______ _____ _ _ _____ _
| _ \ ___| | | |_ _| |
| | | | |__ | | | | | | | |
| | | | __|| | | | | | | |
| |/ /| |___\ \_/ /_| |_| |____
|___/ \____/ \___/ \___/\_____/
___ ___ _____ __
| \/ | / _ \ \ / /
| . . |/ /_\ \ V /
| |\/| || _ |\ /
| | | || | | || |
\_| |_/\_| |_/\_/
_____ ________ __
/ __ \| ___ \ \ / /
| / \/| |_/ /\ V /
| | | / \ /
| \__/\| |\ \ | |
\_____/\_| \_| \_/
_____
|____ |
/ /
\ \
.___/ /
\____/
D A N T E ' S A W A K E N I N G
A FAQ/Walkthrough by MHamlin
Contact:
[email protected]
Version 1.50 - Completed
Note: This new version of the FAQ now covers the extra features available in
the Special Edition of Devil May Cry 3. See the appropriate section for
details.
==============================================================================
COPYRIGHT NOTICE
This document is protected by copyright Mike Hamlin, 2005. There is no illegal
reproduction or distribution of this document. You may not copy and paste this
document and slap your name on it. You may not post this document on any
website or forum without my permission. You may not, in any way, use this
document to make money. If you do, you will be sorry.
==============================================================================
TABLE OF CONTENTS
1. Game Info [001]
2. Controls
-Controls [002]
-Basic Actions [003]
3. Weapons
-Devil Arms [004]
-Guns [005]
4. Styles
-Style System [006]
-Style Actions [007]
5. Other Important Things
-Orbs [008]
-Divinity Statues [009]
-Equipping Weapons [010]
-Items [011]
-Special Skills [012]
-Gun Upgrades [013]
-Combat Adjudicator Statues [014]
-Secret Missions [015]
-Difficulty Levels [016]
-Combos [017]
-Mission Rankings [018]
-Devil Trigger [019]
6. Walkthrough
-Mission 1 [020]
-Mission 2 [021]
-Mission 3 [022]
-Mission 4 [023]
-Mission 5 [024]
-Mission 6 [025]
-Mission 7 [026]
-Mission 8 [027]
-Mission 9 [028]
-Mission 10 [029]
-Mission 11 [030]
-Mission 12 [031]
-Mission 13 [032]
-Mission 14 [033]
-Mission 15 [034]
-Mission 16 [035]
-Mission 17 [036]
-Mission 18 [037]
-Mission 19 [038]
-Mission 20 [039]
7. Blue Orb Fragments [040]
8. Enemies [041]
9. Secrets and Extras
-Characters [042]
-Gallery [043]
-Mission Numbers [044]
-Others [045]
-Song Lyrics [046]
10. DMC3: Special Edition [047]
11. Closing and Credits [048]
==============================================================================
=-=-=-=-=
Game Info [001]
=-=-=-=-=
WHAT THE HECK IS DEVIL MAY CRY?
Devil May Cry is an action/adventure game by Capcom for the PS2. It featured a
dark, gothic mood and one of the coolest protagonists ever: Dante. With his
assortment of swords and guns, and a mean attitude, he destroyed the demons
and sent their leader, Mundus, back to hell. Devil May Cry was a ground-
breaking release because of the intense action and excellent fighting design.
Then Devil May Cry 2 came out and everyone was sorely disappointed. The game
was very watered down and Dante lost his cool and calm demeanor. On the whole,
the game sucked and no one liked it.
Now, the highly anticipated prequel to the first Devil May Cry game is here
and it lives up to the original. The designers have given back Dante's
personality and have upped the difficulty considerably. Devil May Cry 3
features all sort of improvements, from new weapons to new and stylish moves.
This game has absolutely INSANE action fighting and newcomers to the series
will have sore hands after playing this game for a while. Devil May Cry 3 is
probably the best yet and I hope my guide is useful to you.
This FAQ also covers the Special Edition of Devil May Cry 3. This new version
of the game includes some extra features such as Bloody Palace, Turbo Mode,
Vergil Mode, and much more.
==============================================================================
=-=-=-=-
Controls
=-=-=-=-
These are the standard control for Devil May Cry 3. They can be changed
however you want, though.
-Controls [002]
Triangle: Devil Arm attack.
Square: Gun attack.
X: Jump.
Circle: Style action. Examine objects, pick up items, etc.
R1: Lock on.
L1: Devil Trigger.
R2: Switch Devil Arm.
L2: Switch gun.
Start: Pause.
Select: Taunt.
Left Analog Stick: Move.
Right Analog Stick: Move camera.
L3: Change targets while locked on.
R3: Move camera directly behind Dante.
D-pad UP: View/use items.
D-pad RIGHT: Map.
D-pad DOWN: View equipment.
D-pad LEFT: View files.
===
-Basic Actions [003]
Movement: The left analog stick moves Dante around. Notice that movement in
this game 2D, meaning that it is all relative to the camera (or you). So
pressing down makes Dante move toward the camera and pressing up makes him
move away.
Camera control: Move the right analog stick left and right to swivel the
camera. Sometimes you can't do this so it can still be difficult to see what
you want to see. Pressing R3 moves the camera directly behind Dante.
Attacking: Dante has two methods for attack: melee and guns. Triangle causes
Dante to attack with whatever melee weapon (Devil Arm) he is using. There are
a number of combos and tricks that can be done by timing button presses.
Square causes Dante to fire whatever gun he has equipped. You have infinite
ammo for all of your guns.
Jumping: Pressing X causes Dante to jump. If you are near a wall, press X to
kick jump off, allowing to you reach higher places.
Taunting: Press select to taunt the enemy.
Style: Press circle to use an action for your chosen Style. Sometimes
additional commands with R1 and the left analog stick are needed, but all
actions specific to a Style are performed with circle.
Weapons: Dante can only carry two Devil Arms and two guns with him at a time.
Pressing R2 and L2 will switch your equipped Devil Arms and guns. The switch
is instantaneous; you can swap weapons even in the middle of a combo. Pressing
down on the d-pad will allow you to view what weapons you are carrying.
Equipment can be changed at the Divinity statues.
Lock on: Press and hold R1 and a red circle will draw itself around the
nearest enemy. Dante is now locked on and movement will be made in relation to
the target. While locked on, Dante will always turn and direct attacks toward
the target, even if he is facing another direction. You can switch targets
with L3. Also note that while Dante is locked on to a target, he will only
walk. If you knock the target far away from you, it would be much easier to
break your lock and run toward the enemy. The red circle also represents how
much health the targeted enemy has.
Special moves: Dante can purchase special skills from the Divinity statues for
his various weapons. Most of these skills require you to hold R1 and then use
the stick in conjunction with Triangle to execute them. Other skills are
passive (they are always on).
Rolling: While holding R1, tilt the left analog to the left or right of
Dante's direction and hit X to roll sideways. This will make Dante invincible
during the animation, and will get him out of harm's way, but there is a
second of lag after coming out of a roll. In order to dodge many attacks, you
need to roll at just the right time.
Free Ride: While equipped with Ebony and Ivory, knock an enemy to the ground
and then jump on top of him. Dante will kick off and surf around the room,
using the enemy's body as a platform. Pressing Square causes Dante to spin and
fire his handguns. Eventually, Dante will run the enemy into a wall and get
off.
Pole Play: When facing a vertical pole, press Triangle and Dante will grab
hold, spinning around and kicking any enemies nearby. He will then jump off
and attack the nearest enemy.
==============================================================================
=-=-=-=
Weapons
=-=-=-=
There are a number of weapons out there for you to get. Weapons come in the
form of Devil Arms (magical swords and other melee weapons) and guns. Every
weapon is useful somehow, so change equipment when needed.
New to DMC3: Special Edition are the three devil arms that you can use when
playing as Vergil. These include Yamato, Beowulf, and Force Edge. See the
Special Edition section for details.
===
-Devil Arms [004]
REBELLION: A non-elemental, keepsake sword. Dante begins the game with this.
This weapon is surprisingly useful and well-balanced. It is relatively fast
with decent damage and has a long range.
Skills:
Rebellion Combo I
Command: Triangle, Triangle, Triangle
This is the basic three hit combo for Rebellion. The last hit is powerful and
will knock enemies away from you.
Rebellion Combo II
Command: Triangle, (pause), Triangle, Triangle
This is a longer five hit combo that does more damage overall than the first
combo. Again, the last hit will knock enemies away.
Million Stab
Command: Triangle, (pause), mash Triangle
Starts out the same as the combo II but the last hit changes into a stabbing
frenzy which will repeatedly damage the same target. You can prolong the
stabbing by continuing to tap Triangle, though it could be easily interrupted
if there are enemies around. The frenzy ends in a powerful lunging stab that
knocks the enemy away. However, you can change the final stab into a different
move such as High Time or Stinger.
Helm Breaker
Command: Triangle while in the air
This is a very useful aerial attack. It causes a lot of damage and will knock
enemies away. Dante drives straight down so you need to jump right over the
target's head in order to score a hit. However, if you are locked on, Dante
will automatically turn and face the right direction in mid-air.
High Time
Command: R1 + back + Triangle (hold)
Dante delivers an uppercut slash that knocks his foe straight upward. When you
hold Triangle, Dante will leap straight up as well, so you can continue
attacking in mid-air. This move can also be incorporated into any of the
combos.
Stinger Level 1
Command: R1 + forward + Triangle
Dante lunges forward a short distance and delivers a powerful stabbing attack.
This can push enemies away from you and can be incorporated into any of the
combos. If you execute the move but mash Triangle instead of simply pressing
it, Dante will go into the Million Stab combo instead. Cost: 2500
Stinger Level 2
Command: R1 + forward + Triangle
This is the same as Stinger Level 1 except that Dante dashes about three times
further. This is a very useful skill and you might want to consider purchasing
it as soon as possible. Cost: 10000
Drive
Command: Triangle (hold and then release)
This is a powerful but slow attack. When you hold Triangle, Dante's sword will
glow red. After releasing Triangle, Dante will crouch low, taunt the enemy,
and then deliver a powerful slash, which also fires a shockwave. The longer
you hold Triangle, the more powerful the attack will be. However, it's so slow
that you are likely to be interrupted if there are other enemies close by.
Cost: 7500.
Air Hike
Command: X while in the air
This is a double jump move. It will greatly increase Dante's mobility and
allow him to reach different areas. Another skill you'll want to purchase
ASAP. Cost: 20000
Glide
Command: R1 + hold X while in the air
This move causes Dante to float gently to the ground while in the air. You
must be in devil form to use it.
===
CERBERUS: A three-pronged nun-chuck weapon imbued with the power of ice.
Although it doesn't have the range of Rebellion, the wild spinning motions
allow Dante to hit enemies on all sides, making this a good defensive weapon.
Received after defeating Cerberus in Mission 3.
Skills:
Cerberus Combo I
Command: Triangle, Triangle, Triangle, Triangle, Triangle
Dante attacks with a long series of strikes, the last hit knocking enemies
away. It is powerful but the length means the attack can be interrupted if
other enemies are present.
Cerberus Combo II
Command: Triangle, Triangle, (pause), Triangle, Triangle
Starts the same combo I but then changes to a spinning attack where Dante
whirls the nun-chucks in front of him, keeping enemies at bay. It doesn't
cause as much damage as the first but is considerably shorter.
Swing
Command: Triangle while in the air
Dante whirls the nun-chucks in the air. It's difficult to hit enemies below
you, but very easy to his enemies around you.
Revolver
Command: R1 + forward + Triangle
Dante jumps forward, spinning around with his nun-chucks and then slams the
ground. The initial spins can hit enemies but the real damage comes on the
impact, which strikes directly in front of you.
Revolver Level 2
Command: R1 + forward + Triangle
This enhanced version of Revolver causes Dante to spin faster and hit harder.
