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FAQ/Walkthrough by JL Lee

Version: 0.8 | Updated: 09/24/2001


GameFAQs presents......

                       A Capcom production......

                                                Written by JL Lee......

                                                                   """# ##   
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    "#####                                                 "##   "#    ###   
   "#     ##                                            "#" "#         ####  
   #"      #"              "                           #"   #         #####" 
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  ""   ##   ##          " ##       ""  "            ##"   #         "###"###"
      #      ##        # "#       ## ##            ##               "## #####
     ##      ## "   "    #"      "#"##"  #        "#       #         #  ## ##
     #       #"##"# # #" #      #### "  ##  # ""  #       "#" ## #    "##" ##
    #       #### ##" ## ""     #  # #  ###"#""#   "      #"# ###"##    #   ##
#"""########  "#"##   ## #"  ##     " ""    " #   "####"   #    #     #"   ##
                                             #                  "    #"    #"
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(Artwork courtesy of Brett "Nemesis" Franklin)              "

                        Sony PlayStation 2

Walkthrough Guide
Version 0.8
Updated 24/9/2001

* This guide will primarily be a guide to completing the game. This is 
  NOT a S-Rank guide, this is NOT a story sypnosis, this is NOT a FAQ   

* This is definately not your relief from trying to destroy your 
  PS2 after playing DMD mode.

* And lastly, this was written using the Japanese version of DMC. Don't 
  come asking me questions about changes to US versions because I DON'T 
  have a US PS2.

\                            \
  \                            \

This guide will ALWAYS be updated at GameFAQs first. Be sure to check 
it out THERE to get the best updated version! 

This document is the result of someone's hard work. If you wish to post 
it on your site, please contact me. Most of the time I will allow you 
to do so so long as NO alterations are done. This document is also NOT 
allowed for any profit making purposes, and I'm NOT going to allow any 
more of this copyright violations to carry on any longer.

Devil May Cry, characters, assorted names, infinite-ammunition weapons,
goods and merchandise relating to the game are all copyright property 
of Capcom Co. Ltd 2001. All rights reserved.

This document is © 2000 Lee Jin Lai under the Copyright Act of the 
Republic of Singapore. All international Copyright Violation rules also 
apply. You are ONLY allowed to either print it for personal use or keep 
it in your desktop/laptop/palmtop provided that no one can take it and 
photocopy for any sort of commercial profit. Websites that wish to have 
this put up must try to contact me through e-mail for permission, and 
only if this document does NOT have advertisment links on that page. 
Any other forms of profit-making organisations (magazines, papers, 
linking sites) are NOT allowed to take this and use/translate it for 
your own purposes. If you are found out, I swear that I'll take you to 
court without even giving you a chance to explain yourselves. Any other 
people found violating the rules set by the law will face possible 
legal action by the author himself. Get that clear, you plagarizers. 

1.  Copyright Notice (see above)
2.  Devils, Crying
3.  What's Done, What's Gone
4.  Credits, Plugs, Thank Yous
5.  Controls
6.  Lists 
                 6.1 Weapons
                 6.2 Weapon Skills
                 6.3 Usable Items
                 6.4 Ranking Points
7.  Walkthrough
                 7.1  Mission 1  - Bloodied and Cursed Dolls
                 7.2  Mission 2  - Judge of Death
                 7.3  Mission 3  - Burning Destroyer
                 7.4  Mission 4  - The Black Knight
                 7.5  Mission 5  - The Soul Leads
                 7.6  Mission 6  - The Sewer Demon
                 7.7  Mission 7  - Holding on to the Burning Key
                 7.8  Mission 8  - Return of the Legendary Knight
                 7.9  Mission 9  - A New Power
                 7.10 Mission 10 - Vally of Mists
                 7.11 Mission 11 - Destiny
                 7.12 Mission 12 - Ghost Ship
                 7.13 Mission 13 - Underwater
                 7.14 Mission 14 - Dark Night, High Mountain
                 7.15 Mission 15 - The Wheel of Destiny
                 7.16 Mission 16 - Dark Nightmare
                 7.17 Mission 17 - The other Amulet
                 7.18 Mission 18 - Holy Stone Elixer
                 7.19 Mission 19 - Warped World
                 7.20 Mission 20 - Final Nightmare
                 7.21 Mission 21 - A Living Cave
                 7.22 Mission 22 - Legendary Battle
                 7.23 Mission 23 - Mother's Lead
8.  Blue Orb Piece locations
9.  Secret Missions
10. Enemy Strategies
11. Boss Strategies
12. Round 2 and Above
13. Revision History
14. Last Words

\                             \
  \                             \

Version 0.8 (19-10-2001)
- Work and studies have been hampering the progress of this document...
  My exams are on Monday, Wednesday and Friday, so after this, it'll be 
  another one-week wait.....
- Boss strategies added (actually finished a long time ago...)
- Some of the major enemy strategies have been added, especially for 
  Shadow and Death Scissors.

\                               \
  \                               \

For now....

Capcom's Devil May Cry page <http://www.capcom.co.jp/devil/index.html>
  for bringing out what is the most interesting action game to date. 
  Not the hardest in the world, but certainly innovate in ways and 
  refreshing familiar in others.
  Also for giving exact information on activating Easy Automatic Mode.

GameFAQs <www.gamefaqs.com>
  where this document lies. If not for it, I probably won't exist in 
  the Internet world anyway. Kudos and major thanks to the boss, CJayC, 
  for putting up with my little bouts of temperments.

JL Lee <sleeping_psycho@hotmail.com>
  for managing to survive Dante Must Die! mode, and still having the 
  sanity to write up and is still trying to finish this guide on this 

Gamer's Guild - Devil May Cry <www.pekori.jp/~guild/devil/>
  for having the most comprehensive information about the game, split 
  beautifully for the author to translate, use and rewrite in text 
  format, which is what you're reading right now.

Devil May Cry by Hakata <http://www2.odn.ne.jp/hakata/devil/devil.htm>
  having a very detailed Blue Orb Piece list for me to refer and 
  confirm with. Mucho gracias.

Devil May Cry Frontline Guide 
  for having the information which led to the author being able to find 
  all 12 Secret Missions in the first place.

Dengeki PlayStation <www.dengekionline.com> Vol. 187-188
  for confirming (or allowing) the posts online about the conditions 
  for getting the different ranks in the missions.

Brett Franklin 
  for being such a nice guy and responding to my plea for help. Without 
  him, you guys probably won't be able to see the Shadow of the Blonde 
  Lady at all :P A big thank you for all his previous help as well. 
  P.S. Did you like the animated Mio cursor I sent you? A little plain 
       I know, and I'm making one for her Zamzeed! SRW all the way!!

\             \
 \ 5. CONTROLS \
  \             \



Analog Sticks:

L3 - Moves Dante
R3 - Changes between Alastor and Ifrit (press)

Shoulder Buttons:

L1 - Activate Devil Trigger
L2 - Map
R1 - Aim
R2 - Taunt (restores 1 DT gauge if facing enemy)

Face Buttons:

Circle   - Gun attack (when aiming)
X        - Jump
Triangle - Weapon attack
Square   - Gun attack (when aiming)


Start  - Opens up Menu screen
Select - Opens up Pause screen

Standard Movelist
|  Move Name    |          Description        |    Move Activation    |
| Kick Jump     | Double Jump off walls       | Press X when jumping  |
|               |                             | against a wall        |
| Roll dodge    | Rolls to the side to avoid  | Hold R1, press left or|
|               | attacks                     | right + X             |
| Back Flip     | Flips backwards to avoid    | Hold R1, press back   |
|               | attacks                     | + X                   |
| Devil Trigger | Allows Dante to turn into   | Press L1 when DT gauge|
|               | the Devil with more powerful| is at 3 or more       |
|               | attacks                     |                       |
| SWORDS                                                              |
| Slash         | Single slash attack         | Press Triangle once   |
| Cut           | Followup to slash           | Press Triangle during |
|               |                             | Slash                 |
| Double Slash  | Quick upswing slashes       | Press Triangle after  |
|               |                             | Cut                   |
| Strong Slash  | Finishing move, slow        | Press Triangle during |
|               | recovery                    | Cut or Double Slash   |
| Thrusts       | Continous thrusting         | Press Triangle half a | 
|               |                             | second after Cut,     |
|               |                             | press continously for |
|               |                             | more hits             |
| Finish        | Strong thrust               | At end of Thrusts     |
| High Time     | Throws an enemy into the    | Hold R1, press back   |
|               | air                         | + Triangle            |
| Uppercut Jump | Throws an enemy into the    | Press Triangle during |
|               | air while jumping up        | High Time             |
| Overhead      | High damage, knocks enemies | Press Triangle during |
| Slash         | back                        | Uppercut Jump or Jump |
| GAUNTLETS                                                           |
| Punch         | Throws a straight punch at  | Press Triangle once   |
|               | the enemy                   |                       |
| Body          | Throws a second punch at    | Press Triangle during |
|               | the enemy's body            | Punch                 |
| Kick          | Kicks at enemy              | Press Triangle during |
|               |                             | Body                  |

\          \
 \ 6. LISTS \
  \          \

A couple of lists to cruise through, not as many as one would think...

  /             /
 / 6.1 WEAPONS /
/             /

Weapons are funny in the world of Devil May Cry. They'll never break, 
they'll never run out of ammunition, they can crack the strongest 
shells, they allow you to fly. Weird world, this.



                            FORCE EDGE


Your starting weapon. Pretty much what you'll be using in the first few 
missions. Switch to Alastor once you've received it. You shouldn't be 
using this weapon - AT ALL - past Mission 2.




A long sword that relies more on speed than anything else. If you're 
good at sword techniques then this is the primary weapon to use. It 
also provides movement skills such as Air Hike and Air Raid, good for 
double jumping in the air as well as flying in the air. Great for 
varied combos against different enemies.

It also allows variations of long-range attacks like the Stinger and 
Round Trip, the former allowing you to chase up to moving enemies, and 
Round Trip combed with guns or bare hand attacks.

When Devil Trigger is activated, you'll be able to move at double 
speed, as well as fly in the air, such is the speed and movement 
bonuses this great weapon gives as well.

If there are any bad points, it's that it's attacking poweress is only 
slightly higher than that of Force Edge. Thus you'll have to take a 
longer time to kill enemies as compared to the Ifrit gauntlets.

Recommended Powering-up tree:

1. Stinger Lv1
2. Air Raid
3. Air Hike

The rest are not that important, save up your Red Orbs for the Ifrit 
skills instead.




A pair of the world's most fiery gauntlets, this allows Dante to use 
martial arts attacks, ranging from punches to kicks. Obviously the 
"Power" type main weapon as compared to the "Speed" type of Alastor.

What Ifrit lacks in range, it more than makes up in terms of damage 
dealt. Not only does it do equal damage to enemies with Fire element, 
it also does double damage against Ice element enemies (Frosts).

It has many forms of attacking skills, from Rolling Blaze, which grants 
invincibility in the air while doing damage, to Kick 13, which knocks 
enemies back, much like Alastor's Stinger. And of course who can forget 
about Inferno, the strongest attack of all, which does 4-5 hits if the 
ground waves connect on the enemies concernted.

When DT is activated, Dante does even MORE damage on enemies, and if 
pressed correctly, you can also do super combos by activating the  
Custom Combo option :P

Recommended Powering-up tree:

1. Inferno
2. Rolling Blaze
3. Kick 13 Lv1
4. Magma Drive

The rest are more or less unimportant as compared to these 4.



Technically the enhanced version of Force Edge, but this one comes with 
lots of bite. Stronger than Ifrit in terms of attacking power, range is 
better than Alastor. But it comes at a cost. Just like Force Edge 
cancels out the Devil Trigger gauge, Sparda does that too. Changing to 
using it AUTOMATICALLY brings your DT gauge to zero, and what's worse, 
you can't use any DT moves with it.

Or so you would think. Actually you CAN DT with Sparda, but it's only 
when you're at the very last part of the game. Oh well, you do get this 
very late too, but save it until you're forced to use it. It's when 
you'll realise how insane this godly weapon is.

