ROBOBEAT Walkthrough

Written by Erik Published September 2nd 2024
20 - 50 hours 1 Playthrough 38
ROBOBEAT Walkthrough
Summary
Achievements in this walkthrough
38
Total
380
Total TrueSteamAchievement
1,021
Estimated Time
20 to 50 hours
Playthroughs Required
1
Missable Achievements
0
Unobtainable Achievements
0
Online only Achievements
0
Contains DLC Achievements
No
Discuss this walkthrough here
Full Achievement Breakdown
Games included
Gamers Involved
Erik
Erik (Owner)
thirtysmooth
thirtysmooth (Walkthrough Manager)

Please note that the details above reflect the time and playthroughs required to get all the Achievements in this walkthrough.

ROBOBEAT - Walkthrough overviewUpdate notes

ROBOBEAT is a singleplayer Rhythm FPS with Roguelike elements. It includes a total of 38 achievements with most of these being easily achievable by playing through the story normally. There are handful of tricky achievements however that require a specific strategy or just lots of practice to unlock. None of the achievements are missable as the game's four levels are always accessible once unlocked and the longest level is unlikely to take more than around an hour for a successful run.

ROBOBEAT can be quite difficult though the difficulty fluctuates a lot based on luck due to the nature of the roguelike genre. It's also worth mentioning that the speed of the game's combat is tied to the Beats Per Minute (BPM) of the selected song, hence the "rhythm" aspect of the game, and you can import custom music tracks with no limit on the BPM. Therefore, the difficulty of your playthrough may differ a lot depending on the music you use. It is also likely possible to cheese the game to an extent with very low BPM or very high BPM songs. I completed the majority of the game using the game's soundtrack instead which has BPM's differing from around 100-200BPM and this walkthrough is written with the assumption that you are doing the same. The only exceptions to this are the two achievements that require you to import and play custom music and the "Punk Humiliation" achievement which can be very difficult to achieve without a high BPM song.

In total, it took me around 37 hours to 100% ROBOBEAT. This can be a lot lower or higher depending on your skill level and the BPM of the songs you use as mentioned previously. The biggest time sink is likely to be the Loyal 'til the End achievement which requires you to beat the game with the unupgraded revolver you receive at the start of a run. I will cover tips and strategies that can be used to increase your chances, though this is still likely to take you upwards of a dozen attempts minimum.

This walkthrough is mostly copied from a Steam Guide I created a couple of months ago with some structural changes to comply with site standards. If you would prefer to read my Steam Guide instead, you can do so here.

This is the first walkthrough I have written for TrueSteamAchievements, so if you have any feedback, please let me know.

ROBOBEAT - General hints and tips

ROBOBEAT can be a difficult game, so here are some hints and tips on how to improve and get better at it as well as some explanations of important game mechanics.


Music Selection


Robobeat allows you to change the music that is playing at any point. The game gives you a small selection of some music tracks from its soundtrack at the start of the game and you unlock more as you progress. You can also import your own custom music but keep in mind these can often require manual tweaking in the game's track editor to get right. Each song has a certain number of Beats Per Minutes (BPM) that basically indicates how slow or fast a song is with a higher number being faster. The game speed is tied to the BPM of the song that is currently playing, so a song with a higher BPM means both you and the enemies will move and attack faster. Enemies only take damage from your shots when you shoot on the beat, and charging and parrying need to be done on the beat as well, so having a good sense of rhythm is necessary to play well. The crosshair acts as a BPM indicator so you have a visual aid for when to shoot if you're struggling doing it with your hearing. Which music you use is entirely up to you. Using songs with a slower BPM will make the game easier but also longer and more boring while songs with an extremely high BPM can be almost unplayable. Personally, I played most of the game with 6 or 7 tracks from the game's soundtrack. I'd recommend sticking to a small selection of songs with similar BPM's so you play consistently. The only exception is for one of the game's harder achievements which will be covered at the end of the next section.


Parrying


The game will teach you how to parry attacks early on. Parrying is fairly straightforward to do. When an attack is just about to hit you, face in its direction and press the parry button. If it's a melee attack, it will damage the enemy who attacked you while projectiles will be reflected back in the direction you're facing. Parrying is more or less mandatory after a certain point. Several enemies and bosses have homing projectile attacks that are very difficult, if not impossible to dodge. Regardless, you want to be parrying as much as possible as it deals a lot of damage to enemies and it will be your main source of damage when you do the hardest achievement in the game which limits you to your starting Revolver and therefore greatly limits your Damage Per Second (DPS). Getting used to it early will help you a lot later on.


