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    FAQ/Walkthrough by DomZ Ninja

    Version: 1.0 | Updated: 08/10/14 | Printable Version | Search Guide | Bookmark Guide

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                          Copyright (c)2011-2014 DomZ Ninja
     Author: DomZ Ninja
     E-mail: domzninja[at]hotmail[dot]com
     Updated: 08/10/14
     Version: 1.0
     NOTE: This guide does contain spoilers!
                                  TABLE OF CONTENTS
    See that series of numbers to the right of each section? If you want to find 
    a specific section in the FAQ, press CTRL + F to open a search box. Type in 
    the series of numbers for the desired section that you're trying to find and 
    press Enter. Whabam! The search function will take you there in an instant.
     [1] VERSION HISTORY.................................................. [0100]
     [2] CONTROLS......................................................... [0200]
     [3] THE BASICS....................................................... [0300]
     [4] WALKTHROUGH...................................................... [0400]
          The Rippling Walls.............................................. [0401]
          Wharf District.................................................. [0402]
          The Bastion..................................................... [0403]
          The Workmen Ward................................................ [0404]
          The Melting Pot................................................. [0405]
          The Sundown Path................................................ [0406]
          The Hanging Gardens............................................. [0407]
          Pyth Orchard.................................................... [0408]
          Cinderbrick Fort................................................ [0409]
          Langston River.................................................. [0410]
          Prosper Bluff................................................... [0411]
          The Wild Outskirts.............................................. [0412]
          Jawson Bog...................................................... [0413]
          Roathus Lagoon.................................................. [0414]
          Point Lemaign................................................... [0415]
          Colford Cauldron................................................ [0416]
          Mount Zand...................................................... [0417]
          Burstone Quarry................................................. [0418]
          Urzendra Gate................................................... [0419]
          Zulten's Hollow................................................. [0420]
          The Tazal Terminals............................................. [0421]
     [5] ENEMIES.......................................................... [0500]
     [6] PROVING GROUNDS.................................................. [0600]
     [7] WEAPONS.......................................................... [0700]
          Weapons......................................................... [0701]
          Secret Skills................................................... [0702]
     [8] ITEMS............................................................ [0800]
          Items........................................................... [0801]
          Materials....................................................... [0802]
          Mementos........................................................ [0803]
          Spirits......................................................... [0804]
     [9] IDOLS............................................................ [0900]
    [10] VIGILS........................................................... [1000]
    [11] ACHIEVEMENTS..................................................... [1100]
    [12] THANKS/CREDITS................................................... [1200]
    [1] VERSION HISTORY                                                     [0100]
    FAQ/Walkthrough #58
     Version 1.0 (08/02/11) - FAQ/Walkthrough complete and submitted.
    [2] CONTROLS                                                            [0200]
    |  D-Pad                      |  Move                                        |
    |  Left Analog Stick          |  Move                                        |
    |  Right Analog Stick         |  Defend                                      |
    |  Start                      |  Pause                                       |
    |  Back                       |  Open Pack                                   |
    |  X Button                   |  Attack                                      |
    |  Y Button                   |  Heal                                        |
    |  A Button                   |  Evade                                       |
    |  B Button                   |  Attack                                      |
    |  Right Trigger              |  Secret Skill                                |
    |  Left Trigger               |  Defend/Lock On                              |
    |  Right Bumper               |  Cycle Targets                               |
    |  Left Bumper                |  Cycle Targets                               |
    [3] THE BASICS                                                          [0300]
    | The Overworld |-------------------------------------------------------------
    Bastion has a wonderful art style (that reminds me strongly of Nippon Ichi 
    games) and a unique way of displaying the world around you. Areas and levels 
    are initially only presented as small islands, but as you move towards the 
    edges, paths will begin to construct and mold together for you. It is 
    definitely an interesting, and beautiful, method of presentation.
    However, it can also lead to some perilous situations, because you do not 
    always know where to go unless you walk around the edges of the area and hope 
    that a bridge or road springs up in front of you. Dedicated explorers may find
    themselves accidentally falling off the edge of the level repeatedly. Luckily,
    the consequence for doing so is not very large: a slight reduction of health.
    | Weapons and Combat |--------------------------------------------------------
    In Bastion, you can equip two weapons at a time; to the X and B buttons. 
    Weapons are also divided into two general categories: melee and ranged. You 
    can equip any two weapons at a time, but the recommended route is one melee 
    and one ranged. In addition to your two weapons, you also carry around a 
    shield at all times, which can be used with the Left Trigger to defend from 
    enemy attacks. You can switch weapons at the Arsenal, which is found primarily 
    in the Bastion (in addition to a few select levels).
    Melee weapons are easy to wield and use, though many of the ranged weapons 
    have an additional perk that you must pay attention to: ammo, recharge rates, 
    and aiming. Ranged weapons reload automatically when you run out of ammo in a 
    clip, and you have unlimited ammo. Aiming is represented by a line of white 
    dots and a small arrow. When close enough to an enemy, you automatically aim 
    at the target. Press the Right or Left Bumpers to cycle through targets.
    Some weapons allow you to hold down the selected button to charge up a shot. 
    When fully charged, the Kid will glow white for a split second; if you let go 
    at the exact moment he shines, you can execute a Power Shot. As the name 
    suggests, Power Shots are stronger versions of the attack.
    You can also select a Secret Skill to be used with the Right Trigger. Secret 
    Skills allow you to perform strong and dazzling techniques that can assist you 
    in combat. Many of these Secret Skills are attributed to specific weapons, so 
    you can only equip the Secret Skill if you have the designated weapon in your 
    There are two main items that will aid the Kid in his journey: Health Tonics 
    and Black Tonics. At the start of the game, you can only carry three of each. 
    Health Tonics are green bottles that restore your health when used with Y, and
    Black Tonics are consumed when you use Secret Skills. You can find these items
    by battling foes and searching through rubble.
    | Rebuilding the Bastion |----------------------------------------------------
    The Bastion acts as the game's hub world. During your first trip there, it has
    been reduced to shambles due to the Calamity. Your goal throughout the game is
    to slowly repair and rebuild the Bastion, and doing so gives you access to 
    buildings that will help your character grow.
    There are several key items found through the game's levels that help rebuild 
    the Bastion. Cores are the most important and allow you to build one of the 
    game's available buildings. Shards are found later in the game and are used to 
    upgrade buildings that you have already constructed. Some Mementos also create 
    trinkets and other nifty items that populate the Bastion. It is very enjoyable 
    to watch the Bastion slowly grow and become more lively as you progress 
    through the game.
    | Additional Training |-------------------------------------------------------
    Unfortunately, you are not able to replay levels in Bastion, which would 
    normally make level grinding very difficult. The game tries to solve this 
    problem by featuring several locations that allow you to extensively train and 
    gain more Experience (XP).
    The Proving Grounds are small arenas that are unlocked during the course of 
    your journey. They provide weapon-specific challenges that help test your 
    skill with the assigned weapon and reward you for successful attempts. Proving 
    Grounds are a great way to practice using the game's weapons and also to gain 
    some valuable items out of it.
    In addition, portals to a strange area known only as "Who Knows Where" become 
    open during your playthrough. Who Knows Where acts as a training ground and a 
    good opportunity to gain Experience. When you enter the area, you are prompted 
    with a challenge featuring 20 waves of enemies, with rewards such as Fragments 
    and Health/Black Tonics between various waves. You can attempt these 
    challenges as many times as you wish, so it is a great way to farm XP.
    [4] WALKTHROUGH                                                         [0400]
     THE RIPPLING WALLS                                                     [0401]
    | The Rippling Walls |--------------------------------------------------------
    The Kid wakes up on a miniature island, with The Narrator chronicling his 
    every action. If you move through the doorway, a staircase appears right in 
    front of you. See? It's a unique art and playing style. Continue across the 
    rainbow-colored bridge that constructs before your very eyes.
    When you reach a pile of junk in your way, pick up the Cael Hammer with X and 
    smash apart the obstacles with B; you can also break apart the railings, but 
    be careful that you don't accidentally fall off the edge. The penalty for
    falling is only a slight reduction of health, so it is not the end of the 
    world. You can also perform an evasive roll with the A button.
    Proceed up the stairs towards a small clearing, where a Gasfella escapes and 
    begins pursuing you. The hooded creatures carries a nasty blade, but isn't too 
    threatening. Notice the blue ring stationed below the enemy: this is its 
    health bar, for easy reference. Two or three hits will down the Gasfella.
    If you look on the southern end of the clearing, you may notice a few floating 
    wooden boards. If you walk towards the edge near them, a path appears that 
    leads to a group of Fragments. Look for telltale signs of hidden paths, such 
    as small floating pieces of land. By the way, Fragments are small blue 
    crystals that are found pretty much everywhere and act as the game's currency.
    Ascend the stairs and pick up the Fang Repeater. Placed in your second weapon 
    slot, fire the repeater with the X button. Like all ranged weapons, the Fang 
    Repeater has an unlimited amount of ammo and automatically reloads once you 
    run out of a magazine.
    Continue up the staircase and approach the fountain. Fountains are somewhat 
    rare in the world of Bastion, but they allow you to replenish your stock of 
    Health Tonics; press X next to the fountain to gain up to three of 'em. You 
    can heal with Y, so heal if necessary and keep a full stock of Health Tonics.
    After healing, a school of Squirts drops down from the skies. These enemies 
    are generally weak, but are found in large numbers. Dispose of the Squirts 
    before searching the area: go to the right for some Fragments, head to the 
    left to find a Crystal Barrette Memento, then go past the fountain into the 
    | The Sole Regret |-----------------------------------------------------------
    The Kid steps inside an old bar belonging to the now-deceased Rondy (due to 
    the events of the Calamity). Walk around, break some boxes, even smash apart 
    the stone remains of Rondy, until a shield falls from the ceiling. Pick up the 
    Bullhead Shield to automatically equip it. The shield does not take up a 
    weapon slot, so it is always available to you. Defend by holding down the Left 
    Trigger, or by using the Right Analog Stick.
    The Security installed by Rondy becomes activated and attacks. This stationary 
    turret fires blue energy balls that can be deflected right back with your 
    Bullhead Shield. Practice the Counter ability with your shield: defend right 
    before the projectile hits you to automatically send it back to its maker, 
    dealing damage to the target.
    Once you destroy the Security, a Health Tonic appears along with several white 
    boxes. The crates rumble and break open, revealing Windbags. These guys are 
    tinier and weaker versions of the Gasfella you defeated earlier. Another 
    school of Squirts drops in, accompanied by a green Gasfella. Unlike the blue 
    ones, green Gasfellas have a nasty lunge attack that you need to watch out 
    for. Defend, heal, and used your ranged weapon until the enemies are all 
    cleared out.
    The Narrator points you to a window in the corner of the bar that you can 
    escape through. Bust through to enter the next area.
     WHARF DISTRICT                                                         [0402]
    | Wharf District |------------------------------------------------------------
    Recovering from his fall, the Kid finds a Breaker's Bow. This new ranged 
    weapon is slower and more powerful than the Fang Repeater. Hold down the 
    assigned button (X or B) to charge up an arrow. When you see the Kid glow 
    white, let go to perform a Power Shot. Power Shots are faster and stronger 
    than regular shots and can be performed by many ranged weapons. It takes a bit 
    of practice to fully master, but Power Shots can be incredibly deadly.
    Three Security appear as you walk forward. First, block their cannon fire, 
    then retaliate with the Breaker's Bow. When close enough to a target, you will
    automatically lock on when holding down the attack button.
    After destroying all three, walk out onto the pier for Something Stringy and 
    go south onto the wooden walkway. More Security show up on the floating rocks 
    along the way, so either use one of your two ranged weapon or your Bullhead 
    Shield's Counter to wipe them out.
    When the path bends to the right, smash the junk in the way and pick up Whirl 
    Wind. This is your first Secret Skill and it becomes automatically equipped. 
    Try it out by pressing the Right Trigger and you'll demolish the nearby Squirt
    Walk across the bridge and deal with the Security lining the sides. The Kid 
    reaches two buildings at the end of the bridge. Enter the Distillery on the 
    The Distillery offers Spirits, which are pieces of equipment that give you 
    special perks and abilities. Since you're only Level 1, you only have one 
    Spirit slot open, but as you level up you will be able to equip more. Squirt 
    Cider (+10% Max Health) is probably the best one available right now, but 
    you're free to make your own choices.
    Next, go inside the Arsenal. Here, you can swap out weapons and Secret Skills. 
    Your current selection is pretty thin, but the Arsenal becomes much more 
    useful the more weapons you retrieve. 
    Once you're done window shopping, a new path appears to the right. Head across 
    and pick up the Black Tonics that rain down from above. You'll need them at 
    the next stop: two blue cornbins are continuously spitting out Squirts and act
    as spawn points. Focus on the two cornbins and destroy them to prevent more 
    enemies from appearing.
    When you step onto the blue-trimmed ferrybarge, a Gasfella appears out of 
    nowhere. Slay him, then collect the Health Tonic in the corner before pressing 
    the switch to turn it on. As the barge transports you to your destination, 
    you'll have to defend yourself from Security and Gasfellas.
    Once the ferry stops, get off and take out the two Gasfellas. Grab Something 
    Heavy in the center of the arena: the vicinity is illuminated and two large 
    Scumbags drop down next to you. Scumbags are blue blob-like creatures that not 
    only spew toxic acid at you, but also leave a trail of it behind when they 
    move. As you attack them, they decrease in size until they deflate completely.
    Some other monsters appear, including two cornbins. They should be your first 
    priority so you don't have the place crawling with Squirts. Next, take out the 
    two Scumbags and finally the oversized Gasfella. Collect the mass of Fragments 
    as your reward, then exit through the gate.
    Pick up the shiny blue Core at the end of the road... as the Narrator 
    explains, this was the "City's heart", and taking the Core leads to total 
    chaos. Fire rains down from the sky and the walkway begins crumbling apart, so 
    quickly run forward and roll right through the obstacles in your way. 
    Eventually, you reach a portal leading to the Skyway. If at any point you fall 
    off the edge, you'll end up at the Bastion. That's our destination, so it 
    doesn't matter if you fall off or go to the end of the path.
     THE BASTION                                                            [0403]
    | The Bastion |---------------------------------------------------------------
    Ahh, here at last. The Bastion acts as the game's hub and is home to the 
    remaining population of Caelondians. Get up, then walk across the grassy 
    patches to meet the Narrator, who is also known as the Stranger. Talk to him 
    and discuss the various items you collected so far: City Crest, Core, and 
    Crystal Barrette.
    Walk over to the Monument in the center of town and place the Core inside. The 
    Bastion begins to piece itself together, and three foundations appear. You can
    create buildings on foundations, but right now you can only build one with the
    one Core you found. The order you choose in rebuilding the Bastion is up to 
    you and gives the game a non-linear feel to it. Here are all the types of 
    buildings you can create in the Bastion:
     Distillery: The Distillery contains Spirits. Like mentioned before, Spirits
                 are pieces of equipment that enhance your character's ability.
                 The number of Spirits you can equip directly correlates with your
                 level (since you are Level 1, you can only equip one Spirit).
     Arsenal: The Arsenal allows you to equip and swap out weapons and Secret
              Skills. Finding an Arsenal outside of the Bastion is rare, so it is
              important to properly equip yourself before exiting the Bastion.
     Forge: You can upgrade your current weapons at the Forge. In order to upgrade
            a weapon, you must have a Material alloy (items with the prefix
            "Something" are Materials). In addition to having the Material, you
            must also pay in Fragments. There are a number of enhancements you can
            choose from.
     Shrine: The Shrine is home to Idols. When unlocked (by either purchasing them
             or collecting them), Idols alter the game's difficulty by making the
             enemies more difficult (similar to Skulls in the Halo series). Aside
             from the added challenge for daredevil players, Idols also give you a
             Fragment and XP boost, so it's not all bad.
     Memorial: Inside the Memorial, you can view the game's Vigils. Vigils are
               challenges that can be completed at any time in the game. Most of
               the Vigils are weapon-specific, but they also include other goals
               that you can achieve. The reward for completing Vigils is
               Fragments, and the prize is pretty large for some of the tougher
     Lost-and-Found: The Lost-and-Found acts as the residential shop. You can
                     purchase various items, such as Spirits, Idols, and Secret
                     Skills. I am not 100% positive, but I believe that any item
                     you miss out on in completed levels will appear here (which
                     makes sense considering the building's name), so you have a
                     second chance to claim it.
    At the start of the game, only three foundations are open, and you only have 
    the option of creating either a Distillery, Arsenal, or Forge. The last three 
    buildings listed can only be constructed late in the game.
    Build your first building (personally, I find the Forge to be the most 
    important at this point in your adventure), mess around a bit, then proceed to 
    the north end of town to enter the Skyway: the Skyway gives you access to all 
    the levels in the game. You can either proceed to the next level or take a 
    stab at the first available Proving Ground.
