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Bayonetta 2: Bayonetta 2 100% Completion Guide

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Run 1, Prologue: World of Chaos

Saving and difficulty for the whole run, the Records of Time training and the three Prologue verses, with the first Umbran Tears.

This section covers the short training stretch called the Records of Time and the three verses of the Prologue: a fight on a fighter jet, a boss on a train roof and a boss on a skyscraper. It also sets up the whole run: how the game saves, which difficulty to pick, and one Tear you work on through every cutscene. There is nothing to pick up here, and nothing to buy yet.

How saving works

You can't save by hand. The game writes your file by itself after every verse you clear and at the end of every chapter, and that one file is also your checkpoint. Starting a chapter from Chapter Select replaces the mid-chapter checkpoint, so don't use it to take a break. To stop partway through a chapter, quit to the title screen from the pause menu, then load the file and Continue: you pick up at the last checkpoint. A pickup taken since that checkpoint may not be kept when you quit, so after grabbing something, clear the next verse before you stop. A deleted file is gone for good. (On Wii U the file screen can also copy a file as a backup; on Switch that is not confirmed.)

Run 1 on 2nd Climax

The first time you start Story, the game asks for a difficulty. Pick 2nd Climax, the normal setting. 1st Climax (easy) and 3rd Climax (hard) are also open from the start; ∞ Climax opens once you clear the story on 3rd Climax. Choose 2nd Climax because the Bracelet of Time and Climax Brace 2, the rewards for chapter medals, count medals earned on it (a higher setting may count too, but the guide doesn't rely on that). This run doesn't chase medals; a later section does. The story-clear rewards come on any setting, and pickups, halos and Tears stay on the one file whatever the setting. The other three settings each get a later run in this guide, and you can change the difficulty per chapter from the Chapter Select menu.

Umbran Tear: Bad Boy! (touch 10 cutscenes; handheld on Switch)Achievement
Location
Records of Time · Every cutscene – From the film that closes the Records of Time onward, touch Bayonetta on the screen once while each cutscene plays, and keep doing it in new scenes until 10 different ones are done. Play the cutscenes in handheld mode, where the touch screen works. The Tear pops on the tenth scene; tick it then, wherever you are in the run.
Summary
An Umbran Tear of Blood for touching Bayonetta once in each of 10 different cutscenes. You build it up over the run, so start with the first film.
Nintendo Switch
On Wii U, touch her on the GamePad screen.
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Records of Time: opening trainingQuest step
Location
Records of Time · The End – Start Story on a new file and choose 2nd Climax. The training starts straight away: fight the angels freely while a narrator tells an old story. There is little that can go wrong here, so use it to try out combos and dodges. It ends with the opening film.
Summary
A short playable opening before the Prologue, where you try the controls against angels. It ends in the opening film.
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RodinNPC
Location
Prologue · Opening scene – He turns up in the same Christmas scene, dressed as Santa. Later you visit his shop through the red portals in the chapters and from the menus.
Summary
The owner of the Gates of Hell, the shop where you buy weapons, techniques and items for the whole game.
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Fight on the fighter jetQuest step
Location
Prologue · Verse 1 – After the opening scene a practice screen lets you try punches, kicks, dodges and Witch Time before the first fight. Then clear the Acceptances on top of the flying jet. In the next scene Rodin throws you a new set of guns, Love Is Blue, for the second group. Angels keep coming until the game moves the scene on after a set time, so just keep fighting. When your magic gauge fills, trigger Umbran Climax for Infernal Weaves and Torture Attacks. The Accolades that follow reach further than the Acceptances, so dodge for Witch Time. When the jet is cut apart, follow the jump prompts across the falling pieces.
Summary
Verse 1, the tutorial fight. It teaches Umbran Climax, Infernal Weaves and Torture Attacks.
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Belief on the trainBoss
Location
Prologue · Verse 2 – You land on the train roof from the jet, and Belief strikes as soon as its introduction ends, so dodge at once. Watch for its long arm, a green spit that sticks you in place until you shake free, and a leap that takes it to the other side. When it clings to the train with its arm, keep hitting the arm until it lets go. After the train is cut apart you finish it with Jeanne on the wreckage: stay off the burning patches, and at the end use Climax to summon Gomorrah, which ends the verse.
Summary
Verse 2, the Prologue's first big angel, fought on the roof of a speeding train.
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Gomorrah on the skyscraperBoss
Location
Prologue · Verse 3 – The fight follows straight on from the train. Gomorrah is slow and every attack is easy to read, so dodge as it winds up and hit back in Witch Time. While it climbs the tower, keep shooting it to hold your combo. Strike at its snout and finish it with another summon; the closing scene ends the Prologue.
Summary
Verse 3, the Prologue's last fight: a huge demon fought as it climbs a skyscraper.
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Keep your halos, and count your kills

The halos you earn in these fights stay on your file. The first thing worth buying is Crow Within, 20,000 halos, which may be on sale as early as Rodin's portal in Chapter I. Four Umbran Tears count kills: 20 angels and 20 demons finished by Torture Attack, and 30 angels and 30 demons killed during Umbran Climax, so use both whenever you can from here on; the guide checks them after the story.

Run 1, Chapter I: Noatun, The City of Genesis

Noatun from the harbour to the bridge: the plaza, the sunken ruins, the first Gates of Hell visit, the Cascade Foregrounds and the church, with four Muspelheim portals and three hidden Verses.

Chapter I runs from the harbour of Noatun across a water plaza, down into ruins under the water, along a street to the Cascade Foregrounds, through a church and its courtyard and out past a canal. Panther Within is yours from the first step, and Witch Walk works on the gravity ring you reach partway through. Four Muspelheim portals and three hidden Verses sit off the path, and the first Gates of Hell portal is where you buy Crow Within. Three pickups here need moves you get later; the guide comes back for them after the story.

Chapter start: Noatun harbourArea
Location
Chapter I · Harbour – The chapter begins once the Prologue ends: you land by the water, facing a large plaza. Before you go up the stairs or into the water, walk both piers and the stairs to the right-hand balcony.
Summary
Where the chapter opens, and where a Chapter Select replay of Chapter I starts. Panther Within is given here, with a short tutorial you can skip.
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Journal's Echo: A New BeginningCollectible
Location
Chapter I · Verse 1 – From where you land, go left along the pier as far as it reaches. The journal lies at the very end of the left-hand pier.
Summary
A Journal's Echo, one of the entries the Scrapbook Complete Tear counts.
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Three pickups wait for later moves

A crow and two Broken Witch Heart pieces in this chapter sit where only Crow Within or Snake Within can reach. Snake Within arrives in Chapter V, so leave all three. The guide brings you back for them with one Chapter I replay from Chapter Select after the story.

Umbran Crow: harbour dockCollectible
Location
Chapter I · Verse 1 – Head back past where you landed to the right-hand side of the harbour, before the first stairs. The crow with a red glow sits on the wooden dock next to a Resting Place. It flies off if you rush straight at it and comes back once you move away, so creep close and shoot to catch it.
Summary
An Umbran Crow; catching it counts as one Umbran Tear of Blood.
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Journal's Echo: Divine RetributionCollectible
Location
Chapter I · Verse 1 – Go up the right-hand stairs of the plaza, then follow the balcony walkway to the left. The journal lies in front of a blue, faded Resting Place partway along.
Summary
A Journal's Echo, one of the entries the Scrapbook Complete Tear counts.
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Broken Moon Pearl: restored resting place on the plaza balconyUpgrade
Location
Chapter I · Verse 1 – Walk up to the blue Resting Place beside the Divine Retribution journal: a timer starts, and its pieces (five of them) scatter across the water plaza. Run round and collect every piece before time is up, then come back and break the Resting Place for the Pearl piece. A failed hunt can simply be started again.
Summary
Half of a Moon Pearl, which lengthens the magic gauge. This blue Resting Place is one of those the Liberator of Time Tear asks you to restore.
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Journal's Echo: Unknown EntranceCollectible
Location
Chapter I · Verse 1 – Back down in the plaza, cross to its far left corner (on your left as you face the glowing sunken portal in the middle of the water). The journal lies beside the first Muspelheim portal.
Summary
A Journal's Echo, one of the entries the Scrapbook Complete Tear counts.
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Muspelheim: left end of the first plazaCollectible
Location
Chapter I · Verse 1 – Step into the portal next to the Unknown Entrance journal. Inside, kill a single angel within 30 seconds; any combo does it.
Summary
Verse 1, a Muspelheim challenge room. Clearing it gives a Broken Witch Heart piece.
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Umbran Tear: War on All Planes (first Muspelheim)Achievement
Location
Chapter I · Verse 1 – It pops when you clear the Verse 1 portal just above. If you left that portal, clearing any later one gives it instead.
Summary
A Bewitchment, so one of the 50 Umbran Tears of Blood, for clearing any Muspelheim.
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Broken Witch Heart: ledge by the sunken portalUpgrade
Location
Chapter I · Verse 1 – Coming out of the Verse 1 portal, drop into the canal straight ahead and look left. The Resting Place sits on a ledge to the left of the glowing sunken portal; break it before you go through.
Summary
A quarter of a Witch Heart, which adds to your health bar.
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Journal's Echo: Fragments of MemoryCollectible
Location
Chapter I · Verse 2 – Go through the glowing portal in the middle of the plaza water. It leads into a hallway, and the journal lies halfway along it, right in your path.
Summary
A Journal's Echo, one of the entries the Scrapbook Complete Tear counts.
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Journal's Echo: Sealed TimeCollectible
Location
Chapter I · Verse 2 – Where the hallway opens into the underwater cave of ruins, turn left at once. Take the journal before you walk onto the big round platform, which starts a fight.
Summary
A Journal's Echo, one of the entries the Scrapbook Complete Tear counts.
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Sunken ruins: fight on the round platformQuest step
Location
Chapter I · Verse 2 – Walk onto the large round platform in the middle of the ruins: a group of Compassions attacks. Dodge at the last moment for Witch Time and punish them while they are slowed.
Summary
Verse 2, the first fight in the ruins under the plaza.
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Broken Witch Heart: foot of the broken stairsUpgrade
Location
Chapter I · After Verse 2 – From the round platform, take the broken staircase on its right side down to the bottom. The Resting Place waits there.
Summary
A quarter of a Witch Heart, which adds to your health bar.
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Muspelheim: underwater ruins, over the rubbleCollectible
Location
Chapter I · Verse 3 – Climb back to the round platform and head left, deeper into the ruins. Skip the stairs going up and hop over the rubble on their left; the portal's glow shows on the stone wall straight away. Inside, angels take damage only during Witch Time, so wait for each dodge. A Torture Attack begun in Witch Time still finishes after it runs out.
Summary
Verse 3, a Muspelheim challenge room. Clearing it gives a Broken Moon Pearl piece.
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Gates of Hell portal: Noatun streetArea
Location
Chapter I · After Verse 3 – Coming out of the Verse 3 portal, climb onto the structure on the left and take the stairs in its middle up out of the ruins. You surface in a small canal at street level; climb out, and the red portal stands right in front of you. Step in to enter the Gates of Hell.
Summary
Rodin's shop, entered through a red portal. It sells techniques, accessories and items and trades Golden LPs for weapons; this is the first one you can walk into.
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Crow WithinSkill
Location
Chapter I · Gates of Hell – In the Gates of Hell, look in the Techniques list and buy Crow Within. If it isn't on sale yet, or you are short of halos, buy it at the end of the chapter, at the same shop stop where you trade the LP for Rakshasa; nothing on this chapter's walk needs it.
Summary
A Gates of Hell technique for 20,000 halos: in mid-air Bayonetta turns into a crow and flies for a short time. It reaches a crow and several ledges later on.
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Umbran Tear: Prepared for Anything (first purchase)Achievement
Location
Chapter I · Gates of Hell – It pops with your first purchase, so buying Crow Within just now earns it. If you couldn't buy that yet, buy the cheapest thing you can afford before you leave the portal.
Summary
A Bewitchment, so one of the 50 Umbran Tears of Blood, for buying anything at the Gates of Hell.
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Hidden verse by the black gateQuest step
Location
Chapter I · Verse 4 – Out of the shop, turn your back on the red portal and walk to the small open area with a black gate. The fight starts once you have gone almost to the gate and turn round to walk back: three Acceptances, one with a bow. One of them leaves a spear you can pick up and fight with.
Summary
Verse 4, a hidden fight that only starts if you walk into a dead end.
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Do these before you run on

Next you run down the street beside the red portal, and it breaks apart and sinks under you. The walk does not come back this way, so first make sure you have everything above: the five Journal's Echoes of the harbour, plaza and ruins, the harbour crow, the Moon Pearl piece from the restored Resting Place, the Witch Heart pieces on the canal ledge and at the foot of the broken stairs, the portals of Verses 1 and 3, a first Gates of Hell purchase and the Verse 4 fight. Anything you leave can be collected by replaying Chapter I from Chapter Select after the story.

Loki at the Cascade ForegroundsNPC
Location
Chapter I · Cascade Foregrounds – Take the street just before the red portal and keep running even as it breaks up and sinks. Going through to the square of the Cascade Foregrounds plays the scene with him.
Summary
Where you properly meet Loki. The scene leads straight into the Verse 6 fight.
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Cascade Foregrounds square fightQuest step
Location
Chapter I · Verse 6 – Run down the sinking street beside the red portal to the Cascade Foregrounds square; the fight follows the scene there. First an Accolade comes with a group of Acceptances, then a second Accolade with Cachet & Compassion.
Summary
Verse 6, the fight that opens the Cascade Foregrounds. Verse 5 is a portal you take after it.
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Golden LP: Entrance of the GladiatorsCollectible
Location
Chapter I · Verse 6 – It appears right in front of you when the Verse 6 fight ends. Pick it up.
Summary
The Entrance of the Gladiators Golden LP, which comes whole (1 of 1 pieces). Rodin turns it into the Rakshasa weapon.
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Broken Witch Heart: restored resting place at the Foregrounds entranceUpgrade
Location
Chapter I · After Verse 6 – Walk back to where you came into the square from the sinking street. Facing into the square from there, a blue Resting Place is tucked away just to your left, in that corner. Approach it, gather its scattered pieces before the timer runs out, then break it.
Summary
A quarter of a Witch Heart, which adds to your health bar. This blue Resting Place is one of those the Liberator of Time Tear asks you to restore.
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Muspelheim: under the gondola bridgeCollectible
Location
Chapter I · Verse 5 – From the square, drop into the water on the left and swim on to the bridge where the gondolas are tied up; the portal is underneath it. If you reach a sunken Resting Place you have gone too far, and the portal is just behind you. Inside, every angel you kill adds time to the clock, so keep the kills coming.
Summary
Verse 5, a Muspelheim challenge room, open only once Verse 6 is done. Clearing it gives a Broken Witch Heart piece.
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Journal's Echo: RelicsCollectible
Location
Chapter I · Verse 6 – Back on dry land, cross the square to the large device in its middle, a ring that bends gravity. The journal lies at its base; take it before you jump in.
Summary
A Journal's Echo, one of the entries the Scrapbook Complete Tear counts.
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Valiance beyond the gravity ringBoss
Location
Chapter I · Verse 7 – Climb the device by the Relics journal and jump into the middle of its ring: it lets you Witch Walk up the church front in daylight, and the fight starts where you land. Its sword reaches a long way and it can grab you, so stay out of its swings and dodge each one late for Witch Time. When the prompt comes, finish it by summoning Madama Butterfly.
Summary
Verse 7, the chapter's first big angel, fought after your first Witch Walk. It ends with you inside the church.
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Umbran Crow: church railingCollectible
Location
Chapter I · After Verse 7 – When the Valiance fight ends you are on the church's upper floor. The crow sits on the railing straight ahead of you; edge up to it and shoot.
Summary
An Umbran Crow; catching it counts as one Umbran Tear of Blood.
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Muspelheim: church right balconyCollectible
Location
Chapter I · Verse 8 – Stay on the upper floor and follow the balustrade to the right; the portal stands on the right-hand balcony in plain view. Inside you must beat a group of Cachet & Compassion without being hit once. If it is too much with your current weapons, leave it: replay Chapter I from Chapter Select after the story with Alruna, a weapon you get in Chapter XI.
Summary
Verse 8, a Muspelheim challenge room, and a hard one. Clearing it gives a Broken Witch Heart piece.
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Broken Moon Pearl: resting place on the church archUpgrade
Location
Chapter I · After Verse 8 – From the right-hand balcony, go back along the upper floor and on to its left side. The Resting Place sits on top of an arch, with a column on the ledge in the way: jump carefully round the column to reach it, or fly over if you have Crow Within. If you fall, climb back up at the broken wall below.
Summary
Half of a Moon Pearl, which lengthens the magic gauge.
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Church lower floor; free LokiQuest step
Location
Chapter I · Verse 9 – Drop from the upper floor to the floor below: the fight starts as you land, against a group of Cachet & Compassion. When they are gone, go to Loki, free him from the rubble and open the door.
Summary
Verse 9, a fight on the church's ground floor, then the way on.
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Journal's Echo: Purification GroundsCollectible
Location
Chapter I · After Verse 9 – Go through the door you just opened and turn right at once. The journal lies there.
Summary
A Journal's Echo, one of the entries the Scrapbook Complete Tear counts.
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Journal's Echo: Entry No. 001Collectible
Location
Chapter I · After Verse 9 – Carry on to the stairs at the far end, where Loki waits beside two books. Taking them gives you the recipe book with its alchemy tutorial, and this entry with it.
Summary
A Journal's Echo, one of the entries the Scrapbook Complete Tear counts. It comes with the alchemy tutorial, which teaches you to mix your own items.
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Umbran Tear: Apprentice of Secret Arts (first concoction)Achievement
Location
Chapter I · After Verse 9 – It pops the first time you concoct something. If the alchemy tutorial by the stairs doesn't do it for you, open the Items menu and mix any one recipe you have the ingredients for.
Summary
A Bewitchment, so one of the 50 Umbran Tears of Blood, for mixing your first item.
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Broken Witch Heart: restored resting place by the alchemy stairsUpgrade
Location
Chapter I · After Verse 9 – Next to the stairs with the books, go into the room on the left. Touch the blue Resting Place there, collect all its scattered pieces before the timer ends, then break it. Do it before you climb the stairs.
Summary
A quarter of a Witch Heart, which adds to your health bar. This blue Resting Place is one of those the Liberator of Time Tear asks you to restore.
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Church courtyard and the UrbaneQuest step
Location
Chapter I · Verse 10 – Climb the stairs by the books, open the door at the top and walk out into the small courtyard. An Acceptance and an Accolade come first, then Cachet & Compassion, and last an Urbane. Beat it and pick up the arms it drops; they help in the next fight.
Summary
Verse 10, the courtyard fight behind the church, which ends with a big angel whose weapons you can take.
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Hidden verse back in the churchQuest step
Hidden verse in the canalQuest step
Location
Chapter I · Verse 12 – Return to the courtyard and go through the big wooden door at its far end, then right and down the street to a small bridge over the canal. Leap off its left side into the canal: a single Accolade attacks.
Summary
Verse 12, a hidden fight off the side of a bridge.
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Giant angel on the bridgeBoss
Location
Chapter I · Verse 13 – Follow Loki along the long street through the crumbling city and onto the bridge, where a huge flying angel blocks the way. It hangs out of reach most of the time, so wait for its attacks, dodge each one late and hit it during the Witch Time that follows.
Summary
Verse 13, the fight that ends the chapter.
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RakshasaWeapon
Location
Chapter I · After the chapter – Trade the LP once the chapter is over. When its results screen is done the game has saved, so quit to the title, choose Story, then Chapter Select, then Shop, and hand Rodin the Entrance of the Gladiators LP. Back out and choose Continue to go on to the next chapter. If Shop isn't on the menu yet, trade the LP at the next red portal on the walk, Chapter IV's, in the street below the slanted tower.
Summary
A weapon for hands and feet. Rodin forges it from the Entrance of the Gladiators LP for no halos.
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Run 1, Chapter II: A Remembrance of Time

The Noatun canal, the town square and the Room of Prayer: two Muspelheims, three hidden verses, the chapter's crow and Golden LP, then a Belief on the wall walk.

This chapter takes you along the Noatun canal to a round town square, over the water and into the Room of Prayer, then up a wall to its last fight. You have Panther Within, and Witch Walk works where a gravity ring allows it. Three of the nine verses are hidden and start only if you turn back: at the town square, at the waterside past the wooden door, and at two Resting Places in the fountain hallway. Two Muspelheims sit on the path. The chapter's Golden LP goes to Rodin at a shop stop once the chapter is over.

