Bayonetta Walkthrough/FAQ Revision 3 Contact: [email protected] 720p HD video playlist: http://www.youtube.com/view_play_list?p=EF62FBA75856D33F Prologue: Vestibule http://www.youtube.com/watch?v=VIXTwWC8h7c&fmt=22 Chapter I: The Angel's Metropolis http://www.youtube.com/watch?v=LMRtyd9t1HY&fmt=22 Chapter II: Vigrid, City of Deja Vu http://www.youtube.com/watch?v=xgrXfDTMPJ0&fmt=22 Chapter III: The Burning Ground http://www.youtube.com/watch?v=6a3nqJ9kkXI&fmt=22 Chapter IV: The Cardinal Virtue of Fortitude http://www.youtube.com/watch?v=f7bc-zLAn6w&fmt=22 Chapter V: The Lost Holy Grounds http://www.youtube.com/watch?v=xbyyHbzgSrI&fmt=22 This guide contains a full walkthrough including strategies for getting Pure Platinum scores. It features 720p video, a full list of verses/alfheims, enemy lists, weapon/accessory advice, and boss strategies. The text portion of the guide is complete but videos are still being worked on. For a good list of collectibles try these links: http://www.xbox360achievements.org/forum/showthread.php?t=193882 Heart/Moon/Record/Tomb Collectible Guide by Hayabusa66 http://www.gamefaqs.com/console/xbox360/file/946346/58232 Umbran Tears of Blood Guide by Yandy Kusanagi Revision History Revision 1 01/15/10 - Fairly incomplete. Revision 2 01/17/10 - Added enemies section, added to all other sections. Revision 3 01/26/10 - Added video up to Ch 5. Index 1. Bayonetta Tips 2. Alfheim Advice 3. Accessories 4. Weapons 5. Enemies 6. Chapter Walkthrough 1. Bayonetta Tips: To get a Pure Platinum for the chapter you must finish every verse in a chapter, including the optional verses/alfheims. If you skip any verse/alfheim, you will not get a PP. Taking damage or spending time outside of an active verse/alfheim does not count against your medals. If it doesn't say Verse X in the upper right of the screen, it doesn't count. For Leaderboard and 'ALL'/Total Score purposes, idle time spent out of verse still counts against your total, even if it doesn't count against your medals in each verse. You can retry most verses and all alfheims by pressing Start then exiting to Title Screen, then Continuing. As long as you don't see the little "SAVING..." in the lower right hand corner, you are usually good to try again. You can retry a few verses and all alfheims even after the results screen shows. Usually the only verses that you can retry after the results are ones that do not block your way with a portal. Your alfheim score result will not auto-save until you exit the alfheim portal, so you are free to retry at your leisure. Sometimes it's possible to exit and resume boss fights that auto-save at different phases in the fight. If you miss a quicktime event and/or die, you will not be able to exit to Title Screen via the Start button and the game will autosave your failure as soon as the Game Over/Continue screen shows. There is no legitimate way around this. When in doubt, take your time. The time score is usually pretty relaxed (except in Alfheims), so it's better to wait for an opportunity than rush into a bad situation. Use the gun (X/square) to keep the combo meter up at long range. Press RB/R2 to lock on if you're having trouble hitting a distant enemy with the gun or other ranged weapon. If you have a good turbo controller or you mash the button really quickly you can get an increased rate of fire as opposed to just holding down the button. This also applies to the motorcycle and rocket ride guns. Keep in mind that firing your gun for damage is mostly useless in Climax mode since most enemies will auto-block the damage. The PPKP (punch x3, lower roundhouse trip, then uppercut weave) move is very useful against Jeanne. It will almost always hit her since she almost always tries to backflip away after being tripped. Any move that contains a lower roundhouse trip followed by an uppercut weave will work. Hard mode contains different (more advanced) enemies than Normal mode, plus more health and damage. Nonstop Infinite Climax Mode has the same enemy layout as Hard, with even higher health/damage, and the only way to activate witch time is with the Bracelet of Time. Usually the only difference between difficulties in boss fights is that the bosses have more health and deal more damage. However a few bosses are slightly different. To make the analog stick torture attacks easier, use the palm of your hand to rotate the stick instead of your thumbs. Use a turbo controller to alleviate torturous button mashing torture attacks. Punishes are useful, although they only exist against angels (Affinities, Applauds, ardors, etc.). Press Y when an angel is on the ground and you can execute a punish attack. Gates of Hell/Alfheim magic recharge - Entering the gates of hell or alfheim portal then leaving respawns all nearby breakable items. This is useful for filling up the magic bar for a verse if there are breakable items nearby. You also recharge all magic and health if you complete an Alfheim. Enemies that are off screen will not make ranged attacks against you, usually. Use this to your advantage by swinging the camera angle with you and only one enemy, while the other enemies have to spend time walking towards you because they can't attack long range from off screen. Turn the camera speed up in the options menu. Ways to deal with flaming enemies: Ranged weapons, fire Durga on both hands and feet, Evil Rosary, wicked weave attacks, angel arms, kulshedra from far distances (you will be repelled if you attack up close), mahaa-kalaa counters, activate witch time, or wait for their flames to go out momentarily after attacking them or being attacked. Press the left analog stick to drop any held Angel Weapons. You can keep your combo score up temporarily with taunting, even if there are no enemies on screen. Non-enraged enemies don't usually attack more than 2 at a time. If they are enraged they will attack regardless of what their allies are doing. Enraged/taunted enemies (aka Gaze of Despair equipped) give 50% more combo points for hitting them. Use the enemy recovery time from a torture attack to set up a combo that will hit them as soon as they are ready to be hit again. Try to vary up your attacks. Once you start using any type of attack it will show up in the upper right Combo Points list. You will get diminishing returns on the attack until you switch it up with other weapons or wicked weaves. I'm not exactly sure how the dimishing returns system on combo points works myself. Using Tortures against almost dead enemies will reward more combo points