The Still Bastion is the second area in ScourgeBringer. Getting to this point, players should be familiar with the controls and gameplay loop. There’s a new set of enemies, with some familiar attacks, and a boss to defeat.
To beat this area, learn what all the enemies do, including the boss, and be careful of the slow moving projectiles. Prioritization of enemies is key.
The Still Bastion Enemies
Shield
Priority: HIGH. Health: MEDIUM. This enemy will charge up an attack and shoot a pinpointed laser at the player. It’s a good idea to stop it with a smash attack. When there are many in a room, try to take cover while taking one out at a time.
Large Shield
Priority: HIGH. Health: VERY HIGH. A bigger version of the Shield enemy. It will charge up and shoot its laser four times quickly. If you can’t stun it in time, hide behind obstacles.
Icicle
Priority: MEDIUM. Health: VERY LOW. These enemies are more like drills than icicles. They’ll drop down when the player is below them and then break into two projectiles that fall outwards. I would consider these enemies as the hazards of the level. Get rid of them fast.
Jellyfish
Priority: MEDIUM. Health: LOW. Like the Icicles, Jellyfish are pretty much hazards. Their projectiles move slowly through the room and don’t expire until they hit something. They shoot three at a time and they can get really annoying if there are many of them. Take these out before your whole screen is filled with projectiles. Lethal Club is very useful against this enemy.
Jumbo Jellyfish
Priority: VERY HIGH. Health: HIGH. This bigger Jellyfish spawns other Jellyfish, what a nightmare! Your Jellyfish situation can get really out of hand if you don’t get rid of this enemy fast.
Tiny Tusks
Priority: MEDIUM. Health: MEDIUM. These creatures shoot three bullets at the player in a cone. They’ll sometimes close in on you from different sides, so dodge or deflect with Lethal Club.
Tusks
Priority: HIGH. Health: HIGH. An upgrade of the Tiny Tusks. Stun this enemy before it can shoot an upgraded version of Tiny Tusks’ shotgun-like attack.
Second Gatekeeper
The second gatekeeper has two attacks. Judging by its shape, you can probably tell it’s related to the Shield-type enemies. It’s got a laser attack which is telegraphed by three red laser sights. It will beam out three lasers in three equidistant directions and then rotate. Players will have to move in between the lasers to avoid damage. One big tip would be to push the gatekeeper into a different position with a smash attack to make it easier to move around the room.
Its second attack is a charge up attack that is indicated with a “!”. This attack is like a shield charge towards the player. It will release a couple slow moving projectiles, similar to the Jellyfish, in random directions. The best way to avoid this is to stun the gatekeeper before it has a chance to do this.
Judge: CandleMask
Like the first Judge, this one has two phases of attacks. But instead of a stronger version of earlier attacks, CandleMask will switch up to stronger moves.
Attacks:
- Spew Projectile – When you see the dome atop CandleMask’s head open up, it means a couple of projectiles are coming out. This attack bears resemblance to the Icicle, just a couple more bullets.
- Rising Horizontal Laser – CandleMask will move to the bottom left or bottom right of the screen and then shoot a laser while moving upwards and towards the opposite side of the room. It will also Spew Projectile at the beginning of this move, so be careful.
- Candle Burst – This charge attack is CandleMask’s most troublesome move as it literally fills the room with somewhat slow-moving projectiles. The best way to avoid this is to use a smash attack while it’s charging. If you can’t use a smash attack in time, and you have the skill Fury, you can just use this instead to clear the room of projectiles.
- Downward Beam – This is a short attack. CandleMask will shoot a beam downwards at the players while moving in a small arc in one direction. This along with Moving Beam is part of the second phase.
- Moving Beam – CandleMask will start from either the top left or top right of the room and then shoot its laser to the opposite end of the room while moving around it. When it hits the center of the floor, it will shoot projectiles in all directions. This is a test of the player’s ability to dodge projectiles. You’ll just have to keep at it and learn this pattern.
Hazards
There are no hazards in this area! The only thing players need to be wary of are the slow moving projectiles that the Jellyfish and Icicle produce. These will get you when you least expect it, especially mid-dash.
Check out our article on The Entangled Ingress for some general tips that are essential to beat the game!