Chapter start: Noatun canalArea
Location
Chapter II · Chapter start – The chapter follows Chapter I's bridge fight and its results. On a replay, pick it from Chapter Select and you begin on this street.
Summary
Where Chapter II begins, on a street beside the canal. Chapter Select starts the chapter here on a replay.
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Muspelheim: alley opposite the canal bridgeCollectible
Location
Chapter II · Verse 1 – Walk a few steps along the canal street from the start and turn right into the alley facing the canal bridge; the portal stands in it. Inside, the Acceptances and the Accolade take damage only from their dropped Angel Arms, a spear, a harp and twin blades, and a fresh set turns up only after all three are used up.
Summary
Verse 1, a Muspelheim where only the weapons angels drop can hurt them. Clearing it pays a Broken Moon Pearl.
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Broken Witch Heart: end of the canal tunnelUpgrade
Location
Chapter II · Verse 1 – Out of the portal, stand on the small bridge next to it and drop into the canal. Swim down the long underwater passage until metal bars block it, then turn right and break the Resting Place there.
Summary
A quarter of a new health-bar block.
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Town square fightQuest step
Location
Chapter II · Verse 2 – Climb out of the canal and follow it to the round town square, where Enraptures and an Acceptance attack. Kill the Enraptures before anything else, or they keep stealing magic and enraging the rest.
Summary
Verse 2, your first Enraptures: angels that drain your magic and send the others into a rage.
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Journal's Echo: Rules of NatureCollectible
Location
Chapter II · Town square – With the square clear, look along its edge: the page lies on the right-hand side. If it is not there, check the left side of the square.
Summary
One of the journal pages; the Scrapbook Complete Tear needs every one.
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Hidden verse back at the town squareQuest step
Location
Chapter II · Verse 3 – Follow Loki on to the water. When his wave comes, dodge it for Witch Time but do not run across; head back to the town square instead, where three Enraptures and an Accolade appear.
Summary
Verse 3, a hidden fight that starts only if you turn back instead of crossing the water.
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Run across the waterQuest step
Location
Chapter II · Water crossing – From the square, go back to Loki and set the wave off again. Dodge it at the last moment for Witch Time, then switch to Panther Within and race over the water to the far side.
Summary
The way on: a run over the water in Witch Time, as a panther.
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Hidden verse at the watersideQuest step
Location
Chapter II · Verse 4 – After the talk with Loki on the far side, open the big wooden door and take a few steps in. Turn round and walk back out through it to the open waterside, where four Acceptances and an Accolade attack.
Summary
Verse 4, a hidden fight on the bank where you landed.
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Umbran Crow: Room of Prayer entranceCollectible
Location
Chapter II · Room of Prayer – Go back in through the wooden door. The crow sits on the rubble of a fallen column straight ahead; get close without rushing it and press shoot to grab it. If it flies off, step away and wait for it to return.
Summary
This chapter's only crow. Each crow caught is one Umbran Tear of Blood.
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Room of Prayer: hammer angelsQuest step
Location
Chapter II · Verse 5 – Take the rubble-strewn street and the stairs up to the round platform, where the two hammer angels attack. A well-timed jump can put you on one of them, and its hammer then comes down on its partner.
Summary
Verse 5, two angels with giant hammers on a round platform. A scene afterwards restores the room.
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Golden LP: William Tell OvertureCollectible
Location
Chapter II · Room of Prayer – When the scene ends, turn your back on Loki and drop to the building's lower floor. The LP lies by the front door.
Summary
The whole William Tell Overture LP, in one piece. Rodin turns it into the Kafka weapon.
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Hidden verse in the fountain hallwayQuest step
Location
Chapter II · Verse 6 – Leave Loki's new stairs for now. In the hallway with fountains by the front door, break the Resting Place on the left and the one on the right; opening the second brings in two Accolades and a hammer angel.
Summary
Verse 6, a hidden fight that starts once both Resting Places in the fountain hallway are open.
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Wall walk fightQuest step
Location
Chapter II · Verse 7 – Now climb the stairs Loki made, jump through the gravity ring at the top and walk on up the wall. Two Enraptures and a hammer angel wait along it; deal with the Enraptures first.
Summary
Verse 7, fought on a wall that a gravity ring turns into your floor.
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Belief at the end of the wallBoss
Location
Chapter II · Verse 8 – Keep walking along the wall until the Belief appears. It mostly strikes with its long arm, so watch for the wind-up and dodge into Witch Time; when its health runs out, press the Umbran Climax prompt to finish it.
Summary
Verse 8, a Belief that blocks the far end of the wall walk.
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Muspelheim: end of the wall walkCollectible
Location
Chapter II · Verse 9 – Before you jump off the wall back into normal gravity, take the portal on the left where the path ends. Kill any Enrapture before the Cachet & Compassion, and keep the meter alive between enemies by holding your guns' fire, taunting or using Dodge Offset. Then drop to the ledge below: its door ends the chapter, so open it only once the portal is done.
Summary
Verse 9, a Muspelheim where every kill must come inside one unbroken combo. Clearing it pays a Broken Witch Heart.
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KafkaWeapon
Location
Chapter II · Gates of Hell – Do this at the chapter end: once Chapter II's results are done the game has saved, so quit to the title and choose Story, then Chapter Select, then Shop. Give Rodin the William Tell Overture LP, then back out and choose Continue to start Chapter III. If Shop isn't on the menu yet, trade the LP at the next red portal on the walk, Chapter IV's, in the street below the slanted tower.
Summary
A weapon for the hands. Rodin forges it from the William Tell Overture LP for no halos.
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Run 1, Chapter III: Paradiso - The Gates of Paradise

A two-part fight with the Glamors: on a whirlpool, then in the air.

This chapter is a single boss fight in two parts, with no pickups and no hidden verses. Keep a ranged weapon on your hands, such as Love Is Blue, which you already have: the first part needs one. The chapter's Journal's Echo is added by itself when it ends.

Chapter start: the whirlpoolArea
Location
Chapter III · Chapter start – It follows Chapter II's exit door and results. The whole chapter is the fight, so it starts as soon as you have control.
Summary
Where Chapter III begins, already riding the whirlpool. Chapter Select starts the chapter here on a replay.
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Glamors at the Gates of ParadiseBoss
Location
Chapter III · Gates of Paradise – On the slab of rubble, hold fire, steer clear of the spinning wreckage and the tail, and dodge when the Glamor turns its snout on you for Witch Time; the combo meter waits while it is not attacking. After the light portal you fly on black wings against three Glamors: dodge on time, use your longest-reaching attacks, and press the Umbran Climax prompt when their health is gone.
Summary
The whole of Chapter III: one Glamor round a huge whirlpool, then three at once in the air.
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Run 1, Chapter IV: The Two Meet

The Noatun rooftops and stone bridge, a climb by moonlight, a street of hidden fights, the leaning tower, a new weapon at Rodin's portal and the boss behind the big door.

Cross the sunken rooftops of Noatun to a stone bridge, topple a tower to reach the next building, climb it by moonlight, then follow the street beyond to a leaning tower, Rodin's portal and a big door. You arrive with Panther Within and the weapons from earlier chapters. From Verse 3 a full moon lets you Witch Walk up the walls here, with no gravity device needed. This chapter's two LP pieces become a new weapon at the portal, and a freezing Tear starts with it. Three hidden fights and one Muspelheim sit just off the path; nothing here needs a later ability.

Fidelity on the stone bridgeQuest step
Location
Chapter IV · Verse 1 – Return from the Resting Place and walk out onto the stone bridge. A Fidelity drops in: beat it to clear the verse.
Summary
The chapter's first fight, against a single Fidelity. Beating it gives the first half of a Golden LP.
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Golden LP piece: Der Hölle Rache 1 of 2Collectible
Location
Chapter IV · Verse 1 – It appears on the bridge in front of you as soon as the Fidelity is beaten. Walk over it before you move on.
Summary
Piece 1 of 2 of the Der Hölle Rache Golden LP. The second piece is later in this chapter.
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Hidden verse on the lone platformQuest step
Location
Chapter IV · Verse 2 – From the bridge, drop to the next roof and turn your back on the tower with the wooden door. Out to the right, in the distance, a lone square rooftop juts out: take a running Panther Within leap onto it, and landing there starts the fight. If the leap falls short and you own Crow Within, fly the gap instead.
Summary
A hidden fight off the main path: a Fidelity and three Acceptances. It counts toward the chapter result.
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Up the tower by moonlightQuest step
Location
Chapter IV · Verse 3 – Head back from the lone rooftop to the tower with the wooden door and kick the door: the tower falls across to the building opposite. Cross on it. Once the full moon is up, run straight up the taller building's wall to the huge round stained-glass window, where Cachet & Compassions and a shielded Acceptance attack. Break the shield, or hit the Acceptance during Witch Time.
Summary
Toppling a tower makes a bridge and brings out a full moon, which lets you Witch Walk on walls. A fight on the big stained-glass window follows.
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Muspelheim: round the stained-glass towerCollectible
Location
Chapter IV · Verse 4 – Before going on up, stand in the middle of the stained-glass window and Witch Walk off to the right, round the building anticlockwise; the portal sits on one side of it. Inside, every enemy (Cachet & Compassions and a shielded Acceptance) must fall in one unbroken combo. Keep the combo alive with taunts and Dodge Offset, and save your magic for a Torture Attack on the shielded one, whose shield otherwise breaks the chain.
Summary
A Muspelheim portal with a single-combo challenge. Clearing it gives a Broken Witch Heart.
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Broken Moon Pearl: restored resting place atop the towerUpgrade
Location
Chapter IV · Verse 4 – Back from the portal, Witch Walk on to the top of the tower, where a big door waits. To the left of that door is a faded blue Resting Place: walk up to it to start a timed hunt, gather its scattered pieces before the clock runs out, then break it. A failed hunt can be tried again.
Summary
Half a Moon Pearl; two make one and add an orb to your magic gauge. This blue Resting Place is one of the restorable ones the Liberator of Time Tear counts.
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Urbane at the tower doorBoss
Location
Chapter IV · Verse 5 – Try the big door at the top of the tower and an Urbane steps in front of it. Dodge when it swings during the opening scene to start the fight in Witch Time. It flails its arms and leaps at you, so keep dodging those, and summon Labolas when the game calls for the finish. Its arms are left behind as weapons: pick one up for the next fights.
Summary
A large angel blocks the big door at the top of the tower. It is finished with a summon of Labolas.
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Umbran Crow: power lines past the tower doorCollectible
Location
Chapter IV · After Verse 5 – Go through the big door the Urbane guarded and look up to the upper left: the red-glowing crow sits on the power lines. Note which way it flies when you come near, jump to meet it, and press Shoot when you are close to catch it. If it gets away, step back and it returns to its perch.
Summary
This chapter's only Umbran Crow. Each crow is one Umbran Tear of Blood.
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Hidden verse behind the barrelsQuest step
Location
Chapter IV · Verse 6 – Walk on down the street from the crow; a scene plays on the way. Before you cross the stone steps and the arch, look right for a small alcove with three doors and some barrels. Smash the barrels (or step in and back out) to bring in two Fidelities; the Urbane's arms make quick work of them.
Summary
A hidden fight against two Fidelities, started by breaking barrels in a side alcove.
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Golden LP piece: Der Hölle Rache 2 of 2Collectible
Location
Chapter IV · After Verse 6 – Leave the alcove, cross the steps and keep straight on toward the leaning, round tower. The piece lies in the rubble on your right and is in view before you jump into the tower, so take it first.
Summary
Piece 2 of 2 of the Der Hölle Rache Golden LP. With both pieces, Rodin forges the Undine weapon.
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Slanted tower fightQuest step
Location
Chapter IV · Verse 7 – Jump into the slanted circular tower beside the LP piece and make your way up inside it. Cachet & Compassions attack on the climb; clear them to end the verse.
Summary
A fight with flying Cachet & Compassions on the way up the slanted tower.
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Gates of Hell portal: below the slanted towerArea
Location
Chapter IV · After Verse 7 – Jump off the end of the slanted tower into the street below: the red portal stands there, before the bench and the big door at the end of the street.
Summary
Rodin's red portal to the Gates of Hell, the shop that also trades a finished Golden LP for its weapon.
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UndineWeapon
Location
Chapter IV · After Verse 7 – At the red portal in the street below the slanted tower, step into the Gates of Hell and trade the finished Der Hölle Rache LP to Rodin for Undine. If you walk past, the Shop on the Chapter Select menu makes the same trade after the chapter. If Shop isn't on the menu yet, trade the LP at the next red portal on the walk, Chapter V's, beside the stairs down to the Underground Graveyard's floor.
Summary
Fire and ice weapons for hands or feet, forged from the Der Hölle Rache LP at no halo cost. Their ice freezes enemies solid.
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Umbran Tear: Ice Queen (freeze 40 with Undine)Achievement
Location
Chapter IV · After Verse 7 – Equip Undine, then hold an attack to charge it and spray ice until enemies freeze solid. Start on the next fight and keep at it; the Tear's wording speaks of enemy types, so freeze every kind of angel you meet. It pops on its own in Story Mode; Tag Climax doesn't count.
Requires
Summary
A Tear for freezing more than 40 non-ice enemies with Undine in Story Mode. It starts here and may take a few chapters.
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Hidden verse at the benchQuest step
Location
Chapter IV · Verse 8 – From the red portal, turn left, away from it, to find a couple sitting on a bench. Smash the bench to bring in two shielded Accolades. Save magic from the earlier fights for Torture Attacks on them, since their shields break up your combos.
Summary
A hidden fight against two shielded Accolades, started by breaking a bench.
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Masked Lumen behind the big doorHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter IV · Verse 9 – Walk back past the red portal to the big door at the end of the street and open it. The Masked Lumen is fast and slips past ordinary attacks, so fight off dodges and Witch Time. Whenever he stretches both arms skyward he is charging a deadly blow: hit him at once to cut it off. He calls in angels and you answer with demons; the fight then moves into the air, and ends in a duel of summons where you steer the demon: attack, and dodge when its foe draws back.
Summary
The chapter's boss, a long fight in several stages. Beating it ends Chapter IV.
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Run 1, Chapter V: The Cathedral of Cascades

Snake Within and the lake, the Underground Graveyard before and after it floods, the Grand Hall, Loki's climb and the two angels on the cathedral top.

This chapter crosses the lake in front of the cathedral, the Underground Graveyard beneath it and the Grand Hall above, and ends on the cathedral roof. Snake Within arrives in the opening minute, so from here on you can swim fast and reach the high ledges of flooded rooms. Three Muspelheim portals and three hidden fights sit just off the path, and the Golden LP of this chapter comes in two halves. The Chapter I pickups that need swimming wait for the Chapter I replay after the story. No chapter-clear Umbran Tear fires at the end of this chapter: the next one comes when Chapter VI ends.

Chapter start: Cathedral of Cascades lakeArea
Location
Chapter V · Chapter start – The chapter opens by itself once Chapter IV's results are over, under the water in front of the cathedral.
Summary
Where Chapter Select starts Chapter V. The game saves at each verse and chapter end, so there is nothing to do here.
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Snake Within: carry Loki ashoreQuest step
Location
Chapter V · Chapter start – You start under the water. Change into the serpent when the game tells you to and swim Loki up to dry land; a scene follows on the shore. From then on, the serpent works whenever you are under water, and tapping jump while swimming gives short bursts of speed.
Summary
The chapter's opening task, and the moment Snake Within becomes yours: a fast serpent form for swimming that the rest of the chapter, and later replays, rely on.
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Journal's Echo: City of WaterCollectible
Location
Chapter V · Chapter start – Once the shore scene ends, stand facing the water. The Echo lies on your right, close to the water's edge.
Summary
One of the 26 Journal's Echoes you pick up. The Scrapbook Complete Tear needs every Echo.
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Broken Witch Heart: restored resting place by the lakeUpgrade
Location
Chapter V · Chapter start – Still facing the water, turn to your left: the pale blue resting place stands on the shore. Walk up to it to start a timed hunt, gather every scattered piece before the clock runs out, then break the rebuilt chest. If time runs out, walk up to it again to retry.
Summary
A quarter of a Witch Heart, held in a faded blue resting place that must be rebuilt. Restoring it also counts toward the Liberator of Time Tear.
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Umbran Crow: alcove in the sunken bridgeCollectible
Location
Chapter V · Chapter start – Behind the blue resting place, on the left, a ruined bridge sinks half into the lake. The crow perches in a small window-like opening in it; jump over to the bridge, get close and press Shoot. If it flies off, step away until it lands again.
Summary
One of the 20 Umbran Crows. Each crow you catch is one Umbran Tear of Blood.
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Fidelities at the lake bottomQuest step
Location
Chapter V · Verse 1 – Drop into the lake and dive toward the cathedral entrance in its middle. Before you reach the resting place on the lake floor there, two Fidelities attack.
Summary
Verse 1: the first fight under water, against two Fidelities.
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Golden LP piece: Erlkönig 1 of 2Collectible
Location
Chapter V · Verse 1 – From the fight, keep to the lake wall on your left and follow it down to the far left of the swimmable area. A small sunken recess holds a resting place: break it for the piece.
Summary
The first of the two halves of the Erlkönig Golden LP. With both, Rodin forges the Chernobog scythe.
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Muspelheim: island behind the iron barsCollectible
Location
Chapter V · Verse 2 – Its glow shows behind a line of iron bars on the right side of the lake. Swim to the bars and follow them round from the left until a stone arch breaks them, pass under the fallen building there, surface and climb onto the little island with the portal. Inside, Fidelities and Cachets come at you; dodging still works but never slows time, so you must win on plain combos. The Evil Harvest Rosary accessory (100,000 halos at the Gates of Hell) helps if you own it.
Summary
Verse 2, a Muspelheim portal with Witch Time switched off. Clearing it pays a Broken Witch Heart.
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Hidden verse in the lower tunnelQuest step
Location
Chapter V · Verse 3 – Swim into the stone passage at the centre of the lake. Where a round stone symbol faces you on the wall, the way splits into a level that runs on and a lower dead end. Dive to the very bottom of the lower one: Enraptures and Fidelities appear.
Summary
Verse 3, a hidden fight. Clearing it leaves a Broken Moon Pearl behind.
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Broken Moon Pearl: deep tunnel fight rewardUpgrade
Location
Chapter V · Verse 3 – When the last enemy falls, the piece appears at the far bottom of the dead end. Swim over and take it.
Summary
Half a Moon Pearl, the reward for the hidden Verse 3 fight.
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Umbran Crow: Underground Graveyard entranceCollectible
Location
Chapter V · Underground Graveyard – Rise from the dead end to the level of the tunnel that runs on, and follow it up until you climb out on dry land at the Underground Graveyard. Just inside the doorway, the crow sits on a stone ornament on your left. It may also seem to sit straight ahead as you come through the door.
Summary
One of the 20 Umbran Crows, each worth one Umbran Tear of Blood.
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Broken Witch Heart: graveyard resting placeUpgrade
Location
Chapter V · Underground Graveyard – Stay on the entrance level and go round the right side of the round hall to the far side, across from the door you came in by. The resting place stands in the top row of gravestones; break it.
Summary
A quarter of a Witch Heart, in a resting place in the round graveyard hall.
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Gates of Hell portal: Underground GraveyardArea
Location
Chapter V · Underground Graveyard – Back toward the entrance, the red portal stands beside the stairs that lead down to the floor of the hall. Step in to shop and step out to carry on.
Summary
Rodin's red portal into the Gates of Hell, his shop. Nothing on this walk has to be bought here.
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Journal's Echo: Underground GraveyardCollectible
Location
Chapter V · Underground Graveyard – Back toward the entrance, take the stairs down to the hall floor (Rodin's red portal stands beside them). The Echo lies on the way down.
Summary
One of the 26 Journal's Echoes you pick up, for the Scrapbook Complete Tear.
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Before you use the device

Using Loki's device in the middle of the hall starts a fight, and when it ends the hall fills with water. Take the crow, the Heart and the Echo above, and do any shopping at the red portal, before you step onto the device. If you miss one, replay the chapter from Chapter Select after the story.

Pain at Loki's deviceBoss
Location
Chapter V · Verse 4 – Walk out to the middle of the hall floor, jump onto Loki's device and use it to bring out Pain. It is tough and hard-hitting for its size, so dodge often, punish it in Witch Time and grab any demon weapon it drops. Once its health is gone, the Climax prompt calls in Diomedes to finish it.
Summary
Verse 4: the first Infernal Demon you fight, a heavy machine-like demon. It is also your first chance to pick up a demon's dropped weapon.
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Journal's Echo: TrademarkCollectible
Location
Chapter V · Verse 5 – After the fight the water climbs and carries you with it. Change into the serpent and swim straight up from the middle of the hall; the Echo is on that way up.
Summary
One of the 26 Journal's Echoes you pick up, for the Scrapbook Complete Tear. It is only in reach once the hall floods.
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Muspelheim: flooded graveyard balcony roomCollectible
Location
Chapter V · Verse 5 – At about the height of the last Echo, look along the upper ring of crescent balconies, which you could not reach before the flood, for the portal's glow. It sits in a small side room behind one balcony. Inside you fight on a clump of stone pillars while Cachets slice pillars away, and dropping to the floor fails it; hit them from range so they stay off your footing. If it beats you, leave it: a death in a Muspelheim is not counted as a normal death. Replay Chapter V from Chapter Select after the story with the Alruna whips, which make this one easy.
Summary
Verse 5, a Muspelheim portal where you must never touch the ground. Clearing it pays a Broken Moon Pearl. One of the hardest portals on a first run.
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Golden LP piece: Erlkönig 2 of 2Collectible
Location
Chapter V · Grand Hall – Swim up to the opening above the flooded hall and climb out into the Grand Hall. Don't take the big staircase yet. A small room behind iron bars sits right beside where you leave the water, on your right; the piece is inside.
Summary
The second half of the Erlkönig Golden LP, which completes it.
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Verse 6 comes after Verse 7

Verse numbers here don't follow the walk. Clear the hidden fight in the hall (Verse 7) first, then go back into the water for Verse 6.

Hidden verse round the Grand HallQuest step
Location
Chapter V · Verse 7 – From the barred room, keep going round the circular hall the opposite way from the big staircase, to the far end of the passage, where the angels appear. Most accounts put this wing on your left as you come out of the water; it may be on your right.
Summary
Verse 7, a hidden fight against Cachets and an Enrapture.
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Hidden verse in the flooded graveyardQuest step
Location
Chapter V · Verse 6 – Walk back to the opening you climbed out of and drop into the water. Sink to the bottom of the flooded graveyard and the Fidelities arrive. Swim back up into the Grand Hall when they are gone.
Summary
Verse 6, a hidden fight against three Fidelities under water.
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Umbran Crow: ledge on the central towerCollectible
Location
Chapter V · Grand Hall – Now climb the big staircase; Loki talks partway up. When he stops, turn left and look up: the crow sits on a stone platform sticking out from the central structure, lower than the others. Jump to it, get close and press Shoot. It may instead be on the platform next to where Loki waits.
Summary
One of the 20 Umbran Crows, each worth one Umbran Tear of Blood.
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Muspelheim: top of the Grand Hall stairsCollectible
Location
Chapter V · Verse 8 – At the top of the staircase the portal is in plain view in the corner. You have 30 seconds to beat Cachets and an Enrapture. Watch the Enrapture: it drains your magic and can enrage the others.
Summary
Verse 8, a timed Muspelheim. Clearing it pays a Broken Witch Heart.
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Journal's Echo: Advanced TechnologyCollectible
Location
Chapter V · Grand Hall – Back out of the portal, head on toward the round machine with the floating water sphere. Before you reach it, the Echo lies up the steps on the left.
Summary
One of the 26 Journal's Echoes you pick up, for the Scrapbook Complete Tear.
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Around the water sphereQuest step
Location
Chapter V · Verse 9 – Walk up to Loki at the machine and set it off; a scene plays. Angels then attack as you move round the floating sphere. Keep moving and dodge for Witch Time; nothing here is new.
Summary
Verse 9: a scene, then a running fight with angels around the floating water sphere.
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Loki's climb up the cathedralHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Chapter V · Verse 10 – After the next scene you control Loki. Keep running up the cathedral; dodge whenever the angel behind raises its arms, and throw Loki's cards to slow it when the game prompts you. At the top, walk up to the rubble and use the prompt to rebuild the area.
Summary
Verse 10: a short stretch played as Loki, running up the cathedral with a huge angel on his heels.
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Fire and ice angels on the cathedral topBoss
Location
Chapter V · Verse 11 – Once Loki has rebuilt the roof you are back in control, facing both at once. Pick one and stay on it until it dies, dodging the other's swings for Witch Time, then finish the second. Winning ends the chapter.
Summary
Verse 11: two Urbanes, one of fire and one of ice, close the chapter.
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ChernobogWeapon
Location
Chapter V · Gates of Hell – No red portal lies ahead in this chapter, so trade at the chapter's end. Once Chapter V's results are done the game has saved: quit to the title, choose Story, then Chapter Select, then Shop, and hand Rodin the complete Erlkönig LP. Back out and choose Continue to start the next chapter. If Shop isn't on the menu yet, trade the LP at the next red portal on the walk, Chapter VIII's, on the path past the Furies toward the large round platform.
Summary
A triple-bladed scythe for the hands slot, forged by Rodin from the finished Erlkönig LP at no cost in halos. It sweeps wide, so it is good against crowds.
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Run 1, Chapter VI: The Bridge to the Heavens

One fight with the golden angel Valor, falling down the cathedral tower and then under water.