Combos


Another reason parrying is important is because of combos. There is a tutorial combo early on but the game doesn't do a particularly good job of highlighting their importance. Combos involve performing a series of actions to add a special effect to your next shot. For example, the starting Revolver has three combos. "Piercing Addon" is triggered simply by charging your next attack and then shooting which causes your shot to pierce through enemies. "Focused Counterattack" is triggered by parrying an attack, charging your next attack and shooting to deal an increased amount of damage. "Aimbot" is triggered by doing the same as "Focused Counterattack", but charging twice before shooting to deal damage to multiple enemies in front of you without needing to aim. What is charging? Well, there is no reloading in ROBOBEAT. Instead, the reload button 'charges' your gun, increasing the damage of the next attack. Each weapon has one or two combos which you can view in the weapons menu. A shield icon indicates a parry, a lightning bolt icon indicates charging and a gun icon indicates shooting. You can see these icons at the bottom centre of the screen as you perform these associated actions as well as some text when you execute a combo. I won't go over every single combo here, but suffice to say, they are extremely important. The three Revolver combos I mentioned are particularly important for the Loyal 'til the End achievement later, so you may wish to practice executing them early on.


Unlocks


ROBOBEAT has a large amount of unlocks though you are not required to unlock everything to get 100% achievements. Most of these are weapons and utilities, though four of them unlock new rooms that can randomly appear on your runs. You get an achievement for each room you unlock and one of the rooms has three associated achievements so you may wish to make unlocking all the rooms your priority. There is also one weapon, "Bullet Hell", which you may wish to unlock as soon as you obtain its blueprint as it is required (to my knowledge) for unlocking one of the achievements associated with the "Target Rush" room. So how do you unlock stuff? Upon defeating an enemy, there is a chance that they will drop a blueprint. This is a floating diamond shaped object with various particle effects that you can pick up. After picking it up, you need to take it to a workbench. There is always a workbench at the end of an area. You simply need to interact with the workbench and the blueprint you picked up will be added to the list of items you can unlock. To unlock items, you need to spend a certain amount of 'blips'. Blips are represented with the blue portal symbol at the bottom right of the screen and are obtained simply by clearing rooms of enemies. If the symbol on a door is a skull with the blue portal symbol next to it, that room will give you more blips. Any blips you have on you are lost when you die but the blips invested into unlocking items on the workbench won't be so you can unlock items over multiple runs. In addition, there are some blueprints that spawn in set places. For example, once you unlock the "Data Chip" room, the blueprint for the "Shop" room will spawn inside it. There are also 'secret' blueprints hidden in some rooms but none of these are required for 100% achievements to my knowledge.

ROBOBEAT - Story walkthrough

Once you start the game, you'll be take to the main menu. Before you start a new game, click the "Custom Songs" option. There are two achievements related to importing custom music and playing them in-game, one which involves playing a custom song and another which involves playing a 'mixtape' which is basically a playlist of songs.

For the first of these achievements, you have two options:

-Click "Create new cassette" and select an .mp3, .wav or .ogg file from your computer. Any files of these types will work as long as they are not too big or formatted incorrectly. Give the cassette a track name and you can ignore pretty much all of the other options, then click "Save and Exit".

-Your second option is to import someone else's cassette. The best place to get these is the #cassette-collection channel in the official ROBOBEAT Discord server. Download any of the .robobeat files and import them through the "Import Cassette" option, then click "Save and Exit".

For the second achievement, click "Create new mixtape", select a few songs and give the mixtape a name. Again, you can ignore all of the other options and click "Save and Exit".

This won't unlock the achievements however. To get them, you actually have to play the cassette and mixtape in game. Now that's done, click "Play" and start a new game.

After a short cutscene, you'll be taken through a straightforward tutorial that teaches you the basics of playing the game. There's not much to say here. Play through it and you'll eventually end up at the game's hub area, earning you your first achievement.

The Passage

Discover the old Passage area.

The Passage

Once you arrive at the hub area, press T to open your music player. Select the custom song you imported from the list and play it to get one of the custom music achievements mentioned earlier.

Composer's Choice

Upload or import and play a custom song.

Composer's Choice

Do the same with the mixtape to unlock the second and final custom music achievement.

The Remix

Play a mixtape.

The Remix

Go to the centre of the hub area and pick up the key for your next achievement.

Let's Begin

Find the first key.

Let's Begin

After this, you can open the door to the first path/level, "Communications". Some guns will spawn by the entrance. Pick them up and before you leave, you them to destroy the handful of security cameras around the walls of the hub. Destroying ten of these will get you another achievement.

Privacy

Destroy 10 cameras.

Privacy

There are a few other places you can find these cameras but the hub is the most convenient and they respawn every time you complete a level or fail and get sent back to the hub. If you make sure to shoot the ones in the Hub every time you get sent back there, you'll unlock this achievement pretty quickly.

Now go through the door to Communications and play to the end of the area.

There are a handful of enemy types in this first area and they are all quite easy to deal with.

The basic stickmen enemy type runs directly towards you and tries to punch you. Just keep moving away from them and they'll never hit you.

The basic purple eye enemy will fire projectiles at you and kamikaze towards you when killed. You can parry this enemy when they are kamikazeing for some easy damage but if you're not confident with parrying yet, they can easily be dodged.

Finally, there's an eye turret enemy that fires streams of bullets towards you. Again, these can be avoided easily just by moving around them. You can kill them quickly with a single charged Revolver shot to the eye.

