Two tutorial verses, a first look at Rodin's bar and the first Angel Attack, with nothing to collect.
The Prologue teaches the controls across two verses: a graveyard fight, then a battle on a falling plane. You start with only your pistols and pick up the double jump, Witch Time and Torture Attacks as you go. There is nothing to collect here, so play it straight through. Pickups, Alfheims and crows all start in Chapter I.
Play this run on Normal
The walk below is written for Normal. Alfheims and crows don't appear on Easy or Very Easy, and some pickups go missing there too, so neither setting can serve as the collecting run. Hard opens once you finish the game on Normal. The later runs in this guide cover the other settings.
How saving works
Only the Chapter Menu, at the start of each chapter, can write a save file, and nothing goes to that file by itself. CONTINUE is a separate single checkpoint that clearing a verse updates. Choosing NEW GAME or LOAD GAME overwrites it, and anything after your last manual save goes with it. Save on every Chapter Menu, and keep to one file. Finish a chapter before you leave it. If you must stop halfway, go to the title screen and come back with CONTINUE, rather than pausing out to the Chapter Menu.
EnzoNPC
Location
Prologue · Verse 1 – He is at the funeral in the opening scene, alongside the nun. When the angels come down he ducks behind a gravestone.
Summary
The talkative man at the graveyard, who ends up driving Bayonetta and drinking at Rodin's bar. Nothing to do here but meet him.
Prologue · Verse 1 – A new game opens with tutorials, then waves of Affinities and Decorations in the graveyard. After a scene shows Enzo carried off through the fence, double jump through the gap and off the edge to land on his car. Beat the Affinities there and the big angel that took him.
Summary
The first verse, which teaches punching, kicking, dodging, Witch Time, guns and the double jump.
Prologue · Verse 2 – Nothing to find: the scene that opens Verse 2 shows her fighting angels on the falling plane. She appears again in the scene after the verse.
Highway Wreckage: three Torture Attacks before the plane fallsQuest step
Location
Prologue · Verse 2 – You have five minutes to land three Torture Attacks, or the plane crashes and kills you. Witch Time stays on at the start and drops off after the second one, so finish the third at normal speed. The trophy fires once the Prologue's result screen has passed.
Prologue · After Verse 2 – No action needed: after the verse a scene moves to his bar, the Gates of Hell. From Chapter I you reach him through red circles in the chapters and from every Chapter Menu.
Prologue · After Verse 2 – It follows the bar scene. You get 9 bullets, plus 3 for each Arcade Bullet found in that chapter. Decorations are worth 3 points, Affinities 5 and Dears 10, and a quick double kill adds 10. Spend the points on items, or take 100 halos a point; stopping early pays 200 halos per unused bullet.
A shooting game offered after every finished chapter. Its prizes are consumables and halos, and no unlock depends on it, so this one entry covers the whole game.
From the station platform to the broken bridge: the first Alfheim, the first shop, the first Gold LP and the first techniques.
Bayonetta reaches Vigrid by train. This chapter runs from the station platform up a one-way lift, through the garden with the fountain, into a flashback, and out to a bridge that won't survive the crossing. You have Scarborough Fair, the double jump, Witch Time and Torture Attacks; Wicked Weaves arrive in Verse 2. The first shop is here, but the techniques beyond these first three wait for later chapters.
Chapter Menu: The Angel's MetropolisArea
Location
Chapter I · Chapter start – It comes up by itself once the Prologue is done. Choose Save before you choose START: this is your first manual save of the run.
Chapter I · Verse 1 – Before going near the security gates, jump onto the train roof and double jump to the station's upper floor. Smash every bench up there, plus any left on the platform. When the last one breaks the train pulls out; drop to the tracks for the Pearl.
Metal doors close once you pass the gates, leaving the platform and the Broken Moon Pearl under the train behind. Chapter Select can bring you back on a replay, but take the Pearl now.
Resting place (door key)Collectible
Location
Chapter I · Verse 1 – Run to the far right of the platform and go through the security gates. In the hall beyond, the far door is locked: combo the sphere in the wall until the way opens. The next door is locked too, so drop into the pit and break the resting place at the bottom for the key.
A resting place reportedly stays unclaimed if you die or power off before the next checkpoint. After opening one, clear the next verse before you stop playing. This goes for every resting place in the game.
Three Affinities at the pit, then the locked doorQuest step
Location
Chapter I · Verse 1 – Three Affinities appear as you climb out of the pit with the key. Beat them to clear the verse, then double jump across the pit and unlock the door.
Statues, first angelic border, run across the water, wake the elevatorQuest step
Location
Chapter I · Verse 2 – Inspect a statue: a golden border traps you with Affinities, and winning mends the statue. Lift it, activate it and dodge its lightning at the last moment for a long Witch Time. Run over the water in that time and combo the wall with the orb on the far side, which wakes the lift in the middle of the room.
Chapter I · Verse 2 – Any last-moment dodge adds one. The lightning from the mended statues gives you one each time you activate a statue, and the fights ahead supply the rest.
Chapter I · Verse 2 – With Wicked Weaves now open, punch, then kick and keep kick held. Dodge with it still held, so Bayonetta goes on firing afterwards, then punch to finish the combo on the Wicked Weave.
Chapter I · Verse 3 – Leave the lift alone for now. Walk back past the statues to the pit where the key was and drop in: the portal is in front of the opened resting place. Taunt angels that hang back so they swing, and dodge for Witch Time. Kill the Affinities first, then the Applauds; a Torture Attack still does damage outside Witch Time, but a Punish doesn't.
Once you ride it there is no way back down. Everything below stays behind: Alfheim 1 and its Broken Moon Pearl, and the note by the statues. A replay through Chapter Select recovers anything you leave, but what you already took won't appear twice.
Ride the one-way elevator up to the hallQuest step
Location
Chapter I · Verse 4 – Climb back out of the pit, return to the statue room and step on the lift in the middle of it. At the top, go through the hall to the red circle; a scene with Rodin plays there.
Chapter I · Verse 4 – The red circle in the hall is the entrance; step back into it after the scene to shop. Portals only sell things: they don't save your game.
Chapter I · Verse 4 – From the red circle, look across the hall to the balcony above the door you leave by. Hop onto the stair rail and double jump up to it.
Chapter I · Verse 4 – Carry on the same way from the note. Beyond a short spiked metal fence, at the base of the water feature, the crow perches on a low wall. It flies off if you walk up, so come in fast and press shoot once you are close.
Chapter I · Verse 4 – Stay off the middle: going past the fountain starts the next fight. Follow the grass along the right of the fountain to the gazebo; the resting place stands beside it. An Arcade Bullet lies in the gazebo if you want extra shots for Angel Attack.
Applaud, Affinities and Beloved in Vigrid Central StationBoss
Location
Chapter I · Verse 4 – Walk past the fountain to start it: waves of Applauds, Affinities, Dear and Decorations come first. When the Beloved arrives, dodge its swings and get behind it to hit the red node on its back, breaking off when it reaches round to grab you. Empty its health bar and take the Umbran Climax prompt to summon Gomorrah.
Go back to the elevator platform for the hidden fightQuest step
Location
Chapter I · Verse 5 – Walk all the way back past the fountain, through the hall to the room at the top of the lift. A group of angels attacks there. Beat them to clear the verse, then return to the fountain area.
Flashback: the two-headed dragon on the bridgeBoss
Location
Chapter I · Verse 7 – Leave through the door in that room: the flashback starts outside. Keep shooting, hit the heads hard when a bite sticks them to the walkway, and jump over the tail sweep until enough damage ends the scene. Don't step onto the far bridge with the Witches, or the dragon eats them.
Umbran Crow: Ch I, after Verse 7, NormalAchievement
Location
Chapter I · After Verse 7 – When the flashback ends, turn back toward the building you just left. The crow sits on the left by the door, near the fence. It flies off if you walk up, so come in fast and press shoot once you are close.
Chapter I · Verse 8 – Enter the portal beside the note with the LP in hand: Rodin takes it and gives you the guns, at no halo cost. Any visit does the job, so the next Chapter Menu works just as well.
Chapter I · Gates of Hell – Buy it from the Techniques list at this portal. If you are short of halos, leave it unticked and buy it from the Gates of Hell on a later Chapter Menu.
Cross the bridge, survive the throw and the falling stairsQuest step
Location
Chapter I · Verse 8 – Step onto the bridge. A Beloved climbs the wall and grabs it, so hit its hand as it swings you about. When its health runs low it throws the bridge away: jump at the prompt or you die. Follow the stairs down from the platform; near the bottom it smashes them, so jump clear and run back up.
Chapter I · Verse 8 – At the top of the stairs it clings to the platform and smashes down with its fists. Dodge and hit the fists as it loses its grip and climbs back, swinging more as the platform breaks up. Empty its health bar and take the Umbran Climax prompt for Gomorrah to end the chapter.
The Jeanne flashback and Witch Walk, then the Vigrid street, two courtyards, three Alfheims and the dragon in the church.
A flashback duel opens the chapter and gives you Witch Walk. After it you run the Vigrid street, cross two courtyards and reach the church. You arrive with double jump, Torture Attacks, Wicked Weaves and the Onyx Roses if Chapter I's LP went to Rodin. Three portals sit off the street, and this chapter's own Gold LP gives you a sword. The plaza payphones and the crows of the harder difficulties wait for later runs.
Chapter Menu: Vigrid, City of Déjà VuArea
Location
Chapter II · Chapter start – It comes up by itself once Chapter I's results are done. Pick Save first, then START.
Summary
The save stop between chapters. It also opens the Gates of Hell, and its submenu holds Chapter Select and Difficulty. Save here, because Chapter I's clear is only safe in a save file.
Chapter II · Verse 1 – The fight follows the opening scene. Listen for her lines, which nearly always come just before a move, and dodge then. If you lose sight of her, fire your guns: they do no harm but they show where she is. Wicked Weaves thrown while holding target reach her from range, so long as you share a surface with her.
Chapter II · Verse 2 – Back in the present, Witch Walk straight up the building wall in front of you. At the top, look left for a winged statue. Shoot it or hit it until it breaks, then take the piece.
Chapter II · Verse 2 – Carry on along the wall from the winged statue until a scene brings in Dear and Decorations. Dodge as soon as you have control, because Dear fires straight away; aerial combos finish it fast. Then run on along the building and down toward the door on the right, where clouds hide the Moon and drop you at the door.
Chapter II · Verse 3 – Open the door into the street, which is crowded with ordinary crows. The one with the red aura sits among them in the middle of the path, or a little to its left. It flies off as you near it and returns when you back away, so rush in and press Shoot once you are close.
Vigrid street: fast door with the statue timerQuest step
Location
Chapter II · Verse 3 – Run back to the door you entered by and lift one of the statues next to it: this starts a 10-second timer. Don't activate it yet. Run to the metal wall, activate the statue as you get close, dodge the lightning for Witch Time, then combo the wall until it breaks. If you are too slow it pushes you back and you start again.
The first courtyard past the metal wall holds three payphones: two by the stairs, either side of a blue car, and one across the plaza behind a pillar. They sell a handful of big unlocks for millions of halos, far more than you have now, so walk past them. The guide brings you back with the money in the Final Grind.
Antonio's note: Notes On The Topic Of Magic - ICollectible
Location
Chapter II · Verse 3 – Through the broken wall you reach the first courtyard. Stay on its right side and go up the short steps to the pillared building. The note is under the overhang, near two benches.
Chapter II · Verse 3 – Walking across the courtyard seals it. Beat the waves of Affinity and Applaud, then a Beloved joins in. Dodge its broad axe swing for Witch Time and strike the weak spot on its back. Hurt enough, it climbs a building and leaves; break the border with an Infernal Kiss to end the verse.
Chapter II · Before Verse 4 – Leave the courtyard under the archway. One trolley rolls past, then a short scene shows a second one racing at you as you walk on. Double jump over it, or dodge it, for the trophy. If it hits you, carry on and take the chance again on a Chapter II replay.
Dodge the trolley and defeat the EnchantsQuest step
Location
Chapter II · Verse 4 – Past the trolley, the Enchants arrive in a scene. Dodge away as you get control, or the one in the air lands on you. They light up before each ramming charge, so dodge then and hit back with punches and kicks. Break the border with an Infernal Kiss when they are gone.
Chapter II · Verse 5 – From the Enchant fight, follow the tracks the other way, past the turn you came in by, to the trolley's starting point. Its metal fence is now smashed, and the portal is at the far end. You get 7 punches, 6 kicks and 40 seconds: dodge the axe for Witch Time, use combos that end in Wicked Weaves, and hold the button on each hit to keep your guns firing. It is hard this early, so you can come back on a replay with Durga in Fire on hands and feet, which needs the Durga Alt.
Chapter II · Verse 6 – Run back down the street to the burning trolley, then on toward the archway into the next courtyard. Don't go through it: double jump, then wall jump onto the walkway on top of the arch, where the portal stands. You have 4 minutes for five waves, ending with a Beloved. Kick, Kick, hold Kick clears the flyers, four punches and a kick pins groups, and Torture Attacks handle the big ones.
Chapter II · Verse 7 – Drop off the arch and go through it into the courtyard. Enchants come first, some fixed to the walls firing quick shots after a glow. The Beloved then returns and summons another. Finish the injured one first and take its axe if you like; dodging either one's swing gives Witch Time. Summon Gomorrah to end the second.
Chapter II · Verse 7 – With the archway behind you, go to the right side of the courtyard. The chest is tucked into the corner at the end of a short dead-end street, by the dumpsters.
Chapter II · Verse 7 – Cross to the opposite side of the courtyard and follow the road into the other dead-end street. The chest is straight ahead at its end.
Gates of Hell: Vigrid hallway by the broken statuesArea
Location
Chapter II · Verse 9 – Follow the street on from the second courtyard. It ends in a small open space holding a door and a broken pair of statues. The portal is there, near the top of a stairway.
Chapter II · Verse 9 – Follow the street on from the second courtyard to the small open area with the door and the broken statues. Step into the Gates of Hell portal there and hand Rodin the LP. The next Chapter Menu does the same job if you pass it by.
Two Applauds down the stairs fix the statueQuest step
Location
Chapter II · Verse 9 – From the broken statues, take the stairs down on the right side of the open area. Two Applauds appear at the bottom, and beating them repairs the statue and ends the verse.
Chapter II · Verse 9 – Climb the wall just right of the chest to reach the small balcony. From there, double jump up by the tree: the piece is near its crown.
Chapter II · Verse 8 – From the statues, run back as far as the road goes: through the second courtyard, along the trolley street, under the first archway and over the first courtyard to the metal wall you broke in Verse 3. You need 6 Torture kills inside 2:50, and a Torture that doesn't kill doesn't count. Aim for three in the first wave, weaken Applaud first, and take the flail from a killed Affinity to fill your magic fast. If no portal is there, check up the stairs in the first courtyard.
Statue timer, flatten the orb into a bridge, reach the churchQuest step
Location
Chapter II · Verse 10 – Back at the statues, lift one at the top of the stairs for another 10-second timer, run back down to where you fought, activate it and dodge the lightning. In Witch Time, combo the orb until it flattens into a bridge, and cross at once; double jump the end if it starts to reform. Then head left through the area toward the church.
Chapter II · Verse 10 – Stop before the church door. The crow perches on top of the last pole by the steps in front of the church. Jump up to it and press Shoot once you are close.
Chapter II · Verse 10 – Kick the church door open and watch the scene with the girl. Stay back from the head: dodge its fireballs and its bite for Witch Time, then hit the snout, with Shuraba if you have it. Partway through, the second head joins in. When it throws the building, press Shoot on the prompt, not early or late, or you die; the Climax then finishes the chapter.
Through burning Vigrid and the Catacombs, out to Paradiso for the hourglass, and up to the Coliseum with four Alfheims and Kulshedra.
Vigrid again, this time burning. You have Witch Walk, Wicked Weaves and the weapons from the first two chapters. This chapter runs through the town, down into the Catacombs, out to Paradiso for an hourglass and up to the Coliseum, with four Alfheims, the two halves of the record that becomes Kulshedra, and plenty of pickups. Lava stays dangerous on this run: only Durga Fire on a replay lets you walk on it, so the route never asks you to.
Chapter Menu: The Burning GroundArea
Location
Chapter III · Chapter start – It comes up by itself when Chapter II is over. Save here before you press START, since nothing else writes to a save file.
Chapter III · Verse 1 – Run forward from the opening scene, staying off the lava and flames, which hurt. Being close to these angels sets you alight, so dodge for Witch Time, which keeps the fire off you, or strike from range with Wicked Weaves. Pole dancing with a dropped staff is safe too.
Chapter III · Verse 1, archway building – Before you pass where the barrier stood, turn right and carry straight on to the building that stands on archways. The chest is next to it, where a chest stood in Chapter II.
Umbran Crow: Ch III, Verse 1-2 area, NormalAchievement
Location
Chapter III · Verse 1, wrecked car – Go round to the far side of the archway building, where a lava pool cuts off a patch of ground with a wrecked car. Double jump the lava onto that patch. The crow flies off when you come near, so rush it and press shoot.
Chapter III · Verse 2, archway building – Go back behind where the chapter began, climb the stairs above the two phone stations and smash the trash bin at the top; the portal then opens under the archway building, by two benches. You must stay airborne for 20 seconds: string punches, cut each string with a gunshot before its last punch drops you, and jump off Decorations' heads for a fresh double jump. The next entry happens inside this portal, so read it first.
Chapter III · Verse 2, inside Alfheim 5 – Inside the portal, press jump as you reach a Decoration's head so the jump itself kills it; an air attack doesn't count. Hopping between them to stay aloft often earns it without trying. If it doesn't fire, go back in: a cleared portal can be replayed.
Chapter III · Verse 3 – Take the tunnel out of the square and turn right; a short scene sets the lava running. Steer round the Beloveds, double jumping past them if you need to, and jump the wide gap at the end of the street to reach safe ground.
Chapter III · Verse 4 – Go down the stairs from the gap into the plaza, ready to dodge the fireball it opens with. Stay close, dodge its rams and body twists for Witch Time and combo it then. Jump to clear the sonic attack, which would stun you.
Chapter III · Verse 4, side street – Two small dead-end streets leave the plaza on opposite sides, matching the street chests of Chapter II. Take either one and hop over the lava near its far end to reach the chest.
Chapter III · Verse 4, side street – Cross the plaza to the street directly opposite the first one, and hop the lava there to the chest at the far end.
Chapter III · Verse 5, balcony – Run through the plaza's archway to the small open area where the left door bursts on lava. Do this before using the two statues: turn away from them, go down the stairs on the right, the ones to the Chapter II bridge puzzle, then double jump and wall jump to the balcony above the barrels. Inside, pick up the angel weapons lying around; the whip-like arm is the strongest choice, and the staff's pole dance also works well.
