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Guide and Walkthrough by Adrenaline SL
Version: 2.0 | Updated: 02/03/2003
"#### ###" "#" ## # # # ## #" ## "## ## ## # "## ## ## # ## #,# ## ## ## ## # ## "## #,# ## ## ## # ; ## ## #; #,# #### ### ## ## "# ### # # ## # ##### # ## ## ## ### ## ## ## # ## # ### # # # # # "# ## # # # # ### # # # ## # # # ## # # #### ## # # #### # ## # """""######" ### # ## ## # ## # # ## ##### # # #### # ## # For the Playstation®2 console only # # # # A Devil May Cry Strategy Guide and Walkthrough Written by AdrenalineSL Version 2.0: February 3, 2003 Visit the official site: http://www.devilmaycry.com The very latest versions and updates can be found at GameFAQs: http://www.gamefaqs.com _____________________________________________________________________________ This is currently [Version 2.0] of Adrenaline's Devil May Cry Strategy Guide for the Playstation®2 console. Any questions not answered in the guide, death threats, and all things Devil May Cry can be sent to...there are footprints on the ceiling...What? ...Stop looking at me weird. Contact me: toiletrabbit(at)hotmail(dot)com ------------------------- ---- UPDATES ---- ------------------------- Version 1.9 | August 14, 2002 One FINAL perusal, and one FINAL update. It's been more than six months after this guide's first version, and now I want to finally put it to rest. I just hope I won't ever have to update this guide again unless there is an error I need to correct, or a very good contribution I need to add. It's been very fun doing this. Maybe I'll even see you again in Devil May Cry 2. ^_^ [Old updates deleted] _____________________________________________________________________________ ==--==--==--==--==--== TABLE OF CONTENTS ==--==--==--==--==--== Press Ctrl + F to find what you're looking for if the TOC doesn't help... Part I: Introduction Part II: Basics & Lists - Basic Controls - Playing Devil May Cry - Weapons - Normal Skills - Special Skills - Battle Techniques Part III: Game Walkthrough - Changes From the Demo - Part One - Part Two - Part Three - Part Four - Part Five - Secret Missions Part IV: Indices and Guides - Items Index - Enemies & Bosses Encyclopedia - Blue Orb Locations - Ranking Guide - Additional Red Orb Locations Part V: Miscellaneous - Secrets - Frequently Asked Questions (FAQ) Part VI: Outro - Legal Junk - Sources - Credits, Plugs and Extra Junk - Contributor Credits - Closing Statement ______________________________________ -WALKTHROUGH NAVIGATION GUIDE- The walkthrough has been split into 5 parts. Here's a quick guide that tells you how much each part covers. Part One: Missions 1-4 Part Two: Missions 5-9 Part Three: Missions 10-15 Part Four: Missions 16-19 Part Five: Missions 20-23 _____________________________________________________________________________ /\ /\ )( )( _( )__________________________________________________________________( )_ ¯ || ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ || ¯ || ======= Part I: INTRODUCTION ======= || _ || __________________________________________________________________ || _ ¯( )¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯( )¯ )( )( \/ \/ Capcom has finally (and wisely) decided to take a break from the RE formula they have exploited for years. Combining sublime graphics, a new, horrific- gothic tone, an original storyline and unbelievable gameplay--Devil May Cry rose from the ashes. So clean the table and wash your hands because Devil May Cry is a frenetic feast for your eyes. As SegaShiro best puts it: "It's a game...and that devil...he just may cry." If you liked Onimusha, then Capcom's newest masterpiece will make that early PS2 hit seem rudimentary. You'd enjoy every second of it, hail it as a one- of-a-kind action/horror title, and you would even think up some weird scheme to bribe your parents into buying some Devil May Cry threadz. And to get the most out of your gaming experience, this FAQ aims to give you all the tips and tricks needed to achieve that. It is also all the help I (as the unpaid author of this guide) is capable of offering. If you try to ask for something that supercedes my ability, I'm sorry, please consult another guide. An even better idea is to confer with the people of the GameFAQs message boards. If you can't find help there, you probably won't be able to find help anywhere. This guide offers a perfect solution to your Devil May Cry needs in a span of 5 sections. The format took a few hours worth of scrapping and minting of ideas. Please show that you respect this guide by not doing anything dirty with it. *snicker* Err, anyway, moving on to more important details... This is a friggin' walkthrough and as such, it WILL have spoilers splattered all over the damn thing. Realize that the guide itself is just an onslaught of Devil May Cry spoilers, that can possibly ruin the whole experience of the game. Please read with caution! This is your one and final warning... /\ /\ )( )( _( )__________________________________________________________________( )_ ¯ || ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ || ¯ || ======= Part II: BASICS & LISTS ======= || _ || __________________________________________________________________ || _ ¯( )¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯( )¯ )( )( \/ \/ D-Pad..................................................Move Dante/Highlighter Left Analog Stick......................................Move Dante/Highlighter Right Analog Stick...............................Switch weapons onscreen (R3) Circle Button................................................Sword Use/Attack Cross Button...................................................Action/Confirm Triangle Button...............................................Jump/Dodge/Roll Square Button..................................................Guns (with R1) L1 Button.......................................................Devil Trigger L2 Button.........................................................Map Display R1 Button............................................Turn Pages in Sub-Screen R2 Button....................................................Taunt/Lure Enemy SELECT Button...........................................Skip Cut-scenes/Pause START Button....................................................Pause/Confirm |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Playing Devil May Cry |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Devil May Cry holds a very distinct structure to Onimusha and share many game play themes with the March 2001 PS2 hit. If you've played Onimusha, you'll know what to expect; with the controls and game play mechanics, that is. Even so, it'd be better that you don't wander off into the undead territory unprepared. That's what this section is for. Here I will discuss Devil May Cry at its core. SAVING--// There are two ways to save in the game: Pressing SELECT and choosing the save command, or completing each mission properly. At the end of each mission, you can choose to save your game or not. On the save menu, choose the file you would like to start or overwrite and confirm. Four sub-topics will appear on the left. It shows the mode you are currently undertaking, your game time after the last save, the number of saves, and stars that indicate the number of Secret Missions you have completed. Saving via the SELECT screen only saves your progress (i.e.- number of Red Orbs, moves and items you've already collected; not the entire mission.) Tasks you've already done in the mission before completing it will be reset and must be done again. ORBS--// Strewn across the areas of the game are distinguishably colored orbs, each having an individual role in the game. It mostly has to do with powering up. There are 5 different types of orbs--The Red, Green, Yellow, Blue and Purple. Listed below are the five orbs and their purposes. RED ORB - These are the most common, and are easily obtained by defeating enemies, or breaking environmental objects. Red Orbs are used to unseal certain doors and used to "buy" items and abilities that help beef up Dante. They basically act as a type of currency to trade in for some demonic items and Dante's Ifrit/Alastor skills. GREEN ORB - When one's health wanes, this orb can be used to restore life. Enemies can sometimes drop this, albeit not often. YELLOW ORB - A sacred orb that enables a continuation after death, like a Life Up. Whenever Dante dies (and depending if you have any in stock), you can spend one Yellow Orb to continue from the last door you entered. You can occasionally find these around the castle grounds, but purchasing them from Time Statues is the customary way to get a hold of one (at an exorbitant amount). BLUE ORB - They must be found and gathered from the surroundings of each mission. Four of these fragments combine into one. This special orb augments Dante's maximum life by 10% when you receive one. PURPLE ORB - Special Orbs that increase Dante's Devil Trigger gauge. These enable Dante to increase his "magic meter", thus allowing him to remain in his devil state for a much longer period of time. You can only buy these at Time Statues, but they cost a lot of toil and sweat. TIME STATUES--// Otherwise known as that "weird-way-you-buy-stuff-in-DMC". Time Statues, as I would like to call them, are these funny-looking statues that hold over their heads an hour glass. Well, they're like shops, from which you can purchase items and sword skills. No weapons, unfortunately. Of course, it asks for the "blood of monsters" in return, which is the Red Orbs. ORB FOUNTAINS--// Orb fountains are red, glowing sphere crystals that supply stockpiles of Red Orbs when ferociously struck by Dante's sword. These don't appear too often, and they have their limits. Once you have extracted all the orbs it can offer, it will shatter and be out of commission. DEVIL TRIGGER--// Besides his hacking away at animated corpses, Dante can also reveal his true form to raise some hell. The Devil Trigger is the L1 Button by default. By awakening the devil concealed within him, you open a door to even more attacks. Pave the road as clown carnage cowers in the dirt! When in devil form, Dante discharges swirling ribbons of blue-ish purple light from his body. This indicates that he is in the Devil Trigger state. While his attacks and speed are heightened, Dante's devil form lasts only as long as the runes below his life gauge are still going strong. Triggering his devil powers also enables Dante to slowly regain some health. As Dante continues to use his devil powers, the runes will begin to fade. Once they all disappear, Dante will automatically return to his human self, and his devil side will become dormant until it is called upon again. DEVIL TRIGGER GAUGE--// Once Dante obtains the Alastor, the DT bar will appear just below his life gauge. You start with 3 in the beginning (10x more if you're playing Easy Automatic mode), but they can be augmented when Dante consumes Purple Orbs. Devil Trigger isn't something you can use at will. The runes under the life gauge must be "filled" to a certain point. Once all the runes are filled, or until you hear a chime, Dante can transform. To refill it again, simply land successful attacks on the enemy. It also refills as Dante receives damage. ALASTOR & IFRIT SKILLS--// Once Dante wields the Alastor, a sword he will be using for the majority of the game, and the Ifrit, flaming gauntlets that's wrapped in uh, flames, he will be granted new and powerful abilities. Alastor and Ifrit skills can be unlocked through trading Red Orbs with the Time Statue. There are also special Alastor and Ifrit skills exclusive to Devil Trigger, which can be executed only when he is in devil form. |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Weapons |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Dante can unearth a selected number of weapons throughout his destined trip through the Romanesque castle. On the subscreen, you can scroll between Devil Arms (Swords) and Guns to equip Dante with weapons of your choice. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= DEVIL ARMS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Otherwise known as swords. Swords play the major role in attacking if you're up for in-your-face action. They also give birth to the Alastor abilities you'll learn to love and use. It makes things more fun this way! Giddy-up! -FORCE EDGE- Found: Default Power: Low Elemental: None Dante starts with this. Its power is below average. When it comes to dealing with enemies, your chances of victory over a myriad of clowns plummet. Because of its non-elemental power, it presents a big problem when battling enemies. All enemies are impervious to the present state of the Force Edge. The blade will unveil its true power later on, as Dante has yet to understand his father's heirloom. For now, just stick with the Alastor. -ALASTOR- Found: Mission 2 Power: Moderately High Elemental: Lightning The Alastor chooses its master. That is determined through a strange ritual, which you will witness in a stunning cutscene. The Alastor holds the power of electricity, which is good since most of the monsters in the castle are susceptible to lightning. Wielding the Alastor also unlocks the Alastor option in the Time Statue "shop", which allows you to make purchases to learn new sword skills. The Alastor also evokes Dante's Devil Trigger mode. -IFRIT- Found: Mission 9 Power: High Elemental: Fire Dante finds this in an airborne gazebo that has held these flaming gauntlets for centuries (I assume). With the Ifrit gauntlets, you let enemies taste what you've been through to possess this awesome power. Ifrit emanates the scorching fire from hell and sends off the same heat to any of its enemies. While it is slow in execution, its power is enormous. The Ifrit is more powerful than the Alastor and *possibly* the Sparda, but correctly utilizing its power is no easy task. These gauntlets make new abilities that pertain to the power of the fire god available for purchase at the Time Statue. -SPARDA- Found: Mission 18 Power: High Elemental: None Named after Dante's father, the legendary dark-knight, Sparda. Dante wields his father's legacy after combining the lost half of the amulet to his own. It conjured the true form of the Force Edge, which came to be the Sparda. You acquire this at the beginning of Mission 18. It disables Devil Trigger, but its raw power makes up for this loss. Dante can use all of the Alastor skills so it's all peaches and cream. The Sparda, I discovered, isn't really a sword, but a three-fold weapon. When Dante slashes with it normally, it uses the first form of the blade which is, in fact, a sword to the casual eye. However, when Dante implements the Roundtrip skill, the blade changes into a huge sickle, or scythe--depends on your school of thought. Finally, the blade transforms into a halberd when the Stinger is used. The weapon's hilt is affixed near the center of the blade, not on one side of the blade. By doing this, this allows Dante to freely switch among the three blade forms. This is only an educated analysis, so don't take it from me. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= GUNS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= A good thing about the guns in Devil May Cry is that they expend ammunition infinitely. The Recovery Speed listed with the weapons below represents how quickly Dante can shoot one bullet after another. Guns are cool. Guns are sleek. Guns are brain-splattering weapons. -GRENADE GUN- Found: Mission 8 Power: High Recovery Speed: Slow The grenade gun is very heavy and limits Dante to ground combat only. The force of a blast leaves Dante momentarily stunned and open to any attacks by nearby enemies. While it is very powerful, its recoil time is its main fault. And since it does not allow aerial combat, you would want to use this only when you fire from a short distance. In the later modes, this becomes the single most useful firearm in the game. Just press the dodge button as you fire a grenade to cancel the recoil time. -HANDGUNS- Found: Default Power: Low Recovery Speed: Fast Dante crafted these guns himself and named them "Ebony & Ivory". These fast- slinging guns are his most trustworthy companions, with which I use to wreak havoc. Its recovery time is amazing since you can keep shooting with no pauses. They are very reliable with fast-moving enemies and in (certain) fights. However, when using Ebony and Ivory, it takes longer to restore your DT runes, and they're not very effective on most enemies. It's just so cool to watch Dante work with them. -NEEDLE GUN- Found: Mission 12 Power: Medium-High Recovery Speed: Fast->Slow Dante finds this shiny new gun in a sunken pirate ship. It's best utilized in aquatic combat. It cannot be equipped or used at any time other than the underwater use the gun was intended for. Like the name implies it peppers the enemy with high-pressured needles. The needle gun is capable of rapid shots for a limited amount of expenditure. The Recovery Speed listed above is Fast -> Slow only because it can fire consecutive shots on the get-go, but it takes time for it to reload and fire up again. -NIGHTMARE-BETA- Found: Mission 15 Power: High Recovery Speed: Medium-High It makes its appearance toward the end of the game. However, you still have many opportunities to put it to use, rest assured. Dante finds this weapon in the second chamber explored of the two sealed shield doors in the garden area. The Nightmare-Beta clasps onto its owner and merges with his hand. The power of the blast is based on the courage of the wielder. It blasts jolts of electricity that can ricochet off walls and bounce around. Each shot is worth one slot of the Devil Trigger Gauge. Yes, shooting it once costs a whole slot. My theory is that it absorbs Dante's devil power and reproduces it into some type of electrical charge. That about explains its formation in the dark reaches of the underworld. Also, when wielding the weapon, you can charge it up and pump "DT" bullets like you do with the other guns. Here's also a bizarre coincidence to blow your mind: The Nightmare-Beta closely resembles a solidified form of Nightmare. Is that trippy or what? -SHOTGUN- Found: Mission 2 Power: Middle Recovery Speed: Slow The shotgun is found in the library on the second floor, covered up by a study desk. This pump-action weapon spreads several shrapnel that impact the foes surrounding the intended target. This weapon is inappropriate for long distance targeting. While it is very powerful, its shortcoming is the slow recovery time between each shot. If you're up against enemies that require nimble abilities, this isn't the right gun to use in those situations. You'll need to jump around a lot. |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Normal Skills |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Normal skills are abilities that Dante had already inherited. Although not plenty powerful, they are effective when combined with other attacks. HIGH-TIME ********** Controls: Hold R1 + Back + Sword Attack High-Time is what makes Devil May Cry so great! Half of the cycle of this unique attack enables Dante to toss the enemy into the air, which unlocks new opportunities to perform crazy stunts and combos, like the famous slash-up and shoot technique DMC is well-known for. Once the enemy is in the air, you can use your handguns to juggle the enemy. If you hold the sword attack button for a little longer, Dante will follow the enemy into the air. Pressing the Circle button a third time allows Dante to strike down the enemy with a powerful downward slash. KICK JUMP ********** Controls: Jump onto a wall and jump again Kick Jump endows Dante with the ability to jump higher, provided that there is a wall or object there to support his second jump. As long as there's something there for Dante to kick off of (thus, the name Kick Jump), he can boost himself up another level. Use this to reach those higher levels that contain Blue Orb fragments, keys, weapons and all those goodies. To perform a kick jump, simply jump onto a wall, or object, and when Dante touches it, press the jump button again to make Dante kick off of it and leap higher. CHOP SUEY! *********** Controls: After slashing twice, hold the button down This is an un-named and unlisted move in the menu, but it's a really cool way to dice up some enemies. What Dante does is rapidly impale the enemy back and forth repeatedly until you release the button or until he finishes it off with a stinger move. It's a great asset to a combo you'd like to perfect. To perform this onion-chopping move, just after Dante slashes across an enemy twice and the sword is positioned behind him, hold the button down until he gets into the motion, then start rapidly tapping it. Then watch Dante deliver a flurry of stabbing attacks at his enemy like a mad chef at Bennihanas. AERIAL ATTACKS *************** Controls: While in the air, shoot This was something I never noticed in the demo. It was either that I couldn't do it, or I've never tried. Dante can suspend his fall by blasting his guns wildly. The force of his handguns will keep him aloft. SWORD PLAY *********** Controls: Varies You may have already noticed this, but Dante can attack with his sword regularly in four different ways (without combining any Alastor skills): Style 1 Tap Circle button expeditiously: Dante cross slashes the enemy twice and adds an overhead slash down. Style 2 Tap Circle button slowly: Dante cross slashes the enemy twice and does two more slashes diagonally. Then finishes with a vertical slash down. Style 3 Tap Circle button twice rhythmically, but pause briefly between each swing and then rapidly tap the Circle button: Dante cross slashes twice and then starts to chop the enemy with great celerity and ends it with a fierce jab in the abdomen. You can prolong the chopping by tapping Circle before he stabs the enemy. Style 4 Tap the Circle button thrice rhythmically: Dante cross slashes twice and adds two diagonal slashes. Try these out and you'll notice a few differences in the styles with which Dante strikes his sword, and they all depend on how much force you apply to the sensitive Dual Shock controller. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [EXTRA COMBOS] Submitted by Arnaud "HeldWin" Tihy Tap Circle Button twice slowly and hold down Circle: Dante cross slashes twice and then starts to chop the enemy twice and finish with a Round Trip. (You have to hold down the button until Dante is in the position to use the Round Trip). You can also make him chopped 3 times before using the Round Trip: Tap circle three times slowly, as you would do the Style 3, but rapidly after you have pressed the third time Circle, hold down Circle until Dante is in the position to use the Round Trip. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ PUNCH, KICK, POW! ****************** Controls: Varies With the gauntlets, Dante now has the ability to attack with inferno-filled punches and kicks. Ifrit skills are a bit different from the Alastor and require more competent skills to properly harness its power. Holding down the Circle button generates masses of fire energy in the punch or kick Dante is about execute. Dante can do a total of four base moves with the gauntlets. In order of display: A powerful jab forward, a low uppercut, a high kick up, and a roundhouse kick finish. You can charge each attack with concentrated energy to maximize the damage. You must tap the Circle button slowly and time things right. For example, tap the button once, pause briefly, then hold down the button to store energy. Dante automatically releases the stored energy. You can also just simply hold down the Circle button the whole time, but it leaves Dante vulnerable to all kinds of attacks. ALASTOR/IFRIT AMMO ******************* Controls: Hold down R1 + Shoot button This ability was neglected to be mentioned anywhere. Dante can transfer the elemental power he is currently equipped with (Alastor or Ifrit) to his guns to release a hail of elemental ammo. It's the same gun attack performed when Dante is in Devil Trigger state. To perform this unique attack, hold down the R1 + Shoot button until you see the gun discharge some elemental power. Once you release the button, it'll send off 3 waves of the attack as long as you tap the button repeatedly. While Dante charges his guns, he is momentarily vulnerable to attacks. Luckily, these don't take quite as long to charge up as some of the other attacks Dante has. |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Special Skills (Alastor & Ifrit Gauntlets) |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| You'll need a glut of Red Orbs to unlock these abilities, so remember to keep up your practice of genocide! ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ALASTOR ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= The Alastor is what you'll be using for the majority of the game. It's much more powerful than Dante's default weapon, the Force Edge. The Alastor is filled with the elemental power of Lightning. It can do away with enemies quicker, and the response is much greater. The ideal weapon for a devil hunter. -STINGER-LEVEL 1- Cost: 350 Controls: Hold R1 + Forward + Sword Attack Stinger will probably be the first attack you'll purchase, since it requires the least amount of Red Orbs at first glance. It comes in 2 levels of strength, the next one being level 2. Upon executing this move, Dante rushes forward with his Alastor pointed towards the enemy. He sweeps across the floor in one quick movement coupled with the sound of thunder or something. -STINGER-LEVEL 2- Cost: 1400 Controls: Hold R1 + Forward + Sword Attack An enhanced version of Level 1, obviously, except Dante responds to it with more distance and stabs the enemy with stronger, death-defying power. I would recommend buying this after you've purchased Air Raid and Round Trip, in that order. -ROUND TRIP- Cost: 1550 Controls: Hold the Circle (Default) button The Round Trip proves to be Dante's best Alastor skill (for me, anyway). It enables Dante to hurl his sword at an enemy like a boomerang and slice the enemy for multiple hits before returning to Dante. How long it stays out of your possession depends on how long you've taken to charge it. To use it, you must hold down the attack button and allow it to "charge". Then release it and watch it go. You can press the button down again to retract it at your will. To amplify damage, you can use your guns while the Round Trip attack slices gleefully through an enemy's body. -AIR HIKE- Cost: 4000 Controls: Jump again while jumping This technique demands a lot of Orbs for it. In my opinion, it's useful, but unnecessary. Dante can manage without it. I wouldn't buy it for the life of me. Air Hike enables Dante to reach even greater heights his regular kick jump could not. Simply jump up, and while still in the air, press jump again, and Dante creates a red, rimmed platform and hoists himself from there to a greater height. The only known advantages from this is that it can help Dante gather hard-to-reach orbs and items. -AIR RAID- Cost: 750 Controls: R1 + () or Circle In Devil Trigger mode, jump up and press R1 with one of the corresponding buttons listed above so that Dante blasts electric ribbons at his foes. It also enables Dante to hover in the air for the time that Devil Trigger is still active. This neat trick allows you to reach some isolated high ledges he cannot normally reach. -VORTEX-LEVEL 1- Cost: 1150 Controls: In the air, D-Pad + Circle In Dante's Devil Trigger state, jump into the air and direct Dante to an enemy and tap the Circle button (Default). By doing this, Dante throws himself toward his foes like a cannonball for mega damage. Remember the technique about battling enemies in large numbers? Well, use this skill to scatter them like roaches. -VORTEX-LEVEL 2- Cost: 2400 Controls: In the air, D-Pad + Circle Level 2 of this attack has a much greater impact. Dante can bounce back and forth for multiple hits to the enemy. When Dante glides through a single foe, it often cripples any surrounding enemies. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= IFRIT ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= The Ifrit gauntlets display strength greater than that of the Alastor in some ways. It replaces Dante's swordsmanship with some crazy martial art skills. Its shortcomings are that its attacks are slow and does not have the wide range the Alastor had. Some enemies may be susceptible to Ifrit, but some are impervious to it. -MAGMA DRIVE- Cost: 500 Controls: R1 + Back + Circle The Magma Drive works like High Time with the swords. Dante connects with the enemy with a high uppercut, sending them into the air. At this time, like you would with the High Time skill, Dante can pull out his guns and juggle his victim in the air, followed by some other twisted combos Ifrit is capable of. However, it won't always be pulled off successfully. The Magma Drive should be your first Ifrit skill. -KICK13-LEVEL 1- Cost: 700 Controls: R1 + Forward + Circle Kick13 is a derivation of the Stinger. It works the same way, except Dante charges forward with a low kick. It sends enemies flying if used at the right time. The first level of this skill isn't too effective since Dante skids a VERY short range (like two feet) in front of him. Level 2 is a big improvement and is more destructive. You ought to earn some Red Orbs just for the second level of this skill. -KICK13-LEVEL 2- Cost: 2100 Controls: R1 + Forward + Circle Level 1 with a finishing touch. This enhanced version allows Dante to pierce through an enemy from a much farther distance. Simply said--it's a fire kick version of the Stinger. -ROLLING BLAZE- Cost: 3450 Controls: Jump button After purchasing this ability, Dante will be engulfed in fiery flames every time he jumps with the Ifrit equipped. This isn't nearly as effective against enemies on the ground as it is with enemies in the air. It works especially well against Frosts, since fire has astounding effects against ice-based enemies. The Rolling Blaze serves mostly as a secondary attack and never a primary. Why? Because it is pretty ineffective. -METEOR-LEVEL 1- Cost: 900 Controls: R1 + Back + Circle A nifty long-range attack. Fire energy is gathered in the palm of Dante's hands and are released to form a highly concentrated fire attack. While in Devil Trigger mode, press R1, move the Analog stick to Dante's back, and press Circle. Dante immediately acknowledges and pitches huge fire balls at his foes. -METEOR-LEVEL 2- Cost: 2700 Controls: R1 + Back + Controls Like all Level 2 attacks, Meteor-Level 2 is obviously an enhanced version of the first level. This time, Dante is able to fire multiple masses at the same time with double the strength. I'd recommend getting this as soon as it becomes available. After learning Inferno, that is. -INFERNO- Cost: 4850 Controls: Jump + Movement + Circle The most expensive, yet the most destructive of all the available Ifrit moves Dante can perfect. Inferno is capable of inflicting explosive damage. In Devil Trigger mode and while in the air, move the analog stick and press Circle. Dante speeds toward the ground and plants his fist firmly into the solid earth. The ground will then instantly swell up in a conflagration that surrounds Dante and sets all enemies trapped in it ablaze. Enemies can receive damage continually as long as they are still caught in the raging fire. |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Battle Techniques |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| COMBOS--// When you battle with monsters, you'll notice a word that appears to the right of the life gauge, ranging from Dull to Stylish. The words mean what they imply. They grade your performance with each monster. Knowing this, will you still use those sissy long-range attacks with the guns. In order to get good ratings, let your attacks flow smoothly. As long as the attacks run smoothly, you'll get a good rating. DODGING--// Dodging and jumping is your friend, other than Dante's sword and guns. You'll find that this comes to be extremely useful against Mundus' evil minions. It's not some wussy way of fighting. It'll help you more than I can (gasp!). You'll notice that when you sometimes swing your sword, there is a brief pause between the second and third slash. At this time, the enemy can quickly parry and counterattack. Not a good thing. Play it safe by having your finger ready to hit the dodge button at any time. THE GRENADEGUN--// While the grenade gun has a tremendous amount of power, it has a horrendous recoil time. The force of a single shot will leave Dante momentarily stunned. To reduce the recoil time, press the dodge button as you start to blast a grenade at an enemy. Doing this will allow Dante to keep moving even after he has fired a grenade. Since you'll (I hope) be using this against formidable adversaries, you must utilize this weapon properly. Using this with the Round trip technique works wonders. ROUNDTRIP COMBOS--// Once you have the Roundtrip skill, using it will almost always net you the "Stylish!" rating on enemy performance. Not only that, but it is very effective when you don't want to get too close to the enemy. Combine its power with a firearm like the grenade gun or even the Nightmare-Beta. You can make ravaging duos with any firearm. SPARDA-BETA--// Try equipping the Nightmare Beta and Sparda at the same time. You would think that because you have no Devil Trigger gauge, the Nightmare Beta would be useless, but this is not the case--you actually have infinite Nightmare Beta shots. This makes both the Sparda sword and the Nightmare Beta much more useful because together they're a bad-ass combination. It makes Shadows a piece of cake. However, the fallback of this combination is that the single projectile only ricochets once, while when the DT gauge is present, it can ricochet several times. /\ /\ )( )( _( )__________________________________________________________________( )_ ¯ || ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ || ¯ || ======= Part III: GAME WALKTHROUGH ======= || _ || __________________________________________________________________ || _ ¯( )¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯( )¯ )( )( \/ \/ --- Changes From the Demo: --------- - Dante does not start with the Alastor (his sword); he acquires it shortly after the game begins, however. - Dante begins with Force Edge. - Red Orbs can be found within the environment. - Blue Orbs are now present. - Battle variety has been tweaked somewhat. - Different control placement. - More items to be gotten in the "shops". - You can fire guns in the air and jump on enemies. - A transformation from a maiden statue to the Judge of Death - The values of the items are MUCH HIGHER. - Boss fight with Phantom after acquiring Pride of Lion - More animations with appearance of Shadow and its destruction. - Dante is chased by the Phantom at the beginning of Mission 4. ----------------------------------------------------------------------------- I hear Dante calling, and he says if you don't haul ass right now, he'll be sure to change the barrel in his shotgun...BOOM! Chik-chuk! Oops, too late. Don't say I didn't warn you. **************************** IMPORTANT NOTE: Stop sending me mail about discrepancies! The walkthrough I have here was created playing through NORMAL Mode. Any objections mean that you were playing a mode other than Normal. I'll make subtle or no references to other modes. **************************** In the dark reaches of the underworld, the demon king will come to light once again to feed on the terror of the ensuing chaos. Many cry out in distress, but no one has the power to stand up to the King of Evil. No one. Alas, the heavens part, a lone warrior steps forward, driven by vengeance to contravene the lord of the dead. The fate of mankind rests on your shoulders...Now we begin Part One of your destined quest... ============================================================================= ____________ ( Part One ) ¯¯¯¯¯¯¯¯¯¯¯¯ Pop in the disc and start a new game. Let's rock, baby! The beginning features a narrative introduction to some background info on the events that have occurred in Devil May Cry. You can see a dark silhouette of what looks to be the revered Sparda. After the narration, the scene switches to a movie, in which a woman appears out of the night sky and peers over to a tavern called Devil May Cry. Inside, you find our hero kicking back and reveling in a day's work. That is, until the woman crashes through the door in a motorcycle. A really cool fight scene commences between the two, and Trish, as we learned her name from the instruction manual, hires Dante for a job that involves the devil he has long been seeking. Our mission to save humanity begins on Mallet island, where Trish claims to be the gate at which the dark lord will rip through from his dimension to enter theirs. Dante kicks the doors open supahfly style, and Trish heads along first, leaving Dante at the bottom and feeling rather foolish. Un-thoughtful customers these days...For the first time, you take control of the devil hunter. Follow the one-way path upwards and on the way, you'll find a [YELLOW ORB] on a side path. Dante will also run under a low-hanging overpass he can reach by kick jumping. Run under the pavilion to get your first [BLUE ORB FRAGMENT]. Then, continue up the path to the ancient castle. Your first mission begins here... ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 1: CURSE OF THE BLOODY PUPPETS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Break the evil spell and open the cursed door o Collect the Red Orbs o Find the Rusty Key o Activate the elevator via the dial o Kill all Marionettes to open door ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== COLLECT THE RED ORBS ====== Entering the castle, Dante whips around to find the cavity in the wall seal behind him, leaving him with the only option to explore the castle entrance hall. The main hall consists of 3 floors. The second floor holds a Time Statue, and the third floor offers a few orbs. The two doors are protected by an enchantment. There are Red Orbs lying around the main hall. At the central stairs leading to the giant statue, take the right stairs since the left one has been destroyed. On the balcony above are some Red Orbs that cannot be reached unless Dante kick jumps up there. Simply jump onto the debris and jump again to boost him up to the top. Take the first orb and drop down to harvest some more. On the ground floor, you'll notice a blue object in a caged area higher up. Simply hoist Dante up there using the kick jump and grab your second [BLUE ORB FRAGMENT]. The Time Statue on the second floor is temporarily unusable. Your goal here is to collect all 45 of the Red Orbs strewn throughout the area. There are some on the third floor, so make sure you get to those. Most, if not all, of them are casual to the eye so no need for my guidance here. A good tip to know is to always slash your environment. The furniture around the castle mysteriously let up plenty of Red Orbs. Once you've assembled the 45 orbs, take them to the red door to break the seal and continue to the next room. ====== FIND THE RUSTY KEY ====== In this new room, sunder the suit of armors to unearth some more Red Orbs and a [BLUE ORB FRAGMENT]. The other door takes Dante to the catacombs. Head to the back into a spiraling staircase and head through the next opening since the path ahead is blocked by some debris. There's an in-animated puppet in this room, but you don't have to worry about it now. The room to the left features a three-hole mechanism, which you can't mess with just yet. You can find a [BLUE ORB FRAGMENT] in the left pool of water, though. Take a look at the aperture in the ceiling. Climb onto the bronze object and boost yourself up to the upper level. Take the shimmering object from the still Marionette to receive the [RUSTY KEY]. As you turn to leave, the puppet springs to life and flings a knife filled with its love at you. Another drops from the ceiling to join the fun. What a coincidence! The one below also becomes juiced with life and approaches Dante as he drops down. Quickly do away with them and take the Rusty Key back to the main entrance hall. Use it to unlock the blue door. ====== ACTIVATE THE ELEVATOR VIA THE DIAL ====== Entering the next room, you'll notice some more of these puppets hanging from the ceiling. Don't worry; they won't attack until later. Naturally, after the first encounter, you'd think you would meet some more. Your prayers have been answered. The wooden double doors won't budge until you have lifted its curse by defeating all the Marionettes. So let's get cracking! There's a [BLUE ORB FRAGMENT] on the left wing of the airplane. Getting onto the wing takes some doing. You'll want to kick off the pillar by the door and direct Dante over to the wing. Do you notice Dante's moving shadow in the background? Details, details! Gently tap the down button to land on the propeller, where a deluge of huge Red Orbs will mysteriously rain from the ceiling. Say, the weatherman didn't warn us about this! In the far corner of the room is a blue-lit alcove with a pair of armors blocking the way to a circular crest. Strike this crest continuously until it lights up. This activates the pillar Dante is on and takes him to the basement level of the castle. He arrives in an underground battle arena. The smell of blood teases the air. Things don't look so good when some malicious Marionettes drop from the ceiling and attack. Get down to business and chop 'em up. After you've destroyed them, the gates open and bring forth a second wave of these maniacal assassins. Careful, now! Fighting too many of them at once is a little dangerous. Gingerly circle them and strike when you see an opportunity. ====== KILL ALL MARIONETTES TO OPEN DOOR ====== Afterward, take the elevator back to the previous room, where you will be greeted by a hostile welcome party. Continue with your efforts to fend them off, and eventually, the madness will subside. As soon as the last clown falls, the once-cursed door will be exorcised, allowing you to complete your mission. From now on, enemies will start to appear out of rimmed-hell gates from all over the place--the floor, the walls and the ceiling (Da roof! Da roof is on fire!). Just thought I should let you know. =) ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 2: JUDGE OF DEATH ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Open door to the Cathedral o Wield the legacy, Alastor o Find the Rusty Key o Get the Staff of Judgment o Giving to the Judge of Death ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== WIELD THE LEGACY, ALASTOR ====== The next three missions should be familiar to anyone who has played the demo version of the game. You'll notice a few changes, but that won't stop you from knowing what to do. Anyway, you arrive in a long hallway with paintings of war plastered on the walls. Across from the entrance is a room that holds a Time Statue and a [BLUE ORB FRAGMENT], found by smashing the tables near the statue. Other tables produce Red Orbs, which you can now exchange with the Time Statue for some items in return, but save them for now! Take the long corridor down the screen. Chances are you'll encounter some hostile resistance. At the top of the stairs is a white maiden statue with a sword protruding from its chest. You learn that it is the [ALASTOR]. Witness the amazing, but gory cutscene that shows how Dante comes to possess this godly weapon. Now that Dante is able to wield this legacy, you can unlock new Alastor abilities. They are available through the Time Statues. Since you are only this far, I'm assuming you can only learn the Stinger-Level 1. However, each time you leave the Study, Marionettes will crowd the corridor. You can build up a cache of orbs by going back and forth and staining your weapon with clown carnage. ====== FIND THE RUSTY KEY ====== Head through the doors and into the library. Smashing tables is fun. The one on the second floor yields a [SHOTGUN], which you can equip now if you want. You can also read small passages from books to learn more about the Castellans by searching the bookcases. But your purpose here is to find the Rusty Key, which can be taken from the painting of a grim reaper. Examine the painting to pocket the [RUSTY KEY]. This particular key opens the doors you passed by in the rounded corridor. ====== GET THE STAFF OF JUDGMENT ====== Going through the locked door brings Dante to the castle courtyard, where you just happen to meet a troupe of gut-spewing clowns. Since there will be a lot of them and many more appearing out of their hell gates, you shouldn't care how cool you'd want to look when chopping them asunder. Depending upon whether you have the patience or not, you could stick around and play kitchen with them, or if you're running low on life, move up to the second floor and loop around to the door at the end. When Dante arrives on the other side of the door, a throng of Marionettes will greet him with sharp knives. The door is also secured by those ghastly hands that attempt to reach out and grab you. In this cramped corridor, you should try out that shiny new shotgun to eliminate these bastards. After trouncing this set of evil-doers and assuming you've read the plaque on the gray statue, hit the ceremonial altar with the Alastor repeatedly until you push it back far enough or until it stops moving back to reveal a sliding panel in the ground. Open it and drop down. In the fungi-infested room, grab the [STAFF OF JUDGMENT] from the Judge of Death statue in the back. The column on the other end will rotate to an opening, allowing you to move on. This will take you back to the library. Attempt to open the door to find that it is cursed, keeping you from leaving the room. In the distance, Dante hears delirious laughter emanating from the grim reaper painting. It disappears and materializes into a Sin Scissor! Two others appear to join the merry party. Then, they attack. Equip the shotgun (or handguns if you're feeling brave) to take them out with cold efficiency. Watch for their giant scissors, which they use to snip and snap maniacally at Dante's head. Their deaths will cause the door to unseal.
Even after they've been wiped out you're still haunted by the echoes of their laughter. ====== GIVING TO THE JUDGE OF DEATH ====== As Dante enters the room, some bug creatures on the ground make an effort to scurry away from him. They are harmless, but they let up some much needed Red Orbs. Take a look at the Judge of Death statue and insert the Staff of Judgment in its rightful place. It opens the door to the cathedral and ends Mission 2. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 3: DESTROYER OF ARDOR ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Overcome the trial and acquire the Pride of Lion o Overcome the trial BOSS: Phantom o Prove a hero's courage o First encounter ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== OVERCOME THE TRIAL ====== Dante finds himself sealed in the room...again. Not a real big surprise. No worries, though because the Pride of Lion bathing in the light on the pedestal breaks the first seal for you. The Pride of Lion is a crest that is granted to the one who has proven his courage. Take the door to the Path of Trials. At the other end of the bridge is a lion epitaph that imparts some knowledge about gaining the Pride of Lion. After reading the inscription, return the way you came. At the halfway point, Dante gets fiercely struck by lightning. The impact splits the bridge into pieces, and Dante gets engulfed by the roaring waves below. ====== PROVE A HERO'S COURAGE ====== Dante arrives at what seems to be some underwater ruins. Stand in the center, on the iridescent circle inscribed on the floor. The door shuts tightly and seals Dante in with several Sargassos that magically appear around him. Just be sure to attack them one by one to make things easier. After the last of the disembodied skulls have fallen to Dante's blade, step into the light to be transported back to the surface. Amazingly, fractions of the bridge are drawn closely together and floating in mid-air! Following the event with fate, a [BLUE ORB FRAGMENT] now sits in front of the lion epitaph. Jump back across the bridge pieces to reach it. Don't worry about falling into the water. You'll just have defeat the Sargassos again. Then you'll be taken back to the other side of the bridge. Before you head back into the castle, jump onto the small ledge above, and an abundance of Red Orbs will bless you from the sky. Also, if you have the Air Raid ability, you can use it to reach an airborne bridge chunk just directly across from the red orb deposit point. By doing this, you will gain another [BLUE ORB FRAGMENT]. ====== FIRST ENCOUNTER ====== Back in the monastery, the Pride of Lion descends to rest on the platform. It can now be claimed by the devil hunter. Once you pluck the Pride of Lion from the altar, a giant, molten tarantula-scorpion explodes through the skylight. It's disappointed to have found such a small catch, but it will squash you like an ant, anyway. Hence, your first boss fight begins...See Enemies & Boss Encyclopedia for details. Acknowledging defeat, Phantom scampers back into his hell-hole. Go through the double doors to complete the mission. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 4: BLACK KNIGHT ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Display one's strength to the Lion and open the path. Acquire the "Melancholy Soul". o Escape from Phantom's fiery grudge BOSS: Phantom (Optional), o Battle the Lion Gatekeeper Nelo Angelo o Gain the Melancholy Soul o The Dark Angel ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== ESCAPE FROM PHANTOM'S FIERY GRUDGE ====== The start of this mission begins in front of the statue, where you completed Mission 2. Head back down the corridor. However, you won't get far before Phantom comes charging from behind and attempts to run you down. You can choose to fight him or just run for your life! Deciding to be a man and facing him is total suicide, but it's possible. You'll net an extra 500 Orbs. Running for Dante's life is more logical. As you run down the hall, Phantom will be trying to sauté your head with icky fireball attacks. Roll to the side the split second before he releases the fireball. There are two places where you could hide: the courtyard (which is much easier) or the study room. The first choice is better if you choose not to battle him. As soon as you regain control of Dante, move to the left and kick the doors open to the courtyard. The moment he enters any other room, the carnage in the long corridor will have ended. It's safe to go back out, but the corridor is left in shambles, no thanks to that raging nutcase. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [PHANTOM RAMPAGE STRATEGY] Thanks to Eliot Lefebvre The thing is, while Phantom's difficult to beat here with conventional means, Air Raid does two things. One, it does plenty of damage to Phantom with each shot, and two, if you place yourself right, you'll be blowing up his fireballs before they can hit you. Even if you don't, he doesn't seem to shoot up very often, and this method works fast enough that health isn't a huge problem. So, the trick. Start Mission 4, with the aforementioned items. Make sure your Devil Trigger is filled - you need four slots of it (although having five is far better, and once you can do that it'll be easier). If you need to fill up, just go back into the Cathedral after the Phantom Baby secret mission and shoot at the Marionettes for a while. Go into the hall, get chased to the end of the hall by Phantom, but don't focus on shooting him - just run away. Well, maybe you're good enough to shoot him a couple times, I've not had enough practice. Once you're at the end of the hall and he's shooting fireballs at you, Devil Trigger, jump, and start letting fly with that purple lightning as fast as you can. If you're getting hit by him, just fly away from him a little. A fast finger will nail him with enough lightning to send him into the ground pretty quickly. Five slots of DT will mean you'll never come out of it through the whole battle; four will mean you'll need to mix it up with him a little. By then his health will be low enough that it's not too daunting. (Incidentally, I find that if you jump off one of the walls as he's gathering the fireball in his mouth, then keep shooting him as you're coming down with the pistols, you'll hover over his shots almost all the time.) But, anyways, Air Raid him to death, you get 500 orbs, big deal, right? Except he resets with the mission. So you can save right then, choose to reset the game, and claim another easy victory for another 500 orbs. And another. And another. It's so very cheap that I didn't believe it was supposed to work, but it does. Air Raiding him to death takes him out so quickly it isn't even a challenge, and so every few minutes you'll be making a huge cache of red orbs. With a little practice, it's almost comical. You can have the Air Hike early in the game, a mess of Blue Orbs and Purple Orbs... basically, with just a little time investment, you can power up Dante far beyond the levels he's supposed to have at the beginning of the game. It's cheap, but it works wonderfully. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ====== BATTLE THE LION GATEKEEPER ====== Head to the castle courtyard and use the Pride of Lion to dispel the blue force field. Strike the lion statue thrice to "break" it free. Underneath that hardened layer is a new enemy you'll learn to hate. It's a Shadow! If you've played the demo, you should know how to make short work of this sabertooth tiger from hell. When the Shadow jumps into the air, be prepared to leap to the side immediately unless you enjoy dying. For elaborations on how to skin this guy, see Enemies & Boss section. ====== GAIN THE MELANCHOLY SOUL ====== Go through the unsealed door and enter the long staircase leading up. There's a single Bloody Mari, however, you must attend. Don't start climbing the stairs yet. Instead, dive into the hole to the very bottom. There's a blue door with a lion head chiseled on it and a dial that resembles the one from Mission 1. Don't bother going up the stairs since there's debris blocking the way. Whack the dial until the characters are filled, and step on the pad that emits the red glow. It elevates to the very top, taking Dante with it. Take the [DEATH SENTENCE] from the small platform and hop back to the stairs. Sweep away the Marionettes that crowd the double doors and enter the bedroom. Inside is a Castellan bedroom adorned with strange furnishings and objects. You can find a Time Statue in the back if you need to stock up on or purchase anything. Jumping atop the bed releases some Red Orbs. Take a look at the emerald statue by the mirror. Use the Death Sentence to free the [MELANCHOLY SOUL] from its mouth. ====== THE DARK ANGEL ====== The following scene shows a mysterious devil man manifesting from Dante's reflection in the mirror. After a very deep conversation, the enigmatic dark knight departs to the balcony and bids Dante to follow him. The door begins to seal, so I guess you can only go one way. But before you follow suit, buy a Holy Water and a Vital Star if possible. Trust me, you'll need them. Then, trot on over to the doors and enter the patio. On the balcony, jump below. High above Dante, the devil man makes an insane leap toward the ground, and a honorable duel begins. See Enemies & Boss section for details on how to beat him. Upon his defeat, Nelo and Dante still continue to fight, but in an awesome hand-to-hand combat scene, which Dante ends up losing. Caught in a pretty bad predicament, Dante prepares himself for a good beating. But Nelo goes berserk and staggers back after he sees Dante's amulet dangle from his neck, and is teleported back to where he came from by an unseen power. Thus ends Mission 4. ============================================================================= ____________ ( Part Two ) ¯¯¯¯¯¯¯¯¯¯¯¯ ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 5: GUIDING OF THE SOUL ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Go to the destination before the power of the "Melancholy Soul" fades away. o Fend off the Shadow in haste o Race to the lion's den ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== FEND OFF THE SHADOW IN HASTE ====== At the start of this mission, the game pops open the menu screen. It seems that the Melancholy Soul has self-activated. You have 3 minutes to take it to its destination before the effect of the Melancholy Soul becomes wasted. A Shadow seals the doors to the bedroom. Before Dante can leave the patio, he must bring this ferocious feline down. Do it quickly because you can only spare 40 seconds--90 seconds at the most. Once it turns red, do not let Dante be swallowed by the Shadow's final counterblow. It's a doozy. ====== RACE TO THE LION'S DEN ====== Back in the bedroom, it will take no more than 15 seconds to reach the door, which is the blue lion head door you saw earlier. Leap into the abyss and scurry to the door. That's the end of Mission 5. Really, it is. Short, huh? However, if you were unable to bring the ornament to the door before the time had expired, you can recharge it in the room that led to the Staff of Judgment back in Mission 2. Charge it on the golden statue and try again. But that just took away your chance to receive a S-Rank as a Devil Hunter because if you managed to complete it in under 2 minutes, you could have assured that that S-Rank. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 6: EVIL OF THE WATERWAYS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Defeat the evil guardian and acquire the "Guiding Light". o Bug Extermination o Dead Cows with Scissors ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== BUG EXTERMINATION ====== The door Dante unlocked from the last mission leads to the castle waterways. The dungeon is poorly lit so you may need to strain your eyes a bit to make things out clearly, or you can have Dante blast his guns to illuminate the area for a millisecond. Run up the screen toward the wall. Move toward the crumbled alcove on the left, and a [BLUE ORB FRAGMENT] will fall from the ceiling. How such an old castle can produce these orbs in such odd places is still a mystery. Anyway, move back down and continue past the entrance. The left arched doorway takes you to some Red Orbs and a Green Orb, as well as an Orb Fountain that contains Red Orbs. Back on the main water path, go through the door on the opposite wall. Dante comes to a room full of sewer pipes. The only red-glowing pipe at the far end contains the [RUSTY KEY]. As soon as Dante picks it up, a swarm of Beelzebubs congests the room. Looks like anything you try to acquire isn't easy. Even the door won't budge until you've exterminated every last one of these hell-made bugs. They are so weak that they fall in one swing of the Alastor (plus a shotgun blast). ====== DEAD COWS WITH SCISSORS ====== The door at the end calls for a Rusty Key, which you so rightfully have in your possession. Moving on, the arched doorway ahead leads to a bunch of Green Orbs. Follow the main path up to find what appears to be 4 Blue Orb Fragments at the end. Unfortunately, Dante is not blessed with Lady Luck. They're actually beacons to uh, make sure you know where you're going. Yeah, that's it. Walk across it and a ghastly matter with a cow head appears from the cow fossil on the wall. The beacons form impenetrable barriers in which you must defeat the Death Scissor. Claustrophobia anyone? See the Enemies & Boss Index for details. Once you've lain the smack down on it, the spell that protects the Guiding Light will shatter. Take the [GUIDING LIGHT] to complete Mission 6. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 7: HOLDING THE KEY OF ARDOR ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Return to the bedroom before the Guiding Light absorbs all of your vitality. o Three to Tangle o Open a new path ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== THREE TO TANGLE ====== Mission 7 begins after Dante has just added the Guiding Light to his item collection. Your goal is to bring this key to the sun inscription in the Castellan Bedroom before the Guiding Light drains Dante's life. Slowly, but surely it is. Start backtracking and head back to the lion head door you came from. The door is protected by three Sin Scythes that will attack from behind. They're rather tough; just don't let them hurt Dante, or it'll shorten the time you have. Must I always tell you to check the Enemies & Boss Encyclopedia every time there is a new enemy? I guess so. See the Enemies & Boss Encyclopedia for details on how to scrunch up this bunch. Or you can use the shotgun and go trigger-happy. ====== OPEN A NEW PATH ====== Strike the dial to activate the elevator and ride it up. Descend back into the bedroom, then use the Guiding Light in the appropriate place. You end the mission, but you don't immediately kick into the next mission. Instead, there's a little intermission that allows you to take your time and complete some things you've neglected to do before. You find yourself on an overhang high above the main entrance hall. Jumping across the gap and going through the other door initiates Mission 8, but you don't want to do that yet unless you're prepared. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [PHANTOM NOTE] Thanks to Eliot Lefebvre At the beginning of Mission 7, if you've killed Phantom when he was chasing you down the hallway in Mission 4, he'll chase you through the sewers as well. This time he's a little easier to beat, although the same strategies work just as well. He'll start chasing you as you leave the chamber with the Guiding Light. He has not learned any new tricks since the last time, though. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ====== [BETWEEN MISSION 7 & MISSION 8] ====== Check the Blue Orb Locations to see if you've missed any of fragments from previous missions and go back to obtain them. Now is also a good time to pick up a nifty item and an extra fragment. Head back to the patio where you've fought Nelo Angelo. On the highest ledge directly above the patio doors, you may notice a glowing fragment snuggled in the small pavilion. Directly across from that, on the upper left, is a stone tower that's possible to reach by kick jumping at the right time. Simply leap off the ledge toward the left stone tower. At the peak of Dante's first jump, kick the wall. If done correctly, he should land on top of the tower, where some Red Orbs will be relinquished. Also, pick up the [UNTOUCHABLE] sitting at the edge. You need to press X to pick it up. To get the Blue Orb piece, simply use Air-Raid and hover over to the pavilion. Whatever you may still have to do, do it now since you aren't graded at this time. When you're ready, step through the door and begin Mission 8 properly. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 8: THE LEGENDARY KNIGHT RETURNS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Activate the mechanism and escape from the rooftop o Phantom Shishkabob BOSS: PHANTOM o Lower the drawbridge o The water source ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== PHANTOM SHISHKABOB ====== Dante begins in a heated room with raging fires blazing behind lattices. Jump to the thin ledges on either side and head through the door. Climb up the ledge outside to come to a rounded rooftop. Below you is the main castle entrance hall. Attempt to leave through the opened gates and Phantom makes his fourth and final appearance. He just can't leave you alone. See Enemies & Boss Encyclopedia for details. Finally, Phantom falls through the skylight and gets skewered by the statue's spear. Phantom finally notices that Dante isn't just any old human. You witness a darker side to Dante. On the ground below, Trish appears and compliments Dante's strength. Seriously, where has she been all this time? ====== LOWER THE DRAWBRIDGE ====== In the lower quarters of the rooftop, pick the [TRIDENT] from the ground. If you manage to jump atop the pillar in the right-hand nook, you will be rewarded with Red Orbs. Stand a few feet away from the left horse, and facing it, somersault jump onto its head for more Red Orbs. From its head, spring to the ledge above and collect the [BLUE ORB FRAGMENT] that appears. Now drop into the hole between the two statues. Smash the blue spherical object to lower the drawbridge. Run around the heavy machinery to find an open latch and a corpse. Extract the [GRENADE GUN] from its remains and continue down. ====== THE WATER SOURCE ====== Dante arrives in a room you've probably explored in Mission 1--Neptune's room. Stick the Trident into the bronze object. It releases a gush of water and raises the gate below. You'll hear some clanks. Better hurry to the room below before the gate closes because it's faltering. If you mess up, simply use the Trident again and retry. Once you've navigated Dante under the gate, dive into one of the pools of water for a hidden [BLUE ORB FRAGMENT]. Go through the double doors to complete Mission 8. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 9: NEW STRENGTH ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Use the new strength to open the door o Search for the fire god BOSS: Griffon o The third servant of Mundus o Forest trap o Fetish frenzy ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== SEARCH FOR THE FIRE GOD ====== Take the drawbridge down the screen and hop over the black circle. The area ahead features ruins of what seems to be a ritual place. There's a Time Statue in the far left corner, as well as a [DEVIL STAR], hidden behind the monolith in the center. Collect some extra Red Orbs by jumping atop the three flat-top pillars. Jumping on them is tricky. Stand in front of the pillar at an angle you're comfortable with and jump directly up. Do not kick jump at the peak of Dante's first jump. Instead, wait until Dante drops a little, then immediately kick up thereafter and gingerly direct him to the top. If it's been done right, he will either grab onto the ledge and help himself up, or land right on top of it. Travel down the spiraling stairs under the ruins and head through the door to the main garden grounds. Dante turns up in a huge garden where new enemies await him from down under. Some pretty intense battles commence with these newborn Blades. Equip the grenade gun and get to work. See Enemies & Boss Encyclopedia for further details. They release a lot of orbs, so you may want to keep that in mind for future reference. Pick up the lovely treasures around the garden. There's a [YELLOW ORB] tucked away in one of the dark corners, extra Red Orbs in the circular walkway, and a [HOLY WATER] on the roof of a low cylinder-shaped building. To the right of the entrance to the ruins is a hidden path that winds to a solitary tombstone. Thwack it repeatedly to push it back and dig up the [BLUE ORB FRAGMENT] hiding underneath it. Once you've reaped everything there is, head toward the blue flares guiding the way to another area. The area ahead is composed of two upper floors that converge above the gate wreckage. Search the area for some items, like a [DEVIL STAR] and an extra [YELLOW ORB]. Go around the midpoint section to find a dial. Whack it to activate some fluctuating platforms. Leap from platform to platform to reach the skyborne gazebo that houses the almighty Ifrit gauntlets. Watch Dante painfully claim and absorb Ifrit's power. You can test out these new fads on some Marionettes below. ====== THE THIRD SERVANT OF MUNDUS ====== The moment Dante steps back into the main section of the garden, a giant bird wrapped in red lightning swoops over him. Apparently, it knows that he's about to go up against the son of the legendary Sparda, but it dares to contend nonetheless. Make sure Dante has the Ifrit and Handguns equipped. See Enemies & Boss section for the recipe on how to make roast Griffons. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [AVOIDING GRIFFON'S FIGHT] Thanks to Dingo Jellybean for the tip. You can actually avoid the fight with Griffon on your _second_ time through the game since you already have the Ifrit Gauntlets. Make sure you don't head into the area where you've obtained the gloves, and skip over to the door that requires your setting the brazier ablaze. Then just continue on to the forest area. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ====== FOREST TRAP ====== The blue flares on the ground have now relocated and are directing Dante to the iron door on the right. Set the unlit brazier on the right ablaze to open the door. If you want, you can leave the garden and head back to the Time Statue to check out the new Ifrit skills, but beware, when you return, you must put up with a ferocious version of the Blade and several of its lackeys. The iron door takes Dante to a forest covered in a thick, semi-translucent fog. Attempt to go through the door on the right, and it seals. Closing in from behind is a troupe of Marionettes, and in the back of the line is a powerful Fetish. The Fetish is a terrifying and formidable foe. See the Enemies section for details. After Dante dispatches the first batch, rimmed- hell gates will be sending wave after wave of these guys. You must keep alive and eliminate one after another before the door unseals. Finally, after the chaos subsides, jump atop the broken stump in the center for bonus Red Orbs. There are also more hidden orbs and a hidden [HOLY WATER] stashed on a platform high above the entrance (not exactly over it). To reach it is pretty tough. If you have the Air Hike, it will save you a lot of trouble. Otherwise, you can Air Raid to it from the circular building. It's a little tricky though. ====== FETISH FRENZY ====== Take a gander at the shop selections in the Time Statue and see what you can afford. Now, equip the grenade gun and head down the stairs. Dante encounters MANY Fetish funks. Get cracking with the grenade gun. The strategy is simple. Keep popping grenades into their bodies and avoid any attacks they throw at Dante. Lather. Rinse. Repeat. You will have amassed over 500 Red Orbs by defeating these fearsome foes. The red door demands 200 Red Orbs before you are allowed to proceed. Might as well give them up since there is no other exit, and you don't want to stick around and battle more Fetish punks, do you? If you've absent-mindedly spent the orbs, just wait until some more Fetish appear and let the chaos recycle. ============================================================================= ______________ ( Part Three ) ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 10: CANYON OF MIST ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Come out of the labyrinth alive o Navigate the path of illusion o Open the doors to the next area ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== NAVIGATE THE PATH OF ILLUSION ====== The objective makes it sound as though this is a suicide mission. When you arrive at the first gate, jump on top of the thin pole against the wall to gather additional Red Orbs. Up ahead, Dante meets some resistance by Marionettes and a Fetish and any following appearances by them. Don't let them knock Dante into the gate nearby. Once they're dispatched, read the monolith in the center to discover the secret of the labyrinth. After reading the inscription, a ball of light rises and drifts away. Follow it. Shadow it. Do whatever you can to stay behind it because if Dante steps through any other gate besides the one the ball disappears into, he will be transported back to the trail's starting point. This is your only ticket out. It's completely random, so you must follow it at all times. The first area the ball guides Dante to is choked with three Sin Scythes, who capture the little fellow. Kill them to free it, but Dante will still be stuck fending off following groups. Throughout the labyrinth, enemies will try to divert your attention from the ball, and therefore, cause you to enter the wrong gate. You must pay full attention to where the ball is headed before concentrating on eliminating the present threat. In the next segment, three Blades await your arrival. ====== OPEN THE DOORS TO THE NEXT AREA ====== After entering three correct gates, Dante winds up in a new area, which seems to be the end of the labyrinth. However, there is a Kyklop here to delay the completion of the mission. Kyklops are mini-versions of the Phantom, but are obviously less deadly. Their bodies are encrusted with hard earth instead and they drop a ton of orbs. If at any time Dante needs to recuperate, there are floating Green Orbs around the place. After the first Kyklops disintegrates, search the tall grass on the left side for a [HOLY WATER]. A remaining Kyklops is currently inactive behind the outcropping. You need to eliminate this last one to open the iron gate. Go about doing so. Start whacking its shell to stimulate it. After both Kyklops have been eliminated, the iron door will lower and allow the devil hunter to proceed. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 11: FATE ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Offer the "Chalice" and open the path o Battle with King of Sins BOSS: Nelo Angelo o Claim the sign o Acquire the holy Chalice o Requiem of the Dark Knight ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== BATTLE WITH KING OF SINS ====== Immediately after initiating the mission, a Death Scythe swoops in and comes to give Dante a good spanking. Death Scythe is the deadliest and father of the "Sins". See Enemies & Boss section to see Death Scythe tactics. He's not terribly difficult, but definitely not a picnic in the park. Defeating it causes a platform to appear. ====== CLAIM THE SIGN ====== The pit in the ground leads to some Blades and a Time Statue. Inside the pit, search for a crack in the wall and smash it. A small group of Blades will storm through the aperture and lunge at Dante. Make them bite the dust and snag the [BLUE ORB FRAGMENT] that drops down. In the chamber from which the Blades poured in is an extra Red Orb perched on the ledge. On the same ledge, jump up to the square light to arrive in an enclosed area. In the caged room, take the [SIGN OF CHASTITY] and return to the pit. The Blades have regenerated. It's breeding season, and I hear they are mighty feisty around that time. Back in the main chamber, there are Red Orbs resting on higher ledges Dante can reach with his hyper jumps. A [DEVIL STAR] rests on the floating platform in the center. On the other side of the room is a cornered ledge with some shattered glass Dante can slide through. Head in and drop down to the glass area and nab the [BLUE ORB FRAGMENT]. Also, grab the Green Orb on the upper level if you need it. ====== ACQUIRE THE HOLY CHALICE ====== Take the top door situated in the back of the main chamber. Leap to the Green Orb and proceed to collect whatever you can before examining the glowing panel in the square below. Then proffer the Sign of Chastity in exchange for the [CHALICE]. ====== REQUIEM OF THE DARK KNIGHT ====== Upon receiving this item, an event occurs in which you meet Nelo Angelo for a rematch. Cheater. He's been watching your progress all this time and has followed you all this way. Now he has decided you have gone far enough. However, his plans to hinder your progress is about to backfire. See the Enemies & Boss section for elaborations on how to send his ass flying back to the underworld where he belongs. Thanks to this battle, the doors have been corked off, and you're sealed in. Well then, travel along the stone roof and follow it to a deep alcove on a high ledge. Inside is a knight's statue that calls for the Chalice. Place the Chalice in its rightful place to reveal an exit in the brick wall. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 12: GHOST SHIP ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Go to the deck and head to the Captain's Cabin o Needle in a shipwreck BOSS: Griffon o Protect the ship! ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Before the mission begins properly, you are introduced to some underwater controls. Yes, Dante is taking some swim lessons. Take a few minutes to let it all sink in. Remember, when swimming in the water, the Up and Down controls are inversed, meaning that up will be down and down will be up. Ok! ====== NEEDLE IN A SHIPWRECK ====== Past the Time Statue is a staircase that leads down to the bunkers, where a masquerade of dancing Marionettes twirl their cute little blades. An Orb Fountain lies ahead, which you can use to stock up on Red Orbs. In the large cavern, head toward the water and wade to the run-down pirate ship. Dive into the water and start getting used to the controls now. Swim to the line of Red Orbs to find a rift on the side of the ship. Use this to enter the ghost ship. Beware of the skulking Blade taking its own swim lessons. Swim to the surface to automatically leap out of the water. Ascend to the ship's hold. Get ready to spring away from a charging Blade. This room is a home to two Blades! Lying around in the back is a brand spankin' new [NEEDLE GUN]. Search the drawers behind it to find a [DEVIL STAR]. The needle gun cannot be equipped or used on land. Dante automatically equips it once submersed in water. If you're just itching to try it out, head back to the water at the ship's entrance and needle gun the Blade to death. It's very effective. You can find an [UNTOUCHABLE] in the chest on the left side of the entrance. Also, blast the underwater cargo to release some Red Orbs. Head back to the main hold and up the stairs to the deck. There are many Red Orbs sprinkled across the deck, and many more that will fall out of the sky by standing on the sail poles. On the high pole in the southern end of the deck, climb to the very top to the bird statue. From there, do a Stinger toward the front of the ship. Dante will land on the bow, and a [BLUE ORB FRAGMENT] will gently fall from the sky. ====== PROTECT THE SHIP! ====== Attempt to enter the captain's cabin. You, however, cannot. A Death Scythe that appears from the door is proof of this. Eliminate the monster and Dante will have protected the ship. The ship will now start to move again, powered by ghost engines. As Dante begins to get into a sight-seeing hobby, a huge bird plunges from the sky and ruins Dante's perfectly peaceful state of mind. Another intense battle with the Griffon ensues. See Enemies & Boss section for plans on making your next Thanksgiving dinner. The blue swords, as if they sensed your pure heart, now raise themselves from the door and finally allow your entry into the cabin. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 13: ABYSS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Find an exit and escape from the ship o Take the Staff Of Hermes o Get out of a watery predicament ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= First they ask us to get on the ship and now off it? What madness is this, you say? Little do you know--the whole time Dante has been doing his missions outside the castle grounds--he has been setting up rituals that eventually help lead him to the underworld. Get it? ====== TAKE THE STAFF OF HERMES ====== Dante enters the cozy cabin as the ship careens gently from side to side. Grab the glowing [STAFF OF HERMES] from the chest of the statue and...Titanic is sinking! This ship is sinking! Dante watches helplessly as water rushes in from the cracks and vents. Soon after, he gets fully submerged in water. ====== GET OUT OF A WATERY PREDICAMENT ====== Swim through the tiny vent at the right of the door, since the door is sealed by the water's pressure. Deal with the two Blades in the following room. In the shaft between the two stairs is a [BLUE ORB FRAGMENT] floating around the territory of three Blades! Find your way back to the first room you came from and escape through the rift. Finish this mission in under 3 minutes and receive a S Ranking. ====== [MISSION 13 and 14 INTERVAL] ====== It appears that Mission 14 won't begin just yet. Get out of the water and dive into the right pool of water to find a [BLUE ORB FRAGMENT]. Back on the surface, head to the door at the top of the stairs to initiate Mission 14. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 14: DEEP DARKNESS & TOWERING MOUNTAINS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Go to the surface and head for the coliseum o Quest for the Emblem Shield o Life's like a waterfall o Blood thirsty Spirits ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== QUEST FOR THE EMBLEM SHIELD ====== On the ground level, notice that the floor is punctured with numerous holes. What are they for? Looks like some kinda weird scheme of things you may have to deal with later on. The spikes on the wall can hurt Dante if he walks into them. Why would you want to do that, you evil person?? Head through the corridor and follow it around to the adjacent hallway. This hallway is also filled with holes (Hmmmm...). At the end of the rounded strip is a skeleton. Carefully walk toward it, and it will bestow the [EMBLEM SHIELD] upon you. Flipping the switch designated on its right hand opens the iron gate back in the other hallway, but it also activates the dungeon's death trap! The floors start to rotate, drawing Dante towards the spiked walls, and spears erupt from the holes. Oh my gah. What to do? You're stuck in a rather elaborate trap. As the spears come up, they burst forth in an ebb motion. Once they retract into their individual holes, leap over them and pause. Repeat this with the second wave and anything that follows to the end of the corridor. Each time Dante gets pierced by the spikes, he loses a lot of life! ====== LIFE'S LIKE A WATERFALL ====== Dante steps off the elevator to find a waterfall roaring in the background. Behind the base of the waterfall is a [HOLY WATER]. It is also possible to retrieve the Red Orb chunk resting on top of the caged gazebo. Simply use one of the pillars on either side and kick jump up. Dante will do the rest. Also, if the Air Hike ability is available, use it to reach a high ledge that contains a [YELLOW ORB] and a [BLUE ORB FRAGMENT] stashed higher up. Although reaching these treasures can be possible without the aid of Air Hike. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [OBTAINING THE ORBS] Submitted by Mike Barr. Extra thanks to Chris. I found that you don't need Air Hike in order to get to the high ledge. You can actually jump up on top of the gazebo, then use Air Raid and fly across to a ledge on the other side of the water. From there you can jump your way all the way up the cliffs and get the two items. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [OBTAINING THE ORBS II] Submitted by Brian I have found yet another alternate means of attaining the 3 items (Red Orb, Yellow Orb, and the Blue Orb fragment). Instead of using Air Raid or Air Hike, simply use Stinger (much like when you jump/flew across the sail posts on the ship) to fly/jump across from the gazebo to the ledge by the waterfall. Just jump up a few ledges to get the Yellow Orb. Then, get back on the gazebo and use the same maneuver, to jump/fly to the ledge to the right of the gazebo, landing you the Blue Orb Fragment. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ Outside, some Blades and a bigger version of a Blade pounce on Dante almost instantly after entering this cliff side from the waterfall area. Because of the small space provided, it makes things a little hard. Jump to some lower ground and take advantage of the footholds. Then go wild with the shotgun or your weapon of choice. If you happen to be blessed with the Devil's luck, two Shadows and a Death Scythe will substitute the Blade groupie. ====== BLOOD THIRSTY SPIRITS ====== Drilled into the flank of the cliff is a small mining cave. Jump to the high entrance and cross the swaying bridge to an Orb Fountain, where Dante can ferret out a few hundred Red Orbs. Drop down the ledge on the right to a low overhang where a lonely [BLUE ORB FRAGMENT] is looking for a friend. The exit is sealed by the give-me-thy-blood-and-ye-shall-pass spell. The door demands 200 of your hard-earned Red Orbs. The exit takes Dante to a field, where he must go up against a glut of Fetish and Marionettes. Jump on top of the circular building and onto the thin porch above. A slew of Red Orbs will mysteriously drop from the sky after running to the left edge. To deal with this dark army, stand on the low platform by the sealed red door and take shelter there, then blast enemy after enemy with the grenade gun. Locate and take the [DEVIL STAR] nearby. Then, expend another 100 to the Red Orb-sucking doors. Collect the Red Orbs around the center pillar and head through the only door in the room. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 15: WHEEL OF DESTINY ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Use the shield and a pair of lances to conquer the Coliseum o Which door "shield" I open first? BOSS: Griffon o The Blue Door o The Red Door o Appeasing the Gods ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== WHICH DOOR "SHIELD" I OPEN FIRST? ====== First off, I apologize for the horrible pun, but who cares about stupid puns when you've got better things to worry about. Mission 15 begins back at the garden ground. If you haven't exterminated the reigning Blades yet, they're still here. They will come in great numbers, but usually three at a time...and with that shadow version. The blue flares now lead the devil hunter to the rounded column that houses two sealed doors and a single iron-gated door that calls for the Pair of Lances. The Emblem Shield can be used here to unseal the shield doors on either side. Whichever one you enter first doesn't matter. The items you need can be found in either, but the order you can obtain them will be reversed, depending on which dungeon you explore first. In other words, once the Luminite and the Pair of Lances have been taken from the first dungeon explored, the Nightmare-Beta will be found in the next room. Also, once Dante has conquered the trap in the first room, it will be negated in the second room. ====== THE BLUE DOOR ====== Pry the radiant [LUMINITE] from the heap of debris and head down the stairs. Waiting at the bottom of the stairs is a trio of Fetish enemies. It's much safer to use the grenade gun on them here than use fancy footwork. Level down the discolored wall and blast the barrels out of the way. Collect the various goodies hiding in the barrels including a [BLUE ORB FRAGMENT] and a [HOLY WATER]. Immediately after heading through the blue double doors, two Sin Scythes will appear. What's worse is that the floor at the foot of the stairs will also make like a conveyor belt--drawing its victims to the wall of spikes. Fight the Sins in what little space you have on the stairs, but for goodness sake, don't attempt to play hero and subdue them on the moving floor. Having been the stint person that I was, I just took the damage and blasted their faces off with the grenade gun, but you don't have to follow my example. Use a Holy Water if you have to. In the narrow strips of the rotating floor, the walls shoot out spikes. After crossing one spiked wall, there's a small chamber in the left indented wall you can go into. Stepping on the glowing light in the center fully restores Dante's DT gauge! Recover his health by turning into his devil form and then, refilling DT while you're at it! In the next chamber, the purple substance below is toxic goo that eats the life of stupid victims who fall into it. If Dante does fall, however, frantically scramble back onto the low platform. Then casually make your way across the wasteland and claim the [PAIR OF LANCES]. Head back through the rounded spike passage. It's easier this time since you aren't working against friction. The Fetish will have regenerated for more beating. Fighting them allows Dante to digest many Red Orbs, which will probably create a buying urge since there's a Time Statue nearby. This is a good time to level up his Alastor and Ifrit skills. Exit to the main garden grounds to find that Sin Scythes have dominated the garden, and night has fallen on the castle. ====== THE RED DOOR ====== Another secret chamber lies behind the discolored wall at the bottom of the stairs. Smash the furnishings for a [YELLOW ORB]. As Dante enters the blue double doors on this end, there is another rotating floor, except the Sin Scythes are non-attending. Strike the dial on the right before the sliding through the first set of exploding spikes. This lowers a wired platform at the end that allows access to the gem of the dungeon. There's another dial to activate that's facing the left side chamber. This side chamber features the magic-rejuvenating device, too. At the end of the corridor, drop into the pit and battle the two Blades. Then kick jump just under the opposite platform to snag a [BLUE ORB FRAGMENT]. You can now claim the [NIGHTMARE-BETA], the last gun Dante can find, from the glowing panel. ====== APPEASING THE GODS ====== Enter the coliseum by placing the Pair of Lances in the indentation on the iron gate. Go around the coliseum arena and collect all the possible orbs before stepping into the blue, glowing satanic circle. Doing so immediately triggers the fight with the next boss, the final Griffon confrontation. Offer it as a sacrifice to exhibit Dante's true heroism and courage. See Enemies & Boss menu for large stuffed owls (that's getting a bit old, eh?). After witnessing the pitiful demise of the Griffon, we get to catch an exclusive glimpse of Mundus' powers. Trish shows up at this point. Is she pulling our strings or what? At this point, more of the underdeveloped story unravels and we learn a little of Dante's biological parents. The huge column that pinned Griffon down is actually an elevator that leads to an underground shaft, where the Wheel of Destiny rests in the hands of a maiden statue. Acquire the [WHEEL OF DESTINY] and finish Mission 15. ============================================================================= _____________ ( Part Four ) ¯¯¯¯¯¯¯¯¯¯¯¯¯ ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 16: NIGHTMARE OF DARKNESS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Unravel the mystery of the "Staff of Hermes" o Breeding of new evil BOSS: Nightmare o The Nightmare begins ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== BREEDING OF NEW EVIL ====== There's a whole [BLUE ORB] floating right next to the elevator. Ride the elevator back up to the surface and retrace your steps back to the ceremonial ruins area, where the drawbridge was last raised. Insert the Wheel of Destiny in the black orb to lower the drawbridge again. After regaining entry into the castle, Dante notices that complete darkness has reigned over the castle. The only source of light emits from the single Luminite Dante found in one of the sealed shield doors. An additional door that was supposed to be there has long disappeared since the castle had been twisted by prominent evil. Enter the main hall. Some of the debris has been cleaned up and the blue door has been resealed by spirits. A lone [BLUE ORB FRAGMENT] sits in the dark on the left side of the statue that _was once_ there. Now a dial hangs in its place. That's for later. First, acquire another Blue Orb piece by going to the Time Statue on the second floor. From there, you should be able to see it floating in front of Dante. Use his Air Raid ability to reach it. Or you can also jump on the horse statue's head and Stinger to it. (Thanks to Christy Boone.) Activate the dial to trigger a sequence, which highlights a Plasma coming into existence. Jump over its laser and equip the Ifrit immediately since it is impervious to the Alastor's energy. Eliminate it as quickly as possible before it splits into three separate parts. Defeating the first Plasma not only hints that more tough enemies are to come, but it also banishes the tormented souls from the sealed door. The airplane hangar presents one other Plasma that _will_ split into 3 parts upon contact with Ifrit. Plasmas tend to take on the form of Dante and mimic his abilities with their imitation of the Alastor. Using Ifrit's DT abilities is recommended here. After you've fried the Plasma men, step into the familiar hallway. The tables in the study room reveal Red Orbs. If you have enough, get the Inferno. You will need it later. Facing the painting, jump up and tap the statue head to summon a [BLUE ORB FRAGMENT]. Follow the hallway that doesn't seem to be so...familiar anymore. The doors to the courtyard have been replaced by a line of armored suits. They yield some Red Orbs to make up for the confusion. The library door and the Judge of Death statue are gone. A huge, iron door is their substitute. ====== THE NIGHTMARE BEGINS ======
The monastery has been remodeled and redecorated with strange circles in the ground, as well as a small puddle of thick liquid in the center. Also notice the walls sporting dials? Smells like a boss fight. Light up all the characters in one of the dials before examining the puddle of water. Checking the puddle calls forth a reeking creature you'll learn to hate. See Enemies & Boss section to find out how to dispose of this excess garbage. After it sinks back to the underworld, head through the doors to the bridge. Hop across the broken path and use the Staff of Hermes on the inscription behind the lion epitaph. It reacts to the evil surging through the castle and creates two paintings on both sides. Jump into the left rippling painting. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 17: PARTED MOMENTO ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Slash away at the dragon and enter the court with the "Quicksilver" o Quicksilver hunt BOSS: Nelo Angelo o Secret of the Dark Knight ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== QUICKSILVER HUNT ====== A red outer-rimmed circle appears behind Dante. It will take him back to the Path of Trials when desired. Ascend the spiraling stairs to the first doorway and gather some Red Orbs from the furnishings. Then continue to the top. In the research room, dive into the left portal that appears. Dante emerges from the portrait and finds himself in an enclosure. Attempting to open the door nets him a fight with new appearances by Frosts. Equip the Ifrit, tap into Devil Trigger and have fun. Watch out for their ice aerial attack. It's a doozy. Defrost the two Frosts and be on your way. When you get to a long corridor, ignore the split to the right and continue down while decongesting the hallway of Marionettes and Fetish. Around the corner, take the door to the display room. A giant fossilized reptile collects masses of energy and ejects them at a dazed Dante. Stay in the back and time it as it comes. Then deflect it back using the Alastor. Three consumptions of its own medicine, and it will die in agony. Before heading forward to the hall, jump to the ledge above. Hug the right wall until Dante disappears to a hidden balcony. Strange. It's snowing outside. Run around to the left and jump for a snowflake shaped like a [BLUE ORB FRAGMENT] to fall. Next to the mirror gathering moonlight is a crank. Press the confirm button to position Dante. Then start rotating the analog stick to turn the handle. It turns the mirror around to cast the moonlight back onto the device on the small, high balcony across the room. A small silver ball takes shape from the moonlight. ====== SECRET OF THE DARK KNIGHT ====== Jump onto the high ledge again and follow it around. Across from Dante is an overhang he must kick jump to. As lightning strikes outside, it illuminates the room for a split second. During that second, you will have noticed some thick, transparent platforms floating in the air. Direct Dante to the first platform and jump over to the other ones to the veranda holding the [QUICKSILVER]. Take the Quicksilver back to the main hallway and take the door at the end of the passage branched off to the right. Use the moon-made item on the door and proceed to face Nelo Angelo. He unmasks himself through an odd ritual. He looks human enough...This time, his attacks are MUCH MORE DAMAGING than before. Read the boss strategy I have for him in the only place in the guide that has enemy statistics. After the difficult battle, you'll be in for a surprise... ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 18: SPIRIT STONE "ELIXIR" ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Throw the "Philosopher's Egg" into the fire and transform it into the Spirit Stone. o Underwater Siege BOSS: Nightmare o The Philosopher's Egg o Goblet of Fire ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== UNDERWATER SIEGE ====== At the beginning of the mission, Dante's amulet begins to glow with a luster. The one Nelo dropped and Dante's merge together to form the [PERFECT AMULET]. The combined amulets evoke the secret power of Dante's Force Edge. In a stunning cutscene, the Force Edge transforms into the [SPARDA]! Woohoo! Kick ass! However, its true powers have been temporarily sealed. They will be unleashed at the right time. Anyway, head into the red panel that appears on the floor and into the newly depicted portrait. Underwater, follow the trail of the finely laid out Red Orbs. Destroy barrels and such for additional Red Orbs. Explore each of the cells that have been left ajar for more orbs. The last one holds a single and easily overlooked [BLUE ORB FRAGMENT]. In the following area, take care of the three treading Sin Scissors to open the door between the two horse displays. There is some strange force field that's keeping the water from flowing into this room. ====== THE PHILOSOPHER'S EGG ====== A dial rests on the wall across the room. Activating it fills the entire room with water for a limited time. This allows Dante to swim up the shaft. It also allows him to get an extra Blue Orb piece. Swim up quickly and look for a separate overhang. Float over it and wait until the water level instantly drops. A [BLUE ORB FRAGMENT] will drop from the ceiling thereafter. Activate the dial again and swim up until you reach a different set of stairs separated by the walkway at the bottom. When the water vaporizes, start climbing the stairs. At the end of the first set, Dante comes to a painting of a decapitated knight pointing to the east. At the edge, press jump. Dante does a frantic leap to the other side. Continue to follow the knights' lead and eventually, Dante will find the [PHILOSOPHER'S EGG]. ====== GOBLET OF FIRE ====== Descend the stairs. At the bottom, enter the brown door that takes him to a twisted version of the courtyard, where everything is in reversed order. There is a blue hearth below, but ignore that for now and kick jump to the ledge on the other side. Head into the door there and grab the [BLUE ORB FRAGMENT] at the end of the short passage. Back in the courtyard, toss the Philosopher's Egg into the heart of the flames. A voice resounds in his head that tells him it will be awhile before the transformation is complete. Just as it does, Nightmare emerges from the center of the room, looking for a playmate. Seeing as how Dante has nothing else better to do, he decides to play along. After the second downfall of Nightmare, the metamorphosis of the Philosophers Egg will be complete. Pretty damn convenient too; just after beating Nightmare. Examine the blue fire and take the freshly baked [ELIXIR] from it. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 19: ENTER THE CORRUPTED WORLD ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Open the gate to the Underworld o Bedrooms Hold Many Secrets o Nobody is a Nobody o Underworld Admittance ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== BEDROOMS HOLD MANY SECRETS ====== From Dante's current position, backtrack all the way to where the Staff of Hermes was used. Jump straight through the second depicted painting of the Castellan bedroom. Near the bed in the back is a [BLUE ORB FRAGMENT]. And on top of the bed's canopy is an [UNTOUCHABLE] glimmering faintly. Dante finally notices the "scariness" and becomes falteringly human when he examines the wall that once held the patio doors. Take a look at the mirror and step through the undulating reflection. The room Dante arrives in turns out to be pretty trippy; kinda like when you are high on uh, nevermind. You're still in the Castellan bedroom, but it's just...different. Dante seems to have been transported to an alternate world, where absolute evil reigns supreme. In the dilapidated version of this bedroom, the Time Statues have lost its effect. Your Red Orbs have no use in this sinister dimension. ====== NOBODY IS A NOBODY ====== Head through the patio doors that have made its way to the alternate world. Jump off the balcony and take the [PHILOSOPHER'S STONE]. Having it in Dante's possession provokes an inevitable battle with three bizarre monsters. They've decided to hop on the bandwagon and tease the devil hunter. Bad choice. But then again, it isn't so bad since they're capable of busting a few caps in Dante's ass. Focus on attacking one, and one only, until an imminent cutscene takes over, showing the transformation of a small Nobody to a big Nobody. However, you want to skip the cut-scene. It slowly sucks up the Devil Trigger's health. Nobody's are pretty hard, but they drop enormous Red Orbs to recompense your efforts and struggles. Now jump to the ledge above the patio doors and head down the screen. Notice the floating Blue Orb piece? To get it, kick jump to the stone tower. Facing the sun, gently tap "jump" for Dante to drop down. On the way, he will grab the [BLUE ORB FRAGMENT]. After embracing this orb piece, return to the top of the stone tower. Then Air Raid to the green pavilion, where Dante will be blessed with another [BLUE ORB FRAGMENT]. You can get this piece only after acquiring the one prior to procuring this orb, or it will not appear. ====== UNDERWORLD ADMITTANCE ====== Return to Dante's logical world and head back to the Cathedral. The puddle of water now responds to the combined powers of the Elixir and the Philosopher's Stone. With those two keys in hand, Dante can sink into the liquid and enter the Underworld. Dante gets consumed and drops below. The gold-plated platform will take Dante back to the surface world when desired. Use the powers of the Philosopher's Stone on the blue liquid to break the covering. ============================================================================= _____________ ( Part Five ) ¯¯¯¯¯¯¯¯¯¯¯¯¯ ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 20: SHOWDOWN WITH NIGHTMARE ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Head to the place of sacrifice o Welcome to the Underworld BOSS: Nightmare o An End to a Nightmare ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== WELCOME TO THE UNDERWORLD ====== The Underworld, or whatever of it, is comprised of intestinal organs full of bulging veins. Jump to the little capillary and follow it to the end. Rip through the flimsy tissue. Equip the Ifrit and go up against two Frosts. The Underworld's dark aura seems to affect the abilities of enemies--they are a bit tougher than usual. A Time Statue sits in the center of the room. Do any last minute shopping and max out Ifrit skills, if possible. ====== AN END TO A NIGHTMARE ====== The chamber ahead features a satanic character-filled ceiling that suddenly light up upon Dante's arrival into the room. On the other side of the chamber is Trish imploring for Dante's help. However, a renewed Nightmare stops Dante in his tracks and forms a barrier around the outer ring. "Trish, stay back!" as if she had any intentions to go somewhere at this time... This is the most insane encounter with Nightmare. What was Capcom thinking?! Heck, this is the toughest battle thus far, and we're pretty darn far into the game now, don't you think? In fact, almost done with it. I know, boohoo. See Enemies & Boss section to permanently send it to an isolated wasteland. Gleefully watch the final demise of Nightmare. Good riddance. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 21: LIVING CAVE ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Pulsate the heart and open the last gate o Organ Donor o Onto the Final Gate ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== ORGAN DONOR ====== This final legitimate mission begins where you've left off in Mission 20--on the outskirts of the Nightmare chamber. Head back in to find an [UNTOUCHABLE] lounging around the opposite entrance. Back in the initial chamber, there's a Time Statue in the room if you need it. But by now, you should have gained all of Ifrit's and Alastor's moves...right? Anyway, take the [HOLY WATER] on the ground lying below the sealed door. The Heart Chamber isn't beating very healthily. We'll fix that. Start climbing the platforms. Then viciously strike the mechanism to unseal the door in the previous room. Beyond that door, follow the tortuous path and watch out for the tentacles that extend from the walls. If Dante gets tangled by them, they will be hard to shake loose and they do a lot of damage! Fire at them with his handguns to break free. Once they clasp on, they won't let him go because they love him so much! They are also able to elongate their bodies just to try to grab him, but not by much. The next task is to defeat three Nobodys in each section to unseal each door. Keep a constant move on, or a worm-like creature will emerge and snack on Dante. After entering the tissue wall, immediately equip the Ifrit and fight to the death with two bat-like Plasmas. Jump kick them to death or use the Rolling Blaze. These Plasmas must die for Dante so that he can move on and warm up for the final fight. ====== ONTO THE FINAL GATE ====== Hop across the platforms to the dial. Strike it to activate the platform on the other end. Jump up the trail of platforms and bash the Orb Fountain to harvest many Red Orbs. Beside the fountain is another dial. Activate it and head to the tissue wall at the top. Dante leaps across the wide gap with ease. He finds himself above the room of the last gate. On the other side, strike the dial repeatedly to purify and lift the curse from the door. Doing so gets the heart pumping healthily again. A healthy heart is always a good start! ...Except this heart isn't so, um, normal. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 22: LEGENDARY BATTLE ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Ok, this is it, folks! The ultimate showdown with the god of evil! This will determine Dante's fate and your proficiency as a sane gamer. Good luck and may the devil's luck be with you. Check out the Enemies & Boss Encyclopedia as the usual routine, genius! ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= MISSION 23: MOTHER'S GUIDE ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Mission Objective: Escape Mallet Island before it collapses o Run, Dante, Run! BOSS: Final Mundus o One Final Match o Escape! ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ====== RUN, DANTE, RUN! ====== The mission begins with a timer clocked at 5 minutes. Dante has this exact amount of time to reach the entrance of the Underworld before its destruction brings him along with it. Begin by running as fast as Dante possibly can, which is pretty damn slow. Proceed to the chamber where the memorable Nightmare had been slain. In this chamber, Dante must quickly defeat two Nobodys before anything. Do it as quickly as your ability permits since time is against you. The Frost monsters from before have regenerated in hopes of retribution for the consecutive defeats. Ignore them since you don't want to waste anymore time. Head to the gold-plated elevator and ride it safely back up to the surface world. ====== ONE FINAL MATCH ====== Defeat the two Blades that seal off the airplane hangar. As soon as the last Blade bites the dust, the floors give in and collapse into the waterways below. Surprise! Witness Mundus worm out of his Underworld portal and challenge Dante to a final match. Mundus is heckuva a lot easier this time. Plus, Dante gets a boost of energy from someone...Good luck! As directed in the menu, keep blasting your handguns until the gauge is full, then unleash DT. Jackpot! ====== ESCAPE! ====== Dante hops into the airplane that crashes through the ceiling. Dante pilots the plane and bails out. This is your final task. Don't crash into tumbling debris and rocks one too many times because the airplane can take only so much abuse. Well, actually, even if you hit every single rock in sight, you may have just enough to make it out alive, although I wouldn't recommend it you know. Once you've successfully escaped the crumbling island, enjoy the ending! You've just beaten Devil May Cry! |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Secret Missions |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Secret Missions are objective missions that test how proficient you are as a DMC player and how sagaciously you utilize Dante's agility, weapons, and the mission's surroundings. Each mission allots a certain amount of time for you to complete an often difficult task. Secret missions occur in places you've already visited in the castle, but they become available in certain missions--before, during, or after a mission. This section helps you find these missions. They also come embodied with fairly helpful strategies on how to get through each of these missions. The missions will be listed in the chronological order that they transpire. --TIP-- All of these Secret Missions can be re-done (with the exception of a few), so if you botch one on the first try, leave and enter again to restart the mission. CRITICAL HIT ------------- Condition: After defeating Phantom in Mission 3, head back to the underwater Place, where you fought the Sargassos. Prize: Blue Orb Fragment Assassinate the single Sin Scissor with _one_ critical hit (Hence, the name of this secret mission). Don't linger around too long since Dante's life is slowly drained by being underwater. Like I've told you in the Enemy section, the Sin Scissor's primary weak point is its sinister mask. The only problem is its giant scissors--it acts as shield to defend against your attacks. Whack its scissors to throw it behind the Sin for a brief moment, then crank out the shotgun and blast its mask at an EXTREMELY close range. So close, the gun should be "sticking out" of her mask. If you try to kill the laughing maniac while her scissors are positioned in front, the scissors will somehow absorb 60% percent of the shrapnel. Otherwise, it should die in that instant. The first accessible Secret Mission, yet one of the hardest. PHANTOM BABY ------------- Condition: Enter the Cathedral Doors at the start of Mission 4. Prize: Blue Orb Fragment Equip the Handguns since you'll need to blast 100 scattering baby spider-like creatures in quick succession. Start by blasting the first bunch near Dante into oblivion. Be sure to move around as well, since stepping on them can also be a deadly technique. Then head directly across to a second batch. Near the holy altar in the front of the room is a lot full of these tiny scamps. By then, you should have killed 100 within the time limit. PHANTOM BABY 2 --------------- Condition: After Phantom Baby, head to the back study room at the end of the long hallway. Prize: Blue Orb Fragment This is pretty much the same as Phantom Baby, but this time, it disallows the use of weapons. In other words, Dante will have to stomp and thrash on these punks with his feet and body parts. Thanks to the confined space in the room, it doesn't pose too much of a problem. Devil Trigger and run around, squashing the little buggers. Stop. Drop. Roll. Repeat. THREE BEASTS ------------- Condition: After defeating the Shadow in Mission 4, go to the basement arena from Mission 1. Prize: Blue Orb Fragment Talk about difficult. One Shadow is enough to head-banging madness, but three just results in house-tearing insanity. That's right, folks. Dante will be up against 3 hard-hitting Shadows. Make sure you have a view of all 3 Shadows so you won't be jumped from behind. The Shadows move to protect each other when one of their cores is exposed. Focus on _one_ only. Just keep track of which one