Difference between revisions of "Bastion/NG Any% Route"

From SDA Knowledge Base

Jump to: navigation, search
(Bastion Interludes)
Line 14: Line 14:
 
Hanging Gardens is done before the Cinderbrick Fort because the Scrap Musket isn't useful in the Hanging Hardens and it's faster to select Roathus Lagoon on the map after the Cinderbrick Fort.
 
Hanging Gardens is done before the Cinderbrick Fort because the Scrap Musket isn't useful in the Hanging Hardens and it's faster to select Roathus Lagoon on the map after the Cinderbrick Fort.
  
==Bastion Interludes==
+
==Route Framework==
:'''NG+''' - in NG+ you don't have to worry about the order of buildings, as long as the second one you build(before going to the Hanging Gardens) is an Arsenal.
+
 
 +
;Complete [[Bastion/Wharf District|Wharf District]], and duplicate the core at the end.
  
 
;After Wharf District:
 
;After Wharf District:
:Store the first core. As soon as you can, before the camera centers back on the Kid - this is important - interact with the Monument again to store the second one. This way you will be able to move immediately even though the camera should be locked(this is actually a trivial instance of the [[Bastion/Techniques#Camera Glitch|camera glitch]]). Go to the middle left building slot which will soon become available, and build a Distillery. Move slowly up to wait for Rucks to finish saying "only fair he decides what we build next". The reason for this is that as you get close to the Skyway, Rucks will say "Kid don't know what's out there...", but only if you weren't moving too fast. Quickly open the Skyway to use this text to get the narration skip for this map. Be very careful here - don't mash enter immediately after opening this Skyway, as this WILL cause you to fly back to the Bastion, thus closing the Skyway and wasting time. Instead click on the Workmen Ward on the map and THEN press enter(or Fly on the right side of the screen).
+
:There is no rest inside the Bastion. Upon entering, we will complete the [[Bastion/Dialogue Glitch|Dialogue Glitch]]. This will allow us to build ''nothing'' in this visit to the Bastion. It will also store text which we can use in the next visit to the Bastion as a [[Bastion/Techniques#Text Skips|text skip]]. Details are available in the dialogue glitch page. When you get to the map, be sure not to select Workmen Ward too quickly, as hitting Enter on the map before it is selectable will force you to leave the map screen, force you to build a building, listen to Rucks' dialogue on the map screen, and lose the text skip on the next visit.
 +
 
 +
;Complete [[Bastion/Workmen Ward|Workmen Ward]], and duplicate the core at the end.
  
 
;After Workmen Ward:
 
;After Workmen Ward:
:Store both cores. Build the Arsenal in the top left slot, right after Rucks finishes saying "The Kid ponders what to build.", open the Arsenal, immediately close it(press Escape), then go towards the Skyway and use it. This will let you get the text skip thanks to the narration that starts when you open the Arsenal(usually "The Bastion's a place of peace...", sometimes Rucks will say something about your weapons instead, based on how early you opened the Arsenal).
+
:Store both cores. Build anything you want in the top left build slot, then go to the Skyway. To get the text skip, assuming you did [[Bastion/Dialogue Glitch|dialogue glitch]] properly earlier, you just need to cross over a trigger near the foundation you just built on. You can miss this trigger, however, by cutting the corner from the foundation to the Skyway.
 +
[[File:dialogue_glitch_saved_trigger.png|thumb|right|An estimation of where the saved text trigger is after Workmen Ward]]
  
 
;After Hanging Gardens:
 
;After Hanging Gardens:

Revision as of 00:42, 18 June 2017

This is a description of the Any% route for New Game. Every core and shard that is picked up must be duplicated (but if a dupe is missed, backup strategies exist in the form of having to do an additional level).

Level Order

  1. Wharf District
  2. Workmen Ward
  3. Hanging Gardens
  4. Cinderbrick Fort
  5. Roathus Lagoon
  6. Colford Cauldron
  7. Burstone Quarry

Doing these levels is the fastest way to acquire 14 cores/shards. Wharf District is unskippable. Workmen Ward, Hanging Gardens, Cinderbrick Fort, Roathus Lagoon and Colford Cauldron are the five fastest levels that have a core or a shard. Burstone Quarry is faster than the other available options (the Melting Pot or doing Prosper Bluff to unlock and do Wild Outskirts) thanks to, mostly, the Ura Invasion Skip.

