Bayonetta Walkthrough/FAQ NO Kilgore Glitch
Revision 6
Contact:
[email protected]
720p HD video playlist:
http://www.youtube.com/view_play_list?p=EF62FBA75856D33F
Prologue: Vestibule
http://www.youtube.com/watch?v=VIXTwWC8h7c&fmt=22
Chapter I: The Angel's Metropolis
http://www.youtube.com/watch?v=LMRtyd9t1HY&fmt=22
Chapter II: Vigrid, City of Deja Vu
http://www.youtube.com/watch?v=xgrXfDTMPJ0&fmt=22
Chapter III: The Burning Ground
http://www.youtube.com/watch?v=6a3nqJ9kkXI&fmt=22
Chapter IV: The Cardinal Virtue of Fortitude
http://www.youtube.com/watch?v=f7bc-zLAn6w&fmt=22
Chapter V: The Lost Holy Grounds
http://www.youtube.com/watch?v=xbyyHbzgSrI&fmt=22
Chapter VI: The Gates of Paradise
http://www.youtube.com/watch?v=At0WCkCVhAI&fmt=22
Chapter VII: The Cardinal Virtue of Temperance
http://www.youtube.com/watch?v=xZXwbCPbUB8&fmt=22
Chapter VIII: Route 666
http://www.youtube.com/watch?v=wzq24GsepNA&fmt=22
Chapter IX: Paradiso-A Remembrance of Time
http://www.youtube.com/watch?v=PkF1NvxNBVo&fmt=22
Chapter X: Paradiso-A Sea of Stars
http://www.youtube.com/watch?v=UNqtOeZEO3Q&fmt=22
Chapter XI: The Cardinal Virtue of Justice
http://www.youtube.com/watch?v=wXld9tA4rc8&fmt=22
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
Walkthrough videos from other players!
Dragenyo
http://www.youtube.com/view_play_list?p=78BAB568582F8626
Nekopunch
http://zoome.jp/nekopunch/movie_list
This guide contains a full walkthrough including strategies for getting Pure
Platinum scores. It features 720p video, a full list of verses/alfheims,
enemy lists, weapon/accessory advice, and boss strategies. The text portion
of the guide is complete but videos are still being worked on.
For a good list of collectibles try these links:
http://www.xbox360achievements.org/forum/showthread.php?t=193882
Heart/Moon/Record/Tomb Collectible Guide by Hayabusa66
http://www.gamefaqs.com/console/xbox360/file/946346/58232
Umbran Tears of Blood Guide by Yandy Kusanagi
Index
1. Bayonetta Tips
2. Alfheim Advice
3. Accessories
4. Weapons and Combos
5. Combo System
6. Enemies
7. Chapter Walkthrough
8. Extras Walkthrough - Rodin and Lost Chapter
Revision History
Revision 1 01/15/10 - Fairly incomplete.
Revision 2 01/17/10 - Added enemies section, added to all other sections.
Revision 3 01/26/10 - Added video up to Ch 5.
Revision 4 01/31/10 - Added video up to Ch 7. Filled out most of the Alfheim
info.
Revision 5 02/05/10 - Added video up to Ch 8.
Revision 6 02/10/10 - Added video up to Ch 11. Added Lost Chapter and Rodin
section.
1. Bayonetta Tips:
To get a Pure Platinum for the chapter you must finish every verse in a
chapter, including the optional verses/alfheims. If you skip any
verse/alfheim, you will not get a PP.
Taking damage or spending time outside of an active verse/alfheim does not
count against your medals. If it doesn't say Verse X in the upper right of
the screen, it doesn't count. For Leaderboard and 'ALL'/Total Score purposes,
idle time spent out of a verse still counts against your total, even if it
doesn't count against your medals in each verse.
You can retry most verses and all alfheims by pressing Start then exiting to
Title Screen, then Continuing. As long as you don't see the "SAVING..." in
the lower right hand corner, you are usually good to try again. Usually the
only verses that you can retry after the results are ones that do not block
your way with a portal. Sometimes it's possible to exit and resume boss
fights that auto-save at different phases in the fight. Being able to retry
most verses makes getting PPs much easier.
If you miss a quicktime event and/or die, you will not be able to exit to
Title Screen via the Start button and the game will autosave your failure as
soon as the Game Over/Continue screen shows. There is no legitimate way
around this. If you are playing the 360 version you can hit the disc eject
button and go back to the dashboard before 'saving...' shows up, and you won't
face any penalties. There is a risk of data loss, and it is an exploit. But
quicktime events suck anyway.
"But restarting verses for pure platinums is exploiting!" This is incorrect,
the autosave system is intended by the developers. Here is a link to a blog
post by lead developer Hideki Kamiya where he himself restarts the Xbox360
demo several times to get his own Pure Platinum score. While you can't
actually save during the demo it's still the same general idea.
http://blogs.ign.com/SEGA_Bayonetta/2009/12/11/133918
When in doubt, take your time. The time score is usually pretty relaxed
(except in Alfheims), so it's better to wait for an opportunity than rush into
a bad situation.
Dodge offset is very important in Climax mode. It lets you stay offensive
while avoiding damage when needed. It's a better option than relying on the
evil harvest rosary, which will cut into your combo score due to the low combo
points it gives. To dodge offset simply dodge in the middle of a combo while
holding down P or K, then resume button presses after dodging.
You can dodge cancel pretty much every attack or animation. As soon as the
game registers that you performed the beginning frames of an attack, you can
then dodge offset into the next attack in the combo. For example P, delay .2
seconds, dodge, K, delay .2 seconds, dodge, P, delay .2 seconds, dodge. This
will perform the PKP wicked weave while on screen it looks like Bayo is just
constantly dodging.
Panther dodge offset: You can retain a dodge offset while in panther mode.
Just double tap dodge while holding down P/K, then let go of P/K and quickly
press P/K again to exit panther mode and continue the combo. You can perform
PK, go into panther mode while holding P or K, then run up to an enemy and
unleash a wicked weave by finishing the P of the PKP combo.
Use the gun (X/square) to keep the combo meter up at long range. Press RB/R2
to lock on if you're having trouble hitting a distant enemy with the gun or
other ranged weapon. If you have a good turbo controller or you mash the
button really quickly you can get an increased rate of fire as opposed to just
holding down the button. This also applies to the motorcycle and rocket ride
guns. Keep in mind that firing your gun for damage is mostly useless in
Climax mode since most enemies will auto-block the it. Another good way to
keep your combo up at range is equip a gun or SaiFung and hold P/K while
dodging.
Hard mode contains different (more advanced) enemies than Normal mode, plus
more health and damage. Non-stop Infinite Climax Mode has the same enemy
layout as Hard, with even higher health/damage, and the only way to activate
witch time is with the Bracelet of Time. Hard and Climax enemy layouts are
similar, but sometimes the Alfheims are different.
Usually the only difference between difficulties in boss fights is that the
bosses have more health and deal more damage. However a few bosses are
slightly different.
To make the analog stick Torture Attacks easier, use the palm of your hand to
rotate the stick instead of your thumbs. Use a turbo controller to alleviate
torturous button mashing Torture Attacks. Most of the Torture Attacks during
a boss fight do count towards your combo score.
Jump dodge: Press jump then dodge to get a longer range dodging leap.
Punishes are useful, although they only exist against weaker angels
(Affinities, Applauds, etc.). Press Y when an angel is lying on the ground
after a PPPKK or in the air after an upppercut weave and you can execute a
punish attack. Note that you can still get hit by another enemy while doing a
punish, which makes it much less useful.
Gates of Hell/Alfheim magic recharge - Entering the gates of hell or alfheim
portal then leaving respawns all nearby breakable items. This is useful for
filling up the magic bar for a verse if there are breakable items nearby. You
also recharge all magic if you complete an Alfheim.
Enemies that are off screen will not usually make ranged attacks against you.
Use this to your advantage by swinging the camera angle with you and only one
enemy, while the other enemies have to spend time walking towards you because
they can't attack long range from off screen. Amusingly, if you tilt the
camera all the way upward so it faces the ceiling/sky, most enemies will never
attack you.
Turn the camera speed up in the options menu.
You can skip cutscenes by pressing select+R2/RT.
Ways to deal with flaming enemies: Ranged weapons, fire Durga on both hands
and feet, Evil Rosary, wicked weave attacks, kulshedra at long range, angel
arms, charged pillow talk, mahaa-kalaa counters, activate witch time, or wait
for their flames to go out momentarily.
Press the left analog stick to drop any held Angel Weapons. If you want to
attack without using up an angel weapon, full circle+P or K usually works.
You can keep your combo score up temporarily with taunting, even if there are
no enemies on screen.
Use the enemy recovery time from a Torture Attack to set up a combo that will
hit them as soon as they are ready to be hit again.
Using Torture Attacks against almost dead enemies will reward more combo
points than their life would otherwise allow.
AOE bombs like the Evil Rosary may reduce your combo score since they damage
many enemies at once, but don't reward many combo points for doing so.
Killing an Affinity/Applaud with a Torture Attack will always make them drop
their weapon.
Use Angel Weapons to increase combo points - they reward ridiculous amounts of
points.
Weaker weapons don't necessarily mean less combo points. Usually they are
balanced so each hit/damage corresponds to a similar amount of points. Some
weapons have a higher ratio of combo points to damage, like SaiFung.
Jeanne details: She can repeatedly dodge infinitely, her weave attacks are
1.5x stronger, she can only activate WT or Evil Harvest Rosary with moth
within (aka bat within), and she has a higher WT combo multiplier (meaning
that her multiplier goes from 1.0 to 9.9 faster while in witch time). In
order to use Jeanne effectively, take advantage of her infinite dodges while
holding P or K and a gun weapon, and use dodge offsets to get out her stronger
weave attacks.
Little Zero details: He dies in two hits, can regenerate health, has faster
movement speed, gains magic twice as fast, and he can summon devils without
the Infernal Communicator accessory equipped. Buy red hot shots for him so he
dies in 4 hits instead of 2.
During WT you do more damage and build more combo points.
Taunting a flying enemy will make them drop to the ground, if they aren't
already enraged.
Always start a chapter with full magic, there's no reason not to. Just go
into chapter I a few times and destroy the nearby benches and you'll have full
magic in a minute or two.
The fastest non-glitch way to farm halos is by using dual lightning Durgas
against the ch 7 boss. Equip the bracelet of time and Gaze of Despair for the
best results. You can get 1-2 million halos for each 5-6 minute run.
I don't find the Witch Twist or Umbran Portal Kick moves to be particularly
useful. They consume magic and have a long charge up time. It may be better
to turn them off, or not buy them.
The purchasable Umbran Spear ability can be used outside of crow form. Press
RB/R1 twice to teleport to the nearest enemy.
When using dodge offset, you must have P or K held down while pressing dodge.
Once the game registers that you were holding down P or K when you pressed the
dodge button, you can let go during the dodge animation and prepare to hit the
next button in the combo. It doesn't matter if P or K was the next button you
were going to press in your combo, as long as one of them was held down while
pressing dodge.
Has anybody gotten all Pure Platinums on Climax difficulty? According to the
x360 Scoreboards, yes. However, the majority of those were done with kilgore
glitch/exploit abuse, as evidenced by their ridiculous combo scores. There
are only a handful of legit 'all pure platinum' scores as of early 2010.