     THE WORKMEN WARD                                                       [0404]
    | The Workmen Ward |----------------------------------------------------------
    You land in the middle of a four-way intersection. The Core is nowhere to be 
    seen, so you will have to explore each of the four branches to find it. A 
    fountain stands in the middle of the intersection, so you can use it as a pit 
    stop between trips.
    You can take any path you want, but for completions sake, leave the northern 
    trail for last (as if that doesn't give away the Core's location). Proceed to 
    the left, down the Squirt Steppes. Several Squirts appear; the green and red 
    ones are cowardly and run away from you, while the regular blue ones are prone 
    to attacking.
    Pick up the War Machete off the side of the trail. This short-ranged weapon is 
    light and very easy to swing, and you can also throw it. Despite the very 
    short range, you can also use it as a ranged weapon by throwing it at your 
    Continue southwest and destroy the cornbin, then look behind it for a Squirt 
    Lure Secret Skill. By using this Secret Skill, you can summon a friendly
    Squirt that helps attack your enemies. That's all the west end has to offer, 
    so regroup at the fork.
    Next, head south towards Scumbag Alley. Several appear almost immediately and 
    begin to slide around, leaving toxic blue mucus in their wake. As if they 
    weren't easy enough to hit, most of them are dumb enough to slide right off 
    the edge of the cliff!
    At the end of the road is Gershel, the oldest known Scumbag. With great age 
    comes great size, and Gershel certainly is a massive foe. He attacks by 
    lunging towards you at a fairly slow pace, but as you deal damage to him, he 
    gets smaller and his attacks become much faster. Once Gershel is down for the 
    count, break the barrels and stuff for Fragments before returning to the 
    entrance. Pick up Something Sharp in the middle of the intersection.
    Now for the eastern trail. Go east and take down the Windbags and a few 
    Squirts. Stop by at the Forge and make any adjustments you need before you 
    search the final path.
    Finally, lets go north, through the Gasfella territory. Defeat the Gasfellas 
    and the four Security, then walk to the left a bit for a Ragged Hood.
    Continue north to find the Core trapped inside a cage. The Foreman appears 
    alongside a group of Gasfellas. The green and blue mixed Gasfellas have a 
    stabbing slam attack that cannot be blocked and sends you high in the air if 
    hit. Even though they surround the entire perimeter, try to stay away and 
    focus on the Foreman. The Foreman is a large, red Gasfella that uses a 
    spinning attack. Wait for him to stop, then attack with one of your ranged 
    Once the Foreman falls, the other Gasfellas refrain from attacking. Grab the 
    Core, return to the entrance, and exit to the Skyway.
    | The Bastion |---------------------------------------------------------------
    Back at the Bastion, talk to the Stranger and show him the Ragged Hood 
    Memento. A Squirt appears on the side of down and acts as the first of four 
    pets you can own in the game. He doesn't do anything other than squeal and 
    spin around when you talk to him.
    Place the Core inside the Monument and create another building. Since you're 
    starting to get a good selection of weapons, you might want to build the 
    Arsenal so you can freely switch between equipment. Lastly, return to the 
    Skyway. Two new areas open up - the Melting Pot and the Sundown Path - as you 
    are likely starting to learn by now, you are free to make your own choices 
    without consequence and it does not matter which area you go to first. 
     THE MELTING POT                                                        [0405]
    | The Melting Pot |-----------------------------------------------------------
    Stabweeds reign supreme in the Melting Pot, and they are some of the more 
    annoying obstacles. These cacti can damage you if you run into them and they 
    overrun the entire level, so watch where you step and make sure to cut them 
    down safely and carefully.
    Pick up Something Nasty on the right side of the island, then walk down the 
    stairs on the left. A Core is stuck inside a cage here in the plaza, and it 
    takes some effort to obtain it. First, clear the entire plaza of Stabweeds and 
    other junk. Pick up the Trip Mine Secret Skill on the left side of the area, 
    then press the switch at the southern end.
    With the switch activated, the cage starts to raise up at the speed of 
    molasses. To keep you occupied during the Core's release, enemies will drop 
    down and attack (but not before a huge batch of Fragments drop down).
    Most of the Windbags jump out of boxes, and a good strategy is to destroy the 
    boxes and the enemies inside; when you see a white box shake, hack it apart 
    before it busts open and you'll easily take care of the box's contents along 
    with the container.
    At first, the waves contain Squirts and Windbags. Fortunately, a few rogue 
    Squirts and Gasfellas defect to your side and help you out; they are the ones 
    with the hearts above their heads. Next, you must defeat several Scumbags and 
    Security turrets. Afterwards, various items rain down from the skies. Pick up 
    the Health and Black Tonics, but watch out for the Stabweeds. An Ancient 
    Spices Memento also falls down, so make sure to pick it up amid the chaos.
    Smash apart the cornbins that appear next, then dispose of the next school of 
    Squirts. The cage may raise up while monsters continue to show up, so you are 
    free to grab the Core and bail instead of sticking around for cleanup duty. 
    With the Core in hand, escape on the barge.
    | The Bastion |---------------------------------------------------------------
    Show the Stranger the Ancient Spices, then place the Core in the Monument. 
    There's only one foundation and one building left, so build it and spend as 
    much time as you need in the Bastion before heading off to the Skyway.
     THE SUNDOWN PATH                                                       [0406]
    | The Sundown Path |----------------------------------------------------------
    At the start, go through the gate and onto the checkered floor. Things go out 
    of control, similar to the events in the Wharf District, as the Stranger 
    explains that someone must have gotten to the Core before you. Yikes!
    The floor begins to fall apart from under you, so get movin'! The tiles glow 
    red just before they drop out, so make sure to stay in front of any blood red
    tiles. The path is straightforward and lined with Fragments, but try to ignore
    any enemies or side paths to avoid getting caught left behind.
    When you reach a Skybridge, inspect the portal to be whisked away to an island
    in the distance. These Skybridges basically act as transportation devices so 
    you can cross great distances. Once you land, step onto the small platform off
    to the right for a Bronze Spyglass, then ride the next Skybridge.
    Avoid the two red Security turrets and use the Skybridge to reach the next 
    pathway. Heal at the fountain (the floor doesn't crumble here) and defeat the 
    Gasfella in your way before taking the next Skybridge. Dash across the fragile 
    bridge until you run into a massive Scumbag. You don't have much space to move 
    around here, unfortunately, but at least you're on stable ground.
    Grab the Health Tonic and Black Tonic in the corner. Continue west to find a 
    Hand Grenade Secret Skill. With this Secret Skill, you can toss powerful 
    grenades that can defeat foes from a distance. Use it on the island filled 
    with Security and Gasfellas below you; there's a never-ending supply of Black 
    Tonics in case your aim is sloppy.
    Once the enemies are killed, the gate opens up in front of you. First, go 
    across the Skybridge to reach a dead end containing Something Burnt, then 
    return to the gate and proceed through. Slay one final group of Gasfellas 
    before hightailing it out of there.
     THE HANGING GARDENS                                                    [0407]
    | The Hanging Gardens |-------------------------------------------------------
    Upon entering the area, the first thing you may notice is that this place 
    looks nothing like a garden. The Calamity has done some serious damage to it, 
    and it becomes increasingly evident as you stroll down the main path, only to 
    find statue remains and other rubble.
    You won't find much at the first section of the Hanging Gardens, but 
    eventually the camera pans out to reveal a mysterious man in the distance. Go 
    east until a gate closes behind you and a ring of Security turrets forms 
    around you. Dispose them and continue through the next gate.
    The Stranger points out all the deceased townsfolk up ahead; when you reach 
    the grave site of Grady Junior and Grady Senior, explore the southern edge of 
    the island to find a Ura Sigil. Pick it up and run to the west to eventually 
    find the area's Core encased in a circle of statues. Defeat the Gasfellas and 
    Squirts, then break apart the statues surrounding the Core.
    The nearby gate opens up once you have the Core; go through and talk to the
    | The Bastion |---------------------------------------------------------------
    The Survivor - named Zulf - is transported to the Bastion along with the Kid. 
    Zulf is a Ura, and Uras aren't typically seen in parts of Caelondia. When you 
    gain control, talk to both Zulf and the Stranger (whose name is revealed to be 
    Rucks). Discuss the Ura Sigil with Rucks, then discuss all your other Mementos 
    with Zulf.
    Afterwards, place the Core in the Monument to reveal three new foundations. 
    Now you have the option to build a Shrine, Memorial, and Lost-and-Found. You 
    don't even have any Idols at this point, so building a Shrine right now is
    useless. I'd suggest going for the Memorial, so you can get started on some of
    the available Vigils.
     PYTH ORCHARD                                                           [0408]
    | Pyth Orchard |--------------------------------------------------------------
    When you enter Pyth Orchard, ignore the dead end at the north and head south. 
    Follow the path to enter the orchard, where you'll find a mechanical bull. 
    Walk to the right of the bull for a Plush Pyth, then follow the main path 
    When you reach the small field, go south/southeast for Something Course and 
    continue ahead. The absence of enemies comes to an end when you reach the 
    Shrine: the statue of Pyth comes alive and the mechanical bull attacks.
    Pyth rolls around the field, spewing fire, and it can be difficult to get away 
    from the flame spray. Your best bet is to continuously block until Pyth stops.
    Once Pyth stops moving and breathing fire, run up and attack with your weapons
    until he boots back up again. Pyth has a lot of health, so stick with it and 
    use your Secret Skills.
    Once Pyth falls, enter the Shrine. Inside the Shrine, you can invoke the Gods, 
    which will make enemies stronger and more resistant. Even though it sounds 
    like a major drawback, you can receive some pretty massive XP and Fragment 
    bonuses if you activate several Idols at once.
    Right now, only the Pyth Idol is available, which means that enemies are 
    faster when moving and attacking. The game is pretty lenient when it comes to 
    Idols: you can turn on and off any Idol when at a Shrine, and if you die in 
    combat you have the option of turning off the Idol as well. 
    As soon as you leave the Shrine, regardless if you've invoked the Gods or not, 
    enemies will begin to appear in huge numbers. A massive army of Squirts shows 
    up right at the Shrine entrance, plus some Windbags. Defeat them and begin to 
    backtrack to the level's entrance. Along the way, you'll run into Gasfellas, 
    Squirts, and Security. You even have to fight another Pyth again! Once at the 
    entrance, ride the portal back to the Skyway.
    | The Bastion |---------------------------------------------------------------
    Talk to Zulf and show him the Plush Pyth to make a mechanical Pyth bull pop up 
    at the south end of town. This is your second pet, and it doesn't really do 
    anything other than aim towards completing an Achievement. 
     CINDERBRICK FORT                                                       [0409]
    | Cinderbrick Fort |----------------------------------------------------------
    The atmosphere sure is impressive here. Walk across the bridge and wait for 
    the boxes of Squirts to burst open before you slice 'em apart. Ascend the 
    stairs and defeat the two Gasfellas waiting for you.
    The three Security shoot super-fast purple energy balls at you, so block 
    constantly and hope for a Counter or two. One Security turret on the right 
    shoots slow, pink energy balls at you that really pack a punch. Defeat it with 
    a long-range weapon and clear the area of any Gasfellas and Windbags lurking 
    around. As you go around the bend, three more Security turrets appear in the 
    same spot as before. Destroy these and continue up the staircase.
    Watch out for the Gasfella here that uses a slamming attack; it cannot be
    blocked. Deal with him first, then eliminate the other Gasfellas and flip the 
    switch to reveal a Scrap Musket. This weapon is basically like a shotgun: very 
    powerful, but it doesn't have the best range.
    Use the Scrap Musket to blow apart the Squirts behind you, then press forward.
    Destroy the cornbin, then pick up the Black Tonic and the Fragments on the 
    small island to the right. Get back onto the main path and blast through the 
    rubble, bashing the cornbins along the way.
    Move up the stairs to find some more Gasfellas and Security turrets. There's 
    an Arsenal here, so stop by if you want to switch out your weapons or Secret 
    Walk onto the colorful bridge and grab the Core. Continue ahead to encounter a
    large group of enemies. The two red Gasfellas are nasty folk, since they have 
    a brutal spinning attack. A myriad of boxes begin to rain down in front and 
    behind you as you move ahead a bit, but the best strategy is to always destroy
    the boxes before the enemies inside can break free.
    The stone path ahead is lined with Security and some other boxes, so take your
    time and target each one. Up ahead, the Stranger notes that the Security 
    starts to go haywire as a bunch of red flamethrower Security drops down. Use a
    long-range weapon to deal with them, since their flamethrowers activate as 
    soon as you get up close.
    Once you reach the end of the path, proceed up the stairs into the parade 
    grounds. The Kid is sealed inside with several blue Security. Once they are
    out of the way, Glutus and Glandon (a giant Scumbag and Gasfella, 
    respectively) appear on the scene. The large Gasfella is extra annoying, since
    his sickle attacks can create holes in the ground. You certainly don't want 
    the ground you're standing on to resemble swiss cheese, so try to take him out
    More giant Scumbags and Gasfellas start to show up, along with other various 
    Security and a Squirt cornbin. There are several Health Tonics and Black 
    Tonics strewn around the arena that you can use. Once the entire vicinity is 
    clear of monsters, pick up the Fragments and more importantly, the Marshal's 
    Badge near the exit gate. Continue through the gate and up the stairs to the 
    level exit.
    | The Bastion |---------------------------------------------------------------
    Talk to Rucks and show him your new Memento. Next, do the same with Zulf. Also
    discuss the Smoking Pipe, which turns out to be one of the few items in Zulf's
    possession that was brought here from the Tazal Terminals. Also, place the 
    Core inside the Monument and construct another building.
    If you inspect the Smoking Pipe, you will be transported to Who Knows Where. 
    In this strange realm, you are pitted against 20 waves of various enemies. 
    Every few waves earns you Fragments and Health/Black Tonics, and it is a great
    way to earn money and XP, considering how you can participate in it as many 
    times as you'd like. 
     LANGSTON RIVER                                                         [0410]
    | Langston River |------------------------------------------------------------
    Langston River is a pretty sight, but dangers still lie around every corner.
    Stabweeds are prevalent here, so watch your step; if equipped, your Scrap 
    Musket can make short work of them. Grab the pile of Fragments in the 
    southeast corner, then walk along the pier. Fend off the Gasfellas until you
    reach a barge and press the switch to activate the vessel.
    The rickety old barge (named Weeping Nellie) starts up and moves along a 
    pre-determined path. Various enemies will attack along the way, such as 
    Squirts and Gasfellas that drop onto the barge or Security turrets that ride 
    parallel with Nellie. 
    Weeping Nellie will eventually crash into a wall, so disembark and continue 
    down the dock. You'll find several Gasfellas searching the docks for the Core, 
    so take them down now while they're distracted. At the fork, go south to reach 
    the Arsenal if you want to alter your equipment. Otherwise, continue west down 
    the docks.
    The Kid finds the Core sitting at the end of the dock. Once he picks it up,
    Peckers show up. It looks like this species of hostile birds also had their
    eyes on the Core, so they begin to chase after you. Peckers are small, weak,
    but incredibly annoying since they travel in large flocks. Your Scrap Musket
    is your best bet here.
    Return to Weeping Nellie to find that the wall has been removed and the barge
    is in tip-top shape. There are also two friendly flamethrower Security on 
    board that are willing to help you out. Destroy enemies as they approach the 
    moving barge until Nellie receives a fatal blow. Weeping Nellie quickly rides 
    the rest of the way down the path until she crashes into Pecker territory.
    Once you get up, defeat the Peckers flying around and walk out onto the small 
    pier for a Health Tonic and Black Tonic. Inspect the opening in the ground to 
    automatically enter the next level.
     PROSPER BLUFF                                                          [0411]
    | Prosper Bluff |-------------------------------------------------------------
    Once you recover from the nasty fall, destroy the stack of logs in your way 
    and kill the Gasfellas and Peckers. Follow the southern path and hit the 
    switch to open up a gate back on the main trail. Watch out for the purple 
    Swampweeds lying in the grass; if you destroy one, it releases poisonous 
    spores into the air.
    When you reach the next gate, go south. Pick up the Fragments and Health Tonic 
    to the left, then continue south and hit the switch. The Kid hears a beautiful 
    song coming from somewhere far away... but he's closing in on it. When you hit 
    the switch, the bridge falls apart behind you. Use the active Skybridge to 
    return to the gate and run through.
    Take out the Peckers here - watch out for the turquoise ones that stay back 
    and spit seeds at you. Like before, hit the switch to open the third gate and 
    use the Skybridge to get back to the main pathway. More Swampweeds populate 
    the road, so take them out from a distance and wait for the spores to 
    dissipate before crossing. Flip the nearby switch and proceed through the 
    fourth gate.
    Walk along the railroad tracks and deal with any Peckers that approach (also 
    watch out for more Swampweeds). Blast apart the boxes and logs that get in the
    way and you'll come to the fifth gate... you know the drill...
    Proceed along the trail and pass by the closed gate you see here. You'll come
    to a fork: to the east is another closed gate, and to the west is a switch. 