  /                   /
/                   /

You can power up your weapons during Mission intervals, or whenever you
decide to look for a Time Statue. Most require Red Orbs to activate, 
and the good ones don't come cheap.

|     Skill     |   Description                                | Cost |
|               |   -Move activation                           |      |
|                                                                     |
|                               ALASTOR                               |
|                                                                     |
| Hovering      | Stay aloft in the air                        |    - |
|               | -Hold R1 in the air. Eats up double DT       |      |
| Stinger Lv 1  | Quick dashing thrust                         |  350 |
|               | -Hold R1 and press foward + Triangle         |      |
| Stinger Lv 2  | Stinger with much longer dash                | 1400 |
| Round Trip    | Throws the sword as a boomarang. Distance    | 1550 |
|               | depends on the storing time                  |      |
|               | -Hold Triangle. Hold longer for distance     |      |
| Air Hike      | Allows double jumping anywhere               | 4000 |
|               | -Press X when Jumping                        |      | 
| Air Raid      | Shoots electricity from the air while flying |  750 |
|               | -DT activated, hold R1 and press Square or   |      |
|               |  Circle while in the air                     |      |
| Vortex Lv1    | Spins body to dash in a straight line        | 1150 |
|               | -DT activated, press direction + Triangle    |      |
| Vortex Lv2    | Continous spinning in changing directions    | 2400 |
|                                                                     |
|                                IFRIT                                |
|                                                                     |
| Charge attack | A stronger version of the normal punch/kick  |    - |
|               | -Hold Triangle during the move you wish to   |      |
|               |  charge                                      |      |
| Jump Kick     | Kicks down on enemies while in the air       |    - |
|               | -Press Triangle when in the air              |      |
| Magma Drive   | Stores a punch which knocks enemy into the   |  500 |
|               | air                                          |      |
|               | -Hold R1 and press back + Triangle           |      |
| Kick 13 Lv 1  | Quick forward kick, knocking enemies down    |  700 |
|               | -Hold R1 and press forward + Triangle        |      |
| Kick 13 Lv 2  | Longer kick range                            | 2100 |
| Rolling Blaze | Whole body turns into fire, damaging all     | 3450 |
|               | that touch it                                |      |
|               | -Jumping                                     |      |
| Meteo Lv 1    | Shoots out a fireball                        |  900 |
|               | -DT activated, hold R1 and press back +      |      |
|               |  Triangle                                    |      |
| Meteo Lv 2    | More powerful fireball                       | 2700 |
| Inferno       | Ignites a ring of fire, doing heavy damage   | 4850 |
|               | all in range                                 |      |
|               | -DT activated, press direction + Triangle    |      |
|               |  while in the air                            |      |

  /                  /
/                  /

Usable items can either be replendished by looking for them all over 
the game, or buying them from Time Statues littered all over the place. 
Not all items are of the same cost. Some become more expensive as you 
buy more, and costs are vastly different in different modes.

|             |                           |            Cost           |
|     Item    |        Description        | Easy | Norm | Hard | DMD  |
| Devil Star  | Restores 5 Devil Trigger  |    ? |  550 | 2700 |    ? |
|             | gauges. Holds up to 10    |      |      |      |      |
| Vital Star  | Restores 1 whole life bar |    ? |  480 | 2100 | 2800 |
|             | Holds 1 (3 for Easy)      |    ? |  580 |    ? |    ? |
|             |                           |    ? |  680 | 4300 | 5000 |
| Holy Water  | Destroys all weak enemies |    ? |  700 | 3800 | 4100 |
|             | in current area           |      |      |      |      | 
| Untouchable | Invincible for a short    |    ? | 1000 | 5500 | 6000 |  
|             | period of time. Devil     |      |      |      |      |
|             | Trigger maxed as well     |      |      |      |      |
| Blue Orb    | Increases Life bar. Max   | See  |  300 | See  | See  |
|             | of 7 Orbs can be bought   | Norm |  550 | Norm | Norm |
|             | (2 in Easy)               |      | 1000 |      |      |
|             |                           |      | 1800 |      |      |
|             |                           |      | 3200 |      |      |
|             |                           |      | 4300 |      |      |
|             |                           |      | 5500 |      |      |
| Purple Orb  | Increases Devil Trigger   | See  |  440 | See  | See  |
|             | gauge. Max gauges is 10   | Norm |  830 | Norm | Norm |
|             |                           |      | 1560 |      |      |
|             |                           |      | 2920 |      |      |
|             |                           |      | 5440 |      |      |
|             |                           |      | 6340 |      |      |
|             |                           |      | 7740 |      |      |
| Yellow Orb  | Allows you to Retry from  |    ? |  350 | 1000 | 2000 |
|             | the last door you entered |    ? |  450 | 1500 |    ? |
|             |                           |    ? |  550 | 2000 |    ? |

  /                    /
/                    /

Once you clear each Mission (Secret ones not withstanding), you'll be 
given a Devil Hunter Rank, from "D" (worst) all the way to "S" (best). 
What the ranking will show is your proficiency in clearing each 
mission, and the bonus Red Orbs you'll receive during the Mission Clear 
screen. Realise that different difficulties have different limits set 
for the rankings.

In addition, if you score the maximum score of 1500 points, you'll be 
given a special bonus of 2000 Red Orbs, but you'll have to be VERY 
proficiant at doing so......

There are several factors affecting your Ranking, and they are as 

TIME   - the speed in which you clear each mission (current Time Limits 
         for all Missions are UNKNOWN)

| Over Given Limit   | Points |
| 0 sec or below     | + 500  |
| 30 sec or below    | + 300  |    
| 2 min or below     | + 200  |
| 5 min or below     | + 100  |
| Above 5 min        |     0  |
ORBS   - the amount of Red Orbs collected within the mission (current 
         Red Orb requirements for all Missions are UNKNOWN)

| Percentage gotten  | Points |
| 100% or above      | + 500  |
| 80% or above       | + 300  |
| 50% or above       | + 200  |
| 30% or above       | + 100  |
| Below 30%          |     0  |

DAMAGE - the amount of damage Dante took within the mission

| Damage taken       | Points |
| (1000 = 1 full bar)|        |       
| 0                  | + 500  |
| 1 - 500            | + 300  |
| 501 - 1000         | + 200  |
| 1001 - 1500        | + 100  |
| Above 1500         |     0  |

ITEMS  - the number of items used during the mission

| Per Item used      | Points |
| Holy Water         | - 100  |
| Devil Star         | - 100  |
| Vital Star         | - 100  |
| Yellow Orb         | - 500  |
| Untouchable        | - 500  |

Once you've gathered up all the points, then the ranking is decided:

| Rank | Points Required |           Red Orbs received          |
|      |                 | M1 - M8 | M9 - 15 | M16 - M22 | M23  |
|  S   | 1000 - 1500     |   800   |  1500   |  2000     | 3000 |
|  A   |  999 -  800     |   400   |   800   |  1000     | 2000 |
|  B   |  799 -  500     |   200   |   350   |   500     | 1000 |
|  C   |  499 -    0     |   100   |   200   |   250     |  500 |
|  D   |  -1 and below   |    50   |   100   |   100     |  250 |

There is NO overall ranking this time, a departure from the standard 
Capcom games. Instead, you'll be shown the entire list of rankings for 
each mission so that you can compare your next game rankings to the 
previous one.

At the present moment the following Time and Orb requirements are still 
incomplete, since they're published by Dengeki PlayStation. PLEASE do 
not request for more limits because I have no idea about them either. 
The only way I can get further information is when the magazines decide 
to list more limits. That, and the fact that these requirements are for 
Normal difficulty.

| Mission | Time Limit | Orbs Required |
|    1    |   6:00     |      400      |
|    2    |   7:00     |      450      |
|    3    |   3:00     |      550      |
|    4    |   4:00     |      550      |
|    5    |   2:00     |      100      |
|    6    |   3:30     |      250      |
|    7    |   3:00     |      650      |
|    8    |   3:00     |      585      |
|    9    |   8:00     |     1500      |
|   10    |   4:30     |      600      |
|   11    |   5:30     |     1000      |
|   12    |   4:00     |      700      |
|   13    |   2:30     |      200      |
|   14    |   5:00     |      500      |
|   15    |  10:00     |     1400      |
|   16    |   6:00     |     1000      |
|   17    |   7:00     |      600      |
|   18    |   6:00     |      900      |
|   19    |   3:30     |      500      |
|   20    |   4:30     |      700      |
|   21    |   5:00     |      700      |
|   22    |   5:00     |        0      |
|   23    |   7:00     |      600      |

\                \
  \                \

A few things to clarify before you carry on reading. 

1. The Mission names are loosely translated by me. IF you're going to 
   play the US version of DMC I can assure you that what you see here 
   is going to be completely different from what I'm writing. Game 
   companies tend to do that, I've noticed. The original names will be 
   added in for propriety's sake

2. Secret Missions will NOT be talked about in the midst of the 
   walkthrough. If you're looking for Secret Missions, read my Secret 
   Missions guide (not included in this document) at GameFAQs (or any 
   other site that's hosting the document).

3. This walkthrough is designed for the difficulty of NORMAL. No 
   references will be made to the changes in the other difficulty 
   modes, since the only changes are the differences in either enemy 
   amount, enemy strengths or different enemies altogether.

4. To get to Easy Automatic difficulty (there is no selection right at 
   the outset), all you need to do is to fulfill the conditions of any 
   of the first 3 Missions: 

   Mission 1 - Use Vital Star or use at least 1 Yellow Orb
   Mission 2 - Use at least 1 Yellow Orb
   Mission 3 - Use at least 2 Yellow Orbs

   Differences in Easy Mode:

   - Automatic comboing by simply pressing Triangle
   - Holding on Square or Circle will allow continuous shooting
   - Starting Health 1.5 times of Normal
   - Starting DT twice of Normal
   - You can carry up to 3 Vital Stars
   - Replendish twice as much Health when DT is activated
   - Lesser and weaker enemies

   MISSION 1                                                          
                                         Bloodied and Cursed Dolls   
  CLEAR OBJECTIVE: Unlock the Cursed Door 

You start off from the gate, right before the mission begins proper. A 
[YELLOW ORB] awaits you along the way, as well as a [BLUE ORB PIECE] in 
the little pavilion you have to jump up to.

Once you enter the castle the mission starts proper.

The first part of the mission will be to open the locked door at the 
opposite end of the hall (from where you started anyway) that requires 
45 RED ORBS. Go around picking up the 45 [RED ORBS] from the entire 
hall, along with a [BLUE ORB PIECE] on the second floor that you'll 
have to Kick Jump to get to it. There's also a hundred Red Orbs that'll 
drop out from nowhere if you manage to get onto the Spear of the statue 
in the middle of the hall.

Once you have them all, unlock the door using 45 of them (it's 
automatic, no worries)

The next room has one huge barricade which you can't get around for the 
moment. There are also 4 suits of destroyable armours that yield 5 Red 
Orbs and a [BLUE ORB PIECE].

The room after that has a staircase leading up, but if you go about 
your destructive ways, there are 15 Red Orbs for the picking.

The room at the top of the staircase has 2 exits: a door, and a hole in 
the ceiling. And of course, the mandatory tables for you to break, 
resulting in a small profit of 10 Red Orbs.

Enter the door, and you'll find yourself in a room with stranged 
devices, a 3-holed switch, and a ladder leading to a closed gate. The 
only meaningful thing to do here is to jump into the water left of the 
switch to pick up your 4th [BLUE ORB PIECE], and thus increasing your 
life bar. In case you haven't noticed, you'll receive a full Blue Orb 
once you collect 4 Pieces, in no particular order.

Head back to the previous room, and jump up to the hole in the ceiling. 
There will be 2 Red Orbs floating visably for you to take, as well as a 
yellow shiny thing that will turn out to be a [RUSTY KEY]. 

You won't be able to move many steps before you get attacked by 
the...thing...that was holding on to the key. Defeat the Bloody Marys 
and Marionettes if you want to (or run away if you wish, but this isn't 
Survival Horrer...), and return all the way back to the great Hall.

To the left (of your screen) of the door is a green door, which will be 
unlocked by the Rusty Key. You're now in the Airplane room, named so 
for a very good reason. There's a [BLUE ORB PIECE] sitting nicely on 
the right wing of the plane, and 40 Red Orbs will appear if you manage 
to jump on to the propeller. The only door of the room is your 
objective, but it's sealed for the moment, requiring 17 souls to 
unlock. However, the enemies in this room dosen't seem to respond at 

Forget about them for the moment, and go to the right corner of the 
room, where there is a wall symbol. Get used to seeing these symbols 
everywhere. To activate SOMETHING you have to hit on the wall symbol 
until it's filled. Once activated you'll be drawn down.....

Into a small arena with lots of dolls to kill and plunder. You'll have 
to kill them (and their replacements) before the game kills you. Once 
you've killed them all the elevator will come down for you to move back 

This time, the enemies in the Airplane become your partners. Defeat 
them all to unseal the door, and end the mission by opening it.

                                                      Judge of Death
  MISSION OBJECTIVE: Open the door to the Cathedral

You start off at the head of what is to be a long corridor. To Dante's 
left is a door, where a Time Statue awaits, plus several (20) Red Orbs 
and a [BLUE ORB PIECE] inside tables that are for your cracking.

Head all the way down the corridor, past a locked door you can't open 
for now, and past lots of enemies, and you'll find yourself staring at 
the most exquisite sword in the world. Watch the incredible scene that 
happens afterward, and you'll receive the ultra-cool [ALASTOR]. You can 
now power it up at either Time Statues or at the Power Up screen in 
between missions. The best things to power up are Air Raid and Stinger, 
and once you've enough (not possible at this current moment of course) 
Air Hike.

Now the statue where Alastor is held has disappeared, and in its place 
is another statue of sorts that require "something" to do something to 
it. Enter the door next to it, and you'll find yourself in the Library, 
complete with breakable tables. Red Orbs are for the taking, as well as 
the all-important [SHOTGUN] on the second floor table. The point of 
entering here, of course, is the [RUSTY KEY] on the picture on the 
second level.

Return down the corridor, back to the locked door in the middle, and 
the Rusty Key will be used to open it. You'll be in a small open-air 
location, with a fountain, and enemies. If you manage to land on the 
fountain, there're lots of Red Orbs to take, since they have a habit of 
appearing from nowhere whenever you step on something that shouldn't be 
stepped on in the first place. You can't do anything to the energy wall 
at the opposite end, as well as the door above it, but you can enter 
the other door here, it's to the right of the energy wall, on the 
second level.

Once you enter the door you'll be locked in. No worries though, just 
move down this corridor, mowing down the enemies in your way. There's a 
small pedestal at the end, but it has nothing to do with your current 
mission. Instead, move back to the big bulky thing in the middle of 
this corridor, and whack at it continously. It'll move back, and reveal 
a trapdoor that you have to open and jump in.

Jumping down from high heights is a normal feature in the world of 
Devil May Cry, so you don't have to worry about taking damage from 
these high drops. You'll find that you're in some semi-watery place, 
with the glowing [STAFF OF JUDGEMENT]. Once you take that, a mechanism 
will unlock the door at the end of this small room out...to the 

There isn't anything else of interest here, so exit...but you'll get 
locked in, along with the first appearance of your newest neighbours, 
Sin Scissors. 3 of them in fact. Whip out the Shotgun and blast them 
back to hell. The lock will break up into its millions of pieces, and 
you can get out of here forever.

