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Devil May Cry

"Looking for Insider Cheat Codes for Devil May Cry? "






1) INTRODUCION

Capcom has finally (and wisely) decided to take a break from the RE formula they have exploited for years.

Combining sublime graphics, a new, horrific-gothic tone, an original storyline and unbelievable gameplay-Devil May Cryrose from the ashes.

So clean the table and wash your hands because Devil May Cry is a frenetic feast for your eyes. As SegaShiro best puts it: "It's agame...and that devil...he just may cry."

Devil May Cry You'd enjoy every second of it, hail it as a one-of-a-kind action/horror title, and you would even think up some weird schemeto bribe your parents into buying some Devil May Cry threadz.

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And to get the most out of your gaming experience, this FAQ aims to give you all the tips and tricks needed to achieve that. It is also all the help I (as the unpaid author of this guide) is capable of offering.

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If you try to ask for something that supercedes my ability, I'm sorry, please consult another guide. An even better idea is to confer with the people of the GameFAQs message boards. If you can't find help there, you probably won't be able tofind help anywhere.

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This guide offers a perfect solution to your Devil May Cry needs in a span of5 sections. The format took a few hours worth of scrapping and minting ofideas.

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Please show that you respect this guide by not doing anything dirty with it. *snicker* Err, anyway, moving on to more important details...

This is a friggin' walkthrough and as such, it WILL have spoilers splattered all over the damn thing. Realize that the guide itself is just an onslaught of Devil May Cry spoilers, that can possibly ruin the whole experience of the game. Please read with caution! This is your one and final warning...

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2) BASICS & LISTS

2.1 - Basic Controls

D-Pad - Move Dante/Highlighter

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Left Analog Stick - Move Dante/Highlighter

Right Analog Stick - Switch weapons onscreen (R3)

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Circle Button - Sword Use/Attack

Cross Button - Action/Confirm

Triangle Button - Jump/Dodge/Roll

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Square Button - Guns (with R1)

L1 Button - Devil Trigger

L2 Button - Map Display

R1 Button - Turn Pages in Sub-Screen

R2 Button - Taunt/Lure Enemy

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SELECT Button - Skip Cut-scenes/Pause

START Button - Pause/Confirm

2.2 - Playing Devil May Cry

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Devil May Cry holds a very distinct structure to Onimusha and share many game play themes with the March 2001 PS2 hit.

If you've played Onimusha, you'll know what to expect; with the controls and game play mechanics, that is. Even so, it'd be better that you don't wander off into the undead territoryunprepared. That's what this section is for. Here I will discuss Devil May Cry at its core.

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2.2.1 - SAVING

There are two ways to save in the game: Pressing SELECT and choosing the save command, or completing each mission properly. At the end of each mission, you can choose to save your game or not.

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On the save menu, choose the file you would like to start or overwrite and confirm. Four sub-topics will appear on the left. It shows the mode you are currently undertaking, your game timeafter the last save, the number of saves, and stars that indicate the number of Secret Missions you have completed.

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Saving via the SELECT screen only saves your progress (i.e.- number of Red Orbs, moves and items you've already collected; not the entire mission.)

Tasks you've already done in the mission before completing it will be reset and must be done again.

2.2.2 - ORBS

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Strewn across the areas of the game are distinguishably colored orbs, each having an individual role in the game. It mostly has to do with powering up.

There are 5 different types of orbs--The Red, Green, Yellow, Blue and Purple. Listed below are the five orbs and their purposes.

2.2.3 - RED ORB

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These are the most common, and are easily obtained by defeatingenemies, or breaking environmental objects. Red Orbs are used to unsealcertain doors and used to "buy" items and abilities that help beef up Dante.They basically act as a type of currency to trade in for some demonic itemsand Dante's Ifrit/Alastor skills.

2.2.4 - GREEN ORB

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When one's health wanes, this orb can be used to restore life.Enemies can sometimes drop this, albeit not often.

2.2.5 - YELLOW ORB

A sacred orb that enables a continuation after death, like aLife Up. Whenever Dante dies (and depending if you have any in stock), youcan spend one Yellow Orb to continue from the last door you entered.

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You can occasionally find these around the castle grounds, but purchasing them from Time Statues is the customary way to get a hold of one (at an exorbitant amount).

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2.2.6 - BLUE ORB

They must be found and gathered from the surroundings of eachmission. Four of these fragments combine into one. This special orb augmentsDante's maximum life by 10% when you receive one.

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2.2.7 - PURPLE ORB

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Special Orbs that increase Dante's Devil Trigger gauge. Theseenable Dante to increase his "magic meter", thus allowing him to remain in his devil state for a much longer period of time. You can only buy these at Time Statues, but they cost a lot of toil and sweat.

2.2.8 - TIME STATUES

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Otherwise known as that "weird-way-you-buy-stuff-in-DMC". Time Statues, as Iwould like to call them, are these funny-looking statues that hold over theirheads an hour glass.

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Well, they're like shops, from which you can purchase items and sword skills. No weapons, unfortunately. Of course, it asks for the "blood of monsters" in return, which is the Red Orbs.

2.2.9 - ORB FOUNTAINS

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Orb fountains are red, glowing sphere crystals that supply stockpiles of RedOrbs when ferociously struck by Dante's sword. These don't appear too often,and they have their limits.

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Once you have extracted all the orbs it can offer, it will shatter and be out of commission.

2.2.10 - DEVIL TRIGGER

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Besides his hacking away at animated corpses, Dante can also reveal his trueform to raise some hell. The Devil Trigger is the L1 Button by default. Byawakening the devil concealed within him, you open a door to even moreattacks.

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Pave the road as clown carnage cowers in the dirt! When in devilform, Dante discharges swirling ribbons of blue-ish purple light from his body. This indicates that he is in the Devil Trigger state.

While his attacks and speed are heightened, Dante's devil form lasts only as long as the runes below his life gauge are still going strong. Triggering his devil powers also enables Dante to slowly regain some health. As Dante continues to use hisdevil powers, the runes will begin to fade.

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Once they all disappear, Dante will automatically return to his human self, and his devil side will become dormant until it is called upon again.

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2.2.11 - DEVIL TRIGGER GAUGE

Once Dante obtains the Alastor, the DT bar will appear just below his life gauge. You start with 3 in the beginning (10x more if you're playing Easy Automatic mode), but they can be augmented when Dante consumes Purple Orbs. Devil Trigger isn't something you can use at will.

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The runes under the life gauge must be "filled" to a certain point. Once all the runes are filled, or until you hear a chime, Dante can transform. To refill it again, simply land successful attacks on the enemy. It also refills as Dante receives damage.

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2.2.12 - ALASTOR & IFRIT SKILLS

Once Dante wields the Alastor, a sword he will be using for the majority of the game, and the Ifrit, flaming gauntlets that's wrapped in uh, flames, he will be granted new and powerful abilities. Alastor and Ifrit skills can be unlocked through trading Red Orbs with the Time Statue.

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There are also special Alastor and Ifrit skills exclusive to Devil Trigger, which can be executed only when he is in devil form.

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2.3 - Weapons

Dante can unearth a selected number of weapons throughout his destined trip through the Romanesque castle. On the subscreen, you can scroll between Devil Arms (Swords) and Guns to equip Dante with weapons of your choice.

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2.3.1 - DEVIL ARMS

Otherwise known as swords. Swords play the major role in attacking if you're up for in-your-face action. They also give birth to the Alastor abilities you'll learn to love and use. It makes things more fun this way! Giddy-up!

2.3.1.1 - FORCE EDGE

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Found: Default

Power: Low

Elemental: None

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Dante starts with this. Its power is below average. When it comes to dealing with enemies, your chances of victory over a myriad of clowns plummet.

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Because of its non-elemental power, it presents a big problem when battling enemies. All enemies are impervious to the present state of the Force Edge. The blade will unveil its true power later on, as Dante has yet to understand his father's heirloom. For now, just stick with the Alastor.

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2.3.1.2 - ALASTOR

Found: Mission 2

Power: Moderately High

Elemental: Lightning

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The Alastor chooses its master. That is determined through a strange ritual,which you will witness in a stunning cutscene. The Alastor holds the power ofelectricity, which is good since most of the monsters in the castle aresusceptible to lightning. Wielding the Alastor also unlocks the Alastoroption in the Time Statue "shop", which allows you to make purchases to learnnew sword skills. The Alastor also evokes Dante's Devil Trigger mode.

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2.3.1.3 - IFRIT

Found: Mission 9

Power: High

Elemental: Fire

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Dante finds this in an airborne gazebo that has held these flaming gauntletsfor centuries (I assume). With the Ifrit gauntlets, you let enemies tastewhat you've been through to possess this awesome power.

Ifrit emanates thescorching fire from hell and sends off the same heat to any of its enemies.While it is slow in execution, its power is enormous. The Ifrit is morepowerful than the Alastor and *possibly* the Sparda, but correctly utilizingits power is no easy task. These gauntlets make new abilities that pertain tothe power of the fire god available for purchase at the Time Statue.

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2.3.1.4 - SPARDA

Found: Mission 18

Power: High

Elemental: None

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Named after Dante's father, the legendary dark-knight, Sparda. Dante wieldshis father's legacy after combining the lost half of the amulet to his own.It conjured the true form of the Force Edge, which came to be the Sparda.

Youacquire this at the beginning of Mission 18. It disables Devil Trigger, butits raw power makes up for this loss. Dante can use all of the Alastor skillsso it's all peaches and cream.

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The Sparda, I discovered, isn't really a sword, but a three-fold weapon. WhenDante slashes with it normally, it uses the first form of the blade which is,in fact, a sword to the casual eye.

However, when Dante implements theRoundtrip skill, the blade changes into a huge sickle, or scythe--depends onyour school of thought. Finally, the blade transforms into a halberd when theStinger is used.

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The weapon's hilt is affixed near the center of the blade, not on one side ofthe blade. By doing this, this allows Dante to freely switch among the threeblade forms. This is only an educated analysis, so don't take it from me.

2.3.2 - GUNS

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A good thing about the guns in Devil May Cry is that they expend ammunitioninfinitely. The Recovery Speed listed with the weapons below represents howquickly Dante can shoot one bullet after another. Guns are cool. Guns aresleek. Guns are brain-splattering weapons.

2.3.2.1 - GRENADE GUN

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Found: Mission 8

Power: High

Recovery Speed: Slow

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The grenade gun is very heavy and limits Dante to ground combat only. Theforce of a blast leaves Dante momentarily stunned and open to any attacks bynearby enemies.

While it is very powerful, its recoil time is its main fault.And since it does not allow aerial combat, you would want to use this onlywhen you fire from a short distance. In the later modes, this becomes thesingle most useful firearm in the game. Just press the dodge button as youfire a grenade to cancel the recoil time.

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2.3.2.2 - HANDGUNS

Found: Default

Power: Low

Recovery Speed: Fast

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Dante crafted these guns himself and named them "Ebony & Ivory". These fast-slinging guns are his most trustworthy companions, with which I use towreak havoc. Its recovery time is amazing since you can keep shooting with nopauses.

They are very reliable with fast-moving enemies and in (certain)fights. However, when using Ebony and Ivory, it takes longer to restore yourDT runes, and they're not very effective on most enemies. It's just so coolto watch Dante work with them.

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2.3.2.3 - NEEDLE GUN

Found: Mission 12

Power: Medium-High

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Recovery Speed: Fast->Slow

Dante finds this shiny new gun in a sunken pirate ship. It's best utilized inaquatic combat. It cannot be equipped or used at any time other than theunderwater use the gun was intended for. Like the name implies it peppers theenemy with high-pressured needles.

The needle gun is capable of rapid shotsfor a limited amount of expenditure. The Recovery Speed listed above isFast -> Slow only because it can fire consecutive shots on the get-go, but ittakes time for it to reload and fire up again.

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2.3.2.4 - NIGHTMARE-BETA

Found: Mission 15

Power: High

Recovery Speed: Medium-High

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It makes its appearance toward the end of the game. However, you still havemany opportunities to put it to use, rest assured. Dante finds this weaponin the second chamber explored of the two sealed shield doors in the gardenarea.

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The Nightmare-Beta clasps onto its owner and merges with his hand. The powerof the blast is based on the courage of the wielder. It blasts jolts ofelectricity that can ricochet off walls and bounce around. Each shot is worthone slot of the Devil Trigger Gauge.

Yes, shooting it once costs a wholeslot. My theory is that it absorbs Dante's devil power and reproduces it intosome type of electrical charge. That about explains its formation in the darkreaches of the underworld.

Also, when wielding the weapon, you can charge itup and pump "DT" bullets like you do with the other guns. Here's also abizarre coincidence to blow your mind: The Nightmare-Beta closely resembles asolidified form of Nightmare. Is that trippy or what?

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2.3.2.5 - SHOTGUN

Found: Mission 2

Power: Middle

Recovery Speed: Slow

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The shotgun is found in the library on the second floor, covered up by astudy desk. This pump-action weapon spreads several shrapnel that impact thefoes surrounding the intended target. This weapon is inappropriate for longdistance targeting.

While it is very powerful, its shortcoming is the slowrecovery time between each shot. If you're up against enemies that requirenimble abilities, this isn't the right gun to use in those situations. You'llneed to jump around a lot.

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2.4 - Normal Skills

Normal skills are abilities that Dante had already inherited. Although notplenty powerful, they are effective when combined with other attacks.

2.4.1 - HIGH-TIME

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Controls: Hold R1 + Back + Sword Attack

High-Time is what makes Devil May Cry so great! Half of the cycle of thisunique attack enables Dante to toss the enemy into the air, which unlocks newopportunities to perform crazy stunts and combos, like the famous slash-upand shoot technique DMC is well-known for.

Once the enemy is in the air, youcan use your handguns to juggle the enemy. If you hold the sword attackbutton for a little longer, Dante will follow the enemy into the air.Pressing the Circle button a third time allows Dante to strike down the enemywith a powerful downward slash.

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2.4.2 - KICK JUMP

Controls: Jump onto a wall and jump again

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Kick Jump endows Dante with the ability to jump higher, provided that thereis a wall or object there to support his second jump. As long as there'ssomething there for Dante to kick off of (thus, the name Kick Jump), he canboost himself up another level.

Use this to reach those higher levels thatcontain Blue Orb fragments, keys, weapons and all those goodies. To perform akick jump, simply jump onto a wall, or object, and when Dante touches it,press the jump button again to make Dante kick off of it and leap higher.

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2.4.3 - CHOP SUEY!

Controls: After slashing twice, hold the button down

This is an un-named and unlisted move in the menu, but it's a really cool wayto dice up some enemies. What Dante does is rapidly impale the enemy back andforth repeatedly until you release the button or until he finishes it offwith a stinger move.

It's a great asset to a combo you'd like to perfect. Toperform this onion-chopping move, just after Dante slashes across an enemytwice and the sword is positioned behind him, hold the button down until hegets into the motion, then start rapidly tapping it. Then watch Dante delivera flurry of stabbing attacks at his enemy like a mad chef at Bennihanas.

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2.4.4 - AERIAL ATTACKS

Controls: While in the air, shoot

This was something I never noticed in the demo. It was either that I couldn'tdo it, or I've never tried. Dante can suspend his fall by blasting his gunswildly. The force of his handguns will keep him aloft.

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2.4.5 - SWORD PLAY

Controls: Varies

You may have already noticed this, but Dante can attack with his swordregularly in four different ways (without combining any Alastor skills):

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Style 1

Tap Circle button expeditiously: Dante cross slashes the enemy twice and addsan overhead slash down.

Style 2

Tap Circle button slowly: Dante cross slashes the enemy twice and does twomore slashes diagonally. Then finishes with a vertical slash down.

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Style 3

Tap Circle button twice rhythmically, but pause briefly between each swingand then rapidly tap the Circle button: Dante cross slashes twice and thenstarts to chop the enemy with great celerity and ends it with a fierce jab inthe abdomen. You can prolong the chopping by tapping Circle before he stabsthe enemy.

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Style 4

Tap the Circle button thrice rhythmically: Dante cross slashes twice and addstwo diagonal slashes.

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Try these out and you'll notice a few differences in the styles with whichDante strikes his sword, and they all depend on how much force you apply tothe sensitive Dual Shock controller.

2.4.6 - PUNCH, KICK, POW!

Controls: Varies

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With the gauntlets, Dante now has the ability to attack with inferno-filledpunches and kicks. Ifrit skills are a bit different from the Alastor andrequire more competent skills to properly harness its power. Holding down theCircle button generates masses of fire energy in the punch or kick Dante isabout execute.

Dante can do a total of four base moves with the gauntlets. Inorder of display: A powerful jab forward, a low uppercut, a high kick up, anda roundhouse kick finish.

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You can charge each attack with concentrated energy to maximize the damage.You must tap the Circle button slowly and time things right. For example, tapthe button once, pause briefly, then hold down the button to store energy.Dante automatically releases the stored energy.

You can also just simply holddown the Circle button the whole time, but it leaves Dante vulnerable to allkinds of attacks.

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2.4.7 - ALASTOR/IFRIT AMMO

Controls: Hold down R1 + Shoot button

This ability was neglected to be mentioned anywhere. Dante can transfer theelemental power he is currently equipped with (Alastor or Ifrit) to his gunsto release a hail of elemental ammo. It's the same gun attack performed whenDante is in Devil Trigger state.

To perform this unique attack, hold down theR1 + Shoot button until you see the gun discharge some elemental power.

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Once you release the button, it'll send off 3 waves of the attack as long asyou tap the button repeatedly. While Dante charges his guns, he ismomentarily vulnerable to attacks. Luckily, these don't take quite as long tocharge up as some of the other attacks Dante has.

2.5 - Special Skills (Alastor & Ifrit Gauntlets)

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You'll need a glut of Red Orbs to unlock these abilities, so remember to keepup your practice of genocide!

2.5.1 ALASTOR

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The Alastor is what you'll be using for the majority of the game. It's muchmore powerful than Dante's default weapon, the Force Edge. The Alastor isfilled with the elemental power of Lightning. It can do away with enemiesquicker, and the response is much greater. The ideal weapon for a devilhunter.

2.5.1.1 - STINGER-LEVEL 1

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Cost: 350

Controls: Hold R1 + Forward + Sword Attack

Stinger will probably be the first attack you'll purchase, since it requiresthe least amount of Red Orbs at first glance. It comes in 2 levels ofstrength, the next one being level 2. Upon executing this move, Dante rushesforward with his Alastor pointed towards the enemy. He sweeps across thefloor in one quick movement coupled with the sound of thunder or something.

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2.5.1.2 - STINGER-LEVEL 2

Cost: 1400

Controls: Hold R1 + Forward + Sword Attack

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An enhanced version of Level 1, obviously, except Dante responds to it withmore distance and stabs the enemy with stronger, death-defying power. I wouldrecommend buying this after you've purchased Air Raid and Round Trip, in thatorder.

2.5.1.3 - ROUND TRIP

Cost: 1550

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Controls: Hold the Circle (Default) button

The Round Trip proves to be Dante's best Alastor skill (for me, anyway). Itenables Dante to hurl his sword at an enemy like a boomerang and slice theenemy for multiple hits before returning to Dante.

How long it stays out ofyour possession depends on how long you've taken to charge it. To use it, youmust hold down the attack button and allow it to "charge".

Then release itand watch it go. You can press the button down again to retract it at yourwill. To amplify damage, you can use your guns while the Round Trip attackslices gleefully through an enemy's body.

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2.5.1.4 - AIR HIKE

Cost: 4000

Controls: Jump again while jumping

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This technique demands a lot of Orbs for it. In my opinion, it's useful, butunnecessary. Dante can manage without it. I wouldn't buy it for the life ofme. Air Hike enables Dante to reach even greater heights his regular kickjump could not.

Simply jump up, and while still in the air, press jump again,and Dante creates a red, rimmed platform and hoists himself from there to agreater height. The only known advantages from this is that it can help Dantegather hard-to-reach orbs and items.

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2.5.1.5 - AIR RAID

Cost: 750

Controls: R1 + ([]) or Circle

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In Devil Trigger mode, jump up and press R1 with one of the correspondingbuttons listed above so that Dante blasts electric ribbons at his foes. Italso enables Dante to hover in the air for the time that Devil Trigger isstill active. This neat trick allows you to reach some isolated high ledgeshe cannot normally reach.

2.5.1.6 - VORTEX-LEVEL 1

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Cost: 1150

Controls: In the air, D-Pad + Circle

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In Dante's Devil Trigger state, jump into the air and direct Dante to anenemy and tap the Circle button (Default). By doing this, Dante throwshimself toward his foes like a cannonball for mega damage. Remember thetechnique about battling enemies in large numbers? Well, use this skill toscatter them like roaches.

2.5.1.7 - VORTEX-LEVEL 2

Cost: 2400

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Controls: In the air, D-Pad + Circle

Level 2 of this attack has a much greater impact. Dante can bounce back andforth for multiple hits to the enemy. When Dante glides through a single foe,it often cripples any surrounding enemies.

2.5.2 IFRIT

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The Ifrit gauntlets display strength greater than that of the Alastor in someways. It replaces Dante's swordsmanship with some crazy martial art skills.Its shortcomings are that its attacks are slow and does not have the widerange the Alastor had. Some enemies may be susceptible to Ifrit, but some areimpervious to it.

2.5.2.1 - MAGMA DRIVE

Cost: 500

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Controls: R1 + Back + Circle

The Magma Drive works like High Time with the swords. Dante connects with theenemy with a high uppercut, sending them into the air.

At this time, like youwould with the High Time skill, Dante can pull out his guns and juggle hisvictim in the air, followed by some other twisted combos Ifrit is capable of.However, it won't always be pulled off successfully. The Magma Drive shouldbe your first Ifrit skill.

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2.5.2.2 - KICK13-LEVEL 1

Cost: 700

Controls: R1 + Forward + Circle

Kick13 is a derivation of the Stinger. It works the same way, except Dantecharges forward with a low kick. It sends enemies flying if used at the righttime.

The first level of this skill isn't too effective since Dante skids aVERY short range (like two feet) in front of him. Level 2 is a bigimprovement and is more destructive. You ought to earn some Red Orbs just forthe second level of this skill.

