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| {{Header Nav|game=Bastion}} | | {{Header Nav|game=Bastion}} |
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| *'''Heavy Counterweight''' for +50% damage. | | *'''Heavy Counterweight''' for +50% damage. |
| These upgrades allow the Brusher's Pike to defeat a Pincushion in one strike, as opposed to the two strikes that they normally take. This should prove to be a great time saver, though taking the most efficient path through the map is just as important. Start by taking the left path and proceed to move around the map in a circle, activating switches and striking at any Pincushions in the way as you go. | | These upgrades allow the Brusher's Pike to defeat a Pincushion in one strike, as opposed to the two strikes that they normally take. This should prove to be a great time saver, though taking the most efficient path through the map is just as important. Start by taking the left path and proceed to move around the map in a circle, activating switches and striking at any Pincushions in the way as you go. |
| ==[[File:Bastion weapon Army Carbine.png|25px]] Trigger Hill==
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| {| {{prettytable|notwide=1|float=left}}
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| ! Place
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| ! Requirement
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| ! Prize
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| |-
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| | First
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| | 35 seconds or less
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| | Trigger Blitz
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| |-
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| | Second
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| | 50 seconds or less
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| | Something Coarse
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| |-
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| | Third
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| | Any time
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| | Something Fancy
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| |}
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| [[File:Bastion screen Proving Grounds Carbine.jpg|right|thumb|Charge the shot when a target is far away, and fire quickly if they're close by.]]
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| This challenge is short and simple, simply requiring the destruction of targets that spawn in as short a time as possible using the '''[[../Weapons#Army Carbine|Army Carbine]]'''. Charge the shot (ideally for a Power Shot) by waiting to fire if the target is too far for the Army Carbine's range otherwise. For targets that are closer by, save time by firing immediately. For example, the two targets that begin the challenge will be very close to the platform that the Kid stands on, allowing him to fire as soon as the gun lands on them. The next set of targets will be a distance away, surrounded by Vineapples that can only be destroyed with a charged shot. The next set will be even further away, requiring charged shots yet again. Last of all are the Security Turrets on the other side of the area, some of which are further and some of which are closer. Shoot wisely to save time. The following upgrades will provide further assistance:
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| *'''Speed Tuning''' for +30% speed while aiming.
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| *'''Marksman Barrel''' for +50% aiming speed.
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| *'''Reinforced Chamber''' for +10% critical hit chance.
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| For additional damage, you can also use the same alternate strategy detailed for the Slinger Range; equip the Werewhiskey Spirit and drop off the platform until it activates before beginning the challenge.
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| ==Grady Incinerator==
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| {| {{prettytable|notwide=1|float=left}}
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| ! Place
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| ! Requirement
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| ! Prize
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| |-
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| | First
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| | All 72 Peckers
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| | Ring of Fire
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| |-
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| | Second
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| | 60 Peckers or more
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| | Something Sharp
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| |-
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| | Third
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| | Any # of Peckers
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| | Something Foul
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| |}
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| [[File:Bastion screen Proving Grounds Bellows.jpg|right|thumb|Fire at any Peckers that come your way, and deal with any stray Peckers afterward.]]
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| In this challenge, the Kid must defeat as many [[../Enemies#Pecker|Peckers]] as he can in the time allotted using the '''[[../Weapons#Fire Bellows|Fire Bellows]]'''. The map is made up of three areas, with Peckers swooping in as the Kid approaches them. Health Tonics can be found between areas, so that the Kid doesn't have to worry about his health being depleted as the Peckers crowd him; focus only on taking them down. This task is usually simple enough, as Peckers' primary method of attack is to swoop in close and peck on the Kid, but they will sometimes drift from the flock, making the Kid give chase with a weapon that lacks range. With the right upgrades, you should be able to earn first place easily even if the Kid has to spend some time chasing after the Peckers. Recommended upgrades include:
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| *'''Volatile Fuel''' for flames that spread wider.