than their life would otherwise allow. AOE bombs like the Evil Rosary may reduce your combo score since they damage many enemies at once, but don't reward many combo points for doing so. Killing an Affinity/Applaud with a Torture Attack will always make them drop their weapon. Use Angel Weapons to increase combo points - they reward ridiculous amounts of points. Weaker weapons don't necessarily mean less combo points. Usually they are balanced so each hit/damage corresponds to a similar amount of points. Jeanne details: She can repeatedly dodge infinitely, her weave attacks are 1.5x stronger, she can only activate WT or Evil Harvest Rosary with moth within (aka bat within), she has a higher WT combo multiplier. Little Zero details: He dies in two hits, faster movement speed, gains magic twice as fast, can summon devils without the Infernal Communicator equipped. Has anybody gotten all Pure Platinums on Climax difficulty? According to the X360 Scoreboards, yes. However, the majority of those were done with kilgore glitch/exploit abuse, as evidenced by their ridiculous combo scores. There are only 2-3 legit 'all pure platinum' scores as of early 2010. There's plenty of room for you to join this elite non-exploiting club! Unless you get it by exploiting, in which case you can join the dozens of other scrubs. 2. Alfheim Advice: Torture Attack Alfheims: Use a high hit low power weapon like Scarborough Fair or Handguns to build up magic and pull off torture attacks. Switch to a stronger weapon once you've hit the quota. Equip the Eternal Testimony accessory and torture as soon as you have a full magic bar so you get 2 free magic points to start off each bar. Stay in the air Alfheims: Use the Kulshedra whip and pull the enemies towards you while mashing Jump. Witch Time Disabled Alfheims: Equip the Evil Harvest Rosary and fight normally. You may want to also equip Gaze of Despair to make up for the Rosary killing enemies too quickly to build a good combo score. Or just equip niether and do whatever you want. Use Wicked Weaves Alfheims: Use PKP combo, or use a charged Pillow Talk - all Pillow Talk attacks count as a wicked weave for the purposes of this Alfheim challenge (except non-weave store bought moves like RB->P). Also equip the Eternal Testimony and use the <- -> P or K combo when your magic fills. The moves are called Tetsuzanko and Heel Stomp, you can buy them in the Gates of Hell. Use Witch Time Alfheims: Use quick, strong combos that can fit into short amounts of witch time. Use torture attacks just as the witch time is about to end. On Climax difficulty, the Moon of Mahaa-Kalaa counter does NOT trigger witch time in this alfheim type, even though dodging still works. Limited Kicks And Punches Alfheims: Use dual flaming Durga claws and charge attack with PKP. You can also put on Eternal Testimony and use <>P and <>K. Out-of-Body Battle Alfheims: Equip the Gaze of Despair so the angels focus on you alone. Taunting a flying enemy will make them drop to the ground, if they aren't already enraged. Use Angel Weapons: Pressing K with the staff makes a great AOE effect. Pressing K with the two swords makes a great long range weapon that does tons of damage. All weapons respawn in the exact same place once destroyed. The Rodin weapon counts as an Angel Weapon for this Alfheim. When facing waves of weaker angels, put on the Gaze of Despair - this will make them stand there in the enrage animation for a second or two, giving you enough time to pulverize them with the bow or staff AOE. 3. Accessories Evil Harvest Rosary - Good against enemies with a lot of health such as bosses, but it destroys groups of weaker enemies too quickly and may hurt your combo score. It's also very useful against fast, high HP enemies like Ardors (especially flaming Ardors) Beloved, and Gracious/Glorious. Gaze of Despair - Extremely useful for increasing your combo score, at the expense of making them attack faster, deal more damage, and harder to stagger/stun. It's pretty much necessary for getting PP on some Alfheims and bosses. There is no penalty for equipping it on bosses, since they don't enrage, but you still get the combo bonus. Moon of Mahaa-Kalaa - Keep this equipped almost all the time. You can reflect projectiles and deflect/counter attacks. You need to get good at using this accessory if you ever want a faint hope of getting pure platinums on climax mode, unless you plan on being a scrub and exploiting the kilgore glitch. The best part of this weapon is that you can deflect at almost any time, including while being hit or while attacking. Your counterattack is based on the weapon equipped on your arm. Eternal Testimony - Can be used for a variety of magic related purposes. Any time you need extra magic for a torture attack/magic draining attack, bracelet of time, shield, etc. this can be useful. Pulley's Butterfly - Useful if you think you are going to get hit, or you don't have any other use for magic at the moment. This tends to make the game easier to Pure Platinum so you may want to avoid it. 4. Weapons Scarborough Fair, Handguns, Onyx Rose - These are good weapons for dealing low damage while building magic quickly. Useful for Torture Attack alfheims. Bazillions - The best gun weapon in the game. It can do superior crowd control/ranged damage with its laser beam P/K charges. Flaming Durga - A slow weapon, good for charge attacks that deal a lot of damage. These claws can hit flaming enemies without being repelled if you have them equipped to both arms and legs. Each subsequent charge attack in the combo does more damage. For example, PPP(charge) will do more damage than PP(charge). To switch between Durga types do a full circle+P or K. This weapon has limited use on arms due to its slow speed and lack of punch combos (you can only do up to PPP), but it's pretty good on feet. Electric Durga - Most of its moves are the same as the gun weapons, except you can also do a charge attack holding down P or K. It is faster than the flaming Durga and its charges detonate faster with a wider area of effect. Each subsequent charge attack in the combo does more damage. For example, PPPP (charge) will do more damage than PP(charge). To switch between Durga types do a full circle+P or K. If you have both Durgas equipped your PPPPK/PPPPP combo will do an extra long animation with more damage. Shuraba - A good main weapon that is very popular, especially the PKP combo that deals a ton of wide area damage and knocks back. Dodge immediately after the PKP to reduce