Place to figure out how to unlock the Absolute Zero variant.
Place to figure out how to unlock the Absolute Zero variant.
First guess would be to defeat Chokepoint without any modules or general equipment out?
My thought for all three is beating Chokepoint on her flip side, maybe with a certain number of their cards face-down/having been destroyed by her.
Oh yeah, but I'm up ahead of the variants actually being released. D: Have to wait to test it...
I wonder if they all have to lose a game first or be incapped.
It's not Win a game against normal Chokepoint with regular Absolute Zero, Bunker, and Unity at The Block.
I just did that without an Unlock.
So from the wiki (at the car place getting my oil changed, these stupid public computers wont let me copy paste) it says they are defeated by chokepoint first. So you probably got to loose.
Then it says he formed a suit of ice that still held his modules. So its probably related (after loosing to Chokepoint once, possibly even with the Adamant Sentinels being involved, because they are mentioned too) - perhaps:
Loose to chokepoint with a team of at least the Adamant Sentinels and Absolute Zero. the Sentinels must be incapped first. then defeat Chokepoint with a team of Absolute Zero, Bunker, and Unity. Zero must play both his modules using Modular Realignment, and have had played Frost Bound Drain
(i donno on Drain, i just picked one that seemed to do a lot of damage and also hurt him - based on the Termination Bio from the wiki)
Things I've tried so far without success:
Setup
Lost to Chokepoint with the Adamant Sentinels (and others)
Lost to Chokepoint with AZ, Bunker, Unity
Attempt 1
Won against Chokepoint in FF tower with AZ, Legacy, Wraith, Tachyon, Ra (no unlock)
Particulars: AZ never regained HP. Did massive damage with Isothermic by playing one shots with imbued fire and Legacy buffs and having everyone hit him with fire.
Attempt 2
Won against CP in FF tower. Same team.
Particulars: AZ was incapped after doing massive damage. Both of his modules had been played. AZ was only incapped hero.
Attempt 3
Won against CP in FF tower. Same team.
Particulars: AZ got out every equipment, Glacial Structures, and Subzero Atmosphere. CP was defeated using FB drain.
Having only three heroes might be required given that Unity has only been unlocked that way.
I was thinking, maybe you need "Frost's Cryo Chamber" in play somewhere?
No Unlock.
Villain: Chokepoint
Heroes: Rook City Wraith, Vanilla AZ, Vanilla, Tempest
Environment: Freedtom Tower
Had Cryo Chamber (AZ deck), Cold Snap, Focused Apetures, Sub Zero Atmosphere, Thermal Shockwave, one Impale, and no modules in play.
AZ dealt the final blow.
Just finished one (no unlock).
AZ, TL Tach, Legacy in FF Tower Vs. Chokepoint.
AZ played ONLY modules and one-shots. No other equipment or ongoings. AZ got in the finishing hit.
Given the nemesis dialogue between Chokepoint and AZ, could it have to do with a certain number of AZ's modules/equipment being face down in Chokepoint's play area?
Has anyone tried not playing any equipment at all for AZ and winning?
Yep. Tried that with a team of AZ/Legacy/KNYFE and it didn't work. AZ landed the finishing blow with Cold Snap.
I also have tried the following:
- Having Chokepoint eat all of AZ's equipment except the Modules
- Winning against Chokepoint on AZ's second turn by setting up a completely bonkers team of Legacy/KNYFE/Ra/The Sentinels/AZ (and in that case, I had both modules in play)
- Using F6 Absolute Zero, even though it makes no sense, based on the "ice all around him" bit from the Wiki entry
I'm a little low on ideas, but I'm less burned out on AZ than I am on Bunker at this point, so I'll keep at it.
Twitter showed an unlock! (Not me)
Wagner Mars Base
Voss
5 Heroes (AZ, Omni-U, Gramps Legacy, Vanilla CC, PW AA)
Dynamic siphon on AZ Coolant Blast to Flagship
The tweet with the unlock:
Voss is at 90 HP. It's end of turn of Voss' phase, with a bunch of minions. Maybe it's just taking on tons of (fire) damage and dishing out tons of damage (via coolant blast) with absolute zero (since coolant blast depends on taking fire damage).
https://twitter.com/PseudonymTweetr/status/841719969754812416

Maybe a coolant blast that is higher than his max HP? With that group of heroes, AZ could certainly build up quite a lot of off-turn fire damage.
Not a 32 point coolant blast on AZ's turn.
Not a 32 point coolant blast on AZ's turn with Subzero Atmosphere out.
Maybe it's how much damage he took both in cold and fire?
He also mentioned using Focused Apertures (and Omnitron U) for small self-heal in the original tweet
https://twitter.com/PseudonymTweetr/status/841716460309344262
Omni-U + Focused Apertures allows for minor steady healing for AZ, plus a great Coolant Blast on villain turn with Dynamic Siphon. Item Get!
That's a cool, err, hot strategy I'd never considered before. :)
New things that it isn't!
Heroes: AZ, Omni-U, Captain C, PW Argent Adept, Grandpa Legacy
Villain: Voss
Environment: Wagner mars base.
It is not dealing a 30+ coolant blast (to voss) on the villain turn.
Both modules out, apertures out. Glacial Structures out. Cryo chamber NOT out.
Next attempt- Add in cryo chamber, and make sure to destroy a target with coolant blast instead of dealing damage.
OK! new bits and bobs of data that might help.
First of all- in the twitter unlock, there are only 3 cards in Voss's trash, and only 3 cards in the Environment trash. that means that this unlock happened SUPER fast, or went on for so long that both Voss and the Environment deck cycled multiple times (I say multiple times, since it would take more than 1 go around to sync them up like that, as the environment only has 15 cards to Voss's 25).
So- theory! This is ALL about speed. I think that only 3 rounds passed, maybe less if AA could help with setup.
I think that this is a speed challenge, with the goal of doing a burst of X cold damage before the start of the (4th? 5th? H?) hero round. If everything syncs up perfectly, you can get that done really fast- you'd need to start with some modular re-alignments and maybe a damage-dealing one-shot or coolant blast for retribution damage. I'll try speed as the key next.
Grandpa Legacy, Visionary AZ in Freedom tower vs Ambuscade - No unlock
Used twist to generate lots of fire damage and was consistently doing multiple coolant blasts in the 18 point range. Definitely did a blast greatet than AZs current HP. Legacy was giving plenty of out of turn blasts so that alone is not it. Played with it for a while.
Maybe the damage has to be un boosted.
