How To Navigate The Bastille's Fortress In Steelrising

2022-09-24 03:24:44 By : Mr. Tony Huang

The time for mucking about the streets is over. Your journey in Steelrising has finally taken you to the famous Bastille Fortress!

So you've finished the first part of Steelrising's Bastille. Well, the next step on your path won't be on the streets of the Bastille's neighborhood; instead, we're headed straight for the fortress itself. Well, to the moat that surrounds the fortress first, but you get the idea!

Related: Steelrising: The Bastille Part 1, The Paris Underground Walkthrough

In a lot of ways, the fortress is pretty straightforward. However, its winding corridors contain little in the way of identifying features, which can make it a problem to navigate if you try to backtrack. Thankfully, different sections are labeled, and we can help guide you to where you want to go, even if you do get turned around.

Once you have taken out the Unstable Ballista Ram and left their arena through the underground passage, you will pop out into the Place Royale. Activate the Vestal and then follow the street (taking that wooden ramp will just plop you right back in the Ballista Ram's arena). You will arrive in a clearing where you will immediately fight a Ballista Ram Automat (didn't take long for them to incorporate him as an ordinary baddie). Now, you can explore this area all around, and you will find an Essence of a Warrior's Spirit. Look for the section of fence that is missing, and hop down into the moat below.

Hop down and take care of the Axe-Wielding Automat and the Snake-Bodied Automat. There are some Improved Flame Grenades sitting up above, and a Frost Resistance Vial on the main path.

To the right will be a destructible wall that will take you into another section of the underground area you snaked through after the boss fight with the Unstable Ballista Ram. You will be able to grab an Essence of a Warrior's Spirit, as well as an Essence of a Revolutionary Spirit. Along this linear path you will encounter a Lumberer, a Snake-Bodied Automat (they will be hiding on the ceiling), and once you pop out of the well, you will fight a Driller, and a Spider-type Automat.

Finally, after you kill the Driller and Spider pair, you will run up against a gate to the Powder Magazine room. Unfortunately, you will need to clear the Bastille's Prison section for you will have the key you need to go through this gate. Now, head back to the moat. Once you leave the tunnel, take a right and the next section will feature a Stomping Automat paired with a Lancer. You can strafe to the side while fighting the Stomper and the Lancer won't have a shot at you (then finish them off once you are done with the Stomper).

Grab the oil vials near the Lancer, and continue down the main path to fight a Lumberer and a Snake-Bodied Automat (which is hiding on your left, behind the greenery). Once you clear them out, head into the little cave where the Automat was hiding and get the Essence of a Revolutionary Spirit. Keep traveling on the main path, and you will gather your first memento and have one of your visions.

Now head into the next area, and fight the Lancer and the Lumberer Automats. Grab the Improved Petrification Grenades from the ledge above. The next area will pair a Club-Wielding Automat with a Lancer. Once you are through with them, you can scoop up the Essence of the Revolutionary Spirit. Backtrack a little and look up; there is a grapple point. Grapple up, and open the treasure chest. Here you will obtain the Grade 3 Frost Resistance Module and a Module Key.

Now, take out the Lancer and the Ballista Ram Automats. Once you have cleared them, look for a platform across the way, and grapple across to the scaffolding that wraps around the fortress's outer wall. From that scaffolding, air dash into the nearby window. With that, you will have officially entered into the Cells.

The rest of your journey will be spent circling around the fortress. Get the Essence of a Revolutionary Spirit from the open cell near the window you just entered through. Now, on your right, there will be a prisoner asking for help. You won't be able to assist them yet, but you can come back for them later.

In the next room, there is a buffed-up Lancer. Kill them, and you will get the key to open the door. However, before you move through the gate, head down the hallway, take your first right, and you will be in a room with a weakened wall. Break through, and you will grab an Essence of a Revolutionary Spirit. The room at the end of the hallway has some Frost Resistance Vials and an Axe-Wielding Automat. Now you can go back and head down the hallway that was previously gated off.

On your first left will be the Governor's Office. This contains a letter and the key to the gunpowder room. Leave this room and there is a Vestal waiting for you to activate. Keep following the main path forward, and you will fight a Shielded Lancer and a Spider Automat. Kick down the damaged walls, climb the stairs, and you are in the Jailers' Quarters.

At this point, you can backtrack to the moat, and go back to tunnel that leads directly to the gunpowder room. You will want to do this before you fight the boss, as you won't be able to backtrack at that point. Though, if you already jumped down there, worry not, you can travel back to this level with your carriage once you have completed the stage.

Here you will fight a Blade-Armed Automat. Kill it, and grab the Gilded Key from its corpse. This will open the treasure chest in the nearby room. Open it to obtain the Boreas Wheel. Exit that room and take a left; you will now find your next memento and have another vision. Now head up the stairs and you will be in the L'Arsenal and Workshops.

You will start by fighting a single Spider Automat, which seems suspicious. Well, your suspicions are well-founded, there are two of those Snake-Bodied Automats waiting to ambush you. Once you clear them out, you can proceed to the next floor. There isn't anything here to collect.

Now you are on the walkway, at the top of the fortress. Here you will fight a Ballista Ram. Grab the Improved Explosive Grenades, then hop from the ramp to the suspended platform. From the platform, hop over the castle wall. You will fight another beefed-up Lancer. Nearby is a treasure chest, open it and get the Lavoisier Catalyst. Hop over to another floating platform, and then back onto the other end of the bridge. Fight the Lancer and pick up the Flame Grenades. Go down the Steps and you will be back on the L'Arsenal And Workshops floor.

Here you will grab an unfinished note before entering a long hallway lined with cells. Right when you enter this room, take a left and break through the wooden wall, then the weakened stone wall, and grab the Alchemical Resistance Vials. Open the door on your right, take out the Snake-Bodied Automat, and head down the stairs. You will now be in the Jailers' Quarters.

Here, the only thing to do is to open the door, fight the Blade-Armed Automat, pick up the Essence of a Revolutionary Spirit, and then break through the wall and grab the final memento.

Now, head down the stairs, and you will be back in the cells. If you jump out the window here, you will be able to enter into the boss arena. However, if you head straight to the end of the room, there is a locked gate. This will make it so that you can pass between both sides of this fortress. This is your last chance to do some backtracking and make sure you got everything. Otherwise, hop down and prepare to face off against The Executioner.,

James is a writer for TheGamer. He typically spends his time playing games, thinking about games, overanalyzing games, and sleeping. While he has an appreciation for all genres, he is especially interested in fighting games and RPGs. He also enjoys reading books and watching movies and will happily overanalyze those as well.