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The Colors of Art,The Colors of Emotiotions
Feb 10th, 2010 by admin

The Colors of Art,The Colors of

 Emotiotions

children of Art

We can easily observe and follow the emotions deveiopment of young children by the color they choose in their pictures.

As we know it,the primary colors include red,blue and yellow.All colors are made of the mixing of there three clolrs.Emotionally speaking,we categorize the color into two tones:

Warm tone gives the birght feeling which include yellow,yellowish orange,orange,red and the like.

Cool tone gives calming effect and serene feel which include blue,green,blue-green,purple and the like.

Other colors that are based on bloue or green can be categorized as cool tone such as grey,blach,teal.

Color scheme can tell a lot about emotions.Here are some analyses.

Yellow-bright,cheerful

Red-exciting,dangerous,powerful

Green-fresh,safe,close to nature

Blue-dreamy,alone and calm

Grey-cool and mysterious

Purple-calm,elegant,thoughtful,msditative and mysterious

Whit-clean,neat,pure and spacious

Black-dark,somber and depressed

In addition to emotional analysis,colors can also reflect meanings but the meanings vary according to social and cultural context.In China,black means bad luck whereas black represents sophistication in Europe.

For children who start doing their art works,they would use colora basad on social influence as they are told that pink is for girls while blue is for boys.Children tend to use bright and psstel colora.Do not be alarmed,though,if some kids go for somber tones like grey,black or red.Thecolors represent their state of mind as well as the level of their creativity.However,Weneed a person with systematic skills and enough knowledge about color analysis to do the job but we can,as well,generally see pattern of emotions of the kids by looking at their pictures.Children would feel appreciated if their artworks receive comments and appreciation.

children of Art

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Bayonetta-Guide-VI The Gates of Paradise
Feb 6th, 2010 by admin

Bayonetta-Guide

VI The Gates of Paradise

                                                                                                              Bayonetta
Chapter VI – The Gates of Paradise

Before you begin this chapter, take the time to enter The Gates of Hell and purchase some new techniques, especially the ones available for the Beast Within, but more specifically the Crow Within technique is a priority. This Beast Within technique will allow you to fly for a small amount of time, perfect for several of the Alfheim missions (10 in Chapter V and 5 in Chapter III) and essential for parts of the following chapters.

Bayonetta lands in the Proving Ground Ruins, and there is no cutscene, so combo open the chest that lies behind her. You will receive a Gold LP fragment of Les Patineurs Waltz op.183. Once you have the fragment turn around and go forward to the rest of the Grounds. On the left wall of this part of the Grounds, when looking at the whole area from the chest, there is a crow with an Umbran Tears of Blood (Normal), if Panther Beast Within doesn’t help you to get it, and the bird keeps flying away there is another solution so read on.

Move towards the gates but before destroying the gates in the Proving Ground go to the right of them and retrieve Antonio’s notebook ‘Entering Vigrid’. Then go down to the gate and hit it open.

Verse 1

Now if you want to get the Umbra Tears of Blood (Normal) you are going to have to lead the Angels out of the corridor and into the larger area, but keep your distance from the crow so as not to startle it off. Activate Witch Time by dodging an enemy attack and then immediately run over to the crow and grab it. With the Umbra Tears of Blood in your possession you are now ready to deal with the Angels that you played follow the leader with.

Once the Angels are gone special panels in the corridor will become active. Before using these panels, jump the left side of this corridor to find a chest and combo it open to reveal a Broken Witch Heart piece. In order to use the panels that are on the floor of this corridor, you need to run across them all in one go whilst using the Panther Beast Within technique, which you activate by double tapping the Right Trigger. Run across the panels towards the closed doorway at the end of the corridor and you will arrive in a new area.

If you are playing the game on Non Stop Infinite Climax difficulty, before you jump down into the water, there is a crow with an Umbran Tears Of Blood to the right of you on the cliff.

Verse 2

After the cutscene go to the rocky outcrop in the middle of the pool and investigate the broken Witch Time statues. Two Inspireds will appear. Be careful when shooting one down at a time and going up to it to attack it. The other one that is still flying will come in close, and the downed one will eventually try to counter your attacks or counter you. If or when the downed one begins to fly around again jump back up on the rocky outcrop in the centre and shoot. You be prompted for a counter move, similar to your first encounter with one of these.

Dealing with the second one is slightly trickier as it has the habit of burrowing into the ground, disappearing and reappearing right under you, so be prepared to dodge if you’re still in the water when this happens. Staying on the rocky outcrop until it is downed by gunfire and then going over to attack it is the practical thing to do. When you have damaged all of the health of the last Inspired there you will be prompted for a Climax Attack.

