Skip to content
0%, 0 of 593

All areas

Grouped by category

Current area: Prologue: A Chaotic Encounter

0 of 8 in this area

On this device

Next up

Prologue: A Chaotic Encounter

The opening chapter on a cruise ship: a deck fight and two large enemies, with the chapter's five Bewitchments and the settings to check before the run.

The Prologue is three verses: a fight on the deck of a cruise ship, then two large enemies one after the other. Your first weapon is handed over during the deck fight, and Gomorrah can be summoned from the second verse on. No pickups are reported here, so the list is the three verses and the chapter's five Bewitchments, the game's own achievement list. Every chapter has five. They stay hidden in the menu until a chapter has been cleared once, but they still count when you earn them on the first play, so go for them now and they will show as done when the list appears.

Before you start

Difficulty: play this run on Standard. Casual, Standard and Expert are open from the start, and Bewitchments count on any of them. You can change difficulty at any time, but set it before you start a chapter rather than partway through. Naive Angel Mode only changes what is shown (it covers nudity and tones down violence); no unlock or score is known to depend on it, so set it as you like from Options, Screen Display, on the Main Menu or Chapter Select. Bat Within: the skill tree opens in Chapter 1. When it does, check that Bat Within is switched on, or a dodge timed to the last moment will never trigger Witch Time.

Prologue Verse 1: deck battleQuest step
Location
Prologue · Verse 1 – The Prologue opens on the deck of a cruise ship and the fight starts there. You begin with plain handguns and receive your proper weapon during the fight. Partway through, a large enemy arrives and starts laying grey clouds of erasure on the deck.
Summary
Verse 1, the opening fight on the ship's deck. Two Bewitchments are earned during it.
Report an issue
Bewitchment: Taunt an enemyAchievement
Location
Prologue · Verse 1 – During the deck fight, press down on the d-pad to taunt. Taunting makes enemies stronger and faster for a while, so do it once during Witch Time, when they are slowed. Any later fight works too.
Summary
A Prologue Bewitchment for taunting any enemy once.
Report an issue
Bewitchment: Finish the deck battle without touching clouds of erasureAchievement
Location
Prologue · Verse 1 – During the deck fight, the grey sticky clouds start to appear midway through. Keep clear of every one until the last enemy falls; they are laid along the railing on the far side of the deck.
Summary
A Prologue Bewitchment for finishing the deck fight without stepping in a cloud of erasure.
Report an issue
Prologue Verse 2: CumulonimbusBoss
Location
Prologue · Verse 2 – It follows straight on from the deck fight. Dodge its attacks at the last moment for Witch Time and punish it while it is slowed. Once the second phase starts, Gomorrah can be summoned: hold ZL to call it in.
Summary
Verse 2, the first big fight. Gomorrah becomes summonable in its second phase.
Report an issue
Bewitchment: Use Gomorrah's Gripping Bite on the CumulonimbusAchievement
Location
Prologue · Verse 2 – During the fight's second phase, dodge an attack to start Witch Time, summon Gomorrah, then press R. Gomorrah leaps up and comes down on top of the Cumulonimbus with its bite.
Summary
A Prologue Bewitchment for landing Gomorrah's special attack on the Verse 2 enemy.
Report an issue
Prologue Verse 3: KrakenBoss
Location
Prologue · Verse 3 – It comes after the Cumulonimbus. The Kraken holds the platform with anchor tentacles, and in its second phase it spits projectiles and spreads black ink. Keep your distance, use gunfire, and summon Gomorrah whenever you can.
Summary
Verse 3, the fight that ends the Prologue. Two Bewitchments are earned during it.
Report an issue
Bewitchment: Attack Kraken's anchor tentacles with Gomorrah 5 timesAchievement
Location
Prologue · Verse 3 – During the Kraken fight, summon Gomorrah and aim its attacks at the tentacles gripping the edge of the platform. Five hits on them complete it.
Summary
A Prologue Bewitchment for hitting the Kraken's anchor tentacles with Gomorrah five times.
Report an issue
Bewitchment: Avoid Kraken's inkAchievement
Location
Prologue · Verse 3 – During the Kraken's second phase, never let its black ink touch you, neither the shots it spits nor the ink it spreads around itself. Fighting from range keeps you out of most of it.
Summary
A Prologue Bewitchment for getting through the Kraken's ink attacks untouched.
Report an issue

Chapter 1: Scrambling for Answers

Thule, the rift and a runaway train, then Shibuya and the tunnels below: the first Gates of Hell visit and the G-Pillar, three Niflheims, an angel portal, the first Medallion Shard and three Umbran Tears.

Chapter 1 starts on the island of Thule, passes through the rift of Ginnungagap and a runaway train, and ends in Shibuya and the tunnels under its streets. Gomorrah is already yours; Madama Butterfly can be summoned from the rift on, and the G-Pillar is handed over at the chapter's Gates of Hell gramophone, the first shop stop of the run. Off the path wait three Niflheims (purple portals with a set task), one golden angel portal, a Medallion Shard and the chapter's three Umbran Tears of Blood. Nothing here needs a later demon or weapon. Finish the chapter before you quit: a missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 1 Verse 1: landing fight in ThuleQuest step
Location
Chapter 1 · Verse 1 – The chapter begins on Thule once the Prologue is over, and enemies attack as soon as you land: Stratus and Cavum. The Cavum's lasers and missiles hit hard, so keep an eye on them. Don't go through the archway afterwards until the two pickups below are done.
Summary
Verse 1, the fight that opens the chapter. It doubles as the Gomorrah tutorial.
Report an issue
Medallion Shard: stair foot below the start cliffCollectible
Location
Chapter 1 · Verse 1 – From where the fight ended, turn round toward the sea and go to the cliff edge. Climb down the broken steps and ledges to the bottom, where a gold block sits; it is a treasure chest that opens after repeated hits, and the shard is inside.
Summary
One of four Medallion Shards; the four together open the extra Golem chapter.
Report an issue
Figure Box: ledge below the start rampCollectible
Location
Chapter 1 · Verse 1 – Climb back up and cross to the opposite side of the starting area, just short of the uphill path to the archway. Drop off the edge there onto a hidden ledge below; the box is on it.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Niflheim: island edge by the big treeCollectible
Location
Chapter 1 · Verse 2 – Go through the archway and up the hill to the large tree; its gold chest is the first one you meet. The purple portal is to the right of it, at the edge of the island. Inside, Gomorrah is fixed and the enemies don't die: the task is to summon it and grab and toss the Floccus with its Gripping Bite (R). You have three lives and a time limit.
Summary
Verse 2, a Niflheim: grab and throw enemies with Gomorrah's bite. The first clear gives a Broken Witch Heart.
Report an issue
Card Pack: on the hill near the round ruinCollectible
Location
Chapter 1 · Verse 2 – When you come out of the portal, the round stone ruin stands nearby on the hilltop. Go round behind it to the cliff edge: the pack hangs on a branch there, tucked behind a cluster of rocks.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Echo of Memory: The Isle Between (1): inside the round ruinCollectible
Card Pack: top of the waterfall platformsCollectible
Location
Chapter 1 · Verse 2 – Head to the waterfall and step onto the round floating platform on its right. Each platform you land on calls up the next; ride them all the way up to the ridge, where the pack waits.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Chapter 1 Verse 3: Thule path fightQuest step
Location
Chapter 1 · Verse 3 – Drop back down and follow the main path up the hill to the right, past the clumps of breakable cubes, to the next open area. The fight starts there. The Floccus hit very hard, so dodge them late and punish them in Witch Time.
Summary
Verse 3, a second fight alongside Viola, against Stratus and the heavy Floccus.
Report an issue
Broken Witch Heart: sealed door behind the waterfallUpgrade
Location
Chapter 1 · Verse 3 – After the Verse 3 fight, keep left round the tree to the end of the area and pick up the huge key lying there. Carry it back to the barrier behind the waterfall in the area before; the key opens it, and the chest inside holds the piece.
Summary
A Broken Witch Heart, a piece toward a longer health bar.
Report an issue
Thule closes behind you

Past the Verse 3 area a short scene shows a portal. Walking into it takes you to Ginnungagap, and this run doesn't come back to Thule. Before you go in, check you have the Medallion Shard below the start cliff, the Figure Box on the ledge, the Niflheim by the big tree, both Card Packs, the Echo in the round ruin and the Witch Heart piece behind the waterfall. Anything left can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 1 Verse 4: first Ginnungagap fightQuest step
Location
Chapter 1 · Verse 4 – From the waterfall, return to the path beyond the Verse 3 area and follow it to the portal the scene showed, then step in. In Ginnungagap you go on alone, and Madama Butterfly becomes available to summon. Keep to the path until Cavum and Floccus attack.
Summary
Verse 4, the first fight in the rift between worlds. Madama Butterfly can be summoned from here on.
Report an issue
One go at the train and the ride

The portal at the far end of the rift drops you into a moving train, and from there the chapter runs without a break to Shibuya: a fight inside the train, a ride on Gomorrah down through falling buildings, then an Asperatus. Two Bewitchments are earned on the way, five Stratus killed inside the train and three obstacles smashed on the ride, and this run gives one attempt at each. A miss can be made up by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 1 Verse 5: train car and Gomorrah slideQuest step
Location
Chapter 1 · Verse 5 – After the Verse 4 fight, follow the path to its end portal; you land inside a moving train and Stratus attack at once. A scene then puts you on Gomorrah for a chase down collapsing buildings, followed by a fight with an Asperatus and a button-prompt finish before you land in Shibuya.
Summary
Verse 5, a set piece: a fight in a moving train, a Gomorrah ride and an Asperatus, ending in Shibuya. Two Bewitchments are earned during it.
Report an issue
Bewitchment: Defeat 5 Stratuses inside the train carAchievement
Location
Chapter 1 · Verse 5 – During the fight inside the train, go straight for the Stratus and kill at least five of them. The fight ends on a hidden timer when the train stops, so don't waste time on taunts or long combos.
Summary
A Chapter 1 Bewitchment for killing five Stratus before the train fight ends.
Report an issue
Bewitchment: Destroy 3 obstacles while sliding on GomorrahAchievement
Location
Chapter 1 · Verse 5 – During the ride on Gomorrah, train cars and debris fly at you. Break three of them with Gomorrah's fireballs or tail swipes before the ride ends.
Summary
A Chapter 1 Bewitchment for smashing three obstacles during the Gomorrah ride.
Report an issue
Umbran Tear of Blood (Cat): rubble under a building in ShibuyaCollectible
Location
Chapter 1 · Verse 5 – Once you land in Shibuya, head left. In the rubble at the foot of a building, by a shelter on the blocked-off street, a red glow turns into a black cat. It runs a fast loop: chase it with Madama Butterfly's flight, or wait on the ledge above and drop onto it.
Summary
The chapter's cat, one of its three Umbran Tears of Blood; all three open Phenomenal Remnant 1.
Report an issue
Niflheim: behind the burning train carCollectible
Location
Chapter 1 · Verse 6 – Go back toward the crossing where you landed and walk on to the first junction. On your right, a burning train car juts up out of the road; the purple portal is behind it. Inside, Madama Butterfly is fixed and the enemies don't die: the task is to hit the Floccus with her Flutter Kiss. Keep your distance, hold ZL to summon her, then press R to blow a kiss. Lives and time are both limited.
Summary
Verse 6, a Niflheim: hit enemies only with Madama Butterfly's Flutter Kiss. The first clear gives a Broken Moon Pearl.
Report an issue
Echo of Memory: Bowl-Off: bowling-alley roofCollectible
Location
Chapter 1 · Verse 7 – From where the Verse 7 fight ended, take the road to the right at the junction into what looks like a dead end. A Congestus waits there and turns you into a child when it hits: avoid its mines, close in and beat it. Then use its remains to move time back and forth until the debris of the bowling alley opposite forms steps (stop short of a full rewind), and climb them to the Echo on the roof.
Summary
An Echo of Memory, one of the story entries collected through the game.
Report an issue
Figure Box: beside the time-shift spotCollectible
Location
Chapter 1 · Verse 7 – Come down from the bowling alley. The box sits in the car park across from it, right next to the Congestus remains.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Figure Box: inside the crashed train carCollectible
Location
Chapter 1 · Verse 8 – Go back to the junction and take the other road, up toward the 101 tower. To the left of the tower entrance, a train car has rammed into a building; its door is open, and the box is inside.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Angel portal: rooftop terrace before the towerCollectible
Location
Chapter 1 · Verse 8 – Jump onto the crashed train car and climb to the rooftop on the left. From its highest point, glide across the road to the rooftop opposite, where a golden glow marks the portal. Inside, a group of Affinity angels attack; their spears hurt, so don't trade blows carelessly. The far roof can also be reached by rebuilding a building with the Congestus.
Summary
Verse 8, a hidden angel fight behind a golden portal. Clearing it also counts as a Heavenly Light, filling in Affinity's page of the Hierarchy of Laguna, and pays Halos.
Report an issue
Card Pack: rooftop right of the Heavenly LightCollectible
Figure Box: top of the 101 towerCollectible
Location
Chapter 1 · Verse 8 – From that rooftop, face the 101 tower: a subway car hangs stuck in a wall on the left. Glide to it and wall-jump onto its top, then jump to the tower's lower roof, onto the white billboard stand, and up to the silver cylinder on the very top. The box is there.
Summary
A Figure Box, which adds a 3D model to the Gallery. Taking it also earns the iconic-landmark Bewitchment below.
Report an issue
Bewitchment: Stand atop an iconic Shibuya landmarkAchievement
Location
Chapter 1 · Verse 8 – It is earned on the silver cylinder at the top of the 101 tower, where the Figure Box just above sits. If it didn't pop, climb back up the same way and stand on the cylinder.
Summary
A Chapter 1 Bewitchment for reaching the top of the 101 tower.
Report an issue
Card Pack: side stairs at the 101 entranceCollectible
Location
Chapter 1 · Verse 8 – Drop down to the 101 tower's entrance but don't go in yet. Go round the side to the passage under the stairs, where the pack lies; it can also be reached through an open window of the building.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Chapter 1 Verse 9: inside the 101 buildingQuest step
Location
Chapter 1 · Verse 9 – Go in through the 101 entrance; Stratus attack inside. When they are down, leave by the door on the far side into the ruined streets and hop along the collapsing ruins.
Summary
Verse 9, a fight inside the 101 building, then a run out over collapsing ruins.
Report an issue
Umbran Tear of Blood (Toad): Perseus Cafe signCollectible
Location
Chapter 1 · Verse 9 – Out of the 101 building's far side, croaking starts as you reach the first ledge on the right. Follow it to the row of shops on the right: the toad sits on the round sign of the Perseus Cafe. It doesn't run, so walk up and take it.
Summary
The chapter's toad, one of its three Umbran Tears of Blood; all three open Phenomenal Remnant 1.
Report an issue
G-PillarWeapon
Location
Chapter 1 · Verse 9 – Keep going over the ruins past the cafe until a short scene plays at a gramophone by a big hole in the road. Rodin gives you the G-Pillar there; nothing else is needed.
Summary
Bayonetta's second weapon, a slow but heavy pillar, with Gomorrah as its demon. Rodin hands it over in a scene, and Demon Pulse is taught with it.
Report an issue
Gates of Hell: Shibuya gramophoneArea
Location
Chapter 1 · Verse 10 – Once the scene ends, interact with the red-glowing gramophone next to the hole in the road to enter the Gates of Hell. Its Witch's Respite option saves the game on the spot.
Requires
Summary
Rodin's shop, entered through a gramophone glowing red: the chapter's only shop stop and the first of the run. You can also save there.
Report an issue
Shop: Sleeping Dog StatueItem
Location
Chapter 1 · Verse 10 – In the Gates of Hell, open Rodin's Treasures and buy the Sleeping Dog Statue. If you are short of Halos (the gold chests, the timed pickup hunts and the golden portal pay them), leave it and buy it at this same gramophone when you replay Chapter 1 from Chapter Select.
Summary
A decoration for Viola's room, sold only at this chapter's gramophone, for 1,200 Halos.
Report an issue
Bewitchment: Pick up a hamburgerAchievement
Location
Chapter 1 · Verse 10 – Leave the shop and turn to face the way you came. On your left is the orange Larger Burger shop beside a wrecked taxi. Smash its upper storey or its sign (a summon does it quickly) and pick up the burger that drops; it counts at once.
Summary
A Chapter 1 Bewitchment for picking up the burger hidden in a fast-food shop.
Report an issue
Niflheim: left road past the Gates of HellCollectible
Location
Chapter 1 · Verse 10 – Back at the gramophone, take the street to its left, on the side away from the hole in the road; the purple portal is down there. Inside, the G-Pillar is fixed and Jeanne fights with you: beat every Stratus, Floccus and Cavum before time runs out, with three lives.
Summary
Verse 10, a Niflheim: clear every enemy against the clock with the G-Pillar, alongside Jeanne. The first clear gives a Broken Witch Heart.
Report an issue
Finish Shibuya before the tunnels

Next you drop into the big hole in the road and break the debris to get into the tunnels. The walk carries on underground from there, so before you drop, make sure you have the cat, both Niflheims in Shibuya, the Bowl-Off Echo, the three Figure Boxes and two Card Packs of the streets and rooftops, the golden portal, the landmark Bewitchment, the toad, the room decoration and the hamburger. Anything left can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Card Pack: tunnels under the roadCollectible
Location
Chapter 1 · Verse 10 – Drop into the big hole in the road and smash the rubble blocking the way on. In the tunnels, take the first turning right, then the next right; the pack is there, close to the start.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Umbran Tear of Blood (Crow): round sewer chamberCollectible
Location
Chapter 1 · Verse 11 – The tunnels lead to a large round chamber with a staircase. The crow glows red on the railing on the far side. It flies a fixed loop once disturbed: approach from the right to set it off, then turn and cut it off to the left, bouncing with the G-Pillar to jump into its path. It may take a few tries.
Summary
The chapter's crow, the last of its three Umbran Tears of Blood; all three open Phenomenal Remnant 1.
Report an issue
Figure Box: stairs below the round chamberCollectible
Echo of Memory: A Mysterious Flyer: pillar hallCollectible
Location
Chapter 1 · Verse 12 – Go on into the next room, the big hall of columns where a tutorial on Torment Attacks appears. Head to the left side: the Echo is tucked behind one of the pillars near the corner.
Summary
An Echo of Memory, one of the story entries collected through the game.
Report an issue
Witch Heart: Scurrier in a box on the tracksUpgrade
Location
Chapter 1 · Verse 12 – From the pillar hall, pass through the stopped subway train. On the far side a tip about Scurriers appears: hit the box on the tracks and catch the small bug that comes out. The skill tree opens here, so check now that Bat Within is switched on.
Summary
A Witch Heart that lengthens the health bar, from the chapter's first Scurrier (it may count as only a Broken Witch Heart piece). The skill tree opens at the same moment.
Report an issue
Chapter 1 Verse 13: Pannus pair past the subwayQuest step
Location
Chapter 1 · Verse 13 – Walk on past the Scurrier's box to the next fight: two Pannus. A Pannus splits in two when a summon hits it, so fight them with your own weapons. A scene ends the chapter when they fall.
Summary
Verse 13, the fight that ends the chapter, against two Pannus.
Report an issue
Bewitchment: Defeat a Pannus without causing it to splitAchievement
Location
Chapter 1 · Verse 13 – During the Verse 13 fight, kill at least one Pannus using only Bayonetta's own attacks. Any hit from a summoned demon splits it, so keep the summons for later.
Summary
A Chapter 1 Bewitchment for killing a Pannus before it splits.
Report an issue

Chapter 2: City on Fire

Shinjuku from the station rails to the rooftop ride on Phantasmaraneae and the closing duel, with an angel portal, two challenge portals and the chapter's three Umbran Tears.

Chapter 2 crosses Shinjuku: the station rails where you land, a first open block with a round building and a car park full of trucks, a second burning block, the foggy streets with a Gates of Hell portal, a square where Asperatus waits, a long rooftop ride on Phantasmaraneae and a closing duel. You arrive with Colour My World, the G-Pillar and your demons; Phantasmaraneae joins in the opening scene and is needed for several pickups and both challenge portals. Every pickup here is reachable on this first visit, so nothing is held back for later. The five Bewitchments only show in the menu after the chapter's first clear, but they count when you earn them now. The chapter's Phenomenal Remnant waits for the after-story sweep.

Angel portal: along the rails right of the startCollectible
Location
Chapter 2 · Verse 1 – When the opening scene ends, turn right and follow the train rails until a golden portal shows; step in. Two Beloved fight you: they soak up more damage than Affinity angels, so dodge a lot, and crack the shield they raise with a demon summon.
Summary
Verse 1, a golden angel portal off to the side of the path. Clearing it also counts as one of the game's Heavenly Lights.
Report an issue
Record: behind the small station buildingCollectible
Figure Box: inside the open train carCollectible
Location
Chapter 2 · Verse 1 – From the Record, cross to the train car standing open on the other side of the small building; the box is inside the carriage.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Broken Witch Heart: chest over the flamesUpgrade
Location
Chapter 2 · Verse 1 – Before you head into the streets, go to the left side, where a building's wall rises behind a patch of fire. The chest hangs on that wall above the flames: summon Phantasmaraneae, let it walk through the fire and climb, and have it smash the chest.
Summary
A Broken Witch Heart piece; four make a Witch Heart, which lengthens Bayonetta's health bar.
Report an issue
Bewitchment: Watch MC Enzo's show on the giant monitorAchievement
Location
Chapter 2 · Verse 2 – Once the Verse 2 fight is over, turn to the left-hand side of the area, where a giant white screen covers a building front, and stand still until MC Enzo's show comes on.
Summary
A Bewitchment, one of the chapter's five.
Report an issue
Niflheim: roof behind the blue billboardCollectible
Location
Chapter 2 · Verse 3 – Next to the big screen stands a wrecked building with a blue-and-white square billboard; it is the only roof on the left you can get onto. Wall-jump and use the small ledges below the billboard to reach the top, where the purple portal glows behind it. Inside, trap enemies in Massive Web, then set the webbed ones alight with Phantasmaraneae's fire, eight burns over two waves. Health is limited, a timer runs, and the demon must not go on a rampage.
Summary
Verse 3, a hidden purple-portal challenge. Clearing it gives a Broken Moon Pearl piece, which goes toward a longer magic gauge.
Report an issue
Broken Witch Heart: timed chest in the roadUpgrade
Location
Chapter 2 · Verse 3 – Drop back to the street and walk on past the round building that stands at the centre of this block. A chest sits in the road on your left; open it to start a timer, then grab every floating fragment it scatters before time runs out to get the piece.
Summary
A Broken Witch Heart piece.
Report an issue
Umbran Tear of Blood (Crow): round building in the open areaCollectible
Location
Chapter 2 · Verse 3 – Turn round from the timed chest toward the round building; the crow perches on top. Which way it flies depends on where you come at it: approached so it veers left, it loops round and is easy to cut off. Leap into its path with the G-Pillar's jump to catch it.
Summary
One of the chapter's three Umbran Tears of Blood; all three open Phenomenal Remnant 2.
Report an issue
Umbran Tear of Blood (Cat): among the trucksCollectible
Location
Chapter 2 · Verse 3 – The car park next to the round building is full of trucks, cars and stray cats; the Tear cat runs among the vehicles, a little apart from the ordinary cats. Chase it down with a Demon Pulse dash or by flying with Madama Butterfly, smashing trucks that block the way.
Summary
One of the chapter's three Umbran Tears of Blood.
Report an issue
Bewitchment: Scare stray cats with Infernal Demons 3 timesAchievement
Card Pack: car park cornerCollectible
Broken Witch Heart: Scurrier on a building wallUpgrade
Location
Chapter 2 · Verse 3 – Look up at the building beside the car park whose upper floors are on fire (on your left when you stand where the crow perched). A Scurrier clings to its wall: lock on and shoot it until it drops the piece.
Summary
A Broken Witch Heart piece, carried by a Scurrier.
Report an issue
Chapter 2 Verse 4: across the water tankQuest step
Location
Chapter 2 · Verse 4 – Head deeper into the city until fire blocks the street. Summon Phantasmaraneae, have it climb to the huge water tank on the rooftop and break it so the water puts the fire out, then cross. Stratus and Lacunosus ambush you on the far side; none of them is tough.
Summary
The main-path fight in the second block.
Report an issue
Niflheim: corridor at the far left of the arenaCollectible
Location
Chapter 2 · Verse 5 – When the Verse 4 fight ends, don't go on. Turn back the way you came in and go to the far left of the arena, where a narrow alley leads to the purple portal. Inside, enemies take damage only during Witch Time; health and magic are limited, Torture Attacks are off, and the clock gives 150 seconds. Dodge at the last moment to start Witch Time, and summon demons only while it runs: they finish enemies quickly.
Summary
Verse 5, a hidden purple-portal challenge. Clearing it gives a Broken Witch Heart piece.
Report an issue
Gates of Hell: Shinjuku foggy streetsArea
Location
Chapter 2 · Verse 5 – Carry on through the foggy streets and the alley where clouds of erasure drift. At the junction beyond, the Gates of Hell portal stands on the right.
Summary
Rodin's shop portal for this chapter, where you can buy, and save at the bar.
Report an issue
Shop: Lofty Office StatueItem
Location
Chapter 2 · Verse 5 – Enter the Gates of Hell portal on the right of the junction past the foggy streets and buy the statue from Rodin's treasures. The two angels in Verse 1 pay enough Halos to cover it; if you are short, buy it on a Chapter Select replay of this chapter.
Summary
A decoration for Viola's room, sold only at this chapter's Gates of Hell for 1,500 Halos.
Report an issue
Chapter 2 Verse 6: AsperatusBoss
Location
Chapter 2 · Verse 6 – From the junction, take the left-hand way into the next open area. After a short scene, Asperatus breaks out of the billboard on the left. Keep some distance, dodge its fast charges late to earn Witch Time, and when it leaps high, move off the green circle that marks where it will land.
Summary
A big homunculus fight in the open square past the junction.
Report an issue
Bewitchment: Stop Asperatus with Massive Web 3 timesAchievement
The rooftop ride runs one way

After Asperatus, a scene puts you on Phantasmaraneae for a ride across collapsing rooftops, and there is no turning back along it. These can be taken only as you pass: the Broken Witch Heart chest on the helipad, the Echo of Memory at the end of the toppled highway, the Figure Box on the side of the bridging building, the Figure Box on the left as you enter the car park, and the two riding Bewitchments (the side road, and finishing without a fall). A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished. The Figure Box and the toad after the ride are on foot.

Broken Witch Heart: chest on a helipad (spider ride)Upgrade
Location
Chapter 2 · Verse 7 – Early in the ride you land on a rooftop that looks out over two helipads. Steer to the upright one on the right first and break the chest on it, then carry on to the other pad.
Summary
A Broken Witch Heart piece.
Report an issue
Echo of Memory: end of the toppled highwayCollectible
Location
Chapter 2 · Verse 7 – Soon after the helipads, a toppled highway branches off on your left, curving away from the main line. Leave the main line, ride along it to the far end, and pick up the Echo where a few enemies wait. If you don't see it on the left, it is the road that branches right just past the small helipad.
Summary
An Echo of Memory, a lore collectible.
Report an issue
Bewitchment: Take a specific path while riding PhantasmaraneaeAchievement
Figure Box: side of the bridging buildingCollectible
Location
Chapter 2 · Verse 7 – Further on, a short scene shows a white billboard crashing down. Ride along the wall that follows, then across a building lying over the gap like a bridge; the box is on the side of that building.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Figure Box: left in the car park (ride)Collectible
Location
Chapter 2 · Verse 7 – The ride then enters a parking structure whose first floor collapses under you. Turn left straight away to find the box.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Chapter 2 Verse 7: Phantasmaraneae rooftop rideQuest step
Location
Chapter 2 · Verse 7 – Keep riding over the rooftops with a giant homunculus behind you, fighting Cavum and Lacunosus on the way. Dodge its attacks, stay ahead of the clouds of erasure, and hit the button prompts during the swinging stretch until the ride ends.
Summary
The ride itself, a main-path verse.
Report an issue
Bewitchment: Ride Phantasmaraneae without falling into any pits or clouds of erasureAchievement
Location
Chapter 2 · Verse 7 – It pops when you reach the end of the ride without having dropped into a pit or been caught by a cloud of erasure at any point. If you slipped, try again on a Chapter Select replay once the chapter is finished.
Summary
A Bewitchment, one of the chapter's five.
Report an issue
Figure Box: platforms above the rubbleCollectible
Location
Chapter 2 · Verse 7 – As soon as you are back on foot after the ride, turn round and climb the heap of rubble behind you. Hit the cube on top to raise a row of platforms, then jump along them to the box.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Umbran Tear of Blood (Toad): rubble on the left after the rideCollectible
Location
Chapter 2 · Verse 7 – Drop back down from the platforms and walk on toward the tall buildings. Before you reach them, go into the rocks and rubble on your left and follow the croaking: the toad sits on a rock in the middle of the debris.
Summary
One of the chapter's three Umbran Tears of Blood; with the crow and the cat it opens Phenomenal Remnant 2.
Report an issue
Chapter 2 Verse 8: Twilight Wanderer duelBoss
Location
Chapter 2 · Verse 8 – Walk on until a fight starts. Beat the Pannus without hitting it with demons, which splits it. Then the Twilight Wanderer arrives: sidestep right as it winds up a wide claw swipe to start Witch Time, and summon only inside it, calling the demon back after, since one hit from it can kill a demon. Colour My World ends the fight sooner than the G-Pillar. Midway the fight moves onto the side of a building; keep the same pattern until a scene ends the chapter.
Summary
The chapter's closing fight: a Pannus, then the Twilight Wanderer.
Report an issue

Chapter 3: A Sinking Feeling

Taito's highway, train cave, streets and temple, then the rooftop chase and the giant fights.