There's plenty of room for you to join this elite non-exploiting club!
Speed run tips: Skip all optional fights. Check for 'skippable' verses in
the guide. Use Odette skates and panther form often for mobility. Stay in WT
whenever possible, since it stops the timer. Bracelet of Time + magic refill
items will get you incredibly short times.
2. Alfheim Advice:
Torture Attack Alfheims: Use a high hit low power weapon like Scarborough Fair
or Handguns to build up magic and pull off Torture Attacks. Switch to a
stronger weapon once you've hit the quota. Equip the Eternal Testimony
accessory and torture as soon as you have a full magic bar so you get 2 free
magic points to start off each bar.
Stay in The Air Alfheims: Use the Kulshedra whip and pull the enemies towards
you while mashing Jump. Against armored enemies like Fairness or Grace/Glory,
damage them until their armor falls off, then lasso them as usual.
Witch Time Disabled Alfheims: Equip the Evil Harvest Rosary and fight
normally. You may want to also equip Gaze of Despair to make up for the
Rosary killing enemies too quickly to build a good combo score. Or just equip
niether and do whatever you want.
Use Wicked Weaves Alfheims: Use PKP combo, or use a charged Pillow Talk - all
Pillow Talk attacks count as a wicked weave for the purposes of this Alfheim
challenge (except non-weave store bought moves like RB->P). Also equip the
Eternal Testimony and use the <- -> P or K combo when your magic fills. The
moves are called Tetsuzanko and Heel Stomp, you can buy them in the Gates of
Hell.
Use Witch Time Alfheims: Use quick, strong combos that can fit into short
amounts of witch time. Use Torture Attacks just as the witch time is about to
end. On Climax difficulty, the Moon of Mahaa-Kalaa counter does not trigger
witch time in this alfheim type, even though dodging still works.
Limited Kicks And Punches Alfheims: Use dual flaming Durga claws and charge
attack with PKP. You can also put on Eternal Testimony and use <>P and <>K.
Shuraba PKP works well, or charged Pillow Talk if the combo score requirement
is low.
Out-of-Body Battle Alfheims: Equip the Gaze of Despair so the angels focus on
you only. This makes these Alfheims a breeze.
Use Angel Weapons: Pressing K with the staff makes a great AOE effect.
Pressing K with the two swords makes a great long range weapon that does tons
of damage. All weapons respawn in the exact same place once destroyed. When
facing waves of weaker angels, put on the Gaze of Despair - this will make
them stand there in the enrage animation for a second or two, giving you
enough time to pulverize them with the bow or staff AOE.
3. Accessories
Evil Harvest Rosary - This accessory makes the game a lot easier because you
can stun groups of enemies whenever you dodge. If you don't have it equipped
you will need to rely on dodge offsets a lot more, which takes more skill.
It's fairly useful against fast, high HP enemies like Ardors Beloved, and
Gracious/Glorious. The downside is that the bombs give low combo points and
it will hurt your score if you use it, especially around low HP enemies like
affinities, joys, and grace/glory.
Pulley's Butterfly - Useful if you think you are going to get hit, or you
don't have any other use for magic at the moment. It's easy to abuse this
accessory because it drains magic so slowly and you can activate spam it as
much as you want. It makes the game a lot easier overall.
Gaze of Despair - Useful for increasing your combo score, at the expense of
making enemies attack faster/more aggressively/frequently, deal more damage,
take 25% less damage from your attacks, and make them harder to stagger/stun.
It's pretty much necessary for getting PP on some Alfheims and bosses. There
is no real penalty for equipping it against huge bosses, but you still get the
combo bonus. Against smaller bosses like Jeanne, they will attack faster/more
aggressively. Putting this accessory on makes Climax mode very difficult,
which is why most people pair it with the Harvest Rosary.
Moon of Mahaa-Kalaa - Keep this equipped almost all the time. You can reflect
projectiles and deflect/counter attacks. You need to get good at using this
accessory if you ever want a faint hope of getting pure platinums on climax
mode, unless you plan on being a scrub and exploiting the kilgore glitch. The
best part of this weapon is that you can deflect at almost any time, including
while being hit or while attacking. Your counterattack is based on the weapon
equipped on your arm.
There are two big drawbacks to parrying with the Moon of Mahaa-Kalaa. You
can't dodge offset with it, so if you parry you break your current combo.
Second, the only weapon that does special/weave parry counter damage is
Kilgore on arms, which is kind of a clunky weapon on Climax difficulty. This
means using the Moon frequently will lower your combo score compared to using
dodge offset, unless you restrict yourself to short weave combos like PKP.
You can sort of make up for the lack of dodge offsets by using Fire Durga
mines, which you can place down then parry while waiting for the mine to
explode.
Eternal Testimony - This accessory can be used for a variety of magic related
purposes. Any time you need extra magic for a Torture Attack/magic draining
attack, bracelet of time, shield, etc. this accessory is useful.
Bracelet of Time - This bracelet is useful in climax mode even though it
drains magic very quickly. It's useful for setting up a combo against bosses
or enemies that are otherwise difficult to attack.
4. Weapons and Combos
Important combos that are common to almost all weapons:
PPPKKK: This combo contains two 360 degree leg sweeps that can knock even the
toughest enemies like gracious/glorious and joys on their ass. Use this combo
with Durga or Kilgore on legs to hit knocked down enemies with mine charges or
rockets.
PPKP: This combo is very useful against Jeanne in particular. The axe kick
has a good chance of knocking her down and the weave will almost always hit.
PKP: The shortest weave combo available. If you need to get a wicked weave
out quickly, this is the combo to use. It's most useful with Shuraba equipped.
Scarborough Fair, Handguns, Onyx Rose, Bazillions:
These are good weapons for dealing low damage while building magic quickly.
Useful for Torture Attack alfheims. They are also useful if you need to get
out a wicked weave attack quickly (without relying on a lot of dodge offset
cancels), or if you need to keep your combo up at a distance by holding P/K
while dodging.
Gun Special Attacks:
Hold P/K+RB/R2 - Dodge while firing.
PPP.P - Uppercut weave.
PPPP.P - Downward weave punch.
Circle+P/K - Bullet Climax (kind of a 3rd person shooter aiming mode)
Air circle+P - Bullet Climax.
Air circle+K - 360 degree air attack.
Bazillions on arms only - Holding P will result in a solid laser beam instead
of bullets.
Moon of Mahaa-Kalaa Parry Counterattack - A standard punch. Not recommended.
SaiFung:
This weapon is useful as an 'alternate' gun type weapon that allows you to
keep up your combo while dodging. It fires bullets while you punch and also
while holding down P when dodging. It can be useful for crowd control because
the ricocheting bullets will continually hit enemies at random. Unlike other
weapons, it will not 'slow down' or stutter when hitting an enraged enemy.
The technique tome in game says that holding P to fire SaiFung prevents you
from continuing the combo, but that is actually not true.
SaiFung has one of the best combo points to damage ratios in the game. That
means you can work more combo points out of an enemy before they die compared
to other weapons.
SaiFung Special Attacks:
Hold P - Charged bullet attack.
Hold P+RB/R2 - Perform the Breakdance move while also firing SaiFung bullets.
Circle+P - Nunchuck toss that can attach to an enemy or just fly around
shooting bullets.
PPP.P - Downward weave punch.
PPPP.P - Uppercut weave.
Moon of Mahaa-Kalaa Parry Counterattack - A very limited range attack that
sends weaker enemies flying.
Flaming Durga:
A slow weapon, good for its charge attacks that deal a lot of damage. These
claws can hit flaming enemies without being repelled if you have them equipped
to both arms and legs. Each subsequent charge attack in the combo does more
damage. For example, PPP(charge) will do more damage than PP(charge). It has
its own unique punch/kick sequences unlike Lightning Durga which is a clone of
the gun weapon attacks.
Flaming Durga Special Attacks:
Hold P/K - Fire Durga charge. This charge will sit around for a while before
exploding, unless it comes in contact with an enemy.
Circle+P/K - Switch between flaming and lightning Durga types.
PPPPK or PPPPP with Durga on both arms and legs - you will get an extra long
attack with more hits than usual
Moon of Mahaa-Kalaa Parry Counterattack - A standard punch. Not recommended.
Lightning Durga:
Most of its moves are the same as the gun weapons, except you can also do a
charge attack holding down P or K. It is faster than the flaming Durga and
its charges detonate faster with a wider area of effect. Each subsequent
charge attack in the combo does more damage. For example, PPPP(charge) will
do more damage than PP(charge). If you have both Durgas equipped your
PPPPK/PPPPP combo will do an extra long animation with more damage. While
wearing lightning Durgas on both arms and legs, you can avoid electrified
water damage during Chapter 12.
Lightning Durga Special Attacks:
Hold P/K - Lightning Durga charge. This charge detonates immediately so it's
more like an AOE attack than a mine.
Circle+P/K - Switch between flaming and lightning Durga types.
PPPPK or PPPPP with Durga on both arms and legs - you will get an extra long
attack with more hits than usual
Moon of Mahaa-Kalaa Parry Counterattack - A standard punch. Not recommended.
Shuraba:
One of the strongest weapons in the game. Instead of a fist, Shuraba's WW
attacks are made up of large sword swipes that cover a wide area, called
Wicked Slices. PKP is the most effective of the Wicked Slice combos, with
great range and damage. Dodge immediately after the PKP to reduce the delay
of the last P animation. The Shuraba Tetsuzanko <>P move is also incredibly
useful since it's the end 'P' of a PKP. Shuraba also has a superior Stiletto
(RB/R1+P) with very fast activation, movement, and power.
Shuraba Special Attacks:
PPP.P - A spinning wicked slice. Not as good as PKP.
PP.PPP - A series of sword slashes ending with a horizontal wicked slice.
Hold RB/R1 - A demonic circle that fires a huge laser if charged. The game
calls it the Moonlight Massacre technique.
Air Tetsuzanko - Press <>P in the air for a downward sword slam.
Circle+P - 360 degree sword slice
Hold P - Sword charge and release. Can be used in just about any combo with a
punch in it.
Moon of Mahaa-Kalaa Parry Counterattack - A lunging sword swipe with superior
damage and range compared to other counterattacks.
Pillow Talk:
This weapon is like the Shuraba with less damage, less range, and no wicked
slices, but it has a special feature. If you hold down P and fully charge it,
it will grow in size and power for about 7-8 seconds after letting go of P. A
typical strategy is to run from an enemy, charge it up, dodge offset if you
have to, then unleash hell on them. A good way to maximize damage with a
charged pillow talk is by holding down P in each hit of PPPPP by about half a
second, which unleashes a hold+P charge attack with each punch. The downside
of pillow talk is that is has one of the worst damage to combo points ratios
in the game, right next to Rodin.
You can charge your Pillow Talk then walk into an Alfheim or verse fully
charged. A charged Pillow Talk counts as a wicked weave attack. Pillow Talk
is constantly charged against huge sized bosses (virtues). Unfortunately it's
difficult to keep a combo going with Pillow Talk if you want to keep charging
it up. If you fire your gun (X/Square) after charging, the charge instantly
disappears, so it's more difficult keeping the combo up at range.
