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 11: Reason
At the start of Mission 11, you'll lose Rebellion but gain access to The Demon Sword Sparda. This functions very similarly to Rebellion, but you may notice that it's a little more capable without using the Swordmaster stance. Also, any skills you purchase for one weapon carries over to the other, so you'll have access to Stinger if you already bought it, for instance.
Broken Memories
Follow the path directly ahead and prepare for battle as you round the corner to the right. Two Caina, two Tentacles, and an Antenora will great you, but these should be a pushover for you by this point. Take this chance to get a little more familiar with the increased reach and damage of the Sparda.
Further ahead, turn the corner to the left and jump over the raised section of land to find yourself in front of a dilapidated structure. Cut through the arches, making sure to claim the Red Crystal above. When you come out the other side, wrap around to the left to find a Blood Clot.
Once that's destroyed, a new section of the previous building will be accessible. Scale the building and walk the narrow paths while collecting the two Red Crystals on the way.
Just beyond the structure, you'll come upon a gate. Three Caina will come out to greet you. They're nothing special, but the second wave will be a group of two Chaos and a Riot, so you may want to hold on to your DT for them. All three of these enemies are most comfortable on the ground, so put them in the air to minimize their threat.
Once you defeat them, walk into the destroyed building ahead and take a right. Use the rubble to climb through the hole in the wall above. Drop onto the tile on the other side and turn around to find a Red Crystal. Before dropping into the pit, continue ahead and round the corner to the right to find a Red Empusa. Once that's dead, drop into the shallow pit and destroy the Red Crystal and the Blood Clot.
After the section of building drops, jump up and out of the pit. Return to the tower ahead that you jumped through originally. It has moved down a whole level, so jump back up one floor to enter a new section of the tower. In the corner will be a glowing spot. Directly ahead will be the sigil for Secret Mission 08.
| Secret Mission 08: Maintain an S Stylish Rank |
This mission will undoubtedly be easier if you have more abilities and more familiarity with Dante. You may want to come back when you feel more comfortable switching between his Styles and Weapons. In fact, returning to this mission after finishing Mission 12 alone will likely help considerably. There's not much I can recommend here except variety. Try NOT to use moves like Stinger or other moves that push enemies away unless you're desperate. A few ranged shots will maintain your rank a little bit and the Trickster style can close the gap without pushing your enemy away. Also, try to spend as much time in the air as possible. Obviously, variety is key to maintaining your style rank so you can't do this indefinitely, but your combos should be able to kill a fair amount of time while keeping you from getting hit (which almost certainly put you under S instantly). Finally, use your DT as a last-ditch effort. Stinger during DT has a much longer range and will likely land you in a corner with several enemies. It'll also catch enemies off to the sides. This can really amp up your style, but it should be used sparingly to save your combo. |
With this secret mission complete, claim Blue Orb Fragment #21.
After exiting the mission, return to where you broke the first Blood Clot. Drop through the hole in the side of this pit to get to the floor below. There are two Blood Clots here. Destroy the one closest to you and then destroy the one on the other side of the room. Jump up on the floor slightly higher than where you are now to grab Blue Orb Fragment #22.
Upon doing so, you'll be sealed in and have to deal with two Nobodies. In these tight quarters, their long reach can be a bit of a pain. If you've got any DT to spare, I suggest using out it straight out of the gate. Try and push them into a corner with Stinger and then use combos to dispose of them.
Leave this room and stick to the wall on the right. Follow it to find a Red Crystal tucked next to some rubble serving as stairs up to the level above. Climb to the top of the stairs and turn around. To your left will be a White Crystal and slightly to your right will be two Red Crystals hanging from a piece of the broken ceiling.
Grab all of that and then scale your way back up to the floor above by using the broken pieces of ceiling. When you return to the tiled floor, head back to that tower you found the Secret Mission in except on this floor. Tucked in a dark corner by the ceiling will be a Golden Orb. Run through the far side and drop into the pit. Turn around and you'll find a Large Red Crystal.
After finishing with the Crystal, stay on this floor and run past it. You'll find yourself in a lower section of the tower. Turn left and you'll find the windows have been destroyed. Jump through the hole to find two Red Crystals as well as a weapon, the Kalina Ann, lying on the floor (you won't be able to see it, but a prompt will appear).
With all of that in hand, retrace your steps back to the tiled room one last time. You'll see it's now connected to some kind of green flooring. Walk across that towards the hole in the wall to be attacked by two Caina and an Antenora. Destroy them before continuing outside.
Street Level Hero
Immediately as you land in the street, defeat the two Tentacles and claim the White Crystal against the wall. Climb through the destroyed streets and you'll encounter a new enemy, the Hell Judecca.
| New Enemy: Hell Judecca |
This enemy's greatest power is the ability to frustrate you. Just when you think you're about to get a good series of hits in, the bugger will teleport out of the way. Oh, did you think you'd stagger him before he'd hit you? Nope, that didn't work. Don't take any action from this enemy for granted. If it looks at you from a distance, dodge to the side because it's probably going to try and skewer you from a distance. If it winds up to swing, don't assume you'll dissuade it by sticking where you are, get out of the way. More than just about any other enemy, try and bounce it into the air or knock it back with a Stinger, but don't take that time for granted, you'll get a few hits in before it leaves. The best way to fight with one of these is to do it a little at a time. Dodge its attack, hit it a few times, and it when teleports, forget about it. It'll take a moment before it reappears, so take that time to fight another enemy. When you've finished dealing with that enemy, either through death or bouncing it away, try and find this enemy again for another quick round. Doing this will minimize the amount of time it spends on the battlefield while you battle other enemies while also minimizing the amount of wasted time while you wait for it to rematerialize. |
As is usual, this enemy will also appear with two Caina. Since these enemies are so weak, you can probably afford to spend a little more time focusing on the Judecca than you normally would just to get a feel for how it moves, teleports, and attacks.