    Hit the switch and ride the Skybridge back to the two closed gates. There's a 
    Health Tonic behind the first gate, and the Skybridge doesn't lead anywhere 
    significant. The other gate is still closed, so walk down the bridge next to 
    it and use the Skybridge to reach an island with a switch. The gate here will
    now open, so go through.
    A few Peckers will pester you when you continue to another gate. Go north to 
    find the switch and a Skybridge; flip the switch and defeat the turquoise
    Peckers before pressing forward. The Kid finds a Hidebound Journal beyond the 
    gate, and a little bit further is the mysterious Singer. Talk to her for a 
    | The Bastion |---------------------------------------------------------------
    The Bastion now has a new occupant, named Zia. First, talk to Rucks and Zulf
    and discuss the Hidebound Journal with them both, then speak with Zia and show
    her all the Mementos. Lastly, place the Core in the Monument and build the 
    sixth and final building. Make any final preparations before heading back out
    to the Skyway.
     THE WILD OUTSKIRTS                                                     [0412]
    | The Wild Outskirts |--------------------------------------------------------
    Here in the Wild, you must deal with thick brush and dangerous new foes. Start 
    off by walking over to the log and inspecting the Hidden Stash. The log is 
    destroyed, leaving being Dueling Pistols. These rapid-fire weapons are fun to 
    use and incredibly dangerous if you're good at button mashing.
    Defeat the Pincushion that springs up ahead. This spiky plant can shoot thorns 
    at you like a machine gun, but it cannot see where it's shooting all the time.
    Either block or try to evade, then fire away with the Dueling Pistols. The 
    Core is right in front of you, and you'll be able to obtain it once you slay 
    the group of Peckers and Pincushions. Even though you have the Core, the level
    is far from over...
    After a quick scene, an opening appears to the left. Follow it to encounter a 
    Wallflower. When their petals are closed, you won't be able to damage it. Wait
    for the petals to open, avoid the fungi it spits out, then go on the 
    offensive. More Wallflowers and Pincushions appear in front of you, so clear 
    out the area. There is an Arsenal in the northwest corner of the area if you 
    are interested.
    Investigate the Shipment next to the Arsenal; a pair of Gasfellas break free 
    and attack. Defeat them and follow the forest path. Unlike the purple ones, 
    green Pincushions shoot their thorns out in a ring, so it is more difficult to 
    dodge their firepower.
    The Kid's journey eventually attracts the attention of a Lunkhead. These 
    colorful creatures have spring-loaded hind legs that they use to hop high in 
    the air. Also, they have thick plating on their face that prevents a head-on 
    attack; you can only damage Lunkheads by targeting their back.
    There are a lot of random objects strewn around Jawson's camp. If you search 
    the Sandbag, you can find Something Foul. You can also find green Vineapples,
    which are harmless and even release healing gas when busted open. Two 
    Wallflowers guard the Skyway at the end of the trail, so push through them and 
    head home with the final Core.
    | The Bastion |---------------------------------------------------------------
    Following the cutscene, Zulf has left on a rampage. Enter town and pick up the 
    Fractured Monument in front of Rucks and Zia. Talk to both of them to learn 
    what happened. Zulf did a number on the Monument before "returning home", and 
    the end result is a city left in disarray. Put the Core in the Monument to 
    restore some life left in the Bastion, but you will need to explore the rest 
    of the map in search of Shards to fully repair the Monument and the Bastion.
     JAWSON BOG                                                             [0413]
    | Jawson Bog |----------------------------------------------------------------
    Jawson Bog is a spooky place, and it can be hard to see some parts of the map 
    due to the thick fog. It's not easy to explore this place, but luckily there 
    aren't even many spots to search anyways. Move across the wooden walkways and 
    when you reach the tilted tree trunk, descend to the lower level. Walk along 
    the stone path to reach the first Shard. It's smaller than a Core and is red 
    in color, and Rucks mentions that it only contains a fraction of the Core's 
    power. But when you near the Shard, the Kid passes out.
    | Prosper Bluff |-------------------------------------------------------------
    The Kid somehow ends up in Prosper Bluff, at the location where he met Zia. 
    Things have worsened, as the field is filled with Stinkeyes. These floating, 
    spiny eyeballs are a lot tougher to damage when their eye is closed. It seems 
    like they act like Boos from Super Mario, in that they keep their eyes open 
    when your back is turned to them. Turn around to get them to float after you,
    then quickly do a 180 and attack.
    After taking down the army of Stinkeyes, talk to the Siren to be transported 
    to another area.
    | The Hanging Gardens |-------------------------------------------------------
    Smash the statues surrounding you and take out the three Gasfellas. When you 
    proceed forward, several more Gasfellas fight you. Deal with them, then a 
    handful of Squirts, and then speak with the Zulf mirage.
    | The Bastion |---------------------------------------------------------------
    Even though you're at the Bastion, things aren't right here. As soon as you 
    enter the main plaza, you are attacked by Wallflowers, Lunkheads, Vineapples, 
    and Swampweeds. Once you survive, approach the north end of town to find two 
    friendly Wallflowers. Step into the teleporter.
    | The Sole Regret |-----------------------------------------------------------
    The Kid is seemingly back at the saloon from the game's prologue. Your stay 
    isn't welcomed, as a giant cornbin drops from the ceiling and dispenses large 
    Squirts. The machine is accompanied by a slew of Security surrounding the bar, 
    so you are gonna have your hands full here. Ascend the stairs and destroy the 
    statue. Sorry Rondy!
    | The Rippling Walls |--------------------------------------------------------
    It's like we are going backwards in time! Wake up and follow the bridge until 
    you start to see Plush Pyths floating around. Weird. Slash the one standing in
    your way and go forward to encounter a Kid Doppelganger. He uses the Cael 
    Hammer and generally has the same behavioral patterns as you, but he is much 
    easier to take down in combat. The screen then turns white...
    | Ordinary Campsite |---------------------------------------------------------
    This just keeps getting stranger and stranger. Walk over to the mine carts and
    take some Ore. Walk over to the wagon and press X to pack the Ore. Take some 
    wood at the northern end of the campsite, then place the wood in the campfire.
    Lastly, head over to your bed and rest. 
    | Jawson Bog |----------------------------------------------------------------
    The Kid wakes up from his dream, still next to the Shard. Take it and follow 
    the path west. A Bootlicker is roaming around and will trap out in a cage of 
    thorns if you get too close. You can break free if this happens; try to use a 
    ranged weapon on this large cactus monster. Search the narrow walkways for 
    Black Tonics and Health Tonics, then head north.
    A Lungblossom stands in your way, and this gigantic flower monster isn't 
    willing to step aside. The Lungblossom is stationary, and attacks by spitting 
    out fireballs at you. It will be accompanied by pairs of Bootlickers or 
    Pincushions. Either target it from a distance with a ranged weapon, or wait 
    between attacks and run in to hack it to death. Once the Lungblossom and its 
    minions fall, enter the Skyway.
    | The Bastion |---------------------------------------------------------------
    Get up, then put the Shard into the Monument. Shards give you the ability to
    upgrade the six buildings.
     Distillery Upgrade: New Spirits become available
     Arsenal Upgrade: The Trapper Snare Secret Skill becomes available
     Forge Upgrade: Two additional upgrades for each weapon become available
     Shrine Upgrade: New Idols become available
     Memorial Upgrade: New Vigils become available
     Lost-and-Found Upgrade: New Spirits and Secret Skills are in stock
    Upgrade one of the buildings before exiting.
     ROATHUS LAGOON                                                         [0414]
    | Roathus Lagoon |------------------------------------------------------------
    You're now wandering into Anklegator territory! These fiends roam underground,
    with only their horn sticking above the surface, and wait for their prey to 
    move over them before striking with a vicious chomp. Slash the vines in front 
    of you and walk to the intersection ahead. The southern end is empty aside 
    from a couple Fragments.
    As you start to go north, pick up the Sneaky Decoy Secret Skill. When using 
    this Secret Skill, a scarecrow appears and confuses enemies while the Kid 
    turns invisible for several seconds. Attacking enemies while they are 
    distracted always ends up in a Critical Hit.
    Take out the Peckers that fly around near where you found the Secret Skill and
    walk down the stone road. When the road splits, go west to see an Anklegator 
    in action. The only known Anklegator 'round these parts is a massive momma 
    known as Queen Anne.
    Move forward while taking out the Wallflowers and Pincushions until you reach 
    some tall grass. A Stinkweed is blocking the entrance into the field. Keep 
    your distance, since this fat puffbag releases clouds of poison that can choke
    the life out of you. Shoot it from afar, then approach the tall grass.
    Queen Anne lurks in tall grass, and the only way to harm an Anklegator is with
    the weapon found up ahead: the Brusher's Pike. This melee weapon has a long 
    reach and can also be thrown at enemies like the War Machete. Queen Anne flees
    once she notices the pike.
    Go east to find Something Nasty and a Health Tonic, then go back to the field
    and head southeast. Hack your way through the Pincushions, Wallflowers, and 
    Stinkweeds as you continue through the lagoon; when you reach the next field, 
    you see Queen Anne retreat again. Visit the Arsenal up north; otherwise 
    continue after the Anklegator.
    Queen Anne begins to attack when you enter the third field. Any time you step 
    into the tall grass, the ground begins to shake just as the mother Anklegator 
    springs up. Try to stay out of the grass when fighting the Lunkhead and 
    Run east through the tall grass and don't stop until you reach solid ground; 
    Queen Anne will be on your tail, so don't slow down even for a second. When 
    you exit the first patch of grass, you can follow a side path that branches up
    north to find a Stinkweed and Something Pointy. Return back south and dash 
    through the second patch of tall grass. Go southeast for a Health Tonic and an
    Anklegator Egg, then go back up the stairs and head west to reach Queen Anne's
    Now that you're sealed inside Queen Anne's lair, there is nowhere to run. 
    First off, run to the far end and grab the Shard, then face off against the 
    Anklegator. In order to damage the Anklegator, you must walk over her so she 
    pops her heads up. Once Queen Anne's head is exposed, quickly turn around and 
    attack. As she takes damage, she becomes faster and her head is exposed for a 
    shorter period of time. In addition, creatures such as Pincushions and 
    Wallflowers join in on the fun.
    Once Queen Anne is done for, explore the rest of her lair to find some Health 
    Tonics, heal up, then step into the Skyway.
    | The Bastion |---------------------------------------------------------------
    Show Rucks and Zia the Anklegator Egg to make an Anklegator baby spring up in 
    the southeast corner of the map. Your third pet! If you press X next to it, 
    it'll follow you around like a puppy. Use the Shard to upgrade a second 
    building, then return to the Skyway.
     POINT LEMAIGN                                                          [0415]
    | Point Lemaign |-------------------------------------------------------------
    Walk forward and defeat a few Peckers and other monsters, then pick up the 
    Army Carbine near the statue. When aiming, two white lines appear that face 
    horizontally, then rotate towards the direction of the barrel and converge; 
    let go when the two points meet to not only use a Power Shot, but overall it 
    increases your accuracy.
    Dispose of the Wallflowers and Stinkweed with your new toy until the sharp 
    rocks sink into the ground. Move onto the railroad tracks until the railway 
    starts moving. A large amount of creatures can be found both on the Grand Rail
    and on islands lining the sides of it; slowly move up the railway, shooting 
    enemies as you go, until you reach the end.
    Once the Grand Rail stops moving, you can go at your own pace. North is the 
    way to go, but there are miniature paths that you can take to find trinkets 
    such as Health Tonics, Black Tonics, and Fragments. The rail has been tainted 
    by the presence of monsters, so you can expect to find Lunkheads, Wallflowers,
    and Peckers along the way (though there are patches of Vineapples along the 
    way that sweeten the deal). 
    Pass by the Arsenal and continue northeast along the Grand Rail. Deal with the 
    seed-spitting Peckers and the obnoxious Bootlickers. A Lunkhead is waiting 
    near the end of the railway, and the narrow walkway makes it difficult to 
    maneuver around and defeat the beast.
    Just up ahead is a Shard. When you pick it up, the Grand Rail turns on again 
    and you'll have to move against the current while facing off against some 
    hazards; the most obvious being the Swampweeds covering the railway. Try to 
    weave your way around them so they don't explode and release nasty smog. In 
    between fighting Stinkeyes, Peckers, and Wallflowers, chop down the logs that 
    are piled onto the railway so you don't get stuck behind and fall.
    Slay the large Stinkweed at the end of the Grand Rail, then pick up the Health 
    Tonic to replenish your lost health. Exterminate the Wallflowers and 
    Pincushions up ahead, then proceed to the circular room and speak with the man
    at the other end. Snag the Sealed Note from off the ground and exit towards 
    the Skyway.
    | The Bastion |---------------------------------------------------------------
    Show Rucks the Sealed Note, then talk to Zia. If you discuss the Ceramic 
    Stockpot she has in her possession, one will pop up next to the Smoking Pipe 
    on the outskirts of town. This is a second gateway to Who Knows Where, and you
    can participate in another 20-wave extravaganza for a heaping helping of 
    Fragments and XP. Make sure to insert the Shard into the Monument and upgrade 
    one of the buildings before leaving.
     COLFORD CAULDRON                                                       [0416]
    | Colford Cauldron |----------------------------------------------------------
    The Colford Cauldron is quite a sight, and the scenery here is drastically 
    different than anywhere we've been previously. Walk along the rock platforms 
    and destroy the yellow Vineapples. More show up near the group of Stinkeyes, 
    so try to tackle the creatures with a ranged weapon. Use a ranged weapon to 
    take out the Stinkweeds and Wallflowers on the floating islands, then follow 
    the path southeast.
    The Stinkeyes up ahead stay submerged in the ground, so walk right on over 
    them. Pick up the Fire Bellows when the walkway opens up. The Fire Bellows 
    unleashes a constant stream of fire, but it requires a recharge period if you
    use it for too long.
    Burn down the dead trees covering the island and the random enemies that drop
    down as well. Once the coast is clear, take the eastern path to find Something
    Heavy, then double back and go south. The walkway is very narrow and it can 
    get quite congested with all the Peckers, Bootlickers, Stinkweeds, Swampweeds,
    and Stinkeyes attacking. Yep, that's a whole lot o' problems.
    There are some Pincushions and Wallflowers near another dead forest. Even if 
    the Wallflowers curl up and become invulnerable, the Fire Bellows can torch 
    right through their petals and burn the flower alive. A Pecker Nest falls to 
    the ground once you've killed all the monsters here, so pick it up.
    Burn through the dead trees and head south to follow a trail that takes you to
    the Arsenal (plus, you can find Something Pointy next to the building). If you
    want to switch your weapons, I suggest at least keeping the Fire Bellows, 
    since you'll need it for the rest of the level. Otherwise, return to the 
    previous island and continue west.
    As you make your way towards the Shard, you'll have to deal with tons of 
    Peckers and Wallflowers. You will also notice a large batch of hibernating 
    Stinkeyes. Well, they happen to wake up as soon as you pick up the Shard. 
    Stand back near where the Shard was and wait for the Stinkeyes to float 
    towards you as a group, then use your Fire Bellows and rotate back and forth
    for a fiery punishment.
    Now that you have the Shard, you must backtrack through Colford Cauldron to 
    the entrance. Luckily, a shortcut appears nearby; the bad news is that the 
    shortcut is populated by Peckers and Stinkweeds. Battle your way to the end 
    and ride the Skybridge to be transported back to where you found the weapon.
    Here, an abnormally large Stinkeye resides with several smaller versions of 
    its kind. As Rucks points out, "it's not polite to stare", so remember to keep
    your back turned when fighting these enemies. When you want to strike, quickly
    turn around and attack before the Stinkeye can close its eye.
    Continue backtracking to the Skyway at the level entrance, fighting the usual 
    Peckers, Wallflowers, and Stinkweeds. 
    | The Bastion |---------------------------------------------------------------
    Show Zia the Pecker's Nest to receive a Pecker pet! With your fourth pet, you 
    should unlock the "Pet Sitter" Achievement. Discuss the Memento with Rucks as 
    well, then use the Shard and upgrade a building.
     MOUNT ZAND                                                             [0417]
    | Mount Zand |----------------------------------------------------------------
    There's no more mountain anymore; a large rainforest now stands in your way, 
    and the first portion is filled with tall, thick bushes. It can be hard to not 
    only see where you're going, but to also spot the Lunkheads jumping around. 
    Try to search the perimeter of the area to find Fragments, Vineapples, and 
    Something Greasy.
    The exit is to the north, so run past the small pond and exit the brush. Head 
    across the moss-covered rocks and kill the Wallflowers. In the southeast 
    corner is an island with an Anklegator and a Stinkweed, so exterminate them 
    for a nice amount of Fragments.
    Proceed north from the rock path and go up the tilted tree trunk to the next 
    floor. The Galleon Mortar is your newest weapon, and it's right next to the 
    stack of crates. The Galleon Mortar is slow and difficult to aim, but it packs
    a mighty punch. When you hold down X or B, a target starts next to the mortar 
    and moves outwards; let go once the target is underneath your shooting 
    destination. It's great for long-range killing, but not good up close (the 
    impact of the blasts can even damage you).