At the end of the area, you will find a workbench where you can unlock blueprints. Blueprints can drop randomly when clearing a room or be found hidden in certain rooms. Blueprints can be weapons, utilities or new rooms and will appear permanently on future runs once unlocked. There are a total of four rooms you can unlock and each of them gives you an achievement for doing so. The first of these is the "Data Chip Room". I recommend unlocking this first, not just because of the achievement, but because the Data Chip room is absolutely vital once the game starts getting harder. You can unlock it with blips which you get simply from clearing rooms though rooms that have the blue portal icon next to the skull on the door will give you more. You probably won't have enough to unlock this straight away, but your blip investment persists between runs. Once you unlock the Data Chip room, this achievement will unlock and they will start appearing on all of your future runs.

Chip Chap

Gain access to the data-chip room.

Chip Chap

After spending your blips and going through the only unlocked door at the end of the area, you'll need to do a combo tutorial. This tutorial teaches you about combo'ing with the Revolver. Complete it, and you'll get your next achievement.

Learning Combos

Learn how to combo with the Revolver.

Learning Combos

After the tutorial, continue to the final room of the path and you'll find the second key which will unlock the following achievement.

Beginner's Luck

Find the second key.

Beginner's Luck

You'll be sent back to the hub where you can now open the second door to the Armory.

These next two achievements can technically be done before this, but I think it's probably best to go through the first level and learn how to parry first.

Don't pick up any weapons or utilities and enter either Communications or the Armory. Communications will be a bit easier. This will earn you the following achievement:

False Start

Enter a combat room without anything equipped.

False Start

Now, attempt to clear the room using only parrying. The tutorial at the end of Communications teaches you how to parry attacks, and you can view the General Hints and Tips section of this guide for some more detailed information on parrying if necessary. If you can't do it at this point, you can always come back to it later when you have more experience. Unlike the previous achievement, utilities are actually allowed for this achievement, so if you progress enough through the game, you can unlock utilities such as Nuke which can deal damage and make this achievement a lot easier.

Resourceful

Complete a combat room only using parry and utilities.

Resourceful

Next I'd like to mention some of the stat achievements.

First is an achievement for parrying ten attacks. This is pretty self-explanatory and if you did Resourceful, you probably have this already. There is more info on parrying in the General Hints and Tips section if you need it though it's fairly straightforward.

Parry Pro

Successfully execute 10 parries.

Parry Pro

Next is an achievement for dying ten times. Again, this is pretty self-explanatory and you'll almost certainly get it just by playing the game. If you really want to 'grind' it however, you can open the pause menu and click "Self Destruct" ten times.

High DPS

Die 10 times.

High DPS

Finally is Rhythm Rider which you get for reaching a 100 beat combo. This means landing 100 attacks without attacking off beat or getting hit. It seems like a lot at first, but you'll easily get beat combos in the 100s by doing the game's harder achievements. Doing this with low Beats Per Minute (BPM) songs will make it a lot easier if you want to get it early while you're still learning.

Rhythm Rider

Reach 100 beat combo.

Rhythm Rider

Two more achievements I'd like to mention are 360 and Advanced Duck Hunt. You can get these two achievements at any time but they will probably require you to deliberately go for them.

You get 360 for doing a 360 no scope basically. You need to turn 360 degrees then kill an enemy with your next shot. This can be very awkward to trigger but if you keep trying, you'll get it eventually. It's probably easiest to do on the purple kamikaze eyes in The Old Passage since they die in one shot to the eye from the standard revolver.

360

Execute a 360-degree turn followed by a successful enemy kill.

360

Advanced Duck Hunt is earned when you kill an aerial enemy with a deflected/parried projectile. This can also be a bit awkward to trigger. Keep trying with the floating eye enemies in The Old Passage and you'll eventually get it.

Advanced Duck Hunt

Kill an aerial enemy with a deflected projectile.

Advanced Duck Hunt

After going through the Old Passage again (on the 2nd path), this time the door to Communications will be closed and you'll instead go through a door to The Gallery. This will unlock the following achievement.

The Gallery

Discover the Gallery area.

The Gallery

The Gallery introduces two new enemies. The first of these are yellow stickmen with swords. They teleport around the room and lunge towards you with a melee attack once they're in range. These can be quite difficult to deal with at first. The best way to avoid them is to keep jumping and staying in the air as they can't hit you if you're high enough in the air. Regardless, you should make these enemies your priority and kill them as quickly as possible.

The second new enemy is a large, tanky hammer-wielding enemy. Once they get close enough to you, they'll hit the ground with their hammer and create an AOE shockwave. Again, this can be avoided simply by staying in the air as the shockwave moves quite low to the ground.

Once you reach the end of the Gallery, you'll face your first boss: Ray Punk. Ray Punk is basically a tutorial for the other bosses and is quite simplistic.

He has a total of three attacks:


  • Throwing a projectile: Ray Punk throws out a projectile which homes in on you. You'll hear a kind of gong sound and a ball icon will appear on your UI to show where it's coming from. You need to parry just as the ball is about to hit you. This will deal damage to Ray Punk if your cursor is pointing at him when you parry it and increase the damage of your next attack.
  • Punch: Ray Punk throws a punch if you're close to him. You can parry this as well for some extra damage but it can also be dodged quite easily.
  • Kamikaze Explosion: When Ray Punk is near death, he'll go white and become immune to status effects such as freeze. He'll try running towards you and exploding once he gets close, damaging

Defeat Ray Punk and you'll unlock your first boss achievement.