Fire spouts, lava surf, Witch Walk across the buildingsQuest step
Location
Chapter III · Verse 6 – Back at the statues, wake both and use their Witch Time to slip past the fire spouts, then run on until a scene starts the lava surf. Witch Walk along the buildings, beat the Affinities, cross on the surviving bits of street and double jump the gaps that blow out. When lava closes in from all sides, run straight up the wall and wait for the prompt as the tower falls: pressing early is fatal.
Antonio's note: About The Umbra Witches - IICollectible
Location
Chapter III · Verse 7, large plaza – It lies straight ahead of you as the score screen clears in the large plaza. Take it before going near the fountain, which starts the next fight.
Chapter III · Verse 7, fountain – Walk up to the fountain and both appear. Put defence first: steady dodging gives you Witch Time and fills the magic gauge fast, so the fight ends sooner.
Chapter III · Verse 8, cave – A prompt follows the fountain fight: mash it or you die. As soon as it drops you in the cave, turn to face back the way you came and take the short trail to the chest.
Chapter III · Verse 8 – Head back past where you landed and down the tunnel. Affinities climb out of the lava pools: draw them to the wider part of the cave and fight as you did in the first square. Then pass the fire spouts and jump through the middle of the big lava pool just as its two side spouts fire.
Chapter III · Verse 9, Catacombs – The tunnel ends in a large chamber, the Catacombs, and the Gates of Hell circle is there. Step in to shop. The chapter brings you back past it later.
Bridge destroyed; angels open the stone gateQuest step
Location
Chapter III · Verse 9, stone gate – Carry on along the path, past the big stone gate, to the bridge, which two large rocks destroy as you get close. Walk back to the gate and beat the angels that appear to wake it, then step through into Paradiso's Garden of Light.
Chapter III · Verse 10, Garden of Light – As you come out of the stone gate, drop into the water on your right and follow the submerged rocks to the islet. Affinity and Applaud come first, then Fairness; dodging still builds magic, so keep doing it. Shuraba's Iai-Jutsu hits hard, and the punch, punch, kick, kick, kick string lands its Wicked Weaves on Fairness even when the first hits miss.
Chapter III · Verse 10, Garden of Light – Return to the stone gate and this time drop into the water directly on the left; you can walk on it. Turn left along the submerged rocks to a small island, where the piece sits on a large rock. Record Collector may instead fire when Rodin takes the record.
Chapter III · Garden of Light, lever platform – Go back to the stone gate and follow the main path to a pair of statues. Wake them and use Witch Time to cross the water spouts up to the platform with the great carving and lever. Don't pull it yet: go right, past the rocks and trees, and the Heart is behind a stone structure.
Chapter III · Garden of Light, lever platform – Return to the carving and pull the lever. It falls apart and leaves you carrying a large hourglass: walk back the way you came and through the stone gate.
Chapter III · Catacombs, bridge – Back in the Catacombs, carry the hourglass to the broken bridge and use it. Stay off the rebuilt bridge for now: two stops still wait behind you.
Chapter III · Catacombs, Gates of Hell – Turn back from the bridge and walk to the Gates of Hell circle in the Catacombs chamber. Rodin swaps the finished record for the weapon on this visit; a later Chapter Menu visit would also do it.
Chapter III · Verse 11, Catacombs tunnel – From the Gates of Hell circle, run back to the start of the Catacombs: the portal is inside the tunnel you arrived by, across from the circle. It may instead lie a little further on, up a wooden bridge. Other hits only break the combo, so use quick punch, kick, punch strings or punch, punch, kick, kick, kick for two Weaves; with Shuraba, start the string in the air away from the enemy.
The second bridge ahead collapses behind you, with no way back to the Catacombs or the Garden of Light. Before you step onto the rebuilt bridge, check you have the Catacombs note, Alfheims 7 and 8, the second LP piece and the Heart behind the lever. A Chapter Select replay recovers anything left behind, at the cost of walking the chapter again.
Angels on the restored bridgeQuest step
Location
Chapter III · Verse 12 – Walk back to the rebuilt bridge and start across; the angels fly out as you do. They're a mixed group, and air juggles handle them well.
Broken Witch Heart (resting place, past the lava path)Upgrade
Location
Chapter III · Verse 13, ledge – Keep running: the second bridge collapses under you, so hold on for the jump prompt at its end. Run the rocky path by the lava, moving off any rocks that glow before a spout hits them, climb the rocks as they rise, and jump the gap to the ledge. The chest is along the path to your left.
Chapter III · Verse 13, tunnel – From the chest, follow the path right into the tunnel and Witch Walk up it, keeping clear of the lava veins and the rocks falling from the top. You come out in a small area on the path to the Coliseum.
Broken Witch Heart (resting place, behind the boulder)Upgrade
Location
Chapter III · Verse 13, small area – Out of the tunnel, move forward until you see a large boulder and turn left. A small path runs behind the boulder to the chest.
Chapter III · Verse 13, Coliseum stairs – Go the other way from the boulder, out to the large open area with the mountain view. Turn left and climb the stairs; the book lies on them.
Umbran Crow: Ch III, last stretch, NormalAchievement
Location
Chapter III · Verse 13, Coliseum stairs – Keep climbing until the Coliseum comes into view: the crow sits on the steps beside the stone pillars second from the end. Rush it and press shoot before you go on, because running into the Coliseum ends the chapter.
Run 1, Chapter IV: The Cardinal Virtue of Fortitude
A single three-stage boss fight in the Coliseum, with nothing to collect.
This chapter is a single boss fight in the Coliseum, with nothing to collect. You arrive with everything from Chapter III, Kulshedra included. Winning closes the game's first trophy block.
Chapter Menu: The Cardinal Virtue of FortitudeArea
Location
Chapter IV · Chapter start – It comes up by itself once Chapter III is over. Save here before you press START, and use its Gates of Hell option if you want to shop before the fight.
First two stages, one per head: the same loop twice. On the second floor, dodge the bites for Witch Time and hit the snout. When Fortitudo crashes down, drop beside a head for the Climax, and stay on him while he is down. Once he flies up, find the hourglass in the rubble and use it to rebuild a stretch of floor. That floor then breaks and you get 99 seconds of timed jumps up the debris to reach him; the head comes off soon after. Last stage: a five-minute limit. Aim for the glowing sphere on the brow of the upside-down face, step off any floor that glows gold, because the tail stabs there, and dive aside when he rams across the top of the building.
Fortitudo, Cardinal Virtue of FortitudeHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter IV · Coliseum – The fight starts when you enter the Coliseum, with you on its second floor. Follow the plan above and take the final Climax prompt when his health runs out. Winning earns Fortitudo, Bringer Of Flame and Chapters 1-4 (Normal).
Both valleys, Jörmungandr's Staff and the summit: all of Durga, three portals, two crows, and Jeanne.
A long chapter, and the first real step up in difficulty. It crosses two valleys, climbs Jörmungandr's Staff and a wind-swept road to the summit of the great Umbran statue, and ends with Jeanne. You have Witch Walk where the Moon allows it, and Onyx Roses, Shuraba and Kulshedra from earlier chapters. All three parts of a new weapon, Durga, are here, and Panther Within arrives at the very end. Crow Within is not on sale yet, and the hardest portal here can wait for a replay.
Chapter Menu: The Lost Holy GroundsArea
Location
Chapter V · Chapter Menu – It opens by itself once Chapter IV's results are done. Pick Save before anything else, then visit the Gates of Hell if you have halos to spend, and press START to begin.
Antonio's note: Crescent and Sunrise ValleysCollectible
Location
Chapter V · Verse 1 – The book is in plain view when the opening scene ends, just ahead and slightly to the left. Walk over and take it before moving off.
Breaking path to the Training Ground RuinsQuest step
Location
Chapter V · Verse 1 – Set off down the path and jump the stretches that crack or drop away. The Decorations that gather partway can be shot down or simply outrun. Beyond them lie the Training Ground Ruins, a small open space: heading to its left sets off the next scene.
Chapter V · Verse 2 – They attack the moment the scene ends in the Training Ground Ruins. Grace swings wide and a little slower, Glory slides in from range: dodge for Witch Time and kill one first, with a Torture Attack if your gauge is full. Charged Onyx Roses work well, and the claws the first one drops are worth taking.
Chapter V · Verse 3 (Alfheim) – Run all the way back along the broken path to the very spot where the chapter began: the portal is there now. Three waves come, Applauds, then Grace and Glory, then Fairness, and damage lands only in Witch Time. Open each window with Wicked Weave kicks and start a Torture Attack near its end: it still counts if it runs on past.
Fearless and Fairness after the collapsing bridgeBoss
Location
Chapter V · Verse 4 – Go back to the Grace and Glory platform and take the stairs up onto the bridge, which breaks apart as you cross, and beat the Affinities on the falling pieces until a scene starts. Watch for the raised, spinning tail and dodge it for Witch Time, and stay out of the stunning shriek.
Chapter V · Verse 5 – Walk on to where the angelic border stood and over the next bridge; the Applauds on it can be fought or run past. As soon as the Verse 4 score clears on the far platform, turn left: the stone device stands there with the book next to it.
Chapter V · Verse 5 – Cross the path from the stone device: the crow is on the opposite side. It flies off when you walk up and returns when you move away, so come in fast and press shoot once you are close. Do this before touching the device.
The stone device launches you to the far side of the valley. Make sure the first LP piece, the Crescent and Sunrise Valleys note, the Use Witch Time! portal, the Heavenly Manipulators note and the crow are done first. If anything stays behind, a replay of this chapter recovers it.
Stone device, night falls, launch across the valley; Grace and Glory, then HarmonyQuest step
Location
Chapter V · Verse 5 – Use the stone device, then Witch Walk up the stone pillar it lights and jump through the circle, knocking through the Dear and Decorations as you fly. On the rocks, beat Grace and Glory again, then the Harmonies: dodge their rushes, listen for their crackle and fire your guns to find them. A Torture Attack gives a chainsaw you can keep swinging, and dying here sends you back to Grace and Glory.
Chapter V · Verse 6 – Climb the stairwell from the chest, jumping or dodging the smoke snake that winds along the steps, as it hurts on touch. The portal is about halfway up.
Broken Moon Pearl (resting place, rocky outcrop)Upgrade
Location
Chapter V · Verse 6 – Climb the stairwell, clearing the smoke snake that winds down it. About halfway up, level with the shop portal, turn left as you climb and hop down onto the rocky outcrop. The chest is on it.
Smoke-snake stairs, slam the symbol, two Ardors in the towerQuest step
Location
Chapter V · Verse 6 – Get back onto the stairs and climb to the door at the top. Climb onto the small platform over it and drop onto the floor symbol to bang it open. Inside, start up the round stairway until the Ardors bring you back down: stay in Witch Time, kill one first, and expect faster swings once a shield breaks.
Harmony on the climb up Jörmungandr's StaffQuest step
Location
Chapter V · Verse 7 (hidden) – Witch Walk up the tower wall, steering clear of the falling rocks and the glowing marks, both of which hurt. A short way up, a group of Harmonies appears: you could keep climbing past them, but stay and kill them all so the verse scores.
Chapter V · Verse 8 (Alfheim) – When the Verse 7 score clears, drop back to the Ardor floor, where the portal now glows in the centre. Equip Kulshedra, break the Dear's armour, then pull an enemy to you, jump off it and pull the next; Crow Within makes this easier on a replay.
Chapter V · Verse 8 (Alfheim) – Do it inside the Stay In The Air! portal: double jump, hold punch to pull toward an enemy, jump, and repeat 10 times without touching down. If the portal ends before the count does, step back in: a beaten portal can be replayed.
Jumping the large outcrop near the top starts a scene, and a gate closes beneath you. The tower floor is cut off from then on, so finish the Stay In The Air! portal and Higher And Higher first; the hidden Harmony fight stays behind too. A replay of this chapter recovers all of it.
Lever room, Grace and Glory, metal door with the statuesQuest step
Location
Chapter V · Verse 9 – Witch Walk to the large outcrop and jump over it. Once the gate closes, turn round, jump up the small wall platforms, pull the lever on the top one and climb through the ceiling hole. Checking the statues brings on Grace and Glory; afterwards lift the statues and drop back down, where you have ten seconds to get into their Witch Time and combo the metal door apart.
Chapter V · Verse 10 (Alfheim) – Outside the metal door, turn right at once and follow the spiral path down, not up, breaking any wall that bars it. You get 10 punches and 7 kicks: from the ring's edge, charge Shuraba fully and release it late in Witch Time, and use Wicked Weave kicks. This is very hard this early, so you can come back on a replay with Durga and its charged combos.
Beat Grace and Glory on a short allowance of punches and kicks, for a Broken Witch Heart. If every portal so far is beaten, this one reaches half of them and Angel May Cry fires, if it has not already.
LP: Sonate in DK.448 (piece 3 of 3, resting place)Collectible
Location
Chapter V · Verse 11 – Climb the winding road back past the door and on up, timing the smoke snakes, which are hard to see through the running water. About halfway, jump across to the round fountain on your left as you climb. The chest is behind the column in the middle of the pool.
Further up, a red snake breaks the road and it crumbles as you run, so there is no walking back down. Take the fountain chest and note first, and the Limited Kicks And Punches! portal if you mean to try it on this pass. A replay of this chapter recovers anything left here.
Wind-snake road past the fountain to the collapsing pathQuest step
Location
Chapter V · Verse 11 – Jump back onto the road from the fountain and carry on up. When the red and gold snake smashes the path, run without stopping: it spits fireballs at the road, and an air dodge helps you keep your line. The final jump happens as the last piece drops, and you land on a platform.
Chapter V · Verse 11 – It starts as you land on the platform. Shoot it while it circles until it crashes down dazed, then combo it; dodge the fireballs for Witch Time and jump its tail. Repeat until its health is gone, and take the Climax prompt that summons Malphas.
Chapter V · Verse 12 – Head for the building past the Inspired platform. The crow is on the right side of the small bridge that leads in, so rush it before it takes off and press shoot when close.
Chapter V · Verse 12 – With all three parts of Sonate in DK.448 in hand, enter the shop portal in the centre of the summit building and Rodin makes the weapon. Fire is the default; spin the stick and press the attack it is equipped to for lightning.
Antonio's note: Rodin & The Gates Of HellCollectible
Location
Chapter V · Verse 12 – Hop up the stairway platforms from the centre of the room. The book lies on a long section of stairs high up, just under a lone platform with a chest. If you reach the exit first, turn left before leaving and drop down to it.
Chapter V · Verse 12 – Carry on to the exit door and head outside. Same plan as the first: dodging its fly-by gives no Witch Time, so shoot it down, dodge the fireballs for Witch Time and go for the head.
Back to the first Inspired spot for HarmonyQuest step
Location
Chapter V · Verse 13 (hidden) – With the second Inspired dead, leave the old gate alone for now. Turn back and retrace your way as far as you can, to the platform where you met the first Inspired: a Harmony group appears there. Beat it, then return to the path outside the summit tower.
Breaking the old gate starts the final stretch, and the bridge behind it breaks during the scene. Hidden Verse 13 is left behind if you have not fought it, along with the summit building's note and chest if you missed them. A replay of this chapter recovers them.
Jeanne on the circular platformBoss
Location
Chapter V · Verse 14 – Break down the old gate past the second Inspired and walk onto the bridge. A huge angel appears and it breaks, so cross the pieces and follow the prompts to the big round platform. Dodge her Wicked Weaves as she glows red for Witch Time and keep combos short, as she can break them; the fight moves to a smaller rock partway through, then back.
Beast Within granted; cross the rocks as the pantherQuest step
Location
Chapter V · Verse 14 – Change into the panther and leap across the pieces of rock ahead. A final scene plays once you reach the end, and the chapter closes.
From the Proving Ground Ruins to the Air Force Base bridge: the pressure plates, the spike hall, Alfheim 12, the fights to keep the girl safe, and every chest, note and Normal crow on the way.
Chapter VI opens in the Proving Ground Ruins, and Panther Within is the tool you need here: the pressure plates and a broken bridge both depend on it. The walk takes the three pieces of the Les Patineurs LP, two Witch Hearts, Alfheim 12 and its Moon Pearl, six of Antonio's notes and the two Normal crows, and the angels finally catch up with the girl. Rodin can't hand over Odette until the next Chapter Menu, so that waits for Chapter VII. The Hard and Infinite Climax crows here wait for those runs.
Chapter Menu: The Gates of ParadiseArea
Location
Chapter VI · Before Verse 1 – It comes up by itself once Chapter V is over. Save here, shop if you like, then start the chapter.
LP: Les Patineurs Waltz op.183 (piece 1 of 3, resting place)Collectible
Location
Chapter VI · Verse 1 – Turn round the moment the chapter starts: the chest stands right behind you in the small clearing ringed by trees. Smash it open.
Summary
A resting-place chest holding the first of the three LP pieces behind Odette.
Chapter VI · Verse 1 – Turn back from the chest to face down the path: the crow perches on a low wall to your left. It flies off if you stroll up, so charge it as the panther, jump, and shoot to catch it.
Chapter VI · Verse 1 – Take the stairs down and smash the door. In the tunnel beyond, Ardor brings a few Affinities: he swings fast, and faster still with his shield gone, so stay in the air, where he is weakest, and watch for his leaping counter.
Chapter VI · Verse 1 – Stay in the tunnel after the fight and look up along its left side: the chest sits on a high ledge. Jump off the left wall, then double jump up to it.
LP: Les Patineurs Waltz op.183 (piece 2 of 3, resting place)Collectible
Location
Chapter VI · Verse 2 – Go back up the stairs, turn panther and sprint over all three plates in one go to open the door, then watch the scene beyond it. In the cavern, drop into the water on the left, close to the entrance, and break the rock pile by the wall: the chest is behind it.
Chapter VI · Verse 2 – With the plates done and the chest taken, climb onto the rocky platform in the middle and inspect the statues to start the fight. Gunfire stuns an Inspired, so drop one, hit it hard until it recovers, and stick to that one before turning on the other. Take the counter prompt if one flies in close, then call Malphas to finish.
Water platforms, spike traps, lever under the rubbleQuest step
Location
Chapter VI · Verse 3 – Activate the repaired statue for Witch Time and jump along the water platforms into the ruins. Beat the Dear and Decorations, then read each set of spikes and cross when its gap comes round; a dodge helps. On the far side, break the rubble to your left, pull the lever and clear the Applaud and Affinities it brings.
Chapter VI · Verse 4 – Leave the plates for now and walk back through the hall, safe at last, into the cavern. The portal is at its far end, on the back ledge where you first came in. Five angels must die to a Torture Attack, across waves of Applauds, Harmonies, Grace and Glory, then Fairness with Fearless. Taunt and dodge to fill your Magic, use Scarborough Fair so you don't kill too early, spend tortures on the first two waves, smallest angels first, and panther away for room.
Running the plates again opens the way on, and the hall and the cavern stay behind. Have Alfheim 12 done first, along with the chests, the crow and the note from the start of the chapter. A Chapter Select replay recovers anything you leave.
