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Table of Contents
Introduction
01 :: Birds of a Feather
02 :: La Porte De L'Enfer
03 :: The White Wing
04 :: Cold Blooded
05 :: Trisagion
06 :: Resurrection
07 :: The She-Viper
08 :: Profession Of Faith
09 :: For You
10 :: Wrapped In Glory
11 :: The Ninth Circle
12 :: A New Beginning
13 :: The Devil Returns
14 :: Forest of Ruin
15 :: Fortuna Castle
16 :: Inferno
17 :: Adagio For Strings
18 :: The Destroyer
19 :: The Successor
20 :: La Vita Nuova
Secret Mission 01
Secret Mission 02
Secret Mission 03
Secret Mission 04
Secret Mission 05
Secret Mission 06
Secret Mission 07
Secret Mission 08
Secret Mission 09
Secret Mission 10
Secret Mission 11
Secret Mission 12
Blue Orb Fragment Locations
Unlockables
Xbox 360 Achievements
UGO Review
2
3
5
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24
28
34
38
42
43
47
48
52
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54
55
56
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This is an unofficial game guide for Devil May Cry 4, it is not official, or endorsed by or connected to the game developer or publisher. All characters, locations, images and
video game content are copyright to their respective owners. Any trademarks displayed in the guides are exclusive property of their respective owners. Images and videos used
in this game guide have only been inserted to illustrate our words more effectively.
This guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without
advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.
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Capcom's highly regarded hack and slash series, Devil May Cry, originated on the PlayStation 2 console back in
2001. The first title follows a half-demon bounty hunter named Dante on his quest to slay the demon emperor
Mundus. The second installment, Devil May Cry 2 (PS2, 2003), again features the devil hunter Dante as its main
protagonist, this time joined by a female warrior named Lucia. DMC2 is generally regarded as a disappointment
among fans of the series, the main reason being the noticeable decrease in difficulty from the original game.
However Capcom rebounded with a prequel to the first game, Devil May Cry 3: Dante's Awakening (PS2, 2005).
The unforgiving gameplay that the original Devil May Cry was known for returned with a number of enhancements
to the combat system.
At long last, the highly anticipated fourth installment of the series has made its way to next-gen consoles, and the
combat is as stylish as ever. Devil May Cry 4 introduces a new character by the name of Nero, a Holy Knight of the
Order of the Sword. Don't fret Dante fans, for the legendary devil hunter is playable here too, though he's not the
main protagonist in this one. Set in the castle town of Fortuna, the mysterious Order of the Sword group is in turmoil
following the death of their leader at the hands of a mysterious assassin. As Nero, it's your job to hunt the man and
confront him.
The land of Fortuna is a dangerous place, inhabited by a variety of malevolent demons. Don't worry though, as this
guide is here to help you. Herein you'll find walkthroughs for each of the game's twenty missions, including
strategies to aid you in defeating every boss creature, and tips to help you cut through the droves of demons
encountered along the way. There are also strategies for all twelve of the secret missions, directions to each and
every Blue Orb Fragment, and a complete listing of unlockable content.
Note --This guide was written based on the Devil Hunter difficulty with Automatic turned off. The strategies and
information contained within still apply to the Human difficulty level, but player and enemy strength varies
depending on difficulty.
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Dante
Gunplay
You'll learn the bare essentials of combat through this bout. The first lesson is in gunplay; you must knock Dante
back with bullets a total of five times to move on. Lock-on to your target (hold down the RB button on the Xbox 360
version, R1 on the PS3 version) and tap the Long-range attack button (X on Xbox 360, Square on PS3) until the
counter in the bottom-right corner of the screen records five hits. Next up is evasion; first, Jump and successfully
avoid Dante's gunfire three times, then successfully dodge the gunfire three times with the Side Roll ability.
After a short cutscene, Nero acquires the Red Queen blade, giving you the chance to practice melee combat. Wait
until your opponent taunts, then rush towards him and perform Red Queen Combo A. Hit Dante with this combo
three times to move on to the next lesson. The High Roller ability will prove useful throughout your adventure, so
learn it well. Again, wait until Dante is taunting, then move in and use the technique as instructed. Your final lesson
is the Buster ability; simply approach Dante and use Buster to perform a powerful attack.
Melee Combat
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taught several useful combat maneuvers during the tutorial part of this mission that will definitely aid you in this
fight. If you need a reminder, press start at any time during the battle and select 'Skill List' from the menu for a list of
the skills Nero knows and how to perform them.
Battle
The High Roller and Buster skills are especially effective against Dante. For a damaging combo, first use High Roller
to sweep Dante up into the air, then quickly use Buster to launch him down to the ground below. Using Buster while
on the ground and not locked-on to your target causes Nero to grab Dante and smash him into the ground a few
times, knocking off a significant amount of health. You'll want to avoid gun use during this battle, as Dante can
usually manage to use his own gun to negate your bullets. Of course, offense is only one part of any fight, you'll also
have to use the evasive maneuvers learned through the tutorial to avoid Dante's attacks.
During the fight, be sure to direct some of your attacks towards the benches scattered around the Opera House to
find Red Orbs which can be used to purchase items via a Divinity Statue or the 'Power Up' option on the Mission
Start screen. Continue to pelt Dante with attacks until his health bar is depleted to clear the mission.
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Storehouse
Upon entering the Storehouse, the camera reveals a Gold Orb nested in a small alcove above some steps. You'll
have to perform a Kick Jump to get to this orb. First, head up the steps and face the wall, then jump up into the air
while holding forward on the Left Thumbstick (or Analog Stick) and press the Jump button again when Nero reaches
the extent of his jump to jump off of the wall and into the alcove.
Alcove
Gold Orb
Gold Orbs can be used to revive your character upon death. By using one, you can avoid having to revert back to
the mission's last checkpoint. Gold Orbs are not very common, nor do they come cheap, so try your best to hold on
to them.
Cathedral
When you're ready to move on, head up the stairs, hop across the broken section, and proceed into the next room.
A short cutscene introduces a group of Scarecrows. Take out the enemies once you've regained control over Nero,
then head through the door at the far end of the room. There's nothing of interest in this area, so go through the red
door to reach the Cathedral. Move down the stairs to the glowing altar at the bottom of the area and examine it to
receive the Evil Legacy key item.
Pillar
Evil Legacy
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With this item, the Hell Bound, Snatch, and Devil Snatch abilities are useable. Nero can use Hell Bound on Grim
Grips to travel long distances. Hell Bound can also be used to launch Nero towards unsnatchable enemies, too.
There is a Grim Grip launch pad across from the altar that held Evil Legacy. Stand on the launch pad, lock-on to the
Grim Grip and tap the Devil Bringer button to pull Nero up to the second floor walkway. Use the second launch pad
at the walkway's west end to reach the parallel walkway. Move to the end of this walkway and then through the
door.
Tip -- A Vital Star S can be found in one of the cells along the southern end of the Cathedral's first floor;
locate the star and use Snatch to take it into your inventory.
Grim Grip
Grim Grip
Use Hell Bound to quickly cross the Business District, completely avoiding the mess of demons in the streets below.
You can attempt a secret mission by examining the piece of parchment attached to the centerpiece in the circular
room, but you may want to pass this by as your skills may not be up to par this early in. Another Grim Grip launch
pad lies at the end of this walkway; use it to reach the walkway of another building. Kill the group of Scarecrows that
spawns, and then use Hell Bound to reach the next building. More Scarecrows Kill them to unblock the doorway,
and then proceed into the next area.
Business District
Residential District
Drop down into the alleyway below and wipe out the Scarecrows at the opposite end. When the Scarecrows have
been dealt with, approach the Red Orb cluster midway down the street and pummel it with quick attacks until it
shatters.
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Blue Orb Fragment -- Jump up onto the building behind the Red Orb cluster, hug the wall and hop into the
small crevice above the lower roof. The Blue Orb Fragment is tucked away in this crevice.
Crevice
Make your way to the end of the street. A large steel tower sits at the southern end of this area; Kick Jump up to the
top of it and wait there for a moment to reveal a stash of Red Orbs. Afterwards, approach the door at the end of this
area and use it to enter Port Caerula.