Chapter 3 starts on a broken highway above Tokyo, drops into a cave where a subway train sits wedged in the rock, then crosses the Taito gate and its shopping streets to a temple and a camp of tents, where the chapter's Gates of Hell portal waits. After that comes a long rooftop and subway chase, a fight on and inside a giant enemy, and a duel between giant demons. You have Colour My World and G-Pillar, with Madama Butterfly, Gomorrah and Phantasmaraneae to summon. Nothing here needs a later demon or weapon. Bewitchments stay hidden in the menu until the chapter's first clear, but they count when earned on this first play.

Figure Box: cracked road at the startCollectible
Location
Chapter 3 · Verse 1 – From the start, follow the broken road to the left to the second platform, the one with three trees, and drop down at its far end. The box is on the lower path there. The platform that leads to it falls away once crossed, so take the box before you move on.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Broken Moon Pearl: floating chest by the three-tree platformUpgrade
Location
Chapter 3 · Verse 1 – Back by the three-tree platform, a chest hangs in the air beside the road. Shoot it or knock it about until it opens.
Summary
A piece of a Moon Pearl, which lengthens the magic gauge.
Report an issue
Chapter 3 Verse 1: angel fight in the stranded trainCollectible
Location
Chapter 3 · Verse 1 – Jump across to the platform on the right and hit the golden cube on the rooftop near the end of the highway: new platforms rise. Follow them to the train jammed in a hole in the cliff and glide into it. The Affinity angels inside go down easily to ordinary combos.
Summary
The chapter's first verse, a fight against angels inside a subway train jammed in a cliff. Clearing it also counts as a Heavenly Light, and it is a good place to pick up Halos for this chapter's decoration.
Report an issue
Figure Box: inside the tunnel train carCollectible
Location
Chapter 3 · Verse 1 – Still inside the stranded train, the box sits in the carriage where you fought.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Umbran Tear of Blood (Toad): tunnel mouth wallCollectible
Location
Chapter 3 · Verse 1 – Walk on through the tunnel past the train but stop before you leave it: the toad clings to the wall at the tunnel mouth, on the right as you head out. It stays put but hides, so follow its croak.
Summary
One of the chapter's three Umbran Tears of Blood. With the cat and the crow it opens Phenomenal Remnant 3.
Report an issue
Umbran Tear of Blood (Crow): top of the wall right of the tunnelCollectible
Location
Chapter 3 · Verse 1 – Out of the tunnel, bear right up the slope; the crow perches on top of the next wall. It takes off along a set path when you get near, so cut it off and expect a few tries.
Summary
One of the chapter's three Umbran Tears of Blood. With the cat and the toad it opens Phenomenal Remnant 3.
Report an issue
Bewitchment: Collect the Halos hidden in the giant lanternAchievement
Location
Chapter 3 · Verse 1 – From the crow's wall, go left to the arch at the entrance to Tokyo: Taito. Strike the huge red lantern hanging in it until Halos spill out, then gather them. If nothing drops, try the other giant lantern at the temple gate further on.
Summary
A Bewitchment, one of the chapter's five.
Report an issue
Niflheim: store roof at the Taito gateCollectible
Location
Chapter 3 · Verse 2 – Climb onto the shop roof to the left of the lantern arch; the purple portal is up there. Inside, build 5,000 combo points against two Floccus that can't die, with few lives and a clock. A hit takes points off, so play safe: dodge for Witch Time and mix weapon combos, gunfire and demon summons.
Summary
Verse 2, a hidden Niflheim challenge. The first clear gives a Broken Moon Pearl.
Report an issue
Echo of Memory: A Classic Tune: round the cornerCollectible
Location
Chapter 3 · Verse 2 – From the Niflheim roof, drop off its left edge and walk the path around the corner to its dead end, where the Echo lies.
Summary
An Echo of Memory, one of the story notes kept in the menu.
Report an issue
Chapter 3 Verse 3: Taito street fightQuest step
Location
Chapter 3 · Verse 3 – Head on into the large open street; a cutscene plays and the fight starts. Fractus is a tougher Floccus with a hard ranged shot, so keep moving and punish it in Witch Time.
Summary
The main fight in the Taito streets, against Stratus and a Fractus.
Report an issue
Card Pack: building on the right after FractusCollectible
Location
Chapter 3 · Verse 3 – With the street clear, go to the far end of the open area. The pack is by the buildings on the right, behind that row of stores.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Record: gap between buildingsCollectible
Location
Chapter 3 · Verse 3 – Cross the street to the row of stores opposite and look down the alley in the middle of it, a gap between buildings just before the hill where the giant monster looms.
Summary
A Record, which adds a music track to the Gallery.
Report an issue
Umbran Tear of Blood (Cat): by the long building up the hillCollectible
Location
Chapter 3 · Verse 3 – Climb the hill; the cat runs beside the long building on the left. It loops on a fixed course, so chase it down, dashing with Demon Pulse to close the gap.
Summary
One of the chapter's three Umbran Tears of Blood. With the toad and the crow it opens Phenomenal Remnant 3.
Report an issue
Broken Witch Heart: Scurrier on the lone rooftopUpgrade
Location
Chapter 3 · Verse 3 – Near the cat's building, jump onto the rooftop that stands apart from the rest (a shrine roof a little further on). A Scurrier clings there; kill it for the piece.
Summary
A piece of a Witch Heart, which adds to the health bar.
Report an issue
Broken Witch Heart: chest that becomes an enemyUpgrade
Location
Chapter 3 · Verse 3 – Down at the foot of that rooftop, among the small buildings, hit the treasure chest. It comes to life as an enemy; beat it and the chest gives up the piece.
Summary
A piece of a Witch Heart, which adds to the health bar.
Report an issue
Niflheim: behind the cabins at the temple gateCollectible
Location
Chapter 3 · Verse 4 – Go on to the temple gate, where the long building ends, and look right: the purple portal hides behind two small cabins. Inside, survive until the timer runs out on slippery ground against six Cavum, whose wind and lasers push you towards the clouds at the edge. Since patch 1.2.0 you get three lives. G-Pillar's Gomorrah form helps you hold your ground.
Summary
Verse 4, a hidden Niflheim challenge. The first clear gives a Broken Witch Heart piece.
Report an issue
Chapter 3 Verse 5: temple CumulonimbusHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 3 · Verse 5 – Walk through the large arch into the temple to start it. Dodge its lasers and its exploding blasts to set off Witch Time, and summon demons to bring it down fast.
Summary
The chapter's first big fight, a giant Homunculus in the temple grounds.
Report an issue
Figure Box: behind the tents (boss area)Collectible
Location
Chapter 3 · Verse 5 – After the fight, go back to the arena's entrance. The box is in the far left corner, tucked behind the tents.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Echo of Memory: Remnants of Memory: rebuilt bridgeCollectible
Location
Chapter 3 · Verse 5 – On the right side of the arena, jump up to the Congestus. Dodge its mines, knock it down, then use its remains to wind time about halfway back, until the broken bridge's pieces hang as a staircase. Climb it to the Echo on top before the time shift runs out.
Summary
An Echo of Memory, one of the story notes kept in the menu.
Report an issue
Broken Witch Heart: chest behind the mistUpgrade
Location
Chapter 3 · Verse 5 – By the stairs, a chest sits behind a wall of erasing mist you can't walk through. Stand right at the mist, summon a demon and have it attack the chest; Gomorrah's fire breath reaches it, though it may take a few tries.
Summary
A piece of a Witch Heart, which adds to the health bar.
Report an issue
Broken Witch Heart: chest behind the white truckUpgrade
Location
Chapter 3 · Verse 5 – Move on to the next area, by the coffee house. The chest is behind a white truck parked beside a building, left of the last building before the shop.
Summary
A piece of a Witch Heart, which adds to the health bar.
Report an issue
Card Pack: behind the tents by the shopCollectible
Location
Chapter 3 · Verse 5 – Past the coffee house is a camp of tents with a red-glowing Gates of Hell portal beside them. The pack is behind those tents.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Gates of Hell: Taito tentsArea
Location
Chapter 3 · Verse 5 – The red-glowing portal by the tents past the coffee house, beside the Card Pack above. Step in to shop or save.
Summary
The chapter's shop portal. Rodin sells here, and Witch's Respite lets you save.
Report an issue
Shop: Handy LanternItem
Location
Chapter 3 · Verse 5 – At the portal by the tents past the coffee house, buy the Handy Lantern from Rodin's Treasures. If you are short of Halos, buy it at this portal on a Chapter 3 replay; the Verse 1 train fight pays Halos each time.
Summary
A decoration for Viola's room, sold only at this chapter's Gates of Hell portal, for 1,900 Halos.
Report an issue
The chase leaves Taito behind

Going on past the tents starts the Verse 6 chase, and there is no way back to the Taito streets this run. Before you go, have everything above: the Figure Boxes, the Moon Pearl and the Heart pieces, both Echoes, the Card Packs and the Record, all three Umbran Tears, both Niflheims, the Verse 1 angel fight, the lantern Halos and the Handy Lantern from the portal. The chase passes a Card Pack, two Figure Boxes and two Bewitchments only once. Anything missed can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 3 Verse 6: rooftop and subway chaseQuest step
Location
Chapter 3 · Verse 6 – From the tents, carry on along the path; a cutscene starts the chase. Keep moving forward, swing across the rooftops and stay ahead of the clouds.
Summary
A scripted chase over the rooftops and through the subway, away from the erasing clouds.
Report an issue
Bewitchment: Dodge all of the oncoming train carsAchievement
Location
Chapter 3 · Verse 6 – In the subway part of the chase, train cars come at you head on; steer clear of every one (three in all). If one hits you, try again on a Chapter Select replay once the chapter is finished.
Summary
A Bewitchment, one of the chapter's five.
Report an issue
Figure Box: oriental mural rooftopCollectible
Location
Chapter 3 · Verse 6 – After a cutscene while you flee the mist, look for a rooftop painted with an oriental-style mural on the right; the box is in plain sight on it. Landmarks: it is the long roof to the right of the stone shrine gateways, and a golden statue stands above it on the right.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Bewitchment: Defeat 3 Homunculi while chasing IridescentAchievement
Chapter 3 Verse 7: IridescentHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 3 · Verse 7 – The chase ends on the creature's back. Clear the heads in its corners, then hit the growth at its centre, using Witch Time on the homing attackers; if you are thrown off, get back on before the countdown ends. Inside, keep off the slime on the floor, dodge the Core's arm swipes and spend Witch Time and demon summons on it.
Summary
A two-part fight, first on top of the giant enemy and then inside it against Iridescent Core.
Report an issue
Bewitchment: Break Iridescent Core onceAchievement
Location
Chapter 3 · Verse 7 – During the fight against the Core, deal heavy damage, demon attacks above all, until it breaks and the Masquerade Rage button prompt appears.
Summary
A Bewitchment, one of the chapter's five. It can only be earned during the Verse 7 fight.
Report an issue
Chapter 3 Verse 8: Arch-Iridescent kaiju duelHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 3 · Verse 8 – It follows Verse 7. Read the enemy's pose and answer it: a slam beats a bite, a bite beats a block, and a block beats a slam. Raised arms mean a block, a lunge means a bite, and a turn for a tail swing or a wound-up arm means a slam. Finish with the closing attack when its health is nearly gone.
Summary
The chapter's last fight: a duel of giant demons, played as Sin Gomorrah.
Report an issue
Bewitchment: Hit Arch-Iridescent with Sin Gomorrah's flame 3 timesAchievement
Ignis Araneae Yo-YoWeapon
Location
Chapter 3 · Chapter end – It is yours when the chapter ends, after the Verse 8 duel. Equip it from the weapon menu.
Summary
A new weapon for Bayonetta, paired with the demon Phantasmaraneae.
Report an issue

Side Chapter 1: The Crimson Shadow

A timed side-on stealth stage: the water, the laser floors and the exit, with every pickup on the way.

Side Chapter 1 is a single side-on stealth stage through a facility, played against a clock and with no numbered verses. Guards see along a cone in front of them; slip past or strike from behind. Vents turn you into a lynx and water into a centipede. The route runs from a computer that opens a big door, down into a flooded section, up through floors guarded by lasers, and on to a second computer that opens the exit. It holds two Echoes of Memory, two Figure Boxes, four fast-food pickups and five Bewitchments. The food (a burger, toilet paper, a soda and fries) adds to the score at the end. The Bewitchments stay hidden in the menu until the side chapter's first clear, but they count when earned on this first play.

Collect as you go

The timer runs the whole way, so doubling back costs time. Every pickup below is on or just off the route, in the order you reach it; some rooms add time to the clock. Anything missed can be collected later by replaying the side chapter from Chapter Select once the side chapter is finished.

Bewitchment: Perform 3 successful stealth killsAchievement
Location
Side Chapter 1 · First rooms – The guards in the opening rooms are the easiest chances. Get behind one unseen, or wait for it beside a door or vent, and press X and A together; each kill also sets off Witch Time. Three kills in total, not necessarily in a row.
Summary
A Bewitchment, one of the side chapter's five.
Report an issue
Burger: left end of C2Collectible
Location
Side Chapter 1 · First rooms – From the start, ride the nearby lift down one stop to the floor signed C2 and head to its left end. The burger sits there; take the lift back afterwards and carry on.
Summary
One of four fast-food pickups in this side chapter; each adds a bonus to the chapter-end score.
Report an issue
Toilet paper: far left of the ground floorCollectible
Location
Side Chapter 1 · Ground floor – Use the computer in the lower right to open the big door down to the ground floor. Before you go near the hatch into the water, walk to the far left end of this floor and pick up the roll.
Summary
One of four fast-food pickups in this side chapter; each adds a bonus to the chapter-end score. Once you hold it, toilets in this chapter can be used to win back health.
Report an issue
Bewitchment: Avoid taking damage while moving through the waterAchievement
Location
Side Chapter 1 · Underwater stretch – Use the computer in the lower right to open the big door down to the ground floor. Along that floor, swing on the handles past the Floccus and open the hatch into the water. From the dive until you climb out, side trips included, take no hit from enemies, the spinning blades or the whirlpools. It registers when the side chapter ends.
Summary
A Bewitchment, one of the side chapter's five. It covers the whole underwater stretch, so know it before you dive.
Report an issue
Echo of Memory: left in the first waterCollectible
Bewitchment: Find the hidden waterwayAchievement
Echo of Memory: beyond the secret water passageCollectible
Figure Box: through the vents by the lasersCollectible
Location
Side Chapter 1 · Laser floors – Leave the water by the ladders. Hit the switch that moves the crates into platforms, jump up two floors to the platform crossed by red lasers, and crawl into the vents there as the lynx. The box is inside.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Bewitchment: Defeat 5 Homunculi while transformed into Cutie JAchievement
Soda: glass-walled floor above the J doorCollectible
Location
Side Chapter 1 · Laser floors – From the door marked J, climb one floor up to C3. The soda waits on the left-hand side of that floor, where the wall is lined with glass windows.
Summary
One of four fast-food pickups in this side chapter; each adds a bonus to the chapter-end score.
Report an issue
Figure Box: two floors down by liftCollectible
Location
Side Chapter 1 · Laser floors – Drop back to the laser platform where the vents start and jump to the platform up and to the right. Break the turret box on the ceiling to switch off the red lasers, then take the lift two floors down. The box is on your left as you step off.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Bewitchment: Find and defeat AffinityAchievement
Location
Side Chapter 1 · Laser floors – From the second box, head right along the corridor to a poster on the wall. Stand at it and strike a pose (taunt); Affinity appears. Let go of the pose, or you stay stuck in it, then beat the angel with ordinary attacks.
Summary
A Bewitchment, one of the side chapter's five: a hidden angel fight.
Report an issue
Fries: by the corridor posterCollectible
Location
Side Chapter 1 · Right-hand corridor – The fries lie in the same right-hand corridor as the poster, a floor below the moving lasers and the exit. Grab them before heading on.
Summary
One of four fast-food pickups in this side chapter; each adds a bonus to the chapter-end score.
Report an issue
Side Chapter 1: The Crimson ShadowQuest step
Location
Side Chapter 1 · Exit – Carry on past the last laser floors, using the vents to get round the beams, to the second computer. Using it opens the exit door; go through to finish before the timer runs out.
Summary
Finishing the side chapter. It also makes it replayable from the Chapter Menu, where side chapters show as blue orbs.
Report an issue

Chapter 4: Worlds Apart

The Cliffs of Time, the Ginnungagap rift and Qin Lan's Great Wall and castle, with a Medallion Shard, two Niflheims, an angel portal and Wartrain Gouon.

Chapter 4 opens on Thule's Cliffs of Time, crosses the Ginnungagap rift and then runs along the Great Wall of Qin Lan into a walled city and up to its castle. You arrive with Colour My World, G-Pillar and the Ignis Araneae Yo-Yo, plus Gomorrah, Madama Butterfly and Phantasmaraneae; Wartrain Gouon joins you before Verse 4, and two of the chapter's puzzles and one Niflheim are built around it. Everything here can be done on this first visit: two purple Niflheim portals, one golden angel portal, a Medallion Shard and Rodin's portal at the crossroads. The five Bewitchments only appear in the menu after the chapter's first clear, but they count when you earn them now.

Chapter 4 Verse 1: Cliffs of Time fightQuest step
Location
Chapter 4 · Verse 1 – After the opening scene, follow the path to the first open clearing and the fight starts. Cut down the Genitus trees before anything else: their fruit keeps hatching new Stratus while they stand.
Summary
The chapter's first verse, in the first open clearing on the Cliffs of Time.
Report an issue
Card Pack: path between the rocks (right)Collectible
Location
Chapter 4 · Cliffs of Time – From the spot where the chapter began, stay on the right-hand side and climb the rocky ledges until a narrow way opens between two hills. The pack lies through that gap.
Summary
A Card Pack; each one adds concept art to the Gallery.
Report an issue
Broken Witch Heart: timed platform chest (left)Upgrade
Location
Chapter 4 · Cliffs of Time – Go back down to the main path and keep left, toward the lookout over the sea, to a gold chest. Hit it until it opens, then collect the five floating fragments before the timer runs out; a few of them sit across short jumps.
Summary
A Broken Witch Heart piece; four pieces form a whole Witch Heart.
Report an issue
Figure Box: inside the small ruin past the gapCollectible
Location
Chapter 4 · Cliffs of Time – Carry on along the path and jump the gap where the bridge has broken away. On the right stands a small ruin with a tree growing over it: smash its wall (or window) and take the box from inside.
Summary
A Figure Box; each one adds a character model to the Gallery.
Report an issue
Echo of Memory: on top of the ruinCollectible
Location
Chapter 4 · Cliffs of Time – Climb onto the roof of the same ruin, up by the branch of the tree that grows out of it. The Echo is on top.
Summary
An Echo of Memory, a recorded memory kept in the collection menu.
Report an issue
Broken Moon Pearl: sealed door opened with a keyUpgrade
Location
Chapter 4 · Cliffs of Time – Behind the ruin, follow the ridge down to the right to a large key lying beside a waterfall. Carry it to the sealed opening in the cliff below, by the waterfall near the breakable gate, and use it on the seal; the chest inside holds the piece.
Summary
A Broken Moon Pearl piece; pieces combine into a whole Moon Pearl.
Report an issue
Broken Witch Heart: floating chest toward the seaUpgrade
Location
Chapter 4 · Cliffs of Time – Head across to the far side of the area, toward the sea, where a chest drifts in circles around a big tree. Keep hitting it until it breaks.
Summary
A Broken Witch Heart piece.
Report an issue
Card Pack: foot of the left pathCollectible
Location
Chapter 4 · Cliffs of Time – From the floating chest, glide down to the ground underneath it; the pack lies at the bottom of the slope. It may instead be beside a small pillar on the platforms above.
Summary
A Card Pack for the Gallery.
Report an issue
Broken Witch Heart: chest above the oceanUpgrade
Location
Chapter 4 · Cliffs of Time – Turn away from the card pack and drop a level lower to a chest that looks out over the sea. Hit it, and if it comes to life as an enemy, defeat it to get the piece.
Summary
A Broken Witch Heart piece.
Report an issue
Medallion Shard: rock structure by the sun and moon columnsCollectible
Location
Chapter 4 · Cliffs of Time – Climb back up by the platform next to the small waterfall to the two carved columns, one marked with a moon and one with a sun. Take the path to their left, jump over to the ledge on the right and break the wrecked Golem lying there (it looks like a lump of rock) for the shard.
Summary
One of four Medallion Shards (Chapters 1, 4, 7 and 10). With all four, the Golem extra chapter opens on the chapter map.
Report an issue
Broken Witch Heart: Scurrier past the broken wallUpgrade
Location
Chapter 4 · Cliffs of Time – Break the blue gate in the middle of the area with a demon summon attack; Gomorrah's fire breath works well. Just beyond it on the right, gather the ring of flowers so a Scurrier appears, then kill it for the piece.
Summary
A Broken Witch Heart piece, carried by a Scurrier.
Report an issue
Figure Box: platform above the ScurrierCollectible
Location
Chapter 4 · Cliffs of Time – Climb the wall the Scurrier came down from. The box is on the platform up there, close to the cliff edge: look down and to the right as you reach the top.
Summary
A Figure Box for the Gallery.
Report an issue
The Cliffs of Time close behind you

Past the blue gate a portal leads into the rift, and Thule can't be reached again this run once you step through. Before you go, check you have the two Card Packs, four Broken Witch Heart pieces, the Broken Moon Pearl piece behind the seal, two Figure Boxes, the Echo of Memory on the ruin and the Medallion Shard. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Bewitchment: Enter the lotus field in GinnungagapAchievement
Location
Chapter 4 · Ginnungagap – In the rift, stop short of the exit portal and climb the tallest rock spire as high as it goes. From its top, gain the extra height with a Yo-Yo swing or a Demon Pulse to reach the platform overhead, where the lotus field grows; step into it.
Summary
One of the chapter's five Bewitchments.
Report an issue
The rift's exit portal is one way

The portal at the end of the rift carries you on to Qin Lan, and the rift is behind you after that. The only thing to do here is the lotus field Bewitchment above, so take it before you go through. If you miss it, replay the chapter from Chapter Select once the chapter is finished.

Figure Box: below the rampart by the broken trebuchetCollectible
Location
Chapter 4 · Great Wall – In Qin Lan, walk along the top of the Great Wall. Just after the second trebuchet, the broken one, and before the staircase, drop off the left side of the rampart; the box is on the ground below.
Summary
A Figure Box for the Gallery.
Report an issue
Chapter 4 Verse 2: Great Wall arenaQuest step
Location
Chapter 4 · Verse 2 – Climb the staircase into the first open arena and the fight begins. The Mediocris come in quick packs: dodge at the last moment to set off Witch Time, then hit them while they are slowed.
Summary
The Verse 2 fight in the first arena of Qin Lan.
Report an issue
Bewitchment: Hit Mediocris with Infernal Demon attacks 3 timesAchievement
Location
Chapter 4 · Verse 2 – During the Verse 2 fight, land three Infernal Demon attacks on Mediocris. Summon Phantasmaraneae: its web attack (R) catches these quick enemies most easily.
Summary
One of the chapter's five Bewitchments.
Report an issue
Broken Witch Heart: chest on the left towerUpgrade
Location
Chapter 4 · Great Wall – Once the arena is clear, climb the tower on its left side, near the stairs you came up by. The chest on top holds the piece.
Summary
A Broken Witch Heart piece.
Report an issue
Card Pack: tower left of the gateCollectible
Location
Chapter 4 · Great Wall – From that tower, go round the left-hand side of the gate to the end of the wall, then climb the next tower. The pack is at the top.
Summary
A Card Pack for the Gallery.
Report an issue
Echo of Memory: wall right of the gateCollectible
Location
Chapter 4 · Great Wall – Back in the arena, face the gate you will leave by and scale the stretch of wall on its right-hand side. The Echo is on top.
Summary
An Echo of Memory for the collection.
Report an issue
The bridge past the gate gives way

Beyond the arena gate, a stretch of the wall crumbles under you as you cross it, and you may not be able to climb back. Before crossing, take the Figure Box below the rampart, the Broken Witch Heart piece on the left tower, the Card Pack on the next tower and the Echo of Memory on the gate wall. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Broken Moon Pearl: timed chest up the wallUpgrade
Location
Chapter 4 · Military base walls – Cross the crumbling bridge and stop at the next doorway; climb the wall beside it instead of going through. On top, hit the chest and gather its fragments before the timer ends.
Summary
A Broken Moon Pearl piece.
Report an issue
Umbran Tear of Blood (Crow): castle wall ledgeCollectible
Location
Chapter 4 · Military base walls – The crow perches on a ledge of the same building and flies off toward the next watchtower when you come near. Run to that watchtower ahead of it and wait there to catch it as it lands.
Summary
This chapter's Umbran Tear crow. With the chapter's cat and toad it opens Phenomenal Remnant 4.
Report an issue
Figure Box: above the timed chestCollectible
Location
Chapter 4 · Military base walls – Return to the building where the timed chest stood and climb higher. The box is in a small room in the tower above the chest's spot.
Summary
A Figure Box for the Gallery.
Report an issue
Bewitchment: Walk over lava while using Phantasmaraneae MasqueradeAchievement
Location
Chapter 4 · Military base – Enter the base through its main gate and turn left to a pool of lava. With the Ignis Araneae Yo-Yo equipped, take spider form (Phantasmaraneae Masquerade, ZR) and walk across the lava; any lava in this chapter counts.
Summary
One of the chapter's five Bewitchments.
Report an issue
Niflheim: cracked wall across the lavaCollectible
Location
Chapter 4 · Verse 3 – On the far side of that lava pool, smash the cracked wall of the small room to find the purple portal. Defeat two waves (two Genitus, then a Fractus and a Floccus) before time runs out, with three lives; the stage fixes your weapon to Alruna and your demon to Alraune.
Summary
A Niflheim challenge verse (Verse 3). The first clear gives a Broken Moon Pearl piece.
Report an issue
Chapter 4 Verse 4: Virga with Wartrain GouonBoss
Location
Chapter 4 · Verse 4 – Continue to a wide courtyard, where a scene gives you Wartrain Gouon. Open the gate by driving it into all four trees (stand in the circle for unlimited summon power, lay the track and trigger the thrust signal just before each tree), then ram the Virga that appears with Gouon over and over until it falls.
Summary
The Verse 4 fight. Wartrain Gouon joins you as a new Infernal Demon just before it.
Report an issue
Bewitchment: Break Virga onceAchievement
Location
Chapter 4 · Verse 4 – During the Verse 4 fight: Virga has two health bars, and emptying the first one breaks it. Keep hitting it with Gouon and your other demons.
Summary
One of the chapter's five Bewitchments.
Report an issue
Card Pack: wall climb after WartrainCollectible
Location
Chapter 4 · Ramparts – Through the gate the ramparts carry on: go right, cross the broken bridge and climb the wall of the next building. The pack is on the platform at the top, above a chest.
Summary
A Card Pack for the Gallery.
Report an issue
Umbran Tear of Blood (Cat): ladder platformCollectible
Location
Chapter 4 · Ramparts – The cat runs laps below that platform. Knock the nearby ladders and crates down with a demon summon attack, chase it clockwise until it climbs a ladder, then follow it up and grab it on the platform.
Summary
This chapter's Umbran Tear cat.
Report an issue
Broken Moon Pearl: timed chest on the far towersUpgrade
Location
Chapter 4 · Ramparts – Go back to the main path and cross to the row of watchtowers on the opposite side. On top of the last one, hit the chest and collect all five pieces before the timer ends.
Summary
A Broken Moon Pearl piece.
Report an issue
Umbran Tear of Blood (Toad): small doorway on the leftCollectible
Location
Chapter 4 · Ramparts – Follow the road on and listen for croaking by a small arched doorway on the left of the rampart. The toad is in the little structure behind it; go through or round the doorway to reach it.
Summary
This chapter's Umbran Tear toad.
Report an issue
Echo of Memory: tower top via summoned platformsCollectible
Location
Chapter 4 · Xi Chang An – Carry on along the wall, cross the gap and keep right to a cube; hit it to bring out platforms. Ram the floating cube with Wartrain Gouon for more, then climb them to the Echo on the tower top.
Summary
An Echo of Memory for the collection.
Report an issue
Angel portal: platforms right of the crossroadsCollectible
Location
Chapter 4 · Verse 6 – Continue to a crossroads, turn right and jump along the platforms to an arena with a golden glow. A group of Acceptance attacks: these lance-wielding angels charge fast, so keep moving, dodge, and punish them when an opening comes.
Summary
A hidden angel verse (Verse 6) behind a golden portal. Clearing it also counts as a Heavenly Light.
Report an issue
Gates of Hell: Xi Chang An bridgeArea
Location
Chapter 4 · Crossroads – Go back to the crossroads on the main bridge: Rodin's red-glowing portal stands there. Step in to shop, then come back out to the same spot.
Summary
Rodin's shop inside the chapter. Its Witch's Respite option also saves the game.
Report an issue
Shop: Catapult MagnetItem
Location
Chapter 4 · Crossroads – At the crossroads on the main bridge, enter Rodin's portal and buy the Catapult Magnet under Rodin's Treasures for 1,000 Halos. If you are short of Halos, buy it at this portal on a Chapter Select replay.
Summary
A decoration for Viola's room, sold at this chapter's Gates of Hell portal.
Report an issue
Plan for the one-run train challenge

The next Niflheim takes several tries for most players. Accessories are your choice here, so if you can afford the Conqueror's Reins (60,000 Seeds at Rodin's portal) wear it: a hit on you then can't send Gouon on a rampage, which this stage forbids. Fire the thrust, blast and cannon signals as the train passes each enemy so they are struck, not just grazed. You can raise the track to reach the flying enemy but never lower it again, so leave the flier for the end of the run. If it won't fall, come back for it on a Chapter Select replay.

