A amount of 16 challenges are involve to reach the hush-hush termination .
Those appear to getthe most out ofHi - Fi Rushwill have plenty to do after the citation roll . you may undertake theRhythm Towerand see how many enemy Wave you may clear , and of trend , you may replay spirit level on higher difficulties and aim for good rank . But in particular , one postgame natural action may pick up your sake : an entire extra fib quest leading to a secret end . If you wish to see how to unlock the secret ending inHi - Fi Rushand conquer the challenge affiliate with it , then feel free to keep on version . It goes without saying , but expect heavy spoilers from here on out .
What are the requirements to unlock theHi-Fi Rushsecret ending?
correctly after beat the game , you will be explicitly task with work back to previous level and finding the Spectra Doors shroud within them . Each of these doors contains a particular challenge that requires you to defeat enemies under specific conditions . We alreadyhave a guidedetailing how to find these Spectra threshold and conquer their various challenge . But if you wish to find them yourself , the game will bespeak which stages contain a doorway by displaying the Scripture “ Spectra ” on the level selection carte du jour .
Upon beating all of these Spectra Door challenges , you will unlock a brand - unexampled arena that you may enter by speak to Peppermint at the den . This country , the Spectra Hub Room , have eight more Spectra Door challenges for you to tackle . Most of these challenges serve as more difficult variant of the ones you receive in the main degree . After you end up all of them , you will take in access to the blatant door at the far closing of the Spectra Hub Room . This door leads you to the surreptitious ending ofHi - Fi rushing , so here ’s how to secure every challenge required to unlock it .
Spectra Door Challenge 9
This challenge involves defeating every opposition while staying off the ground as much as possible , much like the Spectra Door challenge in Track 1 . It even starts off the same manner with a undulation of fly bomb - throwing enemy that you have to Magnet Grab between to stay put airborne . Once you clear that wave , however , things become complicated , as the next wave feature standard golem enemy that remain grounded unless you launch them . While you still can afford to fall to the basis a few times , you really have to derogate these second so the timekeeper does n’t run out . For the initial wave of flying enemies , every clip you defeat one , seek to perform a double jumping or midair scheme before you Magnet Grab to reduce your chances of touching the flat coat .
For the grounded enemies , the most obvious resolution is to immediately plunge one into the air using your frighten away heavy attempt . Once you do , perform your veritable airy light plan of attack jazz group , but do n’t initiate the Beat Hit , as that will send the foe to the ground without kill them . Instead , perform three clear attack , waitress for a beat , and then perform three more to stay on in the aura until the foe dies . instead , you could use an ethereal Jam Combo if you have a incision of your Reverb Gauge stored up . you may even call in Peppermint after the third bang of your light attack combo to keep the enemy in the breeze and deal some extra damage .
Spectra Door Challenge 10
Just like the challenge in Track 2 , this one qualify you so that you only bring down damage on an foeman within 12 beatnik after duck an attack . The strategies for this challenge are n’t too different from the ones for the Track 2 challenge , except that you will be grapple with more shielded enemies . Just like before , your partners ’ attacks will only affect enemy shields within those 12 beats , so ensure you parry first . Also , keep in mind that the 12 - heartbeat rule only applies to the specific enemy that you sidestep . So if you sidestep an enemy and seek to assail the other one within the 12 - beat limit point , your attacks wo n’t affect them .
The first waving feature two enemies with blue shields , so you need to have Peppermint selected for this one . To help belt along this part up , you could actually skirt one of the enemy decently as they bring their shield up , as that technically counts as an tone-beginning . As soon as you see the foe move , press the counterpunch button one beat afterwards . Doing so successfully will immediately shatter the carapace without the need for Peppermint . to boot , the parry will trigger the 12 - beat limit and allow for you to get some early hits in .
After this initial wave , you will have to contend with two light-green shielded foe that need the use of Macaron . For this undulation , you will want to utilise Macaron ’s parry counter to break the enemy shield quicker . Normally , Macaron can only break a shield after performing two of his standard attack , not on the dot idealistic when operating under a time limit point . But by performing the parry counter , Macaron will let loose two clout that can put down one of the shield in one vicious slide .

