Termi-Nation Absolute Zero unlock

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.