Port Caerula
Move to the end of the dock at the west end of the port and use the Grim Grip launch pad to reach the other side
port. Head through the door at end of this section to enter the Customs House.
Tower
Grim Grip
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Kill the group of Scarecrows that spawns, then approach the wheel that was hidden behind the red mesh. Rapidly
slash the wheel until the blue mesh blocking the doorway above dissolves. Examine the console here to trigger a
brief cutscene. Afterwards, return to the Port Caerula dock area. Another group of Scarecrows spawns outside the
Customs House. Defeat the enemies and make your way back to the other end of the port using the Grim Grip.
Wheel
Bridge
Grim Grip
Blue Orb Fragment -- Attack the Combat Adjudicator and attain a combo grade of B to receive a bunch of
Red Orbs and a Blue Orb Fragment.
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Combo
With the Divinity Statue, you can use Proud Souls to gain new skills and combat abilities, and spend Red Orbs on
items. There's a tough enemy waiting for you through the next door, so you may want to purchase a few healing
items.
Divinity Statue
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Berial
Luckily Green Orbs are made available when Berial smashes one of the ruined houses in the village. The only issue
here is that Berial's attacks cover a wide range, which can cause him to break too many of the houses quickly,
resulting in an excess of Green Orbs. To combat this, try your best to lure Berial to one section of the village and
face him there. If you're taking a lot of damage and your health is dwindling, lead the beast towards a fresh group of
houses, lead him around until he destroys them, then collect the Green Orbs to restore some of your health bar.
When you've managed to get close enough to Berial without being tossed about, jump up into the air and use Hell
Bound to launch Nero towards Berial's head. Slash the beast's face by rapidly tapping the Close-range attack button
while Nero falls. You can use Hell Bound and attack Berial in this fashion while his back is turned too, but be careful
as he can quickly whip around and slash you with his sword. You can slash his legs and mid-section too, but this
doesn't seem to be quite as effective, and you'll have to work harder to dodge his attacks.
Once you've dealt enough damage to Berial, his flames dissipate and he becomes stunned. While the beast is in this
state, approach him and use Buster to deal some heavy damage to him. You can hit him with another super combo if
you can reach and Buster him before he gets up. When Berial begins to snap out of his stunned state, run as far away
from him as you can; upon waking, he'll let off an explosive hellfire attack that is quite difficult to avoid. After you
have managed to stun Berial at least once, a flaming pillar attack is added to his arsenal, but that can be dodged
easily enough with the Side Roll ability.
Stunned Berial
Continue to attack Berial until his health bar is completely spent. When the demon falls, he'll leave behind a heap of
Red Orbs. Collect the orbs, and then head up the stairs at the end of the area to clear the mission.
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Grim Grips
Blue Orb Fragment -- When you reach the tunnel entrance, hop onto the board to the left. From this
platform, jump up onto the higher one. Here, use the closest Grim Grip to propel yourself towards the
second. Grab hold of the second Grim Grip to swing towards the metal sheet and Kick Jump off of it.
Immediately after using Kick Jump, grab hold of the Grim Grip above to reach a higher area with two more
Grim Grips.
Grim Grips
This next part can be tricky, you have to hit these last two grips bang on to get to the Blue Orb Fragment platform.
After using the middle grip, immediately latch on to the final one and you should land directly on the platform. You
really need to hit the last grip as soon as you can, or you'll just miss the platform.
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Blue Orb Fragment -- The Roulette Spin and Streak 2 skills and the Air Hike ability are needed to reach this
fragment. All of those skills together are quite costly, so you may have to leave this one alone for now and
come back to it later. If you think you might have collected enough souls to purchase those skills if you had
them all back, you could get a refund from the Divinity Statue at the beginning of the level. To get a refund,
select the 'Cancel All' option on the Skill Up menu. You can purchase the abilities needed to get the orb,
then return to the statue and get your old skills back.
Secret Area
Blue Orb Fragment
The secret area that holds the Blue Orb Fragment is across from the tunnel entrance that is reached by using the first
batch of Grim Grips in this room. To get to this area you'll need to use mid-air attacks to cross the gap. First, stand on
the wooden platform and face south. Next, use Streak 2 to propel Nero forward, then use Roulette Spin and
immediately after that, use Air Hike. Hopefully you are above the platform, or at least close to it; use Roulette Spin
again if necessary. This is a tough one to get and might require a few tries, but if you're using the right skills, you'll get
it eventually.
When you're ready to proceed, go through the tunnel entrance and clear out the Scarecrows that spawn. Afterwards,
hop up the ledges at the northern end of the room. Turn left into the dead end and grab the Vital Star S there, then
smash the board up ahead and follow the tunnel to its end.
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Fortuna Castle
Torture Chamber
Through the doorway at the top of the stairs, you find yourself on the second floor of the chamber. Latch onto the grip
at the other end of the chamber to reach that platform. Another grip will appear; use it to reach the side platform. This
is where things get tricky; you must make it to the upper doorway at the eastern end of the chamber, but the ceiling is
lined with razor-sharp spikes, posing a significant threat. If you use the grip in such a way that Nero is propelled
upwards into the spikes, he'll take some nasty damage and probably fall back to the first floor. Falling back to the first
floor triggers another group of Scarecrows which you must then face in order to clear away the red mesh blocking the
doorway. So by all means, avoid touching those spikes.
Torture Chamber
Grim Grips
While standing on the northeastern platform, one stationary grip and another mobile grip must be used to cross to the
platform at the other end of the chamber. Wait until the mobile grip is just about to line up with the platform, then
grab hold of the stationary grip and immediately latch onto the mobile one. Be sure to use the second grip as soon as
you are able to, because Nero may be flung into the spikes above if you let him fall too far. To cross the next set of
grips, wait until the grip closest to you has just appeared, then grab it and the other two immediately after each other
to make it safely to the next platform.
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On this platform, the grim grip closest to you flickers in and out of existence. Wait until it has just appeared before
latching onto it, then immediately use the second one to reach the last platform. To cross the final stretch, wait until
the middle grip is about to line up with the one closest to you before latching onto the first, then quickly grab the final
two to reach the doorway. Go through the door at the end of the corridor to reach the second floor of the Grand Hall.
Grim Grips
Final Platform
Fortuna Castle -- 2F
Move to the other end of the walkway and go through the only accessible door. You'll meet a pair of Frosts about
midway down the courtyard walkway. Once the Frosts have been dealt with, move to the end of the walkway and
head through the door there. In Foris Falls, make your way to the door in the northeastern corner of the area and head
through.
Tip -- A Vital Star S can be found floating above the lamppost at the northern end of Foris Falls. To reach
this item, Kick Jump off of the post's eastern face and land on top of it. Once you're atop the post, jump into
the air and clip it to take the star into your inventory.
Head to the other end of the Central Courtyard's eastern walkway and go through the door there. Start down the
walkway until you reach a blue wheel. Attack the wheel until the barrier surrounding the area falls.
Wheel
Blue Orb Fragment -- There is a large mirror along the eastern wall, just beyond the door. Hit the mirror
until it shatters, revealing the Blue Orb Fragment in a small alcove.
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Mirror
When you're ready to proceed, use the door along the eastern wall to enter the Gallery. Kill the Scarecrows that
spawn to remove the red mesh blocking the doorway, then head through the door in the southeastern corner of the
Gallery. Move to the opposite end of this section to find a Divinity Statue. Utilize it if you wish otherwise head
through the doorway across from it.
Divinity Statue
The Buster skill can also be used while on the ground, though this is more dangerous because you have to wait until
the knight lowers its shield to attack. Get behind your enemy with Hell Bound and use Buster before he can turn
around. When you're facing a number of them, just use Hell Bound to get behind one and either slash away at its
back, or use Buster to deal some heavy damage. The jars in this room contain Green Orbs, so break them open if your
health begins to dwindle.
Once the white knights have been dealt with, examine the altar in the north room to obtain the Anima Mercury key
item. Mission clear!