Played around quite a bit so it may be that there is a limit. Such as no damage can be dealt other than by non modules.
well, no unlock. tried hard though
GWV VS. AA(regular flavor), Grandpa Legacy, TL Tachyon, O-X, and AZ at the Dok-Thorian Capital.
had some AMAZING first plays, got AZ set-up beautifully. had the focused aperatures, null-point calibration, isothermic transducer, that one Ongoing that does 3 targets 1 frosted damage then does AZ fire equal to how much frosting he did that turn, and the Fridge card(forget what the name is, but increases cold damage and reduces fire damage to AZ), a couple impales, and the one ongoing that does 1 frosty damage to every non-hero target at the beginning of turn. (I don't play AZ too often, so i don't have many of his cards rememorized)
I'd been flinging so much damage around though. The final blow was a 27 point frosty shake being thrown right in GWV's face! brough AZ from full HP to single digit in one fell swoop! it was actually quite glorious, but didn't result in an unlock.
probably some major overthinking goin on here
the answer might be something like "AZ takes 3+ different types of damage in one turn" with additionjal provisos on taking fire damage (conqueror does fire damage at villain EOT)
just spitballing here, but if the unlock is based around coolant blast that won't work
I thought that the unlock happened in a villian turn. So maybe it has to do with AZ using a power on a villian turn or taking a certain amout of damage and deal the same amout of damagre in the same turn.
I'm thinking it's redirecting X fire damage from sources that are not AZ.
Wagner Mars base and Voss have multiple sources that deal fire damage.
If that is it then maybe it is from multiple sources. I redirected a crap ton (yes that is a thing) of damage from Ra using both a module and coolant blast and nothing happened.
I am very familiar with the unit of measurement "crap-ton". The screenshot with the unlock does NOT have Ra though… Hmmmm
Redirecting from Ra is definitely not making it happen. I did another run not playing any of his equipment only using oneshots and coolant blast.
We have 1 clue so far. Has only 1 person got the unlock?
Maybe it is do x amout of damage from each of his available damage cards.
New working theory.
AZ must take boosted damage from a villian target and return boosted damage in the same turn.
Clearly I'm extremely late to the party, but where is all of this backstory that everyone is referencing? Where is the "Termination Bio from the wiki"?
It's posted on this page http://sentinelswiki.com/index.php?title=Absolute_Zero
Head to sentinelswiki.com, click on heroes, click on any of the Termi-Nation folks.
No progress and no new clues. Has anyone else got an unlock? Normally people stumble on them in the course of playing, but we are getting no new data here to work on.
I attempted to use three powers (Thermodynamics, Coolant Blast, and Thermal Shockwave) but no unlock, but maybe I didn't use them right. Still no unlock.
What I've been trying to do is just put him in a game, then press randomize matches and see what happens! Throwing Bunker in for good measure also helps.
No unlocks yet, I'm checking the steam forums too.
Has losing to Chokepoint been ruled out or confirmed as part of the requirement?
Uncertain, so far only one person has gone public with the unlock; and based on what's posted on Steam forums, these forums, twitter, and the overall world of the internet, they've been a little quiet on the exact details.
Coolant blast on Voss' turn for 26, no unlock. All equipment was in play except Cryo chamber. Also attempted having AZ take damage from multiple sources and deal damage of multiple types, still with no luck.
I did notice in the unlock picture CC has 9 cards in play, which leads me to believe some kind of manipulation from him may be leading to the unlock.
OH! Maybe it's dealing damage to hero targets as well! Not just villain/environment targets!
Only problem with that is in the unlock picture the whole team is pretty full on life. Unless PWAA is the only one taking a beating.
@handelabra fire, fire, fire, COLD! Villain-turn, Dynamic-Siphon-enabled Coolant
Blast right into the invading Flagship. Then this popped up
what the dude put in with the picture.
not sure how much it helps, but hey, something right?
kinda brings to mind destroying some number of targets maybe?
Dynamic syphon into coolent blast at flagship, destroying it with 7 cold damage. No unlock.
I've destroyed all of Voss' minions with fields freeze after a forced deployment. Twice.
It might be something that happens on villains turn
Had both modules, focused apatures and cryo chamber out.
Visionary had Twist the Eather on Ambuscade
AZ was at full health at the start of Ambuscade's turn.
Ambuscade hit AZ with his first shot (turned into fire). Isothermic reacted and AZ KO'd the Pteridactyl.
First hand cannon let Ambuscade shoot AZ (turned into fire) Isothermic reacted and AZ healed himself to full.
Second hand cannon let Ambuscade shoot AZ (turned into fire) Isothermic reacted and AZ destroyed one of the hand cannons.
Charged attacks let Ambuscade deal energy damage (turned into fire) to everyone. Isothermic reacted and AZ healed himself to full
At this point I got the TermiNation Absolute Zero unlock.
I have attached my log.
Hope it helps.
Neat bit: when you unlock TNAZ, head to the Multiverse tab and check out the artwork in his bio.
I tried unlocking with Ambuscade but didn't have enough damage boosts out. Got the unlock immediately after I had taken 7 fire and turned it into 11 on the villain, then taken an additional 7 fire and healed for 12. Looks like you have to do both of those things (> 10 cold damage in one shot to a non-hero target, and healing for > 10 HP in one shot) during one non-hero turn.
Got it!
Ambuscade v Legacy, Ra, Tachyon, D Visionary and AZ in Insula P
Saw a post on Steam that tipped me off.
AZ had both modules, focused A and Glacial S in play. He also had a twist on him from Visionary
Legacy had inspiring presence out and was boosting.
The environment had a lava field and volcano out.
AZ was already down quite a bit and needed healing. When the volcano went off i targeted it first to AZ and healed him. It was 8 fire damage and then 13 healing. The second blast from the vilcano targeted Tachyon which i bounced back to AZ he took 8 more damage, but I then used the resulting damage on Ambuscade.and got the unlock.
Hope this helps.
Could it be dealing a certain amount of cold damage outside his turn, then?
Unlocked on iPad
volcano
two obsidian fields
inspiring prescence
cryo chamber
focused apertures
synaptic interruption
volcano hits AZ for 10 heals himself for 15, volcano hits tachyon, redirects 10 damage to AZ redirects fire damage to custom hand canon for 13. Unlocked on hand cannon destruction.
Got it, thanks to the fantastic work of those who have gotten it so far.
I agree with those who have suggested above that the unlock involves taking (approx) 10 fire damage, dealing 10 cold damage, and regaining 10 HP all in a single turn.
The easiest way to set up the above conditions are:
Villain: Ambuscade
Environment: Insula Primalis
Heroes: AZ, Legacy, TL Tachyon, Visionary, RC Wraith.
AZ sets up, making sure that he always has the most cards in play. This makes sure that the hand-cannons target him.
Legacy gets out the flag ASAP, with a secondary focus on tanking (this will largely depend on your intial hand), as your intention in this game is to get as many damage boosts out as possible- having legacy be able to be immune to a damage type and be able to redirect it will be VERY handy while setting up!
TL Tach gets out redirection and gives everyone cards.
Visionary's main job is to mill her deck until she finds Twist the Ether, and puts it on Ambuscade. Preferably multiple copies. If she is the lowest hero, it migh tbe handy to drop into a cocoon, in case ambuscade flips unexpectedly, as having those Twist the Ethers in play is key. If you have mass levitation, and Legacy is set up for redirection tanking, then feel free to nerf the environment.
Wraith's job is to nullify the environment with Computers, while looking for Obsidian fields. be VERY careful not to go overboard in having cards out- Wraith tends to like having all the cards in the world in play, but you REALLY want AZ to have the most! Having Visionary assist with environment damage dampening is very useful, as Insula Primalis can be a terrifying place with 3 Obsidian Fields in play- Lava and Plant life especially can rip you apart if you aren't reducing environment damage!