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2.5.2.3 - KICK13-LEVEL 2

Cost: 2100

Controls: R1 + Forward + Circle

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Level 1 with a finishing touch. This enhanced version allows Dante to piercethrough an enemy from a much farther distance. Simply said--it's a fire kickversion of the Stinger.

2.5.2.4 - ROLLING BLAZE

Cost: 3450

Controls: Jump button

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After purchasing this ability, Dante will be engulfed in fiery flames everytime he jumps with the Ifrit equipped. This isn't nearly as effective againstenemies on the ground as it is with enemies in the air.

It works especiallywell against Frosts, since fire has astounding effects against ice-basedenemies. The Rolling Blaze serves mostly as a secondary attack and never aprimary. Why? Because it is pretty ineffective.

2.5.2.5 - METEOR-LEVEL 1

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Cost: 900

Controls: R1 + Back + Circle

A nifty long-range attack. Fire energy is gathered in the palm of Dante'shands and are released to form a highly concentrated fire attack. While inDevil Trigger mode, press R1, move the Analog stick to Dante's back, andpress Circle. Dante immediately acknowledges and pitches huge fire balls athis foes.

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2.5.2.6 - METEOR-LEVEL 2

Cost: 2700

Controls: R1 + Back + Controls

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Like all Level 2 attacks, Meteor-Level 2 is obviously an enhanced version ofthe first level. This time, Dante is able to fire multiple masses at the sametime with double the strength. I'd recommend getting this as soon as itbecomes available. After learning Inferno, that is.

2.5.2.7 - INFERNO

Cost: 4850

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Controls: Jump + Movement + Circle

The most expensive, yet the most destructive of all the available Ifrit movesDante can perfect. Inferno is capable of inflicting explosive damage. InDevil Trigger mode and while in the air, move the analog stick and pressCircle.

Dante speeds toward the ground and plants his fist firmly into thesolid earth. The ground will then instantly swell up in a conflagration thatsurrounds Dante and sets all enemies trapped in it ablaze. Enemies canreceive damage continually as long as they are still caught in the ragingfire.

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2.6 - Battle Techniques

2.6.1 - COMBOS

When you battle with monsters, you'll notice a word that appears to the rightof the life gauge, ranging from Dull to Stylish. The words mean what theyimply.

They grade your performance with each monster. Knowing this, will youstill use those sissy long-range attacks with the guns. In order to get goodratings, let your attacks flow smoothly. As long as the attacks run smoothly,you'll get a good rating.

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2.6.2 - DODGING

Dodging and jumping is your friend, other than Dante's sword and guns. You'llfind that this comes to be extremely useful against Mundus' evil minions.It's not some wussy way of fighting. It'll help you more than I can (gasp!).

You'll notice that when you sometimes swing your sword, there is a briefpause between the second and third slash. At this time, the enemy can quicklyparry and counterattack. Not a good thing. Play it safe by having your fingerready to hit the dodge button at any time.

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2.6.3 - THE GRENADEGUN

While the grenade gun has a tremendous amount of power, it has a horrendousrecoil time. The force of a single shot will leave Dante momentarily stunned.To reduce the recoil time, press the dodge button as you start to blast agrenade at an enemy.

Doing this will allow Dante to keep moving even after hehas fired a grenade. Since you'll (I hope) be using this against formidableadversaries, you must utilize this weapon properly. Using this with the Roundtrip technique works wonders.

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2.6.4 - ROUNDTRIP COMBOS

Once you have the Roundtrip skill, using it will almost always net you the"Stylish!" rating on enemy performance. Not only that, but it is veryeffective when you don't want to get too close to the enemy. Combine itspower with a firearm like the grenade gun or even the Nightmare-Beta. You canmake ravaging duos with any firearm.

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2.6.5 - SPARDA-BETA

Try equipping the Nightmare Beta and Sparda at the same time. You would thinkthat because you have no Devil Trigger gauge, the Nightmare Beta would beuseless, but this is not the case--you actually have infinite Nightmare Betashots.

This makes both the Sparda sword and the Nightmare Beta much moreuseful because together they're a bad-ass combination. It makes Shadows apiece of cake. However, the fallback of this combination is that the singleprojectile only ricochets once, while when the DT gauge is present, it canricochet several times.

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3) GAME WALKTHROUGH

Pop in the disc and start a new game. Let's rock, baby!

The beginning features a narrative introduction to some background info onthe events that have occurred in Devil May Cry. You can see a dark silhouetteof what looks to be the revered Sparda.

After the narration, the sceneswitches to a movie, in which a woman appears out of the night sky and peersover to a tavern called Devil May Cry. Inside, you find our hero kicking backand reveling in a day's work. That is, until the woman crashes through thedoor in a motorcycle.

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A really cool fight scene commences between the two, and Trish, as we learnedher name from the instruction manual, hires Dante for a job that involves thedevil he has long been seeking.

Our mission to save humanity begins on Malletisland, where Trish claims to be the gate at which the dark lord will ripthrough from his dimension to enter theirs.

Dante kicks the doors opensupahfly style, and Trish heads along first, leaving Dante at the bottom andfeeling rather foolish. Un-thoughtful customers these days...For the firsttime, you take control of the devil hunter.

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Follow the one-way path upwards and on the way, you'll find a [YELLOW ORB] ona side path. Dante will also run under a low-hanging overpass he can reach bykick jumping. Run under the pavilion to get your first [BLUE ORB FRAGMENT].Then, continue up the path to the ancient castle. Your first mission beginshere...

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3.1 - MISSION 1: CURSE OF THE BLOODY PUPPETS

Mission Objective : Break the evil spell and open the cursed door

3.1.1 - COLLECT THE RED ORBS

Entering the castle, Dante whips around to find the cavity in the wall sealbehind him, leaving him with the only option to explore the castle entrancehall. The main hall consists of 3 floors. The second floor holds a TimeStatue, and the third floor offers a few orbs. The two doors are protected byan enchantment.

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There are Red Orbs lying around the main hall. At the central stairs leadingto the giant statue, take the right stairs since the left one has beendestroyed. On the balcony above are some Red Orbs that cannot be reachedunless Dante kick jumps up there. Simply jump onto the debris and jump againto boost him up to the top. Take the first orb and drop down to harvest somemore.

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On the ground floor, you'll notice a blue object in a caged area higher up.Simply hoist Dante up there using the kick jump and grab your second [BLUEORB FRAGMENT]. The Time Statue on the second floor is temporarily unusable.

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Your goal here is to collect all 45 of the Red Orbs strewn throughout thearea. There are some on the third floor, so make sure you get to those. Most,if not all, of them are casual to the eye so no need for my guidance here.

A

good tip to know is to always slash your environment. The furniture aroundthe castle mysteriously let up plenty of Red Orbs. Once you've assembled the45 orbs, take them to the red door to break the seal and continue to the nextroom.

3.1.2 - FIND THE RUSTY KEY

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In this new room, sunder the suit of armors to unearth some more Red Orbs anda [BLUE ORB FRAGMENT]. The other door takes Dante to the catacombs. Head tothe back into a spiraling staircase and head through the next opening sincethe path ahead is blocked by some debris.

There's an in-animated puppet inthis room, but you don't have to worry about it now. The room to the leftfeatures a three-hole mechanism, which you can't mess with just yet. You canfind a [BLUE ORB FRAGMENT] in the left pool of water, though.

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Take a look at the aperture in the ceiling. Climb onto the bronze object andboost yourself up to the upper level. Take the shimmering object from thestill Marionette to receive the [RUSTY KEY]. As you turn to leave, the puppetsprings to life and flings a knife filled with its love at you.

Another dropsfrom the ceiling to join the fun. What a coincidence! The one below alsobecomes juiced with life and approaches Dante as he drops down. Quickly doaway with them and take the Rusty Key back to the main entrance hall. Use itto unlock the blue door.

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3.1.3 - ACTIVATE THE ELEVATOR VIA THE DIAL

Entering the next room, you'll notice some more of these puppets hanging fromthe ceiling. Don't worry; they won't attack until later. Naturally, after thefirst encounter, you'd think you would meet some more.

Your prayers have beenanswered. The wooden double doors won't budge until you have lifted its curseby defeating all the Marionettes. So let's get cracking!

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There's a [BLUE ORB FRAGMENT] on the left wing of the airplane. Getting ontothe wing takes some doing. You'll want to kick off the pillar by the doorand direct Dante over to the wing. Do you notice Dante's moving shadow in thebackground?

Details, details! Gently tap the down button to land on thepropeller, where a deluge of huge Red Orbs will mysteriously rain from theceiling. Say, the weatherman didn't warn us about this!

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In the far corner of the room is a blue-lit alcove with a pair of armorsblocking the way to a circular crest. Strike this crest continuously untilit lights up. This activates the pillar Dante is on and takes him to thebasement level of the castle.

He arrives in an underground battle arena. Thesmell of blood teases the air. Things don't look so good when some maliciousMarionettes drop from the ceiling and attack.

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Get down to business and chop 'em up. After you've destroyed them, the gatesopen and bring forth a second wave of these maniacal assassins. Careful, now!Fighting too many of them at once is a little dangerous. Gingerly circle themand strike when you see an opportunity.

3.1.4 - KILL ALL MARIONETTES TO OPEN DOOR

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Afterward, take the elevator back to the previous room, where you will begreeted by a hostile welcome party. Continue with your efforts to fend themoff, and eventually, the madness will subside. As soon as the last clownfalls, the once-cursed door will be exorcised, allowing you to complete yourmission.

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From now on, enemies will start to appear out of rimmed-hell gates from allover the place--the floor, the walls and the ceiling (Da roof! Da roof is onfire!). Just thought I should let you know. =)

3.2 - MISSION 2: JUDGE OF DEATH

Mission Objective : Open door to the Cathedral

3.2.1 - WIELD THE LEGACY, ALASTOR

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The next three missions should be familiar to anyone who has played the demoversion of the game. You'll notice a few changes, but that won't stop youfrom knowing what to do.

Anyway, you arrive in a long hallway with paintingsof war plastered on the walls. Across from the entrance is a room thatholds a Time Statue and a [BLUE ORB FRAGMENT], found by smashing the tablesnear the statue.

Other tables produce Red Orbs, which you can now exchangewith the Time Statue for some items in return, but save them for now! Takethe long corridor down the screen. Chances are you'll encounter some hostileresistance.

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At the top of the stairs is a white maiden statue with a sword protrudingfrom its chest. You learn that it is the [ALASTOR]. Witness the amazing, butgory cutscene that shows how Dante comes to possess this godly weapon. Nowthat Dante is able to wield this legacy, you can unlock new Alastorabilities.

They are available through the Time Statues. Since you are onlythis far, I'm assuming you can only learn the Stinger-Level 1. However, eachtime you leave the Study, Marionettes will crowd the corridor. You can buildup a cache of orbs by going back and forth and staining your weapon withclown carnage.

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3.2.2 - FIND THE RUSTY KEY

Head through the doors and into the library. Smashing tables is fun. The oneon the second floor yields a [SHOTGUN], which you can equip now if you want.You can also read small passages from books to learn more about theCastellans by searching the bookcases.

But your purpose here is to find theRusty Key, which can be taken from the painting of a grim reaper. Examine thepainting to pocket the [RUSTY KEY]. This particular key opens the doors youpassed by in the rounded corridor.

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3.2.3 - GET THE STAFF OF JUDGMENT

Going through the locked door brings Dante to the castle courtyard, where youjust happen to meet a troupe of gut-spewing clowns. Since there will be a lotof them and many more appearing out of their hell gates, you shouldn't carehow cool you'd want to look when chopping them asunder.

Depending uponwhether you have the patience or not, you could stick around and play kitchenwith them, or if you're running low on life, move up to the second floor andloop around to the door at the end.

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When Dante arrives on the other side of the door, a throng of Marionetteswill greet him with sharp knives. The door is also secured by those ghastlyhands that attempt to reach out and grab you. In this cramped corridor, youshould try out that shiny new shotgun to eliminate these bastards.

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After trouncing this set of evil-doers and assuming you've read the plaque onthe gray statue, hit the ceremonial altar with the Alastor repeatedly untilyou push it back far enough or until it stops moving back to reveal a slidingpanel in the ground. Open it and drop down.

In the fungi-infested room, grab the [STAFF OF JUDGMENT] from the Judge ofDeath statue in the back. The column on the other end will rotate to anopening, allowing you to move on. This will take you back to the library.

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Attempt to open the door to find that it is cursed, keeping you from leavingthe room. In the distance, Dante hears delirious laughter emanating from thegrim reaper painting. It disappears and materializes into a Sin Scissor! Twoothers appear to join the merry party. Then, they attack.

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Equip the shotgun (or handguns if you're feeling brave) to take them out withcold efficiency. Watch for their giant scissors, which they use to snip andsnap maniacally at Dante's head. Their deaths will cause the door to unseal.Even after they've been wiped out you're still haunted by the echoes of theirlaughter.

3.2.4 - GIVING TO THE JUDGE OF DEATH

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As Dante enters the room, some bug creatures on the ground make an effort toscurry away from him. They are harmless, but they let up some much needed RedOrbs. Take a look at the Judge of Death statue and insert the Staff ofJudgment in its rightful place. It opens the door to the cathedral and endsMission 2.

3.3 - MISSION 3: DESTROYER OF ARDOR

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Mission Objective: Overcome the trial and acquire the Pride of Lion

3.3.1 - OVERCOME THE TRIAL

Dante finds himself sealed in the room...again. Not a real big surprise. Noworries, though because the Pride of Lion bathing in the light on thepedestal breaks the first seal for you.

The Pride of Lion is a crest that isgranted to the one who has proven his courage. Take the door to the Path ofTrials. At the other end of the bridge is a lion epitaph that imparts someknowledge about gaining the Pride of Lion.

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After reading the inscription, return the way you came. At the halfway point,Dante gets fiercely struck by lightning. The impact splits the bridge intopieces, and Dante gets engulfed by the roaring waves below.

3.3.2 - PROVE A HERO'S COURAGE

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Dante arrives at what seems to be some underwater ruins. Stand in the center,on the iridescent circle inscribed on the floor. The door shuts tightly andseals Dante in with several Sargassos that magically appear around him.

Justbe sure to attack them one by one to make things easier. After the last ofthe disembodied skulls have fallen to Dante's blade, step into the light tobe transported back to the surface.

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Amazingly, fractions of the bridge are drawn closely together and floating inmid-air! Following the event with fate, a [BLUE ORB FRAGMENT] now sits infront of the lion epitaph. Jump back across the bridge pieces to reach it.Don't worry about falling into the water. You'll just have defeat theSargassos again.

Then you'll be taken back to the other side of the bridge.Before you head back into the castle, jump onto the small ledge above, and anabundance of Red Orbs will bless you from the sky. Also, if you have the AirRaid ability, you can use it to reach an airborne bridge chunk just directlyacross from the red orb deposit point. By doing this, you will gain another[BLUE ORB FRAGMENT].

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3.3.3 - FIRST ENCOUNTER

Back in the monastery, the Pride of Lion descends to rest on the platform. Itcan now be claimed by the devil hunter. Once you pluck the Pride of Lion fromthe altar, a giant, molten tarantula-scorpion explodes through the skylight.It's disappointed to have found such a small catch, but it will squash youlike an ant, anyway. Hence, your first boss fight begins...See Enemies & BossEncyclopedia for details.

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Acknowledging defeat, Phantom scampers back into his hell-hole. Go throughthe double doors to complete the mission.

3.4 - MISSION 4: BLACK KNIGHT

Mission Objective: Display one's strength to the Lion and open the path.Acquire the "Melancholy Soul".

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3.4.1 - ESCAPE FROM PHANTOM'S FIERY GRUDGE

The start of this mission begins in front of the statue, where you completedMission 2. Head back down the corridor. However, you won't get far beforePhantom comes charging from behind and attempts to run you down.

You canchoose to fight him or just run for your life! Deciding to be a man andfacing him is total suicide, but it's possible. You'll net an extra 500 Orbs.Running for Dante's life is more logical.

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As you run down the hall, Phantom will be trying to sauté your head with ickyfireball attacks. Roll to the side the split second before he releases thefireball. There are two places where you could hide: the courtyard (which ismuch easier) or the study room.

The first choice is better if you choose notto battle him. As soon as you regain control of Dante, move to theleft and kick the doors open to the courtyard.

The moment he enters any otherroom, the carnage in the long corridor will have ended. It's safe to go backout, but the corridor is left in shambles, no thanks to that raging nutcase.

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The thing is, while Phantom's difficult to beat here with conventional means,Air Raid does two things. One, it does plenty of damage to Phantom with eachshot, and two, if you place yourself right, you'll be blowing up hisfireballs before they can hit you.

Even if you don't, he doesn't seem toshoot up very often, and this method works fast enough that health isn't ahuge problem.

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So, the trick. Start Mission 4, with the aforementioned items. Make sure yourDevil Trigger is filled - you need four slots of it (although having five isfar better, and once you can do that it'll be easier).

If you need to fillup, just go back into the Cathedral after the Phantom Baby secret mission andshoot at the Marionettes for a while. Go into the hall, get chased to the endof the hall by Phantom, but don't focus on shooting him - just run away.Well, maybe you're good enough to shoot him a couple times, I've not hadenough practice.

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Once you're at the end of the hall and he's shooting fireballs at you, DevilTrigger, jump, and start letting fly with that purple lightning as fast asyou can. If you're getting hit by him, just fly away from him a little. Afast finger will nail him with enough lightning to send him into the groundpretty quickly.

Five slots of DT will mean you'll never come out of itthrough the whole battle; four will mean you'll need to mix it up with him alittle. By then his health will be low enough that it's not too daunting.

(Incidentally, I find that if you jump off one of the walls as he's gatheringthe fireball in his mouth, then keep shooting him as you're coming down withthe pistols, you'll hover over his shots almost all the time.) But, anyways,Air Raid him to death, you get 500 orbs, big deal, right?

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Except he resets with the mission. So you can save right then, choose toreset the game, and claim another easy victory for another 500 orbs. Andanother. And another. It's so very cheap that I didn't believe it wassupposed to work, but it does.

Air Raiding him to death takes him out soquickly it isn't even a challenge, and so every few minutes you'll be makinga huge cache of red orbs. With a little practice, it's almost comical.

Youcan have the Air Hike early in the game, a mess of Blue Orbs and PurpleOrbs... basically, with just a little time investment, you can power up Dantefar beyond the levels he's supposed to have at the beginning of the game.It's cheap, but it works wonderfully.

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3.4.2 - BATTLE THE LION GATEKEEPER

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Head to the castle courtyard and use the Pride of Lion to dispel the blueforce field. Strike the lion statue thrice to "break" it free. Underneaththat hardened layer is a new enemy you'll learn to hate. It's a Shadow! Ifyou've played the demo, you should know how to make short work of thissabertooth tiger from hell.

When the Shadow jumps into the air, be preparedto leap to the side immediately unless you enjoy dying. For elaborations onhow to skin this guy, see Enemies & Boss section.

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3.4.3 - GAIN THE MELANCHOLY SOUL

Go through the unsealed door and enter the long staircase leading up. There'sa single Bloody Mari, however, you must attend. Don't start climbing thestairs yet.

Instead, dive into the hole to the very bottom. There's a bluedoor with a lion head chiseled on it and a dial that resembles the one fromMission 1.

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Don't bother going up the stairs since there's debris blocking the way. Whackthe dial until the characters are filled, and step on the pad that emits thered glow.

It elevates to the very top, taking Dante with it. Take the [DEATHSENTENCE] from the small platform and hop back to the stairs. Sweep away theMarionettes that crowd the double doors and enter the bedroom.

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Inside is a Castellan bedroom adorned with strange furnishings and objects.You can find a Time Statue in the back if you need to stock up on or purchaseanything.

Jumping atop the bed releases some Red Orbs. Take a look at theemerald statue by the mirror. Use the Death Sentence to free the [MELANCHOLYSOUL] from its mouth.

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3.4.4 - THE DARK ANGEL

The following scene shows a mysterious devil man manifesting from Dante'sreflection in the mirror. After a very deep conversation, the enigmatic darkknight departs to the balcony and bids Dante to follow him.

The door beginsto seal, so I guess you can only go one way. But before you follow suit, buya Holy Water and a Vital Star if possible. Trust me, you'll need them. Then,trot on over to the doors and enter the patio.

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On the balcony, jump below. High above Dante, the devil man makes an insaneleap toward the ground, and a honorable duel begins. See Enemies & Bosssection for details on how to beat him.

Upon his defeat, Nelo and Dante stillcontinue to fight, but in an awesome hand-to-hand combat scene, which Danteends up losing. Caught in a pretty bad predicament, Dante prepares himselffor a good beating.

But Nelo goes berserk and staggers back after he seesDante's amulet dangle from his neck, and is teleported back to where he camefrom by an unseen power. Thus ends Mission 4.

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3.5 - MISSION 5: GUIDING OF THE SOUL

Mission Objective: Go to the destination before the power of the "Melancholy Soul" fades away.

3.5.1 - FEND OFF THE SHADOW IN HASTE

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At the start of this mission, the game pops open the menu screen. It seemsthat the Melancholy Soul has self-activated. You have 3 minutes to take it toits destination before the effect of the Melancholy Soul becomes wasted. AShadow seals the doors to the bedroom.

Before Dante can leave the patio, hemust bring this ferocious feline down. Do it quickly because you can onlyspare 40 seconds--90 seconds at the most. Once it turns red, do not let Dantebe swallowed by the Shadow's final counterblow. It's a doozy.

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3.5.2 - RACE TO THE LION'S DEN

Back in the bedroom, it will take no more than 15 seconds to reach the door,which is the blue lion head door you saw earlier. Leap into the abyss andscurry to the door. That's the end of Mission 5. Really, it is. Short, huh?

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However, if you were unable to bring the ornament to the door before thetime had expired, you can recharge it in the room that led to the Staff ofJudgment back in Mission 2.

Charge it on the golden statue and try again. Butthat just took away your chance to receive a S-Rank as a Devil Hunter becauseif you managed to complete it in under 2 minutes, you could have assured thatthat S-Rank.

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3.6 - MISSION 6: EVIL OF THE WATERWAYS

Mission Objective: Defeat the evil guardian and acquire the "Guiding Light".