Kulshedra:
The longest range melee weapon in the game, great for hitting far off enemies
or pulling weaker ones towards you. Its combo potential is unfortunately
somewhat limited. It does a lot of damage against huge sized bosses due to
the wicked weave hitting multiple times. Some armored enemies like
fairness/fearless and grace/glory can be pulled or spun around with the whip
after you break their armor off. This is one of the more fun and unique
weapons to play around with.
Kulshedra Special Attacks:
P+towards enemy - Lasso an enemy and fly towards them.
P+away from enemy - Lasso an enemy and move the stick to whip them around to
collide with other enemies or just send them flying.
Hold P - Lasso an enemy and pull them towards you.
P+circle - lasso an enemy and whip them around
PP.P - 5 lashes ending with a horizontal weave
Circle+P - 360 degree whip attack
RB/R1+P - This whip Stiletto attack does an uppercut instead of a charge
forward.
Moon of Mahaa-Kalaa Parry Counterattack - A forward whip thrust. Can hit
multiple enemies but the damage is pretty tame. Not recommended.
Kilgore:
This weapon is slow but can fire very long range rockets. Best equipped on
the legs with a faster main hand weapon. Kilgore on legs does the most damage
of any leg weapon with the PPPPK combo (this is NOT the kilgore exploit, it
only fires 5 rockets, not 30). You can hold down P or K after just about any
attack and fire 1-2 rockets. It's an extremely useful weapon for combo scores
because each rocket counts as a wicked weave that resets the diminishing
returns on normal attacks.
Kilgore Special Attacks:
PP.P or KK.K - a slow punch/kick combo ending with a horizontal weave and 1-2
rockets
circle+P/K - 360 arm/leg spin ending with 2 rockets
air circle+K - 360 leg spin ending with 2 rockets
dodge 5 times in a row holding down K - 2 rockets
Moon of Mahaa-Kalaa Parry Counterattack - Fires two rockets which count as
wicked weaves. The best parry counter in the game since it makes up for the
fact that you can't continue a combo chain after parrying.
Odette - Makes you immune to floor lava, and it can make a lot of 'run from
death' situations or quicktime events easier. Useful in any situation where
speed is required without needing to switch to panther form constantly. It's
a neat leg weapon when you want speed or avoiding lava but not as good as
Durgas, Guns, or Kilgore for combat ability.
Odette Special Attacks:
Hold K, then button mash K - Launches a flurry of kicks that can freeze weaker
enemies in ice. Odette can freeze even stronger enemies like
Gracious/Glorious. Once the enemy is frozen in ice you can keep hitting them.
Circle+K - 360 degree spin
Rodin - This weapon has some extremely powerful angel weapon attacks,
specifically the horn beam and spinning fire claws attacks. Unfortunately it
only rewards 1/3 the combo points as a normal angel weapon, so it may be
difficult to get a good score with it. It can be used during the 'use angel
weapons' alfheims, although your combo score will likely suck.
Angel Weapons - Angel weapons have a huge combo point to damage ratio, far
better than any normal weapon. Killing an angel by Torture Attack guarantees
they will drop their weapon. There can only be two angel weapons on the
ground at one time. If you are aiming for combo points, you'll want to pick
out which weapons you want to drop off the angels in the verse (or possibly a
weapon from another verse) and use it to its fullest potential. I will list
how many times each attack can be consecutively used before running out.
Ardor Sword/Large Key
P - Slow 3 hit combo. Uses: 1 full combo
K - Dash forward stiletto-type attack. Uses: 1
Mace
P - Spinning attack. Uses: 2-3?
K - Stronger spinning attack. Uses: 1
Horn
P - Fires a projectile. Uses: 3
K - Fires a powerful projectile. Uses: 1
Staff
P - Spinning staff combo. Uses: 1 full combo
K - Spinning AOE. Uses: 1
Sledgehammer
P - Slow 3 hit combo same as Key/Ardor Sword. Uses: 1 full combo
K - Toss the sledgehammer causing target AOE damage. Uses: 1
Axe
P - Spinning AOE attack. Uses: depends on number of enemies it hits
K - Toss the axe causing target AOE damage. Uses: 1
Sousaphone
P - Straight forward laser. Uses: 1
K - AOE laser. Uses: 1
Lightning Claw
P - 3 hit lunge attack. Uses: 2 full combos
K - Floor AOE lightning attack. Uses: 1
Fire Claw
P - 3 hit lunge attack. Uses: 2 full combos
K - Spinning AOE fire attack. Uses: 1
Incomplete Weapon Damage as posted by vicious_quan on gamefaqs, which was
taken from the Japanese Climax Bible guide.
Scarborough Fair/Onyx Roses
simple punch: 80 dmg
simple kick: 200 dmg
bullet spray: 39(12) dmg (Scarborough Fair only)
shotgun blast: 290 dmg (Onyx Roses only)
WW punches: 600~800 dmg
WW kicks: 600~1200 dmg
counter: 1000
Shuraba
slash: 250
iaikiri (cross chop): 250/1000/2000
kuuchuu kirioroshi (air katana): 250+125+62/500+250/1000+500
energy beam: 30 x2/2500
WW: 1200
counter: 1500
Kulshedra
attack: 100 x2
flying kick: 200
cowgirl spin: 200/500/500
WW: 600~800
counter: 400
Durga
punch: 200/80
kick: 300/200
fire charge: 1000/1500/2000
lightning charge: 1000
WW punches: 600/600~800
WW kicks: 600~800
counter: 1000
Odette
kick: 120
charge attack (hold down K): 40/50 per hit
WW: 600~1200
KKKK string WW: 1300
frozen enemy throw: 500
Kilgore
punch: 100 x2
kick: 200 x2
kilgore rocket: 600/300
WW punches: 400~600
WW kicks: 600~1200
KK.K string WW: 1600
counter: 500 + (600 x2)
5. Combo System
Try to vary up your attacks. Once you start using any type of attack it will
show up in the upper right Combo Points list. Normal attacks are any standard
P or K such as PPPP, KKK, PK, PPK, etc. You will get diminishing returns
after 5 normal attacks until you switch it up with wicked weaves or other
special attacks, such as anything with a yin/yang symbol or the 'flurry'
or 'button mash' type attacks such as PPPPP or PPPPK, or Torture Attacks.
You get bonus combo points for hitting multiple enemies with a Yin/Yang symbol
attack (wicked weave, kilgore rocket, etc.). This is why the kilgore glitch
is so obscenely good at raising the combo meter, to the point where it has
ruined the leaderboards.
The current 'guesstimate' about the combo multiplier is that it increases for
every 100 combo points, although the increase is sometimes delayed according
to some unknown timer. It always increases from 1.0 to 9.9 in a series of 13
increments.
List of 'attack types', sorted by icon:
Gun Weapons
Fist - Any gun weapon punch.
Two flying fists with impact lines - Any gun weapon or SaiFung punch button
mash sequence (PPPP'P').
Heel - Any gun weapon kick, and a few other weapon kicks (like P'K'P, and
PP'K').
Gun - Any ranged gun attack, including the bazillion laser, SaiFung, and
regular gun.
Nunchucks - Any SaiFung punch.
Whip
Whip - Any whip punch.
Odette
Skate - Odette kick.
Two Skates - Odette button mash kick.
Shuraba/Pillow Talk
Sword - Shuraba/Pillow Talk punches.
Sword with slashing lines - Shuraba/Pillow Talk button mash sequence (PPPP'P').
Kilgore
Kilgore - Kilgore punches or kicks.
Durga
Claw - Any arm or leg Durga attack.
Two flying claws with impact lines - Any Durga button mash sequence.
Claw with a star in the upper right - Damage resulting from the full circle+P
or K Durga switch.
Misc
Explosion - Any attack that knocks the enemy away, any of the Rodin/Angel
weapon attacks, the SaiFung full circle+P attack, angel punishes, etc. These
types of attacks never suffer diminishing returns.
Yin/Yang symbol - Any wicked weave, any Durga mine charge, any kilgore
rocket. Attacks with this symbol reset the diminishing returns on normal
attacks.
Heel with impact lines - Any kick button mash sequence (PPPP'K'), any leg
damage from breakdancing, any sequence where the legs hit in rapid succession.
Circular 'TA' symbol - Rewarded for executing a Torture Attack.
Explosion 'TA' symbol - A Torture Attack multiplier based on button presses or
stick rotations. If you use a powerful turbo controller you can get an
extremely high multiplier.
6. Enemies
Affinity Strategy: The lowest rung of angels, Affinities pose little threat.
They can easily be tripped en masse with PPPKKK, and die quickly to just about
anything. In order to get a 'punish' attack on these guys, they need to be
stunned (staggering/stars overhead) and either mid-air or lying on the
ground. You will see the prompt to punish them with Y. Note that punishes do
not stop other enemies from attacking you, unlike Torture Attacks.
Affinity A (Staff)/Affinity E (Poleaxe)/Applaud B (Staff)
Attack 1: Staff spin, followed by an overhead swing.
Speed: Slow
Attack 2: Overhead swing without any staff spinning.
Speed: Moderate
Attack 3: Side fist swing.
Speed: Moderate
Attack 4: Side staff swing.
Speed: Moderate
Attack 5: Mid-air staff swing.
Speed: Moderate
Attack 6: Applaud B only. Places an AOE patch under the player that shocks
them. Cannot be parried.
Speed: Slow
Attack 7: Applaud B only. Body charge towards the player. If you fire your
gun at it and it starts deflecting the bullets by twirling its staff, it will
ALWAYS end up body charging you if you keep shooting.
Speed: Moderate
Affinity B (Trumpet)
Interesting note: This Affinity does not fly, but like all enemies, it can
still teleport.
Attack 1: Trumpet projectile.
Speed: Slow
Attack 2: Side fist swing.
Speed: Moderate
Affinity C (Sousaphone)
Attack 1: Laser beam that scans across the field. Can cause friendly fire to
other angels, which is usually pretty funny, but will kill your combo score.
Speed: Slow
Attack 2: Side fist swing.
Speed: Moderate
Affinity D (Mace)
Attack 1: Mace swing.
Speed: Slow
Attack 2: Side fist swing.
Speed: Moderate
Applaud strategy: These guys tend to be most dangerous when left alone,
because they will often use a body charge or ground spikes and hit you from
offscreen with little time to react.
Applaud A (Bow/Sword)
Attack 1: Two handed side cleave, covers a wide area.
Speed: Moderate
Attack 2: Body charge in a straight line.
Speed: Slow to reel up, but the charge speed is fast.
Attack 3: Player-seeking ground spikes. Easy to outrun or dodge.
Speed: Slow
Attack 4: Bow attack.
Speed: Slow
Ardor A/B. Hitting them from behind prevents being parried.
Attack 1: 3 hit attack. Starts with a fast stab then two 360 spins.
Speed: Fast
Attack 2: Body charge.
Speed: Moderate
Attack 3: Overhead swing. Has a long charge time.
Speed: Slow
Beloved A/B
Attack 1: Frontal swipe. Its slowest and most telegraphed attack, extremely
easy to avoid.
Speed: Slow
Attack 2: Overhead cleave.
Speed: Moderate
Attack 3: Foot stomp. It will usually try this if you are to its side or
behind, but not close enough to be grabbed. This attack can stagger even if
it doesn't hit. It can also cause damage when it lifts up its foot, not just
when it swings downward.
Speed: Moderate
Attack 4: Grab. If you dodge into the grab attack you will still get hit by
it. You need to dodge away to avoid it. Can be parried. It can grab low and
high on its front and back side.