After the fight check out a pile of rumble near the underside of the ledge you originally jumped down from. Break down the rubble to reveal a chest. Combo that open to receive another Gold LP fragment, Les Patineurs Waltz op.183. After that go to the reassembled pair of Witch Time statues and activate it so that you can use the water jets to gain access to the other side.

Verse 3

Going into this new corridor will result in an attack from Dear & Decorations, so quickly be rid of them using guns and/or Kulshedra so that you can move on, watch a quick cutscene and watch the activation of floor spikes.

In order to get through this area you will need to carefully observe how the spikes move and then decide when to quickly run across, whilst ignoring the floor panels that you unable to activate yet. When you get near the doorway that closed destroy the bunch of rocks near it to reveal a lever. Pull the lever and the spikes will stop, and launch you into another battle. Dodging, Witch Time and combos are forever useful. Completing the battle will make the floor panels usable.

Alfheim 12/Verse 4

Before using them, go back to the area where you fought the Inspired and jump up to the ledge that you originally started the area from to find the portal. Similar to one earlier, in this challenge you need to defeat/kill five Angels using Torture Attacks. You have a time limit of five minutes, and a three hit limit. Have only the Scarborough Fair handguns equipped, and build up your Magic Gauge on the Angels before starting to deal out Torture Attacks to finish them off. Taunt them one at a time using the LB/L1 button so that your Magic Gauge charges even quicker when you attack them and the act of taunting charges it as well. Taunting in Witch Time, then attacking a taunted enemy in Witch Time can be very helpful.

The enemies are particularly difficult, with Harmonies (switch to Kulshedra and guns to deal with them), Grace & Glory, and Fairness and Fearless making an appearance after some basic Angels. Most important to remember is that even though you have three hits, it is better not to get hit as this depletes your Magic Gauge, which you need to have filled in order to pull off Torture Attacks.

With the Grace & Glory pair, as well as the Fairness and Fearless pair, you will need to deplete their health by half before using Torture Attacks on them to be sure that that the Torture Attack kills them. Ideally you use Torture Attacks on the first bath of Angels and then most of the Harmonies so that your quota is completely filled by the time you reach the last two sets of foes. If you meet the quota before you have destroyed all of the enemies, switch to Shuraba to help you finish them off. Your reward is a Broken Moon Pearl piece.

If you are playing on Hard difficulty there is a crow with an Umbran Tears Of Blood on the left of the side of the bridge into the challenge area (point of view from the portal). You can only grab the crow if you complete the Alfheim challenge. In Hard difficulty this is best done by charging your Magic Gauge using taunts, dodging as needed, bringing down the health of some of the harder enemies and then using Torture Attacks when it will kill enemies.

With the Alfheim dealt with return to the corridor across from the jets of water. As with panels previously in this chapter activate the Panther Beast Within and run across the panels in one go to open the doorway and allow you to speedily run through it. On the stairs that you come to is Antonio’s notebook ‘Notes On The Topic Of Magic-IV’ so grab that.

Verse 5

Further up the stairs two Grace & Glory pairs ambush you, one pair at a time. Be sure to dodge their attacks and only hit back when they won’t hit you; favour dodging over combos. Witch Time and combos are of use. After you have defeated them walk up the stairs for a brief cutscene and then you are ambushed on the bridge by a group of Angels. Defeat some of them, but you will find that once you are a quarter of the way onto the bridge, a section of it collapses taking some of the Angels with it. You will need to use Crow Beat Within technique (jump, double tap Right Trigger) to get across the gap.

Verse 6

When you get across go through the doors for a cutscene. During this battle you need to kill the Angels, but make sure that the little girl in the magic field does not get harmed. Try to keep the fight away from the girl’s position and it should go far more easily. If you really are having problems either taunt the enemies or equip the Gaze of Despair if you have it, this is a useful accessory to equip when protecting your young charge. It is game over the vitality bar for magic field is completely depleted, and the Angels are very persistent in going towards it. If you successfully prevent Cereza from taking any damage during this encounter, you will gain the Achievement/Bronze Trophy A Mother’s Love. A cutscene follows at the end of the battle.

With Cereza in tow, head out of the hall through the doors with torches either side of them. Outside in the Vigrid Ruins is one of Antonio’s notebooks, ‘The Laguna Faith and Vigrid’s Rise’. Continue up the stairs towards the building with a tornado storming within it.

