Bastion: Zulten's Hollow
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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 crossbows.
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 cliffin 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.
Other Walkthrough
- The Rippling Walls
- Wharf District
- The Bastion
- The Workmen Ward
- The Melting Pot
- The Sundown Path
- The Hanging Gardens
- Pyth Orchard
- Cinderbrick Fort
- Langston River
- Prosper Bluff
- The Wild Outskirts
- Jawson Bog
- Roathus Lagoon
- Point Lemaign
- Colford Cauldron
- Mount Zand
- Burstone Quarry
- Urzendra Gate
- The Tazal Terminals
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