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Nonstop Climax Pure Platinum Guide

by Sujokarn

                                Bayonetta 
                   Nonstop Climax Pure Platinum Guide
                             January 17, 2010
                               Version 1.00
                            By: S.A. Renegade
                  Email: [email protected]

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                            Table of Contents

---Version History---

---Introduction---

---General Tips---

---Prologue: Vestibule---

---Chapter I: The Angel's Metropolis---

---Chapter II: Vigrid, City of Deja Vu---

---Chapter III: The Burning Ground---

---Chapter IV: The Cardinal Virtue of Fortitude---

---Chapter V: The Lost Holy Grounds---

---Chapter VI: The Gates of Paradise---

---Chapter VII: The Cardinal Virtue of Temperance---

---Chapter VIII: Route 666---

---Chapter IX: Paradiso-A Remembrance of Time---

---Chapter X: Paradiso-A Sea of Stars---

---Chapter XI: The Cardinal Virtue of Justice---

---Chapter XII: The Broken Sky---

---Chapter XIII: The Cardinal Virtue of Prudence---

---Chapter XIV: Isla Del Sol---

---Chapter XV: A Tower to Truth---

---Chapter XVI: The Lumen Sage---

---Epilogue: Requiem---

---Conclusion---

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---Version History---

-1.00
The guide is done in its entirety.

---------------------------------------------------------------------------

--Introduction---

What be up my catts in tha litter! Guess who's back in the muthafuckin'
HOUSE? 's right, whatchoo gon' do? Yeah, yeah, I know I'm pretty late
with this (apparently not late enough because no one else wrote one). I've
been busy playing Harvest Moon: Animal Parade. Good game by the way. You
should get it. You think there ain't good games on the Wii lately? This
game proves you wrong. But other than that... uhh... I guess you're not
wrong. And no, I swear I'm not getting payed by Natsume for plugging this.

But I'm back to the matter at hand. So what's the deal this time? Oh,
the usual. I talk, you shut yo mouth and listen. What you'll find here is
a detailed walkthrough to getting Pure Platinum awards on every chapter
on Nonstop Climax difficulty. What does this mean? It means that first of
all, this walkthrough assumes you're playing on Nonstop Climax. Not Hard,
not Normal, and DEFINITELY not Easy Automatic! Secondly, it concentrates
not on simply passing the game, but Pure Platinuming it. Yeah, that's
right, I just turned that into a verb. I'm a literary renegade like that.
Anyway, like I said, it concentrates on getting Pure Platinums on every
chapter. Because of that, this guide will detail how to find and do every 
optional verse including every Alfheim. Finally, I'll also be providing
videos of me getting pure platinum for every chapter as a visual aid and
accompaniment to the guide. Can you use this guide as a general walkthrough
for the game? Probably. I tell you what to do to beat the game and what to
do in every situation. But that's not its main purpose. Just incidental.

Here's what you will NOT find here: locations of chests, weapons, broken
witch hearts, pearls, umbran tears of blood. Well, ok, that's not entirely
true. I do mention the locations of chests as we go by in an offhand manner
as well as where broken witch hearts used to be. But again, this is NOT
the purpose of this guide. If you need to find that shit you might want to
take a look at my Broken Witch Heart and Moon Pearl guide over at
http://scathingaccuracy.com/article.asp?guide/2009.11.08-S.A._Renegade
that shows you exactly where they all are. As for the umbran tears of
blood, no. Again, this is a guide for Infinite Climax, and those bitches
are all over the difficulties. Plus, I don't give a shit.

You can find the original guide, uncensored, with a better format and
with the videos over at my blog 
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade

But yeah. That's what you get. As usual, remember that this is an action
game. I can tell you what to do, how to do it, I can give you strategies
and ways to make things easier and even give you video demonstrations, but
there's no substitute for actual practice and experience! So remember, if
you're planning on getting all pure platinum, the bulk of the work must
still be done by you! Regardless of anything, you'll still be retrying
every chapter a gajillion times. So strap on your Compton hat, your locs,
and let's get it done, busta!

---WARNING---

This guide uses very strong language. If you are easily offended by words
or are a child, don't read it! Wait, if you're some kind of priest why
are you even playing Bayonetta? I mean, it's rated M, and it's got bad
words in it just like this guide! Besides, shouldn't you be like sexually
abusing little boys or whatever it is you guys do? Well it's no business
of mine. I'm just warning you about the content in this guide. Oh, and 
even with this warning, trust me, I still had to remove a LOT of stuff 
since gamefaqs is basically the gestapo. But there are still a few "bad 
words" here and there so like I said, if you're a tightass, go away. You 
make me sick.

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---General Tips---

-The difference between getting Pure Platinum and simply passing non stop 
climax is like the difference between talking shit and talking shit with 
a gun in your mouth. If you think you can do this after only a few tries, 
you got another thing comin'.

-In infinite climax, you can't use witch time. That means it'll be much
tougher to get combo points because not only will you not get the witch
time multiplier, but you also won't be able to combo without risk.

-The enemies are similar to how they were in hard, except now they have
really gay stun guard. So say you're in the middle of comboing a dude. He
can just completely ignore what you're doing and hit you back. Never, ever,
ever, EVER start comboing an enemy and assume that he will be trapped in
your combo. You will be crushed. And by crushed I mean you'll get hit,
thereby rendering everything you did previously meaningless. 

-To get pure platinum award in a chapter you need to get pure platinum
in EVERY verse, no exceptions. If you get 11 pure platinums and 1 platinum,
you still won't get the pure platinum award. Yep, I know, it's a cunt.
No room for flaws at all. Jesus. That means if you get hit once, it's over.
If you fail to keep your combo going, it's over. At any point. Yeah, it's
ridiculously hard. 

-Yeah, I know these victory conditions are pretty crazy. What were they
thinking?! There you are beating the game with your eyes closed because
it's so easy, all innocent, minding your own business and then BAM they
pull this crap on you! What can you do?! Welp. Listen up, because there are
a few cheap tricks you can use to beat the system, make this much easier,
and just in general avoid putting in any real effort:

Cheap Trick #1: Buy Pulley's Butterfly and use the hell out of it. When you
have the butterfly effect active, you can take hits and it won't count!
This makes Pure Platinuming sooo much easier it's hilarious. No longer will
you be on pins and needles throughout the entire mission knowing that a
single stray hit can end it all. You can just relax, take it easy, and
just cruise through that crap like it's Sepulveda Boulevard. 

Cheap Trick #2: The dreaded Lieutenant Kilgore bug. Strike fear into the
heart of Paradiso with this cheap exploit. Set guns on your hands and
Durga on feet, and on the other set set Kilgore to feet. With the former
set, do the PPPPK~ move that makes you do a flurry of kicks at the end.
Just as you start the kick part, switch to the second set with Kilgore.
Instead of shooting out just a few rockets as usual, you'll shoot out a
boatload of them. There is no way this isn't a bug. The damage you do with
this is ridiculous, and best of all, so are the combo points you get. This
move is all you need to get yourself up to x9.9 combo points easily every
time. The weapon combination example I gave above isn't the only way to do
this trick. You can use other combinations as long as you have Kilgore and
Durga somewhere in there, so experiment and see what works and what you 
like.

Cheap Trick #3: What happens if you get hit at some point in the mission,
or your combo breaks? You've just failed and have to restart the whole
thing right? Not so fast! Notice the game saves your progress at different
points throughout every mission. These save points aren't just for show.
Say you're in a fight, and you get hit. Or your combo breaks. You know that
just killed your chances of getting the pure platinum in that verse. Well,
what you can do is simply press start, and escape out to the title screen.
Then choose Play, and Continue. You will continue from the previous save
point with all of the pure platinums you got before intact and will be able
to try that verse again without having to do the entire mission again.
Again, this is a godsend. It makes everything so much more chill when
you're not afraid of that one stray hit at the very end forcing you to redo
30 minutes or whatever it was.

There you have it. Isn't it so much easier when you can beat the system so
thoroughly? Serves 'em right if you ask me. I can take redoing a 5-10
minute mission tops, but these are pretty damn long. These tricks change
the entire thing from practically impossible to very doable. I mean, I
suck at this game and even I can do it like this!

-The most important aspect of getting the necessary combo points to get
pure platinum is to KEEP THE COMBO GOING. Don't worry about doing cool
stuff, being varied, etc. That's not how this game works.

So what do I mean by keeping the combo going? Simple. Look at the top right
of the screen. This part shows you the breakdown of your attacks. Each
time you hit an enemy with an attack, a little window pops up telling you
what type of attack it was and how many points it gives you. It stays there
for about 3 seconds and then disappears. As you use other attack more
windows start popping up beneath each one. Well, keeping your combo going
simply means that there is no point during which all of the windows have
disappeared. At the point where all windows have disappeared, your combo
gets reset, and with it your chance of getting platinum on combo. But if
you can keep at least one window up at any one time, your multiplier will
keep increasing (up to x9.9) and that means mad points. 

So how can you make sure you can keep at least one window on there? The
easiest way is with your gun. If there's a lull in your attacks or you had
to hightail it out of a sticky situation, shoot an enemy with the square
button to give you an extra 3 seconds. In fact, as long as you are shooting
an enemy you can keep the gun window on there. It's only once you stop
shooting that the 3 seconds start. 

The other way is taunting. As long as you are taunting the windows will
freeze in place and not disappear. The good thing about taunting is that,
unlike shooting your gun, it doesn't require an enemy! This makes it useful
at keeping your combo from resetting during the short points when there 
are no enemies on the arena. The other use of the taunt is that if you do
it while locked on to an enemy (soft lock on works as well as hard), they
will turn fiery orange and for a while hitting them will give you 50% more
points. They will also be pissed though, making them more dangerous.

-So what should you make sure you got before attempting this thing?
Hwell. Obviously there's a ton of crap that goes without saying: you 
should have all the techniques purchased, all the weapons, DEFINITELY have
all 3 magic gauges. Health is irrelevant. As noted above, make sure that
you have Pulley's Butterfly. Also make sure you have the Evil Harvest
Rosary. Other than that, just in general have all the accessories, though
those two are the main essential ones. 

---------------------------------------------------------------------------

---Prologue: Vestibule---

-Verse 1-

Aight doggy. Here we go. This chapter isn't too bad since it's only 2
verses, but in a way, it's going to be a huge wake up call since the game
has been pretty damn easy up till now. Well lemme tell you. If you think 
you can do this after only a few tries, you got another thing comin'.

But let's take things one at a time. As you're probably well aware, you
CANNOT get hit at all throughout this chapter. If you get hit once, it's
over. You've failed. Easier said than done huh? But it gets even harder
when you realize that on top of that you also have to get mad combo points.
So. You're going to have to practice and develop the skill necessary to
avoid damage. However, even when you've practiced a lot, being flawless
can still be very hard.

As soon as you appear in the graveyard, start by shooting out the
tombstones before the enemies run up to you so they don't get in your way.
Believe it or not, an undestroyed tombstone can screw up your hard lock on
and keep you from locking onto an enemy. But anyway, time is the least of
your concerns here, so don't worry too much about that. Hitting the
platinum time limit is really easy. On the other hand, getting the required
combo points can be almost impossible if you're not familiar with the way 
the combo system works. Here's the deal: by far and away the most important
thing you have to do is make sure your combo doesn't end. That's right, by
far and away. Switching weapons, using varied attacks and combos? That's
not even that important. This isn't DMC3. As long as you can keep your
combo going you'll get the points you need. 

So what do I mean by keeping the combo going? Simple. Look at the top right
of the screen. This part shows you the breakdown of your attacks. Each
time you hit an enemy with an attack, a little window pops up telling you
what type of attack it was and how many points it gives you. It stays there
for about 3 seconds and then disappears. As you use other attack more
windows start popping up beneath each one. Well, keeping your combo going
simply means that there is no point during which all of the windows have
disappeared. At the point where all windows have disappeared, your combo
gets reset, and with it your chance of getting platinum on combo. But if
you can keep at least one window up at any one time, your multiplier will
keep increasing (up to x9.9) and that means mad points. 

So how can you make sure you can keep at least one window on there? The
easiest way is with your gun. If there's a lull in your attacks or you had
to hightail it out of a sticky situation, shoot an enemy with the square
button to give you an extra 3 seconds. In fact, as long as you are shooting
an enemy you can keep the gun window on there. It's only once you stop
shooting that the 3 seconds start. 

The other way is taunting. As long as you are taunting the windows will
freeze in place and not disappear. The good thing about taunting is that,
unlike shooting your gun, it doesn't require an enemy! This makes it useful
at keeping your combo from resetting during the short points when there 
are no enemies on the arena. The other use of the taunt is that if you do
it while locked on to an enemy (soft lock on works as well as hard), they
will turn fiery orange and for a while hitting them will give you 50% more
points. They will also be pissed though, making them more dangerous. 

So now that you know what you're supposed to do, it's time to actually do
it! Don't even worry about weapons or combos or any of that. Just use
whatever weapon you like the best. As long as you keep the combo going
you'll get the points needed.

In this first verse, you'll first be fighting a lot of weakling angels and
decorations, and then Glory and Grace. Here's what I recommend doing:
since Glory and Grace are much more dangerous than the other pussies, you
should abstain from using torture combos on the weaklings and instead save
all three big orbs for Grace and Glory. This is good because not only does
their torture give you more points, but it also makes it a lot easier to
both avoid damage and keep the combo going.

Therefore, fight all the first dudes normally, building magic but not using
it. Remember to shoot enemies during lulls and taunt during the points
where enemies have yet to appear (and when they're right in front of you
if you're feeling daring). If your combo resets before Glory and Grace 
appear, that's it. You've failed. Start again. Same goes for getting hit.

If you've managed to keep your combo, taunt nonstop while they appear. And
keep taunting while they're far away, wait for them to come to you. Once
they're close (being careful not to get hit), initiate the torture combo
on one of them. I like doing it on the lightning one since he's a bigger
cunt. Remember to use your Mario Party skills to get a good amount of
points. Y'know what I mean. Set the controller on your lap and use the
palm of your hand to rotate the stick. Sure, it hurts after doing it a lot
but it won't do any lasting damage. Trust me. I've still got the hands of a
princess. But anyway, you should get around 180.

As soon as the torture ends, immediately initiate the second torture. You
don't have to worry about getting hit, it's completely safe! This second
torture will kill him. Then move towards the other guy and, making sure he
doesn't hit you, use your third torture combo on him. 

Now this is an important point: if you've kept your combo going up to this
point, once you've done this you can stop worrying about it. You've hit
the quota. From here on, you can concentrate on not getting hit (of course,
it doesn't hurt to keep getting combo points). Anyway, the surviving grace
has about 33% HP left, so fight him normally and kill him. 

Once that's done, you'll have to jump down the cliff and fight a few more
angels. Remember, just fight them and concentrate on not getting hit.
There's a stronger one there too but he won't fight you as long as you
don't shoot him (since he has Enzo in his claws). You can wait until you
kill all the others before dealing with him, it's up to you. Once you've
killed them all, you'll have to fight a Fairness. This guy is strong and
somewhat dangerous. If you have 2 big orbs left, you can just torture him
to death with no risk. If you don't, it's not that much of a problem
though because there's only one of him. Remember that you have an
opportunity to deal damage to him without risk just as soon as he appears
and roars. 

-Verse 2-

This one is easier than the last verse. The catch in this verse in normal
and hard was that witch time was disabled, but in non stop climax witch 
time is always disabled ANYWAY, so it's not like we give a crap. What
you're supposed to do here is do 3 torture combos to win. That's it. It
turns out that the combo quota is very lenient so you don't need to worry
at all about it! As long as you do the 3 torture combos you'll meet it.
As for time, it's not super strict but I believe it's tighter than the
last verse, so don't dilly dally. As always, getting hit means you've
failed the entire chapter, so that's your biggest concern. 

The enemies here are a bit different from usual. They're a lot less
aggressive and will just stand there or move around a lot of the time. Of
course, when you least expect it, BAM. You just got PUNKED, busta. So don't
lower your guard. 

As soon as the fight starts, nay, BEFORE it starts, spam dodge because this
game likes to be a cunt and attack you before you even know what's going
on. Once that's out of the way, you'll have to start building up magic.
But how? Well, probably the best way to do it is to just plain kill
enemies. These dudes have a very high chance of dropping purple
butterflies, which is the best way to increase your magic. You might want
to use the triangle, circle, triangle wicked weave combo from a distance
so you're not put in too much risk. You may also want to use the PPPKKK
combo to sweep them and knock them off their feet. Either way it's nothing
too special since these guys like to just stand around a lot. Just do 
those 3 tortures and the pure platinum is yours.

If you wanna check out my video of this chapter you'll find it over at
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-partp

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---Chapter I: The Angel's Metropolis---

-Verse 1-

Aight, so, before you start this mission, I recommend having full magic
orbs. Yes, all 3 of them. You can either do this by getting them before
starting the mission, or you can get most of them and then break all of
the benches in the train station area to find 2 purple butterflies. Either
way, once you've got them all, make your way past the door with the
security lasers and break the brick wall after that. Jump down into the
pit and open the chest there. Grab the key. 

Now. Once you get back up, the first verse will start. You'll be fighting
a single Joy. Nothing too special, but stay on your toes. I actually
recommend not using Pulley's Butterflies in this verse since it's only one
enemy. To get the necessary combo points just make sure you hit her with
the key until she dies. The key gives mad points. Remember that Joys are
SO god damn fast that it can be almost impossible to react to their
bull. You kind of have to anticipate when they'll attack. Here's when:
As soon as you get up there and she appears, she'll IMMEDIATELY do a charge
move on you, so make sure you dodge as soon as she appears. After you've
dodged that you're free to hit her a few times with the key. Do the
standard 3 hit combo. She'll try to dodge the hits but won't be able to 
and will get hit by at least one of them. Once she's done spamming her
dodges and your 3 hit combo is done, get ready because she'll retaliate
with an attack. Make sure to dodge it, and once you do, do another 3 hit
key combo on her to finish her off. 

When that's done, quickly jump over the chasm and insert the key into the
door to finish the verse.

-Verse 2-

At this point I like to equip the Evil Harvest Rosary for the next fight.
Check the broken umbra witch statue to activate the fight. It's against
2 Joys. The one closest to you loves to start the fight by charging at
you as soon as she appears. So when the fight starts, make sure to
immediately dodge. If done right she'll get hit by the magical counter
attack for about 1/4 damage. Then initiate a torture combo on her ass to
finish her off without a hitch. If she didn't attack at the start for
some reason or the magical counter attack didn't go off, she'll be left
with 1/4 HP from the torture. You can finish her off by spamming punch
with the Shuraba as soon as the torture ends. 

Once the first one's dead, run towards the second. Be careful because she's
likely to attack you as soon as you get close, so dodge once, then start
another torture combo on her, and kill her by spamming punch with Shuraba
afterwards just like the last one.

If done right you shouldn't have gotten hit and got the necessary combo
points with those tortures.

-Verse 3-

This next verse is the hidden Alfheim. Jump over the water and activate
the elevator, then backtrack to where you found the key a couple minutes
ago. Make sure to unequip the Evil Harvest Rosary because this Alfheim
consists of activating witch time, and that won't let you.

Now, the only way to damage enemies here is to be in witch time. That means
that the only way to keep the combo going aside from when you're in witch
time is to be taunting. Fortunately, the game knows this, and the combo
point quota is relatively low. That means you can go ahead and break your
combo during different points and still get the combo points necessary for
the pure platinum. 

Man, you ever noticed how the music in this game is really bad, and yet,
I've been playing the game for so long, listening to the same song for so
long that now I actually like it and I'm even singing along like a fucking
girl. Fffff. Uh, anyway. 

Remember that the game drains all of your magic before starting the
Alfheim, that means you can't activate Pulley's Butterfly immediately. So
make sure you don't get hit during the start. I mean come on. Get your head
in the game! But yeah, the Alfheim will start with an Ardor and a few
lesser angels. Make sure that they've fully appeared before approaching
them (that means waiting a little bit), otherwise they won't immediately
attack you and that can throw you off. 

Like I said, approach the Ardor, and since this is Infinite Climax and
these guys are PISSED OFF, he will immediately attack you as soon as you're
in range. So anticipate that and dodge to activate witch time. Once you're
in it, quickly start the PPPPK~ Kilgore combo on him. Remember that there's
not much time, so you might not get to even finish the combo. Oh well.
Either way, this will have given you enough orbs to activate Pulley's
Butterfly so once witch time is over, jump and quickly get away from
ground zero. Move to a safer place and activate it. Once that's done you
can relax a little bit. Just fight normally as you would. Dodge an attack,
use the Kilgore combo on an enemy, repeat. But also try to taunt a lot
in between dodges to try and keep the combo going. You can break it a few
times and still get the pure platinum, but don't overdo it!

Also remember to keep an eye on your butterflies. Sometimes they'll go
away for no reason at all, so make sure that you're not caught naked and
unaware. Run away and activate it again if you have to. Doesn't matter if
your combo breaks, it's better than getting hit. Also try not to use too
many torture combos for now, rather sit on your orbs and let them build.
After a while one of those white dudes who are immune to witch time will
appear. Careful with that guy. You need to dodge someone ELSE'S attack and
then hit him during witch time. If you're fast, you can actually kill him
in a single instance of witch time by doing the Kilgore combo until he's
at about half health, and then canceling into a torture combo to finish off
the last half of his bar. 

At the end you'll face 2 Ardors and a Joy at the same time. The Joy is
the most dangerous one so you'll want to kill her first, and fast before
she can get any of her crap going. Since the Ardors are much more
reliable, I recommend using them to activate witch time and then going
straight for the Joy. Hit her a few times until she's down to 3/4s health
and then use a torture combo to finish her. Once that's done you're pretty
much home free. Take care of the 2 Ardors as usual and go ahead and use
up your Tortures if you want. Your magic will refill at the end.

Remember, you can't get hit once. If you do, it's over.

-Verse 4-

Go back to the elevator and take it up to the surface. Keep going past the
cutscene with Rodin and out to the courtyard for the next verse.

Now this one is about as tough as the Alfheim you just did, so look lively.
The biggest problem here is that the combo point quota is pretty steep.
If your combo breaks at any point halfway through the battle there's a
strong chance that you won't get the platinum. It can break, like, right
at the start or right at the very end, but not halfway. So in this fight
you're going to be using your guns A LOT to keep your combo from resetting.

As soon as the fight starts, I recommend running away and activating
Pulley's Butterfly. The enemies will run after you. Now that you've got
the butterflies' protection there's nothing to fear though. Start by
doing a full Kilgore combo on them to start strong and get the combo 
going, don't worry about getting hit and losing a few butterflies here, you
want to get those points. 

After dispatching those guys you'll start getting both angels and little
annoying decorations. You gotta be careful with these little guys. Their
attack actually bypasses your butterflies and damages you so don't
underestimate them just because they're tiny. I recommend using Shuraba's
PKP wicked weave combo to kill them because it does so in a single hit and
also homes in on them. However, since this attack is a little slow, MAKE
SURE to fire your gun beforehand every time you're about to do it, or else
you risk the combo ending before you get off that wicked weave. Run away
a lot (while firing your guns) to avoid falling into their attack if you
have to, and remember to reactivate Pulley's Butterfly if it runs out, but
fire your guns immediately before doing that to keep the combo from
resetting. Also, make sure to keep taunting during the lulls in between
waves of enemies.

Once the decorations are done with, go back to using the Kilgore combo on
the angels. When they're all dead, a Beloved will appear. If your combo
hasn't reset by now you're pretty much home free at this point because this
guy isn't too tough. Spam the taunt button during the cutscene so that you
taunt him immediately and make him turn red. This probably isn't necessary
but hey, more points is always good.

When fighting Beloved, it's best to jump high up when comboing him, because
this makes him less likely to use his punt which is faster than his other
moves and thus slightly harder to see coming. From high up, his axe swing
is ridiculously easy to dodge and a lot of the time won't hit you even if
you don't do anything. His backhand blow is slightly harder to avoid but
still has a big cue. And above all, remember to dodge when you see him
reach around behind himself to grab you because this bypasses the
butterflies you may or may not have. Also remember that you can do the
Kilgore combo even airborne, and this is your best bet at killing him fast.

Again, the hardest part about this verse is keeping the combo going. As
long as you didn't break it you'll get the pure platinum here.

-Verse 5-

This next verse is hidden. Make sure you don't forget about it or you can
forget about that pure platinum award! One time I got pure platinums in all
the other verses but completely forgot about this one and then I was all
oh you son of a bitch. So yeah. Don't let it happen to you. 

After raping that Beloved, return all the way back to the elevator. Once
you get here you'll have to fight a Glory and a Grace. Remember to have
your butterflies activated! If you did things correctly in the previous
verse, you should have full magic so this should be easy. Simply initiate
a Kilgore combo on one of them as soon as they appear. Since they're on
steroids they won't even blink at this and try to gang bang you. But before
they do that, cancel into a torture combo. This should leave one of them
almost dead, allowing you to finish it off by simply spamming the punch
button as soon as the torture is over.

Repeat for the other one. Use another torture combo on him, then finish 
him off with Shuraba. The butterflies will prevent you from getting hit
and if you pulled off both torture combos you'll also meet the combo
quota.

-Verse 6-

This one's a freebie. Go past the courtyard and into the next room. Here
you'll fight two pussy angels. That's it. Just do whatever you want, I
don't think it's even possible to not get pure platinum in this one.

-Verse 7-

This verse is actually a flashback. Not that it matters to much. You'll
be fighting Fortitudo, but you don't actually need to kill him. Just take
him down by about a third and then he'll run away like a pussy.

Now, don't be stupid and run to the bridge with those other stupid witches.
Rather, stay right where you are. If you stay here, all Fortitudo can do
is throw fireballs at you. That's right, that's ALL he can do. And they're
easy peasy to dodge. So what I recommend doing here is alternating between
shooting at him and whiffing the PKP combo so that the wicked weave part
hits him. That's all you have to do. Just shoot... wait for the fireball,
dodge, PKP, dodge, shoot, dodge, PKP, dodge, shoot, and so forth. Never
try doing two PKP combos without shooting in between or your combo will
break. On the other hand, don't be afraid to just shoot your guns twice or
more in a row if you feel like you won't be able to pull off a PKP combo
after dodging a fireball. 

But yeah, just keep doing this and eventually he'll die and you'll have 
gotten a pure platinum without much effort.

-Verse 8-

The last verse is broken up into two parts. Each where you'll be fighting
a Beloved. However, the first part is where you'll be getting all of your
combo points. Make your way towards the bridge. The Beloved will appear
and start climbing up. As SOON as he appears, taunt to turn him red, then
whiff a kilgore combo to get a few combo points off the kick part. Once
that's done, watch out because he's about to sweep his arm across the
bridge. Double jump up and shoot your guns to hang in the air and avoid it.
If you single jump you might still get hit so make it a double. After the
sweep, quickly do another taunt to turn him red again. Then jump again
because he will stun you by slamming his hand down on the bridge, and a
second time by breaking said bridge. Once that's done though, his hand
will be completely vulnerable. Quickly do a full Kilgore combo on it to get
mad points, then jump up before he slams the bridge against the wall.
A second combo after that will finish draining all his HP and cause him to
throw you (your combo should be x9.9 at this point). Don't worry about
the combo breaking at this point, you're done. Remember to press up and
jump when prompted. I mean, it would suck if you got killed during that
quick time event. 

Anyway, now in this part I like to equip the Evil Harvest Rosary. That way
I just have to dodge this guy's attacks and he'll die all by himself. Walk
down the bridge and he'll burst out from down under. Run back up to the
platform and taunt him from up here. Shoot him or whatever until he gets
up to you. He has low health. I assume because of how hard you kicked his
ass just a few seconds ago. Anyway, he'll slam his hands down on the ground
one right after the other. It's pretty easy to see coming and dodge,
honestly. And if you have the Evil Harvest Rosary equipped like I said,
he'll take massive damage from all the magical counter attacks. Enough
that he'll be dead after dodging a mere 4 times. Ha! When the prompt comes
up, just summon Gomorrah and that'll be it for this chapter. Pure Platinum
award! But ugh... I have to listen to Cereza every time I get one? fricken
hate that brat so much.

Watch my videos to see more or less how things should go. They're over at
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part1

---------------------------------------------------------------------------

---Chapter II: Vigrid, City of Deja Vu---

-Verse 1-

As soon as the chapter starts, you're put in a flashback fight against
Jeanne. She can be somewhat tough at first since she's so fast and her
wicked weaves come out with little warning. But if you exploit a few of her
patterns it's not so bad. 

Remember that this is a flashback fight so you only have access to
Scarborough Fair. You DO have access to whatever accessories you equipped
prior to fight though. An oversight perhaps? Nah, I doubt it. Those
platinum doggs just ain't care. 

I don't like equipping the Evil Harvest Rosary for this fight. While it
does easy damage whenever you dodge, it just doesn't do as much as your
normal attacks and sends Jeanne flying away, making you unable to follow
up with anything. The main attack I recommend using here is the standard
PKP wicked weave combo. It's fast, easy and does excellent damage. The
thing about Jeanne is that she's able to just dodge or parry your attacks
if you try to do any sort of long combo on her.

The first thing you should notice during this fight is that whenever you're
a reasonable distance away from Jeanne, she'll hunker down and sweep the
room from left to right with her gunshots. This is actually one of the best
times to attack her. But you need to hit her while she's still shooting.
That means you have to get in on her FAST as soon as you see her start
the move, because she ends it relatively fast. To do this, you have to try
to be far enough from her that she starts the move, but not so far that
you can't get near in time. So you have to more or less learn what the 
sweet spot is, the minimum distance you can be from her where she'll still
initiate the move. But don't worry, you don't have to be super precise or
anything. The very instant you see her start it, jump and dodge towards
her and do the PKP combo. If you got to her while she's still shooting,
you will be able to connect the full attack with a low chance of her
dodging it or parrying. However, for an even LOWER chance of getting
parried, try to combo her from behind. That works better from what I've
seen.

If you didn't do it properly, chances are she'll dodge mid-combo and try
to counter attack, so stay on your toes and dodge right out of there. Also
be wary because she's liable to end her counter attack with a quick wicked
weave.

Oh yeah, about that. Those wicked weaves are hell of fast. While sometimes
there are slight cues before them, such as a quick red flash or Jeanne
saying "Bam!", sometimes it can be something as difficult to react to as
a snap of her fingers. That's why, while reaction is important, you also
kind of need to get a certain feel for when she's likely to wicked weave.
You need to anticipate when she's likely to do it so that once she does,
it's much easier to react because you were expecting it. Here are a few
of the times she's likely to wicked weave: 1) after you land a PKP combo on
her and she gets blown away. Usually she'll dodge backwards and then you'll
see the red sparks before the wicked weave. 2) at the end of combos. After
doing a series of moves she's very likely to end it with a wicked weave.
3) After dodging any of your attacks in general, a quick wicked weave
counter is highly likely. 4) Just in general, when she's walking around,
if you hang around too close to her for her to initiate her gun attack,
she will do a very quick wicked weave eventually. This one's probably the
hardest to react to, so try not to be in this situation too much.

Another thing to note. Whenever she launches up into the air, know that she
WILL come down hard on you with a kick. So whenever you see her jump into
the air, learn how long it takes her to come down with the kick (about a
second), and dodge that. This is actually another great time for you to
counter with a PKP combo because you're pretty close to her and she's just
come out of an attack. But don't be surprised if she parries you sometimes.
Just be ready to dodge right out of there if she does.

Finally, if and when you see the prompt to clash with her by pressing 
triangle and circle at the same time, go for it! That's free easy damage.
Just remember, as soon as you initiate the clash, immediately prop the
controller down on your lap and start hitting the button with your index
finger. I'm usually NOT able to win the clash on Nonstop Climax by using
my thumb, so this is important. Also make sure that you're pressing the
CORRECT button, please. If you see that the clash is with punches, you
press the punch button, if you see that the clash is with kicks, you use
the kick button. Simple. Also, after winning, don't relax because there's
a chance that it'll segue into a SECOND clash. 

The time limit for this fight is surprisingly strict, so it's not such
a great idea to play it safe. You'll need to take some calculated risks.
For example. When Jeanne is simply walking around, try to initiate a combo
on her. You'd be surprised, sometimes she'll eat the whole thing! Other
times she won't though. It's sort of random. But if she doesn't, simply
dodge out of there as necessary. It's not super safe to do this, but if
you use Pulley's Butterfly it shouldn't be too bad. Just don't rely on the
butterflies TOO much. You know how unreliable they can be. They're just 
there as as safety net in case you screw up. Other than that, you want to
try to land your combo pretty much after every one of her whiffed attacks
IF you're in a good position to do so. 

And that's about it. Combo points are the least of your worries. I've 
actually never gotten less than platinum on that, so it's a freebie on
that end.

After the fight you'll have access to the Witch Walk ability. So what
are you waiting for? Jump onto the wall and walk along it to get to the
next verse. Also, if you're a first timer, remember that the first statue
on the left side houses a broken witch heart. Just a reminder.

-Verse 2-

As you stroll along the wall a Dear and Decorations will come down,
along with a couple common (arch)angels. Nothing fancy. This verse is
pretty much a freebie as long as you don't get hit. To deal with the Dear
and Decorations I recommend using the Shuraba's PKP wicked weave combo.
The cool thing about this attack is that it homes in on them, is very
strong, and attacks in a wide arc. That's the main problem with these
enemies, they're always flying around and it's annoying to hit them with
normal attacks. But with this it's not so bad. As for the common angels,
you know the drill. Kilgore combo their ass off. 

It's worth mentioning that you need to be careful not to jump around too
much. Remember that you're witch walking. If you jump too much to the
right, you're liable to fall down and lose a chunk of health. And that
would suck. So be careful.

After the fight, keep walking along the wall until you fall down at the
other side of the chasm. Kick the door open and walk into Vigrid! Man I
love this city. It's so nice. I wouldn't mind if the entire game took
place here. And the music is pretty cool. But where were we? Oh right. 
Activate the turbo witch time statues and use them to break and go through
the wall at the end of the alley. Now you'll be in the Vigrid Streets.
There's a chest in the cool park to the right so open that if you want, as
well as a broken witch heart on the ceiling near it. Or used to, but now
there's only a bullet because we're on nonstop climax, right? Anyway.
Keep walking past the big plaza until you get the cutscene with Luka. Once
it ends you'll get jumped.