Verse 7

As you make your way up the stairs more Angels attack, so you need to keep Cereza safe whilst killing the Angels. You are unable to harm the Angels with your normal weapons so you must pick up the lampposts that fall down in the area to hit the Angels with. Once the Angels are killed in this outside area, break down the metal gate under the archway and head on inside.

Be prepared to run and stall here. Not long after you enter this place, a Beloved shows up, and you are unable to harm him. Run down the corridor, briefly pausing to use surrounding parts of the environment to throw at the Beloved and stall him. Once you get to the end of the arched area, the Beloved will become stuck and stop pursuing you for now.

When looking to where the Beloved is stuck, to the left of it is a pot that contains an Arcade Bullet. Once you have that and other items from the surrounding furniture head towards the portal arch, and remember to pick up one of Antonio’s notebooks, ‘Purgatorio, Center Of The Trinity’, before heading over to the portal. There is a Gates to Hell to the right of it if you need to restock on items, buy the Gaze of Despair if you are able to afford it or buy some techniques. Grab the Umbran Tears Of Blood (Normal) from the crow near the portal. Walk through the portal when you are ready, and you will enter Paradiso once again. There is a cutscene once on the other side.

Verse 8

This time you are defending Cereza from a pair of Fairness and Fearless. Witch Time will be useful tool during this battle, but not the Gaze of Despair as Cereza follows you around and this means she will be caught up in the fury of the Angels’ attacks. After those two you need to finally deal with the Beloved that was chasing the pair of you before, after a cutscene. This one is bigger than the ones you have dealt with in the past, and has an annoying fireball attack too, however he doesn’t grab from behind like previous ones have done. Witch Time and combo attack it. Perform the Climax Attack when prompted.

Verse 9

After the cutscene following the Beloved’s defeat, use Panther Beast Within to chase after Cereza’s kidnapper. You need to watch out for laser beams as you pursue them. A cutscene follows before you are allowed to kill the impostor. The impostor finally reveals that they are a type of Angel, Joy. Keep and eye on its fast movements and try to engage Witch Time to help you defeat it with combos. It will copy itself within moments of the fight beginning if you are not quick to defeat it.

After the fight you will receive another Gold LP fragment of Les Patineurs Waltz op.183, which you will be able to trade in at you next visit to The Gates of Hell for the ice skates based weapon Odette. Outside in the courtyard, beside the portal, there is another of Antonio’s notebooks, ‘The Angel’s Banquet Hall-Alfheim’, and behind the portal (before you go through it) is a chest containing a Broken Witch Heart Fragment. There is a crow with an Umbran Tears Of Blood (Hard) to the left of the portal, near a body of water.

Once you have picked everything up, head back through the portal, to arrive in an Air Force Base in Vigrid. In this new area is one of Antonio’s notebooks, ‘Prominence Bridge’, beside one of end a bridge, so collect it before proceeding onto this bridge. A cutscene soon finishes the chapter.

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Bayonetta-Guide-V-The Lost Holy Grounds
Feb 6th, 2010 by admin

Bayonetta-Guide

Bayonetta

Chapter V – The Lost Holy Grounds

After the cutscene introducing The Sunrise & Crescent Valleys, head towards one of Antonio’s notebooks to receive ‘Crescent and Sunrise Valleys’. There’s a crow with an Umbran Tears Of Blood (Hard) right behind where you start. Continue along the path ahead of where you began. Beware, as sections of the path will collapse, leading to the need for double jumps.

Verse 1

You are ambushed by a group of Dear & Decorations Angels (the cherub type ones). Defeating them is easy, especially with Kulshedra equipped, but just make sure that you don’t fall off. With them defeated continue along the crumbling path.

Verse 2

The path ends at the Umbran Training Ground Ruins. Here two new Angels, Grace & Glory, will attack you after a short introduction scene. These Angels are really fast, so watch out for their attacks. Torture Attacks will not take them out straight away, so if you want to use one you will have to deplete part of your target’s health first or finish them off afterwards. If one of their attacks sends you into the air, jump and then dodge or else you will get caught up in their combo. Once you have completed the battle you will be able to pick up a Golden LP fragment for Sonate in DK.448.

Alfheim 9/Verse 3

Instead of going up the stairs in the Training Ground Ruins, head back to the beginning of the level, where an Alfheim portal has appeared. Again you must defeat all of the enemies within the time limit, but also you are only able to damage them in Witch Time, and you have a five hit limit. This one is more difficult than Alfheim 1, because of the enemies that you are set up against. These are Applauds, a Grace & Glory pair and a Fairness, which means that you will have to dodge a great deal anyway; else your hits will be quickly used up. The fight ends with a Fairness. Throughout the challenge, if you have enough magic power to use Torture attacks during Witch Time then do so as it will make things a great deal easier. Your reward is a Broken Moon Pearl fragment.