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Pillar
Anima Mercury
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Gyro Blade
Closed Door
Return to the Gallery; a red mesh immediately covers the exit, and a group of Frosts and Scarecrows spawns. You
can activate the Gyro Blade in this room and use it to damage the enemies here if you are so inclined; doing so is in
no way necessary, however. Slashing the Gyro Blade in quick succession while it's active sets it spinning,
razor-sharp blades protruding from its sides. Once the enemies have been dealt with, break the destructible objects
in the Gallery to get some Red Orbs before returning to the Grand Hall.
Grand Hall
Drop down to the first floor of the hall and approach the coffin. There's a dormant Gyro Blade north of the coffin;
locate the Gyro Blade and punch it into the coffin to destroy it, uncovering a seal.You cannot use this now, but it
will prove useful later. For now, enter the Large Hall using the door at the east end of the hall.
Coffin
Gyro Blade
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spawn down the hall; simply slash the Gyro Blade a couple of times to set it spinning and punch it down the hall to
easily to clear them out. When you reach the blocked doorway, place the blade on one of the empty pedestals.
Afterwards, use the door midway down the east end of the hallway to enter the Dining Room.
Blocked Doorway
A pair of white knights occupy this area. Eliminate them, then move north and enter the corridor at the end of the
room. Turn into the dead end to find another Gyro Blade. Use Buster to activate the blade, and then punch it
towards the fireball corridor. Punch the Gyro Blade in front of you to move down the corridor without taking
damage from the unceasing fireballs. You won't take any damage as long as the Gyro Blade is ahead of you. At the
end of the corridor, punch the blade into the machine to destroy it.
Gyro Blades
Fireball Hallway
You can attempt Secret Mission 02 if you wish; check out the 'Secret Missions' section for more info. When you're
ready to proceed, head through the door across from the Secret Mission parchment. A group of Scarecrows spawns
in the fenced off area here; the Gyro Blade in this room can be used to quickly take them out if you wish. Once the
Scarecrows have been dealt with, locate the wheel and start pummeling it with attacks. The wheel will open the
cage's gate, allowing you to enter the hall and move the Gyro Blade onto the final pedestal.
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Secret Mission 02
Wheel
Bael
Bael has a variety of attacks in his arsenal; a couple of ice based ones that can freeze Nero, and a few brutal melee
attacks. One attack in particular to watch out for is Bael's lunge attack in which he attempts to catch Nero in his
open mouth and then chew on him. This attack deals a large amount of damage, so be ready to Side Roll out of the
way when Bael lunges forth. It's quite hard to dodge Bael while you're attacking him, but side rolling can save you
in most cases.
Most of his melee attacks are tough to dodge if you are too far away from him, but by keeping close to him you
should be able avoid the majority of his melee attacks with the Side Roll ability. You might even be able to get
behind Bael after successfully dodging one of his attacks, allowing you to chip away at his health bar while he turns
around or before he leaps up into the air. Bael has a couple of long-range ice attacks, too; side rolling or jumping
should be enough to get you out of the way, but if you do get caught by one of his ice attacks and Nero becomes
frozen, rotate the Left Thumbstick (or Analog Stick) until the ice shatters.
Bael will occasionally hide himself away and leave you to deal with the Rusalkas. Henceforth, they aren't nearly as
passive as they were during your first encounter with them. You'll want to be careful when facing the Rusalkas again,
as their attacks can deal a fair amount of damage. While they are out, focus all of your attacks on a single one,
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because if you deal enough damage, she will become stunned and you can then use Buster on her to pull Bael back
into the battle. If you don't manage to stun one of the Rusalkas and bring Bael back in this fashion, however, he will
eventually reenter the battle and attempt to catch Nero in his open mouth, so start running to one side and Side Roll
to avoid him.
If Bael sustains enough damage, he'll fall over stunned; this is your chance to knock off a sizeable chunk of his
health with Buster. Bael will likely become stunned at least twice during this fight, so don't stray too far from him to
avoid missing an opportunity to hit him with a the special Buster combo.
When Bael is close to death, his skin shifts to a reddish tint and he'll begin to attack more aggressively. If at any point
he freezes while in this state, immediately get away from his face, as the ice quickly shatters and Bael will lunge
forward. If you're low on health and willing to risk it, jump up and slash the Rusalkas while Bael is frozen to squeeze
some Green Orbs out of them.
Once you've managed to bring Bael down, you'll obtain a Rusalka Corpse. With this item, Nero's Devil Arm will
glow while near a secret (i.e., Red Orb stashes, Blue Orb Fragments, and Secret Mission parchments). Collect the
mass of Red Orbs that the demon leaves behind, then head through the door on the west side of the courtyard to
clear the mission.
Rusalka Corpse
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Secret Mission 03
Tip -- A Gold Orb sits on one of the stone ledges along the eastern side of the graveyard. To get to this orb,
first smash the statue in the middle of the area, hop onto the pedestal, and face east. Next, jump towards
the ledge, use Roulette Spin and then Air Hike. If you did this correctly, you should have landed on the
middle ledge. From here, use Streak 2 to collect the large Red Orb and Gold Orb on the two other ledges.
Stone Ledge
Master's Bedroom
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Use the door at the top of the stairs at the south end of the graveyard to enter the Master's Chamber. Kill off the
Bianco Angelo in this room and then stand before the fireplace. Jump up and slash away at the mirror until it
shatters, revealing the Secret Mission 10 parchment. Attempt this one if you wish; it's one of the easier ones and can
be completed with a minimal amount of skills. Check out the 'Secret Missions' section for more info.
Secret Mission 10
When you're ready to move on, head through the door at the south end of the room to reach the Torture Chamber.
Pummel the wheel to the right to raise the gate before the Gyro Blade. Activate the Gyro Blade and punch it across
the catwalk. When you reach the next area, punch the Gyro Blade into the tower to trigger a cutscene.
Wheel
Gyro Blade
Fortuna Castle -- B1
You'll face two Mephisto down here. Use snatch to remove their cloaks and attack while they're vulnerable.
Afterwards, approach the pillar and examine it to obtain the Wing Talisman key item. With this item in your
possession, you can jump onto the seals and use them to reach the top of the well. A Red Orb cluster can be found
in a cell about midway up the well.
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Pillar
Wing Talisman
Once back in the Torture Chamber, a group of Scarecrows appears and the way out is sealed. Begin fighting the
Scarecrows and eventually a pair of Mephistos join the fray. Switch your focus from the lesser demons to the two
Mephisto. Focus on one of them at a time; first snatch away its cloak, then use Streak to push it away from the
crowd. Repeat this to take out the other Mephisto and then finish off the Scarecrows and leave the chamber.
Grand Hall
Kill off the two Frosts in the Large Hall and then use the western-most door to enter the Grand Hall. Use the Gyro
Blade in this area to bust the coffin in the middle of the room if you haven't already. With the Winged Talisman in
hand, the seal underneath the coffin is active; hop onto it to reach the chandelier above, then hack away at its stem
to drive it into the portrait of Sanctus, revealing a secret doorway. Proceed through the doorway and down the stairs
to reach the Underground Laboratory entrance.
Tip -- Use Snatch to grab the Vital Star S in one of the cells on the left side of this room.
Active Seal
Chandelier
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Game Room
Proceed through the door at the end of the Cutlass tunnel to reach the Game Room. To remove the blue mesh
blocking the door at the other end of the room, the Nero statue must reach the space at the end. Yellow circles move
the Nero piece to a nearby space of the same color, red spaces spawn a group of enemies or a couple of energy
beams, blue spaces spawn Red and Green Orbs, and white spaces have no effect.
Dice
Game Board
The dice will land on the number that was on top when you hit it. With this knowledge you can roll a six every time
and get out of this one quickly, or use the first yellow space to jump ahead. Use Buster on the dice shortly after the
two appears; if you hit it correctly, the dice will land on six. When the Nero piece reaches the end, head through the
door to reach the Containment Chamber
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Agnus
Buster
Continue throwing swords into the window until it shatters. Jump up to the cowering Agnus to confront him and
receive a powerful key item, Yamato. With the Yamato you can toggle Nero's Devil Trigger, which will boost up his
attack power and speed significantly, and will also restore small amounts of health while it's active. The effects won't
last long at first, but Purple Orbs can be purchased from the Item screen to lengthen the D.T. Gauge. The gauge
refills when Nero takes damage, deals damage, or when a Devil Star item is used. It can only be toggled when at
least three units are full.