Now turn your attention back at the macabre statue, now with lots of 
little spiders crawling around it. Squash them if you want to, and 
place the Staff of Judgement on it, ending the mission.

                                                   Burning Destroyer
  MISSION OBJECTIVE: Overcome the Trials, and claim the [Pride of

You start off being sealed in on every corner. Head up to the pedestal 
where your final objective lies. However, you're not allowed to take it 
yet, as it has set a small trial for you to conquer. The big doors at 
the far end will be unlocked, and you'll have to make your way past 

Back out in the open for now, make your way across the long bridge to 
the small area at the end of it. There are lots of Red Orbs for the 
taking, but I suggest you leave them alone when you return later. Why? 
You'll see when you get back a little (or much? >:E) later. Examine the 
tablet in the middle of the platform where it'll tell you the objective 
of the trial. Nothing's going to happen immediately, sad to say. 

Head back to the big doors again, but as you approach the center of the 
bridge a bolt of lightning will appear from nowhere (get used to the 
"from nowhere" business, it happens ALL the time) and hit Dante, 
breaking up the bridge into fairly small pieces, and sending all into 
the watery depths of the ocean.

Or so you would think. Somehow or other you'll land in a small 
underwater passage, with your health bar slowly going down (hey, you're 
in water, of course it'll go down). Run to the circular room at the end 
of this short passage, and step on the strangely-coloured spot. 6 
skulls will appear, locking you in, and you'll have to cut/blast them 
into little pieces of bone before the coloured spot lights up and 
teleports you back to the local end of the bridge.

Before you reenter the doors though, jump up (from the sides of the 
door) to a small ledge, where 50 Red Orbs will appear. You'll also see 
one part of the bridge hanging in the air right in front of you. 
Stinger there, and a [BLUE ORB PIECE] will nicely fall out of the air. 
If you make your way back to the other end of the broken bridge, 
there's another [BLUE ORB PIECE] waiting for you there as well. DO NOT 
TOUCH them Red Orbs! :P

Return to the cathedral, and go claim your prize for clearing the 
trial, the [PRIDE OF LION], and thus cle...

But wait, looks like there was something watching your progress all 
this while. A HUGE scorpian. And guess what? You'll have to fight it. 
See Boss Strategies for more details about this fight.

Once you've sent Phantom scuttling back towards it's fiery pit, the 
door you entered from will be unlocked, and you can now exit, ending 
this short, but headache-posing Mission.

                                                    The Black Knight
  MISSION OBJECTIVE: Show the Lion your strength, to open the Path. 
                     Then aquire the Melancholy Soul.

You start off right where you ended the previous mission, at the long 
corridor. Now that you've the Pride of Lion, you can open up the energy 
wall that was blocking your way. Make your way back down the corridor, 
towards the door in the middle of it.

Unfortunately, as you go back down, someone has other ideas about your 
previous battle. The sore loser Phantom is back to chase you down, 
though with a tad less life. For more information on how to beat this 
fight, refer to the Boss section (miraculous waste of space)!

Survey the damage that your battle has created, and enter the door in 
the middle of the corridor. Now check the energy wall, and the Pride of 
Lion will dispell it, revealing a rather imposing Lion Statue with a 
nice set of red eyes. Thought you could enter the door above it? Think 
again. Your second trial has just begun.

Crack open the Lion Statue (3 hits will do) and it'll reveal the 
irritating (and soon to be a very good friend in other difficulties) 
Shadow. Defeat it, and the door above the remains of the statue will be 

You'll find yourself in a squarish area with a staircase that leads 
only upwards. Ignore the stairs, and hop into the big hole in the 
middle. It's a long fall, but eventually you reach the bottom, where 
there's a locked door and a familiar-looking Symbol Wall. Yes, attack 
the poor symbol until you activate the little stand in the middle of 
this basement.

That little stand will start moving up...and up...and up, until you 
reach the very top of this tower. It's also placed you next to a shiny, 
jagged, cool-looking sword. Jump over, and pick up the sword, and 

No, it's not a sword, silly. Instead, it's something called [DEATH 
SENTENCE], and it appears in your item list. What gives? You'll soon 
know. Anyway, DON'T jump back onto the stand, jump off the sides of 
this little platform you're on, and you'll find yourself next to a set 
of double doors.

Enter the doors, and you'll find something shiny on a statue right next 
to the doors. Check it, and you'll have to use your Death Sentence to 
drop that little sphere onto the floor. It's the [MELANCHONY SOUL]! 

As you pick up your prize for this mission...a nice scene occurs (yes, 
it ALWAYS is like this. What else do you expect? A smooth ride through 
the game?). Before you follow out, do some shopping at the Time Statue, 
and climb onto the bed for some Red Orbs.

Head out, and you'll be locked out as well. IF you have Air Hike and 
Air Raid by now, you can do a little bit of collection. Of course, 
doing a Kick Jump also does the trick, but it's tricker. Anyway, 
there's a little hole right above your current location (outside the 
door, BEWARE the hand!), and you can jump to the level above. To the 
left there's a small tower where a [BLUE ORB PIECE] floats temptingly. 
Never mind that, but instead Kick Jump UPPER LEFT and you'll land on a 
rather large platform that no one in his right mind would ever think up 
of. There's a lot of Red Orbs that'll appear, and an Untouchable at the 

If you have Air Raid, you can fly over to the Piece that's waiting 
agonizingly for you. If not, you could try to Air Hike there, but I've 
managed only 2% success rate at the moment, because the angle has to be 
completely accurate when you jump.

All of the above can also be done during the following fight, but I 
think you won't be able to concentrate, especially when things are 
moving in ways you won't want to move......

Anyways, once you land in the grassy area, the fight with Nero Angelo 
officially starts. As usual, the details of the fight is supplied in 
the Boss section.

You'll clear this extremely short mission (dosen't look like it with 
the length of this section, yes? ^^;) once you send him flying away in 

                                                      The Soul Leads
  MISSION OBJECTIVE: Head forward before the [Melanchony Soul] runs 
                     out of power

The item screen will show up right at the beginning of the mission, and 
once you exit, you have exactly 3 game minutes (going through doors 
stops the count) to get from the ground floor of where you are, back to 
the bottom of the tower where the locked door was.

The way back is there, but there's one slight hitch. The only door out 
is locked, and a Shadow is your foe. Defeat it ASAP, unlocking the door 
in the process, and work your way back towards it. 
Go through the Bedroom as fast as you can (simply press right and keep 
it there), jump down the big hole, and check on the door, use the 
Melanchony Soul, and there ends the second shortest mission in this 

IF you fail to make it in time, there is a RETRY MISSION.

RETRY MISSION OBJECTIVE: Recharge the [Melanchony Soul], challange 

Remember the short corridor to the right of the Lion Statue? Head back 
there, check on the statue at the end of the corridor to recharge the 
Melanchony Soul. After which you'll be able to restart the mission from 
square one, fighting another Shadow in the Fountain Garden.

                                                     The Sewer Demon
  MISSION OBJECTIVE: Defeat the Guardian Demon and gain the [Guiding 

Nice area to start the mission. You're officially in the sewer of the 
castle (who said that castles didn't have sewers?). Head up the screen 
and you'll find yourself in a dead end of sorts. Jump around the left 
wall of the dead end, and eventually a [BLUE ORB PIECE] will drop down 
from nowhere.

Now head back along the rest of the sewer path and enter the first door 
you see. This, my friends, is the pipe room. And at the end of the 
room, on a pipe is a glowing [RUSTY KEY]. You don't have to jump up, 
simply go underneath the pipe and check, and the key is yours. At the 
same time, lots of bugs come flying out of the pipes. Blast them all to 
pieces, and you can make your way out.

Make your way to the end of the tunnel (ignore the little opening to 
the side unless you're hurt baldy, it contains quite a few large Green 
Orbs which you should save up...) and use the Rusty Key to open the 
double doors.

Another long corridor, but this time deserted. There's another small 
opening, which you should also ignore because there's nothing but more 
Green Orbs. Near the end of the corridor you'll see several things on 
the floor, and if you proceed further you'll be treated to a little 
scene showing one of the most irritating sub-bosses there are in this 
game, the Death Scissiors. Kill it, and proceed on to pick up the 
objective of this mission, the [GUIDING LIGHT], ending it at the same 

                                       Holding on to the Burning Key
  MISSION OBJECTIVE: Return to the Bedroom before the [Guiding Light] 
                     saps all your power

Devilishly simple objective, almost like Mission 5, but with a twist. 
Instead of giving you a time limit, your health is now slowly eroding 
as you hold on to the hot Guiding Light. You start off at the pedestal, 
so you'll have to make your way back down the entire stretch of 
corridor. It won't be so easy though, because Phantom's back to try 
stall you. Send him away the same way you did in Mission 4 (there are 
extra Green Orbs near the doors, so no worries about your health at the 
moment), and exit the double doors.

As you move back along the sewer corridor, you'll be confronted by Sin 
Scissors. If you haven't noticed, your exit's locked, so you'll have to 
stop and defeat them to unlock the door.

Once you return to the tower proper, activate the Symbol Wall switch to 
head back to the top of the tower. Jump onto the Death Sentence 
platform, jump off it, enter the Bedroom, check on the Sun symbol next 
to the mirror, and once it opens, check on the door to end this 

                                      Return of the Legendary Knight
  MISSION OBJECTIVE: Activate the Switch and make your way out of the 

There is a lag between Missions 7 and 8, and you can take this small 
breather to go back and get all the things you think you missed, or do 
some Red Orb earning, since no Mission Time is calculated here.

Once you're done though, move along the long path, and you'll find 
yourself on the fifth floor of the Great Hall, where you started in the 
first place. Jump across the gap (it's also a natural thing to jump 
across huge gaps without a problem) and enter the door on the other end 
to start Mission 8.

The room you start off in have 2 Red Orbs on ledges on either side, as 
well as a Time Statue right smack in the center of the far wall. What 
you want to do, however, is to go UP the ledges, and enter the door 
right above the one you entered from.

You'll end up in another wide open area, and if you try to leave via 
the open space to Dante's right, you'll be stopped short by a barricade 
that rises out from nowhere, as well as a return of Phantom. Defeat him 
the same way as you did back in Mission 3, the only difference is that 
it has one new move. Alternatively you can lure him to jump on you 
while standing on the glass dome right in the center of the "ring". If 
he lands on the glass 5 times (you can see if he's landed or not, 
there'll be glass flying, and the dome will start shattering into 
pieces) he'll fall THROUGH the glass, and end up exactly in the same 
spot as he'd be if you beat him.

The end of Phantom. May the Devil burn his soul.

Anyway, make your way past the now-unhinged barricade, and pick up the 
gleaming [TRIDENT] from the ground. If you jump on the right pedestal, 
you'll see more Red Orbs flying down from nowhere. The ledge above the 
horse statues contain a nice little tempting [BLUE ORB PIECE]. Pick all 
of them up (or not), and fall into the hole between the horse statues.

There's a little spot right in front of you that gleams white. Attack 
that spot, and you'll release a lever. Behind the lever mechanism 
there's a corpse holding on to the mighty [GRENADE GUN], as well as a 
trapdoor that you should open, and jump into.

Guess what? You're back at the Three-holed mechanism room right at the 
beginning of the game! This time you can activate the mechanism using 
the Trident. 


The next sequence of events are all time-based, so you have to be FAST. 
Once you've activated the mechanism, an internal clock will start 
ticking. You'll hear bangs at regular intervals. That means the 
barricade that you've just raised up to your room is starting to go 
back down to cover the bridge room. 

Jump over the small opening, head through the door, ignore any enemies, 
rush down the round stairs, and enter the bridge room. If you're fast 
enough you can still make it past the falling barricade, if not, you'll 
have to return and restart the whole thing.

Well, once you're past the barricade, there's no turning back. BEFORE 
you go through the huge double doors though, jump into the water on the 
right for another [BLUE ORB PIECE]. Check the door to end this frantic 
mission, and to a new frontier.

                                                         A New Power
  MISSION OBJECTIVE: Open the Gate with your new Power

Back in the open, with a long bridge to cross. Don't worry, this time 
this wooden bridge won't break into little pieces. Instead, once you 
cross over to the other side, it'll raise itself up, effectively 
cutting you off from the Castle, and leaving you stranded in the 

The first area of the garden is enemy-free, and there are 3 pillars for 
you to jump on to collect Red Orbs. There's also a Devil Star behind 
the big plaque in the middle of this area, as well as a Time Statue to 
the upper left.

Head towards the dome, and go down the stairs until you reach the 
doors. Go through the doors, and you'll find yourself in the outskirts 
of several ruins, and a trail of blue fire leading from your entry 
point to a set of HUGE opened doors. You're also introduced to new 
enemies called Blades.

There are several items to pick up in this Courtyard. To Dante's right 
of your starting point there're 3 locked doors, one with a Red Emblem, 
one with a Blue Emblem, and the center one that requires "2 spears" to 
unlock. There's a [BLUE ORB PIECE] under a tombstone in a small path to 
YOUR right from where Dante entered this area in the first place. 
opposite the Spear Door there's another locked door, and ABOVE the 
locked door is a Holy Water for the picking. Other items scattered 
around the place are Yellow, Red and Green Orbs.

Now enter the open doors where the light leads you, and you'll find 
yourself in another courtyard, except this time there aren't any 
enemies, and there's something floating in the air. Pick up the Yellow 
Orb and Devil Star on opposite sides of the second level, and hit the 
Symbol Wall to activate the moving platforms.

Do some Mario jumping on the platforms until you arrive at your 
intended goal, a set of fiery gauntlets. Pick up [IFRIT], and watch as 
Dante does some martial arts skills he couldn't do before without it. 
Make your way back to the Courtyard...

