Devil May Cry 5 – FAQ/Walkthrough
PlayStation 4
BOOKMARK
FAQ/Walkthrough by ExtremePhobia
Version: 1.10 | Updated: 04/22/19
Table of Contents
- Introduction / Using this FAQ
- Walkthrough / Before You Start
- Prologue
- Mission 01: Nero
- Mission 02: Qliphoth
- Mission 03: Flying Hunter
- Mission 04: V
- Mission 05: The Devil Sword Sparda
- Mission 06: Steel Impact
- Mission 07: United Front
- Mission 08: Demon King
- Mission 09: Genesis
- Mission 10: Awaken
- Mission 11: Reason
- Mission 12: Yamato
- Mission 13: Three Warriors
- Mission 14: Diverging Point - V
- Mission 15: Diverging Point - Nero
- Mission 16: Diverging Point - Dante
- Mission 17: Brothers
- Mission 18: Awakening
- Mission 19: Vergil
- Mission 20: True Power
- High Difficulty Mini-Walkthrough
- Bloody Palace
- Secret Missions
- Blue/Purple Orb Fragments
- Appendix
- Achievements/Trophies
- Thanks / Credits
- Contact / Feedback
- Version History
- Legal
Walkthrough / Before You Start
Mission 10: Awaken
Introducing Dante
Dante is a character with a lot going on. He has melee weapons and ranged weapons that he can change on the fly and a set of styles that affect everything in between. If you change to Trickster, he'll have increased mobility, but if you swap to Swordmaster, you'll trade the agility for melee flexibility.
Mastering Dante requires getting comfortable switching between these various options to suit your needs. The flexibility you have is suddenly staggering (and the number of Red Orbs you need to really maximize that is equally so), but...
You don't need to master Dante right this minute. Setting Dante to Swordmaster will mostly replicate the experience you've had with Nero. You won't have quite as much to work with, but it'll be a comfortable spot to start from. Throughout the walkthrough, I'll do my best to recommend styles per battle so you don't have to worry too much about it. As you get comfortable, feel free to mix things up as you see fit.
Returning to the Scene
For now, set your style to Swordmaster and your weapon to Rebellion. For now, get used to swapping guns. The two you have no straddle what Nero has. Ebony & Ivory are faster and longer range while the Shotgun is very close range but has a lot of punch. You'll want to swap between these as you need them. The shotgun is probably the best default as the bunch makes it an effective defensive weapon.
Follow Trish and Lady as they walk on ahead. As you come to the first room, you'll find Trish dealing with an Empusa. After you kill it, two Empusa and a two Green Empusa will join the battle. Take the time to practice Dante's various skills while you've got easy enemies to work with. Finally, another two Empusa will appear before the battle ends. If you're wondering where most of your sword combos are, they are currently tied to the Swordmaster style, so use the O/B button a little bit to get familiar.
Follow the path out and destroy the two Red Crystals on the way. In the next room, collect the White Orb and learn how Dante's Devil Trigger works. This is much more traditional than V's. Dante will transform, making him faster and stronger while modifying his attacks slightly (kind of like Exceed). It also regenerates Dante's health a little at a time. You'll have the chance to use it here.
Three Caina and a Pyrobat will attack you. Start working on them, and after defeating a couple, an Antenora will join the battle. This is a good point to use your Devil Trigger. Transform and lay into your enemies to make quick work of them. You don't want to be shy about using your DT, but don't be wasteful, either. Use it strategically. Two Caina will join the battle after you thin the crowd a bit more.
After clearing them out, head up the path to find a Divinity Statue. You can finally make some purchases for Dante. Stinger is a high priority (Dante's version of Streak) as is Swordmaster Style Level 2. This will get you a few more tools to work with for Rebellion so it's more stable. Focusing on styles is a good idea since they usually give you several abilities at a time.
Continue past the statue a few steps to meet a new enemy called Chaos.
| New Enemy: Chaos - 1500 Health |
The Chaos has a lot of the qualities of a Riot. Its regular movement is pretty similar and it has a similar toughness, however, it mixes this up with the bladed spines on its back. Its main attack is to curl into a ball and start spinning like Sonic. After charging up, it will shoot forward and then roll around the arena to deal damage. Thankfully the charge cycle is long and flashes a bit to indicate when it will charge at you. It also has very limited side-to-side mobility when rolling except when it hits the edge of the arena, which causes it to curve sharply. As long as you stay away from it when it hits a corner (it never ends as well as you think it will, even from the side), you're going to do alright. When you learn the rhythm of the charging cycle and the limitations of its side-to-side movement, you'll be golden. Hit them from the sides and in the air, and so long as you know the above, you'll be at no risk. This is one of the most predictable enemies in the game and quite rugged one, so it's not a terrible idea to leave Chaos until attacking them is convenient for you. There are less predictable, softer enemies you can usually focus on. |
After defeating the first Chaos, a second Chaos will appear. Take the time to get used to their charging cycle and how to hit them safely. Proceed down the nearby ramp and break the Green Crystal on the left.