Punk Slayer

Defeat Ray Punk.

Punk Slayer

If you unlock the "Data Chip" room I mentioned earlier, then the first time you enter one (it's the door with the two cards icon on), you'll find the Blueprint for the next room, the "Shop" to the right side of the entrance. Take it to the workbench at the end of the area after Ray Punk and you can start using blips to unlock it. Once you unlock it, you'll get the following achievement.

Retail Raid

Gain access to the shop room.

Retail Raid

The shop allows you to spend the game's currency, 'coins', to buy weapons and utilities. Coins are represented with the kind of honeycomb symbol at the bottom right of the screen and you'll earn them for clearing rooms. Doors that have the same symbol next to the skull will give you more coins when you clear them. There is an achievements associated with coins which you probably won't get for a while but I think this is the best place to mention it. You get the 'Fancy Pants' achievements for holding 25,000 coins at the same time. You probably won't get this until late into a run of the third or final level and you'll need to avoid spending coins at the shop. Accumulate 25,000 coins and you'll unlock this achievement.

Fancy Pants

Hold 25000 coins at the same time.

Fancy Pants

Once you unlock the Shop room, the first time you go into it, there will be a Blueprint for the third unlockable room next to the shop items: the Parkour Room. Once again, take this to the Workbench at the end of the area and you can unlock it with Blips. After unlocking it, you will get the following achievement.

Parkour Pioneer

Gain access to the parkour room.

Parkour Pioneer

Now enter the next area, "The Ruins", and you'll unlock the following achievement.

The Ruins

Discover the Ruins area.

The Ruins

The Ruins introduces three new enemies.

The first of these is an annoying scarecrow enemy. It doesn't attack, but while it is alive, it makes all the enemies nearby completely invincible. If your attacks are doing nothing to an enemy, then there's probably a scarecrow hidden somewhere nearby. The scarecrows are fortunately quite squishy so you should make it your priority to kill them as quickly as possible.

The second new enemy is a centurion enemy with a huge shield. These are quite tanky and can block your shots entirely with their shield. Once they get close, they'll charge you with a series of three quick jabs with a surprising amount of range. The best strategy for this enemy is to keep your distance and try to land headshots on their unprotected heads.

The final new enemy is a variant of the purple eye enemies that is now yellow. It moves towards you while firing arced projectiles and it's harder to hit the weak point as they face downwards. Just keep your distance and be careful when they kamikaze and these won't give you much trouble.

Make it to the end of the Ruins and you'll be faced with the game's second boss: The Showman. This boss shares two of his moves with Ray Punk, but has two new ones to watch out for as well.


  • Throwing a projectile: The Showman throws out a projectile which homes in on you. This is the exact same as Ray Punk. You'll hear a kind of gong sound and a ball icon will appear on your UI to show where it's coming from. You need to parry just as the ball is about to hit you, just like Ray Punk.
  • Leap: The Showman leaps towards you and with its arms raised and tries to hit you. This is basically the same as Ray Punk's punch attack but with a bit more range. Simply parry it or dodge, just like Ray Punk.
  • Acid Shower: The Showman causes some red acid to fall from the ceiling in several places. This is his trickiest attack and can be a bit janky with how quickly the acid falls sometimes. Where the acid will fall is indicated by some markers on the ground. They always fall in your general area. Simply move out of these markers to avoid getting hurt. Depending on where they fall, they can be difficult to avoid. If you have the Teleport or Finish utility, it's very helpful for avoiding this. Wait for the first few markers to appear and use the utility to quickly move out of the way.
  • Ground Slam: The Showman will make a clown noise and fall onto his back on the ground. This creates a room-wide shockwave which can't be parried to my knowledge. When you hear him make the noise or see him do the animation, simply jump into the air to avoid it.

Once you defeat The Showman, you will unlock your second boss achievement.

Buzz Kill

Defeat The Showman.

Buzz Kill

Before you go through the door to the Armory to get your third key, look on the left side of the room after The Showman, next to the door to The Citadel. There's a gap in the wall that goes into a large room with some parkour to do. Simply parkour up the top and you'll find the final room blueprint for the Target Rush room. Take it back to a workbench and unlock it with Blips just like the other rooms.

Rush Reveal

Gain access to the target rush room.