Hanging Gardens is done before the Cinderbrick Fort because the Scrap Musket isn't useful in the Hanging Hardens and it's faster to select Roathus Lagoon on the map after the Cinderbrick Fort.

Route Framework

Complete Wharf District, and duplicate the core at the end.
After Wharf District
There is no rest inside the Bastion. Upon entering, we will complete the Dialogue Glitch. This will allow us to build nothing in this visit to the Bastion. It will also store text which we can use in the next visit to the Bastion as a text skip. Details are available in the dialogue glitch page. When you get to the map, be sure not to select Workmen Ward too quickly, as hitting Enter on the map before it is selectable will force you to leave the map screen, force you to build a building, listen to Rucks' dialogue on the map screen, and lose the text skip on the next visit.
Complete Workmen Ward, and duplicate the core at the end.
After Workmen Ward
Store both cores. Build anything you want in the top left build slot, then go to the Skyway. To get the text skip, assuming you did dialogue glitch properly earlier, you just need to cross over a trigger near the foundation you just built on. You can miss this trigger, however, by cutting the corner from the foundation to the Skyway.
An estimation of where the saved text trigger is after Workmen Ward
After Hanging Gardens
Store the cores, build whatever in the middle right slot and leave for Cinderbrick Fort. There is no text to be skipped here.
After Cinderbrick Fort
This is the most complex Bastion interlude to perform. Try watching one of the tutorials to understand it better.
Right as the Kid gets up, roll DIRECTLY left in order to fall AND trigger the "Seems the only thing the Calamity saved for Zulf was his smoking pipe." text. You should be able to move while Rucks is saying that - immediately roll twice towards the top right corner of the Monument and roll your scroll wheel until Rucks says "That's it. Few more Shards like that, and we'll be back in business.". A second later you will regain control of the Kid. Move towards the top left building slot, immediately build whatever, and try to reach the Skyway and as fast as you can.
If you executed this entire sequence correctly, you should be capable of moving while Rucks says "That's it...", and you will get the text skip at the Skyway.
If you messed anything up, you might have to first upgrade the middle right building and then build something in the top right slot in order to be able to use the Skyway. You will also not get the text skip.
Watch out, as you roll right at the start, you NEED to fall - otherwise your camera will get locked and you will have to watch the smoke pipe cutscene. Falling here triggers the camera glitch which will in turn glitch the first cutscene for storing the Core, which is why even though the second Core that was duped in the Cinderbrick Fort became a Shard, you won't have to upgrade a building, only build one, and why you don't have to watch both Monument cutscenes in this interlude.
An image showing where to click for quick Roathus Lagoon selection.
When you open the map to select Roathus Lagoon on the Skyway after completing the Cinderbrick Fort, the icon for Roathus Lagoon is originally under the "Fly" and "Info" buttons, on the right side of the screen. The fastest way to select it is to hover your mouse cursor over the bottom right side of the inactive "Fly" button and then click it(be careful not to click "Info"!). This should select Roathus Lagoon, you can then either press Enter or your mouse button again to fly there.
A safer, easier way to do this is to scroll the map to the right, and select Roathus Lagoon normally.
After Roathus Lagoon
This one is slightly less eventful than the post-CF interlude. Store both Shards, upgrade the top right building(or the top left one, if you do you will have to upgrade the top right one in the next interlude) and leave for Colford Cauldron. The Skyway text is skipped with the building upgrade narration.
After Colford Cauldron
Store the shards, upgrade the remaining top slot building, and go to the Skyway to fly to the Burstone Quarry. Again, the upgrade gives you the text skip.
After Burstone Quarry, and the Heart of the Bastion
When you use the Skyway in Burstone Quarry, you will arrive at an alternative version of the Bastion, and will be attacked by the Ura. You have to perform the Ura Invasion Skip, explained on the Burstone Quarry Individual Level Page.
After landing in the normal version of the Bastion, store both Shards. You will be transported to the Heart of the Bastion. Walk up to Zia and Rucks(in any order), open their dialogues, close them(press Escape, but not immediately - read below) walk up to the Monument and select the Restoration ending(Evacuation will be unavailable).
Don't talk to strangers. - DO NOT select any options in Zia's and Rucks' text boxes! This will force you to watch a long and pointless cutscene. Don't press your mouse button at all when these windows are open, no matter where the cursor is on the screen.
Menuing in the Heart of the Bastion - Watch out while closing Zia's and Rucks' dialogues and when selecting the ending. If you do either of these things too quickly, your input will get eaten and nothing will happen. Don't mash Escape either, as that will pause the game. You need to be very careful to do this part quickly and not accidentally talk to Zia or Rucks.
NG+ - Make sure your game is patched to the newest version for this one. In the last Bastion interlude, before storing your shards, walk left and position yourself right between the smoke pipe and the hole to its right - the same one you fell into while doing the Smoke Pipe glitch. Now roll into that hole. If you did this right, you will land to the top left of the smoke pipe and trigger the History Books text, but you will retain control of your character. Now quickly store both of your cores(keep scrolling the mouse wheel until both are in). This is exactly the same glitch as the Smoke Pipe one but is triggered by falling into the History Books, which spawn only after doing the Ura Invasion Skip.
Doing this correctly and quickly saves 2.5 seconds.
Hot tip - After executing it and storing the shards, you will be able to walk around the Bastion while you wait for the ending of the game - remember not to open any buildings or dialogues, as that can softlock the game. Feel free, however, to interact with the Mailbox. Just in case there is mail.