After the battle, turn up the side street and grab the White Crystal on the right side of the road as well as the Red Crystal at the end. Duck into the building on the left and hit the Red Crystal on the side. Climb the inside of this building and collect the Green Crystal before exiting the building.
As you exit the building at the top, you'll step onto a large round rooftop arena. Three Scudo Angelos will step up to take you on. Try to corral them into the same space because a Hellbat will join you shortly. Once it does, beat it until it gets ready to burst. When it does, use Stinger to try and put it next to the Scudos. Once they are all defeated, a Proto Angelo and another two Hellbats will appear. You've got two bombs to play with this time. Simply repeat the process to make your life easier.
After your victory, go through the newly opened seal. Climb upwards and make sure you don't jump off the left side before you reach Purple Orb Fragment #5 at the top. After collecting it, drop down on the other side for a Red Crystal. Drop off the internal side of this floor to find another floor with two Red Crystals.
Drop into the street and break the Red Crystal on the right. As you walk across the destroyed alley, kill the Tentacles as they appear (a perfect opportunity to use your new weapon!). Grab the Red Crystal on the left as you go and then a second Red Crystal in the building ahead. If you need to, do some shopping at the Divinity Statue, it's a good time to favor ranged skills and weapons. Hit the Green Crystal on the way up through the building. Exit the building to the street at the top and walk forward.
| Boss: Cavaliere Angelo |
This enemy is a lot more direct than the last time you fought him (I assume it's the same demon?). He doesn't walk too fast, but his height means a single step is a pretty big distance. He has a nasty long range charging attack and a close-range electrical attack (similar to before), but he'll focus largely on aggressive swordplay and can use his cloak as a defensive shield like he's watched Black Panther too many times. While his attacks can become more aggressive and he'll become less likely to stagger over time, he only has one phase and all of his attacks right at the start. AttacksYou Can't See Me - Yes, this is a serious thing. He will bring his cloak around like he's a child playing hide-and-seek. The cloak is surprisingly durable, so don't expect to do damage through it. With that in mind, if you get there quickly, it is possible to eventually knock him off balance, giving you a huge opening to attack. Duelist - He has a variety of close range swings that he can execute, both with and without his sword charged up. When he attacks like this, you can either back off or try to parry his attacks. Dodging them can be particularly difficult because the alternate between sweeps and overhands, so you'll have to react fast. Parrying is surprisingly easy here compared to many enemies, so it's a viable option, but parrying one attack won't stop the whole combo, it will just give you a brief opening. You'll want to at least perform one parry so you can get the Don't Mess with the Best! achievement. Use the Prop and Shredder Swordmaster abilities to parry with ease. While standing on the ground with Sparda, press O/B. At the end of the first attack, press it again and hold it to segue into the second attack. By holding the button, the attack will last longer and increase the chance of a parry.
Charge! - Not uncommon after teleporting away. He'll have his sword charged up and then run at you with the sword stuck out like he's going to kneecap you with a baseball bat. After taking a few steps, he's going to teleport into your face and swing. Jump up and right after the second step to avoid the incoming swing. OffenseDuring the early fight, getting in his face is a pretty viable option. He's fairly easy to parry at this point and you can break through his cloak pretty quickly. after about 1/3 of his health is gone, you'll want to be more strategic, however. Parrying his attacks is 100% the "intended" way of completing this fight if you're feeling up to that challenge. Remember to use Prop and Shredder as recommended above to make parrying easier. When he charges for his Lightning Rod attack, you can get some shots in, but I wouldn't stick around too long as you don't want to chance getting hit. When he teleports away, switch to Gunslinger, target him with the Kalina Ann, and then press O/B to fire several homing rockets from far away. Follow this up by switching to Trickster so you can close the gap quickly and get some hits in. When he's swinging like crazy, back off and let him swing about. Wait for him to finish with his huge overhand swing. After this, he'll take a moment to recover and you can Stinger in and follow-up with a combo. You can also try to get some hits up by jumping up to his off-hand side and hitting him with an aerial combo. Be careful with this, however, because the overhand attack will likely still hit you. If you're aggressive, you can take him out pretty quickly and (if you have 10+ bars of health) pretty safely. If you want to play it safe, he's a pretty easy target for ranged attacks from the Kalina Ann. It's not stylish, but it's pretty effective. Just watch out for his Charge attack. |

Please see 
This guy really has no sense of identity of his own, does he? First, he was defined by his horse, now by the fact that he looks kind of like an enemy from 18 years ago...
Lightning Rod - He'll stand still and lift his sword as if it will give him sight beyond sight. It'll act like a grounding rod for electricity. After a rather long, drawn-out process, he'll release that energy in a large wave around him. Look for him to let go of it with one hand before raising it to the sky with the other. Simply back off to avoid this attack.