Rush Reveal

Target Rush rooms are a simple minigame where you have to destroy a set of targets as fast as possible to win a weapon or utility prize. There are three achievements associated with this room. Rush Runner-Up is unlocked for getting a 2nd place prize or above, Rush Champion is unlocked for getting a 1st place prize and Big Brain is unlocked for completing a Target Rush room in under a second. Unlocking Big Brain will unlock the other two achievements as well since the first-place prize is always well over a second.
There's a simple way to get all three of these. Keep playing and eventually you'll get a blueprint for a weapon called the "Bullet Hell". This is a grenade launcher similar to the sticky bomb launcher Demoman uses in TF2. You fire the grenades, they stick to where they land, and you press the charge button to cause all of them to explode. You can see where the targets will appear before you start a Target Rush so you can simply place a sticky grenade down on the floor below each target. Once they're all set, start the target rush by shooting the start button with your other gun and immediately press charge to blow up all the targets simultaneously. You'll unlock all three of these achievements.

Rush Runner-Up

Complete any target rush room on 2nd place or above.

Rush Runner-Up
Rush Champion

Complete any target rush room on 1st place.

Rush Champion
Big Brain

Complete any target rush room in less than one second.

Big Brain

After the Showman, you'll reach the end of the second level where you'll find your third key. Pick it up to be sent back to the Hub and earn your next achievement.

Rookie

Find the third key.

Rookie

You can now enter the third level/path: The Study.

This level introduces a new enemy type which appears in all areas. It's a tall stickman that jumps around the room throwing homing projectiles at you. Functionally, these projectiles are the same as the homing projectiles Ray Punk and The Showman throw at you. They are very difficult to avoid because you're meant to parry them instead but when one is thrown, it's signalled with the same 'gong' sound as those two bosses and there's a visual indicator on the HUD when they get close to you. Parrying these while fighting the other enemies in a room can be quite difficult at first but with some practice, you'll get the hang of listening for the sound and parrying just as the projectile reaches you. Eventually, they'll actually be more helpful than dangerous because of how powerful parries are for dealing damage. Apart from that, this is more or less the same as the previous two paths until you get past the Showman again.

After defeating The Showman on the third path, you'll be able to enter the next area: The Citadel. Once again, this unlocks an achievement.

The Citadel

Discover the Citadel area.

The Citadel

The Citadel introduces several new enemy types and is quite a big difficulty spike.

The first of these is a new eye enemy, similar to the ones in previous areas. However, it's tankier and will dash around making it harder to hit. It will also create a ring of bullets around itself when attacking. When you're jumping around in the air, be mindful of these bullets as they can hit you when you least expect it.

The next enemy type is a stick figure enemy that is kind of an upgraded version of the sword enemies from the Gallery. They teleport around before attempting to hit you with a lunging karate attack. They are much more unpredictable and tankier than the sword enemies and can be quite difficult to deal with. They make a distinct sound when teleporting however, and can be avoided just like the sword enemies by staying in the air. Whenever you hear its teleporting sound, either jump into the air to avoid it or parry it if you're feeling confident.

The final enemy type is a mini Ray Punk. These are the simplest to deal with. They will move towards you and try to punch you. When near death, they will sprint towards you and try to explode like Ray Punk. As long as you keep moving away from them, they shouldn't give you much trouble.

At the end of the Citadel, you'll face the game's third boss: The Mask. Here's an overview of its attacks.


  • Mini Masks: The Mask summons mini mask minions throughout the fight with the number of minions increasing as it gets closer to death. These minions do nothing except float towards you and try to deal contact damage. They move slower than your walking speed and die pretty quickly, but it can be quite difficult to deal with both The Mask and his minions at first.
  • Shooting a homing projectile: The Mask shoots a projectile out of its eye which homes in on you. This is the exact same as Ray Punk and The Showman save for the tell sound. I've heard from my friend that this has a tell sound, but I have a hard time hearing it, even when watching footage back. Instead, I rely on the visual tell where his eye gets bigger. You need to parry just as the ball is about to hit you, just like Ray Punk and the Showman.
  • Shooting multiple projectiles: The Mask moves around the edges of the arena repeatedly firing non-homing projectiles in a cross shape.
  • Laser beam: This is his most troublesome attack. The Mask fires a laser beam for a short while which slowly tracks towards you. Like the homing projectile, this is also telegraphed by his eye getting bigger but there is a brief moment where the laser is transparent before it starts dealing damage.

This boss gave me a lot of trouble at first, but I managed to figure out a pretty reliable strategy for beating him. Simply walk in a wide circle around the arena making sure you never face away from the boss. The mini masks can be outrun with your walking speed so you can more or less ignore them. Facing The Mask allows you to identify what attack he's going to do visually which makes parrying the projectiles and avoiding the laser easier. Parry the homing projectile like you would with Ray Punk and The Showman and avoid his laser by jumping over/sliding under it depending on where it is. You can parry the non-homing projectiles as well for some extra damage but you don't have to if you don't think it's worth the risk. Continuously shoot his open eye which is his weak spot to deal a lot of damage. The only thing you have to watch out for is the pillars around the arena. It's easy to walk into them while focusing on The Mask and have the Mini Masks catch up with you so be careful of them and use a Teleport or Finish if you're not confident and get stuck.
It's also worth mentioning that one of the Data Chips increases your defense/damage reduction for every enemy you kill and this includes Mini Masks. This makes it EXTREMELY helpful for this fight as you can kill lots of Mini Masks with an AOE attack to reduce the damage from the next attack down to almost nothing.
On the flip side, the Data Chip that increases your damage and recoil can make the fight a lot harder as the recoil can push you into the Mini Masks or a pillar.