Speed: Slow
Attack 5: Back fist. It will use this attack to hit the player if they are
attacking its upper back (aka the weak point on its back).
Speed: Moderate
Beloved C (chapter 1 boss)
Attack 1: Hand swipe.
Speed: Slow
Attack 2: Hand slap.
Speed: Moderate
Beloved D
This Beloved is only found in chapter 14 during the rocket sequence.
Attack 1: Fireball projectile.
Huge Beloved
This Beloved is not listed, but it's the Beloved you fight in Chapter 6 and a
few Alfheims. It has a special attack where it holds its axe vertically and
sends meteors raining to the ground.
Brave Beloved
Another unlisted Beloved. This Beloved is encountered if 3 Braves combine
together. It's faster than the normal Beloved.
Braves
Attack 1: Swing
Speed: Moderate
Attack 2: Stomp (can stagger)
Speed: Moderate
Attack 3: If there are 3 of them, they will combine into a fast Beloved-type
enemy. If you damage/kill one the combining will fail.
Speed: Slow
Attack 4: Jump attack. Being smaller than a Beloved, they have a jump attack
like most enemies of their size.
Speed: Moderate
Dear
Attack 1: Projectile
Speed: Very Slow
Attack 2: It will send its group of decorations out to surround the player,
then the decorations will attempt to close in. Very easy to avoid.
Speed: Very Slow
Attack 3: If the Dear is on its own and not surrounded by Decorations, it will
have a body charge attack.
Speed: Very Slow
Decorations
Attack 1: Body charge. If you are somehow hit by the body charge, you need to
shake the analog stick to get it off.
Speed: Very Slow
Enchant
Attack 1: Split open and body charge in a straight line. If you parry this
attack you will stun the enemy and you can press PK to toss it.
Speed: Slow to reel up, but the charge speed is fast. If you parry this
attack you will stun the enemy and you can press PK to toss it.
Attack 2: Light on fire without splitting and body charge or leap in the air.
Speed: Moderate
Attack 3: Lay down flat on the ground and fire projectiles. Listen for the
charging up noise because the projectile itself is extremely fast.
Speed: Slow
Fairness
Attack 1: Close up lunge/grab. If you dodge into the grab attack you will
still get hit by it. You need to dodge away to avoid it. Can be parried.
Speed: Fast
Attack 2: Close up swipe.
Speed: Fast
Attack 3: Jumping air lunge. It will use this if you are in the air above it.
Speed: Fast
Attack 4: Body charge at range. If it hits a wall during this charge, it will
stun itself.
Speed: Moderate
Attack 5: Scream at range. This can be dodged but not parried. If you get
hit you have to wiggle the analog stick to break free - it does not cause
damage. It almost always follows this with a fireball. Hard to break out of
on higher difficulties.
Speed: Moderate
Attack 6: Fireball projectile.
Speed: Fast
Fearless
Attack 1: Close up lunge/grab. If you dodge into the grab attack you will
still get hit by it. You need to dodge away to avoid it. Can be parried.
Speed: Fast
Attack 2: Close up swipe.
Speed: Fast
Attack 3: Jumping air lunge. It will use this if you are in the air above it.
Speed: Fast
Attack 4: Body charge at range. If it hits a wall during this charge, it will
stun itself.
Speed: Moderate
Attack 5: Long range tail stab.
Speed: Slow
Attack 6: Mouth laser that sweeps across the field.
Speed: Moderate
Golem
Attack 1: Dragon form, will lunge twice at the player.
Speed: Moderate
Attack 2: Arm Clap
Speed: Slow
Attack 3: Arm Punches
Speed: Moderate
Attack 4: Crow body charge. Stay close to the golem so it doesn't turn into
this form.
Speed: Moderate
Attack 5: Crow tornado attack. It fires two tornadoes that chase after the
player. Stay close to the golem so it doesn't turn into this form.
Speed: Moderate
Attack 6: Centipede form, just touching it causes damage so stay away.
Speed: Moderate
Attack 7: Spider leap, will try to leap on the player.
Speed: Moderate
Attack 8: Spider fireball projectile.
Speed: Moderate
Grace (Fire)/Gracious
Attack 1: Uppercut swipe followed by an air juggle.
Speed: Fast
Attack 2: Claw extension lunge. Does a heavy amount of damage.
Speed: Fast
Attack 3: 5 hit combo that starts on the ground.
Speed: Fast
Attack 4: Claw lunge into the floor followed by a body charge.
Speed: Slow
Attack 5: Spinning Fire attack. Hard to parry, but it can be dodged easily.
A good strat is to equip the Evil Rosary and get off multiple orbs while
dodging past.
Speed: Moderate
Attack 6: Flaming AOE recovery. It will use this when it's been knocked down
and is given enough time to get back up.
Speed: Slow
Attack 7: Air Lunge. It will use this if you are in the air above it.
Speed: Fast
Glory (Lightning)/Glorious
Attack 1: Uppercut swipe followed by an air juggle.
Speed: Fast
Attack 2: Claw extension lunge. Does a heavy amount of damage.
Speed: Fast
Attack 3: 5 hit combo that starts on the ground.
Speed: Fast
Attack 4: Claw lunge into the floor followed by a body charge.
Speed: Slow
Attack 5: Long range attack that causes lightning to go through the floor and
seek out the player. It's possible to parry this but requires mad skills or
luck. Just dodge it or jump instead.
Speed: Moderate
Attack 6: Ground teleport. Leaps into the ground then leaps up underneath the
player.
Speed: Slow
Attack 7: Air Lunge. It will use this if you are in the air above it.
Speed: Fast
Harmony
Attack 1: Low to the ground tail stab.
Speed: Moderate
Attack 2: 3 shot spread.
Speed: Moderate
Attack 3: Rapid fire aimed shot.
Speed: Moderate
Attack 4: Mid-air 3 hit tail swipe.
Speed: Moderate
Attack 5: Mid-air body charge.
Speed: Moderate
Attack 6: Tail backflip.
Speed: Fast
Inspired A/B
Attack 1: Bite.
Speed: Moderate
Attack 2: Tail swipe. It tends to use this repeatedly at close range.
Speed: Moderate
Attack 3: Fireball. It tends to use this at far range.
Speed: Moderate
Attack 4: Sometimes it will fly close to the player and you have the option to
PK 'counter' for damage.
Irenic
Attack 1: Drops several mines across the road.
Joy
Attack 1: 3 hit whip attack, just like Kulshedra. Extremely long range, best
to parry it or run.
Speed: Fast
Attack 2: Player seeking projectiles - they will either behave like crow
form+P, or crow form+K. You can knock them out of this attack before the
projectiles appear if you hit them fast enough.
Speed: Fast
Attack 3: Rapid fire wide shot that covers the screen, similar to Jeanne's
ranged attack.
Speed: Moderate
Attack 4: Sends a wall of lasers towards the player. The wall can be
vertical, horizontal, or crossed shape. It has a fairly short range. Does
not trigger WT if dodged. You can't dodge directly through these walls, you
have to avoid them.
Speed: Moderate
Attack 5: Spinning sword AOE.
Speed: Fast
Attack 6: Sword thrust. If you've been kiting them at range they will start
running extremely fast towards you and use this attack.
Speed: Fast
Attack 7: Side kick. They will use this at close range, and it is pretty much
undodgeable unless you anticipate it ahead of time. Probably the fastest
attack in the game.
Speed: Very Fast
Attack 8: Sword uppercut followed by a juggle downward
Speed: Fast
Kinship
Attack 1: Player seeking missiles. Dodge with the Evil Harvest Rosary
equipped to clear them quickly.
Speed: Fast
Attack 2: Beam attack. You can either double jump to avoid this attack, or
parry it by mashing the stick towards the beam. It's possible but much harder
to dodge.
Speed: Slow
Attack 3: Fires two clamps that will hold the player down. Can be destroyed,
parried, or dodged.
Speed: Moderate
Attack 4: Close range chain attack that it only uses if the player is standing
on the kinship.
Speed: Moderate
Attack 5: Rapid fire shots. Sometimes instead of a solid beam it will fire a
series of cannon shots.
Speed: Moderate
7. Chapter Walkthrough
On top of the Alfheims, which are all missable, there are also missable verses
out in the main story area. There are nine of these and they are marked with
***** Missable.
There are also verses that will activate on the main story path, but you can
still run away from them. These are marked with ***** Skippable. If a verse
is Skippable, you can reset the verse even after the results screen show.
Prologue: Vestibule
720p HD Video:
http://www.youtube.com/watch?v=VIXTwWC8h7c&fmt=22
Verse 1
Normal: Affinities/Decorations
Hard/Climax: Affinities/Decorations and a Grace and Glory
You will have to equip Gaze of Despair for the combo score, most likely. Put
on the Evil Rosary once grace and glory show up to dodge-kill them. Make sure
you end this verse with full or almost full magic.
Verse 2
Normal: Affinities
Hard/Climax: Glories. Hopefully you have 2-3 full magic bars to use on TAs.
If you need to build up magic just dodge/parry for points, because the enemies
come endlessly. Side note: failing this verse by letting the timer run out
results in a hilarious cutscene.
Chapter I: The Angel's Metropolis
720p HD Video:
http://www.youtube.com/watch?v=LMRtyd9t1HY&fmt=22
Verse 1
Key room inside Vigrid station.
Normal: 3 Affinities
Hard/Climax: 1 Joy
Verse 2
Statue room inside Vigrid station.
Normal: 3 Affinities
Hard/Climax: 2 Joy
Verse 3
Alfheim 1 Use Witch Time!
Location: Bottom of the key room, where verse 1 took place. You must activate
the elevator at the end of the hallway then backtrack.
Normal: 4x Affinity 1x Applaud, 4x Affinity 1x Applaud
Hard: 4x Affinity 1x Applaud, 4x Affinity 1x Applaud, 3x Ardor
Climax: 1x Ardor 4x Affinity, 1x Glorious 4x Affinity, 2x Ardor 1x Joy. On
Hard you will need to dodge the Affinities to get witch time then go over and
hit the Glorious. On the third wave take out the Joy first since it's more
dangerous, and has less health.
Verse 4
Vigrid station courtyard.
Once you've cleared the first wave of enemies before the Beloved, try taunting
to keep your combo score from dropping before it shows up. Enemies include
Decorations, Affinities, Applauds, and a Beloved.
Verse 5 ***** Missable
Backtrack to the elevator behind the courtyard.
Normal: Affinities/Applauds
Hard/Climax: Grace and Glory
Verse 6 ***** Skippable
Through the closed courtyard doors.
Normal: 2 Affinities
Verse 7
Flashback sequence while running towards the bridge, vs Fortitudo.
Verse 8
Bridge Beloved C boss fight.
Chapter II: Vigrid, City of Deja Vu
720p HD Video:
http://www.youtube.com/watch?v=xgrXfDTMPJ0&fmt=22
I recommend clearing up to verse 10 then backtracking and doing all 3 alfheims
in a row, so you don't end up with a bad score that you can't easily restart.
Verse 1
Flashback at start of chapter vs Jeanne. Put on the Evil Rosary and whatever
and spam PPKP or PPPKP. If she starts firing her gun, panther run behind or
next to her and dodge for a free hit, or you can parry her gunfire for damage.