Once you have these things in play, AZ should be able to to get the unlock if he has his modules and apertures out. I found it helpful to leave a few extra targets in play, to give AZ things to kill with redirection, like Reactive platings.
Ambuscade will hit him for having the highest HP, which you turn into fire and bounce back out at any environment/non-hand-cannon targets.
Ambuscade will hit AZ with a handcannon for having the most card, which you can use to bounce out or heal.
Continue as needed until you get the unlock. You want to see BIG numbers, so do everything you can to boost ambuscade's damage once you are set up!
hope this helps!
I don't think that destroying a target is important.
AZ, Legacy, TL Tachyon, Visionary, and Wraith vs. Ambuscade in Insula Primalis.
3 Obsidian Fields, Inspiring Presence, Twist the Ether (on Ambuscade), and Focused Apertures were in play for damage boosting options.
Unlock turn damage instances:
Run and Gun, 2 projectile to AZ, twisted and boosted to 6 Fire.
Transducer reflects that to 11 cold damage to Ambuscade.
End of Turn 4 projectile damage, twisted into 8 Fire.
Transducer reflects into 13 cold that I used to heal.
Totals of 14 fire damage taken, 11 cold dealt to Ambuscade, and 13 cold to heal himself.
It might be as simple as "In one turn, AZ is dealt 10 damage, deals 10 damage, and heals 10 damage".
Edit - I want to be a bit more precise.
In one turn, AZ is dealt 10 damage by Villain or Environment cards, deals 10 damage to Villain or Environment targets, and gains 10 HP by dealing himself Cold damage with Null Point in play.
Portions of this could be tested by, say, attempting to hit him with Ra or something to test the non-hero source requirement or healing him with, say, PW Haka of Restoration (could still be on one turn through extensive AA or Grandpa Legacy shenanigans).
I also note that I've lost a game with the 3 TN heroes against Chokepoint, so none of my posts on these threads are valid test cases for if that's not a requirement.
You might be on the correct path, you but if you are need to go for more than 10 damage each.
I got the unlock on Ambuscades turn after the following.
Ambuscade dealt AZ 5 fire damage.
AZ reacted with 11 cold damage to Pteradactyl Thief
Ambuscade dealt AZ 5 fire damage.
AZ reacted with cold damage to himself, healing himself 10 to his maximum.
Ambuscade dealt AZ 5 fire damage.
AZ reacted with 11 cold damage to Custom Hand Cannon
Ambuscade dealt AZ 5 fire damage.
AZ reacted with cold damage to himself, healing himself 10 to his maximum.
And this is where the unlock happened.
I didn't get the unlock until the healing had exceeded 10.
It could be in one turn AZ is dealt more than 10 damage by non-hero cards, AZ deals more than 10 damage to non-hero targets and AZ regains more than 10 hp using Null Point.
I just unlocked Absolute Zero earlier today. My team was Legacy, TL Tachyon, Visionary, Ra, and AZ against Ambuscade in Insula Primalis.
I had NPC Unit, Focused A, Iso Transducer, C Blast,and T Shockwave out.
What happened before the unlock is the below excerpt from the log. Basically AZ took damage and healed, then took damage, attacked, and destroyed.
Went from Absolute Zero's End phase to Insula Primalis's Start phase.
Volcanic Eruption initiates 7 Fire damage to Absolute Zero.
Obsidian Field increases the damage dealt by Volcanic Eruption by 1.
Volcanic Eruption deals Absolute Zero 8 Fire damage.
Absolute Zero is now at 17 HP.
Absolute Zero initiates 8 Cold damage to Absolute Zero.
Legacy's Galvanize increases the damage dealt by Absolute Zero by 1.
Focused Apertures increases the damage dealt by Absolute Zero by 1.
Inspiring Presence increases the damage dealt by Absolute Zero by 1.
Obsidian Field increases the damage dealt by Absolute Zero by 1.
Action of Isothermic Transducer was cancelled by Null-Point Calibration Unit.
Null-Point Calibration Unit caused Absolute Zero to regain 12 HP, up to their maximum HP. HP is now 29.
Volcanic Eruption initiates 7 Fire damage to Freedom Six Tachyon.
Synaptic Interruption redirects the damage dealt from Freedom Six Tachyon to Absolute Zero.
Synaptic Interruption destroys itself!
GameController moved Synaptic Interruption to Tachyon's trash.
Obsidian Field increases the damage dealt by Volcanic Eruption by 1.
Volcanic Eruption deals Absolute Zero 8 Fire damage.
Absolute Zero is now at 21 HP.
Absolute Zero initiates 8 Cold damage to Custom Hand-Cannon.
Legacy's Galvanize increases the damage dealt by Absolute Zero by 1.
Focused Apertures increases the damage dealt by Absolute Zero by 1.
Inspiring Presence increases the damage dealt by Absolute Zero by 1.
Obsidian Field increases the damage dealt by Absolute Zero by 1.
Absolute Zero deals Custom Hand-Cannon 12 Cold damage.
Custom Hand-Cannon is now at -7 HP.
Absolute Zero's Thermodynamics destroys Custom Hand-Cannon!
Yep! Took two custom hand cannons to the face with four entry points in play, then changed the damage to fire with two Twist the Ethers. Then used one to backlash as cold, boosted by galvanize and Inspiring Presence. The other I used to heal, and immediately afterwards, unlocked TN-AZ. I also, of course, boosted damage with Apertures, so 2 instances of 2 damage to Zero is all that is needed to pull this off.
So possible conditions are:
Using a three hero team, including Absolute Zero, deal 10 damage using Absolute Zero outside of the hero turns and restore 10 Absolute Zero’s health by 10.
Got the unlock using the >10/>10/>10 method. I can confirm that a) it must be during the villain (or possibly the environment) turn; it doesn't work on a hero turn even via villain damage (Charged Attacks), and b) losing to Chokepoint is not nessecary.
Environment turn is fine; I just unlocked on the environment turn. I inflicted thirteen points of cold damage from "Isothermic Transducer," and healed fifteen from Isothermic Transducer"/"Null-Point Calibration Suit" both on the environment turn. Both instances came from a single damage source: “Volcanic Eruption” struck Absolute Zero twice in one round because of a redirection from Tachyon’s “Synaptic Interruption.”
Just got it using Braith's formula (AZ, Legs, TLT, Vis, RCW, Ambuscade, Insula).
The unlock definitely has to be either:
Have Absolute Zero Deal X damage and heal X damage in a single turn.
or
Have Absolute Zero Deal X damage, heal X damage, and take X (fire?) damage in a single turn.
or
Have Absolute Zero Deal boosted damage, heal boosted damage, and take boosted damage in a single turn.
Killswitch, it doesn't need to be a three hero team. I had five.
I did the 10/10/10 thing, and it didn’t work at first. Then I did it again, with Cryo Chamber and Focused Apertures in play, and it worked. It was during the environment turn, and it was hero damage that triggered it (Zhu Long let me play Modular Realignment.)
So one or both of those cards need to be in play. He was not first in the turn order. It was Voss at Zhu Long, so villain and team doesn’t matter.