Yamato
Foris Falls
Pummel the wheel to extend the bridge across Foris Falls and remove the blue mesh blocking entrance to the stairs.
Climb these stairs to the top.
Blue Orb Fragment -- At the top of the stairs, notice the fragment hovering in mid-air. You'll need Streak to grab this
one. Stand at the end of the platform directly in front of the hovering orb and use Streak to launch Nero into it. Streak
2 might be necessary to make it out far enough, but you can just use Snatch to grab it in mid-air if that's the case.
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Wheel
Head through the door at the top of the stairs once you're ready to move on.
Angel Creation
Fight off the knights in the first part of the room. The High Roller into mid-air Buster combo works quite well, and if
you can manage to get behind one, use Devil Trigger and slash away to make short work of him. The Secret Mission
04 parchment can be found on the wall in the northwest corner of this area. Attempt the mission if you wish; check
out the 'Secret Missions' section for more details. There are more knights at the other end of the area, so make your
way there and fight them. Proceed through the door once they've been dealt with
Secret Mission 04
To Mitis Forest
Interact with the console in the Underground Laboratory to seal off the bottom floor. Afterwards, use the floating
seals to reach the door at the top of this area. Use the door there to return to the Grand Hall. Head up the stairs,
through the smashed Sanctus portrait and exit through one of the doors on either side of it. Move to the end of the
courtyard walkway and use the door there. Cross the Bridge in Foris Falls and go through the door to reach the Forest
Entrance. Move forward to trigger a cutscene and clear the mission.
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Seals
Bridge
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Secret Mission 08
Before dropping down, follow the path to the left to find a Holy Water and then drop down to the area below to
encounter a group of Chimera Seeds. Nero can take one of these guys out with a single Buster, so tear through them
one by one, then head to the east end of the area and enter the building there.
Holy Water
Ruined Church
Inside the Ruined Church, Chimera Seeds attach themselves to Scarecrows to form Chimeras. These enemies don't
appear to have any more health than the normal Scarecrows you're used to facing by now, but they are a bit more
dangerous in that the plant attachment can use its blades to damage you even while its host is on the ground or in
mid-air. The blades don't deal a whole lot of damage, but they can kick your style rank down a notch or two if you
aren't careful.
When the Chimeras have been dealt with, break the glass enclosing the area at the west end of the church and
smash the pods there to collect a large amount of Red Orbs. Afterwards, head up the stairs in the southeastern corner
of the church and follow the walkway to its end to reach a wheel. Pummel the wheel to spawn tiles which you can
then follow to reach the walkway at the opposite end of the church. Don't loiter though; as another tile manifests,
the one behind it disappears, so keep moving to avoid falling to the floor below. Once you've made it onto the
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walkway, use the door at its end to reach the Ruined Valley.
Wheel
Tiles
Ruined Valley
Head up the stairs and stand on the seal to spawn a couple of Grim Grips. Use the two Grim Grips to reach a wheel.
Attack the wheel until tiles start appearing beyond the nearby cliffside. These tiles act similarly to those you used to
cross the Ruined Church, though they are a great deal more hazardous as there is no real pattern to their appearance
and disappearance. To make matters worse, two Mephistos will loom over you while you cross the valley.
Grim Grip
Mephisto
Try your best to avoid the specters (or, try to kill them), but concentrate on the tiles around you. If the tiles beneath
Nero turn red, quickly move onto a stable set of tiles, in other words, not another red one! In the event that you do
fall, you'll find yourself in the Ruined Lowlands where you then must defeat the enemies there before an exit seal
will appear. Air Hike can be a real lifesaver (well, a timesaver, at least) here, because it can be used to reach a stable
tile as a tile beneath you disappears.
Blue Orb Fragment -- This fragment is at the south end of the valley; wait until there are some tiles beneath
it, then jump up into the air and take it into your inventory.
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Once you've safely made it to the end of the line, head through the door there to reach the Lapis River.
Secret Mission 05
When you're ready to proceed, follow the northwest trail to the Ancient Plaza. A group of Scarecrows and Chimera
Seeds quickly spawns and the exit is sealed. Clear the area of enemies to remove the red mesh blocking the exit,
then follow the trail to reach the Windswept Valley.
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Gyro Blade
The humongous viper in this area is intent on having Nero for a midday snack. Dash across the walkway -- trying
your best to avoid taking hits from the viper -- to reach the opposite side of the valley. Once you have safely made it
across, head through the door to reach the Forgotten Ruins.
Forgotten Ruins
Blue Orb Fragment -- Attack the Combat Adjudicator and attain a style rank of A to receive some Red Orbs
and a Blue Orb Fragment.
Head through the arched doorway and kill the Scarcrows and Chimera Seeds on the other side. Afterwards, move to
the end of the walkway. You'll find a Divinity Statue there; you are just before a boss battle, so it would be a good
idea to at least purchase some healing items just incase. The Air Hike ability will be of great use against this boss, so
use Proud Souls to purchase it if you lack it. It is a bit pricey, but you can select the 'Cancel All' option from the
menu to refund the Proud Souls you've spent thus far. Get Air Hike for now; you can always refund again after the
battle and get your old skills back if you wish.
Divinity Statue
When you're ready to go, enter the She-Viper's Den to face Echidna.
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Echidna
When Echinda is not up in the air, she'll be hovering somewhere in the arena. When Echidna begins to twist her
torso to the side, jump up into the air to avoid the tail swipe that follows. You can use Hell Bound to pull yourself
towards her torso and then hack away while in mid-air. A good combo to use against her while she's hovering: slide
towards her with Streak, use High Roller and then Split while up in the air. To add some punch to this combo, while
standing a safe distance away, charge up Nero's Blade to Exceed level 3, then use Streak and follow through; both
High Roller and Streak are significantly more powerful while Red Queen is powered up. If she becomes stunned
(she'll slump down and put one of her hands to her head), use Buster on her to perform a powerful combo.
Echidna will also root herself into the ground and release a Chimera Seed or two from the bulb beneath her. Jump up
towards the bulb and use Buster to inflict a fair amount of damage. If you have the Air Hike ability, you can leap up
onto Echidna's base when she spits out a Chimera Seed to reach her torso. Activate Nero's Devil Trigger while up
there and slash away until she bumps you off. If at any point during the battle you are low on health, seek out and
destroy one of the pod clusters in the area, as the pods may hold Green Orbs.
Once about half of Echidna's health bar has been chipped away, the sky darkens and it begins to rain. At this point,
the She-Viper begins to glow yellow and her attack pattern shifts. She has a couple of new moves in her arsenal,
including one where she plunges into the ground and raises a number of tentacles in the immediate vicinity. While
Echidna is embedded into the ground, approach her and activate the Devil Trigger if you are able to, otherwise slash
away until at least three of the bars on the D.T. Gauge are full. If you can deal enough damage to Echidna while
she's in this state, she will become stunned; use Buster at this point to deal heavy damage to her. sStay far away from
Echinda while she's using her other attacks and wait until she embeds herself in the ground again, as that's the best
opportunity to inflict some serious damage.
Devil Trigger
You'll obtain the Sephirothic Fruit key item once you've manage to best Echinda, but unfortunately she manages to
get away. Darn! Nevertheless, approach the gnarled roots in the southwest corner of the den and examine them.
They react with the Sephirothic Fruit and wither away, allowing you move on to the next mission.
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Sephirothic Fruit
Gnarled Roots
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Pod
Examine the gnarled roots in the next area; with the Sephirothic Fruit in your possession, they'll shrivel up and clear
the way. There's nothing of particular interest here, so head straight for the exit in the southwest corner of the area.
Ancient Plaza
The Assaults, the reptilian humanoids first encountered here, are much like the Frost enemy that you are already
familiar with. They're a bit quicker, though, but that's easy enough to compensate for. As with Frosts, Buster is quite
effective when you're crowded, as Nero will grab the Assault and swing it around, damaging the surrounding
enemies. These guys are also snatchable, so use this to your advantage and lock one into a combo. Get ready to Side
Roll while an Assault burrows underground or jumps up into the air, as it soon thrusts towards you in both cases.