3.6.1 - BUG EXTERMINATION

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The door Dante unlocked from the last mission leads to the castle waterways.The dungeon is poorly lit so you may need to strain your eyes a bit to makethings out clearly, or you can have Dante blast his guns to illuminate thearea for a millisecond.

Run up the screen toward the wall. Move toward thecrumbled alcove on the left, and a [BLUE ORB FRAGMENT] will fall from theceiling. How such an old castle can produce these orbs in such odd places isstill a mystery. Anyway, move back down and continue past the entrance.

The left arched doorway takes you to some Red Orbs and a Green Orb, as wellas an Orb Fountain that contains Red Orbs. Back on the main water path, gothrough the door on the opposite wall. Dante comes to a room full of sewerpipes.

The only red-glowing pipe at the far end contains the [RUSTY KEY]. Assoon as Dante picks it up, a swarm of Beelzebubs congests the room. Lookslike anything you try to acquire isn't easy.

Even the door won't budge untilyou've exterminated every last one of these hell-made bugs. They are so weakthat they fall in one swing of the Alastor (plus a shotgun blast).

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3.6.2 - DEAD COWS WITH SCISSORS

The door at the end calls for a Rusty Key, which you so rightfully have inyour possession. Moving on, the arched doorway ahead leads to a bunch ofGreen Orbs. Follow the main path up to find what appears to be 4 Blue OrbFragments at the end.

Unfortunately, Dante is not blessed with Lady Luck.They're actually beacons to uh, make sure you know where you're going. Yeah,that's it. Walk across it and a ghastly matter with a cow head appears fromthe cow fossil on the wall.

The beacons form impenetrable barriers in whichyou must defeat the Death Scissor. Claustrophobia anyone? See the Enemies &Boss Index for details.

Once you've lain the smack down on it, the spell thatprotects the Guiding Light will shatter. Take the [GUIDING LIGHT] to completeMission 6.

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3.7 - MISSION 7: HOLDING THE KEY OF ARDOR

Mission Objective: Return to the bedroom before the Guiding Light absorbs all of your vitality.

3.7.1 - THREE TO TANGLE

Mission 7 begins after Dante has just added the Guiding Light to his itemcollection. Your goal is to bring this key to the sun inscription in theCastellan Bedroom before the Guiding Light drains Dante's life. Slowly, butsurely it is.

Start backtracking and head back to the lion head door you camefrom. The door is protected by three Sin Scythes that will attack frombehind. They're rather tough; just don't let them hurt Dante, or it'llshorten the time you have.

Must I always tell you to check the Enemies & BossEncyclopedia every time there is a new enemy? I guess so. See the Enemies &Boss Encyclopedia for details on how to scrunch up this bunch. Or you can usethe shotgun and go trigger-happy.

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3.7.2 - OPEN A NEW PATH

Strike the dial to activate the elevator and ride it up. Descend back intothe bedroom, then use the Guiding Light in the appropriate place.

You endthe mission, but you don't immediately kick into the next mission. Instead,there's a little intermission that allows you to take your time and completesome things you've neglected to do before.

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You find yourself on an overhang high above the main entrance hall. Jumpingacross the gap and going through the other door initiates Mission 8, but youdon't want to do that yet unless you're prepared.

At the beginning of Mission 7, if you've killed Phantom when he was chasingyou down the hallway in Mission 4, he'll chase you through the sewers aswell. This time he's a little easier to beat, although the same strategieswork just as well. He'll start chasing you as you leave the chamber with theGuiding Light. He has not learned any new tricks since the last time, though.

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Check the Blue Orb Locations to see if you've missed any of fragments fromprevious missions and go back to obtain them. Now is also a good time to pickup a nifty item and an extra fragment. Head back to the patio where you'vefought Nelo Angelo.

On the highest ledge directly above the patio doors, you may notice a glowingfragment snuggled in the small pavilion. Directly across from that, on theupper left, is a stone tower that's possible to reach by kick jumping at theright time. Simply leap off the ledge toward the left stone tower.

At thepeak of Dante's first jump, kick the wall. If done correctly, he should landon top of the tower, where some Red Orbs will be relinquished. Also, pick upthe [UNTOUCHABLE] sitting at the edge. You need to press X to pick it up. Toget the Blue Orb piece, simply use Air-Raid and hover over to the pavilion.

Whatever you may still have to do, do it now since you aren't graded at thistime. When you're ready, step through the door and begin Mission 8 properly.

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3.8 - MISSION 8: THE LEGENDARY KNIGHT RETURNS

Mission Objective: Activate the mechanism and escape from the rooftop

3.8.1 - PHANTOM SHISHKABOB

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Dante begins in a heated room with raging fires blazing behind lattices. Jumpto the thin ledges on either side and head through the door. Climb up theledge outside to come to a rounded rooftop.

Below you is the main castleentrance hall. Attempt to leave through the opened gates and Phantom makeshis fourth and final appearance. He just can't leave you alone. See Enemies &Boss Encyclopedia for details.

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Finally, Phantom falls through the skylight and gets skewered by the statue'sspear. Phantom finally notices that Dante isn't just any old human. Youwitness a darker side to Dante.

On the ground below, Trish appears andcompliments Dante's strength. Seriously, where has she been all this time?

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3.8.2 - LOWER THE DRAWBRIDGE

In the lower quarters of the rooftop, pick the [TRIDENT] from the ground. Ifyou manage to jump atop the pillar in the right-hand nook, you will berewarded with Red Orbs.

Stand a few feet away from the left horse, and facingit, somersault jump onto its head for more Red Orbs. From its head, spring tothe ledge above and collect the [BLUE ORB FRAGMENT] that appears. Now dropinto the hole between the two statues.

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Smash the blue spherical object to lower the drawbridge. Run around the heavymachinery to find an open latch and a corpse. Extract the [GRENADE GUN] fromits remains and continue down.

3.8.3 - THE WATER SOURCE

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Dante arrives in a room you've probably explored in Mission 1--Neptune'sroom. Stick the Trident into the bronze object. It releases a gush of waterand raises the gate below.

You'll hear some clanks. Better hurry to the roombelow before the gate closes because it's faltering. If you mess up, simplyuse the Trident again and retry. Once you've navigated Dante under the gate,dive into one of the pools of water for a hidden [BLUE ORB FRAGMENT]. Gothrough the double doors to complete Mission 8.

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3.9 - MISSION 9: NEW STRENGTH

Mission Objective: Use the new strength to open the door

3.9.1 - SEARCH FOR THE FIRE GOD

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Take the drawbridge down the screen and hop over the black circle. The areaahead features ruins of what seems to be a ritual place. There's a TimeStatue in the far left corner, as well as a [DEVIL STAR], hidden behind themonolith in the center.

Collect some extra Red Orbs by jumping atop the threeflat-top pillars. Jumping on them is tricky. Stand in front of the pillar atan angle you're comfortable with and jump directly up.

Do not kick jump atthe peak of Dante's first jump. Instead, wait until Dante drops a little,then immediately kick up thereafter and gingerly direct him to the top. Ifit's been done right, he will either grab onto the ledge and help himself up,or land right on top of it.

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Travel down the spiraling stairs under the ruins and head through the door tothe main garden grounds. Dante turns up in a huge garden where new enemiesawait him from down under.

Some pretty intense battles commence with thesenewborn Blades. Equip the grenade gun and get to work. See Enemies & BossEncyclopedia for further details. They release a lot of orbs, so you may wantto keep that in mind for future reference.

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Pick up the lovely treasures around the garden. There's a [YELLOW ORB] tuckedaway in one of the dark corners, extra Red Orbs in the circular walkway, anda [HOLY WATER] on the roof of a low cylinder-shaped building. To the right ofthe entrance to the ruins is a hidden path that winds to a solitarytombstone.

Thwack it repeatedly to push it back and dig up the [BLUE ORBFRAGMENT] hiding underneath it. Once you've reaped everything there is, headtoward the blue flares guiding the way to another area.

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The area ahead is composed of two upper floors that converge above the gatewreckage. Search the area for some items, like a [DEVIL STAR] and an extra[YELLOW ORB].

Go around the midpoint section to find a dial. Whack it toactivate some fluctuating platforms. Leap from platform to platform to reachthe skyborne gazebo that houses the almighty Ifrit gauntlets. Watch Dantepainfully claim and absorb Ifrit's power. You can test out these new fads onsome Marionettes below.

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3.9.2 - THE THIRD SERVANT OF MUNDUS

The moment Dante steps back into the main section of the garden, a giant birdwrapped in red lightning swoops over him. Apparently, it knows that he'sabout to go up against the son of the legendary Sparda, but it dares tocontend nonetheless.

Make sure Dante has the Ifrit and Handguns equipped. SeeEnemies & Boss section for the recipe on how to make roast Griffons.

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You can actually avoid the fight with Griffon on your _second_ time throughthe game since you already have the Ifrit Gauntlets. Make sure you don't headinto the area where you've obtained the gloves, and skip over to the doorthat requires your setting the brazier ablaze. Then just continue on to theforest area.

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3.9.3 - FOREST TRAP

The blue flares on the ground have now relocated and are directing Dante tothe iron door on the right. Set the unlit brazier on the right ablaze to openthe door.

If you want, you can leave the garden and head back to the TimeStatue to check out the new Ifrit skills, but beware, when you return, youmust put up with a ferocious version of the Blade and several of its lackeys.

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The iron door takes Dante to a forest covered in a thick, semi-translucentfog. Attempt to go through the door on the right, and it seals. Closing infrom behind is a troupe of Marionettes, and in the back of the line is apowerful Fetish.

The Fetish is a terrifying and formidable foe. See theEnemies section for details. After Dante dispatches the first batch, rimmed-hell gates will be sending wave after wave of these guys.

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You must keep alive and eliminate one after another before the door unseals.Finally, after the chaos subsides, jump atop the broken stump in the centerfor bonus Red Orbs.

There are also more hidden orbs and a hidden [HOLY WATER]stashed on a platform high above the entrance (not exactly over it). To reachit is pretty tough. If you have the Air Hike, it will save you a lot oftrouble. Otherwise, you can Air Raid to it from the circular building. It's alittle tricky though.

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3.9.4 - FETISH FRENZY

Take a gander at the shop selections in the Time Statue and see what you canafford. Now, equip the grenade gun and head down the stairs. Dante encountersMANY Fetish funks. Get cracking with the grenade gun.

The strategy is simple.Keep popping grenades into their bodies and avoid any attacks they throw atDante. Lather. Rinse. Repeat. You will have amassed over 500 Red Orbs bydefeating these fearsome foes.

The red door demands 200 Red Orbs before you are allowed to proceed. Might aswell give them up since there is no other exit, and you don't want to stickaround and battle more Fetish punks, do you? If you've absent-mindedly spentthe orbs, just wait until some more Fetish appear and let the chaos recycle.

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3.10 - MISSION 10: CANYON OF MIST

Mission Objective: Come out of the labyrinth alive

3.10.1 - NAVIGATE THE PATH OF ILLUSION

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The objective makes it sound as though this is a suicide mission. When youarrive at the first gate, jump on top of the thin pole against the wall togather additional Red Orbs. Up ahead, Dante meets some resistance byMarionettes and a Fetish and any following appearances by them. Don't letthem knock Dante into the gate nearby.

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Once they're dispatched, read the monolith in the center to discover thesecret of the labyrinth. After reading the inscription, a ball of light risesand drifts away. Follow it. Shadow it.

Do whatever you can to stay behind itbecause if Dante steps through any other gate besides the one the balldisappears into, he will be transported back to the trail's starting point.This is your only ticket out. It's completely random, so you must follow itat all times.

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The first area the ball guides Dante to is choked with three Sin Scythes, whocapture the little fellow. Kill them to free it, but Dante will still bestuck fending off following groups. Throughout the labyrinth, enemies willtry to divert your attention from the ball, and therefore, cause you to enterthe wrong gate.

You must pay full attention to where the ball is headedbefore concentrating on eliminating the present threat. In the next segment,three Blades await your arrival.

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3.10.2 - OPEN THE DOORS TO THE NEXT AREA

After entering three correct gates, Dante winds up in a new area, which seemsto be the end of the labyrinth. However, there is a Kyklop here to delay thecompletion of the mission.

Kyklops are mini-versions of the Phantom, but areobviously less deadly. Their bodies are encrusted with hard earth instead andthey drop a ton of orbs.

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If at any time Dante needs to recuperate, there are floating Green Orbsaround the place. After the first Kyklops disintegrates, search the tallgrass on the left side for a [HOLY WATER].

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A remaining Kyklops is currently inactive behind the outcropping. You need toeliminate this last one to open the iron gate. Go about doing so. Startwhacking its shell to stimulate it. After both Kyklops have been eliminated,the iron door will lower and allow the devil hunter to proceed.

3.11 - MISSION 11: FATE

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Mission Objective: Offer the "Chalice" and open the path

3.11.1 - BATTLE WITH KING OF SINS

Immediately after initiating the mission, a Death Scythe swoops in and comesto give Dante a good spanking. Death Scythe is the deadliest and father ofthe "Sins". See Enemies & Boss section to see Death Scythe tactics. He's notterribly difficult, but definitely not a picnic in the park. Defeating itcauses a platform to appear.

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3.11.2 - CLAIM THE SIGN

The pit in the ground leads to some Blades and a Time Statue. Inside the pit,search for a crack in the wall and smash it. A small group of Blades willstorm through the aperture and lunge at Dante. Make them bite the dust andsnag the [BLUE ORB FRAGMENT] that drops down.

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In the chamber from which the Blades poured in is an extra Red Orb perched onthe ledge. On the same ledge, jump up to the square light to arrive in anenclosed area. In the caged room, take the [SIGN OF CHASTITY] and return tothe pit. The Blades have regenerated. It's breeding season, and I hear theyare mighty feisty around that time.

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Back in the main chamber, there are Red Orbs resting on higher ledges Dantecan reach with his hyper jumps. A [DEVIL STAR] rests on the floating platformin the center.

On the other side of the room is a cornered ledge with someshattered glass Dante can slide through. Head in and drop down to the glassarea and nab the [BLUE ORB FRAGMENT]. Also, grab the Green Orb on the upperlevel if you need it.

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3.11.3 - ACQUIRE THE HOLY CHALICE

Take the top door situated in the back of the main chamber. Leap to the GreenOrb and proceed to collect whatever you can before examining the glowingpanel in the square below. Then proffer the Sign of Chastity in exchange forthe [CHALICE].

3.11.4 - REQUIEM OF THE DARK KNIGHT

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Upon receiving this item, an event occurs in which you meet Nelo Angelo for arematch. Cheater. He's been watching your progress all this time and hasfollowed you all this way.

Now he has decided you have gone far enough.However, his plans to hinder your progress is about to backfire. See theEnemies & Boss section for elaborations on how to send his ass flying back tothe underworld where he belongs.

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Thanks to this battle, the doors have been corked off, and you're sealed in.Well then, travel along the stone roof and follow it to a deep alcove on ahigh ledge. Inside is a knight's statue that calls for the Chalice. Place theChalice in its rightful place to reveal an exit in the brick wall.

3.12 - MISSION 12: GHOST SHIP

Mission Objective: Go to the deck and head to the Captain's Cabin

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Before the mission begins properly, you are introduced to some underwatercontrols. Yes, Dante is taking some swim lessons. Take a few minutes tolet it all sink in. Remember, when swimming in the water, the Up and Downcontrols are inversed, meaning that up will be down and down will be up. Ok!

3.12.1 - NEEDLE IN A SHIPWRECK

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Past the Time Statue is a staircase that leads down to the bunkers, where amasquerade of dancing Marionettes twirl their cute little blades.

An OrbFountain lies ahead, which you can use to stock up on Red Orbs. In the largecavern, head toward the water and wade to the run-down pirate ship.

Dive intothe water and start getting used to the controls now. Swim to the line of RedOrbs to find a rift on the side of the ship. Use this to enter the ghostship.

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Beware of the skulking Blade taking its own swim lessons. Swim to the surfaceto automatically leap out of the water. Ascend to the ship's hold. Get readyto spring away from a charging Blade.

This room is a home to two Blades!Lying around in the back is a brand spankin' new [NEEDLE GUN]. Search thedrawers behind it to find a [DEVIL STAR]. The needle gun cannot be equippedor used on land. Dante automatically equips it once submersed in water.

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If you're just itching to try it out, head back to the water at the ship'sentrance and needle gun the Blade to death. It's very effective. You can findan [UNTOUCHABLE] in the chest on the left side of the entrance. Also, blastthe underwater cargo to release some Red Orbs.

Head back to the main hold and up the stairs to the deck. There are many RedOrbs sprinkled across the deck, and many more that will fall out of the skyby standing on the sail poles.

On the high pole in the southern end of thedeck, climb to the very top to the bird statue. From there, do a Stingertoward the front of the ship. Dante will land on the bow, and a [BLUE ORBFRAGMENT] will gently fall from the sky.

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3.12.2 - PROTECT THE SHIP!

Attempt to enter the captain's cabin. You, however, cannot. A Death Scythethat appears from the door is proof of this. Eliminate the monster and Dantewill have protected the ship.

The ship will now start to move again, poweredby ghost engines. As Dante begins to get into a sight-seeing hobby, a hugebird plunges from the sky and ruins Dante's perfectly peaceful state of mind.Another intense battle with the Griffon ensues. See Enemies & Boss sectionfor plans on making your next Thanksgiving dinner.

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The blue swords, as if they sensed your pure heart, now raise themselves fromthe door and finally allow your entry into the cabin.

3.13 - MISSION 13: ABYSS

Mission Objective: Find an exit and escape from the ship

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First they ask us to get on the ship and now off it? What madness is this,you say? Little do you know--the whole time Dante has been doing his missionsoutside the castle grounds--he has been setting up rituals that eventuallyhelp lead him to the underworld. Get it?

3.13.1 - TAKE THE STAFF OF HERMES

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Dante enters the cozy cabin as the ship careens gently from side to side.Grab the glowing [STAFF OF HERMES] from the chest of the statue and...Titanicis sinking! This ship is sinking! Dante watches helplessly as water rushesin from the cracks and vents. Soon after, he gets fully submerged in water.

3.13.2 - GET OUT OF A WATERY PREDICAMENT

Swim through the tiny vent at the right of the door, since the door is sealedby the water's pressure. Deal with the two Blades in the following room. Inthe shaft between the two stairs is a [BLUE ORB FRAGMENT] floating around theterritory of three Blades!

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Find your way back to the first room you came from and escape through therift. Finish this mission in under 3 minutes and receive a S Ranking.

It appears that Mission 14 won't begin just yet. Get out of the water anddive into the right pool of water to find a [BLUE ORB FRAGMENT]. Back on thesurface, head to the door at the top of the stairs to initiate Mission 14.

3.14 - MISSION 14: DEEP DARKNESS & TOWERING MOUNTAINS

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Mission Objective: Go to the surface and head for the coliseum

3.14.1 - QUEST FOR THE EMBLEM SHIELD

On the ground level, notice that the floor is punctured with numerous holes.What are they for? Looks like some kinda weird scheme of things you may haveto deal with later on.

The spikes on the wall can hurt Dante if he walks intothem. Why would you want to do that, you evil person?? Head through thecorridor and follow it around to the adjacent hallway.

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This hallway is also filled with holes (Hmmmm...). At the end of the roundedstrip is a skeleton. Carefully walk toward it, and it will bestow the [EMBLEMSHIELD] upon you.

Flipping the switch designated on its right hand opens theiron gate back in the other hallway, but it also activates the dungeon'sdeath trap! The floors start to rotate, drawing Dante towards the spikedwalls, and spears erupt from the holes. Oh my gah. What to do? You're stuckin a rather elaborate trap.

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As the spears come up, they burst forth in an ebb motion. Once they retractinto their individual holes, leap over them and pause. Repeat this with thesecond wave and anything that follows to the end of the corridor. Each timeDante gets pierced by the spikes, he loses a lot of life!

3.14.2 - LIFE'S LIKE A WATERFALL

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Dante steps off the elevator to find a waterfall roaring in the background.Behind the base of the waterfall is a [HOLY WATER]. It is also possible toretrieve the Red Orb chunk resting on top of the caged gazebo.

Simply use oneof the pillars on either side and kick jump up. Dante will do the rest. Also,if the Air Hike ability is available, use it to reach a high ledge thatcontains a [YELLOW ORB] and a [BLUE ORB FRAGMENT] stashed higher up. Althoughreaching these treasures can be possible without the aid of Air Hike.

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I found that you don't need Air Hike in order to get to the high ledge. Youcan actually jump up on top of the gazebo, then use Air Raid and fly acrossto a ledge on the other side of the water. From there you can jump your wayall the way up the cliffs and get the two items.

I have found yet another alternate means of attaining the 3 items (Red Orb,Yellow Orb, and the Blue Orb fragment). Instead of using Air Raid or AirHike, simply use Stinger (much like when you jump/flew across the sail postson the ship) to fly/jump across from the gazebo to the ledge by thewaterfall.

Just jump up a few ledges to get the Yellow Orb. Then, get backon the gazebo and use the same maneuver, to jump/fly to the ledge to theright of the gazebo, landing you the Blue Orb Fragment.

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Outside, some Blades and a bigger version of a Blade pounce on Dante almostinstantly after entering this cliff side from the waterfall area. Because ofthe small space provided, it makes things a little hard.

Jump to some lowerground and take advantage of the footholds. Then go wild with the shotgun oryour weapon of choice. If you happen to be blessed with the Devil's luck, twoShadows and a Death Scythe will substitute the Blade groupie.

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3.14.3 - BLOOD THIRSTY SPIRITS

Drilled into the flank of the cliff is a small mining cave. Jump to the highentrance and cross the swaying bridge to an Orb Fountain, where Dante canferret out a few hundred Red Orbs.

Drop down the ledge on the right to a lowoverhang where a lonely [BLUE ORB FRAGMENT] is looking for a friend. The exitis sealed by the give-me-thy-blood-and-ye-shall-pass spell. The door demands200 of your hard-earned Red Orbs.

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The exit takes Dante to a field, where he must go up against a glut of Fetishand Marionettes. Jump on top of the circular building and onto the thin porchabove. A slew of Red Orbs will mysteriously drop from the sky after runningto the left edge.

