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Guide part 23
Bulletstorm?Guide
Head up and out to the planet exterior, work the hand over hand (25 SP per pop) and drop into the next zone. There will be no enemies until you drop into the toppled skyscraper building, but there are some collectibles and dropkits you may frequent. If you want, you can play around with the Bouncer cannonball launcher now, but focus on saving SP for ammo and upgrades.
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The large empty rooms preceding the firefights are all yours for relaxing or taking in the dialogue -- it's probably to your advantage to skip past the b.s. and move forward as quickly as possible.
Before jumping over the barricade and sliding down into the ruined building, take a look around for the final few secrets (like a newsbot).
Skillshot Hint ? Ding Dong
The first couple enemies you see in 4-3 can be killed by leash-pulling the door on the room's "ceiling" (this is because the building is turned sideways ...). Put an enemy or two under the door and then pull it open to satisfy this condition.
Battle the enemies outside and try to use the spikes for more SP (Vertigo is 50 SP, while Pricked is 100 SP) for your base kills if push comes to shove. Take out the turret gunner and get ready to meet the conditions for another special skillshot.
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Skillshot Hint ? Tenderizer
After defeating the emplaced gunner, sprint or slide to the elevator switch in the distance. Using the switch will kill the enemies in the lift shaft and satisfy this condition.
Head through the hallway and you will find some more weak-sauce enemies and a dropkit. Unless you're very good with the Bouncer, save the skillpoints for the Flailbomb (and maybe the shotgun if you want to do some Pump-Action skillshots). For the most part, you will find the Driller weapon a much more satisfying weapon to use.
Some more enemies in the next section, and while the enemies are tougher (shotgun toughs, not armored mini-bosses), the mix of riflemen, hatchet guys, and shotgun toters will give you a headache trying to set up the group kills for massive skillpoints. Do your best (that's what the thumper and flailgun ammo is for), and amass your SP with as few shots as possible.
The enemies in the section with the spikes and electricity give you a choice or fry or spit -- once you fry an enemy, you cannot stake him, and both Shocker and Pricked are worth the same (once you get past the initial SP bonus).
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Unless you're pressed for time (or have the shotgun to do "Pump-Action") you may want to avoid doing the Vertigo skillshot unless you've managed to tie in a few other skillshots. That's because Vertigo is worth only 50 SP, which is pretty paltry for stocking up on weapons, ammo, and charged ammunition.
When you're out in this wide open area though, you may not have a choice, so take the kills you can if you have a choice. You can try to combine these easy to do skillshots -- Sadist (wrap a flailbomb and kick them into holes) or Pump Action (shotgun blast an enemy into a hazard). For the most part, just pushing enemies into pits will net you only 50 SP and not the 100 for Pricked.
Make a few turns into the next building interior. Drop down to the right and pick up some free ammunition from the box, then proceed on the right to move onwards.
Sweep past the dropkit on the ramp. Use it to refill your Flailgun and Thumper ammo and, if you want, your Flare ammo for the handgun (not always necessary but handy).
Head to the top of the next ramp and battle the armored mini-boss. Kill him, and note the mini-gun for this boss is a dud (no ammo). Skip it and head for the next section.
Bonus Task ? No Man Left Behind
When escaping from the timed section in level 4-3, kill the two enemies you find in the collapsing building. If you like, you can use a single thump attack to smash both, satisfy the condition, and restart from the checkpoint to save your ammo.
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Taking apart the two sections of ceiling/wall (it's actually ceiling on its side) will start you on a timed sequence to get out of the building before it collapses.
Only a couple enemies are inside, and you can easily run past them if you like (missing the hidden trophy / achievement). Once you get to the elevator switch, you simply use it and you start a quick time event (QTE).
When you get a chance, press the fire button (trigger) and shoot the red cannisters. Time it right and you get the full 500 SP from the QTE. This ends Act 4 and puts you in saddle for the next level.