"Calamity All Around" Achievement Guide

"Calamity All Around" Achievement Guide

Introduction

So, are you on a quest to 100% Bastion? Or do you just wish to beat the Singer's Dream? For whatever reason you want to complete this challenge, this guide will help you along every step of the way.

If you just want to know the setup I used for getting this achievement, you can look at the "Loadout Pt. 1" and "Loadout Pt. 2" sections. If you just want to see the strategy I used while playing through the challenge, go to the "Strategy Pt. 1" and "Strategy Pt. 2" sections. However, I recommend reading the entire thing for the easiest playthrough possible.

Note: This Guide is written assuming you have already read the Guide for the Kid's Dream and you have completed that specific challenge. Also, if you have already read the Spirits Section in my guide for the Kid's Dream, the Spirits used for this challenge are exactly the same.

Thanks for reading and have fun aquiring 100% in Bastion!

Loadout Pt. 1

Weapons And Secret Skill
"Calamity All Around" Achievement Guide image 7
"Calamity All Around" Achievement Guide image 8Spirits

For the Singer's Dream, a very different weapon setup was used compared to the Kid's Dream, but the same thing was kept in mind while choosing the weapons. RANGE. Choosing the weapons boiled down to versatility, damage, critical hits, and of course, their RANGE. were chosen based on survivability, damage, and critical hits.

WEAPON 1 - ARMY CARBINE

"The standard-issue bolt-action rifle of the Caelondian armed forces, also known as the weapon that conquered the continent."

My primary weapon of choice was the Army Carbine. When I first got this gun during the Story, I aimed down the sights once and immediately thought it was ♥♥♥♥. But then, I found the upgrades. The upgrades for this gun make it into an absolute BEAST. It's versatile and RANGED! You can shoot enemies that are really far away fairly quickly, and you can shoot enemies who are up close almost immediately!

Originally I had the Breaker's Bow in place of the Army Carbine. In fact, I used the Breaker's Bow all throughout the Story Mode, and loved it. In my opinion, it's the best ranged weapon for Story Mode. The Bow did well at first, but then failed to live up to the expectations of 10 Idol Bastion. So I switched it. I fully upgraded my Carbine, and it worked perfectly!

Here's a list of the upgrades that I chose for it:

Upgrades

1. Speed Tuning (+30% Speed While Aiming)

2. Marksman Barrel (+50% Aiming Speed)

3. Insulated Chamber (+35% Faster Reload)

4. Combat Scope (+15% Damage) OR Reflex Scope (+50% Aiming Speed)

5. Razor Rounds (Bullets Ignore Armor)

I focused mostly on increasing the general mobility and handling of the Carbine, and then at the end I started to focus on damage. The Carbine is slow to begin with, but it's already powerful. There's no point in upgrading the power when you can't shoot it fast enough, so I made it quick to aim, quick to reload, and quick to move while aiming. But is another 50% Aiming Speed necessary? You may think so. Upgrade 4 is easily an opinion. Personally, I prefer Combat Scope. I have not tried to beat the Singer's Dream with the Reflex Scope, but I assume it works just as well.

Now let's take a look at the next weapon:

WEAPON 2 - SCRAP MUSKET

"A mass-produced version of the very first Caelondian firearm, said to be a true terror. It belches searing clouds of jagged metal."

The Scrap Musket is kind of like the opposite of the Brusher's Pike; a ranged weapon that's basically a melee weapon. The Musket effectively works in this loadout as a panic button. If you slip up on keeping enemies away from you, the Scrap Musket can be used to knock the attacking enemies back, and deal large amounts of damage at close range.

The Musket supports the Carbine in two main ways. One, when you cannot aim fast enough with the Carbine, fire off a shot with the Musket, and any enemies that are too close will be knocked back. Two, when the enemy gets knocked back, it puts them in a perfect position for you to line up a Carbine shot and finish them off. Also, they look pretty badass together. Just sayin'.