When you have returned from the portal make your way back towards the Training Ground Ruins. Once there, go up the stairs on the left.

Verse 4

Whilst making your way up another crumbling path more Angels appear. Kill them, taking care where you choose to make your stand or just ignore them and continue along the crumbling walkway. Once you have taken care of (or ignored) the angels, proceed along the path, and a cutscene will occur. With the cutscene over a new Angel will make an appearance, a Fearless alongside a Fairness, so get with the Witch Time and combos, taking care of one Angel at a time and using Torture Attacks when available.

Once the Fearless and Fairness are dead, proceed the only way you can. Just as more Angels ambush you, the path begins to crumble once more. You can take care of them, but beware that at least one section of the path will fall away completely so it may be best to find surer footing and shoot from there or ignore them completely.

The area you come to has an Antonio’s notebook, ‘Heavenly Manipulators’, and a crow to sneak up on and grab an Umbran Tears Of Blood from (Normal) opposite to where the book was. You will notice a metal structure that looks like an obscure basketball hoop. In order to make this hoop useable you must choose to turn the strange device to its left, making day become night and allowing you to Wall Walk on the strange hoop. You need to jump through the hole to proceed, so jump through it.

Verse 5

As you fall through the air, guide Bayonetta into the paths of the Dear & Decoration Angels that appear, you will easily rip through these Angels and destroy them. When you land you will immediately start a battle with a Grace & Glory pair. Remember to kill them off one at a time, as it makes the fight easier. Just after you defeat Grace & Glory a group of new Angels, Harmony ones, appear. Though they can hit you hard, and they easily succumb to Bayonetta’s combo attacks, you need to get near them first. The best weapon to use against Harmonies is Kulshedra, the whip. After they have been defeated a Golden LP fragment of Sonate in DK.448 appears.

Before continuing up the steps in this area, be sure to crack open the chest that to the right of the steps. You receive a Broken Witch Heart fragment. If you are playing on Non Stop Infinite Climax difficulty there is a crow with an Umbran Tears Of Blood on a pillar near the left column before going up the stairs, jump on the left column, minus gargoyle, to see it.

Once done here, go up the stairs taking care not to get hit by the strange tornadoes that are appearing everywhere. The tornadoes move in a set pattern, so observe where they go and when they disappear and run along the steps at the best moment to go.

Near the top is a Gates of Hell and to the left of it are a chest and one of Antonio’s notebooks, ‘The Witches’ Tears of Blood’, that you may jump down to. Combo open the chest to find a Broken Moon Pearl piece.

Jump back up on to the stairs, and stock up on healing items if you need to as there are several boss fights coming up, and they won’t necessarily be easy. When you are done shopping, head towards the top of the stairs and then jump up the sides of Jörmungandr’s Staff, the tower, and go to the top platform. Look down at the strange mark on the ground below and then jump down towards it. This will open the Staff’s doorway so head on inside.

Verse 6

Inside Jörmungandr’s Staff, proceed up its nearest walkway. This triggers a battle with a new Angel, Ardor. There are two Ardors to kill, but they should not be too difficult to deal with, just stay aware of when they’re attacking so that you can dodge and enter Witch Time and proceed to pull off combos on them. Attacking them from the front is pointless until they have lost their shields as they repel attacks.

When the battle against the Ardors is over you will be able to Wall Walk once again, whilst Wall Walking towards the top be on the look out for falling debris, holes and harmful glyphs on the walls.

Verse 7

Part way up the Staff a group of Harmonies will attack. Be sure to avoid their attacks and kill them quickly, before they get the chance to seriously knock down your health.

Alfheim 10/Verse 8

Once you have defeated the Harmonies, you may notice that an orange circle has appeared on the ground floor of the tower. This is the tenth portal, so get down and enter it. In this challenge you once again need to stay in the air, but this time it is for sixty seconds rather than twenty. This one involves a greater level of tactics than Alfheim 5.

If you are playing the game on Non Stop Infinite Climax difficulty, there is a crow with an Umbran Tears Of Blood before the challenge area.

With Kulshedra equipped hold down the Y/Triangle button to draw an enemy towards then press jump to shoot off of them, continue to do this on the Dear & Decorations that surround you especially aiming for the Dear (the larger ones) as they can take more punishment. What should be happening once in you’re in the air is that you pull one towards you and are able to jump-shoot off it to go further up into the air and prolong your time there.