And you'll be confronted by another challanger to add to the silly bad 
puns. Defeat Griffon (as usual, Boss Strategies), and then head to the 
doors to the right of the one where you found Ifrit. Equip Ifrit and 
punch the right flame-holder to burn it and open the doors.

It isn't over yet. In this Misty Forest there's a stump where standing 
on it will lead to falling Red Orbs. There're also more Red Orbs plus a 
Holy Water on a well-covered ledge along the right wall. Trying to 
enter the door at the end only results in it being locked, and you 
having to survive more Marionettes, Bloody Marys, as well as the 
introduction of Fetishes. Defeat all comers (and reinforcements) to 
unlock the door.

In this area you'll be challanged by lots of Fetishes. There're Red and 
Yellow Orbs all over the place, plus a Devil Star on a ledge. Whether 
you decide to take and run, clear and run, or plain run is up to you, 
because the only door at the far end requires 200 Red Orbs to unlock. 
Go through the unlocked door to end this hellish mission.

                                                      Vally of Mists
  MISSION OBJECTIVE: Make your way past the Maze Valley 

You start off in a straight path that will divide into two. Jump over
the first overhang you see to gain Red Orbs. Getting lost here (and 
returning to the previous screen of Fetishes) is automatic if you 
decide to move on either path. The only way out is to check the stone 
tablet at the fork, which will bring out a single ball of light.

Follow the light source past the next two similar looking screens (it 
will also be absorbed by enemies there, so you'll have to kill them to 
"free" it) to make your way out of this misty valley. At the same time, 
checking on the stone tablets (or jumping against them) will lead to 
the sudden appearance of Red Orbs.

Once you've made your way past the screens you'll find yourself in 
another wide open area, with the sub-boss music blaring. You're forced 
to face up with 2 Kyclops, but they don't really pose that much of a 
threat, not when there're Green Orbs in abundance, plus a Holy Water 
around the grass. 

Upon the defeat of the Kyclops the gate blocking the door will open. 
Entering that door will end this mission.

  MISSION OBJECTIVE: Present the [Chalice] to the Knight to open the 

It's always nice to hear the sub-boss music playing once you start a 
mission. This time you're introduced to another type of flying enemy, 
the Death Scythe. Defeat it, pick up all the items scattered around the 
place (there are Green Orbs, Red Orbs, a [BLUE ORB PIECE] as well as a 
Devil Star littered around), and jump into the well hole right in front 
of the big tree.

Inside the well lurk Blades, a Time Statue, and a breakable wall to the 
right of the Time Statue. Defeat all Blades in this enclosed space, and 
a [BLUE ORB PIECE] will fall out of nowhere for you to claim. Jump out 
of the other exit in this well path, and you'll find yourself back 
outside, but in a room leading to the [SIGN OF CHASTITY]. Pick it up, 
go back down the well, and enter the lower door behind the tree.

Walk straight and place the Sign of Chastity onto the pedestal right in 
front of you, and you'll gain the [CHALICE]. At the same time, however, 
Nero Angelo decides that this is the time to drop in and say hi. Show 
him that you're busy with your guns and gauntlets (there are 2 Green 
Orbs above and below the Chalice pavailion).

Once you've sent him flying away in defeat, head for the little cave 
directly in the front view of the Chalice pavailion. Place the Chalice 
on the Knight Pedestal to open up the door right below your current 

Since the way you came in has been closed off, you have no choice but 
to enter the new door, ending this mission......

                                                          Ghost Ship
  MISSION OBJECTIVE: Head for the Captain's Cabin on the Deck.

There's a nice little Time Statue right in front of you, in case you 
forgot to power up before the start of this mission. There's also a Red 
Orb statue for you to break open. 

Jump into the water (cool first-person view, get used to it) to collect 
2 Red Orbs and enter the wrecked ship. 

You don't have any weapon to fire in the water right now, so the wisest 
choice would be to move around the Blade. There is an Untouchable 
hidden in the boxes directly to the right of your starting location, 
but forget about getting it for now.....

Surface, and climb up the stairs. There's a [NEEDLE GUN] lying in this 
deck, along with a Devil Star. This Needle Gun is a necessity in the 
near future, so please take it.

Head up to the deck, where LOTS of Red Orbs await. Incidently, if you 
climb up to the highest compartment of the frontmost mast, and Stinger 
your way to the bow of the ship, a [BLUE ORB PIECE] will drop down from 
the sky.

Your objective, the Captain's Cabin, is the one locked with a pair of 
Flaming Swords. Check it, and you'll be attacked by a Death Scythe. 
Defeat it, try to open the door again. and the Ghost Ship will start 
moving by itself.

Of course, this little movement has also caught the eye of a certain 
Griffon, and you'll have to face it again on the crowded and obstacle-
leaden deck. Once you've sent it packing into the air again, the 
Captain's door will finally open for you, ending the mission.

  MISSION OBJECTIVE: Look for the Exit and escape the Ship.

You start off in the Captain's room. There is a Time Statue, as well as 
the very important [STAFF OF HERMES] in this small room. Once you gain 
the Staff though, the whole ship will start going bonkers, and you'll 
have to swim your way out of the water. Notice that your health is NOT 
falling here. Weird, huh, considering the effects back in Mission 3...

Anyway, make your way out of the Captain's room by the small 
ventilation hole in front of the Time Statue back to the level below 
the deck. 

This area is also filled with water, and there are 2 Blades to deal 
with since the area is locked out. Once you clear them, enter the area 
right below the staircase (where there was nothing before). This time a 
[BLUE ORB PIECE] is floating there. 

Return to the upper deck, to the other exit, and you'll find yourself 
back at the hull of the ship. Escape through the hole you entered the 
ship from, and you're clear!

                                           Dark Night, High Mountain
  MISSION OBJECTIVE: Get back to the Ground, head for the Colosseum

It's not really Mission 14 when you find yourself still in water right 
after the mission clear screen. Hop out of the pool you're in, and jump 
into the right pool for a [BLUE ORB PIECE].

Move back to the rock cavern (looks familiar? It's not the one you 
entered from through), and in the little room along the path there's a 
Holy Water in the open chest. Enter the door to officially begin the 

There's a spiky wall facing you, and a floor with lots of spike-holes. 
Don't worry about those for now, since they're harmless. A mural on the 
wall speaks of nighttime activities (Secret Mission 9), but you can 
safely ignore that as well for now. Head to the other end of the 
circular room where a skeleton hangs beautifully from the spikes. It's 
also gleaming very nicely as well.

Pick up the [EMBLEM SHIELD], and activate the mechanism that the 
skeleton's right hand was holding on. Now the circle will start moving, 
the spikes will start shooting up. The metal grate that was blocking 
one room is also raised for you to get back to open air. Get to the 
elevator while evading the spikes that come out in a very easily-
avoidable pattern.

Out in the open, there are several things to pick up here. From the 
elevator area, there is a ledge to the upper right containing a [BLUE 
ORB PIECE]. There are also Red Orbs on top of the pavalion where you 
surfaced from, and more Red ones when you Stinger over to the ledge on 
the left end. On top of the ledges there's a Yellow Orb right in the 

The next area is quite mountainous, and there are strong enemies 
awaiting. There's a small cave underneath your starting area which 
leads to a Red Orb statue across the bridge, but the main focus is the 
[BLUE ORB PIECE] to the right lower ledge after you cross the bridge.

The exit to this area requires 200 Red Orbs, which shouldn't be a 
problem provided you killed off the enemies and didn't really buy 
anything in the previous area.

The very next screen will look very familiar, but with bad camera 
angles. There's a Devil Star to be found here, and the opening requires 
100 Red Orbs to unlock. Take the Red Orbs that the game replendishes 
after your double usage, and unlock the door to finish this mirror 

                                                The Wheel of Destiny
  MISSION OBJECTIVE: Use the Shield and Lances, and Attack the 

Guess what? You're back in the Courtyard right where you started this 
whole outside-castle mess in the first place! This time the lights have 
moved slightly though. They lead you to the double doors that you 
ignored in the first place, but you still can't enter for now. Instead 
you can enter BOTH the Shield-guarded doors.

|                                                                     |
|       THAT YOU GO THROUGH FIRST!                                    |

Go through the BLUE door first. Pick up the [LUMINITE] at the end of 
the room and head down the stairs, lighted with the little rock you'll 
need a lot later. Crack open the breakable door at the bottom of the 
stairs (lots of enemies await too) to gain access to lots of goodies, 
including Red Orbs, a Holy Water, and a [BLUE ORB PIECE].

Enter the door opposite the breakable one, and you'll find yourself in 
another circular moving-floor room with big spikes at your end and 
along parts of the path. Navigate your way past those spikes and (if 
you wish to) enter the small stairs in the middle of the path, leading 
to several Red Orbs and a small step which recovers your Devil Gauge 

Move to the end of the circular path, and you'll be facing a blind 
circle with a small step quite a small distance away, and poisonous 
floor down below. Simply Air Raid your way across to pick up the [PAIR 
OF LANCES], and Air Raid back (you can recover your DT again at the 

Now head back out, and night would have fallen. If you wish to, enter 
the RED door. You can, of course, use the Lances to open the door to 
the Colosseum, but detours almost always produce nice presents.

It's the exact carbon copy of the Blue room, except that all's 
reversed. In the breakable door are less attractive items, consisting 
of Orbs of various colours (except Blue...). The moving-floor room now 
have Symbol Walls that you must hit to activate ledges for you to step 
on, but hold off jumping on those for now.

The floor of the treasure area is clean (but does have enemies). Jump 
(or probably double jump) directly below the stand where the other item 
is held, until you see a [BLUE ORB PIECE] falls on the stand. Now head 
back up, jump your way across to pick it and the ultra-cool [NIGHTMARE 
BETA] up.

Now head back and use the Lances on the Colosseum doors to enter it. 
Before you start moving around in the Colosseum though, there are two 
whirlpools on either side of your starting location. Use the Purple 
whirlpool to send yourself to the top level. Move to the center of the 
bridge to let a [BLUE ORB PIECE] fall from the sky.

Jump down and run to the center of the Colosseum, where you see several 
weird symbols on the floor. The checking is automatic, as is the 
following battle with Griffon. Once you defeat it the Big Bad Boss 
Mundus shows his eyes to you and kills Griffon anyway.

Trish leaves you, and jump to the top of the fallen stone, which will 
transport you deep down to your destination, the [WHEEL OF DESTINY].

                                                      Dark Nightmare
  MISSION OBJECTIVE: Solve the mystery of the [Staff of Hermes]

Starting off from the exact spot you finished, move back to the small 
elevator stand, picking up the [BLUE ORB] at the same time. Make your 
way back to the retracted big bridge you crossed over back in Mission 
9, and use the Wheel of Destiny to make your way back.

Now that you've re-entered the castle, prepare for some eerie music.

                  ***THE CASTLE HAS CHANGED***


Anyway, major changes have been going around the castle in the number 
of hours you've been away (never mind the game clock...you started in 
the afternoon, it's now night, so there). Apparently the powers that 
are controlling the underworld have managed to change the outlook of 
this one castle. Major areas have been cut off from your path, so you 
can only head back to the Great Hall.

Guess what? Even the big statue's gone. In it's place is a Symbol Wall 
that you must hit, bringing out lots of pyrotechnics, as well as the 
last normal enemy that you'll get to meet, the Plasma. Beat that, and 
the door to the Airplane Room is unlocked. Pick up the other 2 [BLUE 
ORB PIECES] as well lying and floating around this hall.

The door to the long corridor is also unlocked, and there aren't many 
physical changes to the corridor, except that jumping at or around the 
face statue yields a [BLUE ORB PIECE], and the center door has been 
removed. Lots of armours line the corridor, and within them, Red Orbs 

The Library door is also gone, so your only exit this time is to the 

Don't worry, the Cathedral's changed too. The door to the Broken Bridge 
is inaccessible for now, and there are 4 Symbol Walls placed in 
strategic positions, as well as 4 weird-looking things on the floor. 
But the most important thing that should catch your attention is the 
puddle-like thing on the floor, which you should check. 

Unfortunately, you won't be able to understand what's going on much for 
the moment, especially because a black blob has just risen up from the 
puddle in the floor to attack you. Send Nightmare scurring away, and 
you can now return to the Broken Bridge.

Make your way across, and if you left those Red Orbs alone earlier on, 
you'll see that they've managed, somehow or another, to "upgrade" 
themselves to become 100-Orb Orbs. Use the Staff of Hermes on the Staff 
lookalike behind the stone tablet, and the two empty frames will now 
have pictures of various parts of the castle that are locked out to you 

Jump (yes, JUMP) into the right picture to land yourself in the 
Bedroom. You can't do anything constructive here, but there's a [BLUE 
ORB PIECE] next to the bed, and an Untouchable above it. Pick both up, 
return through the portal on the floor, and jump into the left picture 
to end this mission.

                                                    The other Amulet
  MISSION OBJECTIVE: Overcome the Dragon, gain the [Quicksilver] to 
                     enter the Audience Room.

This is probably the last long mission that you're going to have, so be 
happy now.

You'll find yourself back in the stairway tower, except that it's via 
teleport. But no matter, because there's not much difference for now. 
Head up the staircase, and in the middle (no longer the end now) is the 
same room where you had to jump up for the first Rusty Key...except 
that there's no cupboard to jump on, and no hole in the ceiling, just 
lots of destroyable things. Get the Red Orbs, move up further along the 
stairs (the rubble's gone) until you reach a door.

Enter the doors, and you're in the room where you found the Rusty Key 
way back in Mission 1. There isn't any enemy, but at the end of the 
room, there's yet another Picture junction. This time only the left one 
is open to you, so jump in there.