During a villain or environment turn, while (Cryo Chamber and/or Focused Apertures) are in play, have Absolute Zero take at least 10 fire damage, deal at least 10 cold damage, and regain at least 10 hp during the same turn.
I'm 99% sure that I did NOT have Cryo Chamber or Focused Apertures in play on my unlock. He had both modules, and Coolant Blast, and I'm pretty sure that's it. I did have Galvanize, Inspiring Presence, and 3 Obsidian Fields working, but never even got Apertures, and while I had Cryo Chamber in hand, I'm pretty sure I never played it. (Should have screenshoted it, sorry I didn't).
Because I had Inspiring Presence and Twist the Ether from turn 1, both Modules from turn 2, and Haka was there to clear out minions and Savage Mana The True Form.
I did the same thing twice, amassing well over the 10/10/10, but it didn’t give me the unlock until the second time, when I had both of those cards out.
Are you sure you didn’t play Cryo Chamber?
Also, I never used Coolant Blast. Thermal Shockwave, sure, but for the damage turns I used Modular Realignment.
Dunno about the person you're asking, but I didn't.
By the time I unlocked, I had at least one copy of everything in play, so I can't narrow down what cards are required and what's extraneous.
I got the unlock, but it took two tries against Ambuscade on Insula, using the Volcano as suggested. I played basically the same way both times, using Galvanize, Inspiring Presence, Apertures, and Obsidian Field to boost damage in the final round. I never played Cryo Chamber.
First Attempt: (1 Obsidian Field in play)
On the Environment turn, Zero was hit first and used it to heal himself.
Tachyon used Synaptic Interruption to redirect her damage to Zero, which he used to hit Ambuscade for 14 damage and the win. No unlock.
Second Attempt: (2 Obsidian Fields in play)
On the Environment turn, Zero was hit first and hit the Automated Turret for 16 damage, destroying it.
Tachyon used Synaptic Interruption to redirect her damage to Zero, which he used to heal himself. Unlocked.
Might it require NOT hitting a Villain character card with the damage? Or perhaps the damage has to come before the healing?
In my game, I did the damage first, and the result was that I wasn't the target for the second source of damage (Ambuscade), so I rewound, and did: take the damage, heal, take the damage, deal damage and got the unlock, so I don't think the order matters.
I got my unlock against baron blade bomber, and used twist on him, so i did all the hits on his turn against his character card. I had to do more than 10 damage/healing, but i was alsi punching through living force field. I had focused apertures but rewound and didn’t play cryo chamber to increase my damage
Just unlocked with the take >10/deal >10/heal >10 method, in Insula Primalis vs. Ambuscade. No setup loss to Chokepoint.
Team was (in order) Finest Legacy, Team Leader Tachyon, Dark Visionary, Rook City Wraith, and standard AZ.
AZ had both Modules, Coolant Blast, Thermal Shockwave, and Focused Apertures in play. At no point did he play any of his One-Shots or any other Ongoings or Equipment.
All 3 Obsidian Fields were in play, along with the Volcano. No other Environment cards were in play.
Order of Volcano damage resolution was: Volcano hits Tachyon > Synaptic Interruption redirects to AZ, dealing him 10 fire damage > AZ hits Ambuscade for 16 cold damage > Volcano hits AZ for 10 fire damage > AZ heals himself for 16 > unlock.
I'd suggest the unlock condition is: During a single non-hero turn, Absolute Zero must (in any order) take more than 10 fire damage, deal more than 10 cold damage, and heal himself for more than 10 health.
Also unlocked with the above method, using Standard legacy, TL Tachyon and standard AZ.
Volcano did 8 to Tach, redirected to AZ who healed for 11 due to damage buffs, then did another 8 to AZ who did 11 damage to Ambuscade. This shows that the 10 damage does not have to come from a single attack if any one was worried.
I absolutely healed first and then did damage. So it looks like order does not matter and there is some other factor.
I'd suggest the unlock condition is: During a single non-hero turn, Absolute Zero must (in any order) take more than 10 fire damage, deal more than 10 cold damage, and heal himself for more than 10 health.
There's got to be more to it than that or my first attempt would have unlocked it successfully.
I did it with Ambuscade vs Legacy, TLT, Visonary, AZ, and RC Wraith in Isla. Did the twist and 3x fields. AZ took Ambuscade's primary attack, and then 2 handguns. I healed first and then took a fire turned handgun. The unlock didn't trigger the unlock, so I hit AZ with his own twisted into fire blast and it triggered. So taking 10 ice, and 10 fire might be enough, but I did heal first and then do the damage, so that could be it as well.
got the unlock!
AZ, Grandpa Legacy, TL Tachyon, PArse, and Visionary in Insula Primalis against Kismet
2 obsidian fields and a river of lava did the eventual trick. 10 fire damage hit AZ (glass jaw worked wonders here as well), turned into 10 cold against Kismet, Tachyon re-directed the fire damage she would've taken to AZ, who then used the Isothermic transducer to heal himself resulting in the unlock.
sounds like it's 10-10-10 theory.
My guess is that:
Absolute Zero must take more than 10 damage, deal more than 10 damage and heal more than 10 damage in one turn while boosting that process himself in some way (either focused apatures or cryo chamber).
[Edited for fat finger spelling.]
I had neither in my game.
Maybe it just needs to be increased by at least 3? Because come to think of it, the first time I did it, I forgot to Galvanize...
And all accounts seem to include several different sources of damage buffs, whether they be Legacy, Obsidian Fields, Cryo Chamber, Focused Apertures, Twist the Ether, or other things. But just 2 (Twist and Presence) doesn't seem to cut it.
I still think that "AZ must lose to Chokepoint first" is part of the requirement. Has that been disproven?
So in full, my guess would be:
Lose a game to Chokepoint with regular Absolute Zero on the team. Then, During a single non-hero turn, Absolute Zero must take more than 10 fire damage, deal more than 10 cold damage, and heal himself for more than 10 health.
I have unlocked TermiNation Absolute Zero, and I have not lost to Chokepoint
Revised Guess:
Absolute Zero must take, deal and heal more than 10 damage in 1 turn. Damage by and targeting Absolute Zero must be boosted by at least +2 at some point during that turn.
Yeah, there's definitely something we're missing, but I think we can safely rule out the following:
I unlocked over the weekend, Ambuscade at IP, and here's my hypothesis:
Outside of Absolute Zero's turn he must take 10 or more fire damage, from any source, deal 10 or more cold damage to any one target, and heal 10 or more health.
If someone chould confirm the following:
1. Does the target dealt the damage have to be a non-hero target? Does it have to be a villain target, perhaps? (I pegged Ambuscade in mine. did anyone freeze an environment target to get the unlock? Or a hero target?)
2. has anyone done exactly 10 of one item and gotten the unlock?
I healed exactly 10 health and did not get the unlock.
I was at a state in my game where AZ had been dealt 15 damge, AZ had inflicted 22 damage, and AZ had healed 10 hp, and I did not get the unlock.
It wasn't until AZ took 5 more damage and healed himself another 10 hp that I got the unlock.
Awesome, another datapoint.
Now, do we know if there's a specific type of target that has to be hit by the damage?