To deal with this dark army, stand on the low platform by the sealed red doorand take shelter there, then blast enemy after enemy with the grenade gun.Locate and take the [DEVIL STAR] nearby. Then, expend another 100 to the RedOrb-sucking doors.

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Collect the Red Orbs around the center pillar and head through the only doorin the room.

3.15 - MISSION 15: WHEEL OF DESTINY

Mission Objective: Use the shield and a pair of lances to conquer the Coliseum

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3.15.1 - WHICH DOOR "SHIELD" I OPEN FIRST?

First off, I apologize for the horrible pun, but who cares about stupid punswhen you've got better things to worry about.

Mission 15 begins back at the garden ground. If you haven't exterminated thereigning Blades yet, they're still here. They will come in great numbers, butusually three at a time...and with that shadow version.

The blue flares nowlead the devil hunter to the rounded column that houses two sealed doors anda single iron-gated door that calls for the Pair of Lances. The Emblem Shieldcan be used here to unseal the shield doors on either side.

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Whichever one you enter first doesn't matter. The items you need can be foundin either, but the order you can obtain them will be reversed, depending onwhich dungeon you explore first. In other words, once the Luminite and thePair of Lances have been taken from the first dungeon explored, theNightmare-Beta will be found in the next room.

Also, once Dante has conqueredthe trap in the first room, it will be negated in the second room.

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3.15.2 - THE BLUE DOOR

Pry the radiant [LUMINITE] from the heap of debris and head down the stairs.Waiting at the bottom of the stairs is a trio of Fetish enemies. It's muchsafer to use the grenade gun on them here than use fancy footwork. Level downthe discolored wall and blast the barrels out of the way.

Collect the variousgoodies hiding in the barrels including a [BLUE ORB FRAGMENT] and a [HOLYWATER].

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Immediately after heading through the blue double doors, two Sin Scytheswill appear. What's worse is that the floor at the foot of the stairs willalso make like a conveyor belt--drawing its victims to the wall of spikes.

Fight the Sins in what little space you have on the stairs, but for goodnesssake, don't attempt to play hero and subdue them on the moving floor.

Havingbeen the stint person that I was, I just took the damage and blasted theirfaces off with the grenade gun, but you don't have to follow my example. Usea Holy Water if you have to.

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In the narrow strips of the rotating floor, the walls shoot out spikes. Aftercrossing one spiked wall, there's a small chamber in the left indented wallyou can go into.

Stepping on the glowing light in the center fully restoresDante's DT gauge! Recover his health by turning into his devil form and then,refilling DT while you're at it!

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In the next chamber, the purple substance below is toxic goo that eats thelife of stupid victims who fall into it. If Dante does fall, however,frantically scramble back onto the low platform. Then casually make your wayacross the wasteland and claim the [PAIR OF LANCES].

Head back through the rounded spike passage. It's easier this time since youaren't working against friction.

The Fetish will have regenerated for morebeating. Fighting them allows Dante to digest many Red Orbs, which willprobably create a buying urge since there's a Time Statue nearby. This is agood time to level up his Alastor and Ifrit skills.

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Exit to the main garden grounds to find that Sin Scythes have dominated thegarden, and night has fallen on the castle.

3.15.3 - THE RED DOOR

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Another secret chamber lies behind the discolored wall at the bottom of thestairs. Smash the furnishings for a [YELLOW ORB]. As Dante enters the bluedouble doors on this end, there is another rotating floor, except the SinScythes are non-attending. Strike the dial on the right before the slidingthrough the first set of exploding spikes.

This lowers a wired platform atthe end that allows access to the gem of the dungeon. There's another dial toactivate that's facing the left side chamber. This side chamber features themagic-rejuvenating device, too.

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At the end of the corridor, drop into the pit and battle the two Blades. Thenkick jump just under the opposite platform to snag a [BLUE ORB FRAGMENT].

Youcan now claim the [NIGHTMARE-BETA], the last gun Dante can find, from theglowing panel.

3.15.4 - APPEASING THE GODS

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Enter the coliseum by placing the Pair of Lances in the indentation on theiron gate. Go around the coliseum arena and collect all the possible orbsbefore stepping into the blue, glowing satanic circle.

Doing so immediatelytriggers the fight with the next boss, the final Griffon confrontation. Offerit as a sacrifice to exhibit Dante's true heroism and courage. See Enemies &Boss menu for large stuffed owls (that's getting a bit old, eh?).

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After witnessing the pitiful demise of the Griffon, we get to catch anexclusive glimpse of Mundus' powers. Trish shows up at this point. Is shepulling our strings or what? At this point, more of the underdeveloped storyunravels and we learn a little of Dante's biological parents.

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The huge column that pinned Griffon down is actually an elevator that leadsto an underground shaft, where the Wheel of Destiny rests in the hands of amaiden statue. Acquire the [WHEEL OF DESTINY] and finish Mission 15.

3.16 - MISSION 16: NIGHTMARE OF DARKNESS

Mission Objective: Unravel the mystery of the "Staff of Hermes"

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3.16.1 - BREEDING OF NEW EVIL

There's a whole [BLUE ORB] floating right next to the elevator. Ride theelevator back up to the surface and retrace your steps back to the ceremonialruins area, where the drawbridge was last raised.

Insert the Wheel of Destinyin the black orb to lower the drawbridge again.

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After regaining entry into the castle, Dante notices that complete darknesshas reigned over the castle. The only source of light emits from the singleLuminite Dante found in one of the sealed shield doors. An additional doorthat was supposed to be there has long disappeared since the castle had beentwisted by prominent evil.

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Enter the main hall. Some of the debris has been cleaned up and the blue doorhas been resealed by spirits. A lone [BLUE ORB FRAGMENT] sits in the dark onthe left side of the statue that _was once_ there. Now a dial hangs in itsplace.

That's for later. First, acquire another Blue Orb piece by going tothe Time Statue on the second floor. From there, you should be able to see itfloating in front of Dante. Use his Air Raid ability to reach it. Or you canalso jump on the horse statue's head and Stinger to it. (Thanks to ChristyBoone.)

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Activate the dial to trigger a sequence, which highlights a Plasma cominginto existence. Jump over its laser and equip the Ifrit immediately since itis impervious to the Alastor's energy.

Eliminate it as quickly as possiblebefore it splits into three separate parts. Defeating the first Plasma notonly hints that more tough enemies are to come, but it also banishes thetormented souls from the sealed door.

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The airplane hangar presents one other Plasma that _will_ split into 3 partsupon contact with Ifrit. Plasmas tend to take on the form of Dante and mimichis abilities with their imitation of the Alastor. Using Ifrit's DT abilitiesis recommended here. After you've fried the Plasma men, step into thefamiliar hallway.

The tables in the study room reveal Red Orbs. If you haveenough, get the Inferno. You will need it later. Facing the painting, jump upand tap the statue head to summon a [BLUE ORB FRAGMENT].

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Follow the hallway that doesn't seem to be so...familiar anymore. The doorsto the courtyard have been replaced by a line of armored suits. They yieldsome Red Orbs to make up for the confusion. The library door and the Judge ofDeath statue are gone. A huge, iron door is their substitute.

3.16.2 - THE NIGHTMARE BEGINS

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The monastery has been remodeled and redecorated with strange circles in theground, as well as a small puddle of thick liquid in the center. Also noticethe walls sporting dials?

Smells like a boss fight. Light up all thecharacters in one of the dials before examining the puddle of water. Checkingthe puddle calls forth a reeking creature you'll learn to hate. See Enemies &Boss section to find out how to dispose of this excess garbage.

After it sinks back to the underworld, head through the doors to the bridge.Hop across the broken path and use the Staff of Hermes on the inscriptionbehind the lion epitaph.

It reacts to the evil surging through the castle andcreates two paintings on both sides. Jump into the left rippling painting.

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3.17 - MISSION 17: PARTED MOMENTO

Mission Objective: Slash away at the dragon and enter the court with the "Quicksilver"

3.17.1 - QUICKSILVER HUNT

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A red outer-rimmed circle appears behind Dante. It will take him back to thePath of Trials when desired. Ascend the spiraling stairs to the first doorwayand gather some Red Orbs from the furnishings. Then continue to the top. Inthe research room, dive into the left portal that appears.

Dante emerges from the portrait and finds himself in an enclosure. Attemptingto open the door nets him a fight with new appearances by Frosts. Equip theIfrit, tap into Devil Trigger and have fun. Watch out for their ice aerialattack. It's a doozy.

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Defrost the two Frosts and be on your way. When you getto a long corridor, ignore the split to the right and continue down whiledecongesting the hallway of Marionettes and Fetish. Around the corner, takethe door to the display room.

A giant fossilized reptile collects masses of energy and ejects them at adazed Dante. Stay in the back and time it as it comes. Then deflect it backusing the Alastor. Three consumptions of its own medicine, and it will die inagony.

Before heading forward to the hall, jump to the ledge above. Hug theright wall until Dante disappears to a hidden balcony. Strange. It's snowingoutside. Run around to the left and jump for a snowflake shaped like a [BLUEORB FRAGMENT] to fall.

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Next to the mirror gathering moonlight is a crank. Press the confirm buttonto position Dante. Then start rotating the analog stick to turn the handle.It turns the mirror around to cast the moonlight back onto the device on thesmall, high balcony across the room. A small silver ball takes shape from themoonlight.

3.17.2 - SECRET OF THE DARK KNIGHT

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Jump onto the high ledge again and follow it around. Across from Dante is anoverhang he must kick jump to. As lightning strikes outside, it illuminatesthe room for a split second.

During that second, you will have noticed somethick, transparent platforms floating in the air. Direct Dante to the firstplatform and jump over to the other ones to the veranda holding the[QUICKSILVER].

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Take the Quicksilver back to the main hallway and take the door at the end ofthe passage branched off to the right. Use the moon-made item on the door andproceed to face Nelo Angelo.

He unmasks himself through an odd ritual. Helooks human enough...This time, his attacks are MUCH MORE DAMAGING thanbefore. Read the boss strategy I have for him in the only place in the guidethat has enemy statistics.

After the difficult battle, you'll be in for a surprise...

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3.18 - MISSION 18: SPIRIT STONE "ELIXIR"

Mission Objective: Throw the "Philosopher's Egg" into the fire and transform it into the Spirit Stone.

3.18.1 - UNDERWATER SIEGE

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At the beginning of the mission, Dante's amulet begins to glow with a luster.The one Nelo dropped and Dante's merge together to form the [PERFECT AMULET].The combined amulets evoke the secret power of Dante's Force Edge. In astunning cutscene, the Force Edge transforms into the [SPARDA]! Woohoo! Kickass!

However, its true powers have been temporarily sealed. They will beunleashed at the right time. Anyway, head into the red panel that appears onthe floor and into the newly depicted portrait.

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Underwater, follow the trail of the finely laid out Red Orbs. Destroy barrelsand such for additional Red Orbs. Explore each of the cells that have beenleft ajar for more orbs. The last one holds a single and easily overlooked[BLUE ORB FRAGMENT].

In the following area, take care of the three treadingSin Scissors to open the door between the two horse displays. There is somestrange force field that's keeping the water from flowing into this room.

3.18.2 - THE PHILOSOPHER'S EGG

A dial rests on the wall across the room. Activating it fills the entire roomwith water for a limited time. This allows Dante to swim up the shaft. Italso allows him to get an extra Blue Orb piece. Swim up quickly and look fora separate overhang.

Float over it and wait until the water level instantlydrops. A [BLUE ORB FRAGMENT] will drop from the ceiling thereafter.

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Activate the dial again and swim up until you reach a different set of stairsseparated by the walkway at the bottom. When the water vaporizes, startclimbing the stairs.

At the end of the first set, Dante comes to a paintingof a decapitated knight pointing to the east. At the edge, press jump. Dantedoes a frantic leap to the other side. Continue to follow the knights' leadand eventually, Dante will find the [PHILOSOPHER'S EGG].

More Devil May Cry Tips:

3.18.3 - GOBLET OF FIRE

Descend the stairs. At the bottom, enter the brown door that takes him to atwisted version of the courtyard, where everything is in reversed order.There is a blue hearth below, but ignore that for now and kick jump to theledge on the other side.

Head into the door there and grab the [BLUE ORBFRAGMENT] at the end of the short passage.

More Devil May Cry Tips:

Back in the courtyard, toss the Philosopher's Egg into the heart of theflames. A voice resounds in his head that tells him it will be awhile beforethe transformation is complete.

Just as it does, Nightmare emerges from thecenter of the room, looking for a playmate. Seeing as how Dante has nothingelse better to do, he decides to play along.

After the second downfall of Nightmare, the metamorphosis of the PhilosophersEgg will be complete. Pretty damn convenient too; just after beatingNightmare. Examine the blue fire and take the freshly baked [ELIXIR] from it.

3.19 - MISSION 19: ENTER THE CORRUPTED WORLD

Mission Objective: Open the gate to the Underworld

3.19.1 - BEDROOMS HOLD MANY SECRETS

From Dante's current position, backtrack all the way to where the Staff ofHermes was used. Jump straight through the second depicted painting of theCastellan bedroom. Near the bed in the back is a [BLUE ORB FRAGMENT]. And ontop of the bed's canopy is an [UNTOUCHABLE] glimmering faintly.

Dante finallynotices the "scariness" and becomes falteringly human when he examines thewall that once held the patio doors. Take a look at the mirror and stepthrough the undulating reflection.

The room Dante arrives in turns out to be pretty trippy; kinda like when youare high on uh, nevermind. You're still in the Castellan bedroom, but it'sjust...different. Dante seems to have been transported to an alternate world,where absolute evil reigns supreme.

In the dilapidated version of thisbedroom, the Time Statues have lost its effect. Your Red Orbs have no use inthis sinister dimension.

3.19.2 - NOBODY IS A NOBODY

Head through the patio doors that have made its way to the alternate world.Jump off the balcony and take the [PHILOSOPHER'S STONE]. Having it in Dante'spossession provokes an inevitable battle with three bizarre monsters.

They'vedecided to hop on the bandwagon and tease the devil hunter. Bad choice. Butthen again, it isn't so bad since they're capable of busting a few caps inDante's ass.

Focus on attacking one, and one only, until an imminent cutscene takes over,showing the transformation of a small Nobody to a big Nobody. However, youwant to skip the cut-scene. It slowly sucks up the Devil Trigger's health.Nobody's are pretty hard, but they drop enormous Red Orbs to recompense yourefforts and struggles.

Now jump to the ledge above the patio doors and head down the screen. Noticethe floating Blue Orb piece?

To get it, kick jump to the stone tower. Facingthe sun, gently tap "jump" for Dante to drop down. On the way, he will grabthe [BLUE ORB FRAGMENT]. After embracing this orb piece, return to the top ofthe stone tower. Then Air Raid to the green pavilion, where Dante will beblessed with another [BLUE ORB FRAGMENT].

You can get this piece only afteracquiring the one prior to procuring this orb, or it will not appear.

3.19.3 - UNDERWORLD ADMITTANCE

Return to Dante's logical world and head back to the Cathedral. The puddle ofwater now responds to the combined powers of the Elixir and the Philosopher'sStone. With those two keys in hand, Dante can sink into the liquid and enterthe Underworld.

Dante gets consumed and drops below. The gold-plated platformwill take Dante back to the surface world when desired. Use the powers of thePhilosopher's Stone on the blue liquid to break the covering.

3.20 - MISSION 20: SHOWDOWN WITH NIGHTMARE

Mission Objective: Head to the place of sacrifice

3.20.1 - WELCOME TO THE UNDERWORLD

The Underworld, or whatever of it, is comprised of intestinal organs full ofbulging veins. Jump to the little capillary and follow it to the end. Ripthrough the flimsy tissue.

Equip the Ifrit and go up against two Frosts. TheUnderworld's dark aura seems to affect the abilities of enemies--they are abit tougher than usual. A Time Statue sits in the center of the room. Do anylast minute shopping and max out Ifrit skills, if possible.

3.20.2 - AN END TO A NIGHTMARE

The chamber ahead features a satanic character-filled ceiling that suddenlylight up upon Dante's arrival into the room. On the other side of the chamberis Trish imploring for Dante's help.

However, a renewed Nightmare stops Dantein his tracks and forms a barrier around the outer ring. "Trish, stay back!"as if she had any intentions to go somewhere at this time...

This is the most insane encounter with Nightmare. What was Capcom thinking?!Heck, this is the toughest battle thus far, and we're pretty darn far intothe game now, don't you think?

In fact, almost done with it. I know, boohoo.See Enemies & Boss section to permanently send it to an isolated wasteland.

Gleefully watch the final demise of Nightmare. Good riddance.

3.21 - MISSION 21: LIVING CAVE

Mission Objective: Pulsate the heart and open the last gate

3.21.1 - ORGAN DONOR

This final legitimate mission begins where you've left off in Mission 20--onthe outskirts of the Nightmare chamber. Head back in to find an [UNTOUCHABLE]lounging around the opposite entrance.

Back in the initial chamber, there's aTime Statue in the room if you need it. But by now, you should have gainedall of Ifrit's and Alastor's moves...right? Anyway, take the [HOLY WATER] onthe ground lying below the sealed door.

The Heart Chamber isn't beating very healthily. We'll fix that. Startclimbing the platforms. Then viciously strike the mechanism to unseal thedoor in the previous room.

Beyond that door, follow the tortuous path and watch out for the tentaclesthat extend from the walls. If Dante gets tangled by them, they will be hardto shake loose and they do a lot of damage! Fire at them with his handguns tobreak free.

Once they clasp on, they won't let him go because they love himso much! They are also able to elongate their bodies just to try to grab him,but not by much.

The next task is to defeat three Nobodys in each section to unseal each door.Keep a constant move on, or a worm-like creature will emerge and snack onDante.

After entering the tissue wall, immediately equip the Ifrit and fightto the death with two bat-like Plasmas. Jump kick them to death or use theRolling Blaze. These Plasmas must die for Dante so that he can move on andwarm up for the final fight.

3.21.2 - ONTO THE FINAL GATE

Hop across the platforms to the dial. Strike it to activate the platform onthe other end. Jump up the trail of platforms and bash the Orb Fountain toharvest many Red Orbs. Beside the fountain is another dial. Activate it andhead to the tissue wall at the top.

Dante leaps across the wide gap with ease. He finds himself above the room ofthe last gate. On the other side, strike the dial repeatedly to purify andlift the curse from the door. Doing so gets the heart pumping healthilyagain. A healthy heart is always a good start! ...Except this heart isn't so,um, normal.

3.22 - MISSION 22: LEGENDARY BATTLE

Ok, this is it, folks! The ultimate showdown with the god of evil! This willdetermine Dante's fate and your proficiency as a sane gamer. Good luck andmay the devil's luck be with you. Check out the Enemies & Boss Encyclopediaas the usual routine, genius!

3.23 - MISSION 23: MOTHER'S GUIDE

Mission Objective: Escape Mallet Island before it collapses

3.23.1 - RUN, DANTE, RUN!

The mission begins with a timer clocked at 5 minutes. Dante has this exactamount of time to reach the entrance of the Underworld before its destructionbrings him along with it. Begin by running as fast as Dante possibly can,which is pretty damn slow. Proceed to the chamber where the memorableNightmare had been slain.

In this chamber, Dante must quickly defeat two Nobodys before anything. Do itas quickly as your ability permits since time is against you. The Frostmonsters from before have regenerated in hopes of retribution for theconsecutive defeats. Ignore them since you don't want to waste anymore time.Head to the gold-plated elevator and ride it safely back up to the surfaceworld.

3.23.2 - ONE FINAL MATCH

Defeat the two Blades that seal off the airplane hangar. As soon as the lastBlade bites the dust, the floors give in and collapse into the waterwaysbelow. Surprise!

Witness Mundus worm out of his Underworld portal andchallenge Dante to a final match. Mundus is heckuva a lot easier this time.Plus, Dante gets a boost of energy from someone...Good luck! As directed inthe menu, keep blasting your handguns until the gauge is full, then unleashDT. Jackpot!

3.23.3 - ESCAPE!

Dante hops into the airplane that crashes through the ceiling. Dante pilotsthe plane and bails out. This is your final task. Don't crash into tumblingdebris and rocks one too many times because the airplane can take only somuch abuse.

Well, actually, even if you hit every single rock in sight, youmay have just enough to make it out alive, although I wouldn't recommend ityou know. Once you've successfully escaped the crumbling island, enjoy theending! You've just beaten Devil May Cry!

3.24 - Secret Missions

Secret Missions are objective missions that test how proficient you are as aDMC player and how sagaciously you utilize Dante's agility, weapons, and themission's surroundings.

Each mission allots a certain amount of time for youto complete an often difficult task. Secret missions occur in places you'vealready visited in the castle, but they become available in certainmissions--before, during, or after a mission.

This section helps you findthese missions. They also come embodied with fairly helpful strategies on howto get through each of these missions. The missions will be listed in thechronological order that they transpire.

3.24.1 - TIP

All of these Secret Missions can be re-done (with the exception of a few), soif you botch one on the first try, leave and enter again to restart themission.

3.24.2 - CRITICAL HIT

Condition: After defeating Phantom in Mission 3, head back to the underwaterPlace, where you fought the Sargassos.

Prize: Blue Orb Fragment

Assassinate the single Sin Scissor with _one_ critical hit (Hence, the nameof this secret mission). Don't linger around too long since Dante's life isslowly drained by being underwater.

Like I've told you in the Enemy section,the Sin Scissor's primary weak point is its sinister mask. The only problemis its giant scissors--it acts as shield to defend against your attacks.

Whack its scissors to throw it behind the Sin for a brief moment, then crankout the shotgun and blast its mask at an EXTREMELY close range. So close, thegun should be "sticking out" of her mask.

If you try to kill the laughingmaniac while her scissors are positioned in front, the scissors will somehowabsorb 60% percent of the shrapnel. Otherwise, it should die in that instant.The first accessible Secret Mission, yet one of the hardest.

3.24.3 - PHANTOM BABY

Condition: Enter the Cathedral Doors at the start of Mission 4.

Prize: Blue Orb Fragment

Equip the Handguns since you'll need to blast 100 scattering baby spider-likecreatures in quick succession. Start by blasting the first bunch near Danteinto oblivion.

Be sure to move around as well, since stepping on them canalso be a deadly technique. Then head directly across to a second batch. Nearthe holy altar in the front of the room is a lot full of these tiny scamps.By then, you should have killed 100 within the time limit.

