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Bayonetta 2: Bayonetta 2 100% Completion Guide

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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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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.