Niflheim: behind the catapult by the Gates of HellCollectible
Location
Chapter 4 · Verse 7 – From the crossroads, take the stairs up to the right and look behind the catapult, through the arch near Rodin's portal, for the purple glow. Hit all eight enemies in a single Wartrain Gouon run before time runs out, with limited lives and magic; the enemies can't die and Gouon must not go on a rampage.
Summary
A Niflheim challenge verse (Verse 7). The first clear gives a Broken Witch Heart piece.
Report an issue
Echo of Memory: tower where the pods areCollectible
Location
Chapter 4 · Xi Chang An – Past the Niflheim, a gate sealed by three Humilis seeds blocks the road; break the chest on the left to refill your magic, then hit all three seeds in one Gouon run to open it. In the same courtyard, climb the watchtower in the back-left corner (as you face the gate) for the Echo.
Summary
An Echo of Memory for the collection.
Report an issue
Bewitchment: Proceed without using Congestus' time controlAchievement
Location
Chapter 4 · Castle approach – Through the gate, a Congestus fight waits up the stairs: avoid its mines and bring it down, but leave its remains alone. Instead take spider form (Phantasmaraneae Masquerade) and climb the lavafall to the next level.
Summary
One of the chapter's five Bewitchments.
Report an issue
Broken Witch Heart: inside via time-shiftUpgrade
Location
Chapter 4 · Castle approach – From the top of the climb, swing up to the hole in the wall of the building on your right and hit the chest inside. The usual way in is to rebuild the rubble below the hole into steps with the Congestus remains; skip that if you are after the Bewitchment above.
Summary
A Broken Witch Heart piece.
Report an issue
Figure Box: on the chain-platform climbCollectible
Location
Chapter 4 · Castle approach – From the heart's room, drop through the hole in the floor into the lava room below. Ride the wooden platforms on chains upward; about halfway, jump to the side ledge that holds the box.
Summary
A Figure Box for the Gallery.
Report an issue
Chapter 4 Verse 8: castle Cumulonimbus with ViolaBoss
Location
Chapter 4 · Verse 8 – Ride the chain lift to the very top and go on into the chamber, where Viola is already fighting. The Cumulonimbus stomps, swipes and fires lasers: keep dodging into Witch Time and attack while Viola keeps it busy.
Summary
The chapter's last fight, at the top of the castle, with Viola fighting beside you.
Report an issue

Chapter 5: Hot Pursuit

Viola's first chapter: Qin Lan's courtyards, the lava-river chase and the cave, then Volutus in the temple square.

Chapter 5 puts you in control of Viola for a chase through the walled courtyards of Qin Lan and on into Shuang Cha Ling. Her kit is fixed: the katana Mab Dachi, Bull Kiss throwing darts and one demon, Cheshire. Summoning Cheshire takes the blade from her hand, so she fights with her fists until he returns. Her Witch Time does not come from a dodge: block (R) just as a hit arrives. Two Niflheims and one angel portal sit off the path, and nothing in this chapter waits for a later demon or weapon. The chapter's Bewitchments only appear in the menu after the first clear, but each one counts if you earn it now. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Viola's Mab Dachi and Bull KissWeapon
Location
Chapter 5 · Qin Lan courtyards – Yours as soon as the opening scene ends and you take control in the first courtyard; nothing to find or buy.
Summary
Viola's own weapons and her demon, Cheshire, who comes bound to the katana. She has no other loadout, and this is the first chapter that uses it.
Report an issue
Chapter 5 Verse 1: Viola's first fightQuest step
Location
Chapter 5 · Qin Lan courtyards – Walk into the middle of the starting courtyard to start the fight. A treasure cube close by refills the summon gauge if you break it first. Practise the block (R) here: Witch Time only starts when a block meets an attack.
Summary
Verse 1, a practice fight against a group of Stratus to learn Viola's controls.
Report an issue
Bewitchment: Perform a full bare handed combo on an enemyAchievement
Location
Chapter 5 · Qin Lan courtyards – During the Verse 1 fight (any later fight also works), summon Cheshire so Viola's sword goes with him, then land one complete combo with her fists while he stays out.
Summary
One of the chapter's five Bewitchments.
Report an issue
Card Pack: through the right-hand door at the startCollectible
Location
Chapter 5 · Qin Lan courtyards – With the fight won, take the half-open doorway on the right of the starting courtyard into the next yard. Follow the wall round to the right: the pack lies against it in the corner.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Niflheim: half-open door right of the startCollectible
Location
Chapter 5 · Qin Lan courtyards – The purple portal is in the same yard as the Card Pack just above. Two waves (three Stratus, then a Floccus) inside 180 seconds, and they only take damage during Witch Time, so every opening has to come from a well-timed block (R); no Torture Attacks. Since update 1.2.0 the block window is wider and an animation cues it. If the timing feels wrong, try remapping the block to the button you dodge with as Bayonetta.
Summary
Verse 2, a Niflheim challenge. A first clear gives a Broken Moon Pearl.
Report an issue
Angel portal: far-left door at the startCollectible
Location
Chapter 5 · Qin Lan courtyards – Go back to the starting courtyard and through the doorway facing the one you just used (an arch on the left). It ends in a dead end with the golden portal. Inside is one Acceptance, a fast centaur lancer that hits hard: stay on the defensive and block its strikes for Witch Time before you commit.
Summary
Verse 3, a hidden angel fight behind a golden portal. Clearing it also counts as a Heavenly Light.
Report an issue
Umbran Tear of Blood (Cat): by the staircase, leftCollectible
Location
Chapter 5 · Qin Lan courtyards – From the starting courtyard, head straight on through the broken wall and down the middle stairs, keeping to the left: the cat waits on the flights of stairs below. It runs up and down them, so cut the inside of each turn and drive it downwards until a door at the bottom traps it.
Summary
The chapter's Umbran Cat, one of the three Tears that open Phenomenal Remnant 5.
Report an issue
Figure Box: on the cat's staircaseCollectible
Location
Chapter 5 · Qin Lan courtyards – On the same staircase where you caught the cat, low down: one flight up from the door that cornered it.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Card Pack: round the big towerCollectible
Location
Chapter 5 · Qin Lan courtyards – Climb back up to where the cat first sat and up onto the large watchtower beside the stairs. Walk round its upper level to the far side for the pack.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Card Pack: tower by the left tunnelCollectible
Location
Chapter 5 · Qin Lan courtyards – Get down to the ground and pass under the bridge to a pair of side-by-side tunnels. Go through the left one, then round the watchtower on your left; the pack is on its upper level.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Umbran Tear of Blood (Toad): top of the tower over the tunnelsCollectible
Location
Chapter 5 · Qin Lan courtyards – It sits on the dark roof of the watchtower above the tunnels you just came through. Toads never move, so once you spot it from a tower top, drop or climb onto that roof and grab it.
Summary
The chapter's Umbran Toad, one of the three Tears that open Phenomenal Remnant 5.
Report an issue
Figure Box: balcony by the statue bridgeCollectible
Location
Chapter 5 · Qin Lan courtyards – Cross to the right-hand side of the bridge with the statue. On the wall beyond it, just below you, is a small balcony with a door: jump down onto it from the top of the wall for the box.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Figure Box: top of the broken wallCollectible
Location
Chapter 5 · Qin Lan courtyards – Walk to the gap in the broken wall that opens onto the next courtyard. Before stepping through, turn right and climb the ruined wall itself: the box sits on top, facing the balcony you just left. The same spot is also described as the damaged bridge.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Card Pack: last alcove on the rightCollectible
Location
Chapter 5 · Qin Lan courtyards – Still in the Verse 4 courtyard, check the arched alcoves along its edge: the pack is in the last one on the right, in the corner, sheltered under the bridge above.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
The chase over the lava leaves the courtyards behind

Going on from the Verse 4 courtyard starts a chase across a lava river, and the walk does not bring you back. Before you go, make sure you have the four Card Packs and four Figure Boxes of the courtyards, the cat and the toad, and the Verse 2 Niflheim and Verse 3 angel portal by the start. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Bewitchment: Get past the ladder-holding soldier firstAchievement
Location
Chapter 5 · Lava river – During the chase over the lava river, don't follow the man you are chasing: grapple straight across (the rock in the middle helps) and use Viola's dash to reach the soldier holding a ladder at the bridge before he does. It is one attempt per pass.
Summary
One of the chapter's five Bewitchments.
Report an issue
Chapter 5 Verse 5: military buildingQuest step
Location
Chapter 5 · Shuang Cha Ling – The chase ends inside a military building, where the verse begins. A pair of Mediocris comes first: let them come to you and block their attacks rather than chasing them. The floor then gives way and Floccus join in; send Cheshire at them.
Summary
Verse 5, a fight in two parts inside the military building.
Report an issue
Record: room under the broken floorCollectible
Location
Chapter 5 · Shuang Cha Ling – When the floor breaks you drop into a lower room. Once the fight is over, search its corner for the record.
Summary
A Record, which adds a music track to the Gallery.
Report an issue
Collect the building's pickups before the next gate

Past this point you cross a second lava river, and a short scene at the next gate sets off a running stretch into a cave. Have the record and the Card Pack from the military building before you reach that gate, so the walk doesn't need to turn back. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Bewitchment: Put out the fire without running into obstaclesAchievement
Location
Chapter 5 · Shuang Cha Ling – After the scene at the gate, Viola runs through the cave with her clothes alight. Steer her to the water without clipping a single obstacle on the way. You get one try per pass.
Summary
One of the chapter's five Bewitchments.
Report an issue
Chapter 5 Verse 6: cave NebulosusQuest step
Location
Chapter 5 · Shuang Cha Ling – A scene in the cave starts the fight. Send Cheshire to tie two of them up; if they slip away from him, call him back and block their swings for Witch Time instead.
Summary
Verse 6, the first fight with Nebulosus: tougher, armed Stratus that fly and reach far.
Report an issue
Niflheim: stairs by the cave openingCollectible
Location
Chapter 5 · Shuang Cha Ling – Leave the cave by the opening beside the Figure Box and go down the stairs on the left to the purple portal at the bottom. Two waves (a Nebulosus with an Accolade, then a Floccus with a Beloved) must die before time runs out with limited magic, and they keep healing: pick one enemy and stay on it until it drops.
Summary
Verse 7, a Niflheim challenge. A first clear gives a Broken Witch Heart (the reward screen may call it a Witch Heart).
Report an issue
Broken Moon Pearl: chest under the second bridgeUpgrade
Location
Chapter 5 · Shuang Cha Ling – Climb back into the cave and this time take the path to the left. Watch the low ground on your left as you go: a gold chest waits beneath the second bridge. Drop down and hit it until it opens.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Figure Box: right side before leaving the caveCollectible
Location
Chapter 5 · Shuang Cha Ling – Carry on past the bridges and look to the right of the path before it leaves the cave.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Figure Box: lower walkway after the fightCollectible
Location
Chapter 5 · Shuang Cha Ling – After the ambush, drop through the gap in the platform to the wooden walkway below instead of jumping up to the higher one, and follow it to the box.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Broken Witch Heart: moving chest by the figure boxUpgrade
Umbran Tear of Blood (Crow): wooden staircase before the shopCollectible
Location
Chapter 5 · Shuang Cha Ling – Leave the wooden walkways and head for the ladder: the crow perches on the wooden stairs by the main path. It flies off if you walk up to it, so grapple across to the ledge beside the stairs and close in fast with a dash; it may take a few tries.
Summary
The chapter's Umbran Crow, the last of the three Tears that open Phenomenal Remnant 5.
Report an issue
Gates of Hell: Shuang Cha Ling courtyardArea
Location
Chapter 5 · Shuang Cha Ling – Go down the wooden stairs past the crow into the small courtyard. The portal stands there, beside a three-storey building.
Summary
Rodin's shop for this chapter, where Viola can spend Halos and Seeds before the boss.
Report an issue
Broken Moon Pearl: time trial by the Gates of HellUpgrade
Location
Chapter 5 · Shuang Cha Ling – In the small courtyard at the foot of the wooden stairs, hit the chest next to the shop portal to start a timed hunt. Gather every floating piece before the clock runs out; a failed hunt can be started again.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Bewitchment: Climb to the top of a structure with 3 or more floorsAchievement
Shop: Warrior FigureItem
Location
Chapter 5 · Shuang Cha Ling – Buy it from the shop portal in the small courtyard before walking on to the boss. If you are short of Halos, it is on sale at the same portal when you replay the chapter from Chapter Select.
Summary
A decoration for Viola's room, sold for 1,600 Halos at this chapter's Gates of Hell portal only.
Report an issue
Chapter 5 Verse 9: VolutusBoss
Location
Chapter 5 · Temple square – Walk on from the small courtyard into the main square by the temple; a scene starts the fight. Stay out of its flames and let it charge at you: a block timed to the charge opens Witch Time for free hits, and Cheshire adds damage. Keeping it charging stops it from leaving fire pools around the square.
Summary
Verse 9, the chapter boss: a huge burning beast that charges and leaves fire behind it. Beating it ends the chapter.
Report an issue
Bewitchment: Break Volutus onceAchievement
Location
Chapter 5 · Temple square – During the fight, wear Volutus down with Witch Time counters and Cheshire's attacks until it breaks; its body colour shows how close it is. If the fight ends first, it can be tried again on a replay.
Summary
One of the chapter's five Bewitchments.
Report an issue

Chapter 6: Off the Rails

Back in Qin Lan: the lava-wheel courtyard, Liang Jie Shan's lava pit and main road, the crumbling road, and the Pyrocumulus fights at the castle.

Chapter 6 brings Bayonetta back to a ruined Qin Lan: a courtyard of lava wheels, then the cliffside town of Liang Jie Shan and the castle above it. She carries Colour My World, G-Pillar and the Ignis Araneae Yo-Yo, with Gomorrah, Madama Butterfly and Phantasmaraneae to summon; keep the Yo-Yo equipped, because its spider form (Phantasmaraneae Masquerade) walks on lava and two pickups need it. Wartrain Gouon is not with you this time. Two golden angel portals, two purple Niflheims and Rodin's portal on the main road all sit on this first visit, and nothing waits for a later demon or weapon. The chapter's Bewitchments only appear in the menu after the first clear, but each one counts if you earn it now. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 6 Verse 1: Virga behind the great doorBoss
Location
Chapter 6 · Starting courtyard – As soon as you have control, turn round: a giant door stands behind you. Summon a demon and smash it to start the verse. Unlike the last Virga fight there is no train to help, and this one is long and aggressive, so approach it with care.
Summary
Verse 1, a fight with a Virga, the long armoured serpent, behind a huge door at the start.
Report an issue
Figure Box: fenced pen left of the startCollectible
Location
Chapter 6 · Starting courtyard – Back where the chapter began, head left: the box sits inside a small fenced-off enclosure in the corner of the courtyard.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Figure Box: watchtower in the start courtyardCollectible
Location
Chapter 6 · Starting courtyard – Cross to the watchtower on the right-hand side of the courtyard and climb it. Walk round its top floor to find the box.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Bewitchment: Stay on the lava wheel for 5 secondsAchievement
Location
Chapter 6 · Starting courtyard – The big wheels turning through the lava on the right side of the courtyard count. Hop onto one and keep your footing for five seconds. Riding it in spider form (Phantasmaraneae Masquerade) spares you the burn.
Summary
One of the chapter's five Bewitchments.
Report an issue
Angel portal: arena right of the first roomCollectible
Location
Chapter 6 · Starting courtyard – Beside the watchtower, take the arch on the right of the courtyard and jump the little bridge beyond it. The golden portal waits in the small arena there. Inside are two Beloved: keep out of reach of their axes.
Summary
Verse 2, a hidden angel fight behind a golden portal. Clearing it also counts as a Heavenly Light.
Report an issue
Umbran Tear of Blood (Cat): waterwheelCollectible
Location
Chapter 6 · Starting courtyard – It starts at a small hut just past the angel arena, on the side toward the gate ahead. It darts along the ledges and over the turning wheels, so steer it toward the big wheel, then climb up after it and grab it at the top.
Summary
The chapter's Umbran Cat, one of the three Tears that open Phenomenal Remnant 6.
Report an issue
Card Pack: roof above the cat's startCollectible
Location
Chapter 6 · Starting courtyard – Go back to the hut where the cat first sat and scale it all the way up: the pack lies on its roof.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Chapter 6 Verse 3: guarded gate fightQuest step
Location
Chapter 6 · Starting courtyard – Walk toward the guards and statues in front of the gate and the fight begins. Cut down the Duplicatus first, since it keeps adding Nebulosus, then finish the Pannus. Avoid summoning demons onto the floating jellyfish-like foes: they split.
Summary
Verse 3, a fight in front of the big gate out of the courtyard.
Report an issue
Broken Moon Pearl: chest over the main gateUpgrade
Location
Chapter 6 · Starting courtyard – Before walking through, climb the watchtower beside the gate and get on top of the gate itself. A chest sits up there: hit it until it breaks.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Clear the courtyard before the gate

Past the gate the walk heads into Liang Jie Shan, where a bridge is shot down and you cross the lava. Have both Figure Boxes, the lava-wheel Bewitchment, the Verse 2 angel portal, the cat, the Card Pack and the gate chest before you go, so the walk doesn't turn back. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Card Pack: behind a low wall before the big towerCollectible
Location
Chapter 6 · Liang Jie Shan – Through the gate, follow the long bridge. Watch the left side: before the large tower that you bring down, the pack hides behind one of the short walls.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Figure Box: below the lava crossingCollectible
Location
Chapter 6 · Liang Jie Shan – Once the tower has fallen, walk round its base before crossing: the box is just below you, behind the toppled tower, at the edge of the lava.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Broken Witch Heart: building across the lava (time-shift)Upgrade
Location
Chapter 6 · Liang Jie Shan – Over the fallen tower, break the box on the left to raise platforms across the lava, and follow them left to a Congestus. Use it to shift time only part of the way (about half): the debris forms a path into the open building across the lava, where the piece waits.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Figure Box: pit floor (time fully advanced)Collectible
Location
Chapter 6 · Liang Jie Shan – Go back to the same Congestus and push time all the way this time. The pit below empties; drop to its floor and find the box at the foot of the rock wall. The Congestus can be used as often as you like.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Figure Box: moving platform by the central rockCollectible
Location
Chapter 6 · Liang Jie Shan – Return to the Congestus side and this time go right, near the wounded soldiers. Break the box there to call up platforms and ride the moving one: the Figure Box floats in mid-air beside the big rock in the middle of the lava.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Broken Witch Heart: timed chest on the lava rockUpgrade
Location
Chapter 6 · Liang Jie Shan – Next to that central rock sits a box: hit it to start a timed hunt for pieces scattered over the lava. Take spider form (Phantasmaraneae Masquerade) to walk on the lava and swing between them; gather every piece before the clock runs out.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Shop: Mystic's PaintingItem
Location
Chapter 6 · Liang Jie Shan main road – From the Verse 4 arena, carry straight on along the main road to Rodin's shop portal standing on it, and buy it there before going on. If you are short of Halos, it is on sale at the same portal when you replay the chapter from Chapter Select.
Summary
A decoration for Viola's room, sold for 2,400 Halos at this chapter's Gates of Hell portal only.
Report an issue
Angel portal: right side of the main roadCollectible
Location
Chapter 6 · Liang Jie Shan main road – From the shop portal on the main road, take the path to the right: the golden portal is in the arena off that path, by the second half of the bridge. Inside are a Beloved and several Acceptances: hit hard and thin the group quickly before they can gang up on you.
Summary
Verse 6, a hidden angel fight behind a golden portal. Clearing it also counts as a Heavenly Light.
Report an issue
Figure Box: tower by the Heavenly LightCollectible
Location
Chapter 6 · Liang Jie Shan main road – Next to the angel arena stands a tower with a wheel behind it. Climb its platforms to the top for the box.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Umbran Tear of Blood (Crow): watchtower near the shopCollectible
Location
Chapter 6 · Liang Jie Shan main road – Look along the path that runs right from the shop portal to the watchtower and rooftops at its end, beside the angel arena; the crow perches up there, on the tower or the roof of the last building. It flies off to the left when you come close, so glide or swing across its flight line to catch it.
Summary
The chapter's Umbran Crow, one of the three Tears that open Phenomenal Remnant 6.
Report an issue
Niflheim: foot of the stairs behind the angel arenaCollectible
Location
Chapter 6 · Liang Jie Shan main road – Below the crow's tower, a flight of stairs runs down the right-hand (back) side of the angel arena; the purple portal is down there. Beat every enemy (three Stratus, a Nebulosus, a Floccus) in one unbroken combo before time runs out. Fast weapons keep the chain going more easily.
Summary
Verse 5, a Niflheim challenge. A first clear gives a Broken Moon Pearl.
Report an issue
Broken Moon Pearl: summon-only moving chestUpgrade
Location
Chapter 6 · Liang Jie Shan main road – From the Niflheim portal, carry on down the stairs to two chests by a watchtower and a wheel. Break the small one first: it refills your summon gauge. Then summon a demon to smash the chest that moves about above you; your own attacks don't reach it.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
The crumbling road leaves the main road behind

The long path to the left of Rodin's portal starts a scene, and then the road falls apart into the lava behind you as you run. You can't walk back to the main road this run. Before you go, have the Mystic's Painting from the portal, the Verse 6 angel portal, the Figure Box on the tower, the crow, the Verse 5 Niflheim and the summon-only chest, plus everything from the courtyard and the lava pit. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Bewitchment: Run across the crumbling path without falling into the lavaAchievement
Location
Chapter 6 · Castle approach – Climb back up the stairs, return past Rodin's portal and take the long path on its left. After the short scene, sprint for the far end while fireballs rain down and the road breaks up under you; reach it without dropping into the lava once.
Summary
One of the chapter's five Bewitchments.
Report an issue
Umbran Tear of Blood (Toad): statue by the lavafallCollectible
Location
Chapter 6 · Castle approach – Near the broken gate by the Verse 7 arena, look at the big statue on the wall beside the falling lava: the toad sits on it. Toads never move, so climb up and grab it.
Summary
The chapter's Umbran Toad, the last of the three Tears that open Phenomenal Remnant 6.
Report an issue
Card Pack: debris on the lavaCollectible
Location
Chapter 6 · Castle approach – To the right of the toad's statue, off the side of the arena, chunks of fallen road float in the lava. Jump onto them for the pack.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Niflheim: top of the chain liftCollectible
Location
Chapter 6 · Castle approach – Ride the wooden lift on the left up to the top and go right to the purple portal, just before the castle. Beat two Stratus and a Lacunosus with a loaned Alruna while the floor hurts you: you get three lives (two before update 1.2.0). Stay in the air as much as you can, using the single pedestal and jumps off the enemies, and touch down as little as possible.
Summary
Verse 8, a Niflheim challenge. A first clear gives a Broken Witch Heart (the reward screen may call it a Witch Heart).
Report an issue
Chapter 6 Verse 9: PyrocumulusBoss
Location
Chapter 6 · Castle – Walk into the castle at the top of the lifts to start the verse. Take the Floccus and the Fractus down one at a time and watch for red circles on the floor where lava drips from above. Pyrocumulus then arrives and keeps tipping the platform toward the lava, so fight with Phantasmaraneae; the verse ends once three of its health bars are gone. For the Verse 10 debris Bewitchment, dodge anything Pyrocumulus throws here as well: it may count this fight too.
Summary
Verse 9: a Floccus and a Fractus with some Stratus, then the giant fire homunculus Pyrocumulus.
Report an issue
Bewitchment: Use Phantasmaraneae to knock Pyrocumulus off of the wallAchievement
Location
Chapter 6 · Castle – During the Verse 9 fight, wait for Pyrocumulus to cling to a wall, then summon Phantasmaraneae and attack it there until it falls off. If the verse ends first, it can be tried again on a replay.
Summary
One of the chapter's five Bewitchments.
Report an issue
Chapter 6 Verse 10: Wartrain turret chaseQuest step
Location
Chapter 6 · Wartrain – It follows straight on from Verse 9 after a scene. Keep the crosshair on Pyrocumulus and switch to the debris it hurls whenever a piece comes at you. Shoot its swinging hand enough to push it back, and keep firing until the finishing attack ends the verse.
Summary
Verse 10, a chase in which you man the cannon on Wartrain Gouon with Pyrocumulus in pursuit.
Report an issue
Bewitchment: Avoid getting hit by debris thrown by PyrocumulusAchievement
Chapter 6 Verse 11: Arch-PyrocumulusBoss
Location
Chapter 6 · Wartrain – After a scene, you control Madama Butterfly. Shoot bubbles at Arch-Pyrocumulus and deflect its attacks; once enough bubbles land, it is sealed inside one and open to your attacks. It then splits into copies, and only one of them is real.
Summary
Verse 11, the chapter's last fight: a duel of giants against Arch-Pyrocumulus. Beating it ends the chapter.
Report an issue
Bewitchment: Deflect Arch-Pyrocumulus' staff attack 3 timesAchievement
Location
Chapter 6 · Wartrain – During the Verse 11 fight, time ZR as the staff swings in to deflect it, and do it three times. If the fight ends first, it can be tried again on a replay.
Summary
One of the chapter's five Bewitchments.
Report an issue

Side Chapter 2: The Lynx Strikes

A side-on stealth stage: the top floors, the basement chase, the swim and the boss room, with every pickup on the way.

Side Chapter 2 goes back into the facility for a second side-on stealth stage, again with no numbered verses. The stealth rules carry over: guards see along a cone, a strike from behind or from a door or vent kills them outright and starts Witch Time, vents turn you into a lynx and water into a centipede. The route crosses the top floor and its three lifts, drops a floor to a panel that opens a big gate, rides down to the basement, where a giant Homunculus breaks through the walls, swims a flooded stretch, climbs through rooms of hanging containers and ends in a boss room. It holds one Echo of Memory, one Figure Box, an angel fight that counts as a Heavenly Light, four fast-food pickups and five Bewitchments; nothing waits for later. The Bewitchments stay hidden in the menu until the side chapter's first clear, but they count when earned on this first play.

Bewitchment: Collect all Halos hidden behind closed doorsAchievement
Location
Side Chapter 2 · Top floor to the basement – Some doors carry a sign of a winged figure ringed by halos. Open each one you pass with ZL and take the Halos inside. Every marked door lies before the ladder down into the water, so try each one on the way rather than coming back.
Summary
A Bewitchment, one of the side chapter's five. It spans every floor before the water, so keep it in mind from the start.
Report an issue
Toilet paper: vent between the first two liftsCollectible
Location
Side Chapter 2 · Top floor – You start on the top floor near its left-hand lift. Before riding the second lift, look between the two lifts for a room crossed by lasers that also holds a pickup for the clock. Crawl into its vent as the lynx; the roll is inside.
Summary
One of four fast-food pickups in this side chapter; each adds a bonus to the chapter-end score. Once you hold it, toilets in this chapter can be used to win back health.
Report an issue
Burger: top floor past the third liftCollectible
Location
Side Chapter 2 · Top floor – Stay on the top floor and keep going right past the second lift and then the third. The burger lies beyond the third lift, toward the building's top right corner; if it is not there, check just to the left of that lift. Walk back to the second lift afterwards.
Summary
One of four fast-food pickups in this side chapter; each adds a bonus to the chapter-end score.
Report an issue
Fries: left end one floor downCollectible
Location
Side Chapter 2 · Floor below the start – Ride the second lift down one floor. The control panel that opens the big gate is to the right; after using it, head left along this same floor towards the first lift. The fries sit at the left end, just under where you started.
Summary
One of four fast-food pickups in this side chapter; each adds a bonus to the chapter-end score.
Report an issue
Before the lift to the basement

The first lift, at the building's left end, runs all the way down to the basement, where the giant Homunculus starts its chase. Pick up the toilet paper, burger and fries and open the marked halo doors up here before riding it, so the walk doesn't turn back. Anything missed can be collected later by replaying the side chapter from Chapter Select once the side chapter is finished.

Bewitchment: Avoid getting hit by the pursuing Cumulonimbus' attacksAchievement
Location
Side Chapter 2 · Basement – One floor below the start, to the right of where the second lift stops, a control panel unlocks a big gate down in the basement; use it on the way. Then ride the first lift, at the building's left end, all the way down. The giant Homunculus bursts through a wall there and hunts you twice: in the basement before the water and in the container rooms after it. Take no hit from it in either stretch; keep moving and dodge when it swings.
Summary
A Bewitchment, one of the side chapter's five. The chase begins as soon as you reach the basement, so know it before you ride down.
Report an issue
Echo of Memory: by the first big door (C-05A)Collectible
Location
Side Chapter 2 · Basement – In the basement, through the big gate the panel opened (the area signed C-05A), the Echo floats close to the ladder that leads down into the water. Grab it quickly, before the giant's hand smashes the wall behind it.
Summary
An Echo of Memory, one of the story notes kept in the menu.
Report an issue
Bewitchment: Avoid taking damage while moving through the waterAchievement
Location
Side Chapter 2 · Underwater stretch – The giant lifts a storage container aside to show the ladder; climb down it into the water. From the dive until you climb the ladder out at the far right, take no hit from the blades, the fans or the whirlpool, the side trips left and right included.
Summary
A Bewitchment, one of the side chapter's five. It covers the whole swim, so know it before you dive.
Report an issue
Bewitchment: Find and defeat AffinityAchievement
Figure Box: by the fans on the water floorCollectible
Location
Side Chapter 2 · Underwater stretch – Back in the water, swim right this time and watch the bottom. The box rests on the floor near the fans, in front of a whirlpool towards the bottom right; time the approach so the current does not catch you.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Soda: by the gate before the bossCollectible
Location
Side Chapter 2 · Container rooms – Leave the water by the ladder at its right-hand end and cross the two rooms of hanging containers, shifting each container with the panel beneath it. The soda sits at the end of them, right before the boss room, beside its gate.
Summary
One of four fast-food pickups in this side chapter; each adds a bonus to the chapter-end score.
Report an issue
Bewitchment: Get a rocket launcher from the supply systemAchievement
Location
Side Chapter 2 · Boss room – Climb the ladder at the swim's right-hand end; the giant starts smashing walls again. In each of the next two rooms, use the panel under the hanging container to shift it, then jump across the containers to the right. A last panel opens the boss room, where the Cumulonimbus is fought one final time. During the fight, the panel on the right runs a supply system whose picture cycles through a bow, a rocket launcher, a heal and a shotgun, and drops a crate on the left. Stop it on the orange rocket-launcher picture.
Summary
A Bewitchment, one of the side chapter's five, earned during the boss fight.
Report an issue
Side Chapter 2: The Lynx StrikesQuest step
Location
Side Chapter 2 · Boss room – Win the boss fight: it has three main attacks, so keep jumping and dodging, and keep calling crates from the supply panel for fresh weapons. The side chapter ends with the win and the story moves on to Chapter 7.
Summary
Finishing the side chapter. It also makes it replayable from the Chapter Menu, where side chapters show as blue orbs.
Report an issue

Chapter 7: Burning Sands

Viola crosses Thule's Secret Hills and the rift into the Cairo desert, digs for water as Cheshire, then works through the oasis, the quicksand river and the temple to Strider.