Here's a list of the upgrades that I chose for it:

Upgrades

1. Smoothbore Barrel (+35% Spread, -15% Range)

2. Heavy Shells (+15% Damage)

3. Assault Stock (+33% Faster Reload)

4. Reinforced Chamber (+15% Damage)

5. Cael Flintlock (+1 Shot Fired Per Shell Fired)

All of these focus on making the Musket more versatile. At first the Musket is basically a medium damage shotgun with okay knockback. These upgrades turn it into a semi-automatic, high damage, high knockback weapon that has fairly good mobility and handling.

So, for this loadout, you're going to mainly be using the Army Carbine for damage, and you'll use the Scrap Musket as a mostly defensive weapon, pulling it out when you need to push enemies away.

SECRET SKILL - SNEAKY DECOY

The Sneaky Decoy proved to be extremely effective whenever being overrun by anything, which tends to happen a lot during the Singer's Dream. Especially by Peckers and those damn Stinkeyes. Whenever you are being overrun, instead of taking a ton of damage and wasting a Health Tonic, use a Black Tonic and sneak away mostly unhurt. You can even land a sneak attack on a more powerful enemy after you escape. Use this Secret Skill and you will survive much longer during this challenge.

in Bastion are like perks in any other RPG. You can have a max of ten , one for each level. Since the Singer's Dream is pretty easy compared to the Survivor's Dream and the Stranger's Dream, you don't NEED to level all the way up, but it will definitely help. This Guide is going to assume you are Level 10.

SPIRIT 1 - SQUIRT CIDER

(+) +10 Health

Squirt Cider is fairly straightforward compared to the other ; a simple +10 health. While this may not seem like a lot, this Spirit will make it 10 health easier to survive (no ♥♥♥♥), and keep in mind, 10 health is the equivalent of 5 levels worth of health.

SPIRIT 2 - HEARTY PUNCH

(+) +1 Life

Hearty Punch is an important staple in the Spirit setup because it allows you to die. Three times. You normally start with two lives, but when you add a third life to the mix, it makes a world of difference. It allows for many more mistakes that you WILL make at first, but eventually you will overcome those mistakes. Unless you don't. That means this guide didn't work. ♥♥♥♥.

SPIRIT 3 - BULL BRANDY

(+) +15% Defense

Bull Brandy lets you take just a bit more damage. This Spirit will help you so much in the long run, but chances are you won't even notice it. An extra 15% of Defense can make an insane amount of difference, so make use of it. However, this does not make you invincible. You obviously still want to make an attempt to dodge as many attacks as possible. This Spirit just makes it so you can slip up a bit more.

SPIRIT 4 - BASTION BOURBON

(+) +2 Health Tonic Capacity

Bastion Bourbon adds 2 Health Tonics to your inventory, and since very few drop in Who Knows Where, these extra two Health Tonics are really going to be helpful. Normally, this Spirit also makes Health Tonics refill your entire Health Bar, but when used in conjunction with Leechade, that effect is not present.

SPIRIT 5 - LEECHADE

(+) Gain some health by striking foes

(-) -66% Health Tonic Potency

Leechade makes life easier in so many ways. Losing Bastion Bourbon's most desirable effect is completely worth this Spirit. When you score hits on enemies, you get health. The more powerful the attack, the more health you get. It's as simple as that. This is not only simple to understand, but it also makes surviving in Who Knows Where a LOT easier.

Tip: The large ball of fragments that appears at the end of rounds counts as an enemy. Use your most powerful attack on it to refill a bit of health every round.

SPIRIT 6 - BLACK RYE

(+) +2 Black Tonic Capacity

Black Rye allows you to use your Secret Skill two more times before running out of Black Tonics. This is very useful in the later rounds, by the time you normally would have run out. Since very few drop at the end of every round, make sure to equip this Spirit and get more uses out of your Secret Skill. Because seriously, ♥♥♥♥ those Peckers.