-Verse 3-

This fight is pretty standard. Still, it can be a little tough since
there's a crapload of angels all trying to attack you at once. As soon as
it starts they'll all be practically right on top of you so jump away and
get some distance where you can safely activate Pulley's Butterfly. Once
you do that, let them come to you. It's not such a bad idea to ignore their
first attack and let the butterflies eat it while you get off a big Kilgore
combo to start things off. After that, though, it's a good idea to play it
somewhat safe. Just remember to keep your combo going by shooting when
you're not attacking and taunting in between waves of enemies. After a 
while a Beloved will appear, but turns out he's a raging pussy and will
run away after you get his HP down to half. There's not much to say about
this fight, it's actually very similar to the one in the courtyard in the
previous chapter. Just do the same things you did there.

After the fight go through the tunnel to the right. Be careful not to get
roadkilled by the train, dumbass! Just kidding, that only happens if you
were in panther mode and got there before it passed. Keep walking down the
street and eventually the runaway train will come screaming down the
tracks. Just jump over it, but after it crashes, get ready for the next
fight!

-Verse 4-

You'll be fighting a few Enchants here. Once the cool cutscene ends, SPAM
the dodge button. These guys are cheap cunts and will try to hit you before
you even know the fight's started. What assholes. Other than this little
quirk though, this fight is a complete and total joke. A single Kilgore
combo can destroy all 3 of them in just a couple of seconds. Just make sure
you do it when they're not on fire. The fire indicates that they're about
to attack, just so you know. But really, this one is free. Just kill them
normally and you're bound to get the pure platinum.

Now, before we move on, turns out we have to do not one, but TWO Alfheims
one right after the other. Yeah, I know, it's ridiculous! But anyway.
Backtrack to where the flaming doomtrain came from. The next Alfheim we're
doing is past the gate it broke. Go in. 

-Verse 5-

Aight. In this Alfheim it turns out we only have 20 punches and 18 kicks,
and with them we have to kill two Beloved! I take back what I said before,
this doesn't sound so bad. Remember that the game drains all your magic
before this encounter so be careful! Still, these guys aren't too bad. You
already know how to fight them. Stay in the air and bait them into doing
their terrible axe swing so you can hit them as they're doing it. Even with
two of them at the same time, the accuracy on this attack is just so 
awful.

About the limited punches and kicks, yeah. Guess what. The gangstas at
Platinum never imagined we'd be exploiting their little Kilgore combo bug.
They did NOT account for that. As it turns out, a single full airborne
Kilgore bug combo will take off HALF a Beloved's health. Pretty nasty if
you ask me. So with this, bitches ain't SHIT. Still, there are few problems
that might arise. Maybe one of them actually did something smart for a
change and you're forced to dodge midcombo before you can get it off.
That's fine. The combo is so powerful that you can afford to lose quite a
few punches and still win. You should be able to kill off at least ONE
Beloved before your punches run out though, and hopefully hurt the other
one. If your punches do run out, relax. There's only one of them so it's
easy. Simply shoot him with single Kilgore rockets from a distance until
he dies. The rockets actually take off a substantial amount of health and
you should have plenty of kicks left over to do it.

As long as you win before the Alfheim's time limit is up, you will get the
platinum medal for time, so that's easy. Combo points ain't a problem
either. Just kill them normally and you're bound to get platinum on that
too. The only real problem is not getting hit and even that isn't TOO
tough.

Moving on. Go back out to the city and to the train crash site. Before 
walking into the next plaza, look up at the arch above and jump onto it.
This is the next Alfheim we gotta do. So get in there.

-Verse 6-

This Alfheim simply asks you to defeat all enemies. Pretty straightforward.
But not as easy as the last one! The fight will start with two Dear and
Decorations. This part's pretty easy. Just make sure you dodge their
mouth cannon, then use Shuraba's PKP wicked weave on them. 2 or 3 of them
will destroy them. By this point you probably have magic so this is a good
point to activate Pulley's Butterflies because now you'll be fighting 5
Enchants and you know how cuntish these guys are. A lot of them will be
propped down on the ground just firing lasers at you because they're 
annoying like that. You probably want to kill these first. In fact, you
might want to ignore their attacks now that you have the butterflies'
protection and just get them off your ass as soon as possible. Then deal
with the other Enchants running around. Just remember to only hit them 
when they're not on fire.

After that you'll have to fight a CRAPLOAD of angels. Applauds, Affinities,
the ones with instruments, bows, all that stuff. You know how to deal
with them, even if it's not that easy since there are so god damn many.
Make sure to keep butterflies on you at all times, let off full Kilgore
combos when you can, and shoot in between to keep the combo from breaking.

Kill them normally and don't use torture attacks. Sit on that magic,because
the next wave of angels will have two Ardors and these guys are pretty
tough when you don't have witch time to help you. Not only are they really
fast and combo a lot, but they easily parry your attacks a high percentage
of the time. In fact these guys are so strong that the easiest way to deal
with them is to make sure you have a full cadre of butterflies and then
just do a full Kilgore combo on them while ignoring their attacks. Once
you have one down to less than half HP, use a torture combo to finish it
off easily. Then simply repeat for the other one and clean up. 

After that you're pretty much home free. Two Beloveds will show up but we
already know how to deal with these guys. They're not tough at all. As
always, stay airborne to bait them into doing their terrible axe swings and
do air Kilgore combos on them to kill them easily. 

Now, as if this Alfheim wasn't already pretty damn hard, know that the
combo point quota is HUGE. That means that it's very, very important that
you do NOT break your combo at any point after killing the Enchants.
Preferably you want to keep the combo going from that point all the way to
the end. This is pretty hard to do, but just remember to ALWAYS be shooting
your guns when you're not actively attacking, and always shoot right
before trying to reactivate butterflies. And when you're not sure if there
are currently enemies on the battlefield? Taunt until you are.

Just keep trying because this fight's definitely the toughest one in the
chapter. 

-Verse 7-

Get out of the Alfheim and walk into the plaza to activate the next fight.
This one's easy. First you'll fight a few Enchants. Get ready to dodge
whenever you see that they're on fire. When they're not, trap them in a
Kilgore combo to dispatch them easily. After they're all dead the pussy
Beloved from Verse 3 will show up again. This time he's got a friend that
he'll call after you kick his ass some more. But this isn't anything new
at all! This is the THIRD time we're up against two Beloved in this
chapter! Again, you already know the drill here. Stay in the air, bait
their axe swings, do air Kilgore combos on them, and be extra careful
about not getting grabbed because that crap bypasses butterflies. But
seriously, not very hard. 

The only somewhat hard part about this is that the combo point quota is
not free, so make sure that you don't break the combo.

After this fight, guess what. We have to do a THIRD Alfheim. Yeah, I know,
what the hell? But before that, there are two chests here, one on each side
of the plaza so grab them if you feel like it. Anyway, the Alfheim's 
waaaay back at the start of the level so backtrack all the way to the wall 
you broke to get into the streets of Vigrid. 

-Verse 8-

Holy twelve pound four ounce baby jesus on a candlestick, this verse is
probably the hardest one in this chapter. And we're already tired from
those other two Alfheims! You gotta endure though! Hang in there!

This Alfheim wants you to beat the enemies but also rack up 8 torture
kills. Note that it has to be a torture KILL. If it don't kill, it don't
count. So keep that in mind. Now, since you don't actually want to kill
the enemies until you've gotten 8 torture kills, you don't want to go too
crazy on the damage and combos. HOWEVER, you also want to get the combo
points needed, which are a lot more than you might think. In fact, this is
one of those fights where you don't want to break your combo. What makes it
tough though, is that there are not THAT many enemies and you also need to
worry about filling that torture quota. So what you want to do in this
fight is actually a lot of playing around with dodging and taunts (to build
magic for those tortures) while at the same time making DAMN SURE that your
combo doesn't get reset through judicious abuse of your gun. 

Of course this is easier said than done, especially since the big blue
angels are god damn ASSHOLES and just love to deflect your gunshots
long enough to break your combo. So god damn annoying, I swear to god. So
if you're going to off someone with a torture combo, make sure it's a big
guy and not a little guy.

Here's what you want to do: the very first thing that you want to do,
before ANYTHING else, is to build your magic but WITHOUT killing anybody.
There just aren't enough enemies to kill indiscriminately. So what you're
going to do is simply keep taunting and dodging until you fill up your
magic to full. Remember, WITHOUT FIGHTING BACK. Try not to use Pulley's
Butterfly at this point since it saps your magic power and we need that.
Once your magic is full, it's time to start the combo and never let up.
Hunt out the big blue guys and off them both with torture attacks one
right after the other. Then go back to taunting and dodging to build magic
BUT ALSO shooting your gun to keep the combo you've started from resetting.
Keep using tortures to kill the little angels still on the field as you
accrue enough magic to do it. Kill every single one with a torture. When
you get to the point where there's only one angel left, abuse taunts on it
to build magic to full again, then kill him.

By this time you should have 6 tortures done! That's leaves only 2 more and
we're only past the first wave. Now that the torture quota is just about
done, go crazy on this next wave. Just destroy their asses with combos,
but also get off the final 2 tortures at some point. It should be hell of
easy since you'll be getting plenty of magic from all the combos you'll be
doing. Again, once there's only one angel left, taunt the hell out of it
until your magic is full in preparation for the next wave, which will have
2 Ardors in it. Once they arrive, get ready and let fly with some hard
tortures on them to off them without much trouble. Remember that they each
take 2 tortures to beat, so you'll have to build up another big orb before
killing the last one. At least it's not two of them anymore though.

In this Alfheim the time limit is pretty lenient, but the combo point
quota is pretty strict, so again, make EXTRA sure that your combo doesn't
break at any point.

After that fight, go back through all the places you've been back to the
square where you fought the two Beloveds. Keep going past the old car that
you may or may not have destroyed previously to the next area with the
portal to the Gates of Hell. Keep going down the steps to the right of it
to trigger the next verse!

-Verse 9-

What? What is this? Some kind of joke? You're greeted by a single Joy, just
like the first fight in the game. Just do whatever you want to her. Just
run up to her, a single torture attack followed by a PPPPP Shuraba combo
will make easy work of her and net you the pure platinum. Can anybody say
free?

After owning her, the two statues back near the portal to the Gates of Hell
will get repaired. There's a chest here beside the bridge so loot it if
you want. There's also a bullet up on the balcony of the building here
above the tree, or a broken witch heart if it's your first time.

Go back to the newly repaired statues and activate them, then run back to
the bridge and activate omega witch time so you have enough time to run
through it. We're just about done with the chapter. Run up to the church
and kick the door open for the last verse. And GOD skip that cutscene I
think it has Cereza in it. Urgh.

-Verse 10-

Bwaaaahahaha. Now this is what I call a free verse. It's Fortitudo trying
to be annoying again, but he ain't no thang. His moves are easily dodged
because they tend to have large cues. Whenever he snaps his jaws that
means he's going to bite you, and when you see fire start to appear that
means he's about to throw a fireball at you. But guess what? None of this
even matters because he gets RAPED by Kilgore combo. You can beat him in
just a few seconds with it. Sure, eventually he brings in his second dragon
head but if you continue pounding on him with Kilgore combos he's likely
to die before his second head can even do anything! Laughable. But in case
you can't kill him before that, don't worry, his second head ain't nuthin'
either. It works similar to the first one, when you see it snap its jaws
that means it's about to lunge for a bite, so dodge.

Either way, just smoke this bastard, and remember to stay on your toes to
press square when you're prompted to do so. You don't want to blow it all
here right?! That would suck and I would feel sorry for you. Just don't let
it happen. Then just follow the command to spin your stick around and we're
done!

Whew. Oh crap. Oh goodness. That was... a lot tougher than chapter I.
I mean, really, three Alfheims? REALLY guys?

If you wanna check out the videos of me PPing this chapter go over to
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part2

---------------------------------------------------------------------------

---Chapter III: The Burning Ground---

Just kidding, this chapter has FOUR god damn Alfheims, count 'em, and 12
verses. Ffffffff. However, said Alfheims happen to not be that tough, so
it balances out. Kind of. But yeah, we doin' this! 

Man I hate this chapter though because they razed the entire city. That
city was awesome! I would live in it. Now it's just an ugly blazing hell.
Sigh. Anyway, you start back in my favorite square. AND IT'S ALL DESTROYED.
Try to walk anywhere and you'll activate the first verse, where some
Harmonies will appear.

-Verse 1-

These guys aren't too tough, just annoying, like all flying enemies.
Instead of trying to do air combos on them I find it easier to stay on
the ground and just use the PKP combo to make the homing wicked
weave part hit them for big damage. This kills them fast and easy. The
hardest part about this fight is getting the combo points you need, since
the time limit is pretty lenient. An easy way to get the points is simply
to kill them mainly with the gun and just do the PKP combo every once in
a while whenever you get bored. But only every once in a while! You still
want to be just shooting the majority of the time. Otherwise you might end
up with gold. That ain't good. As long as you keep shooting like a madman
the combo won't reset and you'll get the pure platinum. Remember to dodge
whenever you see them flash blue, that means they're about to attack!

After that fight, go back up the steps towards the beginning of the level
in the previous chapter and break the trash can there to reveal the first
ultra sneaky Alfheim. We gotta do this, so get in! Don't worry though,
this one's a freebie! There's also a chest here so pick that up if you want
some more Angel Attack ammunition or whatever.

-Verse 2-

Relax, this one's easy peasy. You just gotta stay in the air for 30
seconds. That's nothing! Now, remember that the time limit for the pure
platinum medal is pretty strict, so you want to get this done from the
first try. If you fall back on the ground you're better off retrying the
whole thing rather than trying again on the same run. Equip Kulshedra for
this. As soon as the Alfheim starts, run up to the Dear (be careful because
he likes to start by shooting his mouth cannon) and jump on him. Only jump
once. When you're in the air just spam Kulshedra's attack to hit him and 
bunch and stay in the air a long time. Once you see that you've fallen too
much, simply jump on him again and repeat. Use your double jump if you
have to (that's why you only want to single jump on him before you start
using Kulshedra). After a while the Dear will inevitably die by more will
come to replace him. The bad news is they won't be close to you, but that's
what the double jump you've got stored is for. Use it to get close to a
new Dear, jump on him, and repeat the strategy until 30 seconds have
passed. 

See, that wasn't so tough now was it? You'll get the necessary combo
points just from hitting the enemies normally with Kulshedra. Other than
that, the only problem is the time limit, but like I said, it's fine as
long as you get it done on the first try. 

Anyway, get out of there and let's move on. Head through the tunnel
towards the part where the train crashed on the previous chapter. When
you here, the next verse will be activated!

-Verse 3-

Some magma will come after you and you gotta run down the street past two
Beloveds to safety! But not so fast, this is a verse, and because of that
there are some requirements. Most notably, a very low combo point 
requirement. But don't worry, it's tiny. What I recommend doing is using
Panther mode to outrun the lava, and getting off a Kilgore combo on the
second Beloved that you pass by real quick. That should be enough to get
the pure platinum. Then simply hightail it outta there to end this verse.
Just be careful because these Beloveds are cunts and have a jumping move
that is surprisingly accurate. You might want to just activate Pulley's
Butterfly beforehand so you don't have to worry about it. See, that was
pretty free!

You're now in the next plaza. As you go further down it you'll activate
the next verse and it's yet another freebie!

-Verse 4-

A single Fairness? That's IT? Ha, I'm kidding, it has to be like this
since this is one of those "meet a new enemy" segments. 'cept not so new
for us right? Yeah. Anyway this guy ain't too tough. Make sure you dodge
as soon as the fight starts because that cheater lobs a fireball at you
during the cutscene! Henyways, something I like to do here is just goad
him from a long distance away. He'll throw a few fireballs at you (they're
fast, but the cue is that he assumes a unique position before spitting it
out, so watch for that), then eventually he'll get pissed off and rush
right at you. Get out of the way and he'll smack his face on the wall,
which will give him huge dizzy! Now unload with a hard Kilgore combo
followed by a torture attack to send his ass back to hell. Wait. Err. 
Heaven. Whatever. You'll get the pure platinum easy. If you don't want
to waste even one magic bar you can simply wait for him to smack his face
on a wall a second time and finish him off with another Kilgore combo.
That works too, and it doesn't even matter if you break the combo in 
between, you'll still get pure platinum!

After the fight, grab both chests on either side of the plaza if you want
to, then walk to the next area with the portal to the Gates of Hell. 
The next Alfheim is down the steps to the right towards the now decimated
church. Don't try to fly over to the church, it ain't work. Just jump up
onto the balcony where you found a broken witch heart during the previous
chapter. The Alfheim is here. Let's go in!

-Verse 5-

Don't worry, this one ain't too tough. All you have to do is kill all the
enemies with angel arms. Good thing for us angel arms are SICK. The angel
bow especially is basically like the messiah. That's pretty much all you'll
want to use here. It's ultra strong and gives hell of combo points. So
run to the right immediately and grab that. Once you have it, simply get
some distance between you and your enemies and start letting those arrows
fly. Remember that it takes a long time to fire the first shot, but once
you do, the rest are fast as long as you keep shooting. When the bow runs
out simply go grab it again, it respawns instantly.

Don't worry too much about keeping your combo going. Just kill everything
normally with the bow and that should be enough. After dealing with a
couple mobs you'll face a Glory and Grace. Since they're pretty fast and
dangerous and you've built up quite a bit of magic up by now, it's a pretty
good idea to activate Pulley's Butterfly at this point. Then you can shoot
them up without worrying as much. Just do it the same way, get some
distance so you can cock your gat, etc. Just be careful because these dudes
are WAY faster than other angels.

After you take care of those two you'll be up against a Beloved. Now this
one is just cake. Dude is big, fat and slow. Just grab the bow again, get
some distance and fire as much as possible before he gets near you. Then
repeat. Eaaasy. No seriously, this one's hell of free. 

Anyway get outta there and go back to the two statues. Careful with the
cheap fireballs being lobbed from the sky. Activate ultra witch time with
the statues to get past the firespout. Be careful, make sure the fire is
completely out before crossing, otherwise you might get hit. Not that it
matters too much, I think, since we're not in a verse? Who knows. I'm too
lazy to find out if it makes a difference. Anyway, keep strollin' along
until you get the cutscene that leaves you up on a wall. Walk forward a
little to trigger the next fight (not the next verse because guess what,
the verse is already triggered!)

-Verse 6-

Ok this part is tough. You're up against THREE Ardors here, and these guys
are really annoying because they parry all of your attacks unless you hit
them from behind. But usually the only way to reliably hit them from
behind is to first dodge their two hits, and THEN get behind them to start
your combo. But how are you going to do that when there are TWO OTHERS
swinging their swords around like axe murderers? 's ridankalus. Welp.
The answer is simple. Use the Evil Harvest Rosary! This thing is a life
saver for this. Equip that byatch and get into the fight. Since you have
full magic you might want to start by offing one of the Ardors with 2
torture combos. Then concentrate on the other two. Wait for them to attack
and dodge. The Evil Harvest Rosary, or EHR as we call it around the office,
will completely fuck them up. But by far the most awesome thing about
this is that it's liable to leave them stunned! Giving you the perfect
chance to get behind one and let fly with a hard kilgore combo or whatever
you want. See, it's much more doable with the EHR isn't it? Don't worry too
much about keeping your combo from getting reset, it'll be fine. Just
kill them normally.

Try not to jump around recklessly too much in this fight or you might
accidentally fall into the lava. And that would suck balls. But anyway,
once you're dealt with those Ardors don't relax just yet, 'cause the verse
ain't over! Keep running along the wall, along the debris to the opposite
wall, on the wrecked train back to the other wall, and just keep going
forward. Eventually the magma will start overflooding, but we're almost
out, just walk along the train and along the tower all the way to the end.
It'll fall off so please make sure you press that god damn button or you'll
forfeit the entire thing. Jesus. And don't even THINK about trying to spam
it before the prompt appears, you'll just die. Wait until it's fully
appeared before pressing it. 

That's it for the verse, now you'll be in a big square with a fountain.
Looks like a place that would be pretty awesome. If it wasn't on FIRE.
Walk towards the fountain to trigger the next verse.

-Verse 7-

Here you'll be fighting two Fairnesses. This is quite a bit tougher than
the other verse where you fought one. For one thing there basically are
no walls where they can smack into. And just in general if you tried to
combo one the other'd just bite your tits off when you're not looking.
The interesting thing, though, is that for some reason they're surprisingly
docile when they're together! If you keep about a mid distance from them,
they will just slowly approach you! What a joke. So what you can do is
simply shoot the hell out of them while walking backwards and keeping your
distance. They won't even do anything about it. So just keep shooting one
until his health is down to half. Once it is, finish him off with a
torture. Now you'll only have one left to deal with. But hey, guess what.
Now that his buddy's gone, he'll actually start doing something! He works
similar to the last fight. You know the drill, watch for his cue that he's
about to throw a fireball and dodge. When you see him screech dodge a
BUNCH, because if that crap stuns you you're very likely to get hit. But
other than that just keep shooting him, maybe hit him a little if you're
feeling brave, just remember that he'll swipe you if you're close, so
stay on your toes. If he does rush you and manages to smack against
something, well, you've got it made. 

Try to keep shooting him the entire time so your combo doesn't end. But
concentrate more on dodging his incoming attacks. Shooting has a way of
distracting you. I know. As long as you didn't break your combo you should
get the pure platinum.

After that fight you'll get a weird cutscene that to this day I don't know
what's really happening in it. I mean why's she shooting? And how does
that dissipate the fire? But who cares. Just mash that square button
to get the max bonus.

Now you'll be in the cave. There's a chest out back behind you if you wanna
grab it. 's up to you. Keep moving forward though and you'll activate the
next verse.

-Verse 8-

This one isn't complicated just your standard Grace and Glory to deal with.
Nothing special, move along now. Activate Pulley's Butterfly and rape them
with some hard Kilgore combos as usual. The only thing you gotta be careful
about is not to step on the magma. But you already knew that right? 

Anyway, keep moving along the cavern, making sure you don't step on the
lava. When you get to the part with the flamespouts just take it easy
and dodge through them when they're not firing. You'll get to the catacombs
now. Ok, walk right down the plank and to the huge bridge. When you try
to cross it, it'll crumble, naturally. Backtrack to the big portal nearby
to activate the next verse.

-Verse 9-

Three Braves will appear here. Now this one is easy street USA. When the
first one appears, simply jump a little and start an airborne Kilgore
combo on him. His axe swing will miss you completely. A full Kilgore combo
will murder him! Before the next one even spawns! When he does, simply do
the same thing on him to kill that one before the third appears. And then
simply repeat it for the third for an easy pure platinum. No sweat!

When that's taken care of, the portal to Paradiso will activate. Walk
through it. You'll now be in a FAR nicer place than where you came from.
From where you appear, run to the far island on the right to find the next
Alfheim. Don't worry, you can walk on the water. Weird huh? I know. Let's
go in though.

-Verse 10-

This Alfheim simply demands that you defeat all enemies within the time
limit. Simple. Straightforward. Buuuut harder than the other ones.

The first enemy that appears is a single Brave. Kill him with a single
combo the way you did in the previous verse. When he dies, a Glory and
Grace pair will appear. You already know how to deal with these too. Since
they're quite a bit more dangerous you might want to play it safe for a bit
and dodge a little to build your magic so you can activate Pulley's
Butterfly before really fighting back. When they're dead, a second Brave
will appear. Murder him as usual. Do these guys seriously think they're
a threat? 

Next you'll be facing two Ardors. They're nothing special either. Make
sure you have Evil Harvest Rosary equipped. Dodge their slashes so that the
magical counterattack stuns them. Once they are, get behind them and 
unleash a full Kilgore combo on them for big damage! Just keep doing this
until they both die. There's no need to even use torture attacks! When
they're dead a third Brave will appear. Snore. Kill it already!

Now finally you'll fight a Fairness and a Fearless. Since by this time
you've built up a full magic meter, simply kill the Fearless with two
torture combos. Then you'll only have to deal with the Fairness, which
you already know how to. You know the deal. Watch his cues to dodge his
fireballs, dodge a whole bunch if you see him screech, and hope that he
rushes at you and smacks his face against the wall. Keep shooting him the
entire time to make sure the combo doesn't get reset. 

So yeah, harder than the last two but still not too bad. Anyway, get back
out to the Garden of Light. Activate ultima witch time with the two
statues and jump on the waterspouts up to the hourglass. Just so you know,
there are THREE angel attack bullets in this place. One is in the water
behind the big floating island, the other one is to the right of the
hourglass where the broken witch heart used to be, and the third is on the
two small floating islands near that one. There's even a crow behind the
hourglass (if you're in nonstop climax). Not that we care, but just sayin'.

But whatever. Pull the lever and grab that hourglass. Take it back to the
catacombs and use it to repair the bridge. Don't cross it just yet though,
we still gotta do the fourth Alfheim in this chapter. Yeah, I know, this
is starting to get ridiculous. I think this is the only chapter with 4
Alfheims though. I think. Anyway, hang in there man. I'm with you. 
Backtrack up the plank and into the flame cavern you originally came from.
The Alfheim is back out here. Interestingly the flame spouts stopped
working. What's up with that? And furthermore, if you step on the crack
with fire in it... an umbra circle appears beneath your feet. The crap is
that? I don't even.

-Verse 11-

Ok, for this Alfheim you have to kill all the enemies but the only way to
damage with is with wicked weaves. Annoying. Whatever. What I recommend
doing is equipping Shuraba, getting some good distance between you and the
enemies, and then doing the PKP combo. Make sure you whiff the first two
hits so that only the final wicked weave part of the combo hits them.
This is the best way to deal with this Alfheim as far as I'm aware. The
Shuraba wicked weave is good, can hit multiple enemies, and is strong.
Just remember to whiff those first two hits or else you're in for some
pain. 

You'll be fighting a gaggle of common angels and two Ardors. It's a bit
hard at first since there are so many but it gets increasingly easier to
handle as you kill more. Also the Ardors get stunned by repeated wicked
weaves to the face, so once they're stunned, it gets a lot easier to keep
doing it repeatedly until they die. 

Once they're all dead though, you'll face TWO Fairness and a Fearless. And
you can't even use tortures! Jesus. Still, it's not necessarily as bad as
you might think. Since the Fairness are with their buddy, they're not
nearly as aggressive as they'd normally be. This means you only have to
worry about the Fearless's attacks as you continue to use the Shuraba's
PKP combo. Also, since we can't use torture attacks and we've built up a
good reserve of magic by now, we can just waste it all on Pulley's
Butterfly, which makes this a lot easier. Just keep doing what you've done
up to this point. Get some distance, do PKP, repeat until they all die.
Like I said, it's somewhat annoying, but not too bad overall. You shouldn't
have to worry about time or the combo. As long as you don't get hit you've
got that pure platinum.

Moving on. We're just about done! Cross the bridge you repaired and it'll
collapse once again. No big deal. Don't advance just yet though, because
we need to do the final verse. Go back to the bridge and stand on it for
a while until some Harmonies appear.

-Verse 12-

This is similar to the first verse in this chapter, the only difference 
being that there's not as many of them. Guess what though, this verse is
completely and utterly free. Why? Well, there are three of them... and you
have a full 3 magic orbs from doing the previous Alfheim... and there is
absolutely no reason to save them. Get it? Unleash a torture attack on
each one of the Harmonies to pure platinum this verse with no skill
required. The time limit is pretty strict but as long as you do the
tortures one right after the other without waiting it shouldn't be a 
problem.

Anyway, that was the last verse. Now all we need to do is finish this damn
chapter! Run along the next bridge and make sure to press jump when
prompted as the thing falls. Make your way along the rocky path and up
the mountain. Careful with the fireballs getting lobbed at you. The place
they'll strike is pretty clearly marked though so it's not very hard.
Keep jumping up the mountain until you get up to the tunnel. There's a 
chest over to the left in case you want it. But go into that tunnel. Walk
up the wall with witch walk, making sure not to step on the fire. That
hurts you. Rocks will come down from above but don't worry about 'em. Don't
try to steer past them, rather dodge THROUGH them. That's easier. Keep
going up until you're back on the surface. There's yet another chest to
the left when you get to a fork here with what used to be a broken witch
heart. Grab it if you feel like it and then keep moving towards the
coliseum until you get there. Chapter complete!

Whew, geez. This one was a long one. But not really as tough as the last
one.

If you wanna check out my PP videos of this chapter it's over at my blog:
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part3

---------------------------------------------------------------------------

---Chapter IV: The Cardinal Virtue of Fortitude---

Since this entire chapter consists of fighting Fortitudo, it's ridiculously
easy to Pure Platinum. Well! We were in for a break from all that hard
stuff don't you think? That's pretty much how Bayonetta works. Bosses are
long and amazing, but deep down very easy. I guess you could say it's kind
of disappointing, and you'd be right, but we've been workin' so hard, let's
just treat it as a picnic yeah?

-Verse 1-

There's only one verse, and that's the entire fight. Like I said before
this chapter is really easy, so let's get it on and get this fool caught
up in a one-eight-seven. 

You'll start the fight standing up on a thin arch. The move Fortitudo likes
to do most here is his fast bite. You don't want to get caught in that!
Look for the sound he makes as the tell tale sign that he's about to bite.
It's fast, but becomes pretty easy to dodge as you get used to it, 
especially when you realize that he does it ALL the time over and over, so
you can kind of get into a rhythm where you know when he will bite long
before he actually does.

You can try to punch him a bit in between bites but this isn't necessary
and is sort of risky since the sounds and effects Bayonetta makes may
distract you from Fortitudo's cues. It's up to you though. If you're
feeling brave, go for it. What I like to do is equip the Evil Harvest
Rosary so that he gets damaged simply from dodging his attacks.

He also likes to throw fireballs at you. When you see his mouths light up,
that means a fireball is coming so get ready to dodge. Remember that he
throws two of them one right after the other, so make sure you dodge
twice in a row, or just spam the dodge button after dodging the first time.
Either way works. 

Another thing he does every now and then is turn around a sweep the whole
arch with his tail. Simply wait for the tail to be close to you before
dodging. The window where you can dodge is pretty huge so it's no biggie.
The nice thing about this move though, is that it has quite a bit of
recovery, so you can actually get off a Kilgore combo after dodging for
a little bit of damage before he resumes attacking.

Finally, very, very rarely he will bite the arch and just stay there for
a bit. You can use this time to lay the SMACK down with some hard Kilgore
combos. Just be careful because if you stay there for too long the arch
will crumble and you will mysteriously take damage!

Make sure that you don't jump during this part, or you might fall down
and that just makes everything harder as you have to scramble to get back
up while dodging his attacks without much visibility. As long as you don't
jump or get caught by his bite you shouldn't fall. Just keep dodging his
bites and damaging him with magical counterattacks and some combos whenever
the coast is clear. Eventually his heads will get dizzy and fall down. As
SOON as you see this happen, jump down beside it. You will get the prompt
to start a torture combo. Don't take it. Instead, skullfuck his dizzied
head with two Kilgore combos one right after the other. This does an INSANE
amount of damage to him and gives you mad points. Far more than you would
get from the torture. If you did it right he should be crying now and 
running away like a little pussy. He'll fly up and perch himself on the
coliseum wall. While he's doing this, get over to the center of the arena
where the hourglass is. Wait a bit, and eventually rocks will shoot up and
witch time will activate.

You'll get the prompt to jump. As you know, you have to jump on the rocks
towards him. Don't just hit the jump button, rather move towards where you
want to jump before pressing it. It doesn't really matter though, as long
as you're facing in the general direction of Fortitudo you'll get there.
Once you do, the prompt for the torture combo will appear. Take it this
time. It won't do much damage at all because we've already raped him way
too hard, but you'll still get combo points from it so mash that button as
fast as you can. After three mashing sequences you'll rip one of his heads
off. He'll cry a little moar and while he's doing that, run to the
hourglass, activate it to repair the arch and start the process again,
except now he only has one head. But it works the same way, so do exactly
the same thing until you rip off his second head.

If at some point you fail to do enough damage when he's on the ground, or
he breaks the arch and you fall off for some reason, you'll have to fight
him on the ground. It's not too bad. Just try to keep some distance from
him, watch out for his fireballs and bites in the same way you would if
you were up on the arch. Sometimes when he bites his head will get stuck
on the floor for a while so keep your eyes peeled for that, and when it
happens make sure you're there to punish that punkass byatch with some hard
Kilgore combos. He also has a powerful lava spewing attack here so again,
keep a healthy distance. Panther away if you have to.

Anyway, like I said, eventually you'll rip out his second head, and this
starts the second phase of the fight. You'll be up in the air on a slab of
concrete or whatever, and he'll be flying around. As soon as it starts,
watch out because he will start by ramming into you. When you hear him
scream and see him coming at you, dodge. At this point he'll be flying
near your slab of rock, so very quickly run up to him and start
annihilating him with Kilgore combos. He will stand there for a few 
seconds taking it, but eventually he'll initiate his spike attack. This is
his most dangerous attack so PAY ATTENTION! It doesn't matter if you're in
the middle of a combo, know and expect that he will use that spike attack.
Watch the floor and when you see a light come up, quickly dodge the spike
that comes out of the floor. Two more will come up after that so you need
to dodge three times total. Once you've dodged the third one, immediately
go back to using the Kilgore combo on him. This does so much damage that
it's possible to end the fight right here if you've been doing it right.
He has two options though. He may either use his stupid mouth light cannon
(in which case you've already won because that gives you enough time to
deplete the last of his HP), or he might run away. 

If he does run away, he might then do one of two things. Either change
sides and then do his usual crap, or land on your little island. Watch the
center. If you see a circle of fire form, that means he's about to land on
it, so get away. Once he's on your island though, he actually doesn't do
a whole hell of a lot! So it's pretty safe to just jump and hit him with
some combos. He doesn't stay there for too long though.

But anyway, just keep doing that, watching out for his dangerous spike
attack and eventually you'll take off all his health. When that happens
he will wait a few seconds, then spin around to hit you with his tail.
The climax prompt will appear, so take it to finish the fight!

As long as you're doing what I told you and using the Kilgore combo you do
not have to worry about keeping your combo going or anything like that.
You'll get more than enough to get platinum there. Same deal with the time
limit. You'll be doing so much damage with that that time is no problem
at all! That leaves damage, which ends up being the biggest concern, but
still nothing too hard. As long as you don't get hit, it's Pure Platinum
for sure.

For the video of me PPing this fight, you can head on over to
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part4

---------------------------------------------------------------------------

---Chapter V: The Lost Holy Grounds---

"I hope I got frequent flyer miles for that flight?" Uggghhh, Bayonetta
shut the hell up please. Is there ANYTHING about this character that
doesn't piss me off? Probably not. But moving on.

