Devil May Cry 5 – FAQ/Walkthrough
PlayStation 4
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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
Bloody Palace
Stages 21-40
This section is for strategies specific to Stages 21-40 of Bloody Palace. The enemies on these stages are similar in terms of difficulty to those from 1-20, but there will be more enemies and the tougher enemies will show up in higher quantities. You're still looking at roughly Devil Hunter level difficulty.
Stage 21
- Three Empusa, Two Green Empusa
This shouldn't pose much of a threat. These guys are here to pad your timer a little and help you recover from the previous battle.
Stage 22
- Two Antenora, two Caina
This combo is designed to throw off your timing. The Caina will come at you a little faster than the Antenora and the tempo can get a little funky. Since these are based on Human/Devil Hunter difficulty, the Antenora won't leap, so you'll be safe in the air. Get in the air with them and this is a breeze.
Stage 23
- Eight Pyrobats, 1 Hellbat
This can be pretty tricky because these enemies can hit so many different areas. Try to juggle or bounce them so they land on the ground. This will minimize the number of attacks. Turn the camera to get some off-screen for the same reason. Once you're comfortable, the easiest bet is to beat on the Hellbat until it bursts and try to catch as many Pyrobats as possible. After that, it's just a matter of clean-up.
With that in mind, it's judgment and skill. If things just unfold the wrong way and that's not a great option, it's fine to make-do however looks good. This is a good strategy, but it's not the only strategy, and it may not be the best for the situation that unfolds in front of you.
Stage 24
- One Lucashia, two Baphomet
None of these are fun to leave to their own devices. Thankfully, you have a lot of wiggle room here. Baphomets like to get far away, making them easy to exclude with your camera. They also like to lie down.
Knock the Lucashia over first, then the Baphomets. Once that happens, try to knock the Lucashia away from the Baphomets, turn the camera away from them, and then go to town on the Lucashia.
It's not perfect because the Lucashia can easily teleport to a position that will require you to include the Baphomets in your camera view, but you should be able to get a fair amount of momentum going from this.
Save your DT for the next round.
Stage 25
- One Fury, Two Riots
This can be daunting at first. Trying to deal with a Fury on its own is usually bad enough, but to have two aggressive enemies to contend with in this small space on top of it is pretty rough.
It's not as bad as you think. Use your DT and go after the Riots first, make sure to keep the Fury off camera as best you can. This is surprisingly easy if you get close to the edge because it won't have room to teleport around and would have to essentially walk sideways.
With them out of the way, it's just a fight against a Fury. Again, it's a decent time to get a little practice with parrying these guys, but don't be shy about just flat out dodging them instead.
Stage 26
- One Empusa Queen, two Green Empusa
Normally not a huge deal, but she starts off red, so she's going to be more aggressive than normal. Try to be conservative on your offense while you take out the two Greens. If you have the opportunity to stun the Queen, take it and it should help alleviate that agression.
Stage 27
- One Proto Angelo, two Scudo Angelos
Shoot the Proto Angelo to get him blocking before you tackle the Scudos. Try to get behind them or, better, above them. Knock one onto the ground in the corner and you should be able to keep the other Angelos out of the way by excluding them from view.
Stage 28
- One Riot, Two Chaos
Get a few quick hits on the Riot, but don't get too focused. Knock him over and forget about him once the two Chaos are in. Once they are in, knock them down and hammer them to knock off their spines. Once their spines are off, return to the Riot as that has just become the most dangerous enemy in the room.
Stage 29
- Three Tentacles
Clean these up quick for some nutritious time and green orbs.
Stage 30
- Ten Caina
- Six Antenora, Two Judecca
This starts off looking pretty simple. Save your DT and try to hit the large group of Caina that spawn. While a little dense, these shouldn't be too difficult, just don't get too absorbed in your combo and you'll be fine. The most important part of this is to prepare for the next wave, which is brutal.
Immediately upon defeating the last Caina, get to the center of the arena (unless you're V) and get ready. The Judecca will spawn in the middle of the Antenora and be vulnerable temporarily. Try to time your DT perfectly and then get as much damage on them as possible before they teleport away. Getting into the air is probably a good idea as well since it will keep you away from the Antenora.
Unfortunately, once you finish that, it devolves into chaos, making it difficult to recommend what to do next. In this instance, keep moving, even at the expense of your style. Try to focus on the Judecca, and so long as you have a couple of Antenora left after they are dead, you'll have plenty to work with to up your style.
Stage 31
- Three Pyrobats
Nothing special here. Keep on the offensive, knock them on the ground, and get back into the normal swing of things.
Stage 32
- One Hellbat
- Six Empusa
After dealing with the Hellbat for a little bit, six Empusa will spawn in. They may be easy, but if you've got some DT laying around, might as well make even quicker work of them. If you manage to take them all out with the Hellbat explosion, even more power to you!
Stage 33
- Two Death Scissors
- One Nobody
Good practice for dealing with multiple Death Scissors. Try to parry them if you can and manipulate them into different altitudes so you can more safely deal with each.
After defeating the first Death Scissors (or maybe after time has passed?), the Nobody will show up. Since Nobodies don't really care much for acrobatics, take out the Death Scissors first so you only ever have to deal with one enemy at a time.
Stage 34
- Three Pyrobats, One Red Empusa
Pyrobats are great at distracting you while fighting, and in this instance, you're dealing with an enemy that will run away if you get too distracted. Try to knock the Pyrobats out as fast as possible. Use DT if you need to. If things start going sideways, settle for attacking the Red Empusa and knocking the Pyrobats out of the air every so often until you're done.
Stage 35
- Five Hellbats
That escalated quickly! Try to knock some out of the air to make your life easier, but they won't stay down long. If you can, target a single enemy and wittle them down. Once they are weak, try to get them to explode near the other bats. This likely won't kill them (a special quality of the Hellbats it seems), but it can cause them to cool off, making them much easier to deal with.
Keep moving. When you think you're moving fast enough, move faster still. Jumping around is crucial to avoiding the attacks coming from every possible angle here.
Stage 36
- One Caina, Two Green Empusa
Yep, that's actually it. You'll likely have the Caina nearly done with before the Greens are even fully spawned. Make sure to grab the green orbs and save your DT
Stage 37
- One Behemoth
- Three Death Scissors
You'll have a brief moment to deal with the Behemoth before the Death Scissors spawn. Try to knock the armor off fully before they have a chance to participate. Remember to focus on the left and right sides since the armor is actually in two parts. If you can knock it off, the Behemoth's flailing about will likely give you a hand.
Once that's done, let the Behemoth be and focus on getting the Death Scissors to different altitudes before trying to parry them for a quick kill. If that's not coming with all the chaos, you can also just take these out normally. This will likely be easier because it will keep you off the ground where the Behemoth is freaking out.
Stage 38
- Four Tentacles
This is a bit of a curve. For some reason, you're getting your healing Tentacles stage two levels before the boss instead of one before. Save your DT, wipe them out, heal up and proceed.
Stage 39
- Three Pyrobats
- Two Hellbats
- Two Death Scissors
Don't worry, this one is still pretty easy. considering what you've been through. Each wave will happen completely independently, so you don't have to worry about them interfering with each other. Play it safe and try to take them out as quickly and cleanly as possible.
Stage 40
- Artemis
This is much like the original battle with Artemis. Like before, try not to waste your DT if you aren't near Artemis. Turn it off while you close the distance and then reactivate it. Whenever she's still, go crazy with it.
Aside from that, I recommend checking the Artemis section of the Bestiary for more information on avoiding her attacks and getting hits in.
