Hi-Fi Rush Guide: All SPECTRA Doors Locations Guide

A complete guide on finding all the SPECTRA doors in Hi-Fi Rush.

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 understanding the enemies and world’s rhythm, proceed past him.
  • Look for a ledge and drop down towards the lower right section.
  • Find a locked door with gears nearby.
  • The objective is to defeat the enemy without touching the ground.
  • Utilize the magnet grapple to approach and finish off the enemy.

Track 2: Power up

  • Use Peppermint to destroy the shields of heavily guarded robots encountered in the arena.
  • Defeat the robots and climb up the catwalk.
  • Find a locked Level 2 door in this area.
  • Remember that enemies are only susceptible to attacks for 12 beats after a successful parry.
  • This applies to both Z armor and barriers, so plan your attacks accordingly.

Track 3: Trial By (Volcanic Fire)

  • Upon completing Test Chamber 3, leave the laboratory and proceed through the hallway.
  • Head right and find a section of the hallway that has collapsed.
  • Jump over the fallen rocks and continue along the path until you reach the SPECTRA door.
  • The objective is to eliminate enemies solely by using parry and counter abilities.
  • Remember that Peppermint’s counters do not inflict any damage.
  • You will need to purchase the appropriate counters from the shop to achieve victory.

Track 4: Less Budget, More Problems

  • Upon reaching the Peppermint Shop kiosk, turn to the right to locate a wind generator.
  • After unlocking the third companion, revisit this area.
  • Use the new companion to activate the wind generator, which will create an alternate path for platforming.
  • Follow the path to find a SPECTRA door.

Track 5: Breaking Out

  • You can find the challenge on the same platform where you discovered the Broken Armstrong Circuit.
  • The objective is to eliminate enemies using Overkill tactics.
  • This requires using a team attack to deliver the finishing blow instead of a standard attack.

Track 7: The Climb

  • In the initial Security 02 area, proceed past the shop and climb the stairs.
  • Look for the door situated at the top right corner, near a vlog that describes it.
  • Remember that only regular movement is counted, and you can still use the magnet grapple to approach and defeat enemies.

Track 8: A History Lesson

  • After passing the third Vandelay exhibit, you’ll encounter a generator sequence that culminates in magnet hooks.
  • Once you reach the end, turn around and cross the pipes to locate the door.
  • In this challenge, you are not allowed to inflict any damage on enemies.
  • Instead, rely on your parrying and dodging abilities to overcome the obstacles and complete the challenge.

Track 10: A Masterplan

  • Upon entering the atrium, do not press the hammer button; instead, head towards the right.
  • Utilize the balconies to reach a higher platform, which contains a graffiti, a life gauge piece, the
  • Armstrong Circuit, and the SPECTRA door.
  • In this challenge, your score is determined by the time it takes you to complete the combat encounter.
  • Any combination of moves is permitted as long as you meet the Just Timing standard.
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