Chapter 7 is Viola's again. It opens in the Secret Hills of Thule, crosses the rift, and drops her into the Cairo desert, then on to an oasis, a river of quicksand under pouring sandfalls and a temple at the far end. She has her katana Mab Dachi, the Bull Kiss darts and Cheshire, though she loses Cheshire for a while after the fall into the desert and gets him back at Verse 4. Blocking (R) as a hit lands still gives her Witch Time. Two Niflheims and one angel portal sit off the path, and nothing here waits for a later demon or weapon. The chapter's Bewitchments stay hidden in the menu until the first clear, but each one counts if you earn it now. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Echo of Memory: cliff tops right of the startCollectible
Location
Chapter 7 · Secret Hills – When the opening scene ends, keep to the right-hand wall and climb the cliffs and platforms above it. The Echo waits up top among some broken pillars.
Summary
An Echo of Memory, a recorded memory kept in the collection menu.
Report an issue
Broken Witch Heart: chest on a floating platformUpgrade
Location
Chapter 7 · Secret Hills – Drop back down and head along the path toward the tall tower. A round blue platform hovers to your right: land on it and more platforms appear around it. The chest rides on one of those, so hop across and break it open.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Card Pack: tree by the lone towerCollectible
Location
Chapter 7 · Secret Hills – Below those platforms, cross the thin stone bridge to the lone tower and climb the branch of the tree beside it for the pack. While you are there, smash the wall of the small stone building the tree faces: the key inside opens a sealed door later in this area.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Chapter 7 Verse 1: Secret Hills towersQuest step
Location
Chapter 7 · Secret Hills – Go back over the thin bridge to the open ground between the towers; the fight starts there. Bring the Pannus down fast, before it divides into more enemies, and fight the floating jellyfish-like one with Viola's own blade rather than Cheshire.
Summary
Verse 1, a fight against Stratus and a Pannus.
Report an issue
Card Pack: inside the tower on the rightCollectible
Location
Chapter 7 · Secret Hills – From the Verse 1 arena, go to the tower on your right (on this side of the thin bridge) and break a hole in its wall. The pack is inside.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Figure Box: end of the broken bridgeCollectible
Location
Chapter 7 · Secret Hills – Climb the outside of that same tower to its top, where a broken bridge juts out toward the next tower. Walk out to its far end for the box.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Niflheim: rock steps by the waterfallCollectible
Location
Chapter 7 · Secret Hills – Jump off the right side of the broken bridge and climb the rock steps ahead; the purple portal is on the left, near a waterfall. Inside, one Asperatus that can't die must be beaten up for 5,000 combo points before the clock runs out, with limited health and magic and no Torture Attacks. Taking a hit drops the combo, so stay safe first, then keep switching between blade strikes, darts and Cheshire to push the score up.
Summary
Verse 2, a Niflheim challenge. A first clear gives a Broken Moon Pearl.
Report an issue
Broken Moon Pearl: key to the door behind the waterfallUpgrade
Location
Chapter 7 · Secret Hills – Behind the waterfall beside the Niflheim portal is a sealed door, which glows once Viola carries the key. Open it and take the piece inside. Without the key, return to the small stone building by the Card Pack tree and smash it open first.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Broken Witch Heart: timed block round the mountainUpgrade
Location
Chapter 7 · Secret Hills – Follow the main path on until you reach a stone door with a breakable wall. Leave it for now and take the path to its left, round the side of the mountain and up the cliff past small waterfalls, to a treasure cube. Hitting it starts a time trial: gather every floating fragment before time runs out. A failed trial can be started again.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Card Pack: ledge before the archesCollectible
Location
Chapter 7 · Secret Hills – Carry on down the path from the time-trial cube. Just before it drops into an area of dark stone arches, the pack lies on a ledge to your left.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Medallion Shard: cube up the broken stairs (arches)Collectible
Location
Chapter 7 · Secret Hills – Drop into the arches area and look right: a broken staircase climbs to a ruined walkway. At the top lie the remains of an old Golem; hit them until they break apart for the shard.
Summary
One of four Medallion Shards (Chapters 1, 4, 7 and 10). With all four, the Golem extra chapter opens on the chapter map.
Report an issue
The Secret Hills close behind you

Past the arches a narrow path ends at a portal into the rift, and this run does not bring you back to Thule once you step through. Before you go, check you have the Echo of Memory, both Broken Witch Heart pieces (the floating chest and the time trial), the three Card Packs, the Figure Box on the broken bridge, the Verse 2 Niflheim, the Moon Pearl piece behind the waterfall and the Medallion Shard. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 7 Verse 3: rift platformQuest step
Location
Chapter 7 · Ginnungagap – Step into the portal and follow the path through the rift; there is nothing to pick up here. The fight starts on a large platform. Kill the Genitus first so they stop calling in Stratus, and send Cheshire at the one wrapped in haze while Viola deals with the rest.
Summary
Verse 3, a fight with Genitus, Humilis and Stratus on a big platform in the rift.
Report an issue
Bewitchment: Touch a Cheshire mirage 3 times while wandering the desertAchievement
Location
Chapter 7 · Tura desert – The rift lets out into the Cairo desert, and Viola lands without Cheshire. Uncinus worms rise from the sand and fire charged beams; they fall to a few hits, or you can simply walk on. As she wanders, images of Cheshire flicker up across the dunes: walk into three of them. Each one fades fast, so make for it the moment it appears.
Summary
One of the chapter's five Bewitchments.
Report an issue
Chapter 7 Verse 4: desert TubaQuest step
Location
Chapter 7 · Tura desert – Keep walking until the Tuba burst out of the ground; one has Cheshire on its back. Watch for the spot where each is about to surface, jump clear as it comes up, then hit back.
Summary
Verse 4, a fight with Tuba, worms that tunnel under the sand. Winning brings Cheshire back.
Report an issue
Cheshire's dig is a one-time stretch

When Verse 4 ends, Viola collapses and you steer Cheshire, with her on his back, through a narrow valley into open desert. Only he can dig, and digging up the spring ends his stretch and wakes her. Before you dig the spring, dig up the buried Broken Witch Heart chest and the second treasure spot, and take the Figure Box on the ledge by the valley exit. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 7 Verse 5: Cheshire carries ViolaQuest step
Location
Chapter 7 · Tura desert – Run Cheshire through the narrow valley into the open ground beyond and use his attacks on the flying enemies there. Watch his tail: it wags faster the nearer you are to something buried, and a dig prompt shows once you stand on the spot.
Summary
Verse 5, a stretch as Cheshire, fighting small flying enemies and digging for water.
Report an issue
Broken Witch Heart: dig spot left of the valley exitUpgrade
Location
Chapter 7 · Tura desert – As soon as Cheshire comes out of the valley, turn left: a few small rocks stick out of the sand just beside the exit. Dig there to bring up a chest, then break it for the piece.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Figure Box: ledge right of the valley exitCollectible
Location
Chapter 7 · Tura desert – Cross to the other side of the valley exit (on the right as you came out). By the wall and a few fallen pillars, the box sits on a small ledge.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Bewitchment: Dig up all of the buried treasure while riding CheshireAchievement
Location
Chapter 7 · Tura desert – There are three dig spots in this open area. The first is the Witch Heart chest by the valley exit. For the second, go further in, round the cloud of erasure on its right, and dig by the fallen pillars past it (an Uncinus pops out). The third is the spring, by more fallen pillars against the far-left wall. Dig the spring last: it ends Cheshire's stretch.
Summary
One of the chapter's five Bewitchments.
Report an issue
Chapter 7 Verse 6: Virga past the oasisBoss
Location
Chapter 7 · Tura oasis – Once Viola wakes by the water, walk back toward the valley Cheshire came through. Just before it, past the chest you dug up, a gap in the rock wall opens on the left; go through to the next open area and the fight begins. Build the summon gauge with well-timed blocks and hits so you can call Cheshire often: he deals the heavy damage.
Summary
Verse 6, a fight against a Virga in the open ground beyond the oasis.
Report an issue
Umbran Tear of Blood (Crow): cliff path past the Virga fightCollectible
Location
Chapter 7 · Temple clearing – After the fight, follow the path that hugs the mountainside. The crow perches at the edge of the cliff and takes off along it when you come near. Climb the platforms beside its perch and let it circle back toward the cliff, then catch it on the return; it may take a few tries.
Summary
The chapter's Umbran Crow, one of the three Tears that open Phenomenal Remnant 7.
Report an issue
Angel portal: temple clearing past the oasis side pathCollectible
Location
Chapter 7 · Temple clearing – Keep on past the crow into an open area with a large temple; the golden portal stands in plain view. Inside, Acceptance angels carry shields and only take damage from the side or behind. Let Cheshire draw them so Viola can get round them, or block their lance strikes for Witch Time.
Summary
Verse 7, a hidden angel fight behind a golden portal. Clearing it also counts as a Heavenly Light.
Report an issue
Bewitchment: Stare at the mural of Enzo for 3 secondsAchievement
Location
Chapter 7 · Temple clearing – The temple door is shut and works like a pair of scales. Break the broken column piece on the left-hand pan, by the snake statue, then step off so both sides even out and the door opens (Cheshire's attacks can smash the pieces if Viola's can't). Inside, the mural is on the left wall of the first room, before the stairs: stand facing it for three seconds.
Summary
One of the chapter's five Bewitchments.
Report an issue
Figure Box: next to the temple chestCollectible
Broken Witch Heart: temple door chest (enemy)Upgrade
Location
Chapter 7 · Temple clearing – On the same top floor, right by the Figure Box, stands a chest. Striking it turns it into an enemy; beat that enemy for the piece.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Gates of Hell: Tura oasisArea
Location
Chapter 7 · Tura oasis – Walk back the way you came to the pool where Viola woke. Leave it on its right-hand side, along the path lit red: Rodin's portal stands there.
Summary
Rodin's shop for this chapter, where Viola can spend Halos and Seeds.
Report an issue
Shop: Wind God HourglassItem
Location
Chapter 7 · Tura oasis – From the temple, walk back the way you came to the pool where Viola woke and leave it on its right-hand side, along the path lit red. Enter Rodin's portal there and buy the Wind God Hourglass under Rodin's Treasures. If you are short of Halos, it is on sale at the same portal when you replay the chapter from Chapter Select.
Summary
A decoration for Viola's room, sold for 1,700 Halos at this chapter's Gates of Hell portal only.
Report an issue
Bewitchment: Defeat 3 Uncinus that appear from quicksandAchievement
Location
Chapter 7 · Quicksand river – Past the shop the path opens onto a wide river of quicksand with sandfalls pouring into it. Uncinus rise out of the sand here: kill any three of them.
Summary
One of the chapter's five Bewitchments.
Report an issue
Umbran Tear of Blood (Toad): behind the leftmost sandfallCollectible
Location
Chapter 7 · Quicksand river – Three sandfalls come down to your right. Take the path that runs behind them and listen for croaking: the toad sits on a rock behind the left-hand fall. It never moves, so just walk up and grab it.
Summary
The chapter's Umbran Toad, one of the three Tears that open Phenomenal Remnant 7.
Report an issue
Echo of Memory: top of the summoned platformsCollectible
Location
Chapter 7 · Quicksand river – Keep following the path behind the falls and climb the ledges to a cube at the top. Hit it to raise a set of moving platforms, then ride the left-hand ones up to the Echo on the highest.
Summary
An Echo of Memory, a recorded memory kept in the collection menu.
Report an issue
Niflheim: top of the sand waterfallsCollectible
Location
Chapter 7 · Quicksand river – Back on the moving platforms, take the one heading right to the purple portal at the top of the sandfalls. Three waves (three Lacunosus, two Nebulosus, then a Pannus) must all fall before time runs out, fought across small floating platforms. Cheshire is too big for them and drops off, so use quick Wink Slave strikes rather than a full summon.
Summary
Verse 8, a Niflheim challenge. A first clear gives a Broken Witch Heart.
Report an issue
Broken Moon Pearl: chest atop the lower towerUpgrade
Location
Chapter 7 · Quicksand river – Hit the cube beside the Niflheim portal to bring up a platform that carries you down to the ruins standing in the quicksand. Climb the tall tower among them; the chest on its top holds the piece.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Umbran Tear of Blood (Cat): middle platform below the towerCollectible
Location
Chapter 7 · Quicksand river – The cat starts at the foot of that tower. Clear the Uncinus that rise from the sand first, then chase it until it stops on the platform in the middle of the area and catch it there.
Summary
The chapter's Umbran Cat, one of the three Tears that open Phenomenal Remnant 7.
Report an issue
Broken Witch Heart: floating cube near the sandfallsUpgrade
Location
Chapter 7 · Quicksand river – A chest drifts through the quicksand near the sandfalls, on the right-hand side of the cat's starting spot. Wait for it to surface, then hit it until it breaks open.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Record: platform at the quicksand edgeCollectible
Location
Chapter 7 · Quicksand river – Make your way over the quicksand toward its far edge. On the left, near the drop at the cliff edge, the record sits on a platform partway down.
Summary
A Record, which adds a music track to the Gallery.
Report an issue
Broken Moon Pearl: tower at the end of the quicksandUpgrade
Location
Chapter 7 · Quicksand river – Next to the record, a ruined building rises from the cliff at the far end of the quicksand. Climb to its top and break the chest there.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Bewitchment: Cross the quicksand river without falling inAchievement
Location
Chapter 7 · Quicksand river – Get through the quicksand area without dropping into the sand even once. Hunting the pickups makes that hard on a first visit, so it is easier on a Chapter Select replay: ignore the Uncinus, hop between the platforms toward the wall by the cliff edge, and go down to the next area.
Summary
One of the chapter's five Bewitchments.
Report an issue
Finish the quicksand river before the temple path

Leaving the quicksand area toward the temple sets off an ambush, and the chapter ends at the temple after that. Before you go, have the toad, the cat, the Echo, the Verse 8 Niflheim, both Moon Pearl pieces, the drifting Witch Heart chest and the record, so the walk doesn't need to turn back. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 7 Verse 11: Strider rematch at the templeHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 7 · Tura temple – A scene in the temple leads straight into the fight, which plays much like the first meeting with him. Block his lunges for Witch Time and punish him inside it. He has three health bars: once two are gone a scene breaks in, and Viola finishes the last bar with powered-up moves.
Summary
Verse 11, the chapter boss: Strider again. Beating him ends the chapter.
Report an issue

Chapter 8: A Croaking Chorus

Bayonetta crosses Zamalek's waterfalls and bridge, sinks into Venom's Caress, gains Baal for the temple and ends the chapter against Murus.

Chapter 8 puts Bayonetta back in Cairo. She crosses the Zamalek basin, with its waterfalls, windmill towers and a long stone bridge, then sinks through the sand into the caves and buried temple of Venom's Caress. She carries the four weapons won so far, Colour My World, G-Pillar, the Ignis Araneae Yo-Yo and Dead End Express, and can call the demons Madama Butterfly, Gomorrah, Phantasmaraneae and Wartrain Gouon. After the Verse 4 fight Baal fights at her side for the rest of the chapter; it joins her demon list for good only later in the story. Two Niflheims and one angel portal sit off the path, and nothing here waits for a later demon or weapon. The chapter's Bewitchments only appear in the menu after the first clear, but each one counts if you earn it now. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 8 Verse 1: CastellanusBoss
Location
Chapter 8 · Cairo: Zamalek – Walk out of the opening cave into the first open area; a scene starts the fight. The core sits on top of a stack of segments and takes no damage from normal hits, so break the segments from the bottom up (demon attacks reach them well) while dodging its tendrils. With every segment gone it grows legs and walks; watch its spinning blade and keep hitting the exposed top.
Summary
Verse 1: a new tower-shaped enemy, Castellanus, with smaller foes joining in.
Report an issue
Bewitchment: Hit a Castellanus core while at least one segment is intactAchievement
Location
Chapter 8 · Cairo: Zamalek – During the Verse 1 fight, reach the core on top before the last segment breaks. Float up to it with Madama Butterfly, or lay Wartrain Gouon's track upwards so the train runs into the core.
Summary
One of the chapter's five Bewitchments.
Report an issue
Card Pack: damaged wall / small ruinCollectible
Location
Chapter 8 · Cairo: Zamalek – From where the fight began, head to the right side of the area: a small ruined building stands there, its broken wall next to a thin waterfall. The pack is inside that ruin.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Niflheim: tower behind the first arenaCollectible
Location
Chapter 8 · Cairo: Zamalek – The intact building beside the ruin holds a purple portal in a small chamber under its tower. Inside, kill every enemy (Uncinus, Spissatus and Stratus) before time runs out while the wind pushes you toward the fog at the arena's edge. The shooters never move, so one Wartrain Gouon charge through them clears most of the wave.
Summary
Verse 2, a Niflheim challenge. A first clear gives a Broken Moon Pearl.
Report an issue
Angel portal: outside the towerCollectible
Location
Chapter 8 · Cairo: Zamalek – Step back out of the Niflheim building: the golden portal glows just outside it, on its left side. Inside wait Grace and Glory, a pair of very fast angels that hit hard with fire and lightning. Split them up and finish one before turning on the other.
Summary
Verse 3, a hidden angel fight behind a golden portal. Clearing it also counts as a Heavenly Light.
Report an issue
Umbran Tear of Blood (Toad): behind the waterfallCollectible
Location
Chapter 8 · Cairo: Zamalek – Left of the same building a waterfall pours down, with plenty of ordinary frogs around it. Walk in behind the falling water: the Umbran toad clings to the rock wall there. Toads stay put, so just grab it.
Summary
One of the chapter's three Umbran Tears of Blood. With the crow and the cat it opens Phenomenal Remnant 8.
Report an issue
Echo of Memory: summoned platformsCollectible
Location
Chapter 8 · Cairo: Zamalek – Turn your back on that waterfall, walk between the two buildings and bear right to a cube. Strike it and a row of moving platforms appears; ride them out to the Echo.
Summary
An Echo of Memory, one of the story notes kept in the menu.
Report an issue
Broken Witch Heart: time trial at the topUpgrade
Location
Chapter 8 · Cairo: Zamalek – Stay on those platforms and ride them to the highest one, where a second chest waits. Breaking it starts a timed hunt: gather every floating piece before the clock stops. A failed hunt can be started again.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Card Pack: behind the waterfallCollectible
Location
Chapter 8 · Cairo: Zamalek – Get back down to the buildings and cross the first open area to its left-hand side, where a windmill tower stands with a second waterfall behind it. Go in behind that water for the pack.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Bewitchment: Stand on top of the windmill towerAchievement
Location
Chapter 8 · Cairo: Zamalek – Two windmill towers stand by that waterfall. Climb the right-hand one all the way to its roof; standing up there earns it.
Summary
One of the chapter's five Bewitchments.
Report an issue
Figure Box: windmill tower topCollectible
Location
Chapter 8 · Cairo: Zamalek – It sits on the top of the right-hand windmill tower, where you just stood. If it is not there, climb the other tower and look on its top instead.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Broken Moon Pearl: windmill time trialUpgrade
Location
Chapter 8 · Cairo: Zamalek – From the tower top, drop onto the wet platform at the foot of the neighbouring tower. A chest there starts a timed hunt; collect every piece before time runs out, and retry if you miss.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Record: cave platform (time-shift)Collectible
Location
Chapter 8 · Cairo: Zamalek – Cross back to the side where the summoned platforms were and keep to the right-hand wall until a cave opens on the right. Inside is a Congestus: knock it over, rewind time until the far purple platform has drifted close, and jump onto it. When the rewind ends, the platform carries you back across the sand to the ledge with the record.
Summary
A Record, which adds a music track to the Gallery.
Report an issue
Figure Box: floating by the sand streamCollectible
Location
Chapter 8 · Cairo: Zamalek – From the record's ledge you can see the box hanging in the air by the stream of falling sand. Jump and glide over to it with Madama Butterfly's wings.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Broken Witch Heart: summon chest over the sandUpgrade
Location
Chapter 8 · Cairo: Zamalek – Leave the cave by its far exit onto the sand flats below the stone bridge. On the left, a large chest floats over the sand on a lone platform; Bayonetta can't break it alone. Hit it to bring up a summoning circle, then summon a demon on it (Wartrain Gouon from there, or Madama Butterfly from the platform to the left). Start at once, because the demon slowly sinks into the sand.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Umbran Tear of Blood (Crow): sand platform beside the bridgeCollectible
Location
Chapter 8 · Cairo: Zamalek – The crow rests on a small platform in the moving sand on the right-hand side of the bridge, below its middle. Reach it across the platforms from the summon chest, or drop down from the bridge's middle; landing on it from above works best. If it flies, follow it through the narrow gaps until it turns in the open and swing into its path.
Summary
One of the chapter's three Umbran Tears of Blood. With the toad and the cat it opens Phenomenal Remnant 8.
Report an issue
Figure Box: under the last bridge spanCollectible
Location
Chapter 8 · Cairo: Zamalek – Follow the bridge on the ground back toward where the chapter began. The box is beneath its last span, in the first arch at that end.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Card Pack: under the bridgeCollectible
Location
Chapter 8 · Cairo: Zamalek – Stay under the bridge and look around its pillars for the pack. It lies at the opposite end of the underside from the Figure Box; if it isn't there, search that same last span again.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Broken Moon Pearl: chest opposite the bridge endUpgrade
Location
Chapter 8 · Cairo: Zamalek – Climb the sandy path at the start end of the bridge toward the huge temple. From the top of the bridge's near end the chest is straight ahead, through an open doorway in the building opposite. Break it for the piece.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Shop: Poison Toad CushionItem
Location
Chapter 8 · Cairo: Zamalek – Buy it at the shop portal halfway along the top of the stone bridge, before you cross. If you are short of Halos, it is on sale at the same portal when you replay the chapter from Chapter Select.
Summary
A decoration for Viola's room, sold for 2,300 Halos at this chapter's Gates of Hell portal only.
Report an issue
The marker across the bridge takes you underground

On the far side of the bridge a purple glowing marker shows a vision; following it sinks Bayonetta through the sand into Venom's Caress, and the walk does not bring her back up. Before you go, make sure you have Zamalek's three Card Packs, three Figure Boxes, two Broken Witch Hearts and two Broken Moon Pearls, the record, the Echo on the summoned platforms, the toad and the crow, plus the Verse 2 Niflheim, the Verse 3 angel portal and the windmill and Castellanus Bewitchments. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 8 Verse 4: Baal and the cave duelBoss
Location
Chapter 8 · Cairo: Venom's Caress – Cross the bridge to the purple marker and follow the vision down through the sand, then walk the cave to the large chamber and approach the vision there. Baal swings wide, slams the ground and sings: a finished song does huge damage, and its poison rain reaches you anywhere, so stagger it before the fourth verse. Once Baal is down to its last health bar the witch takes over, with long staff swings and stunning sound waves from range; dodge for Witch Time and don't let her build a combo.
Summary
Verse 4: a fight with the toad demon Baal, then a duel with the witch from the vision. Winning gives you Baal for the rest of the chapter.
Report an issue
Echo of Memory: temple stairs, leftCollectible
Location
Chapter 8 · Cairo: Venom's Caress – After the scene, go into the underground temple and turn left straight away. The Echo lies on a flight of stairs there.
Summary
An Echo of Memory, one of the story notes kept in the menu.
Report an issue
Break the Baal statues as you go

A Bewitchment asks for five Baal statues smashed inside the temple. Four stand in this first part of the temple and the fifth in the room where Radiatus appears, so break each one you pass rather than coming back for them.

Figure Box: sealed room (Baal's poison rain)Collectible
Location
Chapter 8 · Cairo: Venom's Caress – Go on and upstairs into a big room of pillars full of pod-like Humilis, with a barred door. Hit the chest to make a summoning circle, summon Baal and let her finish her song: the poison rain wipes out every pod and the door opens. The box is in the room's right-hand corner.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Broken Witch Heart: summon chest in that roomUpgrade
Location
Chapter 8 · Cairo: Venom's Caress – In the left-hand corner of the same room is a chest that Bayonetta's own attacks can't open. Summon a demon and let it break the chest.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Umbran Tear of Blood (Cat): on the pillarsCollectible
Location
Chapter 8 · Cairo: Venom's Caress – Still in that room, look up: the cat runs along the tops of the central pillars. Watch its route, then swing up into its path to catch it.
Summary
The last of the chapter's three Umbran Tears of Blood. With the toad and the crow it opens Phenomenal Remnant 8.
Report an issue
Chapter 8 Verse 5: Radiatus in the templeQuest step
Location
Chapter 8 · Cairo: Venom's Caress – Through the opened door, climb the stairs until a scene brings in the Radiatus. They are aggressive and shoot at close range, so never stand in front of one: circle round and hit them from the side.
Summary
Verse 5: waves of a new enemy, Radiatus, which also teach Baal's controls.
Report an issue
Bewitchment: Destroy 5 Baal statues inside the templeAchievement
Location
Chapter 8 · Cairo: Venom's Caress – Break the Baal statue in the Radiatus room. With the four from the temple's first part it makes five; if one was missed, walk back and break it before moving on.
Summary
One of the chapter's five Bewitchments.
Report an issue
Bewitchment: Enter the hidden room inside the templeAchievement
Location
Chapter 8 · Cairo: Venom's Caress – Go on into the room with the poison pond and the platforms. On the right stand two tall statues; break the top of the first one (a summoned demon does it) and walk into the room behind it. If the statue holds, lower the platforms with Baal's jump and wait by the stairs until they slide back into the wall, which also opens the way in.
Summary
One of the chapter's five Bewitchments.
Report an issue
Figure Box: hidden room right of the poison roomCollectible
Niflheim: secret corridor off the poison pondCollectible
Location
Chapter 8 · Cairo: Venom's Caress – Back in the poison room, cross to the statues on the left side and break the first one the same way. Jump up into the passage behind it (a chest there holds nothing on the list) and follow it to the end, where the purple portal is on the left. Inside, Baal is your demon: summon her and keep the enemies busy with Bayonetta so they can't interrupt the song. Health and time are limited and Torture Attacks are off, but the finished poison rain clears the room.
Summary
Verse 6, a Niflheim challenge. A first clear gives a Broken Witch Heart.
Report an issue
Chapter 8 Verse 7: MurusBoss
Location
Chapter 8 · Cairo: Venom's Caress – Lower the platforms with Baal and take the stairs they form up and out of the temple; a scene starts the fight outside. Murus swings axe-like wings, spins in a crystal shell and fires two huge beams: watch where it aims, dodge to the side for Witch Time and punish it until the Climax.
Summary
Verse 7, the chapter boss: Murus, a slow but very heavy-hitting homunculus. Beating it ends the chapter.
Report an issue
Bewitchment: Hit Murus with Baal's poison rainAchievement
Location
Chapter 8 · Cairo: Venom's Caress – During the Murus fight, summon Baal and keep pressing R until her song completes and the poison rain falls on Murus. If the fight ends first, it can be tried again on a replay.
Summary
One of the chapter's five Bewitchments.
Report an issue

Chapter 9: Learning to Fly

Giza's water stairs and the Tower of Pacts, where Malphas joins, then the wind rooms, scales and chase of the Temple of Tempests and the fights that close the chapter.