Antonio's note: Notes On The Topic Of Magic - IVCollectible
Location
Chapter VI · Verse 5 – Head back to the spike hall and run its plates as the panther, as you did before, to open the door at the end. The notebook lies on the steps just behind it.
Double Grace and Glory, the broken bridgeQuest step
Location
Chapter VI · Verse 5 – Climb the stairs to the door and fight Grace and Glory, then a second pair right after. Focus on one at a time, and use Witch Time for aerial kicks. Outside, step onto the bridge and walk on until it collapses, clear the Affinities and Applauds, then run as the panther and double jump the gap.
Chapter VI · Verse 6 – Enter the building past the gap. After the scene you fight in spirit form while the girl sits in a purple shield. Waves of Affinities and Applauds go for her, so draw them onto you and kill fast; an angel's polearm gives you a wide pole dance. One touch on the shield costs the trophy.
A Mother's LoveHidden spoiler – activate to revealAchievementMinor spoiler
Location
Chapter VI · Verse 6 – It fires in the fight above if no attack reaches the shield. Quick Shuraba strings keep the angels busy, and Torture Attacks remove the bigger ones at once. If she was hit, a replay on any difficulty counts, Easy or Very Easy included, and the Gaze of Despair accessory turns the angels on you.
Escort through the ruins; outrun the Beloved in the tunnelQuest step
Location
Chapter VI · Verse 7 – Climb the stairs. Only scenery hurts these Affinities, so swing what lies around, such as the fallen street lamp, and keep them off Cereza. In the tunnel a large Beloved bursts through the wall: run, throw dumpsters and cars back at it to slow it, and smash each gate in your way.
Umbran Crow: Ch VI, after the Beloved chase, NormalAchievement
Location
Chapter VI · Verse 8 – Stay on the same path and look left of the stone gate, by a bench. Run at the crow as the panther, jump, and catch it before you go through the gate.
Chapter VI · Verse 8 – Go through the stone gate. Cereza trails you through the Fearless and Fairness fight, so strike and back off rather than lean on long combos near her. Then you walk back to the Beloved: it is slow but brutal, so double jump for the node on its back, leave any glowing floor, where fire is about to fall, and end it with an Umbran Climax that calls Gomorrah.
Chase the clone through the laser tunnelHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Chapter VI · Verse 9 – The chase begins as the scene ends. Run it as the panther and thread the laser grids: bars near the floor or overhead, spinning diagonals, and fans with gaps to jump through. A touch hurts and costs you speed, so keep moving.
False BayonettaHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter VI · Verse 9 – She attacks the instant the scene ends, so be ready to move. She lands heavy combos but has no Wicked Weaves; stun her, then punish, and Onyx Roses are the best fit you own. At half health she becomes Joy, adding a long whip, a sword, pistols, feathers and a full-health copy of herself.
Chapter VI · Verse 10 – Go through the gate to the Air Force Base in the human world. Walk past the two big statues: the notebook lies on the right, short of the bridge.
Run 1, Chapter VII: The Cardinal Virtue of Temperance
Rodin turns the Les Patineurs pieces into Odette, then one long fight against Temperantia in the storm.
Chapter VII is a single long fight in the storm against Temperantia, the second Cardinal Virtue, with no chests, notes or crows. You arrive with all three Les Patineurs pieces, so the first job is at the menu: take them to Rodin. Winning gives two trophies. The guide comes back to this fight after the Normal run, because it is a good place to farm halos.
Chapter Menu: The Cardinal Virtue of TemperanceArea
Location
Chapter VII · Before the fight – It comes up by itself once Chapter VI is over. Save here before anything else.
Chapter VII · Gates of Hell – No shop stop follows the end of Chapter VI, so the Chapter VII menu is your first chance. Pick the Gates of Hell while carrying all three pieces and Rodin hands over the skates.
Part one: he grabs your platform, so strip the armour off his fingers and hit the node on the hand. Jump to the small platform on the left when your rock is shot away. Dodge his blue punch for the prompts that end in a big vehicle thrown at him, then dodge onto the arm, run up it and break the large node inside. An Umbran Climax rips the arm off. Part two: the same again on the other arm, now with glowing spikes from his eyes. Part three: run round the body for the nodes on the back and hip, then fight the head from his chest. Listen for his shouts before each attack, jump the sweeping laser, and spin the stick if the mouth tentacles grab you.
Temperantia, Cardinal Virtue of TemperanceBoss
Location
Chapter VII · In the Twister – Choose START on the Chapter Menu and the scene leads straight in. Dodge the first punch at once, then follow the prompts over the falling rocks to solid footing within about 95 seconds. Work through the parts above, and finish with the last Umbran Climax, when Hekatoncheir ends him. Winning earns Temperantia, Manipulator Of Wind and Chapters 5-7 (Normal).
Highway fights, the long motorcycle ride with its two Witch Hearts, and the Braves, with a reminder to keep halos for Crow Within.
Chapter VIII is a highway chapter: two fights on the road, a long motorcycle ride, then a timed fight with no Witch Time. You have Odette and Panther Within by now, though on the bike only your guns work. There are no chests, notes, crows or portals here. The only pickups are two Witch Hearts on side routes, and the ride passes each of them once.
Keep 20,000 halos for Crow Within
The guide buys Crow Within at the start of Chapter IX, on the Chapter Menu, for 20,000 halos. A Chapter IX portal and a Chapter X Heart need it, so don't let your halos drop below that on this menu. The shop may offer it sooner, but nothing needs it before then. If you come up short, replay a cleared chapter: halos carry over.
Chapter Menu: Route 666Area
Location
Chapter VIII · Before Verse 1 – It comes up by itself once Chapter VII is over. Save here, then start the chapter.
Ardor, Applaud and Affinities on the highwayQuest step
Location
Chapter VIII · Verse 1 – After the opening scene, Ardor and an Applaud stand with you in a small space while Affinities fire from other vehicles. Take Ardor first, from the air, and dodge the Affinity shots for Witch Time. Then jump along the passing traffic to the vehicles carrying the rest.
Chapter VIII · Verse 2 – The next scene drops you on the road against three Joy. Their whips reach far and their pistols hit you while you are busy, so panther away when crowded and watch for cars. Be ready at the end: a jump prompt comes during the scene after the fight, and it puts you on the bike.
Both Witch Hearts in this chapter sit on side routes of the ride and go by at speed. Don't count on a second pass: if you miss one, finish the chapter and replay it from Chapter Select.
Riding the bike
Only Scarborough Fair works here, so shoot Irenic while they are in front of you. Stay on the right of the road: oncoming traffic on the left hurts. Powerslide under lowered blockades and tanker trucks, and steer round or dodge under Beloveds. Dodging lasers and fireballs gives Witch Time, and slowing down makes that easier. Answer every jump prompt, because a miss can put you back.
Broken Witch Heart (bridge arch)Upgrade
Location
Chapter VIII · Verse 3 – Keep hard right as the second group of big Beloveds nears. Where the road splits, stay right and ride up the second set of high arches: the Heart is on the arch, and this path skips those Beloveds. It drops you against the traffic on the far side, so swing back to the right at once.
Chapter VIII · Verse 4 – Soon after the verse opens you ride through a tunnel. Coming out, stay right and go through the traffic cones onto the side road, then hit the jump prompt. Speed up as you land, because the road falls away behind you; the Heart lies mid-road and is easy to pass.
Second motorcycle stretch to the last archQuest step
Location
Chapter VIII · Verse 4 – Ride on to the clear stretch where the bridge starts to collapse, and powerslide or swerve past the laser grids. A big jump prompt then carries you to the next road. At the end a large angel snaps the wires of a last arch: ride up it and answer the final prompt.
Chapter VIII · Verse 5 – The Braves come in as the ride ends. You have five minutes and no Witch Time, and they merge into one big, fast angel if left alone, so kill one quickly with a light, fast weapon and then pick off the rest. Each has about a third of a Beloved's health. Spin the stick if one grabs you. The scene after the win ends the chapter.
Run 1, Chapter IX: Paradiso, A Remembrance of Time
Crow Within first, then Paradiso's copies of Vigrid with the stone ball behind you: Lt. Col. Kilgore's LP, three portals and two trophies on the way to the crescent building.
A long run through Paradiso with a giant stone ball on your heels. You arrive with Panther Within and the weapons from the chapters so far, and the first job is buying Crow Within, because the second portal here can only be reached in flight. The chapter holds the three pieces of Lt. Col. Kilgore's LP, three portals and the chests that put a broken key back together. Its Hard and Infinite Climax crows wait for those runs, and the hidden Verse 9 is optional.
Chapter Menu: Paradiso - A Remembrance of TimeArea
Location
Chapter IX · Chapter Menu – It appears at the start of the chapter, before you take control. Save here, then open the Gates of Hell from the same menu for the next step.
Summary
The stop before the chapter, and the only place you can save by hand.
Chapter IX · Gates of Hell – On the menu before Chapter IX starts, enter the Gates of Hell and buy it for 20,000 halos. If you are short, replay a cleared chapter from Chapter Select, since halos carry over; Chapter VII is a known farm.
Broken Witch Heart (resting place, outside the wall)Upgrade
Location
Chapter IX · Verse 1 – From the first floating platform, jump along the floating angelic symbols toward the walled garden of trees. Just short of the wall, drop to the left instead of going over it, then run the grassy strip along the outside to the chest.
Summary
Chest holding a Broken Witch Heart, a quarter of a new health bar block.
Chapter IX · Verse 1 – Still outside the wall, go back along the grass and on to its right end as you face the wall. The crow sits on a low rise by three jars. It flies off when approached, so close in fast and shoot to catch it; it may instead be on the left.
Summary
One of this chapter's Normal crows, worth an Umbran Tear of Blood. Crows change place with the difficulty, so this one is only here on Normal.
Ardor key fight in the Graveyard of RemembranceQuest step
Location
Chapter IX · Verse 1 – Go over the wall into the courtyard and walk up to the statue in the middle to start the fight: an Ardor with a key for a sword and two Applauds. Jump or dodge the Applauds' wide laser sweep. Pick up the key once they are dead and use it on the statue.
Summary
Wins the key that wakes the courtyard statue. Using it raises the golden rings and ends the verse.
Chapter IX · Verse 1 – Leave the golden rings for now. Go to the right-hand end of the courtyard, judged from where you came in, and break the wall marked with a sun. The chest is behind it.
Chapter IX · Verse 2 – Still before the rings, climb the stone stairs on the left of the courtyard and break the sun wall at the top to reveal the portal. Inside, park your body in the corner by the bridge or behind the short pillars, then clear the waves of Affinities and the Ardor in the last one. Charged Durga Lightning hits drop most of them in two.
Chapter IX · Verse 3 – Climb the golden rings to the large sphere and jump onto it. Beat the Applaud carrying a key and its Affinities, then take the key to the statue on the far side of the sphere. The sphere turns upright and a new golden path appears.
Chapter IX · Verse 4 – Follow the new golden path to the round platform with the stone walkway leading down. On the way down, lightning strikes at you again and again, and a pillar of energy over your head warns of each one: dodge every strike at the last moment. There are reportedly only ten, so if the streak breaks, finish it in any fight or at a statue that fires lightning at you, but not in move practice.
Chapter IX · Verse 4 – Start down the walkway from the round platform and the ball begins to roll. Stay in Panther Within, ignore the angels on the way and use each dodged strike's Witch Time to gain ground. At the end, answer the prompt to jump the gap.
Gear pole, golden bridge, the broken keyQuest step
Location
Chapter IX · Verse 5 – On the platform with the pole and gears, keep hitting the odd metal wall until it comes away and forms the missing gear. Use the pole in the middle and pole dance to turn the mechanism until the golden bridge connects, then cross into the plaza. The ball returns and scatters the key.
Resting places: the key chests (Golem key)Collectible
Location
Chapter IX · Verse 5 – Sweep the whole plaza and break the chests one at a time: some release a Grace, a Glory or a Fairness, and each must die before the key will work. The ball keeps dropping in, so leave any spot where a golden glow shows on the ground, and dodge as it hits. The key rebuilds itself when the last piece is out. On a complete walk Treasure Collector should fire among these chests, unless the LP chest in the courtyard already set it off.
Chapter IX · Verse 5 – With the key rebuilt, face the steps up to the key statue and look to their left, on the arena floor at the edge of town. Come in fast as the panther, then jump and shoot to catch it.
Broken Witch Heart (resting place, symbol path)Upgrade
Location
Chapter IX · Verse 6 – Go up the stairs and put the key in the statue near where the angelic border stood. Hop across the spinning golden symbols it produces, or fly over as the crow. The chest stands in the middle of the next platform.
Chapter IX · Verse 6 – Run a little way down the path from the chest to meet them. Get Witch Time off the missiles, jump on a ship's deck and attack the red node on its back; two or three good combos sink it. A dead Kinship's wreck stays afloat, useful as cover or a step up to the other.
Chapter IX · Verse 7 – Back on the path, board the wreck of the Kinship that never moved, off the left side, and face its back: a golden seal floats in the distance to the left. From the far edge, double jump and fly over; to leave afterwards, fly back or drop off the edge and take the hit. Inside is Jeanne with one ordinary health bar, and Shuraba's Wicked Slice holds her at range.
Broken Moon Pearl (resting place, by the ramp)Upgrade
Location
Chapter IX · Verse 8 – Beyond the Kinship battleground, a large ornate ramp has appeared. Don't go up it yet: the chest is on the left side of the platform in front of it.
Chapter IX · Verse 8 – With the portal and the pearl done, Witch Walk to the top of the ramp and leap into the hole. On the way down, break the large node on each tentacle by passing through it or hitting it, and dodge the Inspired; shooting slows you, and Kulshedra's reach helps. If you miss one, you can reportedly miss the landing on purpose, die, and restart just before the tentacles.
Witch Walk the ramp, fall past tentacles, fight the JoysQuest step
Location
Chapter IX · Verse 8 – The fall ends in a round arena, with Joys on you as soon as you land: another steps in after you beat one, and then they begin to split. Onyx Roses or Odette suit them. When they are gone, go up the stairs out of the arena. On the flat spot partway up, the stone ball tries to crush you again, so don't stop there.
Break the angel statues on the stone pathQuest step
Location
Chapter IX · Verse 9 – At the broken stone bridge, ignore the golden path and cross the gap to the stone path beyond it, as the panther or the crow. Hit the angel statues along it to wake the Affinities and an Applaud, and beat them to finish the verse.
Chapter IX · Verse 9 – From the broken stone bridge at the top of the stairs, cross the gap to the stone path below the golden path with a panther jump or crow flight, or drop to it through the golden path. The statues stay stone unless you hit them, so follow the path to its far end and break the sun wall. The chest is behind it.
Chapter IX · Verse 9 – Go back to the top of the stairs by the broken bridge and step into the portal there to hand Rodin the LP. If you would rather press on, the menu before Chapter X does the same job.
Golden paths, the bouncing sphere and the smoke snakesQuest step
Location
Chapter IX · Verse 10 – From the broken bridge, take the golden path, jumping its gaps as it slides along. At each small platform, wait for the sphere to land and leave, then cross quickly; more golden paths and symbols follow. Run the rocky path at the end, past the crossing smoke snakes, to a medium-sized open area.
GolemHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter IX · Verse 10 – The open area at the end of the rocky path starts the fight. The core only shows in a demon form: wait for the fists or the dragon, dodge for Witch Time and hit the core, and stay clear of the bird. When its health is gone, summon Hekatoncheir to finish it.
Chapter IX · Verse 11 – Run all the way back the way you came, as far as the path goes, to the round arena where you fought the Joys. Inside are a Fairness and a Fearless, so spend your blows on charged Durga hits or Shuraba's charged Iai-Jutsu, not combos. It is hard this early: you can come back on a replay with better weapons, Durga being the usual pick.
Running into the crescent building by the last arena ends Chapter IX. Take the chest and the crow up the stairs and clear the portal in the Joy arena first. Anything left behind waits for a Chapter Select replay on Normal, which brings it back.
Enter the crescent buildingQuest step
Location
Chapter IX · Verse 11 – Come back along the path to the arena where you fought the boss and run into the crescent building next to it.
Down through Paradiso past two clones, the Kinships and two golden pairs, with two portals and five resting places on the way.
Paradiso again, and a long way down. You arrive with Panther Within, Crow Within and Lt. Col. Kilgore, and you need the first two here: the Verse 8 Heart is a flight, and the hidden platform is a Panther leap. This chapter holds two portals, four Hearts and two Pearls, and all of them are in reach now. Finish the side trips from the end of the spike corridor before you drop down to the statues.
Chapter Menu: Paradiso - A Sea of StarsArea
Location
Chapter X · Before Verse 1 – It opens by itself when Chapter IX ends. Choose Save here before you press START.
Chapter X · Verse 1 – After the opening scene three Joy stand in front of you. Odette with the Onyx Roses charge shot freezes them in place if you own both. Once they fall, jump into the hole left by the tentacles.
Resting place (Arcade Bullet or Red Hot Shot)Collectible
Location
Chapter X · Verse 2, plaza archway – You land in a plaza much like the earlier one. Clear the Affinities, then find the archway on the way to one of the four metal walls. Double jump and wall jump up to its top, where the chest sits.
Four metal walls give the cogs; Grace and Glory; turn the platformQuest step
Location
Chapter X · Verse 2 – Smash all four metal walls around the edge of the plaza to free the cogs; a few angels appear near some of them. Fitting the cogs brings Grace and Glory, and Odette with the Onyx Roses suits them. Then go back to the middle and use the mechanism.
Broken Moon Pearl (resting place, circular platform)Upgrade
Location
Chapter X · Verse 3, round platform – Use the mechanism once more and spin the platform left; if it doesn't line up, keep turning. It meets a small white round platform. Cross over and break the chest in the centre.
Chapter X · Verse 3, round platform – The portal stands beside the chest. Only Wicked Weaves do damage in here. Shuraba's Iai-Jutsu and Wicked Slice work well: start the combo, Dodge Offset backward for distance, then finish it. Panther Within gets you across the arena when you need room.
Chapter X · Verse 4, descending stairs – Go back to the mechanism and turn it until the way on lines up, then run along it. Cross the big gap as the Panther with a double jump, or fly it as the Crow. On the stairs going down, the crow perches on the left rail: come in fast and shoot when you're close.
Chapter X · Verse 4 – Keep going down from the crow's rail until the trio of Harmony lands. A Torture Attack here hands you a chainsaw you can carry for a limited number of uses.
Courage, then TemperanceHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter X · Verse 5, open arena – Follow the stairs down into the large open area. Courage stomps and breathes fire: hit the glowing orb on its body. Temperance keeps its distance, so shoot it, dodge the punch for Witch Time, and pound the forehead orb whenever it drops onto the platform.
Jump into the spinning building; EnchantsQuest step
Location
Chapter X · Verse 6 – Walk toward the building beyond the arena until a tentacle strikes it and it starts to spin. Wait for the entrance to swing near and double jump in; the Panther helps. Three Enchants are inside.