If you complete this challenge you will receive a Broken Witch Heart fragment.

Back inside Jörmungandr’s Staff, Wall Walk up its walls towards the top, where there are some platforms and a metal wall with an orb inside it. When you reach the top of the Staff’s interior, Wall Walk will end, and you will need to jump up some platforms towards a lever and pull it to create an opening that leads to the area above. Jump up into this area and prepare for battle.

Verse 9

A pair of Grace & Glory appears. Remember to dodge their attacks and kill them one at a time. Killing the Grace & Glory results in a Witch Time statue being repaired.

Activate the statues, but don’t choose to activate the chance to dodge the lightning until you jump back down into the next area and are ready to combo the wall. This will give you plenty of time to combo the wall open.

Alfheim 11/Verse 10

Once outside, instead of running up the walkway, run down the walkway instead to get to the next portal, but be sure not to fall off of the edge as the winds are very high. This challenge will need you to defeat a Grace & Glory with only ten ‘punches’. Be sure to have Shuraba equipped, as its attack where you hold down the Y/Triangle button to charge it and then release it should be powerful enough. If you do not fancy Grace & Glory chomping on you whilst you charge Shuraba, enter Witch Time. You can dodge attacks whilst charging. Your reward for this challenge is a Broken Witch Heart fragment.

If you have completed all of the Alfheim portals up to this point then you will be rewarded the Achievement/Silver Trophy Angel May Cry.

Again on the windy walkway, make sure Bayonetta is not blown off as you run up it. There are more tornados to deal with as well, so observe where they go and run on when it’s safe to do so. You will see a large Angel serpent flying around the walkway that you are, but there is nothing that you are able to do about it yet. Part of the way up is a pool of water with one of Antonio’s notebooks ‘Witch Graves Within The City’, so pick it up. In this same area is a chest so combo that open in order to receive another Golden LP fragment, which should be the final fragment out of the ones you have been collecting so far, giving you a complete Sonate in DK.448. There is a crow with an Umbran Tears Of Blood (Hard) underneath the metal fencing that partly surrounds this pool, near the part of the walkway you came from.

Get back on the walkway and continue upwards once you have collected everything here. When you have gotten so far the Angel serpent will wreck the walkway making it a dash for your life as it crumbles away from beneath your feet.

Verse 11

At the top of the path a cutscene introduces you to Inspired, the serpent that has been dogging your progress up the path. As it flies around the platform you are standing on, shoot at or use Kulshedra it until it comes crashing down. Whilst it is dazed at your feet, combo up on it until it begins to move again. Whilst it slithers and hovers on/above the platform dodge its attacks and hit it when it is possible for you to do so. When it begins to fly again, you will be prompted for a Counter move so follow the instructions until it comes crashing down again and is easily reached by your attacks once more. Keep repeating this until all of its health is gone and you are asked for a Climax Attack.

With Inspired dead make you towards the mountain like structure, that is the top of the Staff, and sneak up on a crow, on the right side of the bridge, to grab an Umbran Tears Of Blood (Normal) from it. Inside the Staff, go into the Gates of Hell to receive the weapon created from the Golden LP you have recently put back together. The weapon is Durga, which seems to be inspired by the fists of Grace & Glory. When you are done shopping, return to the Staff.

Climb, run and jump up the Staff, being sure to pick up Antonio’s notebook ‘Rodin & The Gates Of Hell’ before you leave. Near the top of the Staff is a chest with a Broken Witch Heart fragment inside. Once you have the fragment, continue on to the platform that holds the doorway, which leads away from the interior, but before you go through shoot out the gargoyles next to it to reveal one Arcade Bullet.

Verse 12

Outside at the Summit you are pulled into a battle with another Inspired. Remember to shoot it, hit with Kulshedra, from afar and then combo on it when it falls towards you, but also dodge its attacks.

Verse 13

Once the Inspired is dead head back into the Staff, jump down to the bottom and go out to where you fought the first Inspired. You will be greeted by a bunch of Harmonies. Dodge their attacks and use Kulshedra to your advantage. Stay within the circular platform of the area in order to complete the fight and Verse, if you head up the bridge at all before the Battle is over the Verse will not be completed even if you go back to the area and the Harmonies respawn. Defeat them and go back up to the summit.

Head towards the gate in this area and smash it to pieces. Walk along the path you now have access to. Soon the path will break and you will need to jump to its falling pieces when Witch Time is activated as well as perform a quicktime move when prompted, in order to stay alive. A cutscene follows this piece of action.