    Try out the Galleon Mortar on the three Peckers perched on the nearby tree. 
    Walk to the right and pass by the Arsenal for a Fine Gramophone, then destroy 
    the Pincushion and patch of Stabweeds that appear behind you.
    Return to where you picked up the weapon and go north. Your Galleon Mortar can 
    blast right through the Wallflowers and Pincushions that stand in your way. 
    Head up the stairs towards the wooden walkways and deal with the enemies. You 
    can either take the upper path or drop down onto the lower path; go with the
    lower path, since you can find a Health Tonic and a Black Tonic. 
    There are a few more enemies stationed on islands that can give you some 
    trouble, but luckily you have your mortar. Continue along the catwalks until
    you reach a Skybridge and ride it to another island.
    The Shard is right in front of you. Taking the Shard is easy, but the 
    challenge is after it's in your possession: two Lungblossoms sprout from the 
    ground and barrage you with a hailstorm of thorns. These Lungblossoms shoot 
    thorns out of their mouth as they rain down onto you. Strafe back and forth to
    avoid getting punctured and try to take out the supporting cast before 
    focusing on the two big dudes.
    Your Galleon Mortar is very powerful and does a great job taking these two 
    monsters down, but it is very slow and takes a while to land a shot. Dodging 
    two sets of needles is hard enough, so I suggest killing the first Lungblossom 
    with your melee weapon, then using the Galleon Mortar on the second. Next, 
    exit to the Skyway.
    | The Bastion |---------------------------------------------------------------
    There isn't much to do other than showing Zia and Rucks the Fine Gramophone 
    and using the Shard. After discussing the Memento with Rucks, the Fine 
    Gramophone appears on the east side of town; you can use it to play music. 
    There are only two more Shards left, so your adventure is quickly nearing its
     BURSTONE QUARRY                                                        [0418]
    | Burstone Quarry |-----------------------------------------------------------
    Walk forward into the quarry to witness the ground rumble and shake. The 
    Burstone Quarry is home to Rattle-tails, sneaky monsters that attack by 
    burrowing underground and throwing rocks at you. You must wait for them to 
    return to the surface before killing them; even that's tough, since 
    Rattle-tails actively run away when pursued.
    Follow the trail to find some Gasfellas fighting Pincushions. The Gasfellas 
    are on your side, so help them out by killing the Pincushions and other 
    monsters in the quarry. Press the switch to lower the rock spires, opening up
    a new path. Hit the next switch and continue down the path.
    Near the third switch, a Lunkhead is trapped inside a circle of rocks. Instead
    of pressing it and releasing the monster, attack the defenseless monster from 
    the other side of the cage. Move forward and grab the Health Tonic next to the
    switch. Defeat the pair of Rattle-tails up ahead, then walk past the switch to
    find another Health Tonic at a dead end.
    Hit the switch here, which opens up the southeast and northeast pathways. 
    There's nothing to find northeast aside from a batch of Stinkeyes, so take the
    other road. Press the switch along the way and stop by near the Arsenal. Clear
    out all the Pincushions and Wallflowers positioned around the mine track, then
    go forward until you reach a fork. To the west is a path that leads to 
    Something Stringy.
    Back at the fork, continue south. Hit the switch to rearrange some rock 
    spires, allowing you to progress further. As the stone path starts to turn 
    red, you'll find more rock spires and enemies. Clear out the Pincushions 
    before hitting the switch; the path opens up again. This procress of "hit the
    switch, lower the rocks" continues a couple more times until you reach an 
    expanded section of the quarry.
    This area is home to an enlarged Lunkhead named Sir Lunky, of course. His 
    mannerisms are identical to regular Lunkheads, although he has much more 
    health. Employ the same strategies to defeat Sir Lunky, then defeat the 
    Pincushions and Rattle-tails that appear in his wake. The exit to the area is
    at the southern side of the room, but first make sure to grab Something Course 
    on the north end.
    The Kid finds Zulf at the end of the quarry. Talk to him and discuss the 
    Fractured Monument. Next, press the switch to recover the Shard and walk 
    towards the exit. 
    | The Bastion |---------------------------------------------------------------
    As Zulf mentioned, his countrymen will never stop in preventing the Kid from 
    rebuilding the Bastion. This becomes clear when you return home to find the 
    town being ransacked by the Ura. When you walk towards the town entrance, you 
    will be ambushed by a couple Ura warriors. The blue ones have large halberds 
    and can teleport around the room.
    The entrance is sealed shut, so take the back entrance. Walk down the rainbow 
    trail and go southwest at the fork to find a Harp Guitar. Continue south at 
    the intersection to reach the Skyway.
    Once you reach the center of town, you find that your four pets are holding 
    the fort up. Help them out by taking down the waves of Ura that appear. 
    Apparently your pets can die in combat (which I have not personally 
    encountered), but I don't think anything significant comes from it aside from 
    Rucks commented on the fallen comrades.
    Talk to Rucks once the Uras retreat and discuss the Harp Guitar. The Ura have 
    kidnapped Zia, so it's up to you to exact some revenge for their wrongdoings. 
    The Shard will patch up the Bastion quite nicely, but there is still one final
    Shard that can fully revitalize the city. Make any necessary pit stops before 
    heading off again.
     URZENDRA GATE                                                          [0419]
    | Day One, Morning |----------------------------------------------------------
    The final Shard is found at Urzendra Gate. Walk down the foggy path until a 
    couple Uras stop by. These green ones can teleport just like the blue enemies,
    but these folk rely on rifle fire. Slay the pair of green Uras, then grab some 
    Fragments at the north and head northeast for the screen to fade out.
    | Day Two, Afternoon |--------------------------------------------------------
    You are back in an area that resembles the Wild. Navigate through the tall 
    bushes and fend off the Lunkheads. All you have to do is walk forward and slay
    three or four Lunkheads until the screen dims once again.
    | Day Three, Morning |--------------------------------------------------------
    Once you regain your composure, move around the wooden planks. Descend the 
    staircase behind you for some Fragments, then walk back up and proceed 
    northeast. Kill the blue and green Uras, walk across the rickety bridge to the
    other side of the area and go southwest.
    As you follow the wooden walkways, more Ura attack. When you reach a barge, 
    pick up Something Fancy in the back corner of the room before jumping on. Ride 
    the barge to the next area.
    | Day Three, Dusk |-----------------------------------------------------------
    There isn't much to do here in the rainy field. Walk along the trail and take 
    out a single blue Ura, then continue up the stairs until the screen turns
    | Day Three, Night |----------------------------------------------------------
    You wake up at a campsite with an Ura watching over you. Creepy. Send him 
    packing before heading up the staircase behind the tent. Eventually, you are 
    transported to another location.
    | Day Five, Morning |---------------------------------------------------------
    You end up in a chilly area, with ice crystals lining the ground and a flurry
    of snow falling from the skies. The Ura ahead has his hands full with a flock 
    of Peckers, so capitalize and kick him while he's down. Finish off the Peckers
    after and pick up the Health and Black Tonics off to the right.
    Continue north/northeast and pick up Something Wrong on the left side of the 
    path. Deal with the Stinkeyes and return to the main path, which eventually 
    takes you higher up on the mountain.
    | Day Six, Afternoon |--------------------------------------------------------
    The snow picks up and leaves you weathering a nasty blizzard. Though they are 
    hard to see, Fragments cover the snowy ground. Trot through the snow until an 
    Ura appears, then finish her off. Grab the Fragments across the northwest 
    bridge, then go back and head east over the next stone bridge. Fight another 
    Ura up ahead and walk further down the trail.
    | Day Seven, Dawn |-----------------------------------------------------------
    The area here is weird, with ice blocks covering the ground and giant mounds 
    of snow everywhere. At least the floor isn't slippery from the ice. Continue 
    north and an Ura appears out of nowhere on a barge. Deal with him and walk 
    under the arches. The Shard, at last! Unfortunately, a hulking brute of an Ura
    sneak attacks you, then steals the Shard for himself. Blegh, the stench of 
    defeat. Defeat the Rattle-tails after you recover and exit to the Skyway.
     ZULTEN'S HOLLOW                                                        [0420]
    | Zulten's Hollow |-----------------------------------------------------------
    Your journey to the Tazal Terminals is just a step away, as the Kid lands in 
    Zulen's Hollow. At the beginning of the level, destroy the two Uras and grab 
    the Calamity Cannon. As the name implies, this is a weapon of mass destruction
    that fires concentrated energy as powerful as the Calamity (okay, well not 
    quite). The downside is that you can take damage from the ensuing explosions.
    There are four pillars surrounding the black tiles you are standing on right 
    now. Blow up all four to lower a group of rock spires and open the way for 
    you. Destroy the rest of the rocks on the path and go forward. The Security 
    here are tougher than any you have faced before and fire laser beams. Shoot at 
    them from a long distance with your Calamity Cannon.
    As before, shoot the four conductors and the accompanying Stinkeyes to create 
    a new path, but first branch off to the left for a Health Tonic. Clear out the 
    big rocks and the snowballs until you reach an Arsenal. I highly recommend 
    holding onto the Calamity Cannon for the duration of the level.
    The next few areas are infested with Rattle-tails. Break the next conductors 
    and walk towards an intersection. If you go to the west, you will find a group
    of conductors behind a large rock wall. However, if you stand on the edge you 
    can shoot at one of the conductors with your Calamity Cannon. You only need to
    smash one to tear down the wall. Take Something Burnt, then take the other 
    path back at the fork.
    Up ahead, you'll find a ton of conductors along with two large Spikeye nests. 
    Like the cornbins, these foul things spit out groups of Spikeyes over time. 
    Kill them and the Spikeyes left behind, then search the southeast corner for 
    Something Foul.
    Continue north to the next fork: going north leads to some Fragments and a 
    Health Tonic; the the northwest path is the way to go. The road is lined with
    snowballs that you'll have to bomb your way through. Slay the foes and smash 
    the conductors to lower the rocks. The next set of conductors is on an island,
    so shoot at them with your Calamity Cannon to open the way.
    There is another intersection a little ways down the trail. First, collect 
    Something Wrong to the west and survive against the Uras and Security. Now go 
    northeast to encounter some orange Uras. These fighters are similar to the 
    green Uras, since they employ long-range tactics, but they wield rapid fire 
    Down the two orange Uras and move ahead; smash the conductors to open the 
    northeast trail. Before you walk down the road, head to the edge of the cliff
    in the corner for a Child's Drawing. The Kid finds Zia at the end of the ice 
    road, but the reunion isn't as merry as expected.
    | The Bastion |---------------------------------------------------------------
    Show Zia the Harp Guitar and Child's Drawing, then discuss the latter with 
    Rucks. If you approach the southern end of town, Rucks reveals a Bedroll that 
    you can sleep on. This is the third Who Knows Where challenge, so take a nap 
    if you're willing to fight 20 waves of madness. Otherwise, leave.
    Please note that the Tazal Terminals is the final level in the game. There is 
    no backtracking once you enter, so make sure to do everything you'd like 
    before selecting the level. Not that you can replay levels, but at least make 
    sure that all the Proving Grounds are completed.
     THE TAZAL TERMINALS                                                    [0421]
    | The Tazal Terminals |-------------------------------------------------------
    You land right next to three Rattle-tail babies, starting off a doozy of a 
    level. Slay all three, then attack the Ura that rides in on a barge south of 
    your position. Head up the northern bridge and follow it to a snow-covered 
    area. Along the way, you'll find Security and various Ura types.
    A Health Tonic and Black Tonic are lying right in the middle of the clearing.
    What a steal! Of course, when you run over to pick them up, you become 
    surrounded by a ring of Uras. Survive the ambush and continue northwest to 
    find several more Uras arriving on barges and Security turrets. Blast the 
    snowballs and boxes to the east and go through the arch.
    Again, more and more enemies for you to deal with. It gets pretty tough here, 
    since you are pitted against four Rattle-tails, a Stinkeye nest, and three 
    Uras. Kill the Uras first, then deal with the Stinkeye nest to avoid a crowded 
    room. There's another Tonic booby trap up ahead, but there's nothing you can 
    do to avoid it.
    Destroy the rubble in your way and proceed down the path. If you destroy the 
    conductors in this area, they leave behind Health Tonics or Black Tonics. Step
    onto the barge to be whisked away to a new area.
    The Kid's barge lands, killing some Uras in the process. Heh. Slash your way 
    through the area until you reach a dead end. Pick up the item at the end of 
    the path for a Hop Scotch. This nifty item allows you to jump by pressing A, 
    and you'll need all the jumping power you can get in order to traverse the 
    rest of the Tazal Terminals.
    Start by jumping across the small islands in front of you for a Health and 
    Black Tonic, then leap over to the bridge. A big group of Uras is waiting for 
    you here, but the ability to jump makes it easy to dodge attacks and whatnot. 
    Plus, icicles rain down from the skies and occasionally create holes in the 
    floor that you'll need to jump over.
    Break the conductor at the end of the room and walk through the passage. The 
    floor starts to fall apart from behind you, so hightail it to the other end. 
    Don't even worry about destroying the rocks and snowballs in the way; you can 
    just jump over them! Also ignore the Uras, since they'll eventually fall to 
    their death.
    One last Ura stands in your way here, so finish him off, pick up the Health 
    Tonic in the corner, then ride the Skyway.
    Unfortunately, the Skyway only takes you to an island way above your previous 
    location. There's still a lot more exploring to do. A large Ura captain 
    resides on this island; he acts just like the blue halberd Uras, but has much 
    more health. There are numerous Health and Black Tonics surrounding the island 
    that you can use at any time.
    Once the captain is downed, start hopping across the mini islands to the east. 
    Some contain Health Tonics; others contain Uras. There are many routes to 
    take, so it's up to you to make it to the other side in one piece. Ride the 
    barge at the end.
    This next portion of the Tazal Terminals is similar to Prosper Bluff: there 
    are a bunch of sealed gates lining the main path, and you have to take detours
    in order to reach the switches that open them. Jump to the two islands and hit
    both switches to open the first gate. Grab the Black Tonics and head through 
    the second gate to find a very large weapon.
    The Battering Ram is an unconventional weapon, mainly due to the fact that you
    only have it for a short period of time and that you cannot use any other 
    weapons once it's equipped. The Battering Ram slows you down and prevents you
    from jumping, but it's incredibly powerful and can be used to destroy gates 
    among other things.
    Press X to swing the Battering Ram, B to slam it down, and the Left Trigger to
    defend. It even has its own Secret Skill! Pummel the two Pyths that come to 
    life, then break through the gate and bash the blue crystals in the previous 
    area. Smash the crystals and kill the Uras before riding the barge at the 
    southern end of the island.
    An army of Uras is waiting for you when you land, so use a Secret Skill to
    create a huge meteor storm and wipe 'em all out. Continue forward, destroying
    rubble and Uras alike, until you reach the final Shard.
    As you try to pick the Shard up, an Ura snags it and teleports to the other
    side of the room. Keep playing this game of cat and mouse (more Uras appear
    each time the Shard holder teleports away) until he decides to fight you. Use
    your Secret Skill to annihilate the Ura and the two Pyths that stand beside
    him, then claim the Shard as yours.
    Walk down the newly-formed bridge to witness Zulf being betrayed by his own 
    kind. You have two options:
     Move On: If you abandon Zulf's body, you must press forward with the
              Battering Ram. Hit the switch to open up the bridge and begin your
              way across. The camera zooms out to show you what you're up against:
              a truly massive army of Uras. Your health meter has disappeared
              along with your other icons, so I don't know if you can die here.
              Fight your way through the Uras until you reach the Skyway.
     Take Zulf: If you choose to do the right thing and take Zulf, you will carry
                his body through the rest of the Tazal Terminals. The Uras look
                on; some attack you, but you have no means of defending yourself.
                It's a truly beautiful scene. Slowly move through the passage 
                until you reach the Skyway, as the Ura look on...
    | The Bastion |---------------------------------------------------------------
    After repeated attempts, the Kid finally gets up. Place the Shard into the 
    Monument for a scene.
    | The Monument |--------------------------------------------------------------
    Huh, you're actually inside the Monument! Talk to Zia and Rucks, and discuss 
    all your options (plus some backstory information). Once again, you are
    presented with a choice after inspecting the Monument:
     Restoration: With this option, the Kid restores the world to a time before
                  the Calamity, effectively ending the disaster. However, no one
                  knows what's in store for the group when they return to the 
     Evacuation: If you restore the Bastion's evacuation protocol, the Kid stays
                 on the Bastion with Rucks and Zia, choosing to stay in a world
                 still plagued by the Calamity. But as Rucks said, you can now go
                 wherever you please.