Verse 2 ***** Skippable
Fight on side of building. 1 Dear, Affinities/Applauds. Pick up the angel
staff for use in verse 3.
Verse 3
Courtyard fight. Affinities/Applauds, then 1 Beloved
Verse 4
Burning streetcar fight vs Enchants.
Verse 5
Location: Backtrack up the street the burning streetcar came from, it's
located behind an open gate.
Alfheim 2 Limited Kicks And Punches!
Normal: 1 Beloved
Hard/Climax: 2 Beloved. The two Beloved can cause friendly fire to eachother
with their axe swings. Put on Gaze of Despair and get in short combos like
PKP while they destroy eachother. Don't worry about using Durga charges
because you get a ton of punches/kicks. The combo score is very low, around
800.
Verse 6
Alfheim 3 Defeat all Enemies!
Location: Overpass next to burning streetcar, right before the verse 7
courtyard.
Normal: Dear and Decorations, 4x Affinity 2x Applaud, Beloved
Hard/Climax: 2 Dears, 5 Enchants, 3 Applaud/4 Affinity, 2 Ardor/4 Affinity, 2x
Beloved
You can farm the dears for combo points if needed. Destroy the decorations
and leave the dears alive, and they will regenerate after a few seconds.
When it comes to the annoying enchants on the ground, turn off the music and
pay attention to the enemy sounds - listen for the shot charging noise and be
ready to dodge, because the shots are very fast and hard to dodge on reflex.
The rest of the angels should not be an issue to destroy with Rosary dodge
spam and TAs. Don't lose your combo because the score is about 200,000. Once
again using the evil harvest Rosary will hurt your combo score because you
will be killing the weaker angels too quickly instead of making points off
killing them with regular attacks.
Verse 7
2nd Courtyard fight.
Normal: Enchants and 2 Beloved
Verse 8
Alfheim 4 Use Torture Attacks!
Location: Backtrack as far as possible, past the verse 3 courtyard.
Normal: 3x Affinity, 4x Affinity 1x Applaud. 6 TAs needed
Hard/Climax: 4x Affinity 2x Applaud, 4x Affinity 2x Applaud, 4x Affinity, 2x
Ardor. 8 TAs needed
Verse 9
Near the raised bridge wall.
Normal: 3 Applauds
Hard/Climax: 1 Joy
Verse 10
Fortitudo fight. Just beat the crap out of the dragon head and dodge when it
starts chomping its teeth.
Chapter III: The Burning Ground
720p HD Video:
http://www.youtube.com/watch?v=6a3nqJ9kkXI&fmt=22
Wear Odette or fire Durga on legs to avoid floor lava damage.
Verse 1
Normal: Flaming Affinities. Ways to deal with Flaming enemies: Ranged weapons,
fire Durga on both hands and feet, Evil Rosary, wicked weave attacks,
kulshedra at long range, angel arms, charged pillow talk, mahaa-kalaa
counters, activate witch time, or wait for their flames to go out momentarily.
Hard/Climax: Harmonies
Verse 2
Alfheim 5 Stay in the Air!
Location: In the starting courtyard up the steps, under the arched building
overhang. You may have to destroy some nearby objects and move around the
courtyard to get it to appear. Specifically you have to destroy the trash can
on the upper balcony facing the arched building overhang. Just destroy
everything if you're confused.
Normal: Decorations/Dears
Hard: Harmonies
Climax: Decorations/Dears
Verse 3</pre><pre id="faqspan-2">
Run from lava flow with two Beloveds in the way. To get the PP on this you
have to speed through while getting in a couple hits on the 2nd Beloved, then
run away and keep firing at range until it dies. It's easiest to do this with
the Bracelet of Time and Gaze of Despair. On Hard the 2nd Beloved will jump
earlier, he may be in the air by the time you reach him.
Verse 4
One Fairness
Verse 5
Alfheim 6 Use Angel Arms!
Location: Head opposite the witch time statues down the cliff path and jump
onto the balcony of the nearby building.
Normal:
Hard: 3x Applaud, 2x Ardor 5x Affinity, Grace and Glory 5x Affinity, Beloved
Climax: 3x Affinity, 1x Applaud, 3x Affinity, 1x Applaud, 3x Affinity, 1x
Ardor, Grace and Glory, Beloved
Put on the Gaze of Despair and Odette here, so the angels will spend a second
or two in their enrage animation. This will give you enough time every wave
to fire the bow weapon and destroy them quickly. With Grace and Glory just
evade them long enough to get in some shots. If you kept your combo going
with the waves of angels you don't have to worry about chaining the grace and
glory and Beloved. Remember to hit R1 to lock on when firing the bow at
distant targets.
Verse 6
This entire area including the quicktime event is counted as a verse, so you
have to speed through the area to meet the time score after killing the
angels, and don't take any lava damage. Combo is around 5000.
Normal: 3 Affinities
Hard/Climax: 3 Ardors. They are not flaming, so this isn't too difficult.
Stun them with harvest Rosary or just spam TAs.
Verse 7 (can restart after results, but only before quicktime event starts)
Courtyard with a Fairness and Fearless. Combo score is around 7000 which
means using the Rosary or using TAs too soon will not earn PP. Kite backwards
with the gun and use Shuraba PKP at a safe distance. Once they are low move
in with TAs.
Verse 8 ***** Skippable
Inside lava cave. Under 1000 combo ok. To make this fight easier, run back
towards the area you started, where there's no risk of damage from lava
eruptions. Pick up the red/fire claw if possible.
Normal: Flaming Affinities
Hard/Climax: Grace and Glory
Verse 9 (can restart after results, but only before the portal opening
cutscene happens)
Near Paradiso portal in Virgid catacombs. Under 1000 combo ok.
Normal: 3 Affinities
Hard/Climax: 3 Braves
Verse 10
Alfheim 7 Witch Time Disabled!
Location: Inside the paradiso portal on a small island in the back.
Normal:
Hard: 9 Braves
Climax: Brave then Grace and Glory, Brave then 2x Ardor, Brave then Fairness
and Fearless
The Braves always appear a few seconds before the other 2 enemies, so kill
them quickly. Work up your magic bar fighting the Ardors then spam TAs
against fairness/fearless.
Verse 11
Alfheim 8 Use Wicked Weaves!
Location: After restoring the bridge, head back into the lava cave. Just use
Pillow Talk charge, Shuraba PKP and/or <>P or <>K. 1500 combo ok.
Normal:
Hard/Climax: 4x flaming Affinity 2x flaming Ardor, 2x Fairness 1x Fearless
Verse 12 ***** Skippable
Fight on restored bridge. Jump quicktime event afterward. Under 500 combo ok.
Normal: Affinities/Decorations
Hard/Climax: 3x Harmonies
Chapter IV: The Cardinal Virtue of Fortitude
720p HD Video:
http://www.youtube.com/watch?v=f7bc-zLAn6w&fmt=22
I suggest using Kulshedra and Odette for 1st phase, and whatever for 2nd
phase. Put on Gaze of Despair and Moon of Mahaa-Kalaa.
Phase 1
You start off on a platform although you will end up on the ground
eventually. Do not get too close to the boss on the ground as it is hard to
avoid all of the lunging and stomping it does. The only time you should get
close is when it buries its heads into the ground and is vulnerable. Get mid-
range with the boss so it starts firing projectiles - parry those with the
Mahaa-Kalaa until it falls over for some free hits. Once you weaken the boss
enough it will fly to the top of the coluseum, fire some easily avoidable lava
blasts (just keep moving with Odette equipped), then witch time will activate
and you can jump up and tear one of the heads off. Repeat for the 2nd head.
Phase 2
The boss will lunge at the platform edge, land on the middle of the platform,
or fly to the other end of the platform. It attacks with spikes from the
floor and a mouth beam attack. When it lands in the middle of the platform it
won't actually do anything, so feel free to attack.
Chapter V: The Lost Holy Grounds
720p HD Video:
http://www.youtube.com/watch?v=xbyyHbzgSrI&fmt=22
Most of this chapter cannot be restarted and it's quite long, so do a practice
run or two where you aim for PPs on the main story parts before bothering with
the Alfheims.
Verse 1 ***** Skippable
Bridge fight. Under 1000 combo ok.
Normal: Cherubs
Hard/Climax:Grace and Glory. Make sure to kill Grace first and pick up its
fire claw weapon after the fight.
Verse 2
Normal: Grace and Glory
Hard/Climax: Grace and Glory, 1x Grace 2x Glory. Immediately dodge then hit K
to activate the spinning fire claw, if you charge into the pair you will kill
them both in one hit. Then just dodge spam with the rosary while using
executes against the other 3.
Verse 3
Alfheim 9 Use Witch Time!
Location: At start of chapter.
Normal: 3x Applaud, Grace and Glory, Fearless
Hard: 2x Ardor, 2x Fairness 1x Fearless
Climax: 3x Ardor, Fairness and Fearless, 3x Joy. Just follow every combo up
with a TA at the end before WT ends.
Verse 4 (can restart after results) Partially Skippable
3 Affinities then a Fearless/Fairness fight, then more Affinities/Applauds.
This verse doesn't end until the end of the path is reached. You don't have
to kill everything to get a PP combo score. Watch out for the last platform
with 2-3 Affinities that completely collapses. Try to end this verse with
full magic so you can use it on the enemies in verse 5.
Verse 5
Flying portion then a courtyard fight. Fly into the Dears to destroy them.
2000 combo ok.
Normal: Grace and Glory then Harmonies
Hard/Climax:3 Joy then Harmonies. When fighting the Joys, use the evil rosary
(basically run past them while mashing dodge) and use TAs or Tetsuzanko with
Shuraba.
Verse 6
2x Ardor in Jormungar's Staff tower.
Verse 7 ***** Skippable
Harmonies in Jormungar's Staff tower. Avoid using evil rosary and put on Gaze
of Despair and do not drop your combo (although you can restart if you get a
gold combo score). PKP with Shuraba or Tetsuzanko are both useful here.
The game does not autosave between verse 7 and 8 (alfheim). If you return to
title before finishing verse 8 or starting verse 9 you will have to do verse 7
again.
Verse 8
Alfheim 10 Stay in the Air!
Location: Bottom of Jormungar's Staff tower. You have to move up a certain
distance to trigger its appearence.
Normal: Decoration/Dear. Same as the previous 'stay in the air' alfheim.
Hard: Fearless. If the Fearless is killed a Fairness appears. Attack it
until its armor falls off then use Kulshedra to pull it up like usual.
Climax: Grace and Glory. First attack Grace and Glory until all of their
falls off (except their leg plates, those can't break off), so they can't
parry your attacks. This easiest way to do this is equip Evil Rosary and
dodge spam. Once they are unarmored, proceed to use Kulshedra and pull one of
them towards you in the air as usual. They will have low health and will
probably die as you are whipping them in the air, so once that happens go into
crow form, use the gun (it helps 'float' down), use Kulshedra P charge, etc.
to stay up as long as possible. Don't even worry about combo score.
Verse 9
Jormungar's Staff tower upper room with broken statues.
Normal: Grace and Glory
Hard/Climax: Fearless
Verse 10
Alfheim 11 Limited Kicks And Punches!
Location: After coming out of the tower, walk west/down the path instead of
east/up it.