Yes, there's no way back from here, so head up to the doors on the 
other side, but it locks itself, setting you up with a fight against 
the last set of sub-bosses, Frosts. Beat them to unlock and enter the 

Unless I'm mistaken, you're in a completely new wing of the castle 
which is a circular corridor (strange things work similar ways). There 
are plenty of breakable armours containing Red Orbs, as well as lots of 
enemies in your way. Ignore the first corridor branch and continue 
moving forward until you reach the door at the end. Even if you try the 
first branch you won't be able to proceed anyway...

Now this room is what seems to complicate matters for those not fluent 
in the Japanese language. The tablet by the crank explains perfectly 
the way to defeat the bone dragon that's shooting freely at you, and 
which you won't be able to get near because there's a hidden energy 
wall blocking your forward progress.

Anyway, use a sword (any sword will do...) and return the fireballs he 
sends at you. Timing is paramount, so slash directly at the ball when 
it's almost near you. Actually the fireballs do pathatic damage, so 
you'll have a LOT of time to get it correct. 3 home-run hits will 
destroy the bone dragon, and unlocking a mirror beside the crank. Head 
up to the crank, check it, and you'll have to twirl L3 either clockwise 
or counter-clockwise until the reflected light hits the mirror in the 
ceiling, and start off a chain-reaction till the [QUICKSILVER] appears.

Jump up to get the Quicksilver (Air Hike works perfectly, if you don't 
have it, Kick Jump from the rafter and jump across the transparent blue 
stands across the upper level of the room. There's a [BLUE ORB PIECE] 
on the terrance to the right of the room, checking on the tablet at the 
end usually nets if for you. If not, move around the terrance, and 
it'll probably fly to you somehow or other.

Now that you've the Quicksilver, return back to the corridor branch, 
and use the Quicksilver on the door to unlock it and gain entry into 
the Audience Hall.

You're there! But then, there's someone else waiting for you as well! 
Defeat this super-powered version of Nero Angelo to end the mission... 
and for a bit of shocking news......

                                                   Holy Stone Elixer
  MISSION OBJECTIVE: Toss the [Philosopher's Egg] into the Fire to 
                     create the Holy Stone

You start off getting the [PERFECT AMULET] as well as getting the Force 
Edge upgraded into the legendary sword [SPARDA], which you shouldn't 
use at the moment since it dosen't provide you with Devil Trigger 
Powers at all. At the same time a portal appears, bringing you back to 
the second Picture junction.

This time the right picture is open, and jumping into it throws you 
straight into the water. More swimming lessons then. Get the Red Orbs 
from the water area as well as from destroyable barrels. There are even 
more Red Orbs in the room opposite the cell you started off from, and a 
[BLUE ORB PIECE] in the cell directly in front of your starting cell.

Go through the only exit in this room, and you find yourself in locked 
battle with 3 Sin Scissors. Shoot them to death to open the locked door 
in this area, and go through it...to stand on land. Weird field that 
door has.

Entering the door will place you in a VERY familiar place, the Tower. 
The Symbol Wall is still there, but hitting it will fill the entire 
tower with water. Swim up, slowly until you hit the first jutting 
ledge, where a [BLUE ORB PIECE] will direct itself to you. Swim up 
crazily (or if time runs out, hit the Symbol again) until you reach the 
top of the tower, where the [PHILOSOPHER'S EGG] nests nicely for you.

Pick up the Egg, hop down through the hole between the platforms, and 
hop down again to land on the square area. Head out to the doors, and 
you'll find yourself back at the fountain garden, except that the 
fountain is gone, and something eerily familiar is facing you.

Before you go play with fire though, head to the left door on the upper 
level (it was a wall before, and the right door's gone...), where Red 
Orbs and a [BLUE ORB PIECE] await.

Return to the Fountain Garden, and place the Egg in the fire where the 
Lion Statue used to be. Since it says that it takes a little while to 
hard-boil the egg, might as well have fun while doing it. And Who 
Better Than Nightmare!! (silly wrestling reference) Defeat it, and the 
egg will be nicely cooked to reveal your objective for this mission, 
the [ELIXER].

                                                        Warped World
  MISSION OBJECTIVE: Open the Gate to the Underworld

This sounds so easy, it's not funny. Enter the portal that's opened, 
and you'll find yourself back at the stairway tower room. Of course, 
there's no more need for either of the two Picture warps, so head back 
down, and out to the Broken Bridge again.

It's just so nice (once you get back there, that is) that the Elixer 
that you're holding is responding to the RIGHT Picture. Jump into it... 
but nothing happens instantly, and the doors are still not appearing. 
Instead of waiting for something to happen, head up and check the 
mirror (the one where Nero Angelo stepped out of). The Elixer will 
allow you to pass through the mirror if you check again......

And you'll find yourself in the Mirror World, where everything is 
blurry, as well as being exactly reversed in locality as per the 
original world. 

Guess what? The door leading out is there! Head out, and jump down. A 
nice little [PHILOSOPHER'S STONE] sits on a pedestal waiting for you, 
but once you take it, you'll be met by the very last type of enemies, 
the Nobodys. Beat them to unlock the door, and simply head back, 
getting the final 2 [BLUE ORB PIECES] along the way, one via jumping 
off the ledge (where you found the Untouchable back in the original 
world) and the other in the tower after you've gotten the first.

Once you've returned to the original world, what's there to do? 
Remember a similar-looking mirror on the ground? Yup, back in the 
Cathedral. Fly/jump/swim back to the opposite end of the bridge, and 
the ex-watery pool will glimmer dangerously. Enter it, and you'll find 
yourself in the Mirror World of the Cathedral.

There's a huge vortex in the middle where Phantom should have dropped 
from way back in Mission 3, and a small hole at the end of the 
crossable vortex. Place the Philosopher's Stone in the hole, and the 
vortex will disappear, showing an even greater vortex. Jump in THAT 

                                                     Final Nightmare
  MISSION OBJECTIVE: Head for the Room of Living

This, my friends is the shortest mission of all. You start off right in 
the entrance of the Underworld. Everything's alive here, from the 
little paths, to the living tentacles which love to suck your health 

But that's for later. For now, double jump into the opening, and head 
down the long, uninterrupted path to a flesh wall. Hit the wall to open 
it up and enter the next room. 

There's a Time Statue (a Demon's holding to the hourglass now, if you'd 
noticed) as well as a couple of Frosts. You can ignore all of them and 
head straight for the flesh wall behind the Statue, and open it up to 
enter the objective room of this mission.

A short cut-scene later, and you'll have to fight Nightmare for the 
third and final time. Is it just you, or all bad things come in threes? 
Keep that in mind as you move along :P

Once you defeat Nightmare, there's an even longer cut-scene, after 
which this mission ends!

                                                       A Living Cave
  MISSION OBJECTIVE: Activate the Heart to open the Final Gate

When you hear "Final Gate", you should feel pumped up, because you KNOW 
you're near the end.

You're in a little round circle with a Time Statue standing prettily at 
the other side. A Holy Water lies on the floor on your way around the 
area, and a flesh wall is blocked by lots of bony stuff as you pass it. 
Enter the only other door in this area to have a look at the Final 
Gate, but it's locked. The Heart in this area isn't beating very 
healthily, and that's your purpose of this mission. 

Jump around the stands till you reach a platform below the Final Gate. 
Smash the red crystal there to loosen the bones in the circle room 

What to do? Head out! Enter the flesh wall. Take out the Nobodys in the 
way (beware of the Tentacles!) and enter the flesh wall at the end of 
the pathway.

The next area is full of lava that WILL hurt you if you fall to land on 
the little rock pieces. Make your way across the pieces and hit the 
Symbol Wall on that side. Wait for the platforms to arise, then jump 
over until you reach the next platform. There's another crystal here, 
hit it to drop Red Orbs. Once you're done, jump up to the next level, 
and hit the Symbol Wall here. Jump up the platforms until you reach the 
flesh wall.

You'll end back in the Final Door room, but on a much higher level. 
Jump across the huge gap (natural long jump again) to reach your final 
Symbol Wall. Activate that, and the numerous blocks locking the Final 
Door will break into their pieces. 

Enter the Final Door to end the mission!

                                                The Legendary Battle

This is a fairly simple mission, one that shouldn't be that hard at 

Simply walk up the great hall, accompanied by angelic music, and a long 
corny cut-scene with Dante and Mundus talking trash to each other (most 
of which you should know by now if you've watched the opening demos), 
it's time for The Legendary Battle!

Defeat both forms of Mundus (keep in mind, keep in mind...), and 
another long sequence of events, the mission ends...and it's not over. 


                                                       Mother's Lead
  MISSION OBJECTIVE: Get out before the Island breaks up

You start off with a 5 minute time limit. Nice way to start the final 

It's time to make your way out. Fast.

Run your way out of the Final Gate. Run your way out to the circular 
room. Blast your way by killing the 2 Nobodys to unlock the door in the 
Nightmare room.

Rush out to the passageway, and back to the Mirror World. Jump up to 
the moving platform, and jump out of the mirror hole....

Part 2 of the Mission takes place in the castle, where your final 
objective is the Main Hall, where it all began!

Ignore the Marionettes and such, exit the room to the circular 
corridor. The two Blades here have to be defeated to unlock the door 
back to the Airplane room.

Unfortunately, before you can exit the Airplane room, the floor 
disintegrates right before you, and you end up in the Pipe room.

With Mundus. Told you all bad things come in threes.

Defeat Mundus with the final Devil Trigger Attack with the handguns 
powered up thanks to Trish, and more long cut-scenes...

And finally, to finish off the escape, you have to shoot your way out 
of the island in the airplane, Capcom-shooter style.

Watch the final cut-scenes, and you're done!

...next up, it's time to challange Hard Mode!!

\                    \
  \                    \

This is a complete list of all 44 pieces that one can find in the game. 
THERE ARE NO MORE for goodness sake. Stop looking if you've found them 

If you decide to play a contuinued game, the Blue Orb pieces will be 
replaced by Yellow Orbs if you've found them before. If not, the pieces 
will still be there waiting for you to pick them up.

|          \
|    |                                                                |
| 01 | Before actual mission. In small pavailon on a bridge as you go |
|    | towards the castle.                                            |
|    |                                                                |
| 02 | Great Hall. On the left side of the stairs. Requires Jump Kick |
|    | from the ground floor to get up there.                         |
|    |                                                                |
| 03 | 3rd breakable armour (from the left in the barricaded room     |
|    | directly after you unlock the first set of doors.              |
|    |                                                                |
| 04 | In the left pool of water at the room with the 3-hole mechanism|
|    |                                                                |
| 05 | On the right wing of the airplane in the Airplane room.        |

|          \
|    |                                                                |
| 06 | Under the table right before the statue in the Time Statue     |
|    | room of the long corridor.                                     |

|          \
|    |                                                                |
| 07 | In front of the tablet at the far end, after the bridge breaks.|
|    |                                                                |
| 08 | On a bridge piece high above the doors. Jump up to the highest |
|    | point above the doors and Stinger there.                       |
|    |                                                                |
| 09 | SECRET MISSION 1 - CRITICAL HIT                                |

|          \
|    |                                                                |
| 10 | SECRET MISSION 2 - PHANTOM BABY                                |
|    |                                                                |
| 11 | SECRET MISSION 3 - PHANTOM BABY 2                              |
|    |                                                                |
| 12 | SECRET MISSION 4 - 3 BEASTS                                    |
|    |                                                                |
| 13 | In the topmost tower after you gain the Untouchable on the     |
|    | ledge above the door. Requires Air Raid or Air Hike.           |

|          \
|    |                                                                |
| 14 | Above the ruins of the dead end to the top of the screen right |
|    | after you begin the mission. Requires some jumping around...   |

|          \
|    |                                                                |
| 15 | SECRET MISSION 5 - ONE-EYED DEMON                              |

|          \
|    |                                                                |
| 16 | On ledge above horse statues in the area where you found the   |
|    | Trident.                                                       |
|    |                                                                |
| 17 | In the right pool after you cross the barricade.               |

|          \
|    |                                                                |
| 18 | To your right of the entrance to the Courtyard. Hit the        |
|    | tombstone repeatedly until the piece is uncovered.             |

|           \
| MISSION 11 \ 
|    |                                                                |
| 19 | SECRET MISSION 6 - A BUNCH OF GHOSTS                           |
|    |                                                                |
| 20 | Inside the gated area to your left of the starting area.       |
|    |                                                                |
| 21 | Defeat all the Blades inside the Well.                         |

|           \
| MISSION 12 \ 
|    |                                                                |
| 22 | Stinger to the bow of the ship from the highest point of the   |
|    | mast nearest to the bow.                                       |

|           \
| MISSION 13 \ 
|    |                                                                |
| 23 | In the area below the door which leads to the deck of the ship.|

|           \
| MISSION 14 \ 
|    |                                                                |
| 24 | SECRET MISSION 7 - WATER PRISON                                |
|    |                                                                |
| 25 | In the right pool of water after you exit the ship.            |
|    |                                                                |
| 26 | On the cliff to your right after you exit the elevator.        |
|    |                                                                |
| 27 | To the right of the far end of the bridge in the multi-layered |
|    | area.                                                          |

|           \
| MISSION 15 \ 
|    |                                                                |
|    |                                                                |
| 29 | Inside the destroyable wall in the Blue Emblem area.           |
|    |                                                                |
| 30 | Jump underneath the stand holding the item in the Red Emblem   |
|    | area. Piece will drop on stand. DON'T do it after you get the  |
|    | item, or else you won't be able to get it in any way.          |
|    |                                                                |
| 31 | Highest point of the Colosseum. Get it before or during the    |
|    | battle with Griffon, NOT after.                                |

|           \
| MISSION 16 \ 
|    |                                                                |
| 32 | SECRET MISSION 9 - A LONELY FLIGHT OF STAIRS                   |
|    |                                                                |
| 33 | To the right of the staircase of the first hall in the Great   |
|    | Hall.                                                          |
|    |                                                                |
| 34 | Jump off the head of the horse statue in the Great Hall.       |
|    |                                                                |
| 35 | Jump under the head in front of the Time Statue room in the    |
|    | long corridor.                                                 |
|    |                                                                |
| 36 | SECRET MISSION 10 - SHADOWS IN THE DARK                        |
|    |                                                                |
| 37 | Next to the bed in the Bedroom after you use the Staff of      |
|    | Hermes.                                                        |

|           \
| MISSION 17 \ 
|    |                                                                |
| 38 | SECRET MISSION 11 - HOLY BLUE STONE IN THE SKY                 |
|    |                                                                |
| 39 | On the terrance on the upper right side in the Dragon room.    |

|           \
| MISSION 18 \ 
|    |                                                                |
| 40 | Inside the sole barrel in the third room in the area you start |
|    | off in.                                                        |
|    |                                                                |
| 41 | In the little jag-out just to the side next to the dead-end    |
|    | staricase in the tower.                                        |
|    |                                                                |
| 42 | At the end of the room to the left of where you place the      |
|    | Philosopher's Stone.                                           |

|           \
| MISSION 19 \ 
|    |                                                                |
| 43 | Hanging off the ledge next to the tower in the Mirror World.   |
|    |                                                                |
| 44 | In the tower AFTER you get #43. Still requires Air Raid or Air |
|    | Hike.                                                          |

\                    \
  \                    \

Hidden throughout the missions themselves are extra little missions 
designed to fustrate and confound you in their complexity. Some of them 
are incredibly easy, some profoundly insane. Many can be cleared with a 
good strategy, some of them require more luck and excellant timing.