3.24.4 - PHANTOM BABY 2

Condition: After Phantom Baby, head to the back study room at the end of thelong hallway.

Prize: Blue Orb Fragment

This is pretty much the same as Phantom Baby, but this time, it disallows theuse of weapons. In other words, Dante will have to stomp and thrash on thesepunks with his feet and body parts.

Thanks to the confined space in the room,it doesn't pose too much of a problem. Devil Trigger and run around,squashing the little buggers. Stop. Drop. Roll. Repeat.

3.24.5 - THREE BEASTS

Condition: After defeating the Shadow in Mission 4, go to the basement arenafrom Mission 1.

Prize: Blue Orb Fragment

Talk about difficult. One Shadow is enough to head-banging madness, but threejust results in house-tearing insanity. That's right, folks. Dante will be upagainst 3 hard-hitting Shadows.

Make sure you have a view of all 3 Shadows soyou won't be jumped from behind. The Shadows move to protect each other whenone of their cores is exposed.

Focus on _one_ only. Just keep track of whichone you're dealing with before you get confused. Shooting at the Shadows doesnot solve anything unless you're looking to counterattack. If you've got themrounded in a corner, blasting at them will make Dante target all three, which_is not_ a good thing.

Try to lead one of them astray from the pack while keeping your eye on theothers. Then blast the secluded one to submission with the shotgun as manytimes as possible _before_ it reaches you with its speed.

When you startdodging, try not to run into the skulking Shadows waiting to prey on a stupidDante. Once a core is expose, Devil Trigger immediately and slash like mad.That should do one of them in. Killing off at least one Shadow lifts a lot ofthe tension from the fight.

3.24.6 - ONE-EYED EVIL

Condition: Before starting Mission 8, in the interval, go to the room wherethe first encounter with Beelzebubs was predetermined.

Prize: Blue Orb Fragment

The point of this is to let the two Kyklops duke it out with each other whileDante sits out of their field of vision. Find a pipe that projects outwardjust slightly so Dante can use it as a ledge to stand on. Jump on top of itand wait there.

Watch as the Kyklops get confused and engage each other in afierce battle. The Kyklops that dies unveils the prize. Then just finish offthe remaining Kyklops.

3.24.7 - WANDERING GHOSTS

Condition: Go back to through the doors at the start of Mission 11.

Prize: Blue Orb Fragment

This is pretty hard. Use the enemies as stepping stones and boost Dante tothe Blue Orb piece in the air. Jump from the mask of the Sin Scissors andcollect the orb in the sky. As long as you keep moving, the ghosts won't doanything life-threatening.

3.24.8 - WATER CELL

Condition: Before Mission 14, enter the Ghost Ship and go to the Captain'sCabin. Inspect the skeleton on the chair.

Prize: Blue Orb Fragment

Keep swimming and use the needle gun to put the Blades to rest. Scatter yourshots among the group. You can shoot their missile attacks. Swim away fromthem and pepper the Blades like crazy. If you mess up, reset and start over.

3.24.9 - TREASURE OF THE REAPER

Condition: After initiating Mission 15, return to the narrow corridor wherespikes shot out of the floor. Inspect the painting.

Prize: Blue Orb Fragment

After inspecting the painting, Shadows flow from the painting and materializeto tear Dante into pieces. Whip out the shotgun or grenade gun, and get towork.

You can lead the Shadows into the spikes that shoot from the ground toadd some damage. The Roundtrip technique works pretty well here. Try todefeat the first (yes, first) Shadow as quickly as possible before the othertwo start to wiggle out of their magical cells. Steer clear of the spikes andall will be well.

3.24.10 - STAIRWAY TO TRANQUILITY

Condition: Go back to the coliseum at the start of Mission 16.

Prize: Blue Orb Fragment

A clustered line of Sargassos act as a stairway leading to the Blue Orb piecesuspended in the sky. Leap from the skull heads to the top without falling toreach the orb piece. This isn't too hard. It's not easy either. Just keep theR1 down to focus the camera angle on the imitated stairs.

3.24.11 - SHADOWS IN THE DARK

Condition: After Nightmare in Mission 16, go to the airplane hangar.Prize: Blue Orb Fragment

Seek and destroy four Shadows trying their best to hide from the devilhunter. Two of them are on the wings of the airplane. Another is hiding inthe main entrance hall on the left. The last one is in the caged area thatleads to the outside area. The last Shadow rewards the prize.

3.24.12 - BLUE GEM IN THE SKY

Condition: In the beginning of Mission 17, go back to the Path of Trials andjump across the bridge without falling into the water.Prize: Blue Orb Fragment

The primary penalty of the mission that renders an instant failure is fallinginto the water. Once you've made it across the bridge, a Death Scythe comesinto play. The idea is not to kill it. Instead use its tornado spells to castDante into the air. However, don't let the Death Scythe swipe at Dante, or hewill be pitched into the water--failing the mission.

Once Dante is tossed into the air by the tornadoes, Devil Trigger immediatelyand Air Raid. This allows you to determine what and where to do or go next.When you've gotten an idea of where the orb is, shake off the Air Raid andAIR HIKE to the orb.

If you don't have Air Hike and have an incredible amount of luck, try to haveone of Death's tornadoes toss you near the orb and Air Raid to it. Thismission may not be accessed more than once in any given time. So you'll needto reset if you screw up.

Instead of waiting to be launched in the air. You can just hop up onto theledge above the door where you get some red orbs in the beginning of thegame. Then just Air Hike, then Air Raid and fly to the blue orb in the sky.

The only catch is that you must have at least 4 to 5 devil trigger slots tomake it that far. But that's how I got the thing. Afterwards, I just killedthe Death Scythe for some red orbs and left.

3.24.13 - HIDDEN BANGLE

Condition: As Mission 21 begins, go to the secret corridor across from thesecond Time Statue. Press X to activate the mission.

Prize: Blue Orb, Bangle of Time

Follow the path and dispatch the Nobodys along the way. In the area beyond isan orb fountain which you can abuse to release Red Orbs. Bounce up the ledgesto the top.

There's a dragon here breathing hot air. Charge up to it andwhack its head with Devil Arms. After the downfall of the dragon, two Froststag him and step into the ring. Ifrit butt-kicking time. After defrosting therather chilled demons, jump on the platform that appears to reach anotherlevel. From there, just amble to the [BANGLE OF TIME].

4) INDICES & GUIDES

Please note that anything you may find different here has nothing to do withdiscrepancy. All references here were garnered from playing NORMAL mode.D'accord? D'accord.

4.1 - Items Index

There are two kinds of items: Consumable and Key items. Both play major rolesin the game.

4.1.1 - CONSUMABLE ITEMS

These items are items you can use to Dante's benefit. They can be auxiliaryitems or destructive items to use against enemies. They range in a variety ofuses, but cost an awful lot. However, when you buy an item, its priceincreases each time, except for the Holy Water. That stays the same for sometime.

BLUE ORB*********

Starting Price: 300

You can buy these after all! They augment Dante's maximum vitality. You canalso find these scattered around the missions, but in fragment form. You needfour of them to form one full orb. Time Statues sell the full forms of theseorbs. You can buy only seven of these altogether in Normal, Hard and DanteMust Die.

DEVIL STAR***********

Starting Price: 550

Typically one of the many items in the Extras roster. These can be bought forthe listed price from Time Statues. There _will_ be times when you absolutelyneed them, especially with boss fights near the end.

The Devil Star restores5 slots in the Devil Trigger gauge, and should only be used when there is noother way to recharge the Devil Gauge. Otherwise, it should collect mites inthe back of your inventory for future use. Throughout the game, you will beable to find several of these.

HOLY WATER***********

Starting Price: 700

It's a lot more imposing than the name implies. No, it's not some cheesy wayto give you holy powers or something, but it is a cheap way to fight bossesand multitudes of tough enemies. It blesses you with the power to knock offabout half the life of a boss (actually depends on the boss) and annihilatesall normal enemies around you.

If you decide to get this, use it ONLY in bossfights because that's the best way to exploit this immense power, althoughsome are immune to its power. Using it against some enemies kinda wastes the700 Red orbs (Normal) you spent to buy it.

PURPLE ORB***********

Starting Price: 440

More Devil May Cry Tips:

Unlike Blue Orbs (fragments), Purple Orbs can't be found in anywhere. PurpleOrbs add to Dante's maximum Devil Trigger Gauge, allowing him to remain in adevil form for a longer amount of time. Isn't that a good thing? Yes, it is.You can buy seven of these altogether in Normal, Hard and Dante Must Die.

UNTOUCHABLE************

Starting Price: 1000

Untouchables work just like the name implies--it makes Dante untouchable, orinvincible rather, for a limited amount of time. During this shielded state,Dante is also automatically in Devil Trigger mode.

Using this is a cheatsince you can't receive any damage for the time being. Not to mention thatyou're in Devil Trigger state during the time this is still in effect. Ifound myself using one in the last Nightmare fight. You'll be able to findfive of these in the whole game.

More Devil May Cry Tips:

VITAL STAR***********

Starting Price: 480

An item you should slowly stock up on, but the game restricts you to carryingonly one at a time. Try to conserve them because there'll be times when Dantewill need it more than anything else.

Since most enemies can do a decentamount of damage to him, having a Vital Star handy is key to avoid using yourlife preserver--a Yellow Orb. Vital Stars replenish a full life gauge. Ifpossible try to save it for boss fights only since the green orb drop rate bynormal enemies is pretty high.

YELLOW ORBS************

More Devil May Cry Tips:

Starting Price: 350

The mighty Yellow Orbs that save you the trouble of going through a single,entire mission again. It serves as a Continue if you die, but if you use themall up, you'll really die and will have to start over from your last save.

For instance, if you die fighting the Phantom (as I did), you won't have tostart from the beginning of the mission, you basically pick up from the lastdoor you entered.

4.1.2 - PRICE LISTINGS FOR CONSUMABLE ITEMS

More Devil May Cry Tips:

Since, as explained in the Consumable Items section, the Extras items shootup the price each time you buy that certain item, I've listed (Thanks toNightmare Beta) the following prices and their increasing prices for eachmode.

Consumable Prices - NORMAL MODE********************************

Holy Water - 700

Vital Star - 480-580-680

More Devil May Cry Tips:

Blue Orb - 300, 550, 1000, 1800, 3200, 4300, 5500

Untouchable - 1000

Devil Star - 550

Yellow Orb - 350, 450, 550

Purple Orb - 440, 830, 1560, 2920, 5440, 6340, 7740

More Devil May Cry Tips:

Consumable Prices - HARD MODE******************************

Holy Water - 3800

Vital Star - 2100, 3200, 4300

Untouchable - 5500

More Devil May Cry Tips:

Blue Orb - 300, 550, 1000, 1800, 3200, 4300, 5500

Purple Orb - 440, 830, 1560, 2920, 5440, 6340, 7740

Yellow Orb - 1000, 1500, 2000

Devil Star - 2700

Consumable Prices – DANTE MUST DIE!************************************More Devil May Cry Tips:

Holy Water – 4100

Untouchable – 6000

Vital Star – 2800, 3900, 5000

Blue Orb – 300, 550, 1000, 1800, 3200, 4300, 5500

Purple Orb – 440, 830, 1560, 2920, 5440, 6340, 7740

Yellow Orb – ????

Devil Star – ????

More Devil May Cry Tips:

Consumable Notes – IMPORTANT!*******************************

- Max Devil Stars is 10

- Max Vital Stars is 1 (3 on Easy)

- Max Holy Water is 5

- Seven Purple orbs can be bought, 10 total DT gauge

More Devil May Cry Tips:- Seven Blue orbs can be bought, more life baby!

- No limit to Yellow Orbs

- No limit to Untouchables (Easy, I think)

4.1.2 - KEY ITEMS

More Devil May Cry Tips:

Key items are story-driven items you need to use for something in order forthe game to move on. Some items turn out to be weapons you can use in reallife, but Dante's inability to use them sucks. Items you find are usuallyused in the same or the following mission, so you won't keep them for long.Dante's Amulet is an exception, however. Onwards.

Also, some of the descriptions are a bit farfetched. They are just based onmy own assumptions.

AMULET*******

Found: Default

Read what the in-game text has to say about this item. Vergil is the name ofDante's twin brother, whom he will meet later on. Dante received this amuletas a lasting memento before his mother passed away.

The true purpose of it isshrouded in mystery, but it may hold some kind of mysterious power. At thefirst confrontation with Nelo Angelo, Dante was about to be crushed by Nelo'spreternatural strength, but upon seeing Dante's amulet, Nelo flees withfright, or so it seems.

That indicates something's up with this pendant, andwe're about to find out sooner or later.

BANGLE OF TIME***************

Found: Secret Mission- Hidden Bangle

This is acquired through completing the Secret Mission in Mission 21. It's amysterious wrist band that has the power to stop time. This is a great itemto use against multiple tough enemies. By using this, you can stop them intheir tracks momentarily. However, DT consumption is required and the effectwill last as long as there is DT energy.

CHALICE********

Found: Mission 11

A grail that once held the divine blood of the dead. Supposedly, it also heldthe blood of Christ from which the knights drank to make them youthful andcourageous. The Castellans also believed that it could grant them powersbeyond their imaginations, but they were wrong. So they sealed the Chalicewithin the protective field and made a separate key, the Sign of Chastity.

DEATH SENTENCE***************

Found: Mission 4

A prop sword Dante finds at the very top of the stairs on a small overhang.It's used to retrieve the Melancholy Soul from the statue in the Castellanbedroom. The sword's hilt is inlaid with a strange design that I'm unsureabout what it represents. The blade itself was forged in a zigzag pattern. Itis a sword the ancient Castellans used for rituals.

ELIXIR*******

Found: Mission 18

The result of the Philosopher's Egg after being incubated in a huge gobletof divine flames. It unseals the supernatural energy field surrounding themirror in the bedroom. It allows entry into the alternate dimension, whereDante retrieves the key to entering the Underworld. After its initial use, itwill remain in Dante's inventory.

EMBLEM SHIELD**************

Found: Mission 14

The engraved design on the shield has the same pattern as those on the sealeddoors in the garden. Dante finds this on a skeleton, which happened to almosttake his life by being the activation key for arousing the booby traps in thearea. Unlike other key items, the Emblem Shield can be used several timesbefore it disappears into oblivion.

GUIDING LIGHT**************

Found: Mission 6

A key with a sun graphic shaped on the handle. It gradually drains Dante'slife as it remains in his possession. You'll have to bring it to the sunsymbol back in the Castellan bedroom. Of course, you need to do it before itzaps every trickle of life remaining in Dante. Those who overcome this taskshall light a new path.

LUMINITE*********

Found: Mission 15

It is a stone that reminds me of uranium. It glows with a strange but intenseradiance that illuminates the dark areas around Dante. The Luminite'sstem line begins as an ordinary stone from the Underworld, but somehow it hasgained new properties that make it something unique and a rare-finding on thesurface world. Other than its more useful purpose as a flashlight, there'snothing else known about it.

MELANCHOLY SOUL****************

Found: Mission 4

An ornament resembling a soul in a form of a sphere. It is released from itscomfy home in the statue's mouth when Dante sticks the Death Sentence in itsrightful place. When activated, it gives off a glowing orange color, andwill lose its efficiency over a short period of time (3 minutes in the game).You use this to open the door with the lion's head. How it self-activates isbeyond me.

PAIR OF LANCES***************

Found: Mission 15

Like the name implies, it's a pair of lances glued together in a criss-crossfashion. It raises the gate to the coliseum arena. Dante finds these in thefirst room explored of the two sealed shield doors. The Pair of Lances, Ibelieve, are to be used in conjunction with the Emblem Shield, which were theweapons of choice for the warriors of the coliseum.

PERFECT AMULET***************

Found: Mission 18

After defeating Nelo Angelo for the last time, Nelo drops the unknown half toDante's amulet. Vergil & Dante forever. Once you've acquired these twopieces, they will automatically merge into one, forming the Perfect Amulet,which awakens the hidden power of the Force Edge.

PHILOSOPHER'S EGG******************

Found: Mission 18

An egg with hidden powers. It needs to be incubated in a fireplace, foundinside the nefarious castle. Dante leaves this egg in the blue flames whilehe deals with a visiting predator. After some time, the Philosopher's Egghatches and becomes the Elixir.

PHILOSOPHER'S STONE********************

Found: Mission 19

The Philosopher's Stone bears one of the keys to opening the gate to theUnderworld. It exhibits the Star of David mark on its 3D hexagonal sides, butit looks a teeny bit different.

This strange stone cannot be found in Dante'spresent world. He takes a trip through a portal in the Castellan's bedroomthat takes him to a twisted, alternate dimension. The Philosopher's Stoneexists only in this world and is forcibly guarded by several strong, bizarrecreatures.

PRIDE OF LION**************

Found: Mission 3

The Pride of Lion is a crest that proves a hero's strength and courage. Lionsrepresent strength, determination and all that cheesy stuff. The energy fieldin Mission 4 requires you to show the "sign" to challenge the liongatekeeper. Once you've proven your strength, it determines that you are aworthy opponent of the gatekeeper.

QUICKSILVER************

Found: Mission 17

The Quicksilver is a palm-sized orb filled with the harmful substance calledmercury. While mercury is very corrosive, it's safely contained within themoonlight-generated orb. Dante obtains this from the high veranda in thedisplay room, after reflecting moonlight onto it and manifesting its trueform. The Quicksilver is used to open the door to the chamber, in which themaster of the castle resides.

RUSTY KEY**********

Found: Varies

A rusted key that will unlock many of the doors in the castle. These keys areusually guarded by hideous castle guardians and such. Dante will find many ofthese throughout his missions, so there is no set location.

SIGN OF CHASTITY*****************

Found: Mission 11

A glazed taxidermic organ, a testicle (according to Randy Keefe, who seems tobe much more knowledgeable than I). It's the sign that removes the forcefield around the Chalice. Only those who possess this sign can claim it. Thisitem is well protected by a horde of vicious Blades. They will do everythingin their power to protect it.

STAFF OF HERMES****************

Found: Mission 13

It seemed to have been the plug for some supernatural force that kept thepirate ship afloat. After Dante removed this from the statue, the shipimmediately experienced violent turbulence and made like Titanic--it startedto sink, flooding the interior with water.

Its true purpose was revealed inMission 16, where Dante places it in the engraving on the wall, at the end ofthe Path of Trials. Its power depicted certain rooms of the castle andforetold Dante's destinations.

STAFF OF JUDGEMENT*******************

Found: Mission 2

A mystical staff that the Judge of Death statue holds. In the game, it actsas the key to opening the door to the Cathedral. It shines with a mysteriouslight. Cool stuff.

TRIDENT********

Found: Mission 8

A lance with three pronged pikes at the end. Unfortunately, it's not a weaponlike you thought it would be. Dante equips swords only! Rather, it's the keyto opening the water source in Neptune's room.

WHEEL OF DESTINY*****************

Found: Mission 15

A rounded plate with strange etchings in the center. It resembles a destiny'srepetitive cycle, as the game states. It lowers the drawbridge from theoutside. The whole time Dante was outside the castle, he had been searchingfor this one-time use item. Pshaw. What a waste of time.

4.2 - Enemies & Boss Encyclopedia

Dante will be encountering a glut of hideous beasts, shadow figures, frothinguh, things, and many other children of the supernatural. The enemy sectionhas been divided into two parts, separating the servants of Mundus to thestronger knights of Mundus.

Typically known as Enemies and Bosses. I will beidentifying their weaknesses and lots o' other junk. I will also make somedecent tactics to use against these fiendish underdogs.

Even the norm is as hard as they come. Some require some improvised tacticsto defeat. But that won't be necessary for you since I'll be helping your lildevil ass.

4.2.1 - BEELZEBUB

First found in: Mission 6

Appearance Rate: **---

Difficulty Rate: *----

Attacks: Excreting some brown substance

Ahem, yes, they really do crap on you. No joke. Not much of a strategy here,since they're so friggin' easy. They disintegrate in one slash of Dante'sAlastor. Just be vigilant as they sometimes fall from the ceiling and crapyou to death.

4.2.2 - BLADE

First found in: Mission 9

Appearance Rate: ***--

Difficulty Rate: ***--

Attacks: Spitting speeding red blood,Lunging at Dante,Swiping at Dante with its metal claws,Burrowing

These guys take a lot of abuse before they cower in the dirt. The first timeDante encounters them is outside the castle in the garden. Blades usuallyemerge from the ground and come in groups of three. They're fleet-footed,overgrown lizards and are the first enemies that have the potential to beatDante's demonic ass down if he's not careful.

Their attacks are well-coordinated, but their lunging attacks often fall short. If Dante is blastingthem from afar, Blades can retaliate with a spitting attack of their own,where blood spews from their mouths and fling at 100 MPH towards him.

Bladesare decently equipped with hard-plated armor that covers every inch of theirscaly bodies, except the belly.

It's advised that when you go up against 2 or more of these, have Dante turninto demonic Dante! It makes the battles with them much quicker. Don't forgetthat they have shields too!

That's the main point of rebound--but you canshatter them with the Stinger, making them more susceptible to your attacks.

You must keep a move on at all times since Blades have a tendency to pounceon you on short notice, especially when you're dealing with another batch ofthem.

The best way to make them eat dirt is to "High-Time" them and pumpshells into their stomachs. Approaching a Blade without getting torn up byits comrades is the tricky part.

Your dodging skills and your instincts arekey to saving Dante the excruciating headaches and medical bills. Otherwisetake out the handguns, jump around a lot and Air Raid.

4.2.3 - BLOODY MARI

First found in: Mission 1

Appearance Rate: ****-

Difficulty Rate: **---

Attacks: Twirling around at Dante with its blades stretched out,Launching its blades at Dante,Stringing Dante to the ceiling and trapping him

Bloody Maris can get quite annoying since you'll be seeing them all the time.Hell, you'll find them in every mission. Well, almost. One or two of themdoesn't pose much of a problem, but large groups of these puppet-stringedclowns is deleterious. Why?

While you attack, say 1 or 2 of them, others willtry to exploit your vulnerable spot--Dante's backside. That's what you shouldexpect.