the delay of the last P animation. The Shuraba Tetsuzanko <>P move is also incredibly useful since it's basically the end 'P' of a PKP - it does take 3 magic to use though. Unlisted Shuraba moves: Demonic circle slash: Hold RB/R1 Air Tetsuzanko: Press <>P in the air for a downward sword slam. For some reason this move isn't listed for Shuraba, despite being listed for other weapons. Pillow Talk - This weapon is like the Shuraba with less damage and less range, but it has a special feature. If you hold down P and fully charge it, it will deal incredible damage (with increased sword size/range) for about 7-8 seconds after letting go of P. A typical strategy is to run from an enemy, charge it up, dodge offset if you have to, then unleash hell on them. You can charge your Pillow Talk then walk into an alfheim or verse fully charged. Another trick - a charged Pillow Talk counts as a wicked weave attack for the 'use wicked weaves!' alfheims. Pillow Talk is constantly charged against huge sized bosses (virtues). Unfortunately it's difficult to keep a combo going with Pillow Talk if you want to keep charging it up. If you fire your gun or kick after charging, the charge instantly disappears, so no keeping up the combo at range. Kulshedra - The longest range weapon in the game, great for hitting far off enemies or pulling weaker ones towards you. Its combo potential is unfortunately somewhat limited. It does a lot of damage against huge sized bosses due to the wicked weave attached to each hit. Some armored enemies like fairness/fearless and grace/glory can be pulled or spun around with the whip after you break their armor off. Kilgore - This weapon is slow but can fire very long range rockets. Best equipped on the legs with a faster main hand weapon. Does the most damage of any leg weapon with the PPPPK combo (this is NOT the kilgore exploit, it only fires 4 rockets, not 30). Odette - Makes you immune to floor lava, and it can make a lot of 'run from death' situations or quicktime events easier. Useful in any situation where speed is required without needing to switch to panther form constantly. Sai-Fan - This weapon is useful as an 'alternate' gun type weapon that allows you to keep up your combo while dodging. It can be useful for crowd control because the ricocheting bullets will continually hit enemies at random. The one cool move it has is the 'flying nunchuck' PP.P attack that sends it flying off while you can still keep attacking hand to hand. Rodin - This weapon has some extremely powerful angel weapon attacks, specifically the horn beam and spinning fire claws attacks. Unfortunately it only rewards 1/3 the combo points as a normal angel weapon, so it may be difficult to get a good score with it. It can be used during the 'use angel weapons' alfheims, although your combo score will likely suck. List of 'attack types', sorted by icon: Gun Weapons Fist - Any gun weapon punch. Two flying fists with impact lines - Any gun weapon or sai-fan punch button mash sequence (PPPP'P'). Heel - Any gun weapon kick, and a few other weapon kicks (like P'K'P, and PP'K'). Gun - Any ranged gun attack, including the bazillion laser, sai-fan, and regular gun. Nunchucks - Any sai-fan punch. Whip Whip - Any whip punch. Odette Skate - Odette kick. Two Skates - Odette button mash kick. Shuraba/Pillow Talk Sword - Shuraba/Pillow Talk punches. Sword with slashing lines - Shuraba/Pillow Talk button mash sequence (PPPP'P'). Kilgore Kilgore - Kilgore punches or kicks. Durga Claw - Any arm or leg Durga attack. Two flying claws with impact lines - Any Durga button mash sequence. Claw with a star in the upper right - Damage resulting from the full circle+P or K Durga switch. Misc Explosion - Any attack that knocks the enemy away, any of the Rodin/Angel weapon attacks, the sai-fan full circle+P attack, etc. Yin/Yang symbol - Any wicked weave, any Durga mine charge, any kilgore rocket. Heel with impact lines - Any kick button mash sequence (PPPP'K'), any leg damage from breakdancing, any sequence where the legs hit in rapid succession. Circular 'TA' symbol - Rewarded for executing a Torture Attack. Explosion 'TA' symbol - A Torture Attack multiplier based on button presses or stick rotations. 5. Enemies Affinity A (Staff)/Affinity E (Poleaxe)/Applaud B (Staff) Attack 1: Staff spin, followed by an overhead swing. Speed: Slow Attack 2: Overhead swing without any staff spinning. Speed: Moderate Attack 3: Side fist swing. Speed: Moderate Attack 4: Side staff swing. Speed: Moderate Attack 5: Mid-air staff swing. Speed: Moderate Attack 6: Applaud B only. Places an AOE patch under the player that shocks them. Cannot be parried. Speed: Slow Attack 7: Applaud B only. Body charge towards the player. Speed: Moderate Affinity B (Trumpet) Interesting note: This Affinity does not fly, but like all enemies, it can still teleport. Attack 1: Trumpet projectile. Speed: Slow Attack 2: Side fist swing. Speed: Moderate Affinity C (Sousaphone) Attack 1: Laser beam that scans across the field. Can cause friendly fire to other angels, which is usually pretty funny. Speed: Slow Attack 2: Side fist swing. Speed: Moderate Affinity D (Mace) Attack 1: Mace swing. Speed: Slow Attack 2: Side fist swing. Speed: Moderate Applaud A (Bow/Sword) Attack 1: Two handed side cleave, covers a wide area. Speed: Moderate Attack 2: Body charge in a straight line. Speed: Slow to reel up, but the charge speed is fast. Attack 3: Player-seeking ground spikes. Easy to outrun or dodge. Speed: Slow Attack 4: Bow attack. Speed: Slow Ardor A/B. Hitting them from behind prevents being parried. Attack 1: 3 hit attack. Speed: Moderate Attack 2: Body charge. Speed: Moderate Attack 3: Overhead swing. Speed: Moderate Beloved A/B Attack 1: Frontal swipe. Speed: Slow Attack 2: Overhead cleave. Speed: Moderate Attack 3: Foot stomp. It will usually try this if you are to its side or behind, but not close enough to be grabbed. This attack can stagger even if it doesn't hit. It can also cause damage when it lifts up its foot, not just when it swings downward. Speed: Moderate Attack 4: Grab. If you dodge into the grab attack you will still get hit by it. You need to dodge away to avoid it. Can be parried. It can grab low and high on its front and back side. Speed: Slow Attack 5: Back fist. It will use this attack to hit the player if they are attacking its upper back (aka the weak point on its back). Speed: Moderate Beloved C Attack 1: Hand swipe. Speed: Slow Attack 2: Hand slap. Speed: Moderate Beloved D This Beloved is only found in