"Just Like That" Achievement Guide

"Just Like That" Achievement Guide

Introduction

So, are you on a quest to 100% Bastion? Or do you just wish to beat the Kid'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" section. However, I recommend reading the entire thing for the easiest playthrough possible.

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

Loadout Pt. 1


"Just Like That" Achievement Guide image 5
"Just Like That" Achievement Guide image 6Spirits

For the Kid's Dream, the most essential thing, that is absolutely required is RANGE. I will go over this more in the Strategy section, but seriously, keep your distance from the wide variety of Windbags you will encounter during this dream. Both weapons were chosen because of their versatility, and of course, their RANGE. The kept in mind survivability, damage, and critical hits.

Weapons and Secret Skill

WEAPON 1 - BRUSHER'S PIKE

"Fearless Caelondian huntsmen used the business ends of these beauties to probe the capabilities of the flora and fauna lurking beyond the City Walls."

Okay, I know what you're thinking. "He said that RANGE is the most essential thing! Now he's suggesting a melee weapon?!" What if I told you the Brusher's Pike is a ranged weapon? Even though it's techinically a melee weapon, the Pike is basically just the combination of melee and ranged combat. You can even throw it!

So, I obviously chose the Brusher's Pike for its RANGE. The Pike is, like the Machete, a melee weapon that can be thrown. However, don't waste your time throwing it when you can just blow them up with a mortar, right? Oh ♥♥♥♥... Spoiler Alert! Anyway, you will want to focus on stabbing the enemy with the Pike instead of throwing it. You'll get TONS of crits, and dish out loads of damage, fast. Whenever you can't line up a shot with the mortar, just poke them a bit, and they'll die pretty quick.

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

Upgrades

1. Reinforced Shaft (+15% Crit. Chance)

2. Hunting Grip (+50% Crit. Damage)

3. Brusher Bindings (+20% Thrust Attack Speed)

4. Heavy Counterweight (+50% Damage)

5. Barbed Spearhead (Attacks Ignore Armor)

So, from the upgrades, you can probably tell that I'm favoring critical hit chance and damage over the throwing upgrades. This is because these upgrades are better. Straight up. I'm gonna say it flat out: The Crit. Upgrades for the Pike are just better.

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

WEAPON 2 - GALLEON MORTAR

"After the Caels decomissioned their largest fleet, their ships' massive broadside mortars found new purpose in defending of the Walls."

The Mortar. This baby right here, saved my ass more times than I can count. Like damn, this one gets the job done. And it gets it done well. When fully upgraded, this mediocre weapon turns into a beast that chugs out mortar shells like nobody's business, from short to long range. It even has a crazy amount of splash damage!

I chose this weapon for, once again, its RANGE. Also because of its extremely high versatility and the fact that it's slightly overpowered. Slightly. You're gonna want to use the Mortar at any chance you have; whether the enemy is too far to stab them with the Pike, or there's a huge clump of Squirts just waiting to be blown to smithereens. Basically, if they're out of range of your spear, blow them the ♥♥♥♥ up. Side note, if you use the "Stonewall Propellant" upgrade like I suggest, you are immune to damaging yourself with the Mortar, so shoot the Mortar at enemies that are up in your face, too. Just make sure to not let them damage you, because if there's one thing you want more of, it's health. Trust me, it's important.

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

Upgrades

1. Burstone Bombs (+25% Blast Radius)

2. Target System (+50% Aiming Speed)

3. High-Explosive Charges (+35% Damage)

4. Dampened Tubing (+15% Crit. Chance)

5. Stonewall Propellant (Immunity to Self Damage)

These upgrades are a little more spread out throughout the two trees because they're far more balanced than the Pike's upgrades. I wanted to focus more on being able to use the weapon at all ranges, rather than just the long range the Mortar is intended for. "Target System" allows the user to get damage out way faster, and since "Burstone Bombs," "High-Explosive Charges," and "Dampened Tubing" all work affect damage in some way, attack speed stacks on top of these traits for dishing out lots of damage, fast.

SECRET SKILL - TRAPPER SNARE

Even though the Trapper Snare didn't help much during this challenge, it got me out of some sticky situations (that could have been avoided). Just plop one down every once in a while, and kill the Windbags that get trapped.

in Bastion are like perks in any other RPG. You can have a max of ten , one for each level. Since the Kid'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.