Cost: 15000
Windmill
Command: R1 + back + Triangle
This causes Dante to spin the nun-chucks like a propeller in front of him,
which can fend off enemies. Cost: 7500
Satellite
Command: Triangle, Triangle, (pause), mash Triangle
Executes Cerberus Combo II and then adds a move where the nun-chucks spin
around Dante's body, hitting anything nearby.
===
AGNI & RUDRA: This is a pair of elemental swords, one fire and the other wind.
Although this weapon doesn't have the range of Rebellion, you can attack very
quickly and strike enemies on all sides of Dante. Received after defeating
Agni and Rudra in Mission 5.
Skills:
A&R Combo I
Command: Triangle, Triangle, Triangle, Triangle, Triangle
Dante does a rapid series of attacks that strike enemies on multiple sides.
A&R Combo II
Command: Triangle, (pause), Triangle, Triangle
This is a three part attack with most of the damage coming from the last hit.
This is useful for focusing on a single enemy.
A&R Combo III
Command: Triangle, (pause), Triangle, (pause), Triangle
Starts out the same as combo II but Dante goes into a series of rapid slashes
and ends with a final kick that knocks enemies away.
Aerial Cross
Command: Triangle while in the air
Dante slashes both swords in a crossed pattern, hitting whatever is in front
of him.
Jet Stream
Command: R1 + forward + Triangle
Dante runs forward and then slashes with both swords. Can be incorporated into
any other combo.
Jet Stream Level 2
Command: R1 + forward + hold Triangle
Same as level 1 but Dante attacks twice. Can be incorporated into any other
combo. Cost: 10000
Jet Stream Level 3
Command: R1 + forward + hold Triangle
Same as level 2 but Dante ends with a final crossed sword slash that hits in a
wide arc. Can be incorporated into any other combo. Cost: 15000
Whirlwind
Command: R1 + back + Triangle
Dante spins and delivers an uppercut slash which knocks an enemy up into the
air. Can be incorporated into any other combo. Cost: 7500
Million Slash
Command: Triangle, (pause), Triangle, (pause), mash Triangle
Starts out the same as combo III but Dante launches into a series of blazing
fast attacks, ending with one final slash. Causes immense damage but the
length makes it easy for enemies to interrupt it.
Air Hike
Command: X while in the air
This is a double jump move. It will greatly increase Dante's mobility and
allow him to reach different areas. Another skill you'll want to purchase
ASAP. Cost: 20000
===
NEVAN: A lightning imbued guitar with the ability to summon swarms of bats.
This weapon is good for crowd control but it takes some getting used to as the
combos work differently that other weapons. Received after defeating Nevan in
Mission 9.
Skills:
Tune Up
Command: Triangle
This is the special stance from which most of your attacks originate. You need
to enter this stance first before you can use the combos.
Nevan Combo I
Command: Tune up, Triangle
Shoots a cluster of bats and electricity. Hold down Triangle to fire more.
Nevan Combo II
Command: Tune up, R1 + left + hold Triangle
Summons several clusters of bats and electricity. The longer you hold
Triangle, the more you will shoot.
Jam Session
Command: Tune up, R1 + left + mash Triangle
Starts out the same as combo II, but Dante falls to his knees and jams
furiously, causing a storm of electricity to surround him.
Nevan Combo III
Command: Tune up, R1 + right + Triangle
Dante plays a chord and emits a shockwave which damages any nearby enemies.
Air Play
Command: Hold Triangle while in the air
Dante summons several clusters of bats and electricity and hurls them forward
while falling. The longer you hold Triangle, the more you will shoot.
Reverb Shock
Command: R1 + forward + Triangle
Dante rushes forward and stabs with the guitar, knocking enemies away. This
can be done during any of the other combos. Cost: 7500
Reverb Shock Level 2
Command: R1 + forward + Triangle
Same as level 1 only more powerful, and it summons a blast of electricity to
further damage the target. Cost: 15000
Bat Rift
Command: R1 + back + Triangle
Dante swings the guitar upwards, knocking the enemy straight up in the air.
Bat Rift Level 2
Command: R1 + back + hold Triangle
Same as level 1 but once the enemy is in the air, Dante summons a swarm of
bats to do more damage. Cost: 10000
Air Raid
Command: R1 + X while in the air
While in devil form, Dante will spread his wings and float. You can fly freely
in any direction after that. Cost: 20000
Thunder Bolt
Command: Square while using Air Raid
Dante will fire bolts of lightning at the enemies below.
Vortex
Command: Triangle while using Air Raid
Dante spins his body and crashes into enemies.
Volume Up
Command: (passive)
When you purchase this skill, Dante will be able to summon bats and
electricity faster than before. This basically ups his attack speed.
===
BEOWULF: This is a set of gauntlets and greaves imbued with the power of
light. Although this weapon is very powerful, Dante's punches and kicks are
slow and have little range. You can also hold down Triangle while attacking to
charge up any of the attacks. Found at the beginning of Mission 14.
Beowulf Combo I
Command: Triangle, Triangle, Triangle
A three hit combo with a kick on the end that knocks the enemy straight up in
the air.
Beowulf Combo II
Command: Triangle, Triangle, (pause), Triangle, Triangle
Same as combo I but switches to a flurry of kicks before ending in a powerful
heel drop.
Killer Bee
Command: Triangle while in the air
Causes Dante to attack with a drop kick that moves toward the ground at an
angle, giving this move great distance.
Straight
Command: R1 + forward + Triangle
Dante rushes forward and delivers a powerful punch which knocks the targets
back. Can be incorporated into any of the above combos.
Straight Level 2
Command: R1 + forward + Triangle
Same as level 1 except Dante dashes about three times further. Can be
incorporated into any of the above combos. Cost: 10000
Beast Uppercut
Command: R1 + back + Triangle
Dante sends a powerful uppercut that launches the enemy straight up. Can be
incorporated into any of the above combos. Cost: 7500
Rising Dragon
Command: Triangle while performing Beast Uppercut
After knocks the enemy up into the air, he jumps up with them, delivering a
rapid series of spin kicks. The longer you charge Beast Uppercut, the more
Dante will spin. Cost: 15000
Hyper Fist
Command: Triangle, Triangle, (pause), mash Triangle
Starts out the same as combo II, but Dante launches into a series of blazing
fast punches, ending with one final punch that sends the enemy flying.
Air Hike
Command: X while in the air
This is a double jump move. It will greatly increase Dante's mobility and
allow him to reach different areas. Another skill you'll want to purchase
ASAP. Cost: 20000
===
-Guns [005]
EBONY & IVORY: These are Dante's dual hand guns. Although they are weak, you
can fire them very rapidly (they have no recoil time). Firing them in the air
causes Dante to float briefly, which will prolong his air time. Overall, Ebony
& Ivory work well throughout the entire game, so it's probably a good idea to
keep them equipped all the time. Dante begins the game with them.
SHOTGUN: This weapon fires at a moderate pace but what it lacks in speed, it
makes up for in fire power. Each shot from this weapon sprays the ammo in a
wide arc. To maximize the damage, you should get up to the enemy as close as
possible. Found in the bar in Mission 3.
ARTEMIS: This is a laser gun that attaches to Dante's arm. It fires pink laser
blasts that seek out multiple targets. Artemis is not a very good gun because
it doesn't fire very quickly, and the shots don't inflict much damage. Found
in Mission 6 after completing all three trials.
SPIRAL: This rifle-type weapon fires high-impact shells that can pass through
enemies, inflicting great damage. However, the weapon has a mean recoil, so
make sure the coast is clear before firing. Found in Mission 9 in the
subterranean lake.
KALINA ANN: This is Lady's rocket launcher and it packs a tremendous punch! It
fires very slowly but each shot can hit multiple enemies, inflicting tons of
damage. This weapon has a very short range, though, so make sure you are close
enough before firing. Received after beating Lady in Mission 16.
SUMMONED SWORDS (SPECIAL EDITION): This is Vergil's one and only long range
attack; he uses those blue and green phantom blades you may have seen before.
See the Special Edition section for details.
==============================================================================
=-=-=-
Styles
=-=-=-
New to DMC3 are the various Styles. Styles are special move sets that alter
the way Dante fights. At first, there are four Styles to choose from, but
there are two more to be unlocked.
-Style System [006]
Dante can only be using one Style at a time. You can change Styles at the
beginning of a mission or at a Divinity Statue. When choosing a Style, press
Square to view information about that Style, the amount of EXP you have, and
the moves that are available to you.
As you defeat enemies, you gain EXP towards the Style you are using. The EXP
bar next to your life gauge shows how much EXP you have. Once you have gained
enough EXP, the Style will level up and more moves will become available. The
Circle button is used for all of your Style moves.
Once you have mastered a Style, it cannot gain any more EXP, so you should
switch to another Style. Most of the Styles max out at Level 3. Here are the
six Styles available in the game (seven for Special Edition):
TRICKSTER: This Style gives Dante a host of evasive maneuvers to dodge enemy
attacks more easily. If you like outwitting your foes with stunning acrobatic
moves, this Style is for you.
SWORDMASTER: This Style gives Dante special moves for Devil Arms. This Style
will affect all of your Devil Arms, so when you level up, you should switch
your equipment and check out your new moves. Use this Style if you prefer
bone-crushing melee combat.
GUNSLINGER: This Style gives Dante a number of moves for his guns. Like Sword
Master, Gun Slinger will affect all of your guns, so when you level up, you
will have a bunch of new moves to try out. This Style is for engaging enemies
at a distance with fancy gun-play.
ROYALGUARD: Royal Guard is a unique Style in that it focuses on blocking and
countering. Dante can deflect many of the attacks thrown at him in the game
with this Style, and then counter with powerful hand-to-hand moves. Use this
Style if you like more defensive play.
QUICKSILVER: This Style allows Dante to control time to a certain extent.
Unlocked after defeating Geryon in Mission 12. Quick Silver cannot level up.
DOPPELGANGER: If you like to even the odds and gang up on enemies, this is the
Style for you. Dante can summon a clone of himself to fight enemies. Unlocked
after defeating Doppelganger in Mission 17. Doppelganger cannot level up.
DARK SLAYER (SPECIAL EDITION): This is the Style you'll be using when playing
as Vergil. Dark Slayer allows you to use teleportation tricks to either evade
enemies or open up attack opportunities.
===
-Style Actions [007]
Here is a description of all the moves you can acquire by using the various
Styles. All of these actions are used with the Circle button, but some also
require the use of R1 and the left analog stick.
TRICKSTER
=========
LV1:
Dash
Command: Circle
Dante will move in the direction you're facing with blinding speed. It's very
similar to a roll but you can travel in any direction.
Wall Hike
Command: forward + Circle while next to a wall
There are two Wall Hikes. Face a wall and press forward and Circle to run up
the wall and back flip off. When Dante's side is next to the wall, press in
the direction of the wall and Circle to run along the wall and side flip off.
LV2:
Double Dash
Command: Circle, Circle
Allows Dante to dash twice in any direction.
Sky Star
Command: Circle while in the air
Gives Dante a horizontal boost jump in the air. This can be used in
conjunction with Air Hike, so this move is a triple jump of sorts.
LV3:
Triple Dash
Command: Circle, Circle, Circle
Allows Dante to dash three times in any direction.
Air Trick
Command: R1 + forward + Circle
Causes Dante to teleport right next to an enemy, opening up great attack
opportunities. The range on this move is limited, though.
SWORDMASTER
===========
LV1 REBELLION:
Prop Shredder
Command: Circle, mash Circle
The first hit knocks the enemy up into the air. Continue hitting Circle and
Dante will catch the enemy in the air with a spinning sword attack.
Aerial Rave
Command: Circle, Circle, Circle, Circle while in the air
This is a four-hit combo used in the air for hitting enemies directly in front
of you.
LV2 REBELLION:
Sword Pierce
Command: R1 + forward + Circle
Dante hurls his sword at the targeted enemy. While the sword is away, you can
attack with a kick by pressing Triangle, or you can fire your guns.
LV3 REBELLION:
Dance Macabre
Command: R1 + back + mash Circle
Causes Dante to rush forward and attack with a rapid series of sword strikes.