chapter 14 during the rocket sequence. Attack 1: Fireball projectile. Braves Attack 1: Swing Speed: Moderate Attack 2: Stomp (can stagger) Speed: Moderate Attack 3: If there are 3 of them, they will combine into a fast Beloved-type enemy. If you damage/kill one the combining will fail. Speed: Slow Dear Attack 1: Projectile Speed: Very Slow Attack 2: It will send its group of decorations out to surround the player, then the decorations will attempt to close in. Very easy to avoid. Speed: Very Slow Decorations Attack 1: Body charge. If you are somehow hit by the body charge, you need to shake the analog stick to get it off. Speed: Very Slow Enchant Attack 1: Split open and body charge in a straight line. If you parry this attack you will stun the enemy and you can press PK to toss it. Speed: Slow to reel up, but the charge speed is fast. If you parry this attack you will stun the enemy and you can press PK to toss it. Attack 2: Light on fire without splitting and body charge. Speed: Moderate Attack 3: Lay down flat on the ground and fire projectiles. Speed: Slow Fairness Attack 1: Close up lunge/grab. If you dodge into the grab attack you will still get hit by it. You need to dodge away to avoid it. Can be parried. Speed: Fast Attack 2: Close up swipe. Speed: Fast Attack 3: Jumping air lunge. Speed: Fast Attack 4: Body charge at range. If it hits a wall during this charge, it will stun itself. Speed: Moderate Attack 5: Scream at range. This can be dodged but not parried. If you get hit you have to wiggle the analog stick to break free - it does not cause damage. It almost always follows this with a fireball. Hard to break out of on higher difficulties. Speed: Moderate Attack 6: Fireball projectile. Speed: Fast Fearless Attack 1: Close up lunge/grab. If you dodge into the grab attack you will still get hit by it. You need to dodge away to avoid it. Can be parried. Speed: Fast Attack 2: Close up swipe. Speed: Fast Attack 3: Jumping air lunge. Speed: Fast Attack 4: Body charge at range. If it hits a wall during this charge, it will stun itself. Speed: Moderate Attack 5: Long range tail stab. Speed: Slow Attack 6: Mouth laser that sweeps across the field. Speed: Moderate Golem Attack 1: Dragon form, will lunge twice at the player. Speed: Moderate Attack 2: Arm Clap Speed: Slow Attack 3: Arm Punches Speed: Moderate Attack 4: Crow body charge. Stay close to the golem so it doesn't turn into this form. Speed: Moderate Attack 5: Crow tornadoes. It fires two tornadoes that chase after the player. Stay close to the golem so it doesn't turn into this form. Speed: Moderate Attack 6: Centipede form, just touching it causes damage so stay away. Speed: Moderate Attack 7: Spider leap, will try to leap on the player. Speed: Moderate Attack 8: Spider fireball projectile. Speed: Moderate Grace (Fire)/Gracious Attack 1: Uppercut swipe followed by an air juggle. Speed: Fast Attack 2: Claw extension lunge. Does a heavy amount of damage. Speed: Fast Attack 3: Spinning Fire attack. Hard to parry, but it can be dodged easily. A good strat is to equip the Evil Rosary and get off multiple orbs while dodging past. Speed: Moderate Attack 4: 5 hit combo that starts on the ground. Speed: Fast Attack 5: Claw lunge into the floor followed by a body charge. Surprisingly slow considering their other attacks. Speed: Slow Glory (Lightning)/Glorious Attack 1: Uppercut swipe followed by an air juggle. Speed: Fast Attack 2: Claw extension lunge. Does a heavy amount of damage. Speed: Fast Speed: Moderate Attack 3: Long range attack that causes electricity to go through the floor and seek out the player. Cannot be parried. Speed: Moderate Attack 4: 5 hit combo that starts on the ground. Speed: Fast Attack 5: Claw lunge into the floor followed by a body charge. Surprisingly slow considering their other attacks. Speed: Slow Harmony Attack 1: Low to the ground tail stab. Speed: Moderate Attack 2: 3 shot spread. Speed: Moderate Attack 3: Rapid fire aimed shot. Speed: Moderate Attack 4: Mid-air 3 hit tail swipe. Speed: Moderate Attack 5: Mid-air body charge. Speed: Moderate Attack 6: Tail backflip. Speed: Fast Inspired A/B Attack 1: Bite. Speed: Moderate Attack 2: Tail swipe. It tends to use this repeatedly at close range. Speed: Moderate Attack 3: Fireball. It tends to use this at far range. Speed: Moderate Attack 4: Sometimes it will fly close to the player and you have the option to 'counter' for damage. Irenic Attack 1: Drops several mines across the road. Joy Attack 1: 3 hit whip attack, just like Kulshedra Speed: Moderate Attack 2: Player seeking projectiles, similar to crow form B attack Speed: Fast Attack 3: Rapid fire wide shot that covers the screen. Speed: Moderate Attack 4: Sends a wall of lasers towards the player. The wall can be vertical, horizontal, or crossed shape. It has a fairly short range. Does not trigger WT if dodged. Speed: Moderate Attack 5: Spinning sword AOE. Speed: Fast Attack 6: Sword thrust. Speed: Fast Attack 7: Side kick. Speed: Fast Attack 8: Sword uppercut followed by a juggle downward Speed: Fast Kinship Attack 1: Player seeking missiles. Dodge with the Evil Rosary to clear them quickly. Speed: Moderate Attack 2: Beam attack. You can't dodge yourself off a Kinship, so just keep hitting dodge. Speed: Slow Attack 3: Fires two clamps that will hold the player down. Can be destroyed, parried, or dodged. Speed: Moderate Attack 4: Close range chain attack that it only uses if the player is standing on the kinship. Speed: Moderate 6. Chapter Walkthrough On top of the Alfheims, which are all missable, there are also missable verses out in the main story area. There are nine of these and they are marked with ***** Missable. There are also verses that will activate on the main story path, but you can still run away from them. These are marked with ***** Skippable. If a verse is Skippable, you can reset the verse even after the results screen show. Prologue: Vestibule 720p HD Video: http://www.youtube.com/watch?v=VIXTwWC8h7c&fmt=22 Verse 1 Normal: Affinities/Decorations Hard/Climax: Affinities/Decorations and a Grace and Glory You will have to equip Gaze of Despair for the combo score, most likely. Put on the Evil Rosary once grace and glory show up to dodge-kill them. Verse 2 Normal: Affinities Hard/Climax: Glories Chapter I: The Angel's Metropolis 720p HD Video: http://www.youtube.com/watch?v=LMRtyd9t1HY&fmt=22 Verse 1 Key room inside Vigrid station. Normal: 3 Affinities Hard/Climax: 1 Joy Verse 2 Statue room inside Vigrid station. Normal: 3 Affinities