Verse 14

Once again you must fight Jeanne. Her moves are the same as before, essentially Bayonetta’s moves. Dodge her attacks, the easiest ones to get Witch Time from are Jeanne’s Wicked Weave attacks. If you find yourself hit up into the air by Jeanne, try to jump and dodge to get out of her combo. After Jeanne has lost a certain amount of health you will be asked for a command prompt so do it and deal large amounts of damage to Jeanne as she tries to punch you but (hopefully) fails.

A cutscene follows the fight. You are now introduced to a new ability, follow the instructions on how to use the Panther Beast Within, and then use it to escape the falling rubble. Another cutscene follows.

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Bayonetta-Guide-IV-The Cardinal Virtue of Fortitude
Feb 6th, 2010 by admin

Bayonetta-Guide

 IV-The Cardinal Virtue of Fortitude

bayonetta

Chapter IV – The Cardinal Virtue of Fortitude

The structure you entered at the end of the last chapter turns out to be a Coliseum, and despite being in ruins, it has yet to see its last fight.

Verse 1

A cutscene introduces you to your first chapter based boss fight. Your opponent is Fortitudo, the dragon Angel with a face and two heads. His attacks are reasonably easy to dodge, and ideally you want to stay up on the raised archway/s that you start on. Equip Kulshedra as its reach is extended in this boss fight. Managing to dodge an attack and enter Witch Time when Fortitudo gnashes down on you gives you your best chance to combo off of the offending head. After he has received so much damage, Fortitudo will collapse to the floor, so jump down and run to a head and input the prompted commands to deal more damage.

At points during the battle Fortitudo will turn most of the floor below the arches into lava, so if you fall down be sure to jump up back on an arch. Also, Fortitudo will often destroy an arch; if this happens look for an hourglass and then use it so that the structure is rebuilt. You will be automatically placed back on top of the one of the arches when this happens.

After Fortitudo has lost a great deal of his health, the first opportunity to rip off one of his heads arises. Fortitudo will destroy both archways, fly to the side of the Coliseum and perch there and you will automatically enter Witch Time. Quickly jump from rock to rock as they float in midair so that you make your way over to Fortitudo and follow the button prompts when you reach him. Completing these steps successfully will lead to Fortitudo losing a head, and you potentially needing to use an hourglass to rebuild an arch.

Once you have ripped off both of Fortitudo’s heads, a cutscene will follow. Then the fight will be taken to the skies as you finish off its head like body within a time limit. Dodge attacks and hit the red weak point on the head, because the game is already in a form of Witch Time in order to facilitate this battle you will only be able to dodge attacks. After you have completely taken down its health, wait for it to swing its tail and follow onscreen instructions. Once the battle is over there will be a cutscene.

And so ends Chapter IV.

Completion of this chapter the first time on Normal will give you the Achievements/Bronze Trophies Fortitudio, Bringer Of Flame and Chapters 1-4 (Normal).

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Bayonetta-Guide-III-The Burning Ground
Feb 6th, 2010 by admin

Bayonetta-Guide

III – The Burning Ground

Bayonetta

Chapter III – The Burning Ground

At the beginning of the third chapter is another cutscene.

Verse 1

Once that is over walk forwards and deal with a bunch of burning Angels that you can’t hurt unless you’re in Witch Time or are using long-range weapons such as guns or enemy weapons or a Torture Attack, however a combo attack that was started in Witch Time will continue to hurt them until the attack is completed. Avoid standing in the newly formed lava pools that have taken up residence in this part of Vigrid, as they will damage you.

After the battle scout around the area a bit. In the chest will be an Arcade Bullet. A crow with an Umbran Tears Of Blood (Normal) can be found past a wrecked car and lava beside a group of benches.

Alfheim 5/Verse 2

After the battle with the burning Angels, go up the stairs in the area the chapter has begun in. Beside the rubble is an inconspicuous bin. Break it open to reveal the fifth Alfheim portal in the central raised stage part with a covered section. Under the covered section is the fifth portal. The aim of the challenge is to stay in the air for twenty seconds, at some point during a two-minute period, but again you may only receive three hits.

This challenge is mainly made possible by jumping on the top of an Angel head, jumping off of them, then directing your jump so that you shoot them or other surrounding Angels giving yourself more lift, and then jumping again, aiming to be over an Angel so that you shoot them to give yourself lift, when not over an Angel double jump towards a group and land on one then jump and shoot, and so on. Just having the Scarborough Fair handguns equipped and pressing punch in between jumps can help maintain your time in the air. Alternatively you can wait until you are able to perform Crow Beast Within and come back to this challenge on a replay of the chapter. Your reward is Broken Moon Pearl piece.