This chapter is a single boss fight in two parts, with no pickups and no hidden verses. It starts on the bridge that Chapter V rebuilt. Bring a ranged weapon such as Love Is Blue or Kafka, which you already own, for the moments the boss pulls back. Nothing is left behind here, and the Chapters V-VI Complete Tear arrives when the fight is over.

Chapter start: Bridge to the HeavensArea
Location
Chapter VI · Chapter start – Choose Continue after Chapter V's shop stop and the chapter opens on the bridge with Loki. The whole chapter is the fight that follows.
Requires
Summary
Where Chapter VI begins, on the rebuilt bridge. A replay from Chapter Select starts the chapter here.
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Valor on the bridgeBoss
Location
Chapter VI · Bridge to the Heavens – Choose Continue after Chapter V's shop stop: the fight starts on the bridge as the chapter opens. While you fall you can't jump or juggle, and Valor slashes, stretches his blade out at range, surfs at you on his shield and slips outside the tower to stab back through the wall, so listen for his sword and dodge for Witch Time. Under water he charges in straight lines, dives at you blade first and throws his shield, while rubble drops around you; when his health is empty, press the prompt that appears just before a dive lands, then tap the button shown quickly to finish him.
Summary
The whole of Chapter VI: a golden angel with a huge sword and a bladed shield, fought first while falling down the cathedral tower and then under water. Beating him ends the chapter.
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Run 1, Chapter VII: The Ark

A giant demon in the flooded caverns, then a path through a demon's body with one Echo, one crow and a Muspelheim, and a second fight with the Masked Lumen.

This chapter starts with a boss fight in flooded caverns under the mountain, then follows one path of flesh inside a demon to a round platform where it ends. The ordinary enemies here are all demons. The path holds one Journal's Echo, one crow and one Muspelheim, down the right-hand branch of a fork; there is no Golden LP here. You have every weapon and form from earlier chapters, and nothing here needs more. The Chapter VII Complete Tear arrives when the last fight is over.

Chapter start: the ArkArea
Location
Chapter VII · Chapter start – The chapter opens by itself once Chapter VI's results are over, with opening scenes on the Ark before the first fight.
Summary
Where Chapter VII begins, aboard the Ark in the flooded caverns. A replay from Chapter Select starts the chapter here.
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Insidious in the cavernsBoss
Location
Chapter VII · Verse 1 – Chapter VII opens by itself after Chapter VI's results, and the fight starts after the scenes on the Ark. Go for the big eyes on its wings, dodging the beams they fire, and watch the tendrils around them: they glow red just before they lash out and knock you back. Dodge the missiles it fires too, and keep Love Is Blue or Kafka on hand for when it pushes you away; when the fight is won, scenes follow and you land inside a demon.
Summary
Verse 1: a giant manta-like demon that attacks the Ark in the flooded caverns.
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Journal's Echo: The Way to ParadiseCollectible
Location
Chapter VII · After Verse 1 – Right where you land inside the demon, turn around: a heap of rubble lies behind you. Break it to reach the Echo.
Summary
This chapter's only Journal's Echo. The Scrapbook Complete Tear needs every one.
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Inside the demon: HatredQuest step
Location
Chapter VII · Verse 2 – From the rubble, turn back and follow the path ahead. Hatred and several Hideous wait along it.
Summary
Verse 2: the first meeting with a new demon, Hatred, backed by a pack of Hideous.
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Umbran Crow: opening in the flesh wallCollectible
Location
Chapter VII · After Verse 2 – When the Hatred fight ends, look to the right side of the area: a round, stringy hole in the flesh, set up high, holds the crow. It may look like a gap in the roof or a pillar shaped like a lung. Get close and press Shoot; if it flies off, step back until it lands again.
Summary
This chapter's only Umbran Crow. Each crow you catch is one Umbran Tear of Blood.
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Before the round platform

Jumping onto the round fleshy platform past the fork starts the chapter's last fight, and winning it ends the chapter. Take the Muspelheim down the other branch first. If you miss it, replay the chapter from Chapter Select after the story.

Muspelheim: right-hand passage inside InsidiousCollectible
Location
Chapter VII · Verse 4 – At the fork, take the right-hand branch, the one you have not walked; it doubles back almost the way you came and runs down to the portal at its end. Seen from the boss end, it is the left-hand branch. Inside, Hideous with swords and guns come at you and your blows only land in Witch Time, so dodge late and spend every Witch Time on your strongest combo.
Summary
Verse 4, a Muspelheim where you can only hurt enemies during Witch Time. Clearing it pays a Broken Witch Heart.
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Masked Lumen on the fleshy platformHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter VII · Verse 5 – Go back to the fork and take the main way on to a round platform made of flesh; jump onto it and a scene starts the fight. As in Chapter IV he is very fast, can stun you and slips past your attacks, so fight off dodges and Witch Time and spend your magic on him. He summons a huge angel that fires missiles from its mouth and slams a claw down on the arena, and you answer with a demon of your own.
Summary
Verse 5: the second fight with the Masked Lumen. Beating him ends Chapter VII.
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Run 1, Chapter VIII: An Ancient Civilization

The broken bridges by Inferno, the Garden of God through Loki's golden portal, the flooded church, the Ruins of Lost Memory and the flight to the pyramid.

This chapter crosses the broken bridges at the edge of Inferno, steps through Loki's golden portal into the Garden of God and back, then takes you through a flooded church and the Ruins of Lost Memory to a last flight toward the pyramid. Enemies hit much harder from here on. Three Muspelheim portals and two hidden fights sit off the path; both hidden fights start by going somewhere the path doesn't lead: back to where the chapter began, and round behind Loki's second golden portal. Two of the three pieces of the Golden LP The Harmonious Blacksmith are here; the third, and the weapon Rodin makes from it, come in Chapter IX. Two stretches only go forward, a staircase and the closing flight, and each gets a warning just before it. No chapter-clear Umbran Tear fires at the end of this chapter: the next one comes when Chapter IX ends.

Chapter start: the shattered bridgeArea
Location
Chapter VIII · Chapter start – The chapter opens by itself once Chapter VII's results are over, on the first of a string of broken bridges with Loki beside you.
Summary
Where Chapter Select starts Chapter VIII. The game saves at each verse and chapter end, so there is nothing to do here. You come back to this spot later for a hidden fight.
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Journal's Echo: A SealCollectible
Location
Chapter VIII · Chapter start – It lies right beside Loki where you begin, a step or two in front of you.
Summary
One of the 26 Journal's Echoes you pick up. The Scrapbook Complete Tear needs every Echo.
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Greed on the shattered bridgeQuest step
Location
Chapter VIII · Verse 1 – Follow Loki across the chain of broken bridges and platforms. Partway along, a demon portal opens and a Greed comes through it. It throws fire over long distances, so keep moving and dodge as its attacks come in.
Summary
Verse 1: the chapter's first fight, against a single demon.
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Muspelheim: side room on the ledgeCollectible
Location
Chapter VIII · Verse 2 – After the Greed, climb the stairs Loki raises. On the last flight, with a golden waterfall and a breakable green crystal to your left, turn round: across the gap stands a ledge with a resting place, and the portal glows in a small room beside it. Make a Panther Within jump to it from the higher steps, or fly the last stretch with Crow Within. Inside, only dropped demon weapons hurt the enemies: the twin swords and guns the Hideous carry and the wheel that Pain wields. Hideous come first, then a Greed; once you have used up all three weapons, a fresh set appears.
Summary
Verse 2, a Muspelheim where only demon weapons do damage. Clearing it pays a Broken Witch Heart.
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Broken Witch Heart: ledge below the first portalUpgrade
Location
Chapter VIII · Verse 2 – Come back out of the portal room. Stand by the portal facing away from Loki, toward the upside-down pyramid in the distance: a ledge runs just below you. Drop onto it and follow it to its far end, where a resting place holds the piece.
Summary
A quarter of a Witch Heart, in a resting place on a lower ledge beside the Verse 2 portal.
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Journal's Echo: Angels and DemonsCollectible
Location
Chapter VIII · Verse 2 – Get back across to the main path and climb the stairs after Loki. On the way up, the Echo lies on the right-hand side of a golden stone arch.
Summary
One of the 26 Journal's Echoes you pick up, for the Scrapbook Complete Tear.
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Furies under the golden archesQuest step
Location
Chapter VIII · Verse 3 – Keep after Loki along the stone path and its stairs, heading for the building at the back, until you come out on a long ledge lined with golden arches and waterfalls. Furies attack there.
Summary
Verse 3: a fight against Furies on a long ledge.
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Gates of Hell portal: before the device platformArea
Location
Chapter VIII · After Verse 3 – Past the Furies, the path toward a large round platform runs by the red portal. Step in to shop and step out to carry on.
Summary
Rodin's red portal into the Gates of Hell, his shop. Nothing on this walk has to be bought here.
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Umbran Crow: Golem platform railingCollectible
Location
Chapter VIII · Round platform – Past the Furies, follow the path on to the large round platform (Rodin's red portal stands beside it), where a strange device stands with its blue glow gone. Before you go near the device, look left: the crow perches on the low wall at the platform's edge, across from the device. Get close and press Shoot; if it flies off, back away until it lands again.
Summary
One of the 20 Umbran Crows, each worth one Umbran Tear of Blood.
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Golem at the dead deviceBoss
Location
Chapter VIII · Verse 4 – Walk up to the dead device, or follow Loki to it and turn back: the Golem builds itself behind you. It fires lasers, lashes out at close range and spins like a top to throw you off, and each shape fights differently. Perfectly timed dodges and the Witch Time they give are your main way in; when it falls apart for a moment, pound its weak spot as hard as you can.
Summary
Verse 4: a Golem, a shape-shifting demon whose defence is very high.
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Journal's Echo: Garden of GodCollectible
Location
Chapter VIII · Garden of God – With the Golem gone, Loki opens a golden portal in the waterfall just ahead; follow him through into the Garden of God. Work your way down the tall column of floating platforms to the ground. The Echo lies at the bottom, on your right as you come down, so behind you once you land.
Summary
One of the 26 Journal's Echoes you pick up, for the Scrapbook Complete Tear.
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Garden of God squareQuest step
Location
Chapter VIII · Verse 5 – Walk on into the central square, where Loki waits by a glowing blue diamond. When it shatters, Cachets attack; once they fall, Allegiance arrives. Its fire attacks are hard to read and it raises its shield and strikes back after a few hits, so dodge into Witch Time before you commit to a combo. The key shards are yours when the fight ends.
Summary
Verse 5: Cachets, then Allegiance, a shielded angel with a flaming sword. The broken diamond here gives the key shards the round platform's device needs.
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Golden LP piece: The Harmonious Blacksmith 1 of 3Collectible
Location
Chapter VIII · Verse 5 – It appears in front of you the moment Allegiance dies; pick it up. The flaming sword it leaves behind can be picked up as well.
Summary
The first of three pieces of the Golden LP The Harmonious Blacksmith. With all three, Rodin forges the Takemikazuchi weapon; the third piece is in Chapter IX.
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Broken Moon Pearl: behind the square's great doorUpgrade
Location
Chapter VIII · Verse 5 – From the LP piece, turn round and cross to the far side of the square. A huge wooden door stands in the middle of that side; open it and the piece is just behind.
Summary
Half a Moon Pearl, which lengthens the magic gauge.
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Journal's Echo: GuardianCollectible
Location
Chapter VIII · Round platform – Climb back up the floating platforms and go back through the golden portal to the round platform where you fought the Golem. The Echo hovers in the middle of it; if it isn't there yet, look again when you come back from Verse 6.
Summary
One of the 26 Journal's Echoes you pick up, for the Scrapbook Complete Tear.
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Hidden verse back at the chapter startQuest step
Location
Chapter VIII · Verse 6 – From the Echo, set the key shards in the dead device on the round platform, but don't jump in yet. Instead retrace the whole chapter, past the red portal and back over the bridges, to the platform where you began: a pair of Hatred appears there.
Summary
Verse 6, a hidden fight against two Hatred, far behind you at the start of the chapter.
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Break the violet crystal as you fly

Jumping into the re-lit device sends you flying toward the pyramid, past crystals you can break on the way. Fly into the violet one: it holds a Broken Moon Pearl piece, and the flight carries you past it only once. Some accounts put this crystal in the chapter's closing flight instead; the warning before that flight covers it. A missed piece comes back when you replay Chapter VIII from Chapter Select after the story.

Broken Moon Pearl: violet crystal in flightUpgrade
Location
Chapter VIII · First flight – Walk all the way back to the round platform and step into the device; it glows again with the shards in place. During the flight that follows, steer into the violet crystal to smash it, along with any other crystals in reach. If no violet crystal shows on this flight, look for it in the closing flight at the end of the chapter.
Summary
Half a Moon Pearl, broken out of a violet crystal while you fly.
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Round platform before the portalQuest step
Location
Chapter VIII · Verse 7 – When the flight and the scene after it are over, join Loki: hop across the platforms on this side and turn the device there to raise a new bridge. Follow him over it to a small round platform just before another red Gates of Hell portal. Start up the stairs on the left and the demons arrive.
Summary
Verse 7: a fight against a group of demons on a small round platform.
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Golden LP piece: The Harmonious Blacksmith 2 of 3Collectible
Location
Chapter VIII · Verse 8 – After the fight, follow Loki to the building at the back, where he opens a second golden portal by a waterfall. Don't go through. Jump past it on the right and glide round behind it, with Crow Within if you need the reach, to a stone ledge at the back of the building. The piece lies there.
Summary
The second of three pieces of The Harmonious Blacksmith. The last one waits in Chapter IX.
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Hidden verse behind the golden portalQuest step
Accolades past the golden portalQuest step
Location
Chapter VIII · Verse 9 – Make your way back round to the front of the golden portal and step through. Both Accolades are waiting on the other side, the shield bearer and the hammer bearer, and the fight starts at once.
Summary
Verse 9: a pair of Accolades, a hammer bearer and a shield bearer.
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Umbran Crow: windows over the flooded roomCollectible
Location
Chapter VIII · Flooded church – After the Accolades, go through the door ahead into the flooded room and climb onto the stair column in it. Look up to your right: the crow sits on a ledge near the windows, above the water. Get close and press Shoot.
Summary
One of the 20 Umbran Crows, each worth one Umbran Tear of Blood.
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Muspelheim: wall of the flooded side roomCollectible
Location
Chapter VIII · Verse 10 – Dive in, turn into the serpent and follow the flooded way on. Before the big room with the chandelier, two side rooms open on your right; the portal is high on the wall of the second, smaller one, where only the serpent can reach. Inside you stand on small separate pillars that break when the enemies hit them, and dropping to the floor fails it. Cachets come first: fight them with Love Is Blue in both slots, hopping from pillar to pillar. A Fidelity follows; when only one or two pillars are left, jump and switch to Kafka, keeping the combo going to stay in the air. If it beats you, leave it: a death in a Muspelheim is not counted as a normal death. Replay Chapter VIII from Chapter Select after the story, with a stronger set of weapons.
Summary
Verse 10, a Muspelheim where you must never touch the ground. Clearing it pays a Broken Moon Pearl. One of the hardest portals on a first run.
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Fidelities in the flooded buildingQuest step
Location
Chapter VIII · Verse 11 – Back in the water, swim on to the far end, the church's entrance hall, where another glowing blue diamond sits. Three Fidelities attack before you reach it. Once they are gone, collect the pieces it leaves.
Summary
Verse 11: three Fidelities under water, guarding another blue diamond.
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Broken Witch Heart: ledge by the sunken golden portalUpgrade
Location
Chapter VIII · After Verse 11 – Go up to the next floor, where Loki has opened a golden portal on a ledge. Before you go through, follow that ledge to the right to a resting place and break it.
Summary
A quarter of a Witch Heart, in a resting place beside Loki's next golden portal.
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Muspelheim: entrance to the Ruins of Lost MemoryCollectible
Location
Chapter VIII · Verse 12 – Step through the golden portal into the Ruins of Lost Memory. The portal is on the ground straight away, to your left. Every enemy must die inside one unbroken combo, and the Hideous and Furies here take more punishment than before; taunt and use Dodge Offset to keep the combo alive.
Summary
Verse 12, a single-combo Muspelheim. Clearing it pays a Broken Witch Heart.
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The stairs break behind you

Climbing the next staircase starts a chase, and the steps crumble behind you as you run. Before you set foot on them, clear the Verse 12 portal on your left as you enter the Ruins, and check you have everything above. Anything you leave can be collected by replaying Chapter VIII from Chapter Select after the story.

Panther chase up the stairsQuest step
Location
Chapter VIII · Verse 13 – Head up the stairs in the Ruins. A Golem wakes and smashes the steps behind you, so turn into the panther and keep running without stopping. Where the stairs end, turn left.
Summary
Verse 13: a chase up a long staircase with a Golem on your heels.
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Pain at the key platformBoss
Location
Chapter VIII · Verse 14 – At the top, join Loki on the round platform and head for the device with your key pieces: Pain blocks the way. Fight it as before: it is tough and hits hard, so dodge often, punish it in Witch Time, and grab any demon weapon it drops.
Summary
Verse 14: Pain, the heavy demon from the Chapter V graveyard, guards the last device.
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Crystals in the closing flight

Using the device after Pain launches the chapter's last flight, through thorny plants that lash at you. A red crystal on the left holds a Broken Witch Heart piece; fly into it. If you didn't find the violet Moon Pearl crystal on the first flight, it is in this one: break it too. You pass each only once and the flight ends the chapter, so a miss means replaying Chapter VIII from Chapter Select after the story.

Broken Witch Heart: red crystal in the closing flightUpgrade
Location
Chapter VIII · Verse 14 – Once Pain is down, activate the device and jump in. As you fly between the thorny plants, steer into the red crystal on your left to smash it, and take the violet one as well if it shows.
Summary
A quarter of a Witch Heart, broken out of a red crystal on the way to the pyramid.
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Flight through the thornsQuest step
Location
Chapter VIII · Verse 14 – Keep flying through the thorns, dodging the plants as they lash out and riding the boosts toward the pyramid. Reaching it ends the chapter; the Journal's Echo Demonic Currency is added by itself as it closes.
Summary
The chapter's closing set piece: a flight through lashing thorn plants to the pyramid.
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Run 1, Chapter IX: The Gates of Hell

The key device and its hidden fight, the ruin of many columns, the Glittering Passage, the broken stairs and their side path, and the great round area where the chapter's last two fights wait.

Forge the key at the device where the chapter opens, then follow Loki across broken platforms to a ruin of many columns, through a golden portal into the Glittering Passage, and up a broken stairway to a great round area where the chapter's last two fights wait. You arrive with Panther Within, Snake Within, Crow Within and every weapon from earlier chapters. One Muspelheim portal and two hidden fights sit just off the path, and the third and last piece of The Harmonious Blacksmith LP is here: its weapon is forged at the shop once the chapter is over. The Chapters VIII-IX Complete Tear fires when this chapter ends.

Hidden verse on the broken platformsQuest step
Location
Chapter IX · Verse 1 – Leave the key device alone for now. Head right from it and jump up the broken pieces of platform floating there; a group of demons appears once you are up.
Summary
Verse 1, a hidden fight against a group of demons. It only starts if you go looking for it before using the device.
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Half-roofed platform fightQuest step
Location
Chapter IX · Verse 2 – Jump back down to the device and use it to forge the key, then follow Loki until you reach a round platform with half a roof over it. A Malicious and some Furies attack. Like an Enrapture, the Malicious powers up its companions, so bring it down first.
Summary
Verse 2: your first Malicious, a demon that strengthens the others around it, with Furies.
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Umbran Crow: leftmost broken columnCollectible
Location
Chapter IX · Ruin of many columns – After the fight, cross the bridge to the ruined temple with many columns. At the foot of its stairs, turn left: the crow perches on what is left of the leftmost column. Jump up close and press Shoot; if it flies off, back away until it lands again.
Summary
One of the 20 Umbran Crows. Each crow you catch is one Umbran Tear of Blood.
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Muspelheim: behind the temple columnsCollectible
Location
Chapter IX · Verse 3 – Walk on round the columns toward the golden portal. Behind the second column on the right side, the Muspelheim glows. Inside you face a Malicious, a Hideous and one big demon. Kill the Malicious first: it is worth extra time and strengthens the Hideous while it lives (some players start with the Hideous instead). Bring your hardest-hitting weapon, such as Chernobog, and keep a full magic gauge for a Torture Attack on the big demon.
Summary
Verse 3, a Muspelheim portal where every kill adds time to the clock. Clearing it pays a Broken Witch Heart.
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Broken Moon Pearl: restored resting place by the golden portalUpgrade
Location
Chapter IX · Ruin of many columns – Out of the Muspelheim, carry on to the golden portal Loki opens. The pale blue resting place stands just to the left of it. Walk up to it to start a timed hunt, gather every scattered piece before the clock runs out, then break the rebuilt chest. If time runs out, walk up to it again to retry.
Summary
Half a Moon Pearl, held in a faded blue resting place that must be rebuilt. Restoring it also counts toward the Liberator of Time Tear.
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Glittering Passage fightQuest step
Location
Chapter IX · Verse 4 – Step through Loki's golden portal into the Glittering Passage and follow the path on down the wall. Picking up the glowing blue key shards there brings an Allegiance with a flaming sword and two Acceptances. The Allegiance blocks and hits back after a few blows, so keep combos short and dodge its fire swings for Witch Time. When they are gone, an Urbane with ice fists arrives.
Summary
Verse 4: an Allegiance and two Acceptances, then an Urbane with fists of ice, in the Glittering Passage.
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Umbran Crow: landing by Rodin's portalCollectible
Location
Chapter IX · Landing by Rodin's portal – After the fight, go through the next portal Loki opens; you drop out beside Rodin's red portal. Take a few steps away, then turn round: the crow flies down to the spot where you landed. Get close and press Shoot. It may already be sitting right in front of you as you come out.
Summary
One of the 20 Umbran Crows, each worth one Umbran Tear of Blood.
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Gates of Hell portal: return dropArea
Location
Chapter IX · Landing by Rodin's portal – The red portal stands right where you dropped out of Loki's portal. Step in to shop and step out to carry on.
Summary
Rodin's red portal into the Gates of Hell, his shop. Nothing on this walk has to be bought here, and the last LP piece of The Harmonious Blacksmith is still ahead, so its trade waits for the chapter's end.
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Verse 5 comes after Verse 6

Verse numbers here don't follow the walk. Take the ambush on the stairs (Verse 6) first, then turn back for the side path with the LP piece and the Verse 5 platform. Some players do the side path first; either way every fight is reached.

