzy, Riggs, or Peri. Recommend playing on Normal with Isaac, Drake, and Max using the Ares ship. Upgrade Drake’s EMP Slug and Heatsink down path B early and fight elites until finding a Battalion and the Drone Piercer artifact. Upgrade your Battalion and any Attack Drone down path A. That should tear through enemies for the rest of the run. Be sure to also pick up some Droneshift cards to keep your midrow alive and on target.
Defensively, Isaac’s Bubble Field or Max’s Reroll and Security System are solid card options, but alternating Ares cannons to reduce damage and using Attack Drones to block high damage attacks are good alternatives if needed. Max also has some helpful utility that can make this build far more reliable, like Math.Max for card draw and Cloud Save to bring back Battalion once it’s been exhausted.
Smooth Sailing – Unlock the Tiderunner
Win 10 runs. This should also unlock naturally as you progress through the game. Use this time to experiment with different ships and characters to see if you enjoy their unique playstyles.
III.] Story Achievements
Unlock all 18 memories, then beat the finale. Once you unlock your final character memory, the future memory will be selectable in the memories section. This memory has you control CAT piloting the Cobalt to escape the loop. To do so, you’ll need to fight through a gauntlet of 10 ships while gathering characters after each fight. As you do, you’ll gain energy and a set attack card from that characters deck.
1.) Dizzy – You’ll only have a single energy, but Dizzy will always be in range of at least one of your cannons. Use Basic Shot every turn until he’s destroyed.
2.) Riggs – Riggs will gain 3 Autododge at the start of every turn. You won’t be able to hit her on your first turn, so just use Block Shot and Basic Block. Riggs will then move to the left side of your ship at the start of every turn, leaving her ship open to the last shot of your ship. Use Block Shot and Basic Shot for two turns until she’s destroyed.
3.) Peri – Always keep one of her attacks hitting an empty scaffold between the cannon and missile bay. Keep attacking with Block Shot, Evasive Shot, and Basic shot until you win.
4.) Isaac – His attack drones may seem like a problem, but his ship will be in range of 3 of your cannons. Fire Multi Shot and Block Shot to take him down.
5.) Drake – Wipe her out first turn with Multi Shot, Block Shot, Evasive Shot, and Basic Shot.
6.) Max – Move to where at least 2 of your cannons are in range of his ship and hit him with EMP Slug first, then whatever other attacks you have in hand.
7.) Books – Move to where at least 2 of your cannons are in range of his ship and hit him with Shuffle Shot first, then whatever other attacks you have in hand.
8.) Evil Riggs – Her Dreadnought will be in range of all 4 of your cannons. Unlucky. She has quite a lot of HP, so it might take more than one turn, but you should have close to full health and shield at this point, so just tank any damage if you can’t EMP Slug any of her cannons and hit her with all your attacks until she’s destroyed.
9.) The penultimate fight will be against an unknown ship with multiple cannons and missiles. No need to worry. Use Missile Swarm to wipe out their missiles and most of their HP, then hit them with the rest of the attacks in your hand. If you need a bit more damage, the midrow missiles should finish them off.
10.) Finally, you’ve reached the boundary. This fight is scripted, so you’re pretty much done at this point. Use Prism once it’s added to your hand and enjoy the credits.
IV.] Challenge Achievements
Win a run on the hardest difficulty. Recommend playing as Dizzy, Riggs, and Peri using the Ares ship. On boot sequence, you’ll need to choose a downside. I would recommend choosing -1 max shield, as 3 max shield is more than enough to keep damage to a minimum and Dizzy has both cards and artifacts that can increase max shield if needed.
During the first zone, you’ll want to play very safe until you reach a repair yard or find a source of healing. Starting with 4 hull isn’t ideal, especially when early enemies can easily do that much damage on this difficulty and a single bad draw can end a run. Think ahead and use defense and movement cards to prepare for upcoming enemy turns. Common artifacts like Armored Bay and Hull Plating can go a long way in keeping you alive.
Once your hull is healed, start fighting elites with the goal of finding Riggs’ win condition, Strafe. Positioning is very important on this difficulty, and Strafe allows you to focus on taking the least amount of damage each turn while still dealing damage to enemies. Strafe should be upgraded down path B unless you don’t have 4 energy by the time you need to upgrade the card. Prioritize artifacts like Prepped Batteries, Energy Refund, Overclocked Generator, and Dirty Engines so you can consistently use Strafe in every fight.
On top of that, finding and upgrading mobility cards like Scramble, Whiplash, Vamoose, Lunge, and Multi Stun should drastically increase your chances of winning, as will artifacts like Ares Cannon V2, Shield Memory, Jet Thrusters, Warp Mastery, and Premediation. Throw in a few defensive cards like Pulse Barrier, Boost Capacitors, Refresh Interval, and Shield Surge, and you should be set for the rest of the run.
Curiosity
Find a way to annihilate Cleo. Recommend playing on Normal as Dizzy, Riggs, and Peri using the Ares ship. Cleo is a deceptively difficult fight. You only really need one card and one artifact to beat him, Parry and Piercer. Draw cards like Selective Memory and Think Twice are also very useful for ensuring you draw Parry on the first turn, but aren’t strictly necessary to beat Cleo. It may take some time and luck to get those two cards in the same run, but Cleo is available to fight all the way up to before the final boss, so there’s no rush.
Once you have Parry and Piercer, head to a repair yard and choose the >Fight me option. Cleo will give you a chance to reconsider. Choose the >Let’s do this option and start the fight. The rest is pretty straightforward. Cleo has 40HP, 10 shield, and and will attack for 42 damage. His shield is unimportant due to Piercer, so just hit him with Parry and rejoice that Cleo was actually a big pushover the whole time.
V.] Daily Achievements
Play 1 daily. The wording on this achievement is very important. You’re not actually required to win whatever daily you start, so if you’re just looking to unlock this achievement, simply start up a daily run, get into the first fight, and end your turn until the enemy ship destroys you.
Entropic Explorer
Play 7 dailies. See the Looping Legend achievement below ↓
Looping Legend
Play 30 dailies. This and Entropic Explorer are very time consuming achievements. Even using the method described in Daily Dabbler, you have to play a different daily each day for it to count toward progressing the achievement. Meaning it’ll take 7 and 30 days minimum to unlock Entropic Explorer and Looping Legend…
Or it would, if not for a beautiful little oversight called adjust date and time. If you close Cobalt Core, set your PC’s date ahead by a day, then launch the game, you’ll be able to play the daily set for that day, and so on. This also counts toward progressing both the Entropic Explorer and Looping Legend achievement. Meaning rather than waiting 7 and 30 days to unlock these achievements, they can now be completed in about 7 and 30 minutes respectively.
Conclusion
And that wraps up our share on Cobalt Core: Cobalt Core 100% Achievement Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by j3omega, who deserves all the credit. Happy gaming!