You can get two more achievements here quite easily by utilising the Mini Masks.

The achievement "Monster Kill" is awarded for killing six enemies in a single second. There are a number of ways to do this, but the easiest method for me (I did it without even going for the achievement) is to use an AOE attack on the mini masks in the Mask boss fight. When The Mask is near death, it'll spawn around 15 mini masks to chase you. Simply wait for them to get bunched up then use a big AOE attack such as a fire bomb or a grenade to kill 6+ in a single shot.

Monster Kill

Eliminate six enemies in a one-second interval.

Monster Kill

However, I'd recommend using a parry because of the next achievement: "Monster Parry". You get this achievement for killing five enemies with a single parry. Again, this is easiest to do on the mini masks during The Mask boss fight so I recommend doing this in combination with Monster Kill. Wait until they're all bunched up, then parry The Mask's homing projectile or normal projectile into them.

Monster Parry

Eliminate five enemies with a single parry.

Monster Parry

Once you defeat the Mask, you'll earn another achievement.

Face Off

Defeat The Mask.

Face Off

Enter the Study after the Mask and you'll find your fourth and final key.

UnBEATable

Find the fourth key.

UnBEATable

Now, you'll be able to enter the fourth and final path from the Hub area: Frazzer's Room.

Frazzer's Room adds new enemies to each of the previous areas except The Old Passage. These enemies can be quite difficult to handle at first, so I'd like to go over some tips for dealing with them.
Green Turret
Appear in The Gallery.
These enemies are quite tanky and their projectiles can be quite accurate and tricky to avoid. They signal their attack with a short siren blare before firing three projectiles, one after the other. I wouldn't recommend trying to parry them. Instead, I'd suggest hiding behind walls in the environment until all the other enemies have been dealt with. In more open rooms, I'd recommend making them your priority and killing them as quickly as possible.
Grim Reapers
Appear in The Ruins and The Machine.
These enemies let out a short droning sound before dashing towards you with an attack very quickly. They can travel very far making them difficult to avoid on the ground. You can parry their attack by timing it just as they reach you or stay in the air to avoid them.
Crossbowmen
Appears in The Citadel and The Machine.
These enemies jump around the area attempting to shoot you with crossbow bolts. These aren't too difficult to avoid but if they do hit you, they deal a LOT of damage so try to keep your distance and keep moving at all times. They can also fire an acid projectile at a moderate distance so watch out for acid on the floor. Finally, they can do a kick similar to the karate men if you're close to them. This is especially dangerous if they jump next to you while moving around. If you're close to one, quickly jump into the air as they'll likely try to kick you. You can try parrying it as well, but be mindful of other enemies who could attack at the same time.

Make it past The Mask again and you'll be able to enter the final area of the game: The Machine. This will earn you your final area achievement.

The Machine

Discover the Machine area.

The Machine

This is the hardest area in the game and is another significant difficulty spike. I'd like to go over some more tips for dealing with the new enemies in this area.
Kamikaze Eyes
These little green eye enemies used to be the worst but a patch made them a lot more manageable by forcing them to wait a beat before exploding. As soon as they spawn, they'll try and run up to you and explode. They can be quite difficult to avoid. Staying in the air, like most enemies, is a good way to avoid them but they can be pretty relentless in their pursuit. Teleport or The Finish can be an absolute lifesaver if they corner you. Apart from that, the best way of dealing with them is to simply kill them as quickly as possible. They are quite squishy and even a Tier 1 Revolver can kill them in one hit if you hit the eye weak point. Try to kill them as soon as possible when they spawn.
Big Eye
This is probably the most dangerous enemy in the game. They are very tanky, much more so than the big eyes in the previous areas and have three different attacks they can do. They can fire a circle of projectiles around them like the other big eyes, fire a homing projectile which you need to parry, or fire a large projectile that explodes on contact with you or any surface. The exploding projectile can be very difficult to deal with. It's very accurate and even if you avoid the projectile itself, you can often get caught in the subsequent explosion. It's signalled by a short siren blare beforehand so if you hear it, try to get behind a wall as quickly as possible. I recommend either killing these enemies as quickly as possible (which can be difficult with Kamikaze eyes and other enemies) or simply hiding out of their view until you've dealt with the other enemies.
Ray Punk Duo
To get to Frazzer, you need to go through a unique room which has the icon of a sword on the door. This room contains two Ray Punks which you have to fight simultaneously. This is intimidating but not actually too hard. Just keep them both in your view at all times and treat it like a regular Ray Punk fight. Focus on one at a time since they don't get the punch move until they lose about a 1/5th of their health. With your better gear and Data Chips, they shouldn't take too long to kill. Just don't lose your cool and you should be fine.

Make it to the end of the area and you'll be faced with the game's final boss: Frazzer.