Furies up the stairsQuest step
Location
Chapter IX · Verse 6 – From the landing, walk on to the broken stairs and follow Loki up them. A few Furies jump you on the way; they go down quickly.
Summary
Verse 6: a group of Furies on the broken stairs.
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Golden LP piece: The Harmonious Blacksmith 3 of 3Collectible
Location
Chapter IX · Below the broken stairs – Where the Furies fell, turn round and look back down: floating rubble with a breakable green crystal on it leads off from the stairs. Hop onto the rubble, step down onto the lower walkway that curves away from it, and follow that to its end. The piece lies on a small platform of its own.
Summary
The third and last piece of The Harmonious Blacksmith Golden LP, which completes it. With all three, Rodin forges the Takemikazuchi hammer.
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Hidden verse on the lone round platformQuest step
Location
Chapter IX · Verse 5 – Walk back along the curving walkway to the floating rubble and follow the rubble the other way, to a round platform standing on its own. Two Malicious appear when you land.
Summary
Verse 5, a hidden fight against two Malicious.
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Before the great round area

The fight in the great round area runs straight into the chapter's last fight, which ends the chapter. Take the LP piece and clear Verse 5 first. If you miss either, replay the chapter from Chapter Select after the story.

Golem in the great round areaBoss
Location
Chapter IX · Verse 7 – Hop back across the rubble to the stairs and keep following Loki up to a huge round area, where a Golem takes you on again. Dodge its attacks for Witch Time, and each time it falls apart into pieces for a moment, hit its exposed weak point as hard as you can.
Summary
Verse 7: a second Golem, armoured as before and with some new moves.
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The ProphetHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter IX · Verse 8 – A scene follows the Golem, and the Prophet attacks straight after it. His giant blue arms punch, and their open palms fire wide lasers that also shove you back. The swings are fairly easy to read and slower than the Masked Lumen's, so dodge them for Witch Time; he keeps backing away, so shoot him with Love Is Blue whenever he is out of reach. Winning ends the chapter.
Summary
Verse 8: the chapter's boss, who fights with huge glowing blue arms.
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TakemikazuchiWeapon
Location
Chapter IX · Gates of Hell – The only red portal in this chapter is back at the landing, behind you once the last piece is in hand, so trade at the chapter's end. Once Chapter IX's results are done the game has saved: quit to the title, choose Story, then Chapter Select, then Shop, and hand Rodin the complete Harmonious Blacksmith LP. Back out and choose Continue to start the next chapter. If Shop isn't on the menu yet, trade the LP at the next red portal on the walk, Chapter X's, beside the path just past the first centipede bridge.
Summary
A huge, slow hammer for the hands slot, forged by Rodin from the complete Harmonious Blacksmith LP at no cost in halos. Its blows break through shields and the guard of big enemies.
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Run 1, Chapter X: The Depths

The floating rocks of the landing, the one-way centipede descent, the fire spider, and the chain of eye-grown bridges with their side paths, hidden fights and the walk back.

This chapter starts on a field of floating rocks, drops down a long shaft, and then follows a chain of living bridges, each of which grows when you strike a giant eye. Two Muspelheim portals and five hidden fights lie off the path, and the three pieces of one Golden LP are spread along it; the walk trades the finished LP at Rodin's red portal on the way back for the last hidden fight. The shaft can't be climbed back up, so the opening area is cleared first. Bring a few healing lollipops: Run 1 doesn't chase medals. No chapter-clear Umbran Tear fires at the end of this chapter: the next one comes when Chapter XII ends.

Muspelheim: rock walkway left of the startCollectible
Location
Chapter X · Verse 1 – From where you wake, walk forward a few steps and, before you reach the Journal's Echo lying ahead, turn left onto a thin rock walkway that leads to the portal. Inside, two Furies and a Malicious attack; dodging never slows time, so win on plain combos. A timer runs, but it leaves plenty of room.
Summary
Verse 1, a Muspelheim portal with Witch Time switched off. Clearing it pays a Broken Witch Heart.
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Journal's Echo: Overseer of InfernoCollectible
Location
Chapter X · Chapter start – Leave the portal and go back to the main path. The Echo lies on it, straight ahead of where the chapter began.
Summary
One of the 26 Journal's Echoes you pick up. The Scrapbook Complete Tear needs every Echo.
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Umbran Crow: lone floating rockCollectible
Location
Chapter X · After Verse 2 – With Verse 2 won, turn back toward the Echo's spot and look to the right of the path: a single rock floats on its own there, and the crow perches on its rim. Jump across the stepping rocks to it, get close and press Shoot. If it flies off, back away until it settles again.
Summary
One of the 20 Umbran Crows. Each crow you catch is one Umbran Tear of Blood.
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Hidden verse on the high ledgeQuest step
Location
Chapter X · Verse 3 – From the crow's rock, cross to the cliff ledge beyond it, where a Resting Place stands; a running Panther jump makes it, or fly the gap with Crow Within. Break the Resting Place, then climb on and up the cliff and bear left until the two Greeds appear.
Summary
Verse 3, a hidden fight against two Greeds. Winning it gives the first piece of a Golden LP.
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Golden LP piece: O Haupt voll Blut 1 of 3Collectible
Location
Chapter X · Verse 3 – The piece is the reward for the Verse 3 fight: take it where it appears on the cliff top once the second Greed falls.
Summary
The first of three pieces of the O Haupt voll Blut und Wunden Golden LP. With all three, Rodin forges the Salamandra.
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Finish the landing area before the descent

Climbing the floating rubble starts Verse 4, a long drop down a shaft, and there is no way back up to the landing area afterwards. Before you go, take the Verse 1 portal, the Overseer of Inferno Echo, the crow on the lone rock, and the Verse 3 fight with its LP piece. The descent itself passes a Witch Heart piece only once: read the next item before you start. Anything you miss can be collected by replaying Chapter X from Chapter Select after the story.

Broken Witch Heart: centipede columnUpgrade
Location
Chapter X · Verse 4 – Near the end of the descent, three giant centipedes wind round the hollow column you are dropping through. Steer to the upper right side of it: one centipede crashes through the middle and breaks a rock there, and the Heart piece drops out for you to fly into. If you miss it, replay Chapter X from Chapter Select after the story.
Summary
A quarter of a Witch Heart, sitting inside a rock along the Verse 4 descent. You get one pass at it.
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Centipede descentQuest step
Location
Chapter X · Verse 4 – Go back to where Verse 2 was fought and take the other way, up the floating rubble. A huge centipede strikes and you plunge down the shaft: steer clear of the centipedes and the falling rock, gather gems as you go, and keep to the upper right near the end for the Heart piece.
Summary
Verse 4: a scripted fall down a shaft, dodging centipedes and rubble while you collect gems.
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PhantasmaraneaeBoss
Location
Chapter X · Verse 5 – The fight starts as soon as you land. The spider is quick, throws fire from every side, digs into the ground to strike from below, and calls up its small young in bursts of flame. Keep moving, dodge each attack for Witch Time and punish it then. When it is dead a huge eye opens nearby: hit it a few times and a centipede grows into a bridge.
Summary
Verse 5: a giant fire spider, an Infernal Demon met as a mid-chapter boss.
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Gates of Hell portal: past the first bridgeArea
Location
Chapter X · After Verse 5 – Keep going from the Echo: the red portal is beside the path, before the ground ahead starts to twist. Step in to shop and step out to carry on.
Summary
Rodin's red portal into the Gates of Hell, his shop. The walk comes back past it later to trade the chapter's Golden LP.
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Twisting ground: ResentmentQuest step
Location
Chapter X · Verse 6 – From the end of the first centipede bridge, follow the path on (Rodin's red portal stands beside it) to where the ground starts to twist. Beat the Greed and the Hideous, then Resentment arrives: mind its sword and its snake-like tail.
Summary
Verse 6: a Greed and a Hideous, and then a new demon, Resentment.
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Golden LP piece: O Haupt voll Blut 2 of 3Collectible
Location
Chapter X · Verse 7 – Another giant eye waits ahead; leave it alone for now. Facing it, go right and jump up the cliff, pass a Resting Place, and follow the path as it twists again to its end, where the piece lies.
Summary
The second of the three O Haupt voll Blut und Wunden pieces. Picking it up starts hidden Verse 7.
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Hidden verse up the twisting pathQuest step
Location
Chapter X · Verse 7 – Taking the LP piece brings the two Resentments. Watch for their curse: it turns you into a small girl whom one hit kills, so dodge everything until it wears off.
Summary
Verse 7, a hidden fight against two Resentments.
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Broken Moon Pearl: resting place up the twisting pathUpgrade
Location
Chapter X · After Verse 7 – Walk back down to the giant eye. Before you strike it, look for a path twisting upward on the left as you face the eye, the other side from the LP path; the Resting Place with the piece is at its top.
Summary
Half a Moon Pearl, held in a Resting Place at the top of a side path.
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Umbran Crow: boulder by the second portalCollectible
Location
Chapter X · After Verse 7 – Now hit the eye and cross the second centipede bridge. Just past its end, a boulder stands on your left in front of a Muspelheim portal; the crow sits on top of it. Get close and press Shoot.
Summary
One of the 20 Umbran Crows, each worth one Umbran Tear of Blood.
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Muspelheim: fork past the second vine bridgeCollectible
Location
Chapter X · Verse 9 – The portal is right by the crow's boulder, on the left where the path forks. Inside you face one Greed and must not be hit once: keep your distance, dodge every swing and strike only in Witch Time. The Kafka bow, used from range, makes it much easier.
Summary
Verse 9, a Muspelheim where a single hit fails you. Clearing it pays a Broken Witch Heart.
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Hidden verse across the right-hand bridgeQuest step
Location
Chapter X · Verse 8 – Back at the fork, take the right-hand way instead of going straight on. It leads to another giant eye; hit it, cross the bridge it makes to the big platform, and Pride attacks there.
Summary
Verse 8, a hidden fight against Pride on a large platform.
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Golden LP piece: O Haupt voll Blut 3 of 3Collectible
Location
Chapter X · Verse 8 – When Pride is beaten, break the Resting Place at the edge of the platform for the piece.
Summary
The last of the three O Haupt voll Blut und Wunden pieces, which completes the LP.
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Sloth on the wobbly pathQuest step
Location
Chapter X · Verse 10 – Cross back to the fork and go straight on past the portal along the wobbly path toward the next giant eye; a scene starts the fight. Sloth moves fast but makes a clear sound before it strikes, so dodge on that cue. Torture Attacks help a lot here.
Summary
Verse 10: a scene and a fight with a new demon, Sloth, fast and deadly with its swords.
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Broken Witch Heart: restored resting place on the right-hand pathUpgrade
Location
Chapter X · After Verse 10 – Don't strike the giant eye yet. Facing it, take the path on the right: the pale blue resting place is along it. Walk up to it to start a timed hunt, gather every scattered piece before time runs out, then break the rebuilt chest. If time runs out, walk up to it again to retry.
Summary
A quarter of a Witch Heart, held in a faded blue resting place that must be rebuilt. Restoring it also counts toward the Liberator of Time Tear.
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Hidden verse past the faded Resting PlaceQuest step
Location
Chapter X · Verse 11 – Keep following the same right-hand path past the resting place until the demons appear. Kill the Malicious first, since it drives the others into a rage, then take the Sloths one at a time, dodging on their sound cue.
Summary
Verse 11, a hidden fight against two Sloths and a Malicious, one of the hardest in the chapter.
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Hidden verse back by the first bridgeQuest step
Location
Chapter X · Verse 12 – Go back to the giant eye by the right-hand path and hit it to grow its bridge, but don't cross yet. Instead, walk all the way back: past the fork, over the second bridge, across the twisting ground and over the first bridge to the arena where the spider died. The demons come there; they may instead appear earlier, on the twisting ground. Kill the Malicious first.
Summary
Verse 12, a hidden fight against two Pains and a Malicious, reached by a long walk back.
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SalamandraWeapon
Location
Chapter X · Gates of Hell – On your way back to the end of the chapter, stop at Rodin's red portal, which stands between the first bridge and the twisting ground. With all three LP pieces, step in and hand Rodin the LP, then step out and carry on. If the portal doesn't open on the way back, trade at the chapter's end instead: once Chapter X's results are done the game has saved, so quit to the title, choose Story, then Chapter Select, then Shop, hand over the LP, back out and choose Continue. If Shop isn't on the menu yet, trade the LP at the next red portal on the walk, Chapter XIII's, past the lava bridge.
Summary
A pair of chainsaw skates for the hands or the feet, forged by Rodin from the finished O Haupt voll Blut und Wunden LP at no cost in halos.
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Hordes on the demon's back with RodinHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Chapter X · Verse 13 – Walk back through the twisting ground and the fork to the eye you struck past the Sloth fight, and cross the bridge you grew there. After a scene you fight on the back of Insidious with Rodin, who is very strong and clears enemies in moments: steer the demons toward him. Winning ends the chapter.
Summary
Verse 13: the closing fight, waves of demons on the back of a giant demon with Rodin as your ally.
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Run 1, Chapter XI: Inferno and Its Ruler

A boss chapter with nothing to collect: one fight in two stages, and a new weapon at its end.

This chapter is a single boss fight in two stages, with nothing to collect. Rakshasa or another quick weapon suits the first stage, and the Salamandra from Chapter X hits hard in the second. A new weapon arrives on its own when the chapter ends. No chapter-clear Umbran Tear fires here: the next one comes when Chapter XII ends.

Chapter start: Inferno and Its RulerArea
Location
Chapter XI · Chapter start – The chapter opens by itself once Chapter X's results are over, and the boss fight follows the opening scene.
Summary
Where Chapter Select starts Chapter XI. The game saves at each verse and chapter end, so there is nothing to do here.
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AlrauneHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XI · Verse 1 – The fight starts after the opening scene. In the first form her long claws lunge, spin and slam down from the air; they are easy to read, so dodge for Witch Time, but it is short and she often slips away or blocks, so land quick hits. Cut down the plants she grows around the arena, and when she grabs at your soul, waggle the stick to break free. The second form is bulkier and slower: dodge the claw lunges, watch for the tail sweep that knocks you back and for the glowing mark on her body that comes before a spell, and break free the same way if she tries to swallow you.
Summary
The chapter's only fight: a demon fought first in a humanoid form, then in a larger reptilian one.
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AlrunaHidden spoiler – activate to revealWeaponMinor spoiler
Location
Chapter XI · End of the chapter – Nothing to buy: the weapon is yours in the scene that follows the fight, with Rodin. Equip it from the weapons menu whenever you like. If it is not in your list after this chapter, it comes with the end of Chapter XII.
Summary
A pair of whips for the hands or the feet that bind enemies and slam them down. Rodin makes it after this fight, with no LP or halos needed.
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Run 1, Chapter XII: The Lumen Sage

A ride on a demon horse across Inferno, then one duel with the Lumen Sage.

A short chapter in two verses with nothing to collect: a ride on a demon horse across Inferno, then a single duel. The duel carries an Umbran Tear for winning it without being hit once, which is hard on a first run; if you are hit, finish the fight anyway and try again by replaying the chapter from Chapter Select after the story. The Chapters X-XII Complete Tear arrives when the chapter ends.

Ride DiomedesQuest step
Location
Chapter XII · Verse 1 – After the opening scene you are on the horse's back and it runs on by itself. Jump the obstacles and steer clear of falling rubble; enemies that get in the way go down in about two strikes of its horn. Fire off Umbran Climax and every slash also throws a wave forward. The duel follows a scene at the end of the ride.
Summary
Verse 1: a chase across Inferno on the back of the demon horse Diomedes, cutting down enemies on the way.
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The Lumen SageHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XII · Verse 2 – The fight starts after the scene that ends the ride. He moves quickly and often strikes with almost no wind-up; a yellow glow is the warning before his heavy blows and his giant blades. Watch for the wide light-blade sweep that reaches far, the pair of huge lasers he swings together, and the volley of feathers, and dodge as late as you dare for Witch Time; he can also block with a shield. He has a time-slowing spell of his own: if it catches you, waggle the stick to break free.
Summary
Verse 2: a duel with the Lumen Sage, who is very fast.
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Umbran Tear: Darkness Envelops Light (Ch XII boss, no damage)Achievement
Location
Chapter XII · Verse 2 – It pops when the duel above ends without you losing any health; one hit spoils the attempt. Play the ride clean as well, since it isn't certain whether a hit there counts. If it doesn't come now, replay Chapter XII from Chapter Select after the story: the Tear names no difficulty, and Bat Within, bought later in the guide, widens the window for a dodge.
Summary
A Tear for beating the Chapter XII boss without taking a single hit.
Nintendo Switch
On Wii U the Select Game screen can copy a save file, so a copy made after the ride lets you retry the duel alone. Whether the Switch release keeps that option isn't confirmed.
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Run 1, Chapter XIII: Vigrid, City of Déjà Vu

The first building's hidden fight, the fountain garden and its portal, the caves and the lava tunnel with a one-try crow, and the great hall with the second portal.

This chapter runs from a first building out through a fountain garden, then down through underground caves and a lava tunnel to a great hall. Walls built of loose blocks open when you strike them, and crystal statues give you the Witch Time you need to cross water and lava. Two Muspelheim portals and one hidden fight lie off the path, and one crow allows a single try, so read the warning before the lava bridge. Start the Alruna Tear here: it runs on into later chapters. No chapter-clear Umbran Tear fires at the end of this chapter: the next one comes when Chapter XV ends.

Chapter start: Vigrid hallsArea
Location
Chapter XIII · Chapter start – The chapter opens by itself once Chapter XII's results are over. Push open the door ahead: Rodin's red portal stands in the hall beyond it, should you want the shop.
Summary
Where Chapter Select starts Chapter XIII. The game saves at each verse and chapter end, so there is nothing to do here.
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Umbran Tear: Retribution of Thorns (50 Alruna slams)Achievement
Location
Chapter XIII · From the chapter start – Equip Alruna before the first fight. Its charged attack wraps the whips round one or two enemies, hoists them up and smashes them into the ground; each of those slams counts, and in Witch Time it catches almost anything, bosses included. Keep using it through the rest of the run: the Tear pops on its own once the count is reached, in whatever chapter that is, and Tag Climax doesn't count.
Summary
A Tear for catching enemies with the Alruna whips and slamming them down 50 times in Story Mode. It starts here and may take a few chapters.
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Broken Witch Heart: chest at the end of the entrance corridorUpgrade
Location
Chapter XIII · Verse 1 – Push open the door ahead and follow the halls past Rodin's red portal until townspeople run out of a corridor and head off toward the fountain square. Don't follow them yet: go straight on down the corridor they came from to the Resting Place at its far end and break it.
Summary
A quarter of a Witch Heart in a Resting Place. Opening it also starts hidden Verse 1.
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Hidden verse in the side roomQuest step
Broken Witch Heart: balcony over the exitUpgrade
Location
Chapter XIII · After Verse 1 – Walk back up the corridor to where the townspeople went out. Above the way out of the building is a small balcony: jump up to it for the piece. It may instead be the balcony over Rodin's red portal, in the same halls.
Summary
A quarter of a Witch Heart, lying on a small balcony in the first building.
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Journal's Echo: fountain-garden stairsCollectible
Location
Chapter XIII · After Verse 1 – Leave the building the way the townspeople went. The Echo lies straight ahead outside, at the foot of the steps that lead down into the fountain garden.
Summary
One of the 26 Journal's Echoes you pick up. The Scrapbook Complete Tear needs every Echo.
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Umbran Crow: curved wall on the garden stairsCollectible
Location
Chapter XIII · After Verse 1 – The crow perches close to the Echo, on top of a low, curved ornamental wall on the garden steps; look along the steps above and beside you. Get close and press Shoot; if it flies off, step away until it lands again.
Summary
One of the 20 Umbran Crows. Each crow you catch is one Umbran Tear of Blood.
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Muspelheim: shrine by the fountain squareCollectible
Location
Chapter XIII · Verse 2 – From the crow, look left: a small stone pavilion, lit from inside, stands to the left of the fountain. Walk into it and the portal opens under your feet. Inside, one Applaud must fall within 22 seconds, so go at it straight away with your strongest combos.
Summary
Verse 2, a timed Muspelheim against a single angel. Clearing it pays a Broken Witch Heart.
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Witch at the fountainNPC
Location
Chapter XIII · Verse 3 – Walk out across the square toward the great fountain: she appears in the scene that plays there.
Summary
A second witch, met in the scene at the great fountain. She fights beside you for the rest of this chapter and on into later ones.
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Fountain fight beside a second witchHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Chapter XIII · Verse 3 – Head out onto the square toward the great fountain; after a scene the angels attack. Affinities of every kind and Decorations come in waves, and the witch at your side joins in.
Summary
Verse 3: waves of angels at the great fountain, fought with the witch at your side.
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Fortitudo at the fountainHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XIII · Verse 4 – The fight starts as soon as the waves are gone. Fortitudo bites and breathes fire through his two dragon heads, sends them charging at you and dives from above; the charging heads are easy to read, so dodge them for Witch Time and strike then. When his health is empty, mash the button the screen shows for the finishing move with the witch at your side.
Summary
Verse 4: Fortitudo, an angel boss with two dragon heads, straight after the fountain fight.
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Passage fightQuest step
Location
Chapter XIII · Verse 5 – Cross the square to the door at its far side and follow the witch through it into the building: the angels attack in the passage beyond.
Summary
Verse 5: a few Affinities and an Applaud in a passage.
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Journal's Echo: behind the magic doorCollectible
Location
Chapter XIII · Before Verse 6 – At the end of the passage the witch waits by a wall of loose blocks: hit it a few times until it opens. Beyond, take Panther form and run down the slope as angels rain fireballs and huge beams of light on it; keep moving and swerve round the largest beams. Lower down, climb down through the ruins and strike the next block wall: the Echo lies right in front of you on the other side.
Summary
One of the 26 Journal's Echoes you pick up, for the Scrapbook Complete Tear.
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Fireball run and grotto fightQuest step
Location
Chapter XIII · Verse 6 – Walk on from the Echo into the grotto: the fight starts on the round open space beyond it. Affinities and an Applaud archer come first, then a Fearless arrives.
Summary
Verse 6: two waves of angels in the underground grotto, the second led by a Fearless.
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Statue challenge and the waterfall pairQuest step
Location
Chapter XIII · Verse 7 – Go to the crystal statues by the waterfall and take up one's challenge: it fires lightning at you, and a well-timed dodge sets off Witch Time, during which you can run straight across the water. Hurry, since the effect is short. On the far side a Fearless and a Fairness attack together.
Summary
Verse 7: a waterfall crossed in Witch Time, then a Fearless and a Fairness together.
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Broken Moon Pearl: chest behind the far doorUpgrade
Location
Chapter XIII · After Verse 7 – Before you strike the block wall by the witch, which builds the bridge, look to the far end of the area on the right: break open the door there and the Resting Place with the piece is behind it.
Summary
Half a Moon Pearl, in a Resting Place behind a breakable door.
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The reaching armQuest step
Location
Chapter XIII · Verse 8 – Back with the witch, strike the block wall by her: its blocks fly together into a bridge and stairs. Cross into the corridor beyond and the arm bursts in. It is slow, so dodge its swings, then hit the arm until it pulls back out.
Summary
Verse 8: a Beloved's huge arm reaches into a corridor and flails at you.
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One try at the lava-bridge crow

Next, a pair of crystal statues send you over a lava bridge in Witch Time, and an Umbran Crow perches at its far end. This crow does not come back: if your first grab fails, it flies off for good, and walking on past the broken bridge writes a checkpoint that keeps it lost for this pass of the chapter. If you miss it, stop where you are, quit to the title screen and choose Continue: you start again at the statues before the bridge and get another try. If you have already walked on, replay Chapter XIII from Chapter Select after the story to get it.