Hard/Climax: 2 Joy Verse 3 Alfheim 1 Use Witch Time! Location: Bottom of the key room, where verse 1 took place. You must activate the elevator at the end of the hallway then backtrack. Normal: Hard/Climax: 1x Ardor 4x Affinity, 1x Glorious 4x Affinity, 2x Ardor 1x Joy On Hard you will need to dodge the Affinities to get witch time then go over and hit the Glorious. On the third wave take out the Joy first since it's more dangerous, and has less health. Verse 4 Vigrid station courtyard. Once you've cleared the first wave of enemies before the Beloved, try taunting to keep your combo score from dropping before it shows up. Enemies include Decorations, Affinities, Applauds, and a Beloved. Verse 5 ***** Missable Backtrack to the elevator behind the courtyard. Normal: Affinities/Applauds Hard/Climax: Grace and Glory Verse 6 ***** Skippable Through the closed courtyard doors. Normal: 2 Affinities Verse 7 Flashback sequence while running towards the bridge, vs Fortitudo. Verse 8 Bridge Beloved C boss fight. Chapter II: Vigrid, City of Deja Vu 720p HD Video: http://www.youtube.com/watch?v=xgrXfDTMPJ0&fmt=22 I recommend clearing up to verse 10 then backtracking and doing all 3 alfheims in a row, so you don't end up with a bad score that you can't easily restart. Verse 1 Flashback at start of chapter vs Jeanne. Put on the Evil Rosary and whatever and spam PPKP or PPPKP. If she starts firing her gun, panther run behind or next to her and dodge for a free hit. Verse 2 ***** Skippable Fight on side of building. 1 Dear, Affinities/Applauds. Pick up the angel staff for use in verse 3. Verse 3 Courtyard fight. Affinities/Applauds, then 1 Beloved Verse 4 Burning streetcar fight vs Enchants. Verse 5 Location: Backtrack up the street the burning streetcar came from, it's located behind an open gate. Alfheim 2 Limited Kicks And Punches! Normal: 1 Beloved Hard/Climax: 2 Beloved. The two Beloved can cause friendly fire to eachother with their axe swings. Put on Gaze of Despair and get in short combos like PKP while they destroy eachother. Don't worry about using Durga charges because you get a ton of punches/kicks. The combo score is very low, around 800. Verse 6 Alfheim 3 Defeat all Enemies! Location: Overpass next to burning streetcar, right before the verse 7 courtyard. Normal: Hard/Climax: 2 Dears, 5 Enchants, 3 Applaud/4 Affinity, 2 Ardor/4 Affinity, then 2 Beloved You can farm the dears for combo points if needed. Destroy the decorations and leave the dears alive, and they will regenerate after a few seconds. When it comes to the annoying enchants on the ground, turn off the music and pay attention to the enemy sounds - listen for the shot charging noise and be ready to dodge, because the shots are very fast and hard to dodge on reflex. The rest of the angels should not be an issue to destroy with Rosary dodge spam and TAs. Don't lose your combo because the score is about 210,000. Once again using the evil harvest Rosary will hurt your combo score because you will be killing the weaker angels too quickly instead of making points off killing them with regular attacks. Verse 7 2nd Courtyard fight. Normal: Enchants and 2 Beloved Verse 8 Alfheim 4 Use Torture Attacks! Location: Backtrack as far as possible, past the verse 3 courtyard. Normal: 4 TAs needed Hard/Climax: 4x affinity 2x Applaud, 4x affinity 2x Applaud, 4x affinity, 2x ardor. 8 TAs needed Verse 9 Near the raised bridge wall. Normal: 3 Applauds Hard/Climax: 1 Joy Verse 10 Fortitudo fight. Chapter III: The Burning Ground 720p HD Video: http://www.youtube.com/watch?v=6a3nqJ9kkXI&fmt=22 Wear Odette or fire Durga on legs to avoid floor lava damage. Verse 1 Normal: Flaming Affinities Hard/Climax: Harmonies Verse 2 Alfheim 5 Stay in the Air! Location: In the starting courtyard up the steps, under the arched building overhang. You may have to destroy some nearby objects and move around the courtyard to get it to appear. Normal: Decorations/Dears Hard/Climax: Same, except 30 secs instead of 20. Just as easy. Verse 3 Run from lava flow with two Beloveds in the way. To get the PP on this you have to speed through while getting in a couple hits on the 2nd Beloved, then run away and keep firing at range until it dies. It's easiest to do this with the Bracelet of Time and Gaze of Despair. On Hard the 2nd Beloved will jump earlier, he may be in the air by the time you reach him. Verse 4 One Fairness Verse 5 Alfheim 6 Use Angel Arms! Location: Head opposite the witch time statues down the cliff path and jump onto the balcony of the nearby building. Normal: Hard/Climax: 3x Affinity, 1x Applaud, 3x Affinity, 1x Applaud, 3x Affinity, 1x Ardor, Grace and Glory, Beloved Put on the Gaze of Despair and Odette here, so the angels will spend a second or two in their enrage animation. This will give you enough time every wave to fire the bow weapon and destroy them quickly. With Grace and Glory just evade them long enough to get in some shots. If you kept your combo going with the waves of angels you don't have to worry about chaining the grace and glory and Beloved. Remember to hit R1 to lock on when firing the bow at distant targets. Verse 6 This entire area including the quicktime event is counted as a verse, so you have to speed through the area to meet the time score after killing the angels, and don't take any lava damage. Combo is around 5000. Normal: 3 Affinities Hard/Climax: 3 Ardors. They are not flaming, so this isn't too difficult. Stun them with harvest Rosary or just spam TAs. Verse 7 (can restart after results, but only before quicktime event starts) Courtyard with a Fairness and Fearless. Combo score is around 7000 which means using the Rosary or using TAs too soon will not earn PP. Kite backwards with the gun and use Shuraba PKP at a safe distance. Once they are low move in with TAs. Verse 8 ***** Skippable Inside lava cave. Under 1000 combo ok. To make this fight easier, run back towards the area you started, where there's no risk of damage from lava eruptions. Pick up the red/fire claw if possible. Normal: Flaming Affinities Hard/Climax: Grace and Glory Verse 9 (can restart after results, but only before the portal opening cutscene happens) Near Paradiso portal in Virgid catacombs. Under 1000 combo ok. Normal: 3 Affinities Hard/Climax: 3 Braves Verse 10 Alfheim 7 Witch Time Disabled! Location: Inside the paradiso portal on a small island in the back. Normal: Hard/Climax: Brave then Grace and Glory, Brave then 2x Ardor, Brave then Fairness and Fearless The Braves always appear a few seconds before the