Crazy Dance
Command: mash Circle while performing Dance Macabre
At the end of the combo, Dante will put his sword in the ground and spin on
it, kicking repeatedly. He will then end with a final lunging slash.
LV1 CERBERUS:
Flicker
Command: mash Circle
Dante spins his nun-chucks around his body several times, hitting anyone
nearby. Can also be done in the air.
LV2 CERBERUS:
Crystal
Command: R1 + forward + Circle
Dante generates an ice crystal that crawls a short distance along the ground.
Million Carats
Command: mash Circle during Crystal
Dante hits the ground and a wall of ice drops on his location, hitting all
nearby enemies.
LV3 CERBERUS:
Ice Age
Command: R1 + back + Circle
Encases Dante in a layer of ice, making him invulnerable for a short period of
time.
LV1 AGNI & RUDRA:
Crossed Swords
Command: Circle
Dante slashes with both swords and attacks with a wave of flame and wind.
Sky Dance
Command: mash Circle while in the air
Dante slashes in the air several times and then drops to the ground,
somersaulting, causing waves of flame and wind to radiate outward.
LV2 AGNI & RUDRA:
Crawler
Command: R1 + forward + Circle
Dante digs both swords into the ground and a wave of flame and wind streaks
forward.
LV3 AGNI & RUDRA
Twister
Command: R1 + back + Circle
Dante puts the swords together and spins them around, creating a tornado of
flame and wind which hits nearby enemies.
Tempest
Command: mash Circle during Twister
The tornado Dante creates radiates outward and Dante is propelled into the
air.
LV1 NEVAN:
Slash
Command: Circle, Circle
Dante slashes twice with the bladed part of his guitar.
Air Slash
Command: Circle, Circle while in the air
Same as Slash but done in the air.
LV2 NEVAN:
Feedback
Command: R1 + forward + Circle
Dante spins the guitar around his body, hitting any nearby enemies.
Crazy Roll
Command: mash Circle during Feedback
Dante spins around, moving forward in a wave of electricity.
LV3 NEVAN:
Distortion
Command: R1 + back + hold Circle
Dante plays on the guitar and releases a cluster of bats and lightning. The
longer you hold Circle, the more powerful the attack becomes.
LV1 BEOWULF:
Zodiac
Command: Circle
Dante hurls a ball of light energy.
The Hammer
Command: Circle while in the air
Dante does a two-fisted slam attack in the air.
LV2 BEOWULF:
Volcano
Command: R1 + forward + Circle
Dante slams the ground and a wall of light erupts and expands in all
directions.
LV3 BEOWULF:
Real Impact
Command: R1 + back + Circle
Dante charges up and then delivers a super-powered uppercut, causing Dante to
travel upwards along with the enemy.
Tornado
Command: mash Circle while performing Real Impact
Dante leaps up with the enemy and hangs in the air, delivering a number of
spin kicks before knocking the enemy to the ground with one final kick.
GUNSLINGER
==========
LV1 EBONY & IVORY:
Twosome Time
Command: Circle + left analog stick
Repeatedly press Circle to fire and then move the left analog stick to change
your firing directions. Dante will be able to fire in two directions at once.
Rapid Shot: Increases firing speed.
Charge Shot
Command: Hold Square
Once Dante's guns turn and red, you will hear a small noise. Tap Square
repeatedly to fire charged shots.
Rain Storm
Command: mash Circle while in the air
Causes Dante to flip upside-down and spin, firing straight down into the
enemies below.
Wild Stomp
Command: mash Square when neared a downed enemy
Dante stomps on the enemy, firing constantly, before kicking the body away.
LV2 EBONY & IVORY:
Rapid Shot 2: Fires even faster.
Charge Shot 2: Fires more charge shots
LV3 EBONY & IVORY:
Rapid Shot 3: Fires even faster.
Charge Shot 3: Fires even more charge shots.
LV1 SHOTGUN:
Rapid Shot: Fires faster.
Charge Shot
Command: Hold Square
Once Dante's guns turn and red, you will hear a small noise. Tap Square
repeatedly to fire charged shots.
Fireworks
Command: Circle
Causes Dante to flip the Shotgun around like nun-chucks, firing blasts
randomly.
LV2 SHOTGUN:
Rapid Shot 2: Fires even faster.
Charge Shot 2: Fires more charge shots.
LV3 SHOTGUN:
Gun Stinger
Command: R1 + forward + Circle
Dante rushes forward and rams his Shotgun into the enemy, and then fires a
charged shot.
Point Blank
Command: mash Circle while performing Gun Stinger
Dante will continue firing with two more charge shots.
Rapid Shot 3: Fires even faster.
Charge Shot 3: Fires even more charge shots.
LV1 ARTEMIS:
Multi-Lock
Command: Hold Circle
This causes the gun to fire multiple shots into a single enemy. The longer you
hold Circle, the more shots you will fire.
LV2 ARTEMIS:
Max Lock UP: Increases number of lock-on shots to be fired into a single
enemy.
Sphere
Command: R1 + forward + Circle
Dante creates an orb of energy in his gun and uses it to attack nearby
enemies.
Acid Rain
Command: mash Circle while performing Sphere
Dante fires a shot upwards and many smaller shots fall the ground, hitting any
enemies in the radius.
LV3 ARTEMIS:
Max Lock UP: Increases number of lock-on shots to be fired into a single
enemy.
LV1 SPIRAL:
Trick Shot
Command: Circle
Dante fires a shot which ricochets and hits multiple enemies.
LV2 SPIRAL:
Trick Shot 2: Increases the number of ricochets.
LV3 SPIRAL:
Trick Shot 3: Increases the number of ricochets.
Sniper
Command: R1 + forward + Circle
Dante hesitates a moment to aim, and then fires a shot at the enemy's weak
point, inflicting more damage than usual.
Reflector
Command: mash Circle while performing Sniper
Dante fires a shot that ricochets over and over, picking up speed, until it
hits an enemy, causing massive damage.
LV1 KALINA ANN:
Hysteric
Command: Circle
Dante puts the launcher down and fires a salvo of homing missiles.
LV2 KALINA ANN:
Hysteric 2: Fires more homing missiles.
Grapple
Command: R1 + forward + Circle
Dante fires the blade off the front of the weapon. The blade can also hit
enemies on the way back.
LV3 KALINA ANN:
Hysteric 3: Fires even more missiles.
ROYALGUARD
==========
LV1:
Block & Charge
Command: Hold Circle
Dante assumes a defensive posture. He will suffer 75% less damage from a
blocked attack in this state. As he blocks attacks, his rage will build,
indicated by the three orbs next to the EXP bar. Bigger attacks can break
through his guard but you can block them with a Just Block. A Just Block is
when you hit Circle right when the enemy hits you, allowing you to block
almost any attack.
Release
Command: R1 + forward + Circle
Dante releases his pent-up rage in the form of a rushing punch. The more rage
you have stored, the more powerful the attack will be. You can also Just
Release, which is when you release just when the enemy hits you, resulting in
a more powerful attack.
LV2:
Air Block
Command: Hold Circle in the air
Same as Block & Charge but works in the air.
Air Release
Command: R1 + forward + Circle while in the air
Same as Release but works in the air.
LV3:
Ultimate
Command: R1 + back + Circle
Dante creates a shield which will absorb an enemy's attack and replenish your
life.
QUICKSILVER
===========
LV1:
Time Lag
Command: R1 + Circle
This causes the screen to go photo-negative and everything will move in slow
motion - except you. This allows you more time to attack enemies. Time Lag
will use up your DT runes.
DOPPELGANGER
============
LV1:
After Image
Command: R1 + Circle
Dante creates a shadow clone of himself to help him fight enemies. The clone
will mimic your movements and attack when you attack. You can also set the
"speed" at which it mimics you with L1. Press it and the clone will delay for
a second when you act. Press L1 again to increase the delay even more. Press
L1 a third time to cancel the delay. This will use up your DT runes.
A second player can also take control of the clone. Plug in a second
controller and hit Start. Player 2 can use all of the same moves as Player 1
but the camera will stay focused on Player 1.
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-
Other Important Things
=-=-=-=-=-=-=-=-=-=-=-
Here some things you should know before you begin playing:
-Orbs [008]
There is a number of a different colored orbs out there that will help you in
the game. Some of them are dropped by enemies, others are found or bought at
the Divinity Statues.
Red: These orbs serve as a kind of demonic money. They are used to purchase
items and special skills. Enemies will always drop them, though there are
hidden caches of orbs that can be found as well. You can also find them by
smashing debris and furniture. You will want to get as many of these as you
can. They come in various sizes, as well: 1, 5, 20, 100, 1000.
Green: These orbs restore some of your life and are sometimes dropped by
enemies. There are various sizes; the bigger orbs give you more life. Picking
up a green orb while your life is already full gives you 200 red orbs.
White: Like the green orbs, white orbs are dropped by enemies, but are
somewhat rare. They will boost your DT gauge when collected. The bigger white
orbs give a bigger boost than the smaller ones.
Yellow: These orbs act as extra lives. If you are killed, you will be able to
restart in the last room you entered.
Gold (Special Edition): When playing DMC3: Special Edition, you can also pick
up gold orbs when GOLD mode is on. These orbs are essentially the same as
yellow orbs but they revive you right on the spot, instead of returning you to
the last room you entered. Prices:
1: 10000
2: 15000
3 and on: 20000
Blue: These orbs increase the maximum amount of life you have by one bar.
Mostly, blue orbs are broken up into fragments; collecting four will get you
one full orb. You can also purchase up to six full orbs from the Divinity
Statues. The prices are:
1: 5000
2: 10000
3: 15000
4: 20000
5: 30000
6: 50000
You begin with six bars of life. There are 32 blue orb fragments and 6 orbs to
be purchased from the Divinity Statues. Therefore, it is possible to raise
your maximum life up to 20 bars, more than three times the starting amount.
You will need all of these orbs if you plan to tackle the harder difficulty
levels.
Purple: These orbs add runes to your DT gauge. As you get more of them, you
will be able to stay in DT mode longer. Purple orbs can only be bought at the
Divinity statues and the prices are:
1: 3000
2: 5000
3: 7000
4: 9000
5: 10000
6: 20000
7: 30000
You begin with three DT runes and can purchase 7 purple orbs. Therefore, your
DT gauge can reach a maximum of ten runes.
===
-Divinity Statues [009]
These are special statues that you can examine to take you to the Customize
menu. There are a number of things you can do here to improve your chances of
survival, including the ability to change your Style. The Customize menu can
also be accessed before starting each mission.
===
-Equipping Weapons [010]
Dante can only have two Devil Arms and two guns ready at a time. If you want
to use different equipment, go to "Equip." This will display the equipment you
have and will allow you to swap guns and Devil Arms. Once you have chosen the
equipment you want, you can switch between them by using L2 for guns and R2
for Devil Arms.
Special Edition note: Vergil carries all three of his devil arms with him at
once, and his only "guns" are the Summoned Swords. Therefore, Vergil does not
need to use Divinity Statues to change equipment.
===
-Items [011]
A number of items are available for purchase at the Customize menu. All items
will increase in price each time you buy one until they reach their maximum
prices. You are limited to 99 of each item, except blue, purple, and gold
orbs. Once you have purchased the items, you can press d-pad UP to bring up
your item screen, which will allow you to use your items on the spot.
VITAL STAR S: Restores a small portion of your life. Prices:
1: 500
2: 700
3: 1200
4: 1800
5: 2500
6: 3500
7 and on: 5000
VITAL STAR L: Completely restores your life. Prices:
1: 2000
2: 3000
3: 4500
4: 6000
5: 7500
6 and on: 10000
DEVIL STAR: Completely restores your DT gauge. Prices:
1: 3000
2: 5000
3: 7000
4: 9000
5 and on: 10000
HOLY WATER: Severely damages all nearby enemies. Prices:
1: 10000
2: 15000
3: 20500
4: 25000
5 and on: 30000
YELLOW ORB: They act as extra lives and allow you restart from the last room
you entered if you die. Prices:
1: 1000
2: 1500
3: 2000
4 and on: 3000
GOLD ORB (SPEICAL EDITION): Gold orbs are similar to yellow orbs except that
they revive you instantly if you die; you pick up right where you left off. If
you don't have any gold orbs upon death, you are simply returned to the last
room you entered. You can only have 3 gold orbs in your possession at a time.