Verse 3

Leave the starting area by the lower, unblocked exit to return to the area with the deadly trams. When you have reached here a river of lava will appear, which you need to run ahead of. Ignore/dodge the Beloved that appear and just continue on until you can jump to safety.

Verse 4

In this next area you are attacked by a new Angel dubbed Fairness. Get in close and don’t let up. It’s a fast Angel and will try to get away from you, follow it and dodge its attacks that involve biting after you and fireballs, as well as a call (orange waves of colour issue from it when it does this) that can paralyse you momentarily except if you dodge around the place as soon as it starts. If you are paralysed it will probably follow up with a fireball as you move the left stick to try and move once more. Unless a good part of its health is already gone, Torture Attacks will not kill it outright. At the end of the fight it will leave a Gold LP fragment Fantaisie-Impromptu.

Check for two chests that you can break open before leaving the area where you met the Fairness. You leave by the way that takes you down to the section with Witch Time statues, Rodin and previously a metal wall that you could turn into a bridge.

Alfheim 6/ Verse 5

Go down to where you were once able to create a bridge in Witch Time and jump onto the balcony with the tree that held a Broken Witch Heart fragment. On the balcony is the sixth portal. The challenge involves defeating all of the enemies during a time limit, with a three hit limit, using only Angel Arms (the weapons that they normally drop when subjected to a Torture Attack). The good news is that the Angel Arms are readily available around the edges of the arena, and I highly recommend using the bow like one, and using its B/Circle button attack where you fire an arrow. So pick them up and remember to use Witch Time. This is one of the easier challenges. Your reward for your efforts is a Broken Witch Heart fragment.

Back in lava land, below the balcony where there is a tree surrounded by grass, is a crow with an Umbran Tears Of Blood (Hard). When ready approach the Witch Time statues and initiate it so that you can zoom past the lava that has appeared in the previously closed doorway beside them. Be careful to only run through the doorway when the lava has subsided during Witch Time.

Verse 6

As you enter the new area you are greeted by a group of Angels, however the battle is interrupted by another lava river. You will soon find yourself Wall Walking above the lava flow; you may fight the Angels on the wall as you proceed to a building with higher walls. You will need to cross along several bridges, and move/jump between different buildings until you reach a tower. Some buildings blow up when you approach them so be careful as you will need to either jump over or walk around the fiery gaps created. After you get near to a bridge made from the remains of a tram the lava flow will increase and you will need to run up the side of a clock tower, which will promptly start to topple over when you reach the top. Look out for a command prompt as you fall.

In the next area, after surviving death by tower, is another of Antonio’s notebooks ‘About The Umbra Witches-II’, so pick that up. Proceed past where the notebook was.

Verse 7

There is a brief cutscene and you are attacked by two Fairness Angels. Dodging and entering Witch Time, and sticking close to one at a time and attacking it is the best thing you can do. If you build up your Magic Gauge enough, and have damaged one of them by over a quarter of their health then use a Torture Attack if things are not looking in your favour. After they are defeated there is a cutscene, for which you need to be ready to pull off a command prompt.

After falling down into the underground area, go in the direction opposite to what you start off facing. Continue down the cavern until you reach a chest, inside of which you will find a Broken Moon Pearl fragment. Once the fragment is retrieved, return back along the cavern and go on through this new area.

Verse 8

As you make your way through the rest of the cavern, burning Angels appear, which means you need to keep entering Witch Time again in order to kill them, unless you have a long range weapon to get them with or enough magical energy to use a Torture Attack. Also avoid standing in the lava.

Once the burning Angels have been dealt with, continue through the cavern, making sure to carefully time your jumps across lava pits and run past lava plumes. Eventually you will arrive in the Catacombs of Vigrid. There is a Gates of Hell portal on the left, so shop if you need to. To the right of the Catacombs is another of Antonio’s notebooks, ‘Notes On The Topic Of Magic-III’. Continue on, down the rickety looking wooden bridge across the lava. There is a crow with an Umbran Tears Of Blood (Hard) sitting on the stone circle. Move on past the stone circle and head towards the stone bridge for it to only be destroyed as you try to go across it.

Verse 9

Return towards the stone circle, only to have normal Angels appear. Kill them with the usual combination of Witch Time and combos. Once the Angels are dead the stone circle becomes a portal.

So step through and enter the realm of Paradiso and the Garden of Light. Before doing anything else look behind you to your left to see something floating on a small island, this is a Gold LP fragment for Fantaisie-Impromptu, and will complete your Gold LP. If you have picked up all Gold LPs and fragments to this point you will receive the Achievement/Bronze Trophy Record Collector.