    Again, it doesn't matter which option you make. The game is complete, and you 
    now have the option to select New Game Plus from the main menu. In New Game 
    Plus, you start the game with all your weapons, upgrades, Idols, and Vigil 
    [5] ENEMIES                                                             [0500]
    | Gasfella |------------------------------------------------------------------
    Gasfellas are hooded wraiths that carry sickles and comes in all different 
    colors. Blue Gasfellas are the most common and use a basic slash attack. Green
    ones use a lunging attack that can surprise you. Blue and green Gasfellas have
    an unblockable slam attack, and red ones can spin around like a buzz saw.
    | Security |------------------------------------------------------------------
    You will encounter various Security turrets often on your quest. These turrets
    are stationary and shoot energy balls at you. The most common are blue 
    Security and they fire blue energy balls. Brown ones shoot rapid-fire energy 
    balls, and red ones have flamethrower nozzles. There are other different 
    Security types that are more uncommon.
    | Windbag |-------------------------------------------------------------------
    Simply put, Windbags are smaller versions of Gasfellas. They resemble the 
    common blue Gasfellas and have identical sickle attacks. Aside from being 
    weaker than Gasfellas, the only difference is that Windbag's sickle attack is
    much slower.
    | Squirt |--------------------------------------------------------------------
    Squirts resemble small, inflated worms. They bounce around on their tail and 
    attack in large groups. They are the game's weaker enemies and don't do much 
    aside from a measly ram. While blue Squirts are vicious, the green/red mix are
    cowardly and run away from the Kid on sight. Squirts can also emerge from tall
    blue cornbins, which act as spawn points.
    | Scumbag |-------------------------------------------------------------------
    Scumbags act as trash compactors in the world of Bastion. They are vile 
    creatures that ingest just about anything and leave behind acidic blue goo. 
    When taking damage, the bulky Scumbags begin to deflate like a balloon until 
    they dissapear. Their primary form of attack is with this toxic acid: Scumbags
    will either spit globs at you or slide around and leave a trail in their wake. 
    Some can also use a battering ram attack.
    | Stabweed |------------------------------------------------------------------
    These passive plants may not go out of their way to harm you, but walking into
    one can be quite painful. Stabweeds are plump cacti that are common in some of
    the game's levels. They are bunched together and often block roads and 
    passages. Destroy them from afar so you don't get pricked.
    | Pyth |----------------------------------------------------------------------
    Pyth is actuall the name of a bull God, but there are mechanical bulls that 
    share the name. When approached, the Pyth goes on a frenzy and rides around 
    while spitting out flames. Even though this is its only attack, the bull 
    actively pursues you until the flames cease. When it ceases fire, you can 
    | Pecker |--------------------------------------------------------------------
    Peckers are a species of predatory bird, and apparently the Kid is a part of 
    the food chain. You mainly fight baby Peckers, which appear in groups and can 
    be killed in one hit. The bigger ones have a nasty divebomb attack and are 
    much tougher to bring down, and turquoise Peckers opt to keep their distance 
    and shoot seeds at you.
    | Swampweed |-----------------------------------------------------------------
    Just like Stabweeds, Swampweeds do not attack you, but still cause a lot of 
    trouble. They resemble purple bunches and are often found in the forests and 
    bogs that make up the Wild. When destroyed, they release a green cloud of gas 
    that can damage the Kid if he walks through it.
    | Pincushion |----------------------------------------------------------------
    Pincushions do not move, but can shoot a stream of needles at you on command. 
    The most common are purple Pincushions, who can fire a steady stream of 
    thorns; since these creatures cannot see where they're shooting, you are able 
    to avoid the thorns. Green pincushions shoot their needles out in a ring, and 
    blue Pincushions are similar to purple ones, but have faster firepower.
    | Wallflower |----------------------------------------------------------------
    These dangerous flowers are stationary, but the fungi they spit out can travel 
    a long distance. They come in all sorts of colors and have different shot 
    patterns, but they all have one common ability: they can close their petals, 
    which means that they are impervious to attack. Wait for their petals to open 
    up before striking.
    | Lunkhead |------------------------------------------------------------------
    These odd monsters have armor plating on their head, which prevents you from 
    damaging their face; the only way to damage a Lunkhead is to strike their 
    behind. These creatures don't really have a particular form of attack, but 
    their strong hind legs allow them to jump high in the air. Lunkheads leap all 
    over the place, and you may be at risk of getting stepped on.
    | Vineapple |-----------------------------------------------------------------
    Vineapples are brightly-colored fruit that are often found in the Wild and 
    some other locations. When you break open a green Vineapple, green gas fills 
    the air and has healing capabilities. However, the yellow ones are dangerous
    and explode when destroyed.
    | Stinkeye |------------------------------------------------------------------
    These floating green eyes stalk their prey and try to strike from behind. 
    Their lone eye stays closed when staring straight at it and generally only 
    opens up when your back is turned (think Boo from Super Mario). They become
    much harder to kill when their eye is closed, so turn around and then perform 
    a quick 180 to catch them off guard.
    | Doppelganger |--------------------------------------------------------------
    You only encounter this evil clone a few times in the game. Basically, it's a 
    shadowy version of the Kid, so he has the same movement and attack patterns as 
    your own character. The only difference is that he is much weaker and cannot 
    defend with his shield.
    | Bootlicker |----------------------------------------------------------------
    The Bootlicker is a tall cactus monster that doesn't seem to be particularly 
    dangerous; its main attack is trapping you inside a cage of thorns. The Kid 
    cannot get hurt, but being stuck inside leaves him open to attacks by other 
    enemies. You can destroy the cage with any weapon.
    | Lungblossom |---------------------------------------------------------------
    The Lungblossom is certainly at the top of the food chain, due to its massive 
    size and power. This colorful plant has a gaping maw and periodically spews 
    out groups of fireballs. While this is its only attack, the Lungblossom also 
    has the ability to summon lesser enemies to its aid.
    | Stinkweed |-----------------------------------------------------------------
    Not to be confused with Swampwweds (or Stabweeds, for that matter), Stinkweeds 
    are giant saggy plants that cough up noxious green fumes. These clouds can 
    travel far, so it's best you keep your distance. Once defeated, the Stinkweed 
    releases several toxic clouds.
    | Anklegator |----------------------------------------------------------------
    Thought to be extinct, you come across several Anklegators in select regions. 
    Anklegators spend most of their time underground, with only their horns 
    sticking above the surface to act as indicators. They strike when the Kid 
    moves over them; roll next to their horn to get them to emerge, then attack.
    | Rattle-tail |---------------------------------------------------------------
    Rattle-tails look like purple and white rodents with long tails. They 
    generally stay away from combat and will burrow underground if heated. When 
    underground, they kick up boulders before returning to the surface. Most 
    weapons cannot target Rattle-tails when underground.
    | Ura |-----------------------------------------------------------------------
    The Ura warriors have endured tough training to become top-notch fighters, and
    that certainly shows when fighting one. They are lightning fast and have the 
    ability to teleport between areas, making them hard to pinpoint and attack. 
    Blue Uras have long halberds and fight up close, while green Uras carry rifles
    and shoot you from afar. The orange Uras are similar to the green females, but
    they are bigger and carry crossbows.
    [6] PROVING GROUNDS                                                     [0600]
    There are 12 Proving Grounds in the game - one for each available weapon. 
    Proving Grounds act as training areas so you can improve your skills with each 
    of the game's weapons. You receive prizes for completing the assigned 
    challenge, and the prize for First Place is a valuable Secret Skill.
    | Breaker Barracks |----------------------------------------------------------
     Weapon: Breaker Bow
     First Prize: Breaker Volley (5 shots or fewer)
    In the Breaker Barracks, you must destroy the floating orbs lining the room 
    with your Breaker Bow. The room has a fairly simple layout, and the 12 orbs
            _____________         are displayed like the diagram on the left.
          ,'             `.       Your goal is to destroy all 12 orbs in a limited
        ,'   O    O    O   `.     number of shots: you get First Prize if you can
      ,'   O    O   O    O   `.   break them all in five shots or less.
      |  O    O       O    O  |
      `.                     ,'   The key to completing this Proving Ground and
        `.        O        ,'     getting First Prize is to use Power Shots. The
          `._____________,'       orbs are too durable and can withstand more than
                                  one regular shot, so using a Power Shot to break
    them in one hit is key to winning this thing. In addition, you must position
    yourself properly so that you can destroy multiple orbs with a single arrow. 
    You can tackle this a number of ways, but the easiest way is to shoot them 
    diagonally so you can take down three at a time. Take out the two outer trios 
    first, then the inner five followed by the lone one at the bottom. I've 
    personally never gotten below five shots, but five is all you need for First 
    | Windbag Ranch |-------------------------------------------------------------
     Weapon: War Machete
     First Prize: Ghost Blade (under 60 seconds)
    The War Machete is very light and you can swing it with ease, so you must put 
    the swift qualities of this weapon to the test by defeating all the monsters 
    in a set time. As soon as you pick up the weapon, enemies begin to pour into 
    the room. You must defeat several Security turrets, three Squirt-producing 
    cornbins, and a whole bunch of timid green Squirts. 
    The trick to winning here in under a minute is to kill off all the green 
    Squirts before they can run away. They continuously spawn in the center of the
    arena, and if you give them too much time, they run off the map and force you 
    to use the War Machete's throwing ability to slay them. It's way too much 
    effort, and throwing the machete doesn't always connect.
    Stand in the middle of the arena as soon as you pick up the weapon and begin 
    hacking away at the green Squirts. Don't worry if a few get away, but your 
    goal is to take out the majority. Also, suck it up and deal with the Security 
    fire; you can just heal yourself if it gets too bad.
    Next, run towards the two cornbins and quickly slash them apart. If you get 
    close enough to the edge, you can destroy some of the floating Security rather 
    than having to throw your War Machete at them. Overall, it's not that bad once 
    you get rid of most of the green Squirts. Finish off the stragglers and you 
    should be able to get the First Prize with relative ease... and all without 
    needing to upgrade your weapon.
    | Trapper Shingle |-----------------------------------------------------------
     Weapon: Fang Repeater
     First Prize: Snooze Dart (64 targets)
    In this Proving Ground, you must walk across a long and narrow bridge lined 
    with small green targets. All you have to do is proceed along the bridge and 
    use your Fang Repeater to destroy each of the targets. The catch? The bridge 
    begins to slowly fall apart from behind you, so you must stay ahead of the 
    darkness while making sure to hit every target available (there are 64 in 
    total, so you cannot miss a single one). If you miss one, you won't be able to 
    backtrack and you'll be screwed.
    I still consider this one of the easier Proving Grounds, since the Fang 
    Repeater is a fast weapon that automatically reloads. Use the score tally to 
    see how you're doing and make sure not to miss any targets. It is important to 
    get a good head start and keep moving at the beginning of the challenge. While
    it's not necessary, upgrading your Fang Repeater to have a larger ammo clip
    certainly helps.
    | Bullhead Court |------------------------------------------------------------
     Weapon: Bullhead Shield
     First Prize: 2500 Fragments (2 hits or fewer)
    This is widely considered one of the toughest Proving Grounds in the game. 
    There are no real tricks or secrets you must use in order to complete this 
    challenge; it's all up to using your Bullhead Shield and its Counter ability 
    Your goal is to kill all the enemies present without getting hit. The enemies 
    come in small waves, and they are all fairly weak to keep things manageable. 
    Since you have no offensive weapon, you must defeat the monsters using your 
    shield's Counter. In order to use Counter, block an enemy attack the moment 
    before it strikes you and you'll counterattack. It takes a bit of practice, 
    but hey, that's what these challenges are for.
     Wave 1: A single blue Security. You shouldn't have any trouble here.
     Wave 2: Two Security. Double the trouble, but still easy.
     Wave 3: One big blue Gasfella. His sickle strike is fast, so keep on your
             toes. It takes two Counter hits for the beast to fall.
     Wave 4: Three Security turrets. They don't all arrive at the same exact time,
             so you should be able to destroy them easily.
     Wave 5: A pair of Windbags. They can be killed in one Counter hit, and their
             attacks are very slow. Wait for the sickle to shake before you block.
     Wave 6: One brown Security. Unlike the blue ones, they fire a rapid stream of
             energy balls. Make sure to Counter the first and continue to block so
             the others don't hit you.
     Wave 7: One green Gasfella. He's like the big blue one, but he has a diving
             slice attack that can cover a bit of ground. Two Counters will do the
     Wave 8: Two brown Security. This one can be kinda tricky, especially if they
             place them on opposite sides of each other.
     Wave 9: Three blue Squirts. I don't really get these guys: I tend to Counter
             them all the time, but it usually takes a lot of Counters before they
             actually die. It can be hard to notice when they are about to attack
             since all they do is a simple ram.
     Wave 10: One blue Security and a green Gasfella. The Security arrives before
              the Gasfella, so you can destroy it before the Gasfella even shows
              up. Otherwise, deal with the Gasfella first.
     Wave 11: One brown Security and a blue large Gasfella. Try to run away from
              the Security turret and bait the Gasfella away from it, then destroy
              the Gasfella. Trying to avoid the numerous energy balls can be
     Wave 12: A giant Scumbag. At this point, the Stranger tells you that it may
              be smarter to evade rather than block. The Scumbag has a thrust
              attack that gets faster and harder the more you Counter it. He
              suggests that you try to use an Evade roll and dodge the Scumbag in
              an attempt to knock it off the edge. Maybe Counter it once to slim
              the Scumbag down a bit, then stand near the edge and wait for it to
              slide towards you, then roll out of the way. Voila!
    | Zulwood Grove |-------------------------------------------------------------
     Weapon: Scrap Musket
     First Prize: Scrap Salvo (15 shots or fewer)
    Zulwood Grove is filled to the brim with large, prickly gourds, and it is up 
    to you to clear them all out with the Scrap Musket. In order to claim your 
    prize, you must either destroy the green gourds or push them off the edge of 
    the cliff.
    Since the Scrap Musket is similar to wielding a shotgun, you must get up close 
    when targeting the gourds for the maximum effect. Also, try to position 
    yourself so you can shoot an entire group at once and push a large amount 
    closer towards the edge. The challenge is incredibly easy when you upgrade 
    your Scrap Musket to allow for greater knockback.
    | The Scrap Yard |------------------------------------------------------------
     Weapon: Cael Hammer
     First Prize: Stunning Wallop (under 25 seconds)
    The Cael Hammer is great for bashing and clearing out space, so it's only 
    proper that you are placed inside a large junkyard with the weapon. The Scrap
    Yard is a single circular island covered in random objects, and you start off 
    in the middle of it. Pick up the hammer and start smashing things.
    It is important to understand the capabilities of the Cael Hammer and also the
    durability of the objects you must destroy. First off, your attacks are 
    stronger when standing completely still. Also, some of the objects here are 
    bigger and tougher to break down (carriages, walls) than others (barrels). 
    Many of the items can only withstand a single hit, but others require multiple
    24 seconds is not a lot of time at all, and it will take a ton of retries in 
    order to get First Prize. Rule #1: destroy the weaker items by rolling. It 
    saves a ton of time and effort. The only real way to determine which items can
    be rolled through is by trial and error, but barrels, boxes, and the stone 
    railings can be taken down if you roll through them. I usually roll, then 
    immediately stop and use a strong attack to clear out some of the walls and 
    rock piles.
    Also note that you need to destroy 100 objects, and there are more than that 
    present. I try to go around in a circle and destroy most of the items, and by 
    the time I'm done with a lap, I only have to break around five more objects. 
    The south/southeast corner seems to have the most fragile junk, so I tend to 
    start there and go counter-clockwise. But it's not a fool-proof plan, so try 
    different options and see which ones work out. It is all about practice, and 
    upgrading the Cael Hammer's damage capabilities.
    | Slinger Range |-------------------------------------------------------------
     Weapon: Dueling Pistols
     First Prize: Slinger Storm (750 or more)
    This is widely considered the most difficult Proving Ground in the game, and 
    it is nigh impossible to complete without the addition of perks or upgrading 
    your weapon. As the game points out, you can use the Dueling Pistols at a 
    faster rate when you rapidly tap its assigned button, so button mashing can 
    result in a rapid shower of bullets. 
    Pick up the Dueling Pistols and walk down onto the island. There are ten 
    smaller island surrounding your location, and a scarecrow will periodically 
    appear on one of the islands. Your score starts off high (at 100, I think) and
    continues to decrease until the scarecrow is destroyed, so fast trigger 
    fingers will receive a higher score. Repeat this process ten times and the
    challenge will end.
    It's all about knowing when to fire; you cannot anticipate the scarecrow 
    because they appear after different time intervals and in different locations 
    each time. This challenge requires you to be near perfect in all ten shot 
    attempts: in addition to shooting incredibly fast, you cannot miss and you 
    must take out the scarecrow in one clip, or else you'll reload and that messes
    everything up.
    I would recommend leaving this Proving Ground until the end of the game, 
    because you will need to heavily upgrade your weapon. Even with a fully 
    upgraded Dueling Pistols, this is still crazy hard.
