In Hi-Fi Rush, SPECTRA doors have an ominous red light and numbers etched on them. They are important because once you break through, you’ll be presented with a challenge. After completing said challenge, you’ll be rewarded with several goodies (and collectibles) that all count towards the game’s completion. Here is a guide to all the SPECTRA door locations.
Track 1: A Fresh Start
After meeting Smidge and learning about the enemies and the rhythm of the world, go past him and search for a ledge. Drop down from the edge towards the lower right part and you’ll find a bunch of gears along with a locked door.
The goal here is to defeat the opponent without touching the floor. Use the magnet grapple to close the distance and deliver the finishing blow.
Track 2: Power up
Use Peppermint to break the shields of the heavily defended robots that you come across in the arena. Defeat them and then climb up the catwalk. You’ll find a locked Level 2 door in this location.
Enemies are only vulnerable to hits for twelve beats after you parry them. This includes damage done to the Z armor and barriers.
Track 3: Trial By (Volcanic Fire)
Once you finish Test Chamber 3, exit the lab and travel through the hallway that has a spectacular view of the volcanic interiors of the caves. Head right and search for a caved-in section of the hallway. Hop over the fallen rocks and keep following the path until you come across the SPECTRA door.
The goal here is to destroy enemies only using parry and counter abilities. Peppermint’s counters don’t deal any damage, and you’ll have to buy the necessary counters from the shop.
Track 4: Less Budget, More Problems
After reaching the Peppermint Shop kiosk, look to the right for a wind generator. Return to this area after you’ve unlocked the third companion. Use him to activate the generator and create an alternate platforming path that leads to a SPECTRA door.
The challenge is all about using doge counters.
Track 5: Breaking Out
On the same platform you found the Broken Armstrong Circuit. The challenge is also pretty straightforward. You’ll have to defeat enemies using Overkill, which means using a team attack to finish an enemy instead of a regular attack.
Track 7: The Climb
Within the first Security 02 area, cross the shop and head up the stairs. The door is located at the top right, next to a vlog that also describes the door.
To pass the challenge, is not to move. The game only counts regular movement, so you can still use the magnet grapple to reach enemies.
Track 8: A History Lesson
Once you cross the third Vandelay exhibit, you’ll come across a generator sequence that ends in magnet hooks. At the end, turn around and cross the pipes to get to the door.
You cannot damage enemies and will have to use your parrying and dodging skills to complete the challenge.
Track 10: A Masterplan
After entering the atrium, ignore the hammer button and head right. Use the balconies to get to a higher platform with a graffiti, a life gauge piece, the Armstrong Circuit, and, finally, the SPECTRA door.
It’s a time-based challenge (stat that determines your overall score at the end of combat). You can use any combination of moves so long as you meet the Just Timing benchmark.
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