Walk down the path from where you start. The floor will start crumbling
away in front of you, so jump past the holes that show up. By the end an
entire segment of the path will fall off with you on it so double jump to
safety. When you get to solid ground, the first verse will activate.

-Verse 1-

This is pretty standard. Just our old pals Glory and Grace. We've already
fought these guys a million times so just destroy them! Something I like
to do is begin a Kilgore combo as they're spawning so that the kick part
activates as they appear and catches them before they can even say what up.
Sometimes they'll parry you mid-combo, so if that happens, as soon as you
see it, dodge because they WILL counterattack. Another thing is that I like
having the Evil Harvest Rosary equipped, and when they do try that, they
get a magical counterattack to the face, which makes them spin around and
expose their back, giving you the perfect opportunity to unleash another
Kilgore combo. But either way, you know how we do it. Torture combos are
optional. In fact, might want to save 'em for the next verse, it's up to
you though. 

After the fight, keep walking towards the Umbran Training Grounds. Head up
the stairs to the left but before you can do that, you get jumped by yet
another cadre of G&Gs in a cool and vaguely familiar cutscene.

-Verse 2-

Spam the dodge button as the cutscene's about to end because these fools
ain't playin' fair and will try to smack you before you even know the
fight's started. Just fight them the same way you did in the previous
verse. Like I said, equip the Evil Harvest Rosary so that they get hit
when they try to parry you. It's also probably a good idea to activate
Pulley's Butterfly for this to be safe since you'll be fighting five of 
them. But anyway it's not a big deal, just use a bunch of Kilgore combos
on them as usual. You don't even have to be near them to start the combo.
Even if you whiff the first few hits, they'll quickly come over to you
and probably get hit by the rest. You can also use torture attacks if you
want since the next verse is an Alfheim and will sap your entire magic.

But whatever. After that fight backtrack to the start of the level. The
Alfheim I previously mentioned has appeared here. Get in there already!

-Verse 3-

Defeat the enemies during witch time? Aaahahaha, what a joke. The whole
game becomes a joke when you have witch time basically. Now remember to
unequip the Evil Harvest Rosary if you have it on you, or else you won't
be able to damage the enemies. But whatever, this is really hilarious, just
approach the enemies, wait for them to hit you so you can enter witch time,
and then fuck them up with a Kilgore combo. You don't even have to
worry about them parrying or ANYTHING. Like I said, joke Alfheim. First
you face 3 Ardors. They're ridiculously easy and predictable with those
sword swings so they shouldn't pose a problem. 

Then you face two Fairness and a Fearless. Again, not a problem. As usual,
remember that the Fairness are fairly docile when they're in pairs so you
might want to go for the Fearless first. An easy way to activate witch time
with these puppies is to jump at them to bait a jumping bite attack and
dodge. Doesn't really matter how you activate witch time though. If you
want to kill one in a single instance of witch time, start a Kilgore combo
and wait until his health is close to half, then cancel it by activating
a torture combo. You need to start the combo fast though, or else you
won't have time. After the Fearless is dead, deal with the two Fairness.
Remember that after killing one of them, the other will start using more
crap including fireball and their gay screech so watch out.

Blah blah whatever. Once they're done you'll be facing 3 Joys. Normally
I'd tell you to shit your pants but not today! We got witch time up in
heah so they're not much of a threat. Their attacks are harder to see
coming than other enemies in general though so if you don't wanna risk
anything, now's a good time to activate Pulley's Butterfly. 

You don't have to worry about your combo points at all in this. The sick
multiplier witch time gives you is more than enough.

After the fight, go back to where you fought the G&Gs and go up the stairs
to the left to activate verse 4.

-Verse 4-

Nothing too special about this verse aside from the fact that it's 3
fights. As you go up the stairs a few common angels will appear. Dispatch
them as usual with some Kilgore combos, and do try to keep your combo
going until the last one is dead. The only thing you have to watch out
for is that some parts of the floor fall off. You can jump and fall off
to your death but you don't have to worry as long as you don't jump.
Don't use torture attacks, let's save them for the next fight.

Keep going (remember that the verse is still not done) until you get the
cutscene with Luka. For the people playing on Normal this is the first
time they fight a Fearless! For the rest of us, it's Tuesday. Just so you
know, he comes with a Fairness but it's no big deal. Since you can't use
witch time, an interesting thing to keep in mind is that sometimes when you
see Fearless raise his tail, you can actually go up to him and wail on him
with a Kilgore combo and he won't have time to lower the tail and counter
attack if you were fast! If he does lower the tail, just watch out for that
and dodge. Either way that's a good way to deal damage to him relatively
safely. Just watch out for the Fairness. If you can take him off camera,
do so because it will make him unable to attack until he gets on screen.
But whatever. You can also finish them off with a torture combo once they
are down to half HP, but leave some magic for later on.

Once those two are dead, the verse is still not over! Keep walking forward
to activate another fight with some common angels. Be careful because
there are 3 trumpet angels further down that will try to shoot you while
you're dealing with the ones closest to you. Just keep your ears open and
when you hear the telltale trumpet sound, get outta there! If you did
well enough on the previous fights you can actually just skip this fight
if you want. Just ignore the angels and jump to the island with the 
trumpeters. When you land on it, the entire section will fall off, so jump
over to the next one to safety and end the verse. If you don't think you
got enough combo points in the previous fights, go ahead and earn some on
these angels before moving on since they are pretty easy in the main.

Anyway, turn the contraption on the left side to activate the umbran...
eye of the needle...moon...thingy. Whatever! It'll turn into night and you
can walk up it. Jump into it to activate the next verse.

-Verse 5-

You'll be hurtling down like a comet to the next island. There are some
Dears and Decorations around here so try to manuever yourself so you
smash through all of them and get some points. Don't sweat it though, the
real fight starts after you crash land on the next island.

As soon as you crash here you'll be facing 3 Joys! Oh god help us! These
are some of the hardest enemies in the entire game. In fact, this is
probably the hardest verse in the chapter. I hate it. Like I said in the 
previous verse, you should have some magic left over so as soon as the 
fight starts activate Pulley's Butterfly for safety. As I've also said 
before these hoes have got some of the hardest attacks to see coming. 
Here's the deal though.

Run up to them and they will GENERALLY attack you as soon as you're in
range, so expect this and dodge. When you do, that's a good time to
counter attack but keep in mind that if you try to do a Kilgore combo on
them, they WILL parry you before you can even get started. But here's the
trick: get BEHIND them. If you dodge and then manuever around and hit them
in the back, you can get off the full combo without fear of getting 
parry'd. The only thing Joy can do in that situation is try to dodge but
if she does, just keep going and finish the combo, chances are good that
she'll get caught in it after she comes out of dodge. 

Here's the interesting thing though. For these enemies, the Kilgore combo
might not be the best one to use! Instead, use the PPPKK combo on them.
This seems to have much more success. For one thing, they are much less
likely to parry it, and the kicks also knock them right off their feet!
When doing those sweeps, keep the button pressed to make Durga's bomb go
off for massive damage on them! This works great, plus it has massive
blast radius so sometimes even if they dodge it'll still hit them. Just
don't try it if they have the whip equipped or you're getting dominated.
That crap's got supreme range. 

Another good time to attack them is right when they initiate their gay
move where they summon a bunch of flying feather thingies to home in on
you. If you see her start this, immediately combo her to both stop it and
get some good damage in. 

Another thing to note is that if you see them dodging a BUNCH, know that
right after their final big dodge they WILL attack, so that's a good
opportunity to dodge and then get some offense going because you can
anticipate it. 

Try to fight them ONE AT A TIME. If you have two or more trying to gang up
on you at once just get the hell outta there and try to create a better
situation! Remember that as long as they are off camera they will NOT
attack you (unless the game is all like ENOUGH O' DIS), so use that to 
your advantage!

Joys have low health and defense so that's also another advantage you have.
A torture combo will take off 3/4s of their HP, which is a lot. You can use
tortures, and they are effective, but I will now tell you the true secret
to this verse: SAVE YOUR MAGIC. You can use one torture TOPS, but even that
you might want to not do it. Why? Because getting the combo points for the
pure platinum in this verse is not easy and Joys are not a very good enemy
to build combo points with since they're so god damn dangerous. You want
to save that magic so that you can rack up the combo points in the next
fight.

Finally, remember that they have access to many weapons. Their regular form
where they only have punches and kicks isn't too bad. This is the form
you want to fight in general. When they have that bigass sword they're a
little more dangerous. They love to do a launcher followed by a helm
breaker. If you manage to dodge the launcher, they will stay in the air
for about 2 seconds before coming back down. Don't assume that just because
you walked under them that it will miss you! They have the power to change
their direction in midair and hit you no matter where you run, so instead,
wait for them to come down and dodge again, then start a combo on their
ass. 

The whip. God, the whip. This one is the most dangerous crap. It's so god
damn fast and has deceptive range. Don't assume you can react to this
bull! You can't! Or maybe I just have crappy reactions... Either way,
your best bet is to anticipate the attacks and dodge. Just in general
remember that they will attack if you're in range so that will give you
the anticipation you need to dodge their ultra fast whip. 

Also in general, when you dodge, you want to dodge TOWARDS them to get
behind them and start a combo during their recovery frames. So when dodging
keep the stick pressed towards them. If you dodge normally or in any other
direction you won't have enough time to run up to them and counter attack.

Keep these things in mind and rape them as hard as you can! Remember, the
worst possible thing that can happen is to be dealing with 2 of them at
once! Oh and one last thing. Don't leave them alone for too long or you'll
have to deal with their stupid asexual reproduction!

If you're having trouble with them, here's an interesting trick to try:
As soon as the fight starts swing the camera around so they're all off
camera. Activate Pulley's Butterfly, switch to Shuraba and charge its
attack. Then just wait until they walk over to you. As SOON as you see
them poke their head on camera, unleash the attack to take off half of
one's HP, then run up to it and use a torture to finish it off. Now you've
taken care of one for free and it's gotten that much easier! But keep in
mind that you do not want to use more than a single torture in this fight.

Ok, ok, I've already rambled on for long enough but I can't stress enough
how flame Durga on feet using PPPKK is basically the messiah here. So abuse
those devil bombs and show 'em how we do it in the ghetto!

Once the Joys are taken care of we are outta tha woods. Three Harmonies
will appear all dramatic-like but they ain't no thang. However! Keep in mind
that if you're using stuff like Durga bombs and Shuraba charge batou jutsu
to kill the Joys, you most likely don't have the combo points you need at
this point, That's why these three Harmonies are so important. Spam dodge
while the cutscene is going because they rush you before you can gain
control. Then chase them right down and kill one with a torture combo. Now
what you want to do at this point is actually use the chainsaw it gives 
you since it gives so many points! Of course the chainsaw has awful
accuracy and these guys are slippery as a fish. Keep shooting so your combo
doesn't break. When one of them is in range taunt it. This will cause it
to fall down on the ground, giving you the perfect opportunity to get some
good hits in with the chainsaw. Just get a couple though to build up some
magic and combo points, and torture combo it before it dies to get the max
possible amount of points. Then simply repeat it for the last one. If
you did it right you should get the points needed for pure platinum which
I BELIEVE is slightly higher than 3000. Give or take. 

There's a chest by the stairs if you want it. Run up said stairs and be
careful with the tornado thingies. They're annoying as hell, just jump and
air dodge forward a lot when they're close to you. Get up to the portal to
the Gates of Hell and they won't bother you anymore. There's another chest
down to the left in case you want it. 

Anyway, keep going up the stairs to the door. You already know how to open
this door right? Jump up onto those ledges above and then jump down hard
on the purple button. Go in, and we're now inside Jormungandr's Staff.
Lots of rats in here. I dunno about you but in the grand scheme of the
universe rats are basically some of the most disgusting animals and better
off extinct. Like jews. OHHHH SNAP NO YOU DI'N'T!

All kidding aside, walk up the spiral stairs until you trigger the next
verse.

-Verse 6-

Holy crappola I love these enemy introduction cutscenes. So badass with
the angelic choir and the name on the book of laguna followed by the bell
toll all DONG. I will never skip them. Anyway, the one getting introduced
here is Ardor. 'cept we've killed ARMIES of these whores by now so we're
not really shaking in our boots or anything. Before the fight, equip the
Evil Harvest Rosary to make things easier. You already know how to deal
with these guys. The only way to avoid them parrying your attack is to
hit them from behind, but you can't do that while there's another one
trying to hit you. So what you want to do is just keep dodging their sword
swings and eventually the magical explosions from the Evil Harvest Rosary
will get them stunned. That's when you get behind them and unleash a full
Kilgore combo and ram it up their ass. 

The combo points needed is a bit of a problem here. If you break your combo
or rely too much on the EHR you won't hit the mark so it's in your interest
to use torture combos here ONLY for the points. So what you want to do is
use a torture when the Ardor is JUST a few HP from dying. That should give
you enough for the pure platinum.

Killing these guys made the moon...umm...magical I guess? Now you can
witch walk up Jormungandr's shaft. Be careful with the flaming runes!
Don't step on them or you'll take damage. Same deal with the crumbling
stairs, jump up when they fall off to avoid damage. Keep walking up the
shaft to trigger the next verse.

-Verse 7-

Here you'll be fighting a cadre of Harmonies. They're not tough, the tough
part is hitting the combo point target. So first of all unequip the Evil
Harvest Rosary. That thing does way too much damage and gives you like no
points. What you want to do is use a combination of Shuraba's PKP combo
to hit them with the wicked weave part and shooting your gun a lot in
between to keep the combo from getting reset. If you have magic left over,
use torture combos. You're going to lose it all in the next Alfheim anyway.
Just keep using PKP to kill them off. As long as the combo doesn't reset
you'll get the points needed even if you don't torture. Just be careful
because there are quite a few of them. Whenever you see them flash blue,
that's your cue to dodge! And don't grow complacent because sometimes they
attack several times in a row!

Anyway, after dealing with that, turn back. You'll see the next Alfheim
has appeared way back at the bottom of the shaft. So get over there and go
inside!

-Verse 8-

Oh my FUCKING tuxedo jesus straight out of a raging thundercunt what in
the HELL is this crap?! Stay in the air for 30 seconds with Glory and
Grace?! WHAT. Just... WHAT. I don't even. I can't. What.

That's right. Brace yourself. Because this is far harder than anything
we've had to do before. In fact, it doesn't even come close. Not. Even.
Close.

G&G aren't just gonna let you jump on them. They slash and air combo you
right out of the air! They are NOT playing around. They want to destroy
you and they have the tools to do it. They will parry your attempts to
hit them with Kulshedra, which drops you straight back on the floor.
So how the HELL is this even possible? Welp, this is 10% luck, 20% skill,
15% concentrated power of will...

Here's the trick though. And it's not so much a "trick" as a "how to not
fail miserably every time". And that trick is, THROW KULSHEDRA IN THE
TRASH. You might be inclined to use it since it's worked so well in these
types of Alfheims up till now. In this one it's just a recipe for disaster.
G&G EASILY parry that and send you back down. So just PUT. THE WHIP. DOWN.
Instead, here's what we're going to do.

First of all, equip Shuraba. Second of all, make sure you have Crow Within.

Now here's the strategy: As soon as G&G appear, run up to the closest one
and jump on him to get things started. Only jump on him once and DON'T
use your double jump. At the peak of your jump, press and hold punch to
stay in the air with Shuraba's aerial charge move. You can stay in the air
for up to around 8 seconds with this. But nevermind that. While you're
hanging in the air, keep your eye on the fire dude. There's a 50% chance
that he will initiate his spinning flame attack, based on your altitude.
This is what we're going to exploit. We're going to exploit the fact that
his recovery after the spinning move is long and keeps him from moving
around, so we know exactly where he is.

When you see him start spinning around, wait a second for him to get close
to you, then cancel out of the Shuraba charge move by hitting dodge twice
and going into crow mode. Stay close to him and just when he's about to
finish spinning, cancel out of crow by dodging and VERY quickly expend
your double jump just before you hit the ground, jump towards him and then
jump on his head. Then at the peak of that jump press and hold punch to
activate Shuraba's aerial charge move. Now simply take it from the top and
repeat the whole thing. 3 times or so should be enough.

As I said, sometimes if you're too high up he won't initiate his spinning
move. If he doesn't don't worry about it. Just cancel out and go into
crow mode and he will do it. It's the same, except you'll have to stay in
crow mode a little bit longer while you wait for it to end.

Sometimes the game will say ENOUGH O' DIS and have one of them just jump
up and air combo you. This means you fail, but it shouldn't really happen
very often. Really. Just keep trying and eventually you'll get it. After
a while it won't even seem that hard anymore with this strategy!

Don't worry at all about combo points. The ones you get from jumping on
them are enough.

Anyway, get outta there. Go up Jormungandr's Staff again, this time all
the way up. Be careful just before getting to the top because there are
runes almost around the ENTIRE place. When you get up there the floor will
close beneath you. There's a wicked wall here but you can't get past it.
You need to jump on those ledges on the other wall and pull the lever
there. This will open up the attic above. Jump up into the hole to find
some crack witch time statues. Check the broken one to trigger the next
verse!

-Verse 9-

A single Fearless? Eaaaasy street. Show this punk why he ain't take a step
on a Compton block. Like I've said before, when he raises his tail, you can 
actually go up to him and wail on him with a Kilgore combo and he won't 
have time to lower the tail and counter attack if you were fast! If he 
does lower the tail, just watch out for that and dodge. Either way that's 
a good way to deal damage to him relatively safely.

After the fight, activate the turbomega witch time statues and get down
to the previous floor. You can now get through the wall.

You'll now be out and it looks like there's a hurricane going on out here!
Instead of going up the snake, go down it to find the next Alfheim we
gotta do. Siiiigh, jesus, what is it with all these Alfheims in the same
chapter!

-Verse 10-

Aaaand it's a tough one. You have to kill off 5 G&Gs with only 40 punches.
The best way to kill G&Gs, of course, is with the Kilgore combo, but
there's just too many of them here and you'll unfortunately run out of
punches if you try to kill them like this. For this reason, here's what
we're going to do. For the first two, equip Shuraba. We're going to kill
them using the charge move. As soon as the fight starts, press and hold
punch to charge it up. When they get close to you, release it for huge
damage. Then just try to get some good distance so you can charge it up
again and do it again.

This is easier said than done though, because G&G are FAST. Still, keep
using panther mode and run around looking for an opportunity where you
can begin charging. If you manage to get to the first level of charge, you
can dodge their attacks without losing your charge! So keep that in mind.
As you fight, keep a good idea on the lightning dude because his signature
attack where he shoots a bunch of shockwaves along the ground is one of
THE gayest moves in the game. Dodging it is downright impossible.
The only way to avoid it is to jump, and thus lose your charge. Even if you
THINK you rolled out of the way, sometimes the game is all ENOUGH O' DIS
and one of the shockwaves will mysteriously turn back and hit you. But
anyway keep dodging their attacks and using this strategy. Eventually they
will die and you won't have used very many punches! Unless you screwed up
too many times, but try not to.

Once the next 3 G&Gs appear, since you've now built up a healthy dose of
magic, activate Pulley's Butterfly. Now that you're safe, you can get in
there and try to kill them FAST with Kilgore combos. Why can't you just
keep using the Shuraba strategy? Well, you can, but believe it or not, the
biggest problem in this fight is the time limit. Even if you complete it
within the Alfheim's time limit, if you cut it too close you'll only get
gold. So you need to be a little faster than that. That's why I recommend
trying to kill them fast with Kilgore combo at this point. Don't worry
about combo points, you'll get them no matter what you do.

Anyway, once that's done, get out and walk all the way up the snake. Watch
out for the gay tornado thingies. Jump and dodge to avoid them. When you
get to the little pool, check behind the pillar for a chest with what I
believe used to be a piece of angelic hymns LP. Keep moving up. As you get
higher up the snake will begin to crumble. Just keep running normally and
jump if you have to. When you get to the top, it'll be time to fight
Inspired!

-Verse 11-

This is LAUGHABLY easy. When the fight starts, Inspired will be flying
around like a cunt. Just shoot him with your gun a lot and after a few
seconds he'll crash down where you are. When he does unleash a Kilgore
combo on his face to get him down to less than half HP. He will then get
up. At this point stay close to him and start shooting him. He will try
to swipe you with his tail, but the cue is that little HNNN sound he makes,
so it's ridiculously easy to dodge and keep shooting in between. If you
move too far away from him he'll start throwing out his fireballs, which
are a tiny bit harder to dodge so don't do it. After trying to swipe you 
(to no avail) a few times he'll go back up to the air. Shoot him to bring
him back down and finish him off, then climax for the win. No problem!

After the fight, walk up the ramp to the tower. Jump up all the way to
the top of the tower and check around here for a chest that used to contain
a heart piece before we got it. Exit out through the doorway nearby and
keep walking forward to trigger the next verse. WHEN WILL THIS CHAPTER END?

-Verse 12-

Another Inspired? That's IT? Yet another joke verse, I guess. This fight
is 100% identical to the last one. Just do the exact same thing and you
will get the pure platinum. Nothing else to say.

After the fight you might be inclined to keep going forward. NOT SO FAST,
KAIBA! Go back down the tower you just came from and all the way to where
you fought the first Inspired. This will trigger the 13th optional verse
which you NEED to do if you hope to get that pure platinum award.

-Verse 13-

A few Harmonies will pop up here. This is another freebie. It's actually
identical to the fight you had in the middle of Jormungandr's Staff so
just do the exact same things to win here. Tortures are optional. Just
keep using Shuraba's PKP combo and dodging when you see them flash blue and
you will get that pure platinum easy as pie!

Go back up the tower again to where you fought the second Inspired. Keep
going forward and kick down that rickety ol' gate. Unless it's already
kicked down. In which case nevermind. Keep walkin' and eventually
Temperantia will show up and start causing some havoc or whatever. Witch
time will activate. Keep running and jumping on the islands that show up.
When you get to the last one you'll get a prompt to hit forward + jump.
And now you'll be in the last verse.

-Verse 14-

Jeanne AGAIN? Well if it ain't anutha ho that I gotsta fuck with, gap 
teeth in yo mouth so my dick's got ta fit. Jeanne is very similar to the
last fight we had with her back in chapter II with a couple key
differences: first of all she has Shuraba now. Oh yeah, big deal. But more
importantly, we now have all of our weapons! And you know what that means.
That's right, Kilgore combo up in this bizatch.

Activate Pulley's Butterfly at the start of the fight if you want. After
all, you really should have full magic at this point. Since she likes to
parry your attacks, try to start the Kilgore combo from far away so that
you whiff the first hits and only the rockets hit her. This does INSANE
damage to her. You can kill her ridiculously fast with this. It's just
crazy. Just as long as you use Pulley's Butterfly and start the Kilgore
combo from somewhat far away (preferably when she's off camera), you'll
get this easy with no need for any real strategy. Which sucks, but that's
how it goes.

If you feel like checking out my videos of me PPing this chapter, go to
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part5

---------------------------------------------------------------------------

---Chapter VI: The Gates of Paradise---

Aight, so you'll start this chapter at the proving grounds, and it looks
like there's some kinda annoying typhoon or something going on that's 
lowering our visibility. And our frame rate too because the PS3 sucks. 
Either way, check out back behind you for a chest that used to contain a 
piece of Odette. Once that's opened keep walking forward past the nice 
fountain that is obviously using bleeding edge technology to avoid getting 
overflowed with all this rain. Break open the gate down the stairs to 
trigger the first verse!

-Verse 1-

This verse is annoying. You'll be facing two Ardors and a few lesser 
angels here. There's a gay catch though: They're all on FIRE. That 
basically means you can't touch them, or you'll get hurt. Which means
getting the combo points you need for the pure platinum is very hard.
Here's what I recommend doing though: first off, make sure you start the
chapter with full magic. As soon as you kick down the gate, rush to where
the 2 Ardors are and immediately use a torture attack on one. When it's
done, use a torture on the other. When that's done use the last torture
on the previous one to finish it off. That'll drain the last bit of our
magic. Run away back to the gate, and shoot them a little to keep your
combo from breaking. Now what we're going to do is simply use a combination
of taunts and dodges to build back our magic, while shooting in between
to keep the combo from breaking. Once you've built up enough magic, use
a torture on the remaining Ardor to kill it. That'll leave only the lesser
angels. Here you can keep building magic and kill one more with a torture.
At that point it should be enough and you can kill rest normally with your
gun/wicked weaves whatever. You can keep using tortures just to be safe
too though! Don't worry about the time limit, it ain't strict at all.

After the fight some buttons will appear on the floor. There's also a
chest up on the ledge right above us with what used to be a witch heart
in case you want it. But anyway, we have to turn into a panther and run
across all 3 switches to activate them within the time limit and go through
the door. 

You'll now be in a flooded room. Check out the rubble to the left for
another chest with a piece of Odette. Climb up the rock in the middle of
the room and check the broken umbra statue to trigger the next verse.

-Verse 2-

Two Inspired rise from the water! This is so, so, so easy though. These
Inspired are actually gimps, much weaker than the ones in the previous
chapter. When the fight starts, jump down onto the water and start shooting
them. It takes a few shots to get one off the sky. When it falls, run up
to him and do a single full Kilgore combo on his face. That will kill him.
See? Told you they was gimps! Then simply repeat it for the next one.
You might want to taunt when he's on the other side of the rock so your
combo doesn't break. After a while though he'll fall down just like the
other one and a single Kilgore combo will kill him as well. Then just
activate the climax to finish this verse with pure platinum! There isn't
even much dodging to do!

After dealing with those pests, jump back up on the rock and activate
turbo witch time with those statues to be able to jump on the water spouts.
As soon as you jump onto solid ground past the doorway, the third verse
will start.

-Verse 3-

You'll first be greeted by a Dear and Decorations. Dispatch it with either
Shuraba PKP combo or a Kilgore combo. It's up to you. Just be careful with
his oral cannon. 

After those guys are dead, some spike traps will activate. You have to
get through them but be careful not to get hit or you won't get the pure
platinum! They're not that hard to get past, honestly. You can either jump
and air dodge through them to get by fast, or just walk slowly/run around
them paying attention to their pattern. Either way works fine since time
isn't really much of an issue.

When you're past them, break the rubble to the left to reveal the lever,
and pull it to stop the spike traps and summon a pack of weaksauce angels.
Just kill them with hard Kilgore combos, they ain't a threat at all!

That'll be the end of this verse. Don't advance yet though! Look out the
window to the right, and you'll see that an Alfheim has popped up back in
the previous room where you fought the Inspired. So get back over there
and go inside! It's up there near the door to the proving grounds, come on
man, didn't you see it when I told you to look out the window?!

-Verse 4-

To be quite honest with you, I don't really understand this Alfheim. You
fight Gracious and Glorious and you're supposed to kill at least one of
them with a torture attack but it's like... that's IT? That's ALL? What
was supposed to make Gracious and Glorious hard was that they were immune
to witch time, but since everything is immune to witch time in Nonstop
Climax, they're basically just run of the mill Grace and Glory to us.

So really, this Alfheim is FREE. With capital F. And R. And E. ...and I
guess also the other E too. 

Basically what you want to do is start softening them up with a few light
combos while dodging their crap to build magic. The best time to build
magic is when one of them is doing the fiery spin move, because you can
just run up to him and just dodge a bunch of times around him easily for
orbs. Also, remember that they will always parry your combos UNLESS you
hit them in the backside. When they do parry, immediately dodge because
they will counter attack. But yeah, they really are identical to Glory and
Grace. Once you've gotten one down to less than half health, use your
torture combo to finish him off. Remember that the torture has to kill him!
If you do one but it doesn't kill him, it won't count. Once you do that,
just dispatch the other one however you want and that'll be it for this
joke Alfheim.

Run back to the hall with the spike traps. There are 3 buttons here, and
just like the last time you have to use Panther mode to run over them
before the time limit and past the door on the other end.

Keep walking to trigger the next Verse.

-Verse 5-

At the stairs you're greeted by a Gracious and Glorious. WhatEVER! Just
take care of them as you did in the previous Alfheim and as you would
any Grace and Glory besides. Tortures are optional.

Once those dudes are bodied, keep going because the verse ain't quite over
yet. You'll be on a bridge and will have to deal with a gang of pussy low
order angels. There are some trumpeters further down that will probably
annoy you. Walk close to them to trigger and scene where the bridge falls
down to get them off your back, then take care of the others with Kilgore
combos. You CAN technically skip this part and end the verse by just
jumping over the bridge but that'll just work against you since you need
the extra combo points these guys give for the pure platinum. Once those
are bodied as well just turn into a panther and jump across the gap in the
bridge to end the verse, and break open the door here to start the next!

-Verse 6-

After skipping this gay cutscene (actually, basically everything that comes
out of Bayonetta's mouth pisses me off. Plus its also got Cereza), you'll
be thrust into combat with a bunch of weak angels. You might think there's
some sort of catch to this fight since you're out of body and Cereza's HP
bar is shown but there really isn't. You don't have to worry at all about
Cereza. Just fight normally, kill them all with Kilgore combos, avoid
getting hit, etc and it'll work out to a relatively hassle-free Pure
Platinum. Generally speaking you want to keep your combo from breaking
but you can actually still get the pure platinum even if you break it
in a few parts. It's just not very strict here.

After the fight, kick down the door. No, not the one you just came from,
the other one!

You'll now be outside and the typhoon is still raging. How annoying. Keep
walking up the stairs to trigger the next verse.

-Verse 7-

You'll be facing 5 weaklings here but you're not out of body so you can't
damage them directly! A lightning bolt will cause a post to fall off. Pick
it up and use it to kill these guys. You might want to activate Pulley's
Butterfly beforehand because it's really hard to dodge while carrying a
huge light post. Two hits will kill them each. Every hit will stun one of
them but the same can't be said about the others, that's why Pulley's 
Butterfly is a good idea here. After killing the first three the next two
will pop up further up and rush you, so be ready to hit them with the post.

Once that's done, break open the gate in front of you. As you proceed down
the tunnel, a huge dude will come chasing you. Since Cereza can't run for
crap, you'll have to stall the monster by throwing things at it. There'll
be cars, posts and junk on both sides of the tunnel, so every time you
run across one, quickly lift it and throw it at him. When he catches up
to Cereza he'll start hitting her and you won't be able to advance. But
don't worry, Cereza getting hit doesn't count towards the damage tally. She
can get hit alllll day and you'll still come out with pure platinum as long
as you yourself don't get hit. That's why you need to be careful, when you
get to a gate, break it down fast, or else he might catch up with you and
hit you. Then it's over. 

But yeah, just keep going forward, throwing everything you find at him,
breaking down the gates until you get to the end. Another pretty easy Pure
Platinum.

Keep going forward until you get to the portal and go through it. What's
that? It's closed? You enter from the BACK side, fool! And yes, I have
actually gotten this question before, believe it or not.

-Verse 8-

As soon as you go through, and after skipping another terrible cutscene
of course, you'll be jumped by a pair of Fairness and Fearless. Make sure 
to jump and dodge away immediately because they're pretty aggressive. If 
you get some distance away from them they're likely to do the charging 
move that makes them smack against a wall and get dizzied, which 
basically gives you the win for free. Simply do a Kilgore combo 
(make sure the other one isn't about to do something), and then finish it 
off with a torture. Repeat for the other one, blah blah we already know 
how to take care of these guys.

The verse isn't over though, keep walking forward towards the Beloved that
was chasing you earlier. When you get near some meteors will start falling
down for NO REASON WHATSOEVER. So keep your eyes on the ground and make 
sure you're not standing in any circles of fire which point where a meteor
will fall. After a little bit of that, the Beloved will break free and
you'll have to fight him.

The fight isn't too tough but you have to be careful of a few things.
For one thing, you want to stay in the air as much as god damn possible.
If he punches the ground while you're standing on it you'll be stunned for
a second. This isn't too big of a deal, but it's also easier to get hit
by all of his moves like his axe, his stomp etc if you're on the ground.
So stay airborne and use air kilgore combos on his back to destroy him.
He doesn't reach out behind him to grab you unlike other Beloveds, so you
don't have to worry about that, but he does swing his arm around sometimes
if you're behind him. He will also do a pussy move where he summons meteors
to hit you, except they will hit him too! What an idiot. Just run around
while he does this to avoid the meteors. You might also want to force the
camera to look at the ground so you know where they'll hit, because it
likes to look up AT him instead of where you want it to. Finally, he also
has a gay eye laser that leaves him completely vulnerable for a while,
so this is a great opportunity to lay the smackdown. That's pretty much
it though, end this fool to finish the verse.

Try to keep the combo going the entire time as you fight this guy. It's not
very hard considering the fact that he fights like a little girl. As long 
as you do this and got enough combo points with the 2 Fairness previously,
you'll get this pure platinum.

-Verse 9-

No time to rest though! The obligatory doppelganger that always has to show
up in videogames will steal Cereza, and unfortunately we can't let her.
Sucks, I know. As soon as the verse starts you'll be chasing her through
a very long corridor. She'll be shooting those obstacle course lasers at
you. It's not very difficult to avoid them, just get out of the way and
dodge when you're near them just to be safe. Even if they touch you, you
can still dodge through them and take no damage so it's cool.

What you have to keep in mind is that the speed at which she flies away
from you is the same speed at which you're running. That means there's no
reason to use Panther during this part. You're not going to catch up to
her and it'll only make it harder to avoid the lazors. Furthermore, if you
use panther at one point but then turn back to human, she'll have sped up
and then there will be a huge distance between you, making it harder to
catch up. So just stay in human form and keep running. When you get to the
end of the corridor she'll stop shooting lasers and you can panther run
through that last stretch.

Once you get here you'll have to fight her. But dude, she is SO easy.
She has no defense and will rarely if ever parry your attacks, plus she
has that same shooting move Jeanne has that leaves her vulnerable, which
gives you the perfect opportunity to unload a full Kilgore combo on her
ass. Sure, she'll try to dodge in the middle but you'll still do massive
damage and the wicked weave at the end will stun her for a bit, letting you
start a SECOND combo and finishing her off just like that.

When you kill her though, she'll show her true form, and it's just a Joy.
Although it comes with one of the most awesome enemy introductory
cutscenes! These are basically the only cutscenes I like in this game.
Oh, well, other than the ones with Rodin and Enzo of course. Those guys are
win. But wait, what was I saying? Oh right, Joy. Anyway, make sure to dodge
as SOON as the fight starts because she tries to surprise hit you there.
What you want to do though, is dodge TOWARDS her if possible and
IMMEDIATELY start a torture combo on her. The problem with this fight is
that this Joy's prime directive is to use her asexual reproduction to make
2 copies of herself. If you leave her to her devices for just a scant few
seconds she will do this, and once there are 3 Joys running around it
becomes much, much harder, so you want to prevent this. That's why you
have to get in her face immediately and use a torture. When it ends, if you
still have magic left, use a second torture to finish her off! If you
don't, just use the Shuraba's PPPPP~ combo, that should work too.