Chapter 9 opens in the Giza desert below a temple ringed by giant birds. A fallen bridge sends you through a cave to the Tower of Pacts, where a new demon, Malphas, joins you in Verse 4; its gale and its grabbing talon then open the puzzles of the Temple of Tempests. You start with Colour My World, G-Pillar, the Ignis Araneae Yo-Yo and Dead End Express, with Madama Butterfly, Gomorrah, Phantasmaraneae and Wartrain Gouon. One Figure Box sits on invisible platforms that a later demon shows, but it can be reached by jumping blind; nothing else here waits for later gear. The chapter has two Niflheims, an angel portal and a red-portal demon trial. Its Bewitchments only appear in the menu after the first clear, but each one counts if you earn it now. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Stay off the bridge until the start area is done

Walking up to the bridge toward the temple plays a scene in which a sandstorm brings it down, and the route goes on through a cave instead. The first Figure Box lies just short of that bridge, so collect it without stepping onto it, then come back for the rest of the start area: the Card Pack, the toad, the angel portal, the Echo of Memory and the Moon Pearl chest. Head for the bridge only after the chest, so the walk doesn't turn back. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Figure Box: below the cliff before the bridgeCollectible
Location
Chapter 9 · Giza: Al Haram – From the ledge where the chapter starts, step off to the right and drop to the ground below; the box is down there, just short of the bridge toward the temple.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Card Pack: above the tall rockCollectible
Location
Chapter 9 · Giza: Al Haram – A short way ahead in the same starting area, the pack floats over the top of a tall rock. Jump up to it.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Umbran Tear of Blood (Toad): bush by the water platformsCollectible
Location
Chapter 9 · Giza: Al Haram – Ahead and slightly to the right is a stepped cliff of small platforms with water running over them. Climb to the second step and hop onto the ledge on the left: the toad hides in the tall grass there, beside the stream. Walk close to spot its red glow.
Summary
The chapter's Umbran Toad, one of the three Tears that open Phenomenal Remnant 9.
Report an issue
Angel portal: top of the stepped cliffCollectible
Location
Chapter 9 · Giza: Al Haram – Keep climbing the water platforms from the toad's ledge to the open ground at the top; the glowing marker stands in the middle. Walk into it to start the fight.
Summary
Verse 1, a hidden fight against angels (Affinity and Beloved). Clearing it also counts as a Heavenly Light.
Report an issue
Echo of Memory: behind the waterfallCollectible
Location
Chapter 9 · Giza: Al Haram – With the angels gone, turn to the right of the arena at the top of the water platforms. Walk in behind the waterfall there to pick it up.
Summary
An Echo of Memory, one of the story notes kept in the menu.
Report an issue
Broken Moon Pearl: chest on the towerUpgrade
Location
Chapter 9 · Giza: Al Haram – Near the angel arena stands a ruined tower. Climb onto its first level and walk round to its far side, where a gold chest waits; hit it until it breaks open.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Bewitchment: Scare off 20 resting wild Malphas demonsAchievement
Location
Chapter 9 · Tower of Pacts – Now walk up to the bridge. After it falls, turn round and take the cave that has just opened. On the far side, around the tower, big birds rest on the cliffs and ledges. Just walk up to each one until it takes off, and keep going until 20 have flown.
Summary
One of the chapter's five Bewitchments.
Report an issue
Chapter 9 Verse 2: red-portal demon trialQuest step
Location
Chapter 9 · Tower of Pacts – Go into the building the birds circle. The red marker is on its ground floor, in plain view as you enter; step into it and defeat the demons that come out.
Summary
Verse 2, a hidden fight against Infernal Demons behind a red portal. It is the chapter's Infernal Presence.
Report an issue
Niflheim: temple balconyCollectible
Location
Chapter 9 · Tower of Pacts – From the red portal, take the stairs up and walk out between the columns onto the second-floor balcony; the purple portal is on the left as you step out. Score 4,000 combo points before time runs out, using only the Yo-Yo and Dead End Express. The two enemies can't be killed, lava falls from above, and a single hit ends the try, so dodge into Witch Time and land your combos there. Clear it before climbing higher.
Summary
Verse 3, a Niflheim challenge. A first clear gives a Broken Witch Heart.
Report an issue
Card Pack: across the balcony gapCollectible
Location
Chapter 9 · Tower of Pacts – Back on the balcony, go to its right-hand end, where the stairs climb to the next level, and jump across the gap to the platform opposite. The pack is behind the building there. It can also be reached from the ground by following the cliff wall round the left of the tower.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Figure Box: mountain path to the temple stairsCollectible
Location
Chapter 9 · Tower of Pacts – Climb the rock face behind that Card Pack (the spider form scales the wall). The box sits close to the stairs that run up the side of the temple, where they turn.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Verse 4 at the top flies you to the next temple

Reaching the top of the tower starts Verse 4, and after it Malphas carries you off to the Temple of Tempests. Make sure you have the birds Bewitchment, the red-portal trial, the balcony Niflheim, the Card Pack across the gap and this Figure Box first, so the walk doesn't turn back. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 9 Verse 4: Malphas atop the Tower of PactsQuest step
Location
Chapter 9 · Tower of Pacts – Follow the stairs all the way to the top and walk to the middle to start a scene. Malphas is then yours, and Stratus and Lacunosus appear: use them to try out its moves.
Summary
Verse 4, where the demon Malphas joins you, followed by a short practice fight with it.
Report an issue
Bewitchment: Perform 5 Torture Attacks during the battle atop the Tower of PactsAchievement
Location
Chapter 9 · Tower of Pacts – During the Verse 4 fight, summon Malphas and blow the enemies about with its gale (Y); that sets up Torture Attacks one after another. Land five before the last enemy falls.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 4 fight.
Report an issue
Record: between the sawsCollectible
Location
Chapter 9 · Temple of Tempests – Malphas sets you down at the Temple of Tempests; go in. In the first room where wind blows toward the middle, the record hangs between two spinning blades on the right. Pick your moment and leap in; a blade may clip you.
Summary
A Record, which adds a music track to the Gallery.
Report an issue
Broken Moon Pearl: chest in the saw room cornerUpgrade
Location
Chapter 9 · Temple of Tempests – Stay in the same wind room and go round behind the blades to its far right corner. A gold chest sits there; break it open.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Broken Witch Heart: time trial through the right doorUpgrade
Location
Chapter 9 · Temple of Tempests – In the next room the fans blow upward. Ride the draft up, but drift into the open doorway on the right rather than the way ahead. The chest in that side room starts a timed hunt: gather every floating piece before the clock stops. A failed hunt can be started again.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Chapter 9 Verse 5: Volutus in the templeBoss
Location
Chapter 9 · Temple of Tempests – Go on to the large room lined with columns; the fight starts as you enter. Keep away from its flaming legs and attack from range with Phantasmaraneae. Bayonetta's dodge makes Witch Time easy to set off, so dodge its rushes and punish.
Summary
Verse 5, a return match with the burning beast Volutus, which has three health bars this time.
Report an issue
Echo of Memory: hole in the windmill-room floorCollectible
Location
Chapter 9 · Temple of Tempests – The next room holds four steel windmills. From its entrance, go right to where the floor is broken and drop down through the hole; the echo is just below the ledge.
Summary
An Echo of Memory, one of the story notes kept in the menu.
Report an issue
Umbran Tear of Blood (Crow): above the big doorCollectible
Location
Chapter 9 · Temple of Tempests – Still in the windmill room, look up at the big structure over the large door: the crow perches up there. It flies off when you get close, so watch its route and cut it off rather than following it.
Summary
The chapter's Umbran Crow, one of the three Tears that open Phenomenal Remnant 9.
Report an issue
Figure Box: behind the fallen pillarCollectible
Location
Chapter 9 · Temple of Tempests – To open the big door, hit the cube in the room so a summoning circle appears, call Malphas from it and turn all four windmills with its gale. Go through into the dark, sandy room beyond and turn right: the box is behind the toppled pillar beside the sarcophagi.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
The next room's floor gives way

In the room after the sarcophagi, a scene drops you through the floor and down a sand slide into a pink crystal cave. Have the windmill room's Echo of Memory and crow and the Figure Box behind the fallen pillar before you walk in, so the walk doesn't turn back. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished. Ride the slide without hitting anything, breaking the crystals ahead of you: the no-hit sand-slide Bewitchment may count here as well as in Verse 11.

Figure Box: behind pillars above the crystal caveCollectible
Location
Chapter 9 · Temple of Tempests – On the slide, smash the crystals in your way. In the crystal cave at the bottom, glide on to the next area, then leave the main path before the door: climb the ledges on the left (a wall jump gets you up) to an upper level, where the box stands behind a row of pillars.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Gates of Hell: Temple of Tempests corridorArea
Location
Chapter 9 · Temple of Tempests – Drop back to the main path and carry on through this part of the temple. The portal waits in a small room off the end of the corridor.
Summary
Rodin's shop for this chapter, the place to spend Halos before the second half of the temple.
Report an issue
Shop: Ceremonial MaskItem
Location
Chapter 9 · Temple of Tempests – Drop back to the main path past the crystal cave and follow the corridor beyond the door to its end: Rodin's portal is in the small room there. Buy the mask before walking on. If you are short of Halos, it is on sale at the same portal when you replay the chapter from Chapter Select.
Summary
A decoration for Viola's room, sold for 2,200 Halos at this chapter's Gates of Hell portal only.
Report an issue
Chapter 9 Verse 6: narrow hall fightQuest step
Location
Chapter 9 · Temple of Tempests – Past the shop room, head for the staircase down; the fight starts in the narrow hall walled by columns. There is no room to summon a demon, so lean on your weapons and Witch Time.
Summary
Verse 6, a fight against Stratus and Nebulosus in a cramped hall.
Report an issue
Echo of Memory: weight room, rightCollectible
Location
Chapter 9 · Temple of Tempests – In the same room, the one with the big scales and weights, follow the passage on the right-hand side; the echo is in plain sight there.
Summary
An Echo of Memory, one of the story notes kept in the menu.
Report an issue
Umbran Tear of Blood (Cat): weight room far-right cornerCollectible
Location
Chapter 9 · Temple of Tempests – The cat starts in the far right corner of the scale room and runs a loop along the upper level and over the scales. Guess where it is heading and meet it there; Demon Masquerade or Madama Butterfly helps you keep up.
Summary
The chapter's Umbran Cat, the last of the three Tears that open Phenomenal Remnant 9.
Report an issue
Figure Box: weight-room far-left stairsCollectible
Location
Chapter 9 · Temple of Tempests – Cross to the far left side of the scale room, near the scales, and drop down from the path there: the box is on the stairs below, tucked behind a wall.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Niflheim: room past the scale puzzleCollectible
Location
Chapter 9 · Temple of Tempests – Open the door with Malphas's talon: pick up the weights and set one large and one small weight on each round scale. In the smaller room past it, the purple portal is on the right. Kill a Spissatus, a Fractus, a Cavum and a Lacunosus on floating islands within 80 seconds, with limited health and Malphas as your only demon. Strike from the air, or grab enemies with the talon and drop them off the edge.
Summary
Verse 8, a Niflheim challenge. A first clear gives a Broken Witch Heart.
Report an issue
Card Pack: behind the blocked doorCollectible
Location
Chapter 9 · Temple of Tempests – On the same right-hand side of that room, check the doorway choked with rubble. Get in past it and look right for the pack.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Figure Box: down the stairs, rightCollectible
Location
Chapter 9 · Temple of Tempests – Leave through the open doorway and take the stairs down into the next chamber, the one floored with sand. The box is on your right, just inside the entrance.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Figure Box: across the invisible platformsCollectible
Location
Chapter 9 · Temple of Tempests – In the cave straight after the sand chamber, before the corridor where the chase begins, a line of invisible platforms leads off to the left with the box at the far end. They can be crossed blind, jump by jump. If that fails, come back on a replay with Mictlantecuhtli, a later demon that makes them visible.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
The chase through the clouds of erasure runs one way

The next corridor starts a chase: clouds of erasure roll after you and you run until you are clear. It passes one pickup, a Card Pack floating over a flight of stairs, and there is no going back for it or for anything behind you: the Figure Box on the invisible platforms, the sand chamber's Figure Box, and the scale room's Echo, cat, Figure Box, Niflheim and Card Pack. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Bewitchment: Escape from the clouds of erasure without touching themAchievement
Location
Chapter 9 · Temple of Tempests – Go into the next corridor to start the chase and keep ahead of the clouds all the way to the end without a single touch. If a cloud catches you, try it again by replaying the chapter from Chapter Select once the chapter is finished.
Summary
One of the chapter's five Bewitchments.
Report an issue
Card Pack: over the stairs (mist chase)Collectible
Location
Chapter 9 · Temple of Tempests – Partway through the chase, the corridor turns a corner onto a flight of stairs with the pack hanging over them. Be ready to jump for it as you round the bend; you can't stop to line it up.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Card Pack: right after the windmill bridgeCollectible
Location
Chapter 9 · Temple of Tempests – Past the chase, the next room has windmills again: summon Malphas and spin them with its gale so platforms rise into a bridge. Cross it and look right at the far end; the pack is in the corner.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Chapter 9 Verse 10: treasure-room CumulonimbusBoss
Location
Chapter 9 · Temple of Tempests – Walk on into the treasure room and head for its centre; the fight starts at once. The room is wide open, so summon your demons freely. Afterwards, the gold heaps give Halos as you run through them, and the path up above leads on.
Summary
Verse 10, a Cumulonimbus with three health bars in a vault full of gold.
Report an issue
Chapter 9 Verse 11: Malphas flight and sand slideQuest step
Location
Chapter 9 · Temple of Tempests – It follows the scene after Verse 10. Fly through the cave on Malphas, shooting down whatever blocks the way. When Malphas is knocked out of the sky you slide on down the sand: steer left and right round obstacles, jump or duck under fallen pillars, and at the end sidestep the laser beams.
Summary
Verse 11, a flight on Malphas through a cave that turns into a ride down the sand.
Report an issue
Bewitchment: Complete the sand sliding portion without hitting any obstaclesAchievement
Location
Chapter 9 · Temple of Tempests – During the Verse 11 slide, weave clear of every obstacle from the top to the bottom; a single bump spoils it. If it is still missing after the chapter, the earlier slide into the crystal cave is the other candidate: replay the chapter and ride both cleanly.
Summary
One of the chapter's five Bewitchments.
Report an issue
Chapter 9 Verse 12: cloud-scales pairHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 9 · Temple of Tempests – The fight follows the next scene. Your weight tips the scales, and big summons are heavy enough to lower your side into the clouds below, so call demons only briefly, or stick to quick Wink Slave and Assault Slave attacks.
Summary
Verse 12, Cirrostratus and Cirrocumulus fought on a pair of floating scales, with another witch fighting at your side.
Report an issue
Bewitchment: Avoid touching clouds of erasure during the battle on the scalesAchievement
Location
Chapter 9 · Temple of Tempests – During the Verse 12 fight, keep your pan above the clouds from start to finish. Go easy on heavy summons, which drag your side down.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 12 fight.
Report an issue
Chapter 9 Verse 13: StratocumulusHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 9 · Temple of Tempests – It starts after the scenes that follow Verse 12. You control The Phantom and Malphas and swap between them: The Phantom when the chest is open to attack, Malphas when the head is. Once it is staggered, switch back to The Phantom, climb onto it and hit the bulb on its back.
Summary
Verse 13, the chapter's last fight: a giant Stratocumulus, fought by switching between two giant demons. Winning ends the chapter.
Report an issue

Side Chapter 3: High Stakes

One fight on a descending elevator: the food drops and the five Bewitchments, then the boss.

Side Chapter 3 is a single fight on a descending elevator, with no numbered verses and no rooms to search. Enemies climb aboard in groups on the way down, and two monitors inside the lift supply help: the left one weapons, the right one a supply system whose screen you stop on an image. Near the bottom a large Homunculus takes over the ride as the boss. Everything here, the four fast-food drops and all five Bewitchments, is earned on that one ride. The food adds to the score at the end and nothing else needs it. The Bewitchments stay hidden in the menu until the side chapter's first clear, but they count when earned on this first play.

Work through the list before the boss arrives

The food only drops from the enemies that board before the boss shows up, and the shotgun and stealth-throw Bewitchments need those same boarders, so use the waves for them. Anything missed can be collected later by replaying the side chapter from Chapter Select once the side chapter is finished.

Bewitchment: Reach the end without the elevator getting fully stoppedAchievement
Location
Side Chapter 3 · Elevator – From the start, walk right to the panel; no enemies guard it, and using it brings the elevator. Once aboard it starts down and enemies jump on. Wipe out every group quickly, the boss aside, so the lift never grinds to a halt; weapons from the monitors clear several at once. It registers only after the boss is beaten.
Requires
Summary
A Bewitchment, one of the side chapter's five. It covers the whole ride, so know it before you board.
Report an issue
Food drops: toilet paper, soda, fries and burger from boardersCollectible
Location
Side Chapter 3 · Elevator – Every enemy that boards before the boss can drop one, so kill as many boarders as you can. Luck decides how many a run gives; if the set is short, replay the side chapter from Chapter Select once it is finished.
Summary
The side chapter's four fast-food pickups; each adds a bonus to the chapter-end score. Here they come from enemies rather than fixed spots.
Report an issue
Bewitchment: Defeat 2 or more enemies with one shotgun blastAchievement
Bewitchment: Stealth kill and throw an enemy into another enemyAchievement
Location
Side Chapter 3 · Elevator – Watch for enemies that climb up in pairs. Catch one the instant it lands, before it spots you, with a stealth kill (X and A together) and throw it into its partner. A shotgun blast that hits one enemy standing beside another can knock it across too.
Summary
A Bewitchment, one of the side chapter's five.
Report an issue
Bewitchment: Get a teapot from the supply systemAchievement
Location
Side Chapter 3 · Elevator – Use the right-hand monitor, the supply system, and stop its screen on the blue image of a drink. After that a rainbow (flashing) image joins the cycle; stop on it and grab the teapot that appears. Taking it turns you into Cutie J.
Summary
A Bewitchment, one of the side chapter's five.
Report an issue
Bewitchment: Find and defeat AffinityAchievement
Location
Side Chapter 3 · Elevator – Keep using the same right-hand monitor. Each time it stops on the red warning screen counts; on the third red, Affinity appears. Beat it on the elevator floor.
Summary
A Bewitchment, one of the side chapter's five: a hidden angel fight.
Report an issue
Side Chapter 3: High StakesQuest step
Location
Side Chapter 3 · Elevator – The large Homunculus lands on the elevator, tipping it and speeding it up; it has two health bars. At first it punches the floor to send a wave across, and its lasers hit hard, so keep your distance and keep pulling weapons from the monitors. About halfway through its first bar it swings under the elevator and its hands sweep shots across the floor: stand on the raised hanging platforms and aim at its head or at an arm while it grips the lift. When a cutscene grabs you, mash X to break free; it drops down the shaft and a scene at the bottom ends the side chapter.
Summary
Finishing the side chapter, which also makes it replayable from the Chapter Menu as a blue orb.
Report an issue

Chapter 10: Cover of Night

Viola's third chapter: Thule's Frosted Peak, a broken Ginnungagap, then the streets of Paris up to the Arc de Triomphe.

Chapter 10 puts Viola back in charge, starting on Thule's Frosted Peak, crossing a broken Ginnungagap and ending in the 16th Arrondissement of Paris. Her kit is the one she has had since Chapter 5: the katana Mab Dachi, Bull Kiss darts and Cheshire, and her Witch Time still comes from a block (R) timed to an incoming hit. Everything in the chapter can be done on this first visit: two purple Niflheim portals, one golden angel portal, a seal opened by a key found near the start, and the last of the four Medallion Shards. Patches of fallen coloured glass lie on Thule's paths from the opening, and a Bewitchment wants ten of them stepped on, so walk over each one you pass. The chapter's Bewitchments only show in the menu after the first clear, but each one counts if you earn it now. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Figure Box: up the start platformsCollectible
Location
Chapter 10 · Frosted Peak – Take a few steps forward from the start, then look right: a single platform sits below the ledge. Stand on it and a chain of platforms appears, rising over the gap toward a floating rock. Climb them for the box; they fade after a while, so keep moving.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Niflheim: floating rock right of the startCollectible
Location
Chapter 10 · Frosted Peak – Keep climbing past the Figure Box to the top of the floating rock, where the purple portal waits. Four enemies (Mediocris, Lacunosus, Radiatus and Nebulosus) inside 160 seconds, with five times their usual vitality, and they only take damage during Witch Time; no Torture Attacks. Block (R) each attack as it lands, then unleash Cheshire while time is slowed. Since update 1.2.0 the block window is wider and an animation cues it; if the timing still feels off, remap the block to the button you dodge with as Bayonetta.
Summary
Verse 1, a Niflheim challenge. A first clear gives a Broken Moon Pearl.
Report an issue
Seal Key: bottom of the start platformsKey item
Location
Chapter 10 · Frosted Peak – Go back down to the first platform below the ledge and step on it again so the chain reappears. This time follow it downward and to the right: the key rests on the lowest new platform.
Summary
The large key that opens the seal on the stone towers, where a Broken Witch Heart waits.
Report an issue
Chapter 10 Verse 2: Frosted Peak towersQuest step
Location
Chapter 10 · Frosted Peak – Climb back to the start and walk straight ahead along the main path toward the stone towers. The fight begins on its own once you reach the open ground between them. Nothing here is tough; use Cheshire on the bigger enemies.
Summary
Verse 2, the chapter's first main-path fight: Stratus, Nebulosus, Cavum and Fractus.
Report an issue
Bewitchment: Climb to the top of the stone tower on ThuleAchievement
Echo of Memory: top of the stone towerCollectible
Broken Witch Heart: seal opened with the keyUpgrade
Location
Chapter 10 · Frosted Peak – From the top of the tower, cross the bridge to the next tower. Where it ends, a seal (a summon barrier) blocks the way and the key fits into it. Inside is a chest with the piece.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Broken Moon Pearl: timed chest on the broken bridgeUpgrade
Location
Chapter 10 · Frosted Peak – Step back out of the seal and turn round: a broken bridge juts from a detached tower on the right. Double jump and glide across to it and hit the chest there to start a timed hunt. Gather every floating piece before the clock runs out; a failed hunt can be started again.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Card Pack: drop behind the mountainsCollectible
Location
Chapter 10 · Frosted Peak – Return to the spot where the timed hunt began and head into the rocky hills behind it, keeping to the cliffs on the right. Drop down off the far side to the pack on a ledge.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Echo of Memory: just below the card packCollectible
Location
Chapter 10 · Frosted Peak – Look over the edge from the Card Pack: the Echo sits on the next platform down, the one you pass on the way to the pack.
Summary
An Echo of Memory for the collection.
Report an issue
Umbran Tear of Blood (Crow): right of that EchoCollectible
Location
Chapter 10 · Frosted Peak – It perches on the rocky ledge just right of the Echo, by the cliff edge. Its flight path runs across the way to the Card Pack, so this crow is an easy catch: close in and grab it as it passes.
Summary
The chapter's Umbran Crow, one of the three Tears that open Phenomenal Remnant 10.
Report an issue
Figure Box: inside the small building under the bridgeCollectible
Location
Chapter 10 · Frosted Peak – Make your way back to the towers and under the bridge below the seal. Of the small stone buildings there, break the wall of the one furthest left: the box is inside.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Medallion Shard: small tower on the leftCollectible
Location
Chapter 10 · Frosted Peak – Step back outside and break into the small stone tower on your left, a building fronted by two pillars. A wrecked Golem relic lies inside: hit it until the shard drops. If you don't find it there, look at the foot of the tall tower you rode the lift up.
Summary
The last of the four Medallion Shards (Chapters 1, 4, 7 and 10). With all four, the Golem extra chapter opens on the chapter map.
Report an issue
Bewitchment: Step on 10 of the fallen stained glass shards on ThuleAchievement
Location
Chapter 10 · Frosted Peak – Patches of coloured glass lie on the ground from the start of the chapter and all along the path the glowing orb takes beyond the towers. Walk over each patch you see; it counts once ten have been stepped on, so finish it on the orb's path to the Verse 3 gate.
Summary
One of the chapter's five Bewitchments.
Report an issue
Chapter 10 Verse 3: Murus behind the gateBoss
Location
Chapter 10 · Frosted Peak – Follow the orb up the path to a gate and break it down with attacks. In the room beyond, open the chest to bring up an Umbran circle: while you stand in it your magic never runs out, so Cheshire can stay summoned the whole fight. Dodge the rolling charges and hit back in Witch Time.
Summary
Verse 3, a fight against a single Murus, a shelled enemy that curls into a ball and rolls at you.
Report an issue
Frosted Peak closes behind you at the rift portal

Past the Verse 3 room, stairs lead up to a portal into Ginnungagap, and Thule can't be reached again this run once you step through. Before you go, check you have the Figure Box and the Verse 1 Niflheim up the start platforms, the key and the Broken Witch Heart behind the seal, the Broken Moon Pearl from the broken bridge, the Card Pack, both Echoes of Memory, the crow, the Figure Box under the bridge and the Medallion Shard, along with the stone tower and stained glass Bewitchments. In the rift, one more Bewitchment asks you never to fall, so cross it carefully from the first step. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 10 Verse 4: broken rift fightQuest step
Location
Chapter 10 · Ginnungagap – Climb the stairs and enter the rift portal, then follow the glowing orb across the broken path. The fight starts by itself soon after you arrive; dodge and lean on Cheshire.
Summary
Verse 4, a fight against Mediocris, Pannus and Lacunosus in the broken rift.
Report an issue
Card Pack: platforms right of the rift fightCollectible
Location
Chapter 10 · Ginnungagap – When the Verse 4 fight ends, don't follow the orb straight away. Hop along the floating platforms on your right toward a large red crystal and take the pack. Cross quickly and carefully: a fall here spoils the rift Bewitchment.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Chapter 10 Verse 5: OpacusBoss
Location
Chapter 10 · Ginnungagap – Go back to the orb and follow it; the fight begins almost at once. Keep clear of its charges and spins, and when it dives underground, move away from the marker on the floor that shows where it will burst out.
Summary
Verse 5, the first meeting with Opacus, a large enemy that charges, spins and burrows.
Report an issue
Bewitchment: Travel through Ginnungagap without fallingAchievement
Location
Chapter 10 · Ginnungagap – After Opacus, follow the light on toward the exit while the path crumbles beneath you. Keep moving and don't drop into the void anywhere in the rift; reaching the far side without a single fall earns it.
Summary
One of the chapter's five Bewitchments.
Report an issue
The rift's exit portal leads on to Paris

The portal at the end of the rift carries you to Paris, and the rift is behind you after that. Have the Card Pack on the platforms by the red crystal before you step through. If you miss it, replay the chapter from Chapter Select once the chapter is finished.

Card Pack: café smashed by CheshireCollectible
Location
Chapter 10 · 16th Arrondissement – After the scene at the rift exit you arrive in Paris. Keep to the left side of the street to a café with a red awning near the ramp and a blue car, close to a Metro entrance. Have Cheshire smash the shopfront for the pack.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Angel portal: by the double-decker busCollectible
Location
Chapter 10 · 16th Arrondissement – Cross to the right side of the street near where you arrived: the golden portal stands beside a double-decker bus, behind the parked vehicles and close to the buildings. Inside are an Accolade with Affinities. The Accolade's shield stops hits from the front, so get round behind it and let Cheshire work on it.
Summary
Verse 6, a hidden angel fight behind a golden portal. Clearing it also counts as a Heavenly Light.
Report an issue
Umbran Tear of Blood (Cat): subway entrancesCollectible
Location
Chapter 10 · 16th Arrondissement – Stay on the street's right-hand side as far as a staircase leading down to the subway, where the cat sits. It bolts underground when you come close and can't be followed. Run straight across the road to the subway entrance on the left by the ramp and wait there: it comes up right beside you.
Summary
The chapter's Umbran Cat, one of the three Tears that open Phenomenal Remnant 10.
Report an issue
Figure Box: shop near the Arc de TriompheCollectible
Location
Chapter 10 · 16th Arrondissement – Walk on up the main street on the right side. Near its end, just before the Arc de Triomphe, a shop with a blue front can be smashed: the box is inside.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Broken Witch Heart: time trial above the streetUpgrade
Location
Chapter 10 · 16th Arrondissement – Hit the cube in front of that blue shop to bring out moving platforms. Ride them up over the street to a second chest; breaking it starts a timed hunt. Gather every floating piece before the clock runs out; a failed hunt can be started again.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Gates of Hell: 16th Arrondissement streetArea
Location
Chapter 10 · 16th Arrondissement – Back down on the main street, Rodin's red-glowing record player stands on the way to the Arc. Lollipops bought here help in the Strider fight.
Summary
Rodin's shop for this chapter, the last stop before the Arc.
Report an issue
Shop: Miniature ArchItem
Location
Chapter 10 · 16th Arrondissement – From the time-trial platforms, drop back down to the main street: Rodin's red-glowing record player stands on it, on the way to the Arc. Buy the arch there before you walk on. If you are short of Halos, it is on sale at the same portal when you replay the chapter from Chapter Select.
Summary
A decoration for Viola's room, sold for 2,000 Halos at this chapter's Gates of Hell portal only.
Report an issue
Echo of Memory: subway steps by the red busCollectible
Location
Chapter 10 · 16th Arrondissement – On the left side of the main street, a little past Rodin's record player, a few steps lead down into a subway entrance next to a parked red bus. The Echo is at the bottom.
Summary
An Echo of Memory for the collection.
Report an issue
Niflheim: side street left of the main stripCollectible
Location
Chapter 10 · 16th Arrondissement – Come back up the steps and turn round: the side alley is on your right (on the left of the main street as you face the Arc). The purple portal is near its far end, on the right. Two waves (three Hideous, then a Pain) with four times their usual vitality must fall before time runs out, and Witch Time is switched off; dodge instead. Bayonetta fights at your side here, and with her and Cheshire it goes quickly.
Summary
Verse 7, a Niflheim challenge. A first clear gives a Broken Witch Heart (the reward screen may call it a Witch Heart).
Report an issue
Umbran Tear of Blood (Toad): behind a garage shutterCollectible
Location
Chapter 10 · 16th Arrondissement – Carry on through the alley past the challenge portal into the small dead-end courtyard. A dark, battered garage door stands on the right, behind a tree: break it and grab the toad inside.
Summary
The chapter's Umbran Toad, the last of the three Tears that open Phenomenal Remnant 10.
Report an issue
Bewitchment: Defeat 3 small GolemsAchievement
Chapter 10 Verse 8: Strider at the ArcBoss
Location
Chapter 10 · Arc de Triomphe – Return to the main street and walk up to the Arc de Triomphe; a scene starts the fight. He lunges in fast and hits hard. Block his attacks to open Witch Time and only counter inside it. Summon Cheshire for extra damage, but don't depend on him: Strider takes him down quickly.
Summary
Verse 8, the chapter boss: Strider, with four health bars. Beating him ends the chapter.
Report an issue
Bewitchment: Avoid getting hit by Strider inside his special fieldAchievement
Location
Chapter 10 · Arc de Triomphe – During the fight, Strider twice drags you into his special field, a watery world where he warps in and out of portals. While you are in it, only block or dodge and take no hit at all. If he lands one, it can be tried again on a replay.
Summary
One of the chapter's five Bewitchments.
Report an issue

Chapter 11: A Familiar Dance

Bayonetta in Paris's 8th Arrondissement with a demon on loan, then a run through the rift, a duel and a flight that ends at the Umbran Clock Tower.