Prices:
1: 10000
2: 15000
===
-Special Skills [012]
By selecting "Action" you can cycle through your Devil Arms and see what
skills you have, and what skills you have yet to purchase. All of the skills
have set prices but some have additional levels.
===
-Gun Upgrades [013]
This option lets you increase the power of your guns. Each gun has three
levels of power but you will need some red orbs to get them.
Ebony & Ivory: Increases damage.
LV2: 5000
LV3: 10000
Shotgun: Increases number of hits per shot.
LV2: 10000
LV3: 20000
Artemis: Increases max number of lock-ons.
LV2: 10000
LV3: 20000
Spiral: Increases damage.
LV2: 7500
LV3: 15000
Kalina Ann: Increases firing speed.
LV2: 5000
LV3: 10000
Summoned Swords (Special Edition): Increases firing speed.
LV2: 7500
LV3: 15000
Spiral Swords (Special Edition): Allows you to summon phantom blades in
different formations.
LV2: 20000
===
-Combat Adjudicator Statues [014]
These are special statues that you must attack with certain Devil Arms. The
objective is to achieve a high enough combo rating to shatter the statue.
There are two statues for each Devil Arm. The combo ranking you need to reach
depends on how many torches the statue bears. Upon breaking a statue, you will
be rewarded with a blue orb fragment.
Remember that your combo ratings only increase by using a variety of moves, so
attacking over and over with the same move gets you no where. Equip yourself
with Sword Master and look at all of your moves. Think up a pattern that
involves every move and then repeat that pattern until the statue is broken.
Here is a list of all the statues in the game:
Mission 3: On the street before meeting Cerberus, standing on a ledge to the
left. Requires Rebellion.
Mission 5: After getting the Soul of Steel, cross Endless Infernum. The statue
is to the left of the door. Requires Cerberus.
Mission 6: The Dark Corridor. Requires Agni & Rudra.
Mission 7: Lift room where you use the Orihalcon Fragment. Requires Rebellion.
Mission 8: Leviathan's Intestines, after acquiring the Ignis Fatuus. It is at
the end of a small path to the side of the corridor. Requires Cerberus.
Mission 9: Subterranean Lake. Requires Nevan.
Mission 11: Temperance Wagon platform. The statue is a little further down the
path under the stairs. Requires Agni & Rudra.
Mission 13: Obsidian Path, just before meeting Vergil. Requires Nevan.
Mission 14: Lair of Judgment Ruins. Requires Beowulf.
Mission 17: God-Cube Chamber. Requires Beowulf.
===
-Secret Missions [015]
There are 12 secret missions in the game. In order to play them, you must find
the doors hidden throughout the regular missions. Each secret mission has a
specific task. You can attempt them as many times as you want. Your reward for
completing a secret mission is a blue orb fragment.
THE EXORCIST
When: Mission 3
Where: On the street just before meeting Cerberus, go past the dumpster and
enter the two brown double doors on the right.
Objective: Kill all of the enemies within the time limit.
There's really no trick to doing this; just hack away as fast as you can.
UNTOUCHABLE
When: Mission 5
Where: Surge of Fortunas. Examine the bright red skull on the wall near the
lift.
Objective: Kill all of the enemies without taking any damage.
You're up against a few Enigmas, so this can sometimes be frustrating. Watch
each one as you attack and anticipate their projectiles. Trickster and Air
Hike work well here.
DEATH FROM ABOVE
When: Mission 7
Where: The Dark Corridor. Before leaving through the door, jump up into the
crevice and examine the red light.
Objective: Stay in the air for 20 seconds.
There are a bunch of Hell Prides in this room and you need to continually jump
off of them to stay in the air. Air Hike is EXTREMELY helpful for this mission
because your double jump will reset each time you jump off of one of the Hell
Prides. Another tactic is to lure them to a corner so that there bunched
closely together. You can also try firing Ebony & Ivory while in the air to
stay airborne a little longer.
DEVIL'S TEETER-TOTTER
When: Mission 8
Where: Leviathan's Stomach. Go underneath the ship and slash away the debris,
then examine the red light beyond.
Objective: Ride the elevator to the top.
Of course it's not that simple. Beefed up Hell Prides in DT mode keep dropping
onto the elevator and if you don't push them off, the elevator will be over-
weighted and will fall. However, if you equip Trickster, you can use a little
glitch. When the Hell Prides start to appear, go to any of the long vertical
columns and kick jump up. At the apex of your leap, Wall Hike straight up. For
some reason, the Hell Prides below will disappear. Repeat.
DESTROYER
When: Mission 9
Where: Limestone cavern. Upon entering, go straight ahead to the bend in the
path and examine the red light on the wall.
Objective: Destroy all objects in the room within the time limit.
This one is surprisingly hard, mostly because it's difficult to find all of
the objects. The tables are a given but don't forget the sign right behind
you. There are several bottles on the shelves to the left and two barrels in
front of the door leading to the next room. The juke box must be destroyed as
well as the barrels just to the left. You have to destroy the bar stools and
all of the bottles and glass behind the counter. Finally, there are some
barrels on the ledge above the bar.
FLIGHT OF THE DEMON
When: Mission 10
Where: After getting the Neo-Generator, go to the right and examine the small
statue.
Objective: Collect all of the orbs within the time limit.
You will need Nevan's Air Raid for this. Fly around the room and collect all
of the orbs floating in the air. There are also some white orbs to replenish
your DT gauge. Don't forget about the orbs below you.
HANG 10
When: Mission 11
Where: Gears of Madness. When you reach the door to the next room, kick jump
up the left wall and land on the small platform. Examine the red light.
Objective: Get the blue orb fragment within the time limit.
You will need to DT and run as fast as you can. As long as you have at 6 or 7
runes, you should be able to make it. I suggest holding off on DT until after
you jump up the wall at the beginning. Then DT and run as far as you can. When
you make it to the final stretch, Stinger your way to the end.
TOUGH GUYS
When: Mission 13
Where: On the Spiral Staircase, you will notice several white lights. One of
them is red. Examine it.
Objective: Kill all of the enemies.
Nothing too difficult. You will face several Arachnes and then two Hell
Vanguards.
TARGET PRACTICE
When: Mission 13
Where: Vestibule. After solving the light puzzle, go into the area beyond the
breakable wall. Near the blue torch, jump up into the hidden crevice and
examine the red skull.
Objective: Do not let any enemies escape.
Here, you will have to shoot enemies as they pass by. Aim for the Hell Wraths;
when they blow up, anything on the platform with them will die as well. Use
Ebony & Ivory.
GUIDING LIGHT
When: Mission 16
Where: After acquiring the Golden Sun in the Waking Sun Chamber, examine the
gleaming wall to the right.
Objective: Solve the crystal light puzzle.
There are six variations of this puzzle. "M" is a mirror the beam must reach,
"C" is a crystal that you must leave alone, "X" is a crystal you must destroy.
Simply look at the placement and destroy the crystals marked as "X."
=========== =========== =========== =========== ===========
| M M | |C X C C| | C C C| | C | | |
| X M C| |C X C| |C X C | |C C C C| | |
|C C C C| |M C C| | C C| | X C| | C|
|C X C| |C X C| |C X C| | C C| |M C |
|C C C X C| |C X C| | C C | |C M C | |X X C X C|
|C C C| |C X X| |M X C | | C X C C| |C C C|
|C C| |C M C M| |M C C X | |M X C | |M C X C|
=========== =========== | C C C| |C | | X |
=========== | | | X C C |
|C C C | |C M |
=========== ===========
For this variation, you must also destroy the breakable wall marked with a *.
=================
| - M -|
| - X -|
|C C * C -|
|C C C M -----|
|C C C C -----|
| C C -----|
|C C X C -----|
| -----|
|C M C -----|
=================
ON PINS AND NEEDLES
When: Mission 17
Where: Pitch Black Void. Go up the stairs. Before entering the door, jump on
the beams up above and examine the red light on the wall.
Objective: Dodge the spikes and get the blue orb fragment.
This one can be difficult. By using DT, you can run fast enough to dodge the
spikes, especially when you need to run to opposite sides of the corridor. If
you are using Trickster, you can Dash through the spikes, though this requires
precise timing. Alternatively, you can use Quick Silver to slow things down.
FINAL ASCENSION
When: Mission 18
Where: Road to Despair. There is a portal on the large foot statue. Go to the
left of the portal and follow the path to the stone. Examine it.
Objective: Get the blue orb fragment.
You will need Air Hike and Trickster for this. Go over to the cube on the
ground and watch the cube floating back forth above it. Jump on it and then
jump to the wall and Wall Hike straight up. After Dante jumps off the wall,
Air Hike to the platform jutting out nearby (you need to time your Wall Hike
correctly so that the platform is actually there when you Air Hike to it).
Once on this ledge, jump straight up against the wall and Wall Hike upwards
again. When Dante jumps off, Air Hike to the spinning cube behind you. You
have to jump up and down to keep your footing on this ledge. There should be
another spinning cube floating nearby; jump to it. From here, you should be
able to Air Hike to the final ledge with the blue orb fragment.
===
-Difficulty Levels [016]
Special Edition note: The game difficulty for Easy and Normal have both been
reduced somewhat to help with the inclusion of the new Very Hard mode.
Easy: Devil May Cry 3 is still pretty hard, even on easy mode. All the enemies
are weak and do not cause much damage. The bosses are easy to kill and they
seldom attack. You can also turn on Automatic mode. With Automatic ON, you can
mash Triangle to pull off combos and special moves instead having to use R1
and the left analog stick. If this is your first time playing DMC3, I
seriously suggest starting on easy.
Normal: The normal level of difficulty. The enemies are harder to kill and
Dante takes more damage. Bosses can take more damage before dying and they
attack more frequently. There is no Automatic mode, either. For intermediate
and expert players.
Hard: A step up from normal. Enemies can take a lot of abuse before dying and
their attacks cause much more damage. Bosses begin to attack very frequently.
For experts and masters, or those who have completed normal and are looking
for a greater challenge. Unlocked by beating Normal.
Very Hard (Special Edition): This mode is more difficult than Hard but not
quite on the same level as Dante Must Die mode. As usual, it means Dante
causes less damage, takes more damage, and bosses attack more often. For those
who have conquered Hard but are not quite ready for DMD. Unlocked after
beating Hard mode.
Dante Must Die: Insanely difficult. Enemies attack constantly and do obscene
amounts of damage. They can also DT after a period of time, which causes them
to do even more damage and take very little damage in return. Bosses are
extremely difficult to beat and will attack non-stop until you are dead. For
absolute die-hard fans, or for those that don't mind tearing their hair out in
frustration. Unlocked by beating Hard.
Heaven or Hell: As the name suggests, this can be either really easy or really
hard. All enemies, even bosses, die with one hit from anything. The catch, you
ask? Dante will also die with one hit from anything. For those who are seeking
bragging rights. Unlocked by beating Dante Must Die.
===
-Combos [017]
While fighting enemies, you will notice a small meter in the upper-right hand
corner of the screen. This meter shows how well you are pulling off combos and
the word is a general description of your performance. When you attack with a
variety of moves, the bar will increase. When it gets full, it will reach the
next level. However, if you attack using the same moves over and over, the bar
will start to go down. And if you don't attack at all, it will slowly bleed
off. Here are the levels of combo rankings:
Dope!
Crazy!
Blast!
Alright!
Sweet!
SShowtime!
SSStylish!
These ratings are figured in under the Stylish points section for your overall
ranking. Consistently getting high combo ratings will greatly improve your
Stylish score.
