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Guide part 30
Bulletstorm?Guide
Head outside the ship and start making your way across the roof-pile to the elevator. Shouldn't be too hard since there are no enemies.
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Let Trishka kick down the next barricade, and then mantle to the next level. Visit the dropkit and stock up on drill shots or other heavy explosives.
You will be fighting a mixture of Creepers (agile mo'fugger'chuggers who cannot be kicked or leash-pulled) and Skull gangs (of whom the Flaregunners are the only ones who cannot be tied to the leash but can be kicked) as well as armored mini-bosses (Bouncer type only) so ready up.
Ride the lift down and start your slaughter with the enemies fighting in the clearing. It's a bit too wide to do a thump and flailbomb mass-kill, but we're sure you can work something out with the explosives here.
For each section of battle, there are a few initial enemies who rush ahead and get mangled or exploded by enemy fire. If you're that stingy with skillpoints, you can use flailbombs to wrap enemies up and try to squeeze out 50 SP from their deaths. Otherwise, you may want to save your ammunition for the enemies who survive.
You can drink the bottle as you battle the enemies at the second firefight for an Intoxicated bonus, but chances are you may have thumped most of the enemies to death the first chance you got.
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This will one of the few swarms of electro-flies (past the dropkit in the building) where it looks like you can push enemies in for the Fry Guy skillshot, but it's more trouble than it's worth since you have th pull enemies to the end of the street, then kick them into the swarm (good luck making a connection).
You probably just want to wrap enemies in a flailbomb and detonate them in a mass-kill event. Don't worry too much about using fancy moves to waste the peons -- there's an armored mini-boss coming up in the next fight.
With the Driller's charged shot, the fastest way to kill an armored mini-boss is to make it vulnerable to being shot/stunned. In the case of the cannonball mini-boss, blow the tank on his back, charge up the driller and send a buzz-fish into the bastard's chest. Get the skillshot Stomach Pump by kicking the charged drillshot (still in the boss' chest) and watch that red fly!
Stomach Pump is worth less SP than the other boss-kills (Whiplash and Kick-Off) but it's probably the fastest and easiest way to get rid of a mini-boss. Once the enemy is disabled by the charged drill, they are very vulnerable to being skewered. Choose to end the fight quickly -- it's handy if you don't want to mess around.
Fill up at the next dropkit and get ready to take down an armored mini-gun boss. With those guys, you can flailbomb them (the wrap keeps them from attacking) and rack up damage on their bodies with the PMC. The mini-gun the boss drops will be handy in about five seconds.
After you cack the mini-gunner, take the weapon and aim it up at the escalator (trigger the enemy spawns by stepping onto the foot of the escalator). The enemy bombers and other trash can be Full Throttled (great Lucasarts game, BTW) for some good amounts of SP.
Collect the weapons and rearm your self before heading upstairs. There's some heavy fighting going on, and you don't want to miss it. Since you will be doing both close-up and some far-off fighting, you might opt for the Bouncer and Driller for weapons (ditch the Flailgun for now).
Ishi and Trishka will take the downstairs and leave you alone upstairs (which isn't helping, since NPCs don't really revive you anyway).
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After taking out the enemies at the QTE (one shot to the barrels takes out half of them), head through the corridor and load up on the dropkit. You're going to fight some more peons (though the arena is great for stringing together a massive kill. Otherwise, you will have to build SP shot by individual shot.
The bottles in the kitchen are handy for appending an Intoxicated bonus to your kills here.
There's a single bottle of alcohol on the dining tables outside the twin kitchen rooms -- probably a better bet for you to use while fighting the enemies outside (you can shoot the other two for 200 SP per pop).
Past the concourse's dining area, there is a driller mini-boss. Since you have to fight it alone, take out the belly shield, then use a charged drill (do the Stomach Pump skillshot) and return the favor. Use the flimsy barricade to block incoming drills. Refill with the dropkit in the corner and take out the enemies below.
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The enemies below are easier to kill, even if they are two Bouncer bosses. Blow their backpacks, then the enemies (try the Whiplash skillshot for more SP) and move on. The Bouncer isn't handy for the final section, but you may want it for the final wave of enemies before the next dropkit. Be sure to leave that weapon at the next dropkit.
Here's the battle where you can use a Bouncer with some reliability. As you can see, the dropkit is just past it, down the stairs where Ishi and Trishka will be waiting.
The upcoming battle pits you against a mini-gun boss and then a Bouncer and a Driller -- the last two almost at once. So, that in mind, you need to keep the mini-gun from the first armored enemy around for the second and third mini-bosses.
Try taking the Driller (for regular enemies) and the Flailgun (for binding the bosses to stop them from firing on you while you explore your options). Remember to replenish and completely max out the Leash's thumper ammo. You may use up all nine shots for Thumping.
Try and take out the mini-gun boss early, then either remember where his weapon dropped (you will need it later) or take it and drop it someplace where you can pick it up in a hurry later.
The peon enemies around the arena will build up the damage (letting the bosses or a hatchet man kill you). That said, you can get rid of them quickly with the driller. For the bosses, they come out from monster closets. Once you destroyed the first boss (the mini-gunner) the others come out in quick sequence.
The Bouncer boss appears from the closet on the upper level. If you have that mini-gun, use it to destroy his backpack, and then cut him in half (don't worry too much about SP for this battle).
If enemy fire is too intense, try hiding in the boss' spawn room. If enemies are pursuing you, you can kick/kill them as they run through the door.
Take out the driller boss with the mini-gun or well-placed gun fire after you ensnare him in a flailbomb to keep him from shooting you. Kill him, and don't be afraid to mass-thump peon enemies if things get too crowded.
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The luggage area has no enemies, but there is a free box of ammunition to be claimed (it's down a ramp somewhere) that can help reduce SP costs for your next dropkit.
Follow the luggage tunnel to the next area. Should be easy since it's pretty straight forward and there are no enemies to worry about. Visit the dropkit here and fill up on ammo.
For the achievement / trophy (of killing all enemies before the end of the mission) the Driller and Sniper Rifle might be handy. The sniper rifle is chiefly for enemies you missed the first instance and need to kill without moving.
Bonus Task ? I Might Be Late
Kill all enemies before getting aboard the escaping jumpship. The condition is all active enemies you encounter between the time the jumpship flies over you in the QTE to when the junk car explodes and knocks you down are to be killed.
For best results, load up on the driller ammo and simply make one kill after another with that weapon. One shot is all it takes to stake someone to a surface and watch them spin around. If you are skittish about enemies running off near the car at the end of the sequence, you can use a sniper rifle to finish up.
There are no enemies during your final sprint to the jumpship, so if you didn't meet the condition before, you need to retry the checkpoint.
For the most part, you can ignore enemies (and kick or leash-pull them aside) if you're just aiming to finish the level. If you are shooting for total neutralization, you will find the Driller has all the oopmh you need.
If you run out of the regular driller's shots, you can try the charged drill shots. You will likely not be using this weapon except for one small section in the next stage, so exhausting the ammunition for the weapon isn't as mission-critical as you expect.
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Just remember that when the car explosion occurs, your run for this section is over. If you didn't kill everyone for the bonus condition, and cannot snipe the enemies with the Headhunter, you can restart the checkpoint. Otherwise, you're about to finish the mission.
There are no enemies for the sprint to the jumpship ramp. Get close, use the leash when indicated, and end the level.