Chapter 11 puts you back in control of Bayonetta, this time in the 8th Arrondissement of Paris. She has Colour My World, G-Pillar, the Ignis Araneae Yo-Yo, Dead End Express, Ribbit Libido-BZ55 and Simoon, with Madama Butterfly, Gomorrah, Phantasmaraneae, Wartrain Gouon, Baal and Malphas. Early on a new demon, Mictlantecuhtli, is lent to her for the chapter: its X form lights up pitch-dark places and shows invisible things, and much of the chapter is built around it. There are two purple Niflheim portals, a golden angel portal and a flight at the end that only runs forward. The chapter's Bewitchments only show in the menu after the first clear, but each one counts if you earn it now. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Figure Box: debris before the open areaCollectible
Location
Chapter 11 · 8th Arrondissement – From the start, follow the street and pass under the collapsed bridge. Just before the road opens out into a wide square, look behind the pile of rubble on your left.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Chapter 11 Verse 1: Virga on the main roadBoss
Location
Chapter 11 · 8th Arrondissement – Walk on out of the street into the open square on the main road and the fight begins. Virga has nothing new: keep moving to stay out of its lasers and dodge them late for Witch Time.
Summary
Verse 1, a fight against a single Virga.
Report an issue
Angel portal: open area left of the startCollectible
Location
Chapter 11 · 8th Arrondissement – Once Virga falls, turn to the open ground on your left instead of following the marker: the golden portal is there. Inside are Grace, Glory and Acceptance. The pair are quick, so dodge their rushes at the last moment and hit back during Witch Time.
Summary
Verse 2, a hidden angel fight behind a golden portal. Clearing it also counts as a Heavenly Light.
Report an issue
Card Pack: beside the first busCollectible
Location
Chapter 11 · 8th Arrondissement – Walk on from the portal and a vision-like scene hands you Mictlantecuhtli. Afterwards, check the left side of the street: the pack is tucked between a parked bus and the building next to it.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Card Pack: beside the second busCollectible
Location
Chapter 11 · 8th Arrondissement – Follow the road to its far end, where a second bus (a white one) is parked. The pack is behind it.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Umbran Tear of Blood (Crow): by the tree near the busesCollectible
Location
Chapter 11 · 8th Arrondissement – Cross to the right-hand side of the road and walk along the buildings: the crow perches on rubble near a tree not far from the buses. It flies back toward where the chapter began; give chase, and a Demon Masquerade form makes it easier to keep up.
Summary
The chapter's Umbran Crow, one of the three Tears that open Phenomenal Remnant 11.
Report an issue
Record: vent in the dark car parkCollectible
Location
Chapter 11 · Underground car park – Head for the lit tunnel and go down into the pitch-dark underground car park. A relic at the start brings up an Umbran circle; stand in it and summon Mictlantecuhtli in its X form to light the place. Then go left into a side hall, where the Record waits inside a vent.
Summary
A Record for the Gallery, and the item the chapter's first Bewitchment asks for.
Report an issue
Bewitchment: Find the item hidden in the underground tunnelAchievement
Umbran Tear of Blood (Toad): dark car park, behind a columnCollectible
Location
Chapter 11 · Underground car park – Go back to the Umbran circle and light the car park with the X form again, then cross to the far end. The toad hides behind the column in the back right corner, close to the way out. It may instead sit on a low ledge to the right of the exit, a short drop down.
Summary
The chapter's Umbran Toad, one of the three Tears that open Phenomenal Remnant 11.
Report an issue
Shop: Sightseeing Bus PlateItem
Location
Chapter 11 · 8th Arrondissement – Buy it from Rodin's record player at the subway exit. If you are short of Halos, it is on sale at the same portal when you replay the chapter from Chapter Select.
Summary
A decoration for Viola's room, sold for 1,400 Halos at this chapter's Gates of Hell portal only.
Report an issue
Broken Witch Heart: summon a flyer for the high chestUpgrade
Location
Chapter 11 · 8th Arrondissement – With your back to the subway exit, find the cube a little way ahead and hit it to bring out a chain of moving platforms. Ride them to the top, where a second relic brings up an Umbran circle and a chest floats in. From inside the circle, summon a flying demon (Mictlantecuhtli or Malphas) and have it smash the chest.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Echo of Memory: glide to the high EchoCollectible
Location
Chapter 11 · 8th Arrondissement – Stay up on those platforms and turn round: the Echo hangs high on the side of a building. Double jump toward it and glide the rest of the way.
Summary
An Echo of Memory for the collection.
Report an issue
Umbran Tear of Blood (Cat): window awningsCollectible
Location
Chapter 11 · 8th Arrondissement – Drop down, face back toward the subway exit and take the side street that ends in a dead end. The cat sits on one of the awnings over the windows of the same building and hops from awning to awning as you close in; some of them give way. Keep after it until it runs out of awnings, or follow it in a flying Demon Masquerade form.
Summary
The chapter's Umbran Cat, the last of the three Tears that open Phenomenal Remnant 11.
Report an issue
Niflheim: dead-end street after the tunnelsCollectible
Location
Chapter 11 · 8th Arrondissement – The purple portal is at the very end of the same dead-end street. Two waves (five Cavum, then two Pannus) with double their usual vitality and a time limit, and only Mictlantecuhtli can hurt them; no Torture Attacks. Stand in the Umbran circle for endless magic and keep attacking with Mictlantecuhtli's Y form until they split and burst.
Summary
Verse 3, a Niflheim challenge. A first clear gives a Broken Moon Pearl.
Report an issue
Chapter 11 Verse 4: NimbostratusBoss
Location
Chapter 11 · 8th Arrondissement – Walk back to Rodin's portal and carry on along the main path; the fight starts by itself. Nimbostratus sits inside a barrier you can't cross, so knock the segments off its tower with demon attacks first (Mictlantecuhtli does well). When the smaller enemies vanish, the X form shows where they are.
Summary
Verse 4, a fight against Nimbostratus, a new tower-shaped enemy, with smaller enemies that turn invisible.
Report an issue
Niflheim: behind the cracked shutterCollectible
Location
Chapter 11 · 8th Arrondissement – Follow the marker on down the main path, keeping to the left. Just before a plaza with a statue in its middle, a lit shop stands on the left; beside it, by some rubble and a parked red car, is a battered garage shutter. Break it to reveal the purple portal. Two waves (three Mediocris, then a Murus) with five times their usual vitality, limited magic and a time limit, all invisible. Show them with Mictlantecuhtli's X form and use it again whenever they fade. Baal's rain helps to wear the Murus down.
Summary
Verse 5, a Niflheim challenge. A first clear gives a Broken Witch Heart.
Report an issue
Broken Witch Heart: stepping on frozen enemiesUpgrade
Location
Chapter 11 · 8th Arrondissement – Go on into the plaza with the statue, which is broken. Knock down the Congestus there and use its power over time to wind things back until the statue is whole and the Affinities around it hang frozen in a staircase. Each jump off a frozen enemy gives your double jump back; climb them to the piece at the top.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
The path beyond the plaza pulls you into the rift

Past the statue plaza the path drags you into Ginnungagap, and these streets can't be reached again this run. Before you walk on, check you have the first Figure Box, the angel portal, both Card Packs, the crow, the Record and its Bewitchment, the toad, the Sightseeing Bus Plate, the Broken Witch Heart from the floating chest, the Echo of Memory, the cat, both Niflheims and the Broken Witch Heart above the statue. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 11 Verse 6: rift runQuest step
Location
Chapter 11 · Ginnungagap – In the rift, head toward the fight you can see in the distance to start the verse. You don't need to beat anything: cross the floating islands as fast as you can, dodging often and watching for the giant's laser. The verse ends when you reach the far side and land back in Paris.
Summary
Verse 6, a race across Ginnungagap under fire from a giant Homunculus.
Report an issue
Chapter 11 Verse 7: roundabout CumulonimbusBoss
Location
Chapter 11 · Paris – Walk forward from where you land; a scene leads into the fight at the next roundabout. Stay at a distance, dodge its lasers late for Witch Time, and summon a demon while time is slowed so it takes little damage.
Summary
Verse 7, a fight against Cumulonimbus, a large enemy that fires lasers.
Report an issue
Figure Box: ruin after the roundaboutCollectible
Location
Chapter 11 · Paris – Leave the roundabout down the main street, past the buildings that are falling apart, and keep looking to your right: the box is up on one of the ruined buildings, behind a broken section.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
The duel ahead leads straight into a one-way flight

The open area ahead starts the Verse 8 duel, and Verse 9 follows it at once: a flight on Mictlantecuhtli that moves on by itself and can't be turned back, then the chapter's last fight. Have the Figure Box above before you go on. Two pickups lie in the flight and pass only once: a chest with a Broken Moon Pearl and a Heavenly Light near the end of the second dark cave. Three Bewitchments are also earned during it. A missed one can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 11 Verse 8: Umbra Witch duel in ParisHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 11 · Paris – Walk into the open area; a scene starts the fight. She is fast and carries a weapon that doubles as a large shield, so stay locked on and dodge at the last moment to earn Witch Time, then punish her. Midway she surrounds you with doors and hides behind one of them, and later she takes the form of a giant marionette; keep attacking until the verse ends.
Summary
Verse 8, a duel with an Umbra Witch who has three health bars.
Report an issue
Bewitchment: Find the witch behind the right door and attack herHidden spoiler – activate to revealAchievementMinor spoiler
Location
Chapter 11 · Paris – During the fight, when the ring of doors appears, summon Mictlantecuhtli and use its X form: the door she is behind lights up and stands out from the rest. Hit that one.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 8 fight.
Report an issue
Chapter 11 Verse 9: flying chase and Clock TowerHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 11 · Paris – It begins as soon as Verse 8 ends; keep the chest and the three flight Bewitchments below in mind as you fly, since all of them come before the Clock Tower. In the flight, shoot the witch and the enemies ahead while steering round obstacles; the view swaps between behind and side-on several times, and in the dark stretches the X form shows the way. Near the end of the second dark cave, in the side-on part, keep to the bottom of the screen once you pass the big pipes to collect the Heavenly Light. Then comes the Clock Tower, with four levels that each attack in their own way; it only takes damage on a level that is open, so circle it and fire at whichever one opens.
Summary
Verse 9, the chapter's last verse: a flight on Mictlantecuhtli that ends in a fight against the Umbran Clock Tower. The flight holds a Heavenly Light, and the chest and three Bewitchments listed below are all earned during it, before the Clock Tower.
Report an issue
Broken Moon Pearl: chest at the 2D sectionUpgrade
Location
Chapter 11 · Paris – During the flight, just after the first dark cave, the view turns side-on and a tower enemy joins in. A chest drifts onto the screen at that moment: shoot it straight away, before it slips off the edge.
Summary
A Broken Moon Pearl piece, toward a longer magic gauge.
Report an issue
Bewitchment: Attack the witch's Umbran Armor and get the secret itemHidden spoiler – activate to revealAchievementMinor spoiler
Location
Chapter 11 · Paris – During the flight, fire at the witch every time she comes into view. Once she has taken enough hits she drops a healing laurel, and collecting it earns this.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 9 flight.
Report an issue
Bewitchment: Avoid all obstacles in the dark while riding MictlantecuhtliAchievement
Location
Chapter 11 · Paris – During the flight, the course plunges into darkness twice. Turn on the X form to see, and get through both dark stretches without touching a single obstacle.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 9 flight.
Report an issue
Bewitchment: Defeat 50 Lacunosus while riding MictlantecuhtliAchievement
Location
Chapter 11 · Paris – During the flight, shoot down 50 of the Lacunosus that swarm in; far more than 50 show up, so fire at everything. A charged shot sends out a beam that pierces a whole line of them.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 9 flight.
Report an issue
TartarusWeapon
Location
Chapter 11 · Chapter end – It is yours when the chapter ends, after the Clock Tower fight. Equip it from the weapon menu.
Summary
A new weapon for Bayonetta, paired with the demon Umbran Clock Tower.
Report an issue

Chapter 12: The Edge of Madness

Bayonetta crosses the ruined 1st Arrondissement of Paris, from the Clock Tower challenge behind the start to the arch and the tunnel below, then rides Gomorrah into the chapter's last fights.

Chapter 12 keeps Bayonetta in Paris, this time in the ruined streets of the 1st Arrondissement, and ends with a ride on Gomorrah, a duel and a song. You carry Colour My World, G-Pillar, the Ignis Araneae Yo-Yo, Dead End Express, Ribbit Libido-BZ55, Simoon and Tartarus, with Madama Butterfly, Gomorrah, Phantasmaraneae, Wartrain Gouon, Baal, Malphas and the Umbran Clock Tower. Tartarus and the Clock Tower came with the previous clear, so look over the Clock Tower's moves before you set off, because the first challenge uses nothing else. The chapter holds two purple Niflheim portals and one golden angel portal. Mictlantecuhtli and Abracadabra are only handed over when the chapter ends, and nothing here waits for them. The chapter's Bewitchments only show in the menu after the first clear, but each one counts if you earn it now. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Wreck buses as you go

A Bewitchment asks for five buses destroyed, and the count can start at once: a bus is parked right beside you when the chapter begins. Smash each bus you pass on the way through the first streets, with a summoned demon for speed, rather than coming back for them.

Niflheim: behind the startCollectible
Location
Chapter 12 · 1st Arrondissement – Spin round the moment the chapter begins: the purple portal is right behind you. Inside, a single Castellanus has to fall before the clock runs out, and the Umbran Clock Tower is the only demon you may call. Part of the arena gives endless magic, so fight from there and work through the tower's levels, reading its info panels first if it is new to you.
Requires
Summary
Verse 1, a Niflheim challenge. A first clear gives a Broken Moon Pearl.
Report an issue
Figure Box: platform right of Verse 2Collectible
Location
Chapter 12 · 1st Arrondissement – Back on the street, walk ahead toward the first clearing but don't step into it yet. Where a police car sits and the ground drops into a hole, look right: the box rests on a rock platform across the gap. Double jump and glide over to it.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Chapter 12 Verse 2: 1st Arrondissement clearingQuest step
Location
Chapter 12 · 1st Arrondissement – Jump back across to the street and go on into the clearing; the fight begins by itself. Stratus, Nebulosus, Lacunosus and an Opacus come at you, and none of them is new, so clear them with your usual mix of combos and summons.
Summary
Verse 2, the chapter's first main-path fight, against homunculi you have met before.
Report an issue
Figure Box: behind the overturned busCollectible
Location
Chapter 12 · 1st Arrondissement – In the clearing where Verse 2 was fought, a bus lies on its side to the left. Walk round behind it for the box.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Bewitchment: Destroy 5 busesAchievement
Location
Chapter 12 · 1st Arrondissement – Buses stand all over these streets, starting with one parked next to you at the very start (see the tip at the top of the chapter). Smash every one you pass; a summoned demon flattens them fastest. It counts the moment the fifth is wrecked, so if it hasn't come up by the clearing, keep at it along the street ahead.
Summary
One of the chapter's five Bewitchments.
Report an issue
Angel portal: alley by the cloudsCollectible
Location
Chapter 12 · 1st Arrondissement – Go up the ramp past the clearing and, where the main path bends left, keep right instead. A narrow alley runs along the edge of the clouds, through a burning patch and an open doorway, and the golden portal waits at its far end in a small courtyard. Inside is a Valiance with three health bars: its huge sword hurts, but its swings are slow, so dodge for Witch Time and punish.
Summary
Verse 3, a hidden angel fight behind a golden portal. Clearing it also counts as a Heavenly Light.
Report an issue
Figure Box: corner of the Heavenly Light courtCollectible
Location
Chapter 12 · 1st Arrondissement – Stay in the courtyard where the angel portal stood. The box is tucked in a corner beside a tree, to the left of the rubble where the crow sits.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Umbran Tear of Blood (Crow): rubble in the courtyardCollectible
Location
Chapter 12 · 1st Arrondissement – It perches on a heap of rubble in the same courtyard, near a gated doorway. When you get close it takes off and makes for a window in one of the buildings; rather than chase it, wait by that window and grab it as it arrives.
Summary
The chapter's Umbran Crow, one of the three Tears that open Phenomenal Remnant 12.
Report an issue
Card Pack: behind a garage shutterCollectible
Location
Chapter 12 · 1st Arrondissement – Walk back out through the alley. Right beside its mouth, on the street, stands a garage with a shutter door: smash the shutter and the pack is inside.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Umbran Tear of Blood (Toad): lone platform over the chasmCollectible
Location
Chapter 12 · 1st Arrondissement – Follow the main street on past the fallen soldiers, keeping to the left edge of the road, where a steep cliff falls away. Look down: a wrecked building sits on a lone platform below. Drop onto the ledges and glide across, then check behind the debris on its roof for the toad. The platforms on the right lead back up to the road.
Summary
The chapter's Umbran Toad, one of the three Tears that open Phenomenal Remnant 12.
Report an issue
Chapter 12 Verse 4: DuplicatusQuest step
Location
Chapter 12 · 1st Arrondissement – Climb back to the road and carry on into the next open area; the verse starts on its own. Duplicatus copies itself without any help, so the numbers grow fast: summon demons early and wipe out the copies together rather than one at a time.
Summary
Verse 4, a fight against Duplicatus, a new jellyfish-like homunculus that splits into copies.
Report an issue
Broken Witch Heart: time trial after Verse 4Upgrade
Location
Chapter 12 · 1st Arrondissement – When the fight is over, keep to the left side of the street and look down over the edge. Drop to the gold chest block below and break it: platforms rise up to a second chest. Hitting that one starts a timed hunt, so gather every floating piece before the clock runs out. A failed hunt can be started again.
Summary
A Broken Witch Heart piece, toward a longer health bar.
Report an issue
Figure Box: under the wrecked carsCollectible
Location
Chapter 12 · 1st Arrondissement – Go back to the first chest and follow the path to the right, then turn left into a covered tunnel that slopes downward and is packed with wrecked vehicles. Break them as you go. At the far end, a police car leans behind a slab of concrete: smash it and the box is underneath.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Umbran Tear of Blood (Cat): among the wrecksCollectible
Location
Chapter 12 · 1st Arrondissement – The cat hides in the same tunnel of wrecks. With the cars cleared it has nowhere to duck behind, so chase it along the tunnel until you catch it.
Summary
The chapter's Umbran Cat, the last of the three Tears that open Phenomenal Remnant 12.
Report an issue
Shop: Tourist Spot MagnetItem
Location
Chapter 12 · 1st Arrondissement – Buy it from Rodin's record player beside the arch on the main street, past the tunnel of wrecks. If you are short of Halos, it is on sale at the same portal when you replay the chapter from Chapter Select.
Summary
A decoration for Viola's room, sold for 1,100 Halos at this chapter's Gates of Hell portal only.
Report an issue
Echo of Memory: behind a large rock / left of the shopCollectible
Location
Chapter 12 · 1st Arrondissement – Stand facing Rodin's record player by the arch and go round to its left: the Echo is hidden in the debris behind a large rock there.
Summary
An Echo of Memory, one of the story notes kept in the menu.
Report an issue
Niflheim: rubble street right of the Gates of HellCollectible
Location
Chapter 12 · 1st Arrondissement – Cross to the other side of the record player and, before going under the arch, take the rubble-strewn street on the right toward the clouds; the purple portal is behind the broken buildings. You only need to survive until time runs out against three Genitus and three Cavum, but the floor hurts, magic is limited and you fight with Simoon. You have two lives (one before update 1.2.0). Ignore the kills: stay airborne by jumping off enemies and gliding, and avoid every hit.
Summary
Verse 5, a Niflheim challenge. A first clear gives a Broken Witch Heart.
Report an issue
Figure Box: on top of the archCollectible
Location
Chapter 12 · 1st Arrondissement – Go back to the arch and walk through it, then turn round and look up before you head on toward the tunnel: the box floats above the top of the arch. Jump and glide up to it.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Clear the arch area before Verse 6

Verse 6 starts on the main path beyond the arch and carries you down into an underground tunnel. Before walking on, check you have Rodin's decoration, the Echo behind the rock, the Verse 5 Niflheim and the Figure Box on the arch, so the walk doesn't turn back.

Chapter 12 Verse 6: possessed soldiers in the tunnelQuest step
Location
Chapter 12 · Underground tunnel – Follow the main path on from the arch; the soldiers ahead turn on you and the verse begins. Carry on down into the narrow tunnels, where demons can't be summoned, and cut through the waves with your weapons. The soldiers go down easily.
Summary
Verse 6, a fight through soldiers taken over by homunculi, first in the street and then underground.
Report an issue
Card Pack: behind a gate in the tunnelsCollectible
Location
Chapter 12 · Underground tunnel – During the second wave underground, an enemy bursts out from behind a gate on the right. Break the gate, deal with anyone inside, and pick up the pack in the space behind it.
Summary
A Card Pack, which adds concept art to the Gallery.
Report an issue
Bewitchment: Defeat all enemies in the underground tunnelAchievement
Location
Chapter 12 · Underground tunnel – The tunnel fight can be passed without killing everyone, so make sure you do: finish every soldier in it, including the ones shut away behind barred gates, before you leave.
Summary
One of the chapter's five Bewitchments.
Report an issue
The tunnel exit starts the Gomorrah rampage

Leaving the tunnel plays a scene and puts you on Gomorrah for a scripted rampage; the streets behind you can't be reached again this run. Before you go, have the Verse 1 Niflheim, all five Figure Boxes so far, the angel portal, the crow, toad and cat, both Card Packs, the time-trial Broken Witch Heart, the Echo, the Verse 5 Niflheim and Rodin's decoration, with the bus and tunnel Bewitchments. The ride itself passes a Figure Box inside a helicopter only once. The duel that follows earns a Bewitchment only with the Umbran Clock Tower among your demons, so set it now. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Chapter 12 Verse 7: Gomorrah rampageQuest step
Location
Chapter 12 · Gomorrah rampage – Walk out of the tunnel to trigger the scene. Then you steer Gomorrah as it smashes soldiers and tanks below and aircraft overhead; just keep attacking until the ride ends.
Summary
Verse 7, a scripted ride on Gomorrah through soldiers, tanks and helicopters.
Report an issue
Figure Box: inside the helicopter (dragon ride)Collectible
Location
Chapter 12 · Gomorrah rampage – During the ride, a helicopter flies in ahead of Gomorrah. Bring it down and the box drops out of the wreck. The ride doesn't turn back for it, so if it is missed, replay the chapter from Chapter Select once the chapter is finished.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Bewitchment: Knock down a helicopter while riding GomorrahAchievement
Location
Chapter 12 · Gomorrah rampage – During the Verse 7 ride, hit any helicopter flying above the soldiers. Gomorrah's fire breath at the height of the rampage is the easiest way, and downing the one with the Figure Box also does it.
Summary
One of the chapter's five Bewitchments.
Report an issue
Chapter 12 Verse 8: Umbra Witch duel after the rampageHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 12 · Gomorrah rampage – It follows straight on from the ride, after a short dance-off. She fights mostly at range, so dodge her heaviest attacks for Witch Time and hit back inside it. With about one and a half of her health bars gone she summons Mictlantecuhtli; answer with tall demons of your own, such as Gomorrah, to finish the fight.
Summary
Verse 8, a duel with another Umbra Witch, who later calls in a giant demon of her own.
Report an issue
Bewitchment: Defeat this world's Bayonetta with the Umbran Clock Tower equippedHidden spoiler – activate to revealAchievementMinor spoiler
Chapter 12 Verse 9: Baal Zebul performanceQuest step
Location
Chapter 12 · Stage – It begins after the duel. Move the round barrier to the side an enemy comes from, with Y, X and A covering left, middle and right, and press in time with the music; an enemy sparkles just before it strikes. The enemies are hard to pick out from the background, so watch for that sparkle.
Summary
Verse 9, a rhythm stage: Baal Zebul sings while you guard against incoming enemies. It ends the chapter.
Report an issue
Bewitchment: Finish Baal Zebul's performance without taking damageAchievement
Location
Chapter 12 · Stage – During Verse 9, block every single enemy so that nothing gets through. A few spots trip people up late in the song: one enemy arrives a touch ahead of the beat, and in one group a cursor moved before both notes have sounded leaves the enemy at its old spot. If a hit slips through, replay the chapter and try again.
Summary
One of the chapter's five Bewitchments.
Report an issue
AbracadabraWeapon
Location
Chapter 12 · Chapter end – Both are yours when the chapter ends after Verse 9. Equip the weapon from the weapon menu and add Mictlantecuhtli to your demons.
Summary
A new weapon for Bayonetta, paired with the demon Mictlantecuhtli.
Report an issue

Side Chapter 4: The Doctor is Out

A motorcycle chase down a three-lane road, read off the timer: the angel fight, the ramps, Cutie J, the Figure Box and the Virga.

Side Chapter 4 swaps stealth for a road chase: you ride a motorcycle with the doctor's pod hitched alongside, across three lanes, while Homunculi on bikes close in from every side. Red markers on a lane warn of an obstacle ahead and blue ones of a ramp. Shoot riders with your gun, the weapons you pick up on the road or grenades. Every pickup and enemy turns up at a set mark on the countdown timer, so this section follows the timer from the top down. There are no numbered verses. It holds an angel fight that counts as a Heavenly Light, one Figure Box, three fast-food pickups (there is no toilet paper here) and five Bewitchments, and a Virga waits as the boss near the end. Nothing waits for later. The Bewitchments stay hidden in the menu until the side chapter's first clear, but they count when earned on this first play.

The road only runs one way

Once the ride starts there is no turning back: each pickup and fight below is passed once, at its mark on the timer. That covers the golden glow for Acceptance, the burger, soda and fries ramps, the rainbow rider for Cutie J and the Figure Box on the bottom lane. Two Bewitchments also run the whole ride, so read them first. Anything missed can be collected later by replaying the side chapter from Chapter Select once the side chapter is finished.

Bewitchment: Finish the chapter without hitting any obstaclesAchievement
Location
Side Chapter 4 · The road – From the first second to the end, watch for the red markers that appear on a lane ahead of each obstacle and switch lanes in time; the warning comes early, but riders crowd the road. One reading also counts bumping a ramp or a barrier, so jump the ramps cleanly and keep off the road edges yourself.
Requires
Summary
A Bewitchment, one of the side chapter's five. It covers the whole ride, so know it before you set off.
Report an issue
Bewitchment: Defeat 10 motorcycle-riding Stratuses by slamming them into barriersAchievement
Location
Side Chapter 4 · The road – When a Stratus on a motorcycle rides beside you near the top or bottom edge of the road, steer into its side again and again until it hits the barrier there. Ten such kills are needed; it takes some patience, so start with the first riders.
Summary
A Bewitchment, one of the side chapter's five. Riders come all along the road, so work on it from the start.
Report an issue
Bewitchment: Successfully perform a wheelie jumpAchievement
Location
Side Chapter 4 · The road – Watch for a blue marker on a lane: a ramp is coming. Ride onto it and press the wheelie button (B) just as you reach it. The first ramp, on the middle lane with about 390 seconds on the timer, does the job; any later ramp works too.
Summary
A Bewitchment, one of the side chapter's five. The first ramp is early, so it is the easiest chance.
Report an issue
Soda: top-lane rampCollectible
Location
Side Chapter 4 · The road – About ten seconds after the burger, near the 380 mark, move up to the top lane and take the ramp there; the soda floats above it.
Summary
One of three fast-food pickups in this side chapter; each adds a bonus to the chapter-end score.
Report an issue
Bewitchment: Find and defeat AcceptanceAchievement
Bewitchment: Defeat 20 Homunculi while transformed into Cutie JAchievement
Location
Side Chapter 4 · The road – At about 330 seconds, a Homunculus on a rainbow-coloured motorcycle rides up the top lane. Destroy it and grab the potion it drops (it looks like a small green bag) to turn into Cutie J. A crowd of enemies pours in; you have roughly 20 seconds to bring down 20 of them.
Summary
A Bewitchment, one of the side chapter's five. The transformation is short, so be ready for it.
Report an issue
Fries: top-lane ramp after Cutie JCollectible
Location
Side Chapter 4 · The road – Right after the Cutie J potion, near the 324 mark, stay on the top lane and take its ramp; the fries hang in the air over it.
Summary
One of three fast-food pickups in this side chapter; each adds a bonus to the chapter-end score.
Report an issue
Figure Box: bottom lane before the bossCollectible
Location
Side Chapter 4 · The road – After the Cutie J rush, drop to the bottom lane and stay there. At about 287 seconds, roughly a minute after Acceptance, the box sits on the road in that lane, before the boss arrives; ride into it.
Summary
A Figure Box, which adds a 3D model to the Gallery.
Report an issue
Side Chapter 4: motorcycle escortQuest step
Location
Side Chapter 4 · The road – Near the end of the road a Virga takes up the chase: it has four health bars and moves all over the track. Change lanes to dodge its fire breath, which comes from in front or behind; leave the lane under each blue circle, where its spears land; and when it jumps to send waves across the lanes, go to the bottom lane and slip through a gap. Late in the fight the doctor lands a heavy blow that takes a big share of its health; finish it off to end the chase and move on to Chapter 13.
Summary
Finishing the last of the four side chapters. It also makes it replayable from the Chapter Menu, where side chapters show as blue orbs.
Report an issue
Gates of Hell mini-game opensOther
Location
Side Chapter 4 · Gates of Hell – At any Gates of Hell portal, open Rodin's menu and look under Witch's Respite for a new Mini Game entry. Each try costs 300 Seeds and a win pays Halos; the harder stages pay more.
Summary
A Halo mini-game at the Gates of Hell, opened by this side chapter's clear. Nothing in the list needs it.
Report an issue

Chapter 13: Kingdom of One

A run through a collapsing Ginnungagap with a Niflheim, three Tears and the lotuses, then two boss fights beyond the rift.

Chapter 13 opens with a long scene, then sends you back into Ginnungagap for a run over islands that break apart as you cross them, and on to two boss fights on the far side of the rift. Every weapon and demon from Chapters 1 to 12 is in hand, Abracadabra and Mictlantecuhtli included; buy any lollipops you want at the Gates of Hell from the chapter map before you start. The rift holds one purple Niflheim portal, the chapter's three Umbran Tears of Blood and the lotuses for one Bewitchment; three more Bewitchments are earned inside the two boss fights. The three Tears open Phenomenal Remnant 13, which is left for the Remnant sweep after the story. The chapter's Bewitchments only show in the menu after the first clear, but each one counts if you earn it now. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished. Older versions hid a key for the Old Picture Book in this rift; on update 1.2.0 the game hands it over by itself, so there is nothing to search for.

