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    Bayonetta Origins – Tir na nog Locations Guide

    Use our Bayonetta Origins Tir na nog Guide to help you discover where these mysterious Faerie trials are located!

    Tir na nogs are one of the main staples of the gameplay loop in Bayonetta Origins. They test your puzzle-solving skills and combat prowess. Completing them can give you Vitality Petals to increase Cereza’s HP and also reveal collectible icons on your map! Don’t worry, you can leave the tir na nogs and return to them later or even replay completed tir na nogs at save points.

    Check Your Map

    Be sure to check your map. Completing Tir na nogs will show you new icons, as they obscure sections of your map. Using this guide along with the tools the game gives you will lead you down a road to success!

    Bayonetta Origins Map

    Tir na nog Locations

    Jade Hill (2)

    • Eerie Light -story required, south part of this  area
    • Prison of Thorns – Take the right side path instead of the main path at the crossroads at the Sanctuary

    Leafy Nook(1)

    • Calamity– required for story progression. South of this area’s center.

    Lake Nimueh (3)

    • Limitations– Southern part of this area near the exit towards Leafy Nook. It is down a side path to the left that loops back south.
    • Compression – Story required. Chapter 8 after getting Water Cheshire. Follow the story path near the Leafy Nook Sanctuary.

    Sunspeckled Grove (7)

    • Rotation – story required. Coming in through the Lake Nimueh exit located at the southeast part of this area. This tir na nog is right next to this entrance. Go right and loop back around to it. You’ll encounter spriggans and have to dispel an illusion on a plant to get here.
    • Pursuance – After getting Wood Cheshire and fighting the Jester-esque Faerie for the first time. Cross the bridge. As you’re going up the stairs there will be a circular room at the top of them. A tir na nog is located here. (Upper region of the area)
    • Puncture – Happens during story progression. Fourth encounter with the Jester. Eastern Lower Region of the area.
    • Revengance – After unlocking Plant Cheshire you can drag down a wall in southeastern Lake Nimueh. This will take you to Sunspeckled Grove (Lower Region south) and directly into an illusion with this tir na nog.

    Chalkroot Hollow (3)

    • Acceleration – Required for story progression. This tir na nog will occur naturally during your journey, not long after acquiring Cheshire’s Water Form. (Mid-Region)

    Faerieland Tower (3)

    • The Jest– entering the area and following the illusions will lead you right to it. Use the brace by using ZL to defeat the faeries. (west side of lower region)
    • Illusion – Story required. Past the Wisp gate that Metalhead unlocks after you save him.
    • Off the Rails – After being chased by the Faerie train you’ll wind up at the bottom of some stairs. Go up them and go down the stars to your left. (Upper Region southern part)

    The Watchtower (2)

    • Guidance – Northernmost platform in the Upper Region. You get a short scene of Faeries taking Wisps into it when you get near a bridge lever on the center platform. Drop the bridge to get to it.
    • Plunging Down – Return to the area with Stone Cheshire. You will find a see-saw to the left of the Arcane Lantern in the Upper Region. Use the see-saw to launch Cereza over the western platform. Use the valve to retrieve Cheshire. Repeat this process with the second see-saw. Leap over the the upper middle platform. Climb up to the tir na nog

    Forgotten Knoll (3)

    • Bravery – (Mid-region, far west) Can be reached by following the story path after getting Stone Cheshire. Defeat some Faeiries you encounter then go down to find the tir na nog right there.
    • Critical – Go back to the slide that brought you to this area after getting Stone Cheshire (south Upper Region). Head down from the slide platform, you’ll see mushrooms serving as a platform. Follow the path heading up and you’ll see a bouncy mushroom that Stone Cheshire can use to launch you. Continue along this new path, cross through 2 gates, and take the left path (southern Upper Region).

    Windy Knot (1)

    • Stomping Grounds – This one is required for story progression. After crossing the tightrope to the Northern Lower Region you’ll be in an illusion. Be careful because the ground disappears in some sections. Use your brace to reveal illusions, watch out for pitfalls, and avoid crushing plants. You’ll reach the tir na nog with perseverance. 

    Giant’s Basin (1)

    • In a Flash – Return to the area after getting Water Cheshire. You can now reach the northern parts of the area. This tir na nog is just to the north of the Sanctuary, use the nearby lily pad to get to it.

    Wyvern Falls (4)

    • Dark Projection – Story required and part of a semi-scripted section that starts in Giant’s Basin

    Ashenbark Woods (1)

    • Cursed Chains – Return to the area after you get Cheshire back. If you progress normally through the area by going north from the Sanctuary you will come across iron bars Cheshire can break. The tir na nog is down this new path right behind a fire you can magically absorb.

    Puca’s Fortress (3)

    • Sleet & Hail – Story required. Follow the Chapter 11 story path (Lower Region far north)
    • Deliverance – Just south of the throne room where you fight Puca. Go down in the Upper Region, the camera and the map don’t correlate.
    • Blinding Dark – Return to the section of the tower where you had to use giant gears as platforms. Now that you have Cheshire you can drop down a ladder. This new path has the tir na nog down it.

    Forbidden Grounds (1)

    • Imposing Light – Story required (lower region)

    Overgrown Shrine (0)

    Altar of the Faerie King (1)

    Primordial – Along the story path (Lower Region)

    Bayonetta Origins Tir na nog Guide Related Links

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    Payne Grist
    Payne Grist
    Payne is a huge fan of JRPGs. SQUARE ENIX owns his heart, especially their 'FINAL FANTASY' series. He is currently studying various mediums of art and Japanese.

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