Chapter X · Verse 7, round platform – Smash the wall opposite the building's entrance and go out. Everything is still turning, so time your drop onto the round platform at the foot of the green column of symbols. Dodge the homing missiles and the bow laser, and hit the orb on each deck.
Broken Moon Pearl (resting place, first golden symbol)Upgrade
Location
Chapter X · Verse 8, golden symbol – Hop along the three burnt Kinship. From the one farthest from the stone platform, jump to the floating golden symbol and break the chest on it.
Broken Witch Heart (resting place, second golden symbol)Upgrade
Location
Chapter X · Verse 8, far golden symbol – Stand by the last chest and turn right: a second golden symbol floats in the distance. Run as the Panther, double jump, and change to the Crow at the top of the jump to fly the rest. You may only get one attempt, so line it up first.
Chapter X · Verse 8, tentacle bridge – Beside the stone platform where the Kinship fight began, golden symbols lead to an area with Fearless and Fairness statues. Cross them and head down the hall, dodging the tentacles as they smash down. The crow sits on the right rail near the far end of the bridge.
Chapter X · Verse 8, below the bridge – Go on past the tentacles and down the next stairs, and the pair break out of their statues. Moon of Mahaa-Kalaa counters are the exception that still gives Witch Time, if you own it. Otherwise hang back and chip at them with guns, or use Odette and the Onyx Roses.
Chapter X · Verse 9, spike corridor – After the scene, the way forward is a floor of spikes. Watch for a patch turning red and dodge off it before the spike comes up, and keep going to the red portal at the far end.
Chapter X · Verse 9, statue area – From the end of the spike corridor, turn back through the spikes and the tentacles to the area where the Fairness and Fearless statues stood; the portal is in the middle. Only angel weapons count: the whip, bow or staff all work, with the staff best against Faithful. Then walk back the same way.
Chapter X · Verse 10, round platform – At the end of the spike corridor, the wall straight ahead is the breakable one. Smash it, then double jump the gap as the Panther. Leave the statues alone. If a golden Gracious and Glorious pair is waiting, beat them without Witch Time first, then break the chest and jump back to the main hallway.
Gracious and Glorious on the side platformQuest step
Location
Chapter X · Verse 10, round platform – Break a statue on the round platform and the pair wakes. Fight them as you did below the bridge, before you jump back to the main hallway.
Jumping down from the end of the spike corridor starts the chapter's last fight. Have Alfheim 17 and the Heart on the hidden platform first. A Chapter Select replay recovers anything you leave.
Golden Beloved, then golden Inspired, at the statuesBoss
Location
Chapter X · Verse 11, statues – Take a left at the end of the corridor and jump down to the witch and sage statues, with golden Beloved behind you. Use the statues for extra Witch Time, finish one enemy at a time, then shoot the Inspired from the water. Activate the statues once more and cross to the far platform the border had sealed, which ends the chapter.
A forest skirmish, then the third Cardinal Virtue on crumbling platforms; there is nothing to pick up.
A short chapter: one fight in a forest, then the third Cardinal Virtue. There is nothing to collect here, and the Chapter Menu is your shop stop. Beating the boss closes out the Chapters 8-11 trophy on Normal.
Chapter Menu: The Cardinal Virtue of JusticeArea
Location
Chapter XI · Before Verse 1 – It opens by itself when Chapter X ends. Choose Save here, and stock up on healing before you press START.
Chapter XI · Verse 1, forest – You start in the forest with a group of Affinities and an Ardor in front of you. Beating them plays the scene that leads to the air base.
Iustitia, Cardinal Virtue of JusticeHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XI · Verse 2, air base – The fight follows the forest scene. Hit the child face once the poison stops, dodge its lunge for Witch Time, and jump left when rocks fly at the platforms on the right; a fall starts a prompt that kills if you fail it. On the prompts, break the thrown rocks with Wicked Weaves, run the tentacle past the blades and destroy what it coughs up. Winning earns Iustitia, Giver Of Life and Chapters 8-11 (Normal).
Through the Valkyrie and around its outer ring to Jeanne, with two portals, four Hearts and three of Antonio's notes.
The whole chapter happens on one enormous transport plane. You have Crow Within and Lt. Col. Kilgore, and you use both: the Crow for the trip back to the first platform, Kilgore in the turbine. There are four Hearts, three of Antonio's notes, a crow and two portals here. Everything is reachable in one pass if you take the side trips before you walk on around the ring.
Chapter Menu: The Broken SkyArea
Location
Chapter XII · Before Verse 1 – It opens by itself when Chapter XI ends. Choose Save here before you press START.
Chapter XII · Verse 1, below the first platform – Straight after the opening scene, go over the rail at the edge of the starting platform and drop down on its right side. Double back along the path below; the chest is at its end. Purple light warns of a fist or foot about to punch through the floor, so keep moving.
Chapter XII · Verse 1, double doors – Turn around and head forward along the left side of the room. Smash the small double doors there; the chest is behind them.
Chapter XII · Verse 1, middle of the room – A little farther on, the chest stands out in the open, ahead on the right. The first Affinities arrive around it.
Valkyrie interior under the Wicked Weave attacksQuest step
Location
Chapter XII · Verse 1 – Beat the Affinities around the chest. Then carry on past the see-through Gomorrah toward the short stairs and the exit door, dashing clear wherever the purple glow appears.
Chapter XII · Verse 1, exit door – At the foot of those stairs, a cage sits in the corner on the right of the exit door. Break the cage, then catch the crow before it gets away.
Cargo hold climb, Grace and Glory, archer ApplaudsQuest step
Location
Chapter XII · Verse 2 – Break the door and drop from the catwalk into the crate room. A scene starts a 90-second run of jump prompts up the falling crates. Grace and Glory wait on the open hatch, where Onyx Roses and Odette suit them; three archer Applaud are farther inside.
Antonio's note: The Gjallarhorn Defense InitiativeCollectible
Location
Chapter XII · Verse 2, past the hatch – Look around where the archers fell once the Verse 2 score has cleared, as far as the red portal at the top of the stairwell. The notes sit out in the open.
Chapter XII · Upper walkway above the hatch – Face the open hatch. A ladder runs up the wall on the right where the hatch begins: jump and wall jump up it, or fly up as the Crow. The chest is on the walkway at the top.
Back to the starting platform for the angelsQuest step
Location
Chapter XII · Verse 3, starting platform – From the walkway, look back over the hatch at the door you came through. Fly to it as the Crow, break it, and run back through the first room to the first platform. Angels and two Ardors are waiting.
Chapter XII · Verse 4, starting platform – The portal appears on the first platform as soon as that fight ends. Inside, leave your body in a corner: touching the burning angels is a hit, so strike them in Witch Time or with Wicked Weaves. Taunt them if they stop attacking. On a replay, Durga Fire on hands and feet, which needs the Durga Alt, makes you immune.
Break the wall and clear the spinning ringQuest step
Location
Chapter XII · Verse 5 – Return from the first platform the way you came and fly over the hatch again. Climb the stairwell from the hatch room, turn right at the top and jump to the movable wall. Hit it until it falls, drop to the spinning ring and beat the Decorations.
Heading on across the ring toward the camera starts the Jeanne fight and ends this part of the plane. Hidden Verse 6 and the Alfheim at the end of the turbine stay behind, and only a Chapter XII replay brings them back. Go into the turbine first.
Alfheim 19: Use Witch Time!Collectible
Location
Chapter XII · Verse 7, end of the turbine – Wait for the ring to carry you round to the turbine opening, about opposite the wall you broke, and jump in. Keep the Affinity and Applaud inside alive until you are past the blades, because dodging them gives the Witch Time that gets you through; the portal at the far end works with them still alive. In the portal, use something quicker than Kilgore, stay close to the Golem and dodge its clap toward the red ball for an air combo. To leave, shoot the blades from behind with Kilgore or any projectile.
Chapter XII · Verse 6, turbine – Back at the portal end, finish the angels with Lt. Col. Kilgore, because an unconscious angel can drift out of reach as the plane moves, and the verse then never ends even with the rest dead. If that happens, don't wait on it: a Chapter XII replay gives you the verse again.
Jeanne on the ringHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XII · Verse 8, the ring – Back on the ring, walk on across it toward the camera until the scene starts. Dodge her Wicked Weaves for Witch Time, with Onyx Roses and Odette for speed. On a counter prompt, either fill past half the bar or dodge it instead. When the motorcycle comes out, its charges all give Witch Time, and Shuraba helps here.
Antonio's note: Treasure of the Clans: The Eyes of the WorldCollectible
Location
Chapter XII · Verse 9, electrified water room – After the Jeanne scene you are back inside, in a room of electrified water. Cross as the Panther or the Crow, or along the walls. The notes lie on a small platform left of the ramp that slopes up, near the bolts of electricity.
Electrified water, then carry Cereza through the falling planeQuest step
Location
Chapter XII · Verse 9 – Get past the pools to trigger the scene, and the plane rolls and drops you. Put Cereza down away from the electricity to fight out of body, then pick her up and move on. The current creeps closer, so be quick; beating the third group breaks the angelic border.
Chapter XII · Verse 10 – Pick Cereza up and go on; after a short scene you run up the length of the plane. Three Harmony appear: set her down clear of the water, because drowning hurts both of you. Carry her onward after the fight to end the chapter.
Run 1, Chapter XIII: The Cardinal Virtue of Prudence
A single long boss fight on open water and down a whirlpool, with nothing to pick up.
One boss, fought at sea and then inside a whirlpool. There is nothing to collect here, so spend what you want at the Chapter Menu first. Winning finishes the Chapters 12-13 trophy on Normal.
Chapter Menu: The Cardinal Virtue of PrudenceArea
Location
Chapter XIII · Before Verse 1 – It opens by itself when Chapter XII ends. Choose Save here, and stock up on healing before you press START.
Sapientia, Cardinal Virtue of PrudenceHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XIII · Verse 1, out at sea – The fight starts after the opening scene. Break the glowing faces on its legs, dodging the ripples, the shark leap and the missiles; in each Climax steer it back to the demon, since a failed prompt gives it health back. Then hit the exposed face, and in the whirlpool surf down past the lasers to the red orb, backing off when the mouth opens. Winning earns Sapientia, Controller Of Seas and Chapters 12-13 (Normal).
A shooting ride on a missile with two Broken Witch Hearts along the way, then a long duel.
This chapter is a shooting ride on a missile, then a long duel at the end of it. You arrive with Panther Within, Crow Within and the weapons you have so far. The only pickups are two Broken Witch Hearts, and both are earned mid-ride, so bring magic. The Fire The Afterburners medals wait for the Very Easy run.
Chapter Menu: Isla Del SolArea
Location
Chapter XIV · Start of chapter – Clearing Chapter XIII brings this menu up by itself. Save here and stock healing and magic items at the Gates of Hell: expect no shop portal on the way through this chapter.
Chapter XIV · Verse 1 – Steer, shoot and dodge past Dear and Decorations, Affinity and an Inspired; a dodged fireball gives Witch Time for a burst of missiles. Missiles eat the Magic Gauge, so stop firing them once the Inspired is down. After Harmony and more Affinity, the camera swings round to the missile's body.
A shooting ride through angel waves to a fight on the missile's own back. Every dodge spins the whole view, so pause now and then if it turns your stomach.
The deck fight doesn't return later in the chapter, and the Heart only comes from the kill described below. If the Applaud dies any other way, a Chapter Select replay is the way back. Stay on Normal: on easier settings it pays an Arcade Bullet instead.
Broken Witch Heart (missile, first Applaud)Upgrade
Location
Chapter XIV · Verse 1 – Three angels land on the missile's back, and the largest is the Applaud. Finish that one with a Torture Attack. If the gauge is short, taunt during Witch Time or use a magic item to refill it.
Courage on the missile runHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XIV · Verse 1 – Past the deck come Decorations, Harmony and Affinity, then a purple warning. Dodge its bursts of green energy, and fire shots and missiles the moment they stop. Dodging its fireballs gives Witch Time.
This deck fight won't come round again either. Save some magic for it; a missed Heart comes back only through a Chapter Select replay.
Broken Witch Heart (missile, second Applaud)Upgrade
Location
Chapter XIV · Verse 2 – After Courage come Decorations, three Beloved with bazookas and Affinity. The camera then turns back to the missile for the same three-angel group: kill the Applaud with a Torture Attack.
Missile ride, second deck fight, Inspired, KinshipQuest step
Location
Chapter XIV · Verse 2 – With the deck clear, shoot through Beloved, Affinity and Harmony to a purple warning: three Inspired. Dodge their fireballs for Witch Time and take them one by one. The tunnel ahead holds Kinship firing lasers, so dodge those and finish the pair after Harmony, on the far side.
Temperance on the missile runHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XIV · Verse 2 – A much bigger purple warning follows the last Decorations. Stay low and shoot the Dear and Decorations it sends to build magic, then dodge the forehead laser and spend the Witch Time on missiles. The last checkpoint is far back, so use healing items here rather than risk a retry.
The duel moves from the missile tower to the backs of two missiles, then to a last building where a wall of water can be Witch Walked. Keep to middle range and use short combos. When she snaps her fingers a missile comes: the counter window is tiny, so back off if you miss it, and a good counter means three more to finish the volley. The jump prompts between stages mark checkpoints, and the last stage holds a healing item and a magic item.
Jeanne, final duelHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XIV · Verse 3 – A scene after Temperance starts the fight on the missile tower. Dodge her Wicked Weaves and summoned demons for Witch Time, and on a counter prompt either fill past half the bar or dodge it instead. Follow the jump prompts until her last health bar is gone; Shuraba is a good pick here.
A long climb through a tower, with a portal, the last of the notes and a run of late pickups.
This chapter is one long climb through a tower, floor by floor, with pickups on the way up. You need Panther Within at the very first gap and Witch Walk further up, and Crow Within makes the portal crossing easy. Two pairs of statues hide optional fights you can leave for a replay, and the medal chase waits for later too.
Chapter Menu: A Tower To TruthArea
Location
Chapter XV · Start of chapter – Clearing Chapter XIV brings this menu up by itself. Save, and shop if you need to: the next Gates of Hell stop is high in the tower, past the lift shaft.
Chapter XV · Verse 1 – The two Fearless statues stand right in front of you at the start. Attack them and the angels break out of the stone; beat both to clear the verse, or leave them alone.
Broken Witch Heart (resting place, side balcony)Upgrade
Location
Chapter XV · Verse 2 – From the start, go to the right of the Fearless statues. Take a running panther jump over the gap, or fly it as the crow, then follow the railing to the chest.
Chapter XV · Verse 2 – Keep going along that balcony until it ends. Stand in its left-hand corner and look up: the crow sits overhead, so get up to it with a double jump and a wall jump.
Dear and Decorations, then flaming ArdorsQuest step
Location
Chapter XV · Verse 2 – Cross back over the gap, pass to the left of the statues and climb the stairs. Dear and Decorations wait at the top, then two flaming Ardor appear. Their flames burn on contact, so save your hits for Witch Time.
Chapter XV · Verse 3 – Climb on from the Ardor fight to a doorway on the right, between two empty Grace and Glory statues. One Brave appears inside and two more follow. Kill one quickly, or they merge into a Beloved.
Gracious and Glorious from the second statuesQuest step
Location
Chapter XV · Verse 4 – Leave the Braves' room and climb to the next doorway on the right. Break the two statues beside it. Dodging these angels gives no Witch Time, so use Durga Lightning, Shuraba or Odette, and the Moon of Mahaa-Kalaa's counter once you own it.
Chapter XV · Verse 5 – From the Braves' room, run out and up the stairs to the next doorway on the right, between a second pair of statues that you can leave alone. Go through the door: two Joy wait beyond it.
Chapter XV · Verse 6 – With the Joy gone, take the door and the stairs up. Enchants fill the floor at the top, and Grace and Glory arrive once they fall.
Chapter XV · Verse 7 – Run up the stairs and along the hallway. When Temperance starts punching through the walls, go panther and stay ahead of the damage until it gets stuck. Beat the Affinities further on to lift the barrier.
Temperance on the cannonsHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XV · Verse 8 – Go up the stairs and on until Temperance smashes the wall open, then step through to the two anti-air cannons. Fire at it and shoot down its green missiles, and shelter inside behind the broken wall when the forehead laser comes. Around half health it punches a cannon: counter that, or finish on the other.
Chapter XV · Verse 9 – Walk all the way back down to the start and cross the gap to the first chest's balcony, as the crow or with a panther jump: the portal now stands there. Touching the angels burns you, so stay at range with Lt. Col. Kilgore or Wicked Weaves (punch, kick, punch). If it beats you, walk on: you can come back on a replay with better weapons, above all Durga Fire on hands and feet, which needs the Durga Alt and makes you immune.
Antonio's note: Island In The Sun - Isla Del SolCollectible
Location
Chapter XV · Verse 10 – Climb back to the cannon area, then go on past where the angelic border stood. The pages lie just round the corner, in the hall before the stairs.
Past the left fence the way on climbs the lift shaft and leaves the lower tower behind. Have Alfheim 20 on the first balcony and the Island In The Sun note first. A Chapter Select replay recovers anything you leave.
Lift shaft climb and JusticeHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XV · Verse 10 – From the note, go left into a dark room with two fenced exits and break the left fence. Clear the prompt outside, then Witch Walk up the shaft, keeping to its middle as the lifts drop. Shoot Justice steadily, dodge its lunging face for Witch Time, and when the face falls, run the tentacle past the blades to hit it.
Chapter XV · Statue hall – Carry on up the shaft to the open hatch at its top, drop through and leave the room you land in. Keep walking through the large round hall with the giant statue: the portal is on your way.
Chapter XV · Statue hall – Finish the shaft, drop through the open hatch at its top and leave the room you land in. In the large round hall with the giant statue, walk on and turn right into the room of floating platforms. Pass the platforms by: the chest is at the far right end.
Chapter XV · Verse 11 – Hop up the floating platforms to the upper level and go counter-clockwise round the statue to the next floor opening, which has two small floating platforms. Drop in and beat the flaming Affinities.
Chapter XV · Verse 11 room – From the Heart's chest, hop up the floating platforms and follow the ring counter-clockwise to the next floor opening, then drop in. Flaming Affinities appear, so beat them first. The crow is in a cage in a corner close to where you land: break the cage and catch it.
Chapter XV · Verse 11 room – Cross to the far side of the same room. The chest stands by the back wall, beside a second set of small floating platforms.
Chapter XV · Ring around the statue – Hop up the floating platforms beside the chest to get back onto the ring. The pages lie straight ahead as you climb out.
Chapter XV · Verse 12 – Go on along the ring to a large ornate circle edged in gold, Witch Walk up the golden strip and turn the mechanism until a short scene plays. Hop the small squares before they vanish to the strips of larger squares. Flaming Affinities appear on the first strip and again on the third. Beating both groups finishes a hidden verse, but you can walk past them.