The rewards for clearing these missions are great. You'll gain Blue Orb
pieces in most of them, and even special items not found anywhere in 
the game!

Note that MOST of the missions HAVE to be done in the specific time 
period, or else they'll disappear forever. Many people still don't 
understand this, so I'm saying this once again: DO IT AS SOON AS 

|                                \
|           |                                                         |
| When      | Mission 3 ONLY, AFTER defeating Phantom                 |
| Where     | Underwater, broken bridge area                          |
| Objective | Defeat the Sin Scissors by hitting at its weak point    |
| How       | Knock it off balance by shooting in its face with the   |
|           | Shotugn just as it's about to cut you into half. Then   |
|           | rush up and blast it in its face again using the        |
|           | Shotgun. If you've timed it correctly you should get it.|
|           | If you're too slow, you can always try again. Just be   |
|           | careful of your remaining health......                  |

|                                \
|           |                                                         |
| When      | Mission 4 ONLY                                          |
| Where     | Cathedral Hall where you fought Phantom                 |
| Objective | Kill 100 Phantom Babies within the given time limit     |
| How       | You can go around killing like crazy, or you can simply |
|           | use a Holy Water to finish the job in a second.         |

|                                  \
|           |                                                         |
| When      | Mission 4 ONLY, AFTER clearing Secret Mission 2         |
| Where     | Time Statue room at the other end of the corridor where |
|           | you started off Mission 4 from.                         |
| Objective | Kill 100 Phantom Babies within the time limit WITHOUT   |
|           | using weapons.                                          |
| How       | No, Holy Water won't work here. You'll have to crush    |
|           | 100 of them with your bare feet. Luckily the area is a  |
|           | small one, else you'll be crying.                       |

|                            \
|           |                                                         |
| When      | Mission 4 ONLY, AFTER defeating the Shadow sub-boss     |
| Where     | Arena directly below airplane room                      |
| Objective | Defeat all 3 Shadows. You have only ONE chance to do so.|
| How       | There's no easy way around this. Roll like crazy, run   |
|           | like crazy, slash like crazy. Just be careful as the    |
|           | auto aiming will look for the moving Shadows instead of |
|           | the core-revealed ones. You can bet that it's purposely |
|           | done this way......                                     |

|                                  \
|           |                                                         |
| When      | Mission 7 ONLY                                          |
| Where     | Pipe room, where you found the Rusty Key during         |
|           | Mission 6                                               |
| Objective | Let one Kyclops kill the other without you hitting any  |
|           | of them                                                 |
| How       | Just to remind you that your health is still falling    |
|           | during this time period, so take care NOT to get hit    |
|           | TOO much. The hard way would be to move in between the  |
|           | 2 of them, and hope that they shoot each other. Their   |
|           | claws won't be able to hit each other, but they WILL    |
|           | damage you. Another easier way would be to jump on the  |
|           | pipes and stay jumping so that they won't hit you, but  |
|           | rather jump on each other, knocking each other out.     |
|           | Once one is dead, you can finish off the other if you   |
|           | wish to.                                                |

|                                               \
|           |                                                         |
| When      | Mission 11 - 17(?)                                      |
| Where     | Garden Courtyard just before you ended Mission 10       |
| Objective | Get the Blue Orb Piece in the air                       |
| How       | You'll have to locate the Orb piece first, then start   |
|           | jumping like crazy on the walls and on the heads of the |
|           | Sin Scissors bunch. Note that Sin Scissors won't attack |
|           | you if you're moving, so all you need to do is keep     |
|           | jumping up and up until you reach the piece, then you   |
|           | can let loose on them if you wish to. Falling down from |
|           | the top is going to be a regular feature though.        |

|                                \
|           |                                                         |
| When      | Interval BETWEEN Mission 13 and 14 ONLY                 |
| Where     | Check on the Captain's skeleton back in the Captain's   |
|           | room of the Ghost Ship                                  |
| Objective | Defeat all 8 enemies                                    |
| How       | Use the Needle Gun to defeat all the 8 Blades in the    |
|           | water. Be careful to avoid getting caught in claw fire. |

|                                                     \
|           |                                                         |
| When      | Mission 15 - 16                                         |
| Where     | Check on the picture wall in the rolling spike area     |
|           | back at the start of Mission 14 AFTER night has fallen. |
| Objective | Defeat all enemies                                      |
| How       | 3 Shadows, if lucky one at a time, if not, 3 at once.   |
|           | This time there isn't much moving space, so be careful. |
|           | If you've gotten the Nightmare Beta the area becomes    |
|           | very helpful with the constant rebounding of the shots. |

|                                             \
|           |                                                         |
| When      | Mission 16 - 17                                         |
| Where     | Colosseum                                               |
| Objective | Get the Blue Orb Piece by climbing the stairs of death. |
| How       | A long jumping experience. Just make sure not to twist  |
|           | L3 too much or else you'll fall off. Alignment's        |
|           | paramount, but then again, there aren't any enemies.    |
|           | More irritating than difficult.                         |

|                                        \
|           |                                                         |
| When      | Mission 16 ONLY, AFTER defeating Nightmare              |
| Where     | Airplane room                                           |
| Objective | Locate and defeat all Shadows                           |
| How       | There are a grand total of 4 Shadows hidden in 3 places.|
|           | 2 of them are in the airplane room, 1 in the great hall,|
|           | 1 in the bridge room. Standard Shadow fighting plan     |
|           | required, so you should be used to them by now.         |

|                                               \
|           |                                                         |
| When      | Mission 17 ONLY                                         |
| Where     | Broken bridge                                           |
| Objective | Get the Blue Orb Piece high up in the air               |
| How       | To ACTIVATE the Secret Mission is a pain in the butt.   |
|           | You have only one chance to activate this by moving     |
|           | from the end of the bridge back to the door end WITHOUT |
|           | falling into the water. The game recogises it when you  |
|           | cross the line between both bridge ends and will        |
|           | automatically START the mission (you'll know when the   |
|           | Secret Mission screen comes out)                        |
|           |                                                         |
|           | If you've run out of your DT gauge by flying back, now  |
|           | is the chance to gain some back by getting rid of the   |
|           | Death Scythe. After you're done with it, jump to the    |
|           | highest point above the large doors (where you got some |
|           | Red Orbs the last time round) and Air Raid over at that |
|           | height back across the bridge to gain the piece which   |
|           | is hanging around the center of it.                     |

|                                        \
|           |                                                         |
| When      | Mission 21 ONLY                                         |
| Where     | Hidden room behind wall opposite Time Statue of Mission |
|           | 21, in the Circular Room                                |
| Objective | Get the Hidden Bracelet at the end of the Hidden Path.  |
| How       | Cross the long stretch of road first (with couple of    |
|           | Nobodys in the way), picking up the final Blue Orb here.|
|           | At the end of the path there will be a large room with  |
|           | a dragon waiting and blowing hot air. This time this    |
|           | dragon dosen't spit fireballs, so you'll have to do it  | 
|           | the hard way: Hitting it on the head with weaponry.     |
|           | It's impervious to all gun attacks though. Once you've  |
|           | defeated the dragon 2 Frosts will appear. Defeat them,  |
|           | and jump your way to the Time Bracelet!                 |

\                      \
  \                      \

As there are many different enemies in this game, this section can be 
divided up into further sections describing the oft-seen enemies in 
this game, and the special ones, the sub-bosses.



The first sub-boss to harry you in your path to clear them demons up. 
In fact, this would be the most irritating enemy as well. 

It has two parts to it, the main body, and the core. You can ONLY SHOOT 
the main body, and then use physical attacks against the core. If you 
try to attack the shadow's body using the Ifrit or Alastor, it'll 
counterattack with its' own spike attack. Recommended weapons are the 
Handguns or the Shotgun, although from personal experience Handguns, 
while providind further reasons for sore thumbs, are far better in 
terms of damage dealt in order to open up the core. Shotguns are safe 
bets if you wish to blow them away from you.

The Shadow has several predictable attacks once you've seen them. The 
easiest one to notice is when it jumps up. Chances are that it'll turn 
into a huge blade spinning in the air, before crushing you. Strafing 
will not work here, since the damage area is large. Keep it in your 
view, and roll to the side as it starts moving down. 

The other normal attack it has is a long range one, where it'll become 
one thin spike and try to poke you from afar. This one can't be avoided 
if it really hits you, because you must have been standing rooted to 
one spot, a big no-no when fighting.

The more irritating attacks are the claw attacks. There are two 
variations of the claw attacks, one where it growls and lunges at you, 
which should be easily avoided by jumping up once you hear it growl, 
the other variation appears when it dives into the ground and heads 
straight for your current location, after which it will grab you in one 
quick motion. Again, staying in the air removes the possibility of 
being caught.

But then, if you stay in the air for too long, the Shadow does have 
it's own version of the Dragon Punch. It will shoot out ground spikes 
which follows your movement, so if you stay stuck to one spot, be 
prepared for Shinryuken damage.

Once you've done enough damage to the core, you'll hear heartbeat 
sounds, and the Shadow will turn red. During this time period, STAY 
AWAY from it. If it does grab you, it'll not only do the Chang command 
throw, but it'll blow up while holding you, doing even more damage. And 
yes, if you die along with it, it's still game over.

...sorry for the Street Fighter and KoF puns. Been playing too much 
of CvS2 lately ^^;

DANTE MUST DIE - Berserked Shadows shoot out their spikes whenever 
                 you're close, not when you touch them with physical 
                 attacks. Beware. DO NOT even get close to them. One 
                 single physical hit knocks off almost one whole life 
                 bar. The spikes do quite a bit of damage too.....


When you fight Death Scsissors, you'll be in a cage of sorts. This 
cage dosen't damage you, but it does limit your movement a lot. In this 
little energy cage you'll have to face the strengthened form of the Sin 
Scissors. Basically it attacks like the Sin Scissors, but then, it's 
not only much stronger, it also has a HUGE variety of attacks.

The usual first attack it does is the usual Scissors cut, which you 
should be able to blast your way out of. However, there is a variation 
of this scissors cut. If you see it holding the scissors in one hand, 
RUN. Jump. Move away. Anything, just to get out of its range. Because 
it'll sweep the area around it thrice, doing damage as it whips it 

The best way to keep at it is to use Handguns, since they're always on 
target, and strike around it when it's near you. A jump attack slash 
will also work wonders, if you can hit on target, which is not very 
often as it'll keep moving around.

It has one single strong attack. Whenever you see it fly up, keep 
moving around. Because you won't be able to see where it is, you 
probably can't guess it's first attack. What it does is to rush down 
and try to hit you with the scissors. And it not only does it once, but 
thrice. Remember, all bad things come in threes.

You CAN anticipate this attack, by the movement of the water. Roll out 
of the way, and don't bother to counter until it has passed you for the 
third time. After that wail all your bullets on it. It might take some 
time, but you'll get it done nevertheless.

DANTE MUST DIE - One simple strategy: Inferno the hell out of it once 
                 it gets close! Berserked or no, 3-4 Infernos (more if 
                 berserked of course) will finish them two Scissors. 

\                     \
  \                     \

There aren't as many bosses in this game as many would have thought, 
despite the length of the game. However, you do have to face the bosses  
a great number of times, each time with increasing difficulty. Thus 
this section is devoted to defeating the bosses in each of their 




The noticable thing about Phantom is that it's covered all over with 
plated armour. However, despite all the covering, there are 
surprisingly many holes to find all over its body. Basically attacking 
it becomes a point of hit or rebound (if you hit the body), 
understanding its many different attack patterns, and biding your 
chance to hit it straight in its weak spots.

                            --MISSION 3--

It does the basic of basic attacks. There are three forms to its 
attacks, but don't think its easy. The camera angles in this battle are 
EVIL! They will tend to put Dante into focus, and somehow or other 
(unless you're rushing it) it never likes to be in the screen. While 
it's not too much of a bother, it does create fustration when you can't 
see what it's about to do.

