Detailed Maps for Ever Y Stage Bullet Witch Prima

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Detailed Maps for Ever Y Stage Bullet Witch Prima BULLET WITCH Visit us online at primagames.com ™ PRIMA OFFICIAL GAME GUIDE DETAILED MAPS FOR EVERY STAGE STAGE MAPS FOR EVERY DETAILED Written by Brad Anthony Bullet Witch © 2007 Atari Europe SASU. All rights reserved. © 2006 AQ Interactive Inc. All rights reserved. Developed by Cavia. Marketed and distributed by Atari, Inc. ATARI word mark and logo are registered trademarks owned by Atari Interactive, Inc. All rights reserved. "Bullet Witch" is a Trademark of AQ Interactive Inc. The ESRB ratings icon is a trademark of the Entertainment Software Association. Microsoft, Xbox, Xbox 360, Xbox Live, and the Xbox logos are trademarks of the Microsoft group of companies. All other trademarks are the property of their respective owners. www.bulletwitch.com The Prima Games logo is a registered trademark of Random House, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Random House, Inc., registered in the United States. U.S. $16.99 Can. $21.95 U.K. £12.99 Visit us online at primagames.com® Gameplay Background Darkness Alicia Claus Darkness is a formless demon that lurks in Alicia’s consciousness. He aids Alicia with both his powerful magic, capable of numerous spells, and knowledge that was gained from surviving countless scrapes. His arro- gant attitude is made clear through his nasty comments regarding humans, but for Alicia he is an irreplaceable partner and the only creature she can trust. Maxwell Cougar Maxwell became leader of a unit of the Resistance after the previous commander died in battle. He met Alicia while evacu- ating a city under attack by demons and Geist. Cheerful and trustworthy, he is a nice guy who always looks after his friends. Alicia is a beautiful witch on a journey to defeat demons. Wielding a huge gun known as a “gunrod,” she has magical powers that can bend nature itself to her will. The reason why she possesses the same powers as the demons and yet fi ghts against them remains a mystery. 4 Gunrod The gunrod is a mystical weapon forged with arcane magic. The gunrod has four weapon forms—machine gun, shotgun, cannon, and Gatling gun—that fi re Note 1asd magically-conjured ammunition. Each weapon form has Note specifi c uses and associated magical abilities that can The gunrod’s magic rounds don’t hurt your allies; you can be accessed through the use of the Element Shot spell. shoot right through them. Each form is upgradeable via an allotment of acquired skill points earned by effi ciently dispatching demonic foes throughout game stages. Listed here is everything you need to know about the gunrod. Gunrod Skill Point Breakdown Gunrod Form Power Up Effect Level 1 Points Level 2 Points Level 3 Points Maxed Ability Required* Required* Required* Points Required Machine Gun Attack Damage Increased — 80 200 280 Shotgun Attack Damage Increased 40 150 300 490 Cannon Attack Damage Increased 50 200 400 650 Gatling Gun Attack Damage Increased 300 600 900 1,800 Total Skill Points Needed Per Level: — 390 1,030 1,800 3,220 * The columns showing levels 1 to 3 total points required represent how many points are needed to get all weapons to the given level. The Maxed Ability Points Required column shows how many points are needed to get one weapon type to its highest upgrade level. MACHINE GUN The machine gun form is the most basic weapon form available for the gunrod from the beginning of the game. Element Shot: Fire It’s the most versatile, and is most effective in many situations. This general-purpose weapon will get you The rapid fi re of the machine gun is very destructive. through most of the game and it should be one of your However, when combined with the Element Shot spell, top priorities to upgrade it fully to level 3 stats. the gun bursts into fl ames and its magical projectiles force all unfortunate demonic targets to combust. The added fl ame damage is an immense benefi t, but more importantly, the fl aming targets lose interest NoteNote 1asd in attacking you and focus more on extinguishing their When Element Shot is cast, note the limited amount of searing fl esh. This grants you valuable time to conduct special ammo now available in the magazine, which is your business. Upgrading Element Shot levels affects the machine affected by the special qualities of the spell. The spell gun by reducing the number of shots it takes to cause ends when the ammo is expended. your target to burst into fl ames. 6 Gameplay Magic What is a witch without potent and powerful magic? Alicia has a full host of abilities granted to her by Darkness that can heal the wounded or sow chaos and