Normal: Grace and Glory
Hard: Grace and Glory
Climax: Grace and Glory, 2x Grace 1x Glory (40 Punches, 24 Kicks). Just use
Pillow Talk and slash the crap out of them. Under 500 combo is ok, just
destroy them.
Verse 11
The safest way to get up the ramp and avoid insta-death is equip Odette.
Don't jump until near the top where the Inspired destroys the lower half of
the ramp. Inspired fight. Fire at it with gunfire until it falls down and
get in some free hits. Once it gets up, dodge/parry its attacks. Using
Tetsuzanko makes it very easy.
Verse 12 ***** Skippable
Another Inspired fight.
Verse 13 ***** Missable
More Harmonies. Backtrack to the verse 11 area where you fought the first
Inspired. Once again avoid using evil rosary and put on Gaze of Despair and
do not drop your combo. Try to end with a full magic bar for Jeanne.
Verse 14
Jump+up quicktime event (do NOT jump off the 3rd platform, wait for the A+up
prompt). Then a Jeanne fight followed by another event where you have to use
beast/crow within to reach the far platform. Below 700 combo ok. I recommend
evil rosary and Gaze of Despair, and just spam Tetsuzanko with a full magic
bar while dodging.
Chapter VI: The Gates of Paradise
720p HD Video:
http://www.youtube.com/watch?v=At0WCkCVhAI&fmt=22
This is a very easy chapter to PP, since it only has one alfheim, it's short,
and the main verses are not difficult at all.
Verse 1
3 triangle passageway.
Normal: Ardors
Hard/Climax: Flaming Ardors/Affinities. Equip dual Flame Durgas and take them
out.
Verse 2
2 Inspired. Use the same tactics as chapter 5 inspired.
Verse 3
Angels in spiked hallway after pulling lever. Taking spike damage at any time
will count against you. It's easiest to just walk over the spikes and dodge
through them. Pick up a bow from one of the angels in this hallway for verse
5.
Verse 4
Alfheim 12 Use Torture Attacks!
Location: Backtrack to the platform you came from next to the witch statues.
Normal: 3x Applaud, 4x Harmony, Grace and Glory and Fearless
Hard: 4x Flaming Affinity 1x Flaming Ardor, 2x Fairness 1x Flaming Ardor, 3x
Joy
Climax: Gracious and Glorious. Very easy Alfheim, just get a TA kill on one
of them. Personally I find trips to work best against grace/glory (PPPKKK).
Verse 5 (can restart after results) Partially Skippable
Normal: 2x Grace and Glory on stairs and Affinities/Applauds on bridge.
Hard/Climax: Gracious and Glorious on stairs and Affinities/Applauds on
bridge. If you have a bow or other weapon from verse 3, use it to destroy one
of them. If you fall into the water it's instant death. Pick up an angel
weapon for combo points on verse 6.
Verse 6
Protect Cereza from Affinities/Applauds. Cereza taking damage does not count
towards score.
Verse 7
More Affinities in courtyard (pick up the lamppost to damage them), then run
from the Beloved. Cereza taking damage does not count towards score. Just
keep tossing things at it while breaking down the gates ahead. Put on Odette
to make this section easier.
Verse 8
Fearless/Fairness in courtyard, then a Huge Beloved. The Huge Beloved has an
earthquake attack.
Verse 9
Chase the fake Bayonetta/Joy. Damage while chasing counts towards your score,
so don't get hit. The horizontal floor lazers can't be dodged through, you
have to jump over them. I find a side-to-side motion with Odette equipped is
easiest. Dodging in the middle of a jump is also useful.
Chapter VII: The Cardinal Virtue of Temperance
720p HD Video:
http://www.youtube.com/watch?v=xZXwbCPbUB8&fmt=22
Phase 1
Start out with Kulshedra and Moon of Mahaa-Kalaa/Gaze of Despair. The boss
will fire projectiles at Bayonetta - either directly at her, or at the
platform, which causes it to fall apart. You can stay in the air hitting its
fist for a few seconds if you want before dropping down to another platform.
It has 3 types of fist punches. The first type is unavoidable - it will grab
the platform with one hand and reel up its fist with the other. The only way
to avoid taking damage is to smack the hand on the platform enough that it
gives up the attack.
The second type looks similar, except it doesn't grab the platform with the
other fist - this type can be avoided by staying near the back of the
platform, and it will activate witch time. You will be able to jump across
platforms - you can either jump right to the boss, or jump to a truck to throw
at the boss. Either way you will end up in front of the boss again to repeat.
The third type of fist punch is the climax fist after you've damaged it
enough. It will reel up slowly and try to smash bayonetta (his fist will have
a blue spiral around it and the PK climax prompt will show up) - dodge this
with PK and you will end up on its arm. Once you're on its arm, hit panther
and run directly to the orb connecting the shoulder to its body - you can
avoid incoming debris that way. The shields have a pulse attack and air
projectiles. The projectiles can be destroyed but it's usually best to just
dodge/ignore them.
With one arm left it will not use the undodgable fist punch (the first type),
but it will fire eye beam lasers and wind spirits on the platform. You can
parry the eye beams just by mashing the stick in his direction, although they
won't reflect back for damage.
Phase 2
First destroy the 4 shields covering the bosses head. If you want to keep
your combo score up, panther immediately after destroying each orb and leap
towards the next one. Once you are facing the bosses head, switch equipment
to the Shuraba and Evil Rosary/Bracelet of Time. Dodge around the head with
quick sword and panther claw strikes and use the bracelet to pull off combos.
This is the fastest and easiest way to kill the head. The bosses head will
fire projectiles, will try to grab bayonetta with its mouth, and it has a
spinning laser beam attack that also includes a mouth grab (don't get near it,
all grabs are hard to dodge and will ignore the dodges invincibility frames).
Chapter VIII: Route 666
720p HD Video:
http://www.youtube.com/watch?v=wzq24GsepNA&fmt=22
Verse 1
Ardor/Affinities/Applaud fight on moving vehicles. Build up magic for the 3
gracious/glorious in the next verse. You can try deflecting projectiles or
firing Kilgore rockets at the smaller angels instead of car hopping. Try to
end the verse with full magic.
Verse 2
The side of the road is safe from cars in this fight. Stay there if you don't
want to get run over. Immediately run to the left or right wall so the camera
changes to a side view. This will lower your chances of being attacked by all
3 enemies at once. Dodge with evil rosary, use parries, dodge offsets, and
get in PPPKKK trips, tetsuzankos, and Torture Attacks. Don't be afraid to
step into the road a little bit, just not the middle of the road.
Normal: 3 Joys
Hard/Climax: 3 Gracious and Glorious
Verse 3 & Verse 4
Motorcycle portion. The motorcycle dodge is invincible for the first few
frames, but not the whole animation. You can dodge through closed tunnel
gates and Beloved's legs if you do it within the invincibility frames. It's
most important to get combo points so don't speed up or take shortcuts that
avoid enemies - just make sure you hit all the irenics, angels, and beloved.
You can blow up regular vehicles but they won't give you points.
When you approach the tankers lying sideways on the road, always dodge through
the middle. If you go through the sides you will take damage even if you were
dodging. If you end up driving against oncoming traffic, you will instantly
die if you hit an oncoming truck headon. Sometimes when you hit the back of a
car or truck, it will seem like you were injured, but you don't actually take
any damage. When you are up against Braves on the road, fire at their legs.
If you successfully dodge into a Braves leg while you are in the invincibility
frames, you will get combo points for hitting it.
Oh and don't wear the nun costume, her cape blocks the view. :(
Verse 5
3 Braves fight. Put on Gaze of Despair and spam tetsuzanko.
Chapter IX: Paradiso-A Remembrance of Time
720p HD Video:
http://www.youtube.com/watch?v=PkF1NvxNBVo&fmt=22
Verse 1
Ardor/Affinities/Applaud in courtyard. Attack the sousaphone affinities so
they don't use their laser and friendly fire kill the other angels. Don't
drop your combo, or put on Gaze to make it easier. Combo is around 3000-4000.
Verse 2
Alfheim 13 Out-of-Body Battle!
Location: Break the wall that is up a large set of stairs in the courtyard.
Normal: Lots of Affinity, Ardor, and Applaud.
Hard: Lots of Affinity, Ardor, and Applaud.
Climax: Lots of Affinity, Ardor, and Applaud. Put on the Gaze of Despair to
avoid your body being targeted, then go for it.
Verse 3
Ardor/Affinities/Applaud on globe.
Verse 4
Run from the rolling golem. You must hit/kill a few Affinities for the combo
score - use Durga charges, tetsuzanko, or anything that's fast and powerful.
Use Odette for extra speed. If you get knocked off you still have time to
exit to title before dying.
Verse 5 (can restart after results)
Courtyard with falling golem and chests with key parts in it. As soon as you
break open a chest, parry/dodge or you will get hit. There's a gracious,
glorious, and fearless in the chests and they are randomly placed. Combo
score isn't that important, just take them out quickly. Be careful, even
after destroying the last enemy, you can still get hit by the golem before the
verse ends.
Verse 6
2 Kinships. Put on the Evil Rosary to blow up the missiles when you dodge
them, then jump onto a kinship and start attacking. Pay attention to the
close range clamp attack as well as more missiles and beam attacks from the
other Kinship. You cannot dodge off a Kinship so feel free to hit dodge as
many times as needed.
Verse 7
Alfheim 14 Defeat all Enemies!
Location: A small platform reachable by flying from the dead kinship that
remains stationary during verse 6.
Normal: 1x Jeanne
Hard: 2x Jeanne
Climax: 2x Jeanne, with reduced HP compared to Hard. The combo score is
pretty low, just go with evil harvest rosary and eternal testimony and dodge
spam while getting in some hits and tetsuzankos. This is a short alfheim but
it usually takes a couple tries. If one of the Jeannes starts doing Shuraba
PKP/charge combos you'll probably get hit. Under 500 combo ok.
Verse 8
Fly past tentacles then 3 Joys. Try to fall into as many tentacle weak points
as possible, and fall into/attack the Inspireds for extra points. Against the
Joys put on gaze of despair/evil harvest rosary and use SaiFung/tetsuzankos at
range then move in with TAs once they are mid-low on health. Combo score is
around 4000-5000, so you will not get it if all you do is spam TAs.
Verse 9 ***** Missable (cannot restart after results, despite being missable)
Jump past the ramp onto the cliff path on the other side and destroy the
statues to free 3 angels. Put on Gaze of Despair just to be sure on this one.
Verse 10
Golem fight. Always stay close to the golem so it doesn't use its annoying
bird attacks. Just keep jumping and attacking, and dodging the fist
pounds/claps. Under 1000 combo ok.
Verse 11
Alfheim 15 Limited Kicks And Punches!
Location: Backtrack as far as possible.
Normal: Fairness, Fearless
Hard: Fearless 2x Fairness
Climax: 2x Fearless Fairness, Joy (60P/50K). You have a lot of punches and
kicks, more than you need to kill these enemies in just about any way. The
real problem is that you can't rely on Torture Attacks or the Evil Harvest
Rosary to make things easier. That means you'll have to get down and dirty
with dodge offsets.
Use Shuraba+Gun PKP with dodge offset and tetsuzanko. The leg guns will help
keep your combo going while you dodge.The best way to dodge offset here with
Shuraba is hit P, hold K then dodge as many times as needed, release and
finish with P, then dodge again to cancel out of the final P animation. When
fighting the joy just keep your distance and keep up the PKP and Tetsuzanko.