1. It will rush up to you, pincers around its face to protect itself, 
   which is followed by a dual swipe if you're nearby. If you're not in 
   its immediate range, it'll jump up and land at your last position at 
   its highest point.

There's no immediate way of countering this move. Simply roll away if 
it's jumping down on you, or jump forwards to slash at its now-
vulnerable face if it rushes you.

2. It will charge up a shot, before releasing it at you.

You can be warned beforehand (especially when its off-screen) when 
there's a bright white light from the direction it's standing at the 
moment. It takes around a second or so for the charge to complete, and 
there are many ways to go about doing when this attack is about to 

If you're close enough, you could run up to its face and hit it while 
it's still charging, thus blowing it up in its face, damaging it. 
However if you're slow...boom. If you think you're too far away to hit 
it while charging, you could roll to the side when it releases its shot 
(hopefully it's in sight by now...), or if you think your timing is 
good, reflect the shot back by slashing at it.

3. It'll stick its head into the concrete floor (don't ask how) and 
   pillars of fire will shoot up in pairs on your current location.

Two words, keep running. There's no way to outwalk the fire pillars, 
and if you try to Stinger towards it, chances are that you'll still get 
flamed due to the lag time. In fact, you can't do anything other than 
run your way around those pillars for now.

Once you're used to the three patterns and the irritating camera angle, 
this will be an easy opener. You shouldn't be using healing items yet 
at this point of time......

                         --MISSION 4 & 7--

Both attacks are similar in the fact that you're in a narrow corridor, 
and he's breathing down your neck, charging at you all the while. It 
has only 2 attacks, the charged shot and the pincer attack.

It's pretty easy to jump over the charge attack, although you must time 
properly to avoid getting hit, and slash at it, so it isn't that much 
of a problem. It's recommended that you finish it off (it's health bar 
is much shorter than when you fight him normally) before you get pushed 
to the corner.

Once you're cornered, it'll start swiping at you while shooting at the 
same time, making your landing window a whole lot smaller.

Of course, alternatively, you CAN run away from both fights, the former 
by jumping over him, the latter by running straight for the doors 
instead of going at him head to head. Of course, the 500 red orbs it 
drops are quite a deal....

                           --Mission 8--

In reality, you have an even bigger area in which to fight Phantom, so 
there shouldn't be more problems than the first fight. It has only one 
new extra attack, where it shoots fireballs from it's tail into the 

Now before you go "huh?", these fireballs WILL land. Right above your 
head as well. You cannot stand still or else you'll endure the fury of 
at least 3 fireball hits.

It's easily evaded if you can actually keep it in your sights. Once you 
see the fireballs fly up, start moving left or right to avoid getting 
hit when they fall. Don't bother hitting on it while it's attacking, 
and you'll do fine...

  /      /
 / HARD /
/      /

Fighting it in Mission 3 and 8 is much much easier with Ifrit. Simply 
jump kick into its face, and you'll slowly inch off its life. If you 
have Inferno by now, you should get hear his tail, and Inferno the hell 
out of it. You can take quite a few hits by it before you go down, 
though, surprisingly.

For the other 2 fights you can simply jump kick into its face to 
prevent it from shooting (timing must be right though), and you'll be 
done with a couple of Infernos to add to the hits.

  /                 /
/                 /

Mission 3 is a lot harder this time due to its high HP. But most of the 
time, using Inferno will pull you out of trouble in no time. Try to 
keep your distance before then though, and Grenade/cancel the hell out 
of it to earn the devil triggers in order to activate Ifrit again. 
Either that, or use Air Raid, where he can't touch you, to shock it to 
fried shell.

Mission 8, on the other hand, can be classified as hard, most duly to 
its numerous jumping endevours, in which a hit would probably put you 
out of commission. There is one not-so-popular method of defeating it,
though I wouldn't endorse it due to the cheapness of such a move.

If you saw the end sequence before, you'd realise Phantom will break 
through the small glass floor/ceiling and land on the pointed spear in 
the Great Hall. Well, the glass WILL break in the midst of the fight as 
well. If you can draw it to land on the glass 5 times (you'll hear and 
see glass shattering), the floor will break and it'll drop down to its 
death as well. This method is cheap, but it sure saves you a lot of 
time and cursing, which you'll have to use a lot later on.


                             NERO ANGELO


Nero's a toughie. It's not fun when you meet him throughout the game in 
long, seperated intervals that make him not only insanely stronger each 
time, but with lots more varied moves that'll kill you no matter what 
difficulty. But then, so do all other bosses I guess.....

                            --Mission 4--

This should be a simple preview of what's coming up. It's a 3-part 
battle that gets harder as you progress. 

The first fight will be on the ground floor, where he'll simply cut, 
slash, and do every single normal move that you can do as well. This 
isn't that hard, except for the fact that his sword is much longer than
yours, and he counters your normal attacks easily.

The second fight will be on the pathway just above the garden you're 
in, and the final one will be up on the highest level of the garden 

An easy way to break his attacks will be to do a short High Time (make 
sure you don't go flying up as well) to break his guard, and follow 
that up with a Stinger attack. Repeat the process (make sure not to get 
near him when he teleports) and you can knock him down fairly quickly.

However, do take note of the following attacks:
1. He'll charge a shot and then shoot it at you

Simple enough, this attack is similar to Phantom's, except that he 
won't do it if he's near you. Simply roll out of the way.

2. He'll teleport suddenly behind you and slash from behind

This one is dangerous for those who simply mash buttons. He CAN 
teleport in mid combo, unless you knock him off balance. Try not to be 
too button-pressing happy when he blocks the first attack.

                           --Mission 11--

No difference between this variation of Nero Angelo as compared to his 
first fight, other than the fact that your fighting area is reduced by 
a bit, you have different height levels in which to fight, and that his 
health is a tad longer than the first fight.

Of course, there are also 2 Green Orbs floating deliciously around this 
area, so you CAN'T lose here.

Same tactics as before, High Time to break his guard followed by 
Stinger to knock him off balance.

                           --Mission 17--

With the space limitation, this battle isn't going to be easy, 
especially when he starts countering you and runs around chopping off 
around half a bar with each hit.

He also adds in a new attack in addition to insane attack power. When 
he teleports, and dosen't end up behind you, chances are he's in on of 
the two extended corners, floating in the air. A second later you'll 
have lots of swords floating around you, and piercing you all at once, 
or one by one. Either move does quite a bit of damage....for one sword. 
Multiply that by any number of hits you take, and you can immediately 
kiss goodbye to a Yellow Orb.

While fighting him, the standard method of High Time + Stinger works 
perfectly. Unfortunately, you'll be found wanting when it comes to 
dealing big damage, but you should take your time and get your timing 
right before tackling on the next difficulty level.

The problems come with the limited space and the flying swords. It 
isn't too hard to avoid his shots, since rolling dosen't use up that 
much space anyway. To avoid the flying swords, it's recommended that 
you have already unlocked Rolling Blaze for Ifrit. Once you see Nero 
teleport to his floating location, immediately switch to Ifrit, and 
jump AT the swords to break them with Rolling Blaze before they start 

Switching can be done in real time (pressing R3 if you haven't noticed) 
because of the lag between his attacks, but try not to switch back to 
Alastor until you've completely eliminated the flying swords, else 
they'll poke you full while you're in the process of changing weapons.

  /      /
 / HARD /
/      /

He does more damage, but other than that does nothing different or new 
in the three fights. Hone your High Time and Stinger combo, and you're 
on your way to kicking his metallic body back to hell in Dante Must 

Alternatively, you could Inferno him to death as well. Jump behind him, 
and jump kick to knock him off balance (his back is unguarded when he 
blocks) and follow up with Inferno.

  /                 /
/                 /

Get this straight. One hit from him = one life bar. In other words, 2-3 
hits from him = instant death. He isn't just tough, he's insane.

Basically he does everything that you've ever seen in the past 2 
difficulty modes. Other than his uncanny revovery period, you should 
continue to use the High Time to Stinger combo to chip off his life bit 
by bit safely, especially in Mission 17, where his life is VERY long.

Of course, the quick fix would be to use the previously-mentioned jump 
kick + Inferno combination that works quite well, except that you must 
be very quick with the L1 button this time round or else Inferno will 
do a lot less damage if he manages to block the attacks.




The flying demon of death. Electricity enhanced. Damn all things that 
crackle. Fizzling with stupidity and lots of easy-to-understand logic 
that defeats all purpose of being a boss, this bugger, can be 
considered a slight improvement over the mentally-challanged Phantom.

                              --MISSION 9--

You have a wide open courtyard, and you've just received Ifrit. 
Seriously you could wait till it falls and then whack on it, or simply 
activate Devil Trigger, and shoot with the Grenade Launcher. Cancel the 
reloading action with a roll, fire again. If you find that you're not 
hitting the target (it does move around quite a bit in the air) change 
weapons and use the Handguns to shoot. The Handguns almost never miss, 
but the damage they do won't be that high, though by the time you're 
done with it it won't matter anyway. So this battle is simply shoot 
shoot, dodge, shoot, shoot, dodge.

Griffon only has a few attacks, and they ARE predictable...at least 
once you've gotten the hang of his attacks anyway.

1. It rushes down at you from the air, showering down a hail of sparks.

Easily avoidable. Just run from its straight path!

2. It rushes at you on the ground, then swipes at you.

Again easily avoidable. Backflip to avoid all possible permutations of 
being hit.

                              --Mission 12--

This time you're stuck with not only obstacles, but lots of things come 
shooting out of Griffon. It's not that easy anymore, but luckily for 
you, it's health isn't that much either. Same method as before, use 
Handguns to poke it full of holes.

1. It sends out a flaming bird at you.

While it may seem unavoidable, rolling at the very last moment means 
that the bird will not hit you. Unfortunately, that's not too often as 
you'll be busy concentrating on hitting Griffon instead. Once the bird 
hits you, your aim will be directed at it instead, and when it 
ricochets back, it'll send you flying up in the air. You MUST kill this 
bird (dosen't take too much damage) or else the next hit will not only 
damage you, but you'll be sent crashing back onto the ground, ready for 
another hit by Griffon. That's why the Handguns are recommended.

2. It crashes into the middle of the ship, releasing slow homing bolts.

Basically, you should stay near the bow of the ship. When this happens 
you can actually see the bolts coming at you, so you can know when to 
run, and when not to. They home in on you, so you'll have to keep 
running. Not that hard since it's quite slow.

                              --Mission 15--

You're in an open courtyard again, but this time, the stakes have been 
raised. A LOT. There's two ways of fighting this, on the ground, or by 
using the teleports on either side of the colosseum to fight it on 
higher ground. 

It is recommended to fight it on the ground for various reasons stated 
later. Oh, and keep Ifrit on while doing it. 

This time, in addition to all the previous attacks, it has a lot of 
extra new attacks.

1. It sends out small waves of electricity at your last location.

Never keep still. Jump up and get down asap. You can also try to roll, 
but it's not been proven to be effective since the wave does cover 
quite a bit of space. It normally shoots out the waves in shots of 3s, 
but don't be complacent, since it can do it as many times as it likes.

2. It sends out waves of electrical fences at you.

Try to keep him in view because the location of the pillars are random, 
but there are holes between every pillar to strafe past. In fact, if 
you do see it in front, you can strafe and keep shooting at the same 
time while walking between the pillars.

3. It shoots 2 beams that converge on you. 

Depending on your height when it shoots the beams, the beams either 
miss you, or you'll have to roll/jump out of the way. Just don't stand 
directly in the line of fire of both beams. Not that hard to time 

Once you've knocked quite a bit of health from it, Griffon will lose 
one wing, and start rushing at you from close range. This is where 
Ifrit comes in. If you've learnt Inferno, use it as a counter move, 
which will probably knock it off-balance, stunned for a couple of 
seconds. Punch him a little more to build up your DT gauge, or simply 
Inferno it to death if you have enough.

  /      /
 / HARD /
/      /

It is recommended that you skip the first battle with Griffon (since 
you already have Ifrit at the point of time), just to save you the 

In the second battle, however, Griffon not only comes with the repitore 
of skills it has as Normal Griffon 3, it also has a new attack after 
the converging beams. There is a third beam, which will start homing in 
on you in a straight line. Not that hard to avoid, but the problem is 
that it will bounce off the first wall it hits, and home in on you 
again. Multiple bouncing means a web of electricity all around you, 
while Griffon is attacking with something else. You can only run from 
this, and hopefully stay focused and still keep shooting Griffon.

Griffon 3 in Hard is just like Griffon 2, full of reflecting beams, so 
do be careful. Inferno it when you have the chance to do so, since this 
is the one that'll help you survive a lot. This battle, to spell it 
nicely, is a good gauge of how well you can do in DMD mode. If you 
survive with relatively few hits, you probably will do quite nicely, if 

  /                 /
/                 /

It is HIGHLY suggested you skip Griffon 1. The Fetishes you'll face in
the next screen will be enough to keep you from screaming to your 
death, let alone a highly-powered enemy.

Griffon 2 will probably drive you up the wall, mostly because the fire 
bird takes quite a lot of damage. Only Handguns when DT is activated 
can kill it before it hits you the second time.

You MUST NOT get near Griffon, because the electricity it shoots out 
are highly damaging. Dodging from the reflecting beams is going to take 
a lot of work, thanks to the high damage they cause you, and use Air 
Raid as much as possible in order to shorten your nightmare.

Griffon 3 is the ultimate test of your skills. It has TONS of health, 
so it'll be a very long battle. Use the same strategies that has helped 
you past Hard Griffon 3, and get hit less to survive Griffon. If you 
haven't already, use Holy Water to shorten its life (by a wee bit, but 
it's enough), especially when you're about to die, used up the Vital 
Star, and it's near death too.




It's not called Nightmare for silly reasons. It IS Nightmare because 
it'll cause you to have nightmares while fighting it.