    Thanks to the GameFAQs Bastion message board, I found a perfect strategy to 
    win First Prize without too much trouble. Equip the Werewhisky Spirit, which 
    gives you a +100% Critical Hit Chance when below 33% health. Before picking up 
    the guns and starting the challenge, repeatedly fall off the edge until the 
    Werewhisky activates. Now begin the challenge; you'll annihilate the 
    scarecrows in record time and easily surpass 750 Points.
    | Camp Dauncy |---------------------------------------------------------------
     Weapon: Brusher's Pike
     First Prize: Brusher Sweep (under 60 seconds)
    Camp Dauncy is a barren patch of land that is overrun by Pincushions. The
    Pincushions continuously fire out thorns and all face different directions,
    creating a sort of maze-like effect. You must navigate through the camp and
                _______            hit all six switches present in a select time
              ,'       `.          in order to earn the most coveted prizes. It is
              `._     _,'          a lot more difficult than it sounds due to
                ,' S `.            several conditions:
              ,' ,' `. `.
           _,' ,'     `. `._       First off, all you have to use is the Brusher's
         ,'    `.     ,'    `.     Pike. That means you cannot defend against the
        /        \   /        \    Pincushions with a shield, and for some odd
        \  S     /   \  S     /    reason, you are not able to perform evasive
         `._     `._,'     _,'     rolls here. Also, you cannot use Health Tonics
            `.           ,'        to heal yourself.
              )    S    (
           _,'     _     `._       Due to these circumstances, you cannot wildly
         ,'      ,' `.      `.     rush through and take a beating in order to
        /   S    \   /     S  \    get a good time. You must exterminate the
        \        /   \        /    Pincushions in order to make the camp safe
         `._   ,'     `.   _,'     enough to cross. To the left is a diagram
            `. `.     ,' ,'        representing the camp layout and the locations
              `. `._,' ,'          of the six switches.
                `.   ,'
                 |___|             To make things easier on yourself, only destroy
                 START             the Pincushions that directly interfere with
                                   your route. There is no need to kill the ones
    that are not pointing at you, since you can save time and simply navigate
    around them. The Brusher's Pike has a long reach, so you can reach over a
    stream of thorns and hit a target.
    The Pincushions never change positions during each trial, so you'll come to 
    memorize their locations during retries and determine the best possible route 
    through Camp Dauncy.
    A simple way to get First Prize is to intentionally kill yourself by running 
    through Pincushion fire and hitting one or two switches along the way. You 
    have two lives before you must restart a level/challenge, so dying once is 
    like a free pass. Once you are resurrected, it takes a second or two before 
    the Pincushions to start firing, allowing you to shave a few seconds off the 
    clock. To boot, you can equip the Hearty Punch Spirit, allowing you to perform
    this trick a second time.
    | Trigger Hill |--------------------------------------------------------------
     Weapon: Army Carbine
     First Prize: Trigger Blitz (under 35 seconds)
    I would say this is probably the easiest Proving Ground in the game. 
    Personally, I don't think it requires much skill to wield the Army Carbine so
    long as you know what you're doing, and it isn't exactly complicated either. 
    With the gun equipped, hold down the selected button to make two aiming lines 
    appear. They appear horizontally and begin to rotate and line up with the 
    gun's barrel. Once the two lines meet, release to create the most accurate 
    shot possible (and most likely a Power Shot); spamming the attack button gets 
    you nowhere and you likely won't be able to hit anything remotely far away.
    The challenge at Trigger Hill is shooting targets. The first set of targets 
    appears on the left side of the island. The first couple are close to the edge
    and they repeatedly get farther and farther away; as long as you line up the 
    aiming sight, you should be able to easily destroy the ones in the back, even 
    without upgrading the weapon. The targets on the right are Security, so they 
    fire back, but they can be taken out in two hits, max. The only difference is
    that you will have to move around a bit to avoid taking damage.
    | Grady Incinerator |---------------------------------------------------------
     Weapon: Fire Bellows
     First Prize: Ring of Fire (72 Peckers)
    There has been a Pecker infestation at the Grady Incinerator, and it is your 
    job to clear them out... what other way than with the Fire Bellows? The 
    incinerator consists of three chambers, each one sealed off by gates. Peckers 
    fly around in each chamber, and the only way to get from one chamber to the 
    next is to fry each Pecker.
    There are 72 total Peckers to be killed, and you must roast all 72 in order to
    claim First Prize. The best method is to not let the Peckers get too 
    scattered: run to the center of the chamber and wait for the Peckers to drop 
    down, then spin around in a circle while letting the Fire Bellows rip. If any 
    get away, you'll have to chase them down.
    You only have 30 seconds to complete this Proving Ground. You may need to 
    upgrade your Fire Bellows a bit for greater fuel generation and possibly 
    higher attack speed. With an unaltered weapon, I could never kill the last two
    or three birds, but with one or two upgrades I was able to get over the hump.
    | Boundless Bay |-------------------------------------------------------------
     Weapon: Galleon Mortar
     First Prize: Bomb Barrage (80 casualties or more)
    Boundless Bay is a small (but beautiful) area with a simple challenge: use the
    Galleon Mortar to annihilate as many Squirts as you can in five shots. There 
    is an island filled with Squirts south of your location, and you must use the 
    Galleon Mortar's precise aiming and incredible blast radius to take out as 
    many enemies.
    This is another simple Proving Ground, since it doesn't take much effort to 
    complete it even without upgrading your weapon. In order to kill at least 80 
    Squirts, you must be patient. The Squirts move around, so wait for them to 
    bunch together before taking a shot. It's a lot easier for the first couple 
    shots since it's hard not to hit at least 10 in a shot, but once the numbers 
    dwindle you will need to wait for them to move around. Do the math: you must 
    nail 16 Squirts with each mortar shot to get 80 - the bare minimum.
    | Mancer Observatory |--------------------------------------------------------
     Weapon: Calamity Cannon
     First Prize: Calamity Rockets (all 7 conductors)
    You are in charge of the Mancer Observatory, a small building containing a 
    rectangular platform with seven conductors at the back. Windbags attack from 
    the opposite side of the platform, and your job is to hold them off and 
    protect the conductors. In order to win First Prize, you must keep all seven 
    in tact; not a single one can be destroyed.
    The Windbags are weak creatures and can be eliminated in one hit, but the 
    numbers game becomes evident and you may be at risk of getting overrun. Try to
    aim for Windbags grouped together, but otherwise take out the ones closest to 
    you. Stand at the edge of the platform and attack.
    The challenge gets difficult when you're down to about 25-30 Windbags. They 
    start to move faster and a handful may get past you. Aiming backwards towards
    the conductors is a huge risk since you can destroy them yourself with the 
    Calamity Cannon, so you're better off restarting if even a single Windbag gets
    past the halfway mark on the platform. You'll definitely need to upgrade your 
    Calamity Cannon (increased Charge Up Speed and Blast Radius). Hell, the final 
    upgrade creates homing rockets, which is just plain cheap.
    [7] WEAPONS                                                             [0700]
     WEAPONS                                                                [0701]
     Cael Hammer
    Well-balanced melee weapon.
    - Stationary attacks with it are more powerful
    Heavy-duty hammers such as this constructed Caelondia's famous Rippling Walls,
    and protected them from elements and foes alike.
    | First Upgrades (250 Fragments) |--------------------------------------------
     Sledge Head: +50% Damage
     Battle Head: +10% Critical Hit Chance
    | Second Upgrades (500 Fragments) |-------------------------------------------
     Extended Grip: New Ability: Focus Attack
                    Hold LT to Focus, then Attack
     Reverse Grip: Uppercut Attacks Cause Knockback
                   Attack without moving to Uppercut
    | Third Upgrades (750 Fragments) |--------------------------------------------
     Alloy Shaft: +50% Damage
                  Effect Stacks With Sledge Head
     Crafstman Shaft: +100% to Critical Hit Damage
    | Fourth Upgrades (1250 Fragments) |------------------------------------------
     Checkered Face: Attacks Ignore Armor
     Bell Face: Overhead Strikes Can Stun
                Attack without moving for an Overhead Strike
    | Fifth Upgrades (1500 Fragments) |-------------------------------------------
     Cael Engravings: +75% Damage
     Ura Engravings: +25% Critical Hit Chance
                     +150% to Critical Hit Damage
                     Effect Stacks with Battle Head and Craftsman Shaft
     Fang Repeater
    Rapid-fire ranged weapon.
    - Cannot move while firing. Reloads automatically
    A munition chamber fashioned from an unlucky beast gives a distinct silhouette
    to these silent repeating rifles, once favored by Ura hunters.
    | First Upgrades (150 Fragments) |--------------------------------------------
     Double Clip: +8 Ammo Capacity
     Speed Clip: +55% Faster Reload
    | Second Upgrades (300 Fragments) |-------------------------------------------
     Heavy Bolts: +50% Damage
     Flurry Bolts: Improved Firing Rate
                   Wider Attack Spread
    | Third Upgrades (450 Fragments) |--------------------------------------------
     Hollowed Chamber: +8 Ammo Capacity
                       Effect Stacks With Double Clip
     Grooved Chamber: +55% Faster Reload
                      Effect Stacks With Speed Clip
    | Fourth Upgrades (900 Fragments) |-------------------------------------------
     Reinforced Piston: +50% Damage
                        Effect Stacks With Heavy Bolts
     Multi-Piston: Improved Firing Rate
                   Wider Attack Spread
                   Effect Stacks With Flurry Bolts
    | Fifth Upgrades (1400 Fragments) |-------------------------------------------
     Bounding Critters: Bolts Ricochet on Contact
     Tracking Critters: Bolts Seek Out Foes
     Breaker's Bow
    Versatile ranged weapon.
    - Attack power increases as the bowstring is drawn
    With these durable lightweight bows, Caelondian Breaker divisions
    reconnoitered the farthest reaches of the land in the name of their City.
    | First Upgrades (175 Fragments) |--------------------------------------------
     Speed String: +25% Draw Speed
     Power String: +2 Target Penetrations Per Shot
    | Second Upgrades (375 Fragments) |-------------------------------------------
     Stabweed Arrowheads: +50% Damage
     Scumbag Arrowheads: Arrows Cause Damage Over Time
    | Third Upgrades (675 Fragments) |--------------------------------------------
     Supple Bow Limbs: +25% Draw Speed
                       Effect Stacks With Speed String
     Reinforced Bow Limbs: +2 Target Penetrations Per Shot
                           Effect Stacks With Power String
    | Fourth Upgrades (975 Fragments) |-------------------------------------------
     Cael Fletching: +50% Damage
     Ura Fletching: Arrows Cause Damage Over Time
                    Effect Stacks With Scumbag Arrows
    | Fifth Upgrades (1325 Fragments) |-------------------------------------------
     Dual-Pulley System: Arrows Cause Knockback
     Hybrid-Pulley System: Arrows Can Stun
     War Machete
    Fast attack melee weapon.
    - Throwing attack compensates for short melee range
    The Ura once nearly sacked the City with these savage blades, which gave the
    City's missionaries a healthy respect for them.
    | First Upgrades (150 Fragments) |--------------------------------------------
     Keen Edge: +20% Critical Hit Chance
     Serrated Edge: Attacks Cripple Foes
                    Attacks Deal Damage Over Time
    | Second Upgrades (325 Fragments) |-------------------------------------------
     Combat Handle: +100% Critical Hit Damage
     Launch Handle: +1 Blades Per Throw
    | Third Upgrades (625 Fragments) |--------------------------------------------
     Alloy Tip: +20% Critical Hit Chance
                Effect Stacks With Keen Edge
     Scumbag Tip: Attacks Cripple
                  Attacks Deal Damage Over Time
                  Effect Stacks With Serrated Edge
    | Fourth Upgrades (1225 Fragments) |------------------------------------------
     Reinforced Spine: +100% Critical Hit Damage
                       Effect Stacks With Combat Handle
     Split Spine: +1 Blades Per Throw
                  Effect Stacks With Launch Handle
    | Fifth Upgrades (1625 Fragments) |-------------------------------------------
     Graver Bolster: +50% Attack Speed
     Ura Bolster: +50% Damage from Power Shot Throws
     Scrap Musket
    Wide-angle ranged weapon.
    - Knockback effect compensates for limited range
    A mass-produced version of the very first Caelondian firearm, said to be a
    true terror. It belches searing clouds of jagged metal.
    | First Upgrades (200 Fragments) |--------------------------------------------
     Rifled Barrel: +50% Range
                    -50% Spread
     Smoothebore Barrel: +35% Spread
                         -15% Range
    | Second Upgrades (400 Fragments) |-------------------------------------------
     Heavy Shells: +15% Damage
     Impact Shells: Shots Cause Greater Knockback
    | Third Upgrades (800 Fragments) |--------------------------------------------
     Tactical Shock: Reduced Penalty to Long Range Damage
     Assault Shock: +33% Faster Reload
    | Fourth Upgrades (1750 Fragments) |------------------------------------------
     Reinforced Chamber: +15% Damage
                         Effect Stacks With Heavy Shells
     Expanded Chamber: Shots Cause Greater Knockback
                       Effect Stacks With Impact Shells
    | Fifth Upgrades (2350 Fragments) |-------------------------------------------
     Cael Flintlock: Fire Two Shots at Once
     Ura Flintlock: Shots Cripple Foes
     Dueling Pistols
    Duel ranged weapons.
    - Variable fire rate limited by the user's own speed
    Small enough to be used in pairs, these pistols grew in popularity beyond the
    Walls as Ura ambushes mounted.
    | First Upgrades (325 Fragments) |--------------------------------------------
     Expanded Cylinders: +4 Ammo Capacity
     Sealed Cylinders: Bullet Scatter Eliminated
    | Second Upgrades (650 Fragments) |-------------------------------------------
     Speedloader Chambers: +25% Faster Reload
     High-Caliber Chambers: +25% Damage
    | Third Upgrades (1275 Fragments) |-------------------------------------------
     Wild Powder: Bullets Ricochet on Contact
     Cauldron Powder: +1 target Penetrations Per Shot
    | Fourth Upgrades (1575 Fragments) |------------------------------------------
     Tranquilizer Barrels: Bullets Cripple Foes
     Hunting Barrels: +25% Damage
                      Effect Stacks With High-Caliber Chambers
    | Fifth Upgrades (1950 Fragments) |-------------------------------------------
     Hollow-Jacket Rounds: Bullets Cause Knockback
     Armor-Eater Rounds: Bullets Ignore Armor
     Brusher's Pike
    Thrusting melee weapon.
    - Powerful medium range weapon can also be thrown.
    Fearless Caelondian huntsmen used the business ends of these beauties to probe
    the capabilities of the flora and fauna lurking beyond the City Walls.
    | First Upgrades (200 Fragments) |--------------------------------------------
     Reinforced Shaft: +15% Critical Hit Chance
     Hollowed Shaft: +50% Faster Throw Reload
    | Second Upgrades (475 Fragments) |-------------------------------------------
     Hunting Grip: +50% Critical Hit Damage
     Battle Grip: Thrust Attacks Cause Knockback
    | Third Upgrades (825 Fragments) |--------------------------------------------
     Brusher Bindings: +20% Faster Thrust Attacks
     Ura Bindings: Throw Attacks Can Stun
    | Fourth Upgrades (1650 Fragments) |------------------------------------------
     Heavy Counterweight: +50% Damage
     Light Counterweight: +50% Faster Throw Reload
                          Effect Stacks With Hollowed Shaft
    | Fifth Upgrades (2075 Fragments) |-------------------------------------------
     Barbed Spearhead: Attacks Ignore Armor
     Splitter Spearhead: +1 Spear Per Throw
     Army Carbine
    High-power ranged weapon.
    - High damage output but heavy reoil. Variable accuracy
    The standard issue bolt action rifle of the Caelondian armed forces, also
    known as the weapon that conquered the continent.
    | First Upgrades (200 Fragments) |--------------------------------------------
     Power Tuning: Bullets Cause Knockback
     Speed Tuning: +30% Speed While Aiming
    | Second Upgrades (400 Fragments) |-------------------------------------------
     Cavalry Barrel: +35% Damage
     Marksman Barrel: +50% Aiming Speed
    | Third Upgrades (800 Fragments) |--------------------------------------------
     Reinforced Chamber: +10% Critical Hit Chance
     Insulated Chamber: +35% Faster Reload
    | Fourth Upgrades (1600 Fragments) |------------------------------------------
     Combat Scope: +35% Damage
                   Effect Stacks With Cavalry Barrel
     Reflex Scope: +50% Aiming Speed
                   Effect Stacks With Marksman Barrel
    | Fifth Upgrades (2400 Fragments) |-------------------------------------------
     Boomer Rounds: Bullets Cause Area Damage
     Razor Rounds: Bullets Ignore Armor
     Fire Bellows
    Flame assault weapon.