Alfheim 7/Verse 10

Return to where you started in Paradiso, walk to the right of the portal and follow a stone pathway submerged in water, heading towards a glowing object in the distance: the portal. In this Alfheim challenge you must defeat all of the enemies within the time limit, and you may take five hits, however Witch Time has been disabled. Though this may seem annoying, not having access to Witch Time, what you need to realise that you can still dodge enemy attacks, so be sure to dodge the majority of attacks, use Torture Attacks alongside combos and Wicked Weaves, and you should have all of the Angels killed before time runs out. Your reward is a Broken Moon Pearl piece.

Back in Paradiso and the Garden of Light make your way towards the portal you came through originally, jump onto its raised mound and head to the Witch Time statues near the rising water jets. Go up to the statues and activate them and choose to dodge the lightning to achieve Witch Time. When Witch Time has been achieved jump onto the water jets and make your way over to the next rock platform. Here there is a giant hourglass, but before you go to it move over to the far right of it and find another Broken Witch Heart fragment. On a nearby platform that keeps going up and down is an Arcade Bullet so get that too.

If you are playing on Non Stop Infinite Climax difficulty, there is a crow with an Umbran Tears Of Blood in the opposite direction of the hourglass.

Return to the hourglass. To the right of it is a lever, pull that and you will receive the hourglass. Go back to the portal that you entered Paradiso through and return to the Catacombs. Back inside the Catacombs use the hourglass so that the stone bridge is repaired, but don’t head across it yet. First visit Rodin to trade in that LP for a new weapon, a whip dubbed Kulshedra, (Gates of Hell were by the entrance to the Catacombs).

Alfheim 8/Verse 11

Exit the Catacombs via the way you entered them originally, past the Gates of Hell, and into the cavern. Just before the lava is the eighth portal. In this challenge you may only use Wicked Weave attacks to damage and defeat all of the Angels (all other attacks just bounce off of them) within the time limit, with a hit limit of five.

Wicked Weave attacks are the attacks that often follow at the end of a combo, where a giant blue coloured object will project from Bayonetta. Wicked Weave attacks home in on enemies, so start up the combo away from them so that only the Wicked Weave will hit them. You can use Witch Time if you want, and obviously dodge any incoming attacks. A combo that can be done with Shuraba is one of the easier Wicked Weaves to do, Y/Triangle, B/Circle, Y/Triangle. A punch combo done in the distance and then its Wicked Weave climax directed at enemies also works. You have to ensure that none Wicked Weave parts of the combo don’t hit any enemies else you’ll combo will break and you will have to start a combo again. Be sure to watch out for the Fairness Angels that appear once all of the flame Angels are gone, Witch Time is extremely useful here. Your reward once the challenge is completed is another Broken Witch Heart fragment.

When you return to the cavern, heard towards the Catacombs and that bridge that you didn’t cross earlier once it was rebuilt.

Verse 12

Cross the bridge and about halfway along you will be attacked by a group of Angels, Dears & Decorations. Dodging, Witch Time and combos will easily take care of them. You can also try out Kulshedra on the Dear & Decorations, as its great for long-range enemies (and Angels that are on fire).

Once the Angels are gone, continue along the bridge. When you reach the corner section of the bridge, more stones will cause the rebuilt section to be destroyed again. Continue on to the next section of bridge, but beware as it will begin to collapse as soon as you start along it, so run and double jump between the sections and follow the command prompt when you get near the end allowing you to land safely on some rocks below.

Move along the rocks, watching out for lava spurts as you move, the spurts are coming from multiple directions. When you reach a higher rock outcrop, jump up its sections and before going right to leave the Catacombs go left and find a chest. Combo it open to reveal a Broken Witch Heart fragment. Go back to the right and head through the tunnel that leads out of the Catacombs.

You will come to a shaft that you need to Witch Walk up, so jump up onto the wall and avoid falling rocks by using dodge. When you are finally outside, stick to the left and head behind a group of stones to find another chest. Combo it open to receive another Broken Witch Heart fragment.

Turn around and head out from behind the stones, and continue on into this new area. One of Antonio’s notebooks is floating nearby, ‘The Old Coliseum’. Collect the notebook and move on further into the new area, following the stone path. Just before you reach the Coliseum at the end there is a crow carrying an Umbran Tears Of Blood (Normal). If you are playing on Non Stop Infinite Climax difficulty there is a crow with an Umbran Tears Of Blood behind one of the fallen columns. Continue on to the Coliseum.

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