There are 3 forms of Nightmare, its blob form, which you can't damage, 
the Nightmare world, where it assumes the form of a past enemy, and 
Nightmare's main body, the one you MUST hurt.

This will also be a test of your button-pressing speed, and it is 
highly recommended that you have at least learnt Air Raid, Rolling 
Blaze and Inferno (in order), and change between Alastor and Ifrit.

                               --Mission 16--

In its blob form, you cannot damage it in any way. However, it can 
attack you with a myrid of strange but powerful hits. The most 
important of its attacks will be to clamp you up in a shell of sorts, 
and send you into the Nightmare World.

Other attacks include:

1. Sending a couple of worms to curl around Dante's body. They will 
   explode into ice shards after a while. 

Rolling Blaze to drop them off, and get away from them as well.

2. Shoot dark arrows at you.

Run. Run. Run.

In the Nightmare world you're faced with a couple of Skulls, plus one 
big one. Nothing too hard, a single shotgun blast(s for the big one) 
will break them up into little pieces. When you're clear of them 
though, you'll be facing an old enemy: Nightmare Phantom.

Use the same methods that you used on Phantom 3 on it. Its attacks are 
exactly the same. Moreover, it has a lot less life than Phantom 3. 
Lastly, defeating it will grant you one whole green orb for your 

Once you've defeated Nightmare Phantom, you'll come back to the real 
world...taking away 20% of Nightmare's remaining health. The rest of it 
you'll have to deal with yourself.

Head for ANY of the Wall Symbols and whack on them until they max with 
yellow symbols (Note that if you hit them BEFORE getting caught in the 
Nightmare World the symbols will flash white instead). This will 
lighten up the room, and reveal Nightmare's main body. The main body 
will reveal itself AS LONG AS the Wall Symbols are lighted up. Oh, and 
make sure you're equipped with Ifrit while you're at it.

Now then, on to the main body's attacks:

1. It will shoot hundreds of bullets at you.

This is ALWAYS the first attack, and it's easy. Start in one direction, 
strafe AROUND it, while shooting your handguns. This will not damage 
it, but up your DT gauge, which you'll need. A LOT.

2. It will suddenly turn to the side, and stick out something at you in 
   3 successive hits.

This one needs a little work. If one hits you, you'll be hit by the 
second as well. The timing is crucial because you only have a split 
second to SEE it turn to you. IMMEDIATELY jump around it (Rolling Blaze 
is a MUST, or else you'll get hit), countering the spike, and stunning 
Nightmare to reveal its core for you to attack.

3. It will charge up a huge blast, while turning slowly to face you 
   while revealing its core. 

Simple. Jump up onto its back and whack the core.

4. The core will open at its back, and shoot out 10 homing missiles at 

Again timing is paramount. Mistime your jumps, and expect to get hit 10 
times. Jump towards the missiles and with Rolling Blaze activated, 
it'll deflect the missiles BACK to hit the core.

Speaking of the Core, that's the only part of Nightmare that you'll be 
able to damage. It'll reveal its core for a few seconds after attack 2 
or when you counter attack 2, during attack 3 and 4.

What to do? If you've successfully countered attack 2, immediately get 
near and use Inferno, and watch its health get eaten up. If you don't 
have Inferno at this time, use Air Raid instead. Note that after attack 
3 and 4 the core will stay vulnerable for a couple of seconds, but at 
that point of time it'll also be sucking away your valuable Devil 
Trigger gauge.

After it's done with attacks 2,3 or 4, it'll go back to attack 1 again. 
Repeat the process to slowly but surely defeat it.

                            --Mission 18--

If you've noticed by now, whenever the camera closes in on you and the 
Wall Symbol, you'll lose sight of Nightmare doing whatever. So remember 
to head for the wall only when it's not trying to do something...in its 
blob form anyway.

In the Nightmare World, you'll be facing Nightmare Griffon. Again, just 
like the previous time, it's Griffon 3, with less health.

Nightmare's main body, however, has one new attack. The spike that 
strikes out at you will come out of the body and boomerang around the 
enclosed space of the open garden. Since you can't really put a finger 
on its flight path, jump with Rolling Blaze to knock it back, and stun 
Nightmare for a further few seconds for you to strike at it. If you do 
get hit by this boomerang, expect it to rip off around half a bar of 
health PER HIT.

                            --Mission 20--

Being in a more confined space dosen't change anything. What does 
change are a few...outside factors.

The Nightmare World presents Nightmare Nero Angelo this time round. 
UNlike the previous two fights, this uses Nero 2 (no flying blades!!), 
with around the same amount of health.

Once outside, you're faced with Trish interference from outside the 
ring once you lower Nightmare's health to below half. You can't hit 
her, you can't knock Nightmare into her, you can't get the referee to 
get distracted by her as you pin...err...anyway.....

She'll try to hit you with her lightning (the first hit in the cut 
scene dosen't do any damage, no worries), so you have to keep moving. 
Hey, that rhymes :P

Anyway, once you're past all that, and knock out Nightmare's life....IT 
REFILLS AGAIN!!...around 20% or so actually. This time it's the Core 
attacking you with lots of flying missiles, so go all out with Inferno 
or Air Raid, or if you don't have enough DTs, shoot until it reaches at 
least 3 gauges, then let loose.

  /      /
 / HARD /
/      /

Hard Nightmare is like fighting a nightmare reborn. Not only does it 
take a lot to down it, you MUST perfect your dodging and countering at 
this point of time. If you're still getting your butt kicked 7 out of 
10 times, you're doing fine. You're not allowed many mistakes on this 
front, especially with Nightmare 3.

Strategies are the same as before, Air Raid or Inferno on the exposed 
core, and then high avoidance rate. 

  /                 /
/                 /

This is a completely different story. 
This is a disgustingly, insanely, tremendously hair-tearing, cups-
flying, curse-cussing travesty.

If the bosses before had troubled you, this is like none other.

Take heed, and get into the Nightmare World right off the start in 
order to cut off a fifth of its health. Why? Because if you attack 
normally, you can't even SEE its health budge. Oh yes it does, but it 
cuts so little its almost zero.

One thing can hurt it. Inferno.

Even Air Raid's going to be powerless against such a monstrosity.

Add the fact that 2-3 hits of any kind will kill you, and you do the 
math. Don't think too lightly of the bullets. They HURT. Everything HAS 
to be perfect. 1 mistake too many, and it's reset time.

Yes, welcome to the most fustrating boss of all time.

Actually Nightmare 2 isn't that bad either if you've honed your skills 
to perfection.

It's Nightmare 3 that's going to be crazy. This is where you'll have to 
use Untouchables. Hell to ranking. You can do that with Super Dante. 
Using an Untouchable not only makes you invulnerable for a period of 
time, your gauge will also be filled. SPAM it with tons of Infernos, 
especially the final extra part with the core revealed, because you'll 
take too much damage from its attacks to even attack it before dying.

Good luck, and may the devil guide your way out of this Nightmare.




Under construction. What? I said, it's up to you do decide how to kill 
it before I write it down!

\                       \
 \ 12. ROUND 2 AND ABOVE \
  \                       \

Once you've completed the game, you'll be given the overall statistics 
for the game you've just played. At the same time, you'll be given a 
chance to save your game to start a Continued game with varying 

EASY AUTOMATIC cleared  --> Easy difficulty game

NORMAL cleared          --> Hard difficulty game

HARD cleared            --> Dante Must Die! difficulty unlocked
                            Difficulty selection unlocked
                            The Legendary Dark Knight unlocked

DANTE MUST DIE! cleared --> Super Dante unlocked 

Here's the major differences in the modes:


                           EASY difficulty 


Same as Easy Automatic. Holding on to Square allows continous firing of 
guns without need for aiming. Enemies are wimps. Fixed enemies are much 
easier to deal with (or easier type of enemies).

You DON'T need to even bother to think here. The only times you could 
die is when you fight against the last few bosses......


                          NORMAL difficulty                    


No different from the Normal game other than the fact that you carry on 
all your item stocks, ending Red Orb stock, and all your weapons. Only 
difference is that the Alastor, Ifrit and Sparda scenes have been 
removed, the Amulet is no longer in your possession, and you'll have 
all your weapons (swords, gauntlets and guns) at the start of the game!


                             HARD difficulty 


Enemies become much stronger than before, they deal almost 2-3 times as 
much damage as they would in Normal. Bosses take less damage as well 
from your attacks. Stronger enemies also appear early on in the game, 
and fixed enemies have either been souped up in amount, or that you're 
given harder enemies to deal with (eg. Death Scissors instead of Shadow 
in Mission 4). Usable Items cost MUCH MUCH more, but you still bring 
over what you've left in the previous game.

You'll have to reset a lot, since you could more or less blast through
Normal mode with a little difficulty. This is the BEST chance to soup 
up your avoiding and timing skills before taking on Dante Must Die 
since you HAVE to carry on to Hard mode immediately after clearing 
Normal. Resetting will become part and parcel of this mode, and you 
should try to clear each mission without using Vital Stars (boss 
battles notwithstanding). 

Your best bet here would be using Ifrit in the preceeding missions, 
plus generous usage of Inferno against bosses. Learn to use R3 
consistantly so as not to wreck the flow of the battlesOnce you've 
mastered this, you should be able to tackle the hardest difficulty 
mission known to man (yes, that includes Battletoads!) 

Oh, and try to stock up enough Untouchables and Devil Stars here, plus 
maxing out all the skills for the weapons.....because you WON'T be 
thinking of going around killing for Orbs in the next mode.


                           DANTE MUST DIE! 


Title speaks for itself. Normal enemies do crazy damage, and have the 
special ability to go "berserk" (shown by red electricity around them), 
where they take very little damage, and cannot be knocked down. Time 
limits are imposed in several areas, after which all remaining enemies 
turn berserk. Bosses kill you in 2-3 hits or so, and take so little 
damage that a full Inferno hit does what used to be a normal combo 
damage. Usable items cost even more than in Hard, and you WON'T be able 
to reover health when you activate the Devil Trigger. You will be able 
to bring over all the things that you had in the previous game. Bring 
LOTS of Red Orbs. You'll NEED them.

You'll need strategy to defeat bosses. Not only that, but you'll have 
to perfect any skills you've learnt in Hard in order to survive this 

Reset you will......
If you've played Deadly Mode in Parasite Eve II before, think of the 
same thing, except now that you've more enemies to deal with, and 
bosses with INSANE health......

And the new characters to challange Dante:


                     THE LEGENDARY DARK KNIGHT 


You'll be able to choose him if you start a New Game. You can use him 
in any of the 3 choosable difficulty modes. The only noticable 
difference he has from Dante is that he has an extra sword Yamato, 
which does damage as much as Sparda does, and also able to activate 
with DT. However, you're unable to upgrade it with any kinds of skills, 
but it will come equipped with Alastor skills as you get them, negating 
the use of it completely ^_^. Wonderful against bosses......

One cool fact is his shadow though. This has to be the coolest feature 
in the entire game ^_^;


                             SUPER DANTE                 


You'll be able to choose him when you start a New Game. This is a bonus 
character, where Dante's Devil Trigger is maxed, and WILL NOT deplete. 
In other words, he's nigh invincible if you can use Inferno or Air Raid 
without fear of running out. You can play any mode with Super Dante, so 
DMD won't be THAT hard this time round......

\                      \
  \                      \

Version 0.1 (30-8-2001)
- What you see is what you get. All sections lined up, awaiting 

Version 0.2 (1-9-2001)
- Added in tables for Weapons, Items and possibly Blue Orb pieces. All 
  still sketchy.
- Walkthrough started, up to Mission 3

Version 0.3 (3-9-2001)
- Included Section 11 to the entire list.
- Walkthrough up to Mission 4. Still undecided whether to add in Secret 
  Missions in the middle of the walkthrough.

Version 0.4 (4-9-2001)
- Made a few corrections to the positioning of the sections. Many are 
  still not up, obviously.
- Walkthrough up to Mission 10...
- The idea to place in the original mission names has hit a slight snag 
  due to my MS Word not responding to Japanese fonts. Will try to solve 
  this problem as I go along.
- Next update should be the first release version, though there's a lot 
  more to cover......

Version 0.5 (7-9-2001)
- Walkthrough up to Mission 17 (yup, the big problematic mission for 
  many, strangely)

Version 0.6 (10-9-2001)
- First release, as per all my publishable works. Still a lot of 
  sections to fill up though. No worries, because this will be 
  complete, as far as information is brought forward to myself.
- Walkthrough for all 23 missions completed.
- Finally added ASCII for title, thanks to Brett Franklin.
- Still missing the Japanese titles for the Missions. Word isn't 
  responding as well as I would have liked >:(

Version 0.7 (20-9-2001)
- Completed the Hunter Ranking section
- Added in Weapons (Dante's main ones only for now...) section
- Japanese is no go. Unless I can get the adapter of that snail of mine 
  to work, it's practically impossible, even with Japanese IME.
- Added in Secret Missions, which are edited from my own personal 
  Secret Missions guides. Now thinking of cutting them out and placing 
  in the walkthrough instead.
- MAY add in combo section if there is demand. There IS someone else 
  working on it though......

\                \
 \ 14. LAST WORDS \
  \                \

Any comments?              Tell me
Any thing I should add in? Tell me
Anything wrong?            Tell me
Any problems?              Tell me...if I have reached where I'm at now

In other words, please do not seek help for something I have not yet 
written as my memory does not serve me that well. Of course there is 
the message boards at GameFAQs from where you can seek help from all 
the time.

Once I have this completed up, I'll gladly answer any questions on 
parts which may sound uncertain or confusing, in which there are quite 
a few, no thanks to the confusing way the areas and maps are set up.

Till the next project......

JL Lee

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