===
-Mission Rankings [017]
When you complete a mission, you will receive your ranking, which ranges from
D, C, B, A, S, and finally, SS. Your ranking is determined by the time you
took, the number of red orbs you collected, your combo ratings, the amount of
damage you took, and item usage. Each of these categories is also scored as D,
C, B, A, and S. Each letter grade carries with it a point value:
D = 1
C = 2
B = 3
A = 4
S = 5
Total up all of your points and then compare them to this chart to see what
your overall ranking will be:
5-7 = D
8-12 = C
13-17 = B
18-22 = A
23-24 = S
25 = SS*
*Note: You need to score S in all five categories to get the SS ranking. If
you do this, the screen will still say S, but on the total result screen, it
will be listed as SS.
You will also receive bonus red orbs for your ranking:
D = 500
C = 1000
B = 2000
A = 3000
S = 5000
SS = 5000
And finally, you will get bonus red orbs for defeating bosses. The amount you
get varies depending on the mission. After completing a mission, the number of
bullet holes fired in the screen will give you an idea of your ranking.
===
-Devil Trigger [019]
After clearing Mission 7, you will be to use your Devil Trigger, or DT.
Underneath your life bar, you will see three DT runes. When you transform, the
runes will slowly fade away until they are gone. By buying purple orbs, you
can add runes to your DT gauge, thus allowing you to stay in devil form for a
longer period of time. When you attack enemies, or when enemies attack you,
the runes will light up again. You can only DT when at least THREE runes are
lit. Press L1 to DT and L1 again to cancel a DT.
There are several effects you get from transforming:
-Faster running
-Faster attacking
-Attacks are uninterruptible
-Damage taken is greatly reduced
-Life regenerates
-Some weapons have skills that can only be used with DT
It is also possible to use a DT explosion. Hold down L1 and the DT runes
beyond the first three will begin to turn red. Release L1 to transform and
catch enemies in a transformation flux at the same time, severely hurting
them. The longer you hold L1, the more powerful the DT explosion will be but
it will also use up more DT runes.
Special Edition note: Vergil begins the game with DT.
==============================================================================
=-=-=-=-=-=
Walkthrough
=-=-=-=-=-=
-MISSION 1: A CRAZY PARTY [020]
Nothing really deep about this mission, just kill all of the enemies in your
office. You will face several waves of Hell Prides, Envies, and Wraths. The
Wraths are particularly dangerous right now, so make sure you take them out
from a distance. Once things settle down, the mission ends.
-MISSION 2: THE BLOOD LINK [021]
Again, you just need to kill all of the enemies. The area is bigger than in
your office so you have some more space to deal with. Watch out for the Hell
Wraths. There is also a Vital Star S you can pick up right in front of Dante's
Office. After killing all of the enemies, you will face a sub-boss.
BOSS: Hell Vanguard
Although you will face a few more of the guys later on, this is the only one
with a life bar. Use your melee attacks and start hacking away at the HV. If
you time a sword attack with one of the HV's attacks, you will parry the
attack and be thrown off balance. The HV will try to counter; immediately roll
out of the way and then attack again. You will get the same effect if you keep
attacking while the HV is blocking with its scythe.
After doing some damage, the HV will use a different attack. His eyes flash
blue and you will hear a bell toll. The HV will disappear and then attack with
one of two attacks. The first one causes the ground around you to become
distorted and then the HV will shoot up out of the ground. Dodge this one by
quickly running away; do NOT jump or you will get hit in the air. For the
other attack, the HV will teleport to your level and rush you with a spinning
scythe attack. You can dodge this by jumping right when the HV appears. After
doing one of these attacks, the HV will appear on the ground and you can start
attacking again.
So the general pattern is to attack constantly until you parry. When you do,
roll out of the way and continue attacking. When you hear the bell toll, get
ready to dodge one of the attacks. Eventually, you will bring down the demon
and the mission will end.
-MISSION 3: THE DEVILS' TOWER [022]
As the mission gets underway, you will meet a couple of Enigmas on the
rooftops up ahead. Take them out before engaging any of the other enemies
because you don't want them shooting at you. You'll run into the usual
assortment of Hell Prides, Envies, and Wraths here. Also notice the three
barrels; target them and fire to catch enemies in a powerful blast. There is
also a cache of red orbs to be had by standing on the edge of the platform on
the back-left of the area. Once you defeated all of the enemies, enter the
bar.
There's some stuff you can smash here for red orbs but don't forget about the
green orb hidden in the barrels on the ledge above the bar. Over in the
corner, break the jukebox (it will play "Lock and Load" from DMC1) and then
hit the rune device on the wall until it activates. This will remove the blue
barrier nearby. Take the Shotgun from the rack and enter the next room.
Here, there are some tables and chairs you can break for red orbs. Approach
the exit and the doors will seal, followed by the arrival of several Hell
Sloths. Kill them along with their accomplices (you can use the pole on the
stage if needed) and then leave. If you need some life, there is a small green
orb on the ledge above the exit.
Back out on the street, head forwards, jumping on the metal catwalk to the
right so you can reach the red orbs, until you reach the first Divinity
statue. On the ledge to the right, there are some red orbs and a blue orb
fragment. On the street to the left, you can smash through the wall to reach a
red orb fountain, and there is a ledge on the left to jump to with a Combat
Adjudicator statue. This one requires Rebellion.
Finally, on the right side of the street, there is a dumpster you can destroy
for a green orb as well as a set of brown double doors. Go through if you are
interested in the first secret mission.
==================================SECRET MISSION==============================
THE EXORCIST
When: Mission 3
Where: On the street just before meeting Cerberus, go past the dumpster and
enter the two brown double doors on the right.
Objective: Kill all of the enemies within the time limit.
There's really no trick to doing this; just hack away as fast as you can.
==============================================================================
When you're ready to go, head up the street to the next room where you will
encounter a boss.
BOSS: Cerberus
Cerberus has five targets: three heads and two legs. First, you have to get
rid of the ice surrounding these targets in order to damage them. This can be
done easily with Ebony and Ivory. Once you've cleared the ice, you can attack
the part and damage it.
For the first part of this battle, you should attack the legs repeatedly. This
will cause Cerberus to fall over, allowing you some time to wail on his three
heads. However, this will not work once Cerberus has lost about 25% of his
health. You can also attack the heads easily by using Aerial Rave, but you
will need to use Sword Master for that.
Cerberus will attack based on your distance. If you are always in his face(s),
he will knock you back. If you are at a distance, he can summon ice shards to
fall from the ceiling. Run in any direction to avoid them. Cerberus will also
launch huge blocks of ice at you (which, with proper timing, can be deflected
with a sword attack for a green orb).
Once you get him down to about half his life, he causes a barrage of icicles
to fall right in front of him, so get away quickly. After that, his body turns
reddish and he will start to attack more frequently. He will also start using
a VERY damaging tackle attack, so quickly jump out of the way when you see it
coming. If you are up close, he will do several swipes with his paws, two from
each side.
Keep up the pressure and continue attacking the heads. Eventually, you will
take them off one-by-one. And remember to shoot the ice off his heads if he
reforms it, otherwise your attacks won't hurt him.
Once Cerberus falls he will give you his weapon, which is a three-pronged nun-
chuck set imbued with ice. After that, go through the door and the mission is
over.
-MISSION 4: THE UNINVITED ONE [023]
Head up the stairs to the right and follow the path until you can jump up to
the next level. Follow this around until you get to a blue door; in you go. In
the hallway, you'll encounter some enemies, but you can skip them if you want.
In the next room, the doors will seal and you will face several Enigmas
followed by some Hell Envies. Kill them all and proceed through the door.
In this room, destroy the statues and hit the rune device to get the lift
going. Ride it to the top to reach the next room, where some Hell Gluttons
await. After taking care of them, jump up to the pipes above the exit and grab
the blue orb fragment. Go through the door.
You will arrive back in the huge room from the beginning but on a higher
level. Continue running up the path until you reach a yellow door. Go through
it and you will be in the Endless Infernum. Cross the bridge and let it break,
depositing you in a room where you will have to fight some enemies. After
beating them, step on the light pad to be taken back to Endless Infernum. Go
through the big door and you will encounter a boss.
BOSS: Gigapede
This boss can be targeted on all parts of its body. Although you can fire away
with your guns, you can do much more damage by actually jumping on its back
and using your devil arms. When on its back, it will attempt to throw you off
by twisting around; if you time a jump correctly, you will be able to land
back on its back again.
Gigapede will continually move around the room and go into the large openings
in the walls. Stand on a nearby ledge and wait for it to come out before
attacking. Gigapede can also attack by throwing pairs of purple energy balls
at you; they're very difficult to dodge, so your best bet is to take cover
behind something. It is possible to deflect them with your devil arms. If you
are on the ground, Gigapede will also create blue balls of energy that shoot
lightning bolts downward, so get up to a high ledge if you see them.
Gigapede will start moving faster as you wear it down, but keep jumping on his
back and you will eventually beat it. After the fight, collect the orbs and go
through the red door on the ground level opposite of where you came in. Here,
you will find the Astronomical Board and the mission ends.
-MISSION 5: OF DEVILS AND SWORDS [024]
You will begin back in the room where you fought Gigapede. Here, you will have
to fight some Blood-Goyles, so take them out and head back to the large
vertical room.
Special Edition note: After defeating the Blood-Goyles, a portal opens up
which takes you the Special Edition exclusive fight with Jester.
Upon arriving, follow the path straight up to the top and use the Astronomical
Board. This will remove the walls further below and activate a jump pad on the
ground level. Go back to the blue door and then get on the path above that.
Follow the path around until you see the Vajura on the wall. Take it and go
back through the blue door until you reach the Living Statue room.
In here, jump to the top ledge and follow it back to the receptacle. Use the
Vajura and then climb the stairs to get the Soul of Steel. Leave this room and
return the Endless Infernum. With the Soul of Steel, you can walk right across
the pit. Next to the door, you will find a Combat Adjudicator requiring
Cerberus. Use the Soul of Steel to open the door and proceed.
In this room, there is a large lift and a rune device to activate it.
==================================SECRET MISSION==============================
UNTOUCHABLE
When: Mission 5
Where: Surge of Fortunas. Examine the bright red skull on the wall near the
lift.
Objective: Kill all of the enemies without taking any damage.
You're up against a few Enigmas, so this can sometimes be frustrating. Watch
each one as you attack and anticipate their projectiles. Trickster and Air
Hike work well here.
==============================================================================
When you activate the lift, get on it and prepare to fight. Several enemies
will fall on the lift and weigh it down. If you don't push them off quickly,
the lift will fall. One way to get through this easily is to use Trickster and
Wall Hike up any of the four pillars. This will cause the enemies below to
disappear for some reason.
When the lift reaches the top, collect the orbs up above and proceed along the
path until you reach a door. Smash the stuff to the left for some orbs and to
the right for a green orb. Go through the door and it's boss time!
BOSS: Agni & Rudra
You will have to fight both of these bosses at once. You should focus on
killing one first, and then the other because the fight gets much more
manageable once one of the bosses is dead.
Basically, you will want to hack into one of the bosses with any weapon you
have while jumping to avoid his attacks. Eventually, the boss will block your
attack, but he will need a moment to recover from it as well. When he attacks,
simply jump over him. If you actually time your attack with the boss's attack,
you will parry him instead. Do this three times and the boss will lose his
sword and you can wail on him for a few seconds. Each time you do this, the
number of parries to make this happen increases by one.
But at the same time, you have to watch the second boss. He won't attack you
very much, but keep an eye on him and listen for the sounds he makes when he
attacks. When you see an attack coming, simply jump out of the way.
Both bosses also have special attacks. Agni (the red one) will use an attack
that causes a jet of flame to streak towards you if you are not attacking him.
Rudra (the blue one) creates a whirlwind around himself if you are not
attacking him. A few times during the battle both bosses will run to the other
side of the stage, and then run towards you. They will both jump up and try to
stomp you, so quickly jump out of the way and then continue attacking. Both
bosses also have a jump attack that will hit you if you jump around too much.