    - Spews a continuous stream of fire, causing damage over time
    A simple miscommunication led to the fiery destruction of Caelondia's oldest 
    forge, but at least it gave birth to this weapon.
    | First Upgrades (150 Fragments) |--------------------------------------------
     Sustainable Fuel: +20% Fuel Generation
     Volatile Fuel: Flames Spread Wider
    | Second Upgrades (325 Fragments) |-------------------------------------------
     Napalm Reservoir: Flames Cause Lasting Burn
     Thermite Reservoir: +1 Damage Per Flame
    | Third Upgrades (725 Fragments) |--------------------------------------------
     Cooling Intake: +20% Fuel Generation
                     Effect Stacks With Sustainable Fuel
     Modified Intake: Flames Cripple Foes
    | Fourth Upgrades (1350 Fragments) |------------------------------------------
     Contoured Grip: +25% Attack Speed
     Shielded Grip: Damage Resistance When Firing
    | Fifth Upgrades (1675 Fragments) |-------------------------------------------
     Streamlined Furnace: Move Faster While Attacking
     Industrial Furnace: Large Attack Range Increase
                         Cannot Move and Fire
     Galleon Mortar
    Bombardment weapon.
    - Explosive bombs damage a wide area. Variable range
    After the Caels decommissioned their largest fleet, their ships' massive
    broadside mortars found new purpose in defending of the Walls.
    | First Upgrades (225 Fragments) |--------------------------------------------
     Burstone Bombs: +25% Blast Radius
     Rapid Bombs: +25% Faster Reload
    | Second Upgrades (450 Fragments) |-------------------------------------------
     Target System: +50% Aiming Speed
     Blast System: +15% Critical Hit Chance
    | Third Upgrades (1075 Fragments) |-------------------------------------------
     Shrapnel Charges: +25% Blast Radius
                       Effect Stacks With Burstone Bombs
     High-Explosive Charges: +35% Damage
    | Fourth Upgrades (1850 Fragments) |------------------------------------------
     Reactive Tubing: +100% Power Shot Damage
     Dampened Tubing: +15% Critical Hit Chance
                      Effect Stacks With Blast System
    | Fifth Upgrades (2225 Fragments) |-------------------------------------------
     Inferno Propellant: Bombs Create Damage Fields
     Stonewall Propellant: Immunity to Bomb Damage
     Calamity Cannon
    Experimental ranged weapon.
    - Too unwieldly to lock onto targets. Blasts cause area damage
    The Mancers not only theorized about the raw forces of the world, they
    developed blueprints for how to unleash them.
    | First Upgrades (500 Fragments) |--------------------------------------------
     Supercharged Emitter: Rockets Cause Knockback
     Stabilized Emitter: Rockets Will Not Launch Automatically
    | Second Upgrades (1000 Fragments) |------------------------------------------
     Turbo Generator: +25% Charge Up Speed
     Blast Generator: +20% Blast Radius
    | Third Upgrades (1500 Fragments) |-------------------------------------------
     Speed Configuration: +35% Reload Speed
     Power Configuration: +10% Damage
    | Fourth Upgrades (2000 Fragments) |------------------------------------------
     Efficient Fuel Cell: +25% Charge Up Speed
                          Effect Stacks With Turbo Generator
     Incendiary Fuel Cell: +20% Blast Radius
                           Effect Stacks With Blast Generator
    | Fifth Upgrades (3000 Fragments) |-------------------------------------------
     Tracking Processor: Rockets Seek Out Foes
     Combustion Processor: Rockets Create Damage Fields
     SECRET SKILLS                                                          [0702]
    | Whirl Wind |----------------------------------------------------------------
    - Cael Hammer Skill
    A furious spinning strike that can damage multiple foes.
    Originally developed by the City Masons' wrecking teams.
    | Stunning Wallop |-----------------------------------------------------------
    - Cael Hammer Skill
    A crushing attack that stuns any foe unlucky enough to get in the way.
    The heaviest stonework on the Rippling Walls needed to be lodge in place with
    this move.
    | Bolt Burst |----------------------------------------------------------------
    - Fang Repeater Skill
    A spiral of bolts that deals damage in every direction.
    Trappers would rely on this technique in the event they got surrounded.
    | Snooze Dart |---------------------------------------------------------------
    - Fang Repeater Skill
    A bolt coated in a heavy sedative, which causes the target to lose
    consciousness on impact.
    Considered unsportsmanlike by some Trappers.
    | Dancing Shot |--------------------------------------------------------------
    - Breaker's Bow Skill
    A secret Breaker technique that causes an arrow to bounce from target to
    Originally intended only for spectacle but if proved to have practical uses.
    | Breaker Volley |------------------------------------------------------------
    - Breaker's Bow Skill
    A skill used by the swiftest Breakers, delivering arrow after arrow in rapid
    Devised by the Breakers' most renowned archery instructor.
    | Graver Slash |--------------------------------------------------------------
    - War Machete Skill
    A lightning fast flurry of strikes that can cut through even the toughest 
    The origins of this technique are widely disputed, though its potency is not.
    | Ghost Blade |---------------------------------------------------------------
    - War Machete Skill
    A secret technique that slices through everything in its path.
    An old Graver went missing in a cave for months but returned having mastered 
    this move.
    | Final Warning |-------------------------------------------------------------
    - Scrap Musket Skill
    A blast sent straight up into the air, causing a flurry of projectiles to rain
    down on the area.
    Not effective as a warning, but very effective otherwise.
    | Scrap Salvo |---------------------------------------------------------------
    - Scrap Musket Skill
    A relentless series of blasts that overcompensates for the musket's slow rate 
    of fire.
    Only once did the Marshals resort to this technique, in the days following the
    | Duel Decider |--------------------------------------------------------------
    - Dueling Pistols Skill
    A single swift, devastating shot aimed straight for the foe's most vulnerable 
    The practice of dueling soon ceased after the Slingers unveiled this trick.
    | Slinger Storm |-------------------------------------------------------------
    - Dueling Pistols Skill
    A rapid fire frenzy of countless bullets.
    The Slingers perfected this skill as proof of how quick their trigger fingers
    | Pike Vault |----------------------------------------------------------------
    - Brusher's Pike Skill
    A dexterous trick with which the wielder leaps into the sky to crash down on 
    unsuspecting foes.
    The Brushers adopted this maneuver from great war stories passed down from 
    older generations.
    | Brusher Sweep |-------------------------------------------------------------
    - Brusher's Pike Skill
    A secret polearm technique, which lashes out at all foes in the vicinity, 
    shoving them away.
    Created by the founder of the Brushers, who once stood against an entire Ura 
    | Breaching Bullet |----------------------------------------------------------
    - Army Carbine Skill
    A special bullet that lodges inside the target and explodes shortly 
    Some frowned on this device but no one denied its effectiveness.
    | Trigger Blitz |-------------------------------------------------------------
    - Army Carbine Skill
    A fast, decisive shot aimed at the target's vitals.
    The Army's Triggers used this skil in desperate times to decide battles in 
    their favor. 
    | Burning Carousel |----------------------------------------------------------
    - Fire Bellows Skill
    A technique causing the user to spin while spouting flames.
    Created by an infamous circus performer whose craft concerned him more than 
    the safety of others.
    | Ring of Fire |--------------------------------------------------------------
    - Fire Bellows Skill
    A technique that causes an expanding wall of flame to sweep through the 
    First developed for waste incinerators.
    | Turret Surprise |-----------------------------------------------------------
    - Galleon Mortar Skill
    A special shell that splits open on impact to reveal a Security Turret, 
    hard-wired to defend the user.
    First used by the Caelondian armada as a deterrent against privateers.
    | Bomb Barrage |--------------------------------------------------------------
    - Galleon Mortar Skill
    An experimental technique that overloads the firing tube with several shells 
    that launch simultaneously.
    Conceived as a last ditch naval maneuver.
    | Mancer Missile |------------------------------------------------------------
    - Calamity Cannon Skill
    An experimental ordnance that breaks into a cluster of explosives on impact, 
    spreading destruction.
    A small-scale prototype of the device that caused the Calamity.
    | Calamity Rockets |----------------------------------------------------------
    - Calamity Cannon Skill
    A devastating technique that overcharges the reactor, generating a flurry of 
    The unexpected result of an expensive experiment involving natural energy.
    | Squirt Lure |---------------------------------------------------------------
    - Secret Skill
    A special call that summons a loyal Squirt companion to the rescue.
    Popular at children's birthday parties and useful in various other situations.
    | Trip Mine |-----------------------------------------------------------------
    - Secret Skill
    A complex booby trap rigged to blow as soon as any foes draw near.
    A spring-loaded triggering mechanism ensures the user's safety.
    | Hand Grenade |--------------------------------------------------------------
    - Secret Skill
    A portable explosive that detonates on impact when thrown.
    The Caelondian army rarely depended on these, for their sheer force drew 
    | Sneaky Decoy |--------------------------------------------------------------
    - Secret Skill
    A decoy kit that draws foes' attention, rendering its owner nearly invisible 
    and setting up a critical strike.
    The Brushers caught many a target unawares with this technique.
    | Mirror Shield |-------------------------------------------------------------
    - Secret Skill
    A secret technique that automatically counter-blocks all oncoming attacks for
    a short time.
    Made famous in a spectacular showing in the Bullhead Court.
    | Trapper Snare |-------------------------------------------------------------
    - Secret Skill
    A sophisticated snaring kit that instantly springs open to immobilize foes in
    the user's vicinity.
    Trappers relied on this for hunts that didn't go as planned.
    [8] ITEMS                                                               [0800]
     ITEMS                                                                  [0801]
    | Fragment |------------------------------------------------------------------
    Fragments are small blue crystals that can be collected by destroying objects,
    killing enemies, and exploring levels. You can use Fragments to purchase items 
    and upgrade weapons.
    | Health Tonic |--------------------------------------------------------------
    Small green bottles that can be found throughout levels and by destroying 
    enemies. Press Y to heal yourself. Your default Health Tonic limit is three.
    | Black Tonic |---------------------------------------------------------------
    Small black bottles that can be found throughout levels and by destroying 
    enemies. Black Tonics allow you to use Secret Skills; press the Right Trigger 
    to use the Secret Skill and consume one Black Tonic. Your default Black Tonic 
    limit is three.
     MATERIALS                                                              [0802]
    | Something Heavy |-----------------------------------------------------------
    An Upgrade Material for the Cael Hammer.
    A chunk of a precious alloy, found deep underground.
    The staple diet of Gasfellas, also used in all manner of industry.
    | Something Stringy |---------------------------------------------------------
    An Upgrade Material for the Breaker's Bow.
    A stretch of meesegut, prized by bowyers and peltball fans.
    One more reason for the popularity of meese hunting.
    | Something Nasty |-----------------------------------------------------------
    An Upgrade Material for the Fang Repeater.
    A prickly bundle of bones from a carrion critter.
    The City never got these under control. The Calamity did.
    | Something Sharp |-----------------------------------------------------------
    An Upgrade Material for the War Machete.
    A batch of zulwood leaves, best not handled bare-handed.
    The world's sharpest blades are treated with their all.
    | Something Coarse |----------------------------------------------------------
    An Upgrade Material for the Scrap Musket.
    A coil of refined alloy, favored by machinists.
    Used to make firing mechanisms and ammunition.
    | Something Greasy |----------------------------------------------------------
    An Upgrade Material for the Dueling Pistols.
    A tin of rattle tail oil, a mechanical lubricant.
    Extracted from a species of subterrannean pest.
    | Something Pointy |----------------------------------------------------------
    An Upgrade Material for the Brusher's Pike.
    A strip of knifebark, aged to perfection.
    Feared and respected by blacksmiths and woodcutters.
    | Something Fancy |-----------------------------------------------------------
    An Upgrade Material for the Army Carbine.
    A clockwork organizer, once used for work and recreation.
    These springs and sprockets could be put to better use.
    | Something Burnt |-----------------------------------------------------------
    An Upgrade Material for the Galleon Mortar.
    A slab of burstone, blown lopside during the Calamity.
    Forged in flame already, it is highly resistant to heat.
    | Something Foul |------------------------------------------------------------
    An Upgrade Material for the Fire Bellows.
    A rag smothered in cauldrons ash, highly volatile.
    This rank-smelling fuel lasts long and burns clean.
    | Something Wrong |-----------------------------------------------------------
    An Upgrade Material for the Calamity Cannon.
    A flake of unusual rock, unseen prior to the Calamity.
    It writhes at the slightest touch yet feels like bone, only heavier.
     MEMENTOS                                                               [0803]
    | City Crest |----------------------------------------------------------------
    An identification badge from the old days.
    All those on official business for the City bear the Star of Caelondia.
    It is said to represent warmth, labor, and sacrifice.
    | Crystal Barrette |----------------------------------------------------------
    A fashion accessory, covered in soot.
    Holds great value... of the sentimental variety. Also holds hair firmly in
    check. Best hang onto it just in case.
    | Ragged Hood |---------------------------------------------------------------
    A soiled garment like the Gasfellas wear.
    Gasfellas used to tend the mines, but now are storming the remains of 
    Caelondia in alarming numbers. But what for?
    | Ancient Spices |------------------------------------------------------------
    A sealed jar of exotic ingredients from a distant land.
    Caelondia's parts were always full of trade ships hawking their wares. Is this
    all that remains of them now?
    | Bronze Spyglass |-----------------------------------------------------------
    A portable telescopic lens, used for stargazing.
    The Sundown Path once held breathtaking views of the stars, the mountains, and
    the sea. Now only the stars remain.
    | Ura Sigil |-----------------------------------------------------------------
    An insignia borne by people of Ura heritage.
    The Tazal Spade was a rare sight in Caelondia before the Calamity, as very few
    Ura lived in the City.
    Now there are fewer still.
    | Plush Pyth |----------------------------------------------------------------
    A machine-stitched likeness of the God of Commotion and Order.
    As the people of Caelondia grew more self-reliant, they grew less fearful of 
    their Gods, and turned them into commodities.
    | Marshal's Badge |-----------------------------------------------------------
    A prestigious symbol of the City's law enforcement.
    The City's citizens respected and admired the Marshals for their unwavering 
    dedication to preserving peace and justice.
    | Smoking Pipe |--------------------------------------------------------------
    A well-crafted tube of glass and metal.
    This particular variety is hard to find in Caelondia, but is said to be 
    popular among the Ura people.
    | Hidebound Journal |---------------------------------------------------------
    A worn book hand-written in traditional Ura script.
    Amid the scrawled notes, the book contains various indecipherable scientific 
    diagrams, drawings, and mathematical formulae.
    | Fractured Monument |--------------------------------------------------------
    Evidence of Zulf's rage against the Bastion.
    Something brought out a flash of violence in the man. He attacked Rucks and 
    severely damaged the Monument, then fled in anger.
    | Anklegator Egg |------------------------------------------------------------
    It is very large and heavy, and its occupant sounds to be alive.
    Anklegators were thought to be extinct, because their eggs took decades to 
    hatch and were easy prey.
    The Calamity must have unearthed this one.
    | Sealed Note |---------------------------------------------------------------
    A letter addressed to Zia.
    It appears to be written by Zulf, who must have found another Ura survivor to 
    deliver the message.
    Maybe Zulf taught Zia enough of their native language to be able to read this.
    | Ceramic Stockpot |----------------------------------------------------------
    A piece of cookware so durable it withstood the Calamity.
    Ever since the entire City was destroyed, decent cookware has been rather 
    difficult to find.
    | Pecker Nest |---------------------------------------------------------------
    A patchwork of sticks with a lone egg nestled inside.
    Peckers were hunted aggressively before the Calamity, but their numbers never 
    seemed to dwindle.
    Even now they appear to be thriving.
    | Fine Gramophone |-----------------------------------------------------------
    A device that generates music using specifically engraved discs.
    Caelondia's musical traditions are grounded in golk songs with soulful 
    Few traces of those traditions remain.
    | Harp Guitar |---------------------------------------------------------------
    Zia's musical instrument.
    She never went anywhere without it. It seems unthinkable that she would leave 
    it behind.
    Unless she had no choice in the matter.
    | Child's Drawing |-----------------------------------------------------------
    A crude by heartfelt illustration.
    It is inscribed in chalk on stone surface.