Broken Moon Pearl (resting place, stone platform)Upgrade
Location
Chapter XV · Verse 13 – From the strips, cross the small squares to the giant cylinder, staying off the stone platform with two doors, and go left of it along the large squares to a separate stone platform with the chest.
Chapter XV · Verse 13 – Turn the camera from the Pearl's platform to find the floating platforms. Hop across them, or fly as the crow, to the larger one in the middle, where the chest stands. On a complete walk this is the last resting place, so Treasure Fanatic should fire here.
Antonio's note: To My Beloved Son (automatic)Collectible
Location
Chapter XV · Verse 13 – The game adds this one by itself the moment you hold every other note, so it arrives here if you have missed none. If one is still missing, it comes with that note on a replay. Truth In Its Purest Form should fire with it; if not, open Antonio's notes in the pause menu.
Landing on the stone platform with two doors starts the next fight. Have this cylinder's Moon Pearl, Witch Heart and note first. Anything you leave behind comes back through a Chapter Select replay.
Golem at the door platformHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XV · Verse 13 – Go back across to the two-door stone platform and jump onto it. Only the red core takes damage, so hit it in Witch Time; dodging the pair of hands' punches is the surest way to trigger that. Take the Climax prompt at the end, then go through the door.
Prudence in the shaftHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XV · Verse 14 – Beyond the door, Witch Walk up the shaft until Prudence appears. It swats and bites the way Sapientia did, so stay close and dodge both for Witch Time.
Outrun the flames, cut the four ropes, walk to the portalQuest step
Location
Chapter XV · Verse 14 – Flames rush at you the moment the scene after Prudence ends: go panther and run straight away from them, even when they seem to catch you. Cross the glass dome, crash through onto a sphere held by four ropes and destroy the red orbs. After the next scene, follow the golden path into the portal.
One long boss fight in three rounds, with nothing to collect.
This chapter is a single long boss fight with nothing to collect. You have every ability the story will give you, so the only preparation is healing items and your favourite weapons. Medals can wait for later.
Chapter Menu: The Lumen SageArea
Location
Chapter XVI · Start of chapter – Clearing Chapter XV brings this menu up by itself. Save, then stock healing items at the Gates of Hell.
He flies round your platform with homing fireballs, a blue ball that traps you until you break free, a charge through a glowing ring and magma from portals in the floor. If he backs away, a laser or a ring of fireballs is coming. If a round runs long, a satellite laser wrecks the platform: jump to another one. When a Climax summon fails and his health returns, that is the next round starting. Round two adds a thrown building, and round three a falling satellite: evade each one to counter, and keep countering the satellite until it finally hits him.
The Lumen Sage, three roundsHidden spoiler – activate to revealBossMinor spoiler
Location
Chapter XVI · Verse 1 – The fight starts after the opening scene, on a piece of falling building. Dodge into his three-swing sword: only the third dodge gives Witch Time, and guns bounce off him unless he is staggered. After his last health bar, steer your final shot past the glass to his forehead. Winning earns Master Of The Heavens.
The last portal, the final fight and the credits that open Hard.
The last chapter is a fast vehicle run, a sprint uphill, the final portal and the final fight. You have all the abilities you need, and the panther and the crow both matter here. There are no chests or notes, and everything still open waits for the sections after the credits.
Chapter Menu: RequiemArea
Location
Epilogue · Start of chapter – Clearing Chapter XVI brings this menu up by itself. Save, then fill up on healing and magic items at the Gates of Hell: expect no shop portal later in the chapter.
Ride the rocketHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Epilogue · Verses 1 to 3 – Shoot Harmony and Kinship while the camera faces you, moving sideways when you can't see. Next, powerslide under the lines of light and the two Beloved's axes, and take the jump prompts between rocket sections. On the last section, slide under or step clear of each Inspired diving down at you until the final jumps.
Run up the rocket and the stone ribbonHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Epilogue · Verse 4 – The pieces underfoot change colour and fall, so hold the beast form (Lynx Within, the same action as Panther Within) and run past the Decorations. After a short scene, keep clear of the red circles where debris lands. At the base of the statue, carry on up the stone ribbon.
Running on past the neck starts the next scene and the final fight, and the last Alfheim is left behind. A Chapter Select replay brings it back, but that means restarting the chapter.
Alfheim 21: Use Wicked Weaves!Hidden spoiler – activate to revealCollectibleMinor spoiler
Location
Epilogue · Verse 5 – Climb to the base of the neck, stop, then turn and run all the way back down the ribbon, keeping left, to the foot of the statue: the portal now stands there. Fight with strings that end in a Wicked Weave, such as punch, kick, punch, and lean on the long dodge. Entering gives The Path To The Heavens if you have been inside the other 20; clearing gives Angel Slayer if the other 20 are beaten.
First, hit the ribbons while they are down, and destroy the face missiles or punt them back. After three punches the ribbons return, and a dodged punch gives Witch Time on the fist. Then come three stages, each worked the same way: hop to every ribbon, go up to the face, hit it, and pour everything in while it lies dazed. Odette guards against both the flames and the ice. Durga on hands and feet, which needs the Durga Alt, covers the flames as Fire and the bolts as Lightning. The last stage adds the blue disks and the purple portal. When a Climax raises the pillar of hair, run up it as the panther; if a hit knocks you off, run it again.
The final bossHidden spoiler – activate to revealBossMinor spoiler
Location
Epilogue · Verse 6 – Climb past the base of the neck to start the fight. Hit the ribbons and the fist, then work through the lava, ice and storm stages. At the end, fly over the blue disks as the crow or they turn you into the girl, flee the purple portal as the panther because it kills outright, and steer the soul into the sun without touching a planet.
Break the statueHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Epilogue · Verse 7 – A scene puts you on the stone statue. Keep hitting the spots where light shows until it breaks into smaller pieces: you have 1 minute 20 seconds, or the mission fails.
CreditsHidden spoiler – activate to revealEndingMinor spoiler
Location
Epilogue · Verse 7 – Watch the last scene and the credits. Chapters 14-Epilogue (Normal), Umbra Witch and Taste Of The Witching Hour land after the chapter's result screen. Nothing writes to a file by itself, so save at the next Chapter Menu.
The farm accessories, the halo farm, the rest of the Gates of Hell stock in spending order, and the feats that need it.
The credits are behind you and Hard is open, but the guide stays on Normal a little longer to spend money. You hold every weapon the walk gave you, the first techniques and Crow Within. This section buys the two accessories the farm needs, runs the farm, then works down the shop in order of use, with each feat placed after the gear it needs. The payphones, Sai Fung and the Immortal Marionette wait for later sections.
What the list costs
This list runs to millions of halos, and the shop Hearts and Pearls climb in price with every purchase, so expect to farm more than once. The Gates of Hell is on every Chapter Menu, so the shop is never out of reach. If you bought anything below during Run 1, or a feat has already fired, tick it and move on.
HandgunsWeapon
Location
After the Normal Run · Chapter Menu – Nothing to buy: no LP or halo price is reported. Save on the next Chapter Menu, then look for them among your weapons there. If they aren't listed, check the Gates of Hell on the same menu.
After the Normal Run · Gates of Hell – On the same Chapter Menu, enter the Gates of Hell and buy it from the accessories. If you are short, replay any cleared chapter from Chapter Select, since halos carry over, then come back.
Summary
Enrages every angel, so they strike faster and stagger less but pay more combo points, which is what the farm runs on. Costs 100,000 halos.
Prologue · Replay – Equip the Gaze, open Chapter Select and replay the Prologue. Shoot the Decorations until five are down; one hit puts the count back to zero. Without the Gaze you must lock on and taunt each one until it glows orange, and the taunt has to play out in full.
After the Normal Run · Gates of Hell – Back at the Gates of Hell, buy it from the accessories, replaying a chapter first if you are short. It does nothing on your last sliver of health, so don't let the bar run out on the farm.
Summary
Starts Witch Time whenever you are struck, for a price in magic orbs, and stops a hit from wiping your combo, which the farm depends on. Costs 100,000 halos.
The combo counter under the verse number tops out at 9,999, and a hit clears it unless Selene's Light is on. Early on, just protect your health, chaining dodges away from the blasts and the wind snakes. The money is in the last phase: learn where the three shields are, move between them quickly, and fire your guns from afar so the combo lives on the way. Aim for about 6,000 on the shields and 8,000 on the head, listen for its sound cues before you dodge, and take the free hits after its grab.
Halo farm on Temperantia for the Jeanne codeOther
Location
Chapter VII · Replay – Open Chapter Select and pick Chapter VII on Normal or above: the easier settings leave him too little health to build a score on. Wear Gaze of Despair and Selene's Light, put Durga on your hands, spin the movement stick while attacking until it turns to Lightning, and add Odette on your feet for speed. Repeat whenever the list runs you short; each clear on Normal also counts toward the 100 chapters later.
Replays of this fight pay for everything below, and the same fight can bank money for the Jeanne code in the Final Grind. A good one pays about 500,000 halos or more, though that is only a rough figure.
After the Normal Run · Gates of Hell – Make this the first buy from the farm money; it has been on sale since you got Durga. Wear Lightning on both slots for later fights, as it cuts the boss's thunder damage. It is also the gear Run 1 named for the portals you may have left: Fire on hands and feet is worth a retry now.
After the Normal Run · Gates of Hell – Next from the accessories at the Gates of Hell. Equip it for the three feats that follow.
Summary
Push the stick into an incoming attack to block it, or do it at the last instant to counter with a long Witch Time. Three trophies need it, and it costs 200,000 halos.
After the Normal Run · Any chapter replay – Replay an early chapter from Chapter Select and take the angels one at a time. Push the movement stick toward each attack as it comes: a black ring where the blow lands means the block counted.
After the Normal Run · Any chapter replay – Same replay and same push, but hold it back until the blow is about to land, around when the rose that marks a hit would show. You get a longer Witch Time and Bayonetta strikes back. Stay on a single enemy until the timing settles.
After the Normal Run · Any chapter replay – Keep working on the same enemy. The three counters must come back to back: a hit or a plain block between them starts the streak over.
After the Normal Run · Any chapter replay – Stay in the replay and equip Shuraba. Start Witch Time, hold punch until it has charged twice, and release with weak angels close by. Wear down anything tougher first, because only a kill from the charged slash adds to the count.
After the Normal Run · Any chapter replay – Still in the replay, put Odette on your feet. Keep kicking one target: strings of kicks and charged kicks freeze best, and nearly anything short of a boss can be frozen.
After the Normal Run · Gates of Hell – Back at the Gates of Hell, open the Techniques list and buy it. It has been on sale since Chapter VII at the latest.
After the Normal Run · Gates of Hell – Same list, and the last of the moves. Hold dodge and press kick. It may not be a separate sale on every version: if the list shows no such move and Commander Of Magic has fired, tick this.
Summary
Dive into a portal under your feet and crash down on nearby enemies. Its first moments protect you from harm.
After the Normal Run · Gates of Hell – It fires when you pay for the last one. If it hasn't, look down the Techniques list again and buy whatever is still for sale.
After the Normal Run · Gates of Hell – Now back to the accessories. This and the next four are all one price, and no unlock condition is reported for any of them.
Summary
Hold punch and kick with at least four orbs to raise four butterflies that each soak up one attack. Costs 100,000 halos.
After the Normal Run · Gates of Hell – Same accessories list. If it isn't listed yet, buy it on a later visit. The phone also sells it, for 2,000,000, so the shop is the one to use.
Summary
An accessory that gives you back two magic orbs whenever the gauge runs dry. It goes on sale at any 50 Tears and costs 500,000 halos.
After the Normal Run · Gates of Hell – Buy from the Gates of Hell until he has none left, and tick this after the fifth. If the rising price outruns your halos, go back to Temperantia and return.
Summary
Five whole Witch Hearts, each one a full block on your health bar. Rodin raises the price after every sale.
After the Normal Run · Gates of Hell – Same shop, under Rodin's Treasures. Each Elegance goes on sale once you own its weapon. Set it in the Items menu afterwards; it only shows on Bayonetta's default costume.
After the Normal Run · Gates of Hell – It sits in Rodin's Treasures once the save holding your Normal clear has been loaded. If it isn't listed, save on the Chapter Menu first, because Load Game wipes your CONTINUE data, then go to the title screen, load that save and shop again.
After the Normal Run · Gates of Hell – With the Mirror bought, the Bullets appear in the same list. You choose what to wear on the Chapter Start screen, in its sub-menu.
The shopping is done. What remains needs no gear and no money, so it can run alongside anything else, and four checks close out Normal before Run 2.
Wicked Weave MasterAchievement
Location
After the Normal Run · Any chapter replay – Find a quiet stretch on a replay and repeat what you did for Wicked Weaver in Chapter I: punch, kick and hold it, dodge with it still held, then punch to end on the Wicked Weave.
After the Normal Run · Item menu – Open the item menu and turn to the recipes, add ingredients, then mix. Ingredients come from the benches, pots and statues you break, so smash a few on a replay if you run out.
Summary
Mix 20 concoctions. Any recipe counts.
Trophies
Achievement · SteamDouble, Double, Toil And Trouble
Achievement · XboxDouble, Double, Toil And Trouble
Bronze · PlayStationDouble, Double, Toil And Trouble
After the Normal Run · Any chapter replay – Fill the magic gauge, then press punch and kick together beside an enemy that can be tortured. Weak enemies such as Affinities are the quickest, and a lower difficulty helps. The Prologue's second verse demands three each time, so it makes a good replay.
After the Normal Run · Run 1 check – On a complete walk it fires around the Chapter IX chests. If it didn't, look through the Run 1 sections for unticked resting places, replay those chapters from Chapter Select, and finish each one before you quit.
After the Normal Run · Run 1 check – It should have come with the last Chapter XV chest. If it hasn't, one is still shut: find it the same way, among the unticked resting places in Run 1, and replay that chapter to the end.
After the Normal Run · Run 1 check – If it hasn't, open Antonio's notes in the pause menu, which is reported to set it off. If a note is really missing, look for the unticked one in Run 1 and replay its chapter to the end.
Beat any portal you left before you leave Normal. Very Easy has none, and nothing confirms a harder setting counts. Replay that chapter on Normal, beat the portal and play on to the chapter's end. Angel May Cry, The Path To The Heavens and Angel Slayer should then fire.
Run 2: Very Easy and the Medal Feats
One fast Very Easy pass that earns Platinum! and Fire The Afterburners and opens the Immortal Marionette.
This run is one quick pass from the Prologue to the Epilogue on Very Easy, played with the whole kit from your Normal run. The same pass earns the ten Platinum medals, the missile medals and the clear that puts the Immortal Marionette on sale, so nothing needs a separate trip. Alfheims and crows don't appear on this setting, so there is nothing to collect. These clears also add nothing to the hundred chapters in the Final Grind, which only counts Normal and above.
Start the pass from your Normal save
Don't use NEW GAME. On any Chapter Menu, open the submenu, set Difficulty to Very Easy, then use Chapter Select to start the Prologue. Your weapons and techniques come with you, and health refills by itself on this setting. Leave Difficulty alone until the credits, because a pass on mixed settings may not count.
Cutting the pass down
Press dodge and the menu button together to skip a cutscene or the opening of Angel Attack. End Angel Attack straight away: each unused bullet pays 200 halos. Walk past chests, notes and hidden verses, because the clear asks for no rank and a skipped verse only lowers a score. Panther Within or Crow Within also gets you over the water in Chapter I and the gap in Chapter II without the statues, and Durga Fire on your feet walks through the Chapter III lava.
Platinum!AchievementNG+1
Location
Very Easy run · Short verses, from the Prologue on – As the Prologue starts, open the menu's Equip tab, move across to the accessories and take off the Immortal Marionette: this setting puts it on your hip for you, and it can hold your score down. Take Gaze of Despair off too. Play on, and go all out on verses of two to six weak enemies, such as Chapter I Verse 2. Take no hits, keep one combo running with gunfire between targets, and kill fast: the clock only runs from a verse's first fight. If it hasn't fired by the credits, replay short verses from Chapter Select, on Normal if need be.
Chapter XIV · Verses 1 and 2 – Reach Chapter XIV with the Marionette still off. Not being hit is what decides it: dodge fireballs and lasers for Witch Time and fire your missiles then, and stay low against Temperance. A hit can sink the medal, so go to the title and take CONTINUE to retry from the last checkpoint. Courage ends Verse 1 and Temperance ends Verse 2. Try to earn both in one pass of the chapter.
A Platinum medal on each of the two missile verses of Chapter XIV. Plain Platinum is enough on both, and this setting makes that far easier than Normal.
Epilogue · Every chapter to the credits – Finish every chapter on Very Easy, in order, right through to the credits. If the game doesn't move you on after a chapter, pick the next one in Chapter Select. Once both medal trophies have fired you can wear the Marionette again and just press attack. Save at the next Chapter Menu after the credits, because nothing writes to a file by itself. This route assumes a pass started from Chapter Select counts as a clear, which nothing confirms: the next item says what to do if it doesn't.
Gates of Hell · Chapter Menu – On the Chapter Menu's submenu set Difficulty to Hard, the setting of your next run, then enter the Gates of Hell and buy it for 100,000 halos. If it isn't on sale, load the save you made after the credits and look again. If it still isn't there, the Chapter Select pass didn't count. With your main save up to date, pick NEW GAME on Very Easy, clear the game and save to a new file, never over your main one. Buy it on that file, replaying a chapter there if you are short, then load your main save for Run 3. Nothing confirms it carries between files. Leave it off from here: worn on Normal or higher, it can halve your combo points.
An accessory for your hip that turns button presses into full combos. The copy Very Easy lends you doesn't count: you own it only once you've bought it.
The whole game on Hard: one clear per chapter, the 18 Hard-only crows, five New Testament trophies, Umbra Elder, the Mars LP, the Bazillions and Record Fanatic.
Run 3 takes the whole game again on Hard, from the Prologue to the Epilogue. It opened when every chapter was cleared on Normal, and it asks for the clear alone, with no rank. Your weapons, techniques and accessories come with you, so this is one entry per chapter plus the 18 crows that exist only here. Angels move faster, and stronger types turn up far earlier than you remember. Clearing it all opens Non-Stop Infinite Climax and pays out the seventh Gold LP.
Start from the Chapter Menu
Open the submenu on the Chapter Menu, set Difficulty to Hard and use Chapter Select to go back to the Prologue. Stay away from New Game and Load Game, which can overwrite your CONTINUE data. Save at the menu after each chapter, and see a chapter through before leaving it: nothing confirms that a crow caught in a chapter you quit stays caught.
Catching crows
A crow is a bird with a red glow that takes off when you get close and settles again when you back away. Run in fast and press shoot once you are near it. The Tears book in the menu has a second page listing the crows you still need, by chapter and difficulty, and a Hard replay of the chapter brings back any you miss.