The important part is that you don't want her to reproduce. You will still
get the required combo points for pure platinum as long as you used two
Kilgore combos on the doppelganger and tortured this Joy, so there's no
reason to let her make it any harder for you!

Welp, we're done with this chapter, which wasn't very hard at all. Check
behind the portal for a chest if you want, then go through. Keep walking
forward towards the bridge with Luka to finish.

You'll find my PP videos of this chapter over at my pad
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part6

---------------------------------------------------------------------------

---Chapter VII: The Cardinal Virtue of Temperance---

Oh right, so it was this faggot who was creating the typhoon, right.

Like I've said before, the bosses in this game are very easy. But this one
is actually pretty fun, and it's not as easy as the last one because the
combo point quota for pure platinum isn't lenient. You'll need to do some
specific things to make sure you hit the points target, but I'll get to
that later. Let's start up this byotch.

-Verse 1-

As usual, there's only one verse and it consists of the entire fight. When
it starts, you'll be standing on a floating platform and Temperantia will
lock one of his arms on it. What a noob, that's just asking to get raped.
Jump up and begin doing a full airborne Kilgore combo on it. What he will
usually do at this point is start shooting at the platform with his other
arm and destroy it (this isn't always the case, but just keep wailing on
his stationary arm and he will do this sooner rather than later). If you're
standing on the platform at this point you will be given the prompt to
jump away and escape to another platform. Don't do this! Instead, keep
doing the Kilgore combo in the air on the stationary arm until the entire
platform gets destroyed. Don't worry, as long as you're in the air you
won't get hit. 

Now at this point since the platform has been completely destroyed you'll
begin falling down. What you want to do, if possible, is keep doing as many
air Kilgore combos on him as you can while you're falling. He can't do 
shit to you while you're in this situation. He can NOT do SHIT. You can get
quite a bit of free damage and combo points this way, even make it go as
high as 9.9x! You just have to be careful because it can be difficult to
see the number of punches you've done with so much crap going on, and if
you screw up the number of punches you'll plummet down without getting to
do much. If this happens don't worry though, we can make up for it later.

You'll land on a different platform. If you did tons of damage to him like
I told you to previously, he will immediately throw a huge punch against
the platform. Don't worry, you can't get hit by this if you press PK when
prompted to jump on his arm. However, you have to be careful because he
actually has two different haymakers. This one, which gives you the prompt,
and another one that doesn't, which you have to dodge. It's pretty easy
to tell which is which though. The one that gives you the prompt is given
away by the fact that he usually flinches back and groans in pain before 
doing it, while the other one is given away by the fact that he pulls back
a lot more before doing it. If he does do this second punch, you will have
to dodge. Stay crispy because it's VERY fast. The start up is slow, but
the move itself is very fast so you kind of have to know how long it takes
him to throw it because if you try to reaction dodge you might not have
enough time. But that might just be me and my 80-year old reactions.

If you didn't do enough damage, he won't use the move that lets you get on
his arm though. Yet. Instead, he'll keep doing his regular moves until
you've done enough damage. They're numerous, but not too dangerous. He'll
always have one of his arms locked on the platform while doing these things
so you should always be hitting with some hard combos unless you're 
currently dodging something. He'll do things like shoot rockets in a 
horizontal line sweeping the entire platform. Just jump up to avoid it.
He will shoot lasers out of his eyes. This is a bit more dangerous. If you
see his eyes light up, get ready for this. He shoots a lot of them and
always aims for where you are so you will have to dodge about 3-4 times
in a row to avoid them all.

He will also shoot those annoying as hell tornado thingies out of his
mouth. This is probably his most annoying move. The tornado thingies will
run around the platform at first, so jump up to avoid them, but also jump
AWAY from his stationary arm because they will climb up on it. If you're 
hitting the arm when they do this you'll take damage.

Sometimes he'll place one of his arms on the platform and pull back, then
start charging a big punch. You'll know it's this move because of the
distinct charging sound. This move is actually impossible to dodge, to
avoid it you have to do enough damage on his stationary arm before he
throws the punch.

And like I said above, he'll use his big haymaker punch which you have to
dodge. If you manage to successfully dodge it (and you should), you will
activate omega witch time and be able to jump around some tiny platforms 
while time is stopped. Try to look around for a truck or a train and make 
your way towards it, then press PK to throw it at him for decent damage.
Sometimes if you hit him with them he will get stunned for a few seconds
and you can jump towards him while witch time is activated and deal some
more free damage. Keep damaging him until you're able to jump on his arm. 

Once you're on his arm, turn into a panther and quickly run towards the
place where his arm connects to his torso. You can tell where it is by
the yellow lightning that connects them. Try not to run in a straight
line, rather as you run forward also move towards the side of his arm,
otherwise you'll get hit by flying trucks, trains and tornado thingies.
Once you get to the core that is connecting his arm to his torso, be
careful because the core will summon some Vergil style phantom swords that 
will linger in the air for a second before flying at you. Anticipate when
they will start flying at you and then dodge a couple times to avoid them.
Although you can simply run around without stopping and they won't hit you.
This is actually safer than dodging but you have to make sure you're
already in motion by the time the swords start flying, or else you're 
better off dodging them. You also need to make sure there's nothing
obstructing your path. You need to stay in motion. It's up to you which
method to use, they both have their advantages and disadvantages. Me? I
recommend using a combination of the two. As soon as the coast is clear, 
immediately start a full Kilgore combo on the core. One should be all you 
need, then you will get the prompt to start a climax. Take it and go 
through the motions to rape him. 

The core actually has two types of attacks. On Infinite Climax though, the
phantom swords attack is much, MUCH more common. I really don't know why
though, because the other one is more dangerous! He will still do it every
now and then though. Basically the core will light up for a second and
you'll hear a sound, then it'll send out a quick pulse that damages you.
It's ridiculously fast, so you have to know how much time it takes him to
do it so you can dodge.

Anyway, once that's done you'll go back to fighting him normally. Keep
damaging him as normal and eventually he'll let you get on his other arm.
Do the exact same thing you did on the previous arm to finish the first
phase of the fight. On to the next one!

Now we'll be on his body. This second phase is VERY important to be able to
get the pure platinum so listen up. There will be a bunch of cores all
around that we have to destroy. However, we have to make sure that our
combo doesn't get broken in between each core that we destroy! To do this,
first of all, we have to know where each core is so we don't have to spend
time running around looking for them. The way to know where they are is 
the yellow bands that extend out from the force field that is protecting 
Temperantia's face. If you follow each yellow band you'll reach each core.
Here's the trick though: every time you destroy a core, you'll get a short
scene and then when you regain control you'll be a little disoriented, so
what you have to do is, as soon as you regain control, begin spamming the
taunt button. While you're doing this, move the camera around to get your
bearings and find a yellow band. Once you've found it, stop taunting, turn
into a panther and follow it quickly. If you do it correctly, you'll have
reached the next core before the combo resets, and you can hit it a couple
times before the phantom swords it summons start to fly at you, then you
can dodge them, do a full kilgore combo to kill it, and then after the 
short scene start spamming taunt again and repeat the loop. Keep doing this
until all the cores are destroyed.

There's a possibility that you might get hit by a flying car while taunting
but this is so, so, so unlikely that it'll only happen maybe 5% of the
time. It's really nothing to worry about.

Eventually, there'll be such few cores left that you might not find any
bands even if you look around while taunting, which is likely to cause
your combo to reset while you're searching around. But don't worry, as long
as you can keep the combo going between 3 or more cores you'll get enough
points for the pure platinum. 

After the final core is destroyed, Temperantia's force field will be 
destroyed, and we can move on to the final phase where we get to rape his
face. Hey, that rhymed! I'm a rapper and I didn't even know it!

This is probably the hardest phase. If you've done what I told you in the
previous one with the cores, you no longer have to worry about combo
points, just damage him normally and concentrate on avoiding attacks.
He has quite a few. He still has his annoying eye lasers, and now you're
a lot closer to him so if you see his eyes light up, get the hell away,
preferably move behind him or to a side. The more dangerous version of
this, though, is when he shoots them up into the sky. They'll then come
raining down on top of you. What makes avoiding this attack difficult is
the fact that the camera is DEAD SET on making you lose. It'll look high
up towards the sky and generally act like an ass so that you can't see
where you're going. What you have to do is turn into a panther and start
running in circles around Temperantia, but it's important that while you're
running, you're also forcing the camera to look at the ground, else you
might get stuck somewhere like on him or an invisible wall or whatever
and then you'll get hit. 

Another really annoying attack he has is when he summons those tornado
thingies to fly around him. If you're near him when they're flying around
chances are you will get hit. You CAN dodge them but they're really fast
and it's tough. The easiest way to avoid them is simply to jump back and
stay far away from his head until they disappear.

Finally, he also has an attack where he shoots a huge laser towards the
ground and spins around three times. This isn't very hard to dodge. Since
he spins counter-clockwise, simply wait for him to make each pass and
dodge towards the opposite direction. Don't let him grab you with his
mouth either. We're trying to pure platinum this byatch so even a tiny
amount of damage is unacceptable. This mouth attack is actually very
fast and hard to see coming, so your best bet is to just try not to be
near his mouth that much.

Keep damaging him as much as you can in between each of his attacks. Since
he doesn't give you much time at all to do this, you don't really get to
use the kilgore combo that much. So instead of that, just damage him
normally with some quick Shuraba hits or your weapon of choice.

There's nothing special you have to do here, just make sure you don't get
hit and wittle down his HP until you can finish him off with the climax.
As long as you kept the combo going in phase 2 and didn't get hit you'll
nab that pure platinum!

If you wanna see my video where I PP this muhfugga, you'll find it over at
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part7

---------------------------------------------------------------------------

---Chapter VIII: Route 666---

Man this chapter is AWESOME, only for the music. Best song in the entire
game. I would probably hate this bike chapter if it weren't for this. It's
also relatively short, with only 5 verses, and also not very difficult.

-Verse 1-

The kinda gay thing about this verse is there's too much crap going on and
the PS3 can't HANDLE it, so the framerate problems are a bit more obvious.
You'll be on top of a truck with an Ardor (who happens to be on fire) and
another lesser angel. There are also 5 other trumpeters scattered around
the place on different cars.

First off you wanna take care of that Ardor and other dude on the same
truck you start in. The easiest way to take care of them is first of all
to equip the Evil Harvest Rosary. Now. Since you start a few meters
away from them you can start by dodging backwards once and then whiffing 
the first hits of a Kilgore combo and getting the lesser angel with the 
rockets followed by the wicked weave. The wicked weave will send him 
flying off the truck and make him suck pavement. Not to mention die. Then
you'll want to deal with the Ardor. Be careful though because the 
trumpeters will be shooting you at this point. What I recommend doing is
simply keep dodging his attacks and let the Evil Harvest Rosary damage
him. Eventually the explosions are likely to make him fall off the truck.
If he has less than half HP he'll die from this. However! The explosions
are ALSO likely to stun him, and if this happens it's even BETTER for you
because after a little bit his fire may entinguish and you'll be able to
do a full Kilgore combo on his back for a lot of points!

Once you kill that angel you'll have to deal with those annoying little
trumpeters. I recommend not using tortures during this verse since these
guys aren't much of a threat and the upcoming verse is harder. You should,
however, keep the combo going or else you won't get pure platinum. That
means that you don't want to just off them with a quick PKP combo, for
instance. That doesn't give you enough points. You want to kill them with
Kilgore combos. The interesting thing, though, is that these guys happen 
to be completely, 100% immune to stun from the first few punches of this
combo. Which means you will never be able to get it off... unless you use
Pulley's Butterfly and take their hit. Alternatively, if you don't want to
waste magic, here's another trick: jump on their head before starting the
combo. This will make them stunnable.

Make sure you're careful not to fall on the road or you'll suck pavement
yourself. Here's a tip: When the cars are making turns BE CAREFUL. If you
try to jump when they're turning your jump might end up screwy and you may
fall off. When jumping between cars you want to keep shooting at the enemy
every couple seconds to make sure the combo doesn't get reset. If you let
it break too much you'll only get gold and then you'll be screwed, though
it can be broken quite a few times as long as you kill them all with
Kilgore combos.

-Verse 2-

After dealing with those guys you'll have to fight three Gracious and
Glorious. This is the hardest verse in the chapter. Like I've said before,
these guys aren't any different from Grace and Glory on Nonstop Climax.
Which means... that they're still pretty dangerous. But honestly I'd rather
fight these dudes than Joys. We pretty much already know how to deal with
these guys. Go ahead and activate Pulley's Butterfly at the start if you
want to make things easier. You should have full magic since you shouldn't
have used any on the previous verse. A good way to own these guys is to
first get some distance by running away as panther, then turning around
and start whiffing the first hits of a Kilgore combo. The rockets will hit
them for good free damage even if they're far away, and if they happen to
close the distance it will get them for even more safe damage. Well. I say
safe damage but you have to make sure that IF they parry you midcombo,
you immediately dodge away to avoid their counter attack. Plus, you also
have to make sure the other guys aren't doing any of their bull.
If you see one of the lightning ones charging up for their rush attack,
get away. If you see them charge up their shockwave attack that sends
electricity through the floor, jump up and hang in the air with your
pistols if you have to. Same deal goes if the fire one does his spinning
move, though that one is pretty damn slow and thus not that dangerous.
Something to keep in mind, though, is that Kilgore rockets stop ALL of
these moves cold. So if you see one charging but a rocket is about to hit
him, just ignore it and keep the combo going. 

You also need to be careful of incoming cars, since you're on the highway
and everything. If you get hit by a car it's over, so try to keep the 
camera pointed towards the side the cars are coming from. If you see one
coming on your lane, jump the hell away. The cars can also damage the
enemies, so that's nice. If they happen to hit them they'll expose their
back and you can get in a nice big combo without fear of getting parried.
But usually you're too far away for this to be practical, so most of the
time I only recommend using this as extra time/opportunity to start
whiffing a Kilgore combo from far away. 

Feel free to use up all your magic on tortures. You're not gonna need it
after this. Plus, it gives you good combo points so there's no reason not
to use them.

Alternatively, I will now tell you a REALLY great trick you can use to 
ANNIHILATE these guys in record time, with no risk, and with ultimate 
combo points: firstly you need to make sure you have full magic. Now, 
start a torture attack on one of them. As SOON as it ends start a Kilgore 
combo. This will cause you to move past him as he recovers from the 
torture, but by the time you activate the rocket part, you will turn 
around and be hitting him in the back! That means you will get him with 
the full important part of the combo and he won't be able to parry at all! 
This will finish him off. Then you move on to the next one, initiate a 
torture combo on him and repeat for this one and then the final one. See? 
Ultimate. Well, ok, it's not actually COMPLETELY risk free, you do have to 
watch out for incoming cars and if the other dudes are too close they 
will hit you out of the combo. But really, with this trick it's very easy, 
and if you combine it with Pulley's Butterfly you don't even have to worry
about getting hit by cars!

After the fight, you'll get a scene introducing the Irenic. Stay frosty
'cause you'll have to jump over a truck! If you don't, you're dead. Then
it's time to start the main part of this mission!

-Verse 3 and 4-

Ok, so bike section. This isn't really too hard. There are just a few
things to keep in mind. First off, it's best to just hold down the fire
button the entire time to shoot your guns. It's easier to hit stuff this
way since you don't have to think about firing. There's really no reason
to ever stop firing.

When you see an Irenic, try to get behind him and shoot him up until he
explodes. Same thing with any other enemies you see, including Beloveds
and Angels surfing on top of cars. It won't give you many points, but you
don't actually need that many to get pure platinum in the first place so
it's all good.

Hitting most cars and stuff like rails doesn't make you take damage, only 
slows you down so don't worry too much about that. However, you'll want to
make use of the dodge to go through things like flaming trucks. Also use
the dodge when you're going through Beloveds, Joy lasers, trumpet blasts,
pipe bombs, barrels, etc. The Joy lasers can be dangerous, especially
if they throw two in a row at you and you can't dodge twice fast enough.
Not to mention if they throw one at you while you're bouncing from a
jump! Then you can't dodge at ALL. Very annoying. If you see any Joys
in the distance try to shoot them down first.

I'd recommend always taking the main road, since it has more enemies and
thus more chances to rack up points. The side roads are nice but they're
pretty lonely. Plus, some of them make you switch to the left lane, where
the cars are coming AT you. If you hit one of them there, you're done.

when going through tunnels you'll want to speed up because the gates will
close on you. If you're fast you'll be able to go through them before they
close completely. If you hit some cars or something and it closes before
you manage to go through, you actually CAN dodge to go through them
without taking damage. In fact, I'd recommend dodging through them ANYWAY
even if they haven't closed, just to be safe. Speeding up can be very
risky and dodging through closed doors isn't hard at all, so you're
actually better off never speeding at all!

When the highway starts blowing up and becoming uneven, you'll want to
try to jump or dodge over those parts because, even though usually you 
can hit the uneven parts and it'll only slow you down, sometimes it WILL 
cause you to take damage. Basically, when in doubt, dodge. But remember
that only the first few frames have invincibility.

Also be careful near the end of verse 4 when the left part of the road
disappears. Just sayin'. I swear I've fallen down that pit twice because
I was going too fast. Generally speaking there's not much reason to go
fast. The default speed works best.

After this part, and really, any part in general where you have to jump,
sometimes the game will be like "Eat a dick, pal!" and make you fall
through the floor or off someplace or whatever. I can't do anything about
that. Game's fault. You'll just have to try again.

It's harder to get the combo points you need in verse 4 compared to 3, so
when you're in 4, you want to make sure that you hit as many Irenics and
angels as you can, but MOST of all the best place to get those combo
points is in the place where you pass by 3 Beloveds. Don't go too fast
on this part so you can rack up a lot of points with the pistol as you
get near them, then, if possible, dodge their axe swings and activate the 
Evil Harvest Rosary for even more points.

Finally, be VERY careful of crashed freight trucks. These are quite 
possibly the most dangerous obstacle in the entire thing. When going
through them make SURE you dodge through the middle part! Do NOT hit the
front or back ends or you will take damage. You can't even use the dodge's
invincible frames to go through these parts of the truck so don't try. I'm
not sure why. Maybe the truck is magical. Oh, and sometimes the game will
be like "Enough o' DIS!" and throw one of these trucks at you the very
MOMENT when you're bouncing up and down from a jump and can't dodge. There
is nothing you can do in this situation but get hit and try again and hope
the game isn't being a dick. Yeah, it's some serious bull. I got NO
respect for a game that pulls this kinda crap.

At the end you'll have to press up and jump. So remember that! You don't
wanna screw up at this point right? Er... actually maybe you do. I mean,
that music IS pretty bitchin'.

-Verse 5-

After that you'll face off against 3 Braves. This part is soooo easy.
If you leave them be for a little bit, they'll eventually merge into their
true form, but you can beat them pretty easily while they're separated and
still get the pure platinum. All you have to do is jump up and start a
Kilgore combo in the air, then rain down rockets on them for huge damage.
Don't even have to worry about getting hit if you jump high enough. You
can also activate Pulley's Butterfly if you want to get more up close with
those Kilgore combos without worrying about taking damage.

Again, there's no reason to let them merge. You can if you want to though,
I mean, I ain't stopping you or nothing. But it's really easier to just
kill them fast. 

You'll find my PP videos of this chapter over at my personal dump
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part8

---------------------------------------------------------------------------

---Chapter IX: Paradiso-A Remembrance of Time---

Man. I don't like this level too much. There's too much yellow light,
everything is all weird and jumbled around! And to top it off the music is 
kinda sad. 

You'll start on the clockface. Walk forward, jumping on the platforms of
light and to the next floating slab of concrete and then to the big
island. It should look familiar, it's the exact same place as the courtyard
in Chapter I. Except now we're in Paradiso so it's not as pretty. Before
jumping over the wall into the courtyard, there's a chest over to the
left with what used to be a witch heart, if I remember correctly. Open that
if you want and then make your way to the statue in the center of the
courtyard to trigger the first verse.

-Verse 1-

This one's pretty easy. You'll face an Ardor and some trombone wielding
angels. Actually, it might not be a trombone. Whatever man, you know I got
no sense of music, YOU KNOW I GOT NO SENSE OF MUSIC!

The Ardor is carrying a key you need and he's also on FIRE so you'll want
to be careful. If you have equipped the Evil Harvest Rosary you can dodge
his attacks while letting the magical counterattack damage him. This
doesn't give very many points but eventually he'll get stunned and his fire
may even extinguish, letting you start a Kilgore combo on his back. Once
he's out of the picture the other guys are easy pickin's. The trombonist
has a huge audio cue for when he'll shoot his laser, so there's not much
to worry about. Just jump up when you hear it, or dodge if you have to.

Alternatively, you can simply off the Ardor with 2 torture attacks because
there's an Alfheim coming up next, so you have no need for your magic after
this. This works even better. Also be careful because the trombonist's
attack also hits his friends. You might think this is good for you, but
it's not because it steals potential combo points from you.

After the fight, pick up the key and use it on the statue to end the verse.
Now, before we got up there, a couple things: on each end of the courtyard
there are cracked doors with the sol symbol that you can break. One of them
has a chest with what used to be a piece of the Kilgore LP, and the other
one has the portal to the Alfheim we gotta do next. So go in!

-Verse 2-

This Alfheim is a bit of a bitch. The enemies aren't anything too special
or dangerous but you have to be out of body to damage them. That means you
need to leave your body somewhere before fighting, and if a stray enemy
walks over to it and takes a swing... well. There ain't nuthin' you can do.
In normal and hard you could theoretically go into witch time and save
your body before it got hit but here? No. 

What's more, you need to keep the combo going throughout the fight or you
won't get that pure platinum. And if you pick up your body, you won't be
able to shoot the angels anymore, meaning the combo WILL get reset. That
means you want to avoid moving the body as much as possible, but still
keep it from getting hit.

So here's what I recommend doing. Having the Evil Harvest Rosary equipped
here isn't such a bad idea. It incapacitates enemies for a few seconds and
can even hit them when you're not out of body(!). Still though, it barely
gives any points, so you can't just rely on it exclusively. Here's what
I recommend doing.

At the start of the fight, move backwards to the edge of the arena and
wait for the 3 angels to come to you. When they do, one of them will swing
at you. Dodge that to hit them with the Evil Harvest Rosary and then
quickly use panther mode to run to the opposite end of the arena and drop
off your body there. This is probably the safest spot to put it because
angels will appear right on top of it and hit it if you put it near the
entrance.

Still, that doesn't mean you can just forget about it. You want to stay
relatively close to it for the duration of the battle, but not close 
enough that enemies also hit it when trying to hit you. After placing it
here, quickly run back to the middle of the arena where the angels you hit
a few seconds ago will be coming back. At this point you can fight them
normally. Use Kilgore combos on them to kill them fast and get the most
points.

Try to keep an eye on all of them. If you see one stray away from your
line of sight towards your body, DROP whatever you're doing and quickly
go hit it to keep it from damaging your body. After killing these first
dudes you'll have to deal with several more waves of enemies. If you placed
the body where I told you, none of them should appear right on top of it,
but if you're not careful one might walk up to it and hit it.

So what you want to do is kind of stand between the enemies and your body,
because they will try to hit whatever is closest to them. Try to keep them
huddled up around you so you don't have to worry about a stray one walking
up to the body. If you use the Evil Harvest Rosary, you can knock down a
lot of them at once which gives you a few seconds to kill one without
worrying about what they may do. Alternatively, you can activate Pulley's
Butterfly once you have enough magic and try to catch several of them at
once with a Kilgore combo. 

While fighting, try not to move the body until the very end because that
will make your combo reset. Just try to protect it. Use a mixture of taunts
and your pistols to keep it going when you're not actively comboing an
enemy. Taunts are also useful because they make flying enemies fall down,
and makes them fume for a few seconds, giving you enough time to kill them.
Not to mention it gives you more points.

By the last wave, you'll face a single Ardor. He will fall dangerously
near your body but if you're nearby there's nothing to worry about. As
soon as he falls use torture combos to kill him quickly. You should have
enough magic for that at this point. Also, by this time your combo should
also be up to 9.9x which should mean you already have enough points for
the pure platinum, so what you can do, to be safe, is pick up your body,
let the combo end, and then just finish the remaining enemies with dodges
and magical counterattacks. Or, place it on the opposite end and then
finish them off normally. It's up to you.

After the fight, we can advance further into the level. Get out of the
Alfheim and return to where you inserted the key into the statue. Jump up
onto the big rings of spiritual energy that appeared around it and get all
the way up to the big ball floating there for no reason. When you do this,
verse 3 will start.

-Verse 3-

Nothing special here either. Just some garden variety angels for you to
take care of. Just use Kilgore combos on them, whatever, just kill 'em.
One of them has the key you need, careful with him because he acts a little
differently when he has the key. He will attack similarly to an Ardor even
though he's not. But anyway, destroy them all, making sure that your combo
doesn't get reset at any point. Then pick up the key and walk to the bottom
part of the sphere where the statue is. Insert the key there to end the
verse.

Walk up the newly created path of spiritual energy to yet another place
that should look familiar. It's the spiraling snake from chapter V. Except
for some reason it's not destroyed. Well, whatever. As you start running
down it, the next verse will trigger.

-Verse 4-

As you run down the snake, a giant ball will roll behind you. If it hits
you, you're done and you'll have to start the chapter again. It's not too
hard to avoid it though. Simply use Panther Mode and run away from it.
Witch Time lightning will start hitting you at regular intervals to help
you out, so whenever you see it about to hit you, dodge to activate witch
time and give you extra time. 

As you go down, you'll run past some weaksauce angels just standing around.
You need to hit these guys at least a little bit if you hope to get that
Pure Platinum. You don't have to hit them too much though, so don't worry.
It's easy. Whenever you get to one and you have witch time activated, punch
him a few times and start a Kilgore combo if you have enough time, then
just turn into a panther and resume running just before witch time runs
out. Do this for every angel you come across and you should get those
points no problem. You really don't need that many. Just make sure not
to linger for too long or the ball might catch up to you. At the end press
the jump button to cross the gap.

You'll now be on a platform with an apparatus that is clearly missing
a cog. Break the wall nearby to repair it. With magic, obviously. Then
simply spin around on the pole to spin and platform and connect the bridge
of light. Walk on it to yet another familiar place. It's my favorite place
in the game, but it's not so nice here since we're in Paradiso. 

Anyway, as you enter the plaza you'll see the key you need being smashed
to pieces by that god damn ball from hell. The pieces will scatter and
hide in 5 chests around this place, and the fifth verse will start.

-Verse 5-

You need to open those five chests and get the pieces of the key. Be
careful though because the ball will be trying to smash you the entire
time. So when you hear the sound and see the symbol on the floor, jump
away to avoid getting squashed into paper. You'll also be stunned for a 
second if you're on the ground when he hits the floor, so try to be in the
air when he does this, if possible. Also, it's not true that he'll be
smashing you the entire time though. There are certain spots where he will
not fall. Particularly, near the chests. So when you get to a chest you
can relax for a bit.

NOT. Because when you open some of the chests, an enemy will pop out and
try to kill you. This is actually far more dangerous than the ball. So what
you want to do to avoid damage is use the PKP combo to open a chest, and
then IMMEDIATELY dodge after the wicked weave to avoid the surprise attack
they love doing when they jump out.

Two of the chests have a Gracious and Glorious. You've fought these guys
before, and this time you'll only be fighting them one at a time so it
should be easy. If one of them appears from the chest in the middle of
the plaza, try to jump over to the courtyard and fight there because the
ball won't bother you there, as opposed to if you try to fight on the
plaza. 

The chest here houses a Fearless. Like I've said before, when he raises 
his tail, you can actually go up to him and wail on him with a Kilgore 
combo and he won't have time to lower the tail and counter attack if you 
were fast! If he does lower the tail, just watch out for that and dodge. 
Either way that's a good way to deal damage to him relatively safely.
If he charges at you and smacks his head on a wall, that's also a great
time to rape him while he's dizzied. 

There's no need to keep the combo going in between enemies here. And there
is no need to keep it going while fighting the Fearless either if you did
well against Gracious and Glorious. You can use tortures if you want, but
they're not necessary and you want to keep a little magic for the next
encounter. Also try not to waste too much time between each chest. Open
them all fast because the time limit is somewhat strict.

After getting all 5 pieces of key, the verse will end. Break the tables
and vases around this plaza to find a purple butterfly if you need some
magic. Then walk up the stairs and insert the key on the statue to create
some spinning platforms of light. Why are they spinning? Just to be more
annoying, I guess. Make sure not to fall off and make your way past them
to the next island. Open the chest here if you want. Break the four statues
up on the pillars here and you might find some more purple butterflies!
You might need it for the next fight. Walk up the path to trigger the
next verse.

-Verse 6-

GRAAAAHH!! We are welcomed into this verse by the gayest enemies in the
entire game, Kinships. Just... damn. These guys are relentless in their
assault, with lasers, missiles, rockets and uh... grabby hands? And to 
damage them you have to jump up on their deck, which has basically no room
at all to manuever if they shoot at you while here, and if you try to
jump? You'll just fall to your death. Fortunately, Kinships have low HP,
so a single well placed Kilgore combo on their core will destroy them.

After the cutscene, immediately jump away and start dodging because some
rockets will be circling around you. There are tons of them and you need
to dodge several times in a row to avoid them. There are two Kinships. One
of them is stationary and is the one shooting you, and the other one is
temporarily off camera. Forget the latter one, as long as he's off camera
he won't shoot you. After avoiding those rockets try to jump on the
stationary one's deck. Be CAREFUL and make the jump correctly. If you fall
it's over. Once you're on deck he'll probably shoot some more rockets at
you. Like I said above, if you jump here you'll just fall off and die. So
what I recommend doing is simply stand there and wait for the moment when
the rockets are about to hit you, and then SPAM the dodge button without
pressing a direction until all the rocket have exploded. Once the coast is
clear, do a full Kilgore combo on the core to destroy this Kinship.
Hopefully you did it before the other one got on camera. Now, you have
a choice. Stay here and wait for the other Kinship to get close so you can
jump on his deck (risky since he'll shoot at you and you have no room to
move around), or jump back down to the island and wait for him to pass by
so you can jump up on his deck (safer). Once you're on his deck simply
do the same thing you did for the other one to destroy him.

There's no need to keep the combo going in between kinships. Also, using
Pulley's Butterfly is a good idea just to be safe since dodging while on
a Kinship can be iffy sometimes.

After the battle, a familiar thing will pop up. Before we go there though,
there's an Alfheim we have to do. Stand on the stationary Kinship and look
towards the horizon to find a big platform of spiritual energy with the
Alfheim portal on it. You need to turn into a crow and fly there. Do so,
and then enter.

-Verse 7-

This Alfheim is simple but not free. All you have to do is kill 2 Jeannes,
and as long as you don't get hit you'll get the pure platinum. It's VERY
difficult to not get hit while fighting two Jeannes at the same time
though. I mean, just one is bad enough with her ultra fast attacks and
almost out of nowhere wicked weaves.

Here's some good news though: first off, they don't have as much HP as the
real thing. Second of all, and most importantly, the combo points you need
for pure platinum in this fight are very low. For this reason, I recommend
equipping the Evil Harvest Rosary for this fight. This will allow you to 
damage them without compromising yourself by doing combos. Not to mention,
any damage you can get for free simply by dodging is a great thing! As
for weapons, I actually recommend using Shuraba exclusively in this battle.
Specifically, the PKP combo because it's fast, has good range, and the
wicked weave does excellent damage, especially to these Jeannes that barely
have any HP. It'll do as much as 1/4 of their health!

So here's the strategy: try to get them close to each other, and don't
attack. Wait for their attack, and once you see it, dodge to hit them for
big damage from the evil harvest rosary. Here's the juicy part though:
the magical explosion will stun them for about 2 seconds! This gives you
JUST enough time to do a quick PKP combo with Shuraba, doing even MORE
damage and with no fear of retaliation. Just with this you should be able 
to take off half their HP if not more. So that's what you want to do. As 
SOON as you dodge an attack and activate the magical counterattack, go 
into PKP combo for free damage. That's really all there is to it. The
magical counterattack might not hit them every time because they CAN dodge
it, but if they do, that means that they can't attack you, so go ahead and
do the PKP combo as usual and it should still go off without a hitch. 

Use your knowledge from previous Jeanne fights because they work the same
way. If you're too far away from a Jeanne she'll do her annoying gun
attack, and that means if you dodge, you'll be too far away for the
counterattack to hit, so try to keep them close to you, but stay on your
toes for any combos or wicked weaves from them.

Oh yeah, about that. Those wicked weaves are hell of fast. While sometimes
there are slight cues before them, such as a quick red flash or Jeanne
saying "Bam!", sometimes it can be something as difficult to react to as
a snap of her fingers. That's why, while reaction is important, you also
kind of need to get a certain feel for when she's likely to wicked weave.
You need to anticipate when she's likely to do it so that once she does,
it's much easier to react because you were expecting it.

Another thing to note. Whenever she launches up into the air, know that she
WILL come down hard on you with a kick. So whenever you see her jump into
the air, learn how long it takes her to come down with the kick (about a
second), and dodge that. This is actually a great thing, because it gives
you a super easy dodge. So whenever you see her do this move, it means
you got lucky! Another easy dodge is whenever she starts a combo.
Especially with her sword, she will always end it with a wicked weave that
should be easy to see coming.

But yeah. Long as you don't get hit you'll win that pure platinum. This
fight isn't all that tough with that strategy. If you're having a lot of
trouble, you could also try building meter by dodging a lot at first and
then activating Pulley's Butterfly once you have magic, but it's really
not necessary.

After the fight, get out of the Alfheim and fly back to the island. Walk
up to the thingy that appeared after you killed the Kinships. There's a
chest to the left in case you want it. And if you break the vases to the
right you're very likely to find some purple butterflies. Careful because
gravity in this place is completely out of whack and the rings might fly
UPWARDS. But anyway. Go up the thingy and fall through the hole to
activate verse 8.