Facing Ambuscade in insula primalis. On the villain turn AZ took 17 fire damage, dealt 14 cold damage, and healed 16 damage, and I did not unlock. Thermal shockwave, nullpoint, isothermic, and coolant blast in play.
In my unlock Ambuscade did 10 cold damage to AZ; healed by module, then did 8 fire (pistol) and the unlock didn't happen, so I blasted AZ with the redirect and twisted it to fire and blasted a reactive plating destroying it (unlock occured here), and then used Ambuscade's 2nd pistol to finish him off and win the game.
Has anyone so far unlocked without having both of his Modules in play?
I'm wondering if the healing is a hard requirement, or if it's just a red herring since Null Point Calibration Unit is out.
So, take 11+ Fire, take 11+ Cold, deal 11+ Cold?
That's posible.
I think receiving 3+ buffs is still a possibility, but 11/11/11 may be good too.
My unlock happened specifically after the healing action was done - hit for 6 fire, retaliate with 11 cold, hit with fire again (8, for a total of 14 this turn), hit self with cold for healing 13 HP, unlock. Whether the hitting himself for cold needs to be for healing might be something to check.
What if it's not Fire/Damage/Heal but it's just all about the cold?! Maybe the condition is just:
On a single non-hero turn, AZ must:
I also have this hilarious mental image of horrified teammates going "Nooooo you forgot your null-point cal..." as Absolute Zero blasts himself in the face with a giant ice blast, so maybe it would be hilarious if the modules were not important as mentioned above.
So we need 2 things checked: Does he need the NPCU in play?
Does the target of the cold damage dealt need to be a villain target?
The unlock may involve that, but there is definitely another condition; I fulfilled all of the 10 HP conditions, with no unlock. Here are the details:
Team: DV, TLT, RC Wraith, AZ. Ambuscade, in Insula Primalis. AZ had both modules, Apertures, Cryo Chamber, Coolant Blast, and Sub-Zero Atmosphere (converts "end of villain turn" to "start of villain turn"). DV had Twist the Ether on Ambuscade. Obsidian Field out as well. Here's what happened during Ambuscade's turn:
Start of Turn:
(1) Ambuscade does 3 projectile to highest HP hero (AZ). DV converts that to fire, increases by one, Field and Cryo Chamber cancel out, AZ takes 4 fire damage. Transducer reacts, AZ directs cold damage to self, heals 7 HP (increased by Apertures/Field/Cryo Chamber)
(Total so far: Fire Damage Taken (FDT): 4 pts. Cold Damage Dealt (CDD): 0 pts. Healed: (HL): 7 pts.)
(2) Via Explosive Launcher, Ambuscade directs 3 fire damage to Wraith. Smoke Bombs reduces, redirects damage to AZ. DV keeps fire damage, increases by one, Field and Cryo Chamber cancel out, AZ takes 3 fire damage. Transducer reacts, AZ directs cold damage to Ambuscade, Apertures and Field increase to 5, Ambuscade takes 5 cold damage.)
(Subtotals: FDT: 7 pts. CDD: 5 pts HL: 7 pts)
(3) Via Explosive Launcher, Ambuscade directs 3 fire damage to TLT. Synaptic Interruption redirects to AZ. DV keeps fire damage, increases by one, Field and Cryo Chamber cancel out, AZ takes 4 fire damage. Transducer reacts, AZ directs cold damage to Ambuscade, Apertures and Field increase to 6, Ambuscade takes 6 cold damage.)
(Subtotals: FDT: 11 pts. CDD: 11 pts. HL: 7 pts.)
(4) Via Explosive Launcher, Ambuscade directs 3 fire damage to AZ. DV keeps fire damage, increases by one, Field and Cryo Chamber cancel out, AZ takes 4 fire damage. Transducer reacts, AZ directs cold damage to self, Apertures/Field/Cryo Chamber, heals 7 HP.
(Subtotals: FDT: 15 pts. CDD: 11 pts HL: 14 pts.)
Ambuscade's turn ended…and no unlock. So, AZ took >10 HP fire damage, dealt >10 HP cold damage to a single target, and healed >10 HP, all in a single turn, and no unlock.
True, there seems to be something like a minimum damage in a single shot needed since there is an non-unlock on reddit involving lots of small packets of damage and healing. Maybe there's a "AZ must deal more than 10 cold damage in a single attack" clause as well.
Also, my unlock triggered immediately after Absolute Zero did the final healing burst, and didn't wait till end of turn.
There's definitely more than > 10 damage/healing involved. I just tried it again. Team: TLT, PW AA, DV, Wraith, AZ. Ambuscade in Insula Primalis. AZ had in play both modules, Apertures, Cryo Chamber, Thermal Shockwave. Twist the Ethers on Ambuscade and AZ. Two Obsidian Fields in play. Ambuscade had out the Explosive Launcher (3 AOE Fire damage at end of turn).
On Ambuscade's turn, he played Rigged to Explode, so no damage there.
(1) Ambuscade's end of turn. 4 Energy damage directed at highest HP hero (AZ). Turned to Fire by Twist the Ether. With all buffs, AZ takes 6 fire damage. Transducer reacts, AZ deals 10 cold damage to Ambuscade.
(Subtotals: Fire Damage Taken (FDT): 6 HP. Cold Damage Dealt (CDD): 10 HP. Healed (HL): 0 HP).
(2) Explosive Launcher. Aimed at DV, Smoke Bombs redirects to AZ, AZ takes 4 fire damage total. Transducer reacts, AZ does 8 more cold damage to Ambuscade.
(Subtotals: FDT: 10 HP CDD: 18 HP. HL: 0 HP)
(3) Explosive Launcher. Aimed at TLT, Synaptic Interrupt redirects to AZ, AZ takes 5 fire damage. Transducer reacts, AZ directs cold damage at himself, heals 10 HP.
(Subtotals: FDT: 15 HP CDD: 18 HP HL: 10 HP)
(4) Explosive Launcher. Aimed at AZ. AZ takes 5 fire damage. Transducer reacts, AZ directs cold damage at himself, heals 10 more HP.
(TOTAL: FDT: 20HP CDD: 18HP HL: 20 HP)
No unlock upon reaching the damage totals, no unlock at end of Ambuscade's turn, and no unlock after beating Ambuscade (which happened on AZ's next turn).
Successful unlock. More or less the same things I tried before (Team: PW AA, TLT, DV, Wraith, AZ. Ambuscade in Insula Primalis.) This time AZ had in play: Both modules, Apertures, Cryo Chamber, Coolant Blast, Thermal Shockwave, Subzero Atmosphere, Cold Snap (only ongoings not in play were Glacial Structure and Impale). Twist the Ether on Ambuscade. Three Obsidian Fields in play.
On Ambuscade's turn, he first did his end-of-turn damage (thanks to Subzero Atmosphere). The 4 projectile damage was converted into 7 fire damage (thanks to TtE and the buffs), and AZ turned around and did 11 cold damage to Ambuscade. Then Ambuscade played Snatch and Grab (H-2/H-1 damage to highest HP hero). He did a buffed 6 fire damage to AZ (so 13 total fire damage to AZ in the turn), which AZ used to heal himself 11 HP, at which point I got the unlock immediately.
