Bastion/Dreams

Dreams are optional challenges that consist of waves of enemies. Each major character has a Dream, beginning with the Kid's and concluding with the Stranger's, whose Dream was initially DLC. The Dreams progress in difficulty in the order that they are introduced, and are accessed via items that slowly become available as the Kid travels through the story's stages. They can be revisited as often as desired using these items, making them prime spots for grinding experience and farming Fragments. However, they become even more challenging when paired with the Shrine's ../Idols/, a challenge proposed by the game via a Vigil that requires the completion of a dream with one Idol activated, and by achievements and trophies that require the completion of each dream with five Idols activated and all ten Idols activated (though these achievements and trophies can be stacked so that both can be achieved via one playthrough with all ten activated).

Consider waiting until a New Game+ playthrough to attempt the challenges provided by the Dreams. Ideally, the Kid's level should be maxed and his preferred weapons should be fully-upgraded before going through runs of the Dreams with Idols activated. While all Dreams may require different strategies in order to deal with the enemies exclusive to them (with the exception of the Stranger's Dream, which combines all enemies), here are some general tips that can be applied to all Dreams:
 * The Brusher's Pike and the Galleon Mortar are recommended across all Dreams, as the Brusher's Pike provides reach unseen in other melee weapons and the Galleon Mortar provides both range and incredible power. However, obtaining the final upgrade for the Mortar is a necessity, as the Mortar's bombs will damage the Kid if he fires them too close otherwise.
 * ../Secret Skills/ to take into Dreams depend entirely on preference; the Galleon Mortar's Bomb Barrage can provide powerful cover fire in a pinch, but Turret Surprise and Sneaky Decoy provide distractions that can allow the Kid to escape imminent danger. The choice is yours, but if pure power is what you seek, Bomb Barrage is the way to go.
 * Recommended ../Spirits/ include Squirt Cider, Hearty Punch, Bastion Bourbon, Werewhiskey, Black Rye, Whale Ale, and Lifewine. However, perhaps most helpful of all is Leechade, which allows the Kid to restore his health as he fights off enemies. This becomes especially important when combating Roathus' Idol, which causes Health Tonics to no longer appear after waves.
 * Use the environment to your advantage. The Singer's and Survivor's Dreams contain obstacles in the environment that cannot be broken, allowing the Kid to use them as cover against enemies. The Stranger's Dream has pillars that rise out of the ground after each wave, providing the Kid with more cover that he can retreat to in later waves.

Kid
The Kid's Dream can be accessed via the Pipe that finds its way to the Bastion following completion of the ../Cinderbrick Fort/. It features Caelondian enemies, as these are the enemies that have been encountered by the time that the Kid's Dream is unlocked. It takes place in a simple grassy arena, with Skybridges at each corner that allow the Kid to hop to different spots in the arena.

One notably difficult wave is at the Dream's midpoint, featuring large Gasfellas who strike at the floor and a large Scumbag that tosses slime. When you hit this wave, focus on taking out the Gasfellas first, as the gaps that they create in the floor will only make subsequent waves more difficult; the Scumbag's slime does not do much damage in comparison. Another notably difficult round is the one that follows, featuring black Gasfellas that swing their axes in a rapid circular motion. Try to round them all up together and fire at them from a distance using a ranged weapon; this can be whatever you desire for a normal run, and with Idols activated, the Galleon Mortar should do just fine. Last of all is the final wave, which features Scumbags and a Mechanical Pyth. Distance yourself from the Scumbags and focus on blocking the charge of the Mechanical Pyth.