-Verse 8-

You'll be falling and there will be some spiny tentacles trying to rape
you. Be VERY careful, if you touch any of the spikes you will take damage
and that's no good. You want to try to smash through the red parts in the
middle of them to kill them without taking damage, but be careful because
they move around. Failing that you'll want to just avoid them completely.
Also, you'll see a few Inspired flying around. Crash into them for some
decent points. If you want to be safe, you can activate Pulley's Butterfly
before falling down the hole and this will actually help you for the
upcoming fight because guess what. We'll be fighting 3 Joys when we arrive
and you know these whores are serious business. Having it activated is
crucial since these are the most dangerous enemies in the entire game. That
being said, if you do activate it before the jump, you'll burn through
an entire meter by the time you get down there, and that means one less
torture combo. And in this one tortures are essential because getting the
combo points you need is not easy. So in reality, I recommend not
activating Pulley's Butterfly until you're down there fighting them.

As soon as you hit the floor, jump away and dodge because they will try
to hit you immediately. Then you'll have to fight them. What can I tell
you, this fight is the same as that time you fought 3 Joys in chapter V,
verse 5, with perhaps the only exception that you don't have as much
room to run around, so fighting them one at a time is harder. This is why
Pulley's Butterfly is so crucial here. Good thing we just finished an
Alfheim and thus have full magic.

Like that verse a while back, I don't recommend using the Kilgore combo
against these enemies because they will almost always parry it. Instead, 
use the PPPKK combo on them. This seems to have much more success. For one 
thing, they are much less likely to parry it, and the kicks also knock 
them right off their feet! When doing those sweeps, keep the button 
pressed to make Durga's bomb go off for massive damage on them! This works 
great, plus it has massive blast radius so sometimes even if they dodge 
it'll still hit them. Just don't try it if they have the whip equipped or 
you're getting dominated. That crap's got supreme range. 

Since you'll have Pulley's Butterfly activated, sometimes it's best to
simply take a hit in the interest of continuing the combo and getting in
those Durga bombs to damage them.

Another good time to attack them is right when they initiate their gay
move where they summon a bunch of flying feather thingies to home in on
you. If you see her start this, immediately combo her to both stop it and
get some good damage in. 

Another thing to note is that if you see them dodging a BUNCH, know that
right after their final big dodge they WILL attack, so that's a good
opportunity to dodge and then get some offense going because you can
anticipate it. 

Joys have low health and defense so that's also another advantage you have.
A torture combo will take off 3/4s of their HP, which is a lot. And in fact
you are basically FORCED to use torture combos in this fight because if
you don't, you can bet you probably won't get the combo points you need for
that pure platinum.

Finally, remember that they have access to many weapons. Their regular form
where they only have punches and kicks isn't too bad. This is the form
you want to fight in general. When they have that bigass sword they're a
little more dangerous. They love to do a launcher followed by a helm
breaker. If you manage to dodge the launcher, they will stay in the air
for about 2 seconds before coming back down. Don't assume that just because
you walked under them that it will miss you! They have the power to change
their direction in midair and hit you no matter where you run, so instead,
wait for them to come down and dodge again, then start a combo on their
ass. 

The whip. God, the whip. This one is the most dangerous crap. It's so god
damn fast and has deceptive range. Don't assume you can react to this
crap! You can't! Or maybe I just have crappy reactions... Either way,
your best bet is to anticipate the attacks and dodge. Just in general
remember that they will attack if you're in range so that will give you
the anticipation you need to dodge their ultra fast whip. 

However, by far the gayest thing about this fight is that you need a lot
of combo points and getting them with Joys is NOT easy since they're so
tough. But necessity is the mother of invention, and I will now tell you
a great way to kill these sluts fast, with the combo points you need, and
with little skill required. It relies on having full magic, so make sure
you don't use Pulley's Butterfly before jumping down the hole. The strategy
is simply this: start a torture combo on one. As soon as it ends, start
whiffing PPP and then do a single sweep with K, holding down the button.
You'll sweep her and the durga bomb will finish her off easily. Then jump
over to the next one and initiate a torture combo on her. Repeat the same
thing to finish her off easily as well, and then repeat for the third one.
With this method you'll kill them all FAST, your combo will never break,
and they'll basically not get to do anything to you.

After the fight, jump over to the next island to end the verse. Then run
up the stairs. Careful because the god damn ball will start falling. Run
along the edge to avoid it. When you get to the portal to the gates of
hell, you'll see a bridge of light leading to the next part. Don't use it!
Instead, turn into a panther and jump THROUGH it to the next island.
There's an optional verse we have to do here if we want that pure platinum
award. 

-Verse 9-

This verse is completely and utterly free. You'll find three statues, each
housing a weaksauce angel. Break the statue with a PKP combo to free the
angel, and then kill it with a single Kilgore combo. Do this for all 3
statues and you'll get the pure platinum with no effort required. You don't
even need to keep the combo going in between statues. At the end of this
path you'll also find a sol door you can break down to find a chest with
what used to be the final piece of Lt. Kilgore LP. But anyway. Go back to
the portal to the Gates of Hell, and this time take the bridge of light.
Be careful because this particular bridge is a bullshit trap with a hole
in the middle. You can't run all the way through or you'll fall. The hole
is just before the brightest part of the bridge, so just before you get
to that part, jump.

Keep advancing through the obstacle course with the bouncing ball and
spinning platforms until you get to the bridge. Cross the bridge but be
very careful with the annoying tornado thingies flying around. They have
a set pattern though, where they leave a spot open in between each pass
they make, so just jump over them and land on the safe spots to get
through. Once you get to the end we'll have to fight this chapter's
laughably easy boss.

-Verse 10-

Dude's a complete joke. As long as you stay near him he can barely do much
to you. Just stay airborne near his core using the air PPPKKK combo to
damage it. This prevents him from turning into a bird, which he will only
do if you're far away, and will also prevent his hands from being able to
touch you since the area around his core is a safe zone. The only thing he
can do when you're near him is turn into a dragon and try to bite you. So
when you see him turn into a dragon, immediately dodge to avoid the bite.
But other than this? He can NOT do SHIT. Remember to dodge immediately at
the start of the fight because he'll throw a quick bite at the start and
then just stay on top of him and keep doing the PPPKKK combo until his HP
disappears and then finish him with the climax. Easy street. 

But we're not quite done yet. There's still one more verse to take care of.
Yeah, I know, this chapter is pretty damn long. Don't enter the building
yet. Up the stairs to the left there's a chest in case you want it. Run
back alllll the way back through the bridge, the obstacle course etc all
the way to where you fought the 3 Joys in Verse 8. An Alfheim has popped
up here and we have to complete it if we want that pure platinum award.
So go inside.

-Verse 11-

This one might seem really hard, but it's only moderately so. You'll be
fighting 2 Fearless and 1 Fairness. That means that, since Fairness only
become docile when they're in pairs, all of these enemies will be trying
their hardest to rape you with full force in the vagina, mouth and ass.

Theoretically you only have a limited number of punches and kicks but the
Kilgore combo does such an obscene amount of damage that this is really a
non-issue. That's what you'll be using exclusively in this fight.

You'll want to kill the Fairness first because he's the more dangerous one.
His fireballs have little to no warning, he jumps at you much more
aggresively and his screech is basically an "alright, eat a dick pal".

The start of the fight is a great time to score some early damage on him.
As soon as it starts, they'll appear and roar. This gives you enough time
to quickly run up to the Fairness (he's the one in the middle) and do a
full Kilgore combo to take off as much as half his HP. Just remember to
dodge immediately, and maybe even before the combo completely finishes
because the other ones will try to swipe you. Something to keep in mind
is that it's better to hit him from the sides because he's less likely to
parry or get away. If he does it's no big deal. Just means you missed the
chance for free damage.

Once the fight has properly started, of course, you don't want to go up
to them and combo them. You'll just get your ass kicked. While you CAN do
that to a single Fearless while its tail is up, no luck when he's got a
posse that's got his back. So what I recommend doing is running away to
the edge of the arena away from them, and making sure they're a moderate
distance away, off camera, and start whiffing the first hits of the Kilgore
combo, then turning around and making the rockets and wicked weave hit 
them. This will usually do a lot of damage and is quite safe since they
won't attack you while off camera (unless they were preparing an attack
BEFORE they went off camera).

If they charge at you and smack their head on the wall, that's a great
opportunity to land a full combo, but DON'T do it if the others are nearby.
Once the Fairness is dead, you can actually get near a Fearless and land
combos on them while they're tail is raised, but again, don't do it if
the other one is onscreen. If they're close to each other just keep doing
the previous strategy. 

Eventually you'll have built up a little magic, and it's probably a good
idea to activate Pulley's Butterfly when you do. It's not like you can
even use tortures in this Alfheim, plus, once you beat all 3 of those guys
you'll be SURPRISE jumped by a single Joy. She's dangerous but it's not as
big of a deal as if there were 3 of them like previously in this chapter.
And by this time you should have butterflies protecting you so there's not
a lot to worry about. 

Fight her in the same way you fought the Joys in this chapter. Use the
PPPKKK combo to sweep her off her feet and hold the kicks to hit her with
Durga bombs for huge damage. Other than that, you should know how to fight
her from verse 8 in this chapter. Don't worry about keeping the combo going
during this Alfheim. It's not necessary. Just focus on finishing that
fight without getting hit and you'll get the pure platinum.

After that, simply return all the way to where you fought Golem and then
go through the door to finish the chapter!

If you feel like checking out my video demonstration of this chapter, go to
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part9

---------------------------------------------------------------------------

---Chapter X: Paradiso-A Sea of Stars---

Aight dogg, sorry to piss on your party but we ain't outta paradiso yet.
Yeah. I know. This place sucks a ball. But what can ya do.

-Verse 1-

As soon as the chapter starts you'll be assaulted by a team of 3 Joys. Good
thing we already know how to take care of them, and if you have full magic,
which you should because it's the start of the damn chapter, you'll be
able to use the same strategy we used in the previous chapter to pure 
platinum these hoes. Just in case you need a refresher, I guess I could do
you the favor and repost it:

Like that verse a while back, I don't recommend using the Kilgore combo
against these enemies because they will almost always parry it. Instead, 
use the PPPKK combo on them. This seems to have much more success. For one 
thing, they are much less likely to parry it, and the kicks also knock 
them right off their feet! When doing those sweeps, keep the button 
pressed to make Durga's bomb go off for massive damage on them! This works 
great, plus it has massive blast radius so sometimes even if they dodge 
it'll still hit them. Just don't try it if they have the whip equipped or 
you're getting dominated. That crap's got supreme range. 

Since you'll have Pulley's Butterfly activated, sometimes it's best to
simply take a hit in the interest of continuing the combo and getting in
those Durga bombs to damage them.

Another good time to attack them is right when they initiate their gay
move where they summon a bunch of flying feather thingies to home in on
you. If you see her start this, immediately combo her to both stop it and
get some good damage in. 

Another thing to note is that if you see them dodging a BUNCH, know that
right after their final big dodge they WILL attack, so that's a good
opportunity to dodge and then get some offense going because you can
anticipate it. 

Joys have low health and defense so that's also another advantage you have.
A torture combo will take off 3/4s of their HP, which is a lot. And in fact
you are basically FORCED to use torture combos in this fight because if
you don't, you can bet you probably won't get the combo points you need for
that pure platinum.

Finally, remember that they have access to many weapons. Their regular form
where they only have punches and kicks isn't too bad. This is the form
you want to fight in general. When they have that bigass sword they're a
little more dangerous. They love to do a launcher followed by a helm
breaker. If you manage to dodge the launcher, they will stay in the air
for about 2 seconds before coming back down. Don't assume that just because
you walked under them that it will miss you! They have the power to change
their direction in midair and hit you no matter where you run, so instead,
wait for them to come down and dodge again, then start a combo on their
ass. 

The whip. God, the whip. This one is the most dangerous crap. It's so god
damn fast and has deceptive range. Don't assume you can react to this
crap! You can't! Or maybe I just have crappy reactions... Either way,
your best bet is to anticipate the attacks and dodge. Just in general
remember that they will attack if you're in range so that will give you
the anticipation you need to dodge their ultra fast whip. 

However, by far the gayest thing about this fight is that you need a lot
of combo points and getting them with Joys is NOT easy since they're so
tough. But necessity is the mother of invention, and I will now tell you
a great way to kill these sluts fast, with the combo points you need, and
with little skill required. It relies on having full magic, so make sure
you don't use Pulley's Butterfly before the fight itself. The strategy
is simply this: start a torture combo on one. As soon as it ends, start
whiffing PPP and then do a single sweep with K, holding down the button.
You'll sweep her and the durga bomb will finish her off easily. Then jump
over to the next one and initiate a torture combo on her. Repeat the same
thing to finish her off easily as well, and then repeat for the third one.
With this method you'll kill them all FAST, your combo will never break,
and they'll basically not get to do anything to you.

With that little strategy they shouldn't pose much of a problem. After the
fight, jump down the large hole in the floor. See, Paradiso makes no sense
man! No sense at all.

-Verse 2-

Careful because you'll be greeted by 3 Harmonies when you hit the floor.
Kill them with some quick Shuraba PKP combos and dodge when you see them
flash blue. There's a huge set of gears in the center of this town square,
but it's missing all of 'em. It's not hard to spot them though. Just break
the 4 walls you find to the north, south, east and west side (which we all
know is the best side). Careful though because you'll find 2 more Harmonies
here. Each is guarding one of the walls. It's nothing to write home about
since they're fighting you one on one though. Don't use any tortures on
any of them because once you repair the last cog, a Gracious and Glorious
will appear. 

You should have built up at least one full meter by now with the Harmonies.
If you want to make this fight with Gracious and Glorious drop dead easy,
simply build up to at least 2 full meters with the Harmonies by using
taunts. Then you can simply use the same great strategy we used back in
chapter VIII to own these fools. Don't remember it? Here you go:

Anyway. Go ahead and activate Pulley's Butterfly at the start if you
want to make things easier. A good way to own these guys is to
first get some distance by running away as panther, then turning around
and start whiffing the first hits of a Kilgore combo. The rockets will hit
them for good free damage even if they're far away, and if they happen to
close the distance it will get them for even more safe damage. Well. I say
safe damage but you have to make sure that IF they parry you midcombo,
you immediately dodge away to avoid their counter attack. Plus, you also
have to make sure the other dude ain't doing none of his bull.
If you see the lightning one charging up for his rush attack,
get away. If you see him charge up his shockwave attack that sends
electricity through the floor, jump up and hang in the air with your
pistols if you have to. Same deal goes if the fire one does his spinning
move, though that one is pretty damn slow and thus not that dangerous.
Something to keep in mind, though, is that Kilgore rockets stop ALL of
these moves cold. So if you see one charging but a rocket is about to hit
him, just ignore it and keep the combo going. 

Alternatively, I will now tell you a REALLY great trick you can use to 
ANNIHILATE these guys in record time, with no risk, and with ultimate 
combo points: firstly you need to make sure you have one full meter for
each enemy. Now, start a torture attack on one of them. As SOON as it 
ends start a Kilgore combo. This will cause you to move past him as he 
recovers from the torture, but by the time you activate the rocket part, 
you will turn around and be hitting him in the back! That means you will 
get him with the full important part of the combo and he won't be able to 
parry at all! This will finish him off. Then you move on to the next one, 
initiate a torture combo on him and repeat for this one. See? Ultimate. 
Well, ok, it's not actually COMPLETELY risk free, you do have to watch 
out if the other dude's too close he will hit you out of the combo. But 
really, with this trick it's very easy, and if you combine it with 
Pulley's Butterfly you don't even have to worry about getting hit by the 
other guy! If you only have one meter, you'll only be able to use this
method to kill one guy, and then you'll have to kill the other one 
normally. Which isn't too hard, really. I mean, it's only one enemy.

Anyway, after that verse is done, get on that pole and spin it around. 
This will rotate the island you're on. You can rotate it twice. One time
to set a path to a small platform with a chest and an Alfheim portal, and
one time to set a path to the next part of the level. Obviously we need
to do that Alfheim, so get to that platform and go inside!

-Verse 3-

So in this Alfheim you're supposed to kill all the enemies but only wicked
weaves can damage them. As usual, I recommend going with Shuraba and using
the PKP combo. It's relatively fast, has good range, can hit multiple
enemies if you're lucky, and does excellent damage. 

So, also as usual, what you want to do is get some distance away from this
gaggle of angels (you'll be fighting lots), preferably with Panther, run
to the edge of the arena away from them, then turn around, whiff the first
two hits and then hit them with the wicked weave. Make sure the enemies
are a moderate distance away. You want to whiff those two first hits 
'cause if you don't, you'll be stunned and probably hit. And that's NO
GOOD. It's literally impossible to keep the combo going this way, but
don't worry, the designers have taken that into account and the combo pts
you need are correspondingly low. 

If you see the angels approaching you too soon don't be afraid to abort
the combo by dodging and trying to search for a better position. You have
quite a bit of time. Keep killing them all in this way and eventually
you'll face Glory and Grace. Use the same tactic to kill them. Something
that you might want to keep in mind is that it seems to work better to
keep them on camera while running away and whiffing those hits. Why?
Because if they're off camera they won't be able to do any of their attacks
until they're on camera, so what happens is that they try their DAMNED
hardest to get on camera, and since they're so god damn fast, that results
in you never being able to get off any PKP combos because they're always
right on top of you. On the other hand, if you keep them on camera, they
might hang back by using any of their attacks like the lightning discharge
or the flame spin. This'll give you enough time to get off PKP combos,
but just remember to dodge those attacks.

Keep doing this until they both die. By this point you should now be fully
locked and loaded with magic. So what you should do now is QUICKLY
activate Pulley's Butterfly. Because once that last Glory or Grace dies,
you'll be ganked by two Joys, and you know these hoes are THE most
dangerous bitches in the game. Even moreso right now that you ain't got
access to torture attacks. Or, anything really, other than wicked weaves.

The strategy will not change. Again, you want to whiff those first two
hits and hit them with the wicked weave. And again, it's in your best
interest to keep those Joys on camera because they are even FASTER than
Glory and Grace. MUCH faster. They are the fastest bitches in all the land.
But of course. That also means you have to watch out for their attacks.
Just because you're being protected by butterflies doesn't mean you can
go to sleep on these hoes. They can eat through your barrier like NOTHING,
especially when they have the whip equipped. Hey that kind of rhymed! Why
am I even writing this? I should've been a rapper! Uh, where was I? Oh
right. You know the deal with their attacks:

Run up to them and they will GENERALLY attack you as soon as you're in
range, so expect this and dodge. Then get away and try to initiate a PKP
combo.

Another good time to attack them is right when they initiate their gay
move where they summon a bunch of flying feather thingies to home in on
you. If you see her start this, try to hit her out of it. It's really
hard since regular hits do nothing to them in this Alfheim though, so most
of the time, when you see that attack you'll just want to dodge it. I
recommend jumping in the air and then dodging a bunch of times to make
sure it doesn't hit you. 

Another thing to note is that if you see them dodging a BUNCH, know that
right after their final big dodge they WILL attack, so that's a good
opportunity to dodge and then get some offense going because you can
anticipate it. 

Finally, remember that they have access to many weapons. Their regular form
where they only have punches and kicks isn't too bad. This is the form
you want to fight in general. When they have that bigass sword they're a
little more dangerous. They love to do a launcher followed by a helm
breaker. If you manage to dodge the launcher, they will stay in the air
for about 2 seconds before coming back down. Don't assume that just because
you walked under them that it will miss you! They have the power to change
their direction in midair and hit you no matter where you run, so instead,
wait for them to come down and dodge again, then get away and try to start
a PKP combo.

The whip. God, the whip. This one is the most dangerous crap. It's so god
damn fast and has deceptive range. Don't assume you can react to this
crap! You can't! Or maybe I just have crap reactions... Either way,
your best bet is to anticipate the attacks and dodge. Just in general
remember that they will attack if you're in range so that will give you
the anticipation you need to dodge their ultra fast whip. This bitch'll
eat right through your butterflies in record time, so if you see the whip,
BE AFRAID.

Whenever you manage to hit one with a wicked weave she'll get knocked back,
and if you can then quickly dodge and start another one before she recovers
you might be able to get into a nice groove. Either way, just keep doing
this until they're dead. Long as you don't get hit you'll get that pure
platinum almost guaranteed.

Anyway, get outta there and go back. Spin the island again. There's another
chest up on the arch when you exit the plaza, if you're interested. It's
in the same place as the Alfheim was in chapter II. But anyway, jump over
to the next island (in panther mode). As you walk down this path the
next verse will trigger.

-Verse 4-

This isn't anything too special. You'll be fighting about 5 Harmonies.
Switch to the shuraba and kill them with some quick PKP combos, just be
careful once they get near you. If they flash blue, dodge. Go ahead and
use tortures on them, you don't need them for the next verse, plus, you
will find some purple butterflies in the vases around this part. You might
even be able to get off 4 tortures! Though it's definitely not necessary.
Just kill 'em all! 

Once that's taken care of keep walking down the stairs to the open square
below. 

-Verse 5-

This verse is FREE. I actually laughed like Satoko in Higurashi when I did 
this verse because it's really that laughably easy. You get weeaboo points
if you know what I'm talking about. If not maybe you should watch Higurashi
No Naku Koro Ni. Oh yeah, you got that right. I just plugged an anime right
in the middle of the guide where NO ONE is even going to see it. Because
let's face it, does anyone actually read guides in full? No. I could say
all my deepest, darkest secrets here and no one would even know! It's like
writing in a diary. Too bad I don't really have any dark secrets though.
I'm about as clean as they come. Or wait, maybe the fact that I'm so pure
is a dark secret?!

Woah, now that was a tangent. Where was I? Oh right. Well, as soon as the
verse starts you'll be jumped by a mini Fortitudo. But this guy is GIMP
as all hell. He basically ain't got no health. All you have to do is wait
for him to try to bite you, and when he does his head will get buried in
the ground. Then do a full Kilgore combo on him to take him right down to
half HP. Simply repeat to kill him. Try not to stay too close to him since
he's more likely to get you with his quick bites and flamethrowers there.

Once he does, a gimped Temperantia will appear over to the north. How do
I know it's north? I don't actually. It just...FEELS like north, y'know?
He'll be floating a bit away from the platform so you can't immediately
get near him, though you CAN whiff the first hits of the Kilgore combo and
then get him from a distance with the rockets. Just watch out for his
attacks. He'll try to shoot you with his own rockets and his eye lasers
so if you see him start these attacks, stop what you're doing and get
ready to dodge. When he raises his fist, that means he's about to try and
smash you. Anticipate the attack, then when you've dodged try to hit his
hand a little. There's not much time to do so though, considering we don't
have witch time to work with. Eventually he'll put his face near the 
platform, and that's basically when you can go to town on him. If you do
a lot of damage you'll even dizzy him and then be able to do even more
damage and probably outright kill him right there. Like Fortitudo, he has
barely any HP so he'll die fast. 

After the fight, walk up to the next island with the church and the next
faggot will hit the island, making it spin around. It's no big deal. Just
wait for it to spin and jump over to it when you're able to. 

-Verse 6-

Inside the church there will be 5 Enchants all hunkered down on the floor
ready to blast your ass. The verse won't start until you step into the
church. You can actually kill the first one with Shuraba's PKP combo from
outside the church, which is kind of funny. Eventually you'll have to
enter though. The Enchants are a LOT more dangerous when they're stationary
so what you'll want to do is force them to get up. How? Well, simply turn
the camera around and make it face towards a corner away from them. While
they're off camera they're unable to shoot you, which means they're forced
to get up and come to you if they hope to do anything. That's when you
start a Kilgore combo and rape them all!

After the fight, get out of the church, wait for the island you're on to
spin until you see a green tunnel, and then jump through it to the next
island.

-Verse 7-

God dammit. This verse is a NIGHTMARE. Three of the gayest enemies
in the entire game all at once? Sorry but Pulley's Butterfly is practically
a must here. Activate it as soon as you land. All 3 Kinships will
immediately shoot their flurry of rockets at you. Do your best to dodge
them all by jumping up and spamming the dodge button, although chances
are you'll still get hit at least once, because you need to dodge twice
to fully avoid each Kinship rocket flurry, and there are 3 Kinships... and
you can only dodge 5 times in a row. But just in general it's just so damn
hard to avoid such an assault. That's why Pulley's Butterfly is so damn
important. Also when jumping around and dodging, be careful not to
accidentally jump off the platform and fall to your doom. That would suck.

You can shoot the rockets to destroy them, but this isn't reliable at ALL.
Especially when there are so god damn many of them. At least dodging is
80% reliable.

After you've finished dodging all that bull though, you'll have a small
window of opportunity where you can jump onto the first Kinship. Try to
do a Kilgore combo on its core to kill it fast, but chances are they'll
start shooting you again at this point. And now you don't even have any
space to move around in. Your best bet here is simply to stand still and
SPAM that dodge button as the rockets are about to hit you. Since you still
have butterflies protecting you, even if you get hit once it shouldn't
matter. Once the rockets are gone finish off the Kinship you're on, and
then move on to the next one. If your butterflies have run out though, make
SURE you activate it again before going on.

I'm sorry but there verse is complete bullshit, plain and simple. And for
that reason I will now give you the most foolproof strategy you can use
to win this with about 80% certainty, and with minimal skill required.

Basically, you first make sure Pulley's Butterfly is activated. When the
kinships shoot their first rocket barrage, instead of trying to dodge
them while on the platform, simply jump up onto the first kinship, and
start the Kilgore combo on his core while COMPLETELY ignoring the rockets.
Don't even dodge once. Just let the butterflies absorb all the hits.
The Kilgore combo will destroy some of them, and the other ones will take
your butterflies. You'll kill the first kinship, and chances are very high
that you won't have any butterflies around you anymore. So as soon as you
kill the first kinship, dodge cancel out of your move and activate Pulley's
Butterfly again. Then jump up onto the second Kinship, again completely
ignoring all the rockets and kill him with another Kilgore combo. The
third Kinship is likely to shoot his huge laser. This one, however, you
can't ignore. It's too powerful. So if you see him charge it, get out of
the way! Then jump on him and finish him with a third combo. 

Sigh. Anyway, after the fight, you can jump on the big platform of light
to find a chest. There's also another platform with a chest farther off
but you need to turn into a crow to get to it. Whatever though. Go back
to the solid platform below, walk towards where the arrow is pointing and
jump on the small platforms of spiritual energy to the next island.

You'll have to cross a long bridge with a bunch of tentacles trying to
smash you. It's easy though. Simply turn into a Panther and run along the
bridge hugging the wall the entire time. They won't be able to touch you.
Once you get past, break the statue of a Fairness, then turn left and
walk down the stairs to trigger the next verse...

-Verse 8-

Nothing special. Just Gracious and Glorious. You've already fought these
guys previously in the chapter. Use the same strategies. You should have
close to full magic meter at this point, so it's no big deal. I guess I
could paste the strategy again:

Anyway. Go ahead and activate Pulley's Butterfly at the start if you
want to make things easier. A good way to own these guys is to
first get some distance by running away as panther, then turning around
and start whiffing the first hits of a Kilgore combo. The rockets will hit
them for good free damage even if they're far away, and if they happen to
close the distance it will get them for even more safe damage. Well. I say
safe damage but you have to make sure that IF they parry you midcombo,
you immediately dodge away to avoid their counter attack. Plus, you also
have to make sure the other dude ain't doing none of his bull.
If you see the lightning one charging up for his rush attack,
get away. If you see him charge up his shockwave attack that sends
electricity through the floor, jump up and hang in the air with your
pistols if you have to. Same deal goes if the fire one does his spinning
move, though that one is pretty damn slow and thus not that dangerous.
Something to keep in mind, though, is that Kilgore rockets stop ALL of
these moves cold. So if you see one charging but a rocket is about to hit
him, just ignore it and keep the combo going. 

Alternatively, I will now tell you a REALLY great trick you can use to 
ANNIHILATE these guys in record time, with no risk, and with ultimate 
combo points: firstly you need to make sure you have one full meter for
each enemy. Now, start a torture attack on one of them. As SOON as it 
ends start a Kilgore combo. This will cause you to move past him as he 
recovers from the torture, but by the time you activate the rocket part, 
you will turn around and be hitting him in the back! That means you will 
get him with the full important part of the combo and he won't be able to 
parry at all! This will finish him off. Then you move on to the next one, 
initiate a torture combo on him and repeat for this one. See? Ultimate. 
Well, ok, it's not actually COMPLETELY risk free, you do have to watch 
out if the other dude's too close he will hit you out of the combo. But 
really, with this trick it's very easy, and if you combine it with 
Pulley's Butterfly you don't even have to worry about getting hit by the 
other guy! If you only have one meter, you'll only be able to use this
method to kill one guy, and then you'll have to kill the other one 
normally. Which isn't too hard, really. I mean, it's only one enemy.

Anyway, after the fight you'll be in a corridor with a bunch of spikes.
It's not too hard to avoid them. Simply keep running and when you see the
floor light up beneath you, dodge. Preferably jump and dodge. Keep going
until you reach the portal to the Gates of Hell.

Now stop. What you want to do now is go back. Through the spike trap
corridor, back through the bridge with the tentacles. And Alfheim has
popped up here, and we need to do it. So go inside!

-Verse 9-

Don't worry, this one's easy! It's one of those Alfheims where you have to
kill the enemies with Angel Arms. Except Angel Arms are MONEY. So it's
no problem at all.

First off, you'll face some Dear and Decorations. Since these enemies are
weak and numerous, I recommend grabbing the spear and pressing K to do the
spinning pole attack. This will likely kill them all. If there are any
left, just keep grabbing the spear and doing that attack over and over.

Once they're all dead, you'll face 3 Glories/Graces. For these guys you'll
want to pick up the bow. If you're really fast you can pick it up before
they appear, ready it while they're appearing, and then shoot the first
one that appears multiple times before the other 2 show up and kill him.
Then you'll have it much easier since you'll only have to deal with 2
dudes. To take care of them, just keep using the bow. Turn into panther
and run away to get some distance. Try to keep the camera on them. Why?
Because if they're off camera they won't be able to do any of their attacks
until they're on camera, so what happens is that they try their DAMNED
hardest to get on camera, and since they're so god damn fast, that results
in you never being able to get off any attacks because they're always
right on top of you. On the other hand, if you keep them on camera, they
might hang back by using any of their attacks like the lightning discharge
or the flame spin. This'll give you enough time to cock the bow and shoot,
but just remember to dodge those attacks.
Once you start shooting the bow you can fire it much more rapidly, and it's
so strong that it stuns them, so try to keep shooting them until they die.

Once they do, you'll be facing some Braves. Again, pick up the bow. These
guys are slow, but the bow does NOT make them flinch. So you want to turn
into Panther, get some distance and start shooting at them, but once they
get near you, stop and run away again. Just keep doing this until they
die and that's it for this Alfheim! Easy! If they merge into their true
form, don't worry, just keep using the same strategy. The only difference
is that the big guy is a little faster so you won't be able to get off
as many shots at once.

After that Alfheim, return all the way back through the bridge with the
tentacles and through the spike corridor to the portal to the Gates of
Hell. Now WAIT. There's an optional verse here that we need to complete.
Hit the wall in front of the portal to break it, and in the distance you'll
see a platform with a chest and 2 statues. Turn into a panther and jump
over there.

-Verse 10-

Break one of the statues to reveal that they're actually Gracious and
Glorious. Be careful though. Break it with a PKP combo and IMMEDIATELY
dodge after the wicked weave to avoid their surprise attack. Then simply
smoke those hoes like we've already done several times in this chapter.
You should have full magic from the previous Alfheim so it shouldn't be
a problem. Yet again, I'll paste the strategy:

Anyway. Go ahead and activate Pulley's Butterfly at the start if you
want to make things easier. A good way to own these guys is to
first get some distance by running away as panther, then turning around
and start whiffing the first hits of a Kilgore combo. The rockets will hit
them for good free damage even if they're far away, and if they happen to
close the distance it will get them for even more safe damage. Well. I say
safe damage but you have to make sure that IF they parry you midcombo,
you immediately dodge away to avoid their counter attack. Plus, you also
have to make sure the other dude ain't doing none of his bull.
If you see the lightning one charging up for his rush attack,
get away. If you see him charge up his shockwave attack that sends
electricity through the floor, jump up and hang in the air with your
pistols if you have to. Same deal goes if the fire one does his spinning
move, though that one is pretty damn slow and thus not that dangerous.
Something to keep in mind, though, is that Kilgore rockets stop ALL of
these moves cold. So if you see one charging but a rocket is about to hit
him, just ignore it and keep the combo going. 

Alternatively, I will now tell you a REALLY great trick you can use to 
ANNIHILATE these guys in record time, with no risk, and with ultimate 
combo points: firstly you need to make sure you have one full meter for
each enemy. Now, start a torture attack on one of them. As SOON as it 
ends start a Kilgore combo. This will cause you to move past him as he 
recovers from the torture, but by the time you activate the rocket part, 
you will turn around and be hitting him in the back! That means you will 
get him with the full important part of the combo and he won't be able to 
parry at all! This will finish him off. Then you move on to the next one, 
initiate a torture combo on him and repeat for this one. See? Ultimate. 
Well, ok, it's not actually COMPLETELY risk free, you do have to watch 
out if the other dude's too close he will hit you out of the combo. But 
really, with this trick it's very easy, and if you combine it with 
Pulley's Butterfly you don't even have to worry about getting hit by the 
other guy! If you only have one meter, you'll only be able to use this
method to kill one guy, and then you'll have to kill the other one 
normally. Which isn't too hard, really. I mean, it's only one enemy.

After the fight, grab the chest if you feel like it, then jump down to the
area below.

-Verse 11-

The last verse of this chapter is completely free! You'll be facing a bunch
of Braves, but guess what? You have some turbomega witch time statues
right there! And they work! Activate witch time with them and then RAPE
these muthabizzles with some hard Kilgore combos. Keep reapplying witch
time as many times as you have to. Remember that after killing the first
Brave, a cutscene will happen which will make witch time wear off faster
than normal. Keep obliterating these fools and eventually Inspired will
start coming out. They're NOTHING either, although for them you might
not want to use witch time since it prevents you from being able to go
under water. That means when you shoot them out of the sky and they fall
down, you wouldn't be able to damage them. So do it outside witch time.
Stay on the platform and keep shooting them until they fall, then dive into
the drink and do a full Kilgore combo on their face! They're really weak
so one should be enough to kill them.

Keep doing this for all the Inspired that show up and the verse will be
done! See, easy street! Then, simply activate witch time one last time,
walk on the water, and wall jump up over to the portal. Go through it to
finish the chapter.