Total damage: Fire damage to AZ: 13 HP (6 + 7). Cold damage inflicted: 11 HP (all at once). HP healed: 11 HP (all at once).
The big differences I could see between this and my unsuccessful unlock attempt were:
--more buffs in play (three Obsidian Fields and a Twist the Ether in addition to AZ's own cards)
--AZ had both Coolant Blast AND Thermal Shockwave in play (on my first unlock attempt I didn't have Shockwave; on my second attempt, I didn't have Coolant Blast)
--AZ did more than 10 cold damage in a single shot
--AZ healed more than 10 HP in a single shot
--Interestingly enough, AZ *didn't* take more than 10 fire damage in a single shot -- it was 6 and 7. Perhaps the *taking* of fire damage doesn't matter; it's just the doing damage/healing that matters? I.e., maybe something like this?
"Outside of his turn (or "on a non-hero turn"?), Absolute Zero must deal more than 10 cold damage in a single blow, and heal himself more than 10 HP in a single action (single shot? single swipe?)"
and possibly:
"...Both Thermal Shockwave and Coolant Blast must be in play."
I had Thermal Shockwave in play during my unlock, but not Coolant Blast.
In my game, cards AZ played and powers used prior to unlock:
I had Coolant Blast in play in my unlock, but not Thermal Shockwave.
My new guess would be:
Absolute Zero must take more than 10 fire damage, heal more than 10 damage and deal more than 10 cold damage in a single turn that is not his.
@MigrantP any chance I can get an insufficient or not necessary?
At least with respect to the cold damage and healing, just the amounts are not enough. See my above posts – there was no unlock when AZ took 20 fire damage, dealt 18 cold damage and healed 20 points in a single turn, but did it in increments during the villain turn by aggregating different attacks (ex: 5 HP + 5 HP + 5 HP + 5 HP).
The unlock only came when AZ healed >10 HP and dealt more than in a single "swipe" ("action"? "shot"? "blow"? "attack"?). So it appears that it's not just the amount of the damage, but doing it all at once, that is important.
Note that there is an unlock earlier this thread that did the healing in two 10 HP shots and that worked. They did do an attack for > 10 cold damage so maybe the healing is separate as a condition from the damage.
There were a lot of attempts at doing it using damage on a hero turn (Ra for example) that never resulted in an unlock. We've only been consistently getting this on the Villain turn or the environment turn, although I don't know if anyone has tried using hero damage on a non-hero turn.
I just got the TN-AZ unlock, so here's another data point...
Ambuscade in Insula Primalis (2 Obsidian Fields in play) vs AZ (23hp), Leg (17), Vis (8), Scholar (15), RC Wraith (5). AZ has both modules, apertures, cryo chamber, & an impale in play. I had Vis "suggest" Snatch & Grab since AZ was highest HP.
Unlock on Villain turn:
Ambuscade plays Snatch & Grab, TtE changes the 3 melee dmg to Fire +1, 2OF +2, cryo -1 (AZ takes 5 fire, now at 18hp)
AZ turns resulting cold blast on himself (5 cold, 2OF +2, cryo/aperture +2, legacy +2) for an 11 point heal putting him at 29 exactly (max HP)
S&G hits AZ for 4 more, which becomes 6 fire (he's now taken 11 fire this turn, in two parts)
That 6 turns into an 11 point cold blast directed at Ambuscade and Unlock happens
That is almost exactly what happened on my unlock – S&G changed by TtE to fire, directed at AZ, with one (minor) exception: I did the damage to Ambuscade first, and healed AZ second; the unlock came after the heal. So seems (1) it's neither the healing nor the cold damage individually–both have to happen; and (2) the fire damage to AZ can come in multiple parts, but the cold damage and healing have to be over 10HP all at once.
[delurks because I seem to be the only one who's wondered this]
I wonder if we're missing that the cold damage dealt and the healing received have to match.
On a first attempt after reading the "do more than 10 cold and 10 healing", I did way more than 10 cold and 10 healing (truly epic villain turn involving a cloaked Ambuscade, Charged Attacks, Twist the Ether, and lots of devices to kill) but still didn't get an unlock which confused me greatly... but I realized belatedly that the totals also didn't match.
Because on a second go-around I did 11 damage, 9 damage, 10 heal, another 10 heal... and then got the unlock right after that second heal, which is the part that got me wondering.
And looking at logs, it seems at first glance like people always either have matching damage/heal or if there's discrepancies it's because of damage reduction and not because AZ initiated a different amount of damage/heal.
Both - some parts of that are insufficient and some elements are not necessary.
I have a feeling taking damage is not strictly necessary, even though it effectively is necessary in order to get the damage and healing.
My Guess:
Absolute Zero must deal 11 or more damage and heal 11 or more damage in a single turn.
Don't forget the "all at once" part – the 11 seems to have to be inflicted/healed in a single instance of damage, rather than (ex:) 6+5.
Unlocked on Steam
Added Log file.
I did it differently (slightly). Still used Tachyon to redirect.
How about the damage boost amount?
Did anyone unlock with less than +2 bonus damage?
I saw a couple fails that seemed to have only 1 bonus damage.
I have a log for the pile, but I don't think it gives too much information. Location is here.
The only thing that I really notice is that midway through the game I hit a River of Lava, which allowed me to both take and heal 10 damage. That didn't do the unlock. At the end of the game AZ took 9 damage, healed 13, and then took 9 more damage and dealt 13 to Ambuscade, which triggered the unlock.
I feel like "must do at least 10 damage/heal in one shot" (possibly "at least once") has to be part of the requirement at least, because doing more than 10 of each total on a villain turn in lots of 6 or so size chunks didn't work for me, but doing the 11+9+10+10 did.
Got the unlock in IP against Ambuscade. I got Twist the Ether on Ambuscade but he wasn’t getting a lot of useful devices for me to twist.
Finally I got Volcanic Eruption and River of Lava in play at the same time (along with 3 Obsidian Fields).
Got the unlock as soon as I had healed >10 in one hit and dealt >10 cold damage in one hit on the Environment turn.
This is my first time being around for the release of new alternate cards. Has anyone NOT been able to unlock it with this method, or been able to unlock it some other way? If not, what’s the confusion about the unlock condition?
The condition might work, but it's probably either not specific enough for the condition or too specific.
For example, most unlocks seem to trigger it using Ambuscade in Insula Primalis. I'm guessing neither of those are specifically required.
Or this condition might be something like "In a single turn, Absolute Zero must receive damage that is boosted twice and deal damage that is boosted twice."
In short, while we know it works, we don't know why it works yet, and that's the mystery to solve for MigrantP to tell us we did a good job.
If I ahve been paying attention, most people (me included) got it on a turn other than AZ.
To sum up the recent things I've seen
* People have gotten the unlock after healing, dealing damage and after being dealt damage, so all three of these things appear to be involved
* the damage that AZ deals does not have to be cold. the damage he takes does not have to be fire.
* he needs to deal a big burst of damage (> 10 damage, or something involving boosts), but can heal and take damage in smaller chunks
* obvious but new: the unlock after taking damage happened after it was confirmed he was at 1 HP, so not being incapacitated may be part of it.