Experience Route

NG+ - since at the start of a NG+ run you should already be level 10, this section is only relevant to a New Game any% speedrun.

The reason for why we have to manipulate experience is this: If you level up while duplicating a Core or a Shard, if the level-up happened on the first of the pair of items you picked up, you will lose control of the Kid for two seconds, making you unable to pick up the second one, thus failing the dupe. However, throughout the any% route we gain too much experience to not level up at all; therefore we have to manipulate the experience to either level up on the second core pick-up of a dupe, or somewhere else entirely.

NOTE: Don't use the High experience route, it's not worth the risk.

There are currently two successful routes to manipulating experience in a NG any% speedrun: one we'll call "Low Exp." and "High Exp." here. The High Exp. route is slightly more involved and harder to execute. The difference between them is that the Low Exp. route must avoid ALL bonus experience on the way to the Cinderbrick Fort Core, and levels up after duplicating it(on the second one, not missing the dupe), while High Exp. route tries to grab as much optional experience as possible on the way to the Hanging Gardens core, and level up on the second Core in that level.

The High Experience route is more failure-prone, as if it misses out on too much optional XP, it will not level up in Hanging Gardens and will then have to waste time trying to get more experience in Cinderbrick Fort to avoid leveling up on the first Core there.

Here is a list of all optional sources of experience. If you are on the Low Exp. route, avoid picking up any of these(as long as you don't kill the Wharf District barge turrets, you should be fine even if you accidentally pick up some optional experience), while if you're doing the High Exp. method, try to get as much of these as possible.

Wharf District
  1. Three Blue Tonics in the Sole Regret. Often 1-2 additional Blue Tonics will drop from killed Squirts and the big green Gasfella.
  2. The five turrets that will spawn and shoot you on while the barge.
  3. Duplicated Something Heavy in the middle of the arena before the last gate of the Wharf District.
Hanging Gardens
  1. On the cobbled ground right before the Core in Hanging Gardens there is a Black Tonic you can pick up without wasting time.

Something Heavy must be duplicated in order to get enough experience to level up at the second Hanging Gardens Core.

Backup Strategies

In case you miss a Core dupe, the fastest way to recover is to do the Mount Zand to get the Shard from that level. If Mount Zand is unavailable, The Melting Pot has to be done instead.

Personal tools