Watch out for their projectile attack as well; just jump out of the line of fire to avoid taking damage. These guys also
carry shields, but you can simply jump over them to get by this, or use Charged Shot to knock them down, then
move in and pummel them. Once the Assaults have been dealt with, make your way to the Windswept Valley using
the northeast exit.
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Roots
Lost Woods
The inscription on the tablet in the middle of the woods reads: 'This is a gentle forest, yet those who treat her
unkindly will fall into darkness. Those who do not wish for darkness should seek the light. For if not, all efforts will
be in vain.' Just that bit of information should give you a good idea what the Lost Woods is all about; if you don't
follow the light, you'll be aimlessly wandering through the woods. If you head the wrong way, you'll end up in the
Hidden Pit area where you then must fight off a group of enemies to make an exit seal appear. Stepping on this seal
will bring you back to the initial area of the Lost Woods.
Lost Woods
Hidden Pit
Blue Orb Fragment -- To get this fragment, you'll have give the Hidden Pit a visit. After killing the enemies
in the area, stand in front of the seal and spin the camera around to look north. You should be able to spot
a Blue Orb Fragment in the trees; stand underneath the fragment and use Air Hike to take it into your
inventory.
To get out of the Lost Woods you have take the path where the archway shadows are pointing towards the statue in
the middle of the woods (see image below). Think how the shadow of something would appear in real life if the sun
were shining behind it. If you chose the correct path, you'll find yourself in an area identical to the first. In each
instance, take the path that the sun is shining on and you'll soon make it out of the woods.
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Shadows
Angelo Credo
Most of Angelo Credo's attacks are quickly executed, but if you dodge the strike using Side Roll or Jump, you can
usually get a few hits in while his attack animation finishes. Credo's move pool mainly consists of various sword
swings and a couple of powerful combos that can be dodged fairly easily, but there are a couple of moves in
particular to look out for. If Credo teleports away from you, it is likely that he will then follow up with a sword throw.
The thrown sword travels very fast, but you can get a small Green Orb if you manage to bat it down with a slash.
The thrown sword can also be caught using Buster, but Credo has to be just the right distance from you and your
timing must be bang on. With too little distance between yourself and Credo, the sword is impossible to catch, so it
would be best to simply dodge this attack with a Side Roll than to risk taking damage. If Credo is far away enough
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from you (i.e., at the opposite end of the platform), use Buster as soon as the sword leaves his hand.
When Credo slashes his sword downwards, Side Roll to avoid this attack, move behind him and use Buster while he
recovers. Sometimes when Credo is knocked into while his shield is raised, he'll lift his shield up and stand on one
leg; get out of the way when you see this animation, because a downward sword swing will follow. If you can get in
there with a quick Streak, though, you can interrupt the attack and hopefully start a combo. Once you've broken
through his guard, don't let up! Pummel him with normal strikes, Streak, Split, High Roller and normal slashes until
he recovers. Activate Devil Trigger if you have Credo locked into a combo and get in as many hits as you can.
The Devil Bringer is the key to success here; use Buster on Credo whenever he stumbles backwards or his guard
falters. If you deal enough damage to Credo with a single combo, he will stagger on the spot; use Buster at this
moment to perform a special variant that'll deal a significant blow to Credo's health. There is a very small window of
opportunity to hit Credo while he's staggering, so your best bet is to use Buster as often as possible so you don't miss
a chance to deal heavy damage.
Buster
Once Credo is close to death, he'll kneel, evidently wounded, and become significantly more powerful when he
stands back up. He's more difficult to manage during this powered up stage, so activate Devil Trigger and wail on
him while he's kneeling; hopefully you can kill him and avoid having to face a stronger, faster, more reckless Angelo
Credo. He'll also fly during this stage, and has a new attack in which he summons a number of swords around
himself and proceeds to launch them towards you. Credo does not seem to be nearly as defense-oriented during this
stage, and should be close to death, so slash away at him to quickly hack off the remainder of his health.
You obtain the Aegis Shield once you've bested Credo. The Hold ability is available with this attack. To use Hold,
first grab a snatchable enemy with Snatch and then hold down the Devil Bringer button to use that enemy as a meat
shield.
Wounded
Aegis Shield
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Angelo Attack
SSS Grade
Once the knights have been dealt with, enter the Grand Hall at the end of the bridge.
Grand Hall
Blue Orb Fragment -- Attain an S grade on the Combat Adjudicator in the northeast corner of the Grand
Hall to receive a large amount of Red Orbs and the fragment.
Tip -- A Devil Star S can be found in the northwestern corner of the hall.
Exit through the doorway at the south end of the hall and hit the switch there to trigger a cutscene. Hitting this switch
opens up a new path, but also triggers lasers in the Grand Hall. These lasers can take out a bar of health if touched,
so coming into contact with them is something you want to avoid. Turn right at the top of the stairs, drop down to a
safe spot between the laser there, and then jump up onto the east walkway. Head through the doorway and up the
stairs to enter the Key Chamber.
Switch
Lasers
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Key Chamber
Another trio of knights occupies this chamber. A red mesh covers the key item tower, and two rapidly moving lasers
effectively block off exit through the doorway at the opposite end of the room. If you are now familiar with the tactic
outlined in this mission's opening paragraph, use it to wipe the group out if the opportunity arises. When the knights
have been dealt with, approach the tower and examine it to obtain the Key of Cronus key item.
Tower
Key of Cronus
Approach the machine in the middle of the chamber and hit it with a Buster to slow time for a short while. The rapid
moving lasers blocking thr western doorway are slowed to a dull pace, allowing you to slip through..
Blocked Doorway
Time-slow Machine
The Gauntlet
Slash the wheel in the southeastern corner of the room until an elevator is lowered. All you must do is kill the
enemies that spawn in the elevator to ascend to the next level. When the first batch has been dealt with, step out of
the elevator and into the small area. Activate the machine with a Buster to slow time, then move past the lasers and
to the elevator at the other end. Kill the Frosts within to reach the third level.
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Wheel
Elevator
Blue Orb Fragment -- While in the elevator at the third level, turn away from the laser room and drop
down from the open doorway to reach an area below. A Blue Orb Fragment can be found here. You'll
have to jump to get it, and doing so sets you back to the first level. Activate the wheel again to call the
elevator and make your way back up to the third level.
Dropdown
Defeat the Assaults to ascend to the exit.. Use the Divinity Statue just before the next area if need be, otherwise head
up the stairs to proceed.
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Angelo Agnus
Agnus hovers in mid-air for the duration of the battle, which allows him to move around the room quickly. He'll use
his sword when close to you; the only attack you really need to watch out for is the downward swing, but there is
ample warning for that one; when he raises his sword up over his head, get ready to Side Roll out of the way. Agnus
will frequently summon Gladius to aid him in battle, however these creatures can actually be used against him.
In their reptile forms, the Gladius glide around the room and will occasionally change to sword form and dart
towards you. Use Snatch to knock a Gladius out of the air and embed it into the ground below, then use Buster to
pluck it out of the ground and automatically hurl it towards Agnus. The throw will take a second or two to execute,
so make sure that none of the other enemies are about to hit you to avoid having your attack interrupted. Using
Agnus' own creatures is the easiest way to deal damage to him.
One move in particular to watch out for is Agnus' health sapping ability. When you hear him shout 'Your strength is
mine!' get ready to jump or Side Roll out of the way, as Agnus will soon charge towards you and attempt to grab
hold of you. If he manages to get you, he then proceeds to sap your health to restore a portion of his own health bar.
The sapping can be cut short by toggling Devil Trigger.
If at any point during this battle you require health, the few cages in the room release Green Orbs when broken. The
Gladius creatures sometimes leave behind White Orbs when killed which are used to charge the D.T. Gauge.
Another one of Agnus' abilities appears similar to the Gladius summon in its casting, but the disc of energy will
instead launch a number of fireballs towards you. A rather lengthy casting, but most of the fireballs can be dodged
rather easily if you're a good distance away from the casting.
For Agnus' most devastating attack, he summons two Cutlasses, fastens them to his arms and starts to spin towards
you. Get as far away from him as you can while this is going on and get ready to Side Roll, as Agnus will throw them
towards you once he's done with them.
