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Mind Voyager
Silver Trophy unlocked.png
35 Gamerscore points
Mind Voyager
Complete each trip to Who Knows Where.

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[edit]

Whatever's Out There
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35 Gamerscore points
Whatever's Out There
Complete the Kid's Dream with five or more Shrine Idols invoked.
Just Like That
Gold Trophy unlocked.png
75 Gamerscore points
Just Like That
Complete the Kid's Dream with all ten Shrine Idols invoked.

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.

Singer[edit]

Lock Yourself In
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35 Gamerscore points
Lock Yourself In
Complete the Singer's Dream with five or more Shrine Idols invoked.
Calamity All Around
Gold Trophy unlocked.png
75 Gamerscore points
Calamity All Around
Complete the Singer's Dream with all ten Shrine Idols invoked.

The Singer's Dream can be accessed via the Stockpot that finds its way to the Bastion following the completion of Point Lemaign. It features enemies from the Wilds, as these are the enemies that have been encountered by the time that the Singer's Dream is unlocked. It takes place in a barren area that appears to have been used by Caelondians, complete with railroads and lumber. Like the Kid's Dream, Skybridges can be found in the corners, allowing the Kid to hop to different spots in the arena.

Even with the use of the Brusher's Pike and Galleon Mortar, the Peckers here present quite a challenge whenever they swoop in to attack. Consider using the Sneaky Decoy Secret Skill to distract them momentarily. For enemies that fire at the Kid, use the pillar in the center of the map as cover. At the Dream's midpoint, an Anklegator attacks. If it becomes difficult to dodge after increasing in speed, the Sneaky Decoy can provide some respite. After six more waves, two Anlegators attack. Try to bring them together so that they attack at the same time, allowing the Kid to hit both with one strike in the process. In the penultimate wave, other enemies surround a Lungblossom; defeat the other enemies first to allow easier handling of the larger enemy. In the final round, multiple Doppelgangers spawn. Though they move quickly, try to keep your distance from them and use either ranged weapons or the Brusher's Pike.

Survivor[edit]

A Lasting Peace
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35 Gamerscore points
A Lasting Peace
Complete the Survivor's Dream with five or more Shrine Idols invoked.
Ashes in the Sky
Gold Trophy unlocked.png
75 Gamerscore points
Ashes in the Sky
Complete the Survivor's Dream with all ten Shrine Idols invoked.

The Survivor's Dream can be accessed via the Bedroll that finds its way to the Bastion following completion of the game's penultimate stage, Zulten's Hollow. It features Ura enemies, as these are the enemies most strongly associated with Zulf. It takes place in an area that resembles an Ura location, with large spikes poking out of the ground in some areas. Use these spikes as cover against Security Turrets and Ura Warriors that attempt to fire at the Kid from all sides.

Though they aren't the strongest of the enemies here, Rattle-tails will often attack in large groups, attempting to overwhelm the Kid by raining rocks down on his position. Dodge these rocks, as they cannot be blocked, and use the Galleon Mortar to fire at them even if they are currently burrowed, as the Mortar's bombs should catch these pesky birds regardless. When being attacked by Ura Warriors, try to separate them using the large spikes so that you only have to deal with one at a time, or fire at them with the Galleon Mortar from behind a spike before they can get too close.

Stranger[edit]

All in the Mind
Silver Trophy unlocked.png
35 Gamerscore points
All in the Mind
Complete the Stranger's Dream with five or more Shrine Idols invoked.
About the Author
Gold Trophy unlocked.png
75 Gamerscore points
About the Author
Complete the Stranger's Dream with all ten Shrine Idols invoked.

The Stranger's Dream was originally DLC, thus it is not required for the achievement/trophy that requires completion of each trip to Who Knows Where. It can be accessed via the pile of History Books that appears early on in a New Game+ playthrough. Fittingly, it provides the greatest challenge, particularly with the use of Idols. Enemies from all other Dreams are featured here, and its length also trumps all other Dreams.

The use of pillars that rise up out of the ground after each wave is essential here, as they act as reliable cover when the Kid faces attacks from all sides. Avoid becoming an easy target by staying in one spot for too long, instead moving from cover to cover in order to ideally separate enemies so that they can be picked off one at a time. In order to ease the difficulty just a bit, make sure to max out the level of the Kid before attempting to clear this Dream with all Idols invoked, as well as use the weapons and Spirits detailed above.