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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.