SPIRIT 7 - CINDERBRICK STOUT

(+) +33% Mobility while Defending

Blocking is a crucial part of surviving in Who Knows Where, and Cinderbrick Stout makes blocking even better than it was before. Using this Spirit, you can dodge semi-effectively and block at the same time, making yourself into an undamagable, turtle thing. Or something like that.

Loadout Pt. 2

SPIRIT 8 - GRAVER GIMLET

(+) +5% Chance to Turn Zealous after Defeating an Enemy

Graver Gimlet gives you a small chance to become OP as ♥♥♥♥ for a couple seconds after defeating an enemy. Every hit does crazy amounts of Crit. Damage and you attack way faster. That little 5% won't happen often, but when it does, you seriously ruin some Peckers' days.

SAFE SPIRIT 9 - DREADRUM

(+) +10% Crit. Chance while at Full Health

Dreadrum awards caution with Critical Hits. Totally worth it, but can be replaced with Werewhiskey if you want to take a more risky route. If you play with Dreadrum, try to stay at full health as much as possible to take full advantage of its effect.

RISKY SPIRIT 9 - WEREWHISKEY

(+) +100% Crit. Chance

(-) Only active when below 33% Health

Werewhiskey awards risky behavior with Critical Hits. Totally worth it, but can be replaced with Dreadrum if you want to take a safer route. If you play with Werewhiskey, try to stay at a comfortable level under 33% Health (like 32.9% Health) to take advantage of those crazy 100% crits.

SAFE SPIRIT 10 - STABSINTHE

(+) Automatically Retaliate when Injured by an enemy

Even though the amount of damage that the enemy takes from the retaliation is miniscule, Stabsinthe is definitely still worth it. However, if you would like to play with a more risky mindset, replace this Spirit with Lifewine. This Spirit should be paired with Dreadrum. They both encourage somewhat safer strategies than the risky Spirits, but Dreadrum more so than Stabsinthe. Stabsinthe makes enemies afraid to hit you. Not really. If Windbags had brains it would. They don't. They're bags of air.

RISKY SPIRIT 10 - LIFEWINE

(+) Survive an Attack that would have brought Defeat

Lifewine increases survivability and pairs well with Werewhiskey. If you're using Werewhiskey correctly, that is. These two together encourage a very risky strategy and I would only recommend it if you really know what you're doing. Lifewine makes a single attack that would kill you do nothing. Every ~13 seconds, Lifewine's effect will be reactivated, and you will be able to survive another lethal strike.

The choice between the Safe Spirit "Combo" and the Risky Spirit Combo is yours. I managed to complete the challenge using both, and both of them worked well. The Safe Spirits are less of a combo, however. They do not support each other like Werewhiskey and Lifewine do, they are more of just alternatives for the Risky Combo.

Thanks for reading the Loadout Section of my guide. Hopefully it was helpful, and now you should read my Strategy Section if you want even more info on how to get the "Calamity All Around" Achievement. See you there!

Strategy Pt. 1

IMPORTANT THINGS TO KEEP IN MINDSTEP-BY-STEP GUIDE FOR EACH ROUND

In this Section I will be going over the different strategies to employ while fighting off waves of enemies in Who Knows Where, as well as the specifics of each round. Make sure to read the Loadout Section first, for I will reference things I said in that section quite a bit.

1. RANGE!

Do not, under any circumstances, let the enemies get close to you. The enemies should never be closer than the range of the Scrap Musket. Just always check to make sure no enemies are close enough to you to do damage, and you'll do fine. If an enemy gets close to you however, shoot them with your Musket. The Musket does lots of damage in close quarters, and even knocks enemies back, so you're awarded with a bit of breathing room.

2. DODGE/BLOCK!

If you slip up and let an enemy close to you, attempt to dodge their attack first, but if that isn't possible, try to block it, and if you can, counter it. Just try to avoid damage in every way possible during the challenge. The more health you have (unless you're using Werewhiskey), the safer you are, and most likely, the less panicked you will be.