Phew. Oh my lawd. I'm ready for a boss, how about you?

For my PP video of this particular chapter you can head on over to
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part10

---------------------------------------------------------------------------

---Chapter XI: The Cardinal Virtue of Justice---

Anyway, this chapter, as usual, only has 1 verse but it's actually broken
down into two separate fights.

-Verse 1-

You start fighting some weaksauce angels in some dumb woods. What are you
even doing there? Who knows man. I don't watch the cutscenes so I barely
ever have any idea what's going on in this game. Probably for the best.

This part isn't tough at all, it's pretty much just free points for us.
The only mildly dangerous foe is a single Ardor, which you can easily take
care of with two torture attacks. 's not like you're going to use them in
the upcoming boss battle. Kill the little guys with some hard Kilgore
combos and try to keep the combo going the entire time so you get the most
points possible. It'll come in handy.

Once that's over, and after skipping some more cutscenes, we finally get
to fight Iustitia! Back in Normal and Hard it was pretty easy to just hang
back, wait for him to throw his tongue out, dodge, activate witch time and
combo him before it retracted. Obviously now that won't be possible. So
how should you be fighting this punk? 

Honestly? I recommend getting right up in his FACE and keep punching him,
but don't commit to a full Kilgore combo or anything like that so that
you can keep some focus for all his incoming attacks. Here's what you
should watch out for:

If Iustitia spits out a seed and plants it, stop what you're doing and
destroy it with a few punches before going back to hitting him. If you
don't... it might later hit you when you least expect it. 

Keep a close eye on his face and also his two tentacles. Learn the cues
for his tentacle attacks. When you see one move, do a quick dodge to
avoid getting smacked. When you see his tongue-face pull back, that means
he's about to thrust it out, so dodge out of the way. When you see him
lift it, that means he's going smack it down on the floor. Sometimes the
tentacles will throw out some jizz on the floor. You can ignore it, but
don't step on it or you'll get stuck.

There is a single best time to attack Iustitia: when one of his tentacles
starts throwing some purple mist all over the platform, get RIGHT up on
his face and do a full Kilgore combo. Don't worry about the purple mist.
As long as you're right in front of his face it can't do jack to you.
And it takes him a longass time to finish the attack, which gives you
plenty of time to finish the combo. 

Another good time to attack him (though not as good as the previous), is
when both his tentacles go down. That means he's about to lift some rocks
and throw them at you. Do a full Kilgore combo on his face while he's
doing this. Purple rings on the ground will indicate to you where the
rocks will fall, so if you're on top of a purple ring, dodge when the
rocks fall.

Sometimes the tentacles will begin beating on the platform you're on
and eventually destroy it. They won't hit you but when this happens you
have to watch out because when they finish beating on the platform the
tongue-face will smash down and this CAN hit you, so jump up and dodge
when it comes down. Then you'll be on the air. You can do a few airborne
Kilgore combos to damage him a little here but try not to do it too much
because he can still hit you during this part. Just let yourself fall,
and you'll get the prompt to avoid his tentacle and reset the situation.

After dealing enough damage to him, his tongue-face will get dizzy and
fall down on the ground. Jump on top of it. Then turn into a panther and
run the entire length of the tongue up to Iustitia's main face. The only
thing you have to watch out for are buzz saws of spiritual energy that
materialize along the tongue. But they materialize a ways in front of you
so you have plenty of time to react and dodge through them.

When you get up to the main face, throw out a few punches if you want but
don't commit to anything because after about 1-2 seconds one of the
tentacles will try to swipe you. Anticipate that and dodge it. Once you've
dodged that, do a full combo on the face until you get the cutscene where
you slash his tongue off. Erk.

You'll now be back on a platform. Now Iustitia's tentacles will be
shattering platforms a ways away and coming to yours. Turn into a panther
and jump over to the next platform AWAY from where the tentacles are
coming. Jump 3 platforms away, and then you'll be able to fight the next
tongue. Fight it in exactly the same way you did the previous one.
Once you do enough damage to it, one of the tentacles will reach down
below and grab a huge rock and throw it at you. Don't worry, when he does,
you'll get the prompt for a climax attack. Take it, and shatter the rock
to dizzy this tongue. Then jump on top of it, turn into a panther, run
along the length to the main face and rape it the same way you did 
previously.

After the cutscene you'll be back on a platform. Turn into a panther again
and jump 3 platforms over away from where the tentacles are coming from.
You'll now fight the final tongue, except now he's added 2 new moves to
his repertoire. The first one is one where his tentacles try to lunge at
you and grab you. You don't have to worry about this though, because the
cue is the same as any other tentacle attacks. The other new move is
definitely his most dangerous one: his tongue will... uh... beat itself
up on the floor. This move is dangerous because it's RIDICULOUSLY fast.
You can't react to it. It also only hits you if you're right near his
face, which you will be. What can you do? Well, you have two options.
You can either go the balls of steel method and keep staying near his face,
and anticipate when he will do this move to dodge it (i.e: whenever he's
about to start a new attack, dodge away just in case it's this move). Or,
if you want to be safe, you can stay a mid distance away from him where
this move can't reach you (but you can still hit him with yours) and only
get in his face to attack him when the tentacle is dropping the purple
load. 

Anyway, once you've dealt enough damage, one of the tentacles will drop
down to get a rock just like last time. The prompt for climax will come
up. Take it, but be careful because this time, you will get a second
prompt and will have to do it again! This will cause the tongue to get
dizzy. Just get on it, and then run up to the main face to end it just
like you already did twice previously.

That's it for this boss! Getting the combo points you need isn't hard at
all since you almost never stop hitting him during each phase.

For the video of me PPing this fight you can surf on over to my dump at
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part11

---------------------------------------------------------------------------

---Chapter XII: The Broken Sky---

Ahhh finally we are out of that shithole known as Paradiso. This level
isn't too bad. Some people think it's boring since it's just a rusty plane 
but I think it's alright. I also kind of like the music a little bit.

-Verse 1-

If you walk forward a little bit, verse 1 will trigger. And there's no
battle going on! That means to end the verse we have to get over to the
end of this hallway. As you make your way through it be careful with the
wicked weaves destroying the plane. Don't worry too much though because
the cues are long and easy to spot. Basically every time you see that 
purple light, don't be there or you'll get hit.

Anyway, there's a chest behind the chain link fence to your right at the
start, in case you care. Used to have a witch heart. There's also another
chest further down the hall about halfway through. Here, some enemies will
also appear. You have to kill them, but keep in mind that the number of 
combo points you need for pure platinum in this verse is pretty high. Just
killing the enemies normally isn't gonna cut it. You'll be facing one Ardor
and two little angels. What I recommend doing is killing the Ardor first
with two tortures, and then the 2 other guys with a Kilgore combo, but keep
the combo going in between or you won't get the points you need.

Alternatively, you might also want to keep full magic for the next verse,
which is way harder than this one. In that case, I recommend going down the
stairs and killing the first small angel with a Kilgore combo, then taunt,
wait for the other two to teleport down to where you are, then kill the
Ardor with two torture combos. Then let the last angel live while you
taunt, shoot and dodge his attacks until your magic is back to full, then
kill it. Don't worry about time, there's plenty. You can also try to kill
the Ardor normally but this is harder because you have to combo him in the
back or he will parry, and you can't rely on the Evil Harvest Rosary to
stun him because it deals too much damage and gives few points. That's why
I recommend using tortures. But anyway.

Keep advancing to the end, then kick open the door to finish the verse.
In the next room, just down and move towards the huge boxes to activate
a scene where you fall off the plane. You'll activate witch time, then just
keep pressing jump to get back on the plane. Once you do, avoid the boxes
sliding off because they will damage you.

-Verse 2-

At this point, the next verse will start and you'll have to fight 3
Gracious/Glorious. As always, these guys are a bit of a bitch, but we
already know how to take care of them. 

Anyway. Go ahead and activate Pulley's Butterfly at the start if you
want to make things easier. A good way to own these guys is to
first get some distance by running away as panther, then turning around
and start whiffing the first hits of a Kilgore combo. The rockets will hit
them for good free damage even if they're far away, and if they happen to
close the distance it will get them for even more safe damage. Well. I say
safe damage but you have to make sure that IF they parry you midcombo,
you immediately dodge away to avoid their counter attack. Plus, you also
have to make sure the other dudes ain't doing none of their bull.
If you see the lightning one charging up for his rush attack,
get away. If you see him charge up his shockwave attack that sends
electricity through the floor, jump up and hang in the air with your
pistols if you have to. Same deal goes if the fire one does his spinning
move, though that one is pretty damn slow and thus not that dangerous.
Something to keep in mind, though, is that Kilgore rockets stop ALL of
these moves cold. So if you see one charging but a rocket is about to hit
him, just ignore it and keep the combo going. 

Alternatively, I will now tell you a REALLY great trick you can use to 
ANNIHILATE these guys in record time, with no risk, and with ultimate 
combo points: firstly you need to make sure you have one full meter for
each enemy. Now, start a torture attack on one of them. As SOON as it 
ends start a Kilgore combo. This will cause you to move past him as he 
recovers from the torture, but by the time you activate the rocket part, 
you will turn around and be hitting him in the back! That means you will 
get him with the full important part of the combo and he won't be able to 
parry at all! This will finish him off. Then you move on to the next one, 
initiate a torture combo on him and repeat for this one. Then do a torture
on the last one and repeat to finish them all off. See? Ultimate. 
Well, ok, it's not actually COMPLETELY risk free, you do have to watch 
out if the other dudes are too close they'll hit you out of the combo. But 
really, with this trick it's very easy, and if you combine it with 
Pulley's Butterfly you don't even have to worry about getting hit by the 
other guys! If you only have two meters, you'll only be able to use this
method to kill two guys, and then you'll have to kill the other one 
normally. Which isn't too hard, really. I mean, it's only one enemy.

But yeah. That's why it's a good idea to keep full magic during the
previous verse so you can off these guys easily. 

But wait! We're not done yet. I told you this verse was no joke! Keep
walking forward after popping those guys and you'll now have to fight 3
Ardors!! And worse yet, they are all on FIRE! That means if you try to
hit them, you will take damage. Don't despair though. If you used the trick
I told you to kill the Gracious and Glorious gang you should already have
enough combo points for pure platinum. So you don't have to do anything too
fancy on these guys. Make sure you have the Evil Harvest Rosary equipped,
and simply dodge their attacks. Let the magical counterattack do all the
dirty work. Eventually you should get enough meter for a torture attack,
go ahead and use it. Keep dodging their attacks and eventually they will
get stunned. If their fire has been extinguished too, get behind them and
do a full combo on their back for big damage, just watch out for the other
guys. If they are stunned but their fire is still raging, shoot them a bit
and maybe that will kill the fire.

Either way, as long as you don't take big risks you shouldn't get hit and
once these 3 fools are smoked the verse will end.

Now then. Don't advance yet. There are a couple optional verses we need
to take care of. Go back, and jump on the pipes to the right, then jump
up on the catwalk above it to find a chest. Then turn into a panther and
jump over to the platform where you originally entered this room from.
But yeah, kick open the door we originally entered from, and make your 
way allll the way back to the start of the level. Jeanne is still doing
her retarded wicked weaves so watch out. When you get back to the start
of the level the next verse will trigger.

-Verse 3-

4 little angels will appear here. Be careful because they're on fire. God
DAMN it I hate that. If you're fast, you can get a little bit of distance,
whiff the first hits of a Kilgore combo while they're spawning, and then
get them with the rockets and wicked weave once they've spawned. After
that though, simply dodge one of their hits to activate the Evil Harvest
Rosary's counterattack, which will kill, stun, send flying and or knock
down most if not all of them. Then simply shoot them to extinguish their
flame and combo them for the kill. After that a single Ardor will appear.
He's also on fire so be careful. You should already have 2 magic bars by
now, so a couple torture combos should easily take care of him.

Once you've dealt with these guys an Alfheim portal will appear. Go inside.
We doin' this!

-Verse 4-

Ahhhhh this Alfheim would be a complete nightmare, but thankfully it's
short, which reduces the difficulty by quite a bit. It's an Out of Body
battle, which means you won't be able to damage the enemies until you
leave your body somewhere, but the enemies are ALSO on fire, which makes
this even more annoying. 

First of all, it's imperative that you have the Evil Harvest Rosary 
equipped. When the fight starts, hang back near the entrance until the 3
angels come over to you. When the first one attacks you, dodge, turn into
a panther, and run all the way to the opposite end of the arena. Quickly
leave your body there, then run back to the center where the angels should
now be. They will swing at you. Dodge, and this time the magical counter
will hit them all and send them flying.

Start shooting the one that landed closest to your vulnerable body until
his fire extinguishes, then kill him with a combo. Usually the second one
is nearby and you can use the wicked weave at the end to kill him too.
The third one will now come running to you. Just dodge his attack to kill
him.

Next, 3 Harmonies will appear. These aren't on fire, and they tend to not
go for your body so they're not too bad. You can either kill them with
Shuraba PKP combos or Kilgore combos (though most of it won't usually hit).
It's up to you.

Once these are dead, a crapload of angels will appear. About 5 little
ones and one Ardor. Stay somewhat close to your body so that they target
you and not it. If you're too far away they will definitely go for the
body. Anyway, when the first one swings, dodge the attack. The magical
counterattack will send a bunch of them flying. If one landed dangerously
close to your body, shoot him a bit and then combo him to finish him off.
The Ardor should now be running at you. He's much more aggressive, so use
his predictable attack pattern to dodge and use the splash damage to finish
killing the rest of the little guys.

During this part you should also have magic built up by now. If you see an
angel about to attack your body (shouldn't happen), quickly get over to
it and use a torture on him. This is really the only way to stop them once
they're right beside your body.

Eventually only the Ardor should be alive. Keep dodging his attacks until
the Evil Harvest Rosary stuns him. Then shoot him a bit to extinguish his
fire, get behind him and do a Kilgore combo on him. HOWEVER, right before
his health runs out, cancel out of the combo into a torture attack to
maximize the combo points you get. If you don't do this you might not get
the pure platinum, but if you do, then you don't really have to worry about
keeping the combo going during the rest of the battle.

Also here's an interesting thing: If you hit enemies with fire Durga, you
can damage them while they're on fire without taking damage yourself. This
only works with fire Durga, not with lightning. Interesting huh?

After that Alfheim you'll be back on the Valkyrie. Return all the way back
to the portal to the Gates of Hell where you did verse 2. Break the all
too obvious rickety wall to the right and get outside.

-Verse 5-

Here you'll be greeted by a few Decorations. This verse is totally free.
Simply shoot them all the death, maybe do a few PKP combos in between,
whatever, just kill them and you'll get the pure platinum!

Afterwards, instead of advancing, check out the plane's turbine to the
left. Jump inside it, then move forward a little bit but not too much to
make the next verse start.

-Verse 6-

This verse is actually kind of difficult. The enemies aren't anything
special, but you have to make sure your combo doesn't break, while at the
same time constantly moving backwards because the turbine has a suction
property, and if you touch the propellers while they're moving you'll take
damage. 

Take care when jumping backwards if that's what you're doing too get away
from the propellers. If you jump too far you might fall off the turbine
entirely and that would suck. If you don't jump, you can't fall off, so
usually it's better to run back with panther mode until you hit the 
invisible border. But you also have to be careful while doing this, because
your combo might reset before you can resume your offense. You need to make
sure you're always shooting so the combo doesn't break. If it does, you
will not get the pure platinum. Once you're up to 9.9x though, that should
be enough. A safer way to get back is to simply dodge backwards repeatedly.
You can easily shoot the enemies after dodging to keep the combo going.
But you can always use the panther and jumping dodge methods as well as
long as you're careful. 

If you don't want to deal with the propellers, you can always try going
through them all the way to the end of the turbine where they won't bother
you. Just make sure that they're not spinning when you try to get past
them or you'll get hurt. 

Be careful with the big angels' vortex moves. Usually they'll do the
charging vortex move if you shoot them. Try to kill all of these guys with
Kilgore combos for maximum points, but also go ahead and use tortures if
you want. You ain't gonna need 'em where you're going.

Which is an Alfheim. After the fight, go deeper into the turbine all the
way to the end. Like I said before, wait until the propellers stop moving
to get past them or you'll get hurt. It's kind of funny, I could've sworn
these propellers don't stop moving in normal and hard mode. Well well, 
I suppose they HAD to fix that for this difficulty or we wouldn't be able
to get past them, what with witch time not working. Well played, Platinum.
But I digress. Get inside the damn Alfheim.

-Verse 7-

Well what the hell... what the hell is this crap? You're fighting Jeanne
all with dramatic as hell music but she's a complete joke! The only way
to damage her here is while in witch time. So first off make sure you don't
have the Evil Harvest Rosary equipped.

You can't damage her while outside witch time so don't even try. Just
run around in front of her waving your ass or whatever and dodge all of
her attacks. Keep in mind that the only attacks that activate witch time
when you dodge them are her wicked weaves. So just dodge all her moves
until she uses a wicked weave, and when she does, very quickly do a full
Kilgore combo on her. You won't get to finish it, witch time will wear
off before that, but you'll still do a truckload of damage on her. Half
her HP, even. So really, all you have to do is dodge two of her wicked
weaves and she's DEAD. That's right, we basically stompin' on the easiest
streets that you can walk on.

After finishing that ridiculously easy Alfheim, get back out of the turbine
and this time advance as normal to trigger the next verse. It's yet ANOTHER
boss battle with Jeanne?! Didn't we just gangrape you a few seconds ago?!
Geez. Take it easy, ho.

-Verse 8-

Shyat. I take it back. This fight ain't easy. Mostly because it's so hard
to get the combo points you need for pure platinum. But also Jeanne has
gotten stronger. 

Anyway, forget the previous fight we had with her. This time the combo
points we need are so much that we are FORCED to stay honest rather than
exploiting camera angles. Don't worry though, I've fought her countless
times until I found a DAMN good way to pure platinum her. Just for you.
No homo. 

First off, it's VERY important that you do NOT have the Evil Harvest
Rosary equipped. That's the biggest way to screw over your chances of 
getting the pure platinum. 

Now, before starting the fight, activate Pulley's Butterfly. We'll be
making extensive use of it for this fight because Jeanne is basically a
Joy on crack.

You'll want to start the fight by dodging because she usually starts by
kicking you a few times. Sometimes she'll start by taunting but whatever.
This first phase is pretty familiar. She'll mostly use the same attacks
we're used to.

Now, as you probably already know, you can't use the Kilgore combo on
Jeanne. It is NOT possible 95% of the time she will parry it. And doing
it from a distance is no longer effective either. So what can you do? Well,
like I said before, Jeanne is like a Joy. And I wasn't kidding. So that
means, you TREAT her like a Joy. That is to say, like a punkass cocksucking
whore. Set flame Durga on your feet and use the PPPKK combo on her. The
sweeps will knock her off her feet and if you keep the button pressed to
make the Durga bombs go off she'll take MASSIVE damage. If you're lucky
you can knock her off with both sweeps and get her with both Durga bombs.
Sometimes you'll only be able to get her with one sweep, that's fine.
Other times you won't be able to get her with any because she'll parry and
or dodge. That's fine too, just keep trying. 

You want to stay right in her face at all times and just keep doing the
PPPKKK combo on her. Whenever she parries it, dodge FORWARD. The reason
is because a lot of the time after parrying she'll dodge backwards, and if
you dodge forward you'll be right in her face again and be able to start
yet another PPPKKK combo. Sometimes after parrying she will go for a
counterattack. That's fine, even if you dodge forward you'll still avoid
it, and then you can continue dodging if it's a combo, which it will be
if she does her kicks or her Shuraba combo.

As always, whenever she launches herself up in the air, after a few
seconds she'll come down on you with a kick. This is a great time to
try startin a combo on her after dodging it. Keep in mind that the chances
of her parrying your combo are GREATLY reduced if you hit her from the
back, like all enemies. 

Forget trying to get her to initiate her gun attack by staying far away
from her. It doesn't work in this fight because, even though she does use
it every now and then, she's actually far more likely to turn into a
panther and run towards you. So just screw it, stay near her. 

Her wicked weaves are the same as usual. They're fast so you need to build
good anticipation against them. Cues include red flashes, Jeanne saying
something, or simply at the end of long combos. She's also learned a new
type of wicked weave where she'll try to smash you with two hands, but
it's nothing too special, it's dodged the same way.

Also, if you get a prompt for a torture-type attack, go for it! You'll
clash with her and will have to mash the button, but it's pretty much free
damage at this point. If Jeanne and Bayonetta start punching each other you
have to spam the punch button, if they kick each other you have to spam
the kick button. But you already knew this. 

Anyway, keep using those sweeps and Durga bombs on her and eventually
when you've taken off one health bar she'll summon her stupid bike. This
part can be a bit of a bitch if you fight her normally but here's the
trick: first, make SURE that you have some butterflies actively protecting
you before you get the cutscene where she summons the bike. Once she does,
notice that she starts right beside you and takes a few seconds before
she starts zooming around like a bat out of hell. What you have to do is
simply start a Kilgore combo on her as SOON as the fight starts. 
Immediately. Then ride the combo alll the way to the end, including the
wicked weave. Right before the end of the combo she'll start moving and
hit you but ignore this and let the butterflies take the hit. Finish the
combo. Since she's on the bike she's incapable of parrying it! This
results in LUDICROUS damage. So much damage, in fact, that you will destroy
her bike before she even got the chance to use it! Ahahahaha.

For the last phase, she's back on foot and it's similar to the first one.
Go back to using the PPPKKK combo on her. The only difference is that
there's a storm going on which is pretty annoying and limits your
visibility, and also she starts using a new move, the Gomorra tornado. It's
a strong attack and hits multiple times but here's the trick: stay near
her and when she summons it, get INSIDE the tornado. Gomorra tornado is
dangerous, but now you're safe in the eye of the tornadooo! Now just start
a PPPKKK combo to piss on her cereal.

That's pretty much it! If you do everything like I'm telling you, you'll
get that pure platinum without much fuss!

-Verse 9-

Shiyat, the plane is sinking! Go through the door in front of you, but
be careful that the floor isn't electrified or you'll take damage. You
can walk on it when the tide is low but once it rises you'll get hit.
Just to be safe, simply jump over to the high ledge on the right, then
jump as panther over to the high ledge on the left. Keep going forward,
then jump towards the stairs but do it while air dodging continuously
because there's lightning basically all over the place. Once you get here
you'll get a stupid scene where stupid Cereza shows up to screw things over.
Also this verse will officially start.

The entire room will turn upside down. Keep running forward or you'll
fall into the water and get toasted. Once it's completely upside down
an Ardor will show up. Leave Cereza wherever, fuck her. Equip the Evil
Harvest Rosary and start fighting the Ardor. Once you can get behind him
do a full Kilgore combo to end him. Once he's dead, you'll be able to
advance a little bit. Take Cereza and do so, then drop her off further in.
Some Harmonies will show up. Just take care of them with some quick
Shuraba PKP combos as usual. 

When they're dead, jump up on the platform a little further. This is where
the Evil Harvest Rosary you equipped comes in handy. Here you'll fight
a single Ardor and he's on fire. Nothing too special. Keep dodging his
slashes until the magical counterattack stuns him, then get behind him,
shoot him until his fire extinguishes, and do a full Kilgore combo on his
back to kill him. That'll end the verse. 

Pick up that deadweight Cereza again and keep advancing. Shiiiit, the
plane is sinking even more.

-Verse 10-

You fall down a long shaft. Witch walk is now activated though. Quickly
run up the wall in front of you and keep going up. The water level is
rising, so get over as high as possible. Ten shhitons of Harmonies will
show up, jump over them and drop off Cereza right at the top, then go
back and take care of them.

Now, we need to do this one a specific way because getting the combo
points for pure platinum here is not easy! That's why it's important that
you hadn't used tortures in the previous chapter. If your magic isn't full,
do taunts until it is or something.

First of all, make SURE to unequip the Evil Harvest Rosary. This is
important. Do it or you'll regret it. It does waaay too much damage and
gives like no points.

But anyway. Start by doing a few Shuraba PKP combos to soften these
punks up. Remember, it's CRUCIAL that you do not let your combo reset
at ANY point during this entire fight. Once it looks like all those
Harmonies are about to overwhelm you, jump up and start a torture on one.
Then when it ends, immediately torture the next one, and when that ends
immediately torture the third one. Once you've done that you should've
thinned out the herd enough, but we're still not done. You've built up a
nice combo but you STILL can't let it break until the very end! So first
of all get away and start shooting them to keep it going. Use a combination
of PKP combos and gunshots to finish them off, but remember to always
shoot a little after doing a combo or there's a high risk of the combo
ending. As long as you keep the combo going till the end, you'll nab that
pure platinum.

Once that's done, simply pick up Cereza again, keep walking up the wall
and the chapter will end!

If you wanna check out my videos of this chapter you'll find them at
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part12

---------------------------------------------------------------------------

---Chapter XIII: The Cardinal Virtue of Prudence---

Snap, this boss fight is amazing. But not very difficult. You'll be surfing
on a piece of metal, that means you can't stop moving, but you can turn
on a dime so it's all good. It's similar to your movement when using
Odette. That is to say, not ideal, but there ain't nothing we can do about
it here.

-Verse 1-

Aight, so, for the first phase of the fight, what you're supposed to do
is break the 4 faces on Sapientia's feet. I recommend using Shuraba here
since it has more range and damage. You don't have time to execute a
Kilgore combo here so just use Shuraba and press P repeatedly to destroy
these faces. They don't have very much HP so it won't take too long.

It's true that you can't stop moving, but if you drive your surfboard into
Sapientia's foot you can kind of get it stuck there while you attack the
face. If you're using Shuraba you don't even have to jump up, it'll still
reach. While doing this, the face can spit a fireball at you, so watch it
closely and dodge when you see the cue. If you have the Evil Harvest
Rosary equipped this will also deal extra damage to it, so it's a good 
idea to have it.

Also while you're attacking the faces, Sapientia can use one of three
attacks. He may either shoot rockets at you, or lasers. You'll know either
of these attacks are coming by the thing he says, which is the same for
both attacks. So when you hear him say it, get ready. If he shoots out
the red lasers, you can actually hear their distinctive sound before they
get to you, so you'll know they're coming. When you hear it, immediately
dodge, and then keep MASHING that dodge button to dodge again just in case
more fall after that. If you spam it fast enough you won't get hit by it.
The other attack is the rockets. This one is a little different. They fly
very slow through the air so you can definitely see them before they get
to you. What you want to do is wait until just before they hit you to
dodge them. But wait! There will be a second volley coming after that first
one so you'll have to dodge again. Usually you can simply keep mashing the
dodge button after the first dodge, and it'll work out that you also
dodge the second one successfully.

Finally, he can also raise his foot and try to squash you. This attack is
very fast. But don't worry, if you have the surfboard stuck in front of
his foot, when he raises it up you'll simply keep going past it and avoid
it when it comes back down. Go ahead and dodge just to be safe though.

After damaging him a while (or sometimes immediately when the fight starts)
he'll dive underwater and then come up and try to bite you 2-3 times. This
happens very fast in Nonstop Climax. Still, it's not too difficult to 
avoid. Since he will come up just in front of the direction you're
currently moving towards, you can avoid him simply by making sharp turns
before he comes out. You'll know when and where he'll come up by the huge
ripples in the water. Failing that, you can always just dodge the moment
he comes up to avoid damage.

After that, he'll come swimming at you and jump in the air whale-style.
This is a joke move, simple keep moving perpendicular to him to avoid it.
Once he falls back in the water, quickly turn the other way to see his big
fin slowly sinking. At this point run right at him. He's about to surface
again and you'll be able to continue damaging him. 

Once you break the fourth face, you'll get the prompt to initiate a climax.
Take it and you'll have to drive him towards what seems to be the first
boss of DMC1. You'll have to continuously press square and the direction
it's telling you below to steer him. Although, honestly, it's not very
strict and it seems you can even move him the opposite direction a little
while the screen is clearly telling you to move the other direction.
Either way, just keep steering him as indicated, but be careful because
he'll try to break free, so you'll have to press PK to tame him. After
driving him into Phantasmaraneae you'll switch to the second phase.

Now you have to rape his face. Here you CAN use the Kilgore combo, and I
recommend it. Run right up to his face and start smacking him. He'll
probably dive again, but once he comes back up, immediately run right up
to his face again! He'll be stunned so you'll be able to do a full Kilgore
combo for massive damage and he won't be able to stop it. After he gets
up, continue remodeling his face but be a little more careful because he
will attack. He'll either swipe you or try to bite you. The bite especially
is very fast, but it's not a huge problem once you learn what it looks
like. Simply dodge when you hear the cue and see his head move up. If you
have the Evil Harvest Rosary equipped you'll do even more damage as you
dodge.

Keep doing this about 3 more times until you get the option for a second
climax. Take it, and do it correctly again to go to the last phase.
Remember that this time he'll try to break free twice, so be ready for it!

Now you'll be in a whirlpool. You can try to damage him a little bit here
with wicked weaves but he'll immediately throw you way back and you'll
have to surf over to him while dodging a bunch of his lasers and junk.
His junk is easy to see coming. His lasers are a bit harder to deal with
in Nonstop Climax since witch time won't get activated when you dodge
them but it's still not too bad. First of all, when surfing towards him
you'll see his 4 creepy tentacles. Those are the things that shoot the
lasers. Try to position yourself in between two of them so you're not
right in their path when they shoot them. Be careful though, because he
has a trip up his sleeve. He'll insert them into the water and make them
come out RIGHT in front of you. When you see this happen, move to a side,
but be ready to dodge because the laser will move towards you. Faster
than you can move away from it! So dodge over it! You might have to do it
twice, depending on how long the attack stays active. Also, remember to
change directions when you dodge and start moving the opposite way! Or
else the laser will still be on top of you after you come out of the dodge!

He'll also shoot out his 4 lasers normally and then spin them around
clockwise. Simply keep going in a straight line and dodge over each one
every time it's about to pass through you.

Eventually you'll get up to him, and that's when you can start laying
the smackdown! He will always be attacking you here, so unlike the previous
phase I don't recommend using the Kilgore combo. Instead, equip Shuraba
and use that. Just keep hitting and dodging his swipes and bites the
same way you did in the previous chapter.

After a while he'll move and begin charging his move that sends you flying
away. When he's doing this, you can do a couple PKP combos for some free
damage before he blows you away! Once he does, though, you'll have to
get in on him again. Simply keep repeating this until his HP is gone, then
take the climax to finish him!

Combos work very strangely in this fight. The combo won't get reset when
you stop attacking him while you're moving around on the surfboard during
the first phases, which means getting the combo points is like man why
you even got to do a thing. Really, the only thing you have to do in this
fight is not get hit and you will get that pure platinum for sure.
Seriously, this is probably the easiest boss in the game. I pure platinum'd
him on my first try when I started recording, haha.

For the video of me raping this punkass byotch head on to my crib at
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part13

---------------------------------------------------------------------------

---Chapter XIV: Isla Del Sol---

Holy. Mother. Of the ten thousand craps. This chapter is by far the hardest
one in the entire game. It's a veritable NIGHTMARE, is what it is. It's
completely different to the skills we've built up, it's super hard, it's
long, your controls are fricken reversed, and to top it off it doesn't
have cool music like the bike chapter. God damn.

Enemies never stop shooting you and if one stray bullet touches you, it's
over. And you can't simply dodge a lot because you can't shoot while
dodging, and the combo points needed for pure platinum here are definitely
not free.

Simply put, just put your pants down and get ready to take it in the ass.

-Verse 1-

Ok, first of all. The very first wave of enemies is EXTREMELY dangerous.
These decorations fly in such a way that it's almost impossible to destroy
them all and almost impossible to avoid their bullshots just by
flying around. So what I recommend doing, just for this wave, is to spam
the dodge button all the way through until they're gone. Seriously, it's
just too hard. 

After that first wave though, you'll want to use the dodge sparingly, and
if possible, never. The reason is that you can't shoot while dodging, and
also the screen spins around, which gets you disoriented and it's still
possible to get get hit after coming out of the dodge if you're not
spamming it, since enemies shoot pretty much NONSTOP. 

So what I recommend doing is simply avoid bullets by moving around a lot.
Since they always target your position, you can avoid a lot simply by
staying in motion.

Like I said before, the combo points needed are not free in this. As always
you wanna do your best to keep the combo going. That means even if you
can't kill some enemies, at least make your shots connect to keep it from
resetting. However, the REAL trick to getting the points you need is to
abuse the missiles. For every small magic orb you get, you can shoot a
missile that gives you 30 points. This is by far the most important thing.
You NEED to use these missiles. If you don't, you definitely won't get the
pure platinum. Trust me. Therefore, do NOT sit on your meter. Use it. Use
it as much as you can. 

After the first wave you'll face 3 Dears. Go ahead and off them with
missiles. Then after that you'll face some more decorations but they're
moving in much more reasonable patterns so it's not difficult to shoot them
and avoid their bullets simply by moving a little bit. Keep using missiles
against these guys as well. Doesn't matter if they're weak! Remember, the
only reason we're using the missiles is to build points.

After that you'll face some Affinities. Keep moving and shooting them. This
is another good place to shoot some missiles since they're stationary and
unlikely to avoid them. 

After that the waves will loop. Do the same thing, and at the end you'll
face an Inspired in a boss battle. This isn't very hard. All he'll do is
throw slow fireballs at you that are easily avoided. His body may still
hit you though so don't run into his path. Keep shooting him until he dies.
The best time to shoot missiles at him is when he's coming AT you. If you
do it at any other time there's a good chance that it won't connect, and
that's really bad because those missiles are precious.

RIGHT after that Inspired is dead, place yourself on the center of the
screen and keep shooting. The decorations that are coming will move in the
perfect pattern that you'll shoot them all out right here and won't have to
worry about anything. Don't use missiles in this part, they're not likely
to hit. Just keep shooting normally until they're all gone, we'll use all
that magic later. 

And by later I mean now. You'll now be facing some Harmonies. These guys
are actually pretty dangerous. So dangerous, in fact, that I actually
recommend dodging here. What you want to do is this: stay in the center,
keep shooting, and as they move through the screen, shoot a missile to kill
them but do it when they're almost point blank or else it won't hit, then
immediately after that dodge to avoid their volley (which is very VERY
hard to avoid normally). Keep doing this same thing for all the Harmonies
that appear. 

After a bit some angels will attempt to hijack your plane and you'll go
into the standard gameplay to kill them. Simply start a Kilgore combo and
that will be the end of them. Easy.