* everybody so far has unlocked it either on the environment or the villain turn. I don't think anyone has gotten it attacking a hero target, or being attacked by a hero target.
So the current incomplete guess but "sufficient" guess is something like:
On a single non-hero turn, Absolute Zero must:
* deal more than 10 damage in a single attack to a non-hero target
* receive more than 10 damage from a non-hero target
* heal more than 10 HP
and not be incapacitated. Absolute Zero must have his modules out.
Things still to confirm is whether this would work if the damage coming in/going out is unboosted (maybe twist an EPE, no Legacy boosts or Obsidian fields?) vs. whether the amount of boosting is the important part, whether his modules are necessary (oooof - but I think we know that the damage can come from Coolant Blast, but I believe the module was still in play). I don't know if we've confirmed whether you could use both the environment and villain turn to do this.
On yesterday's Sentinels Live, MigrantP brought up Termi-Nation Absolute Zero's card and mentioned, rather blatantly, that it does not specify the type of damage. With a "Hint, hint," afterwards.
Just putting that out there.
Maybe the heal isn't necessary and it's just resolving just to check that Absolute Zero isn't killed by the attack? We definitely know he can take or deal any kind of damage...then again, maybe we haven't confirmed that he has to survive...
Maybe it really is as simple as deal 10+ damage in a single strike on a non-hero turn.
Nah; I did that and didn't get it. I only got the turn when he healed and took 10+ damage in the same turn.
The community has discovered the official unlock condition for Termi-Nation Absolute Zero:
In a single non-hero turn, regular Absolute Zero must take over 10 damage, regain over 10 HP, and deal over 10 damage to a single non-hero target (in one shot). These three things can happen in any sequence, but all must occur on the same turn.
Hooray! Here is my method (although I don’t think it is the best).
Chrono-Ranger with compound bow and Ultimate target allows him to attack AZ on the villain turn. Twist the Ether allows choice of damage, and Hunter and Hunter and a bunch of bounties and a couple other pluses (e.g. Twist the Ether, Legacy, etc.), should alllow the bow to do two sets of enough damage.
Woohoo they've all been discovered.
I think the best method would be one where AZ doesn't have any cards in play =)
Hmm...How would he heal/deal damage then...
Other heroes or affects can heal him. Proverbs and Axioms, Vitality Conduit, Dr Medico, and Cash Out
Yeah, but I would think that having his moduels would make it slightly easier...
I think in this instance "Best" is defined as "makes MigrantP warm inside to think of all the people attempting it".
Holy crap, was that hard to pull off! XD The Chrono-Ranger method is not easy!
You might need to wait for the cards, but if you don’t mind waiting, you can just hide behind a Meteor Storm then come out once you are setup.
Perhaps there's some way to compel Absolute Zero to deal damage.
Prime Wardens Haka might be a way for MigrantP's challenge. Charge up AZ and one other characters with Haka of Battle's so their next attack is over 10.
Then, Atlantean Font of Power reveals a damaging One-Shot for AZ to deal to a non-hero target, a damaging One-Shot for another character to hit AZ for 10 damage, and Haka of Restoration to discard a bunch of cards to heal AZ.
Without relying on the Environment:
PW Haka, AZ, CC, O-X, and a damage dealers: PW Haka charges AZ and on damage dealer Villain hits everything. Dinamic Siphon on damage dealer hits AZ for over 10. Dynamic Siphon on O-X Timeshifts AZ to play a card that deals damage, and hits a non-hero target for over 10. Dynamic Siphon on Haka allows him to play Haka of Restoration and heal for over 10. You should be able to hide behind a Meteor Storm to set this up. Might take awhile though.
A bit complicated but
Ab Z, Parse, Guise, The Sentinels, AA
Parse boost damage by Guise by 4 and Absolute Zero by 8.
Guise uses Selling Out:
First he hits Ab Z for 8 with Best Card… Then he copies Hippocractic Oath… chains stuff together to heal Zero by 10.
Lastly, he uses Vocalize via I can do that too to give The Sentinels a play.
Writhe hits Zero with Blackout.
Provoke him by calling him names.
That's just cold.
AZ always reacts coldly when someone delivers a burn.
Those solutions are cool =)
Does the "in one shot" modify just the doing damage part, or all three? I got the unlock previously, but I would swear that although I did >10 damage in one shot, and healed >10HP in one shot, the damage AZ took was in two bursts of 7HP each.
Just "deal over 10 damage to a single non-hero target".
All those sollutions sound pretty chill, but a mite complicated . I got the unlock last night by bringing alongTLTachy(Draw power is always appreciated), Legacy(Buffs ahoy), Dark Vis(for digging and Twists), the AZ(unlockee himself), and Chrono(Bounties and plenty of twisted damage). The fight was standard fare while I set up for the idea of Chrono using revenge damage to help out AZ on this one. Twisted both Ambuscade and CR along with plenty of bounties(with Hunter and Hunted) and boosts from Legacy, and after some time enough Obsidian Fields came out to push it all over the limit with Ambuscade's first strike on AZ. He did 7 fire, CR reacted with a 10+ shot of fire to AZ, and AZ healed/blasted Ambuscade for even more.


My wife had a great idea for unlocking this that we both used successfully Play against Omnitron w/ TL Tachyon and Visionary (Dark, probably), plus one or two others. We used Rook City Wraith to keep an eye on Omni’s deck and the environment, and Adept to have someone to skip a turn (Meteor Storm).
Get Electro Pulse device, put Twist the Ether on it. Change damage to fire as it hits Absolute Zero, so he both gets hit and fires back (both modules in play). Then aim at Tachyon with cold damage when she has Synaptic Interruption out. Redirect at her frozen friend for some healing, and presto … Unlocked. As suggested above, play at Mars to potentially hide behind Meteor Storm as you get set up.
Nice!
Ooh, that sounds a lot more doable!
Hmmmm…that made me think what else can do that kind of damage. Blade with Devious Disruption might work, and maybe even Bomber Blade.
I know this is after the fact, but now that Stuntman is out, you can unlock Termi-Nation AZ using just heroes, completely irrelevant of the villain or the environment. Here's the setup: Stuntman, PW Haka, CC, Visionary, and AZ.
Visionary is going to need to have played Twist the Ether on Stuntman. CC has Dynamic Syphon (with full health) out on AZ, Stuntman has out Lance-Flammes and either L'Embuscade or Dramatic Cliffhangar (I recommend DC though). AZ has out both modules and Coolant Blast. PW Haka uses his innate to play Haka of Battle on Stuntman, discarding a minimum of 7 cards.
That's all the setup required. To start the combo, trigger Dramatic Cliffhangar at the end of the environment turn and use Lance-Flammes. Choose AZ as the first target, make sure that the damage is fire damage, and increase by 1 with Twist the Ether if you discarded exactly 7 cards. This will deal 10 fire damage, triggering Isothermic Inducer. Use the cold damage to heal AZ. Choose Dynamic Syphon as the second target and make sure to reduce the damage with Twist the Ether (this is important, because otherwise Lance-Flammes will kill Dynamic Syphon automatically since it would only have 2 HP left). Dynamic Syphon will allow AZ to use a power, and AZ uses Coolant Blast targeting the villain (or really any non-hero target).