After killing one boss, the other takes his fallen brother's sword and put it
together with his own. Although he becomes more powerful, the fight is now
one-on-one.
The parry trick still works; time your attacks with his to parry them.
However, you need to do this six times to get him drop his weapon. Other than
that, you just need to attack and then jump over the boss when he attacks. He
has a regular swipe and a long-range stab move. Eventually, the boss will
start spinning his swords and emitting huge waves of flame. Quickly get away
and shoot him from a distance. When he's done, run back towards him. If you
are too far away, he will run at you and execute a double sword attack, but
you can just jump over him.
The boss will also create a whirlwind and send those jets of flame towards
you; again, they are easy to jump over. Just keep attacking and jumping over
him when he attacks, and you will beat him with relative ease.
After the battle, you will receive the twin elemental swords, Agni & Rudra. Go
through the door to finish the mission.
-MISSION 6: FAMILY TIES [025]
You will begin in a room with the Mute Goddess statue (you can jump over it
for some red orbs). Proceed into the next room.
In here, there are three trials to conquer. You can do the trials in any
order, but you must complete at least two to move onwards. If you want the
Artemis gun, you must complete all three.
Special Edition note: If you are playing as Vergil, there is no reason to do
all three trials. Vergil does not get a reward for obtaining all 3 essences.
TRIAL OF WISDOM
When you enter, you will be in a room with three other doors. The trick is to
enter the doors in the proper order. If you mess up, you will be forced to
fight several enemies and then puzzle starts over. Look up at the skull
markings above each door; one door has one red light, another door has two red
lights, another door has three red lights, and the last door has four red
lights. First, enter the door with the four red lights. Next, enter the door
with two red lights. Finally, go through the door with three red lights. You
will then arrive in the last room where you can pick up the Essence of
Intelligence. Do so and leave.
TRIAL OF SKILL
Here, you must pass through a corridor with spikes jutting out from all sides.
Simply run down the corridor and go the side that is open. If the spikes are
coming up from the ground, jump over them. If from the ceiling, you can simply
run underneath. At the end, pick up the Essence of Skill. This will turn off
the spike trap and cause several enemies to appear in the corridor. Kill them
and leave.
TRIAL OF THE WARRIOR
In this trial, you must kill a group of enemies in devil mode. These guys are
no pushovers as they cause more damage and take very little in return. If you
activate both rune devices on the walls, it will temporarily remove the DT the
enemies have. You are in for a long fight, so use your strongest attacks to
take them all down. After winning, you will get the Essence of Fighting.
Return to the Mute Goddess statue and use your Essences. You will need at
least two to open the exit. If you got all three, you will also get the
Artemis gun. Go through the door.
In this area, there is a Combat Adjudicator that requires Agni & Rudra. There
are also some red orbs in the rafters above. Approach the ledge outside to end
the mission.
-MISSION 7: A CHANCE MEETING [026]
Head through the brown door nearby unless you want to tackle a secret mission
first.
==================================SECRET MISSION==============================
DEATH FROM ABOVE
When: Mission 7
Where: The Dark Corridor. Before leaving through the door, jump up into the
crevice and examine the red light.
Objective: Stay in the air for 20 seconds.
There are a bunch of Hell Prides in this room and you need to continually jump
off of them to stay in the air. Air Hike is EXTREMELY helpful for this mission
because your double jump will reset each time you jump off of one of the Hell
Prides. Another tactic is to lure them to a corner so that there bunched
closely together. You can also try firing Ebony & Ivory while in the air to
stay airborne a little longer.
==============================================================================
Through the door, you will arrive in a huge vertical chamber. Jump off and
fall all the way to the bottom, and then go through the door. In the library,
there are some statues you can destroy but some of them awaken as Damned
Pawns. Simply circle around the outer wall of the room until you find the
Orihalcon Fragment. Take it and leave.
In the vertical chamber, you will need to step on the jump pads and rocket to
the top of the room, taking the red orbs along the way. One of the levels also
has a Holy Water on the ground. At the top, go through the door to arrive in
the Pitch Black Void. Follow the path around to the ledge jutting out and jump
on the broken pillar at the end for some red orbs. Make your way to the door
but before going through, jump up into the rafters above and collect the blue
orb fragment.
In the next room, there are some more chess pieces to deal with. At the end,
there is a large door in front of you and a door to the left. Go to the left.
In this room, approach the item on the statue and some enemies will attack.
Kill them and take the Siren's Shriek before entering the next room. In here,
there is a Combat Adjudicator for Rebellion. Climb the stairs and use the
Orihalcon Fragment on the device. This will turn on the elevator which takes
you back the Chamber of Echoes. Climb the stairs and use the Siren's Shriek on
the flaming door.
In this room, there are some enemies to fight. Head down the stairs and smash
the stuff lying around for a Yellow Orb. Head up the stairs and go through the
door. In here, break down the wall and activate the rune device. This will
drop a large globe object. Strike it repeatedly to break it before it goes
back up and it will drop a Crystal Skull. Kill the enemies that appear and
leave.
Get back on the elevator and return the way you came. When you reach the room
where you got the Siren's Shriek, you will have to face a Hell Vanguard. Kill
it and return to the next room. Use your Crystal Skull on the door to open it
and go inside.
You will arrive on a long path. Follow it to the Divinity statue at the end.
Make your preparations for the coming boss and then go through the door.
Follow the path to end and you will find your hated brother.
BOSS: Vergil
Vergil's guard is perfect, so you can't just rush up and try to hit him. Doing
this will cause a parry and he will then retaliate. You must wait for Vergil
to attack, and then hit back when he finishes. When you land a hit, you can
continue hitting him a few more times before he gets knocked back and grunts.
When you hear this, he is back on guard, so following up will only result in a
parry. He can deflect your bullets, too, so you can't just stay away and use
your handguns.
Vergil's sword has a deceptively long range. One common attack is where he
lunges forward saying "Die!" and slashes in a wide arc. You can jump to avoid
it but you can only hit him once. Also watch out for his combos. He has a
nasty tendency of teleporting right next to you and starting a combo. Whenever
he is close to you, simply jump to avoid his combo, wait for him to finish,
and then come back and start your own combo.
Another good opportunity to hit him is when he leans back and causes energy
orbs to appear right on top of you. You can run in any direction to avoid
them, but you can also run right to Vergil and start hitting him before he
goes back on guard. Your best bet in this fight is a dodge and counter
routine; watch his movements, dodge the attack, and retaliate.
On DMD mode, Vergil will also summon several phantom blades. At first, they
surround him but then he will either shoot them at your or cause them to
encircle you and then fire all at once. Beat Vergil and you will receive your
DT gauge.
-MISSION 8: A RENEWED FEAR [027]
You will start inside a large room. Note that in this level there are piles of
yellow liquid that will drain your life when you touch them, so stay from
them. In order to open the door forward, you need to destroy the large pulsing
orb objects. From your starting ledge, jump up to the ledge above and take out
the first one. Run the length of this ledge to the other end where the second
orb is. From here, jump to the ship and grab the blue orb fragment. You can
also jump on the platform above the ledge you just jumped from and walk to the
tip for some red orbs.
Drop down into the pit below. Nearby, you can smash the debris and examine the
red light on the wall for a secret mission.
==================================SECRET MISSION==============================
DEVIL'S TEETER-TOTTER
When: Mission 8
Where: Leviathan's Stomach. Go underneath the ship and slash away the debris,
then examine the red light beyond.
Objective: Ride the elevator to the top.
Of course it's not that simple. Beefed up Hell Prides in DT mode keep dropping
onto the elevator and if you don't push them off, the elevator will be over-
weighted and will fall. However, if you equip Trickster, you can use a little
glitch. When the Hell Prides start to appear, go to any of the long vertical
columns and kick jump up. At the apex of your leap, Wall Hike straight up. For
some reason, the Hell Prides below will disappear. Repeat.
==============================================================================
Run in the opposite direction of the debris, avoiding the liquid, and hit the
third orb next to the ledge. Jump over to the other side of the ledge and
enter the passageway. The fourth orb is behind a waterfall of the yellow
liquid. Smash it and jump up into the next room, and then jump up to the
bridge back in the main room. Cross the bridge and hit the red orb fountain to
the left, and then hit the fifth and final orb to the right. Drop off onto the
platform with the red orbs and then drop down to the now open door.
In this tight hallway, you have to maneuver through and jump over the puddles.
At the end, you'll find a Divinity statue. Slash the door open and go through.
Pass through the next room into another corridor. As you move along, a
Gigapede appears behind you and gives chase. If you run, you must jump when it
tries to attack you, or you can DT and use the speed boost. Eventually, you
will pass through a tight hole and the Gigapede will get stuck. You can also
turn and fight back; beating the Gigapede nets you 1000 red orbs.
In the next room, some enemies attack but any orbs they drop will be absorbed
by the hole in the middle. Kill the enemies and then take the Ignis Fatuus
from the hole. Slash the door and go inside.
Move through the large corridor, taking the two detours to the left. The first
one has a green orb and the second has a Combat Adjudicator requiring
Cerberus. Pass through into the next corridor where another Gigapede attacks.
Get to the end and go through the door.
You will arrive back in the first room. You can kill the enemies below if you
want, but you must go back through the door you opened earlier. Go through the
corridor with the yellow liquid again and then go into that room you ignored
earlier. Use the Ignis Fatuus here to trigger a battle.
BOSS: Leviathan's Heartcore
There are three targets in this battle. The middle heart is the one you need
to destroy to win. It is heavily shielded and cannot be attacked. The blue
heart on the right will drain your DT gauge and red heart on the left will
steal all of the orbs dropped by any enemies you kill. You must attack either
the blue or red heart (I suggest the blue one) until you shut it down. This
will cause the middle heart to open for a few seconds, so hit it hard and
fast. After causing some damage, the middle heart will start attacking you
when it opens. This attack comes in the form of a laser beam that you can jump
over, but it will also kill the enemies in the room. After that, the heart
will open up. When the boss is really low on life, it will start sweeping two
beams around the room.
Assuming you are going for the blue heart, there is an easy to defeat it
without having to deal with the enemies, but you must have Air Hike with
Rebellion. Go to the blue heart and Air Hike up as far as you can. Hit
Triangle to attack in mid-air and you will fall. However, Dante "lands" on a
section of the heart that is jutting out. This will arrest his downward
momentum for a second, but it will also reset your Air Hike. Therefore, you
can Air Hike and attack infinitely without ever touching the ground.
Once Leviathan's Heartcore goes down, the mission ends.
-MISSION 9: FADED MEMORIES [028]
Start out by running across the bridge and entering the next room. In here,
you will be forced to fight several Arachnes; take them down and then enter
the door to the next room.
You will find a Divinity statue nearby. Equip yourself with Trickster and
position yourself just to the left of the statue. Wall Hike up the wall and
wait for Dante to jump off. Immediately Air Hike back towards the wall and you
should land in a small crevice with a blue orb fragment. If that doesn't work,
try Air Hiking straight up in front of the crevice and firing a shot from E&I
to give you a boost. Immediately Sky Star into the crevice (requires LV2
Trickster).
Move forwards to the light and mirror puzzle. To negotiate it, you must
destroy certain mirrors to get the beam to hit the statue. To solve the
puzzle, hit the left mirror of the middle row, and the center mirror of the
bottom row. If you mess up, you can hit the rune device to reset the puzzle.
Go through the now open door.
In this dangerous area, you will need to make a long dash to the exit, but
several Enigmas along the way will open fire on you, so move quickly. The DT
speed boost is a big help here. In the next room, there are some enemies to
fight, but make sure you stay away from the spinning pillars. Once they're
dead, move into the next area.
This is the Subterranean Lake. When you enter, go to the right and jump over
the wall for some red orbs. You can also climb the short pillars to the upper
ledge, where a green orb and more red orbs await you. Jump off and head in the
other direction. Enter the door near the Divinity statue.
This twisting corridor also has those spinning pillars, so avoid them as you
take out the Enigmas. In the next room, there is an Ambrosia to pick up.