other 2 enemies, so kill them quickly. Work up your magic bar fighting the Ardors then spam TAs against fairness/fearless. Verse 11 Alfheim 8 Use Wicked Weaves! Location: After restoring the bridge, head back into the lava cave. Just use Pillow Talk charge, Shuraba PKP and/or <>P or <>K. 1500 combo ok. Normal: Hard/Climax: 4x flaming Affinity 2x flaming Ardor, 2x Fairness 1x Fearless Verse 12 ***** Skippable Fight on restored bridge. Jump quicktime event afterward. Under 500 combo ok. Normal: Affinities/Decorations Hard/Climax: 3x Harmonies Chapter IV: The Cardinal Virtue of Fortitude 720p HD Video: http://www.youtube.com/watch?v=f7bc-zLAn6w I suggest using Kulshedra and Odette for 1st phase, and whatever for 2nd phase. Put on Gaze of Despair and Moon of Mahaa-Kalaa. Phase 1 You start off on a platform although you will end up on the ground eventually. Do not get too close to the boss on the ground as it is hard to avoid all of the lunging and stomping it does. The only time you should get close is when it buries its heads into the ground and is vulnerable. Get mid- range with the boss so it starts firing projectiles - parry those with the Mahaa-Kalaa until it falls over for some free hits. Once you weaken the boss enough it will fly to the top of the coluseum, fire some easily avoidable lava blasts (just keep moving with Odette equipped), then witch time will activate and you can jump up and tear one of the heads off. Repeat for the 2nd head. Phase 2 The boss will lunge at the platform edge, land on the middle of the platform, or fly to the other end of the platform. It attacks with spikes from the floor and a mouth beam attack. When it lands in the middle of the platform it won't actually do anything, so feel free to attack. Chapter V: The Lost Holy Grounds 720p HD Video: http://www.youtube.com/watch?v=xbyyHbzgSrI&fmt=22 Most of this chapter cannot be restarted and it's quite long, so do a practice run or two where you aim for PPs on the main story parts before bothering with the Alfheims. Verse 1 ***** Skippable Bridge fight. Under 1000 combo ok. Normal: Cherubs Hard/Climax:Grace and Glory. Make sure to kill Grace first and pick up its fire claw weapon after the fight. Verse 2 Normal: Grace and Glory Hard/Climax: Grace and Glory, 1x Grace 2x Glory. Immediately dodge then hit K to activate the spinning fire claw, if you charge into the pair you will kill them both in one hit. Then just dodge spam with the rosary while using executes against the other 3. Verse 3 Alfheim 9 Use Witch Time! Location: At start of chapter. Normal: 3 Applauds, a Grace and Glory, and a Fearless Hard/Climax: 3x Ardor, Fairness and Fearless, 3x Joy. Just follow every combo up with a TA at the end before WT ends. Verse 4 (can restart after results) 3 Affinities then a Fearless/Fairness fight, then more Affinities/Applauds. This verse doesn't end until the end of the path is reached. You don't have to kill everything to get a PP combo score. Watch out for the last platform with 2-3 Affinities that completely collapses. Try to end this verse with full magic so you can use it on the enemies in verse 5. Verse 5 Flying portion then a courtyard fight. Fly into the Dears to destroy them. 2000 combo ok. Normal: Grace and Glory then Harmonies Hard/Climax:3 Joy then Harmonies. When fighting the Joys, use the evil rosary (basically run past them while mashing dodge) and use TAs or Tetsuzanko with Shuraba. Verse 6 2x Ardor in Jormungar's Staff tower. Verse 7 ***** Skippable Harmonies in Jormungar's Staff tower. Avoid using evil rosary and put on gaze of despair and do not drop your combo (although you can restart if you get a gold combo score). PKP with Shuraba or Tetsuzanko are both useful here. The game does not autosave between verse 7 and 8 (alfheim). If you return to title before finishing verse 8 or starting verse 9 you will have to do verse 7 again. Verse 8 Alfheim 10 Stay in the Air! Location: Bottom of Jormungar's Staff tower. You have to move up a certain distance to trigger its appearence. Normal: Decoration/Dear. Same as the previous 'stay in the air' alfheim. Hard/Climax: Grace and Glory. First attack Grace and Glory until all of their falls off (except their leg plates, those can't break off), so they can't parry your attacks. This easiest way to do this is equip Evil Rosary and dodge spam. Once they are unarmored, proceed to use Kulshedra and pull one of them towards you in the air as usual. They will have low health and will probably die as you are whipping them in the air, so once that happens go into crow form, use the gun (it helps 'float' down), use Kulshedra P charge, etc. to stay up as long as possible. Don't even worry about combo score. Verse 9 Jormungar's Staff tower upper room with broken statues. Normal: Grace and Glory Hard/Climax: Fearless Verse 10 Alfheim 11 Limited Kicks And Punches! Location: After coming out of the tower, walk west/down the path instead of east/up it. Normal: Hard/Climax: Grace and Glory, 2x Grace 1x Glory (40 Punches, 24 Kicks). Just use Pillow Talk and slash the crap out of them. Under 500 combo is ok, just destroy them. Verse 11 The safest way to get up the ramp and avoid insta-death is equip Odette. Don't jump until near the top where the Inspired destroys the lower half of the ramp. Inspired fight. Fire at it with gunfire until it falls down and get in some free hits. Once it gets up, dodge/parry its attacks. Using Tetsuzanko makes it very easy. Verse 12 ***** Skippable Another Inspired fight. Verse 13 ***** Missable More Harmonies. Backtrack to the verse 11 area where you fought the first Inspired. Once again avoid using evil rosary and put on gaze of despair and do not drop your combo. Try to end with a full magic bar for Jeanne. Verse 14 Jump+up quicktime event (do NOT jump off the 3rd platform, wait for the A+up prompt). Then a Jeanne fight followed by another event where you have to use beast/crow within to reach the far platform. Below 700 combo ok. I recommend evil rosary and gaze of despair, and just spam Tetsuzanko with a full magic bar while dodging. Chapter VI: The Gates of Paradise 720p HD Video: This is a very easy chapter to PP, since it only has one alfheim, it's short, and the main verses are not difficult at all. Verse 1 3 triangle passageway. Normal: Ardors Hard/Climax: Flaming Ardors/Affinities. Equip dual Flame Durgas and take them out. Verse 2 2 Inspired Verse 3 Angels in spiked hallway after pulling lever. Taking spike damage at any time will count against you. Verse 4 Alfheim 12 Use Torture