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 81-97
The final stretch of the Bloody Palace is particularly daunting, and a decent jump in difficulty. The last 21 levels are based on Dante Must Die. They do double damage to you, only take about 50% of the damage they would take on Devil Hunter, and have the ability to activate their own Devil trigger (they'll glow purple). When they do so, their damage output doubles again, and their damage intake is halved again (so 8x output, 25% intake respectively).
Before proceeding past Stage 97, make sure you read the note at the bottom.
Stage 81
- Nine Empusa
This is a little harder than it first looks. Normally this is just a little something to get you back into normal combat, but this one in particular is designed to get telegraph that enemies use Devil Trigger now. If you're struggling with DT, try to focus on as few enemies as possible. They usually transform at low health, so you can minimize threat by only forcing one or two into DT at a time.
Stage 82
- Four Antenora
This isn't functionally that different from other similar battles so long as you keep the DT function in mind. Try to focus on a few at a time to minimize how much time their damage output is doubled due to DT.
Stage 83
- Three Riots
- Two Chaos
Again, this is functionally the same as prior battles, but the presence of their DT can make them tougher. Remember that while in DT, these enemies, in particular, will be harder to knock over. Don't take for granted that your aggressive attack will knock them over or you might find yourself getting hit in the face by a very strong attack.
After two fall, the Chaos will appear. Make sure to take out their spines ASAP so you don't have to try to do it after they activate Devil Trigger. As with before, once their spines are broken, they're not that scary.
Stage 84
- Three Pyrobats, three Green Empusa
- One Hellbat
They decided to get these out of the way all at once. Knock the Bats out of the sky and while they are down, take out the Green Empusa. After a couple of them fall, the Hellbat will arrive. The Hellbat could take out all the remaining enemies if you're up for a gamble, but this late in the game, I recommend playing it safe if you've got an abundance of time (15 minutes or more) and go for the smaller enemies first.
Stage 85
- One Behemoth, One Nobody, One Empusa Queen
Similar to last time, they are getting the heavies out of the way fast. The Nobody will start closest, so feel free to knock it back if you can. Once you do, head for the Behemoth and free it from its armor. Once you've done that, try to hover above the Behemoth and he'll get most of the work done for you.
At this point, take out the Queen first (it's the fastest) and then aim for the Nobody since it's a bigger threat and the Behemoth might actually help you a bit.
Stage 86
- Two Caina, One Green Empusa
Getting rid of Green Empusa is even more important because an enemy in DT will not leave that state if it's healed, drastically increasing their potential danger.
Stage 87
- One Proto Angelo, Two Riots
Get the Riots into the air and keep them there as long as possible. Protos can only reach so high so you can separate this battle into two heights. The Riots are also much softer and faster enemies, so you can simplify your life quite a bit very quickly.
Stage 88
- Two Furies
The teleporting nature of the Furies makes focusing on one enemy particularly difficult, but thankfully, since they take 2x damage regardless, they can be quick to kill even in DT (the damage they do, however, is pretty rough). As Nero, abuse the heck out of parrying and using your Buster arm. This is still decidedly less frantic than dealing with three furies, you just have less room for error here.
Stage 89
- Eight Tentacles
These bunch up in the middle. Oddly, they're a little bit tricky to deal with quickly since they are so close. If you've got the time, take it slow and just shoot them from afar. Once they are destroyed, collect the green orbs, you're going to need it.
Stage 90
- King Cerberus
This battle is very much the same battle as prior Cerberus battles, though Cerberus will be able to use DT when its health gets low enough. Also, remember that Nero has the ability to perform a Buster attack on this enemy even though the two never squared off in the main story.
Remember to conserve DT when King Cerberus runs away from you. Dante can usually get rid of the balls of electricity attack pretty easy with his shotgun, but Nero can get rid of them fairly easy with charged shots and V can deal with them pretty easily with a blockade attack.
For more info on how to deal with this boss, check the King Cerberus section of the Bestiary.
Stage 91
- Three Red Empusa
Getting all three of these is pretty difficult since they don't bounce much. The best option is to try and hit them from the side opposite the other Empusa. It may be possible to shepherd them together by doing this, giving you a chance to kill all three. If they split up, you're probably only going to be able to get one or two. Regardless, it's a lot of orbs and time so don't get too disheartened if it doesn't go perfectly.