Several Arachnes appear, but you don't have to fight them. Return to the
Subterranean Lake.
Back near the Divinity statue, proceed across the bridge. Climb up the pillar
to the left opposite the waterfall and jump to the upper ledge, where you will
find the Spiral. Take it and drop down, and then go into the passageway behind
the waterfall (there is a Combat Adjudicator here but you don't have the
required weapon yet).
In this cavern, there are some enemies as well as a secret mission.
==================================SECRET MISSION==============================
DESTROYER
When: Mission 9
Where: Limestone cavern. Upon entering, go straight ahead to the bend in the
path and examine the red light on the wall.
Objective: Destroy all objects in the room within the time limit.
This one is surprisingly hard, mostly because it's difficult to find all of
the objects. The tables are a given but don't forget the sign right behind
you. There are several bottles on the shelves to the left and two barrels in
front of the door leading to the next room. The juke box must be destroyed as
well as the barrels just to the left. You have to destroy the bar stools and
all of the bottles and glass behind the counter. Finally, there are some
barrels on the ledge above the bar.
==============================================================================
Fight the enemies in the corridor and then go to the end that has a drop. Fall
into the room and pick up the Devil Star on the ground. Jump back up to the
path and follow it the other way until you come to a door. Open it with the
Ambrosia and get ready to rumble!
BOSS: Nevan
In order to damage her, you must attack first and get rid of the bats
surrounding her. Once you do this, she will be helpless for a second so you
can attack her. Quickly jump away to avoid being swallowed up by the black
substance once you've attacked.
Nevan uses several long-range and short-range attacks. At first, she will spin
around in place, releasing waves of dark energy. Just stay away and fire your
guns. After that, she will move around, firing balls of lightning. You can
avoid them by running in any direction. Then she might run up to you and try
her spin attack again, or she will release a wave of dark energy on the ground
that tracks you; simply run around it. After either of those attacks, you can
run up and hit her to get rid of the bats. Then she will reappear at one end
of the room and start over.
Once you taken some of her life, she uses some different moves. After doing
her initial spin attack, she might teleport to the other side of the room and
the ground will start to glow. Air Hike and use E&I stay in the air for as
long as possible to avoid getting hit. After that, she will start throwing
volleys of lightning. The chains will be either horizontal of vertical but
they can all be avoided by just running around.
She can also summon pillars of energy that jut up from the ground underneath;
simply run in any direction to avoid them. After that, she may start throwing
more lightning, or she will start moving and attacking.
When her life gets really low, she will remove her bats and start moving
towards you. If she catches you, Dante will be incapacitated while she drains
your life. Tap the buttons repeatedly to free yourself. However, right when
she appears she will say something before she actually begins to move; if you
are quick enough, you can run up and start hitting her to put her in a stun
before she can even attack you.
After beating her, you will receive the lightning enchanted guitar, Nevan. Go
through the door to finish the mission.
-MISSION 10: THE JOB [029]
You will start in another part of the limestone cavern. Go and get the Stone
Mask and then backtrack to the Subterranean Lake. Back there, you will notice
a gleaming light on the wall to the left of where you first entered this area.
Use the Stone Mask to extend the bridge and the follow it to the end, where
you will find the Neo-Generator.
==================================SECRET MISSION==============================
FLIGHT OF THE DEMON
When: Mission 10
Where: After getting the Neo-Generator, go to the right and examine the small
statue.
Objective: Collect all of the orbs within the time limit.
You will need Nevan's Air Raid for this. Fly around the room and collect all
of the orbs floating in the air. There are also some white orbs to replenish
your DT gauge. Don't forget about the orbs below you.
==============================================================================
Now head back to where Mission 9 began; you will pass through the area with
all the Enigmas and through the room where you first encountered the Arachnes.
Along the way, you will be in the corridor with the spinning pillars. In here,
gates will trap you inside and you will face two Dullahans. Kill them and
proceed onward. In the bridge room, go to the device near the door and use the
Neo-Generator to change the position of the bridge. Cross the bridge and enter
the next room to finish the mission.
-MISSION 11: REVENGE [030]
In this room, you will have to fight several Enigmas as you jump around on the
gears. Near the exit, there is a ledge with a Devil Star. Above that ledge is
a secret mission.
==================================SECRET MISSION==============================
HANG 10
When: Mission 11
Where: Gears of Madness. When you reach the door to the next room, kick jump
up the left wall and land on the small platform. Examine the red light.
Objective: Get the blue orb fragment within the time limit.
You will need to DT and run as fast as you can. As long as you have at 6 or 7
runes, you should be able to make it. I suggest holding off on DT until after
you jump up the wall at the beginning. Then DT and run as far as you can. When
you make it to the final stretch, Stinger your way to the end.
==============================================================================
The next room is a long corridor. When you enter, jump up to the pipes above
you and get the blue orb fragment. Proceed down the hallway and kill the Soul
Eaters and then enter the next room, the Altar of Evil. Go to the left of the
statue and jump on the sword sticking out of the wall. Jump up to the upper
level and use your sword to push the block nearby into the hole in the wall.
Follow the path around to the other side. Here, there is a cracked wall; hit
it to reveal another block. Push this one the length of the ledge until it
goes into the hole. This will trigger the arrival of several Soul Eaters and a
Hell Vanguard. Kill them and go through the now opened door.
On this platform, go down the stairs and hit the statue to push it aside. Down
there, there is a green orb and a Holy Water. Before getting on the Temperance
Wagon, get the blue orb fragment from the Combat Adjudicator underneath the
stairs. This one requires Agni & Rudra.
On the wagon, you will face several waves of enemies before arriving at your
destination. When you arrive, get off and climb the steps. Make any needed
preparations at the Divinity statue before going through the door. In the last
room, approach the item to start a fight.
BOSS: Beowulf
Beowulf is fairly tame for the first part of the fight. All he does is a
three-hit swinging punch combo that can be avoided by jumping the first punch,
and then Air Hiking the other two punches. When he finishes, he will stand
still for a moment so you can hit him. You can also target right eye; this
will stun him for a moment but he will also flail his arms everywhere, so you
can still get hit.
After causing significant damage, he will punch the ground, causing an energy
blast to erupt around him, so get away quickly. After that, his eye will turn
red and he will run to a corner of the room. He will then stomp the ground,
which causes large lattice structures to fall, and then hit them toward you.
Open fire with your guns and roll to avoid the structures. After doing this a
few times, he will get down on all fours and try to tackle you. It is easily
avoided by jumping, but sometimes he will jump up and tackle you in mid-air.
He will repeat this tackle attack several times, but as long as you stay
close, you will have opportunity to attack after each tackle. When he runs to
a corner of the room, get ready to dodge more of those lattice structures.
Once his life is down to about 25%, it gets even harder. He stops the tackle
attacks and starts his regular three punch pattern again. This time, though,
he will stomp the ground and cause lattice structures fall anywhere in the
room, and he will more than likely fling them at you at close range. However,
sometimes he will leave them alone, thus impeding your movement. He will also
punch the ground and cause an explosion after attacking sometimes, so always
be ready get away quickly. The explosion can also cause nearby lattice
structures to flying your way, so keep an eye on them.
And finally, if you continually stay away from him, he will open his wings and
fire several projectiles that home in on you. This attack is nearly impossible
to dodge but he won't do it as long as you stay close enough. Don't be ashamed
to use Vital Stars; this is a tough fight.
After beating him, approach the item on the table and this mission is history.
-MISSION 12: HUNTER AND HUNTED [031]
You will start the mission by acquiring the Haywire Neo-Generator. This item
constantly drains your life but gives you infinite DT (Time Lag and After
Image are disabled, though, so don't bother using Quick Silver or Doppelganger
if this is your second time through the game). Now, you must retrace your
steps all the way to the bridge room at the beginning of Mission 9. The speed
boost from the DT helps out a lot but you will encounter enemies along the
way. Almost every enemy you kill will drop a small green orb, so don't forget
to pick them up to stay alive. The room just before the bridge also has a Hell
Vanguard who drops a large green orb. When you arrive in the bridge room,
Dante will automatically lose the Haywire Neo-Generator and your life will
stop draining. Now cross the bridge and go through the door.
There is a Vital Star L on the ground as well as a Divinity statue. Descend
the stairs and go through the door for another boss.
Special Edition note: Upon entering this room, you will find a portal that
takes you to the second fight with Jester.
BOSS: Geryon
You have two targets in this battle: Geryon himself or the carriage. The
battle begins with Geryon running back and forth along the ledge you're on.
Simply jump over him and fire as he leaves (on higher difficulty levels, he
will shoot energy bombs at you). Eventually, he will come to a stop, so now is
your chance to hit him. If you attack Geryon quickly, he will fall over so you
can keep hitting him (he will then escape with Quick Silver). Geryon will hit
back if you're not fast enough, though, so I recommend jumping on the carriage
and hitting that instead. After taken about 25% of his life, the bridge
collapses and you will both fall into the arena.
Geryon will then circle the arena, launching barrages of bombs at you. Air
Hike over each volley until Geryon goes to the center of the arena. When he
does, he will launch waves of bombs at you and then stomp the ground, which
causes a shockwave of blue mist radiate outwards. Geryon will then disappear.
Now, Geryon will reappear and attempt to trample you. Simply run along the
outer wall and jump to avoid him. However, he will also drop these red orbs;
touching one gets you caught in a time lag where you will move in slow motion
for a few seconds, making it very easy for Geryon to hit you. After this,
Geryon will return to the center of the arena, launch more waves of bombs at
you, and then begin circling again.
The best way to damage him is by getting on the carriage. While he is
circling, jump over the bombs but stay close. As soon as he heads for the
center, run after him. If you get close enough, his bombs won't be able to hit
you (he will still hit the ground). Now jump on the carriage, hit it a few
times, and jump off. Now, run along the outer wall, dodging the red orbs,
until Geryon runs to the center again. Quickly run towards him and jump on the
carriage. Now Geryon will run around the room, allowing you TONS of time to
wail mercilessly on the carriage. However, when Geryon turns toward the
center, QUICKLY jump off, otherwise you'll take a nasty hit when Geryon throws
you off. Now, just run toward the carriage and repeat.
When Geryon's life gets low, he will start summoning more of those red orbs.
If you get hit by one, several spears appear and fly towards you; in your
slow-motion state, dodging them is very hard. Just keep getting on the
carriage and attacking from there to finish him off. Geryon really isn't that
hard.
After the battle, you will learn the Quick Silver style. Go through the now
opened door and the mission ends.
-MISSION 13: CHAOS' WARM WELCOME [032]
There are some chess pieces to deal with in this hallway. Kill them and go
through the door. As you descend the spiral staircase, you will notice that
one of the lights is red, indicating a secret mission.
==================================SECRET MISSION==============================
TOUGH GUYS
When: Mission 13
Where: On the Spiral Staircase, you will notice several white lights. One of
them is red. Examine it.
Objective: Kill all of the enemies.
Nothing too difficult. You will face several Arachnes and then two Hell
Vanguards.
==============================================================================
At the bottom of the staircase, ignore the door and proceed down the hallway
to the other door. In the next corridor, there are some more chess pieces to
kill. The hallway then branches off to the right. Before going down this path,
go through the door.
This room is the Vestibule and there is a light and mirror puzzle to solve.
Here is a diagram of the room:
M C X
C X C
C C C
C C M
Each "C" represents a mirror; you must destroy the mirrors marked as "X."
After doing this, break through the cracked wall in the upper-right hand
corner of the room. Go down the hallway, ignoring the first mirror, and
destroy the second mirror. This will allow you access to the Orihalcon
Fragment on the pedestal. Take it and leave.
==================================SECRET MISSION==============================
TARGET PRACTICE
When: Mission 13
Where: Vestibule. After solving the light puzzle, go into the area beyond the
breakable wall. Near the blue torch, jump up into the hidden crevice and
examine the red skull.
Objective: Do not let any enemies escape.
Here, you will have to shoot enemies as they pass by. Aim for the Hell Wraths;
when they blow up, anything on the platform with them will die as well. Use
Ebony & Ivory.