Tip: Always try and counter any projectile attacks coming from enemies, they are easy to counter and will do a good amount of damage when successful.

3. MANAGE YOUR TONICS

If you run out of Health Tonics early in the challenge, you're boned. Even though they do drop occasionally, managing both your Health Tonics and your Black Tonics is crucial for survival. However, this does not mean don't use them; I got into a habit where I would "save" my Tonics for later, and I would end up dying because I thought to myself "I might need these later." If you are about to die, use a Health Tonic, because life is more valuable than a potion. Damn, that sounded inspirational.

4. USE THE SKYBRIDGES!

The Skybridges are rediculously helpful and can get you out of a lot situations that would otherwise be lethal, so take advantage of them!

5. USE THE "ENEMY TRAIN" TACTIC

During many rounds in the Singer's Dream, you can use the Enemy Train Tactic. Just aggro all of the enemies (which usually happens immediately after their spawn), spam spacebar to evade the attacks and keep ahead of the enemies, and occasionally, when the time is right, quickly spin around and shoot the absolute ♥♥♥♥ out of the enemy train that's following behind you.

6. PRIORITIZE ENEMIES!

There are a lot of enemies that are very weak on their own, but when paired with another monster, they can be quite devastating. For example, Stinkweed, the large, green plants that spew clouds of damaging gas and Bootlickers, the tall, worm-like things that trap you. Normally, these can be taken out with relative ease, for one is stationary and the other doesn't do any damage. But together, these make quite a team. You ALWAYS want to prioritize your targets; before going in for the kill, think about the way each monster supports the others. This will save you from dangerous combos, such as Stinkweed and Bootlickers.

7. LOOK AT THE STINKEYES!

Many Bastion players forget that you have complete control over Stinkeyes when you're looking at them. They cannot move at all if you look at them, so use this to your advantage. Remember, the Kid's eyes strike FEAR into the hearts of Stinkeyes. Wait, do Stinkeyes even have hearts?

8. IF YOU ARE USING MY UPGRADE SUGGESTIONS, DON'T WORRY ABOUT ARMOR

Since lots of enemies in the Singer's Dream have normally impenetrable armor (Stinkeyes, Wallflowers, Lunkheads..), you have to memorize their attack patterns, and then strike when the time is right. However, if you're using the "Razor Rounds" upgrade for the Army Carbine, you don't need to worry about armor at all. You can even kill all of the Stinkeyes without bothering to not look at them!

Round 1.

Start by destroying the scenery blocking paths and surrounding the Skybridges in the downtime before the round begins. As soon as the Stinkeyes spawn, you can choose to kill them one-by-one with your Carbine, or simply get them into a clump and take them out with your Musket.

Round 2.

Take the Wallflowers out quickly, before the next ones spawn. That way, you'll only have to deal with one at a time, which is a lot easier. Countering is a great way to take out Wallflowers fast, but if they go back inside their armor, just use your Razor Rounds Carbine to take them out.

Round 3.

This is the first wave of Peckers. ♥♥♥♥ Peckers. Try to use the enemy train tactic at first, but if that doesn't work out well, just try shooting into clumps of them with your Musket. Also, remember to make use of your Secret Skill if/when you get overrun.

Round 4.

Make use of the giant crystal in the center of the map as cover. Also, use the ♥♥♥♥ out of your shield. It's a great counter to Pincushions and can get you out of some sticky situations.

Round 5.

Take out the Stinkweeds, fast. If you can do it before the Bootlicker spawns, you're in good shape. If not, just stay out of range of the Bootlicker and take out the Stinkweeds with your Carbine. Whatever you do, don't get trapped by the Bootlicker and gassed by the Stinkweeds. It sucks.

Round 6.

Since Lunkheads are pretty predictable, just take out the little baby Pincushions so you don't have to deal with spikes flying around the map while fighting the oversized toad. Then just shoot the Lunkhead right in the damn head. It's simple as that!

Round 7.

Employ the same tactics as you did in Round 3. Just more Wallflowers.