Stage 92
- Two Baphomets, One Caina
The Baphomets are pushovers, especially if you can trap one on the screen while excluding the others from your view. Alternatively, since all of them are so squishy, it is possible to bounce them into a group and hit all three at the same time with your combos.
Stage 93
- One Death Scissors
- One Death Scissors
- Two Death Scissors
- Two Death Scissors
This is a tough thing to stay ahead of, but hopefully, the practice has paid off. You want to get on to parrying these enemies as soon as they appear. If you can do that, you can kill them just about as fast as they spawn at the start. This can leave you with only a group of maybe three at the end instead of facing six at once.
Though, really, dealing with six isn't as bad as it sounds. The biggest problems are that it's hard to target one in a group of six to make the one-hit kill and it can be hard to see which is attacking when and from where because of all of the cloaks flying around.
Stage 94
- One Scudo Angelo
- Two Lucashia
This is one of the toughest non-boss fights in the game. You can get a couple of hits on the Scudo before the Lucashia spawn, but once they do, they are your sole focus. You almost need to manipulate the camera to exclude one so it doesn't attack or you're going to get creamed.
Their big charge attack is enough to kill you if you're not in DT with a single hit. If they are in DT when they use it, you'll likely still die, even if you are in DT as well. For this reason, it's crucial that you focus on one as best you can while also stopping to get glancing hits at the other to keep it from charging. Once you kill one, you'll be able to focus entirely on the only other enemy that can kill you in one hit.
Stage 95
- One Pyrobat, One Scudo Angelo, One Caina, One Empusa
- One Death Scissors, One Riot
None of the enemies on their own are a huge threat, but since they all act differently, it can get a little tricky dodging everything. After killing the first two enemies, the second wave will show up, so be strategic.
Go for the Pyrobat and Caina first. They are the most complicated and dangerous of the four enemies. Once they are killed, the two new enemies will spawn in. Try to take out the Empusa before they fully spawn in. If they beat you to it, focus on the Death Scissors first since it's the only enemy in the air.
Once the Death Scissors is gone, work your way up the Empusa, The Riot, then the Scudo Angelo.
Stage 96
- One Chaos, One Baphomet, One Antenora
- One Nobody
- One Hellbat
- One Green Empusa
Like before, the Nobody won't spawn until one of the enemies drops. Destroy the Chaos' spines, then try to whittle down your enemies without getting them in DT and then take one out. Take out the Baphomet first, then focus on the Nobody as much as possible.
After your next kill, the Hellbat will spawn. Work the Hellbat down and try to use it to destroy the remaining enemies. If you can manage this without sending the enemies in DT, you may be able to avoid that phase entirely and enter the last wave with nothing but a Green Empusa to contend with.
Stage 97
- One Proto Angelo
- One Judecca
- One Behemoth
- One Empusa Queen
- One Lucashia
- One Fury
- Three Tentacles
After a few moments, the Judecca will spawn in to help the Proto Angelo. The Behemoth won't spawn in until you kill one of the two. With this in mind, you'll want to consider which enemy you want to face with the behemoth. I recommend taking out the Judecca over the Angelo if possible, or (better yet), try to get them both close to killing and take out the Angelo first.
If you do the latter, it's possible to take out both the Angelo and the Judecca before either of the next two enemies spawn in. At that point, unchain the Behemoth and then lay into the Empusa Queen.
Once the Empusa Queen is dead, the Lucashia will spawn in. At this point, focus on the Lucashia, and once it's dead, the Fury will spawn. You may want to take out the Behemoth if it's near death (use DT). This will leave you with just the Fury to contend with. If the Behemoth is still high in health, it may be worth getting it off the screen and getting to a corner where you can instead focus on the Fury.
Once all of the enemies are dead, the Tentacles will spawn for you to replenish yourself.
Pause Before Continuing
The last four stages of this happen one after the other with no break and you only get healed up after Stage 100 (so 98, 99, and 100 have no healing between stages). In addition, you can't use the suspend function at any point in between, so you can't make manual back-ups either.
Take this time to suspend the game and make manual back-ups before continuing onward. The next four battles are a HUGE step up. This gauntlet is arduous, so brace yourself and good luck!