Once Agnus has sustained a certain amount of damage, he will slump over and remain still for a short while. Use
Buster while he is in this state to perform a powerful combo, dealing a significant blow to Agnus' health bar. Keep an
eye on him to avoid missing the opportunity to use this.
Buster
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Combat Adjudicator
Slash the wheel on the eastern side of the chamber to trigger a set of Grim Grips. Use Hell Bound on the grips to
scale up to the walkway above. Move forward to trigger a Mephisto and Faust spawn. Defeat the specters, hit the
switch at the far end of the walkway and use the lift that appears to reach the second floor.
Wheel
Lift
Advent Chamber -- 2F
Approach the gate at the end of the walkway and read the inscription on the tablet to the left. The inscription reads
'Proceeding alone is strictly prohibited.' To open the gate, stand on the pressure pad, then target one of the
Scarecrows on the other side and use Snatch to pull it onto the second pressure pad. When the gate is open, kill the
two Scarecrows and continue down the walkway.
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Gate
Scarecrows
You have to hit the two Grim Grips here a certain way to scale the wall at the other end of the pit. Snatch 3 may or
may not be required, but use the Divinity Statue to purchase the skill if you lack it to ensure success. Jump towards
the first Grim Grip and use Hell Bound to propel yourself towards the second. Latch onto the second grip as soon as
you are able to; you won't reach the wall if you wait too long. If you hit the second grip correctly, Kick Jump up the
wall to scale the rest of it.
Grim Grips
The second set of Grim Grips is easier to cross, but you will have to defeat a group of Bianco Angelos if you miss
one and fall to the area below.
Tip -- A Devil Star S can be found in the pit, just below the high wall. You'll have to defeat the knights that
spawn there if you wish to retrieve it, though.
Once you've made it over the wall, kill the Alto Angelo there and then slash the wheel until a third set of Grim Grips
appears. Use the grips to reach the third floor, then hit the switch and kill the group of knights that spawns. Drop
down from the left end of the platform and make your way back to the Divinity Statue on the second floor. Ignore
the enemies here and step onto the lift.
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Switch
Lift
Sanctus
Hell Bound can be used on the two orbs that hover near Sanctus to pull yourself towards him, putting you in prime
position to get a few slashes in on the sphere. The sphere will shatter when it sustains a certain amount of damage.
Once it's down, do not let up, as Sanctus will eventually restore it, forcing you to bring it down all over again. Hit
him a few more times while the sphere is down and he'll fall to the ground, stunned. Slash away while he's
vulnerable and then use Buster to perform a special combo that will deal a significant blow to his health.
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Vulnerable
Buster
Sanctus is completely helpless while on the ground, but while floating in the air he uses a few different attacks, but
the majority of those are easy enough to avoid. One attack you will want to watch out for, though, is when Sanctus
launches a bevy of fireballs towards you. If you're on the ground and a fair distance from him, simply Side Roll to
one side to dodge them all or slash them as they come at you. The fireballs can be tough to dodge while in the
process of attacking him, so if you see this attack coming, cease the assault and try your best to avoid getting hit.
Sanctus will also summon pillars of energy around him which is almost impossible to avoid when you're near him.
If you fail to quickly drop Sanctus to the ground after shattering the sphere, he'll summon a new one, a process
which will inflict damage if you're nearby when it happens. When Sanctus covers the ground below him with an
energy beam, jump up into the air and execute a slash combo to remain there until the attack ceases. Since this
attack is easy to dodge, it's actually a good time to gets some hits in. If you see a good opportunity to damage his
shield, activate Devil Trigger to up the damage you'll deal.
Continue breaking Sanctus' protective sphere, dropping him to the ground and then using Buster until he is left with
about a quarter of his health bar. At this point, a short cutscene is triggered in which Sanctus seeks refuge within the
towering Savior. Prepare yourself, as the Savior will then attempt to crush Nero with its fist; Side Roll out of the way
just before impact to avoid taking damage. When Sanctus returns to the field, he does so with a couple of new
moves in his arsenal. The hovering orbs that surround him can now hurt you; they'll occasionally shoot towards you
and inflict damage if they hit. Use Blue Rose to shoot the flaming orbs out of the air and return them to their default
nature.
Buster
Savior
Sanctus is especially deadly at this point, because the fireballs he launches, when coupled with the flaming orbs can
be difficult to dodge. While Sanctus acts much the same way he did during the first part of the fight, his use of the
Savior can make getting the last few hits in difficult because he'll come back out with a fully recharged shield.
Whatever you do, don't let up! Get Sanctus out of his shield and attack him while he's vulnerable until his health bar
is spent to clear the mission.
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Before starting the mission, select 'Power Up' from the menu and enter the 'Skill Up' menu. Purchase all of the
sword skills to start, Charged Shot for Ebony & Ivory or Coyote-A, and definitely the Speed and Air Hike abilities.
You'll also want to upgrade a couple of styles, but it's difficult to know which ones you prefer without first playing as
Dante. If you're looking for an authorial suggestion; the Trickster and Swordmaster styles are enough to get you
through most any situation.
Ascension Chamber
Test out each of Dante's combat styles on the Scarecrows in this room. You'll find that Dante has several moves that
are similar to Nero's (Stinger/Streak, Helm Breaker/Split, High Time/High Roller), so he isn't entirely different when it
comes to swordplay. Pause the game and open up the Skill List for a complete rundown of the moves currently
available to you. Once the Scarecrows have been dealt with, head through the door at the north end of the room.
Meeting Room
A new type of enemy is encountered here; a larger, more powerful Scarecrow. The Mega Scarecrows can take more
of a beating than the standard Scarecrow, deal more damage, and have a projectile attack added to the mix. They're
still one of the lesser enemies, though, so they aren't too difficult to defeat this far into the game. Once the enemies
have been dealt with, proceed through the door at the north end of the room.
Experiment Disposal
Approach the lift and examine it to retrieve the Wing Talisman key item that Nero left behind. When the lift reaches
the first floor, an ominous message appears on screen; the HQ is about to collapse! You have less than 10 minutes to
escape.
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Balcony
Chimera Assaults
The area is immediately sealed off and a group of Assaults spawns. The trouble with these guys is that they've been
taken over by the Chimera in a fashion similar to the Chimera brand of Scarecrow you previously had to deal with.
The Assaults are much faster than the Scarecrows, and that quickness, coupled with the almost unavoidable swipes
from the Chimeras make this a decidedly deadly pairing. Activate Devil Trigger to take care of them quickly if you
must, otherwise pound a way and try to avoid taking too much damage.
When the way is clear, head up the stairs to the east and through the black fog to reach the next area.
Exit
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Lost Woods
Shadows
The way out this time around is east, west, south and south again. In the Forgotten Ruins, use the Divinity Statue if
you wish, otherwise exit into the next area to trigger a boss battle.
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Echidna
The Trickster style can be used to avoid the majority of Echidna's attacks. Toggle this style while Echidna is flying
around the arena. Hold down the Lock-on button to track her movement and use Dash just before impact. While
Echidna is floating in the air, if you've upgraded the Trickster style, use Sky Star to propel yourself towards her torso,
then switch to the Swordmaster style and use Aerial Rave to deal some damage.
Preserve your D.T. Gauge until Echidna roots herself into the ground to spawn Chimera Seeds. Though you can't
Hell Bound your way up to her, wait until the bulb below her spits out a Chimera Seed, then Air Hike up onto her
mid-section, toggle the Swordmaster style, activate Devil Trigger and use Shredder repeatedly. With a lengthy D.T.
Gauge, you can chip away a large portion of Echidna's health here. Throw in a Rebellion Combo B and maybe a
Stinger (careful not to fall!) and you can knock her health down quite a bit. Though you can't perform a super Buster
as Nero could, you are at least be able to stay in place when Echidna becomes stunned and continue the assault.
Rooted
Devil Trigger
When her health bar has been halved, Echidna powers herself up. She now moves faster and will inflict more
damage with each hit. Instead of rooting herself into the ground to spawn Chimera Seeds, she will instead plunge
herself into the ground and raise roots around her and attempt to smack you around with them. Avoid the roots and
get up to her torso; toggle Devil Trigger if it's available, and hit her with Shredder, Rebellion Combo B and other
quick attacks.
