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
Bloody Palace
Stages 61-80
Like before, enemies are based on Son of Sparda difficulty, with matching abilities. They'll also take 25% less damage than normal while doing more damage to you.
Stage 61
- Four Riots
This isn't much different than dealing with the three much earlier, but they'll take longer to kill and there will be more running around resulting in less free space for you. Using a little bit of DT to do some quick damage while making space can be helpful.
Stage 62
- Two Riots, One Hellbat
Knock over the Riots and then pursue the Hellbat. If you can get it to erupt in the right spot, you can make this a very quick fight, but it's going to be a durable enemy, especially since it takes reduced damage in the air, which is the best place to be to avoid damage from the Riots.
Stage 63
- One Chaos, two Baphomet
Try to break the Chaos' spines before the Baphomet get fully involved. Unfortunately, the Baphomets are on opposite sides, making it difficult to manipulate the camera away from both. Knock the Chaos towards one of them and then tackle the other.
Stage 64
- Two Antenora, One Fury
Try to get the Antenora into a corner and then use DT to do as much damage as possible. It may even be worth taking a hit or two to keep them locked up in this corner. Once they are taken care of, you'll just have a Fury to deal with.
Stage 65
- One Behemoth, two Chaos
If you can knock one of the Chaos away, try to break its spines, but the Behemoth is a decent divider for now. Try get the armor off of the Behemoth. While this will cause it to fail, it will also remove its ability to dig. Once it is freed, make sure to knock the spines off of the Chaos if you haven't already.
After that, let the Behemoth help you out with the Chaos.
Stage 66
- Six Tentacles, One Fury
Get to the center and focus on the fury if you can. As soon as the Fury is busy posturing, start trying to get rid of the tentacles as quickly as possible. Jumping very high can also help as the Fury generally doesn't get too high. Once the tentacles are dead, you're free to deal with the Fury.
Stage 67
- One Empusa Queen, three Riots
Do some damage to the Queen and then try to stand in the middle of the spawning Riots. You may be able to lure the queen into a jump that hits them all. Regardless, try to focus on the Riots. The queen is powerful but relatively slow and easy to keep an eye on. Clear up the riff-raff before moving on to the queen.
Stage 68
- Two Chaos, one Nobody
This is oddly trickier than you might expect. Use DT to knock the enemies down. While they are all down, try to break the Chaos spines and then bounce them into a corner so you can keep the nobody out of focus of the camera. Once the spines are broken, this shouldn't be too tough, but make sure to change focus to the Nobody if it gets angry and red.
Stage 69
- One Chaos, two Green Empusa
This is a gimme to replenish your health before the boss level. Try to get rid of the Chaos first if you can before getting the Greens in case you lose health during the fight.
Stage 70
- Three Furies!
If this sounds insane to you, it absolutely is. There is really no easy way of doing this. Get in the air and use moves that get you moving a lot. You want to move as much as possible and use DT as much as possible. The main goal is really to do incidental damage while keeping yourself moving to avoid incoming damage.
Use any homing ability you can think of whether it be Punch Line or Sword Formation to help minimize incoming attacks.
Stage 71
- Two Caina, three Green Empusa
This is your recovery round from that last battle. Take enemies in whatever fashion is most convenient. All of them are rather frail and will fall quickly.
Stage 72
- Three Antenora, two Pyrobats
As is standard this point, try to get airborne and take care of the pyrobats first. Once they are gone, the Antenora are pretty standard.
Stage 73
- Six Empusa, one Judecca
Hit the Empusa quick, but then try to make the most of the Judecca's spawning animation to do some damage. The Judecca will continue to be your focus, but take out Empusa when it teleports away. They will fall quickly and then you'll just have the Judecca to deal with.
Stage 74
- Seven Caina
- One Lucashia
Deal with these Caina just like any other. Once a couple die, the Lucashia will appear. Once it's in play, get into the air chase after it. Air combos are ideal here since the Caina can close the distance pretty quickly. Return to them only after you've gotten rid of the Lucashia.
Stage 75
- Six Antenora, One Behemoth
We're going to use the same strategy here as earlier. Try to knock the armor off of the Behemoth to get help from him. You may only be able to attack a couple times before getting evasive, but accept that until the pack thins a little. Don't be shy about using DT, especially early on for that purpose.
Stage 76
- One Judecca, two Nobodies
If you're fast, you can get a solid hit (and maybe a parry) with a Streak type attack on the Judecca before the Nobodies have a chance to really participate. Like is often the case with a Judecca, focus on it until it teleports and then change to one of the Nobodies.
Save your DT for the Nobodies and don't waste it on the Judecca (unless you're going to use a Buster on it).
Stage 77
- Two Death Scissors, One Caina
If you have an opportunity on a Death Scissors, go for it, but the one Caina is frail enough that you can probably eliminate it quickly enough to make your life easier. At that point, you don't have to worry about coming down out of the air to parry something.
Stage 78
- One Antenora, Two Baphomets
Use the same strategies as before. Knock over the Baphomets and then keep after them. They'll hardly ever get up before you destroy them at which point you can take out the Antenora.
Stage 79
- One Proto Angelo, Two Judeccas
- Four Tentacles
This is a really annoying fight since none of these are easy to kill quickly. Instead, take it easy. Hit the Judeccas when you can and give the Angelo a couple of hits when you can't. You'll slowly whittle them all down, but it's important to be careful for the Judecca's long-range attacks.
Save your charged shots for the Judecca so that you can return that long range damage and keep them teleporting more so you can keep your focus on the Angelo.
Thankfully, four tentacles appear once the rest of the enemies are dead, giving you a chance to replenish your health before the upcoming battle.
Stage 80
- Malphas
This battle is the same as the boss battle at the end of Mission 16. Make sure to turn off your DT when she teleports around because it would otherwise be a huge waste. Tracking her with V when she teleports around can be a bit of a pain, but activate DT after she finally lands somewhere and hopefully you can hit her with a giant Nightmare shaped meteor.