Niflheim: behind the start in the Chaotic RiftCollectible
Location
Chapter 13 · Ginnungagap – As soon as the scene ends and you can move, turn round (or look to your left): the purple portal floats on an island behind the spot where you land. Inside, two waves (three Lacunosus and two Nebulosus, then a single Pannus) must fall before the clock runs out, with three times their usual vitality, limited magic, Witch Time switched off and open void with nowhere to stand. The loadout is fixed: Abracadabra and Colour My World, with Mictlantecuhtli and Malphas. A foe that is staggered and drops into the void counts as beaten, so knock the small ones off the edge. The Pannus splits when a full summon hits it; use quick Wink Slave strikes on it instead.
Summary
Verse 1, a Niflheim challenge. A first clear gives a Broken Moon Pearl.
Report an issue
The rift falls away behind you

Once you leave the Niflheim's island, the path crumbles while you cross it and each stretch is gone after you pass; only a few stable rests stay put. Clear the Niflheim before you set off, take the cat and the toad on the first rest and the crow on the spiral island before moving on, and grab every lotus you pass from here to the end of the rift (25 make a Bewitchment). Nothing left behind can be reached again this run. A missed pickup can be collected later by replaying the chapter from Chapter Select once the chapter is finished.

Umbran Tear of Blood (Cat): platform by the lotusesCollectible
Location
Chapter 13 · Ginnungagap – Leave the portal's island and run on; the first stretch gives way under your feet, so keep moving. The next big island is a stable rest that doesn't fall. Look to its left, at the smaller floating rocks beside a cluster of lotuses: the cat sits in the open on one of them. Hop over and catch it.
Summary
The chapter's Umbran Cat, one of the three Tears that open Phenomenal Remnant 13.
Report an issue
Umbran Tear of Blood (Toad): pink stone with a light beamCollectible
Location
Chapter 13 · Ginnungagap – Back on the same stable rest, cross to the big rock spire on its right side: a pink stone with a beam of light shining up from its top (it can also read as a red pillar or crystal). Walk round behind it. The toad sits still there, so it won't run, but it is easy to overlook.
Summary
The chapter's Umbran Toad, one of the three Tears that open Phenomenal Remnant 13.
Report an issue
Umbran Tear of Blood (Crow): top of the spiral pathCollectible
Location
Chapter 13 · Ginnungagap – Go on to the next stable island, a path of solid ground that winds upward in a spiral. Climb to its highest point, where the crow perches. It takes flight as you get close; stand by the blue bush at the top, where it comes back down, and grab it there.
Summary
The chapter's Umbran Crow, the last of the three Tears that open Phenomenal Remnant 13.
Report an issue
Bewitchment: Collect 25 lotuses in GinnungagapAchievement
Location
Chapter 13 · Ginnungagap – The lotuses are the white flowers floating along the rift run, including the cluster beside the cat's rock. Pick up every one you pass from the start of the run to its end; it counts once 25 are in.
Summary
One of the chapter's five Bewitchments.
Report an issue
Bewitchment: Defeat an enemy while moving through collapsing GinnungagapAchievement
Location
Chapter 13 · Ginnungagap – Past the spiral island, near the end of the run, a group of enemies waits on the breaking path. Beat at least one of them while the ground collapses and you keep moving. Enemies inside a verse fight don't count, so the Niflheim's waves won't do.
Summary
One of the chapter's five Bewitchments.
Report an issue
Chapter 13 Verse 2: AureoleBoss
Location
Chapter 13 · Beyond the rift – The rift ends in another world, and the fight starts on arrival. You control Madama Butterfly herself, with controls much like Bayonetta's. First go after the eye stalk, guarded by lashing tentacles: it only takes damage while its eyelids are open. Dodges still trigger Witch Time. Once it is down, three Cumulonimbus drop in; clear them to finish the verse.
Summary
Verse 2, a fight against Aureole, a huge fortress, followed by three Cumulonimbus.
Report an issue
Bewitchment: Activate Perfect Witch Time 5 times while riding Madama ButterflyAchievement
Location
Chapter 13 · Beyond the rift – During the Verse 2 fight, dodge Aureole's attacks at the last instant five times; each well-timed dodge turns the screen purple as Witch Time starts.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 2 fight.
Report an issue
Bewitchment: Hit Aureole with Madama Butterfly's Flutter KissAchievement
Location
Chapter 13 · Beyond the rift – During the Verse 2 fight, hold R to send out the Flutter Kiss (a small purple heart shows it is coming). It isn't on the on-screen move list and takes a while to land, so fire it straight after a dodge or inside Witch Time, while Aureole's eye is open.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 2 fight.
Report an issue
Chapter 13 Verse 3: duel beyond the riftHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 13 · Beyond the rift – It starts after the scene that follows Verse 2. The first phase is a rematch with Strider: three health bars, quick and relentless, and able to take out a summoned demon in one blow. Dodge late to keep Witch Time going and do your damage inside it. When his bars are empty, a second phase begins against an opponent with much the same moves plus one special attack that covers a very wide area; keep relying on Witch Time.
Summary
Verse 3, the chapter's last fight, in two phases. Winning ends the chapter.
Report an issue
Bewitchment: Avoid the Verse 3 boss's enlargement attackAchievement
Location
Chapter 13 · Beyond the rift – During the second phase of Verse 3, the boss grows in size and strikes over a wide area, usually twice a fight. Each time, dodge into Witch Time and get out of its reach before the blows land; only this attack counts, so other hits don't spoil it. The Nucleus of Talos accessory (60,000 Seeds at the Gates of Hell once Chapter 12 is done) lets a summoned demon fight while you move freely, which helps. If a hit lands, try again on a replay.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 3 fight.
Report an issue

Chapter 14: The Single Truth

The last chapter of the story: a giant-demon duel over Manhattan, a battle in space, the final fight and the fights inside the credits.

Chapter 14 is the last chapter of the story, and it is almost nothing but fights: three boss verses back to back as Bayonetta, a duel for Viola once the credits begin, then four short verses during the rest of the credits. Bayonetta has every weapon and demon from the story so far, eight pairs, the newest being Abracadabra with Mictlantecuhtli from Chapter 12. There is nothing to collect here: no Umbran Tears, no Niflheim portals, no Gates of Hell stop and no pickups. What counts is the five Bewitchments, and four of them can only be earned during a particular fight, the first one right after the opening scene. They show in the menu only after the chapter's first clear, but each counts if you earn it now; one you miss can be earned on a replay from Chapter Select. After the ending, the after-story sections come next: the story-clear rewards and extra chapters, the Phenomenal Remnants, the Gates of Hell sweep and the closing goals.

Chapter 14 Verse 1: battle over ManhattanHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 14 · Manhattan – The chapter opens with a scene in ruined Manhattan, and the duel starts as soon as it ends. Watch each move the enemy winds up and answer with the one that beats it: a slam wins against a bite, a bite against a block, and a block against a slam. The fireball can be fired at any time but does less damage. Keep countering until it is knocked away into space.
Summary
Verse 1, a duel of giant demons played as Sin Gomorrah, like the one that closes Chapter 3.
Report an issue
Bewitchment: Finish the Verse 1 battle without taking damageAchievement
Location
Chapter 14 · Manhattan – During the Verse 1 duel, take no hit at all, so every enemy move needs the right answer from the first second. Bite (R) when it raises its guard; block (ZR) its claw swipes, its shots and its tail sweeps; and slam when it arches its back as if about to rush in and grab you. If a hit gets through, it can be tried again on a replay.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 1 fight.
Report an issue
Chapter 14 Verse 2: battle in spaceHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 14 · Space – It follows Verse 1, out in space on what is left of the enemy you just fought. The boss is slow but teleports around the arena and fires wide beams from its huge hands. When it hides behind a shield, break the shield with an Infernal Demon's attack; striking it any other way leaves you stunned for a few seconds. Small summoned enemies such as Cavum can be left alone, but clear the big ones (Cumulonimbus, then Cirrostratus and Cirrocumulus in the second phase) quickly. After three health bars it gains five more; dodge for Witch Time as often as you can.
Summary
Verse 2, a long boss fight in two phases, with large enemies called in to help it.
Report an issue
Bewitchment: Defeat a Homunculus the Verse 2 boss summonsAchievement
Location
Chapter 14 · Space – During the Verse 2 fight, kill any one of the enemies the boss calls in. They only stay a short while, so pick a weak one, a Cavum or a Lacunosus, and finish it the moment it appears.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 2 fight.
Report an issue
Chapter 14 Verse 3: final fightHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 14 · Verse 3 – It follows a scene after Verse 2. In the first stage you can't summon demons, and the boss floats away from you and pushes you back, so close the gap fast and keep hitting; the Ignis Araneae Yo-Yo reaches it quickly and lands several hits. After its first health bar you control Gomorrah against a Cumulonimbus: demon attacks work, but keep out of the clouds that eat into the floor. Back on foot your summons work again. A long scene then hands you a different fighter for a stretch (the two Bewitchments below), and later help arrives; keep up the pressure until the closing Climax and the credits begin.
Summary
Verse 3, the last boss fight of the story, in several stages with scenes between them.
Report an issue
Bewitchment: Hit the Verse 3 boss 5 times with Crow WithinHidden spoiler – activate to revealAchievementMinor spoiler
Location
Chapter 14 · Verse 3 – It only counts in the stretch of Verse 3 where you take over another fighter after a long scene, and that stretch ends with a scene, so start on this and the next Bewitchment at once. Jump, hold jump in mid-air to turn into a crow, and hit the boss five times in that form (A sends out a ring of feathers that hurts on contact). If that does not register, jump three times and attack with Y. A miss can be made up on a replay.
Summary
One of the chapter's five Bewitchments. It can only be earned during the Verse 3 fight.
Report an issue
Bewitchment: Hit the Verse 3 boss 5 times with Madama ButterflyHidden spoiler – activate to revealAchievementMinor spoiler
Keep playing when the credits start

The credits begin once Verse 3 is won, but the chapter is not over: Viola's Verse 4 duel comes partway through them, then four short verses during the second half. All of them count toward the chapter's score, so keep playing until the dance at the very end.

Chapter 14 Verse 4: Viola's credits duelHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter 14 · Credits – Control passes to Viola midway through the credits. Her opponent fights alongside a demon at first: block (R) each attack to open Witch Time and hit back inside it. Once the demon is down, the duel goes on one on one; keep blocking and countering, and expect Viola's moves to change for the later phase.
Summary
Verse 4, a duel played as Viola partway through the credits.
Report an issue
Chapter 14 Verses 5 to 8: credits fightsQuest step
Location
Chapter 14 · Credits – After Viola's duel the credits roll on, and four brief verses break into them, each against enemies from earlier in the game. None is hard and each is over within seconds, but they still count toward the chapter's score.
Summary
Verses 5 to 8, four short fights in the second half of the credits.
Report an issue
Story endingHidden spoiler – activate to revealEndingMinor spoiler
Location
Chapter 14 · Chapter end – After the fourth credits verse, let the closing dance and the rest of the credits play to the end so the chapter clear goes through. Phenomenal Remnant 14 then opens on Chapter Select by itself.
Summary
The end of the story. Finishing it opens the after-story content in the sections that follow.
Report an issue
Bewitchment: Clear Chapter 14's final verseAchievement
Location
Chapter 14 · Chapter end – It comes with the ending above: finish the last credits verse and watch the credits through, and it is yours with the chapter clear.
Summary
One of the chapter's five Bewitchments.
Report an issue

After the Story: Jeanne, the Picture Book and the Golem

The story-clear rewards, then the Old Picture Book's secret chapter and the Golem extra chapter, all played from Chapter Select.

The story is finished, and everything from here on is played from Chapter Select, the dartboard map in Viola's room, or from the Gates of Hell, which opens from the same map. This section collects what the story clear hands over (a new weapon and demon, the training Handguns, and Jeanne as a playable character with her own guns), then two short extras: the Old Picture Book and the secret chapter inside it, and the Golem extra chapter opened by the four Medallion Shards. Every weapon and demon the story gives is now in hand. The Phenomenal Remnants come next, in their own section, because two of them need Jeanne; the Seed farm, the shop sweep, the three Witch Trials and the Rodin fight come after those, so the trials are faced with the Remnant rewards and the shop accessories in hand.

Cruel AlteaWeapon
Location
After the Story · Story clear – Nothing to find: both are yours once the ending and the credits are over. Equip Cruel Altea from the weapon menu and add Labolas to your demons before the fights below.
Summary
A new weapon for Bayonetta, paired with the demon Labolas. The story clear on any difficulty unlocks both.
Report an issue
HandgunsWeapon
Location
After the Story · Story clear – They arrive with the same clear as Cruel Altea; check that they show in the weapon menu. They work in story chapters and Phenomenal Remnants, but they are deliberately weak and can't do Colour My World's combo finishers, so nothing in this guide needs you to use them.
Requires
Summary
The plain pistols from the Prologue's opening fight, now a weapon of their own for Bayonetta and Jeanne. The story clear on any difficulty unlocks them.
Report an issue
Jeanne becomes playableOther
Location
After the Story · Character choice – Nothing to do: from now on, Jeanne is offered alongside Bayonetta (and Viola) when you start a Phenomenal Remnant, a Witch Trial, the Golem extra chapter or the Rodin fight. In story chapters she still plays only her own side chapters.
Requires
Summary
Finishing the story on any difficulty adds Jeanne to the character choice. She is needed for two Phenomenal Remnant Bewitchments.
Report an issue
Shop: Old Picture BookKey item
Location
After the Story · Gates of Hell – Open the Gates of Hell from the Chapter Select map and look under Rodin's Treasures, the part of the shop paid in Halos: the book costs 1,000 Halos on the current version. It is on sale by now either way: it may go on sale after Chapter 1, or only once the story is over.
Summary
A sealed book with three keyholes, sold at the Gates of Hell. Once opened, it holds a short secret chapter.
Nintendo Switch
Before update 1.2.0 the book cost more, and its three Tricolored Keys had to be found in the rift stretches of Chapters 1, 4 and 13 after buying it. On 1.2.0 the keys are handed over on the Chapter Select screen, so there is nothing to search for; a save that already held one or two keys gets the rest.
Report an issue
Secret chapter: the Old Picture BookQuest step
Location
After the Story · Old Picture Book – Back on the Chapter Select map, the book sits in the lower-left corner. On version 1.2.0 its three Tricolored Keys are handed over by themselves on this screen, so there is nothing to hunt for: with the keys in place the book opens and offers the chapter (later, throw the dart at it). Walk into the forest, rustling bushes for Orbs, and play the rhythm spell on the Inferno flower that blocks the path to turn it into a bridge. Two more Inferno flowers are tucked away off the path: cast the same spell on both until a jingle plays, then head back toward the start, to the spot before the path forks, and open the chest that has appeared there. The chapter ends abruptly on a "To Be Continued?" screen.
Summary
A short storybook chapter with its own art style, played once the book's three locks are open. A hidden chest inside unlocks the Super Mirror 0 costume.
Report an issue
Extra chapter: the GolemBoss
Location
After the Story · The Artifact Unleashed – With all four Medallion Shards (Chapters 1, 4, 7 and 10) the Blue Medallion is complete, and a green icon shows on the Chapter Select map; throw the dart at it and pick Bayonetta, Jeanne or Viola. The Golem keeps changing into the shapes of enemies you've already fought and adds laser attacks, and it is fast and hits hard: go in with your strongest loadout. It turns into a chest when beaten. No icon means a shard is still missing: replay its chapter from Chapter Select.
Summary
The Artifact Unleashed, a one-verse fight against a lone Golem, opened by the Blue Medallion. The first win gives a full Witch Heart and a full Moon Pearl.
Report an issue

Phenomenal Remnants

All fourteen Phenomenal Remnants in one sweep after the story: each bonus stage, its three Bewitchments and its reward.

The Phenomenal Remnants are fourteen bonus stages, one for each story chapter, and this section plays them all in one sweep now that the story is over. Remnants 1 to 13 each open once you hold that chapter's three Umbran Tears of Blood; Remnant 14 opens once the story is finished. Each one is a single short stage of one of three kinds: a timed hunt for lotuses or hourglasses, a timed fight against groups of enemies, or a one-on-one boss fight. Each has three Bewitchments of its own. You have every weapon and demon the story gives, and Jeanne is playable after the previous section, which Remnants 1 and 9 need. The rewards are full Witch Hearts and Moon Pearls, five accessories, two new weapons with their demons, a Heavenly Light, four Infernal Presences, a Figure Box and a Record. The Gates of Hell shopping and the Rodin fight come in the next section.

How a Remnant run works

Pick the chapter on Chapter Select, then its Remnant, then the character: Bayonetta or Viola, and Jeanne now that the story is done. Jeanne summons the same demons as Bayonetta here. A Remnant's Bewitchments appear in the menu only after its first clear, but each one counts if you earn it on the first try. Some ask for a particular character or weapon, so read a Remnant's rows before you start it. A Remnant can be replayed from Chapter Select as often as you like, so a missed Bewitchment, pickup or time goal is never lost. If a chapter has no red diamond, a Tear is still missing: replay that chapter from Chapter Select, catch it, and finish the chapter.

Which character for which Remnant

Play Remnant 1 as Jeanne, so one run takes all three of its Bewitchments. Remnants 6 and 14 must be finished as Bayonetta, and Remnant 11 as Viola. Remnant 9 needs two clears: one as Bayonetta with Ribbit Libido-BZ55 equipped and one as Jeanne. Every other Remnant can be played by whoever you like.

Phenomenal Remnant 1Quest step
Location
Phenomenal Remnant 1 · Chapter Select – On Chapter Select, move to Chapter 1: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Choose Jeanne as the character. The stage is a race against the clock to gather lotuses; collect every one and finish with time to spare.
Summary
Chapter 1's bonus stage, a timed lotus hunt. Clearing it gives the Pulley's Butterfly accessory.
Report an issue
Bewitchment: Finish the chapter with JeanneAchievement
Location
Phenomenal Remnant 1 · Stage – Finish the same Remnant 1 run with Jeanne as your character; it can't be earned before the story is over.
Summary
One of Remnant 1's three Bewitchments.
Report an issue
Pulley's ButterflyItem
Location
Phenomenal Remnant 1 · Stage clear – It is handed over when you clear Remnant 1; equip it from the accessories menu.
Summary
An accessory: it spends magic to surround you with butterflies that each soak up one hit.
Report an issue
Phenomenal Remnant 2Quest step
Location
Phenomenal Remnant 2 · Chapter Select – On Chapter Select, move to Chapter 2: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Any character will do. Gather the hourglasses and lotuses against the clock, and clear the stage's three green challenges along the way: finishing all three opens a chest with a full Witch Heart in it.
Summary
Chapter 2's bonus stage, a timed hunt for hourglasses and lotuses. A chest inside holds a full Witch Heart.
Report an issue
Phenomenal Remnant 3Quest step
Location
Phenomenal Remnant 3 · Chapter Select – On Chapter Select, move to Chapter 3: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Play as Bayonetta. Fight through the demons, then defeat Alraune. The stage also holds an Infernal Presence: find it and clear it before the end. Two of the Bewitchments below need different weapons (G-Pillar for Gomorrah, Colour My World for Madama Butterfly); if you can't take both into one run, earn them on separate runs.
Summary
Chapter 3's bonus stage: a fight against Infernal Demons, then Alraune as the boss. It also holds an Infernal Presence.
Report an issue
Bewitchment: Destroy 3 of Alraune's Blooms of DesireAchievement
Location
Phenomenal Remnant 3 · Alraune fight – During the Alraune fight, break three of the Blooms of Desire she grows. She raises them mostly while you keep your distance, so back away to make her sprout some, then smash them.
Summary
One of Remnant 3's three Bewitchments.
Report an issue
Phenomenal Remnant 4Quest step
Location
Phenomenal Remnant 4 · Chapter Select – On Chapter Select, move to Chapter 4: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Any character will do. Gather the lotuses without touching the lava and finish inside the time limit; the Moon Pearl reward comes with completing that time trial (a full pearl by one count, a broken piece by another).
Summary
Chapter 4's bonus stage, a timed lotus hunt over lava. Finishing its time trial pays a Moon Pearl reward.
Report an issue
Phenomenal Remnant 5Quest step
Location
Phenomenal Remnant 5 · Chapter Select – On Chapter Select, move to Chapter 5: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Any character will do. Gather the hourglasses while keeping off the lava, and clear the stage's three green challenges on the way: they open a chest with a full Moon Pearl.
Summary
Chapter 5's bonus stage, a timed hourglass hunt over lava. A chest inside holds a full Moon Pearl.
Report an issue
Phenomenal Remnant 6Quest step
Location
Phenomenal Remnant 6 · Chapter Select – On Chapter Select, move to Chapter 6: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Play as Bayonetta, since one Bewitchment needs her. Defeat Fortitudo. The stage also holds one of the Heavenly Lights and plenty of Halos; no list pins the light's spot, so look around before you leave.
Summary
Chapter 6's bonus stage, a boss fight with Fortitudo. It also holds one of the Heavenly Lights.
Report an issue
Star of DinétaItem
Location
Phenomenal Remnant 6 · Pink cube – Late in the Remnant 6 stage, a large pink cube stands on the right. Keep attacking it until it breaks, and the accessory is yours.
Summary
An accessory: taunting an enemy restores some of your health.
Report an issue
Phenomenal Remnant 7Quest step
Location
Phenomenal Remnant 7 · Chapter Select – On Chapter Select, move to Chapter 7: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Any character will do. Defeat the enemy groups before the clock runs out while staying out of the pits and the quicksand; completing that time trial gives the Moon Pearl.
Summary
Chapter 7's bonus stage, a timed fight over pits and quicksand. Finishing its time trial pays a full Moon Pearl.
Report an issue
Phenomenal Remnant 8Quest step
Location
Phenomenal Remnant 8 · Chapter Select – On Chapter Select, move to Chapter 8: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Any character will do. Gather the hourglasses and lotuses against the clock, and finish the three green challenges in the stage to open the chest with the full Witch Heart.
Summary
Chapter 8's bonus stage, a timed hunt for hourglasses and lotuses. A chest inside holds a full Witch Heart.
Report an issue
Phenomenal Remnant 9Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Phenomenal Remnant 9 · Chapter Select – On Chapter Select, move to Chapter 9: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. For this first clear, play as Bayonetta with Ribbit Libido-BZ55 equipped. Beat the witch, and before you finish, find and clear the stage's Infernal Presence and pick up its Figure Box. A second clear as Jeanne comes at the end of this Remnant's rows.
Summary
Chapter 9's bonus stage, a duel with a witch who fights with Baal. It also holds an Infernal Presence and a Figure Box.
Report an issue
Phenomenal Remnant 10Quest step
Location
Phenomenal Remnant 10 · Chapter Select – On Chapter Select, move to Chapter 10: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Play as Bayonetta with Ribbit Libido-BZ55 equipped, so you can summon Baal for one of the Bewitchments. Defeat the two foes, and break the cube you pass in the stage on the way.
Summary
Chapter 10's bonus stage, a fight with Cirrostratus and Cirrocumulus. A cube inside holds the Evil Harvest Rosary.
Report an issue
Evil Harvest RosaryItem
Location
Phenomenal Remnant 10 · Cube – During Remnant 10 you come across a cube; keep hitting it until it gives way and the accessory drops into your inventory.
Summary
An accessory: dodging an attack fires a strong counter, but you lose Witch Time while it is worn.
Report an issue
Phenomenal Remnant 11Quest step
Location
Phenomenal Remnant 11 · Chapter Select – On Chapter Select, move to Chapter 11: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Play as Viola, since one Bewitchment needs her. Defeat the enemies before the clock runs out; completing that time trial gives the Witch Heart.
Summary
Chapter 11's bonus stage, a timed fight against Lacunosus. Finishing its time trial pays a full Witch Heart.
Report an issue
Bewitchment: Defeat every LacunosusAchievement
Location
Phenomenal Remnant 11 · Stage – Leave no Lacunosus alive. If they are hard to reach as Viola, take this one on a replay as Bayonetta: a flying demon, or Wartrain Gouon from Dead End Express, gets to them faster.
Summary
One of Remnant 11's three Bewitchments.
Report an issue
Phenomenal Remnant 12Quest step
Location
Phenomenal Remnant 12 · Chapter Select – On Chapter Select, move to Chapter 12: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Any character will do. Gather the hourglasses and lotuses against the clock, and finish the stage's three green challenges to open the chest with the full Witch Heart.
Summary
Chapter 12's bonus stage, a timed hunt for hourglasses and lotuses. A chest inside holds a full Witch Heart.
Report an issue
Phenomenal Remnant 13Hidden spoiler – activate to revealQuest stepMinor spoiler
Location
Phenomenal Remnant 13 · Chapter Select – On Chapter Select, move to Chapter 13: once its three Umbran Tears of Blood are caught it carries a red diamond, and its Phenomenal Remnant can be picked from there. Play as Bayonetta with Abracadabra equipped; Malphas, the demon that comes with Simoon, is needed for another Bewitchment, so if you can't carry both weapons into one run, earn them on separate runs. Defeat the boss, and find and clear the Infernal Presence before the end.
Summary
Chapter 13's bonus stage, a boss fight. It also holds an Infernal Presence.
Report an issue
Phenomenal Remnant 14Quest step
Location
Phenomenal Remnant 14 · Chapter Select – On Chapter Select, move to Chapter 14: its Phenomenal Remnant opens once the story is finished, with no Tears needed. Play as Bayonetta. Defeat Kraken, and find and clear the stage's Infernal Presence before the end.
Summary
Chapter 14's bonus stage, a boss fight with Kraken. It also holds an Infernal Presence and a Record.
Report an issue
Bewitchment: Finish the chapter without any Infernal Demons rampagingAchievement
Location
Phenomenal Remnant 14 · Stage – Get through the run without any summoned demon going on a rampage. The Conqueror's Reins accessory stops hits on you from enraging your demon; this guide buys it in the next section's shop sweep (60,000 Seeds), so if a demon rampages here, replay Remnant 14 from Chapter Select wearing it once it is bought.
Summary
One of Remnant 14's three Bewitchments.
Report an issue
CassiopeiaWeapon
Location
Phenomenal Remnant 14 · Stage clear – Clearing Remnant 14 brings up a notice that Cassiopeia and Kraken are now yours; equip them from the weapons menu.
Summary
A new anchor weapon for Bayonetta, with Kraken as its demon.
Report an issue

Gates of Hell: Shop Sweep, Witch Trials and Rodin

The Seed farm, every cosmetic and accessory in Rodin's shop from cheapest to dearest, the three Witch Trials and their shirts, the optional extras, then the Platinum Ticket, the Rodin fight and the last skills.

The story, the after-story extras and every Phenomenal Remnant are done, so every weapon and demon apart from Rodin's is yours and Jeanne is playable. What is left is shopping, the three Witch Trials and Rodin. The Gates of Hell sells with two currencies here: Halos buy the cosmetics in Rodin's Treasures (Super Mirrors, Couleur Bullets, Viola's shirts) and Seeds buy accessories and the Platinum Ticket. The bill is large, so this section opens with a Seed farm, then buys the cheapest things first. Once every accessory is bought, the Witch Trials follow, with the shirts they put on sale, and the section ends with the Platinum Ticket, the Rodin fight and the skill sweep. If the shop shows a different price from the one given here, the shop is right. Anything you already bought during the story, tick and skip. The two rank goals and the Bewitchment table come in the next sections.

Getting to the shop

From Chapter Select, press the minus button to visit Rodin at the Gates of Hell; the record-player portals inside chapters open the same shop. Witch's Respite in his menu saves on the spot, so save after each round of buying.

Farm Seeds for the Platinum TicketOther
Location
Side Chapter 4 · The road – One method: from Chapter Select, start Side Chapter 4 (any difficulty; Casual is fine, as the difficulty barely changes the payout). With about 330 seconds on the road timer, a glowing enemy on a rainbow-coloured bike rides up the top lane; kill it and run over the item it drops to turn into Cutie J, unbeatable for 20 seconds. Plough through the enemies that pour in during that spell, which pays about 35,000 Seeds a run. Then quit to Chapter Select and go again; check your Seed total after the first quit to be sure the Seeds stayed, and if they didn't, ride to the end each time instead. Farm in rounds and buy as you go: the rows below run from cheap to dear.
Requires
Summary
This section's Seed buys come to about 1.65 million: 645,000 for eleven accessories and 999,999 for the Platinum Ticket, less anything you already bought. One proven way to earn them is below; any fighting earns Seeds too.
Report an issue
Halos for the cosmetics

The Halo items below cost a little over 110,000 Halos together. Ways to top up: at the very start of Chapter 2, keep right toward the golden light beside the trains, where two Beloved pay 1,300 Halos each; play on to the portal that leads to the Gates of Hell, buy and save there, then quit to Chapter Select and repeat. Chapter 3's Verse 1, the angel fight at the first subway tunnel, works too: once its results show, go back to Chapter Select and start again. Jeanne's Mini Game at the Gates of Hell (300 Seeds a try, Halos on a win, more for harder stages) and Phenomenal Remnant 6 also pay well, and every main chapter has at least one angel verse that pays Halos.