Luckily for you, most of their attacks are predictable from the indication ofa twirling sound. Once you hear a twirling bit, prepare to jump to the sideto avoid getting impaled by their blades.

The most dangerous type of BloodyMari is the one brandishing a shotgun. It deals the most damage. To defeatthem in groups, it's always a good idea to set apart three, four at the most,in one remote area and chop away. Then repeat for the other groups.

4.2.4 - DEATH SCISSOR

First found in: Mission 6

Appearance Rate: *----

Difficulty Rate: ***--

Attacks: Hurling itself at Dante 4 times from different sides,Swiping at Dante with its giant scissors

Following an encounter with a Death Scissor, it puts up a barrier in whichyou must defeat him. He's a much stronger variation of a Sin Scissor excepthe's uh, stronger and a male, I think.

Exploiting the tactics you used on theSin Scissor won't work adequately against him since he blocks very well withthat weapon of his. You'll need to dance around until you find a weak spot,then attack.

His cow head-mask is his main weak point. If you stall for toolong, he'll act first. It starts to heave itself at you 4 times, all fromdifferent directions.

Dante can avoid them by jumping to the side every 1 1/2seconds. When it is almost about to cower at Dante's feet, it will speed upits attacks, but that won't stop you from completely whooping its ass.

When battling Death Scissor in the swampy sewers, try to slash at hisscissors whenever you can, even if he starts doing his one-handedtriple-lunge move (time it right and you can knock him out of each swing),and when he loses his guard and falls on his face, activate DT and slash himsilly.

His face will then turn red and he'll start doing his nose-diveattack, which is laughably avoided by jumping at a straight angle from histrajectory.

After three dives he will make a beeline straight for you, justjump and shoot him a few times with the handguns, then go back to slashinghis scissors.

You should be done with him after his second nose-dive stunt,taking a little under a minute to beat him.

4.2.5 - DEATH SCYTHE

First found in: Mission 11

Appearance Rate: *----

Difficulty Rate: ***--

Attacks: Spawns black tornados to lift Dante into the air,Slashing downwards knocking Dante down

I've only noticed two attacks, but I could be wrong. Dante meets the fatherof the "Sins" as he begins Mission 11. Immediately, before you can registerwhat is happening, the Death Scythe casts a tornado spell on the ground, ofwhich if Dante steps over it, he will be cast in the air and encapsulated ina black sphere each time he jumps.

The Death Scythe then uses its powerfulblades to cleave Dante and knock him back to the ground. However, you can usethese tornados, the living cow head has created, to your advantage.

As Dante gets sucked into one and tossed into the air, transform to demonicDante and slash down on the Death Scythe before you give him a chance to act.

This is about the only way to hurt him. That, or if there are higherplatforms, Dante could run along those and jump into the air for brief aerialcombat. Another alternative is to use Air Raid.

Equip Ifrit and the Shotgun. Don't jump around. Walk on the ground keepingit in clear sight. When it swoops down to attack you, jump at it (you shouldhave bought the fire flip move [it escapes me what it's name was]), that willhit it.

Then press the kick button and you will kick it. When you land on theground, pump it with the shotgun. When it comes at you again, rinse andrepeat. If you want to get bold, you can hop on the tornado squares, and firekick.

As soon as you land, you will fly up again so kick once again. It seemsto be the fastest and most effective way to beat it. You can finish it offwith an Inferno once it starts to slowly come at you with all of its blades.

4.2.6 - FETISH

First found in: Mission 9

Appearance Rate: ***--

Difficulty Rate: ****-

Attacks: Spinning around in flames,Flamebreath,Pitching its flaming Shurikens at Dante

Believe it or not, but they are as tough as Nelo Angelo on steroids. They maybe sluggish, but the damage they are able to deal is jaw-dropping. The threeattacks listed above may not be all that are in their bag of tricks. I didn'twant to get too close to find out.

Close combat with these fire-lovingpuppets is suicide. Like the Marionettes, it makes a twirling sound before itlaunches its flaming twin Shurikens at Dante, in which case he shouldimmediately dart to the side because they will clasp onto him and inflictbloodily damage continuously.

While you can depend on the twirling sound to predict a forthcoming attack,it can sometimes get muffled, and you will only know it's coming when Dantegets mutilated.

The flame-breath is rather capricious. You'll just have tojump away if a Fetish closes in on you. The spinning attack can be foreseenbecause it begins to rotate itself for momentum and spring.

The glowing core encased within its abdomen is the target. The very BEST wayto deal with these curvaceous, hell denizens is to crank out that grenade gunand start inserting grenades into their interiors.

Or use a devastating comboof a Roundtrip AND the grenade gun. That usually works the best. However, inan event in which Dante must stand up to these fearsome foes in DMD Mode, Iwish you luck. The safest way to finish them off is to unload two grenadesupon them from afar.

Use Stinger until they are up against a wall. It breaks through theirguards, and knocks them down. Once you've done that, hit them with HighTime, and finish with a sword combo (or, if you're alone in the room, blastaway with the grenade-gun or E&I).

Between Stinger and High Time, theyshould have their backs turned toward you. You can do pretty much anythingyou want to them. But if they're facing you, well, _always_ have you'refinger on the jump button. Sometimes you can get avoid their breath.

4.2.7 - FROST

First found in: Mission 17

Appearance Rate: **---

Difficulty Rate: ***--

Attacks: Ice variation of the Inferno,Projecting icicles at Dante,Forming an ice barrier around it,Swiping at Dante with its steel-like forehands

More Devil May Cry Tips:

Frosts act very much like Blades. In fact, they could probably be pre-evolvedforms of them, except they're ice-oriented, obviously. A Frost proves to be aformidable adversary, especially when two or more of them gang up on Dante.

Their most devastating attack is the ice variation of Ifrit's Inferno,whereby stalagmites violently jolt out of the ground.

They aren't easy tododge, unfortunately, but their ritual in preparing that attack is ratherconspicuous, leaving you with a forewarned sense of running away from them.Frosts will leap into the air and speed back to the ground.

If Dante can getaway before they reach the ground, then he's in good shape, if not prepare tofeel their wrath.

More Devil May Cry Tips:

Obviously, Dante needs to equip the Ifrit against them. Lightning and Icerepel against each other, but Fire doesn't. Simply pound it into them and useIfrit's Inferno if you have it.

It works _wonderfully_. It saves you a fewtaps of the attack button. Don't try to beat them without Devil Triggeringbecause they have the ability to parry very well. You've got to keep in theirface the whole time. If they try to escape, simply use a Kick13 to get backin their Dentyne Ice faces.

4.2.8 - KYKLOPS

More Devil May Cry Tips:

First found in: Mission 10

Appearance Rate: *----

Difficulty Rate: **---

Attacks: Launching boulders at Dante,Leaping into the air and landing on Dante,Clasping Dante with its strong pincers

More Devil May Cry Tips:

Easily said to be derivations of the Phantom. His successors have arrived!Don't get me wrong, though. They are not nearly as tough as Phantom, but havethe ability to deal serious damage if not properly managed. Simply apply thetactics you have used against Phantom.

They do not present such a formidablechallenge after vanquishing the hot-headed Phantom. However, their boulder-launching attack does chip off a good amount of health from the life gauge.

This attack comes at you capriciously. You're hardly able to forecast it.Just keep in mind that whenever you find a Kyklops in front of you, jump outof the way. Other than that attack, their other dubious tricks are nothingto concern yourself over.

At any rate, start jumping on their backs and give them a good scratching. Dowhatever you please with them. Pump shells, erode their earthly layers, andthe works.

The Grenade gun works wonderfully, by the way. If there is morethan one, they do more damage to each other than Dante can do to one. PerchDante on a high area, or somewhere where he can watch a raging duel betweentwo Kyklops peacefully, then have him set camp there. The Kyklops will notdetect a common enemy and decide to attack each other! Such irony.

More Devil May Cry Tips:

4.2.9 - MARIONETTE

First found in: Mission 1

Appearance Rate: *****

Difficulty Rate: **---

Attacks: Twirling around at Dante with its blades stretched out,Launching its blades at Dante,Stringing Dante to the ceiling and trapping him

Since a Marionette's style bears a striking resemblance to that of the BloodyMari, I'm just going to repeat the strategy.

Marionettes can get quite annoying since you'll be seeing them all the time.Hell, you'll find them in every mission. Well, almost. One or two of themdoesn't pose much of a problem, but large groups of these puppet-stringedclowns is deleterious. Why?

While you attack, say 1 or 2 of them, others willtry to exploit your vulnerable spot--Dante's backside. That's what you shouldexpect.

Luckily for you, most of their attacks are predictable from the indication ofa twirling sound. Once you hear a twirling bit, prepare to jump to the sideto avoid getting impaled by their blades.

The most dangerous type ofMarionette is the one brandishing your shotgun. It deals the most damage. Todefeat them in groups, it's always a good idea to set aside three, four atthe most, in one remote area and go choppy-choppy. Then repeat for the othergroups.

4.2.10 - NOBODY

First found in: Mission 19

Appearance Rate: **---

Difficulty Rate: ***--

Attacks: Enlarging itself,Releasing egg-like objects that explode upon contact,Spitting acid balls,Biting Dante

Nobodys are the most repulsive-looking demons of all the lower class servantsof Mundus. They are also the last new enemies Dante will encounter in thegame.

They add to a growing, friendly neighborhood of sinister groupies. Inthe first encounter with them, they start out to be diminutive guys with anappendage protruding from its neck or something. Its strangely cute demeanorbelies its utter ferocity.

Further into the fight, the Nobodys begin to puton a mask that enlarges their bodies and brings forth menacing strength andattacks. Beware, the cutscene drains the DT Gauge. Press SELECT to skip itand prevent it from happening.

Nobodys are very adept at dodging your attacks, and the guns are ineffectivefor the most part. The grenade gun works the best if you just need to stickwith fire arms. What really sucks is that Dante is unable to "High-Time" themto pull off sick combos.

However, the Roundtrip and Stinger, as well as Ifritmoves dominate them. HARD. Especially Inferno, may I add. They are onlydeadly when you allow them to inflate themselves. So while they're in theirearly stages, you can pick on them to your heart's desire.

1. Alastor and Grenade Gun: Shoot with the grenade gun, jump, land, and shootagain, Stinger. Rinse and repeat. This is if they get big and you are onlyfighting one.

When it turns small again do a high time on it. It won't fly inthe air, but it will get shot up and will be defenseless. Unleash the rhythmcombo of sword slashes or even the repetitive sword stab. Then finish it offwith a Stinger. It's fast and effective. If you can't muster that off, try toshoot it with a grenade before it falls back to its feet.

2. Ifrit and Grenade gun (need fire kick flip): Shoot the Nobody with theGrenade gun, jump and kick, then jump away (will cause damage) shoot withGrenade gun when you land. If they get big, pull off an Inferno.

You can alsodo the Magma Drive and stand them up like described above, and then do thepowerful R1 + towards the enemy kung-fu combo (all you have to do is a kick13and keep pressing after it lands) to save your DT meter and to get anotherpass at it.

3. If in multiple groups, it's Ifrit and Grenade gun, DT, jump Inferno, DTgrenade shot some of them and repeat with a finishing Inferno. Build up withthe Grenade gun again and a couple of Kick 13's. Then DT again and Inferno.Inferno kills 'em off fast and efficiently...

4.2.11 - PLASMA

First found in: Mission 16

Appearance Rate: **---

Difficulty Rate: ***--

Attacks: Slashing at Dante with an Alastor imitation,Splitting to 3 parts to surround Dante,Shooting a single laser beam that closes in on Dante

Plasmas are annoying fellows made up entirely of plasma energy. Incidentally,it is also susceptible to the strength of Ifrit. However, because of Ifrit'sinability to execute swift, consecutive attacks, it makes it an advantage forthe translucent beings.

At first, it may seem that there is only one Plasmato deal with, but soon after Dante attacks one, it splits into two otherPlasmas. Plasmas also have the ability to transform into other shapes, butthey frequently take the shape of a bat, which makes it a chore to try anddamage it.

The safest way to eliminate these annoying pests is to devil trigger. Itincreases the swiftness of Ifrit's attacks, making it nearly impossible for aPlasma to counterattack. Normally they can, in-between his slow movementswith the cumbersome gauntlets.

By tapping into Devil Trigger mode, it makesit less plausible for the Plasmas to retaliate with any attacks other thanthe ones their companions can execute. In DT mode, be sure to keep the R1button down.

By doing this, Dante is somehow able to launch a flurry of kicksand punches more quickly than he usually would.

I've found that Shotgun is a good way to fend them off while you're trying tobuild back up your Devil Trigger gauge.

Jump around, shotgun the hell out ofthem, then hit Devil Trigger and pound the snot out of them. Oh, and I thinkif you hit them with Alastor or Air Raid, it actually makes them stronger, sothey will keep splitting.

I find that beating Plasmas is easy with the Ifrit gloves and inferno. Afteryou do a combo and the Plasma splits into three, use your devil trigger andpull off Inferno and you will kill all three of them at the same time and get300+ orbs.

It's a really good way of building up orbs right after theintroduction of the first Plasma. Every time you go back to the airplaneroom, a Plasma is there and you can beat it really fast like that. You canget about 900+ orbs in a minute.

4.2.12 - SARGASSO

First found in: Mission 3

Appearance Rate: **---

Difficulty Rate: *----

Attacks: Blowing a frost breath,Attempting to chew Dante up

Very easy floating skulls. They like to laugh at and intimidate you. Doesn'tthat just piss you off? Again, not really much of a strategy needed here. Youneed to eliminate all the lackeys (white skulls) to call forth the bigger,strangely painted skull, which takes more hits than the rest.

Equip theAlastor and shotgun; it takes only one attack from each weapon to crush anyone Sargasso. Here's a quick strategy: Use a Stinger Level 1 and follow it upwith a blast of the shotgun. End of Sargasso number one.

4.2.13 - SHADOW

First found in: Mission 4

Appearance Rate: *----

Difficulty Rate: ***--

Attacks include: Leaping into the air and hurling itself at Dante,Springing at Dante like a spear,Focusing its power into the ground, then spikes shoot from the ground several times,Transforming into a Venus Fly Trap that engulfs Dante

This opaque sabertooth tiger is a lot more imposing than it seems. It attacksonly if one of two things happen: You shoot at it, or you stall for too long.

Doing either of these goads the phantom feline to retaliate with lightningspeed attacks, all of which you can dodge. Although there is one you'll beable to dodge by just nose length. Keep your finger on the R1 shoulder buttonto focus the camera on it at all times. You can usually tell when the big catis about to attack.

Your basic strategy is to shoot it as many times as possible before itresponds. When he gets ready for an attack, just either roll to the side orjump wildly around. Either way works. Repeat this until it exposes its maincore. Switch to a sword offense and use your most powerful sword attacks onthe core before it conceals it again.

If you were able to get in a couplegood slashes, it should turn a bloody red. Now he gets dangerous and slightlyquicker, but it shouldn't bear too much of a problem afterwards. Just avoidits "Venus-fly trap" attack at all times because it will use this finishingmove to incapacitate you.

Stinger, Stinger, Stinger. When you open a core on one, use the shotgun, stayon the ground, move left to right and just pump the shotty at 'em. If theyturn into the high blade, then do a roll.

If you see them prepping to do thelance move at you, and if you're dope enough, try to jump on top of theirheads, the flat spot on the spear. IT WILL PARALIZE IT FOR A MOMENT.

Then youcan unleash on the ****er. Once the core is exposed, go into DT mode anddon't waste time with combos. Stinger, Stinger, Stinger. Why?

Stinger is veryvery, very devastating to the core, and it also pushes your enemy forwardwhich helps you dodge the spike pillars it shoots up at you...and makes ithard for the other Shadow's in the area to hit you as well, then if you luckout all you have to do is focus in on one of them instead of more so it willrefill your health when one of them dies.

4.2.14 - SIN SCISSOR

First found in: Mission 2

Appearance Rate: **---

Difficulty Rate: *----

Attacks include: Snipping gleefully at Dante

Yes, I've only noticed one style of attacking, but that's about all you needto be worried about. They are most deadly in groups of 3 or more. You canhave hell of an easy time just using the shotgun and pumping shells intotheir non-existent hearts.

If you attempt to slash at them normally, they areapt to parry your attacks like crazy. Remember to watch for their scissors.If it's wide open, it's about to lop off your shiny head.

The flimsy black cloak is there to deceive you into thinking that that is thepoint of target when in fact, the real target is its head. The best way toconnect with its pretty mask is to jump slash it.

However, its huge scissorsis in the way, which will block most of your attacks. If your attacks connectwith a solid target, the Sin Scissor will be momentarily susceptible to yourattacks.

Take this opportunity to deposit a few shotgun shells into its head.It should make short work of these laffy-taffies. Be careful, though, when itdies, its weapon will fly into the air and twirl back down. If it lands onDante, he will suffer bad surgery.

4.2.15 - SIN SCYTHE

First found in: Mission 4 (After Shadow encounter)

Appearance Rate: **---

Difficulty Rate: ***--

Attacks: Swiping its long scythe horizontally across the area,Using the scythe as a boomerang,Sudden springs forward to swipe Dante

Sin Scythes are relatives of the Sin Scissors and are much more dangerousthan their said "cousins". When I first encountered them in Mission 7, I waspissed off to see them well prepared against my attacks. But that changedafter I pumped shell after shell into their limpid guts. They have sometricks the Sin Scissors don't.

Their scythes can reach a long way, so don'tunderestimate them. The boomerang they launch must be avoided the whole timeit is still flying around until it returns to its owner, otherwise you willexperience some mince meat and gravy.

The flimsy black cloak is there to deceive you into thinking that that is thepoint of target when in fact, the real target is its head. The best way toconnect with its pretty mask is to jump slash it.

However, it's long scytheis in the way, which will block some of your attacks. If your attacks connectwith a solid target, the Sin Scythe will be momentarily susceptible to yourattacks.

Take this opportunity to deposit a few shotgun shells into its head.Be careful, though, when it dies, its weapon will fly into the air and twirlback down. If it lands on Dante, he will suffer bad surgery.

4.2.16 - BOSSES

Unlike some games, Dante will have to face these bosses several times beforethey actually die. Some play a role to boost the storyline a little, whileothers are just plain annoying. Many of these bosses are very difficult todefeat, even the first one. You must think on your feet, or prepare to bewasted.

It should be noted that you can pepper most of these strategies with a holywater to finish things even quicker, but you're better off using it late inthe battle, ideally to finish off your foe, rather than right at thebeginning. This will avoid you some cheap shots that the bosses often takenear the end of their life.

4.2.17 - PHANTOM (First Encounter)

Where: Mission 3

Difficulty Rate: ***--

Attacks: Volcanic columns erupt from the ground,Shoots powerful fireballs,Jabs with its powerful pincers,Stings with its scorpion-like tail,Jumping high into the air and landing on Dante

You'll be seeing more of this hot-headed tarantula on several occasions. Butfor now, you should worry about this fight. For the first boss, he's hellahard.

His exoskeleton acts as an impenetrable shield, which causes any sword-struck point to rebound back. First things first, play around with him alittle and learn what he has up his sleeve.

His attacks are listed above, butyou need to know the signs he gives away that indicate which attack he isabout to execute. When he is about to project a fireball, you can see hismouth frothing with energy.

For the volcanic columns, the Phantom raises itsstinger high in the air and magma circles appear underneath Dante's nimblefeet. All of his rampant attacks can be avoided. That's the first step tobringing this sucka down.

The pillars around the battle arena takes the abuse from Phantom's firebreathor whatever. So, hide behind one to protect Dante from that attack. Phantom'sweak point is its back. Whenever it exposes its molten interior, jump on itsback and slash it as many times as you can.

Using the Devil Trigger modehelps since it is powerful and also gradually restores Dante's health. Youcan always recharge the meter by attacking Phantom over and over again.

Youmay be interested to know that if you disrupt his collecting of energy byshooting him in the mouth with the grenade gun (this is for Hard mode, by theway), it will deal double the damage to Phantom and nullify this attack.

I found my brother using the Phantom's lava mouth projectile attack as aweapon against it. The same way you do when the dragon sends the fireball atyou.

Keep in mind that his game was on easy. And it did work on Hard for me,but only when I used the Sparda sword. (I could not time it right with Ifrit,and I could not get him to execute the attack when I equipped the Alastor).

I found it best to jump right onto his back when the stinger is raised, turnon DT and slash at its ass until you fall off, as usual. Phantom will thenturn around and start charging a fireball most of the time, or it might tryto claw you.

If you see it wind up a claw, jump straight up and fire theshotgun once, then slash on your way down and follow it up with the diagonal-slash combo. It will be blocked but this will recharge your DT meter.

Ifinstead it prepares a fireball, either slash it quickly or use Stinger if youhave it, this will knock Phantom out of its fireball stance. You may thenjump on its back again and repeat the process. 30 seconds is all it takes,the hard part is getting the hang of jumping on its back since it is easy tofly right past it.

4.2.18 - PHANTOM (Second Encounter)

Where: Mission 8

Difficulty Rate: **---

Attacks: Volcanic columns erupt from the ground,Shoots powerful fireballs,Jabs with its powerful pincers,Project fireballs high into the air that come hailing down

More Devil May Cry Tips:

He's easier this time around, and after this final confrontation, he's mincemeat. This rematch with Phantom isn't as hard as it would seem, as some ofhis attacks are in absentia, or he doesn't use them as often as he should.The only new magic trick he's learned is the last attack listed above. Theyrain down in sets of 3.

Being that there are no pillars in this arena, youmay have some trouble avoiding his fireball attack. Don't dodge it until thevery last second before he releases it, or it will lock-on to Dante and blasthim away.

More Devil May Cry Tips:

Your bane in this match is the camera angles. It never pans to a good angleTo benefit this fight. Therefore, trying to predict Phantom's attacks beforethey come is much more difficult. You will have to rely on the sounds andquick reflexes.

Let me reiterate the tactic from the last encounter: Usingthe Devil Trigger mode helps since it is powerful and also gradually restoresDante's health. You can always recharge the meter by attacking Phantom overand over again. If you want to beat his ass un-professionally, simply jumparound wildly and slash downwards into his insides.

More Devil May Cry Tips:

Every time he jumps around, stand in the middle of the glass dome. He'll tryand land where you are. It'll shatter a bit each time he lands in the centerof it (Make sure to jump out of the way as he comes down). After 7 or so, itbreaks and he falls in. No damage done, none taken. Cool, huh?