you're dealing with before you get confused. Shooting at the Shadows does not solve anything unless you're looking to counterattack. If you've got them rounded in a corner, blasting at them will make Dante target all three, which _is not_ a good thing. Try to lead one of them astray from the pack while keeping your eye on the others. Then blast the secluded one to submission with the shotgun as many times as possible _before_ it reaches you with its speed. When you start dodging, try not to run into the skulking Shadows waiting to prey on a stupid Dante. Once a core is expose, Devil Trigger immediately and slash like mad. That should do one of them in. Killing off at least one Shadow lifts a lot of the tension from the fight. ONE-EYED EVIL -------------- Condition: Before starting Mission 8, in the interval, go to the room where the first encounter with Beelzebubs was predetermined. Prize: Blue Orb Fragment The point of this is to let the two Kyklops duke it out with each other while Dante sits out of their field of vision. Find a pipe that projects outward just slightly so Dante can use it as a ledge to stand on. Jump on top of it and wait there. Watch as the Kyklops get confused and engage each other in a fierce battle. The Kyklops that dies unveils the prize. Then just finish off the remaining Kyklops. WANDERING GHOSTS ----------------- Condition: Go back to through the doors at the start of Mission 11. Prize: Blue Orb Fragment This is pretty hard. Use the enemies as stepping stones and boost Dante to the Blue Orb piece in the air. Jump from the mask of the Sin Scissors and collect the orb in the sky. As long as you keep moving, the ghosts won't do anything life-threatening. WATER CELL ----------- Condition: Before Mission 14, enter the Ghost Ship and go to the Captain's Cabin. Inspect the skeleton on the chair. Prize: Blue Orb Fragment Keep swimming and use the needle gun to put the Blades to rest. Scatter your shots among the group. You can shoot their missile attacks. Swim away from them and pepper the Blades like crazy. If you mess up, reset and start over. TREASURE OF THE REAPER ----------------------- Condition: After initiating Mission 15, return to the narrow corridor where spikes shot out of the floor. Inspect the painting. Prize: Blue Orb Fragment After inspecting the painting, Shadows flow from the painting and materialize to tear Dante into pieces. Whip out the shotgun or grenade gun, and get to work. You can lead the Shadows into the spikes that shoot from the ground to add some damage. The Roundtrip technique works pretty well here. Try to defeat the first (yes, first) Shadow as quickly as possible before the other two start to wiggle out of their magical cells. Steer clear of the spikes and all will be well. STAIRWAY TO TRANQUILITY ------------------------ Condition: Go back to the coliseum at the start of Mission 16. Prize: Blue Orb Fragment A clustered line of Sargassos act as a stairway leading to the Blue Orb piece suspended in the sky. Leap from the skull heads to the top without falling to reach the orb piece. This isn't too hard. It's not easy either. Just keep the R1 down to focus the camera angle on the imitated stairs. SHADOWS IN THE DARK -------------------- Condition: After Nightmare in Mission 16, go to the airplane hangar. Prize: Blue Orb Fragment Seek and destroy four Shadows trying their best to hide from the devil hunter. Two of them are on the wings of the airplane. Another is hiding in the main entrance hall on the left. The last one is in the caged area that leads to the outside area. The last Shadow rewards the prize. BLUE GEM IN THE SKY -------------------- Condition: In the beginning of Mission 17, go back to the Path of Trials and jump across the bridge without falling into the water. Prize: Blue Orb Fragment The primary penalty of the mission that renders an instant failure is falling into the water. Once you've made it across the bridge, a Death Scythe comes into play. The idea is not to kill it. Instead use its tornado spells to cast Dante into the air. However, don't let the Death Scythe swipe at Dante, or he will be pitched into the water--failing the mission. Once Dante is tossed into the air by the tornadoes, Devil Trigger immediately and Air Raid. This allows you to determine what and where to do or go next. When you've gotten an idea of where the orb is, shake off the Air Raid and AIR HIKE to the orb. If you don't have Air Hike and have an incredible amount of luck, try to have one of Death's tornadoes toss you near the orb and Air Raid to it. This mission may not be accessed more than once in any given time. So you'll need to reset if you screw up. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [ALTERNATE METHOD] Submitted by Damon Collins Instead of waiting to be launched in the air. You can just hop up onto the ledge above the door where you get some red orbs in the beginning of the game. Then just Air Hike, then Air Raid and fly to the blue orb in the sky. The only catch is that you must have at least 4 to 5 devil trigger slots to make it that far. But that's how I got the thing. Afterwards, I just killed the Death Scythe for some red orbs and left. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ HIDDEN BANGLE -------------- Condition: As Mission 21 begins, go to the secret corridor across from the second Time Statue. Press X to activate the mission. Prize: Blue Orb, Bangle of Time Follow the path and dispatch the Nobodys along the way. In the area beyond is an orb fountain which you can abuse to release Red Orbs. Bounce up the ledges to the top. There's a dragon here breathing hot air. Charge up to it and whack its head with Devil Arms. After the downfall of the dragon, two Frosts tag him and step into the ring. Ifrit butt-kicking time. After defrosting the rather chilled demons, jump on the platform that appears to reach another level. From there, just amble to the [BANGLE OF TIME]. /\ /\ )( )( _( )__________________________________________________________________( )_ ¯ || ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ || ¯ || ======= Part IV: INDICES & GUIDES ======= || _ || __________________________________________________________________ || _ ¯( )¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯( )¯ )( )( \/ \/ Please note that anything you may find different here has nothing to do with discrepancy. All references here were garnered from playing NORMAL mode. D'accord? D'accord. |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Items Index |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| There are two kinds of items: Consumable and Key items. Both play major roles in the game. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= CONSUMABLE ITEMS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= These items are items you can use to Dante's benefit. They can be auxiliary items or destructive items to use against enemies. They range in a variety of uses, but cost an awful lot. However, when you buy an item, its price increases each time, except for the Holy Water. That stays the same for some time. BLUE ORB ********* Starting Price: 300 You can buy these after all! They augment Dante's maximum vitality. You can also find these scattered around the missions, but in fragment form. You need four of them to form one full orb. Time Statues sell the full forms of these orbs. You can buy only seven of these altogether in Normal, Hard and Dante Must Die. DEVIL STAR *********** Starting Price: 550 Typically one of the many items in the Extras roster. These can be bought for the listed price from Time Statues. There _will_ be times when you absolutely need them, especially with boss fights near the end. The Devil Star restores 5 slots in the Devil Trigger gauge, and should only be used when there is no other way to recharge the Devil Gauge. Otherwise, it should collect mites in the back of your inventory for future use. Throughout the game, you will be able to find several of these. HOLY WATER *********** Starting Price: 700 It's a lot more imposing than the name implies. No, it's not some cheesy way to give you holy powers or something, but it is a cheap way to fight bosses and multitudes of tough enemies. It blesses you with the power to knock off about half the life of a boss (actually depends on the boss) and annihilates all normal enemies around you. If you decide to get this, use it ONLY in boss fights because that's the best way to exploit this immense power, although some are immune to its power. Using it against some enemies kinda wastes the 700 Red orbs (Normal) you spent to buy it. PURPLE ORB *********** Starting Price: 440 Unlike Blue Orbs (fragments), Purple Orbs can't be found in anywhere. Purple Orbs add to Dante's maximum Devil Trigger Gauge, allowing him to remain in a devil form for a longer amount of time. Isn't that a good thing? Yes, it is. You can buy seven of these altogether in Normal, Hard and Dante Must Die. UNTOUCHABLE ************ Starting Price: 1000 Untouchables work just like the name implies--it makes Dante untouchable, or invincible rather, for a limited amount of time. During this shielded state, Dante is also automatically in Devil Trigger mode. Using this is a cheat since you can't receive any damage for the time being. Not to mention that you're in Devil Trigger state during the time this is still in effect. I found myself using one in the last Nightmare fight. You'll be able to find five of these in the whole game. VITAL STAR *********** Starting Price: 480 An item you should slowly stock up on, but the game restricts you to carrying only one at a time. Try to conserve them because there'll be times when Dante will need it more than anything else. Since most enemies can do a decent amount of damage to him, having a Vital Star handy is key to avoid using your life preserver--a Yellow Orb. Vital Stars replenish a full life gauge. If possible try to save it for boss fights only since the green orb drop rate by normal enemies is pretty high. YELLOW ORBS ************ Starting Price: 350 The mighty Yellow Orbs that save you the trouble of going through a single, entire mission again. It serves as a Continue if you die, but if you use them all up, you'll really die and will have to start over from your last save. For instance, if you die fighting the Phantom (as I did), you won't have to start from the beginning of the mission, you basically pick up from the last door you entered. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= PRICE LISTINGS FOR CONSUMABLE ITEMS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Since, as explained in the Consumable Items section, the Extras items shoot up the price each time you buy that certain item, I've listed (Thanks to Nightmare Beta) the following prices and their increasing prices for each mode. Consumable Prices - NORMAL MODE ******************************** Holy Water - 700 Vital Star - 480-580-680 Blue Orb - 300, 550, 1000, 1800, 3200, 4300, 5500 Untouchable - 1000 Devil Star - 550 Yellow Orb - 350, 450, 550 Purple Orb - 440, 830, 1560, 2920, 5440, 6340, 7740 Consumable Prices - HARD MODE ****************************** Holy Water - 3800 Vital Star - 2100, 3200, 4300 Untouchable - 5500 Blue Orb - 300, 550, 1000, 1800, 3200, 4300, 5500 Purple Orb - 440, 830, 1560, 2920, 5440, 6340, 7740 Yellow Orb - 1000, 1500, 2000 Devil Star - 2700 Consumable Prices – DANTE MUST DIE! ************************************ Holy Water – 4100 Untouchable – 6000 Vital Star – 2800, 3900, 5000 Blue Orb – 300, 550, 1000, 1800, 3200, 4300, 5500 Purple Orb – 440, 830, 1560, 2920, 5440, 6340, 7740 Yellow Orb – ???? Devil Star – ???? Consumable Notes – IMPORTANT! ******************************* - Max Devil Stars is 10 - Max Vital Stars is 1 (3 on Easy) - Max Holy Water is 5 - Seven Purple orbs can be bought, 10 total DT gauge - Seven Blue orbs can be bought, more life baby! - No limit to Yellow Orbs - No limit to Untouchables (Easy, I think) ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= KEY ITEMS ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Key items are story-driven items you need to use for something in order for the game to move on. Some items turn out to be weapons you can use in real life, but Dante's inability to use them sucks. Items you find are usually used in the same or the following mission, so you won't keep them for long. Dante's Amulet is an exception, however. Onwards. Also, some of the descriptions are a bit farfetched. They are just based on my own assumptions. AMULET ******* Found: Default Read what the in-game text has to say about this item. Vergil is the name of Dante's twin brother, whom he will meet later on. Dante received this amulet as a lasting memento before his mother passed away. The true purpose of it is shrouded in mystery, but it may hold some kind of mysterious power. At the first confrontation with Nelo Angelo, Dante was about to be crushed by Nelo's preternatural strength, but upon seeing Dante's amulet, Nelo flees with fright, or so it seems. That indicates something's up with this pendant, and we're about to find out sooner or later. BANGLE OF TIME *************** Found: Secret Mission- Hidden Bangle This is acquired through completing the Secret Mission in Mission 21. It's a mysterious wrist band that has the power to stop time. This is a great item to use against multiple tough enemies. By using this, you can stop them in their tracks momentarily. However, DT consumption is required and the effect will last as long as there is DT energy. CHALICE ******** Found: Mission 11 A grail that once held the divine blood of the dead. Supposedly, it also held the blood of Christ from which the knights drank to make them youthful and courageous. The Castellans also believed that it could grant them powers beyond their imaginations, but they were wrong. So they sealed the Chalice within the protective field and made a separate key, the Sign of Chastity. DEATH SENTENCE *************** Found: Mission 4 A prop sword Dante finds at the very top of the stairs on a small overhang. It's used to retrieve the Melancholy Soul from the statue in the Castellan bedroom. The sword's hilt is inlaid with a strange design that I'm unsure about what it represents. The blade itself was forged in a zigzag pattern. It is a sword the ancient Castellans used for rituals. ELIXIR ******* Found: Mission 18 The result of the Philosopher's Egg after being incubated in a huge goblet of divine flames. It unseals the supernatural energy field surrounding the mirror in the bedroom. It allows entry into the alternate dimension, where Dante retrieves the key to entering the Underworld. After its initial use, it will remain in Dante's inventory. EMBLEM SHIELD ************** Found: Mission 14 The engraved design on the shield has the same pattern as those on the sealed doors in the garden. Dante finds this on a skeleton, which happened to almost take his life by being the activation key for arousing the booby traps in the area. Unlike other key items, the Emblem Shield can be used several times before it disappears into oblivion. GUIDING LIGHT ************** Found: Mission 6 A key with a sun graphic shaped on the handle. It gradually drains Dante's life as it remains in his possession. You'll have to bring it to the sun symbol back in the Castellan bedroom. Of course, you need to do it before it zaps every trickle of life remaining in Dante. Those who overcome this task shall light a new path. LUMINITE ********* Found: Mission 15 It is a stone that reminds me of uranium. It glows with a strange but intense radiance that illuminates the dark areas around Dante. The Luminite's stem line begins as an ordinary stone from the Underworld, but somehow it has gained new properties that make it something unique and a rare-finding on the surface world. Other than its more useful purpose as a flashlight, there's nothing else known about it. MELANCHOLY SOUL **************** Found: Mission 4 An ornament resembling a soul in a form of a sphere. It is released from its comfy home in the statue's mouth when Dante sticks the Death Sentence in its rightful place. When activated, it gives off a glowing orange color, and will lose its efficiency over a short period of time (3 minutes in the game). You use this to open the door with the lion's head. How it self-activates is beyond me. PAIR OF LANCES *************** Found: Mission 15 Like the name implies, it's a pair of lances glued together in a criss-cross fashion. It raises the gate to the coliseum arena. Dante finds these in the first room explored of the two sealed shield doors. The Pair of Lances, I believe, are to be used in conjunction with the Emblem Shield, which were the weapons of choice for the warriors of the coliseum. PERFECT AMULET *************** Found: Mission 18 After defeating Nelo Angelo for the last time, Nelo drops the unknown half to Dante's amulet. Vergil & Dante forever. Once you've acquired these two pieces, they will automatically merge into one, forming the Perfect Amulet, which awakens the hidden power of the Force Edge. PHILOSOPHER'S EGG ****************** Found: Mission 18 An egg with hidden powers. It needs to be incubated in a fireplace, found inside the nefarious castle. Dante leaves this egg in the blue flames while he deals with a visiting predator. After some time, the Philosopher's Egg hatches and becomes the Elixir. PHILOSOPHER'S STONE ******************** Found: Mission 19 The Philosopher's Stone bears one of the keys to opening the gate to the Underworld. It exhibits the Star of David mark on its 3D hexagonal sides, but it looks a teeny bit different. This strange stone cannot be found in Dante's present world. He takes a trip through a portal in the Castellan's bedroom that takes him to a twisted, alternate dimension. The Philosopher's Stone exists only in this world and is forcibly guarded by several strong, bizarre creatures. PRIDE OF LION ************** Found: Mission 3 The Pride of Lion is a crest that proves a hero's strength and courage. Lions represent strength, determination and all that cheesy stuff. The energy field in Mission 4 requires you to show the "sign" to challenge the lion gatekeeper. Once you've proven your strength, it determines that you are a worthy opponent of the gatekeeper. QUICKSILVER ************ Found: Mission 17 The Quicksilver is a palm-sized orb filled with the harmful substance called mercury. While mercury is very corrosive, it's safely contained within the moonlight-generated orb. Dante obtains this from the high veranda in the display room, after reflecting moonlight onto it and manifesting its true form. The Quicksilver is used to open the door to the chamber, in which the master of the castle resides. RUSTY KEY ********** Found: Varies A rusted key that will unlock many of the doors in the castle. These keys are usually guarded by hideous castle guardians and such. Dante will find many of these throughout his missions, so there is no set location. SIGN OF CHASTITY ***************** Found: Mission 11 A glazed taxidermic organ, a testicle (according to Randy Keefe, who seems to be much more knowledgeable than I). It's the sign that removes the force field around the Chalice. Only those who possess this sign can claim it. This item is well protected by a horde of vicious Blades. They will do everything in their power to protect it. STAFF OF HERMES **************** Found: Mission 13 It seemed to have been the plug for some supernatural force that kept the pirate ship afloat. After Dante removed this from the statue, the ship immediately experienced violent turbulence and made like Titanic--it started to sink, flooding the interior with water. Its true purpose was revealed in Mission 16, where Dante places it in the engraving on the wall, at the end of the Path of Trials. Its power depicted certain rooms of the castle and foretold Dante's destinations. STAFF OF JUDGEMENT ******************* Found: Mission 2 A mystical staff that the Judge of Death statue holds. In the game, it acts as the key to opening the door to the Cathedral. It shines with a mysterious light. Cool stuff. TRIDENT ******** Found: Mission 8 A lance with three pronged pikes at the end. Unfortunately, it's not a weapon like you thought it would be. Dante equips swords only! Rather, it's the key to opening the water source in Neptune's room. WHEEL OF DESTINY ***************** Found: Mission 15 A rounded plate with strange etchings in the center. It resembles a destiny's repetitive cycle, as the game states. It lowers the drawbridge from the outside. The whole time Dante was outside the castle, he had been searching for this one-time use item. Pshaw. What a waste of time. |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Enemies & Boss Encyclopedia |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Dante will be encountering a glut of hideous beasts, shadow figures, frothing uh, things, and many other children of the supernatural. The enemy section has been divided into two parts, separating the servants of Mundus to the stronger knights of Mundus. Typically known as Enemies and Bosses. I will be identifying their weaknesses and lots o' other junk. I will also make some decent tactics to use against these fiendish underdogs. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= ENEMIES ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Even the norm is as hard as they come. Some require some improvised tactics to defeat. But that won't be necessary for you since I'll be helping your lil devil ass. ============================================================================= BEELZEBUB ============================================================================= First found in: Mission 6 Appearance Rate: **--- Difficulty Rate: *---- Attacks: Excreting some brown substance Ahem, yes, they really do crap on you. No joke. Not much of a strategy here, since they're so friggin' easy. They disintegrate in one slash of Dante's Alastor. Just be vigilant as they sometimes fall from the ceiling and crap you to death. ============================================================================= BLADE ============================================================================= First found in: Mission 9 Appearance Rate: ***-- Difficulty Rate: ***-- Attacks: Spitting speeding red blood, Lunging at Dante, Swiping at Dante with its metal claws, Burrowing These guys take a lot of abuse before they cower in the dirt. The first time Dante encounters them is outside the castle in the garden. Blades usually emerge from the ground and come in groups of three. They're fleet-footed, overgrown lizards and are the first enemies that have the potential to beat Dante's demonic ass down if he's not careful. Their attacks are well- coordinated, but their lunging attacks often fall short. If Dante is blasting them from afar, Blades can retaliate with a spitting attack of their own, where blood spews from their mouths and fling at 100 MPH towards him. Blades are decently equipped with hard-plated armor that covers every inch of their scaly bodies, except the belly. It's advised that when you go up against 2 or more of these, have Dante turn into demonic Dante! It makes the battles with them much quicker. Don't forget that they have shields too! That's the main point of rebound--but you can shatter them with the Stinger, making them more susceptible to your attacks. You must keep a move on at all times since Blades have a tendency to pounce on you on short notice, especially when you're dealing with another batch of them. The best way to make them eat dirt is to "High-Time" them and pump shells into their stomachs. Approaching a Blade without getting torn up by its comrades is the tricky part. Your dodging skills and your instincts are key to saving Dante the excruciating headaches and medical bills. Otherwise take out the handguns, jump around a lot and Air Raid. ============================================================================= BLOODY MARI ============================================================================= First found in: Mission 1 Appearance Rate: ****- Difficulty Rate: **--- Attacks: Twirling around at Dante with its blades stretched out, Launching its blades at Dante, Stringing Dante to the ceiling and trapping him Bloody Maris can get quite annoying since you'll be seeing them all the time. Hell, you'll find them in every mission. Well, almost. One or two of them doesn't pose much of a problem, but large groups of these puppet-stringed clowns is deleterious. Why? While you attack, say 1 or 2 of them, others will try to exploit your vulnerable spot--Dante's backside. That's what you should expect. Luckily for you, most of their attacks are predictable from the indication of a twirling sound. Once you hear a twirling bit, prepare to jump to the side to avoid getting impaled by their blades. The most dangerous type of Bloody Mari is the one brandishing a shotgun. It deals the most damage. To defeat them in groups, it's always a good idea to set apart three, four at the most, in one remote area and chop away. Then repeat for the other groups. ============================================================================= DEATH SCISSOR ============================================================================= First found in: Mission 6 Appearance Rate: *---- Difficulty Rate: ***-- Attacks: Hurling itself at Dante 4 times from different sides, Swiping at Dante with its giant scissors Following an encounter with a Death Scissor, it puts up a barrier in which you must defeat him. He's a much stronger variation of a Sin Scissor except he's uh, stronger and a male, I think. Exploiting the tactics you used on the Sin Scissor won't work adequately against him since he blocks very well with that weapon of his. You'll need to dance around until you find a weak spot, then attack. His cow head-mask is his main weak point. If you stall for too long, he'll act first. It starts to heave itself at you 4 times, all from different directions. Dante can avoid them by jumping to the side every 1 1/2 seconds. When it is almost about to cower at Dante's feet, it will speed up its attacks, but that won't stop you from completely whooping its ass. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [ALTERNATE STRATEGY] Submitted by Rejean "Billco" Lambert When battling Death Scissor in the swampy sewers, try to slash at his scissors whenever you can, even if he starts doing his one-handed triple-lunge move (time it right and you can knock him out of each swing), and when he loses his guard and falls on his face, activate DT and slash him silly. His face will then turn red and he'll start doing his nose-dive attack, which is laughably avoided by jumping at a straight angle from his trajectory. After three dives he will make a beeline straight for you, just jump and shoot him a few times with the handguns, then go back to slashing his scissors. You should be done with him after his second nose-dive stunt, taking a little under a minute to beat him. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= DEATH SCYTHE ============================================================================= First found in: Mission 11 Appearance Rate: *---- Difficulty Rate: ***-- Attacks: Spawns black tornados to lift Dante into the air, Slashing downwards knocking Dante down I've only noticed two attacks, but I could be wrong. Dante meets the father of the "Sins" as he begins Mission 11. Immediately, before you can register what is happening, the Death Scythe casts a tornado spell on the ground, of which if Dante steps over it, he will be cast in the air and encapsulated in