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.

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.

Go to Loadout Pt. 2 for the rest of the !

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 Windbags' 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 can read my Strategy section if you want even more info on how to get the "Just Like That" Achievement. See you there!

Strategy

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 Windbags 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. Those Windbags should never be closer than the Pike's range. Just always check to make sure no enemies are close enough to you to do damage, and you'll do fine.

2. DODGE/BLOCK!

If you slip up and let an enemy close to, 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 in Round 8, 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 in a habit where I would "save" my Tonics for later and end up dying because I thought to myself "I might need those 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

In almost every round in the Kid'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 mortar the absolute ♥♥♥♥ out of the enemy train that's following behind you.

Round 1.

Start by destroying the scenery surrounding the Skybridges in the downtime before the Round begins. As soon as the enemies start to spawn, begin evading around the statue in the center of the map and aggro the enemies until you have an "enemy train," then quickly launch a mortar into the train. Repeat until the enemies are killed.

Round 2.

Continue to destroy the rest of the scenery so you can make use of all the space in the map. This Round is simple enough; just destroy the turrets with your Pike and then kill the Windbag with your Mortar.

Round 3.

Employ the enemy train tactic again, like you did in Round 1. Repeat until the enemies are killed.

Round 4.

Attempt to stand still for as long as possible, that way the Squirt Spawners and the turrets will spawn in a clump and you can easily launch a single Mortar shell and destroy it all quickly. If you are unable to stand still for long enough, simply Mortar each enemy individually, starting with the Squirt Spawners. Make sure to keep your distance from the turrets; they do lots of damage if you get too close.

Round 5.

Just use your Mortar and throw your Pike at the giant Windbags until they die. This type of Windbag is extremely weak when alone, so take advantage of that.

Round 6.

Take out the turrets quickly with your Pike, and then use the enemy train tactic for the Gasfellas.

Round 7.

Wait until all of the enemies spawn and then use the enemy train tactic once again.

Round 8.

If you do not act quickly during this round, the rest of the challenge will be a lot harder, and you will not be able to use the enemy train tactic as effectively as before. Focus all of your damage on the Giant Gasfellas, for they break holes in the ground. If they stay alive for long enough, the map becomes annoying and dangerous to navigate, and you will end up losing lots of health due to falling through. If you can, use any crits possible while fighting the Gasfellas so you end up with few holes in the map.

Round 9.

For the three Spinning Red Gasfellas, just use the enemy train tactic again, and make sure to use the Skybridges in this round. They help quite a bit.

Round 10. Halfway there!

If you can do the enemy train tactic in this round, it is easy.

Round 11.

Take out the turrets with your Pike or by countering the projectiles and make sure not to get knocked off the edge by the Sliding Scumbags.

Round 12.

Lots of Gasfellas, just use the enemy train tactic once again.

Round 13.

Same as Round 4, just amped up a little bit. Employ similar tactics.

Round 14.

Lots of Spitting Scumbags, just evade their projectiles and counter when necessary.

Round 15.

Use the enemy train technique for the Squirts and Gasfellas, and as you are circling around, kill the turrets with your Pike.

Round 16.

Just avoid being knocked off the edge by the Sliding Scumbags, and just use the enemy train tactic once again.

Round 17.

More Giant Gasfellas that break the floor, and a Giant Spitting Scumbag. Employ the same tactic as in Round 8, and kill the Gasfellas as fast as possible.

Round 18.

Three more Spinning Red Gasfellas. Just use the enemy train tactic again.

Round 19.

Take out the turrets as they spawn with your Pike, and also take out the Gasfella shipments before they break open for the best results.

Round 20.

The Mechanical Pyth looks scarier than it is. Don't be intimidated, just dodge its charge attack and strike with the Pike and Mortar when its vulnerable. Finally, kill off the remaining Scumbags.

Thanks for reading the Strategy Section! That's it!

Conclusion

Conclusion (what Is This, An English Paper?)

Hopefully this crazy long guide helped you through the Kid'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 my first Guide, so critique the ♥♥♥♥ out of me in the comments. Thanks!

If this Guide helped you through the Kid'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 "Just Like That" Achievement Guide,

[HopSkip] Wiljayhay

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=398474222					

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