Frazzer has the largest move set in the game by a lot. I hope you've been practising your parrying because he is very tanky and almost all of his attacks are parryable. It is possible to dodge most of his attacks but not recommended due to the reduced damage and him having an attack that forces you to the ground if you're in the air. Frazzer is also the only boss to have two phases so I'll split his attacks into Phase 1 and Phase 2. Here's a list of all of his attacks:
Phase 1


  • Throwing a homing projectile: You guessed it. Just like all the other bosses, Frazzer has an attack where he throws a homing projectile that you need to parry. Listen for the tell sound, parry at the same time, you know how to deal with this by now.
  • Kick: Frazzer teleports near you before trying kick you. Wait until he's kicking to parry.
  • Punch: If you're still in range after the kick, Frazzer will attempt to punch you. Wait until he's throwing the punch to parry.
  • Ground Pound: Signalled by a guitar sound, Frazzer slams the ground causing a shockwave similar to The Showman. Simply jump over it.


Phase 2
Upon reaching half health, Frazzer will fall over on the ground briefly before entering his second phase.


  • Air Kick: Frazzer will rise up into the air signalled by a kind of piano sound before dropping down towards you with a kick. Parry just as he reaches you.
  • Triple Kick: Frazzer's most dangerous attack. Signalled by a guitar sound, he'll teleport next to you before throwing out three kicks in quick succession. Wait for each kick and parry them just as he throws them out. This attack can be dangerous because if you miss a parry, you're basically guaranteed to be hit by the next kick as well unless you teleport out of the way.
  • Teleport Kick; Signalled by a short guitar riff, Frazzer will teleport next to you before throwing out yet another kick. This one has a longer delay than the other kicks so be careful not to parry too early and get hit as a result. Watch him carefully and wait until he kicks to parry.
  • Floating Punch: While floating in the air, Frazzer will dash towards you and throw out a quick punch. Same deal as his other attacks. Wait for it to come out, then parry.
  • Acid Attack: This attack is incredibly rare and I've only seen it once. I formerly thought that he does it when he's on about 15% or 10% health but I never saw him do it on my second and third Frazzer kill. Basically, Frazzer will rise into the air and cause acid projectiles to fall all over the arena. This is similar to The Showman but much more dangerous because they fall all over the arena rather than around you in a focused spot. All I can say for this one is to try and avoid the acid and remain calm.
  • Laser Beam: According to Krygswyrfer in the comments of my Steam Guide, Frazzer also has a tracking laser beam attack similar to the Mask's. I have personally never seen this attack so I can't give much advice other than what I gave for the Mask's laser beam attack. Krygswyrfer also provided a video of this attack which you can view below.

There's no real 'silver bullet' for Frazzer. You just have to learn the parry timings for each of his attacks well enough until you can do them consistently for the several minutes it takes to kill him. If you're having trouble learning the parry timings, Frostylicious made an excellent video showing off how to parry each of his attacks. You can watch it below.

Keep at it, and eventually you'll be successful and earn your final boss achievement!

Break the Game

Defeat Frazzer.

Break the Game

If you've earned all of the achievements mentioned up to this point, you should be at 34/38 achievements. One of these last four achievements is easy while the other three are the hardest achievements in the game. The easy one is Infinity. After beating Frazzer, you can enter a new area in the Hub called The Loop that allows you to play an endless mode that keeps looping infinitely after Frazzer's Room. After beating Frazzer and going back to the Hub, turn around where the weapons/utilities are and parkour up to an upper area at the back left corner of the Hub. Turn left and you'll come to a gate which you can now unlock. Unlock it and go through and you'll end up at The Loop, unlocking this achievement.

Infinity

Endless journey.

Infinity

The first of the harder achievements entails completing a full run and defeating Frazzer in The Loop. There are a couple of differences between The Loop and the regular Frazzer's Room. You no longer automatically get back your health when entering the next area but you are able to use your blips on one of those boomboxes at the end of an area to restore it. Also, enemy damage and health increases with each loop, starting at 2x enemy health. So basically, you need to beat the game a second time, but with enemies have twice the amount of health. There are no differences to enemy AI or anything like that so all of my previous tips are still relevant. You just need to keep making attempts until eventually you get good enough to beat Frazzer again despite the increased health.

Transcendence

Revealed the limits of understanding.