Umbran Crow: end of the lava bridgeCollectible
Location
Chapter XIII · Verse 9 – Reach it before the bridge breaks. Walk on from the corridor into the next cave: the crystal statues stand on the left. Take up a statue's challenge and dodge its lightning, then race over the lava bridge in the Witch Time it gives you, straight for the crow at the far end. If the bridge goes first and you land on the rocks in the lava, try for it from the rock nearest its broken end.
Summary
One of the 20 Umbran Crows, each worth one Umbran Tear of Blood. It allows only one try.
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Beloved on the lava bridgeBoss
Location
Chapter XIII · Verse 9 – From the rocks, keep left and climb back up toward the building on your right, where the witch waits, then step onto the bridge in front of you. When the Beloved tilts the bridge, run the other way so the lava doesn't reach you, and strike its hands whenever you can. Once its health is gone, mash the prompt to push it back, then in the frozen time that follows run up its body and head and jump across to the far side.
Summary
Verse 9: the Beloved tears up the bridge you stand on and tries to tip you into the lava.
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Broken Witch Heart: rocks below the stairsUpgrade
Location
Chapter XIII · After Verse 9 – The witch waits by a staircase ahead. Before you climb it with her, take the path on its left and drop down onto the rocks below, where the Resting Place stands.
Summary
A quarter of a Witch Heart, in a Resting Place down off the path.
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Fight past the broken bridgeQuest step
Location
Chapter XIII · Verse 10 – Climb back to the witch and follow her on to the shaky remains of a bridge (Rodin's red portal stands along the way), then jump from piece to piece across them to the next open area, where the twins attack. They move fast and hit hard, but here they dodge less and can be juggled in long combos; you can also pick up the area's columns and hurl them.
Summary
Verse 10: Grace & Glory, a pair of quick, clawed twin angels.
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Broken Witch Heart: far statue chestUpgrade
Location
Chapter XIII · After Verse 10 – Once the twins are down, jump onto the broken bridge on your left to reach the back of the great statue, where the witch waits. Before you follow her onto the nearest statue, jump to the statue at the far end, opposite you, and break the Resting Place on it; the statues give way as you cross them, so take it first.
Summary
A quarter of a Witch Heart, in a Resting Place on a statue at the far end of the area.
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Umbran Crow: great hall window sillCollectible
Location
Chapter XIII · Great hall – Now follow the witch over the falling statues to firm ground and on through the next jumps, then dash across the crumbling panther statue and strike one more block wall. Behind it is an empty great hall lit in green, with a big door at the far end; the crow sits on the first window sill on your left. Get close and press Shoot.
Summary
One of the 20 Umbran Crows, each worth one Umbran Tear of Blood.
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Muspelheim: behind the corridor fenceCollectible
Location
Chapter XIII · Verse 11 – Go through the big door into a long, gold-lit corridor with barred fences down both sides. Near its far end, by the archway into the next room, the bars stop on the right: slip through there behind the fence and walk back about halfway, by some vases, until the portal appears. Inside you start with an angel bow, a staff and a pair of claws, and fresh weapons come only once those three are used up; an Applaud archer and Decorations come first, then a Fearless with more Decorations.
Summary
Verse 11, a Muspelheim where only the enemies' own weapons do damage. Clearing it pays a Broken Witch Heart.
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Beloved with two axesBoss
Location
Chapter XIII · Verse 12 – Leave the corridor through the archway into the last room, the one with the crescent-moon table, and the Beloved attacks. Its swings are slow and easy to dodge for Witch Time; its defence is high, but it has only one health bar. Keep hitting the pulsing red node on its upper back to stun it, use the two-button prompt for a joint attack with the witch while it is down, and mash the last prompt to finish it.
Summary
Verse 12: the Beloved returns, coated in lava, with an axe in each hand. Beating it ends Chapter XIII.
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Run 1, Chapter XIV: The Witch Hunts

A chapter played in the Umbran Armor: the streets and a square, a Muspelheim in the mech, a bridge, and three bosses in a row.

You spend this whole chapter inside the Umbran Armor, a huge mech that steers like Bayonetta but bigger and slower, with the witch at your side in a second one. Everything to collect comes early: an Echo and a Witch Heart on the opening street, a Moon Pearl after the square, and a Muspelheim, still played in the mech, beside the big door. Past the bridge, three bosses follow one after another to the end of the chapter. No chapter-clear Umbran Tear fires here: the next one comes when Chapter XV ends.

Fighting in the Umbran Armor

In this chapter the armor hits about two and a half times harder than it does anywhere else, and Umbran Climax doubles that again. Punches come in a three-hit string and kicks in a two-hit one, and they don't chain into longer combos; there is no Dodge Offset either. Hold the button on the third punch to fire both arm guns at once, punch in mid-air for a heavy slam that hits everything near the landing, and repeat aerial punches or kicks just as you land for steady damage.

Chapter start: Vigrid in armorArea
Location
Chapter XIV · Chapter start – The chapter opens by itself once Chapter XIII's results are over, with you at the head of a long street.
Summary
Where Chapter Select starts Chapter XIV, already in the mech. The game saves at each verse and chapter end, so there is nothing to do here.
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Journal's Echo: start of the Witch Hunts streetCollectible
Location
Chapter XIV · Chapter start – Walk a few steps down the street from where the chapter begins and look to your right: the Echo lies at the side of the road.
Summary
One of the 26 Journal's Echoes you pick up; this one is A Witch's Ultimate Weapon. The Scrapbook Complete Tear needs every Echo.
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Broken Witch Heart: coffin by the ruined houseUpgrade
Location
Chapter XIV · Before Verse 1 – From the Echo, cross to the left side of the street. Just before it opens out into the big square, a Resting Place coffin stands in front of a ruined house on your left; smash it before you walk into the square, where the first fight starts.
Summary
A quarter of a Witch Heart, which adds to your health bar.
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Armor: first street fightQuest step
Location
Chapter XIV · Verse 1 – Walk on from the coffin into the big square and the fight begins. Every blow from the armor staggers what it hits, so stay on one angel at a time; the three-punch string with the held third punch kills fastest.
Summary
Verse 1: the first fight in the mech, against a crowd of big angels in the square.
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Armor: the squareQuest step
Location
Chapter XIV · Verse 2 – Head for the narrow street at the far end of the square; the verse starts on the way. Flying angels shoot down at you: dodge their fire, or knock them out of the air with ordinary gunfire, and keep going to the courtyard at the end. There an Urbane, a Gravitas and a big Beloved come for you; take them one at a time.
Summary
Verse 2: a run down a narrow street under fire from above, then three tough angels in a courtyard.
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Broken Moon Pearl: chest up the courtyard stepsUpgrade
Location
Chapter XIV · After Verse 2 – When the courtyard fight is over, stand where you came in and look left: a short flight of steps on that side of the courtyard leads up to a Resting Place. Break it before you leave.
Summary
Half a Moon Pearl, which adds to your magic gauge, in a Resting Place at the top of a few steps.
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Muspelheim: right of the stairs before the big doorCollectible
Location
Chapter XIV · Verse 3 – Leave the courtyard by the street straight ahead until it ends at stairs and a large door; the portal is in plain sight to the right of the stairs, and you keep the mech inside. The clock starts at just 10 seconds and each kill buys more: Applauds and Grace & Glory come first, then a lava-covered Beloved who takes far more hits. Finish the small angels as fast as you can to bank time for him, and use Umbran Climax once your magic is full.
Summary
Verse 3, a Muspelheim fought in the Umbran Armor where every kill adds to a timer. Clearing it pays a Broken Moon Pearl.
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Before you open the big door

Take the Moon Pearl at the courtyard steps and the portal beside the door first. Past the door there is nothing more to pick up: the bridge fight comes next, and after it the last three fights run on to the end of the chapter. If you miss something, replay the chapter from Chapter Select after the story.

Armor: Beliefs on the bridgeQuest step
Location
Chapter XIV · Verse 4 – Back from the portal, knock the big door open and walk through; the fight starts on the bridge beyond. Beat the Beliefs down, or simply shove them over the edge, which is quicker.
Summary
Verse 4: a crowd of Beliefs on a long bridge.
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Sapientia in the streetsHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XIV · Verse 5 – Go through the arch at the far end of the bridge and on to the open area beyond, where he attacks. Dodge his claw swipes and bites, the lasers from his tentacles and the missiles that rain from his back. When he is beaten and the witch at your side has him by the tail, turn the stick round as prompted to fling him away.
Summary
Verse 5: the large angel Sapientia ambushes you in the streets past the bridge.
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Angel warship in the skyHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XIV · Verse 6 – It follows straight on from Sapientia. Keep moving through the missiles and dodge the ship's beam and bursts of light. Its shield holds until you destroy the two angel heads on its flanks, so go for those first, avoiding their bites and shots, then attack the large face in the middle.
Summary
Verse 6: a battle high in the air against a huge angelic warship, under constant missile fire.
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IustitiaHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XIV · Verse 7 – It attacks the moment the warship is beaten. Iustitia shields itself with plant growths and snake-like heads: dodge the two bulbs and what they fire, the whipping main tentacle, and the rainbow beam from the head on top. Beating it ends the chapter.
Summary
Verse 7 and the end of the chapter: the angel Iustitia, who strikes from the air as the warship goes down.
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Run 1, Chapter XV: Truth

Four fights in a row, then the valley road to a square with a door: a hidden fight, a blue resting place and the hardest Muspelheim lie on the left path before that door.

This chapter opens with four fights in a row: waves of angels, a giant angel, a short fight in free fall and a boss. A road then leads to a square with a big door. Don't go through that door straight away: a path on the left holds a hidden fight, a blue resting place to rebuild and the hardest Muspelheim in the game, so have the Alruna whips and the Kafka bow ready, and Crow Within for the resting place. The Chapters XIII-XV Complete Umbran Tear pops when the chapter ends.

Chapter start: TruthArea
Location
Chapter XV · Chapter start – The chapter begins by itself once Chapter XIV's results are over, and it drops you straight into a battle.
Summary
Where Chapter Select starts Chapter XV. The game saves at each verse and chapter end, so there is nothing to do here.
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Angel waves beside the witchQuest step
Location
Chapter XV · Verse 1 – The fight is already on when the chapter opens. Each wave is tougher than the one before, but every enemy is one you have met: Affinities and Applauds, then Grace and Glory, Fearless and Fairness, Kinships that fly over and fire at you (dodge the shots, or hit them in the chest to bring them down), and last two Beloveds. It runs long, so take your time and dodge cleanly.
Summary
Verse 1: a long battle against wave after wave of angels, with the witch at your side fighting too.
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Temperantia on the cliffsideHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XV · Verse 2 – He arrives as soon as Verse 1 ends. His fists do most of the work; the swings are clear, but some come late and the arms are often off screen, so keep watching and dodge each blow for Witch Time. Hit his arms when they slam down and his face when it comes near, and shoot him from range in between. Watch for the wide beam from his forehead and the columns of light that burst out of the ground, close by and far off. An angel weapon picked up in Verse 1 hits him very hard.
Summary
Verse 2: a giant angel with enormous fists, fought on a cliffside right after the angel waves.
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Free-fall fightQuest step
Location
Chapter XV · Verse 3 – A scene follows Temperantia, then the fight starts on the falling rock. Kill the small angels and get out of the way whenever an Inspired, the huge serpent-like angel, charges or sweeps across your footing.
Summary
Verse 3: a short fight on a falling piece of cliff.
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The Prophet againHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XV · Verse 4 – He appears as soon as Verse 3 is won. Blue fists float around him and lash out, he throws ice shards that freeze you if they hit, and when you get close he punches you away, often straight after countering one of your attacks. Stay close, dodge the fists, use Umbran Climax for a breather, and shoot him with Love Is Blue when he keeps his distance. At half health he brings down a meteor: mash the button shown so Madama Butterfly headbutts it apart. After this fight the witch at your side leaves and you go on alone; nothing you need goes with her.
Summary
Verse 4: the chapter's boss, a second fight with the Prophet.
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Umbran Crow: behind the valley landingCollectible
Location
Chapter XV · After Verse 4 – After the fight you land in the Crescent Valley. Before going forward, turn round: the steps beside where you landed hide the crow, which sits at the edge of the broken bridge right behind you. Get close and press Shoot; if it flies off, back away until it settles again.
Summary
One of the 20 Umbran Crows. Each crow you catch is one Umbran Tear of Blood.
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Road fightQuest step
Location
Chapter XV · Verse 5 – From the crow, head forward along the road. Near the far end of the bridge a group of small Decorations angels attacks. You could run past them, so stop and beat them for the verse.
Summary
Verse 5: a small, weak group of angels on the road through the valley.
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Grace and Glory at the squareQuest step
Location
Chapter XV · Verse 6 – Keep following the road to the square at its end, where a big door stands at the back. Grace and Glory attack there. Pick one and stay on it until it falls before you turn to the other, and dodge for Witch Time whenever either attacks.
Requires
Summary
Verse 6: the clawed angel pair from Chapter XIII, in the square in front of a big door.
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Leave the door at the square for last

Going through the big door at the Verse 6 square starts the closing scene and the run to the chapter's exit. Before you open it, take the stairs on the left of the square and do everything along that path: the hidden Verse 7 fight, the Broken Witch Heart in the blue resting place at its end, and the Verse 8 Muspelheim beside it. If you skipped the crow behind the landing, take it first as well. Anything you miss can be collected by replaying Chapter XV from Chapter Select after the story.

Hidden verse on the left pathQuest step
Location
Chapter XV · Verse 7 – With Verse 6 won, leave the door shut and climb the stairs on the left of the square. Follow the long path beyond them; about halfway along, Fearless and Fairness appear.
Summary
Verse 7, a hidden fight against Fearless and Fairness on the path to the left of the door.
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Broken Witch Heart: restored coffin at the path's endUpgrade
Location
Chapter XV · After Verse 7 – Carry on to the very end of the left path: the pale blue coffin stands in the middle of the dead end. Walk up to it to start a timed hunt for its pieces. Jump onto the broken pillar to the left of the arch first, work your way across to the right, then jump onto the pillar on the left; the last two pieces are out of jumping reach, so fly to them with Crow Within. Then break the rebuilt chest. If time runs out, walk up to it again to retry.
Summary
A quarter of a Witch Heart, held in a faded blue resting place that must be rebuilt. Restoring it also counts toward the Liberator of Time Tear.
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Muspelheim: dead end of the left pathCollectible
Location
Chapter XV · Verse 8 – At the same dead end, step onto the faint shimmer on the left and the portal appears. Inside you have a single pillar to stand on. Small Decorations angels come first: with the Alruna whips equipped, one punch, kick, punch string clears them. A Beloved follows, and his first swing smashes the pillar, so switch to Kafka and shoot him until he winds up. Don't dodge that swing: double-jump to your highest point instead, then keep Kafka's spinning shot going by circling the stick while you press its button, which holds you in the air; aim a few shots at him between spins. If it beats you, leave it: a death in a Muspelheim is not counted as a normal death. Replay Chapter XV from Chapter Select after the story and use the same Alruna and Kafka plan.
Summary
Verse 8, a Muspelheim where you must never touch the ground. Clearing it pays a Broken Witch Heart. It is the hardest portal in the game.
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Up the wall and ceiling to the portalQuest step
Location
Chapter XV · Chapter end – Walk back along the left path to the Verse 6 square and open the big door. After the scene, jump onto the wall, walk up it and along the ceiling, and go into the portal there. A scene closes the chapter.
Summary
The end of the chapter: through the door at the square, then a run up a wall and across the ceiling to a portal.
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Run 1, Chapter XVI: Sovereign Power

A jet stretch, the landing on the mountain with its Heart piece, last portal, Echo and crow, the final fight and the fights during the credits.

The last chapter of Run 1. It opens with a shooting stretch on a jet, where every enemy you bring down counts toward a Tear, then sets you down on the mountain for a short walk with one Heart piece, the last Muspelheim portal, a Journal's Echo and a crow before a long final fight. Fights carry on during the credits and count toward the chapter's result, so keep playing until the results screen. Nothing needs to be bought here.

Chapter start: the jetArea
Location
Chapter XVI · Chapter start – The chapter opens by itself once Chapter XV's results are over, already in the air on a fighter jet.
Summary
Where Chapter Select starts Chapter XVI. The game saves at each verse and chapter end, so there is nothing to do here.
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Bring down everything on the jet

The Ace Pilot Tear asks for every enemy in the jet stretch, which runs through Verses 1 and 2. Aim to let nothing slip past from the first wave on. If one gets away, finish the chapter anyway: the stretch can be replayed from Chapter Select after the story.

Jet ride to the mountainQuest step
Location
Chapter XVI · Verse 1 – You steer the jet while Bayonetta fires and your partner on board swings a sword. Shoot the angels that stay far off, cut down the ones that come close, and barrel-roll out of the way of incoming fire. An Umbran Climax clears a crowd quickly. Glamor and then Valor show up among the waves: keep shooting and slashing until each one falls.
Summary
Verse 1: a shooting stretch on a fighter jet, against waves of angels and two mini-bosses, Glamor and Valor.
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Insidious from the jetBoss
Location
Chapter XVI · Verse 2 – The jet flies straight on into the next waves, and Insidious bars the way after them. Destroy the heads on its left and right side first, then the rest of it. Save your magic for the end: it falls back, comes up behind the jet and starts pulling it in, and an Umbran Climax then is the surest way to finish it before it swallows you.
Summary
Verse 2: more waves of demons, then the huge demon Insidious, fought from the jet.
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Umbran Tear: Ace Pilot (every jet enemy)Achievement
Location
Chapter XVI · Verse 2 – It pops once the jet stretch above ends, if no enemy in Verses 1 and 2 got away. You get one try per pass: if it didn't pop, replay Chapter XVI from Chapter Select after the story. On that replay, the Charge Bullet technique, once bought, turns a charged shot on the jet into a Wicked Weave. This advice is for the ordinary jet: wearing the Star Mercenary outfit changes how the stretch plays.
Summary
A Bewitchment, so one of the 50 Umbran Tears of Blood, for destroying every enemy in the jet stretch, Insidious included.
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Broken Witch Heart: chest across the chasmUpgrade
Location
Chapter XVI · Fimbulventr landing – The jet sets you down on the mountain in front of a great building with a stairway. Before you climb, head left and jump over the chasm on that side: a Resting Place waits on the far side. Break it for the Heart piece.
Summary
A quarter of a Witch Heart, which adds to your health bar. It is the chapter's only Heart piece.
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Muspelheim: beside the Fimbulventr stepsCollectible
Location
Chapter XVI · Verse 3 – Jump back across the chasm and go to the other side of the landing, to the right of the stairway, where the portal lies in plain sight on the ground. Inside, a single golden Allegiance attacks with fire that is hard to read, the worst of it bursting up from the floor, and after a few hits it raises its shield and strikes back. Keep combos short, dodge each attack for Witch Time, or shoot it from a distance with Kafka, and end it with a Torture Attack once your magic is full. A single hit fails the challenge.
Summary
Verse 3, the last of the 22 Muspelheim portals: take no hit while you beat one golden Allegiance. Clearing it pays a Broken Moon Pearl.
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Umbran Tear: End Ruler (all Muspelheim)Achievement
Journal's Echo: An Audience With...Collectible
Location
Chapter XVI · Foot of the great stairs – Out of the portal, walk to the bottom of the stairway. The Echo lies just to the right of where the steps begin.
Summary
One of the 26 Journal's Echoes you pick up, for the Scrapbook Complete Tear.
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Umbran Crow: pillar on the great stairsCollectible
Location
Chapter XVI · Great stairs – Climb the stairway, keeping an eye on the wall to your left. On the last stretch, near the door at the top, the crow sits on top of one of the pillars along that wall. Get close and press Shoot; if a jump does not get you near enough, take crow form with Crow Within and fly up to it.
Summary
One of the 20 Umbran Crows, each worth one Umbran Tear of Blood.
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Before the door at the top

Going through the door at the top of the stairway starts a long scene and the final fight, which runs straight on into the ending and the credits fights. Before you go in, have the Heart piece across the chasm, the Verse 3 portal (its Moon Pearl piece and, with every other portal done, the End Ruler Tear), the Echo at the foot of the stairs and the crow on the pillar. Anything you leave can be collected by replaying Chapter XVI from Chapter Select after the story.

Final battle at the summitHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XVI · Verse 4 – Go through the door at the top of the stairs; a long scene plays, then the fight begins. In the first stage stay close and dodge the boss's huge fists that keep trying to fling you away, and use an Umbran Climax when you need room to breathe. The next stage is faster, with a time-slowing trick of its own, and your partner fights beside you for a while before the battle moves into the air. From then on, dodge the bombers' bombs for a long Witch Time, dodge the small energy orbs two or three times in a row for Witch Time again and again, and when a spell grabs you, waggle the stick hard to break it. One big satellite attack gives a prompt for heavy damage. In the last stage the foe can no longer defend itself; follow the on-screen prompts to finish it.
Summary
Verse 4: the last boss, a long fight in several stages.
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Credits fightsQuest step
Location
Chapter XVI · Verses 5 to 9 – Keep the controller in hand after the closing scenes. During the first part of the credits, the fights start on their own, one after another; clear each one as you would any verse.
Summary
Verses 5 to 9: five short fights that start by themselves while the credits roll. They count toward the chapter's result.
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Story clearHidden spoiler – activate to revealEndingMinor spoiler
Location
Chapter XVI · Chapter end – Nothing more to do: once the credits fights and the results are over, the story counts as cleared and the game saves. The next section starts from the title screen.
Summary
The end of Run 1. The clear makes Jeanne playable, opens the Witch Trials (the Lost Chapter) and the Handguns for later play, and, on 2nd Climax or harder, puts the Super Mirror costume set on sale in Rodin's shop.
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After the Story: Shop, Rodin and the Witch Trials

A Chapter I replay for three pickups, every technique, accessory, costume and spare weapon in the shop with a halo farm to pay for them, and the five Witch Trials.