Behind Door #1
As you continue into the next room, you'll see a toothy looking doorway to your left. When you walk into the room, it'll activate and start pulsing. These doors will close if you take too long to clear the room. Clear enemies quickly if you have any hope of getting through this door and claiming its rewards.
If you miss an important door (a couple lead to Orb Fragments), then you may want to use the Checkpoint function in the pause menu to go back to before it.
Approach it the toothy door and you'll be attacked by two Death Scissors. Remember that you can kill these enemies quickly if you can destroy their scissors. Once they are destroyed, a single bullet while they are glowing red will kill them instantly. After you kill the first two, another Death Scissors will appear. Use the Swordmaster O/B attacks while on the ground to do rapid hits to the scissors and break them faster.
Rush for that toothy door if it's still open to find a Large Red Crystal beyond it. Once done with it, climb the ramp to find your way out and collect the Red Orb on the way. Leave the main room through the large door ahead and run down the tunnel.
After leaving the tunnel, hit the Red Crystal hanging from the ceiling and drop off the ramp on the left side to find another Red Crystal. Ahead, you'll find an Empusa and a Red Empusa. Focus on the Red first, and then be sure to clean up any Red Crystals in the area that you may have passed while pursuing the Empusa.
Behind Door #2
Follow the long hallway until it curves up and then drops you into another large room with another pulsating door. You'll have to deal with two Riots in here before a set of three Caina and two Antenora spawn. Use some of your Devil Trigger on the Riots and then turn it off (press L1/LB again) to save some for the Antenora when they spawn.
After the battle, switch to Trickster and hustle over to the doorway before it closes. Follow the tunnel as it curves up and right, collecting the Red Orbs on the way. At the top, slow down and grab the Red Orbs. Don't drop off yet. Turn left to see a small platform just one hop away with Blue Orb Fragment #19.
After grabbing the fragment, drop off and turn left. In the next hall, grab the two Red Crystals on the walls and take a right at the fork by the White Crystal. Follow the Red Orbs into a small green room.
Defeat the Red Empusa first before moving on to the three Empusa in the room. When these are all defeated, an Empusa Queen will appear. Try to stay behind her or on her side. If she grabs you, activate your Devil Trigger to free yourself. Once she's defeated, Purple Orb Fragment #4 will appear. Grab it before returning to the fork from earlier and continuing straight ahead.
Walk into the cavernous corridor ahead. On your way down, you'll be attacked by two Scudo Angelos and a Chaos. Go for the Scudos first. Get behind them and kick them into the air. When they land, you'll be able to attack them pretty freely. Don't chase them into the air unless you know what the Choas is up to because you don't want to land just in time to get hit by their charging attack. Try to use Trickster to close gaps rather than Stinger if you can because there's a lot of space here for enemies to bounce back and get away from you.
After the first set of enemies, two Chaos will spawn. Don't get so caught up chasing them that you take damage. It's a large arena and they can get pretty far away. Shoot them if you need to while you close the distance, and remember to watch out that you don't get close when they bump into a wall.
Continue down the hallway to the White Crystal at the bottom. The hall will narrow and you'll find a Green Crystal. Hit the Red Crystal on the wall to the right.
Behind Doors #3 and #4
Before dropping into this room, there are TWO pulsating doors. It's important to keep your directions straight here because one of these doors is much more important than the other. With the stairs ahead and the cliff behind, you'll have a door to the left and one to the right. The door on the right is the important one. When you run in, it won't immediately have anything except a long hallway. If you see Red Orbs immediately, it's the wrong door. Go to the other door first, and if you have time, come back to this door.
I wanted to tell you this now because you're likely not going to have a lot of time to react after this battle.