Super Mirror 0 chest, then buy it for 100 HalosArmor
Location
Gates of Hell · Old Picture Book chapter – The chest you opened in the picture-book chapter, back toward its start before the path forks, unlocks this mirror; it then sits in Rodin's Treasures for 100 Halos, so buy it now with the other cheap Halo items. If it is not listed, the chest was missed: replay the book's chapter from Chapter Select, cast the spell on the two hidden Inferno flowers until the jingle plays, walk back to the chest and open it before the chapter ends.
Summary
A Bayonetta costume, the dress from the picture-book chapter. It has no colour options.
Report an issue
Spike Cat (White) and Spike Cat (Orange)Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – The white Spike Cat should already be Viola's from the story clear; if it is in the shirt list instead, buy it for 2,490 Halos. Buy Spike Cat (Orange) beside it for 2,490 Halos.
Summary
Two T-shirts for Viola, opened by the story clear. The orange one costs 2,490 Halos.
Report an issue
Shop: Couleur Bullets for Super Mirror 3Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – Move from the shirts to Bayonetta's side of Rodin's Treasures. The Couleur Bullets for Super Mirror 3, the outfit she wears from the start, have been on sale since the first visit: buy all seven (7,000 Halos).
Summary
Seven colour swaps for Bayonetta's starting costume (White, Red, Yellow, Green, Blue, Purple, Pink), 1,000 Halos each.
Report an issue
Shop: Super Mirror β1Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – Still in Rodin's Treasures, buy Super Mirror β1 for 4,000 Halos. In this game each Super Mirror is a whole costume of its own.
Summary
A Bayonetta costume (Pastel Tokyo), 4,000 Halos, on sale since Chapter 3 was cleared.
Report an issue
Shop: Couleur Bullets for Super Mirror β1Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – Right after buying Super Mirror β1, its Couleur Bullets join the list beside it. Buy the six colours there (6,000 Halos for the set).
Summary
The six colour swaps for the Super Mirror β1 costume, 1,000 Halos each. Its "Original" palette is a separate buy, further down.
Report an issue
Shop: Super Mirror β2Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – Still in Rodin's Treasures, buy Super Mirror β2 for 4,000 Halos. In this game each Super Mirror is a whole costume of its own.
Summary
A Bayonetta costume (Umbran Enka), 4,000 Halos, on sale since Chapter 6 was cleared.
Report an issue
Shop: Couleur Bullets for Super Mirror β2Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – Right after buying Super Mirror β2, its Couleur Bullets join the list beside it. Buy the six colours there (6,000 Halos for the set).
Summary
The six colour swaps for the Super Mirror β2 costume, 1,000 Halos each. Its "Original" palette is a separate buy, further down.
Report an issue
Shop: Super Mirror β3Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – Still in Rodin's Treasures, buy Super Mirror β3 for 4,000 Halos. In this game each Super Mirror is a whole costume of its own.
Summary
A Bayonetta costume (Noble Lineage), 4,000 Halos, on sale since Chapter 9 was cleared.
Report an issue
Shop: Couleur Bullets for Super Mirror β3Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – Right after buying Super Mirror β3, its Couleur Bullets join the list beside it. Buy the six colours there (6,000 Halos for the set).
Summary
The six colour swaps for the Super Mirror β3 costume, 1,000 Halos each. Its "Original" palette is a separate buy, further down.
Report an issue
Shop: Super Mirror β4Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – Still in Rodin's Treasures, buy Super Mirror β4 for 4,000 Halos. In this game each Super Mirror is a whole costume of its own.
Summary
A Bayonetta costume (Night Crawler), 4,000 Halos, on sale since Chapter 12 was cleared.
Report an issue
Shop: Couleur Bullets for Super Mirror β4Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – Right after buying Super Mirror β4, its Couleur Bullets join the list beside it. Buy the six colours there (6,000 Halos for the set).
Summary
The six colour swaps for the Super Mirror β4 costume, 1,000 Halos each. Its "Original" palette is a separate buy, further down.
Report an issue
Shop: "Original" Couleur Bullets for the four β mirrorsArmor
Location
Gates of Hell · Rodin's Treasures (Halos) – Go back over the four β mirrors in Rodin's Treasures: each now lists an "Original" bullet next to its six colours. Buy all four (4,000 Halos).
Summary
Each β costume's own "Original" palette, which opens only after Chapter 14. Four bullets, 1,000 Halos each.
Report an issue
Shop: Super MirrorArmor
Location
Gates of Hell · Rodin's Treasures (Halos) – In Rodin's Treasures, buy the plain Super Mirror for 4,000 Halos.
Summary
A Bayonetta costume in the first game's look (Ruby Moon), 4,000 Halos. The story clear puts it on sale; Bayonetta save data on the console does it sooner.
Report an issue
Shop: Couleur Bullets for Super MirrorArmor
Location
Gates of Hell · Rodin's Treasures (Halos) – Its Couleur Bullets appear beside the Super Mirror once you own it. Buy every colour listed, at 1,500 Halos each.
Summary
The colour swaps for the Super Mirror costume. These cost more than the others: 1,500 Halos each.
Report an issue
Shop: Super Mirror 2Armor
Location
Gates of Hell · Rodin's Treasures (Halos) – Next in Rodin's Treasures, buy Super Mirror 2 for 4,000 Halos.
Summary
A Bayonetta costume in the second game's look (Turquoise Moon), 4,000 Halos. The story clear puts it on sale; Bayonetta 2 save data on the console does it sooner.
Report an issue
Shop: Mallet of RewardsItem
Location
Gates of Hell · Accessories (Seeds) – In the Gates of Hell's item and accessory stock, buy Mallet of Rewards for 35,000 Seeds. Wear it whenever you fight from here on, so the farming for skills goes faster.
Summary
An accessory that raises the Orbs earned from combos by a quarter, worth wearing for the skill sweep at the end of this section.
Report an issue
Shop: Moon of Mahaa-KalaaItem
Location
Gates of Hell · Accessories (Seeds) – In the Gates of Hell's item and accessory stock, buy Moon of Mahaa-Kalaa for 50,000 Seeds. It went on sale after Chapter 6.
Summary
An accessory that lets you deflect attacks with the left stick.
Report an issue
Shop: Nucleus of TalosItem
Location
Gates of Hell · Accessories (Seeds) – In the Gates of Hell's item and accessory stock, buy Nucleus of Talos for 60,000 Seeds. It went on sale after Chapter 12.
Summary
An accessory: summoned demons fight on their own, and Viola's Cheshire roams free.
Report an issue
Shop: Climax EarringItem
Location
Gates of Hell · Accessories (Seeds) – In the Gates of Hell's item and accessory stock, buy Climax Earring for 80,000 Seeds. It went on sale with the story clear. Take it off for any run where medals matter.
Summary
An accessory that gives endless magic and Masquerade Rage, but verse results earned while wearing it don't count.
Report an issue
Shop: Immortal MarionetteItem
Location
Gates of Hell · Accessories (Seeds) – In the Gates of Hell's item and accessory stock, buy Immortal Marionette for 100,000 Seeds. When it goes on sale is not known. If it isn't in the stock yet, it may need a later unlock: carry on with the Witch Trials and look for it again on each later visit.
Summary
An accessory that grants Combat Mastery, a skill that runs combos from a single button. The dearest of the eleven.
Report an issue
How a Witch Trial works

Each Witch Trial is ten fights in a row, and the three get harder in turn. A trial only counts if you clear all ten in one sitting: dying, or quitting to the menu, sends you back to its first verse. Bayonetta, Viola and Jeanne can all take part. Weapons and demons are locked once a verse starts, but between verses you can change them, and a Green Laurel is handed over before each verse to heal with. The trials come here, after the accessories, so you face them with the Remnant weapons and every accessory bought. Clearing them puts three new T-shirts for Viola on sale, bought right after.

Witch Trial IHidden spoiler – activate to revealQuest stepMinor spoiler
Location
After the Story · Witch Trials – On the Chapter Select map in Viola's room, throw the dart at the round Witch Trial sticker in the upper-left corner and pick Witch Trial I. It opens with Grace and Glory, works through mixed angels and Homunculi, then Strider in Verse 8 and Mictlantecuhtli with Hideous in Verse 9; Verse 10 is a rematch with one of the story's last bosses.
Summary
The first of three post-story gauntlets of ten verses, opened by finishing the story on any difficulty.
Report an issue
Witch Trial IIHidden spoiler – activate to revealQuest stepMinor spoiler
Location
After the Story · Witch Trials – On the Chapter Select map in Viola's room, throw the dart at the round Witch Trial sticker in the upper-left corner and pick Witch Trial II. Homunculi fill the early verses, with angels and demons mixed in; Verse 8 is another story-boss rematch, Verse 9 pits you against Baal with Hideous, and Verse 10 is a witch duel.
Summary
The second Witch Trial: ten harder verses.
Report an issue
Witch Trial IIIHidden spoiler – activate to revealQuest stepMinor spoiler
Location
After the Story · Witch Trials – On the Chapter Select map in Viola's room, throw the dart at the round Witch Trial sticker in the upper-left corner and pick Witch Trial III. Verse 1 is Accolades with a Murus, Verse 2 a Golem like the one in the extra chapter, and Verse 7 Alraune with Pain; the last three verses are rematches with the story's toughest witches and bosses, two at a time. Afterwards Rodin will swap 10,000 Orbs for 10,000 Seeds, which helps toward the Platinum Ticket below.
Summary
The last and hardest Witch Trial. Clearing it also adds an Orb-for-Seeds trade at the Gates of Hell.
Report an issue
Shop: Figure Boxes (optional)Item
Location
Gates of Hell · Rodin's Treasures (Halos) – In Rodin's Treasures, buy any Figure Boxes on offer, 300 Halos apiece. How many he stocks is not known; the boxes found in the chapters are listed in their own sections.
Summary
Rodin also sells Figure Boxes, which add 3D models to the Gallery, at 300 Halos each. Nothing shows the list needs the shop ones.
Report an issue
Shop: Card Packs (optional)Item
Location
Gates of Hell · Rodin's Treasures (Halos) – In Rodin's Treasures, buy any Card Packs on offer, 800 Halos apiece. How many he stocks is not known; the packs found in the chapters are listed in their own sections.
Summary
Rodin also sells Card Packs, which add concept art to the Gallery, at 800 Halos each. Nothing shows the list needs the shop ones.
Report an issue
Shop: Witch Hearts for Bayonetta (optional)Upgrade
Location
Gates of Hell · Item stock – In the Gates of Hell's item stock, buy Witch Hearts for Bayonetta until none are left; the shop shows the price and the currency (Seeds by most accounts, Orbs by one). Give each to her from the Skills tab.
Summary
Whole Witch Hearts for sale, each adding to Bayonetta's health. The price climbs with every one, until the stock runs out.
Report an issue
Shop: Witch Hearts for Viola (optional)Upgrade
Location
Gates of Hell · Item stock – In the same stock, buy Witch Hearts for Viola until none are left, then give them to her from the Skills tab with Viola selected.
Summary
Viola needs her own Witch Hearts; the shop sells them on the same rising price.
Report an issue
Shop: Scarborough Fair (optional)Weapon
Location
Gates of Hell · Accessories (Seeds) – If save data from the first Bayonetta is on the console, a message at the Gates of Hell (from the first visit after Chapter 1) says it was found and the guns were added to the stock. Buy Scarborough Fair there for 16,999 Seeds. Without the save data it never appears.
Summary
The first game's four pistols, 16,999 Seeds. Sold only when save data from the first Bayonetta is on the same Switch; there is no other way to get them.
Report an issue
Shop: Love Is Blue (optional)Weapon
Location
Gates of Hell · Accessories (Seeds) – With Bayonetta 2 save data on the console, the same kind of message adds Love Is Blue to the stock; buy it for 16,999 Seeds. Without the save data it never appears.
Summary
The second game's four pistols, 16,999 Seeds. Sold only when Bayonetta 2 save data is on the same Switch.
Report an issue
Shop: Platinum TicketKey item
Location
Gates of Hell · Item stock – With the farm topped up, buy the Platinum Ticket from the Gates of Hell's stock for 999,999 Seeds. It then hangs in Viola's room, the map screen, where it stays.
Summary
The single biggest buy, 999,999 Seeds, on sale since the story clear. It opens a fight with Rodin.
Report an issue
Platinum Ticket fight: RodinBoss
Location
Gates of Hell · Training area – Pick the Platinum Ticket in Viola's room; you can take him on as Bayonetta, Jeanne or Viola, as often as you like. Watch for the black hole that drags you in for heavy damage. A tried plan: play Jeanne, whose dodges never run out, and keep dodging until Witch Time triggers, then hit him with a demon attack. First make sure Bat Within is switched on in the skill tree, or Witch Time may never come. If he is still too much, losing to him many times (one count says 100) puts his weapon and demon on sale for 9,999,999 Seeds.
Summary
Rodin at full strength in the Gates of Hell's training area: ten health bars, and he turns demonic once four are gone. Winning gives his weapon and his demon.
Report an issue
RodinWeapon
Location
Gates of Hell · Training area – Both are handed over when Rodin falls; check the weapon list to see them. When you summon Devil Rodin and the Shall We Dance? prompt appears, answer it: ignoring it makes him rampage at once, often hard enough to kill you in one blow.
Summary
The Rodin weapon, with Devil Rodin as a demon you can summon in battle. The last weapon and demon on the list.
Report an issue
Learn every skill for every weapon, demon and characterSkill
Location
Skills · Pause menu – Open the menu at any time and go to the skills: work through each weapon's and each demon's list for every character until nothing is left to learn, Scarborough Fair and Love Is Blue included if you own them. No full list of costs exists, so farm Orbs as you go: replay chapters full of fights rather than puzzles, chain long varied combos, aim for better ranks, and wear the Mallet of Rewards.
Summary
Each weapon and demon has its own skill list, bought with Orbs. Rodin's are the last to open, so this comes at the end.
Report an issue

Rank and Difficulty Goals

Two optional goals after the 100%: a clear of every chapter on ∞ Climax, and Pure Platinum on every chapter.

Two goals for players who want more once the 100% is done. Neither is needed for it, and nothing is known to be unlocked by either one, so both are optional: the reader's required-only filter hides them. Everything else is finished by now, so you have every weapon, demon and accessory, Jeanne included. Both goals are chapter by chapter: the Prologue, Chapters 1 to 14 and the four Side Chapters, picked one at a time from Chapter Select.

Where your results are kept

Each cleared chapter keeps its record under Play History in the Chapter Select menu, and online rankings are filed by chapter and by difficulty. A verse's best medal is kept: a worse result on a later replay does not replace it, so both goals can be built up a few chapters at a time.

Clear every chapter on ∞ ClimaxQuest step
Location
Chapter Select · ∞ Climax – From Chapter Select, press the + Button and set the difficulty to ∞ Climax before you start a chapter (what changing it partway through does to the record is unknown). Then clear the Prologue, each of Chapters 1 to 14 and each Side Chapter through to its results screen. The eased Niflheim limits from Ver. 1.2.0 cover Casual to Expert only, so Niflheims keep their old limits here; they are not needed for a clear.
Summary
The hardest difficulty, open after one clear of the story on any setting. Enemies deal far more damage and are tougher; no reward for clearing on it has been found.
Report an issue
Pure Platinum on every chapterAchievement
Location
Chapter Select · Play History – Play chapters on Standard: a full set is known to have been earned there, and whether Casual clears can earn the medal is unconfirmed. Check each chapter's award under Play History. Play every hidden verse too: one you skip shows as an empty slot on the results, and a cleared Niflheim raises the chapter's ranking. Leave the Climax Earring and the Immortal Marionette unequipped, since both spoil results. Items cost no points here, but opening the item menu breaks your combo.
Summary
The top chapter award everywhere. Each fight is scored on three medals, combo, time and damage taken, and Pure Platinum needs all three at the top: in practice, finishing every fight quickly, with a long combo and without a single hit.
Report an issue
A method for most fights

As Bayonetta, raise the Pulley's Butterfly barrier from Phenomenal Remnant 1 as a fight begins and attack without stopping: demon summons make enemies flinch hard and keep them pinned, and the magic gauge is large enough to hold the barrier up a long time. It falls short where demons can't be summoned, in Niflheims with fixed gear, in Viola's chapters and on the stages ridden on a demon. For the combo medal, keep many light hits going instead of a quick kill: the multiplier climbs with every hit, and hits in Witch Time count for more.

The hardest verses

Chapter 1 Verse 5 (Gomorrah down the river): steer between the pillars rather than dodging, since a dodge locks your sideways movement and lands slowly; line up just left of centre before the big drop to the water, pass the low bridges through the middle of their piers, and dodge only at the cluster of pillars straight ahead after the bridge in the second stretch. Chapter 9 Verse 11 (shooting small enemies that cling to your flying mount): hard to make reliable even after a clean pass, so expect many retries. Chapter 10 Verse 8 (Strider, as Viola): block to start Witch Time and counter only inside it, and learn his tells over many fights. Chapter 11 Verse 5 (the invisible Murus): break through it with Baal's rain. Chapter 12 Verse 5 (no landing): surviving is not enough for the combo, so fly low and keep hitting the small enemies without touching down. Chapter 12 Verse 9 (the rhythm stage): the incoming enemies are hard to pick out against the background, so learn the pattern over a few tries.

All 137 Bewitchments

Every Bewitchment and where the guide earns it, then the check that all 137 are done.

Every Bewitchment in the order this guide earns them, with the section that gets each one and the verse, spot or Phenomenal Remnant where it happens. There are 137: five in each story chapter, the Prologue and each Side Chapter, and three in each Phenomenal Remnant. Every chapter and Remnant can be replayed from Chapter Select, so none can be missed for good; any difficulty counts. A chapter's list shows on Chapter Select once that chapter has been cleared, with each one marked done or still open, so use the table to find where to go back to.

The 137 Bewitchments
BewitchmentWhere in this guideVerse or area
Taunt an enemyPrologue: A Chaotic EncounterVerse 1
Finish the deck battle without touching clouds of erasurePrologue: A Chaotic EncounterVerse 1
Use Gomorrah's Gripping Bite on the CumulonimbusPrologue: A Chaotic EncounterVerse 2
Attack Kraken's anchor tentacles with Gomorrah 5 timesPrologue: A Chaotic EncounterVerse 3
Avoid Kraken's inkPrologue: A Chaotic EncounterVerse 3
Defeat 5 Stratuses inside the train carChapter 1: Scrambling for AnswersVerse 5
Destroy 3 obstacles while sliding on GomorrahChapter 1: Scrambling for AnswersVerse 5
Stand atop an iconic Shibuya landmarkChapter 1: Scrambling for AnswersVerse 8
Pick up a hamburgerChapter 1: Scrambling for AnswersVerse 10
Defeat a Pannus without causing it to splitChapter 1: Scrambling for AnswersVerse 13
Watch MC Enzo's show on the giant monitorChapter 2: City on FireVerse 2
Scare stray cats with Infernal Demons 3 timesChapter 2: City on FireVerse 3
Stop Asperatus with Massive Web 3 timesChapter 2: City on FireVerse 6
Take a specific path while riding PhantasmaraneaeChapter 2: City on FireVerse 7
Ride Phantasmaraneae without falling into any pits or clouds of erasureChapter 2: City on FireVerse 7
Collect the Halos hidden in the giant lanternChapter 3: A Sinking FeelingVerse 1
Dodge all of the oncoming train carsChapter 3: A Sinking FeelingVerse 6
Defeat 3 Homunculi while chasing IridescentChapter 3: A Sinking FeelingVerse 6
Break Iridescent Core onceChapter 3: A Sinking FeelingVerse 7
Hit Arch-Iridescent with Sin Gomorrah's flame 3 timesChapter 3: A Sinking FeelingVerse 8
Perform 3 successful stealth killsSide Chapter 1: The Crimson ShadowFirst rooms
Avoid taking damage while moving through the waterSide Chapter 1: The Crimson ShadowUnderwater stretch
Find the hidden waterwaySide Chapter 1: The Crimson ShadowUnderwater stretch
Defeat 5 Homunculi while transformed into Cutie JSide Chapter 1: The Crimson ShadowLaser floors
Find and defeat AffinitySide Chapter 1: The Crimson ShadowLaser floors
Enter the lotus field in GinnungagapChapter 4: Worlds ApartGinnungagap
Hit Mediocris with Infernal Demon attacks 3 timesChapter 4: Worlds ApartVerse 2
Walk over lava while using Phantasmaraneae MasqueradeChapter 4: Worlds ApartMilitary base
Break Virga onceChapter 4: Worlds ApartVerse 4
Proceed without using Congestus' time controlChapter 4: Worlds ApartCastle approach
Perform a full bare handed combo on an enemyChapter 5: Hot PursuitQin Lan courtyards
Get past the ladder-holding soldier firstChapter 5: Hot PursuitLava river
Put out the fire without running into obstaclesChapter 5: Hot PursuitShuang Cha Ling
Climb to the top of a structure with 3 or more floorsChapter 5: Hot PursuitShuang Cha Ling
Break Volutus onceChapter 5: Hot PursuitTemple square
Stay on the lava wheel for 5 secondsChapter 6: Off the RailsStarting courtyard
Run across the crumbling path without falling into the lavaChapter 6: Off the RailsCastle approach
Use Phantasmaraneae to knock Pyrocumulus off of the wallChapter 6: Off the RailsCastle
Avoid getting hit by debris thrown by PyrocumulusChapter 6: Off the RailsWartrain
Deflect Arch-Pyrocumulus' staff attack 3 timesChapter 6: Off the RailsWartrain
Collect all Halos hidden behind closed doorsSide Chapter 2: The Lynx StrikesTop floor to the basement
Avoid getting hit by the pursuing Cumulonimbus' attacksSide Chapter 2: The Lynx StrikesBasement
Avoid taking damage while moving through the waterSide Chapter 2: The Lynx StrikesUnderwater stretch
Find and defeat AffinitySide Chapter 2: The Lynx StrikesUnderwater stretch
Get a rocket launcher from the supply systemSide Chapter 2: The Lynx StrikesBoss room
Touch a Cheshire mirage 3 times while wandering the desertChapter 7: Burning SandsTura desert
Dig up all of the buried treasure while riding CheshireChapter 7: Burning SandsTura desert
Stare at the mural of Enzo for 3 secondsChapter 7: Burning SandsTemple clearing
Defeat 3 Uncinus that appear from quicksandChapter 7: Burning SandsQuicksand river
Cross the quicksand river without falling inChapter 7: Burning SandsQuicksand river
Hit a Castellanus core while at least one segment is intactChapter 8: A Croaking ChorusCairo: Zamalek
Stand on top of the windmill towerChapter 8: A Croaking ChorusCairo: Zamalek
Destroy 5 Baal statues inside the templeChapter 8: A Croaking ChorusCairo: Venom's Caress
Enter the hidden room inside the templeChapter 8: A Croaking ChorusCairo: Venom's Caress
Hit Murus with Baal's poison rainChapter 8: A Croaking ChorusCairo: Venom's Caress
Scare off 20 resting wild Malphas demonsChapter 9: Learning to FlyTower of Pacts
Perform 5 Torture Attacks during the battle atop the Tower of PactsChapter 9: Learning to FlyTower of Pacts
Escape from the clouds of erasure without touching themChapter 9: Learning to FlyTemple of Tempests
Complete the sand sliding portion without hitting any obstaclesChapter 9: Learning to FlyTemple of Tempests
Avoid touching clouds of erasure during the battle on the scalesChapter 9: Learning to FlyTemple of Tempests
Reach the end without the elevator getting fully stoppedSide Chapter 3: High StakesElevator
Defeat 2 or more enemies with one shotgun blastSide Chapter 3: High StakesElevator
Stealth kill and throw an enemy into another enemySide Chapter 3: High StakesElevator
Get a teapot from the supply systemSide Chapter 3: High StakesElevator
Find and defeat AffinitySide Chapter 3: High StakesElevator
Climb to the top of the stone tower on ThuleChapter 10: Cover of NightFrosted Peak
Step on 10 of the fallen stained glass shards on ThuleChapter 10: Cover of NightFrosted Peak
Travel through Ginnungagap without fallingChapter 10: Cover of NightGinnungagap
Defeat 3 small GolemsChapter 10: Cover of Night16th Arrondissement
Avoid getting hit by Strider inside his special fieldChapter 10: Cover of NightArc de Triomphe
Find the item hidden in the underground tunnelChapter 11: A Familiar DanceUnderground car park
Find the witch behind the right door and attack herChapter 11: A Familiar DanceParis
Attack the witch's Umbran Armor and get the secret itemChapter 11: A Familiar DanceParis
Avoid all obstacles in the dark while riding MictlantecuhtliChapter 11: A Familiar DanceParis
Defeat 50 Lacunosus while riding MictlantecuhtliChapter 11: A Familiar DanceParis
Destroy 5 busesChapter 12: The Edge of Madness1st Arrondissement
Defeat all enemies in the underground tunnelChapter 12: The Edge of MadnessUnderground tunnel
Knock down a helicopter while riding GomorrahChapter 12: The Edge of MadnessGomorrah rampage
Defeat this world's Bayonetta with the Umbran Clock Tower equippedChapter 12: The Edge of MadnessGomorrah rampage
Finish Baal Zebul's performance without taking damageChapter 12: The Edge of MadnessStage
Finish the chapter without hitting any obstaclesSide Chapter 4: The Doctor is OutThe road
Defeat 10 motorcycle-riding Stratuses by slamming them into barriersSide Chapter 4: The Doctor is OutThe road
Successfully perform a wheelie jumpSide Chapter 4: The Doctor is OutThe road
Find and defeat AcceptanceSide Chapter 4: The Doctor is OutThe road
Defeat 20 Homunculi while transformed into Cutie JSide Chapter 4: The Doctor is OutThe road
Collect 25 lotuses in GinnungagapChapter 13: Kingdom of OneGinnungagap
Defeat an enemy while moving through collapsing GinnungagapChapter 13: Kingdom of OneGinnungagap
Activate Perfect Witch Time 5 times while riding Madama ButterflyChapter 13: Kingdom of OneBeyond the rift
Hit Aureole with Madama Butterfly's Flutter KissChapter 13: Kingdom of OneBeyond the rift
Avoid the Verse 3 boss's enlargement attackChapter 13: Kingdom of OneBeyond the rift
Finish the Verse 1 battle without taking damageChapter 14: The Single TruthManhattan
Defeat a Homunculus the Verse 2 boss summonsChapter 14: The Single TruthSpace
Hit the Verse 3 boss 5 times with Crow WithinChapter 14: The Single TruthVerse 3
Hit the Verse 3 boss 5 times with Madama ButterflyChapter 14: The Single TruthVerse 3
Clear Chapter 14's final verseChapter 14: The Single TruthChapter end
Collect all lotusesPhenomenal RemnantsPhenomenal Remnant 1
Finish the chapter with JeannePhenomenal RemnantsPhenomenal Remnant 1
Finish with at least 60 seconds leftPhenomenal RemnantsPhenomenal Remnant 1
Collect every hourglassPhenomenal RemnantsPhenomenal Remnant 2
Collect all lotusesPhenomenal RemnantsPhenomenal Remnant 2
Finish with at least 160 seconds leftPhenomenal RemnantsPhenomenal Remnant 2
Destroy 3 of Alraune's Blooms of DesirePhenomenal RemnantsPhenomenal Remnant 3
Consume Hideous with an Infernal DemonPhenomenal RemnantsPhenomenal Remnant 3
Defeat Alraune with Madama ButterflyPhenomenal RemnantsPhenomenal Remnant 3
Finish the chapter without taking lava damagePhenomenal RemnantsPhenomenal Remnant 4
Collect all lotusesPhenomenal RemnantsPhenomenal Remnant 4
Finish with at least 120 seconds leftPhenomenal RemnantsPhenomenal Remnant 4
Finish the chapter without taking lava damagePhenomenal RemnantsPhenomenal Remnant 5
Collect every hourglassPhenomenal RemnantsPhenomenal Remnant 5
Finish with at least 150 seconds leftPhenomenal RemnantsPhenomenal Remnant 5
Finish the chapter with BayonettaPhenomenal RemnantsPhenomenal Remnant 6
Taunt FortitudoPhenomenal RemnantsPhenomenal Remnant 6
Hit Fortitudo with an Infernal Demon attack 5 timesPhenomenal RemnantsPhenomenal Remnant 6
Finish the chapter without falling into pits or quicksandPhenomenal RemnantsPhenomenal Remnant 7
Finish with at least 100 seconds leftPhenomenal RemnantsPhenomenal Remnant 7
Defeat 3 Uncinus that appear from quicksandPhenomenal RemnantsPhenomenal Remnant 7
Collect every hourglassPhenomenal RemnantsPhenomenal Remnant 8
Collect all lotusesPhenomenal RemnantsPhenomenal Remnant 8
Finish with at least 200 seconds leftPhenomenal RemnantsPhenomenal Remnant 8
Finish the chapter with the Ribbit Libido BZ55 equippedPhenomenal RemnantsPhenomenal Remnant 9
Defeat your opponent's Baal before she uses poison rainPhenomenal RemnantsPhenomenal Remnant 9
Finish the chapter with JeannePhenomenal RemnantsPhenomenal Remnant 9
Avoid getting hit by Cirrostratus' electric attackPhenomenal RemnantsPhenomenal Remnant 10
Avoid getting hit by Cirrocumulus' wind attackPhenomenal RemnantsPhenomenal Remnant 10
Use Baal's jumping splash attack 3 timesPhenomenal RemnantsPhenomenal Remnant 10
Finish the chapter with ViolaPhenomenal RemnantsPhenomenal Remnant 11
Finish with at least 130 seconds leftPhenomenal RemnantsPhenomenal Remnant 11
Defeat every LacunosusPhenomenal RemnantsPhenomenal Remnant 11
Collect every hourglassPhenomenal RemnantsPhenomenal Remnant 12
Collect all lotusesPhenomenal RemnantsPhenomenal Remnant 12
Finish with at least 200 seconds leftPhenomenal RemnantsPhenomenal Remnant 12
Finish the chapter with Abracadabra equippedPhenomenal RemnantsPhenomenal Remnant 13
Perform 3 successful counter summonsPhenomenal RemnantsPhenomenal Remnant 13
Deal damage 5 times with MalphasPhenomenal RemnantsPhenomenal Remnant 13
Finish the chapter with BayonettaPhenomenal RemnantsPhenomenal Remnant 14
Avoid getting hit by Kraken's bite attackPhenomenal RemnantsPhenomenal Remnant 14
Finish the chapter without any Infernal Demons rampagingPhenomenal RemnantsPhenomenal Remnant 14
All 137 BewitchmentsAchievement
Location
Chapter Select · Bewitchments – On Chapter Select, go through the Prologue, every chapter, every Side Chapter and every Phenomenal Remnant and check that each one's Bewitchment list shows them all earned: five per chapter, three per Remnant. For any still open, the table above names the section and the verse or Remnant; replay that chapter or Remnant from Chapter Select and earn it.
Summary
The full set: 95 from the Prologue, the chapters and the Side Chapters, and 42 from the Phenomenal Remnants. No reward for the full set has been found.
Report an issue

About this guide

One story run on Standard walks every chapter and takes every collectible, Niflheim and hidden verse as you pass it. After the credits, Chapter Select replays finish the rest: Jeanne's unlocks, the Golem chapter, the Witch Trials, the Phenomenal Remnants with their timed Bewitchments, and a long shop list that needs farmed Seeds and Halos before the Rodin fight. Infinite Climax and Pure Platinum ranks are optional extras.

Last verified: Nov 12, 2026 · Patch Nintendo Switch, Ver. 1.2.0 · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.