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Bayonetta 2: Bayonetta 2 100% Completion Guide

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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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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.