Drop into the arena to meet a new enemy called the Hellbat.
| New Enemy: Hellbat - 1079 Health |
The Hellbat is a suped-up Pyrobat. Their size makes them easier to deal with in some respects, but their attacks also come with a fair bit more power than before. Their streaming and spitting attacks reach further, are wider and do more damage. They're also far more aggressive than their smaller brethren. Otherwise, handle them much the same as Pyrobats. Their tells are much more obvious, so use that and their size to your advantage. They are easier targets and take longer to get back into the air once they are on the ground. The best part about these enemies is that when they are close to death, their bellies will start to expand (while they are on the ground). You can keep after them and they'll expansion will reset a little, allowing you to properly kill them, but if you let them go, they'll explode. This explosion does SOME damage to you, but the damage it does to enemies is almost always lethal. If you're fighting particularly rugged enemies, try to knock a dying Hellbat in their direction and then get away. |
This introduction is fairly short. You'll face the one Hellbat and a couple of Pyrobats. When you eliminate them, several Empusa will appear followed by an Empusa Queen. Make sure to save your DT gauge for the Queen. This is the biggest, toughest, and slowest enemy. DT will make quick work of the queen, which is exactly what you need here.
After she's dead, look at the stairs leading out of here and turn right. Run for the door and get through before it closes. This door should be nothing but a hallway leading up -- if you found Red Orbs in a room, this is the wrong doorway. Get to the other one!
Even though you made it, you still want to move fast. Climb this hall, jump up the wall ahead, and keep going until you enter a room with a platform in the middle. Stand on the platform and look up to find the sigil for Secret Mission 07.
| Secret Mission 07: Aim for their weak point and take them down with a single bullet. |
You may already see where this is going. It will be you and one Death Scissors alone in a library. Your goal is to hit only their scissors until the Death Scissors rages with red energy. At that point, you can eliminate them with a single ranged attack. Doing this under normal conditions already takes a bit of practice, but doing it with a timer makes it much more difficult. There is a trick, however. It's also possible to send this enemy into a rage by parrying their attack rather than breaking their scissors. This is the strategy we're going to use here, and we're going to have to bait that attack out. While this is a pretty solid strategy, nailing the time and coordination without getting knocked around will take a few tries at least. At the start of the battle, run up to the death scissors and hit them until they parry your attack. Your attack will stop at this point and the Death Scissors will lift the scissors up over their right soldier (your left) before swinging them around at you. Back up and stay away because it will be several consecutive swings. (If you're particularly brave, this attack can actually be parried, but good luck on the timing!) Their next attack is usually a pretty strong one. Get up close to them and they'll open their scissors very wide. Just before they lunge in and close the scissors, swing your sword to parry the attack. They'll get angry and turn red. At this point, any single ranged attack will kill them instantly. Good luck! It will take some practice until you get the timing down for this, but you'll get it! |
With this mission complete, collect Blue Orb Fragment #20. Once you drop out of the mission, take the path to your left immediately. Hustle through the hallway to return to the main room from earlier. If you were fast enough, you can get through the other door for Red Orbs and a Gold Orb. Climb the platforms to the top for Green and White Orbs. You can jump out of the room from here.
Back in the main room, climb the nearby stairs. Destroy the Green Crystal and take right. Grab the two Red Crystals hanging from above before walking through the ominous doorway ahead. Scale the ramp and jump up the walls ahead to come to an area with collapsing platforms.
Devil May Platform
Jump up to the stable platform on the left, then to the collapsing platform to the right. From here, double jump to the left to find a Red Crystal. You can use Stinger to launch across to the thin ledge with the orange spines from here or go back down and up through the platforms again to get there.
After climbing that, run to the end and take a left into a tunnel. This will open to a much larger room with several collapsing platforms. The platforms will raise up and collapse in a clockwise fashion, so there are no tricks but moving quickly. If you make it all the way around to the ledge at 5 o'clock, you'll be rewarded with a Gold Orb. Return to the 12 o'clock platform and jump up the wall here to exit.
Follow the path at the top to a large, bloody room. You'll be confronted by four Scudo Angelos and a Proto Angelo. You can use your DT in short bursts here to great effect. Activate your DT and then perform a Stinger at the group of enemies to knock them all down. From there, deactivate DT and do as much damage as possible. Rinse and repeat to make their shields useless.
Leave the room and climb upwards. Break the Red and Green Crystals on the right and use the Divinity Statue here to stock up on any skills you feel you're missing. You ARE heading for a boss fight, but there aren't any particular abilities you need for this fight.
When you're done, continue climbing and find the Green, Red, and White Crystals on the left on the way up.
Urizen Redux
I'm not going to go into too much detail here -- you've done this already. This fight is identical to the battle against Urizen at the end of mission 8 except that you're playing as Dante. You won't even have to fully destroy the crystal this time. Do a fair amount of damage to it (probably 1/2 of its health) and the battle will end abruptly in a cutscene.
Once the scene ends, you'll earn the This Ain't Over achievement.



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