Avoid her other attacks with Dash and wait until she embeds herself into the ground again before moving in to deal
damage. There's also a projectile attack that you'll want to watch out for; keep your distance from her when she is
not in the ground and use Dash to avoid taking damage.
Once Echidna has fallen, you'll receive the Gilgamesh weapon. Feel free to try it out whenever. Head through the
exit in the southwest corner of the den to clear the mission.
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Gilgamesh
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Go through the door in the southeast corner of Foris Falls to reach the Central Courtyard.
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Business District/Terrace
More demons; you just can't get a break can you? It's sheer pandemonium; a large number of Scarecrows of both the
standard and Mega variety, as well as a pack of Basilisks, occupy the district.
Blue Orb Fragment -- Once the district is clear of demons, locate the Restaurant-Caf on the west side of
the street; about midway down. Air Hike or use Kick Jump to get up onto the awning. Kick Jump up the
wall and use Sky Star (Trickster) as soon as Dante reaches the top of the railing.
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Yet again, Nero's Demon Arm will serve as the main tool in besting your enemy. First and foremost, Sanctus'
protective sphere needs to be shattered, then it's just a matter of knocking him to the ground and hitting him with
Buster to perform a powerful combo. Same deal as last time; use Hell Bound on the orbs that float near Sanctus to
get close to the sphere and start dealing some damage to it. Activating Devil Trigger will certainly help bring down
the sphere faster, so toggle if the gauge permits it..
This guy can be a real pain to knock out of the air once the sphere is broken. He'll either dodge to the side, or throw
fireballs to keep you at bay. The fireballs can be easily avoided by dropping to the ground and circling beneath
Sanctus. The opportune moment to knock Sanctus out of the air is while he remains still and uses his blade to shield
himself from your attacks. At this point, jump up and hit the raised sword with Buster to stagger him, then jump back
up to him and slash away to strike him down. Be quick about hitting him once his guard is down, as he recovers
quite quickly. When he falls to the ground, use Buster to deal a substantial blow to his health.
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While this secret mission is available during the second mission, it would be a good idea to wait until you've
powered up Nero before attempting this. You have 60 seconds to clear out all of the Scarecrows in the area; the
mission is a failure if you run out of time. An easy way to clear this mission is to wait until you have attained a
lengthy Devil Trigger gauge by purchasing Purple Orbs, as the Devil Buster ability will usually kill a Scarecrow with
a single use. You can clear out a good number of them with Devil Snatch, and then finish the rest off with other
abilities. The Streak and Split Red Queen abilities are also good to have.
If one of your attacks happens to knock an enemy back, don't run after it, but instead use Snatch to pull the
Scarecrow back to you. Snatch works while you're up in the air, too. If the Scarecrow falls beyond the Devil
Bringer's reach, turn your attention to a different one. In the event of failure, you can immediately retry the mission if
that failure wasn't due to Nero's death. Once you've met the objective, pick up the Blue Orb Fragment to clear the
mission.
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Completing this one requires the right skills and a bit of luck. You'll need Snatch 3 to do this. Make sure that the
Lock-on is set to Type 1; you can verify this by pausing the game and entering the 'Options,' then 'Game Options'
menu. Your goal is to chain five mid-air Busters using the Scarecrows in the arena. The mission is a failure if all of
the Scarecrows die, or Nero's health bar is depleted. The Scarecrows here do pack quite a punch, and you can die in
secret missions, so retreat through the door in this area if you're close to death.
Start by using High Roller on one of the Scarecrows, then immediately use Buster while in mid-air. As soon as that
Scarecrow hits the ground, hold the Lock-on button and push the Left Thumbstick (or Analog Stick) towards a
standing Scarecrow. Use Snatch to pull that Scarecrow towards you, then release the Lock-on button and use Buster.
Nero can't snatch Scarecrows that are lying on the ground, so you must quickly scan the area below you for standing
Scarecrows that can be snatched. Luck plays a small role here, as Nero's Buster can knock down the Scarecrows on
the ground below, which could leave none standing if they were close together. Additionally, the Scarecrows can
also block Nero's Devil Bringer, effectively ending the chain.
You can retry this mission as many times as you'd like, as long as you don't die during it. When you've managed to
chain 5 mid-air Busters, collect the Blue Orb Fragment to clear the mission.
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First of all, the Hold ability is required to clear this one. While the parchment is near the beginning of Mission 05,
the Hold ability is acquired at the end of Mission 08. Once you have Hold, purchase the Enemy Hike ability as well.
To clear this mission, you need to attain a style grade of C without once using an offensive ability.
Initially there are two Scarecrows and one Frost in the room. As soon as the mission begins, use Hold on one of the
Scarecrows and back yourself against a wall. Wait until either the Frost or Scarecrow (preferably the Frost) hits your
shield with an attack, then press the Taunt button to up the style meter. It is important that you do not spam taunts
because that won't do you any good; let your shield take a hit before taunting to up the meter.
If the Scarecrow you're holding should die, quickly grab the second one. If you are hit at all, whack one of the
enemies and retry the mission, because another Frost will spawn in the Scarecrow's place. When the style meter is
just about full after a couple of hits and a taunt, Use Enemy Hike to (hopefully) hit C. Collect the Blue Orb Fragment
once you've succeeded to clear the mission.
This can also be attempted as Dante during Mission 17. If you find it easier, you can use Dante's Royal Block ability
with Taunt (and perhaps Enemy Hike) to clear this mission instead. Stand in the L-shaped corridor in the northeastern
corner of the room; the Scarecrows won't bother you here, and you can then simply Royal Block the Frost's attacks
to up the style meter. Taunt afterwards, then Enemy Hike (if necessary) without getting hit to attain a C grade.
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You have two minutes to find 99 hidden orbs. To start, move south and stand before the large door to collect 30 of
the hidden orbs. There are 60 more orbs behind the mirror on the western side of the second floor walkway. To get
up to the walkway, Kick Jump off of one of its supports and try to land on the narrow beam that connects it to the
pillar. Once you've made it onto that beam, jump over the railing and locate the mirror. Slash the mirror until it
shatters. Hop into the little alcove that was behind it and stand there until the orb stash appears.
The last batch is at the bottom of the stairs beyond the smashed Sanctus portrait; stand in the middle of that area to
reveal the orb stash. Return to the Grand Hall and grab the Blue Orb Fragment near the Gyro Blade to clear the
mission.
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The Red Queen Roulette Spin skill and the Air Hike ability are needed to complete this one. The Snatch 3 skill
would prove useful too, but it's not necessary.
You have 60 seconds to reach the Blue Orb Fragment at the very top of this area. To start, jump onto the first seal
and use the two Grim Grips above it to reach the second. From the second seal, use the next two Grim Grips to
reach the next. After hitting that seal, land on the catwalk above it. Face the gated seal, jump towards it, use Roulette
Spin to break the fencing, then use Air Hike and land on the seal. As you ascend, latch onto the Grim Grip above
and land on the upper catwalk. From here, use the same Grim Grip to hit the final seal. Land on the ledge and touch
the fragment to clear the mission
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You'll probably need Air Hike to accomplish this one, so make sure you have it. The objective is to kill all of the
Chimera before they can merge with the Scarecrow. This appears to be a difficult task at first, as the Scarecrow starts
off surrounded by a mess of them. However there is one way to ensure its safety.
The Aegis Shield attained after besting Angelo Credo adds the Hold ability to your repertoire. To use Hold, hit the
Scarecrow with Buster, but hold down the Devil Bringer button. The Chimera Seeds are rather fast, and Nero is
reduced to a stroll while holding an enemy, so you'll have to jump and Air Hike to avoid the Chimera. Jump towards
the steps that lead up to the area at the eastern end of the map. The Chimera will not enter the fountain area, so carry
the Scarecrow far into that area and throw him down. Afterwards, head back down the stairs and tear about each
and every Chimera Seed with Buster. Collect the Blue Orb Fragment after completing the objective to clear the
mission.
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Hitting the wheel at the start of the mission eventually activates a tile bridge. The tiles at the start of the bridge soon
disappear, and a new section of tiles takes its place. The tiles eventually lead to a Blue Orb Fragment. There are two
Mephisto that are intent on making things difficult for you, as they'll constantly poke and prod in an attempt to knock
you off.