Run 1 is over, and every section from here starts at the title screen on the same save. This one comes first: a short Chapter I replay for three pickups that needed later moves, a check on two collection Tears, then a long visit to Rodin's shop to buy every technique, accessory, costume and spare weapon, with a halo farm in the middle to pay for it, and ends with the five Witch Trials. The costliest purchase, the Platinum Ticket, waits for the end of Run 4. The medal sweeps, the other difficulties and Tag Climax come in later sections.

Replaying chapters from now on

To play a chapter again, choose Story on the title screen, then Chapter Select, pick the chapter, set the difficulty in its Menu and press Start. With the story cleared there is no mid-chapter checkpoint left to lose, so starting a chapter this way is safe. Moves you got later in Run 1, such as Snake Within, stay with you on a replay. To leave a chapter early, quit from the pause menu, but clear the verse after a pickup first, so the game saves it.

Broken Witch Heart: under the left pierUpgrade
Location
Chapter I · Harbour – Start Chapter I from Chapter Select on 2nd Climax. Walk to the far end of the left-hand pier, where the A New Beginning journal lay, and drop into the water. Turn to face the pier, swim in serpent form under the stone arch below it, keeping close to the ceiling, and the Resting Place is round the corner to your right.
Summary
A quarter of a Witch Heart, which adds to your health bar. It sits under water, where only Snake Within swims well enough to reach it.
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Umbran Crow: column over the sunken plazaCollectible
Location
Chapter I · Verse 1 – Climb out at the harbour and cross the plaza to its far left corner, by the first Muspelheim portal. From the walkway there, look down over the sunken area: three tall columns stand in it, and the crow sits on top of the leftmost. Stand under the arch on the right, jump over the balcony, turn into a crow with Crow Within and fly to it, then press Shoot as you get close. Like every crow, it flies off if you come too near and returns to its perch once you move away.
Summary
One of the 20 Umbran Crows, each worth one Umbran Tear of Blood. It perches where only a flight in crow form gets you close.
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Broken Witch Heart: underwater arch by the left stairsUpgrade
Location
Chapter I · After Verse 2 – Go down through the glowing portal in the plaza water, along the hallway and into the ruins, and win the fight on the round platform again. Head left toward the Verse 3 portal and stop at the foot of the stairs that lead up. Hop into the water beside the statue on the left, swim in serpent form through the arch to the left of the stairs, and the Resting Place is just above you on the right. Before you quit, clear one more verse so the game saves: the nearest is the hidden fight by the black gate, out of the ruins past the red portal at street level.
Summary
A quarter of a Witch Heart, which adds to your health bar. Like the one under the pier, it needs Snake Within to reach.
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Umbran Tear: Liberator of Time (all Resting Places)Achievement
Location
Title menu · Umbran Tears of Blood – The walk restored every blue Resting Place on its way, the last one in Chapter XV, so it should already be yours. Check under Umbran Tears of Blood on the title menu. If it is missing, a blue Resting Place was left: the Run 1 sections mark each one, so replay that chapter. If they are all done and it still hasn't come, ordinary gold Resting Places may count too; break any you pass on later replays.
Summary
A Bewitchment, so one of the 50 Umbran Tears of Blood, for opening every Resting Place that has to be restored first: the blue, faded ones whose pieces you gather against the clock.
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Umbran Tear: Scrapbook Complete (all Journal's Echoes)Achievement
Location
Title menu · Umbran Tears of Blood – It should have popped in Run 1, when you picked up the last Echo at the foot of the great stairs in Chapter XVI. Check under Umbran Tears of Blood on the title menu; the Files page of the Items menu shows which Echoes you have. If one is missing, replay the chapter its Run 1 entry is in.
Summary
A Bewitchment, so one of the 50 Umbran Tears of Blood, for every Journal's Echo: the 26 you pick up and the 4 that arrive by themselves at chapter ends.
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JeanneOther
Location
Chapter Select · Menu – Nothing to buy. At Chapter Select, open any chapter's Menu, where the difficulty is set: the character choice now offers Jeanne. Tick this once you see her there.
Summary
Jeanne as a playable character, in Story chapters and in Tag Climax. The story clear on any difficulty gives her.
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HandgunsWeapon
Location
Chapter Select · Weapons – Nothing to buy: the story clear adds them to your weapons. Check that they are in your weapon list the next time you set your weapons for a chapter.
Summary
The guns Bayonetta carries in the Prologue, open for the rest of the game once the story is cleared on any difficulty.
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How the shop sweep is ordered

Meeting a condition only puts an item on sale; you still have to buy it. The sweep starts with the cheap things and one accessory that speeds up the halo farm, then farms, then buys the rest. Prices below are the ones known; a few aren't, and those entries say to check the price in the shop. The costliest purchase, the Platinum Ticket at 9,999,999 halos, waits for the end of the Infinite Climax run, since its fight is always played on that setting; keep farming halos on the way there.

What the shop sweep costs
PurchasePrice eachNeeds
Gaze of Despair and six more accessories100,000No condition known
Moon of Mahaa-Kalaa200,000No condition known
Earrings of Ruin500,000Chapter XIV cleared
Eternal Testimony500,000Any 25 Umbran Tears of Blood
Air Dodge, Stiletto, Heel Slide20,000No condition known
Bat Within30,000No condition known
Seven more techniques, and Charge BulletCheck in the shopNo condition known
Umbran Elegance #1 to #430,000The weapon each one goes with
Second Rakshasa / second Undine29,800 / 49,800The first pair
Second Salamandra / second AlrunaCheck in the shopThe first pair
Super Mirror, Super Mirror 2100,000The story clear
Each Couture Bullet100,000Its mirror
Gaze of DespairItem
Location
Gates of Hell · Accessories – From the title screen choose Story, then Chapter Select, then Shop: that is the Gates of Hell. In the Accessories list, buy Gaze of Despair for 100,000 halos.
Summary
An accessory that enrages every enemy: they are harder to stagger, but each pays half again as many combo points and more magic. It is the core of the halo farm below.
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Bat WithinSkill
Umbran Elegance #1 (Rakshasa)Armor
Location
Gates of Hell · Rodin's Treasures – Open Rodin's Treasures and buy Umbran Elegance #1 for 30,000 halos. Put it on from the Items menu; it shows only while Bayonetta wears her default outfit.
Summary
A perfume from Rodin's Treasures that changes the look of Bayonetta's default outfit. It goes on sale once you own Rakshasa.
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Halo farm, Prologue Verse 1Other
Location
Prologue · Verse 1 – Back out to Chapter Select and pick the Prologue. Wear the Gaze of Despair, then start. Verse 1 is the fight on the jet, where angels keep coming until a timer moves the scene on. Hold on to your magic through the first two fights; in the third, stand near the middle of the jet so the angels bunch up, taunt between attacks to keep the combo going, and spend magic freely. When the Verse 1 results appear, quit to Chapter Select and start the Prologue again. Halos are kept the moment they are earned, and a pass pays roughly half a million to a million. Once you own the Earrings of Ruin (the next purchase), wear them too: in the third fight, use their Umbran Armor's held kick during Witch Time for big combos, and cancel the Armor early to save magic. Come back here whenever the next purchase is out of reach.
Summary
Repeating the Prologue's jet fight for halos. The rest of the shop costs about 3 million halos plus the items with no known price, and the Platinum Ticket, bought at the end of Run 4, is 9,999,999.
Nintendo Switch
On Switch, any amiibo scanned at the Gates of Hell also gives halos and items, more for each further amiibo scanned that day.
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Earrings of RuinItem
Location
Gates of Hell · Accessories – From the title screen choose Story, then Chapter Select, then Shop: that is the Gates of Hell. In the Accessories list, the Earrings of Ruin cost 500,000 halos; if you are short, do a farm pass or two first. Take them off whenever you want Umbran Climax back.
Summary
An accessory that swaps Umbran Climax for Umbran Armor. It goes on sale once Chapter XIV is cleared, and it makes the halo farm much faster.
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Umbran Tear: Torture Attack and Umbran Climax tallies (4 Tears)Achievement
Location
Title menu · Umbran Tears of Blood – They count kills as you play, so Run 1 may already have earned some or all of them; check under Umbran Tears of Blood on the title menu. For a missing angel one, use the farm above: the jet's angels keep coming, so fill your magic and spend it on Torture Attacks or Umbran Climax. For a missing demon one, replay Chapter X, whose fights are mostly demons. Take the Earrings of Ruin off for the Umbran Climax tallies, since they replace it.
Summary
Four Bewitchments, so four Umbran Tears of Blood: Cruel Witchcraft (20 angels killed with Torture Attacks), Relentless Witchcraft (20 demons, the same way), Destroyer of the Light (30 angels killed during Umbran Climax) and Survivor of Darkness (30 demons, the same way).
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Umbran Tear: Master of Secret Arts (every concoction)Achievement
Location
Items menu · Witch Recipes – Open the Witch Recipes in the Items menu and make each recipe at least once. The ingredients drop from enemies as you fight; if one runs short, play on and come back to it. It pops when the last recipe is made.
Summary
A Bewitchment, so one of the 50 Umbran Tears of Blood, for concocting every item at least once.
Nintendo Switch
On Switch, scanned amiibo also give concoction ingredients.
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TetsuzankoSkill
Location
Gates of Hell · Techniques – From the title screen choose Story, then Chapter Select, then Shop: that is the Gates of Hell. In the Techniques list, buy Tetsuzanko. Its price isn't known: check it in the shop.
Summary
A technique from the Techniques list, needed for Umbran Successor.
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Charge BulletSkill
Location
Gates of Hell · Techniques – Buy Charge Bullet, the last technique on the list. Check the price in the shop.
Requires
Summary
A technique that charges your shots. On the Chapter XVI jet a charged shot fires a Wicked Weave, which helps with the Ace Pilot Tear. Umbran Successor needs it.
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Umbran Tear: Umbran Successor (all techniques)Achievement
Location
Gates of Hell · Techniques – It pops when you buy the last technique you were missing; Crow Within from Chapter I counts too. If it doesn't, look down the Techniques list for one that is still for sale.
Summary
A Bewitchment, so one of the 50 Umbran Tears of Blood, for owning every technique.
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Run 1 jobs that are easier now

If you left anything in Run 1, this is a good moment to replay it from Chapter Select. Bat Within widens the dodge window for Darkness Envelops Light in Chapter XII; Charge Bullet helps clear the Chapter XVI jet for Ace Pilot; the hard Muspelheim portals (Chapter I Verse 8, Chapter V Verse 5, Chapter VIII Verse 10 and Chapter XV Verse 8) are easier with the full set of weapons, and End Ruler pops with the last of them. Bad Boy! needs handheld mode for the touch screen. Tick each one in its own Run 1 section when it pops.

Super MirrorArmor
Location
Gates of Hell · Rodin's Treasures – Open Rodin's Treasures and buy the Super Mirror for 100,000 halos.
Summary
A mirror from Rodin's Treasures that puts a set of costumes on sale. It goes on sale after a story clear on 2nd Climax or harder, and two weapons come with it.
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Couture Bullet (Old, Old Hairstyle)Armor
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once the Super Mirror is yours. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Requires
Summary
A costume from Rodin's Treasures, for Bayonetta and Jeanne. Costumes count toward 100%.
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Couture Bullet (Nun, Old Hairstyle)Armor
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once the Super Mirror is yours. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, for Bayonetta and Jeanne. Costumes count toward 100%.
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Couture Bullet (Uniformed, Old Hairstyle, Jeanne)Armor
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once the Super Mirror is yours. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, for Jeanne only. Costumes count toward 100%.
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Couture Bullet (Cutie J, Jeanne)Armor
Location
Gates of Hell · Rodin's Treasures – If Rodin's Treasures offers a Cutie J bullet under the Super Mirror, buy it for 100,000 halos. If the shop has no such bullet, there is nothing to buy here.
Summary
A costume for Jeanne only, with the old hairstyle. Not every list has it, so check the shop.
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Costume: A Witch With No MemoriesArmor
Location
Gates of Hell · Costume sub-menu – Nothing to buy. Once the Super Mirror is yours, look in the costume sub-menu on a chapter's start screen; tick this if it is there.
Requires
Summary
A Bayonetta costume that one costume list shows as coming with the Super Mirror, with nothing to buy. It isn't confirmed, so it doesn't count toward 100%.
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Super Mirror 2Armor
Location
Gates of Hell · Rodin's Treasures – Buy Super Mirror 2 for 100,000 halos.
Summary
A second mirror from Rodin's Treasures, with six more costumes. It is on sale after the story at the latest.
Nintendo Switch
On Switch, a Bayonetta (Player 1) amiibo hands over this mirror's costumes early.
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Couture Bullet (Schoolgirl)Armor
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once the Super Mirror 2 is yours. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, for Bayonetta and Jeanne. Costumes count toward 100%.
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Couture Bullet (Police Woman)Armor
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once the Super Mirror 2 is yours. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, for Bayonetta and Jeanne. Costumes count toward 100%.
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Couture Bullet (Witch Apprentice)Armor
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once the Super Mirror 2 is yours. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, for Bayonetta and Jeanne. Costumes count toward 100%.
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Couture Bullet (Metal Witch)Armor
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once the Super Mirror 2 is yours. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, for Bayonetta and Jeanne. Costumes count toward 100%.
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Couture Bullet (Dress)Armor
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once the Super Mirror 2 is yours. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, for Bayonetta. Costumes count toward 100%.
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Couture Bullet (Uniformed, Jeanne)Armor
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once the Super Mirror 2 is yours. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, for Jeanne only. Costumes count toward 100%.
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Eternal TestimonyItem
Location
Gates of Hell · Accessories – Every Tear item the guide has listed up to here adds up to 46: the 19 crows and 18 other Tears of Run 1, plus this section's crow and eight Tears. Tick them all and you are far past 25; even with a few hard ones still open, you have enough. Buy Eternal Testimony from the Accessories list for 500,000 halos.
Summary
An accessory that refills two orbs of magic whenever the gauge runs dry. It goes on sale once you have any 25 Umbran Tears of Blood.
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The Witch Trials

The story clear opens the Lost Chapter: Witch Trials, five sets of back-to-back fights. Each trial sets its own difficulty, whatever you choose, so none of them waits for a later run. Reportedly Trial I is on 2nd Climax, Trials II to IV on 3rd Climax and Trial V on ∞ Climax.

Witch Trial IQuest step
Location
Lost Chapter: Witch Trials · Witch Trial I – From the title screen choose Story, then Chapter Select, and pick the Lost Chapter: Witch Trials, then Trial I. Six fights follow one after another. Play them as you played Run 1: dodge for Witch Time and save magic for the bigger enemies.
Summary
The first Witch Trial: six verses of fights, reportedly on 2nd Climax.
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Witch Trial IIQuest step
Location
Lost Chapter: Witch Trials · Witch Trial II – Back in the Lost Chapter, pick Trial II: eight fights, reportedly on 3rd Climax, where enemies hit harder and move faster. Lean on Witch Time and Bat Within's wider dodge window.
Summary
Eight verses of fights, reportedly on 3rd Climax.
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Witch Trial VHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Lost Chapter: Witch Trials · Witch Trial V – Pick Trial V: nine fights. Enemies here are faster and harder to stun, but Witch Time still works, so build every fight around dodging. Wear Eternal Testimony for steady magic and the Earrings of Ruin for Umbran Armor.
Summary
Nine verses, reportedly on ∞ Climax, most of them bosses from the story, some in pairs.
Report an issue
Shop Witch Hearts (optional)Item
Location
Gates of Hell · Items – From the title screen choose Story, then Chapter Select, then Shop: that is the Gates of Hell. Look in the Items list. If whole Witch Hearts are for sale, each one costs more than the last until the stock runs out; check the prices there.
Summary
Whole Witch Hearts sold in the shop, each adding to your health bar. Not needed for 100%.
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Medal Replays on 2nd Climax

Chapter replays on 2nd Climax for a Gold and then a Platinum award in every chapter, and the two accessories those awards put on sale.

Every chapter ends with an award, and two accessories go on sale for awards earned on 2nd Climax: the Bracelet of Time once every chapter, Prologue to Chapter XVI, has Gold or better, and Climax Brace 2 once every chapter has Platinum or better. To replay a chapter, choose Story on the title screen, then Chapter Select, pick the chapter, set 2nd Climax in its Menu and choose Start. With Run 1 finished there is no unfinished chapter left to overwrite. A Platinum award also counts as Gold, so for a chapter below Gold you may as well aim straight for Platinum.

Rules for a medal replay

A chapter's award is the average of the medals for its verses, and a verse you never clear pulls the average down, so clear every verse in the chapter, the hidden ones and the Muspelheim portals included. Use no items: whether they cost points is unclear, so play safe. Treat a death as a lost award: when a verse goes badly, quit to the title before you die, then choose Story and Continue, which puts you back at the checkpoint before that verse. In the boss fights that have checkpoints partway through, going back to a mid-fight checkpoint puts the Platinum combo rating for that verse out of reach. If you own the Climax Brace, leave it off: nothing you do while wearing it is recorded.

Gold or better on every chapter, 2nd ClimaxAchievement
Location
Chapter Select · 2nd Climax – Note which chapters ended below Gold on Run 1, and replay each of them from Chapter Select on 2nd Climax, keeping to the rules above. Gold is within reach of a careful clear on this setting. It counts once the last chapter reaches Gold; Gold on a harder setting may also count, but play these on 2nd Climax to be sure.
Summary
Every chapter, Prologue to Chapter XVI, finished on 2nd Climax with a Gold award or better. It puts the Bracelet of Time on sale.
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Bracelet of TimeItem
Location
Chapter Select · The Gates of Hell – From the title screen choose Story, then Chapter Select, then Shop, and buy it among the accessories for 200,000 halos; if you are short, play the Prologue halo farm again. A quicker way to the bracelet alone, if it works on Switch (it does not tick the Gold item above): replay Chapter I from Chapter Select, cross the central plaza to its far south-west corner, tap the left of the two green doors three times on the touch screen in handheld mode, then, with the camera zoomed out, press Up, Down, Up, Right and Left, followed by X, B, Y and A, and buy it there for 1,000,000 halos.
Summary
An accessory that calls up Witch Time whenever you like, for a set time and at least four magic orbs. While it is worn, nothing else triggers Witch Time and Umbran Climax is off, and it can't be taken into Tag Climax.
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Platinum asks for long, efficient combos and a quick clear; taking no hits is only needed for Pure Platinum, which nothing in this guide requires. Combo points grow with the damage you deal, and the multiplier climbs the longer a combo runs. Keep it alive by shooting from range between hits or by holding the taunt button, which pauses it, and fight in Witch Time, which multiplies points by 1.5. Gaze of Despair enrages every enemy, which also multiplies points by 1.5 but makes them harder to stagger, so it helps the combo score at some cost to safety. The table gives each chapter's verses (the ones off the main path are the easiest to miss) and where it is hardest.

Platinum help, chapter by chapter (2nd Climax)
ChapterVerses to clearWhere it is hardest, and what helps
Prologue3, none hiddenVerse 1, the jet: the scene moves on only after a set time and new angels keep arriving, so keep fighting and building points rather than waiting. Verse 2, the Belief on the train: keep striking its arm instead of crossing to its head for the punish prompt, which costs time and pays little. Verse 3, Gomorrah: shoot it while it climbs the tower so the combo survives.
Chapter I13; off the path 4, 11, 12; portals 1, 3, 5, 8Seven verses sit off the main path, so check that none is left unplayed. Verse 5, the portal under the plaza archway, opens only after Verse 6. The Verse 8 portal (no hits allowed) is the hard one; Alruna makes it easier.
Chapter II9; off the path 3, 4, 6; portals 1, 9Some enemies here enrage the ones around them: kill those first. Love Is Blue scores better than Kafka.
Chapter IIIone boss fight in two partsThe Glamors: in the first two phases, which run on a timer, hold Shoot while you dodge the debris and the tail. When the last one is enraged it swipes four times; dodge the fourth for a long Witch Time. Keep Love Is Blue on your hands to hold the combo.
Chapter IV9; off the path 2, 6, 8; portal 4No chapter tip found. Four verses sit off the path: make sure all of them are cleared.
Chapter V11; off the path 3, 6, 7; portals 2, 5, 8No chapter tip found. Verse 6 opens only after Verse 7. The Verse 5 portal (never touch the ground) is one of the hardest; Alruna makes it easy.
Chapter VIone boss fight in two partsValor's attacks are slow and clearly signalled, so dodge each one for Witch Time.
Chapter VII5; portal 4No chapter tip found.
Chapter VIII14; off the path 6, 8; portals 2, 10, 12Enemies hit noticeably harder from here on. The Verse 10 portal (never touch the ground) is easier with later weapons: Love Is Blue in both slots for the Cachets as you hop between pillars, then Kafka for the Fidelity. Verse 13, the panther chase up the stairs, is an easy top medal: remain a panther the whole way and take the left turn where the stairs run out.
Chapter IX8; off the path 1, 5; portal 3Verse 5 opens only after Verse 6. The boss in Verse 8 moves slower than the one at the end of Chapter VII: keep firing Love Is Blue between Witch Times.
Chapter X13; off the path 3, 7, 8, 11, 12; portals 1, 9The hardest chapter, and Sloth (Verses 10 and 11) the hardest enemy. It makes a clear sound just before it strikes: dodge on that cue. In Verse 11, kill the Malicious first, since it enrages the others.
Chapter XIone boss fight in two formsNo chapter tip found.
Chapter XII2No chapter tip found. Bat Within's wider dodge window helps against the boss in Verse 2.
Chapter XIII12; off the path 1; portals 2, 11Grace & Glory (Verse 10) dodge less than you might fear and can be juggled in long combos.
Chapter XIV7; portal 3The whole chapter is in the Umbran Armor, which has no Dodge Offset. Cancel its aerial punches and kicks by landing: that raises both damage and points.
Chapter XV8; off the path 7; portal 8The Verse 8 portal (one pillar, never touch the ground) is the hardest in the game: Alruna for the small angels, then Kafka on the Beloved. The boss in Verse 4 is slower than Chapter XII's: keep shooting.
Chapter XVI9; portal 3; Verses 5 to 9 play during the creditsIn the final battle (Verse 4), dodge the bombers' bombs for a long Witch Time, dodge the small orbs two or three times in a row for Witch Time again and again, and take the prompt on the big satellite attack for heavy damage. The credits fights count toward the award too.
Platinum on every chapter, 2nd ClimaxAchievement
Location
Chapter Select · 2nd Climax – Replay each chapter still below Platinum from Chapter Select on 2nd Climax, keeping to the rules above and using the table for where each one is hardest. Buy Bat Within before you start, if you haven't: it gives you extra frames to dodge just as a hit lands. It counts once the last chapter reaches Platinum.
Summary
Every chapter, Prologue to Chapter XVI, finished on 2nd Climax with a Platinum award or better. It puts Climax Brace 2 on sale.
Sources
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Climax Brace 2Item
Location
Chapter Select · The Gates of Hell – Back in the shop (Story, Chapter Select, Shop), buy it among the accessories for 500,000 halos. A quicker way to the accessory alone, if it works on Switch (it does not tick the Platinum item above): replay Chapter I and, in the same south-west corner of the central plaza, use the right of the two green doors with the same three taps and code, for 2,500,000 halos.
Summary
The accessory a Platinum sweep puts on sale. On Switch, records set while wearing it are reported to count; check it in game before you trust a record run to it.
Nintendo Switch
On Wii U, records set while wearing Climax Brace 2 were not saved; the Switch release is reported to keep them.
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Run 2: 1st Climax

Every chapter cleared once more on the easiest setting, then the accessory that clear puts on sale.

