Mission 7: Top Secret | Walkthrough ReCore Guide
Last update: 17 October 2016
Finding the Core Analyzer
Once you enter the location, take a look at the transport pod on the left. You can use it to teleport into any previously visited location. It's the last chance to get upgrades before taking on Core Foundry.
Proceed further until the next room. There you'll be scanned by the lens located on the opposite wall, and attacked by Floaters. Once you get rid of them, stand on the platform before the closed gate and use the extractor to unlock it.
The new AP-3 can create fire rings around him, burning Joule when touched.
There are some destructible chests in the next room, and when you approach the opposite door, the way will close, and you'll be attacked by some blue SP-DR and a red AP-3 - Thunderbolt. This last enemy can create fire rings around him, which burn Joule when touched. Additionally, a Fixer flies high above the enemy's head, healing him. When you defeat them all, the door will be unlocked.
The next room contains some resources to pick-up and two flying platforms with barriers. Before you proceed further, destroy the barriers, and jump on the highest one, and you'll see a hidden chest. It contains a leg upgrade for Seth.
The next room contains an empty socket. The sought Cellbot can be found in the middle of the pit before you. When you get to the bottom, you'll be attacked by some Floaters and SP-DR. More enemies will spawn when you'll activate the Cellbot - three yellow SP-DR, a few Fixers, and a blue AP-3. Remember to use your companion's special ability - it is a huge help in these battles, and increases the number of experience acquired by him.
Charging the socket will result in activating a ramp for Seth and unlocking the platforms high above the ground.
Once you defeat all the enemies, approach the socket, and the Cellbot will place himself in the socket automatically. It will unlock the ramp that can be used by Seth. Additionally, some platforms will be unlocked which can be used to cross over the shaft. When the ramp starts to turn left, release your companion. While in the air, try to land on the closest platform on the right. Once you jump to the third one, you'll see that you are still too far to reach the other end of the abyss. Look to the opposite wall. You'll see two platforms on it. Jump to the nearest one using the sprint-jump-sprint combination. Reaching the next one will also require such combination. Take notice that there are three big containers behind the last ledge. There is a red audiolog on top of them. When you pick it up, move in the direction of the door, and open it using the extractor.
The next room is a huge hall. Here, you'll be attacked by a Corebyte Scavenger. He is going to release red Floaters, which burn Joule upon contact. During this encounter, remember to fire only at the holes that are currently open. They are distinguished by flicks of yellow light coming from them. You need to destroy all the holes to defeat the enemy.
The console will allow you to move the ramp for Seth, and reach the otherwise inaccessible location.
When you get rid of all the enemies in the room, get to its other end, and use the vertical ramp. There, you can find a console that moves the horizontal ramp across the room. When you use it, and reach the other side, instantly use Seth's ability to catch the walkway connected to the wall. You need to skip a ledge, as the previously used platform will move back to its original place, becoming hard to reach when in its original location. Your task is to catch the platform when it moves to the other side of the room. If you do everything correctly, you'll be standing on a platform leading to the next room.
The following room is a furnace. Your companion and enemy robots are invincible to huge temperature generated by the burning floor, but your attempts end with serious damage. Once you attempt to move through the room, you'll be attacked by two SP-DR - one yellow, and one red. When you defeat them, a second enemy wave will appear - a yellow SP-DR and a red, very aggressive AP-3. Once you defeat the red enemy, there'll be a one-time reinforcement.
Even if during the first encounter you can stay on one of the platforms high above the burning floor, the second encounter may require some mobility, as the red enemy is a fan of melee combat - keeping to one platform can exposes Joule to serious enemy damage. A good tactic is a frequent use of the charged attack. It knocks the enemy off balance and allows dealing some damage before he gets back up.
The way further will be unlocked once you defeat all the enemies. Approach it, and use Seth's abilities to reach the next, small room. There are resource chests in the corners. After gathering the contents, use the extractor to open the door to the next room.
Charging the analyzer
You've finally arrived to the room with the Core Analyzer - your objective. There is a ramp on the right with some chests underneath. Jump to them and use Seth's ability to get catapulted in air, in the direction of the next path for your companion. You'll land on a rock ledge, with a next path for your companion hanging nearby. Once you use it, you'll be thrown on a hovering platform that will allow you to reach the console using the sprint-jump-sprint combination. After checking it out, it will turn out that you need to find two special power cores - their sockets and the door leading to their storage will open.
Jump to the platform with the socket located before you, and then using the sprint-jump-sprint combination, reach the door to the next room. This room contains a large number of flying enemies that should be taken care of before you get to the bottom. During the attempt to enter the next room you'll be attacked by a SP-DR. Once you defeat him, you'll be able to enter the next room. There are three yellow switches there, changing their location as soon as you approach them. Yellow ammo, needed for activating robots, can be found in the chest in the middle of the room. When you open it, you'll be attacked by two yellow SP-DR.
Once you defeat all the enemies, you need to shoot all three switches found in the room to unlock the door to the next location.
- The first one can be found by the door.
- The second one is exactly to the opposite of the first one, on the other side of the room, above the rock ledge.
- The third one is to the left from the door, hanged high in the air, near the ribbed installation on the wall.
When you destroy them all, the door to the Core Incubation Room will be unlocked.
Once you enter the Core Incubation Room, you'll be attacked by two yellow AP-3s and one yellow SP-DR, firing from a large distance. AP-3s are quite durable, so eliminating them can take longer than usual. Remember to use your companion's special attack!
There is a column with a ramp in the middle, which is usable by Seth. Using it, jump to the next one, which will throw you to a hovering platform. There is a vertical energy ring on the left. Get to the other side by jumping through it. There, you can extract the core using your extractor.