Attacks! Location: Near witch statues. Normal: Hard/Climax: Gracious and Glorious. Very easy Alfheim, just get a TA kill on one of them. Verse 5 Normal: 2x Grace and Glory on stairs and Affinities/Applauds on bridge. Hard/Climax: Gracious and Glorious on stairs and Affinities/Applauds on bridge. if you fall into the water it's instant death. Verse 6 Protect Cereza from Affinities/Applauds. Cereza taking damage does not count towards score. Verse 7 More Affinities in courtyard (pick up the lamppost to damage them), then run from the Beloved. Cereza taking damage does not count towards score. Just keep tossing things at it while breaking down the gates ahead. Verse 8 Fearless/Fairness in courtyard, then a Beloved. Verse 9 Chase the fake Bayonetta/Joy. Damage while chasing counts towards your score, so don't get hit. Chapter VII: The Cardinal Virtue of Temperance 720p HD Video: Phase 1 The boss will fire projectiles at Bayonetta. It will either try to smash the platform with projectiles or its fist - just dodge, fall down and you'll be on a new platform. If it reels its fist up and tries to smash Bayonetta, you have to smack the other hand hard enough that he gives up the attack, or hope that you can dodge the extremely fast punch. Eventually it will reel up slowly and try to smash bayonetta (his fist will have a blue spiral around it and the PK prompt will show up) - dodge this with PK to activate witch time and end up on some platforms. You can jump towards the boss and optionally jump towards a tanker that you can throw at him. Once you're on its arm, run up and destroy the shield and Climax it. The shields have a pulse attack and air projectiles. With one arm left it will sometimes throw the platform in the air and try to smash it. This is very hard to dodge and you can't shake him out of it, unlike the two handed version of the punch. It will also fire eye beams, or fire wind spirits onto the platform. Phase 2 First destroy the 4 shields covering the bosses head. The bosses head will fire projectiles, will try to grab bayonetta with its mouth, and it has a spinning laser beam attack that also includes a mouth grab (don't get near it, all grabs are hard to dodge and will ignore the dodges invincibility frames). You can do a lot of damage with the Evil Rosary equipped here. Chapter VIII: Route 666 720p HD Video: Verse 1 Ardor/Affinities/Applaud fight on moving vehicles. Build up magic for the 3 gracious/glorious in the next verse. You can try deflecting projectiles or firing Kilgore rockets at the smaller angels instead of car hopping. Verse 2 The side of the road is safe from cars in this fight. Stay there if you don't want to get run over. Normal: 3 Joys Hard/Climax: 3 Gracious and Glorious Verse 3 & Verse 4 Motorcycle portion. When you approach the flaming tankers lying sideways on the road, always dodge in the middle. If you go through the sides you will take damage even if you were dodging. The best way to approach the ramp/jumps is to slow down and jump carefully. When you are up against Braves on the road, dodge into their legs for combo points. Verse 5 3 Braves fight. Chapter IX: Paradiso-A Remembrance of Time 720p HD Video: Verse 1 Ardor/Affinities/Applaud in courtyard. Verse 2 Alfheim 13 Out-of-Body Battle! Location: Break the wall in the courtyard up a set of stairs. Normal: Hard/Climax: Verse 3 Ardor/Affinities/Applaud on globe. Verse 4 Run from rolling golem, you must hit/kill a few Affinities for combo score. Use Odette for extra speed. Verse 5 Courtyard with falling golem and chests with key parts in it. Verse 6 2 Kinships. Put on the Evil Rosary to blow up the missiles when you dodge them, then jump onto a kinship and start attacking. Pay attention to the close range clamp attack as well as more missiles and beam attacks from the other Kinship. You cannot dodge off the Kinship so feel free to hit dodge as many times as needed. Verse 7 Alfheim 14 Defeat all Enemies! Location: A small platform reachable by flying from one of the dead kinships. Normal: 1x Jeanne Hard/Climax: 2x Jeanne Verse 8 Fly past tentacles then 3 Joys. Verse 9 ***** Missable Jump past the ramp onto the cliff path on the other side and destroy the statues to free the angels. Verse 10 Golem fight. Always stay close to the golem so it doesn't use its annoying bird attacks. Just keep jumping and attacking, and dodging the fist pounds/claps. Verse 11 Alfheim 15 Limited Kicks And Punches! Location: Backtrack as far as possible. Normal: Hard/Climax: 1x Fairness, 2x Fearless Chapter X: Paradiso-A Sea of Stars 720p HD Video: Verse 1 3 Joys Verse 2 ***** Skippable Island courtyard with Affinities appearing near the breakable walls and Grace and Glory once all 4 walls are broken. Verse 3 Alfheim 16 Use Wicked Weaves! Location: Rotate the island to the right and jump onto the small white platform. Normal: Hard/Climax: Verse 4 Harmonies on bridge. Verse 5 Courage and Temperance fight. Verse 6 Enchants inside spinning building. Verse 7 3 Kinships Verse 8 Gracious and Glorius fight. Verse 9 Alfheim 17 Use Angel Arms! Location: Once you reach the Gates of Hell portal, backtrack as far as possible. Normal: Hard/Climax: Verse 10 ***** Missable Break the wall past the 4 tentacles (near the gates of hell portal) then fly to the floating island. Break the two statues to free a Gracious and Glorius. Verse 11 Golden Beloved and Inspired in water. Normal: 2 Beloved, 2 Inspired Hard/Climax: 5 Beloved and 3-4 Inspired Chapter XI: The Cardinal Virtue of Justice 720p HD Video: This boss only has one phase that is repeated 3 times. The tentacles will try to smash the platform and spray acid onto the platform. The cherub face will spit out a plant onto the platform, it will try to smash the platform, and it will reel back and charge over the platform. Once you damage the cherub head enough, you can jump onto it and run up to the boss face while dodging tentacles and spikes. Slice the cherub face tentacle off and repeat 2 more times. Chapter XII: The Broken Sky 720p HD Video: Verse 1 First room in carrier plane. Verse 2 2nd room, falling off the crates and jumping back up to the ramp. Normal: Grace and Glory and 3 Applauds. Hard/Climax: 3 Gracious/Glorious and Angels. Verse 3 ***** Missable Affinities in the back of the first room near Alfheim 18. Normal: Hard/Climax: Verse 4 Alfheim 18 Out-of-Body Battle! Location: Head back to start of chapter, defeat verse 3 enemies. Normal: Hard/Climax: Verse 5 Decorations on the outside cargo plane platform. Verse 6 ***** Missable Affinities inside