Run 2 clears the game again on 1st Climax, the easiest setting, because the Immortal Marionette accessory goes on sale only after a 1st Climax clear. It is a clear, not a medal run: skip the pickups, hidden verses and portals, which Run 1 already took, and use items freely. Enemies stand where they did in Run 1 but hit softer and move slower, and on this setting the game puts the Immortal Marionette on you by itself. The guide clears every chapter, Prologue to Chapter XVI, since it is not confirmed whether the last chapter alone would count.

Starting each chapter

From the title screen choose Story, then Chapter Select. Difficulty is set per chapter, in that chapter's Menu, before you choose Start. If a chapter's results carry you straight on into the next one you can keep playing, but the guide can't confirm the setting stays at 1st Climax, so the safe way is to start every chapter from Chapter Select.

1st Climax: clear the PrologueQuest stepNG+1
Location
Prologue · 1st Climax – From Chapter Select pick the Prologue, open its Menu and set 1st Climax, then choose Start. The same three fights as Run 1: the jet, the Belief on the train and Gomorrah on the skyscraper. On the jet, keep fighting until the scene moves on by itself after a set time; Gomorrah's attacks are clearly signalled.
Summary
The Prologue again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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1st Climax: clear Chapter IQuest stepNG+1
Location
Chapter I · 1st Climax – From Chapter Select pick Chapter I, open its Menu and set 1st Climax, then choose Start. The fights you can't skip are Valiance beyond the gravity ring and the giant angel on the bridge at the end; the hidden verses and the portals are not needed for a clear.
Summary
Chapter I again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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1st Climax: clear Chapter IIQuest stepNG+1
Location
Chapter II · 1st Climax – From Chapter Select pick Chapter II, open its Menu and set 1st Climax, then choose Start. The big fight is the Belief at the end of the wall (Verse 8). Along the way, kill first the enemies that enrage the others around them.
Summary
Chapter II again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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1st Climax: clear Chapter IIIQuest stepNG+1
Location
Chapter III · 1st Climax – From Chapter Select pick Chapter III, open its Menu and set 1st Climax, then choose Start. One fight against the Glamors. In the first two phases, which run on a timer, hold Shoot and dodge the debris and the tail, and be ready to dodge when one turns to face you, since a charge follows. When the last one is enraged, dodge the fourth of its four swipes for a long Witch Time.
Summary
Chapter III again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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1st Climax: clear Chapter IVHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Chapter IV · 1st Climax – From Chapter Select pick Chapter IV, open its Menu and set 1st Climax, then choose Start. The two fights to watch are Urbane at the tower door (Verse 5) and the Masked Lumen behind the big door (Verse 9).
Summary
Chapter IV again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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1st Climax: clear Chapter VQuest stepNG+1
Location
Chapter V · 1st Climax – From Chapter Select pick Chapter V, open its Menu and set 1st Climax, then choose Start. The main fights are Pain at Loki's device (Verse 4) and the fire and ice angels on the cathedral top (Verse 11).
Summary
Chapter V again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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1st Climax: clear Chapter VIQuest stepNG+1
Location
Chapter VI · 1st Climax – From Chapter Select pick Chapter VI, open its Menu and set 1st Climax, then choose Start. One fight against Valor on the bridge. Its attacks are slow and clearly signalled, so dodge each one for Witch Time.
Summary
Chapter VI again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
Report an issue
1st Climax: clear Chapter VIIHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Chapter VII · 1st Climax – From Chapter Select pick Chapter VII, open its Menu and set 1st Climax, then choose Start. The main fights are Insidious in the caverns (Verse 1) and the Masked Lumen on the fleshy platform (Verse 5).
Summary
Chapter VII again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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1st Climax: clear Chapter VIIIQuest stepNG+1
Location
Chapter VIII · 1st Climax – From Chapter Select pick Chapter VIII, open its Menu and set 1st Climax, then choose Start. A long chapter: the Golem at the dead device (Verse 4), the panther chase up the breaking stairs (Verse 13; stay in panther form and turn left where the stairs end), Pain at the key platform and the flight through the thorns. Enemies start to hit harder from this chapter on.
Summary
Chapter VIII again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
Report an issue
1st Climax: clear Chapter IXHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Chapter IX · 1st Climax – From Chapter Select pick Chapter IX, open its Menu and set 1st Climax, then choose Start. The Golem in the great round area (Verse 7), then the Prophet (Verse 8). The Prophet is slower than the Masked Lumen: keep shooting with Love Is Blue between Witch Times.
Summary
Chapter IX again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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1st Climax: clear Chapter XQuest stepNG+1
Location
Chapter X · 1st Climax – From Chapter Select pick Chapter X, open its Menu and set 1st Climax, then choose Start. Phantasmaraneae (Verse 5) and then Sloth on the wobbly path (Verse 10), the hardest enemy in the hardest chapter. Sloth makes a clear sound just before it strikes: dodge on that cue.
Summary
Chapter X again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
Report an issue
1st Climax: clear Chapter XIHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Chapter XI · 1st Climax – From Chapter Select pick Chapter XI, open its Menu and set 1st Climax, then choose Start. One fight against Alraune, who changes form partway through.
Summary
Chapter XI again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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1st Climax: clear Chapter XIIHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Chapter XII · 1st Climax – From Chapter Select pick Chapter XII, open its Menu and set 1st Climax, then choose Start. A ride across Inferno (Verse 1), then the duel with the Lumen Sage (Verse 2). Bat Within's wider dodge window helps in the duel.
Summary
Chapter XII again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
Report an issue
1st Climax: clear Chapter XIIIHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Chapter XIII · 1st Climax – From Chapter Select pick Chapter XIII, open its Menu and set 1st Climax, then choose Start. Fortitudo at the fountain (Verse 4), the Beloved on the lava bridge (Verse 9), Grace & Glory, who can be juggled in long combos (Verse 10), and the Beloved with two axes (Verse 12).
Summary
Chapter XIII again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
Report an issue
1st Climax: clear Chapter XIVHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Chapter XIV · 1st Climax – From Chapter Select pick Chapter XIV, open its Menu and set 1st Climax, then choose Start. The whole chapter is played in the Umbran Armor, which has no Dodge Offset; cancel its aerial punches and kicks by landing. Three bosses in a row close it: Sapientia, the angel warship and Iustitia.
Summary
Chapter XIV again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
Report an issue
1st Climax: clear Chapter XVHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Chapter XV · 1st Climax – From Chapter Select pick Chapter XV, open its Menu and set 1st Climax, then choose Start. Temperantia on the cliffside (Verse 2), then the Prophet again (Verse 4), slower than the Lumen Sage was: keep shooting when he keeps his distance.
Summary
Chapter XV again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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1st Climax: clear Chapter XVIHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Chapter XVI · 1st Climax – From Chapter Select pick Chapter XVI, open its Menu and set 1st Climax, then choose Start. The jet stretch with Insidious, then the final battle at the summit: dodge the bombers' bombs and the small orbs for Witch Time. Play on through the fights during the credits until the results screen.
Summary
Chapter XVI again on 1st Climax: the same enemies in the same places as Run 1, but they hit softer and move slower.
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Immortal MarionetteItemNG+1

Run 3: 3rd Climax

Every chapter again on 3rd Climax, then the rewards for clearing them all: the last Golden LP and its weapon, a Tear, a new character, a perfume, and two costume mirrors with their costumes.

Run 3 plays every chapter again on 3rd Climax, the hardest of the three settings offered from the start. The enemy groups are the ones you met on 2nd Climax; they simply hit harder and move faster. Every pickup is already yours, so this run is only about reaching each results screen: hidden verses, portals and medals can be left alone. Clearing every chapter on this setting pays out at the end of the section: a Golden LP and its weapon, a Tear, a new playable character, a perfume, and two costume mirrors with their costumes. Have about 930,000 halos ready for the shop stop that closes the run.

Starting each chapter

From the title screen choose Story, then Chapter Select, and pick the chapter. Before you press Start, open the chapter's Menu and set the difficulty to 3rd Climax; check it each time. Run 1 is finished, so starting a chapter here costs no checkpoint. Items are fine on a run like this one, where no rank is needed, and if you fall, accepting the continue screen puts you back at the last checkpoint. Bat Within, bought after the story, gives you more time to dodge when a hit lands. Leave the Climax Brace 2 off for this run.

3rd Climax: clear the PrologueQuest stepNG+2
Location
Prologue · 3rd Climax – On the jet, enemies keep coming until the timer runs out, so keep fighting rather than waiting for a last wave. On the train roof, keep working on the Belief's arm instead of running for its head; shoot Gomorrah while it climbs the tower.
Summary
The Prologue on 3rd Climax: the jet, the train and the skyscraper again, with every enemy hitting harder.
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3rd Climax: clear Chapter IQuest stepNG+2
Location
Chapter I · 3rd Climax – Start Chapter I the same way. The angels move and strike faster than on your first visit, so dodge early and fight from Witch Time; with Bat Within a dodge that comes a little late still saves you. The two big angels, Valiance beyond the gravity ring and the giant on the bridge at the end, take the longest.
Summary
Noatun on 3rd Climax. Valiance and the giant angel on the bridge are the fights to respect.
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3rd Climax: clear Chapter IIQuest stepNG+2
Location
Chapter II · 3rd Climax – Enraptures drain your magic and send the angels around them into a rage, so kill each Enrapture first. The chapter ends with the Belief at the end of the wall walk.
Summary
The canal town on 3rd Climax, where the Enraptures make every fight harder.
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3rd Climax: clear Chapter IIIQuest stepNG+2
Location
Chapter III · 3rd Climax – Hold your fire through the first two timed stages of the Glamor fight. Once a Glamor is enraged it swipes four times in a row, and dodging the fourth swipe gives a long Witch Time; Love Is Blue on the hands suits this fight.
Summary
The Gates of Paradise on 3rd Climax: the Glamor fights and nothing else.
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3rd Climax: clear Chapter IVHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Chapter IV · 3rd Climax – The Fidelities, the Urbane at the tower door and the Masked Lumen behind the big door all hit harder now. The Masked Lumen slips past ordinary attacks, so fight from dodges and Witch Time, and hit him at once whenever he raises both arms to charge his heavy blow.
Summary
Chapter IV on 3rd Climax, ending with the long Masked Lumen fight.
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3rd Climax: clear Chapter VQuest stepNG+2
Location
Chapter V · 3rd Climax – Much of the chapter is fought under water with Snake Within. Pain at Loki's device and the fire and ice Urbanes on the cathedral top are its hardest fights; take them one attack at a time and dodge for Witch Time.
Summary
The Cathedral of Cascades on 3rd Climax, from the underwater fights to the pair of angels on the roof.
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3rd Climax: clear Chapter VIQuest stepNG+2
Location
Chapter VI · 3rd Climax – Valor's blows are slow and easy to read, so wait for each one, dodge late for Witch Time and punish. The fight starts in free fall down the tower and finishes under water.
Summary
Valor on 3rd Climax: the whole chapter is one boss fight.
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3rd Climax: clear Chapter VIIHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Chapter VII · 3rd Climax – Insidious in the flooded caverns opens the chapter, Hatred and its packs of Hideous fill the middle, and the Masked Lumen closes it. He is just as quick as before, so stay on dodges and Witch Time.
Summary
The Ark on 3rd Climax: Insidious, the Hatred and Hideous packs, then the Masked Lumen again.
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3rd Climax: clear Chapter VIIIQuest stepNG+2
Location
Chapter VIII · 3rd Climax – This is where the damage enemies deal on this setting jumps. Golems have very high defence, so be patient with the one at the dead device; in the chase up the stairs, stay in Panther Within the whole way and turn left at the end. Pain guards the last device.
Summary
The ancient civilization on 3rd Climax, where the damage you take jumps.
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3rd Climax: clear Chapter IXHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Chapter IX · 3rd Climax – A Malicious makes the demons around it stronger, so take it out first. The Prophet is slower than the Masked Lumen: keep shooting him with Love Is Blue between your Witch Times.
Summary
The Gates of Hell on 3rd Climax: Malicious, a second Golem and the Prophet.
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3rd Climax: clear Chapter XQuest stepNG+2
Location
Chapter X · 3rd Climax – This is the hardest chapter on this setting, and Sloth, fast and deadly with its swords, is its hardest enemy: give it your full attention. Phantasmaraneae, the fire spider, comes earlier, and the closing fight on the giant demon's back has Rodin beside you.
Summary
The Depths on 3rd Climax, the hardest chapter of the run.
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3rd Climax: clear Chapter XIHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Chapter XI · 3rd Climax – The chapter is a single fight: Alraune first in a humanoid form, then in a larger reptilian one. Every blow lands harder on this setting, so fight from dodges and Witch Time.
Summary
Inferno on 3rd Climax: the Alraune fight, in two forms.
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3rd Climax: clear Chapter XIIHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Chapter XII · 3rd Climax – The ride is the easy part. The Lumen Sage strikes with almost no warning; a yellow glow comes before his heavy blows, so dodge late on it for Witch Time, and waggle the stick to break free if his time-slowing spell catches you.
Summary
The ride on Diomedes and the duel with the Lumen Sage, on 3rd Climax.
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3rd Climax: clear Chapter XIIIHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Chapter XIII · 3rd Climax – Grace & Glory, the clawed twins after the broken bridge, can be juggled in the air: keep one aloft while you watch the other. Fortitudo at the fountain and the two Beloved fights hit hardest; on the lava bridge, stay away from the edge the Beloved is tearing up.
Summary
Chapter XIII on 3rd Climax, with Fortitudo, two Beloved fights and Grace & Glory.
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3rd Climax: clear Chapter XIVHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Chapter XIV · 3rd Climax – The mech can't Dodge Offset, so a dodge ends your combo. Land-cancel its aerial punches and kicks for steady damage, and keep moving under the warship's missiles.
Summary
The Umbran Armor chapter on 3rd Climax: street fights, then Sapientia, the warship and Iustitia.
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3rd Climax: clear Chapter XVHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Chapter XV · 3rd Climax – The long angel waves and Temperantia's huge fists come first; use Witch Time to thin the crowd. The Prophet is slower than the Masked Lumen, so keep shooting him between dodges.
Summary
Chapter XV on 3rd Climax: the angel waves, Temperantia, the Prophet and Grace & Glory again.
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3rd Climax: clear Chapter XVIHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Chapter XVI · 3rd Climax – Save magic for the end of the Insidious fight on the jet. In the final battle, dodge the bombers' bombs for a long Witch Time, dodge the small orbs two or three times in a row for repeated Witch Time, and take the prompt the big satellite attack gives you for heavy damage. Play on through the fights during the credits until the results screen.
Summary
The jet, the mountain and the final battle on 3rd Climax.
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Golden LP: finish every chapter on 3rd ClimaxCollectibleNG+2
Location
Chapter XVI · After the 3rd Climax run – Nothing to find: the LP is yours once the last chapter of this run is cleared on 3rd Climax, after Chapter XVI's results.
Summary
The Super Mario 64 LP, the seventh and last Golden LP. It is the reward for clearing every chapter on 3rd Climax, and Rodin turns it into a weapon.
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Umbran Tear: Discography (last Gold LP from the 3rd Climax clear)AchievementNG+2
Tag Climax character from the Hard clearOtherNG+2
Location
Chapter XVI · After the 3rd Climax run – Nothing to do: from now on the character can be picked in a chapter's Menu before Start and in Tag Climax. A quicker way, if it works on Switch: replay Chapter II and, past the bridge and the first portal but before the small plaza, knock three times on the small ornate door on your right, beside a breakable green menu board on a stand. While the camera is pulled back, enter Up, Down, Up, Right, Left and then X, B, Y, A, and pay 1,000,000 halos; check it in game.
Summary
A new playable character for Story and Tag Climax, unlocked by clearing the story on 3rd Climax. This character hits far harder than Bayonetta but also takes far more damage.
Nintendo Switch
The knock on the door is a touch-screen tap, so try it in handheld mode, where the touch screen works. On Wii U it was a tap on the GamePad screen.
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Chain ChompWeaponNG+2
Location
Gates of Hell · Shop – From the title screen choose Story, then Chapter Select, then Shop, and hand Rodin the Super Mario 64 LP to have him make the weapon. A quicker way, if it works on Switch: replay Chapter I and, after Verse 4, knock three times on the large door on the right where the first small bridge ends, enter the code given for the character above and pay 1,000,000 halos.
Summary
A weapon for one foot only. Rodin makes it from the Super Mario 64 LP; it bites nearby enemies on its own and snaps at Resting Places too.
Nintendo Switch
On Switch, scanning a Bowser, Bowser Jr., Boo, Goomba or Koopa Troopa amiibo at the Gates of Hell gives the Chain Chomp at once. The guide keeps the 3rd Climax route, which needs no amiibo.
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Umbran Elegance #5 (Chain Chomp)ArmorNG+2
Location
Gates of Hell · Rodin's Treasures – Stay in the shop after the trade: the perfume is in Rodin's Treasures. Put it on from the Items menu; it shows only on the default costume.
Requires
Summary
A perfume for 30,000 halos, on sale once the Chain Chomp is yours. It is the only Umbran Elegance Jeanne can wear as well as Bayonetta.
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Super Mirror 64ArmorNG+2
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy the mirror.
Summary
A costume mirror for 100,000 halos, on sale after the story is cleared on 3rd Climax. Owning it puts three Nintendo costumes on sale.
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Costume: Mushroom Kingdom Princess (Old Hairstyle)ArmorNG+2
Location
Gates of Hell · Costume sub-menu – Nothing to buy. Once Super Mirror 64 is yours, look in the costume sub-menu on a chapter's start screen; tick this if it is there.
Summary
The old-hairstyle Mushroom Kingdom Princess outfit, which one costume list shows as coming with Super Mirror 64 and no shop list sells. It isn't confirmed, so it doesn't count toward 100%.
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Couture Bullet (Sarasaland Princess, Old Hairstyle)ArmorNG+2
Location
Gates of Hell · Rodin's Treasures – Buy it in Rodin's Treasures right after the mirror. Costumes are chosen from a sub-menu on a chapter's start screen.
Summary
A costume for 100,000 halos, sold once you own Super Mirror 64: the Sarasaland Princess outfit, Old Hairstyle version.
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Super Mirror 64-2ArmorNG+2
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy Super Mirror 64-2 for 100,000 halos. If it isn't on sale yet, check again after the next run.
Summary
A mirror from Rodin's Treasures with four Nintendo-themed costumes; the Star Mercenary outfit comes with it.
Nintendo Switch
On Switch, scanning a Peach, Daisy, Link, Samus or Fox amiibo at the Gates of Hell hands over the matching Nintendo costumes straight away; the shop route works without any amiibo.
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Couture Bullet (Mushroom Kingdom Princess)ArmorNG+2
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once Super Mirror 64-2 is yours. If it isn't on sale yet, check again after the next run. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, a Nintendo-themed outfit. Costumes count toward 100%.
Nintendo Switch
On Switch, scanning a Peach, Daisy, Link, Samus or Fox amiibo at the Gates of Hell hands over the matching Nintendo costumes straight away; the shop route works without any amiibo.
Report an issue
Couture Bullet (Sarasaland Princess)ArmorNG+2
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once Super Mirror 64-2 is yours. If it isn't on sale yet, check again after the next run. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, a Nintendo-themed outfit. Costumes count toward 100%.
Nintendo Switch
On Switch, scanning a Peach, Daisy, Link, Samus or Fox amiibo at the Gates of Hell hands over the matching Nintendo costumes straight away; the shop route works without any amiibo.
Report an issue
Couture Bullet (Hero of Hyrule)ArmorNG+2
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once Super Mirror 64-2 is yours. If it isn't on sale yet, check again after the next run. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, a Nintendo-themed outfit. Costumes count toward 100%.
Nintendo Switch
On Switch, scanning a Peach, Daisy, Link, Samus or Fox amiibo at the Gates of Hell hands over the matching Nintendo costumes straight away; the shop route works without any amiibo.
Report an issue
Couture Bullet (Galactic Bounty Hunter)ArmorNG+2
Location
Gates of Hell · Rodin's Treasures – Still in Rodin's Treasures, buy this bullet: 100,000 halos, listed once Super Mirror 64-2 is yours. If it isn't on sale yet, check again after the next run. Pick the outfit later from the costume sub-menu on a chapter's start screen.
Summary
A costume from Rodin's Treasures, a Nintendo-themed outfit. Costumes count toward 100%.
Nintendo Switch
On Switch, scanning a Peach, Daisy, Link, Samus or Fox amiibo at the Gates of Hell hands over the matching Nintendo costumes straight away; the shop route works without any amiibo.
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Run 4: Infinite Climax

Every chapter on Infinite Climax, the hardest setting, with remixed enemy groups and the True Witch Tear, then the Platinum Ticket fight.

Run 4 plays every chapter on Infinite Climax, the setting the 3rd Climax story clear opens, and the hardest in the game. Here the enemy groups are remixed: stronger angels such as Urbane, and demons such as Pain, sometimes several at once, turn up far earlier than before. Every enemy is also faster and much harder to stagger, much like an enraged enemy on the lower settings. Witch Time still works and is the heart of this run, since some enemies dodge so often that they are hard to hit any other way. Only the clears count: the True Witch Tear closes the run once every chapter is done, and the Platinum Ticket fight, always played on this setting, closes the section.

Before you start

Start each chapter as on Run 3, from Story and Chapter Select, but set the difficulty to Infinite Climax in the chapter's Menu before Start. Bat Within gives more room to dodge. Eternal Testimony refills two magic orbs whenever the gauge runs dry, and the Earrings of Ruin, or the character the 3rd Climax clear unlocked, give you Umbran Armor; that character hits far harder but also takes far more damage. Items are fine on a clear-only run. Keep the Climax Brace 2 off, as on Run 3.