Joys are not very dangerous at long range. Combo is around 4000 which means
you should put on Gaze of Despair or expect not to drop your combo. I
recommend using the Gaze of Despair and getting all your points on the
fearless/fairness, so you can cheap out the joy at range with little risk of
being hit.
Chapter X: Paradiso-A Sea of Stars
720p HD Video:
http://www.youtube.com/watch?v=UNqtOeZEO3Q&fmt=22
There are 3 sets of Gracious and Glorious in this chapter. Make sure you know
how to deal with them by now. PPPKKK trips are very effective, so are Torture
Attacks followed by PPPPK hitting them in the back as they recover from the TA
animation.
Verse 1
3 Joys. Since you are entering with full magic, you should have no problem
wrecking these joys with TAs/evil harvest rosary/tetsuzanko, etc.
Verse 2 ***** Skippable (can restart after results)
Normal: Island courtyard with Affinities appearing near the breakable walls
and Grace and Glory once all 4 walls are broken.
Hard/Climax: Harmonies near breakable walls, Gracious and Glorious once all
walls are broken. Try to get as many combo points as possible out of the
Harmonies. The combo score is around 4000.
This verse does not auto-save after completing it. If you reset before
finishing verse 3 or starting verse 4, you will have to kill the last two
enemies again.
Verse 3
Alfheim 16 Use Wicked Weaves!
Location: Rotate the island towards the small white platform then jump onto it.
Normal: 3x Dear, 3x Affinity 1x Applaud, 4x Affinity 1x Applaud, 4x Affinity
1x Ardor
Hard: 5x Affinity 2x Applaud, 5x Affinity 2x Applaud
Climax: 5x Affinity 2x Applaud, 5x Affinity 2x Applaud, Grace and Glory, 2x
Joy. Use charged Pillow Talk or Shuraba PKP dodge offsets and Tetsuzanko.
Build up full magic fighting the angels so you can tetsuzanko spam the
Grace/Glory and 2x Joy. There are a lot of enemies to fight and the combo
score is pretty low (about 1500) so just play it safe.
If you use Pillow Talk make sure you combo chain the first two waves of angels
or you will miss the plat score. Don't wait for the sword to run out, start
charging it when it's about to run out.
Verse 4 (can restart after results)
Harmonies on bridge. Under 1000 combo ok.
Verse 5
Courage and Temperance fight. Use whatever you want vs Courage, then use
SaiFung/Kilgore against Temperance. Taunt in between the two so your combo
doesn't drop.
Verse 6 ***** Skippable
Enchants inside spinning building.
Verse 7
3 Kinships. You can clear out the missiles quickly by equipping guns to arms
and legs and dodging while holding down P/K, or just spam dodge with Evil
Harvest Rosary equipped.
1000 combo ok, Gaze of Despair not required, Moon of Mahaa-Kalaa recommended.
First off, equip Shuraba/Kilgore, double jump and Stiletto (RB->P) right onto
the first ship and rotate the camera to face the ships side, which will
prevent the other two ships from firing any missiles. If you're fast enough
you can even stop the first ship from firing missiles although this isn't
necessary. Use the PPPPK combo to take the ships out fast but do not do PPPPK
in the air (even if you're just an inch above the ship floor) because the game
will make you slide off the ship after finishing the combo, even if you land
squarely on the ship floor.
Once the first ship is dead, start firing your gun because there will
immediately be flying clamps in the air and missiles will be incoming very
soon. Unfortunately the flying clamps can cheat and will sometimes fly
through the bottom of the ship you're standing on to hit you instantly - there
is nothing you can really do against this unless you're using Jeanne and can
dodge spam infinitely. Anyway, dodge the volley and jump onto the second
ship. You will have to dodge more volleys, more clamps, and double jump or
parry if the 3rd ship fires a laser beam (just mash the stick towards the
laser beam to parry it). After the 2nd ship is down the 3rd one should be
easy to take out alone.
An alternate strategy is to stay on the platform and take the ships out at
range with kilgore rockets and tetsuzanko. This doesn't work as well if you
have Gaze equipped.
Verse 8
When running on the bridge, hug one of the sides to lessen your chance of
being hit by tentacles. Gracious and Glorious fight - the statues will break
once you get close enough. Put on Gaze here if you're not sure about the
combo. I got around 5000.
Verse 9
Alfheim 17 Use Angel Arms!
Location: Once you stand on the Gates of Hell portal, backtrack as far as
possible.
Normal: Dear and Decoration and Glory, Fearless
Hard: Dear and Decoration, Grace and 2x Glory, Fairness and Fearless
Climax: Dear and Decoration, Grace and 2x Glory, 3x Brave. Angel Arms
alfheims are all pretty easy, just abuse the staff circle+K and bow K (press
R1 to get on target if you are firing the bow from far away). Leave 1 or 2
Decorations alive before the Grace/Glories and pick up the bow. Kill the
decorations with the bow then wait a second, then rearm the bow and kill one
of the grace/glory as they spawn - this makes the alfheim much easier. Once
the 3 Braves appear, the bow will disappear and a heavy mace will show up.
Pick up and drop the heavy mace to get the bow to reappear.
Verse 10 ***** Missable (cannot restart)
Break the wall near the gates of hell portal then fly to the floating island.
Break the two statues to free a Gracious and Glorius. They attack instantly
when the statue breaks, so be ready to dodge. Put on Gaze here if you're not
sure about the combo. I got around 5000.
Note: if you miss the jump trying to get to this verse, you will have to reset
to try again.
Verse 11 (can restart after results)
Golden Beloved and Inspired in water.
Normal: 2 Beloved, 2 Inspired
Hard/Climax: 5 Beloved and 3-4 Inspired. The witch time statues work here so
feel free to abuse them. Once the Inspireds start showing up, ditch the
statue and just destroy them with tetsuzankos. If for some reason they decide
to stay in the air throwing fireballs at you, put on the Moon of Mahaa-Kalaa
and start parrying them.
Chapter XI: The Cardinal Virtue of Justice
720p HD Video:
http://www.youtube.com/watch?v=wXld9tA4rc8&fmt=22
I'm not sure if the angel fight at the start has any bearing on the boss
score, but just don't get hit to be sure. Try to pick up one of the angel
weapons before the scene ends so you can hit the boss with it.
This boss has one phase that is repeated 3 times. The tentacles will try to
smash the platform, swipe at Bayonetta, spray acid onto the platform, spray
slime on the floor that you have to shake the controller to escape, and cause
purple debris to fall onto the platform. The cherub face will spit out a
plant onto the platform, it will try to smash the platform, and it will reel
back and charge over the platform. If the platform gets smashed you can fall
down and press PK to evade a tentacle grab and end up safely on another
platform.
Once you damage the cherub head enough, you can jump onto it and run up to the
boss face while dodging tentacles and spikes. Hit the boss face a couple
times and you'll automatically cut the cherub tentacle off. The tentacles
will then try to smash the platforms - drop down and do a PK dodge and land
safely on a new platform. There's no reason to hang around waiting for the
tentacles to smash the platform, just leap off it.
On the 2nd cherub tentacle, after you've damage it enough it will try to throw
a large rock. Do a PK climax and button mash X to knock it out and get onto
the cherub tentacle. The 3rd cherub tentacle will throw two large rocks, just
do the same thing.
Chapter XII: The Broken Sky
720p HD Video:
Only 6 chapters to go, this is the home stretch.
Verse 1
First room in carrier plane. Verse ends when you kick open the exit doors.
Verse 2
2nd room, falling off the crates and jumping back up to the ramp.
Normal: Grace and Glory and 3 Applauds.
Hard/Climax: 3 Gracious/Glorious and 3x Flaming Ardor. Make sure you have
Fire Durga on arms and legs ready for the Flaming Ardors. Unless you're pro
you'll want Evil Harvest Rosary and either Eternal Testimony or Moon of Mahaa-
Kalaa.
Verse 3 ***** Missable (cannot restart)
Affinities in the back of the first room near Alfheim 18.
Normal: Affinity 4x, 2x Ardor
Hard/Climax: Flaming Affinity 4x, Flaming Ardor. 3000 combo ok.
Verse 4
Alfheim 18 Out-of-Body Battle!
Location: Head back to start of chapter, defeat verse 3 enemies.
Normal: Affinity 3x, Harmony 3x, Affinity 4x Ardor
Hard/Climax: Flaming Affinity 4x and Flaming Ardor, Harmony 3x, Flaming
Affinity 4x and Flaming Ardor. Once again just put on Gaze of Despair so all
the enemies target you.
Verse 5 (can restart after results)
Decorations on the outside cargo plane platform.
Verse 6 ***** Missable (can restart after results)
Affinities inside the jet turbine next to Alfheim 19. Reach the jet turbine
by jumping from the platform outside the cargo plane. You can stop the
turbines by firing Kilgore rockets at them, or waiting for them to stop
temporarily. It's easiest to fight the angels in the back of the turbine
against the wall, so you don't accidentally fall into a fan. Does not auto-
save after completion. You will have to finish Alfheim 19 to get an auto-save.
Normal: Affinity 7x, Applaud 2x
Hard/Climax: Affinity 5x, Applaud 3x
Verse 7
Alfheim 19 Use Witch Time!
Location: Inside the jet turbine. You can stop the turbines by firing Kilgore
rockets at them, or waiting for them to stop temporarily.
Normal: Golem
Hard/Climax: Jeanne. Just wait for her to use wicked weaves, dodge them, then
lay the smackdown. 500 combo ok.
Verse 8
Jeanne fight. Once again PPKP or PPPKKK combos will trip her up pretty well,
and Fire Durga mine charges are also effective. Get in Tetsuzankos in there
as well. PPKP with Fire Durga and mine laying can mess her up very well.
It's easiest to parry her motorbike charges by mashing parry towards her.
Verse 9 (can restart after results)
Affinity fight in cargo hold. While wearing lightning Durgas on both arms and
legs, you can avoid electrified water damage during verses 9-10. It's not
really necessary though. Make sure to keep picking up Cereza as the water
fills up the cargo hold. 3000 combo ok.
Verse 10
Harmony fight in cargo hold. Remove the Evil Harvest Rosary because it
destroys the harmonies too quickly. Put on Gaze of Despair and wait for them
to enrage, then beat them up and try to get as many combo points from them as
possible - use TAs when they are nearly dead, etc.
Chapter XIII: The Cardinal Virtue of Prudence
720p HD Video:
Phase 1
The boss will try to bite and swipe at you if you are near its face. If you
are near the legs, it will try to stomp or fire lasers, missiles and
fireballs. Occasionally it will dive underwater - just dodge it until it
fully resurfaces. First you have to take out the 4 plates on its legs, then
climax summon, which opens its face to attack. Hit its face enough and do
another climax to enter phase 2.
Phase 2
The boss opens a whirlpool - dodge its laser beams and move up to its face.
It will try to bite, shoot fireballs, and swipe. When you get pushed back,
just move back to its face and keep hitting it. Just before he starts pushing
you away, while his face is out of reach, use PKP, tetsuzanko, or any weave
combo to hit him at a distance.