The Climax Brace is the way around Hard
The accessories payphone in Chapter II sells the Climax Brace for 5,000,000 halos: use the code in the Final Grind, ending on the right trigger. Wearing it turns every attack into a Wicked Weave, which takes most of the danger out of this run. The price beyond the halos: no score or time is recorded while it is on, so it can't earn medals. Trophies should still fire, and nothing in this run needs a medal. If one doesn't appear, clear that chapter again with it off. Take it off for the Chapter VI portal, where it kills the angels you need for Torture Attacks. Make the phone trip on Hard, or set Difficulty back on the Chapter Menu afterwards, then use Chapter Select to return to the chapter you were on.
Hard: clear PrologueQuest stepNG+2
Location
Prologue · Whole chapter – The route through the graveyard is unchanged. Grace and Glory now follow the second Affinity group, a Fairness joins the last fight by Enzo's car, and two Glory replace the Affinities in the slowed-down verse after it. Grace and Glory are what will kill you this early: they are quick, so dodge for Witch Time and stay on one of them until it drops.
Umbran Crow: Ch I, after the elevator, HardAchievementNG+2
Location
Chapter I · After the elevator – Ride the elevator up out of the station. In the room at the top, patches of grass flank the stairs into the hallway, and the crow is in the left patch.
Umbran Crow: Ch I, after the Verse 4 fight, HardAchievementNG+2
Location
Chapter I · After Verse 4 – Past the fountain, the long fight ends with a big angel and a barrier you break. With that done, walk on toward the next building and look left before its door. The crow is up on a pillar beside the walkway: double jump to it.
Chapter I · Whole chapter – The way through is the same, but Joy replaces the Affinities straight away: one in Verse 1 and a pair in Verse 2. Joy is the threat, fast and able to hit you at any range, so dodge for Witch Time and use Panther Within to break away. Going back to the elevator platform starts a hidden fight against Gracious and Glorious, which you can leave alone.
Chapter II · Verse 3 – This is the street with the fast combo door at its far end and the witch and sage statues near the door you came in by. Put your back to the statues. The crow is at a window two storeys up on the second building on your left: double jump to it.
Chapter II · Verse 10 – At the foot of the stairs, flatten the orb into a bridge in Witch Time and cross; Panther or Crow Within also clears the gap without it. The crow rests in the grass on your right just after you land, before the church door.
Chapter II · Whole chapter – Everything stays where it was. The swap to watch for is at the foot of the stairs in Verse 9, where one Joy replaces the two Applauds and has to die before the statue is whole again. She is the fight most likely to end your run here, so treat her as you did in Chapter I.
Umbran Crow: Ch III, before the Verse 5 Alfheim, HardAchievementNG+2
Location
Chapter III · Before Verse 5 – Go through the archway beyond the plaza to the small open area where the left door breaks and shows lava. Before you run down that street, take the stairs on the right. The crow is in the grass at the bottom, in the far corner under the portal's balcony.
Umbran Crow: Ch III, stone gate to Paradiso, HardAchievementNG+2
Location
Chapter III · Catacombs – The tunnel ends in the big Catacombs chamber. The crow perches on top of the large stone gate, and you can take it as you pass or after the angels that switch the gate on. Catch it before you step through, because the gate sends you to Paradiso.
Chapter III · Whole chapter – Harmony takes the first fight and the bridge fight, Ardors wait after the lava ride, and Grace and Glory climb out of the tunnel's lava pools. The Braves at the stone gate are the ones to fear: their rolling attacks come at uneven speeds and break up your combos. The Evil Harvest Rosary helps, but take it off at statue puzzles: it swaps a dodge's Witch Time for an orb.
Chapter IV · Whole chapter – Dodge the bites for Witch Time, hit the snout, and take the Climax each time a head crashes down. The last part is what ends runs: you get five minutes, so aim at the glowing ball on the inverted face's forehead and step off any gold floor mark, where the tail will stab. The trophy fires after the chapter's result screen.
Chapter V · Verse 1 – Don't walk forward at the start. When the opening scene ends, turn round: the crow is right behind you on the rim of the platform, where the steps stop.
Climbing on from the fountain sets a snake on the road, which then crumbles behind you. Have this crow before you go. Only a Hard replay of Chapter V brings it back.
Umbran Crow: Ch V, Verse 11, HardAchievementNG+2
Location
Chapter V · Verse 11 – Follow the winding road upward past the smoky snakes until an open area with a fountain appears on the left. Jump across into it. The crow is on the railing to the left, in the same area as the chest.
Chapter V · Whole chapter – Grace and Glory replace the Decorations on the way in, and the next fight against them gains a second wave of three. Beyond the rocks, three Joy stand where a pair of Grace and Glory used to be. That trio is the danger: keep all three in view, pick one and spend your Witch Time on it. A Fearless later replaces the pair by the statues.
Running the pressure plates a second time opens the way on and leaves the portal behind. Finish the portal and catch this crow first. Only a Hard replay of Chapter VI brings it back.
Chapter VI · Verse 4 – Cross the spike hall, pull the lever under the rubble on its left and beat the three Applauds. Walk back to the water room where the two Inspired fell and jump to the far ledge for the portal. Take the Climax Brace off first if you wear it. You must finish the challenge first, since it starts before you can reach this crow: 7 Torture Attacks in 5:30, through flaming Affinities with an Ardor, an Ardor with two Fairness, then three Joy. Spend tortures on the first two waves, smallest angels first, then catch the crow on the bridge's right rail.
Umbran Crow: Ch VI, after the Joy fight, HardAchievementNG+2
Location
Chapter VI · After the Joy fight – After Joy falls, go through the door into the open area with the large stone gate. Look a little left of the gate: the crow is in the grass by the treeline, and Panther Within helps you close the distance. Catch it before you go through the gate.
Chapter VI · Whole chapter – Ardors arrive with the first Affinities, three Applauds guard the lever, three archer Applauds join the bridge fight, and the out-of-body fight runs in several waves. The one to fear is Fearless and Fairness past the gate, now two sets, because the girl follows you and a swipe aimed at you can catch her. Joy then splits off a copy of herself that has full health and hits just as hard.
Chapter VII · Whole chapter – Hit the fingers, then the node on the other hand, and dodge the blue punch to set up the thrown vehicle. His blows are what will finish you, but he nearly always shouts before he strikes, so dodge on the shout. The trophy fires after the chapter's result screen.
Chapter VIII · Whole chapter – The first lorry now carries a flaming Ardor. The fight to fear is on the road in Verse 2, where a three-strong Gracious and Glorious group replaces the three Joy and the cars keep coming. Dodging them gives no Witch Time, so use the Moon of Mahaa-Kalaa's counter, and Panther Within to get clear.
Chapter IX · Verse 4 – Follow the golden path the great sphere makes up to a large round platform, where a stone walkway slopes away downhill. The crow is above the outer stone rail, left of three pots. Catch it before you start down the walkway, because that starts the rolling ball.
Chapter IX · Verse 9 – Climb past the flat spot where the sphere drops on you. At the top of the stairs are a Gates of Hell portal and a broken stone bridge with a golden path beside it. Skip the golden path and cross the gap as the Panther or the Crow to the stone path on its right, lined with angel statues. The crow is above the rail by the Applaud statue, though the statue may hold another angel on Hard.
Chapter IX · Whole chapter – A flaming Ardor holds the key in place of the Applaud. The danger is the five chests in the plaza: Gracious, Glorious and a Fearless come out of them while the great ball keeps dropping on you, so watch for the gold glow where it will land. The Golem can only be hurt at its core, which shows when it takes a demon's shape.
Chapter X · Verse 5 – Beat Courage and Temperance in the large open area at the foot of the stairs. Turn back toward those stairs, but don't climb them. The crow is in the grass beside them, on the right as you face them.
Umbran Crow: Ch X, below the Verse 10 platform, HardAchievementNG+2
Location
Chapter X · Below Verse 10 – At the end of the spike corridor, by the Gates of Hell portal, smash the wall ahead to show a gap and a round platform beyond it. Instead of crossing, drop into the gap: the crow is on a small ledge below, overlooking the next arena. Dropping on from there starts the chapter's last fight. It may instead sit across the water from the two statues in that arena, reached in Witch Time.
Chapter X · Whole chapter – Harmony takes the plaza, Gracious and Glorious come when the cogs are in place, five Harmony wait down the stairs and five Enchants in the spinning building. The last arena is the killer, with a second pair of golden Beloved and an extra Inspired, so lift the witch and sage statues for their long Witch Time and finish one enemy at a time.
Chapter XI · Whole chapter – Hit the child face when the poison stops, dodge its lunge for Witch Time, and move left when it throws rocks at the platforms on the right. Falling is what kills you: it starts a prompt, and missing that prompt ends the attempt. The trophy fires after the chapter's result screen.
Chapter XII · Verse 2 – When the hatch fights are over, face the open hatch and jump and wall jump up the ladder on the right to the walkway with the chest. Fly as the Crow to the matching walkway opposite. The crow is there, and if a cage holds it, break the cage.
Walking on around the spinning ring starts the Jeanne fight and ends this part of the plane, turbine included. Get this crow first. Only a Hard replay of Chapter XII brings it back.
Chapter XII · Verse 7 – From the hatch room, climb the stairwell, break the movable wall and drop to the spinning ring. Ride it round to the turbine opening, about opposite that wall, and jump in. With the Rosary off, dodge the angels inside for Witch Time to pass the blades, and enter the portal at the far end. The crow is on the bridge's right rail: take it, and you may be able to walk back out. If the challenge starts first, beat the Golem, which is only hurt in Witch Time, and look again. Shoot the blades from behind to leave.
Chapter XII · Whole chapter – Gracious and Glorious wait on the open hatch, followed by three flaming Ardors, and that first pair is the fight to fear: dodging them gives no Witch Time. Against Jeanne on the ring, Onyx Roses and Odette suit, and a counter prompt needs the bar past half or a dodge instead. In the out-of-body fight on the sinking plane, a flaming Ardor leads the first and third waves.
Chapter XIII · Whole chapter – Break the faces on its legs, dodging the ripples and the shark leap. Witch Twist or Umbran Portal Kick reach it from range. On the whirlpool, back off when the mouth opens. The steering prompt is the trap: fail it and the boss heals, so you are back to work on its legs. The trophy fires after the chapter's result screen.
Chapter XIV · Whole chapter – Nothing reported changes the missile ride. The duel on the tower is the danger: dodge when Jeanne summons a demon, for Witch Time, and treat a counter prompt with care, because the window is tiny and a miss blows up on you. Back off from the missile if you aren't sure of the timing.
Past the left fence the way on climbs the lift shaft and leaves the lower tower behind. Free this crow first. Only a Hard replay of Chapter XV brings it back.
Umbran Crow: Ch XV, dark room before the elevator, HardAchievementNG+2
Location
Chapter XV · Before the lift – From where you fought Temperance, go past the fallen angelic border and turn left into a dark room with two fenced exits. The right corner holds a caged crow: smash the cage and catch it, then break the left fence to move on.
Chapter XV · Verse 13 – Once the strips of squares bring you into the great cylinder, keep clear of the stone platform with two doors, which starts the Golem fight. Across the large squares, to the left of it, is a platform with a chest. Hop the floating platforms to the middle, then the ones on the far side to a third stone platform on the wall. The crow is in a cage there.
Chapter XV · Whole chapter – Flaming Affinities follow Temperance, and a single Joy spawns on the first and third strips of squares, though you can walk past both. The killer is Gracious and Glorious after the Enchants at the top of the stairs. Dodging gives no Witch Time, so wear the Moon of Mahaa-Kalaa for its counter, and bring Durga Lightning, Shuraba or Odette.
Chapter XVI · Whole chapter – Guns bounce off him unless he is staggered or moving, and only the third swing of his sword gives Witch Time, so dodge into it. Wear the Moon of Mahaa-Kalaa, or Selene's Light as a second choice. A long round is the danger: it brings the satellite laser, so jump to another platform when it fires.
Hard: clear EpilogueHidden spoiler – activate to revealQuest stepNG+2Minor spoiler
Location
Epilogue · Whole chapter – Against the final boss, Odette guards against fire and frost, Durga Fire against fire and Durga Lightning against lightning. Fly over the blue disks as the Crow. Two things kill outright: the purple portal, so run from it as the Panther, and touching a planet in the last steering scene. Both trophies fire after the result screen, and Umbra Elder needs every chapter cleared on Hard.
Epilogue · After the Hard clear – Nothing to find here: the LP is awarded for clearing every chapter on Hard, so it should be yours once the Epilogue is over.
Epilogue · Gates of Hell – Pick the Gates of Hell on the next Chapter Menu and hand Rodin the LP. The Chapter II phone sells the same guns for 1,000,000 halos, but holding the LP means you can keep that money.
Epilogue · After the Hard clear – The six whole LPs from the Normal walk plus Mars make seven, so this should fire by the time Rodin has it. If it doesn't, a piece from the Normal walk is still missing: replay that chapter to take it.
Every chapter on the hardest difficulty, with Witch Time off, plus 15 crows and Pillow Talk.
This is the hardest stretch of the guide, and all it asks is the clear: 18 chapters and 15 crows, with no rank needed. Angels stand where they stood on Hard, but they are quicker, tougher and much harder to stagger. Witch Time is off: a dodge no longer starts it and neither does Bat Within, so the habit three runs have built will only get you killed. Wear the Evil Harvest Rosary, which swaps each well-timed dodge for a blast, and the Moon of Mahaa-Kalaa to block and counter. Pillow Talk and its LP wait at the end of the run, and the Bracelet of Time waits for the Final Grind.
What still slows time here
Gone: Witch Time from dodging and from Bat Within. Treat a Moon parry as a block and counter, and don't count on it to slow anything. Still there: Selene's Light when you are hit, the Bracelet of Time, stretches the game scripts for you, and the Use Witch Time portals. So each chapter below says what to do where earlier runs told you to dodge and punish. At statue puzzles, in Chapters I, II, III, V, VI and X, take the Rosary off as a precaution: it swaps a dodge's Witch Time for an orb, so a statue's lightning may give you nothing. If a statue still gives no slow time, Selene's Light when you are hit is the fallback.
The loadout for this run
Evil Harvest Rosary: a last-moment dodge drops an orb where you stood, and it bursts after a moment or when an angel gets close, usually staggering it. Moon of Mahaa-Kalaa: push the stick at an attack to block it, or do it at the last instant to counter. Prefer a slowdown? Swap the Rosary for Selene's Light, which spends magic. The Bracelet of Time gives Witch Time on demand once you own it, but here it burns magic twice as fast, and it shuts off taunts and Umbran Climaxes. Before each chapter, buy lollipops up to the shop limit. The Yellow Moon makes you briefly invincible and the Bloody Rose raises your attack, so eat both together in the worst fights. Carry a Red Hot Shot, which saves you once by itself.
The way round: Climax Brace
If a chapter won't fall, the accessories payphone in Chapter II sells the Climax Brace for 5,000,000 halos. Use the code in the Final Grind, ending on the right trigger. Every attack becomes a Wicked Weave, the simplest way through this run. It costs you scores and medals, because nothing set while you wear it is recorded, so take it off for anything that depends on a rank, and for Alfheim 10. Trophies should still fire; if one doesn't, clear that chapter again with it off. Make the phone trip on this difficulty, or set Difficulty back on the Chapter Menu afterwards, then use Chapter Select to return to the chapter you were on.
Crows and leaving a chapter
These 15 crows appear on this difficulty only. Each flies off when you walk up and returns when you move away. Finish a chapter before you leave it: nothing promises that a crow caught in an abandoned chapter stays caught. If you miss one, replay its chapter on this difficulty. Difficulty is set from the Chapter Menu, so check it each time.
Infinite Climax: clear PrologueQuest stepNG+3
Location
Prologue · Whole chapter – Start the Prologue from Chapter Select with Non-Stop Infinite Climax set on the Chapter Menu. The graveyard adds a Grace and a Glory after the Decorations and a Fairness by the wrecked car, and no dodge will slow them, so practise your Rosary timing here. Glories replace the Affinities on the plane, where the clock is the danger: land all three Torture Attacks before it runs out, or the crash ends the attempt.
Umbran Crow: Ch I, Verse 1 area, Infinite ClimaxAchievementNG+3
Location
Chapter I · Verse 1 – From the start, go forward and up the stairs, then carry straight on instead of crossing the bridge. That puts you on the left-hand walkway past the rear of the train, where the crow sits. Come in fast and press shoot once you are close.
Riding it leaves the station behind, and the first crow with it. A replay of this chapter on this difficulty brings it back.
Umbran Crow: Ch I, Verse 4 area, Infinite ClimaxAchievementNG+3
Location
Chapter I · Verse 4 – Leave the Gates of Hell room and go outside, then down the steps and off to the right. Jump the fence, and double jump to the top of the lamp post beside the steps, on your right as you go down. If it isn't there, try the lowest leaves of the tree past the fences. Come in fast and press shoot once you are close.
Chapter I · Whole chapter – One Joy replaces the Affinities at the pit, and you can walk away from it, but a pair holds you behind the statues' border. They are the danger: one whips or shoots you while you deal with the other, and there is no Witch Time to break out, so block with the Moon and work on one at a time. Circle behind the Beloved for its back node instead of waiting on a slowdown. Skip the walk back to the elevator after it, since that optional fight is Gracious and Glorious.
Umbran Crow: Ch II, after the Beloved climbs away, Infinite ClimaxAchievementNG+3
Location
Chapter II · Verse 3 – Once the Beloved has climbed off and left the courtyard, walk to the foot of the building it went up, the one with a round sign on its side. Double jump, then wall jump, to the upper row of balconies. The crow is at the far left. Come in fast and press shoot once you are close.
Umbran Crow: Ch II, archway with the Alfheim, Infinite ClimaxAchievementNG+3
Location
Chapter II · Verse 6 – From the Enchants' fight, follow the street to the archway before the next courtyard. Double jump and wall jump onto the top, where Alfheim 3 stands. The crow is on the corner of the rooftop to the left. Come in fast and press shoot once you are close.
Chapter II · Whole chapter – The Applauds on the stairs by the Gates of Hell become a Joy. The Beloved's axe gives no Witch Time now, so stay behind it and hit the node on its back. What ends runs is the church: when the dragon throws the building and spits at it, press shoot on the prompt. Too early or too late and you die on the spot.
Umbran Crow: Ch III, Paradiso side, Infinite ClimaxAchievementNG+3
Location
Chapter III · Verse 11 – Go through the stone gate into Paradiso and on to the platform with the large carving and lever, but don't pull it yet. With the lever ahead, find the twisted tree on your right, jump round behind it through the gap by the wall, and keep left over the roots until you reach the crow. Come in fast and press shoot once you are close.
Umbran Crow: Ch III, last stretch, Infinite ClimaxAchievementNG+3
Location
Chapter III · Verse 13 – Out of the Catacombs tunnel, climb the stairs toward the Coliseum. At the first broken stonework, look in its left corner, behind a fallen pillar. Come in fast and press shoot once you are close.