Spectra Door Challenge 11
This challenge echoes the one in Track 3 by only allow you to deal scathe using counterpunch counters . The challenge only pits you against two basic foe , one short - range and one prospicient - range foeman . It sounds trivial , but the challenge forces you to defeat both of them within an highly tight 23 - second time point of accumulation . adhere to Macaron ’s parry replication will give you the honest prospect of success , as that one look at the most hurt in the short amount of time .
For the ranged foe , do n’t incommode trying to chase him down . Moving towards him will do him to run away from you and waste clock time , so just stand still and parry counter the blaster shots once they fare out .
Spectra Door Challenge 12
For this challenge , you have to consistently stay in musical rhythm with your input much like the challenge midway through Track 10 . But while that one demand a Just - Timing score of at least 85 % , this one need that you keep at least a 90 % grade by the time you finish off the last opposition . To make things extra tricky , the music that toy during the Spectra Hub Room challenge move at a truehearted tempo than the anterior challenges . ensure that you keep tread with the faster timing as you deal with the enemies here .
This challenge pits you exclusively against fire - based enemies , so you will want to bring out Korsica to make things soft . If the enemies result trail of fire on the solid ground , do n’t waver to use Korsica so they do n’t become a job subsequently . Additionally , you should use her as shortly as the boxing robot enemy lights his hand on fire for an easy initiative . Also , keep in mind that both the threefold sweetener jazz group and the spinning fire uppercut from the pugilism enemy can be evade using the same eighth - note triplet rhythm . Once the phoenix enemy spawn , the common scheme of Magnet Grabbing it and perform the espouse dodge command should knead here .
Spectra Door Challenge 13
This one is fairly straightforward , as it plainly asks you to beat every enemy within a minute and 32 second . For the first wave , focus on the bike enemy and ruin its shield author as soon as it deploy one . If you disregard the carapace generator and head straight for the bike enemy , it will zip up away from you forever , waste precious fourth dimension . If you ’ve been perform Beat Hits at the last of your combos , you should have filled up enough of your Reverb Gauge so that you’re able to repeatedly use high - damage Jam Combos on the four - legged enemy once it spawns .
There are only a few challenges will to go on your way to unlock the secret terminate ofHi - Fi Rush . Do n’t falter now .
Spectra Door Challenge 14
This is another “ do n’t move the left stick ” challenge , and it ’s arguably even well-off than the last one . The challenge in Track 7 features several enemies with buckler , and although you could simply use your several partners against them , it was more efficient to utilize your particular attack against them to avoid running out of time . Unfortunately , the nonremittal input for spark off the especial attack involves pressing in the left-hand and right-hand joint , which may have led to an accidental slip - up .
With Challenge 14 , even though you ’re technically fight down more difficult opposition than before , none of them have shields . This sacrifice you less inducement to even nark with the left stick , provide you to focus solely on your Magnet Grabs , dodges , and parries . Only the buzzsaw opposition may potentially give you trouble due to its fast , multi - hit strings . But it only has two that you want to watch out for : one that can be parried in a four - quarter - note musical rhythm and another that you block in a five - 8th - line cycle . Keep those two rhythms in mind and you should take the enemy out with little to no issue .
Spectra Door Challenge 15
One of the harder challenges , this one asks you to defeat a bike enemy , a immature screen enemy , and a standard ardor enemy without call for damage . The material problem is the bike enemy , as once it sets the shield generator down , the other enemy can easily aggro and overwhelm you . And as mentioned before , the bicycle opposition will continually move away from you while the cuticle source is active , so it ’s not practical to go straight for it .
you’re able to make this challenge a lot easier for yourself using a round-eyed luring strategy . tolerate far forth from the carapace source so that the other two enemies move towards you . Once they get close , immediately lead for the shield source so you have enough space to safely destroy it . Then , focus on the wheel enemy before dealing with the rest of the group . Keep an optic out for any enemy tells so that you’re able to avoid unintentionally taking damage and losing the challenge .
Spectra Door Challenge 16
In a similar nervure to the Track 5 challenge , this one take you to shoot down four enemy with a Jam Combo so that you earn overkill bonuses for each one . You have a routine more margin with this one since it spawns eight enemy , allowing you to miss four of them and still complete the challenge . However , the enemies are loosely much bad than in the last challenge away from the four standard enemies in the first wave and the bigger sword enemy in the 2d undulation .
For the first wave , concentrate on getting battery to fill up your Reverb Gauge . you may use Quick Beat Hits on either the small enemies or the samurai enemy to get some batteries without sell too much harm to them . Due to the samurai enemy ’s high health , though , you’re able to give to habituate a full jazz band against him , which will repay you with more batteries upon execute the Beat Hit . And recollect that you’re able to still perform a Jam Combo from a Quick Beat Hit . So if you require to get an overkill bonus but do n’t need to put on the line dealing too much damage to an enemy with a full jazz band , the Quick Beat Hit should help with that .
Hi-Fi Rushsecret ending challenge: Dealing with the bigger enemies
The second wave spawns only bigger foe , so you could get away with execute a few more full combos on them to get more bombardment . But if you need to get an overkill fillip on either the samurai enemy or the buzzsaw enemy , there is a manner to do so slightly consistently . Once you get them to low health , they will set about to trigger the counterpunch minigame that you typically use to terminate them off . If they set off this minigame , dispatch the chronological sequence , but do n’t perform the Beat Hit at the end . Do the accurate same matter if they initiate the parry minigame a second time .
Once their comic Koran scud consequence goes away and they become vulnerable again , they should have low enough health to die to a Jam Combo . To be dependable , you could attempt to start the Jam Combo from either a Quick Beat Hit or a short combo . you may also bypass the larger enemies ’ counter minigame outright by parrying them as presently as they seek to initiate it . After you deflect them double , you may try and utilize a Jam Combo to stop them off .
How to unlock the secret ending ofHi-Fi Rush– After the challenges
With every Spectra Door Challenge cleared , you may now lastly enter the Spectra Hub Room ’s cryptic door . You key out that — jounce horror — the Spectra programme live on even after Kale ’s death . An AI replication of Kale taunt you for unknowingly reactivating Spectra , but just as it looks like a concluding showdown is about to begin , the car in the back deactivates . The camera move over to show that a cleaning bot murder the car ’s hype from the sales outlet , eliminating the menace just like that . The twenty-four hours has been saved , and you did n’t even have to lift a finger . Congratulations !
As a reward for accessing the secret terminate inHi - Fi upsurge , you get a brand - newfangled chip that lets you see the enemy ’ hit points . This may seem like a foreign advantage considering all of the effort you croak through to obtain it , but it may very well come in ready to hand when tackling the higher difficulties .

You have a lot ahead of you if you want to unlock the secret ending ofHi-Fi Rush. Screenshot via PC Invasion

Screenshot via PC Invasion

The secretHi-Fi Rushending is a short while away. Screenshot via PC Invasion

Screenshot via PC Invasion