4.2.19 - NELO ANGELO (First Encounter)

More Devil May Cry Tips:

Where: Mission 4

Difficulty Rate: ***--

Attacks: Surge of projectiles,Similar sword styles to Dante except more powerful

More Devil May Cry Tips:

I'd recommend purchasing a Holy Water before this fight. Holy Water will helpabridge the fight tremendously. Get it! Also, try to perfect Dante's sworddeftness.

You'll need it for executing maximum damage in one attack. And ifyou're skilled enough, you can time Nelo's attacks and clang swords to sendhis attack back at him.

The battle ground with Nelo Angelo here is spacious--more than ample space for Dante to move around. Nelo Angelo has a huge sword,and his sword attacks are identical, or hold subtle similarities to Dante's,except they pose a bigger threat. Learn to read his attacks to give yourselfthe upper hand.

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Use a Holy Water to kick off the fight and cement a good advantage. The powerof the Holy Water knocks off half of Angelo's life. At this time, heteleports to a higher ledge and beckons you. He does this when a 1/3 of hislife is gone. When you steal another 1/3 of his life, he teleports to a finallevel and taunts you.

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As you jump to the second level, Angelo viciously strikes his sword at you torender services for what you did to him earlier. His attacks are very hard tododge once you're caught in a flurry of them, but if you're able to dart awayfrom every last assault, you have the advantage over him.

Angelo is weigheddown by his body mass and the sword he's carrying, and he cannot match up toyour agility. Thus, he's bound to get exhausted. After he uses every trickleof energy to butcher Dante, he will start to sag, and open himself to attacksfrom Dante.

Take this opportunity to go all out on him. He's also vulnerableif you manage to jump behind him. Just keep yourself moving and watch for hisattacks, and eventually, you will witness an ensuing fight scene.

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Aside from the dodging, which at this point is customary, you can force abreak in Nelo Angel's concentration. Prior to his grandiose attack, which hebegins by raising his sword up high and glowing blue, he is open for a shorttime. Too often this is not long enough to launch an offensive hit, but... ifyou do a jump-slash, your blow is automatically parried, but he automaticallygoes into his tired stance.

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At this point, you can either hit him a few times with your sword, or betteryet, use a double taunt (press and hold R2).

This, considering the distancebetween yourself and your opponent is enough to recover a sufficient amountof your DT gauge. As soon as you regain control, start slashing until heblocks (You'll only get off a few, if any, hits at all).

As soon as he blocksquickly back flip away and wait for him to counter. Most often he will eitherraise his sword again or teleport near you and begin slashing. As soon as hissword is in the air, repeat the process.

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Should you on the other hand have three or more levels on your DT bar, tap inand begin chopping him down mercilessly until he blocks.

Tap out and backflip. Although this strategy is somewhat time consuming, the large amount ofdamage it affords as well as the fact you will barely take any hits will mostlikely help your grading as well as look damn cool if anyone else is around.

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DON'T waste your holy water on him, he's a pansy! Just wait for him to chargehis sword and give him a Stinger, then slash wildly. He will block a fewhits, but keep going and he'll be stunned, at which point you should activateDT and pull off a fencing combo.

If he teleports nearby, jump right towardshim and slash down, then start cheesing him again. When he teleports tohigher ground, jump and do a Stinger right away before he has a chance tostrike. Don't use DT for now, let it recharge.

This time around he will tryto teleport and launch projectiles at your back. Just jump and slash down tobreak him out of it. Keep on cheese-slashing his defense away and veryquickly he will fly off to the top platform. Kick jump right into his face,switch on DT and finish him off. 42 seconds is my record for this fight.

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4.2.20 - NELO ANGELO (Second Encounter)

Where: Mission 11

Difficulty Rate: **---

Attacks: Surge of projectiles,Similar sword styles to Dante except more powerful

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Yes, this dark knight is back and more vindictive than ever. The arena Danteand he battle on is sufficient enough to get the job done. I personally beathim in 2 minutes. He basically has the same attacks, except Nelo's taken somesteroid pills to boost his strength.

You'd want to have a Holy Water withyou. You should have one, since you should've found at least two before thefight. Use it following the initiation of the battle. It instantly drains a1/4 of his life.

Parry any sword attacks he burdens Dante with and retaliateby thrashing him in Devil Trigger mode. To maximize the damage, use the ChopSuey! move and follow it up with a Stinger. Continue Dante's relentlessassault to cancel any of Angelo's attacks/counterattacks.

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Use the Ifrit instead of the Alastor and just constantly pummel him intosubmission, using your DT whenever available. The trick here is to get thetiming right so that he can never counter-attack.

Star out of his rangeuntil he starts calmly stalking you, then jump in close and start poundinghim. If you got the timing right, he will block the first three punches, atwhich point he will try to slash you but your final kick will push him backand stun him.

Don't charge any of your hits, just strike him as fast aspossible. If he teleports, jump-kick immediately and start beating himagain. 30 seconds later he's dust.

4.2.21 - NELO ANGELO (Final Encounter)

Where: Mission 17

Difficulty Rate: ****-

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Attacks: Surge of projectiles,Similar sword styles to Dante except more powerful,Sword-cicle attacks

Yes, the very first boss to earn a four star difficulty rating from me. So hereally _is_ hard, believe me. Now that his cumbersome mask is off, he hasgreater reaction time, and consequently, greater power channeled within eachswipe of his massive saber.

Luckily for us, his sword emits a blue lightbefore he swings his sword in any way to warn us that he's about to attack.Thanks to that, he's _somewhat_ easier, so don't tense up.

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For starters, his swordsmanship is making a triumphant return, except he'sbeen perfecting it during the time Dante has been making his way to hischamber.

Now, it does HELLUVA LOT more damage than before. So Rule No. 1: Doyour absolute best to prevent from getting skewered by his attacks. For somereason, the Alastor isn't as omnipotent as it should be. It's better toswitch to the Ifrit. Because of this, you will now need to use differentattack strategies, but still applying the ground tactics of the last twobattles.

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Rule No. 2: Avoid his stupid energy balls. You can achieve this by jumpingaround, or timing it just right. His new, well-thought out attacks involvesummoning icicles that circle above Dante, and then causing them to rain downon him.

He also casts a vertical line of piercing icicles at Dante andconjures another variation of the first icicle attack. All of these can bedodged with careful timing.

Rule No. 3: Don't stay close to him.

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With those rules digested, it's time to get down to business. Initiating thefinal battle, immediately use a Holy Water to cut down the battle time. Ifyou don't have one, you'll have to improvise and find some way to slowlyknock 1/4 of his life away.

After doing so, Nelo teleports to the back of theroom near the windows and starts casting those icicle attacks at Dante. Theyare easier to avoid if you have a full view of him. Then tap into DT andpound away, although Nelo is able to defend well against most of the attacks.Jump kick him to break his guard stance.

Don't allow him to execute some ofhis own attacks. You'll regret it. When he starts to charge his sword for anattack, strike him immediately to break it. However, some of his attackscannot be disrupted and will proceed to damage Dante. This is a verydifficult battle. Don't hesitate to use up all the Devil Stars you have.

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4.2.22 - GRIFFON (First Encounter)

Where: Mission 9

Difficulty Rate: ***--

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Attacks: Dropping a bombardment of huge energy balls,High and low radius lasers,Wing thrust,False tornado wind

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The Griffon poses a false belief of his being a really tough boss, but you'llbe able to see through that feeble covering after reading this strategy.

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Throughout the battle arena, there will be these red rimmed-gates stationedaround that can be used as platforms to give you an advantage in height.However, this strategy does not require the use of those.

The Griffonperforms all the attacks listed above in a certain order once he's startedthe first attack of the pattern: Bombarding Dante with an endless swarm ofenergy balls, charging at Dante, a wing thrust, heavy wind formed by flappinghis wings, and finally, sequential lasers that try to trap Dante.

All attacksare predictable, but you may need to adjust to his patterns before you areable to fully avoid them with ease. Jumping out of the way and ducking arethe two ground techniques for ditching all of his attacks.

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The strategy for this battle: Equip Dante with the Ifrit and his sidekicks,the handguns. Then switch to Devil Trigger mode and blast away. Pump thoseshells as rapidly as possible.

When you run out of the devil gauge slots,simply continue blasting the oversized feather brain to refill it. Then, giveit another whirl. Just repeat this easy two-step process, and he'll flee. Youalso need to avoid his attacks in the process (Duh).

4.2.23 - GRIFFON (Second Encounter)

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Where: Mission 12

Difficulty Rate: ***--

Attacks: Converging high and low radius lasers,An animated wing that attaches to Dante

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The Griffon is back again. He's carried over all his dirty tricks to thisfight, except one. In this rematch, he's concocted a new attack. A very goodone at that.

Yes, it can knock Dante's ass around like a ping-pong ball. It'slisted as "An animated wing that attaches to Dante". What he does is send aseparate Phoenix-like wing that slings a silly string at Dante and bindsitself to him until Dante sends it away with his guns.

The wing will flyaround like a rubber band, and each time it closes in on Dante, he must JUMPaway, or it'll toss Dante into the air and juggle him. If this happens, blastit wildly to loosen its grasp and fall back onto the deck. Keep blasting ituntil it flees. Throughout the fight, it will keep returning until you havecompletely trounced the Griffon.

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To make things worse, while Dante is occupied with the Phoenix wing, dirtyol' Griffon projects some of his own electric attacks at Dante.

So, you haveto dodge two concurrent assaults! This can be achieved by adapting quickly asthe fight moves on. Use the same tactic as before. Equip the Ifrit andHandguns, and tap into the Devil Trigger mode. Then gleefully blast away.

This fight will make your fingers hurt since you'll be mashing the shootbutton like a maniac. What really makes this fight so hard is the numerousobstacles on the deck of the ship. The best place for solid battle is at thefront of the ship, near the bow. Why?

While you're dealing with a PhoenixWing, the Griffon will be hanging around on the back of the ship for the mostpart. Keep up a steady counterattack to send him packing his bags and makinga run for it again.

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4.2.24 - GRIFFON (Final Encounter)

Where: Mission 15

Difficulty Rate: ***--

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Attacks: Converging high and low radius lasers,Forming harsh winds from flapping its wings,A vertical net of fast-moving beams,A straight line of lightning that scatter upon reaching Dante

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The Griffon is back for becoming part of next year's Thanksgiving feast. Now,he's learned something and has adapted to Dante's style of combat. He's alsoadopted some new tricks (The last two attacks listed).

It's basically thesame strategy from the last two battles, except either Devil Arms work fine(Ifrit or Alastor). The first half of the battle is customary, so I'll skipsome yapping. With about 1/3 of his life gone, Griffon decides to put his newtactics into play.

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The Griffon forms a vertical wall of laser beams that close in on Dante'scurrent position. Trying to outrun it quickly becomes a stupid idea. Instead,move to an opportunist angle.

By this I mean you have a clear view of thewhole enchilada. Standing as far away as possible also makes it easier. Thereare wide gaps between each beam. Watch as the lasers focalize on Dante andimmediately position Dante so that he slides between the gap of two laserbeams. Thus, escaping Griffon's electrical wrath.

The Griffon does this a fewtimes in one assault so keep re-adjusting Dante so that he slips between thegaps unscathed. His other attack has a line of lightning striking the groundthat slowly closes in on Dante.

Stay still and the moment before it coincideswith him, jump wildly to the side to dodge that attack as well.

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Also, remember seeing three platforms stacked on top of each other throughoutthe battle area? Well, they help somewhat in this battle. The Griffon tendsto release a horizontal electrical charge of lightning at Dante that onlyconverge on him depending on the height.

For instance, if he is currently inthe air while the Griffon prepares the attack, it will centralize on the jumpposition Dante was in a moment ago. That's about all there is to beat him.Knowing about his attacks and how to avoid them is the only real strategyhere.

Go to the top level, whip out the grenade gun and shoot him while he's in theair. This will knock the Griffon down into the middle, pummeling everything(the middle platforms and bridge etc.) and causing him to loose 1/4 of hislife in one shot. But after that you won't have the platforms or anything tohelp you kick jump out of the way of the electric lines (that's why I got AirHike earlier on).

What you need to do is start off the fight by using as many fully chargedMeteor 2's as you can. This should do considerable damage, sending him intoflight.

You should run out of Devil Trigger, so switch to Sparda and useRound Trip. That should do the very small amount of damage needed to tear offhis wing. After he is on the ground, switch to Ifrit and use Rolling Blazeand jump kicks, and a lot of them.

This is the most vital thing. You shouldbe able to do a wall jump off of his body and then jump kick. This will dotwo things, charge your Devil Trigger as well cause the Griffon to fall down.After he falls down change to Alastor and use Air Raid. After you run out ofDevil Trigger, repeat. This should be enough to kill him.

The most importantthing is to always be up in his face using Rolling Blaze. This will disruptalmost anything he will try to do, even when the screen turns dark and he isbristling with lightning.

This is the most vital move to stop, because it isremarkably hard to dodge. You may want to use a Holy Water or two, especiallywhen he is very low on health. You should be able to win without the use ofanything besides (possibly) a Holy Water.

4.2.25 - NIGHTMARE (First Encounter)

Where: Mission 16

Difficulty Rate: ***--

Attacks: A resilient beam of ice,Ice needles,Launching dark missile like things

Nightmare will be the most challenging boss (All three of him) of the fourloyal underlings to Mundus. His appearance is somewhat inane as compared tothe swanky look of the dark knight. Nightmare is basically a pile of toxicmush with some garbage embedded into its slimy body.

However, don't let itsappearance deceive you. It has the ability to send Dante to the afterlifenumerous times before Dante can send it there once.

What makes him so hard isthe chore of having to keep the room bright with light. Nightmare has twoforms: a liquid and a solidified form. Its liquid form is most deadly so youneed to keep it in its solidified state as long as possible.

Since the roomis covered in darkness, it's Dante's job to keep it well-lit by hittingthe dials sported on four sides of the Cathedral walls. However, the dialswill constantly detract. The maximum time the room stays lit is 20 seconds orso.

In its liquid state, a sudden movement can engulf Dante and transport him toNightmare's twisted world. In this world, Dante must face Sargassos, as wellas a Phantom zombie.

Beating this hybrid lets Dante regain some lost life andcollect many Red Orbs, as well as take him back to reality and continue thebattle with Nightmare. As Dante rips out of Nightmare's goo, he damages itand takes off 1/4 of its life, which is a good thing. You may want to let itswallow Dante near the end of the battle.

Allowing him to consume Dante onceand returning to reality prolongs the effect of the lit dials. They won'tdecrease half as quickly any longer, so it gives you more time to bullyNightmare.

Attacking Nightmare's solidified form is the only way you can do any harm toit. While in this form, it reveals its internal core--his weak point. Itdoesn't expose itself for long, so once you see it (it's a blue sphere)pummel it like mad because after a short while, Nightmare will conceal itagain.

During the time you wait for its exposure, Nightmare has severalattacks to experiment with. The ice beam is most devastating, since it canlock on and freeze Dante in place.

The guns should not be used in this fightsince they don't do much good (they can help refill your DT gauge, though).If you want, use an Untouchable towards the end. It helps immensely. If youdon't feel the need to use one, more power to you.

4.2.26 - NIGHTMARE (Second Encounter)

Where: Mission 18

Difficulty Rate: ***--

Attacks: A resilient beam of ice,Ice needles,Launching dark missile like things,A flying appendage that slices Dante upon contact

Nightmare carries over his abilities from the last battle, but this timethe battle arena has shrunk. Because of the much smaller, enclosed space, itmakes this battle tougher.

Dodging its attacks, that is. It's got a newattack up his sleeve. Er, in this case, goo. It can release one of itsappendages that acts on its own, by twirling around the room and hittingDante like a mad, animated baton. Fortunately, the dials last longer.

Evenlonger after being consumed by Nightmare. Nightmare's world this time isstill a cozy home to the Sargassos, except an unstable Griffon replaces thePhantom.

Things generally work the same here, except you'll have to adapt to a new,refreshing state of surroundings. Having it expose the core on its back ismuch better than its sticking out of its ass because while Dante slashes thecore on the back, Nightmare's attacks won't touch him.

Well, some of them,anyway. Cease attack when it launches those shadow missiles and that looseappendage of his. Concentrate more on running rather than attacking at thatmoment. If you end up dying, don't waste a Yellow Orb. Instead, just resetand go at it again since it's a short way to Nightmare from the start of themission.

4.2.27 - NIGHTMARE (Final Encounter)

Where: Mission 20

Difficulty Rate: ****-

Attacks: A resilient beam of ice,Ice needles,Launching dark missile like things,A flying appendage that slices Dante upon contact,Hovering in the air and launching missiles at Dante

And you thought the last battle was hard! This is just insane. If you thoughtthe last arena was cramped, this area is even smaller and the ceilingvirtually caves in, preventing you from using aerial attacks.

The Nightmareworld houses a faux Nelo Angelo. He's pretty tough. Don't overlook the factthat he's in a trippy reality. He's not easy.

Also, Nightmare isn't much different other than his new attack (The last onelisted) in its liquid form. After the cut-scene at the midway point,Nightmare will attempt to reconstruct itself.

Don't let it do that! Duringthe time Dante is not up in his face, mutilating it, Nightmare is slowlyregaining his health. Prevent this from happening or you'll have to relivethe Nightmare!

Inferno just rocks its slime bed. Use it continuously. Land acouple of successful hits using the grenade gun to refill the DT gauge. Thengo all out. You'll be seeing the last of this monstrosity, thankfully.

First off, I'd make sure your DT gauge is full and you've got all 10 slots.Equip Ifrit and whatever gun you want (likely you won't need it). As always,pound the light switch. When the orb appears on top of Nightmare, jump on it,go DT, and keep pressing forward + R1 + O to perform that nasty combo (isthere a name for it?).

When you've got about 1 or 2 slots left on the DTgauge, jump and Inferno. Then go into his realm and kill off NeloAngelo. Because the Nightmare will continue to drain your DT gauge, the nexttime jump on him and do rapid Kick13's until you can DT, then pull off 2 ofthe combo and another Inferno.

Also, I noticed that when he starts to send an appendage flying around theroom, hit it with a blazing jump and it will retreat, leaving the core wideopen to attack (this also works against the one that he shoots out at youwhen the core is exposed on his ass, but it's better to just hit the corewhen it appears on his back.)

4.2.28 - MUNDUS (First Encounter)

Where: Mission 22

Difficulty Rate: *****

Attacks: Raining giant meteors,A vertical net of fast-moving beams,Firing a powerful particle beam,Smashing Dante,Dancing destructive gold orbs,Pitching two energy blades at Dante

Since this will be the most intense battle in the game, I'd hate to ruin itfor you and give you an exact strategy on how to mangle his ass. (Read: I'mvery lazy.)

There are many ways to pick him off like a fly. I'll just listsome tips and whatnot. You can take care of the rest, my brave devil hunter.I've trained you well.

- The real controls and power of the Sparda awaken.

- Be sure to have plenty of Devil Stars.

- As he flies away, he will attempt to rain speeding meteors and raise hell. They can easily be dodged. They can even be destroyed by regular attacks.

- He has retained the neat Griffon attack. Just adjust Dante so he slips just between them.

- When the signal for the particle beam commences (a satanic circle), dodge to one side of the screen at the right moment.

- Blast Handguns at the God of Evil to refill your DT gauge often.

- Stay in Devil Trigger Mode for as long and often as possible.

- Destroy the black orbs Mundus casts into the air for both forms.

- Smash all orb-shaped objects Mundus throws at Dante.

- Kill any fire Dragons that appear out of the lava for them to replenish any Green Orbs needed to restore Dante's health.

- SPECIAL NOTE (Thanks to Nico Valencia): You can deflect the white fireballs Mundus casts at Dante with his sword. If Dante gets hit, it'll fill his DT gauge like mad. Also, Dante can speed up his evasion by holding Triangle.

For the outer space scene I just used Devil Stars and DTed him again andagain. Only took 4 or 5.

For the second part I stayed on the piece of land Istarted out on as moving to others seemed hazardous to my health. For thispart I had a few Holy Waters, a Vital Star, 4 Devil Stars and an untouchable.

The Holy Waters were pretty useless except as a way of recharging my DT.Basically I just used my DT form and shot his ass. I used the Untouchablewhen he summoned some big ass balls of fire to rain down upon me, saved meALOT of health. I also used the grenade gun to charge my DT some. It didminor damage but then so does anything else to Mundus.

Just pound on the fire button as fast as you can. Don't hold it down, as thatmakes it fire about half as slow. For the second part (the lava pit part),there is a simple strategy. Use the Grenade launcher on Mundus to fill upyour Devil Trigger.

When you get full power, get as close as you can toMundus, which means jumping up to the highest floating rock.

Then turn onyour Devil Trigger and let him have it using the "style two" swordplay. Thisis the one which has two cross slashes, two diagonal slashes, and a verticalslash. Whatever you do, don't use Sparda's fireballs, because they don't doenough damage. Two more things:

1) You can replenish a large amount of health by killing the firedragon which Mundus releases.

2) Avoid all of his attacks, of course ; ) but most of all avoidhis white "balls of fire". You can see when Mundus is aboutto use them, because they circle his head.

Run quickly to oneside of the screen before they start to fall, and then book itto the other side to avoid them. It's tough, but try not toget hit at all in this onslaught, because if you do, Dantewill stagger and get hit by multiple attacks, and it does moredamage than you can shake a sword at.

In his first form where you're flying around in space at him, the boss fightbecomes much easier simply by using Devil Stars. Just blast him using yourDevil Trigger, then use a Devil Star and do it again.

Should only take 4 ofthem or so. Unless you use way more Devil Stars than I do, you should have atleast that many saved up; if not, you can just buy some beforehand.

For the second form, the most damaging thing I've found is to just standThere and shoot him while in your devil form.

Don't jump and shoot, standstill, the fireball thing does more damage. Most of his attacks are easy tododge, and you can refill your Devil Gauge by hitting the large grayishspheres with runes on them or by just using more Devil Stars. Kill the firedragon thing for health. If you get desperate, use an Untouchable.

