Risk of Rain 2 – How to unlock the Acrid
Opening the Acrid in Risk of Rain 2 expects you to balance out the Cell in the Void Fields. Here’s the manner by which to do exactly that.
Three new characters have been added to the high-octane shooty roguelite Risk of Rain 2 since the last time we talked about how to open each survivor, so it’s about time we educate you regarding them. Here, we will discuss how to open the Acrid. This returning character from the first Risk of Rain is a toxin regurgitating monster that can obliterate tankier adversaries, and he’ll take a touch of work to open. Luckily, if all you’re after is the open, you should have the option to do this on Drizzle trouble to bring down the test and increment your odds. Opening the Acrid in Risk of Rain 2 requires you to finish the test “… To Be Left Alone.” The somewhat pointless depiction of this test requests that you “Settle the Cell in the Void Fields,” so our first errand is to get to the Void Fields.
Accessing the Void Fields
To do that, you’ll need to head to the Bazaar Between Time, the shop area that you can access through a blue portal. As noted in the Artificer section of the previous unlock guide, you’ll want to use a Lunar Coin to activate a Newt Shrine to open that portal. Once you’re there, though, you need to make your way to the Void Fields, and that’s tricky by itself.
From the beginning situation in the Bazaar, peer down. You’ll see bended metal bars loosening up: You need to arrive on these and continue diving. When you go down far enough, you should see a path shrouded in yellow mist out of the way. Head through that until you arrive at an entrance, and you’ll end up in the Void Fields. Try not to stress over falling excessively far during this part, as time doesn’t progress in the Bazaar, and on the off chance that you take falling harm you can securely recuperate up without hustling.
Unlocking the Acrid in Risk of Rain 2
Lamentably, this is the place where things get troublesome. Here, you’re searching for Void Cells, little zones indicated by purple pillars extending into the sky. Enacting one will begin the occasion, during which you need to charge a sum of nine Void Cells.
You’ll take consistent harm when not inside scope of a Void Cell, and a specific foe type will produce during that period. Nonetheless, this is an endurance challenge. The Void Cell will keep on charging regardless of whether you’re not in reach and not murdering foes, so you essentially need to remain alive.
At the point when one Void Cell is finished, another will generate. The finished Cell’s “protected zone” will vanish and you’ll need to move to the following while at the same time taking consistent harm. Accordingly, when the one you’re doing grows dim, keep your eyes open for the obvious purple tower of light showing the following and get over yonder in a rush.
At the point when you complete every Cell you’ll get a thing, however the more Cells you complete, the more sorts of foe that can generate — and they’ll also get thing buffs, with the last one being a Legendary buff. It’s incredible fun when they get Dio’s Best Friend and revive on death. Finishing every one of the nine Cells makes the Void Fields safe and opens the Acrid.
You need to survive rather than push out immense measures of harm, so I’ve discovered the Engineer to be a very decent decision for this test. Dropping turrets that can draw in adversary consideration assists a ton, particularly in the event that you have the Bustling Fungus thing. This gives a mending air when you stop, and as your turrets are fixed, it implies they’ll give a recuperating atmosphere to you (and one another). Drop a few mines around them and you should be genuinely protected, contingent upon what enemies bring forth with what thing buffs.
The Bustling Fungus likewise appears to out-recuperate the harm that you’ll remove when you’re from scope of a cell, so in the event that you get lost on your way to the following, you can tolerate stilling for a touch to mend up. You’re sadly helpless before RNG there, however anything that can mend you up or stand out away from you will help keep you alive while the Cells energize.
Much like the Bazaar, the Void Fields don’t propel time, so you can take as long as you need to prepare between Cells as long as you don’t pass on, and every one has a protected zone even before you initiate it. Recuperate up prior to actuating a Cell, and you should regard get Risk of Rain 2’s Acrid.
In case you’re hoping to open different survivors, you can look at our guide for the dispatch characters, or discover how to get REX and the Loader on those pages separately. You can likewise investigate our Risk of Rain 2 guide hub for more information.