And that's it! A few things to note: Stuntman should not have any buffs or else when he hits Dynamic Syphon, it will be destroyed. For this reason, I recommend regular Stuntman rather than Action Hero Stuntman. The non-hero target that you hit with Coolant Blast can have less than 10 HP, and you will still get the unlock (in my unlock, I hit Baron Blade when he had only 8 HP left). However, the non-hero target can't have damage reductions that would make the damage that you deal less than 10.
I've attached my log of my unlock using this method if anyone is interested. Let me know if anyone can figure out ways to improve this method!
Fantastic! :D
I gave the Stuntman strategy a shot against Infinitor. Probably not the best choice, since Infinitor’s difficult to control and pretty dangerous, but I thought I’d also try for Requital Captain Cosmic at the same time. I also played in the dinosaur island to give myself another avenue.
It didn’t work out, though I did get Requital Captain Cosmic. Even though Sub Zero Atmosphere was neutralizing the manifestation damage, and AZ was in fine shape, everyone else was hurting and the number of “all targets take 1 point” events was taking its toll. Particularly the if Obsidian Field was out when they triggered.
One thing I noticed, though, was that Stuntman isn’t really important to the strategy. Any hero with a power that attacks twice can take his place if Captain Cosmic puts a Syphon on him as well. Even, notably, Haka if he has his Taiaha out. Since the strategy requires Twist the Aether to prevent Stuntman from destroying the Syphon on Absolute Zero, you can use anyone and make the initial attack fire. For that matter, if you’re facing a villain who does 1 point pings against all hero targets (like Infinitor), you don’t need a hero who can attack 2 targets. The villain can trigger the second Syphon.
About the only thing Stuntman brings to the table is methods of triggering the initial attack without relying on villain or environment damage to fire off a syphon placed on him.
I managed the unlock.
Along the way, I discovered a couple of things. "Discard exactly 7 cards" doesn't work, because that yields 2 + 7 + 1 = 10 damage. The wording for all 3 clauses is "over 10 damage," meaning 11 damage or more. I discovered that 10 is not enough the hard way.
Thermal Shockwave also works, if you boost Absolute Zero with PW Haka. Thermal Shockwave does 11 Cold damage to one villain target, Absolute Zero takes 11 fire damage, AZ then heals himself with the resulting 11 cold damage. The main caveat is that the initial attack can't end the game.
If you're using Thermal Shockwave, you don't need another hero or Twist the Aether. All you need is Dynamic Syphon on Absolute Zero, and some way of doing damage to it during the environment or villain turns that won't destroy it. Any cards that ping all hero targets for 1 point will do the trick.
Thus, the mininimum is PW Haka, Absolute Zero, and Captain Cosmic. The other 2 heroes are discretionary. Stuntman remains useful since he can do damage pretty much on command during non-hero turns with any of his cards that let him use a power. Things like "get behind me!" and "moving target" work as well as Ambush or Dramatic Cliffhanger. The Chrono Ranger / Ultimate Target combo people mentioned upthread also works.
EDIT: To clarify, I mean that Stuntman or Chrono Ranger does 1 point of damage to the Syphon during the environment or villain turn. That triggers Thermal Shockwave which then cascades to the unlock. You only need this if the villain or the enviroment won't do it for you.
What I can't see working is Compulsion Cannister, which MigrantP suggested. You can boost the first damage, but no easy way to add +9 damage to the second attack.
I think I figured out 2 ways to use the Compulsion Cannisters, both of which have fun with the Ember Shaman from Magmaria. The easiest way to get Magma Crystals in all the applicable heroes' hands is with Fiery Crystallization.
Method 1:
Setup is Skyscraper, AZ, Visionary, and PW Haka at Magmaria. Skycraper should be in Tiny mode with a Compulsion Cannister and Magma Crystal in hand. PW Haka charges AZ so his next attack will be over 10. Visionary has played Twist the Ether on AZ. AZ has both modules and Coolant Blast out and a Magma Crystal in hand. Magmaria has Ember Shaman out.
Ember Shaman activates at the end of the Environment turn, first allowing Skyscraper to use a power by discarding her magma crystal. Skyscraper uses her power to play Compulsion Cannisters from her hand on AZ. Twist the Ether so the damage is fire, so AZ will now hit himself for 11+ fire damage, Isothermic Inducer will react and then Null-Point Calibration will heal him for 11+ health. Aim the second damage at any non-hero target (it really doesn't matter, as long as you don't kill the Ember Shaman). AZ can now discard his magma crystal in order to use Coolant Blast and deal 11+ damage to any non-hero target.
While this is specifically designed for Compulsion Cannisters to be used, its actually a lot simpler if you subsitute Stuntman for Skyscraper, as you don't need Twist the Ether. Setup is Stuntman, PW Haka, and AZ. Stuntman has Lance-Flammes out and a Magma Crystal in hand. PW Haka charges Stuntman, and AZ has both modules and Coolant Blast out, Magma Crystal in hand. Magmaria has Ember Shaman out.
Ember Shaman activates at the end of the Environment turn, first allowing Stuntman to discard a magma crystal to use Lance-Flammes to hit AZ for 11+, Isothermic Inducer reacts and AZ heals back up. AZ discards his magma crystal in order to use Coolant Blast to deal 11+ damage to any non-hero target.
You can get this same thing to happen if only AZ has a Magma Crystal, as long as Stuntman has a way to use a power during the Environment turn before Ember Shaman activates.
Method 2:
This doesn't require AZ to have any cards played out yet.
Setup is Skyscraper, PW Haka, FS Parse, F5 Legacy, and AZ (in that order). Everyone but AZ must have a Magma Crystal in their hand. Skyscraper should be in Tiny mode with a Compulsion Cannister in her hand. PW Haka charges AZ and has Haka of Restoration with 9+ other cards in hand (not counting Magma Crystal), FS Parse has 3 Critical Multipliers out, with Recompile on the bottom of her deck, and AZ has Frost-Bound Drain or Hoarfire in his hand (or on the bottom of the deck).
Ember Shaman activates at the end of the Environment turn. Skyscraper discards Magma Crystal to play the Compulsion Cannister on AZ. AZ deals himself 11+ damage, and then deals damage to any non-hero target. PW Haka discards Magma Crystal to play Haka of Restoration to heal AZ for 11+. FS Parse discards Magma Crystal (gives +3 from Critical Multipliers to AZ), plays Recompile, discards 2+ cards (gives +6 from Critical Multipliers to AZ). If the damage dealing one-shot for AZ is on the bottom of the deck play it now with FS Parse's power, aiming at any non-hero target (2/3 damage + 9 damage from Critical Multipliers). If the damage dealing one-shot for AZ is in his hand, play it with F5 Legacy's power.
Again, this is designed to use Compulsion Canisters, but all that is happening is that AZ is taking 11+ damage with it, so you could actually cut it out completely, give the Magma Crystal to AZ instead, and just use his base power to deal himself 11+ damage (just make sure that AZ is before FS Parse in the order)