First Ring—Minor Magic destruction in the same sultry breath. The fi rst two rings of spells are minor magic—the upgradeable skills that have three power tiers. The higher the skill rating the spell has, the better the spell effect. The last magic ring is reserved for Great magic: These are the spells Darkness grants Alicia at his discretion only at certain parts of the story. Great magic is so powerful that there is only one level and it cannot be improved past that point. Minor Magic Skill Point Breakdown Minor Magic Spell Power Up Effect Level 1 Points Level 2 Points Level 3 Points Maxed Ability Required Required Required Points Required Element Shot Special (See individual 40 150 300 450 gunrod entries) Ancient Wall Increases wall duration — 80 200 280 and endurance Rose Spear Increases attack damage 25 150 380 555 and radius Will Power Increases force of blast — 180 400 580 Sacrifi ce Increases healing radius — 50 150 200 Raven’s Panic Increases number of ravens 30 150 380 560 Total Skill Points Needed Per Level: — 95 760 1,810 2,625 9 Bait and Hook Geist Geist soldiers love dirty jokes and pointless killing more than anything. They display many forms of depravity, particularly in their habit of wearing the skins of those they have slain. They are organized and, after attacking military facilities, possess modern weapons, transforming them into a brutal army of evil. General Troops Geist tend to fl ock together, and against their coordi- nated attacks you’re often outgunned. Rather than fi ght a group all at once, use the trusted bait and hook tactic. Get close enough to a group to bait a few of the enemy to give chase, then retreat to a safe zone, fi nd some These grunts make up about 80 percent of all Geist cover, and unleash hell on them. Repeat this tactic as enemies. They’re equipped with modern weapons like often as necessary and soon the enemies’ ranks are machine guns, grenade launchers, and rifl es. If a thinned and much less of a threat. Commander is with them, they work together to carry out organized attacks; otherwise, they branch out and attack on their own. Enemies All attacks are effective against these basic Geist units. As with most Geist, the head is their weak spot and they are usually killed immediately with an accurate Drago-Bat Demon head shot. These are the troops you fi nd manning road blocks and fortifi cations. Code Name: Lambda Snipers This is a nearly 250 meter long, large demon that fl ies at high altitudes and attacks aircraft. It can fl y at speeds of up to mach 5, and uses its countless eyes to knock planes out of the sky. As long as this demon lives, hu- manity will not be able to take to the skies in safety. Snipers are the long-range killers of the Geist infantry. These minions are armed with high-powered rifl es and TIP have less health than other Geist. At a distance, they are formidable shots. However, if you get too close, they Three Lightning strikes are enough surrender without further struggle, throwing their hands to take down the gargantuan fl ying up into the air in defeat and begging for mercy. If left demon, whom the Resistance have alone after surrendering, however, they will attack again once you’re far enough away. code-named “Lambda.” 14 Helicopters TIP If a Gigas wears heart armor, you must shoot it off the monster before you can do any damage to the weak heart underneath. Screamers Attack helicopters are used by the Geist for high-speed, mass transportation. They are the source of Geist mo- bility. As long as they are around, there will be no end to Geist reinforcements. They can’t be shot down with conventional weapons but they can be destroyed by using Lightning strikes, Meteor storms, or summoned Tornados. Gigas These are Geist born from the souls of women who died with deep hatred in their hearts. They spit out concen- trated feelings of loss, rage, jealousy, and loneliness as they try to vindicate themselves on innocent humans. Their insanity is evident in both their forms and their voices. Screamers are sick and twisted minions that use The Gigas are giant Geist formed by the fusion of the Grudge Spirits to turn humans into Worm Men. They evil souls of several hundred people. They lust for move quickly and run away hastily as soon as they’re destruction and their minds are dominated by base de- spotted. Screamers have no direct attack but can use sires. Their massive bodies and the oppressive fi repow- their voice to temporarily halt your movements around er of the massive arm cannons have led to the notion them while their legions of Worm Men attack you from that an entire nation’s army would not be enough to stop all sides.
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