After a bit you'll face Fortitudo in battle. This guy is a bit of a cunt
but not too difficult. His main attack is to shoot you with more ammunition
than god. When he's doing this, you want to be CONSTANTLY moving in a
circular motion. Either clockwise or counter, but don't switch directions.
And try to make it so that you pass by the center of the screen every
time so that at least one of your bullets hits him and keeps the combo
going. After a bit of this he'll stop and you can move to the center of
the screen and concentrate your firepower on his face for a bit (this is
also the time to unload those missiles). After a bit though, he'll resume
his bullet hell (or may throw a few fireballs first, but it's nothing
special). 

-Verse 2-

In this verse you'll face some blue dudes with rocket launchers. Their
fireballs aren't too dangerous but they have a lot of HP, so they're gonna
take a lot of shots and missiles to take down. 's all good though. Better
than those decorations with their ridiculous formations.

After a few more familiar waves and formations, an intruder will penetrate
your force fields! It's 3 Inspired! It's really the same as when you fought
a single one, just... times three. If anything, it's easier to keep the
combo going with so many of them flying around. Take as much time as you
want, avoid their fireballs and shoot missiles when one is coming AT you
and the reticule is targeting him. 

After that fight you'll start meeting Kinships. They will hang there for
a few second and then shoot their rapelaser at you. This is VERY dangerous,
it's almost impossible to avoid this attack just by moving. So wait until
just before they shoot it, and then spam that dodge button so you don't
get hit. 

At the end you'll face Temperantia in a boss battle. This guy is way
cuntier than Fortitudo. He only has two attacks which he loops though:
First he'll shoot rockets around while calling in Decorations to shoot at
you. When he's shoot rockets high, stay on the bottom half of the screen
moving in a circular motion to avoid the decorations' shots, and also 
shooting them yourself to keep building magic. If you have the Eternal
Testimony equipped, that's great because it automatically replenishes
two of your orbs every time you drain them. Which means you don't really
have to worry about even hitting the decorations to get magic! After a
bit Temperantia will stop and charge his eye laser. This is by far the
best time to concentrate fire on him and unload a few missiles on his
face. Watch out for the laser though. He will shoot it either to the
right and then sweep to the left or at the bottom and then sweep up. Simply
stay shooting at his face and dodge when he moves the laser to avoid.
Then he'll go back to the other attack and keep alternating between these
two. Simply keep shooting at his face while he charges the laser until his
HP disappears. Don't try to keep the combo going in this battle, it's
impossible. Just concentrate on not getting hit and getting the job done.

Getting the necessary combo points in verse 2 is MUCH harder than in verse
1. Like I said, you can't keep the combo going during the Temperantia
fight. That means you have to try to keep it going during the verse itself
as much as you can and try to fire as many missiles as possible. However, 
there is one single crucial moment that decides if you'll get the pure
platinum more than anything else: the part where angels try to hijack
your ship, kill them all with a Kilgore combo, depending on how well you
did it, this will shoot your combo to 6x-9x multiplier. As SOON as you
regain control of the ship, move it to the lower right part of the screen
where a blue rocket dude will be. If you do it right you'll shoot him and
be able to continue that big combo you just got throughout this single
skirmish with these 3 blue dudes and get a lot of points. But you need to
be FAST with aligning your ship after regaining control, or else the combo
will get reset before your shots start connecting. Remember to taunt
immediately after killing the angels trying to hijack you because there's
a slight lull before you go back to the cockpit. If you do this part
right, the chances of getting the pure platinum are good.

-Verse 3-

Oh crap! We just did that crap and now we gotta deal with Jeanne AGAIN?
And she has more HP, is faster, and totally pissed off! It's true that
Jeanne is harder, but aside from a few new tricks the fight still works
similar to the previous one: 

First off, it's VERY important that you do NOT have the Evil Harvest
Rosary equipped. That's the biggest way to screw over your chances of 
getting the pure platinum. 

Now, before starting the fight, activate Pulley's Butterfly. We'll be
making extensive use of it for this fight because Jeanne is basically a
Joy on crack.

You'll want to start the fight by dodging because she usually starts by
kicking you a few times. Sometimes she'll start by taunting but whatever.
This first phase is pretty familiar. She'll mostly use the same attacks
we're used to.

Now, as you probably already know, you can't use the Kilgore combo on
Jeanne. It is NOT possible 95% of the time she will parry it. And doing
it from a distance is no longer effective either. So what can you do? Well,
like I said before, Jeanne is like a Joy. And I wasn't kidding. So that
means, you TREAT her like a Joy. That is to say, like a punkass cocksucking
whore. Set flame Durga on your feet and use the PPPKK combo on her. The
sweeps will knock her off her feet and if you keep the button pressed to
make the Durga bombs go off she'll take MASSIVE damage. If you're lucky
you can knock her off with both sweeps and get her with both Durga bombs.
Sometimes you'll only be able to get her with one sweep, that's fine.
Other times you won't be able to get her with any because she'll parry and
or dodge. That's fine too, just keep trying. 

You want to stay right in her face at all times and just keep doing the
PPPKKK combo on her. Whenever she parries it, dodge FORWARD. The reason
is because a lot of the time after parrying she'll dodge backwards, and if
you dodge forward you'll be right in her face again and be able to start
yet another PPPKKK combo. Sometimes after parrying she will go for a
counterattack. That's fine, even if you dodge forward you'll still avoid
it, and then you can continue dodging if it's a combo, which it will be
if she does her kicks or her Shuraba combo.

As always, whenever she launches herself up in the air, after a few
seconds she'll come down on you with a kick. This is a great time to
try startin a combo on her after dodging it. Keep in mind that the chances
of her parrying your combo are GREATLY reduced if you hit her from the
back, like all enemies. 

Forget trying to get her to initiate her gun attack by staying far away
from her. It doesn't work in this fight because, even though she does use
it every now and then, she's actually far more likely to turn into a
panther and run towards you. So just screw it, stay near her. 

Her wicked weaves are the same as usual. They're fast so you need to build
good anticipation against them. Cues include red flashes, Jeanne saying
something, or simply at the end of long combos. She's also learned a new
type of wicked weave where she'll try to smash you with two hands, but
it's nothing too special, it's dodged the same way. Also, be careful
because now she loves to use TWO wicked weaves in a row in a cheap
attempt to catch you after you dodge the first one, so a lot of the time
you'll want to dodge twice now.

Also, if you get a prompt for a torture-type attack, go for it! You'll
clash with her and will have to mash the button, but it's pretty much free
damage at this point. If Jeanne and Bayonetta start punching each other you
have to spam the punch button, if they kick each other you have to spam
the kick button. But you already knew this. 

Anyway, keep doing this until the building you're on starts to collapse.
You'll then resume fighting on the side of a skyscraper. Keep fighting
as normal, but be careful because Jeanne will take the first opportunity
she gets to summon a missile to hit you. When you see her snap her fingers,
get ready and start press PK repeatedly because the missile will come in
a few seconds. You'll then get a quick scene where you'll have to throw
the missile back at her 3 times. Reminds me of the fight with Ganondorf
in Ocarina. It's not very difficult, simply hit PK when Jeanne throws
the missile at you and it leaves her hands. It will speed up each time
you throw it.

Keep damaging her as normal and after a while you'll get another scene
where you both get on a missile. Remember to hit up and jump or you'll die!
The fight on the missile is the same, except for the fact you have little
to no visibility. 's all good though, that's why we've got Pulley's
Butterfly. Remember to reactivate it if it wears off, using the fact that
Jeanne won't attack you if she's offscreen to your advantage. Keep
fighting her as usual, and press up and jump when prompted to get on
another missile and continue the fight.

After that you'll switch to the last place (finally. all this switching
around was starting to get ridiculous). Try to chase Jeanne if she jumps
on the wall and stuff like that and continue using sweeps and Durga
bombs to finish her off. As long as you use this move you'll do a lot of
damage to her very fast, and still get the pure platinum.

If you feel like watching me PP this chapter, you'll find the videos at
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part14

---------------------------------------------------------------------------

---Chapter XV: A Tower to Truth---

Aight doggs, we're almost done. This is the last real level. It's cool, I
like it, but it's really long. Too long, clanky, tooo laaawwng.

-Verse 1-

First off, you see those 2 statues right in front of you at the start?
Break them to reveal that it's actually a Fairness and Fearless, which
comprise the first verse. It's nothing too special. You already know how
to take care of these guys. You can get in on the Fearless when he raises
his tail and do a combo on him for big damage. The Fairness is a little
harder, I recommend either whiffing a Kilgore combo from some distance 
away and hitting him with the rockets or hanging back a little and waiting
for his charge attack and when he smacks into the wall do a full combo on
him while he's dizzy. Try to kill the Fairness first as he's the most
dangerous one. Just be careful with his fireballs and most of all with his
dumb screech. When comboing a dizzied dog, make god damn sure the other
one is offscreen or you'll regret it. 

You can do a combo on the one that comes out of the statue you break
because it takes him a little bit to know what's going on. Be careful with
the other one though, because that one can act immediately.

After dealing with these guys, head left and go up the stairs to trigger
verse two.

-Verse 2-

A few decorations will appear. These guys are at about the perfect
height for you to do some good Kilgore combos on them. Sure, they're weak,
but do it anyway because it gives mad points, and truth be told, you need
as many as you can get in this verse. After killing the decorations 2
Ardors will appear, but they're on fire. You know what that means. Equip
the Evil Harvest Rosary and wait for them to attack you, then dodge. 
Eventually the magical counterattack will stun them, that's when you move
behind their back, shoot them until their fire extinguishes and then do a
full Kilgore combo on their back.

If you don't keep the combo going in between Decorations and Ardors you
will not get the pure platinum. So you can try two things. One, you can
try to initiate a Kilgore combo before the Ardors fully appear so that
when they do, you catch them with the rockets. This is really good because
it can boost your points all the way to 9.9x and secure the pure platinum,
but you also have to be careful not to touch them or you'll take damage.
Alternatively, you can simply taunt while waiting for them to attack you
to keep the combo from breaking while using the Evil Harvest Rosary.

Keep going up the stairs to the next door. Go inside and keep going
forward to activate the next verse.

-Verse 3-

A brave will show up. Ha, what a joke! Seriously these bitches ain't shit! 
Just jump a bit over him and do a full airborne Kilgore combo to end his
miserable existence. You'll kill him so fast he'll barely even get to do
anything, and if you're somewhat above ground his axe swing is unlikely to
hit you. 

Three more Braves will appear after this one, for a total of four, one by
one. Just keep doing the same for every single one that appears. It's 
really easy because they only appear one at a time. Taunt in between them
to keep the combo going and you should get that pure platinum easy!

After that fight, go through the door that just opened, and keep moving
to the next door. Before going in though, break one of the two statues
beside it to reveal a Gracious and Glorious, and the next verse. Be VERY
careful because these whores are sneaky as hell! When you break the statue
they won't immediately burst out and hit you, no. They will wait JUST a
second to throw you off, and THEN burst out and hit you. Those cunts. Well.
Actually, for some reason only the one on the left does that. The one on
the right will come out immediately. What doublecunts!

-Verse 4-

Nothing too special here either, we've done this before, nothing to see
here, move along. What's that? You forgot?! Fine, fine, I'll paste it
again for your convenience:

Anyway. Go ahead and activate Pulley's Butterfly at the start if you
want to make things easier. A good way to own these guys is to
first get some distance by running away as panther, then turning around
and start whiffing the first hits of a Kilgore combo. The rockets will hit
them for good free damage even if they're far away, and if they happen to
close the distance it will get them for even more safe damage. Well. I say
safe damage but you have to make sure that IF they parry you midcombo,
you immediately dodge away to avoid their counter attack. Plus, you also
have to make sure the other dude ain't doing none of his bull.
If you see the lightning one charging up for his rush attack,
get away. If you see him charge up his shockwave attack that sends
electricity through the floor, jump up and hang in the air with your
pistols if you have to. Same deal goes if the fire one does his spinning
move, though that one is pretty damn slow and thus not that dangerous.
Something to keep in mind, though, is that Kilgore rockets stop ALL of
these moves cold. So if you see one charging but a rocket is about to hit
him, just ignore it and keep the combo going. 

Alternatively, I will now tell you a REALLY great trick you can use to 
ANNIHILATE these guys in record time, with no risk, and with ultimate 
combo points: firstly you need to make sure you have one full meter for
each enemy. Now, start a torture attack on one of them. As SOON as it 
ends start a Kilgore combo. This will cause you to move past him as he 
recovers from the torture, but by the time you activate the rocket part, 
you will turn around and be hitting him in the back! That means you will 
get him with the full important part of the combo and he won't be able to 
parry at all! This will finish him off. Then you move on to the next one, 
initiate a torture combo on him and repeat for this one. See? Ultimate. 
Well, ok, it's not actually COMPLETELY risk free, you do have to watch 
out if the other dude's too close he will hit you out of the combo. But 
really, with this trick it's very easy, and if you combine it with 
Pulley's Butterfly you don't even have to worry about getting hit by the 
other guy! If you only have one meter, you'll only be able to use this
method to kill one guy, and then you'll have to kill the other one 
normally. Which isn't too hard, really. I mean, it's only one enemy.

There's just one problem though. The verse right after this one consists
of two Joys. And you know how rifukindiculously gay those whores are.
You basically NEED torture combos to pure platinum them with any degree of
certainty. That's why what I'm going to recommend here is to either only
use one torture combo, or none at all. It depends on if you want to make
this verse easier, or the next one. I personally find the next verse with
the Joys MUCH harder, so I like to keep full magic throughout this one.

-Verse 5-

Go past the door and keep walking to trigger this verse. Like I said above,
you have to deal with 2 Joys here and it's much harder than you might
think because getting combo points with these whores isn't easy.
I'm going to paste the strategy we've become familiar with, but we're going
to do things just slightly differently here:

Like that verse a while back, I don't recommend using the Kilgore combo
against these enemies because they will almost always parry it. Instead, 
use the PPPKK combo on them. This seems to have much more success. For one 
thing, they are much less likely to parry it, and the kicks also knock 
them right off their feet! When doing those sweeps, keep the button 
pressed to make Durga's bomb go off for massive damage on them! This works 
great, plus it has massive blast radius so sometimes even if they dodge 
it'll still hit them. Just don't try it if they have the whip equipped or 
you're getting dominated. That crap's got supreme range. 

Since you'll have Pulley's Butterfly activated, sometimes it's best to
simply take a hit in the interest of continuing the combo and getting in
those Durga bombs to damage them.

Another good time to attack them is right when they initiate their gay
move where they summon a bunch of flying feather thingies to home in on
you. If you see her start this, immediately combo her to both stop it and
get some good damage in. 

Another thing to note is that if you see them dodging a BUNCH, know that
right after their final big dodge they WILL attack, so that's a good
opportunity to dodge and then get some offense going because you can
anticipate it. 

Joys have low health and defense so that's also another advantage you have.
A torture combo will take off 3/4s of their HP, which is a lot. And in fact
you are basically FORCED to use torture combos in this fight because if
you don't, you can bet you probably won't get the combo points you need for
that pure platinum.

Finally, remember that they have access to many weapons. Their regular form
where they only have punches and kicks isn't too bad. This is the form
you want to fight in general. When they have that bigass sword they're a
little more dangerous. They love to do a launcher followed by a helm
breaker. If you manage to dodge the launcher, they will stay in the air
for about 2 seconds before coming back down. Don't assume that just because
you walked under them that it will miss you! They have the power to change
their direction in midair and hit you no matter where you run, so instead,
wait for them to come down and dodge again, then start a combo on their
ass. 

The whip. God, the whip. This one is the most dangerous crap. It's so god
damn fast and has deceptive range. Don't assume you can react to this
crap! You can't! Or maybe I just have crap reactions... Either way,
your best bet is to anticipate the attacks and dodge. Just in general
remember that they will attack if you're in range so that will give you
the anticipation you need to dodge their ultra fast whip. 

However, by far the gayest thing about this fight is that you need a lot
of combo points and getting them with Joys is NOT easy since they're so
tough. But necessity is the mother of invention, and I will now tell you
a great way to kill these sluts fast, with the combo points you need, and
with little skill required. It relies on having full magic, so make sure
you don't use Pulley's Butterfly before the fight itself. The strategy
is simply this: start a torture combo on one. As soon as it ends, start
whiffing PPP and then do a single sweep with K, holding down the button.
You'll sweep her and the durga bomb will finish her off easily. Then jump
over to the next one and initiate a torture combo on her. Repeat the same
thing to finish her off easily as well, and then repeat for the third one.
With this method you'll kill them all FAST, your combo will never break,
and they'll basically not get to do anything to you.

End quote. NOW. Here's the thing: there are only two Joys here. And if you
follow that strategy to the letter, you will not get pure platinum. Your
combo points will be JUST short of platinum. The truth is that there is
only one foolproof way to get the pure platinum here: you need to execute
THREE torture combos. That's why keeping full magic in the previous verse
was so important. Here's what I recommend doing: first, activate Pulley's
Butterfly to be safe. Then rush the first Joy on the left and IMMEDIATELY 
start a torture on her. When it ends, do the PPPKK combo on her and do the
Durga bomb to finish her quickly. Then quickly move to the next one and
initiate a torture on her. When you finish that, you'll be able 2 orbs shy
of being able to do a third torture. So what I recommend doing is as the
torture is ending, keep the taunt button held down so that you go straight
into a taunt when it ends, while the Joy is on the ground. This will give
you enough time to build two orbs or however many you need. When you've
built them up, immediately go into the third torture to finish her off.
Don't worry about getting hit when you're taunting, that's why you have
Pulley's Butterfly activated.

If you pull off three tortures you'll get the pure platinum for sure, and
without much effort. If you do NOT have full magic at the start of this
verse, then after killing the first Joy, you'll have to fight the second
one by using PPPKKK combo a lot (without Durga bombs!) and sweeping her
over and over. Needless to say, this is harder than the previous method.

Keep moving forward past the doors, then go up the next flight of stairs.

-Verse 6-

When you go up the stairs, some Enchants will appear. Be careful because
you have no magic! You can start a Kilgore combo as soon as the Enchants
appear to deal some early damage and thin out the herd, but be careful
because a couple others will spawn while you're doing this, and they will
be propped down, which means they will fire their lasers! So instead of
doing the full combo, cancel out of it when the next batch appears and
dodge their lasers. If you have the Evil Harvest Rosary equipped, this is
great because you'll also deal great damage to them. Eventually they'll
either die or get up, in which case you can combo them some more to kill
them.

Note that you actually CAN go for the full Kilgore combo and kill them
all before they fire their lasers but you have to be fast. Preferably
go in as panther and cancel out of it with punch into the combo.

After those guys are gone, a Gracious and Glorious will appear. ANOTHER
pair of these guys? Geez. At least you've now built up some magic with the
Enchants though, so go ahead and activate Pulley's Butterfly to be safe.
Fight them the same way you did previously in verse 4. With the butterfly
protection you can kill them pretty easily just doing Kilgore combos over
and over, and of course dodging if they parry your attack, which will
happen about 50% of the time. 

-Verse 7-

As you go up the stairs to the next floor, one of those ghetto Temperantias
will show up and break the windows. Ignore him. Turn into a panther and
run through the hallway until you see some Affinities spawn. You'll have
to kill these, but be careful because they're on fire! If you have the
Evil Harvest Rosary equipped, you can dodge their attack to send the entire
pack flying back with a magical counterattack, then you can shoot one while
he's knocked down to extinguish his fire, and do a Kilgore combo on him
for some points. You can kill the rest the same way, or by shooting them,
or by hitting them with flame Durga (which is immune to fire). It's all
good, the amount of combo points you need is very lenient so even if you
don't do anything fancy you'll still get the pure platinum.

If you're having trouble, an easy way to get the points in this verse is
to grab the weapon left behind by the Gracious/Glorious we just killed in
the last verse, and use it on these guys. You won't take damage when you
use Angel Arms, you'll deal good damage, and get REALLY good points. Just
remember to stop attacking once the angel arms runs out!

Go up the next flight of stairs and through the next hallway.

-Verse 8-

Here, Temperantia will show up again and break the windows with a punch.
Be sure to dodge or the punch'll hit you too! Once that happens, get out
on the balcony and man one of the two cannons there. Start shooting him
with it. If you position yourself close to the one on the right before he
punches the window and get on it fast, you can start shooting him while
he's VERY near and get an easy early lead on damage before he floats back.

The trick to using these cannons is do NOT hold down the button. Rather,
mash it as fast as you can to greatly increase the rate of fire. If you
mash fast enough and aim for his head, you can keep making him flinch
the entire time you're on the cannon and keep him from doing any attacks
and rack up a lot of points. Once he gets down to his yellow life bar
though, he will communicate his intent to punch the cannon. When you see
this JUMP BACK OUT INTO THE BUILDING. Simply dodging his punch will NOT
work. You will still get hit. you need to be inside the build when he
punches.

Once he does, the cannon will be totaled, and you'll have to use the one
on the left. Get over there, but chances are he'll already have started
firing his green rockets. You can shoot them out of the air if you're
fast enough to prevent damage, though if you get overwhelmed you can always
dodge at the last second to bail out of the cannon and avoid damage.

Keep shooting him in the face and he's likely to use his eye laser beam.
This attacks is HUGELY dangerous. When you see him charge it, wait a 
second, and then start SPAMMING the dodge button. The laser's hitbox
lingers for a bit so even if you dodge once it might hit you afterwards.
That's why you have to spam the dodge as fast as you can. Also, note that
you can actually STOP his laser if you fire fast enough at his face, and
since the laser is so difficult to dodge this is actually ideal. So when
he's all I'ma chargin' mah lazor shoot his face as fast as you can and only
dodge until the last moment. Hopefully you'll stop it and the dodge won't
be necessary.

He should already be really weak by now. Keep shooting him until he dies.
If you did the first part correctly and didn't give him a chance to use
any attacks, you'll get the pure platinum easy.

Now then. Before we keep going, there's an Alfheim we have to take care
of. Backtrack allllll the way back to the very beginning of the level where
you fought the Fearless and Fairness. From there, keep going to the right
and turn into a panther. Jump over the railing at the end here and across
the gap to the next part. The Alfheim has appeared here. There's also a
chest further down in case you're interested. Either way, go inside.

-Verse 9-

Kill all enemies? That's pretty straightforward. Still, this Alfheim isn't
too easy. First of all you'll fight wave after wave of Ardors. And they
are ALL on fire. So make sure that you have the Evil Harvest Rosary
equipped. Start by simply dodging their attacks. The magical counterattack
has a very high chance of stunning them, and when they are stunned you can
get behind them, shoot them until their fire has extinguished, and then do
a full Kilgore combo on their back. But in practice, this doesn't come up
as often as we'd like, simply because there are SO MANY of them and it's
unlikely that they will all be stunned at the same time, and even if they
are one might recover and hit you, etc. Still, it's ok, just keep dodging
their attacks and if the opportunity presents itself, take it for some
good points. 

If one of them drops their sword, go ahead and pick it up and use it on
the others for some more easy points. You don't take damage from the fire
when you attack with Angel Arms.

Either way, keep dodging their attacks and going on the offensive if and
when you can. Don't use torture attacks! You need to conserve your MP
because after all the Ardors are dead... you'll fight 3 Joys!

Shyat. So what you want to do is this. When there is only one Ardor
remaining, right before killing him, activate Pulley's Butterfly. Because
you won't have time to activate it once he's dead. The Joys appear
immediately! Now since you have close to 3 full meters, you can easily off
two Joys with the method I described in earlier chapters:

However, by far the gayest thing about this fight is that you need a lot
of combo points and getting them with Joys is NOT easy since they're so
tough. But necessity is the mother of invention, and I will now tell you
a great way to kill these sluts fast, with the combo points you need, and
with little skill required. It relies on having full magic, so make sure
you don't use Pulley's Butterfly before the fight itself. The strategy
is simply this: start a torture combo on one. As soon as it ends, start
whiffing PPP and then do a single sweep with K, holding down the button.
You'll sweep her and the durga bomb will finish her off easily. Then jump
over to the next one and initiate a torture combo on her. Repeat the same
thing to finish her off easily as well, and then repeat for the third one.
With this method you'll kill them all FAST, your combo will never break,
and they'll basically not get to do anything to you.

However, since you activated Pulley's Butterfly before the fight itself,
you'll be just an orb or two shy of the third torture combo. But it's
alright. Now there will only be one Joy to deal with, and that's a LOT
easier than 3. And since we have the butterfly's protection, there's not a
whole lot to worry about at this point. Simply use the PPPKKK combo with
Durga bombs to kill her. If at one point you build enough magic for a 
torture, go ahead and use that to finish her off.

Getting the combo points you need in this Alfheim isn't too difficult as
long as you get off at least a few Kilgore combos on the Ardors.

Phew. Aight, goddang. Believe it or not we're only halfway through this
clanky chapter. Go back to where you fought Temperantia in verse 8 and this
time continue advancing forward. You'll get to the elevators. Break the
elevator on the right's door and go inside the shaft. Inside, the moon
will come out, and when it does a rogue elevator will come crashing down
just to hit you! Make sure to press right and jump to avoid it, then
witch walk up the shaft. 

-Verse 10-

Run up the very middle of the shaft to avoid the runaway elevators crashing
down. When you get up high enough, that faggot Iustitia will appear. In
this incarnation, he is incredibly hard. I repeat, he is incredibly hard.
Fortunately he has relatively low HP. But still, he is damn hard.
Basically, he has stopped using the moves that used to leave him open to
attack, which means it's going to be a lot more of a hassle to actually
damage him safely now.

His tentacles will slap, squash and smash pretty much nonstop. However,
if you stand RIGHT in front of his face, the tentacles won't actually
reach you! Weird, I know.

However, if you're right in front of his face... you have to watch out
for the face's attacks. Most of them are easy to react to and dodge. When
he pulls back, he'll stab you, when he raises his head up he'll smash it
into the ground. Both of these cues are long and easy to see. However.
By FAR his most dangerous attack is that ridiculous one where he beats his
head on the floor three times. God dammit, this move is SO fast
you CAN'T react to it visually. It. Is. Not. Possible. Your only hope is
to react to the sound he makes before he does it, which is distinct, but
even this is difficult because it's still fast and there's so much going
on. However, it's the best bet if you're planning to react to it. Of
course, you can always use Pulley's Butterfly to make things easier. Also,
a lot of times the attack will miss you on the first hit because it has
bad acc. But you can't rely on this. 

Stay in his face and keep using Kilgore combos on him, dodging when
appropriate. Airborne ones seem to work best. Once you get his HP down
he'll get dizzy, that's when you jump on his head and run along the 
tentacle just like in the boss fight. Be careful though because here the
camera loves to be a CUNT and disorient you. Plus the tentacles seem to
be a little more aggressive so when you see them try to move away from
them before you pass. And as always, dodge through the buzz saws.

When you get to the main face, be ready to dodge the two tentacles that
will try to swipe you, and once you do, finish it off with a hard combo!

You don't really have to worry about keeping the combo going in this
fight. It's pretty lenient in that regard.

Afterwards keep heading up the shaft and enter the door with light coming
out of it. Keep advancing and take a right when you get to the portal to
the Gates of Hell. Jump up on the hovering platforms and get up to the
next floor. There's a big blue apparatus that we have to activate, but
before we do that, there's an optional verse we need to take care of. Walk
the opposite way of the apparatus, past the hole we came from, to the next
hole after that and jump down there. There's a chest here. Approach it
to trigger the next verse!

-Verse 11-

It's a standard fight against 2 Joys. It's virtually identical to verse
5, so the exact same strategy applies here. You should have full magic at
this point, so they shouldn't pose any problem at all. I'll paste the
strategy from verse 5 for your convenience:

Go past the door and keep walking to trigger this verse. Like I said above,
you have to deal with 2 Joys here and it's much harder than you might
think because getting combo points with these whores isn't easy.
I'm going to paste the strategy we've become familiar with, but we're going
to do things just slightly differently here:

Like that verse a while back, I don't recommend using the Kilgore combo
against these enemies because they will almost always parry it. Instead, 
use the PPPKK combo on them. This seems to have much more success. For one 
thing, they are much less likely to parry it, and the kicks also knock 
them right off their feet! When doing those sweeps, keep the button 
pressed to make Durga's bomb go off for massive damage on them! This works 
great, plus it has massive blast radius so sometimes even if they dodge 
it'll still hit them. Just don't try it if they have the whip equipped or 
you're getting dominated. That crap's got supreme range. 

Since you'll have Pulley's Butterfly activated, sometimes it's best to
simply take a hit in the interest of continuing the combo and getting in
those Durga bombs to damage them.

Another good time to attack them is right when they initiate their gay
move where they summon a bunch of flying feather thingies to home in on
you. If you see her start this, immediately combo her to both stop it and
get some good damage in. 

Another thing to note is that if you see them dodging a BUNCH, know that
right after their final big dodge they WILL attack, so that's a good
opportunity to dodge and then get some offense going because you can
anticipate it. 

Joys have low health and defense so that's also another advantage you have.
A torture combo will take off 3/4s of their HP, which is a lot. And in fact
you are basically FORCED to use torture combos in this fight because if
you don't, you can bet you probably won't get the combo points you need for
that pure platinum.

Finally, remember that they have access to many weapons. Their regular form
where they only have punches and kicks isn't too bad. This is the form
you want to fight in general. When they have that bigass sword they're a
little more dangerous. They love to do a launcher followed by a helm
breaker. If you manage to dodge the launcher, they will stay in the air
for about 2 seconds before coming back down. Don't assume that just because
you walked under them that it will miss you! They have the power to change
their direction in midair and hit you no matter where you run, so instead,
wait for them to come down and dodge again, then start a combo on their
ass. 

The whip. God, the whip. This one is the most dangerous crap. It's so god
damn fast and has deceptive range. Don't assume you can react to this
crap! You can't! Or maybe I just have crap reactions... Either way,
your best bet is to anticipate the attacks and dodge. Just in general
remember that they will attack if you're in range so that will give you
the anticipation you need to dodge their ultra fast whip. 

However, by far the gayest thing about this fight is that you need a lot
of combo points and getting them with Joys is NOT easy since they're so
tough. But necessity is the mother of invention, and I will now tell you
a great way to kill these sluts fast, with the combo points you need, and
with little skill required. It relies on having full magic, so make sure
you don't use Pulley's Butterfly before the fight itself. The strategy
is simply this: start a torture combo on one. As soon as it ends, start
whiffing PPP and then do a single sweep with K, holding down the button.
You'll sweep her and the durga bomb will finish her off easily. Then jump
over to the next one and initiate a torture combo on her. Repeat the same
thing to finish her off easily as well, and then repeat for the third one.
With this method you'll kill them all FAST, your combo will never break,
and they'll basically not get to do anything to you.

End quote. NOW. Here's the thing: there are only two Joys here. And if you
follow that strategy to the letter, you will not get pure platinum. Your
combo points will be JUST short of platinum. The truth is that there is
only one foolproof way to get the pure platinum here: you need to execute
THREE torture combos. That's why keeping full magic in the previous verse
was so important. Here's what I recommend doing: first, activate Pulley's
Butterfly to be safe. Then rush the first Joy on the left and IMMEDIATELY 
start a torture on her. When it ends, do the PPPKK combo on her and do the
Durga bomb to finish her quickly. Then quickly move to the next one and
initiate a torture on her. When you finish that, you'll be able 2 orbs shy
of being able to do a third torture. So what I recommend doing is as the
torture is ending, keep the taunt button held down so that you go straight
into a taunt when it ends, while the Joy is on the ground. This will give
you enough time to build two orbs or however many you need. When you've
built them up, immediately go into the third torture to finish her off.
Don't worry about getting hit when you're taunting, that's why you have
Pulley's Butterfly activated.

If you pull off three tortures you'll get the pure platinum for sure, and
without much effort. If you do NOT have full magic at the start of this
verse, then after killing the first Joy, you'll have to fight the second
one by using PPPKKK combo a lot (without Durga bombs!) and sweeping her
over and over. Needless to say, this is harder than the previous method.

There is one thing you need to watch out for. And that is the fact that
the verse does NOT start until you actually hit one of the Joys for the
first time. This is important because if you start the fight with a torture
when the verse starts (which will be after the torture ends), that will
automatically end your combo, killing your chances of getting the pure
platinum. So what I recommend doing is to first hit one of them with a
regular punch or whatever to start the verse and THEN begin the torture
strategy.

So that's it. Use all your tortures and you'll get that PP. Note that you
don't actually have to use ALL of your tortures in this verse. I've gotten
pure platinum here just by using 2 tortures. Just something to keep in
mind. Once that's done, go back up and activate the blue machine. This 
will activate a bunch of appearing and disappearing walls all along this 
cylindrical area. You're supposed to go up these. Just don't fall off or 
you'll take damage. Go straight up jumping on the platforms.

-Verse 12-

This is another optional verse, so listen up. At the halfway point between
the low level where you activated the blue machine and the place where
you need to get up to, there are 4 large platforms equidistant from each
other that do not disappear. Two of these platforms have a single Joy that
will spawn on them when you step on them. When the first Joy spawns the
verse will start. It's not too difficult to deal with them since you'll
be fighting them one on one, but you have to be careful because you won't
have any magic if you used it up in the previous verse!
Just kill them normally though. Get close to them and dodge, because
that's when they're likely to try and hit you, then do the PPPKKK combo
to knock them down with the sweeps and keep the button pressed to do Durga
bombs for big damage. Twice should be enough. When you kill her, move on
to the next platform and then to the next to find the other one. Kill her
in the same way to finish the verse. Don't worry about combo points, it's
(thankfully) very lenient.

When you're done with that, keep heading up all the way to the top. There
are two chests on the platforms here but does anyone really care anymore
at this point? I doubt it. Head towards the 2 doors to trigger the next 
verse.

-Verse 13-

Oh it's Golem again. Except now he's not as much of a pushover anymore.

The fight is similar to what it was in chapter IX, but now he's much more
of a cunt than before, so the battle will likely drag on for a while.

One thing to note is that he will turn into hands a lot less than in the
previous fight, which means you'll have to do more dodging. And that means
that you're better off unequipping the Evil Harvest Rosary, because if you
deal too much damage with it, you won't get the pure platinum.
He's more likely to use his hands if you're closer to the floor, so when 
doing the airborne PPPKKK combo on his core, jump, but not too high so 
you're just slightly below his core when he starts his next move.