There is a window with a periodically shut barrier on the left. The moment the power supply goes off, cross the newly created gap. This way, you'll reach the other side of the room, to the hovering ledges. Next to them, there is a mobile platform with a barrier. Its path leads to the next periodically open window, behind which there is another energy ring. When the platform with the barrier is close to the window, shoot it, stopping the movement and temporarily disabling the electromagnetic field. Then, jump through the window, when its power supply will be cut. There is a socket with the green core on the other side. The door to the next room will unlock after extracting the core.
The door leading further is unlocked by the pressure plate, which unlocks it for a short period of time. Aside from that, there are three, sequentially enabled and disabled energy barriers. To get to the other side, you need to sync turning off the barriers and opening the door using the pressure plate. The sequence is impossible to solve without using sprint.
A yellow AP-3 and a group of red Floaters will attack you behind the door. You should focus on the small enemies first, as only one shot is needed to destroy them, and their attack may deal serious damage, burning Joule in progress. When you defeat all the enemies, the door to the next room will be unlocked. Inside, you'll find indestructible obstacles - Rollers - which move synchronously through the corridor. Getting through them will require some focus and reflex. Between two out of three balls there is a space enough for Joule to pass. Once you beat the second line, stand by the wall on the left where the balls cannot hit you, and look around. There are hovering platforms above the passageway that can be easily accessed from your location.
While standing on the platform and watching the road, you can see another ledge, and an additional one with a chest. Reaching it will require some precision, as between the next ledges there are energy barriers. The crossing between the first and the second one requires only a sprint and a jump. Reaching the third one will require jumping to a small height and performing the sprint then, to fit in the space between the barriers. When you open the chest, approach the exit located on the other side of the room.
Cooling Problems
Once again, you'll find yourself in the Core Analyzer Room, right above the green core socket. Connect it, then jump to the other side to the ledge with the control panel, and once again, to the second core's socket. After applying the core, the machine will be activated. Return to the control panel, and activate it. A cut-scene will begin. After the cut-scene, you'll need to move fast, as the room is filled with radioactive particles. The core's socket will reveal four red cooling cells that you need to shoot down. One of them is from the panel's side, so you should destroy it first. There is a ramp for Seth on the right. Use it to reach the second side of the core, where you can easily shoot down three remaining cooling cores.
Destroying the cells from the first core will activate a ramp. Use it, jump to the next one, until you reach a heavily lit ledge. You can shoot next two cells from there. Use the next path, leading to a hovering platform. From there, shoot down the last two cells. It will turn off the core overload and unlock the door to the next room.
Road to Eden Tower
You'll find yourself in a huge warehouse full of containers. Turn left immediately. After reaching the wall, turn right, where you can find a resource chest. Return to the entrance and choose the main path. You'll be attacked by a few immobilizing Floaters. While proceeding further, you'll reach some paths that are populated by Rollers. It's a kind of labyrinth that is obstructed by the constant movement of the balls. While watching the paths, look to the left - there is a small ledge in the corner of the room, with a hidden chest. When you pick up the contents, get on the Rollers' path and follow the direction of their movement.
You'll reach a crossroad on the other side, turn right. You'll be standing before another path, on which the ball moves left and right. When it passes you by going left, jump on its path and watching for out for the next obstacle, jump to the next platform. In the middle of this Rollers' track, there is a crossroad with another track, use the other track to avoid the ball when it is coming your way, and return to the original track when it passes you by. You'll reach the last obstacle, with the labyrinth exit right nearby. Before you proceed further, turn round - you'll see containers placed in such a way that you'll be able to use them to get to the summit. There is a chest and a health upgrade for Joule. Once you acquire them, continue in the direction of the green indicator.
When you approach the container found along the way, you'll be attacked by a few flying and slithering robots. Eliminating them shouldn't be a challenge, as they only require one hit. On the left, there are chests placed in such a way to create stairs that you can use to get higher. As a result, you'll reach the bridge opposite the switching barriers. While standing on it, you'll see that along with the shields, the platforms are raised and closed. When the nearest platform opens up, jump on it. The barrier behind you will close, but after a second your platform will close and the next one will open. You need to jump through them, and wait until the next obstacle will unlock. Cross to the next platform immediately.
BOSS: Bolt Cutter
While proceeding through the corridor, you'll be attacked by two SP-DR and AP-3. Their destruction unlocks the access to the next room, containing some resource chests and a gate requiring the use of the extractor. Once you unlock it, you'll be standing before a spacious room with a view on the tower. Approach the panel located on the edge of the room and activate it to begin the boss encounter.
Bolt Cutter is a very durable enemy, with a whole set of attacks and the ability to call various helpers. He will often summon SP-DRs, exploding Floaters, and Grabbers that grab your companion and eliminate him from combat, and T8-NK, slithering robots that shoot volleys of rockets.
Bolt Cutter's attacks are dependent on his current color:
- When he is white, he creates shock waves by pounding the ground;
- When changing to yellow, he creates a multilayered, multi-segmented shield around himself and his helpers, and these elements has to be destroyed individually
- When he turns red, he can fire rocket volleys that deal area damage, not only on direct hit.
- When he is blue, he shoots a very fast, incapacitating laser beam that is hard to avoid. However, before he attacks, you can see a thin line leading from him to the target, so you can notice when he is going to attack.
During this fight, you need to be very careful, and take notice of the situation around you. You can be easily overwhelmed by a number of enemies summoned by the boss. Additionally, watch out for you companion, as he often gets captured, and won't be able to help you. Also, watch out for a new type of enemy - his rockets deal serious damage and can stun Joule. When you lower the boss's health points enough, you'll be able to remove the core. Before you proceed with this, eliminate all other enemies, as they can interrupt the extraction.
When you remove the prismatic core from the enemy, use the panel to finish the mission.