Chapter III · Whole chapter – Harmonies replace the first Affinities and meet you again on the bridge, Ardors wait after the lava surf, and Braves come at the stone gate. The tunnel is the worst of it: Grace and Glory rise from the lava pools among the fire spouts, and no dodge will freeze them, so bait them onto Rosary orbs and keep off the pools. Durga Fire on your feet lets you walk over the lava.
Chapter IV · Whole chapter – Dodging a bite buys you nothing now but the Rosary's orb, so hit the snout between attacks and take each Climax when a head crashes down. The game slows time by itself in the late stages. The last stage is the one that fails runs: it is on a timer, so aim at the lit sphere on his forehead and step off any gold-marked floor before the tail stabs.
Umbran Crow: Ch V, foot of the stairwell, Infinite ClimaxAchievementNG+3
Location
Chapter V · Verse 6 – Win the fight at the foot of the stairwell and stay below. With the Witch Heart chest on the stairs' right, the crow sits on top of the pillar to their left. Come in fast and press shoot once you are close.
Chapter V · Verse 8 (Alfheim) – Kill the Harmonies on the tower wall, wait for the score, then drop to the floor where you met the Ardors. Enter Alfheim 10 again by the portal in the middle of the floor. The crow is on the right side of the bridge inside. You beat this portal on Normal, so take the crow and walk back out if you can. If the challenge starts first you must beat it here: take the Climax Brace off, use Kulshedra again against an endless Grace and Glory pair, then look for the crow. Come in fast and press shoot once you are close.
Jumping the large outcrop near the top closes a gate beneath you, and the tower floor with its portal stays behind. A replay of this chapter on this difficulty brings the portal and its crow back.
Infinite Climax: clear Chapter VQuest stepNG+3
Location
Chapter V · Whole chapter – Grace and Glory open the road, and two Graces and a Glory follow them. A Joy trio waits after the fall in Verse 5, and Fearless in the lever room. Cross the Verse 4 bridge without stopping, because those Applauds and Affinities can be skipped. Jeanne is the wall: on earlier runs her Wicked Weaves handed you Witch Time, and here they hand you nothing. Keep combos short so she can't break them, and let the Rosary punish her from your dodges.
Chapter VI · Verse 2 – In the cavern with water below and a rocky platform in the middle, beat the two Inspired on the platform. From the statues, fly as the Crow to the top of the cliff edge in the rock wall just to the right. You can also reach it before starting that fight. Come in fast and press shoot once you are close.
Chapter VI · Whole chapter – Expect several Ardors and four Affinities behind the first door, a Fairness among the Dear and Decorations, three Applauds after the lever, and three archer Applauds on the bridge. The fight past the stone gate is the one to fear: a second Fearless and Fairness follow the first, and with no Witch Time you can't stop a lunge that reaches the girl. Long combos draw her in, so strike and back off. Your double splits in two near the end, so pick one and stay on it.
Chapter VII · Whole chapter – A dodge still takes you out of a punch but gives you no slow time to hit back in, so spend the gaps on his fingers and nodes. Dodge the first punch at once, then clear the rocks before the timer ends. His blows are the danger, but he nearly always shouts before he strikes, so dodge on the shout.
Chapter VIII · Whole chapter – The road's three Joys become two Gracious and a Glorious, whose attacks never gave Witch Time anyway. Keep moving as the panther and watch for cars. On the bike, steer out of the lasers and fireballs, since dodging them no longer slows anything. The Braves are the real danger: they come with a timer and merge into one fast giant if left alone, so kill one quickly with a light weapon, then pick off the rest.
Chapter IX · Verse 6 – Sink both Kinships, then go back to the path. The crow appears only after the fight, on the deck of the Kinship that stayed still. Come in fast and press shoot once you are close.
Chapter IX · Verse 9 – On the flat stretch of the stairs, let the sphere land. Stand by its crater and look back at the building you came from: the crow is at the second of the three windows high above the door. Run as the panther, double jump and change to the Crow to reach it. After Burner Kicks from the top of the steps gain height too. Come in fast and press shoot once you are close.
Chapter IX · Whole chapter – Three of the five key chests now hold a Gracious, a Glorious and a Fearless, and the sphere keeps dropping on you throughout. Those ambushes are what kill you, so leave any golden glow on the ground and heal before the next chest. Kinship missiles gave Witch Time on earlier runs, and here they give nothing, so climb to the deck between volleys. Hit the Golem's core when a demon form shows it, without waiting for a slowdown.
Umbran Crow: Ch X, plaza mechanism, Infinite ClimaxAchievementNG+3
Location
Chapter X · Verse 2 – When you land in the plaza, deal with the Harmonies and go to the gear mechanism in the centre. The crow is on the floor at its edge. Come in fast and press shoot once you are close.
Chapter X · Verse 10 – At the Gates of Hell past the spike corridor, smash the wall in front of the portal. Cross the gap to the round platform as the panther or the crow, then beat the Gracious and Glorious there. The crow only appears after that, on the rim of the platform, left of the Witch Heart chest. Do this before jumping down to the statues. Come in fast and press shoot once you are close.
Chapter X · Whole chapter – Harmonies fill the plaza, Gracious and Glorious answer the cogs, five Harmonies wait past the gap and five Enchants inside the spinning building. The last fight is the killer: a second pair of golden Beloved follows the first, and dodging them gives you only the Rosary's orb, so finish one before you turn to the next.
Chapter XI · Whole chapter – Its lunge gives no Witch Time now, so hit the child face once the poison stops and get clear before it comes. Move left when rocks fly at the platforms on the right. Falling is what ends attempts: it starts a prompt, and failing that prompt kills you, so jump early rather than ride a rock down.
Chapter XII · Verse 4 (Alfheim) – After the Verse 2 score, climb the ladder to the walkway above the hatch and fly as the Crow to the door you came through. Break it, run back to the very first platform and beat the angels and Ardors there. Enter Alfheim 18 again by the portal that opens, and look along the bridge inside: the crow is to the left. You beat this portal on Normal, so take the crow and walk back out if you can. If the challenge starts first, beat it: leave your body in a corner, keep the burning angels off it, then look again. Come in fast and press shoot once you are close.
Chapter XII · Whole chapter – Durga Lightning on hands and feet makes you immune to the electrified water. Jeanne on the ring is the killer: neither her Wicked Weaves nor her motorcycle charges give Witch Time now. Bring Onyx Roses and Odette for speed, swap to Shuraba for the bike, and on a counter prompt fill past half the bar or dodge it.
Chapter XIII · Whole chapter – The plan here never depended on Witch Time, so it stands: break the leg faces, and dodge the ripples and the shark leap. A failed steering prompt is what drags it out, because the angel gets health back and you must work the legs again. In the whirlpool, back off when the mouth opens.
Chapter XIV · Whole chapter – Heal up before the end of the ride, because the final duel is the danger. Her Wicked Weaves and summoned demons gave Witch Time before, and now a dodge only gets you out of the way, so dodge when she summons and leave a Rosary orb where you stood. Shuraba suits her, and on a counter prompt fill past half the bar or dodge it.
Umbran Crow: Ch XV, floating-platform room by the Gates of Hell, Infinite ClimaxAchievementNG+3
Location
Chapter XV · Verse 10 – From the Gates of Hell in the round hall with the giant statue, turn right into the room of floating platforms. The chest is at the back on the right, and the crow is in the left corner. If it is behind bars, break them. Come in fast and press shoot once you are close.
Chapter XV · Whole chapter – Don't touch the two Fearless statues at the start or the second statues by the doorway: both fights are optional, and the second is Gracious and Glorious. Another pair of them comes after the Enchants at the top of the stairs. They are the killers here, since their attacks never gave Witch Time, so use Durga Lightning, Shuraba or Odette with the Rosary. Later rooms bring pairs of Joy, and at the Golem you hit the core without a slowdown.
Chapter XVI · Whole chapter – On earlier runs his three-swing sword was your reliable Witch Time, on the third dodge. That is gone, so dodge into the swings for Rosary orbs and counter with the Moon. Your guns still bounce off unless he is staggered. The danger is a long round: the satellite laser hits very hard and takes the platform, so look for the next platform early and jump. Keep evading the thrown building and the satellite to counter them.
Epilogue · Whole chapter – Ride the rocket and climb as before, then take on the final boss. A dodged punch gives no Witch Time, so hit the ribbons while they are down, and wear Odette against flames and ice. Two things kill outright: the purple portal, so flee it as the panther, and a planet at the very end, so steer the soul clear of them. Cross the blue disks as the crow. Then break the statue before its timer ends. Legendary Dark Witch lands after the chapter's result screen, so save at the next Chapter Menu.
LP: Jupiter, the Bringer of JollityCollectibleNG+3
Location
Epilogue · After the clear – Nothing to find. The record is yours once every chapter is cleared on Non-Stop Infinite Climax, so if a chapter was skipped or played on another difficulty, go back and clear it there.
Epilogue · Gates of Hell – Choose the Gates of Hell from any Chapter Menu while carrying the LP, and Rodin hands it over. To charge it, hold punch until the blade flashes twice.
The Tears check, the Chapter VII loop to a hundred clears, and four unlocks from the Chapter II payphones.
All four runs are done, so what's left is time and halos rather than skill. You start with the Tears, because they are ready now and any chapter you replay for a missing one still counts towards the hundred. Then comes the long part: Chapter VII again and again, which earns the clears and the phone money together. The guide ends with one trip to the Chapter II payphones.
All 101 Umbran Tears of BloodAchievementNG+3
Location
Menu · File, then Rarities – Open the File tab in the menu and pick Rarities, or use EXTRA on the title screen. The book gives your count, and its next page lists the crows you still need by chapter and difficulty. Replay that chapter on that same difficulty, because a crow never moves to another setting; for a missing trophy, go back to its item in this guide. These replays count towards the hundred below.
Gates of Hell · Accessories – Enter the Gates of Hell from any Chapter Menu and buy it for 500,000 halos. If you're short, run the loop below first and come back. If you already paid the phone for it during Hard or Infinite Climax, tick this and move on. Chapter clears made while wearing it are reported to count towards the hundred.
Reach 100 chapter clears on Normal or aboveQuest stepNG+3
Location
Chapter VII · The Temperantia loop – Set Difficulty to Normal on the Chapter Menu, then use Chapter Select for Chapter VII, in the gear from the halo farm, without the Marionette. Beat Temperantia, skip scenes with dodge and the menu button, end Angel Attack early, and go again. Each fight pays about 500,000 halos or more, and you want 14,000,000 in hand by the end. No screen is known to show the count, so visit Rodin between batches and stop once the record has turned up and you hold 14,000,000. When the money is safe, the Prologue or Chapter XVI may be quicker.
Any chapter · After the 100th clear – There's no pickup to find: the game awards it for the hundredth clear. Finish that chapter, then go to the next Chapter Menu with it.
Gates of Hell · Rodin's Treasures – Stay in the shop. It goes on sale once you own Sai Fung, under Rodin's Treasures, for 30,000 halos. Set it in the Items menu.
Use Chapter Select for Chapter II. Any difficulty works, so Very Easy is the quickest way there. Play through Verses 1 and 2, break the fast metal wall with the statue timer as you did on Run 1, then walk across the first courtyard and win the fight there. Don't leave under the archway. With no enemies around, stand right in front of a phone and enter the code on the D-pad: Up four times, Down four times, then Left, Right, Left, Right, then the last button in the table. The halos must already be in hand or nothing happens. On success a chime plays, the halos go and the game saves. 14,000,000 covers all four unlocks with nothing spare, so hold more if you can, because the last buttons are disputed. Finish the chapter afterwards.
The four phone unlocks, then the Climax Brace as a shortcut only: the walk earns it with all 101 Tears, so skip that row unless you want it early. Buttons are named by position, with Xbox and PlayStation labels where known; the chime confirms a code.
Unlock
Phone
Last button
Halos to hold
Jeanne
Characters: alone across the plaza, behind a pillar
Right face button (B, Circle)
1,000,000
Little King Zero
Characters: alone across the plaza, behind a pillar
Left face button (X, Square)
5,000,000
Rodin
Weapons: facing the stairs, left of the blue car
Left shoulder (LB, L1)
5,000,000
Bracelet of Time
Accessories: facing the stairs, right of the blue car
Left trigger (LT, L2)
3,000,000
Climax Brace (shortcut, not needed for the walk)
Accessories: facing the stairs, right of the blue car
Right trigger (RT)
5,000,000
JeanneOtherNG+3
Location
Chapter II · Verse 3 plaza – From the courtyard fight, cross the plaza to the phone standing alone behind a pillar. Enter the code and finish on the right face button. No chime? Enter it again and finish on the bottom face button. She is picked on the New Game menu, but you don't have to play her.
Chapter II · Verse 3 plaza – Stay at the same phone. Enter the code and finish on the left face button. If no chime plays, enter it again and finish on the top face button instead.
Chapter II · Verse 3 plaza – Cross back to the stairs and stand at the phone on the left of the blue car as you face them. Hold at least 5,000,000 halos, enter the code and finish on the left shoulder button.
Chapter II · Verse 3 plaza – Move past the blue car to the phone on its right, still facing the stairs. Enter the code and finish on the left trigger. With this chime the last unlock is yours, so finish the chapter and save at the next Chapter Menu.
An accessory that starts Witch Time on demand and burns magic while it lasts. The phone sells it for 3,000,000 halos and spares you a clear in under three hours.
PC (Steam)
Plug in a controller first: the D-pad code is reported not to work from a keyboard.
Nintendo Switch
The letters on this pad sit in different places, so go by the position of the button.
The earned routes to what the phones sell, then the platform costumes: all optional, and none of it counts toward 100%.
Nothing in this section counts toward 100%. These are the routes the Chapter II phones replace: the three-hour clear for the Bracelet of Time, the Platinum Ticket and Father Rodin for the Rodin weapon, Lost Chapter: Angel Slayer for Little King Zero, and a Platinum award on every chapter for Jeanne. After the Final Grind you own all four already, so play these for the challenge alone: no trophy or Umbran Tear of Blood rests on any of them. The section ends with the costumes the required walk leaves out.
Clear the game in under three hours on Normal or aboveQuest step
Location
Whole game · Prologue to Epilogue – Play from the Prologue through to the Epilogue's credits on Normal or higher, in order and in one pass, because nothing confirms that replaying a chapter lowers the total. Only time inside verses counts, so scenes, menus and the walks between verses are free, and portals and hidden verses can wait. Take the Climax Brace off: nothing is recorded while it is on.
The earned route to the Bracelet of Time: it opens the shop's 200,000-halo price, against 3,000,000 by phone. It adds nothing if the phone has already sold it to you.
On Normal, wear the Climax Brace and Gaze of Despair with lightning Durga on hands and feet, which needs the Durga Alt. Start Chapter III, beat the first fire angels, break the trash bin above the two phone stations and enter the Stay In The Air portal it reveals. Ignore its goal: mash punches on the ground for the full two minutes and let the portal fail, which keeps the halos. It reportedly pays about 3,000,000 a try. Check your total after the first try before you lean on it, because nothing confirms the halos survive quitting out.
Earn 10,000,000 halos in totalOther
Location
Whole game · One save file – Keep to the same save file, because the count is per file. After the Final Grind you should already be past it: the phone prices of Jeanne, Little King Zero and the Bracelet of Time come to 9,000,000 before the Rodin weapon. If the Ticket isn't on sale yet, run the Temperantia farm again or the portal farm above.
Summary
The Platinum Ticket stays hidden until one save file has earned this much. Spent halos count, so you never need to hold it all at once.
Nothing on the shop screen says so, but the fight begins the moment you pay. Set your weapons and accessories before you buy. A loss reportedly sends you back to Chapter Select with the Ticket gone, so hold 999,999 halos for each try you expect to need.
Platinum TicketHidden spoiler – activate to revealKey itemMinor spoiler
Location
Gates of Hell · Rodin's Treasures – Enter the Gates of Hell at any red circle or from the Chapter Menu and open Rodin's Treasures, where the Ticket is listed once the halo count is reached. Nothing confirms it still shows after a phone purchase of the Rodin weapon, so look before you plan around it.
Costs 999,999 halos, and buying it is how you meet Father Rodin. His weapon is the reward, so this is for the fight alone if the phone already sold it to you.
Witch Time is off for the whole fight, and the Bracelet of Time gives only its combo bonus here. He can't be stunned and hardly staggers, so land a short string and step back out of punch range. Stay moving with Odette or Panther Within. Leave the line of his charge when a ring forms in front of him, and watch for the blue trapping spheres, which multiply past half health. After two or three health bars he adds a grab: it has a clear wind-up, drops you to one point of health, and kills you if you are already there. Wear Evil Harvest Rosary, whose counter makes up for the lost Witch Time, with Pulley's Butterfly or Sergey's Lover; the Moon of Mahaa-Kalaa is less reliable here. Shuraba, Pillow Talk, Sai Fung and Odette suit him, and the Climax Brace with Sai Fung is the other option.
Father RodinHidden spoiler – activate to revealBossMinor spoiler
Location
Gates of Hell · Seal-shaped arena – Buying the Ticket moves you straight to his arena. He has five health bars, fast punches, a ring of homing fireballs and a Wicked Weave, so hit in short bursts and keep out of reach of the grab.
Finish the chapter to open the Lost ChapterQuest step
Location
Lost Chapter: Angel Slayer · Opening it – If you beat every portal on the Normal run, the credits have already opened it, so start at Chapter Select; its exact place in the menus isn't confirmed. If it isn't there, replay the chapter of any portal you missed, beat the portal and play on to the chapter's end, because a portal cleared and then quit doesn't count.
Lost Chapter: Angel Slayer opens once all 21 Alfheims are beaten and the chapter holding the last one is finished. Clearing it is the earned route to Little King Zero.
It runs to 51 fights: five verses of ten, then one last fight. Items are banned and the Climax Brace does nothing. Star of Dinéta, which heals on a taunt, is your steady way to recover, and Torture Attack kills can leave green laurels. Don't pair the Star with the Bracelet of Time, which stops you taunting. Health and magic appear to carry from fight to fight, and what a death sends you back to isn't confirmed, so treat each verse as one sitting. Good choices are Shuraba or Pillow Talk's Wicked Slice with Dodge Offset, Sai Fung, Odette and Lt. Col. Kilgore on the feet, with Evil Harvest Rosary, the Moon of Mahaa-Kalaa and Pulley's Butterfly. Turning the camera so enemies sit off screen makes most of them passive.