4.2.29 - MUNDUS (Second Encounter)

Where: Mission 23

Difficulty Rate: *----

Attacks: Curving eyebeam

He's so easy, I can cream his ass blindfolded. Simply strap on that grenadegun and let 'er rip. Don't forget to press the dodge button to cancel therecoil time. Keep pummeling him with grenades until a cutscene takes over.Afterward, pump your Devil Gauge back to maximum and using the handguns,blast him into submission. If you can't beat him, I don't know how you'vegotten this far.

The final form in the sewers later on is a piece of cake. All you have to dois use Round Trip, and aim it so it turns around right in the middle of hisbody. The sword pauses for a couple seconds as it turns around, slashing himcontinuously. While you're waiting for your sword to come back, just pumpshots into him with the Nightmare Beta-- your sword will refill your DevilGauge for you while you shoot. He'll be dead before you know it.

4.3 - Blue Orb Piece Locations

Since Blue Orbs add to Dante's life gauge, they aren't in superabundance inthe game. To make it harder, they are split into four fragments which youmust gather to form one whole Blue Orb. That is the only way you can helpDante beef up his vitality, which you'll really start to need toward themidpoint of the game. If I've missed any, please feel free to e-mail me withcorrections. Any missions I've neglected to list are ones that yield no BlueOrb Fragments.

4.3.1 - CASTLE ENTRANCE

When you gain control of Dante for the first time, have him jump onto theoverpass ahead and you'll find the Blue Orb piece there.

4.3.2 - MISSION ONE

Found on a small caged area in the main entrance hall on the second floor.Get it by using the Kick Jump to hoist yourself up there.

In the room after you've unlocked the red door, smash the suit of armors tounveil some Red Orbs along with this piece.

Jump onto the wing of the suspended airplane by kicking off the wall and onto the wing.

Dive into the left pool of the gate raising mechanism in Neptune's Room.

4.3.3 - MISSION TWO

In the Time Statue room in the long corridor, smash the table nearest to itto reveal a hidden Blue Orb fragment.

4.3.4 - MISSION THREE

After coming back from the underwater palace, jump back across the brokenbridge to the lion gravestone to find this floating there.

On the bridge outside, just right above the drop-off place the door fromthe Cathedral takes you, there's a small ledge. With Air-Raid ability andspare Devil Trigger slots, transform into Devil Dante and leap onto thatledge. From their, take off into the air and hover to a higher chunk, wherean orb piece will be dispersed. You can also achieve this feat with Stinger.

4.3.5 - MISSION SIX

In the first watery corridor, face the barricaded doorway on the left andattempt to walk into it, and an orb will sift down.

4.3.6 - MISSION EIGHT

Above the two horse statues is a high ledge. Jump atop one of the horse'head, and then jump to the ledge.

Once you've entered the closing cage safely, jump into the right pool ofwater. You can't see it, but it's there.

4.3.7 - MISSION NINE

To the right of the garden entrance is a lonely tombstone. Push it back bystriking it, and it'll eventually reveal concaved part of the earth and thisorb.

4.3.8 - MISSION ELEVEN

In the caged area on one side of the main chamber. Right below the hoveringGreen Orb.

Jump into the hole in the main chamber and battle the incoming Blades. Thenlook for a crack in the wall and bust it open. Eliminate the remaining Bladesand this piece drifts from the sky.

4.3.9 - MISSION TWELVE

On the main deck of the ship, climb up the southern pole to the unlit stoneand do a Stinger towards the front of the ship. Dante lands on the bow and anorb drops from the sky.

4.3.10 - MISSION THIRTEEN

In the shaft between the two stairs leading to the top deck, there's an orbfloating around that's protected by 3 Blades.

4.3.11 - MISSION FOURTEEN

Dante must use the Air Hike ability to reach this orb piece stashed high upabove the waterfall.

On a high cliff in the waterfall area. Use Stinger or Air Hike.

In the mine entrance on the flank of the cliff, cross the rope bridge anddrop down below to the right.

4.3.12 - MISSION FIFTEEN

Behind the blue shielded room, knock down the weak wall across from theblue double doors and blast the barrels to find this piece.

Defeat the two Blades in the pit and kick the platform for this piece tofall.

Above the blue satanic circle; on a circular platform.

4.3.13 - MISSION SIXTEEN

Floating right next to the elevator at the beginning of the mission.

In the main entrance hall, this piece is tucked away in the right corner ofroom.

On the second level in the main entrance hall; in front of the Time Statue.Glide to it with the Air Raid.

In the main hallway, kick jump the protruding head for to shake it loose.

4.3.14 - MISSION SEVENTEEN

To the left of the arched doorway on the hidden balcony in the display roomthat holds the fossilized dragon.

4.3.15 - MISSION EIGHTEEN

In the last cell before the exit to the next room, shoot the single barrelto reveal this orb piece.

In the vertical shaft where water fills by activating the dial, swim up tothe low overhang and drop on it when the water vaporizes.

Jump to the balcony on the other side and head through the door. At the endof the short hallway is this piece.

4.3.16 - MISSION NINETEEN

Just above the patio doors, from the ledge, kick jump to the opposite stonetower. Facing the sun, drop down and grab this piece along.

Use the Air Raid to glide over to the green pavilion opposite of the stonetower.

4.3.17 - OTHER

In the patio where you fought Nelo Angelo for the first time, jump up tothe ledge above the patio doors. Kick jump to a stony tower on the otherside. It may take some doing; when you make it, tap into Devil Trigger modeand hover to the pavilion and nab this piece.

After escaping from the sunken ship, dive into the right pool of water tofind this.

4.3.18 - SECRET MISSIONS

All of them

Complete Hidden Bangle (Full Orb)

4.4 - Ranking Guide

At the end of each mission, the game calculates and evaluates the time it hastaken you to complete that mission, the number of Red Orbs you were able toamass, and whether or not, you've violated the mission's restrictions.

Eachmission emphasizes specific penalties that can knock off a full letter gradeif you fail to fulfill them. Each mission also requires you to complete themin a certain amount of time.

You are expected to garner a certain amount oforbs, or all orbs in the mission. Finally, Dante cannot receive any damage(Well, he can, but it's not preferred). It takes off ranking points.

Of course you can't expect yourself to make a perfect S-rank in every missionthe first time through.

Once you reach the last mission, the game displaysa lengthy list of all your grades from all 23 Missions for comparison to alater game. I believe the Ranking Guide is relevant to the other difficultysettings.

The grade you get sits on a number of factors. The sub-topics are the majorones, but here are a few things you should know:

• Entering a room more than once knocks off ranking points unless the missionspecifies otherwise.

• Departing a room while enemies are still alive makes you a wuss. This alsoaffects the ranking.

• You will be penalized if you fail to do something subtle in every mission.Such examples: Mission 5- If you do not place the Melancholy Soul in the doorbefore its powers run dry, your grade drops dramatically.

Sooo, what really is the purpose of all this "S" Rank crap? Other than tryingto flaunt your mad DMC skillz, it's a great source of Red Orbs. That's it?That's it. You're welcome.

4.4.1 - S-RANK REQUIREMENTS

This chart relates to the Normal Mode. Different modes vary. The requirementsfor each mission are as follows:

( MISSION - TIME - RED ORBS )

1 - 6:00 - 400

2 - 7:00 - 450

3 - 3:00 - 550

4 - 4:00 - 550

5 - 2:00 - 100

6 - 3:30 - 250

7 - 3:00 - 650

8 - 3:00 - 585

9 - 8:00 - 1500

10 - 4:30 - 600

11 - 5:30 - 1000

12 - 4:00 - 700

13 - 2:30 - 200

14 - 5:00 - 500

15 - 10:00 - 1400

16 - 6:00 - 1000

17 - 7:00 - 600

18 - 6:00 - 900

19 - 3:30 - 500

20 - 4:30 - 700

21 - 5:00 - 700

22 - 5:00 - 0

23 - 7:00 - 600

4.4.2 - EXCEEDED TARGET TIMES

Refer to the mission required times for a "S" Rank and implement this chartto those times. For example, if Mission 5 dictates you to complete it inunder 2 minutes, but you eclipse it by 2 minutes, you get only 200 points.

Under Preset - 500

Over 30 seconds - 300

Over 2 minutes - 200

Over 5 minutes - 100

Exceeding 5 minutes + - 0

4.4.3 - SUSTAINED DAMAGE

Believe it or not, the amount of damage Dante has sustained is also countedtowards your final grade of the mission. The chart below displays the amountof points you gain depending on the severity of the damage. Minimal damage toDante results in more points.

No Damage - 500

Minor Damage - 300

Medium Damage - 200

Heavy Damage - 100

Extreme Damage - 0

4.4.4 - RED ORBS

In each mission, there is a fixated amount of Red Orbs you must collect fromenemies or secret red orb drop-off points. Red Orbs actually play a very bigrole in helping you get a S-Rank.

If you've managed to accumulate over thespecified preset, your chances of getting the S-Rank is ensured regardless ofthe amount of time you took to finish the mission and other factors. Refer tothe "S" Rank Requirement chart and implement this chart to the preset of RedOrbs in each mission.

Over Specified Preset - 500

80% of Preset - 300

50% of Preset - 200

30% of Preset - 100

Less than 30% - 0

4.4.5 - BATTLE PERFORMANCE

Well, they're not really points, but the enemies drop the listed amount ofred orbs for each of the ratings.

ATTACK RATING - ORBS

Dull - 1

Cool - 3

Bravo! - 10

Awesome! - 15

Stylish! - 25

4.4.6 - ITEM USE

Using any of the consumable items (except Blue and Purple Orb Pieces) deductspoints from the total points Dante has been able to rack up so far in anyspecific mission.

If Dante uses one of the items listed below (I'm sure youhave your reasons), the following points in the chart will be subtracted, andyour overall grade will, consequently, drop.

ITEM NAME (- PTS)

Vital Star (-300)

Devil Star (-100)

Yellow Orb (-300)

Holy Water (-100)

Untouchable (-500)

4.4.7 - SECRET MISSIONS

Secret Missions give bonus points upon completion of each. They add to yourpoints of that mission it occurred in.

SECRET MISSION NAME - BONUS PTS.

Critical Hit - 200

Phantom Baby - 100

Phantom Baby II - 100

The Three Beasts - 100

One-Eyed Evil - 200

Shadows in the Dark - 200

Blue Gem in the Sky - 100

Hidden Bangle - 200

Stairway to Tranquility - 100

Treasure of the Reaper - 200

Wandering Ghosts - 200

Water Cell - 200

4.4.8 - TOTAL THEM UP

Now that we've got the factors down, it's time to evaluate how well you didin each category. Total them up, and you've got one of the following gradesbelow:

( TOTAL POINTS ) - ( RANK ) - ( M1-8 ) - ( M9-15 ) - ( M16-22 ) - ( M23 )

1000-1500 - S - 800 - 1500 - 2000 - 3000

800-999 - A - 400 - 800 - 1000 - 2000

500-799 - B - 200 - 350 - 500 - 1000

0-499 - C - 100 - 200 - 250 - 500

Less than 0 - D - 50 - 100 - 100 - 250

4.5 - Additional Red Orb Locations

Most areas (or objects) contain Red Orbs. They make it so that you'd overlookit and move on with the game. Little do you know, you're missing out on ahuge chance to stock up on those needed Red Orbs. It's imperative that youpurchase any moves you can before nearing the endpoint in the game. And thissection is here to help you.

It lists all the locations (I've found) in thegame that relinquish Red Orbs. Instead of listing _every single_ location ofthe Red Orbs, I'm just going to list the ones that are less overt to theaverage person.

Tips to help reap more Red Orbs:

* Smash everything in sight. They usually blossom many Red Orbs.

* Jump and land perfectly on high pillar or poles.

* Kick, smash and jump on anything suspicious-looking.

* Kill a lot of Fetish, Plasmas and NoBodys.

4.5.1 - ROOMS OF THE CASTLE

• Make a pain-in-the-ass jump on the tip of the warrior statue's spear.

• Land on the propeller of the pendulous airplane in the plane hangar.

• Leap to the top of the fountain in the courtyard for a small batch of RedOrbs to appear.

• On the bridge leading to the Path of Trials and just outside the Cathedralentrance, leap onto the head ornament.

• In the Castellan bedroom, jump on top of the bed frame.

• On the ledge above the patio doors, kick jump to the stone tower on the farleft to release some bonus orbs.

• In the area with two horse statues, jump on top of the pillar in the alcoveon the right.

• Make a perfect landing on the horse' head.

4.5.2 - CASTLE GROUNDS

• Jump on top of the three pillars in the ceremonial ruins area just afterDante has left the castle in Mission 9.

• Deep in the forest grounds, jump atop the broken stump after clearing theMarionettes and Fetish.

• Walking the path of the cursed labyrinth, leap on top of the right pole ofthe first gate.

4.5.3 - GHOST SHIP

• Shoot the various sunken cargo to reveal some Red Orbs.

• On the deck of the ship, ferry around the place to collect the various orbsbut also walk onto the sails of the ship to release hosts of Red Orbs.

4.5.4 - UNDERGROUND

• There are Red Orb drop off points on a ledge high above the waterfall. Youneed the Air Hike ability to get to them.

4.5.5 - GARDEN GROUNDS

• Behind the Blue shielded door, jump on the ledge above the pile of debris.

• Blast the weak wall across from the blue door and smash the furnishings inboth the blue and red rooms.

• Step aside to the side chamber in the left wall of the blue and red rooms.

• Behind the red shielded door, jump on the ledge above the pile of debris.

5) MISCELLANEOUS

5.1 - Secrets

5.1.1 - EASY AUTOMATIC MODE

Play through the first 3 missions in the game and meet the following criteriato unlock this mode.

Mission 1 - Use Vital Star or use at least 1 Yellow Orb

Mission 2 - Use at least 1 Yellow Orb

Mission 3 - Use at least 2 Yellow Orbs

The information above was by courtesy of JL Lee.

OR...

Complete Mission 1 with a rank below C to unlock Easy mode.

When you meet the requirements of the three levels and after completingMission 3, the game asks whether you would like to switch to Easy AutomaticMode or not. It displays its pros and cons so it's entirely up to you whetheryou want to change it or not.

Basically, what easy mode does for you ispractically "battle" for you. While you can still carry out attacksindependently, the game will do most of the work for you. Dante's health andDT bar is twice as long at the start of the game.

Not to mention that hislife fills much quicker in DT mode. Once this mode has been unlocked, it canbe set anytime when you start a new game from here onwards. Also, once youchoose to switch to Easy mode, you will not be able to return to Normal mode.

5.1.2 - HARD MODE

Beat Normal mode once and save the game.

Then start a new game from this savefile. Dante carries over his abilities and weapons from the previous game(that also includes life bar, consumable items, Red Orbs, etc.).

In thismode, the presets for enemy and boss difficulty skyrocket. Bosses take twiceas long to kill and Dante does minimal damage. The sinister children ofdarkness also appear in earlier missions than they normally would. Duringthis mode, it's imperative that you begin to dodge attacks with no trouble atall.

Also, after completing Hard mode, you will also unlock a new option on themenu screen that allows you to set your difficulty mode.

5.1.3 - LEGENDARY DARK KNIGHT

Overcome Hard Mode to unlock this special character. It's the Legendary DarkKnight, otherwise known as Dante's father, Sparda. LDK allows you to assumethe role of Sparda himself, who wields his exclusive Yamato.

The sword isn'tpacked with any special abilities, nor can you buy any. He has the sameskills as Dante, except he's by far stronger--his Yamato does as much damageas Dante's Sparda. He can Devil Trigger and seriously smack demonic ass.

Likefather, like son. He even has his own theme music and different names for histwin handguns--Luce and Ombra (which by the way mean "Light" and "Shadow" inItalian).

The coolest thing about him is his shadow. But other than thesmoking jacket, monocle, the funky hair and the aforementioned attributes, heplays just like Dante.

Once you've unlocked this secret character, start a new game. When you do,choose the "Character Select" option. Now you can play a new game as Dante orhis father, Sparda.

5.1.4 - DANTE MUST DIE!

Like the mode implies, every enemy in the game only acknowledges one thing.And that is to mutilate Dante. Complete Hard mode to open this nightmarishworld in which bosses can only be harmed greatly by DT attacks and enemiesripple with supernatural powers.

Throughout this mode, you will encounterrooms that perform countdowns. If you do not defeat all the enemies withinthe allotted time, the survivors will be granted with red energy that swirlsaround them.

None of Dante's attacks can knock them down--they will not fall.It's also worth mentioning that not only in these suicide situations that theenemies can amplify their strength--they can pull it off with the absence ofthe timer. It is an intimidating travesty.

More Devil May Cry Tips:

In all actuality, you can ditch the enemy parties by leaving the room. Only,the problem is that some of them cannot be avoided. Specifically, the onesthat require all the enemies to be dead to unlock a door.

Those you will needto find some way to survive. It's also important to note that leaving a roomwith enemies still alive will drop your rank, although I'm sure you canattempt the S-Rank once you've unlocked Super Dante.

More Devil May Cry Tips:

At its core, Dante MustDie! is simply a Hard mode, enhanced. Bosses have INSANE health and enemiestake a good amount of spanking before they finally give in.

More Devil May Cry Tips:

By the time you finish this mode or at least get up to Nelo Angelo in Mission4, you'll be at your local sporting goods store purchasing a punching bag torelieve all of that pent-up frustration.

However, when you've dominated thisdifficulty you should be crying and making circles around the house. DMD istough to overcome, but the feeling of completion pays off.

5.1.5 - SUPER DANTE

More Devil May Cry Tips:

Complete the intensely challenging Dante Must Die! difficulty to unlock SuperDante. Unfortunately, you must begin play as Super Dante from scratch. Youwon't realize his supremacy until after he's acquired the Alastor. SuperDante's DT gauge is maxed out and never loses power. Unlike regular Dante,where he has a finite amount of time before he's knocked out of DT, SuperDante's meter will never deplete.

More Devil May Cry Tips:

Other than a great advantage of maintaininga DT state perpetually, his health is also constantly recuperating. The name"Super Dante" just doesn't sum it up. It should be "supersonysonicflypickle".So now it won't be that hard to challenge DMD mode again and it'll be a cinchto earn that perfect S-Rank.

More Devil May Cry Tips:

Once you've unlocked this secret character, start a new game. When you do,choose the "Character Select" option. Now you can play a new game as Dante,the Legendary Dark Knight, or Super Dante. It's cool because Super Dantecrackles with immeasurable power on the loading screen. Kinda scary, if youthink about it.

5.1.6 - KING OF HELL

More Devil May Cry Tips:

Get a S-Ranking in every mission on any given mode (Normal and above) and youwill finish the game with a cool background art with the text "You are theking of hell". It depicts a group photo of all (or almost all) the enemies inthe game with Dante in the front.

5.1.7 - BLACK DEATHS

More Devil May Cry Tips:

If you let any enemy fell Dante with its special moves, you'll get a gruesome"black out" animation showing how the monstrous being will deal with Dante'slifeless body.

More Devil May Cry Tips:

You'd have to be in a situation in which Dante needs only onehit to fall face flat on the ground--and the enemy must use its uniqueattack. While I haven't confirmed that each enemy has their own ways ofdealing with Dante, I've seen quite a few and I must say, I'm glad I'm not inhis place. I think this occurs more frequently in Hard and DMD mode.

5.2 - Frequently Asked Questions

Q1: Why don't you ever answer me, you stupid idiot!?

More Devil May Cry Tips:

A1: It's either because you're not utilizing your brain cells correctly to read through the entire FAQ looking for your answer even when it's right there in your demented face, or it's because I'm too busy and you don't ask questions intelligently.More Devil May Cry Tips:

Q2: I just beat Easy-Automatic Mode. I'm wondering whether I can carry _all_ the skills I've purchased over to Normal Mode...

A2: According to Kai P. Krupinski, you can--in the PAL version of the game. This does not apply in the NTSC-US Version.

6) HINTS

More Devil May Cry Tips:

6.1 - EASY MONEY 1

During mission 4 (Black Knight) once the mission starts, head back in to the phantoms chapel which will take you to Secret mission 2.From there let the time limit run out! Then kill all of the little spiders. Which will give you 150 red orbs "cash".Then leave the chapel and repeat until you are satisfied.

More Devil May Cry Tips:

6.2 - EASY MONEY 2

During mission 4 (black knight) after killing Shadow (the big black cat) head back in to the courtyard and kill all of the sin scythes, depending on how many are in there 3-20 the amount of red orbs will vary. Somewhere from 100 up to a woping 500+ or more! Side note: Use the shotgun easy kills! And happy hunting.

6.3 - BIG SHOT

To charge up a bullet(s) from Dante, go into fighting mode(R1). Then hold the fire button for about 3 seconds and dantes gun or guns will glow with devil power! If the handguns are equipped, Dante fires 3-4 super charged bullets. If the shotgun or any other single-shot weapon is equipped, he will fire 1 devil shot. (Does not work when the Force Edge is equipped).

More Devil May Cry Tips:

6.4 - All the Red Orbs You Want

Works Best in Mission 9, You can get all the red orbs you want with this simple trick.

Go through the mission killing everything you can get your Ifrit on, Marionettes, Fetish, Blades, everything! collect all the red orbs in the level.

More Devil May Cry Tips:

At the very end of the level, SAVE. do this right before the end! Reset your game and load your newly saved data...You'll start the mission over with all the red orbs you just got! Rinse and Repeat... always repeat! (note: this only works with red orbs, not special items or orbs found throughout the level)

7) UNLOCKING HINTS

-> Unlock The Dante Must Die Mode

More Devil May Cry Tips:

Beat Legendary Dark Night Mode to unlock Dante Must Die Mode.

-> Enable Super Dante

Beat Dante Must Die Mode to unlock Super Dante.With this, you can transform into a devil, and use magic indefinitely.

-> Enable The Hard Mode

More Devil May Cry Tips:

Beat the game once to unlock Hard Mode.

-> Enable The Legendary Dark Night Mode

Beat Hard Mode to unlock Legendary Dark Night Mode.

->STAR GROUP PHOTO

More Devil May Cry Tips:

To unlock All Star Group Photo you must get S Rank on all missions.

-> CHANGE TO EASY

Clear any mission from 1-3 using continues, and there will be an option at the start of the next mission asking if you wish to change to Easy.









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