There is a trick to complete this mission quickly as Nero; the Red Queen Calibur skill and the Enemy Hike and Air
Hike abilities are needed to pull it off. Slash the wheel to trigger the tiles, run to the end of the first two tiles that
appear and jump straight ahead, use Calibur, Enemy Hike off of the Mephisto there and then Air Hike onto the ledge
where the fragment is. You may need to straighten out the camera so to see where you're jumping.
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This mission can be quite difficult, especially if you aren't familiar with the Royal Guard style. You're put into a
room with a pair of Mephistos and must successfully perform Royal Block five times in a row. To use the Royal Block
skill, have the Royal Guard style toggled, and press the Style Action button just before an enemy's attack hits. If you
get hit by one of the Mephistos after a successful execution, the chain resets to zero. You can, however, kill one of
the Mephistos to make things a bit easier.
Clearing this mission is all about timing, but there seems to be a little bit of luck involved, too. If you're having a lot
of trouble doing this, there is one thing you could try, but it comes with absolutely no guarantee of success. First, kill
one of the two Mephistos, then hold the lock-on button and basically mash the Style Action button. Sure, Dante's
going to look pretty silly while doing this, but it is surprisingly effective. The only attack you'll want to avoid while
doing this is the Mephisto's tail swipe, as it very difficult to block.
Other than that, there doesn't seem to be a surefire way to clear this one. Just practice, practice, practice and try, try
again until you can pull it off. Once you've succeeded, collect the Blue Orb Fragment that appears to clear the
mission.
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You're up against two waves of Assaults and Chimera Seeds here, and you have to wipe them all out without taking
any damage or being captured by a Fault. The biggest threat are the Chimera-infected Assaults, as the Chimera swing
their tentacles every which way, making them difficult to avoid. Even a small nick spells failure, so you can't be too
careful.
With that said, this mission can be cleared quite easily with some patience and a bit of luck. With the shotgun out,
hug the edge of the area and double-jump in one direction while firing at the enemies below. Do not use lock-on at
all during this, just stick to the edge of the map, jump and Air Hike in one direction and continuously tap the
Long-range attack button. As soon as you hit the ground, jump up into the air again and continue shooting. This way
there is no need to worry about the Faults at all, because they'll only appear as soon as you hit the ground, and
you'll be up in the air again before they can emerge completely.
There might be a few close calls, and this could take a couple of tries, but it is likely the safest and easiest method to
get this done. Once you've killed off the two waves of enemies, collect the Blue Orb Fragment that spawns to clear
the mission.
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You have two minutes to smash the five towers in the hallway using a Gyro Blade. This is one of easier secret
missions, but of course you will need to know exactly where each tower is if you hope to complete this task with
time to spare. So spend one try scouring the hall and memorize their locations. To start, use Buster on the Gyro
Blade to activate it, and then slash it until the blades on its sides are spinning. Punch the Gyro Blade at this point to
send it sailing down the hall towards the first tower. Spam Streak to close the distance between yourself and the
Gyro Blade a lot faster.
An active Gyro Blade is prone to bounce, and this is especially an issue in this relatively narrow hallway. Hitting the
Gyro Blade with Buster while it is not spinning only pushes it forward a short distance, so you can move it further
down the hall without it bouncing back towards you. The clock is ticking, so only do this when you must knock the
Gyro Blade into a specific area and are not simply moving it down a large stretch of hallway. Once you've managed
to destroy the five towers, collect the Blue Orb Fragment to clear the mission.
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The PF124: Hatred and PF398: Revenge abilities are needed to complete this mission, so purchase those and make
sure you know how to use them before attempting this. There are two statues to destroy at opposite ends of the area,
and you only have thirty seconds to do so. The laser cannon is quite difficult to aim because, while you can adjust its
aim vertically once you set it down, there is no way to adjust the darned thing horizontally. So, essentially, you have
to throw it down just right or you won't be able to hit the statue. There are a couple of ways you can go about doing
this; both methods require practice and maybe a bit of luck.
1: As soon as the mission begins, move south until you are down set of steps through the first doorway. Set up Hatred
at the bottom of the steps, take aim and fire. If you hit the statue, turn around and move north until you are at the
bottom of the stairs (spam Stinger to quickly descend). Set up Hatred, take aim and hit the statue to spawn the Blue
Orb Fragment. You should have enough time to do this, provided you don't miss a shot.
2: This method requires quite a bit of luck, but given enough time you'll eventually pull it off. As soon as the mission
starts, move north until you reach the end of the starting platform. Set up Hatred at the top of the stairs, aim down and
release when the sight appears to line up with the statue. If you managed to break the statue and still have about
twenty seconds left, turn around and either run (if you have the Speed skill) or spam Stinger to reach the statue at the
south end of the map. Hit the final statue with Stinger to spawn the Blue Orb Fragment.
Since you won't encounter any threats during this mission and will be teleported back to its location in Lamina Peak,
in the event of failure, you can retry as many times as you wish. Keep trying and you'll clear it eventually.
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You must make it to the end of the laser-ridden corridor without losing any health. Unfortunately the time-slow
machine cannot be used here, making this a decidedly difficult mission to complete under normal circumstances.
With that said, there's a very simple way to clear this mission with Pandora. The destruction meter must be maxed
out for this to work, though. Max out the meter by using Pandora on the enemies that spawn near the fountain in the
Opera House Plaza area if you haven't triggered and defeated them yet.
Activate the secret mission once the destruction meter is full. With the Gunslinger style selected and Pandora
equipped, jump up into the air and press the Style Action button to use the PF594: Argument ability, which
transforms Pandora into a mobile missile battery. Don't jump too high because if Pandora is scraping the ceiling
that'll slow its movement, which may prevent you from crossing the entire laser bed in this fashion. You want
Pandora to be hovering just above the lasers; jump and Air Hike over the lasers, then let Dante dip just a bit before
transforming Pandora. If you're in good order, then it's smooth sailing from here. Pick up the Blue Orb Fragment at
the other end of the corridor to clear the mission.
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back to the first level. Activate the wheel again to call the elevator and make your way back up to the third level.
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Once the district is clear of demons, locate the Restaurant-Caf on the west side of the street; about midway down.
Air Hike or use Kick Jump to get up onto the awning. Kick Jump up the wall and use Sky Star (Trickster) as soon as
Dante reaches the top of the railing.
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Difficulty Levels:
Son of Sparda - Clear all missions on Devil Hunter difficulty.
Dante Must Die - Clear all missions on Son of Sparda difficulty. Enemies will DT.
Heaven Or Hell - Clear all missions on Son of Sparda difficulty. Enemies and player character die with a single hit.
Hell Or Hell - Clear all missions on Dante Must Die difficulty. Player character dies with a single hit.
Artwork:
The Two Heroes - Complete the game on Human difficulty.
The Cast - Complete the game on Devil Hunter difficulty.
Character Images - Complete the game on Devil Hunter difficulty.
The Demons - Complete the game on Son of Sparda difficulty.
Publicity Pictures - Complete the game on Son of Sparda difficulty.
The Ladies of Devil May Cry - Complete the game on Heaven or Hell mode.
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1. A Comfortable Pace
Clear mission 11 in Human Mode.
10 Points
2. Easy Does It
Clear all missions in Human Mode.
10 Points
3. Half Way There
Clear mission 11 in Devil Hunter Mode.
10 Points
4. Done and Done
Clear all missions in Devil Hunter Mode.
20 Points
5. Rock and a Hard Place
Clear Mission 11 in Son of Sparda Mode.
10 Points
6. Hardly A Simple Task
Clear All Missions in Son of Sparda Mode.
30 Points
7. Easier Said Than Done
Clear Mission 11 in Dante Must Die Mode.
10 Points
8. All Bow Before You
Clear All Missions in Dante Must Die Mode.
40 Points
9. Step into the Light
Clear All Missions in Heaven or Hell Mode.
10 Points
10. Tonight, We Dine in Hell
Clear All Missions in Hell or Hell Mode.
10 Points
11. The Best of the Rest
Clear all missions in Human Mode with an S ranking.
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20 Points
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