Lost Chapter: Angel Slayer, the fifty fights before the last
Verse
Rules
Fights 1 to 10, in order
1
Normal
Dear and Decorations; Applaud with Affinities; Decorations with two Kinship; Affinities with four Applaud; Decorations with three Harmony; Affinities with two Beloved; Grace with two Glory; Affinities with three Joy; two Fairness with Fearless; three Enchants with Jeanne
2
Hard
Decorations, Affinities and two tuba Applaud; Enchants; Affinities with seven Harmony; three Inspired; Affinities with three Applaud; Grace with two Glory; Affinities with a great Beloved; Affinities with three Ardor; Affinities with Gracious; two Jeannes
3
Hard
Burning Affinities with two burning Ardor; Affinities, Fearless and Fairness; three sets of Braves; five Ardor; three Fairness with two Fearless; Affinities with Braves; three Joy; Grace with Gracious and Glorious; Golem; Gracious and Glorious with Jeanne
4
Non-Stop Infinite Climax
Affinities with two Applaud; Decorations with seven Harmony; Enchants; Affinities with five Applaud; three Beloved; two Grace and Glory; burning Affinities with two burning Ardor; three Applaud with Braves; two Fearless and Fairness; two Joy with Jeanne
5
Non-Stop Infinite Climax
Four Applaud with three Ardor; Golem; Affinities, two sousaphone Applaud and three Ardor; two Glory with Fearless; two sets of Braves; two burning Ardor with Fairness; three Joy; burning Affinities with three burning Ardor; Gracious with two Glorious; three Jeannes
Lost Chapter Verse 1, Normal fightsQuest step
Location
Lost Chapter: Angel Slayer · Verse 1 – Start the Lost Chapter and work down the first row of the table. Dodging still gives Witch Time on these rules, so use it to save health for the verses that follow.
Lost Chapter: Angel Slayer · Verse 2 – Follow straight on from Verse 1. In fight 9, take Gracious's gauntlets and keep them for the two Jeannes in fight 10.
Lost Chapter Verse 4, Non-Stop Climax fightsQuest step
Location
Lost Chapter: Angel Slayer · Verse 4 – Follow straight on from Verse 3. Dodges and Bat Within no longer slow time, so let Evil Harvest Rosary answer a good dodge with its counter, block with the Moon of Mahaa-Kalaa, or call Witch Time yourself with the Bracelet of Time, which burns magic fast.
Lost Chapter Verse 5, Non-Stop Climax fightsQuest step
Location
Lost Chapter: Angel Slayer · Verse 5 – Follow straight on from Verse 4. Fight 8, the burning Affinities with three burning Ardor, is the last safe chance to heal, so taunt with the Star of Dinéta there before Gracious, the Glorious pair and the Jeannes.
Lost Chapter final fight: BayonettaHidden spoiler – activate to revealBossMinor spoiler
Location
Lost Chapter: Angel Slayer · Final fight – It follows the three Jeannes of Verse 5. She has five health bars and fights as Jeanne does, with finger-snap Wicked Weaves, a sword and Panther Within, but summons no Infernal Demons. Use Dodge Offset throughout and bring Rodin's fire claws for damage.
A Platinum or Pure Platinum chapter award on all 18 chapters, Prologue to Epilogue, is the earned route to Jeanne. Play each one on Normal: Hard medals reportedly don't count, and Easy and Very Easy have no portals, so verses go missing. Only the chapters that fell short need another go. No score limit is published for any verse, so the items below give the rules and tactics, not target numbers.
How a chapter award is worked out
Each verse earns a medal from three ratings: Combo, Time and Damage. The chapter award is the average of its verses, rounded to the nearest rank: Pure Platinum counts 6, Platinum 5, Gold 4, Silver 3, Bronze 2, Stone 1 and a skipped verse 0. So a Gold can sit inside a Platinum chapter, but portals and hidden verses are verses too, and walking past one hurts badly. Each death takes the award down a whole rank. Lollipops and Red Hot Shots count toward a death, so treat using one as a lost award; Angel Flutes reportedly don't count. Wearing accessories costs nothing in itself.
Earning the medals
Combo: one long combo beats several short ones by a wide margin. Land five or six hits, finish with a Wicked Weave, and tap the gun button to hold the combo between targets. Combos score more in Witch Time and against enraged enemies, and a Torture Attack or a big Weave finishes weak enemies well. Time: the clock runs from a verse's first fight to its end, so walking is free. Damage: a Platinum here means no hits at all, but one to three hits leave a Gold, which can still give a Platinum medal if the other two ratings are high. Accessories: Pulley's Butterfly takes hits for a little magic, a perfect Moon of Mahaa-Kalaa parry gives Witch Time, Selene's Light keeps the combo alive when you are hit, and Gaze of Despair enrages everything, so save it for verses you have under control. Take off: the Climax Brace, which records nothing, and the Immortal Marionette, which can halve combo points. The Bracelet of Time fits poorly: it stops Umbran Climax and taunting. A bad fight: quitting to the title screen and using CONTINUE goes back to the checkpoint before that verse. Never pause to the Chapter Menu for this, because that throws the checkpoint away.
Run 1's one-way points still apply
A replay passes the same one-way points, and any verse left behind scores 0. Before you pass each one, take what sits behind it: the elevator in Chapter I (the Verse 3 portal), the old gate in Chapter V (hidden Verse 13), the crescent building in Chapter IX (the Verse 11 portal), the far side of the ring in Chapter XII (the turbine verses), the left fence in Chapter XV (the Verse 9 portal) and the statue's neck in the Epilogue (the Verse 5 portal).
Platinum award: PrologueOther
Location
Prologue · Chapter award – Pick it from Chapter Select on Normal. Verse 2 runs in Witch Time from the start, and the job is three Torture Attacks inside five minutes. Aim for Platinum on both verses: a Gold leaves the average right on the line, and which way that rounds isn't confirmed.
Chapter I · Chapter award – Before you ride the elevator, go back past the statues and down the pit for the Verse 3 portal. After the Beloved, return to the elevator platform room for hidden Verse 5. Verse 2 is a short fight and a good place for a Platinum.
Chapter III · Chapter award – Portals sit at Verses 2, 5, 10 and 11, and Verse 2's only appears once the trash bin above the two phone stations is broken. Be ready for the mash prompt after Verse 7: failing it kills you, which costs a rank.
Platinum award: Chapter IVHidden spoiler – activate to revealOtherMinor spoiler
Location
Chapter IV · Chapter award – Dodge the bites for Witch Time and hit the snout, and take the Climax when a head crashes down. Each head has a lava climb with a 99-second clock. In the last phase, five minutes long, hit the glowing sphere on his forehead and stay off the gold floor marks.
Chapter V · Chapter award – Portals sit at Verses 3, 8 and 10. Hidden Verse 7 is the Harmony on the path, so don't walk past it, and hidden Verse 13 means going back to where the Inspired first appeared. Onyx Roses or Odette with the charge modifier are the choice for Grace and Glory.
Platinum award: Chapter VIHidden spoiler – activate to revealOtherMinor spoiler
Location
Chapter VI · Chapter award – Take the Verse 4 portal before the pressure-plate door. Use Panther Within in the clone chase and keep clear of the laser grids. Onyx Roses, Sai Fung or Odette suit Joy.
Chapter VII · Chapter award – Hit the fingers, then the node on the other hand. Dodge the blue punch for the bus throw. On the last phase keep the combo alive with your guns, and listen for his sound cues before you dodge.
Chapter VIII · Chapter award – On the bike in Verses 3 and 4 only your guns work: stay to the right and powerslide under blockades. Verse 5 has no Witch Time, so kill the Braves one at a time before they merge.
Chapter IX · Chapter award – Portals sit at Verses 2, 7 and 11, with a hidden fight at Verse 9. Verse 7's portal needs Crow Within. Outrun the stone ball with Panther Within.
Chapter X · Chapter award – Portals sit at Verses 3 and 9, and hidden Verse 10 opens when you smash the wall by the Gates of Hell. Odette with the Onyx Roses charge suits Joy and Grace and Glory. Gracious and Glorious give Witch Time only through a Moon of Mahaa-Kalaa counter.
Platinum award: Chapter XIHidden spoiler – activate to revealOtherMinor spoiler
Location
Chapter XI · Chapter award – Verse 1 is the forest fight; aim for Platinum on both, as in the Prologue. Against Iustitia, hit the child face when the poison stops and dodge its lunge for Witch Time, and move left when rocks fly at the platforms on the right. A fall starts a prompt that kills you if you fail it.
Platinum award: Chapter XIIHidden spoiler – activate to revealOtherMinor spoiler
Location
Chapter XII · Chapter award – Go back to the starting platform through the door above the hatch for hidden Verse 3 and the Verse 4 portal, which needs Crow Within. Hidden Verse 6 is the turbine, with the Verse 7 portal at its end. A stunned angel there can drift away and leave the verse unfinishable, so kill them with Lt. Col. Kilgore from the portal end.
Platinum award: Chapter XIIIHidden spoiler – activate to revealOtherMinor spoiler
Location
Chapter XIII · Chapter award – Break the leg faces and dodge the ripples and the shark leap, with Witch Twist or Umbran Portal Kick to keep a combo alive at range. On the whirlpool, back off when the mouth opens. Failing the steering prompt gives it health back and means more leg work.
Platinum award: Chapter XIVHidden spoiler – activate to revealOtherMinor spoiler
Location
Chapter XIV · Chapter award – On the missile, dodge fireballs and lasers for Witch Time and fire your missiles then, and stay low against Temperance. For Jeanne in Verse 3, bring Onyx Roses and Odette, avoid slow weapons, and dodge when she summons a demon.
Platinum award: Chapter XVHidden spoiler – activate to revealOtherMinor spoiler
Location
Chapter XV · Chapter award – Hidden fights sit at Verse 1, the Fearless statues at the start, and at Verses 4, 11 and 12. Verse 4's Gracious and Glorious are the hardest pair, and a Moon of Mahaa-Kalaa counter gives Witch Time. For the Verse 9 portal, go back to the first chest's platform after Temperance.
Platinum award: Chapter XVIHidden spoiler – activate to revealOtherMinor spoiler
Location
Chapter XVI · Chapter award – He blocks guns unless he is staggered or moving, and only his three-swing sword gives Witch Time, on the third dodge, so dodge into it. Wear the Moon of Mahaa-Kalaa first and Selene's Light second. A long fight brings the satellite laser, so change platform, and counter the building and the satellite.
Platinum award: EpilogueHidden spoiler – activate to revealOtherMinor spoiler
Location
Epilogue · Chapter award – Reach the base of the neck, then go all the way back to the statue's foot for the Verse 5 portal. In the final fight, cross the blue disks as the crow, flee the purple portal as the panther because it kills outright, and steer clear of the planets at the end, which do the same. Verse 7 is the timed statue break.
Last come the costumes. One may not be a purchase at all, and four exist only on Switch, so neither counts toward 100%.
Couture Bullet (Formal)ArmorNG+3
Location
Gates of Hell · Rodin's Treasures – With Jeanne as your character, open Rodin's Treasures and look among the Couture Bullets, which cost 100,000 halos each. If it isn't sold, check her costumes on the Chapter Start sub-menu.
Costumes · Switch only – It should already be on your list, with nothing to buy. Open Costume Change in the Chapter Menu's submenu and pick it for Bayonetta or Jeanne.
Summary
A Nintendo costume from the Wii U release, kept on Switch and worn by Bayonetta or Jeanne.
Costumes · Switch only – It should already be on your list, with nothing to buy. Open Costume Change in the Chapter Menu's submenu and pick it for Bayonetta or Jeanne.
Summary
A Nintendo costume from the Wii U release, kept on Switch and worn by Bayonetta or Jeanne.
Costumes · Switch only – It should already be on your list, with nothing to buy. Open Costume Change in the Chapter Menu's submenu and pick it for Bayonetta or Jeanne.
Summary
A Nintendo costume from the Wii U release, kept on Switch. While it is worn, Shuraba looks like the Master Sword.
Costumes · Switch only – It should already be on your list, with nothing to buy. Open Costume Change in the Chapter Menu's submenu and pick it for Bayonetta or Jeanne.
Summary
A Nintendo costume from the Wii U release, kept on Switch and worn by Bayonetta or Jeanne.
Every trophy with the item that earns it on this route, where the 101 Tears come from, and how the lists differ between platforms.
The story trophies come from clearing Normal and Hard, and the rest from collectibles, Alfheims, the shop and skill feats. Rows whose item touches a late story moment blur if you choose Hide all spoilers.
All 51 trophies (Xbox One and Steam: the same list without the Platinum), with the item that earns each on this route
Trophy
PlayStation grade
Section
Item
Acquire all Trophies
Platinum (PlayStation only)
22. Run 4: Non-Stop Infinite Climax
Infinite Climax: clear Epilogue
Angel Slayer
Gold
18. Run 1, Epilogue: Requiem
Alfheim 21: Use Wicked Weaves!
Legendary Dark Witch
Gold
22. Run 4: Non-Stop Infinite Climax
Infinite Climax: clear Epilogue
Angel May Cry
Silver
6. Run 1, Chapter V: The Lost Holy Grounds
Alfheim 11: Limited Kicks And Punches!
Commander Of Magic
Silver
19. After the Normal Run: Halos, Shop and Feats
Commander Of Magic
Nice Try
Silver
10. Run 1, Chapter IX: Paradiso, A Remembrance of Time
Nice Try
Record Fanatic
Silver
21. Run 3: Hard
Record Fanatic
Touch And It Will REALLY Hurt
Silver
19. After the Normal Run: Halos, Shop and Feats
Touch And It Will REALLY Hurt
Treasure Fanatic
Silver
19. After the Normal Run: Halos, Shop and Feats
Treasure Fanatic
Truth In Its Purest Form
Silver
19. After the Normal Run: Halos, Shop and Feats
Truth In Its Purest Form
Umbra Elder
Silver
21. Run 3: Hard
Hard: clear Epilogue
Umbra Witch
Silver
18. Run 1, Epilogue: Requiem
Credits
Wicked Weave Master
Silver
19. After the Normal Run: Halos, Shop and Feats
Wicked Weave Master
A Mother's Love
Bronze
7. Run 1, Chapter VI: The Gates of Paradise
A Mother's Love
A Primer In The Magical Arts
Bronze
1. Run 1, Prologue: The Vestibule
Highway Wreckage: three Torture Attacks before the plane falls
Chapters 1-4 (Normal)
Bronze
5. Run 1, Chapter IV: The Cardinal Virtue of Fortitude
Fortitudo, Cardinal Virtue of Fortitude
Chapters 5-7 (Normal)
Bronze
8. Run 1, Chapter VII: The Cardinal Virtue of Temperance
Temperantia, Cardinal Virtue of Temperance
Chapters 8-11 (Normal)
Bronze
12. Run 1, Chapter XI: The Cardinal Virtue of Justice
Iustitia, Cardinal Virtue of Justice
Chapters 12-13 (Normal)
Bronze
14. Run 1, Chapter XIII: The Cardinal Virtue of Prudence
Sapientia, Cardinal Virtue of Prudence
Chapters 14-Epilogue (Normal)
Bronze
18. Run 1, Epilogue: Requiem
Credits
Come Here, Little Boy
Bronze
19. After the Normal Run: Halos, Shop and Feats
Come Here, Little Boy
Double, Double, Toil And Trouble
Bronze
19. After the Normal Run: Halos, Shop and Feats
Double, Double, Toil And Trouble
Feels Good, Doesn't It?
Bronze
19. After the Normal Run: Halos, Shop and Feats
Feels Good, Doesn't It?
Fire The Afterburners
Bronze
20. Run 2: Very Easy and the Medal Feats
Fire The Afterburners
Fortitudo, Bringer Of Flame
Bronze
5. Run 1, Chapter IV: The Cardinal Virtue of Fortitude
Fortitudo, Cardinal Virtue of Fortitude
Higher And Higher
Bronze
6. Run 1, Chapter V: The Lost Holy Grounds
Higher And Higher
I'm A Bit... I Mean Witch.
Bronze
1. Run 1, Prologue: The Vestibule
I'm A Bit... I Mean Witch
Iustitia, Giver Of Life
Bronze
12. Run 1, Chapter XI: The Cardinal Virtue of Justice
Iustitia, Cardinal Virtue of Justice
Just In The Nick Of Time
Bronze
3. Run 1, Chapter II: Vigrid, City of Déjà Vu
Just In The Nick Of Time
Master Of The Heavens
Bronze
17. Run 1, Chapter XVI: The Lumen Sage
The Lumen Sage, three rounds
Naughty Tentacles
Bronze
10. Run 1, Chapter IX: Paradiso, A Remembrance of Time
Naughty Tentacles
New Testament: Ch. 1-4 (Hard)
Bronze
21. Run 3: Hard
Hard: clear Chapter IV
New Testament: Ch. 5-7 (Hard)
Bronze
21. Run 3: Hard
Hard: clear Chapter VII
New Testament: Ch. 8-11 (Hard)
Bronze
21. Run 3: Hard
Hard: clear Chapter XI
New Testament: Ch. 12-13 (Hard)
Bronze
21. Run 3: Hard
Hard: clear Chapter XIII
New Testament: Close The Book
Bronze
21. Run 3: Hard
Hard: clear Epilogue
Nice And Relaxed
Bronze
19. After the Normal Run: Halos, Shop and Feats
Nice And Relaxed
Platinum!
Bronze
20. Run 2: Very Easy and the Medal Feats
Platinum!
Record Collector
Bronze
4. Run 1, Chapter III: The Burning Ground
LP: Fantaisie-Impromptu (piece 2 of 2)
Sapientia, Controller Of Seas
Bronze
14. Run 1, Chapter XIII: The Cardinal Virtue of Prudence
Sapientia, Cardinal Virtue of Prudence
Seeker Of Magic
Bronze
2. Run 1, Chapter I: The Angel's Metropolis
Seeker Of Magic
Taste Of The Witching Hour
Bronze
18. Run 1, Epilogue: Requiem
Credits
Temperantia, Manipulator Of Wind
Bronze
8. Run 1, Chapter VII: The Cardinal Virtue of Temperance
Temperantia, Cardinal Virtue of Temperance
The Deepest Cut
Bronze
19. After the Normal Run: Halos, Shop and Feats
The Deepest Cut
The Ice Witch
Bronze
19. After the Normal Run: Halos, Shop and Feats
The Ice Witch
The Path To The Heavens
Bronze
18. Run 1, Epilogue: Requiem
Alfheim 21: Use Wicked Weaves!
Touch And It Will Hurt
Bronze
19. After the Normal Run: Halos, Shop and Feats
Touch And It Will Hurt
Tread Not So Softly
Bronze
4. Run 1, Chapter III: The Burning Ground
Tread Not So Softly
Treasure Collector
Bronze
19. After the Normal Run: Halos, Shop and Feats
Treasure Collector
Wicked Weaver
Bronze
2. Run 1, Chapter I: The Angel's Metropolis
Wicked Weaver
You Want To Touch Me?
Bronze
2. Run 1, Chapter I: The Angel's Metropolis
You Want To Touch Me?
Where the 101 Umbran Tears of Blood come from
Source
Tears
Where in this guide
Achievements in the game's own list
50
Every row of the trophy table above except the Platinum.