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| *'''Napalm Reservoir''' for flames that cause a lasting burn.
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| *'''Cooling Intake''' for +20% fuel regeneration.
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| Additional upgrades may help, but the upgrades listed above should suffice. Alternatively, you can equip the Stabsinthe Spirit, which causes the Kid to automatically retaliate after he's been injured by the Peckers, an inevitability given his proximity to them.
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| ==Boundless Bay==
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| {| {{prettytable|notwide=1|float=left}}
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| ! Place
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| ! Requirement
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| ! Prize
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| |-
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| | First
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| | All 80 Squirts
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| | Bomb Barrage
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| |-
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| | Second
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| | 60 Squirts or more
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| | Something Heavy
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| |-
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| | Third
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| | Any # of Squirts
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| | Something Burnt
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| |}
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| [[File:Bastion screen Proving Grounds Mortar.jpg|right|thumb|Wait until the Squirts have gathered to fire.]]
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| This is one of the easiest challenges in the game, even without the use of upgrades. In it, the '''[[../Weapons#Galleon Mortar|Galleon Mortar]]''' is pitted against a squad of lowly Squirts, drifting back and forth in an area unreachable by the Kid. There is no time limit here, but there is a limit of five shots. With only those five shots, he must defeat all Squirts in the area in order to attain first place. This is easier than it sounds, but to ensure victory, consider the following upgrades:
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| *'''Burstone Bombs''' for +25% blast radius.
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| *'''Blast System''' for +15% critical hit chance.
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| *'''Shrapnel Charges''' for +25% blast radius.
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| If it hasn't been done already, this is also an easy spot to complete the Vigil associated with the Galleon Mortar. Just remember that there is no time limit; you can wait as long as you need to for the Squirts to float close enough together so that the Mortar can blast a large number of them with only one shot. The Secret Skill awarded for first place is certainly worth the hassle.
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| ==Mancer Observatory==
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| {| {{prettytable|notwide=1|float=left}}
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| ! Place
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| ! Requirement
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| ! Prize
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| |-
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| | First
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| | All Conductors remain
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| | Calamity Rockets
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| |-
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| | Second
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| | 4 Conductors remain
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| | Something Burnt
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| |-
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| | Third
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| | 1 Conductor remains
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| | Something Wrong
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| |}
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| [[File:Bastion screen Proving Grounds Cannon.jpg|right|thumb|Fire before the Gasfellas come into view for an early start against them, even without the Tracking Processor.]]
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| This challenge requires the Kid to defend a row of Conductors against invading Gasfellas using only the '''[[../Weapons#Calamity Cannon|Calamity Cannon]]'''. While the Calamity Cannon is powerful, aiming it properly is very difficult, making this task easier said than done. This is particularly the case when Gasfellas stray from the group, becoming easily-missable targets. Thus, first place should only be attempted after the final upgrade has been purchased. The recommended upgrades include the following:
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| *'''Supercharged Emitter''' for rockets that cause knockback.
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| *'''Blast Generator''' for +20% blast radius.
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| *'''Speed Configuration''' for +35% reload speed.
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| *'''Incendiary Fuel Cell''' for +20% blast radius.
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| *'''Tracking Processor''' for rockets that seek out foes.
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| The last upgrade is easily the most important, though upgrading the rockets' blast radius certainly helps. However, the final upgrade can only be achieved by obtaining third place, for the Calamity Cannon's final upgrade material (with the exception being a New Game+ file, in which all upgrade materials from the previous game carry over). Even obtaining third place is difficult without the final upgrade, as the destruction of all Conductors will result in a mandatory do-over. However, a trick that makes this a bit more doable is to aim in the direction of the Gasfella's path, rather than at the Gasfella itself. If you are able to predict the Gasfella's movement, the rocket will collide with it in time. Destroy enough of them so that at least one Conductor is left standing, allowing you to pick up the material and give the Calamity Cannon its final upgrade, which in turn makes this challenge all too easy.
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