Infinite Climax: clear the PrologueQuest stepNG+3
Location
Prologue · Infinite Climax – Expect tougher angels than the Prologue showed you before, quicker and slow to stagger. Fight from Witch Time from the jet onward: dodge each attack late, then punish while time is slowed, and save Umbran Climax for crowds.
Summary
The Prologue on Infinite Climax, where the remixed enemy groups begin.
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Infinite Climax: clear Chapter IQuest stepNG+3
Location
Chapter I · Infinite Climax – A large angel such as an Urbane can now join an early fight. Valiance beyond the gravity ring and the giant angel on the bridge remain the chapter's big fights: dodge for Witch Time rather than trading blows.
Summary
Noatun on Infinite Climax, with bigger angels mixed into fights that had only small ones before.
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Infinite Climax: clear Chapter IIQuest stepNG+3
Location
Chapter II · Infinite Climax – Enraptures still drain your magic, so cut them down first and keep enough for an Umbran Climax when a group closes in. The Belief at the end of the wall walk ends the chapter.
Summary
The canal town on Infinite Climax: Enraptures among harder groups, then the Belief on the wall.
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Infinite Climax: clear Chapter IIIQuest stepNG+3
Location
Chapter III · Infinite Climax – One Glamor round the whirlpool, then three together in the air, all faster than before. Keep moving, dodge each swipe for Witch Time and work on one Glamor at a time; a dodged fourth swipe from an enraged Glamor still gives the longest window.
Summary
The Glamor fights on Infinite Climax.
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Infinite Climax: clear Chapter IVHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
Chapter IV · Infinite Climax – On this setting the Masked Lumen shrugs off the Umbran Climax stun and dodges often, so Witch Time from a late dodge is your only reliable opening; cut off his two-armed charge at once. The Urbane at the tower door comes first.
Summary
Chapter IV on Infinite Climax, ending with a Masked Lumen who can't be stunned.
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Infinite Climax: clear Chapter VQuest stepNG+3
Location
Chapter V · Infinite Climax – The water fights with Snake Within come first, then Pain at Loki's device and the fire and ice Urbanes on the cathedral top. All three are slow to stagger now: dodge, take the Witch Time, and back off again.
Summary
The Cathedral of Cascades on Infinite Climax: under water, Pain, and the two Urbanes on the roof.
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Infinite Climax: clear Chapter VIQuest stepNG+3
Location
Chapter VI · Infinite Climax – Valor's sword and bladed shield are well telegraphed but faster on this setting. Wait for each swing, dodge late for Witch Time and hit back, through the fall down the tower and the underwater finish.
Summary
Valor on Infinite Climax.
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Infinite Climax: clear Chapter VIIHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
Chapter VII · Infinite Climax – After Insidious and the Hatred packs comes the Masked Lumen, again immune to the Umbran Climax stun and quick to dodge. Spend your magic on the packs instead and fight him from Witch Time.
Summary
The Ark on Infinite Climax, ending with the Masked Lumen again.
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Infinite Climax: clear Chapter VIIIQuest stepNG+3
Location
Chapter VIII · Infinite Climax – Enemy damage already jumped here on 3rd Climax, so take no chances. The Golems' very high defence makes their fights long, so stay patient; on the stairs, keep to Panther Within and turn left at the end.
Summary
The ancient civilization on Infinite Climax: Golems, Pain and the stair chase.
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Infinite Climax: clear Chapter IXHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
Chapter IX · Infinite Climax – Like the Masked Lumen, the Prophet ignores the Umbran Climax stun on this setting and dodges a lot. He is the slower of the two, so keep shooting him with Love Is Blue between Witch Times; take out each Malicious early on the way.
Summary
The Gates of Hell on Infinite Climax, ending with a Prophet who can't be stunned.
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Infinite Climax: clear Chapter XQuest stepNG+3
Location
Chapter X · Infinite Climax – The hardest chapter on 3rd Climax is no easier now. Sloth, fast and deadly with its swords, is the fight to fear; leave the optional hidden fights alone, since one of them throws two Sloths at you.
Summary
The Depths on Infinite Climax, the chapter with Sloth.
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Infinite Climax: clear Chapter XIHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
Chapter XI · Infinite Climax – A single fight in two forms, humanoid and then reptilian, both faster now. Watch each attack through, dodge late for Witch Time and only then go in.
Summary
The Alraune fight on Infinite Climax.
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Infinite Climax: clear Chapter XIIHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
Chapter XII · Infinite Climax – After the ride, the Lumen Sage is very fast and barely winds up. Treat the yellow glow before his heavy blows as your cue to dodge for Witch Time, and break free of his time-slowing spell by waggling the stick.
Summary
The Diomedes ride and the Lumen Sage on Infinite Climax.
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Infinite Climax: clear Chapter XIIIHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
Chapter XIII · Infinite Climax – Grace & Glory can still be juggled; keep one in the air. Fortitudo and the two Beloved fights are the big damage checks, and on the lava bridge the Beloved tries to tip you into the lava, so stay clear of the broken edge.
Summary
Chapter XIII on Infinite Climax: Fortitudo, the Beloved twice and Grace & Glory.
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Infinite Climax: clear Chapter XIVHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
Chapter XIV · Infinite Climax – In the mech a dodge still ends your combo, since it can't Dodge Offset. Land-cancel aerial punches and kicks against Sapientia and Iustitia, and keep moving through the warship's missile fire.
Summary
The Umbran Armor chapter on Infinite Climax.
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Infinite Climax: clear Chapter XVHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
Chapter XV · Infinite Climax – The angel waves and Temperantia come first. The Prophet is once more immune to the Umbran Climax stun and quick to dodge, so shoot him between your Witch Times as in Chapter IX.
Summary
Chapter XV on Infinite Climax, with the Prophet again.
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Infinite Climax: clear Chapter XVIHidden spoiler – activate to revealQuest stepNG+3Minor spoiler
Location
Chapter XVI · Infinite Climax – Keep magic in hand for the end of the Insidious fight on the jet. In the final battle the dodges are your weapon: the bombers' bombs give a long Witch Time, the small orbs give several in a row, and the big satellite attack gives a prompt for heavy damage. The fights during the credits still count, so play on to the results screen.
Summary
The jet, the mountain and the final battle on Infinite Climax.
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Umbran Tear: True Witch (every chapter on Infinite Climax)AchievementNG+3
Location
Chapter XVI · After the Infinite Climax run – Clear the Records of Time on Infinite Climax too, from Chapter Select if it is listed there: it isn't known whether it counts as a chapter, so play it to be safe. The Tear pops once every chapter is cleared on this setting, at the latest after Chapter XVI's results.
Summary
A Bewitchment, so one of the 50 Umbran Tears of Blood, for clearing every chapter on Infinite Climax.
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Platinum TicketKey itemNG+3
Location
Gates of Hell · Rodin's Treasures – From the title screen choose Story, then Chapter Select, then Shop. Three more runs have added to your halos since the After the Story shop sweep; if you are short of the price and a good cushion on top, go back to the Prologue Verse 1 halo farm from that section and repeat it. A lost fight may mean buying another Ticket. Set your weapons and accessories first; the Earrings of Ruin and Eternal Testimony are both worth wearing. Then buy the Platinum Ticket in Rodin's Treasures; it is your way into the fight.
Summary
The ticket to a secret fight with Rodin, sold in Rodin's Treasures for 9,999,999 halos. It is on sale after the story.
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Rodin, by Platinum TicketHidden spoiler – activate to revealBossNG+3Minor spoiler
Location
Gates of Hell · The Infinite One – The Ticket takes you to the fight. The main tip is to play it as the character the 3rd Climax clear gave you, who deals far more damage than Bayonetta and takes far more too. Characters are picked in a chapter's Menu; check in game how that choice carries into this fight. Watch his eyes: a gleam and a shrill sound come just before he strikes, so dodge on that cue and answer in Witch Time with a quick punch combo. In the second, stronger phase, Umbran Armor from the Earrings of Ruin helps you trade blows. Reportedly a Ticket becomes free only after a win, so expect to pay full price again for another try if he beats you, and keep halos in hand for that.
Summary
A secret fight with Rodin in two phases, always on ∞ Climax whatever difficulty you have set.
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RodinWeaponNG+3
Location
Gates of Hell · The Infinite One – It is yours once you have beaten him; check your weapon list. If the fight stays out of reach, a code door may sell the weapon alone, if it works on Switch: replay Chapter I from Chapter Select, and at the door on the right as you enter the church area, tap it three times on the touch screen (handheld mode) and, with the camera zoomed out, press Up, Down, Up, Right and Left, then X, B, Y and A; it offers the weapon for 5,000,000 halos. Check it in game; the Tear below still needs the win.
Summary
Rodin's own weapon, worn on the hands and feet together. Beating him gives it.
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Tag Climax with a CPU Partner

Tag Climax played alone with a CPU partner: the 49 Story Verse Cards, the four secret cards that turn up at random, the two characters they give and the Card Collector Tear.

Tag Climax is its own mode on the Title Menu: rounds of six battles fought beside a partner, each battle a Verse Card you choose. This guide plays it alone, with a CPU partner. The four story runs have already given you the Story cards and the characters that come from Story clears; what is left is four secret cards that the game offers at random, the two characters two of them give, and the Card Collector Tear. Because the secret cards are random, this section has no fixed length: keep playing rounds until all four have come up and been won.

How a round works

A round is six battles in a row. Before each one you pick a card and set your bet in halos with the stick: a bigger bet makes the enemies tougher and multiplies the payout, and after each battle the higher scorer is paid. In a CPU round you always pick the card. Witch Time from either of you slows time for both, hitting the same enemy fills a shared gauge that sets off Umbran Climax for both, and Torture Attacks are switched off. If one of you falls, the other can revive them by standing close and holding the revive button before the countdown runs out. If both fall, or the revive fails, the round starts again from its first battle: you keep the halos picked up from enemies but lose the bet and the bonus. The game saves when a round is finished. Story weapons, techniques and costumes come with you; the Bracelet of Time and the Climax Brace are not allowed, and the Mallet of Rewards does nothing with Torture Attacks off. Halos you win here go into the same purse as your Story halos.

Start Tag Climax with a CPU partnerQuest step
Location
Tag Climax · Title Menu – From the title screen, load your save and choose Tag Climax on the Title Menu, next to Story and the Umbran Tears of Blood screen. Choose to play with a CPU partner rather than with a human over local wireless or online, pick your character, and start a round. Whether the CPU option needs a network connection is unconfirmed: if it asks for one, connect and try again.
Summary
Opens the mode alone, with the computer as your partner, which is how every item in this section is done.
Nintendo Switch
On Wii U, Tag Climax was an online mode, and the CPU partner was something to play with while waiting for an online one. Nintendo shut down Wii U online play on 8 April 2024, and whether the CPU option still starts there has not been checked. Local wireless play is new on Switch.
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Check the Story Verse Cards (49)Quest step
Location
Tag Climax · Card picker – Before your first battle, page through the card picker and count the cards: after four story runs you should hold 49. The four still missing should be the secret ones, Nos. 13, 24, 26 and 53. If the count falls short, note the missing numbers: no list ties a card to its chapter, so there is no single chapter to send you back to.
Summary
Of the 53 Verse Cards, 49 come from Story: each chapter clear adds the cards for the new enemies met in it. Card Collector needs every one of them.
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The four secret cards come at random

Nos. 13, 24, 26 and 53 are not earned in Story. They turn up at random while you play Tag Climax, and a card you are offered is yours to keep only if you win its battle and then finish all six battles of that round. Quitting part-way loses it. How often they come up, and whether a CPU round offers them at all, is not known: if many rounds pass with none, they may need a human partner over local wireless or online. Tick each card below as it comes, in any order.

Winning a round with a secret card in it

Bet the least you can: the bet is the difficulty setting, and only the win matters for the card. It is not confirmed that a win at the lowest bet keeps the card, so look for it in the picker after the round. Fight near your partner so either of you can revive the other, and hit what it hits to fill the shared gauge. Since Torture Attacks are off and the Bracelet of Time is barred, Witch Time from dodges and Umbran Climax are your main tools. Once a secret card is won, fill the rest of the round with cards you already know you can beat. Your character changes the rules: Jeanne can dodge without limit but gets Witch Time only through Moth Within and takes one and a half times the damage, and the 3rd Climax character deals and takes far more damage.

Secret Verse Card No. 13Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Tag Climax · Secret Verse Card – Take it whenever the picker offers it. The fight puts a late Story boss in front of you with almost every attack he had in Story, but without most of the team attacks and the button prompts. Dodge his weapon swings to trigger Witch Time, then win the card and finish the round.
Summary
One of the four secret Verse Cards, subtitled "The Light & The Dark". Winning it also unlocks a Tag Climax character.
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Tag Climax character from Verse Card No. 13Hidden spoiler – activate to revealOtherMinor spoiler
Location
Tag Climax · Character select – Once the round with card No. 13 is finished, the new character is on the character select screen; pick them once to check. A quicker way, if it works on Switch: replay Chapter IV from Chapter Select (pick the difficulty in its menu before you start) and, just after Verse 5 and the large door, as you come into the city at night, find the small green door on your right. Face the door up close and knock on it three times (on Wii U, three taps on Bayonetta's upper body on the touch screen; on Switch, try the touch screen in handheld mode) until the camera swings round to face the door. Then key in Up, Down, Up, Right, Left, followed by X, B, Y, A, and accept the price. Nothing happens if you already own what the door sells. It costs 5,000,000 halos. Whether the door also adds card No. 13 to your collection is unknown, so win the card anyway for Card Collector.
Summary
A character playable only in Tag Climax, unlocked by winning secret card No. 13.
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Secret Verse Card No. 24Collectible
Location
Tag Climax · Secret Verse Card – Take it whenever the picker offers it. Labolas lies still and does nothing until someone hits it, so you choose when the fight starts: get into position with your partner first. Win it and finish the round.
Summary
One of the four secret Verse Cards: Labolas, Destroyer of Fates, the one demon fought only in Tag Climax.
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Secret Verse Card No. 53Collectible
Location
Tag Climax · Secret Verse Card – Take it whenever the picker offers it. Here Rodin fights with the moves he has as a playable Tag Climax character, not those of his Story boss fight: he cannot dodge, but he has a block that turns away every attack, so expect hits to bounce off while he guards. Win it and finish the round.
Summary
One of the four secret Verse Cards: Rodin, The Infinite One. Winning it also makes Rodin playable in Tag Climax.
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Tag Climax character: RodinOther
Location
Tag Climax · Character select – Once the round with card No. 53 is finished, Rodin is on the character select screen; pick him once to check. He has no dodge, no Witch Time and no accessories, but a timed block that stops every enemy attack, and his shot can interrupt an Accolade's attack. A quicker way, if it works on Switch: replay Chapter IV from Chapter Select, go to the door for the card No. 13 character (on your right just after the large door past Verse 5), then walk on a little and turn the corner to find a second door tucked away there. Face the door up close and knock on it three times (on Wii U, three taps on Bayonetta's upper body on the touch screen; on Switch, try the touch screen in handheld mode) until the camera swings round to face the door. Then key in Up, Down, Up, Right, Left, followed by X, B, Y, A, and accept the price. Nothing happens if you already own what the door sells. It costs 10,000,000 halos. Whether the door also adds card No. 53 to your collection is unknown, so win the card anyway.
Summary
Rodin as a Tag Climax character, unlocked by winning secret card No. 53. He plays only in Tag Climax.
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Umbran Tear: Card Collector (every Verse Card)Achievement
Location
Tag Climax · Tag Climax – It pops once the last of the four secret cards is won and its round finished, with the 49 Story cards already in hand. If it does not, count the picker again for a missing card.
Summary
A Bewitchment, so one of the 50 Umbran Tears of Blood, for holding all 53 Verse Cards.
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All 50 Umbran Tears and the Climax Brace

Check that all 50 Umbran Tears of Blood are earned, then buy the Climax Brace that the full set puts on sale.

The last two items in the guide. With every earlier section done, check that the Umbran Tears of Blood screen shows all 50, then buy the accessory that the full set puts on sale. Have 500,000 halos ready for it.

All 50 Umbran Tears of BloodAchievement
Location
Title Menu · Umbran Tears of Blood – From the title screen, load your save and choose Umbran Tears of Blood on the Title Menu to see what you have earned. During Story play, the Files part of the Items and Books menu has two Tears pages: the Bewitchments earned (30 in all) and the crows captured (20 in all). If one is missing, the Tears table at the end of this guide names the section that earns it.
Requires
Summary
The full set: 30 Bewitchments and 20 Umbran Crows. Holding all 50 puts the Climax Brace on sale.
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Climax BraceItem
Location
Gates of Hell · Shop – Back out to the Title Menu and choose Story, then Chapter Select, then Shop. Buy the Climax Brace from the accessories for 500,000 halos. You don't need to wear it: owning it is what counts, and leaving it off keeps your records saving.
Summary
An accessory that gives unlimited magic. Rodin sells it for 500,000 halos once all 50 Umbran Tears of Blood are earned. Records are not saved while you wear it, and it can't be used in Tag Climax.
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Umbran Tears of Blood Table

All 50 Tears and where the guide earns each one.

Every Umbran Tear of Blood in the order this guide earns them, with the section that gets each one. There are 50: 30 Bewitchments, the game's own feats, and 20 Umbran Crows. The Umbran Tears of Blood screen on the Title Menu shows which you still lack, so use this table to find where to go back to.

The 50 Umbran Tears of Blood
Umbran TearKindWhere in this guide
Bad Boy!BewitchmentRun 1, Prologue: World of Chaos
After the End Comes...BewitchmentRun 1, Prologue: World of Chaos
Prologue CompleteBewitchmentRun 1, Prologue: World of Chaos
Umbran Crow: harbour dockUmbran CrowRun 1, Chapter I: Noatun, The City of Genesis
War on All PlanesBewitchmentRun 1, Chapter I: Noatun, The City of Genesis
Prepared for AnythingBewitchmentRun 1, Chapter I: Noatun, The City of Genesis
Umbran Crow: church railingUmbran CrowRun 1, Chapter I: Noatun, The City of Genesis
Apprentice of Secret ArtsBewitchmentRun 1, Chapter I: Noatun, The City of Genesis
Umbran Crow: Room of Prayer entranceUmbran CrowRun 1, Chapter II: A Remembrance of Time
Umbran Crow: power lines past the tower doorUmbran CrowRun 1, Chapter IV: The Two Meet
Ice QueenBewitchmentRun 1, Chapter IV: The Two Meet
Chapters I-IV CompleteBewitchmentRun 1, Chapter IV: The Two Meet
Umbran Crow: alcove in the sunken bridgeUmbran CrowRun 1, Chapter V: The Cathedral of Cascades
Umbran Crow: Underground Graveyard entranceUmbran CrowRun 1, Chapter V: The Cathedral of Cascades
Umbran Crow: ledge on the central towerUmbran CrowRun 1, Chapter V: The Cathedral of Cascades
Chapters V-VI CompleteBewitchmentRun 1, Chapter VI: The Bridge to the Heavens
Umbran Crow: opening in the flesh wallUmbran CrowRun 1, Chapter VII: The Ark
Chapter VII CompleteBewitchmentRun 1, Chapter VII: The Ark
Umbran Crow: Golem platform railingUmbran CrowRun 1, Chapter VIII: An Ancient Civilization
Umbran Crow: windows over the flooded roomUmbran CrowRun 1, Chapter VIII: An Ancient Civilization
Umbran Crow: leftmost broken columnUmbran CrowRun 1, Chapter IX: The Gates of Hell
Umbran Crow: landing by Rodin's portalUmbran CrowRun 1, Chapter IX: The Gates of Hell
Chapters VIII-IX CompleteBewitchmentRun 1, Chapter IX: The Gates of Hell
Umbran Crow: lone floating rockUmbran CrowRun 1, Chapter X: The Depths
Umbran Crow: boulder by the second portalUmbran CrowRun 1, Chapter X: The Depths
Darkness Envelops LightBewitchmentRun 1, Chapter XII: The Lumen Sage
Chapters X-XII CompleteBewitchmentRun 1, Chapter XII: The Lumen Sage
Retribution of ThornsBewitchmentRun 1, Chapter XIII: Vigrid, City of Déjà Vu
Umbran Crow: curved wall on the garden stairsUmbran CrowRun 1, Chapter XIII: Vigrid, City of Déjà Vu
Umbran Crow: end of the lava bridgeUmbran CrowRun 1, Chapter XIII: Vigrid, City of Déjà Vu
Umbran Crow: great hall window sillUmbran CrowRun 1, Chapter XIII: Vigrid, City of Déjà Vu
Umbran Crow: behind the valley landingUmbran CrowRun 1, Chapter XV: Truth
Chapters XIII-XV CompleteBewitchmentRun 1, Chapter XV: Truth
Ace PilotBewitchmentRun 1, Chapter XVI: Sovereign Power
End RulerBewitchmentRun 1, Chapter XVI: Sovereign Power
Umbran Crow: pillar on the great stairsUmbran CrowRun 1, Chapter XVI: Sovereign Power
Chapter XVI CompleteBewitchmentRun 1, Chapter XVI: Sovereign Power
Umbran Crow: column over the sunken plazaUmbran CrowAfter the Story: Shop, Rodin and the Witch Trials
Liberator of TimeBewitchmentAfter the Story: Shop, Rodin and the Witch Trials
Scrapbook CompleteBewitchmentAfter the Story: Shop, Rodin and the Witch Trials
Cruel WitchcraftBewitchmentAfter the Story: Shop, Rodin and the Witch Trials
Relentless WitchcraftBewitchmentAfter the Story: Shop, Rodin and the Witch Trials
Destroyer of the LightBewitchmentAfter the Story: Shop, Rodin and the Witch Trials
Survivor of DarknessBewitchmentAfter the Story: Shop, Rodin and the Witch Trials
Master of Secret ArtsBewitchmentAfter the Story: Shop, Rodin and the Witch Trials
Umbran SuccessorBewitchmentAfter the Story: Shop, Rodin and the Witch Trials
DiscographyBewitchmentRun 3: 3rd Climax
True WitchBewitchmentRun 4: Infinite Climax
Beautiful!BewitchmentRun 4: Infinite Climax
Card CollectorBewitchmentTag Climax with a CPU Partner

About this guide

Four clears. Run 1 on 2nd Climax walks every chapter and takes every collectible, portal and hidden Verse. A quick 1st Climax clear unlocks one accessory. 3rd Climax and Infinite Climax each need every chapter cleared, and Infinite Climax is the real test. The Witch Trials, medal replays, the Rodin fight on Infinite Climax, and Tag Climax with a CPU partner finish the list.

Last verified: Nov 8, 2026 · Patch Nintendo Switch, Ver. 1.2.0 (Wii U differences noted) · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.