the jet turbine next to Alfheim 19. Reach the jet turbine by jumping from the platform outside the cargo plane. Normal: Hard/Climax: Verse 7 Alfheim 19 Use Witch Time! Location: Inside the jet turbine. Normal: Hard/Climax: Verse 8 Jeanne fight. Verse 9 Affinity fight in cargo hold. Verse 10 Harmony fight in cargo hold. Chapter XIII: The Cardinal Virtue of Prudence 720p HD Video: Phase 1 You will have to damage the boss and summon a spider demon to bite its face twice to end this phase. When you first encounter it on Hard/Climax, the white face plate prevents you from attacking its face, so you have to hit the legs instead. The boss will try to bite and swipe at you if you are near its face, or try to fire lasers and fireballs if you are near the legs. Phase 2 The boss opens a whirlpool - dodge its laser beams and move up to its face. It will try to bite, shoot fireballs, and swipe. When you get pushed back, just move back to its face and keep hitting it. Just before he starts pushing you back while his face is out of reach, use PKP, <>P, <>K or any weave combo to hit him at a distance. On Hard/Climax it attacks very often so be prepared to use dodge offset or parries a lot. Chapter XIV: Isla Del Sol 720p HD Video: Verse 1 & Verse 2 Afterburner section. Equip the Eternal Testimony so you can constantly spam missiles. However, refrain from spamming missiles just before a boss, so you can totally unload on them and kill them quickly. Verse 3 Jeanne fight. Much like the previous fights, PPKP, Tetsuzanko, and lots of dodges work best. Chapter XV: A Tower to Truth 720p HD Video: Verse 1 ***** Missable Fearless/Fairness statues right in front. Verse 2 Decorations/Dears/Ardors Verse 3 Braves Verse 4 Gracious and Glorius Verse 5 2 Joys Verse 6 Enchants, Grace and Glory Verse 7 Normal: Affinities Hard/Climax: Flaming Affinities Verse 8 Temperance cannon fight. You can dodge out of the cannon seat to avoid damage. Verse 9 Alfheim 20 Witch Time Disabled! Location: After verse 8, backtrack to the start of the chapter then jump/fly east over the chasm to the other side. Normal: Hard/Climax: Verse 10 Justice fight. Verse 11 ***** Missable In basement near Jubileus statue. Normal: Flaming Affinities Hard/Climax: 2 Joys Verse 12 ***** Missable Enemies by the large panels close to the starting point/ground floor - they are spread across two sections and you need to fly across to reach the other set of angels. Normal: Ardor/Affinities Hard/Climax: 2 Joys Verse 13 Golem fight Verse 14 Prudence fight and quicktime event (run with panther form) Chapter XVI: The Lumen Sage 720p HD Video: This boss only has one phase, although he will try different special attacks later in the fight. He will fire a satellite and you need to jump onto another platform to avoid the blast, or he will lift a building or drop the satellite which can be responded to with PK. He has a series of melee swings, an imprisoning blue orb, target seeking light orbs, and fire eruptions from the ground. Most of his attacks do very little damage. Epilogue: Requiem Verse 1-3 Motorcycle ride up the rocket. Verse 4 Walk up golden statues, kill decorations, dodge moon debris. Verse 5 Alfheim 21 Use Wicked Weaves! Location: After walking up close to the Jubileus statue neck, walk back down to the starting area. Normal: Hard/Climax: Verse 6 Jubileus Phase 1 I recommend Kulshedra for this boss, although Pillow Talk is also good. The boss starts out launching its hair into the ground and firing fireballs, ice boulders, and electricity lasers. The ice boulders cannot be parried and you will take a LOT of damage if hit, so just dodge them. Ignore the floating heads for the most part, but you are invincible when Panther Punting them, and you can punt them into the hair stalks if needed. After damaging the boss enough, it will change the entire floor into a fire area, an ice area, and a wind area, with its hair stalks scattered around and needing a good thrashing. After hitting the hair stalks in each area, you must witch time jump up to the bosses face and smack it a few times. In the fire area, there is a lot of lava, so wear fire durga or odette skates to become immune to it. There will be ropes of lava and lava eruptions frequently, and the hair stalks will fire fireballs. In the ice area, icicles will fall from the ceiling and spikes will erupt from the floor, and hair stalks will fire ice boulders that once again do a ton of damage and can't be parried. In the wind area, you will have to jump between platforms to hit the hair stalks, while avoiding lasers from the ceiling - the problem is the smaller platforms tend to move around, and the ceiling lasers can destroy the small platforms, leaving you stranded in the air. If you fall down you will take minor damage and be replaced on another platform, but that's enough to ruin a Pure Platinum attempt. Keep in mind you can fire at the hair stalks from a distance if needed. Phase 2 After the fire, ice, and wind areas are over, the boss gains two new abilities. The only way to damage it during this time is to hit its fists when it tries to punch you. It will open a hole in the floor and if you are sucked into it, you instantly die. To avoid this, change into panther form and start running after every single attack the boss does - even if it doesn't turn out to be this attack, you will be far enough from the hole that you will never risk falling in. It also will fire 3 vortexes that chase you and will cause damage and turn you into a child Cereza. The best way to avoid this is to run then double jump when one of the vortexes approaches. Note that if you are turned into a child, you can still dodge the bosses fist attack by pressing RT the moment it hits you in child Cereza form. After taking the health bar down to yellow, the boss will start launching its hair into the floor again. Take it down to about half health and you will be able to create a rope of witch hair up to the bosses face. Ride up the hair while dodging laser beams and the bosses fists, then smack it across the face until you can finish it off. Verse 7 Dismantle Jubileus statue. Equip Shuraba and mash RB -> P to keep rushing to the next part of the statue. Verse 8 Credits scrolling fight vs Jeanne. This fight is always played on normal difficulty I believe. Verse 9 Credits scrolling fight vs Affinities/Applauds. This fight is always played on normal difficulty I believe. Verse 10 Credits scrolling fight vs Affinities/Applauds. This fight is always played on normal difficulty I believe. End