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    FAQ/Walkthrough by MJEmirzian

    Version: 6 | Updated: 02/11/10 | Printable Version | Search This Guide

    Bayonetta Walkthrough/FAQ NO Kilgore Glitch
    Revision 6
    Contact: mjfaqs@live.com
    
    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
    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