Round 8.

The Peckers that shoot little needles at you swarm less than the small, melee variants, but can still easily overrun you. Just take them on one at a time, and counter their shots. Countering a single attack from them usually sends those birds to hell instantly. As for the large Charging Pecker, just block to stun it, then take 'im out with your Musket.

Round 9.

Another Wallflower round, but this time there's a Red Stinkweed (it launches gas projectiles that explode on impact). Take out the Stinkweed first to limit the amount of gas clouds on the map, then take out the Wallflowers by either countering or shooting them with your Carbine.

Round 10. Halfway there!

The first Anklegator you encounter is in this round. Simply let it approach you, and evade just before it strikes. Then attack it like a madman, rinse, and repeat. Whatever you do, do not evade into that horn. You will almost certainly get hit. And Anklegators do quite a bit of damage.

Round 11.

More Peckers. Just use the same tactic you used in Round 3 to complete it with relative ease.

Round 12.

If you can, take out the first Lunkhead before the Bootlicker spawns. If not, just stay out of range of the Bootlicker until you finish off the Lunkhead, then repeat for the second set of the same enemies.

Round 13.

For the two Charging Peckers, just stun them (or counter them if you can) and then strike them while they're vulnerable. Don't even bother worrying about the two Wallflowers until you kill the Peckers. If the Wallflowers spawn near you, just go out of their range to fight the Peckers, and then return later to finish off the round.

Round 14.

Lots and lots of Stinkeyes this round. Use the same tactic you did in Round 1, just amped up a little so it works with more monsters.

Round 15.

Fighting two Small Anklegators is not much different from fighting one big one; just fight them one at a time, and then move on to the next one once the first one dies. However, if you can fight both at the same time, go ahead. But it's not like this challenge is timed or anything...

Strategy Pt. 2

Round 16.

Lots of normal Peckers and Projectile Peckers. Just get them all into one big clump, and then give them hell with your Musket. That'll take them out pretty quick. Remember to counter the Projectile Peckers' needles. It's really effective against them.

Round 17.

The Blue Pincushions that spawn in this round burst-fire their spikes, so just block each burst with your shield, and then shoot them with your Carbine to complete this round.

Round 18.

The Pincushions in this round fire their spikes in a pattern, and there should be safe spots for you to take a breather in. Just traverse the maze of flying spikes with caution, and shoot the Pincushions when ready to beat this round easily.

Note: A lot of the times, the Pincushions will damage other Pincushions if they spawn in a certain way. Use this to your advantage!

Round 19.

This round gets pretty hectic. Make sure to IMMEDIATELY take out the Pincushions that spawn at the beginning, for it makes the rest of the round a whole lot easier. Then, take out the Bootlickers. You should be able to do that before the Lungblossom spawns. Finally, kill off the two Stinkweeds that should spawn next to each other. Now that you have the Lungblossom alone, just sit out of its range and shoot it with your Carbine until it dies. Listen for the noise it makes when it gets hit, that way you won't sit in the corner for an hour waiting for it to die. It will take quite a while though, but be patient, and hope for crits.

Round 20.

For the last round, three Doppelgangers will spawn. Simply take them for a leisurely stroll around the center of the map, otherwise known as the Enemy Train Tactic. THEN BEAT THE LIVING HELL OUT OF THEM. WITH BULLETS.

That concludes the Strategy Section. Hope it helped.

Conclusion

Hopefully this crazy long guide helped you through the Singer's Dream. If it didn't, let me know what you had trouble with, and hopefully I can help you out! If any readers find typos within the Guide, please, let me know so I can make this Guide as good as it can be. This is one of my first Guides, so critique the ♥♥♥♥ out of me in the comments. Thanks!

If this Guide helped you through the Singer's Dream and got you the achievement, please leave a rating, comment, or a comment on my profile to support me. That would be much appreciated.

Thank you for reading my "Calamity All Around" Achievement Guide,

Wiljayhay

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=398565434					

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