    Unlike most of the Ura civilization, it survived the Calamity more or less
     SPIRITS                                                                [0804]
    | Squirt Cider |--------------------------------------------------------------
     +10 Max Health
    Fermented Squirt extract with a nose of stale bread and ocean water. Very
    | Dreadrum |------------------------------------------------------------------
     +10% Critical Hit Chance
     Note: Active Only WHen at Full Health
    Pungent concoction that calms senses and steadies nerves. Favored by the 
    Breakers and other fighting forces.
    | Fetching Fizz |-------------------------------------------------------------
     Absorb Stray Fragments
    Started as a barroom prank but evolved to become popular with miners and scrap
    workers. Metallic aftertaste.
    | Cinderbrick Stout |---------------------------------------------------------
     +33% Speed While Defending
    Spicy, nutty flavors and a dry aftertaste. Very heavy and filling.
    | Hearty Punch |--------------------------------------------------------------
     +1 Chance to Carry On if Defeated
     Damage Surrounding Foes if Defeated
    Aromatic beverage served piping hot. According to folk tales it can almost 
    wake the dead.
    | Bastion Bourbon |-----------------------------------------------------------
     Health Tonics Fully Restore Health
     +2 Health Tonic Capacity
    Soothing hot herbal brew with restorative properties. Hints of citrus and 
    berry flavors.
    | Werewhisky |----------------------------------------------------------------
     +100% Critical Hit Chance
     Note: Active Only When Below 33% Health
    Scentless yet very brisk beverage of boiled Rattle-tail whisker. Used to 
    revive patients in triage centers.
    | Lunkhead Liquor |-----------------------------------------------------------
     +100% Damage WHen Counter-Blocking with the Bullhead Shield
    Bitter leathery flavor comes from bits of Lunkhead scales. Believed to improve
    | Falling Malt |--------------------------------------------------------------
     Reduced Damage from Falling
     +200% Damage by Falling on Foes
    Very dry with flavors of pepper and gravel. First crafted by mountaineers 
    claiming it helped them keep a surer foot.
    | Black Rye |-----------------------------------------------------------------
     +2 Black Tonic Capacity
    Has the fullness and texture of hearty stew. Said to improve short-term 
    | Whale Ale |-----------------------------------------------------------------
     +25% Damage Using Secret Skills
    Mariners concocted this mixture to see them through rough waters. Musky,
    smokey aroma.
    | Stabsinthe |----------------------------------------------------------------
     Automatically Retaliate When Injured
    Waxy, thirst-quenching drink refined from ground Stabweed needles. Spitting up
    the needles is considered rude, but effective.
    | Lifewine |------------------------------------------------------------------
     Survive an Attack that Would Have Brought Defeat
    Creamy, nutty flavors said to bring about courage and confidence. Favorite 
    drink of Slingers and other risk-taking sorts.
    | Mender Mead |---------------------------------------------------------------
     Gain Some Health by Counter-Blocking with the Bullhead Shield
    Filled with herbs and vitamins that promote wellness. Fragrant herbal bouquet.
    | Bull Brandy |---------------------------------------------------------------
     +15% Damage Resistance
    Vicscous beverage brwed as an offering to Pyth. Known for promoting longevity
    and resistance to pain.
    | Graver Gimlet |-------------------------------------------------------------
     +5% Chance to Turn Zealous After Defeating a Foe
     While Zealous, Gain +200% Damage for 3 Seconds
    Photosensitive beverage with a mild chalky flavor, brewed underground. Potent
    effects come and go unpredictably.
    | Leechade |------------------------------------------------------------------
     Gain Some Health by Striking Foes
     Side Effect: -66% Health Tonic Potency
    Intense sour flavor known for its invigorating effects. Bitter taste lingers 
    for hours.
    | Doomshine |-----------------------------------------------------------------
     +10% Critical Hit Chance
     Side Effect: -10 Max Health
    Rancid drink believed to bring fortune in battle. No permanent injury from 
    imbibing but sure feels like it. Unlocked in New Game Plus.
    | Cham-Pain |-----------------------------------------------------------------
     +25% Damage
     Side Effect: -1 Chance to Carry On if Defeated
    Sickness-inducing mixture brwed from aged Scumbag secretion. Imbibed as a rite 
    of passage. Unlocked in New Game Plus.
    [9] IDOLS                                                               [0900]
    When activated, Idols turn on special perks that increase the toughness of the
    game's monsters. While invoking Idols can really amp up the game's difficulty,
    you will be rewarded with an XP and Fragment boost in the end. 
    | Hense |---------------------------------------------------------------------
    Goddess of Pain and Pleasure
    - Foes shall strike with greater ferocity
    They say the Veiled Widow is smiling beneach her robes. Her body all scratches
    and scars.
    | Acobi |---------------------------------------------------------------------
    Goddess of Oath and Abandon
    - Foes shall have vengeance in the throes of defeat
    No one bound the Chastened Maid save for herself. Her shackles are her own
    | Lemaign |-------------------------------------------------------------------
    God of Hope and Despair
    - Foes shall induce sloth with each strike
    Before each battle, soldiers prayed that the Mason King grant them high 
    | Pyth |----------------------------------------------------------------------
    God of Commotion and Order
    - Foes shall grow quicker to move and to strike
    The Wakeful Bull, patient yet temperamental, adorns the City's walls with his
    | Jevel |---------------------------------------------------------------------
    God of Health and Atrophy
    - Foes shall gain resilience to physical harm
    Half the Tower Keeper's face is that of a youth in his prime, and the other,
    an old man.
    | Yudrig |--------------------------------------------------------------------
    God of Impulse and Bravery
    - Foes shall cause harm on physical contact
    The Morning Stallion affects the wishes of all people upon the break of each
    new day.
    | Roathus |-------------------------------------------------------------------
    God of Thirst and Plenty
    - Foes shall never yield Health Tonics or Black Tonics
    The Gorging Host grows ever larger yet remains insatiable, his eyes awash in 
    tears. Unlocked in New Game Plus.
    | Micia |---------------------------------------------------------------------
    Goddess of Loss and Longing
    - Foes shall regenerate from any injury
    The Lorn Mother gave away her heart, and bears the Star of Caelondia in its 
    | Olak |----------------------------------------------------------------------
    God of Chance and Whim
    - Foes shall sometimes turn to air, unable to be hit
    Alive forever in a single moment, the Carefree Son plays beyond the reach of 
    time. Unlocked in New Game Plus.
    | Garmuth |-------------------------------------------------------------------
    God of Purpose and Folly
    - Foes shall deflet attacks on a whim
    Despite lack of senses, the Crippled Duke gives council to the humble and the 
    [10] VIGILS                                                             [1000]
    When you are given the opportunity to build a Memorial, you can begin 
    completing Vigils. Vigils are random challenges that cover a wide range of 
    features in the game, such as using a weapon a certain way or collecting 
    enough of the game's Fragments. The prize for Vigils are Fragments, and you 
    can keep up on your progress at the Memorial.
    | The Valediction |-----------------------------------------------------------
    - Build the Memorial in the Bastion
      Reward: 250 Fragments
    Well, this one is pretty obvious. This Vigil is automatically completed when 
    you build a Memorial.
    | The Dynasty |---------------------------------------------------------------
    - Earn First Prize in the required number of Proving Grounds
      Progress: 0/7
      Reward: 5000 Fragments
    For more information on Proving Grounds, visit Section 6. You only have to 
    complete seven of them, so if you are stuck on a couple it's not the end of 
    the world.
    | The Culture |---------------------------------------------------------------
    - Gain the required number of Mementos strewn across the countryside
      Progress: 0/15
      Reward: 1500 Fragments
    Mementos are found through most of the game's levels, and I cover their 
    locations in the walkthrough. There are more than 15 in the game, so it's no 
    big deal if you miss any; plus, missing items can be purchased at the 
    | The Service |---------------------------------------------------------------
    - Gain the required number of Secret Skill techniques
      Progress: 0/20
      Reward: 2000 Fragments
    Most Secret Skills are obtained automatically when collecting weapons, so 
    that's 11 right off the bat (you get a Bullhead Shield Secret Skill for 
    opening the Arsenal). Others are found by completing Proving Grounds and in 
    levels. This one should unlock as you progress through the game.
    | The Country |---------------------------------------------------------------
    - Raise the required number of land pieces through travel and exploration
      Progress: 0/13000
      Reward: 2000 Fragments
    You must collect 13,000 Fragments to complete this Vigil. It sounds like a 
    lot, but the number accumulates over time; you do not have to have the entire 
    amount at once. You should complete this before completing the game; 
    otherwise, this Vigil carries over in New Game Plus.
    | The Mercy |-----------------------------------------------------------------
    - Defeat the required number of different species of beasts
      Progress: 0/15
      Reward: 1000 Fragments
    To be honest, I'm not positive what the monster species are in this game, but 
    you should automatically complete this challenge by the end of the game.
    | The Masons |----------------------------------------------------------------
    - Deliver a single crushing blow to a foe for at least 70 damage
      Reward: 500 Fragments
    By leveling up and upgrading your Cael Hammer, this should be fairly simple to
    achieve. Remember that stationary attacks are stronger than moving ones.
    | The Breakers |--------------------------------------------------------------
    - Defeat 3 foes with a single well-timed power shot
      Reward: 500 Fragments
    You can complete this Vigil by destroying three targets in a single Power Shot
    during the Breaker's Barracks Proving Ground. This method is much easier than
    trying to line up three enemies and skewering them with a single arrow.
    | The Trappers |--------------------------------------------------------------
    - Defeat a hardy foe with the last belt in a clip
      Reward: 500 Fragments
    This Vigil can actually be difficult and time-consuming, because it's mainly 
    based on luck. I am not sure what qualifies as a "hardy foe", but I completed 
    this Vigil by defeating one of the large Scumbag enemies. Make sure to upgrade
    your Fang Repeater to increase its damage, but keep its ammo capacity at its
    minimum. Just weaken an enemy to near death, then waste all your Fang Repeater
    shots until you have one left, and hope that the final blow is enough. I'd 
    imagine that using Werewhisky would be helpful here.
    | The Menders |---------------------------------------------------------------
    - Defeat a foe by counter-blocking its melee attack while at less than 20
      percent health
      Reward: 500 Fragments
    This challenge should be easy enough if you are skilled at using the Counter 
    ability. Remember, you must Counter a melee attack for it to count. All I did 
    was fall off the edge until my health was low enough, then walked through a 
    level until I found a suitable (read: weak) enemy and Countered an attack.
    | The Gravers |---------------------------------------------------------------
    - Quickly strike foes 15 times in a row without missing
      Reward: 500 Fragments
    If you get a large enough crowd, you should be able to hack your way through a
    lot more than 15 shots. Try to find a large group of enemies in an isolated 
    area. I managed to complete this Vigil at the Windbag Ranch Proving Ground by
    attacking the green Squirts.
    | The Marshals |--------------------------------------------------------------
    - Defeat 10 or more foes in a single well-placed shot
      Reward: 500 Fragments
    First off, upgrade your Scrap Musket so one shot is powerful enough to kill a 
    monster. Next, go through a level until you find a cornbin and let it spawn at 
    least ten Squirts. Let them chase after you and only fire when they are in a 
    tight-knit group. If you fail, let the cornbin spit some more out for a second
    | The Slingers |--------------------------------------------------------------
    - Quickly put 12 bullets in a single foe without missing
      Reward: 500 Fragments
    Very easy; upgrade your Dueling Pistols so you have a large enough ammo clip,
    then find any large, strong enemy (giant Scumbag, Pyth statue, etc.) and go to
    | The Brushers |--------------------------------------------------------------
    - Pierce a foe with a thrust then quickly finish it with a throw
      Reward: 500 Fragments
    Basically, stab an enemy with the Brusher's Pike, then deplete its remaining 
    health with a single throw. The throw does not have to be a Power Shot, but it
    must be powerful enough to kill it; of course, the enemy must be strong enough
    to withstand two hits with the pike.
    | The Triggers |--------------------------------------------------------------
    - Defeat a foe with a single power shot from an extreme range
      Reward: 500 Fragments
    Again, I am not sure how exactly far when they say "extreme range"; I believe 
    that I only completed this challenge when I defeated an enemy offscreen. I 
    suggest standing on one corner of the screen and aiming diagonally towards the
    other corner for maximum effect. When you upgrade the Army Carbine enough, you
    should be able to take down nearly anything in one Power Shot.
    | The Cinders |---------------------------------------------------------------
    - Defeat 20 foes with one continuous attack, without taking damage
      Reward: 500 Fragments
    Your best bet to finish this Vigil is at the Grady Incinerator Proving Ground,
    where there are three groups of around 20 Peckers that you can easily torch 
    without getting hurt. You might need to upgrade the Fire Bellows to make 
    things easier on yourself, however.
    | The Skippers |--------------------------------------------------------------
    - Inflict 999 damage with a single shell
      Reward: 500 Fragments
    The description for this Vigil is a tad misleading (or at least I thought so). 
    You must deal a total of 999 Damage with a single shot, so the more targets 
    you hit, the more damage you'll deal. You should get this during a trip to the
    Boundless Bay Proving Ground.
    | The Mancers |---------------------------------------------------------------
    - Defeat 3 foes with a single blast
      Reward: 500 Fragments
    The easiest way to complete this Vigil is to participate in the Mancer 
    Observatory Proving Ground and hit at least three Windbags with a single shot.
    Not too hard.
    | The Inspiration |-----------------------------------------------------------
    - Use the Forge to upgrade several weapons to third level
      Progress: 0/5
      Reward: 2000 Fragments
    This should come over time, since you obtain Fragments and Materials through 
    your journey that allow you to upgrade your weapons. Purchase the third 
    upgrades for at least five different weapons to unlock this Vigil.
    | The City |------------------------------------------------------------------
    - Spend the required number of Fragments
      Progress: 0/10000
      Reward: 2500 Fragments
    You must spend a total of 10,000 Fragments in the game, which means that you 
    have to collect at least that much over time (which is almost enough to 
    complete The Country Vigil). You likely will need to start a New Game Plus and
    carry over the progress in order to obtain that kind of money.
    | The Conscience |------------------------------------------------------------
    - Gain enough experience to reach Level 5
      Reward: 1500 Fragments
    You should be able to easily reach Level 5 by the end of the game (my 
    character was around Level 7 by the time I finished the story). Make sure to 
    frequent Who Knows Where for easy XP farming.
    | The Sanctuary |-------------------------------------------------------------
    - Create every structure in the Bastion
      Progress: 0/12
      Reward: 2000 Fragments
    You automatically complete this Vigil by the end of the game: you must collect
    six Cores and build all six buildings, then upgrade all six with Shards.
    | The Faith |-----------------------------------------------------------------
    - Survive a trip to Who Knows Where with at least one Shrine Idol activated
      Reward: 3000 Fragments
    The first Who Knows Where trial (the Smoking Pipe) is generally regarded as 
    the easiest, so I suggest trying that one. All you need is to equip one Idol, 
    so don't make it too hard on yourself and go for one of the easier Idols 
    (Yudrig and Acobi come to mind).
    [11] ACHIEVEMENTS                                                       [1000]
    Here are all the Achievements found in the game, in alphabetical order.
    | Altruist (20) |-------------------------------------------------------------
    Complete 100 percent of the Vigils in the Memorial.
    | Calamity Kid (30) |---------------------------------------------------------
    Complete the story in New Game Plus.
    | Kid-at-Arms (10) |----------------------------------------------------------
    Use the Forge to apply at least one upgrade to every weapon.
    | Mind Voyager (20) |---------------------------------------------------------
    Complete each trip to Who Knows Where.
    | Pet Sitter (10) |-----------------------------------------------------------
    Get four different domesticated creatures in the Bastion.
    | The Beginning (20) |--------------------------------------------------------
    Complete the story, embracing the New World.
    | The End (20) |--------------------------------------------------------------
    Complete the story.
    | The Singer (20) |-----------------------------------------------------------
    Complete Prosper Bluff and speak with the Singer in the Bastion.
    | The Stranger (10) |---------------------------------------------------------
    Complete the Wharf District.
    | The Survivor (10) |---------------------------------------------------------
    Complete the Hanging Gardens and speak with the Survivor in the Bastion.
    | The Ura (20) |--------------------------------------------------------------
    Stop the siege on the Bastion.
    | Vigilante (10) |------------------------------------------------------------
    Complete at least 50 percent of the Vigils in the Memorial.
    [12] THANKS/CREDITS                                                     [1200]
    Of course, this guide couldn't have been made without some extra help. Here is
    a shoutout to everyone who made this FAQ possible:
     CJayC: For being an awesome host of an awesome site.
     Eternal Czar Smapdi: For being the best co-author anyone could have, and for
                          being yourself.
     FESBians: Because you're cool.
     You: For reading this FAQ.
    This document is copyright (c) DomZ Ninja 2011-2014. 
    This document may be found on the following sites:
     * GameFAQs     - http://www.gamefaqs.com
     * GameSpot     - http://www.gamespot.com
     * IGN          - http://faqs.ign.com
     * Super Cheats - http://www.supercheats.com
     * Neoseeker    - http://www.neoseeker.com
     * HonestGamers - http://www.honestgamers.com
    The latest update of this document can always be found on GameFAQs.
    Other sites may use this document, but only with my permission. If you see
    this document on a website not listed above, please email me. Do not edit or
    alter this document in any way. Do not steal anything from this document. Do
    not host or distribute this document for profit. That is plagiarism, and it is
    against the law.
    If you have any questions, comments, or anything that you would like to add to
    this guide, then feel free to email me. My email address is found at the top
    of this guide. However, if you do email me, please include the name of the
    game in the title. Lastly, thanks for reading and using this FAQ. If you like
    this FAQ, then please recommend it to others by clicking the "recommend"
    button at the top of the guide. :]
    "But I wish I could feel all it for you, I wish I could be it all for you"
    - Ellie Goulding
                                                                   END OF DOCUMENT