Chapter XIV: Isla Del Sol
720p HD Video:
Verse 1 & Verse 2
Afterburner section. Equip the Eternal Testimony so you can constantly spam
missiles. However, refrain from spamming missiles just before a boss, so you
can totally unload on them and kill them quickly. Against the Fortitudo boss,
when it fires the green shots start moving in a circle pattern to avoid it.
Very little dodging is needed if you move around the bullet patterns well.
It's possible to combo chain each verse fully, giving a huge combo score per
verse. You can do this by leaving one enemy alive in between the dead spots
where your combo would otherwise drop. In some spots, like the dead spots
before a boss, there are enemies far far off in the corner that you can shoot
to keep your combo alive.
Verse 3
Jeanne fight. Much like the previous fights, PPKP, Tetsuzanko, and lots of
dodges work best. There is an auto-save point when you and Jeanne jump onto
the missile to continue fighting, so take advantage of it unless you're pro
and don't need those weaksauce save points.
Chapter XV: A Tower to Truth
720p HD Video:
The climb up the tower is like a recap of almost every enemy in the game.
None of the chapters are individually difficult, there's just a lot of them.
Verse 1 ***** Missable
Fearless/Fairness statues right in front.
Verse 2
Decorations/Dears/Ardors
Verse 3
Braves
Verse 4
Gracious and Glorius
Verse 5
2 Joys
Verse 6
Enchants, Grace and Glory
Verse 7
Normal: Affinities
Hard/Climax: Flaming Affinities
Verse 8
Temperance cannon fight. You can dodge out of the cannon seat to avoid damage.
Verse 9
Alfheim 20 Witch Time Disabled!
Location: After verse 8, backtrack to the start of the chapter then jump/fly
east over the chasm to the other side.
Normal: 7x Flaming Affinity 2x Flaming Ardor, 2x Grace
Hard: 5x Flaming Affinity 3x Flaming Ardor, Fairness 2x Ardor
Climax: 3x Flaming Ardor, 3x Joy
Verse 10
Justice fight.
Verse 11 ***** Missable
In basement near Jubileus statue.
Normal: Flaming Affinities
Hard/Climax: 2 Joys
Verse 12 ***** Missable
Enemies by the large panels close to the starting point/ground floor - they
are spread across two sections and you need to fly across to reach the other
set of angels.
Normal: Ardor/Affinities
Hard/Climax: 2 Joys
Verse 13
Golem fight. This Golem has two new abilities - a serpent and spider form.
Verse 14
Prudence fight and quicktime event (run with panther form)
Chapter XVI: The Lumen Sage
720p HD Video:
This boss only has one phase. He has a series of melee swings, an imprisoning
blue orb, target seeking light orbs, and fire eruptions from the ground. Most
of his attacks do very little damage. Later in the fight he will start using
quicktime events. He will fire a satellite and you need to jump onto another
platform to avoid the blast, or he will lift a building or drop the satellite
which can be responded to with PK. Under 2000 combo ok.
Epilogue: Requiem
Verse 1-3
Motorcycle ride up the rocket. Shoot as much as you can, dodge through
enemies to damage them, etc. It's pretty much like Chapter 7's motorcycle
portion.
Verse 4
Walk up golden statues, kill decorations, dodge moon debris. You will have to
pause momentarily to hit/kill the decorations, use gunfire or tetsuzankos to
pick them off.
Verse 5
Alfheim 21 Use Wicked Weaves!
Location: After walking up close to the Jubileus statue neck, walk back down
to the starting area.
Normal: 4x Affinity Applaud, 4x Affinity 2x Applaud, Fairness and Fearless
Hard: 3x Affinity 2x Applaud, Grace and Glory and Fairness, 3x Joy
Climax: Gracious and Glorious and Fearless, Huge Beloved. You get to use
Jeanne here and her weaves are 50% stronger than Bayonettas, so this Alfheim
is even easier than the previous ones. Just hit those Shuraba PKP and
tetsuzankos as usual. The Huge Beloved is the same one from Chapter 6 with
the meteor shower attack. Around 1000 combo ok.
Verse 6
Jubileus
Phase 1
The boss starts out launching its hair into the ground which will shoot
fireballs, ice boulders, and lasers. The ice boulders cannot be parried (as
far as I could tell) and you will take a lot of damage if hit, so just dodge
them. Ignore the floating heads for the most part, although you can punt them
into the hair stalks if needed. After damaging the boss enough, it will
change the entire floor into a fire area, then an ice area, then and a wind
area, with its hair stalks scattered around to be hit. After hitting all the
hair stalks, you must witch time jump up to the bosses face and smack it a few
times.
In the fire area, there is a lot of lava, so wear fire Durga on legs or Odette
skates to become immune to it. There will be ropes of lava and lava eruptions
frequently, and the hair stalks will fire fireballs. In the ice area, icicles
will fall from the ceiling and spikes will erupt from the floor, and hair
stalks will fire those dangerous ice boulders. In the wind area, you will
have to jump between platforms to hit the hair stalks, while avoiding lasers
from the ceiling - the problem is the smaller platforms tend to move around,
and the ceiling lasers can destroy the small platforms, leaving you stranded
in the air. If you fall down you will take minor damage and be replaced on
another platform, but that's enough to ruin a Pure Platinum attempt. Keep in
mind you can fire at the hair stalks from a distance if needed.
There is an auto-save in between phase 1 and 2, so you can restart if you make
a mistake in between.
Phase 2
After the fire, ice, and wind areas are over, the boss gains two new
abilities. The only way to damage it during this time is to hit its fists
when it tries to punch you.
It will open a hole in the floor and if you are sucked into it, you instantly
die. To avoid this, change into panther form and start running after every
single attack the boss does - even if it doesn't turn out to be this attack,
you will be far enough from the hole that you will never risk falling in.
It also will fire 3 vortexes that chase you and will cause damage and turn you
into a child Cereza. The best way to avoid this is to run then double jump
when one of the vortexes approaches, or go into panther mode and double
jump/run in circles. Note that if Bayo is turned into a child, you can still
dodge the bosses fist attack by pressing RT the moment it hits you.
After taking the health bar down to yellow, the boss will start launching its
hair into the floor again. Take it down to about half health and you will be
able to create a rope of witch hair up to the bosses face. Ride up the hair
while dodging laser beams and the bosses fists, then smack it across the face
until you can finish it off.
Verse 7 (can restart after results)
Dismantle Jubileus statue. Equip lightning durga on arms to maximize your
combo points because the PP here is pretty steep. Do not let your combo drop!
Verse 8
Credits scrolling fight vs Jeanne. She doesn't use weaves so it's pretty safe
to get up close and kill her. This fight is always played on normal
difficulty.
Verse 9
Credits scrolling fight vs Affinities/Applauds. This fight is always played
on normal difficulty.
Verse 10
Credits scrolling fight vs Affinities/Applauds. This fight is always played
on normal difficulty.
8. Extras Walkthrough - Rodin and Lost Chapter
Rodin - To fight Rodin, earn 10 million halos total (spent or unspent), then
go to the Gates of Hell and purchase the Platinum Ticket. It is counted
as 'verse 0' and your results are not recorded anywhere.
He can't be staggered. The only way to interrupt his attack is a Mahaa-Kalaa
counter (a regular parry won't stop him from continuing his attack). The
easiest legit way to take him down is use Pillow Talk + dodge offsets and
Bracelet of Time. Charge up Pillow Talk using dodge offsets if needed, then
hit Bracelet of Time to make the most of your charged weapon. Fall back and
repeat.
Rodin's attacks:
He has most of Balder's attacks plus some extra ones.
Giant punch coming up from the floor.
Uppercut juggle followed by a hit down to the ground. Cannot be parried.
A flurry of 5-6 punches, each one doing a good amount of damage.
Target seeking light orbs, much like crow form+K feather attack.
Imprisoning orb. This orb can be broken with gunfire or other attacks, or
parried.
A shower of small meteors, followed by a large meteor.
Lost Chapter/Angel Slayer
The game doesn't show your lost chapter results in Play History, but it does
upload the results to the leaderboards, which is the only way you can view
your score. The common trick for this chapter is to equip the Star of Dineta
at the end of most waves to recover health, once there is only one harmless
enemy left. During Waves 4 and 5 which are on Climax mode, put on the Evil
Harvest Rosary to make things easier.
Verse 1 - Normal Difficulty
Wave 1 - Dear and Decorations
Wave 2 - 4x Affinities, 3x Applaud
Wave 3 - Dear and Decorations 2x Kinship
Wave 4 - 4x Affinity, 2x Applaud
Wave 5 - Dear and Decorations 3x Harmony
Wave 6 - 1x Grace and 2x Glory
Wave 7 - Joy 3x
Wave 8 - 3x Affinity 1x Joy, 3x Affinity 1x Joy, 3x Affinity 1x Joy
Wave 9 - 2x Fairness and 1x Fearless
Wave 10 - 3x Enchant, Jeanne (Chapter 2 version, does not use WWs)
Verse 2 - Hard Difficulty
Wave 1 - Dear and Decorations and lots of Affinities
Wave 2 - 5x Enchant
Wave 3 - Affinities and Harmonies
Wave 4 - 3x Inspired
Wave 5 - Affinities and Applauds
Wave 6 - 3x Grace, 2x Glory
Wave 7 - Affinities, Brave Beloved
Wave 8 - Affinities, 3x Ardor
Wave 9 - Affinities, 1x Gracious
Wave 10 - 2x Jeanne
Verse 3 - Hard Difficulty
Wave 1 - Flaming Affinities 2x Flaming Ardor
Wave 2 - Affinities and Fairness and Fearless
Wave 3 - 9x Brave - they come out one at a time so just keep slaying them
quickly.
Wave 4 - 5x Ardor
Wave 5 - 3x Fairness, 2x Fearless
Wave 6 - Affinities and 3x Brave
Wave 7 - 3x Joy
Wave 8 - 1x Glory, Gracious and Glorious
Wave 9 - Golem. This Golem has the extra abilities from Chapter 15.
Wave 10 - Jeanne and Gracious and Glorious
Verse 4 - Climax Difficulty
Wave 1 - Affinities and Applauds
Wave 2 - Dear and Decorations and Harmonies
Wave 3 - Enchants
Wave 4 - Affinities and Applauds
Wave 5 - 2x Beloved, Brave Beloved
Wave 6 - 2x Grace, 2x Glory
Wave 7 - Flaming Affinities and Flaming Ardors
Wave 8 - Applauds and 3x Brave
Wave 9 - 2x Fairness, 2x Fearless
Wave 10 - 2x Joy and Jeanne (Chapter 14 white color)
Verse 5 - Climax Difficulty
Wave 1 - 4x Ardor, 3x Applaud
Wave 2 - Golem. This Golem has the extra abilities from Chapter 15.
Wave 3 - 4x Affinity 2x Applaud, 4x Affinity 3x Ardor
Wave 4 - Glory 2x Fearless
Wave 5 - Brave 3x, Brave 3x
Wave 6 - Ardor 2x Fairness
Wave 7 - Joy 3x
Wave 8 - 3x Flaming Ardor, 4x Flaming Affinities
Wave 9 - Gracious 1x, Glorious 2x
Wave 10 - 3x Jeanne. Mash the dodge button with Evil Rosary, spam
tetsuzankos, etc.
Wave 11 - Bayonetta. She is exactly the same as Jeanne, except she does far
more damage with each attack.
End