Transcendence

The second of the harder achievements is Punk Humiliation. You get this achievement for killing Ray Punk in under 5 seconds. This is one of the hardest achievements in the game, mainly because you just need to get really lucky.
There is one thing you can do to increase your chances which is to use a song with 240 BPM or above. Any 240 BPM or above song will do for this, but personally I used "Galaxy Collapse" which was added to the game by Akuro. You can download the .robobeat file in the Robobeat Discord: https://discord.com/invite/QDh4rDZqCC
Go to the #cassette-collection channel, search "above" and select the "Above 240BPM songs" thread to find it along with some other 240BPM songs.
Once you've decided on a 240BPM song, there are two ways you can go about unlocking this achievement. The first is the "Loop" method. Simply go through Loop multiple times until you get overpowered enough to kill Ray Punk in under 5 seconds. As long as you're not unlucky, it should eventually be possible in 3 or more loops even with the increased enemy health modifier. Personally, I wouldn't recommend this method. Depending on song BPM, loops can easily take upwards of 45 minutes and you have to beat Frazzer and the other bosses each attempt. With the increased enemy damage modifier, you can die quite quickly so all it takes is a mistake or two to end your run. I'd recommend trying it after your Transcendence run, and if you're not successful, trying this next method instead.
The second method is the "Armory" method . Simply do Armory up to Ray Punk over and over until you get lucky enough with Data Chips and equipment to do it. This is the method I used and is much faster, taking around 10 minutes or less for an attempt. 240BPM breaks the game and allows you to kill the weaker Armory enemies extremely quickly so you can speedrun your way to Ray Punk. You'll ideally want Data Chips that increase your damage every time so if the first Data Chip room doesn't give you a decent damage chip, I'd recommend self-destructing and trying again.
The way I'd rank Data Chips for this achievement is like so:
BEST: Fire both guns at once, enemies die at 15%
GREAT: 20% more damage at full health OR 0.25% more damage for each point of missing health, card that makes your attacks inflict fire damage if you have a weapon that does more damage to enemies that are on fire
GOOD: Any card that increases your damage for no extra effort
OKAY: Cards that increase your damage for extra effort such as wall jumping, card that makes your attacks inflict fire damage if you don't have a weapon that does more damage to enemies that are on fire
BAD: Cards that don't increase your damage at all (Movement speed etc.)
You'll ideally want a BEST card, a GREAT card and a couple of GOOD cards.
-If you get the 20% more damage at full health card, I'd recommend Crossbow. Use the boombox before the boss to heal yourself to full health beforehand.
-If you get the 0.25% more damage for each point of missing health card, I'd recommend Daredevil. Use it to get your health to 1hp before the boss.
In terms of utilities, I'd recommend Lightning Bolt and Freeze for two reasons. First, they keep Ray Punk stunned and unable to attack. Parrying his attacks at 240 BPM and above is extremely difficult due to his speed. If you get hit while trying the full health method, you lose a good chunk of your DPS and if you get hit while trying the 1hp method, you'll just die. The second reason is they can both increase your DPS by quite a lot. Lightning Bolt increases your damage output quite a bit through criticals and can be increased further with a weapon that does more damage to aerial enemies. Freeze can increase your damage output quite a bit if you have a weapon that deals more damage to frozen enemies. For this reason, I'd recommend picking up weapons that deal more damage to aerial/frozen enemies.
Once you get to Ray Punk, wait until the fastest part of the song, then enter the room. Immediately Lightning Bolt him and start attacking with your most powerful gun (or both guns if you got that card) as quickly as possible. Once Lightning Bolt wears off, freeze him and continue shooting.
You'll probably need to do quite a few attempts until you get lucky enough with your Data Chips but if you keep at it, you'll get it eventually. Below is a clip of me unlocking the achievement as well as my full run for reference.

Punk Humiliation

Defeat Ray Punk in 5 seconds.

Punk Humiliation

Finally, the last achievement is Loyal 'til the End.

As of writing, this is the rarest achievement in the game, and for good reason. It's by far the hardest in terms of difficulty. You need to complete Frazzer's Room with only the starting Revolver and utilities. You're not allowed to pick up a second weapon or swap out your weapon even for a more powerful Revolver. You can pick up upgraded utilities however. It's unknown whether killing Frazzer in Loop with these conditions will unlock the achievement but I wouldn't recommend trying it regardless since enemies are twice as tanky.
In terms of tips and strategies, there's not much I can say that I haven't already apart from the following.


  • Parry EVERYTHING - The standard Revolver's DPS is fine until you get to the Ruins, but once you get to that point, enemies start taking much longer to kill, especially the bosses. Your biggest source of damage will be parrying. They do a large amount of damage even with the standard Revolver and they can be even more powerful if you combine them with the Data Chips that increase parrying damage. Use Focused Counterattack (Parry, Charge, Shoot) for tanky single targets and Aimbot (Parry, Charge, Charge, Shoot) for groups of weaker enemies.
  • Use damage utilities - Your biggest source of damage other than parrying will be your utilities. Nuke, Dunker and Deploy Turret are all particularly great choices though Fire Bomb can be useful as well. You can use non-damage utilities such as Heartstopper or Freeze but I wouldn't recommend it. Bosses are absurdly tanky and will take you 5 minutes or above even with decent Data Chips. The more DPS you have, the faster you can kill them and the less time you have to spend avoiding damage and playing near perfectly. Even with a lot of playtime, you'll inevitably make a mistake or encounter some jank so going for full DPS is my recommendation.

Apart from that, all I can say is keep trying. It's very difficult and can be frustrating sometimes, but if you don't give up, you'll inevitably get that perfect run and earn the achievement. Below is my full Loyal 'til the End run for reference.

Loyal 'til the End

Complete a full run on Frazzer's Room only using one revolver (tier 1) with utilities.

Loyal 'til the End

After earning this final achievement, you will have 100% ROBOBEAT. Congrats! I hope this walkthrough was helpful to you. If you have any feedback, please let me know on the forum post.