Risk of Rain 2 – How to unlock the Acrid
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 toxic substance regurgitating monster that can annihilate tankier enemies, 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 fairly pointless portrayal of this test requests that you “Balance out the Cell in the Void Fields,” so our first assignment is to get to the Void Fields.
Accessing the Void Fields
To do that, you’ll need to scramble toward the Bazaar Between Time, the shop area that you can access through a blue passageway. As confirmed in the Artificer part of the past open guide, you’ll need to use a Lunar Coin to start a Newt Shrine to open that section. At the point when you’re there, notwithstanding, you need to progress toward the Void Fields, and that is fascinating without assistance from any other individual.
From the earliest starting point circumstance in the Bazaar, peer down. You’ll see twisted metal bars extricating up: You need to show up on these and keep slipping. At the point when you go down far enough, you should see a way covered in yellow fog far removed. Head through that until you show up at a door, and you’ll end up in the Void Fields. Do whatever it takes not to worry about falling exorbitantly far during this part, as time doesn’t advance in the Bazaar, and if you take falling mischief you can safely retouch up without hurrying.
Unlocking the Acrid in Risk of Rain 2
Shockingly, this is the place where things get troublesome. Here, you’re searching for Void Cells, little territories signified by purple shafts extending into the sky. Initiating one will begin the occasion, during which you need to charge a sum of nine Void Cells.
You’ll take steady harm when not inside scope of a Void Cell, and a specific adversary type will bring forth during that period. Notwithstanding, this is an endurance challenge. The Void Cell will keep on charging regardless of whether you’re not in reach and not executing adversaries, so you just 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 steady 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 adversary 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 each 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 pull in adversary consideration assists a ton, particularly in the event that you have the Bustling Fungus thing. This gives a mending emanation when you stop, and as your turrets are fixed, it implies they’ll give a recuperating air 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 additionally 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 spot to mend up. You’re tragically helpless before RNG there, yet 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 bite the dust, and every one has a protected zone even before you initiate it. Recuperate up prior to initiating 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 individually. You can likewise investigate our Risk of Rain 2 guide hub for more information.