a black sphere each time he jumps. The Death Scythe then uses its powerful blades to cleave Dante and knock him back to the ground. However, you can use these tornados, the living cow head has created, to your advantage. As Dante gets sucked into one and tossed into the air, transform to demonic Dante and slash down on the Death Scythe before you give him a chance to act. This is about the only way to hurt him. That, or if there are higher platforms, Dante could run along those and jump into the air for brief aerial combat. Another alternative is to use Air Raid. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [STRATEGY (HARD)] Thanks to Wayne T. Edwards Equip Ifrit and the Shotgun. Don't jump around. Walk on the ground keeping it in clear sight. When it swoops down to attack you, jump at it (you should have bought the fire flip move [it escapes me what it's name was]), that will hit it. Then press the kick button and you will kick it. When you land on the ground, pump it with the shotgun. When it comes at you again, rinse and repeat. If you want to get bold, you can hop on the tornado squares, and fire kick. As soon as you land, you will fly up again so kick once again. It seems to be the fastest and most effective way to beat it. You can finish it off with an Inferno once it starts to slowly come at you with all of its blades. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= FETISH ============================================================================= First found in: Mission 9 Appearance Rate: ***-- Difficulty Rate: ****- Attacks: Spinning around in flames, Flamebreath, Pitching its flaming Shurikens at Dante Believe it or not, but they are as tough as Nelo Angelo on steroids. They may be sluggish, but the damage they are able to deal is jaw-dropping. The three attacks listed above may not be all that are in their bag of tricks. I didn't want to get too close to find out. Close combat with these fire-loving puppets is suicide. Like the Marionettes, it makes a twirling sound before it launches its flaming twin Shurikens at Dante, in which case he should immediately dart to the side because they will clasp onto him and inflict bloodily damage continuously. While you can depend on the twirling sound to predict a forthcoming attack, it can sometimes get muffled, and you will only know it's coming when Dante gets mutilated. The flame-breath is rather capricious. You'll just have to jump away if a Fetish closes in on you. The spinning attack can be foreseen because it begins to rotate itself for momentum and spring. The glowing core encased within its abdomen is the target. The very BEST way to deal with these curvaceous, hell denizens is to crank out that grenade gun and start inserting grenades into their interiors. Or use a devastating combo of a Roundtrip AND the grenade gun. That usually works the best. However, in an event in which Dante must stand up to these fearsome foes in DMD Mode, I wish you luck. The safest way to finish them off is to unload two grenades upon them from afar. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [ALTERNATE STRATEGY] Thanks to Isaac Sherman Use Stinger until they are up against a wall. It breaks through their guards, and knocks them down. Once you've done that, hit them with High Time, and finish with a sword combo (or, if you're alone in the room, blast away with the grenade-gun or E&I). Between Stinger and High Time, they should have their backs turned toward you. You can do pretty much anything you want to them. But if they're facing you, well, _always_ have you're finger on the jump button. Sometimes you can get avoid their breath. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= FROST ============================================================================= First found in: Mission 17 Appearance Rate: **--- Difficulty Rate: ***-- Attacks: Ice variation of the Inferno, Projecting icicles at Dante, Forming an ice barrier around it, Swiping at Dante with its steel-like forehands Frosts act very much like Blades. In fact, they could probably be pre-evolved forms of them, except they're ice-oriented, obviously. A Frost proves to be a formidable adversary, especially when two or more of them gang up on Dante. Their most devastating attack is the ice variation of Ifrit's Inferno, whereby stalagmites violently jolt out of the ground. They aren't easy to dodge, unfortunately, but their ritual in preparing that attack is rather conspicuous, leaving you with a forewarned sense of running away from them. Frosts will leap into the air and speed back to the ground. If Dante can get away before they reach the ground, then he's in good shape, if not prepare to feel their wrath. Obviously, Dante needs to equip the Ifrit against them. Lightning and Ice repel against each other, but Fire doesn't. Simply pound it into them and use Ifrit's Inferno if you have it. It works _wonderfully_. It saves you a few taps of the attack button. Don't try to beat them without Devil Triggering because they have the ability to parry very well. You've got to keep in their face the whole time. If they try to escape, simply use a Kick13 to get back in their Dentyne Ice faces. ============================================================================= KYKLOPS ============================================================================= First found in: Mission 10 Appearance Rate: *---- Difficulty Rate: **--- Attacks: Launching boulders at Dante, Leaping into the air and landing on Dante, Clasping Dante with its strong pincers Easily said to be derivations of the Phantom. His successors have arrived! Don't get me wrong, though. They are not nearly as tough as Phantom, but have the ability to deal serious damage if not properly managed. Simply apply the tactics you have used against Phantom. They do not present such a formidable challenge after vanquishing the hot-headed Phantom. However, their boulder- launching attack does chip off a good amount of health from the life gauge. This attack comes at you capriciously. You're hardly able to forecast it. Just keep in mind that whenever you find a Kyklops in front of you, jump out of the way. Other than that attack, their other dubious tricks are nothing to concern yourself over. At any rate, start jumping on their backs and give them a good scratching. Do whatever you please with them. Pump shells, erode their earthly layers, and the works. The Grenade gun works wonderfully, by the way. If there is more than one, they do more damage to each other than Dante can do to one. Perch Dante on a high area, or somewhere where he can watch a raging duel between two Kyklops peacefully, then have him set camp there. The Kyklops will not detect a common enemy and decide to attack each other! Such irony. ============================================================================= MARIONETTE ============================================================================= First found in: Mission 1 Appearance Rate: ***** Difficulty Rate: **--- Attacks: Twirling around at Dante with its blades stretched out, Launching its blades at Dante, Stringing Dante to the ceiling and trapping him Since a Marionette's style bears a striking resemblance to that of the Bloody Mari, I'm just going to repeat the strategy. Marionettes can get quite annoying since you'll be seeing them all the time. Hell, you'll find them in every mission. Well, almost. One or two of them doesn't pose much of a problem, but large groups of these puppet-stringed clowns is deleterious. Why? While you attack, say 1 or 2 of them, others will try to exploit your vulnerable spot--Dante's backside. That's what you should expect. Luckily for you, most of their attacks are predictable from the indication of a twirling sound. Once you hear a twirling bit, prepare to jump to the side to avoid getting impaled by their blades. The most dangerous type of Marionette is the one brandishing your shotgun. It deals the most damage. To defeat them in groups, it's always a good idea to set aside three, four at the most, in one remote area and go choppy-choppy. Then repeat for the other groups. ============================================================================= NOBODY ============================================================================= First found in: Mission 19 Appearance Rate: **--- Difficulty Rate: ***-- Attacks: Enlarging itself, Releasing egg-like objects that explode upon contact, Spitting acid balls, Biting Dante Nobodys are the most repulsive-looking demons of all the lower class servants of Mundus. They are also the last new enemies Dante will encounter in the game. They add to a growing, friendly neighborhood of sinister groupies. In the first encounter with them, they start out to be diminutive guys with an appendage protruding from its neck or something. Its strangely cute demeanor belies its utter ferocity. Further into the fight, the Nobodys begin to put on a mask that enlarges their bodies and brings forth menacing strength and attacks. Beware, the cutscene drains the DT Gauge. Press SELECT to skip it and prevent it from happening. Nobodys are very adept at dodging your attacks, and the guns are ineffective for the most part. The grenade gun works the best if you just need to stick with fire arms. What really sucks is that Dante is unable to "High-Time" them to pull off sick combos. However, the Roundtrip and Stinger, as well as Ifrit moves dominate them. HARD. Especially Inferno, may I add. They are only deadly when you allow them to inflate themselves. So while they're in their early stages, you can pick on them to your heart's desire. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [STRATEGY (Hard)] Thanks to Wayne T. Edwards 1. Alastor and Grenade Gun: Shoot with the grenade gun, jump, land, and shoot again, Stinger. Rinse and repeat. This is if they get big and you are only fighting one. When it turns small again do a high time on it. It won't fly in the air, but it will get shot up and will be defenseless. Unleash the rhythm combo of sword slashes or even the repetitive sword stab. Then finish it off with a Stinger. It's fast and effective. If you can't muster that off, try to shoot it with a grenade before it falls back to its feet. 2. Ifrit and Grenade gun (need fire kick flip): Shoot the Nobody with the Grenade gun, jump and kick, then jump away (will cause damage) shoot with Grenade gun when you land. If they get big, pull off an Inferno. You can also do the Magma Drive and stand them up like described above, and then do the powerful R1 + towards the enemy kung-fu combo (all you have to do is a kick13 and keep pressing after it lands) to save your DT meter and to get another pass at it. 3. If in multiple groups, it's Ifrit and Grenade gun, DT, jump Inferno, DT grenade shot some of them and repeat with a finishing Inferno. Build up with the Grenade gun again and a couple of Kick 13's. Then DT again and Inferno. Inferno kills 'em off fast and efficiently... /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= PLASMA ============================================================================= First found in: Mission 16 Appearance Rate: **--- Difficulty Rate: ***-- Attacks: Slashing at Dante with an Alastor imitation, Splitting to 3 parts to surround Dante, Shooting a single laser beam that closes in on Dante Plasmas are annoying fellows made up entirely of plasma energy. Incidentally, it is also susceptible to the strength of Ifrit. However, because of Ifrit's inability to execute swift, consecutive attacks, it makes it an advantage for the translucent beings. At first, it may seem that there is only one Plasma to deal with, but soon after Dante attacks one, it splits into two other Plasmas. Plasmas also have the ability to transform into other shapes, but they frequently take the shape of a bat, which makes it a chore to try and damage it. The safest way to eliminate these annoying pests is to devil trigger. It increases the swiftness of Ifrit's attacks, making it nearly impossible for a Plasma to counterattack. Normally they can, in-between his slow movements with the cumbersome gauntlets. By tapping into Devil Trigger mode, it makes it less plausible for the Plasmas to retaliate with any attacks other than the ones their companions can execute. In DT mode, be sure to keep the R1 button down. By doing this, Dante is somehow able to launch a flurry of kicks and punches more quickly than he usually would. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [TIP] Thanks to Ryan Paul I've found that Shotgun is a good way to fend them off while you're trying to build back up your Devil Trigger gauge. Jump around, shotgun the hell out of them, then hit Devil Trigger and pound the snot out of them. Oh, and I think if you hit them with Alastor or Air Raid, it actually makes them stronger, so they will keep splitting. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ Submitted by Kain Nosgoth I find that beating Plasmas is easy with the Ifrit gloves and inferno. After you do a combo and the Plasma splits into three, use your devil trigger and pull off Inferno and you will kill all three of them at the same time and get 300+ orbs. It's a really good way of building up orbs right after the introduction of the first Plasma. Every time you go back to the airplane room, a Plasma is there and you can beat it really fast like that. You can get about 900+ orbs in a minute. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= SARGASSO ============================================================================= First found in: Mission 3 Appearance Rate: **--- Difficulty Rate: *---- Attacks: Blowing a frost breath Attempting to chew Dante up Very easy floating skulls. They like to laugh at and intimidate you. Doesn't that just piss you off? Again, not really much of a strategy needed here. You need to eliminate all the lackeys (white skulls) to call forth the bigger, strangely painted skull, which takes more hits than the rest. Equip the Alastor and shotgun; it takes only one attack from each weapon to crush any one Sargasso. Here's a quick strategy: Use a Stinger Level 1 and follow it up with a blast of the shotgun. End of Sargasso number one. ============================================================================= SHADOW ============================================================================= First found in: Mission 4 Appearance Rate: *---- Difficulty Rate: ***-- Attacks include: Leaping into the air and hurling itself at Dante, Springing at Dante like a spear, Focusing its power into the ground, then spikes shoot from the ground several times, Transforming into a Venus Fly Trap that engulfs Dante This opaque sabertooth tiger is a lot more imposing than it seems. It attacks only if one of two things happen: You shoot at it, or you stall for too long. Doing either of these goads the phantom feline to retaliate with lightning speed attacks, all of which you can dodge. Although there is one you'll be able to dodge by just nose length. Keep your finger on the R1 shoulder button to focus the camera on it at all times. You can usually tell when the big cat is about to attack. Your basic strategy is to shoot it as many times as possible before it responds. When he gets ready for an attack, just either roll to the side or jump wildly around. Either way works. Repeat this until it exposes its main core. Switch to a sword offense and use your most powerful sword attacks on the core before it conceals it again. If you were able to get in a couple good slashes, it should turn a bloody red. Now he gets dangerous and slightly quicker, but it shouldn't bear too much of a problem afterwards. Just avoid its "Venus-fly trap" attack at all times because it will use this finishing move to incapacitate you. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [STRATEGY (HARD)] Thanks to Wayne T. Edwards Stinger, Stinger, Stinger. When you open a core on one, use the shotgun, stay on the ground, move left to right and just pump the shotty at 'em. If they turn into the high blade, then do a roll. If you see them prepping to do the lance move at you, and if you're dope enough, try to jump on top of their heads, the flat spot on the spear. IT WILL PARALIZE IT FOR A MOMENT. Then you can unleash on the ****er. Once the core is exposed, go into DT mode and don't waste time with combos. Stinger, Stinger, Stinger. Why? Stinger is very very, very devastating to the core, and it also pushes your enemy forward which helps you dodge the spike pillars it shoots up at you...and makes it hard for the other Shadow's in the area to hit you as well, then if you luck out all you have to do is focus in on one of them instead of more so it will refill your health when one of them dies. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= SIN SCISSOR ============================================================================= First found in: Mission 2 Appearance Rate: **--- Difficulty Rate: *---- Attacks include: Snipping gleefully at Dante Yes, I've only noticed one style of attacking, but that's about all you need to be worried about. They are most deadly in groups of 3 or more. You can have hell of an easy time just using the shotgun and pumping shells into their non-existent hearts. If you attempt to slash at them normally, they are apt to parry your attacks like crazy. Remember to watch for their scissors. If it's wide open, it's about to lop off your shiny head. The flimsy black cloak is there to deceive you into thinking that that is the point of target when in fact, the real target is its head. The best way to connect with its pretty mask is to jump slash it. However, its huge scissors is in the way, which will block most of your attacks. If your attacks connect with a solid target, the Sin Scissor will be momentarily susceptible to your attacks. Take this opportunity to deposit a few shotgun shells into its head. It should make short work of these laffy-taffies. Be careful, though, when it dies, its weapon will fly into the air and twirl back down. If it lands on Dante, he will suffer bad surgery. ============================================================================= SIN SCYTHE ============================================================================= First found in: Mission 4 (After Shadow encounter) Appearance Rate: **--- Difficulty Rate: ***-- Attacks: Swiping its long scythe horizontally across the area, Using the scythe as a boomerang, Sudden springs forward to swipe Dante Sin Scythes are relatives of the Sin Scissors and are much more dangerous than their said "cousins". When I first encountered them in Mission 7, I was pissed off to see them well prepared against my attacks. But that changed after I pumped shell after shell into their limpid guts. They have some tricks the Sin Scissors don't. Their scythes can reach a long way, so don't underestimate them. The boomerang they launch must be avoided the whole time it is still flying around until it returns to its owner, otherwise you will experience some mince meat and gravy. The flimsy black cloak is there to deceive you into thinking that that is the point of target when in fact, the real target is its head. The best way to connect with its pretty mask is to jump slash it. However, it's long scythe is in the way, which will block some of your attacks. If your attacks connect with a solid target, the Sin Scythe will be momentarily susceptible to your attacks. Take this opportunity to deposit a few shotgun shells into its head. Be careful, though, when it dies, its weapon will fly into the air and twirl back down. If it lands on Dante, he will suffer bad surgery. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= BOSSES ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= Unlike some games, Dante will have to face these bosses several times before they actually die. Some play a role to boost the storyline a little, while others are just plain annoying. Many of these bosses are very difficult to defeat, even the first one. You must think on your feet, or prepare to be wasted. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [TIP] Submitted by Rejean "Billco" Lambert It should be noted that you can pepper most of these strategies with a holy water to finish things even quicker, but you're better off using it late in the battle, ideally to finish off your foe, rather than right at the beginning. This will avoid you some cheap shots that the bosses often take near the end of their life. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= PHANTOM (First Encounter) ============================================================================= Where: Mission 3 Difficulty Rate: ***-- Attacks: Volcanic columns erupt from the ground, Shoots powerful fireballs, Jabs with its powerful pincers, Stings with its scorpion-like tail, Jumping high into the air and landing on Dante You'll be seeing more of this hot-headed tarantula on several occasions. But for now, you should worry about this fight. For the first boss, he's hella hard. His exoskeleton acts as an impenetrable shield, which causes any sword- struck point to rebound back. First things first, play around with him a little and learn what he has up his sleeve. His attacks are listed above, but you need to know the signs he gives away that indicate which attack he is about to execute. When he is about to project a fireball, you can see his mouth frothing with energy. For the volcanic columns, the Phantom raises its stinger high in the air and magma circles appear underneath Dante's nimble feet. All of his rampant attacks can be avoided. That's the first step to bringing this sucka down. The pillars around the battle arena takes the abuse from Phantom's firebreath or whatever. So, hide behind one to protect Dante from that attack. Phantom's weak point is its back. Whenever it exposes its molten interior, jump on its back and slash it as many times as you can. Using the Devil Trigger mode helps since it is powerful and also gradually restores Dante's health. You can always recharge the meter by attacking Phantom over and over again. You may be interested to know that if you disrupt his collecting of energy by shooting him in the mouth with the grenade gun (this is for Hard mode, by the way), it will deal double the damage to Phantom and nullify this attack. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [TIP] Thanks to Brian Oliver I found my brother using the Phantom's lava mouth projectile attack as a weapon against it. The same way you do when the dragon sends the fireball at you. Keep in mind that his game was on easy. And it did work on Hard for me, but only when I used the Sparda sword. (I could not time it right with Ifrit, and I could not get him to execute the attack when I equipped the Alastor). /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [ALTERNATE STRATEGY] Submitted by Rejean "Billco" Lambert I found it best to jump right onto his back when the stinger is raised, turn on DT and slash at its ass until you fall off, as usual. Phantom will then turn around and start charging a fireball most of the time, or it might try to claw you. If you see it wind up a claw, jump straight up and fire the shotgun once, then slash on your way down and follow it up with the diagonal- slash combo. It will be blocked but this will recharge your DT meter. If instead it prepares a fireball, either slash it quickly or use Stinger if you have it, this will knock Phantom out of its fireball stance. You may then jump on its back again and repeat the process. 30 seconds is all it takes, the hard part is getting the hang of jumping on its back since it is easy to fly right past it. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= PHANTOM (Second Encounter) ============================================================================= Where: Mission 8 Difficulty Rate: **--- Attacks: Volcanic columns erupt from the ground, Shoots powerful fireballs, Jabs with its powerful pincers, Project fireballs high into the air that come hailing down He's easier this time around, and after this final confrontation, he's mince meat. This rematch with Phantom isn't as hard as it would seem, as some of his attacks are in absentia, or he doesn't use them as often as he should. The only new magic trick he's learned is the last attack listed above. They rain down in sets of 3. Being that there are no pillars in this arena, you may have some trouble avoiding his fireball attack. Don't dodge it until the very last second before he releases it, or it will lock-on to Dante and blast him away. Your bane in this match is the camera angles. It never pans to a good angle To benefit this fight. Therefore, trying to predict Phantom's attacks before they come is much more difficult. You will have to rely on the sounds and quick reflexes. Let me reiterate the tactic from the last encounter: Using the Devil Trigger mode helps since it is powerful and also gradually restores Dante's health. You can always recharge the meter by attacking Phantom over and over again. If you want to beat his ass un-professionally, simply jump around wildly and slash downwards into his insides. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [QUICK 'N' DIRTY KILL] Thanks to COR121 Every time he jumps around, stand in the middle of the glass dome. He'll try and land where you are. It'll shatter a bit each time he lands in the center of it (Make sure to jump out of the way as he comes down). After 7 or so, it breaks and he falls in. No damage done, none taken. Cool, huh? /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= NELO ANGELO (First Encounter) ============================================================================= Where: Mission 4 Difficulty Rate: ***-- Attacks: Surge of projectiles, Similar sword styles to Dante except more powerful I'd recommend purchasing a Holy Water before this fight. Holy Water will help abridge the fight tremendously. Get it! Also, try to perfect Dante's sword deftness. You'll need it for executing maximum damage in one attack. And if you're skilled enough, you can time Nelo's attacks and clang swords to send his attack back at him. The battle ground with Nelo Angelo here is spacious-- more than ample space for Dante to move around. Nelo Angelo has a huge sword, and his sword attacks are identical, or hold subtle similarities to Dante's, except they pose a bigger threat. Learn to read his attacks to give yourself the upper hand. Use a Holy Water to kick off the fight and cement a good advantage. The power of the Holy Water knocks off half of Angelo's life. At this time, he teleports to a higher ledge and beckons you. He does this when a 1/3 of his life is gone. When you steal another 1/3 of his life, he teleports to a final level and taunts you. As you jump to the second level, Angelo viciously strikes his sword at you to render services for what you did to him earlier. His attacks are very hard to dodge once you're caught in a flurry of them, but if you're able to dart away from every last assault, you have the advantage over him. Angelo is weighed down by his body mass and the sword he's carrying, and he cannot match up to your agility. Thus, he's bound to get exhausted. After he uses every trickle of energy to butcher Dante, he will start to sag, and open himself to attacks from Dante. Take this opportunity to go all out on him. He's also vulnerable if you manage to jump behind him. Just keep yourself moving and watch for his attacks, and eventually, you will witness an ensuing fight scene. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [ALTERNATE STRATEGY] Thanks to Guillermo Gallego Aside from the dodging, which at this point is customary, you can force a break in Nelo Angel's concentration. Prior to his grandiose attack, which he begins by raising his sword up high and glowing blue, he is open for a short time. Too often this is not long enough to launch an offensive hit, but... if you do a jump-slash, your blow is automatically parried, but he automatically goes into his tired stance. At this point, you can either hit him a few times with your sword, or better yet, use a double taunt (press and hold R2). This, considering the distance between yourself and your opponent is enough to recover a sufficient amount of your DT gauge. As soon as you regain control, start slashing until he blocks (You'll only get off a few, if any, hits at all). As soon as he blocks quickly back flip away and wait for him to counter. Most often he will either raise his sword again or teleport near you and begin slashing. As soon as his sword is in the air, repeat the process. Should you on the other hand have three or more levels on your DT bar, tap in and begin chopping him down mercilessly until he blocks. Tap out and back flip. Although this strategy is somewhat time consuming, the large amount of damage it affords as well as the fact you will barely take any hits will most likely help your grading as well as look damn cool if anyone else is around. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [ALTERNATE STRATEGY] Submitted by Rejean "Billco" Lambert DON'T waste your holy water on him, he's a pansy! Just wait for him to charge his sword and give him a Stinger, then slash wildly. He will block a few hits, but keep going and he'll be stunned, at which point you should activate DT and pull off a fencing combo. If he teleports nearby, jump right towards him and slash down, then start cheesing him again. When he teleports to higher ground, jump and do a Stinger right away before he has a chance to strike. Don't use DT for now, let it recharge. This time around he will try to teleport and launch projectiles at your back. Just jump and slash down to break him out of it. Keep on cheese-slashing his defense away and very quickly he will fly off to the top platform. Kick jump right into his face, switch on DT and finish him off. 42 seconds is my record for this fight. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= NELO ANGELO (Second Encounter) ============================================================================= Where: Mission 11 Difficulty Rate: **--- Attacks: Surge of projectiles, Similar sword styles to Dante except more powerful Yes, this dark knight is back and more vindictive than ever. The arena Dante and he battle on is sufficient enough to get the job done. I personally beat him in 2 minutes. He basically has the same attacks, except Nelo's taken some steroid pills to boost his strength. You'd want to have a Holy Water with you. You should have one, since you should've found at least two before the fight. Use it following the initiation of the battle. It instantly drains a 1/4 of his life. Parry any sword attacks he burdens Dante with and retaliate by thrashing him in Devil Trigger mode. To maximize the damage, use the Chop Suey! move and follow it up with a Stinger. Continue Dante's relentless assault to cancel any of Angelo's attacks/counterattacks. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [ALTERNATE STRATEGY] Submitted by Rejean "Billco" Lambert Use the Ifrit instead of the Alastor and just constantly pummel him into submission, using your DT whenever available. The trick here is to get the timing right so that he can never counter-attack. Star out of his range until he starts calmly stalking you, then jump in close and start pounding him. If you got the timing right, he will block the first three punches, at which point he will try to slash you but your final kick will push him back and stun him. Don't charge any of your hits, just strike him as fast as possible. If he teleports, jump-kick immediately and start beating him again. 30 seconds later he's dust. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= NELO ANGELO (Final Encounter) ============================================================================= Where: Mission 17 Difficulty Rate: ****- Attacks: Surge of projectiles, Similar sword styles to Dante except more powerful, Sword-cicle attacks Yes, the very first boss to earn a four star difficulty rating from me. So he really _is_ hard, believe me. Now that his cumbersome mask is off, he has greater reaction time, and consequently, greater power channeled within each swipe of his massive saber. Luckily for us, his sword emits a blue light before he swings his sword in any way to warn us that he's about to attack. Thanks to that, he's _somewhat_ easier, so don't tense up. For starters, his swordsmanship is making a triumphant return, except he's been perfecting it during the time Dante has been making his way to his chamber. Now, it does HELLUVA LOT more damage than before. So Rule No. 1: Do your absolute best to prevent from getting skewered by his attacks. For some reason, the Alastor isn't as omnipotent as it should be. It's better to switch to the Ifrit. Because of this, you will now need to use different attack strategies, but still applying the ground tactics of the last two battles. Rule No. 2: Avoid his stupid energy balls. You can achieve this by jumping around, or timing it just right. His new, well-thought out attacks involve summoning icicles that circle above Dante, and then causing them to rain down on him. He also casts a vertical line of piercing icicles at Dante and conjures another variation of the first icicle attack. All of these can be dodged with careful timing. Rule No. 3: Don't stay close to him. With those rules digested, it's time to get down to business. Initiating the final battle, immediately use a Holy Water to cut down the battle time. If you don't have one, you'll have to improvise and find some way to slowly knock 1/4 of his life away. After doing so, Nelo teleports to the back of the room near the windows and starts casting those icicle attacks at Dante. They are easier to avoid if you have a full view of him. Then tap into DT and pound away, although Nelo is able to defend well against most of the attacks. Jump kick him to break his guard stance. Don't allow him to execute some of his own attacks. You'll regret it. When he starts to charge his sword for an attack, strike him immediately to break it. However, some of his attacks cannot be disrupted and will proceed to damage Dante. This is a very difficult battle. Don't hesitate to use up all the Devil Stars you have. ============================================================================= GRIFFON (First Encounter) ============================================================================= Where: Mission 9 Difficulty Rate: ***-- Attacks: Dropping a bombardment of huge energy balls, High and low radius lasers, Wing thrust, False tornado wind The Griffon poses a false belief of his being a really tough boss, but you'll be able to see through that feeble covering after reading this strategy. Throughout the battle arena, there will be these red rimmed-gates stationed around that can be used as platforms to give you an advantage in height. However, this strategy does not require the use of those. The Griffon performs all the attacks listed above in a certain order once he's started the first attack of the pattern: Bombarding Dante with an endless swarm of energy balls, charging at Dante, a wing thrust, heavy wind formed by flapping his wings, and finally, sequential lasers that try to trap Dante. All attacks are predictable, but you may need to adjust to his patterns before you are able to fully avoid them with ease. Jumping out of the way and ducking are the two ground techniques for ditching all of his attacks. The strategy for this battle: Equip Dante with the Ifrit and his sidekicks, the handguns. Then switch to Devil Trigger mode and blast away. Pump those shells as rapidly as possible. When you run out of the devil gauge slots, simply continue blasting the oversized feather brain to refill it. Then, give it another whirl. Just repeat this easy two-step process, and he'll flee. You also need to avoid his attacks in the process (Duh). ============================================================================= GRIFFON (Second Encounter) ============================================================================= Where: Mission 12 Difficulty Rate: ***-- Attacks: Converging high and low radius lasers, An animated wing that attaches to Dante The Griffon is back again. He's carried over all his dirty tricks to this fight, except one. In this rematch, he's concocted a new attack. A very good one at that. Yes, it can knock Dante's ass around like a ping-pong ball. It's listed as "An animated wing that attaches to Dante". What he does is send a separate Phoenix-like wing that slings a silly string at Dante and binds itself to him until Dante sends it away with his guns. The wing will fly around like a rubber band, and each time it closes in on Dante, he must JUMP away, or it'll toss Dante into the air and juggle him. If this happens, blast it wildly to loosen its grasp and fall back onto the deck. Keep blasting it until it flees. Throughout the fight, it will keep returning until you have completely trounced the Griffon. To make things worse, while Dante is occupied with the Phoenix wing, dirty ol' Griffon projects some of his own electric attacks at Dante. So, you have to dodge two concurrent assaults! This can be achieved by adapting quickly as the fight moves on. Use the same tactic as before. Equip the Ifrit and Handguns, and tap into the Devil Trigger mode. Then gleefully blast away. This fight will make your fingers hurt since you'll be mashing the shoot button like a maniac. What really makes this fight so hard is the numerous obstacles on the deck of the ship. The best place for solid battle is at the front of the ship, near the bow. Why? While you're dealing with a Phoenix Wing, the Griffon will be hanging around on the back of the ship for the most part. Keep up a steady counterattack to send him packing his bags and making a run for it again. ============================================================================= GRIFFON (Final Encounter) ============================================================================= Where: Mission 15 Difficulty Rate: ***-- Attacks: Converging high and low radius lasers, Forming harsh winds from flapping its wings, A vertical net of fast-moving beams, A straight line of lightning that scatter upon reaching Dante The Griffon is back for becoming part of next year's Thanksgiving feast. Now, he's learned something and has adapted to Dante's style of combat. He's also adopted some new tricks (The last two attacks listed). It's basically the same strategy from the last two battles, except either Devil Arms work fine (Ifrit or Alastor). The first half of the battle is customary, so I'll skip some yapping. With about 1/3 of his life gone, Griffon decides to put his new tactics into play. The Griffon forms a vertical wall of laser beams that close in on Dante's current position. Trying to outrun it quickly becomes a stupid idea. Instead, move to an opportunist angle. By this I mean you have a clear view of the whole enchilada. Standing as far away as possible also makes it easier. There are wide gaps between each beam. Watch as the lasers focalize on Dante and immediately position Dante so that he slides between the gap of two laser beams. Thus, escaping Griffon's electrical wrath. The Griffon does this a few times in one assault so keep re-adjusting Dante so that he slips between the gaps unscathed. His other attack has a line of lightning striking the ground that slowly closes in on Dante. Stay still and the moment before it coincides with him, jump wildly to the side to dodge that attack as well. Also, remember seeing three platforms stacked on top of each other throughout the battle area? Well, they help somewhat in this battle. The Griffon tends to release a horizontal electrical charge of lightning at Dante that only converge on him depending on the height. For instance, if he is currently in the air while the Griffon prepares the attack, it will centralize on the jump position Dante was in a moment ago. That's about all there is to beat him. Knowing about his attacks and how to avoid them is the only real strategy here. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [TIP] Submitted by DaRkLiNg Go to the top level, whip out the grenade gun and shoot him while he's in the air. This will knock the Griffon down into the middle, pummeling everything (the middle platforms and bridge etc.) and causing him to loose 1/4 of his life in one shot. But after that you won't have the platforms or anything to help you kick jump out of the way of the electric lines (that's why I got Air Hike earlier on). /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [DMD STRATEGY] Submitted by Tefari What you need to do is start off the fight by using as many fully charged Meteor 2's as you can. This should do considerable damage, sending him into flight. You should run out of Devil Trigger, so switch to Sparda and use Round Trip. That should do the very small amount of damage needed to tear off his wing. After he is on the ground, switch to Ifrit and use Rolling Blaze and jump kicks, and a lot of them. This is the most vital thing. You should be able to do a wall jump off of his body and then jump kick. This will do two things, charge your Devil Trigger as well cause the Griffon to fall down. After he falls down change to Alastor and use Air Raid. After you run out of Devil Trigger, repeat. This should be enough to kill him. The most important thing is to always be up in his face using Rolling Blaze. This will disrupt almost anything he will try to do, even when the screen turns dark and he is bristling with lightning. This is the most vital move to stop, because it is remarkably hard to dodge. You may want to use a Holy Water or two, especially when he is very low on health. You should be able to win without the use of anything besides (possibly) a Holy Water. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= NIGHTMARE (First Encounter) ============================================================================= Where: Mission 16 Difficulty Rate: ***-- Attacks: A resilient beam of ice, Ice needles, Launching dark missile like things Nightmare will be the most challenging boss (All three of him) of the four loyal underlings to Mundus. His appearance is somewhat inane as compared to the swanky look of the dark knight. Nightmare is basically a pile of toxic mush with some garbage embedded into its slimy body. However, don't let its appearance deceive you. It has the ability to send Dante to the afterlife numerous times before Dante can send it there once. What makes him so hard is the chore of having to keep the room bright with light. Nightmare has two forms: a liquid and a solidified form. Its liquid form is most deadly so you need to keep it in its solidified state as long as possible. Since the room is covered in darkness, it's Dante's job to keep it well-lit by hitting the dials sported on four sides of the Cathedral walls. However, the dials will constantly detract. The maximum time the room stays lit is 20 seconds or so. In its liquid state, a sudden movement can engulf Dante and transport him to Nightmare's twisted world. In this world, Dante must face Sargassos, as well as a Phantom zombie. Beating this hybrid lets Dante regain some lost life and collect many Red Orbs, as well as take him back to reality and continue the battle with Nightmare. As Dante rips out of Nightmare's goo, he damages it and takes off 1/4 of its life, which is a good thing. You may want to let it swallow Dante near the end of the battle. Allowing him to consume Dante once and returning to reality prolongs the effect of the lit dials. They won't decrease half as quickly any longer, so it gives you more time to bully Nightmare. Attacking Nightmare's solidified form is the only way you can do any harm to it. While in this form, it reveals its internal core--his weak point. It doesn't expose itself for long, so once you see it (it's a blue sphere) pummel it like mad because after a short while, Nightmare will conceal it again. During the time you wait for its exposure, Nightmare has several attacks to experiment with. The ice beam is most devastating, since it can lock on and freeze Dante in place. The guns should not be used in this fight since they don't do much good (they can help refill your DT gauge, though). If you want, use an Untouchable towards the end. It helps immensely. If you don't feel the need to use one, more power to you. ============================================================================= NIGHTMARE (Second Encounter) ============================================================================= Where: Mission 18 Difficulty Rate: ***-- Attacks: A resilient beam of ice, Ice needles, Launching dark missile like things, A flying appendage that slices Dante upon contact Nightmare carries over his abilities from the last battle, but this time the battle arena has shrunk. Because of the much smaller, enclosed space, it makes this battle tougher. Dodging its attacks, that is. It's got a new attack up his sleeve. Er, in this case, goo. It can release one of its appendages that acts on its own, by twirling around the room and hitting Dante like a mad, animated baton. Fortunately, the dials last longer. Even longer after being consumed by Nightmare. Nightmare's world this time is still a cozy home to the Sargassos, except an unstable Griffon replaces the Phantom. Things generally work the same here, except you'll have to adapt to a new, refreshing state of surroundings. Having it expose the core on its back is much better than its sticking out of its ass because while Dante slashes the core on the back, Nightmare's attacks won't touch him. Well, some of them, anyway. Cease attack when it launches those shadow missiles and that loose appendage of his. Concentrate more on running rather than attacking at that moment. If you end up dying, don't waste a Yellow Orb. Instead, just reset and go at it again since it's a short way to Nightmare from the start of the mission. ============================================================================= NIGHTMARE (Final Encounter) ============================================================================= Where: Mission 20 Difficulty Rate: ****- Attacks: A resilient beam of ice, Ice needles, Launching dark missile like things, A flying appendage that slices Dante upon contact, Hovering in the air and launching missiles at Dante And you thought the last battle was hard! This is just insane. If you thought the last arena was cramped, this area is even smaller and the ceiling virtually caves in, preventing you from using aerial attacks. The Nightmare world houses a faux Nelo Angelo. He's pretty tough. Don't overlook the fact that he's in a trippy reality. He's not easy. Also, Nightmare isn't much different other than his new attack (The last one listed) in its liquid form. After the cut-scene at the midway point, Nightmare will attempt to reconstruct itself. Don't let it do that! During the time Dante is not up in his face, mutilating it, Nightmare is slowly regaining his health. Prevent this from happening or you'll have to relive the Nightmare! Inferno just rocks its slime bed. Use it continuously. Land a couple of successful hits using the grenade gun to refill the DT gauge. Then go all out. You'll be seeing the last of this monstrosity, thankfully. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [ALTERNATE STRATEGY] Submitted by Scott (Doppelganger)
First off, I'd make sure your DT gauge is full and you've got all 10 slots. Equip Ifrit and whatever gun you want (likely you won't need it). As always, pound the light switch. When the orb appears on top of Nightmare, jump on it, go DT, and keep pressing forward + R1 + O to perform that nasty combo (is there a name for it?). When you've got about 1 or 2 slots left on the DT gauge, jump and Inferno. Then go into his realm and kill off Nelo Angelo. Because the Nightmare will continue to drain your DT gauge, the next time jump on him and do rapid Kick13's until you can DT, then pull off 2 of the combo and another Inferno. Also, I noticed that when he starts to send an appendage flying around the room, hit it with a blazing jump and it will retreat, leaving the core wide open to attack (this also works against the one that he shoots out at you when the core is exposed on his ass, but it's better to just hit the core when it appears on his back.) /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= MUNDUS (First Encounter) ============================================================================= Where: Mission 22 Difficulty Rate: ***** Attacks: Raining giant meteors, A vertical net of fast-moving beams, Firing a powerful particle beam, Smashing Dante, Dancing destructive gold orbs, Pitching two energy blades at Dante Since this will be the most intense battle in the game, I'd hate to ruin it for you and give you an exact strategy on how to mangle his ass. (Read: I'm very lazy.) There are many ways to pick him off like a fly. I'll just list some tips and whatnot. You can take care of the rest, my brave devil hunter. I've trained you well. - The real controls and power of the Sparda awaken. - Be sure to have plenty of Devil Stars. - As he flies away, he will attempt to rain speeding meteors and raise hell. They can easily be dodged. They can even be destroyed by regular attacks. - He has retained the neat Griffon attack. Just adjust Dante so he slips just between them. - When the signal for the particle beam commences (a satanic circle), dodge to one side of the screen at the right moment. - Blast Handguns at the God of Evil to refill your DT gauge often. - Stay in Devil Trigger Mode for as long and often as possible. - Destroy the black orbs Mundus casts into the air for both forms. - Smash all orb-shaped objects Mundus throws at Dante. - Kill any fire Dragons that appear out of the lava for them to replenish any Green Orbs needed to restore Dante's health. - SPECIAL NOTE (Thanks to Nico Valencia): You can deflect the white fireballs Mundus casts at Dante with his sword. If Dante gets hit, it'll fill his DT gauge like mad. Also, Dante can speed up his evasion by holding Triangle. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [STRATEGIES READERS DID FOR ME] Thanks to DanteFWLM For the outer space scene I just used Devil Stars and DTed him again and again. Only took 4 or 5. For the second part I stayed on the piece of land I started out on as moving to others seemed hazardous to my health. For this part I had a few Holy Waters, a Vital Star, 4 Devil Stars and an untouchable. The Holy Waters were pretty useless except as a way of recharging my DT. Basically I just used my DT form and shot his ass. I used the Untouchable when he summoned some big ass balls of fire to rain down upon me, saved me ALOT of health. I also used the grenade gun to charge my DT some. It did minor damage but then so does anything else to Mundus. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ Thanks to CJViolin Just pound on the fire button as fast as you can. Don't hold it down, as that makes it fire about half as slow. For the second part (the lava pit part), there is a simple strategy. Use the Grenade launcher on Mundus to fill up your Devil Trigger. When you get full power, get as close as you can to Mundus, which means jumping up to the highest floating rock. Then turn on your Devil Trigger and let him have it using the "style two" swordplay. This is the one which has two cross slashes, two diagonal slashes, and a vertical slash. Whatever you do, don't use Sparda's fireballs, because they don't do enough damage. Two more things: 1) You can replenish a large amount of health by killing the fire dragon which Mundus releases. 2) Avoid all of his attacks, of course ; ) but most of all avoid his white "balls of fire". You can see when Mundus is about to use them, because they circle his head. Run quickly to one side of the screen before they start to fall, and then book it to the other side to avoid them. It's tough, but try not to get hit at all in this onslaught, because if you do, Dante will stagger and get hit by multiple attacks, and it does more damage than you can shake a sword at. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ Thanks to Ben In his first form where you're flying around in space at him, the boss fight becomes much easier simply by using Devil Stars. Just blast him using your Devil Trigger, then use a Devil Star and do it again. Should only take 4 of them or so. Unless you use way more Devil Stars than I do, you should have at least that many saved up; if not, you can just buy some beforehand. For the second form, the most damaging thing I've found is to just stand There and shoot him while in your devil form. Don't jump and shoot, stand still, the fireball thing does more damage. Most of his attacks are easy to dodge, and you can refill your Devil Gauge by hitting the large grayish spheres with runes on them or by just using more Devil Stars. Kill the fire dragon thing for health. If you get desperate, use an Untouchable. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ ============================================================================= MUNDUS (Second Encounter) ============================================================================= Where: Mission 23 Difficulty Rate: *---- Attacks: Curving eyebeam He's so easy, I can cream his ass blindfolded. Simply strap on that grenade gun and let 'er rip. Don't forget to press the dodge button to cancel the recoil time. Keep pummeling him with grenades until a cutscene takes over. Afterward, pump your Devil Gauge back to maximum and using the handguns, blast him into submission. If you can't beat him, I don't know how you've gotten this far. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ [ALTERNATE STRATEGY] Thanks to Ben The final form in the sewers later on is a piece of cake. All you have to do is use Round Trip, and aim it so it turns around right in the middle of his body. The sword pauses for a couple seconds as it turns around, slashing him continuously. While you're waiting for your sword to come back, just pump shots into him with the Nightmare Beta-- your sword will refill your Devil Gauge for you while you shoot. He'll be dead before you know it. /-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/ |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Blue Orb Piece Locations |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Since Blue Orbs add to Dante's life gauge, they aren't in superabundance in the game. To make it harder, they are split into four fragments which you must gather to form one whole Blue Orb. That is the only way you can help Dante beef up his vitality, which you'll really start to need toward the midpoint of the game. If I've missed any, please feel free to e-mail me with corrections. Any missions I've neglected to list are ones that yield no Blue Orb Fragments. CASTLE ENTRANCE ---------------- ¤ When you gain control of Dante for the first time, have him jump onto the overpass ahead and you'll find the Blue Orb piece there. MISSION ONE ------------ ¤ Found on a small caged area in the main entrance hall on the second floor. Get it by using the Kick Jump to hoist yourself up there. ¤ In the room after you've unlocked the red door, smash the suit of armors to unveil some Red Orbs along with this piece. ¤ Jump onto the wing of the suspended airplane by kicking off the wall and on to the wing. ¤ Dive into the left pool of the gate raising mechanism in Neptune's Room. MISSION TWO ------------ ¤ In the Time Statue room in the long corridor, smash the table nearest to it to reveal a hidden Blue Orb fragment. MISSION THREE -------------- ¤ After coming back from the underwater palace, jump back across the broken bridge to the lion gravestone to find this floating there. ¤ On the bridge outside, just right above the drop-off place the door from the Cathedral takes you, there's a small ledge. With Air-Raid ability and spare Devil Trigger slots, transform into Devil Dante and leap onto that ledge. From their, take off into the air and hover to a higher chunk, where an orb piece will be dispersed. You can also achieve this feat with Stinger. MISSION SIX ------------ ¤ In the first watery corridor, face the barricaded doorway on the left and attempt to walk into it, and an orb will sift down. MISSION EIGHT -------------- ¤ Above the two horse statues is a high ledge. Jump atop one of the horse' head, and then jump to the ledge. ¤ Once you've entered the closing cage safely, jump into the right pool of water. You can't see it, but it's there. MISSION NINE ------------- ¤ To the right of the garden entrance is a lonely tombstone. Push it back by striking it, and it'll eventually reveal concaved part of the earth and this orb. MISSION ELEVEN --------------- ¤ In the caged area on one side of the main chamber. Right below the hovering Green Orb. ¤ Jump into the hole in the main chamber and battle the incoming Blades. Then look for a crack in the wall and bust it open. Eliminate the remaining Blades and this piece drifts from the sky. MISSION TWELVE --------------- ¤ On the main deck of the ship, climb up the southern pole to the unlit stone and do a Stinger towards the front of the ship. Dante lands on the bow and an orb drops from the sky. MISSION THIRTEEN ----------------- ¤ In the shaft between the two stairs leading to the top deck, there's an orb floating around that's protected by 3 Blades. MISSION FOURTEEN ----------------- ¤ Dante must use the Air Hike ability to reach this orb piece stashed high up above the waterfall. ¤ On a high cliff in the waterfall area. Use Stinger or Air Hike. ¤ In the mine entrance on the flank of the cliff, cross the rope bridge and drop down below to the right. MISSION FIFTEEN ---------------- ¤ Behind the blue shielded room, knock down the weak wall across from the blue double doors and blast the barrels to find this piece. ¤ Defeat the two Blades in the pit and kick the platform for this piece to fall. ¤ Above the blue satanic circle; on a circular platform. MISSION SIXTEEN ---------------- ¤ Floating right next to the elevator at the beginning of the mission. ¤ In the main entrance hall, this piece is tucked away in the right corner of room. ¤ On the second level in the main entrance hall; in front of the Time Statue. Glide to it with the Air Raid. ¤ In the main hallway, kick jump the protruding head for to shake it loose. MISSION SEVENTEEN ------------------ ¤ To the left of the arched doorway on the hidden balcony in the display room that holds the fossilized dragon. MISSION EIGHTEEN ----------------- ¤ In the last cell before the exit to the next room, shoot the single barrel to reveal this orb piece. ¤ In the vertical shaft where water fills by activating the dial, swim up to the low overhang and drop on it when the water vaporizes. ¤ Jump to the balcony on the other side and head through the door. At the end of the short hallway is this piece. MISSION NINETEEN ----------------- ¤ Just above the patio doors, from the ledge, kick jump to the opposite stone tower. Facing the sun, drop down and grab this piece along. ¤ Use the Air Raid to glide over to the green pavilion opposite of the stone tower. OTHER ------ ¤ In the patio where you fought Nelo Angelo for the first time, jump up to the ledge above the patio doors. Kick jump to a stony tower on the other side. It may take some doing; when you make it, tap into Devil Trigger mode and hover to the pavilion and nab this piece. ¤ After escaping from the sunken ship, dive into the right pool of water to find this. SECRET MISSIONS ---------------- ¤ All of them ¤ Complete Hidden Bangle (Full Orb) |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Ranking Guide |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| At the end of each mission, the game calculates and evaluates the time it has taken you to complete that mission, the number of Red Orbs you were able to amass, and whether or not, you've violated the mission's restrictions. Each mission emphasizes specific penalties that can knock off a full letter grade if you fail to fulfill them. Each mission also requires you to complete them in a certain amount of time. You are expected to garner a certain amount of orbs, or all orbs in the mission. Finally, Dante cannot receive any damage (Well, he can, but it's not preferred). It takes off ranking points. Of course you can't expect yourself to make a perfect S-rank in every mission the first time through. Once you reach the last mission, the game displays a lengthy list of all your grades from all 23 Missions for comparison to a later game. I believe the Ranking Guide is relevant to the other difficulty settings. The grade you get sits on a number of factors. The sub-topics are the major ones, but here are a few things you should know: • Entering a room more than once knocks off ranking points unless the mission specifies otherwise. • Departing a room while enemies are still alive makes you a wuss. This also affects the ranking. • You will be penalized if you fail to do something subtle in every mission. Such examples: Mission 5- If you do not place the Melancholy Soul in the door before its powers run dry, your grade drops dramatically. Sooo, what really is the purpose of all this "S" Rank crap? Other than trying to flaunt your mad DMC skillz, it's a great source of Red Orbs. That's it? That's it. You're welcome. S-RANK REQUIREMENTS -------------------- This chart relates to the Normal Mode. Different modes vary. The requirements for each mission are as follows: +--------------+------------+------------+ | MISSION | TIME | RED ORBS | |--------------|------------|------------| | 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 | +--------------+------------+------------+ EXCEEDED TARGET TIMES ---------------------- Refer to the mission required times for a "S" Rank and implement this chart to those times. For example, if Mission 5 dictates you to complete it in under 2 minutes, but you eclipse it by 2 minutes, you get only 200 points. +--------------------------+-----------+ | Under Preset | 500 | |--------------------------|-----------| | Over 30 seconds | 300 | |--------------------------|-----------| | Over 2 minutes | 200 | |--------------------------|-----------| | Over 5 minutes | 100 | |--------------------------|-----------| | Exceeding 5 minutes + | 0 | +--------------------------+-----------+ SUSTAINED DAMAGE ----------------- Believe it or not, the amount of damage Dante has sustained is also counted towards your final grade of the mission. The chart below displays the amount of points you gain depending on the severity of the damage. Minimal damage to Dante results in more points. +---------------------+----------------+ | No Damage | 500 | |---------------------|----------------| | Minor Damage | 300 | |---------------------|----------------| | Medium Damage | 200 | |---------------------|----------------| | Heavy Damage | 100 | |---------------------|----------------| | Extreme Damage | 0 | +---------------------+----------------+ RED ORBS --------- In each mission, there is a fixated amount of Red Orbs you must collect from enemies or secret red orb drop-off points. Red Orbs actually play a very big role in helping you get a S-Rank. If you've managed to accumulate over the specified preset, your chances of getting the S-Rank is ensured regardless of the amount of time you took to finish the mission and other factors. Refer to the "S" Rank Requirement chart and implement this chart to the preset of Red Orbs in each mission. +-----------------------+----------------+ | Over Specified Preset | 500 | |-----------------------|----------------| | 80% of Preset | 300 | |-----------------------|----------------| | 50% of Preset | 200 | |-----------------------|----------------| | 30% of Preset | 100 | |-----------------------|----------------| | Less than 30% | 0 | +-----------------------+----------------+ BATTLE PERFORMANCE ------------------- Well, they're not really points, but the enemies drop the listed amount of red orbs for each of the ratings. +--------------------+-----------+ | ATTACK RATING | ORBS | |--------------------|-----------| | Dull | 1 | |--------------------|-----------| | Cool | 3 | |--------------------|-----------| | Bravo! | 10 | |--------------------|-----------| | Awesome! | 15 | |--------------------|-----------| | Stylish! | 25 | +--------------------+-----------+ ITEM USE --------- Using any of the consumable items (except Blue and Purple Orb Pieces) deducts points from the total points Dante has been able to rack up so far in any specific mission. If Dante uses one of the items listed below (I'm sure you have your reasons), the following points in the chart will be subtracted, and your overall grade will, consequently, drop. +--------------------------+-----------+ | ITEM NAME | PTS. - | |--------------------------|-----------| | Vital Star | -300 | |--------------------------|-----------| | Devil Star | -100 | |--------------------------|-----------| | Yellow Orb | -300 | |--------------------------|-----------| | Holy Water | -100 | |--------------------------|-----------| | Untouchable | -500 | +--------------------------+-----------+ SECRET MISSIONS ---------------- Secret Missions give bonus points upon completion of each. They add to your points of that mission it occurred in. +--------------------------+-----------+ | SECRET MISSION NAME | BONUS PTS.| |--------------------------|-----------| | Critical Hit | 200 | |--------------------------|-----------| | Phantom Baby | 100 | |--------------------------|-----------| | Phantom Baby II | 100 | |--------------------------|-----------| | The Three Beasts | 100 | |--------------------------|-----------| | One-Eyed Evil | 200 | |--------------------------|-----------| | Shadows in the Dark | 200 | |--------------------------|-----------| | Blue Gem in the Sky | 100 | |--------------------------|-----------| | Hidden Bangle | 200 | |--------------------------|-----------| | Stairway to Tranquility | 100 | |--------------------------|-----------| | Treasure of the Reaper | 200 | |--------------------------|-----------| | Wandering Ghosts | 200 | |--------------------------|-----------| | Water Cell | 200 | +--------------------------+-----------+ TOTAL THEM UP -------------- Now that we've got the factors down, it's time to evaluate how well you did in each category. Total them up, and you've got one of the following grades below: B O N U S R E D O R B S +-----------------+----------+-----------+-----------+-----------+----------+ | TOTAL POINTS | RANK | M1-8 | M9-15 | M16-22 | M23 | |-----------------|----------|-----------|-----------|-----------|----------| | 1000-1500 | S | 800 | 1500 | 2000 | 3000 | |-----------------|----------|-----------|-----------|-----------|----------| | 800-999 | A | 400 | 800 | 1000 | 2000 | |-----------------|----------|-----------|-----------|-----------|----------| | 500-799 | B | 200 | 350 | 500 | 1000 | |-----------------|----------|-----------|-----------|-----------|----------| | 0-499 | C | 100 | 200 | 250 | 500 | |-----------------|----------|-----------|-----------|-----------|----------| | Less than 0 | D | 50 | 100 | 100 | 250 | +-----------------+----------+-----------+-----------+-----------+----------+ |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Additional Red Orb Locations |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Most areas (or objects) contain Red Orbs. They make it so that you'd overlook it and move on with the game. Little do you know, you're missing out on a huge chance to stock up on those needed Red Orbs. It's imperative that you purchase any moves you can before nearing the endpoint in the game. And this section is here to help you. It lists all the locations (I've found) in the game that relinquish Red Orbs. Instead of listing _every single_ location of the Red Orbs, I'm just going to list the ones that are less overt to the average person. Tips to help reap more Red Orbs: * Smash everything in sight. They usually blossom many Red Orbs. * Jump and land perfectly on high pillar or poles. * Kick, smash and jump on anything suspicious-looking. * Kill a lot of Fetish, Plasmas and NoBodys. ROOMS OF THE CASTLE -------------------- • Make a pain-in-the-ass jump on the tip of the warrior statue's spear. • Land on the propeller of the pendulous airplane in the plane hangar. • Leap to the top of the fountain in the courtyard for a small batch of Red Orbs to appear. • On the bridge leading to the Path of Trials and just outside the Cathedral entrance, leap onto the head ornament. • In the Castellan bedroom, jump on top of the bed frame. • On the ledge above the patio doors, kick jump to the stone tower on the far left to release some bonus orbs. • In the area with two horse statues, jump on top of the pillar in the alcove on the right. • Make a perfect landing on the horse' head. CASTLE GROUNDS --------------- • Jump on top of the three pillars in the ceremonial ruins area just after Dante has left the castle in Mission 9. • Deep in the forest grounds, jump atop the broken stump after clearing the Marionettes and Fetish. • Walking the path of the cursed labyrinth, leap on top of the right pole of the first gate. GHOST SHIP ----------- • Shoot the various sunken cargo to reveal some Red Orbs. • On the deck of the ship, ferry around the place to collect the various orbs but also walk onto the sails of the ship to release hosts of Red Orbs. UNDERGROUND ------------ • There are Red Orb drop off points on a ledge high above the waterfall. You need the Air Hike ability to get to them. GARDEN GROUNDS --------------- • Behind the Blue shielded door, jump on the ledge above the pile of debris. • Blast the weak wall across from the blue door and smash the furnishings in both the blue and red rooms. • Step aside to the side chamber in the left wall of the blue and red rooms. • Behind the red shielded door, jump on the ledge above the pile of debris. /\ /\ )( )( _( )__________________________________________________________________( )_ ¯ || ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ || ¯ || ======= Part V: MISCELLANEOUS ======= || _ || __________________________________________________________________ || _ ¯( )¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯( )¯ )( )( \/ \/ |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Secrets |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| EASY AUTOMATIC MODE--// Play through the first 3 missions in the game and meet the following criteria to unlock this mode. 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 The information above was by courtesy of JL Lee. OR... Complete Mission 1 with a rank below C to unlock Easy mode. When you meet the requirements of the three levels and after completing Mission 3, the game asks whether you would like to switch to Easy Automatic Mode or not. It displays its pros and cons so it's entirely up to you whether you want to change it or not. Basically, what easy mode does for you is practically "battle" for you. While you can still carry out attacks independently, the game will do most of the work for you. Dante's health and DT bar is twice as long at the start of the game. Not to mention that his life fills much quicker in DT mode. Once this mode has been unlocked, it can be set anytime when you start a new game from here onwards. Also, once you choose to switch to Easy mode, you will not be able to return to Normal mode. HARD MODE--// Beat Normal mode once and save the game. Then start a new game from this save file. Dante carries over his abilities and weapons from the previous game (that also includes life bar, consumable items, Red Orbs, etc.). In this mode, the presets for enemy and boss difficulty skyrocket. Bosses take twice as long to kill and Dante does minimal damage. The sinister children of darkness also appear in earlier missions than they normally would. During this mode, it's imperative that you begin to dodge attacks with no trouble at all. Also, after completing Hard mode, you will also unlock a new option on the menu screen that allows you to set your difficulty mode. LEGENDARY DARK KNIGHT--// Overcome Hard Mode to unlock this special character. It's the Legendary Dark Knight, otherwise known as Dante's father, Sparda. LDK allows you to assume the role of Sparda himself, who wields his exclusive Yamato. The sword isn't packed with any special abilities, nor can you buy any. He has the same skills as Dante, except he's by far stronger--his Yamato does as much damage as Dante's Sparda. He can Devil Trigger and seriously smack demonic ass. Like father, like son. He even has his own theme music and different names for his twin handguns--Luce and Ombra (which by the way mean "Light" and "Shadow" in Italian). The coolest thing about him is his shadow. But other than the smoking jacket, monocle, the funky hair and the aforementioned attributes, he plays just like Dante. Once you've unlocked this secret character, start a new game. When you do, choose the "Character Select" option. Now you can play a new game as Dante or his father, Sparda. DANTE MUST DIE!--// Like the mode implies, every enemy in the game only acknowledges one thing. And that is to mutilate Dante. Complete Hard mode to open this nightmarish world in which bosses can only be harmed greatly by DT attacks and enemies ripple with supernatural powers. Throughout this mode, you will encounter rooms that perform countdowns. If you do not defeat all the enemies within the allotted time, the survivors will be granted with red energy that swirls around them. None of Dante's attacks can knock them down--they will not fall. It's also worth mentioning that not only in these suicide situations that the enemies can amplify their strength--they can pull it off with the absence of the timer. It is an intimidating travesty. In all actuality, you can ditch the enemy parties by leaving the room. Only, the problem is that some of them cannot be avoided. Specifically, the ones that require all the enemies to be dead to unlock a door. Those you will need to find some way to survive. It's also important to note that leaving a room with enemies still alive will drop your rank, although I'm sure you can attempt the S-Rank once you've unlocked Super Dante. At its core, Dante Must Die! is simply a Hard mode, enhanced. Bosses have INSANE health and enemies take a good amount of spanking before they finally give in. By the time you finish this mode or at least get up to Nelo Angelo in Mission 4, you'll be at your local sporting goods store purchasing a punching bag to relieve all of that pent-up frustration. However, when you've dominated this difficulty you should be crying and making circles around the house. DMD is tough to overcome, but the feeling of completion pays off. SUPER DANTE--// Complete the intensely challenging Dante Must Die! difficulty to unlock Super Dante. Unfortunately, you must begin play as Super Dante from scratch. You won't realize his supremacy until after he's acquired the Alastor. Super Dante's DT gauge is maxed out and never loses power. Unlike regular Dante, where he has a finite amount of time before he's knocked out of DT, Super Dante's meter will never deplete. Other than a great advantage of maintaining a DT state perpetually, his health is also constantly recuperating. The name "Super Dante" just doesn't sum it up. It should be "supersonysonicflypickle". So now it won't be that hard to challenge DMD mode again and it'll be a cinch to earn that perfect S-Rank. Once you've unlocked this secret character, start a new game. When you do, choose the "Character Select" option. Now you can play a new game as Dante, the Legendary Dark Knight, or Super Dante. It's cool because Super Dante crackles with immeasurable power on the loading screen. Kinda scary, if you think about it. KING OF HELL--// Get a S-Ranking in every mission on any given mode (Normal and above) and you will finish the game with a cool background art with the text "You are the king of hell". It depicts a group photo of all (or almost all) the enemies in the game with Dante in the front. BLACK DEATHS--// If you let any enemy fell Dante with its special moves, you'll get a gruesome "black out" animation showing how the monstrous being will deal with Dante's lifeless body. You'd have to be in a situation in which Dante needs only one hit to fall face flat on the ground--and the enemy must use its unique attack. While I haven't confirmed that each enemy has their own ways of dealing with Dante, I've seen quite a few and I must say, I'm glad I'm not in his place. I think this occurs more frequently in Hard and DMD mode. |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Frequently Asked Questions |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| ----------------------------------------------------------------------------- Q: Why don't you ever answer me, you stupid idiot!? A: It's either because you're not utilizing your brain cells correctly to read through the entire FAQ looking for your answer even when it's right there in your demented face, or it's because I'm too busy and you don't ask questions intelligently. ----------------------------------------------------------------------------- Q: I just beat Easy-Automatic Mode. I'm wondering whether I can carry _all_ the skills I've purchased over to Normal Mode... A: According to Kai P. Krupinski, you can--in the PAL version of the game. This does not apply in the NTSC-US Version. ----------------------------------------------------------------------------- /\ /\ )( )( _( )__________________________________________________________________( )_ ¯ || ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ || ¯ || ======= Part VI: OUTRO ======= || _ || __________________________________________________________________ || _ ¯( )¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯( )¯ )( )( \/ \/ |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| Legal Junk |+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+|+| The unofficial Devil May Cry strategy guide was created on October 16, 2001. © 2001-2003 AdrenalineSL. All rights reserved. All rights reserved including the right of reproduction in whole and in part in any form. Playstation 2 and Playstation 2 logos are registered trademarks of Sony, Inc. Devil May Cry is a registered trademark of Capcom, Inc. The author of this document is in no way affiliated with Sony Entertainment of America. You may not place this document on your website or reproduce it in any way without the author's consent. This Devil May Cry FAQ/Walkthrough was written by AdrenalineSL, who holds all copyright for this document, in whole and in part. This guide may be used for private and personal use only. You may not permit anyone under any patents to reproduce it, in part or in whole, or use it for profitable purposes. All content within this file is owned and created by Stephanie Lee. Should you attempt any infringement of these terms under the false belief that you are safe from international copyright law, it must be said that you are a moron. You may download the file through a web browser onto a single computer for your personal, non-commercial use only. You may not permit anyone else to modify the file or use it for any commercial purpose, display, performance, sale or rental. It absolutely cannot be decompiled, disassembled, modified, or create derivative works based on the documentation in whole or in part. Do not remove any copyrights. DISCLAIMER: Devil May Cry, the Devil May Cry logo, and all related characters are copyright and property of Capcom, Inc. ***************************************************************************** Webmasters- If you want to use this guide, just ask for permission. To make this known, here is a list of the official or authorized carriers of this DMC FAQ: GameFAQs <http://www.gamefaqs.com> Neoseeker <http://www.neoseeker.com> Happy Puppy <http://happypuppy.com> GameShark <http://www.gameshark.com> Game Winners <http://www.gamewinners.com> IGN FAQs <http://faqs.ign.com> All other sites are FAQ stealers that do not respect copyrighted works! And if I do grant permission, I reserve the right to ask that it be removed for any reason! I also sincerely urge you to keep ALL my FAQs UPDATED! UPDATED! UPDATED! Outdated versions of FAQs are the devil! Are we clear on both terms here? Great. Sources -------- Some parts of the guide could not have been made possible without the help of the following sources: - JL Lee for writing a helluva great guide for this game. I used it to fill in blank spaces in the Blue Orb Piece section. - A number of sources and confirmations for the secrets found in the Secrets section. - The 3 official guides of the game: Prima, Versus and BradyGames Strategy Guides for different and useful information on the Ranking procedures. - Barnes & Nobles for conveniently carrying all the guides listed above. Credits, Plugs, and Extra Junk --------------------------------- - Many thanks to AstroBlue for some tips for my FAQ! Bow, scrape, bow, scrape...Sorry, I didn't use your art! - Croco, for a cheap imitation of his table of contents. - CJayC for posting this guide and hosting all my other guides on his next to best site. - Capcom for making this helluva sweet game in the first place. WORD. - DevilMayCry.com for being an awesome official site. - Everyone who has supported me. Contributor Credits -------------------- Thanks to the readers of this FAQ who have taken some time to e-mail me with corrections, tips, hints and suggestions; the guide is immensely improved by their efforts. The people that are listed here are not particularly more special than the other contributors listed throughout the FAQ, but they have sent me small tidbits of information that I've incorporated into my own info. Credit due to them is found here. - Adrian Creel for making corrections to the Combo paragraph in Battle Techniques. - Nightmare-Beta for pointing out a lot of errors and helping me correct them. He also helped me compiled the increasing price lists for the consumable items. Thanks! - LoneWolfNEMO for the tip about charging the Nightmare-Beta for DT shots. - JoeLightlingJoe for the bit about the bizarre resemblance of the Nightmare- Beta to the solidified form of Nightmare. - Ben (Herak) for the Sparda-Beta technique found in Battle Techniques. - PranaDevil2k for the small correction to the Sparda-Beta technique. - Dingo Jellybean for the tidbit explained in the Red Orb chart section about collecting more of them to capture a better chance of getting a S-Rank than with less orbs. - Dave Riley for correcting some errors I had made. - Rougewisp for help with refining the Sparda description. - Carlos Aldasoro Vergara for a small correction regarding the Time Statue. - Matt (shogun2k1) for a small addition to the Blade strategy. - Steven Gabriel for telling me about the Holy Water item in Mission 9. - DaRkLiNg for reminding me that I can also retreat into the courtyard when Phantom pursues Dante in Mission 4. - DB for a Blue Orb piece in Mission 1. - DashR40 for providing an extra way to get the orb piece in Mission 3. - Chris Smith and Christian Seier Wittus for informing me of another way to get Easy Automatic Mode. _____________________________________________________________________________ ************* CLOSING STATEMENT ************** _____________________________________________________________________________ I see you don't have better things to do than read my final words before the conclusion of this FAQ. Well, you're about to find out that you've wasted your time scrolling to the bottom of this FAQ because I have nothing exciting to say, except: Read all my FAQs! Help support me and keep me off the streets because the streets are hot and dangerous and I can't afford decent shoes. Until someone invents an automatic head buster or a neck breaker, I will be leaving now. I hope you enjoyed reading the FAQ as much as I did writing it. "Do not shoot yourself in the leg, stupid!" ~AdrenalineSL Shameless plug--Other FAQs by yours truly: http://www.gamefaqs.com/features/recognition/8212.html ============================================================================= MUCHAS GRACIAS!! ============================================================================= /^ ^^ /// / // ^ ^ /O%G%/t( ///// O(@@ 6@e /RG(t////~t%K^/ //^/ DeFtones @#(((^ ^//~6K%^^^^ R@G%/~ //(CK@ @@B6((~/ ^^^~/~t%@ @@R6((~((/%/~(/CO@ / @@GC%GtC~/~((tte@@^ /@QGCCtCCt%tCCQQR@@/^^/ RBC%tCCGGC/GCeR@@@///// (#O((%%CGG#KKR@BB@et/~// et(/tt(K@@#K#eGGOQet//// C~/(((OB#OGC%6eGGKGGC(/// ^^ % /(OKeC%tCC6C6666OG%~// / / ^(t/~%G6(tC%(%tC%%C6%%/////// ^ ^%/(%KCC(((%((/(/(~// //^//~// C/%R@(t(/^ ^^ / / /// ^/^(t#@(((/^ !~AdrenALiNe~! ^%%@@(~/~/^ ^ ^//^// / /(//////// ^ / / R~%G^C~Gt~/^ ^ // ////// / ^^^///////G/ ~/ ///^ /// ^//^/// / / /^ / ^//// /// _Adrenaline_ Deftones 1995 ------------------------------------ The Unofficial Devil May Cry Strategy Guide Copyright © 2001-2003 Stephanie Lee October 2001