He also has a new move that he will use often, and it's pretty damn
dangerous. He transforms into a chinese dragon and spirals around you,
trying to hit you. You'll need to dodge 2-4 times depending on your
positioning and even then it can be tough to avoid damage every single
time, especially since he's going to abuse the hell out of it. That's why
it's a good idea to have Pulley's Butterfly activated as a safety net,
and reapply it right after his attack ends but before the next one begins.

The battle might take a while depending on how good your positioning is,
but don't worry if it seems to take forever, the time limit is very
lenient, and as long as you don't have the Evil Harvest Rosary equipped
you'll get the required points.

-Verse 14-

After the fight, go inside the elevator shaft and witch walk up it. As 
you go up you'll face a ghetto Sapientia. This guy is incredibly easy,
especially compared to Iustitia. He only has two attacks, his paw stomps
and his bite, all with big cues and easy to dodge. If you're fast at the
start you can do a Kilgore combo for big damage and good points before he
gets into his groove. After that though, you're better off just doing PKP
combos because he attacks too fast. After every little bit of damage he'll
get pushed back and you'll have to chase after him. Keep attacking him as
normal though until he dies, not too difficult. Once he does a huge 
explosion will start chasing you from below. Turn into a panther and keep
running up the shaft. The explosion is clearly sentient and will travel
just fast enough to be almost on top of you but just slow enough to not
actually hit you.

Anyway, you'll shatter a window and fall on a big...uh...ball? Chandlier?
Just hit those red balls to break it, then walk on the path of spiritual
energy to finish the chapter. 

What a longass chapter. If you wanna see my videos of it you can go to
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part15

---------------------------------------------------------------------------

---Chapter XVI: The Lumen Sage---

Awwww snap, this fight is super fun! And the music is pretty cool to boot.
This should've been the final boss 'cause this fight is way cooler than
the actual final boss.

Before you begin this fight I recommend equipping the Evil Harvest Rosary.
The combo points needed for pure platinum are pretty damn lenient,
surprisingly enough! Which means we can equip this for basically free
damage every time we dodge! Can't get better than that. Also, we're going
to be using Shuraba and its PKP combo pretty much exclusively in this
fight. While the Scarborough Fair/Bazillions PKP combo is faster, the
damage with the Shuraba is a LOT better. Makes a huge difference.

-Verse 1-

Alright! So Father Balder has a lot of attacks. A LOT of them, and they're
all cool. This fight consists more or less in knowing when to attack and
when not to, so you're mostly going to be playing according to what he
does.

Generally speaking, you do not want to start a PKP combo when Balder is
close to you. When he's close, he'll start swinging that ridiculous sword
he has and it's just not safe to be doing anything at that point! He'll
usually swing the sword 3 times, wait a second and then swing it a fourth
time. But other times he might only swing it once, wait, and then swing
again. And still other times he may do it twice! That's why it's not very
safe to try to combo him after dodging the attacks, even though it's
possible (the best time is after he does the fourth slash). But even then
if you don't hit him in the back he might parry your attack and then he'll
go into yet another sword combo. It's just really dangerous. So when he
gets close to you what you want to do is just dodge his slashes and at the
same time kind of jump away from him so you don't run out of dodges since
he slashes so many times.

When you want to attack him is during (and after) some of his other moves.
For example. Sometimes he'll summon a blue bubble that will chase you.
You can do a PKP combo when he does this and it MIGHT hit him. If it
doesn't no biggie, just dodge the bubble (the magical counterattack will
destroy it) and try a PKP combo again, but bail out of it if he's coming
at you and it looks like you won't be able to finish it before he gets to
you.

When he summons a bunch of fiery meteors, don't try to PKP him UNLESS you
started it a little bit before he summoned them. Then it might hit him.
But if you start it AFTER he summons them, no, you won't be able to finish
the combo and you'll get hit. Move, jump and dodge to avoid these meteors.

One of the absolute best times to attack him is when he summons three
pillars of fire under you. Run to avoid them, and when the third pillar is
about to come out, start whiffing a PKP combo. Balder will start coming
towards you after the third pillar comes up, and your wicked weave will
come out just before he gets to you, hitting him for great damage! Do this
every time, EXCEPT when he does the move while close to you. Then there
won't be enough time to finish the combo so don't even try.

Another GREAT time to attack him is after he uses his bigg lazor. This
attack comes fast, but to know that it's coming, watch him closely. When
he raises his hand up, that means the laser is coming! If you started a
PKP combo right before he raised his hand, you can hit him and interrupt
the attack, but if you didn't start one before, don't try. After a second
he will shoot his laser. To dodge it, you have to dodge THREE TIMES (unless
you activated bat form). So after you dodge it the first time, keep mashing
on the dodge button until you've dodged it twice more. After that, the
laser will stay onscreen for a bit but it's harmless during this part.
Start whiffing a PKP combo at this point because Balder is vulnerable right
after his laser fades! If you hit him with the wicked weave as soon as the
laser disappears you will hit him, as well as if you do the wicked weave
when he comes towards you after this.

He will also command his personal satellite to fire at your platform.
"Ansiloda!" Or at least that's what I think he says! Anyway, wait a bit
on your platform, don't panic, and when the prompt comes up, press jump
to move to the other platform. When you land on the other platform, turn
around, and start whiffing a Kilgore combo. By the time Balder flies over
to your new spot you'll catch him with the wicked weave at the end, and
maybe even a rocket or two if you're lucky!

When you deplete his first health bar, quickly press PK to start the
climax. You have to be FAST or you'll miss the chance, so keep and eye
on his health to know when you'll have to do it. Try to mash that button
as fast as you can to get the most points. You should get somewhere around
x65 with the PS3 (which is harder to mash in than the 360). Of course,
Gomorrah ain't no thang to Balder, he's just that much of a badass. The 
battle will continue with a brand new HP bar!

As SOON as the Gomorrah cutscene ends, do a quick PKP combo to catch him
off guard for some early damage!

Sooner, rather than later, he will make a fricken skyscraper come out and
throw it at you. Stay crispy and hit PK to start a climax just as it's
about to hit you, and then try to mash the button as fast as you can.
You should get around x30. He will immediately use Ansiloda after this.
Every single time. Just so you know.

Keep fighting him the same way, though be careful because he seems to get
a little more aggressive with his sword slashes, moving a lot instead of
staying in place. When you deplete this HP bar hit PK again to summon
Scolopendra. As usual, mash that button as fast as you can. You should
get around x65 again. Of course, that's no match for him either, no crappy
caterpillar is gonna take him down! Another HP bar!

During this third phase he will take the first opportunity to make his
system 16 stunparon malfunction and fall down on top of you. Press PK
when it's about to hit you to grab it and throw it at him! Then you'll
make three exchanges the same as when you fought Jeanne. Each time it will
speed up. You want to press PK RIGHT after you see him punch it for best
results (except for the first time when it's slow).

There's another attack that me MAY use, but it's very, very rare. He may
not ever use it at all. Basically, sometimes he calls up a meteor storm
to rain down on your platform. This move is a bit of a cunt because even
though red rings appear on the floor, they sometimes rain so damn fast
that you can't get away. I recommend running, jumping and dodging a lot
to avoid them. At the end, there will be a single huge meteor that will
fall down on your position. You can't get out of its radius simply by
running so you'll have to dodge when it comes down. This move is notable 
in that it has MYTHOLOGICAL levels of recovery for him. You can EASILY 
get him with any combo after he finishes this attack. Just sayin'.

Either way, keep fighting him the same way until you deplete this third
health bar to finally use the ultimate attack on him, which is... a
lipstick? HWAT.

Be sure to stay on the ball because this next sequence is actually pretty
damn dangerous in Nonstop Climax. There will be 3 glass shards that will
change the lipstick's course if it hits any of them so you have to control
its trajectory and avoid the shards. Unfortunately you can't see the shards
until they're almost right in front of you, but I recommend first going
up, then down, then up again. The shards are usually not square, they
usually have a gap you can pass through. If you can manage to pass through
this gap, great. But if you have to change the direction and it looks like
you won't make it, you might want to just stick to your guns and keep
going the same direction and hope you'll miss the shard. Note that even
if you hit one shard you can still realign the lipstick back towards
Balder's head and still hit him. But if you don't hit him...you're screwed.
Gonna have to try again.

But yeah, that's pretty much it. Like I said before, this doesn't require
practically any combo points to pure platinum, so your only worry is not
getting hit.

For the video of me PPing this fight you can go to
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-part16

---------------------------------------------------------------------------

---Epilogue: Requiem---

Aight, the last chapter. This one has the final boss battle, but also a
BUNCH of other verses thrown in there. Especially in the first part
they're gonna throw verses at you all rapid-fire, and you have to get
pure platinum in all of them. Oh, also you'll be controlling Jeanne for a
bit. Which isn't bad, she's like a slightly cooler and overpowered version
of Bayonetta.

-Verse 1-

You'll be on your cheap bike at first here. You'll be chased by some
Harmonies at first. I recommend speeding up while mashing on the gun
button to kill them. The reason you want to speed up is because that way
they don't catch up and hit you, and the reason you want to mash is because
it gives you more points than holding down the button. After a few seconds
a Kinship will be chasing you. Keep shooting, and snake from left to
right to avoid his rockets. If you stay in place they will hit you. After
a while he will charge up his lazor. You need to dodge when he does that,
although if you're going fast enough it's possible that the verse will
end before he gets it off. 

The trick to getting pure platinum here is to make sure that your gun
combo doesn't get stuck on 99. Once it's there, it won't keep going any
higher and you won't get the required points. So what you want to do in
that situation is stop shooting for a bit to let a new window start.

-Verse 2-

Now you'll be facing forward. You'll be assaulted by TONS of shots from
trumpeters. If you're having trouble avoiding all those trumpeshots, a
VERY easy way to avoid them is to simply hold down either left or right
indefinitely. You are very unlikely to get hit this way, and it requires no
skill. After that, Joys will start appearing with their laser walls. 
Something I like to do in this part is find one of the grooves in the 
rocket (a slight depression) and stay there while mashing the gun button.
None of the lasers will hit you when you're on this trench, you don't even
have to dodge.

Getting the combo points isn't hard. Even if you use the trumpet avoiding
strategy I told you, which limits the number of points you get, you'll
still get enough by killing the Joys, and later, when there are Beloved,
instead of trying to avoid them, run straight at them while shooting to
rack up points, then dodge through them at the last second. Hopefully
your Evil Harvest Rosary will damage him for some more points.

-Verse 3-

This next part is also easy. You'll face a bunch of Enchants. These guys
pose NO threat at all, so just rush right into them while shooting to get
points. Afterwards some Inspired will try to charge at you. You can't kill
these guys, or even get points on them, so just veer to the side to avoid
them. The points you get on the Enchants should be enough for the pure
platinum. At the end when witch time gets activated, hold forward to
speed up and then jump when given the prompt. You'll then have to jump
several time across some platforms. Just mash the jump button to get
through.

-Verse 4-

This next verse is a little harder. The floor is crumbling away, so you
need to hurry or you'll die, but at the same time you need to get some
damage in on those Dears flying around or you won't get the pure platinum.
What can you do? Well, the trick here is that the floor is sentient and
knows how fast you're going, so it speeds up if you go fast, slows down
(somewhat) if you go slow, but most importantly, at some points STOPS
crumbling entirely if you don't advance. That's the key. Advance a little
bit at first because the first few meters will crumble even if you don't
move, but once you get closer to the Dears, try to stop going forward.
You'll see that if you hang back, the floor will stay put. This is how
you can get some good points in peace on those Dears. Just make sure that
you STAY back near where the floor has been cut off. If you advance just
a little bit it'll start crumbling again. Do whatever you want on them,
PKP combos are good, as well as others. You don't need TOO many points for
the PP. Just get around 300 and that should be enough. Once you have them
just turn into a panther and rush through the entire thing.

Before we go on, we gotta take care of the final Alfheim. Yeah, I know,
what the hell. All this bullshit in a boss chapter? Gimme a break. Anyway,
to make the Alfheim appear, you need to walk up the statue and stop JUST
short of activating the cutscene with Bayonetta before the boss. Then
walk back all the way down to the bottom part. The portal will have
appeared somewhere on the metal cylinder. Just run around it until you
find it, then go inside. 

-Verse 5-

In this Alfheim you're supposed to kill all the enemies but only wicked
weaves will work. You know what that means! Equip the Angel Slayer and
it's time to abuse that PKP combo. This Alfheim is actually not THAT
difficult. Remember that we're using Jeanne who is much better than
Bayonetta in that she has INFINITE dodges. So you can just dodge all god
damn day without a care in the world. Talk about overpowered! But it's
all good. In reality she has a weakness: she doesn't gain magic from
dodging.

As soon as the fight starts you'll face Gracious and Glorious. These guys
are easy. You already know how to fight them, so just kill 'em. Something
that you might want to keep in mind is that it seems to work better to
keep them on camera while running away and whiffing those hits. Why?
Because if they're off camera they won't be able to do any of their attacks
until they're on camera, so what happens is that they try their DAMNED
hardest to get on camera, and since they're so god damn fast, that results
in you never being able to get off any PKP combos because they're always
right on top of you. On the other hand, if you keep them on camera, they
might hang back by using any of their attacks like the lightning discharge
or the flame spin. This'll give you enough time to get off PKP combos,
but just remember to dodge those attacks.

By the time you've killed them you've probably built up a little magic.
It's in your best interests to activate Pulley's Butterfly at this point
because next up, you'll be fighting some Joys and a Fearless! And you know
how retarded Joys are, especially when the only way to damage them is with
wicked weaves, so keep those butterflies on you for safety. The trick to
this part is to get in as MUCH damage as you can early on when they don't
have their retarded swords and whips, because once they get them they
NEVER let up and it becomes really hard to do a PKP combo. Also, make
sure to activate Pulley's Butterfly BEFORE dealing the final blow on 
Glorious/Gracious because the Joys appear FAST. Either way, keep using
the PKP combo on them. You don't have to aim, just do it any time when
you're not getting bum rushed and it'll hit, probably several of them for
a LOT of damage because they have low HP. Remember that as long as the
Fearless is off camera he's not a threat. You might want to take some hits
(which the butterflies will absorb) sometimes in the interest of getting
off some wicked weaves, but remember to run away and reapply the shield
if it runs out. Also, you might actually want to taunt a little during the
fight with Gracious and Glorious to build even more magic in preparation
for this part with the Joys. Y'know, just so it doesn't wear off before
you're done, especially because Jeanne doesn't gain magic from dodging
unless it's a bat dodge.

After dealing with those, you'll fight a single Beloved, except for some
reason it's beyond HUGE. Don't freak out though, dude's a joke. The
Angel Slayer's wicked weave attack makes him flinch such that once you
get him once with it, you can dodge to cancel the recovery, and keep
repeating the PKP combo until he dies and he won't be able to do anything.

As is expected of a wicked weave challenge, getting the combo points needed
isn't a problem at all and you don't have to do anything special.
After the fight's done, get out and go up the statue to trigger the fight
with the final boss.

-Verse 6-

Now Jubileus. Jubileus is a cuntassbitch. She's definitely not as fun as
Balder but she's WAY harder. Her bullshit levels are off the charts as you
are sure to find out. This fight is going to drag on for a WHILE. It's a
good thing you finished that Alfheim, as that gives you full magic at the
start. Go ahead and activate Pulley's Butterfly. We'll be making extensive
use of it to stave off Jubileus's bullshit.

She has an absolutely RIDANKALUS amount of moves. She will always start
by dropping some pillars into the ground. If you're on the ground when
they hit you'll be stunned for a bit. It's usually no biggie if you are,
you'll usually recover in time, but it's best if you're in the air when
they do. These pillars have a LOT of different things they can do, but
truth is all their attacks are dodged in much the same way. For example,
right after coming down, they may spit some blue lightning balls at you.
This attack is probably their fastest one, so you'll usually want to assume
this is what they will do, and jump + dodge a lot right after they come
down regardless of what they will do. Remember that this attack will also
send some shockwaves along the ground, that's why you also want to jump.
Well, it's always better to jump dodge, but in this case doubly so.
This will also work when they use their fireball spitting attack, which
is similar, though slightly slower.

Sometimes they themselves will not do anything, but a giant mass of 
energy will form in the sky, and after a few seconds do things like rain
meteors on you, or send a phoenix after you. These attacks are also easily
avoided simply by staying on the move and jump dodging if they get near
you. 

Jubileus also has an attack of her own where she'll punch you three times.
This attack is a GODSEND. It's highly telegraphed (you'll know it's coming
because the camera will suddenly point high up). Like I said, she will
punch you three times. Just stand in place and wait for them. The heads
will not harrass you at this time. Try to dodge the punches at the last
second so that they give you some magic! Trust me, you need all the magic
you can get in this fight because there aren't very many ways to get it.
You can actually hit her first fist with Shuraba by slashing JUST as it's
coming down and before you dodge. Same deal with the third fist, but not
the second. This isn't absolutely necessary but it's a pretty good way to
get in some extra dmg. Remember that the third punch has a little bit of
delay. I said this move is a godsend because right at the end of it is
the ABSOLUTE best time to attack Jubileus. She'll leave her fist on the
ground for about 3 seconds. Switch to Shuraba and slash her a few times for
some decent damage. Shuraba is best because it deals the most. This is by
FAR the safest way to damage her. If you want to play very conservatively,
you can actually use this as the only time during which you attack her and
it works. It's up to you. The other way...

Some flying heads will also be harrassing you the entire god damn time.
They're annoying as all HELL, god DAMN it. And killing them doesn't make
them go away, more just come. Make sure to always be moving or else they
will hit you easily, and even when you're moving stay alert and dodge when
you see one rushing you. However, if you incapacitate one, you'll be able 
to punt it to damage the pillars if they're down when you do it, The catch
is that it carries a little bit of risk. One, because you actually have to 
fight the heads, which can open you up to their attacks, two because the 
punt leaves you somewhat stationary (even though it DOES have invincible 
frames) and three, it can be difficult to time it so that you knock one 
out at the exact moment when the pillars are down and ALSO nothing too 
dangerous is going on. BUT. If you are using Pulley's Butterfly you can
AFFORD to take these risks. So, even if it's not the safest way to damage
her, this method is a very good way to damage her fast if you have that
safety net. You'll want to try to time it so that you incapacitate one 
before the pillars come down, and initiate the panther punt RIGHT before
they come down or immediately after so that the invincible frames protect
you or so that you can quickly dodge after punting.

The other way is to damage the pillars directly, but unfortunately this
happens to be the least safe way. You won't want to be close to them when
they come down, and by the time you've dodged everything and gotten near
them chances are they'll go back up. Plus the heads will be screwing with
you the entire time while you try to combo the pillars. Still, if you
don't mind the risk, you can deal damage pretty damn fast this way too.
Just don't try anything fancy like a Kilgore combo. That crap ain't gonna
work.

Anyway listen up. Getting the required number of combo points in this fight
is actually NOT that easy! If you play too conservatively you won't meet
the quota, and if that happens you'll have to do the ENTIRE chapter all
over again. This happened to me twice and trust me, ain't nothing more
frustrating than that. So to this end, you want to do a few things. First
of all, DO NOT have the Evil Harvest Rosary equipped god DAMMIT. Second of
all, even if fighting the heads isn't safe, you will want to do it at least
a little bit to build points. And the best time to do this is in this first
phase when you have full magic and the luxury of Pulley's Butterfly. Later
on you will not have it, so it's now or never. With the butterflies'
protection, you want to do some Kilgore combos on the heads to build as
many points as you can. And also when you knock one down, go for the 
Panther Punt because that gives TONS of points when it hits. 50 per hit,
to be exact. That's a lot. So like I said, it might not be safe but you 
need to do it now while you can.

After dealing just short of one bar of damage to her, she'll switch the
place to a gay fire world. You have to run to each pillar and kill it. It's
not too difficult. Right where you start, there are two paths. Take the
left one.

First of all, don't stay in one place for too long because the floor will
crack and a fire pillar will rise up where you are. Second, when getting
close to the pillars you have to be careful. When crossing the thin
tracts of land, the tornado thingies' fire cousins will be jumping over
them on regular intervals. You want to wait until they've jumped over, and
then quickly turn into panther and cross. But stay on your toes because
as you get close to the pillar it will spit a fireball at you. You'll know
when it does this because of Temperantia's signature cry. When you hear it,
dodge just to be safe even if you don't have good visibility. When you
get to the pillar, do a quick PKP combo to destroy it. Once it's killed,
stay alert because sometimes they shoot the Phantom Swords from the
Temperantia fight. They will linger in the air for a bit and then come down
on you, so make sure to dodge them. 

Keep going forward. You'll get a prompt that will let you jump over on to
the next place which is high up. Be CAREFUL though. There's a fire spout
coming out there in regular intervals. Wait until AFTER it comes out to
jump, then mash the button to get up. Remember that the pillar will spit
a fireball at you as soon as you get up there so dodge as soon as you do.
Then kill it the same way as the previous one. 

Jump down to the area below right in front of you and keep going forward.
Don't double jump though, because you might fall down too far ahead where
fire thingies are jumping across the strip of land. As previously, wait
until they've passed, then turn into panther and cross over to the
pillar. Kill it the same way. Then keep going forward.

In the next part, you'll have to jump over some gaps, but be careful 
because fire spouts will be coming out of them. Wait until after they
shoot up to jump through. But ABOVE ALL, once you get close to the pillar
be ready to dodge because he will throw several fireballs right at you.
After he does this, jump over there and kill it. That's the last one.

Note that Jubileus has the mysterious power of draining one entire magic
bar off you every time it screams. Yeah, I have no fricken idea either.
But basically, you're gonna have no magic anymore after this, so not much
reason not to use Pulley's Butterfly. 

Anyway, after killing the last pillar witch time will activate. The
prompt to jump will come up. Mash the jump button several times to get
over to Jubileus's head. Now listen up. An AWESOME trick you can do here
is, when you get up to her face DO NOT hit her. Notice there is still
plenty of time up there on the witch time timer. As much as 80 seconds.
So, what you can do is use that time to do two full big taunts and gain
an entire meter for free! VERY good thing to do. Once the timer gets down
to 20 though, then you start to do a Kilgore combo on her. This will cause
her to fall down, stunned. At this point you do another Kilgore combo on
her. Shuraba actually does more damage, but Kilgore is better because it
does less damage and gives more points.

She'll then turn the place to ice, and you'll have to kill ANOTHER round
of pillars. Blegh. Balder should've been the final boss. Fine, fine, I'll
stop complaining. It function similarly to the fire phase, almost 
identically even, except it's a little easier because there are no fire
spouts or fire thingies. The pillars will still shoot ice balls at you
though, and if you stay in one place for too long and ice spike will jut
out and hit you for major damage. Do the exact same thing you did the last
time to kill all the pillars.

Let me make you a recommendation. Try to limit the amount that you use
panther. Because, in my experience, when you're going super fast sometimes
you get hit by stuff and you don't even KNOW what in the hell it was.

After you kill all the pillars witch time will activate just like last
time and you'll be able to jump over to her face. Note one thing:
sometimes this part will glitch out and the platforms won't appear. Sorry
but there's nothing I can do about that. I know it's retarded but it's
not my damn fault, trust me, it pisses me off too. If this happens you have
no choice. You will take damage and will have to try again. I told you
this boss was gay.

Anyway, get up on her face and do the same thing you did last time
(including taunting her twice).

She will then turn the place into some kind of flying lightning place.
And you'll have to kill the pillars... AGAIN. Jesus. This part is
actually even more annoying than the others. You have to jump in between
the hovering platforms to get at the pillars, but the prompt coming up
can be pretty fickle. Basically, look around and try to find a pillar,
then run towards it and chances are good that a prompt will come up to
jump in that direction eventually. Just keep running and jumping in the
general direction of a pillar and you will eventually get to it. But
in the meantime, stay on the move because lightning comes down on your
position every once in a while. Not to mention the stupid flying heads
will now be bothering you, so that's another thing to worry about.

Once you've destroyed them all, witch time will activate and you'll be
able to jump on the platforms again as usual to get to her face.
HOWEVER. This time, there won't be a big platform at the end where you
can stand. Rather, you will have to jump until you get close enough to
her face, and then do a Kilgore combo WHILE IN THE AIR to damage her.
This will cause her to fall down and then you'll be able to hit her more
as usual.

After that, the last phase will start, and damn it's the hardest one.
She has new attacks now. Probably the most dangerous one are three blue
whirlpools that turn you into baby form. But that's irrelevant because
the whirlpools damage you, so regardless of what happens afterwards once
they hit you it's over. These whirlpools are VERY difficult to dodge.
Here's what you have to do. When you hear the cue that she's going to
throw them out (a vacuum sound), turn into a panther and start running in
a direction. Watch carefully, when the whirlpools drop on the ground,
quickly jump in the OPPOSITE direction that you were running. Only jump
ONCE, not double jump. As soon as you hit the ground from your jump,
immediately jump the opposite direction, then in the air, double jump
towards the opposite direction of THAT. By then the whirlpools should be
gone, but just to be safe jump to the opposite direction one last time.

However, since this attack is so, so, so, so difficult to avoid 100% of
the time, what I recommend is, once you've built up a little bit of magic,
when you see her about to do it, (make sure you're running as panther so
you're far from the heads), activate it. Then, dodge the whirlpools as
normal, and since she ALWAYS follows that attack with her three hit punch,
you can deactivate it before she throws the first punch and not worry
about getting hit by anything. Just make sure to dodge that first punch!

In between Jubileus's attacks, make sure to stay on the move! She also
has another attack where she'll plant all the pillars, then punch the
ground and create a black hole that will suck you in. If you're not
moving when she does this, you won't be able to get away. Once it appears
just turn into a panther and run away from it until it disappears. If
you're feeling brave you can try to hit the pillars a little but it doesn't
do much. If you're REALLY close to the vortex and it looks like it will
suck you in, turn into a panther, jump and dodge in the air. This will
give you a good speed boost to get away.

She will still use her 3 hit punch, and this is still the best way to
gain magic by dodging it and do damage afterwards during her recovery.

Speaking of magic, chances are you won't have any at the start of this
section, and even if you do, this fight is SO GOD DAMN LONG that if you
activate Pulley's Butterfly it'll just wear off eventually. So you're going
to have to do without it, at least at first. I know it's dangerous, but
there's no choice. What I recommend is fighting without it and only using
it to avoid the whirlpools.

She still has the moves where she plants the pillars in the ground and they
shoot fire, ice and lightning balls at you. These are all still VERY
dangerous, especially the lightning, so make sure to jump dodge when they
come down.

If the pillars throw either ice or fireballs at you, you can then run
up to them with panther and hit them a bit afterwards, especially when
the heads aren't around. Remember that those heads are VERY dangerous,
so you might not want to risk it when they're around, especially by the
end.

The big mass of energy that appears up will also now start use tracking
lasers that will try to sweep around the arena and hit you. To avoid these
turn into a panther and just run the hell away (and preferably also jump).

After you've damaged her enough, she'll start screaming every now and then
during a short scene where parts of her will crumble. This is ultra gay.
Her scream not only robs you of one meter, but ALSO when the cutscene
ends the heads are ALL around you and VERY likely to be in the middle of
an attack. What can you do? Nothing, except SPAM that dodge button as
fast as you can before the cutscene ends.

Now. I fought this boss for over 12 mother fucking hours. That's right.
Let me repeat that Twelve. Mother. Fucking. Hours. That's how hard it is.
And in that time I developed one killer tactic that is VERY important. It
is the one thing that really finally turned things around for me and
made me start to consistently do very well (aside from the whole use
Pulley's Butterfly only when she summons whirlpools thing. That's also
a big game changer.) The thing I discovered is to always be in Panther
mode running in a single direction in between her attacks but also
JUMPING nonstop. The thing is that jumping as panther gives you a big 
boost of speed, and that boost of speed is actually enough that it allows
you to not only outrun the heads well, but also when she plants the
pillars in the ground, it doesn't MATTER what attack it does (the
lightning one is EXTREMELY dangerous and difficult to dodge), because by
the time they do their attack, you will already be SO FAR AWAY that it
cannot reach you. This holds true for the shockwaves along the floor,
the fire phoenix, the fireballs, everything. Trust me, do this and it will
become SO much easier. Do be careful though, because sometimes the speed
you get by jumping is so much that you run faster than she can turn
towards you, which can make it so that she never does a move. If that
happens slow down a little so she can do one.

When you get her HP down to about half of the yellow bar, be ready to hit
PK as soon as the prompt for the climax shows up! You need to be FAST!
I actually wasn't fast enough the first time and then I got owned, so don't
let it happen to you. 

Also, make SURE to SPAM that dodge button before the cutscene is over
because the heads WILL have their hitbox out immediately upon the cutscene
finishing. I actually got hit after the climax because of this one time.
So frustrating. Again, don't let it happen to you. Turn into a panther
and run up the path made of hair. Be careful, especially because you're
unlikely to have any magic at this point. She will swipe her hand across
the hair in front of you, so jump and dodge through it. She will do this
several times. It's not too hard to dodge through it but stay frosty
because if you get hit here... you'll have to do the whole fight again.
When you get to the top, you'll have to hit climax again. Do so, and you'll
be up on her face. Do a full Kilgore combo to take off the rest of her
HP! Then she'll fall and you'll have to hit a climax for the last time.

Make sure to mash that button as fast as you can so you get the big bang
bonus. Then you'll punch Jubileus to the sun. You can steer her as she
hurtles through space. You want to steer her away from the planets. You
can kind of see where each planet is. Some of them will be on the lower
left corner, that means when going past it you steer her as hard as you
can to the upper right corner. Some will be on the upper right corner,that
means you steer her all the way to the lower left corner. And so on and
so forth. Remember to steer her ALL the way as far as she'll go because
the planets' gravitational fields will pull you towards them. If you hit
a planet you'll lose. Take her all the way to the sun to end the verse!

-Verse 7-

This next verse is actually pretty difficult. You'll have to break all
of Jubileus's pieces. The time limit is VERY strict, that's going to be
the hardest part, but also getting the combo points needed is somewhat
tough too.

The trick doing this is to use the air Kilgore combo and do it IN FULL.
Even if the piece in front of you gets destroyed, finish the combo because
the rockets you shoot are likely to hit the other pieces and that saves
on time, which is essential. This is the most important trick. The second
one is to remember to shoot nonstop while you're repositioning yourself so
that your combo doesn't break. You should have 9.9x by the end, and even
if you have that much you might still not get platinum if you don't use
the Kilgore combo.

You should finish in around 40 seconds to get the platinum medal for time.

During the credits you'll be assaulted by a bunch of ghetto verses. You
need to get PP on all of those too. Fuck me, as if we weren't exhausted
by now. But we're almost done. 

-Verse 8-

This is a ghetto fight against Jeanne. You need to note that you only
have Scarborough fair here, and that if you have the Evil Harvest Rosary
equipped, that will PREVENT you from getting PP if you use it. So either
don't have it on or try not to use it. Jeanne here is pretty tame, she's
not that aggressive and will even taunt a lot, so you can kill her really
fast and get that PP just by using PKP combos on her. She will not use
wicked weaves, so as long as you keep a healthy distance away from her
she won't be able to hit you! That means after every wicked weave you
dodge backwards once to re-establish that distance.

-Verse 9-

This is a ghetto fight against a few little angels. The thing to note is
that here you have durga/shuraba on hands and Kilgore/whatever on feet.
That means you're incapable of using the Kilgore combo! Got dang. But
oh well. Shuraba is still pretty good and that's all we need to PP this.
Simply use its PKP combo to kill them all really fast with the wicked
weave. You can mix in a few PPPPP~ combos with Shuraba but don't use too
many of them or you won't finish in time!

-Verse 10-

The last verse is a ghetto fight in the graveyard against some little
angels followed by a Beloved. You only have Scarborough Fair here, which
is really gay, although you're in god mode which means every attack does
a wicked weave. Your main objective here should be to keep the combo
from breaking throughout the entire fight, so make sure that you're always
hitting something. Since every attacks makes wicked weaves, it's pointless
to use the PKP combo. You can use the PPPPK~ combo, which is pretty good
as well as the PPPPP~ combo. But guess what. That alone won't be enough.
The REAL trick to getting PP in this verse is to taunt the enemies so
they turn red and THEN combo them. Especially the beloved at the end,
make sure he's red before you dispatch him with an aerial PPPPK~ combo
and the PP should be yours.

And holy mother of the ten thousand thundercunts we are done. This chapter
was a bigger nightmare than I ever imagined. I can't believe I tried this
thing for over 15 hours, getting hit by the most bullshit things, having
my spirit crushed and ground to dust and I did NOT break anything. I am
officially some kind of motherfucking Buddha. 

You can look at the final videos by swinging by my 'hood over at
http://scathingaccuracy.com/article.asp?guide/2010.01.17-S.A._Renegade-partE

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---Conclusion---

Mother fuck, why do I keep doing this to myself?! I said I wasn't going to
do another guide and I go and make one even bigger than my Second Opinion
guide? How can one man possibly be this stupid. Seriously I am so god DAMN
exhausted. Interestingly, I started writing this thing on December 17, and
now it's January 17. So exactly one month. I can't claim to have been
working nonstop though. I mean, you know how big of a slacker I am. But now
I'm FINALLY free! Free to be even lazier than usual! But yeah, screw this.
I am NEVER doing this again for really realz this time.

Anyway, about Bayonetta. Pretty good game. Platinum made something they
can be proud of, even if it does have some shortcomings. The difficulty
is completely out of whack, with beating normal/hard/NC being too easy,
while PPing being way too ridiculous (unless you beat the system. If you
don't... it's only theoretically possible. In the same way that it's
theoretically possible that I could win the lottery tomorrow [provided I
bought a ticket]). Then there are things like dumb inputs for certain moves
and questionable enemy design (screw you, Joy. FUCK you). But I'll save
that for the review. So look out for that in the coming days. Right after
I indulge in some good old fashioned slackery of course. That's right, I
just invented that word.

But yeah. The game seems to get a lot of flak, a lot of times 
unjustifiably, when in reality it's actually pretty solid. But oh well.
I guess it's time for us to part ways. Thanks for reading.

                                                      Stay crispy,
                                                             ~S.A. Renegade

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This guide may not be reproduced under any circumstances except for 
personal, private use. If you wish to host the guide on your site, you must
first ask for my permission, and you must not alter the guide's content in 
any way. If you're going to copy/paste chunks of this guide anywhere, at 
least be decent and give credit where credit is due, and link directly to 
the guide. The original and best version with videos can be found on my 
personal website www.scathingaccuracy.com. January 2010.