==============================================================================
Back out in the hallway, there are some more chess pieces. Kill them and
follow the corridor to the end. In the next room, you will find a Divinity
statue, a large door, and two corridors. The corridor next to the Divinity
statue leads to a large white orb, while the other corridor leads to a Combat
Adjudicator. This one requires Nevan. Use your Orihalcon Fragment to open the
door and proceed inside for another confrontation with Vergil.
BOSS: Vergil
Vergil uses the light-imbued gauntlets, Beowulf, for this fight, so expect
some stronger attacks at the cost of range. Vergil has three main attacks: The
first one is a short punch and kick combo that is easy to avoid but offers no
opportunity to counter. The second is where he rises up into the air spin
kicking, and then does a flying kick to the ground. If you just keep away from
him while he is going up, you can jump to avoid the flying kick and then start
hitting him as he recovers. Finally, he will disappear and then suddenly
reappear above, coming down with a flying kick. Again, simply jump to avoid it
and then attack as he recovers. As usual, Vergil will signal an attack when he
disappears; if he appears right next to you, jump to get out of the way.
After doing some damage to him, he will activate his own DT. This will cause
his attacks to hit harder and be uninterruptible. He will also recover life.
However, you must hit him a few times to get him to turn off his DT. When he
uses DT, you should DT yourself to not only soften the damage from his
attacks, but also to land some of your own. Once he drops out of DT, it will
be a while before he does it again.
Once his life is low, he will start using his sword and the fight becomes
pretty much the same as the first one. He will still DT and throw in punch and
kick attacks every now then, but as long as you quickly knock him out of DT,
you should be able to wear him down.
-MISSION 14: DRIVE! [033]
Start out by going up the long pathway to the end until you find the Beowulf
weapon. Equip that with the nearby Divinity statue and then break the Combat
Adjudicator with Beowulf. Proceed onwards to the door. Take the elevator up to
the Subterranean Lake and go through the crack in the wall. Take the next door
and you will be in the Vestibule again. You can try out the secret mission
here if you didn't do it before.
In the next room, there are some Blood-Goyles to fight (starting with Hard,
The Fallen are here instead). After killing them, go through the door and you
will be back at the Temperance Wagon. Take the green orb from under the statue
again if needed and then get on. Fight the enemies, including a Hell Vanguard,
on the platform until it arrives at its destination. Climb the stairs and go
through the door.
In this little maze, take a right first through the gate until you reach a
green circle. Kill the chess pieces and then go back. Take the other gate and
kill the next set of chess pieces. Go through the gate on the left into a room
with a Vital Star S, but you will have to fight some enemies first. Now go
through the gate opposite that to a red room. Again, kill the enemies and
proceed to the last room, where more chess pieces await. Once they're dead,
exit through the door. The last gate has a blue orb fragment.
In the garden, go through the door opposite the Divinity statue. There are
more Enigmas here but you don't need to go to the door. About half way along
the path, there is a column of blue light. Step on it and you will be
transported to that bar near the beginning of the game. You can go back to
Dante's office for a Yellow Orb, but there are enemies waiting for you,
including two Hell Vanguards (but you can also just skip them and take the
orb). Head out of the bar onto the street and follow it towards the end to
finish the mission. There are also some red orbs on a ledge on the left side
of the street.
-MISSION 15: THE GATECRASHER [034]
When you begin, you will be attacked by The Fallen. Take them out and open up
the door with the design on it. In here, you must fight several Arachnes. Kill
them and move into the next room, which has a huge blue elevator. Ignore it
and go down the stairs and through the door. Outside, you can Air Hike to a
ledge up above on the left or right, and then use it to reach the red orb
fountain. Go down the stairs to the rune device on the wall and activate it.
Now return to the where you fought the Arachnes.
The rune device on the wall changes what room you will go into when you enter
the door with the design. For now, hit it once and go through to arrive in
Gears of Madness. There are some Blood-Goyles here but the serrated edges of
the gears are now moving and will injure you if you come into contact with
them. Get to the door at the end and you will be in a corridor with blades
moving in it. Several Soul Eaters are going to complicate things, so take them
before negotiating the blade traps. At the end of the gauntlet, there is an
Orihalcon Fragment. Take it and return to Gears of Madness.
On the bottom level, there is a rune device. Hit and enter the door with the
design. You will be in a corridor with spinning pillars, but now they are
horizontal. You can jump over the ones in the way by doing so at the lowest
point. Air Hike works too, but take care not to hit the pillars above. There
are also a couple of Dullhans in the hallway. Go through the door at the end
and you will be in a room with a another Orihalcon Fragment. Kill the Arachnes
and go back to the previous corridor. Upon entering, hit the nearby rune
device and then go back to the door with the design.
Go through and you will be back in the Subterranean Lake. Go to the right and
jump over the wall to find some red orbs; there are more on the ledges above
you. Go through the door at the bottom and you will be in a corridor with more
Soul Eaters and spinning pillars. The pillars run along the top and bottom, so
getting through them is tough; try using Sky Star if you have Trickster LV2.
At the end, there is another Orihalcon Fragment. Don't forget the green orb by
the door, either.
Back outside, hit the rune device again and go through the door. This will
take you to another short corridor. Go through the door and follow the path
around to the Spiral Staircase. Follow this down into the Underground Arena.
There are some Fallen here, but you don't have to fight them. Simply jump off
the ledge and then circle around until you find a blue orb fragment. Now use
the platform to get back to the upper ledge and then retrace your steps to the
Subterranean Lake.
Hit the rune device one more time and go through the door. You will be back in
the room from the beginning of the mission. Kill the Arachnes and proceed to
the lift room. Use your three Orihalcon Fragments and ride the lift up to
finish the mission.
-MISSION 16: WIN OR LOSE [035]
Take the right hand path up to the blue door. Go through the corridor with the
Enigmas and Abysses. In the next room, you must fight some Blood-Goyles and
Enigmas. Kill them and proceed to the next room, where there is a rune device
on the wall. Hit it to drop a globe and then smash the globe to open up the
wall. Go and get the Golden Sun. When you do, some chess pieces show up and
you must fight them. After killing them, you can do a secret mission.
==================================SECRET MISSION==============================
GUIDING LIGHT
When: Mission 16
Where: After acquiring the Golden Sun in the Waking Sun Chamber, examine the
gleaming wall to the right.
Objective: Solve the crystal light puzzle.
There are six variations of this puzzle. "M" is a mirror the beam must reach,
"C" is a crystal that you must leave alone, "X" is a crystal you must destroy.
Simply look at the placement and destroy the crystals marked as "X."
=========== =========== =========== =========== ===========
| M M | |C X C C| | C C C| | C | | |
| X M C| |C X C| |C X C | |C C C C| | |
|C C C C| |M C C| | C C| | X C| | C|
|C X C| |C X C| |C X C| | C C| |M C |
|C C C X C| |C X C| | C C | |C M C | |X X C X C|
|C C C| |C X X| |M X C | | C X C C| |C C C|
|C C| |C M C M| |M C C X | |M X C | |M C X C|
=========== =========== | C C C| |C | | X |
=========== | | | X C C |
|C C C | |C M |
=========== ===========
For this variation, you must also destroy the breakable wall marked with a *.
=================
| - M -|
| - X -|
|C C * C -|
|C C C M -----|
|C C C C -----|
| C C -----|
|C C X C -----|
| X -----|
|C M C -----|
=================
==============================================================================
Return to the first room and take the left path through the red door. There
are more Enigmas and Abysses in this corridor. You can go up the steps and
enter the room at the top or go down and through the crack in the wall. If you
go up, you will have to fight some enemies for a Devil Star. Going down, you
will find two rune devices; hit them both to lower two globes. You must hit
the globes so that they ram into each other and break. Doing this allows you
access to the Onyx Moonshard but you will have to fight some Fallen to get
out.
Return to the beginning room again and use the Golden Sun and Onyx Moonshard
to open the door. The next room has some Blood-Goyles and Enigmas. Climb up
the rubble and jump up through the hole in the ceiling. Here, there are some
more enemies but you don't have to fight them. Run up the stairs and enter
Endless Infernum. Run down the stairs and go through the door to the room
where you fought Gigapede. There are Arachnes and Soul Eaters here. Kill them
go through the red door at the bottom. The next room has a Divinity statue and
a Vital Star S (the vital star is at the end of the side path near the door).
Make your preparations and enter the next room for a boss.
BOSS: Lady
Lady is stronger than the average human but she is still just a human, so this
fight isn't too difficult. Although you can let loose with your guns, your
Devil Arms inflict a lot of damage on her. Lady will run around firing her
guns at you most of the time. Although each shot is weak and doesn't even make
Dante flinch, the damage can build up. She will also pull out her rocket
launcher and fire it; it causes a lot of damage but she announces it with a
spoken line. If you chase her around, she will use the grapple hook on her
rocket launcher to move to another part of the room, firing her guns as she
goes.
Note that although you can hit her with your Devil Arms, most hits cause her
to fly backwards. When she does this, she will toss a barrage of knives that
WILL knock you down, so you cannot just Stinger her to death (although you can
cut the knives with your sword). The best time to attack with Devil Arms is
when she uses her rocket launcher. If you are close enough, you can hit her
with a solid combo, which will send her flying. You can then jump over the
knives with Air Hike and then land right next to her for another attack.
When her life is down to about half, she jump up to the pillars and drop
several bombs on the ground. You can avoid this by staying away, but if you
jump onto the pillar with her, you will have a couple of seconds to attack
before you have to avoid the bombs. She will always use her grapple hook to
get on the pillars, so one tactic is to stay on the pillar that's closest to
her. When she grapples onto it, she will land right next to you, giving you
some free time to hit her.
When her life gets low, she will use her rocket launcher to fire barrages of
homing missiles. They are nearly impossible to dodge, so try to find cover.
You can also stop the attack altogether if you are close enough by running up
to her and using a combo before she lets the missiles go. Stay on your toes
and attack each time she gives you the opportunity and you should be able to
beat her. Your reward is her powerful rocket launcher, the Kalina Ann.
In the next room, just step on the jump pads and propel yourself to the door
at the top. Stand on the rubble next to the door for some red orbs, and then
enter and the mission is over.
-MISSION 17: INNER-DEMONS [036]
Just to your left, jump up into the alcove in the wall for a Vital Star S.
Head around the path and jump up into the rafters for some red orbs. Before
going through the door, notice the crack in the nearby wall. If you go in
there, you will have to repeat the Trial of the Warrior from Mission 6, ending
with a Hell Vanguard. Your reward is a Yellow Orb but it really isn't worth
it.
Through the door, you will find yourself in the God-Cube Chamber. There is a
red orb fountain and a Combat Adjudicator statue requiring Beowulf. Use the
floating cubes and make your way up the chamber to the first door. In here,
there are some Enigmas and two Hell Vanguards. Kill them and proceed outside.
Again, the debris to the right of the door has a green orb. Follow the path to
the end for a blue orb fragment and then retrace your steps.
Continue your way to the top of the God-Cube Chamber. Go through the door and
you will be in the Chamber of 3 Trials.
Special Edition note: There is a portal here that will take you to the third
and final encounter with Jester.
The only way you can go is the Trial of Wisdom. In here, kill the Soul Eaters
and Arachnes and then go through the door. Now you will have to go through a
more difficult version of that spike trap corridor. At the end, go out and
step on the jump pad to reach the next area.
Climb the stairs and jump up into the rafters for some red orbs and a secret
mission.
==================================SECRET MISSION==============================
ON PINS AND NEEDLES
When: Mission 17
Where: Pitch Black Void. Go up the stairs. Before entering the door, jump on
the beams up above and examine the red light on the wall.
Objective: Dodge the spikes and get the blue orb fragment.
This one can be difficult. By using DT, you can run fast enough to dodge the
spikes, especially when you need to run to opposite sides of the corridor. If
you are using Trickster, you can Dash through the spikes, though this requires
precise timing. Alternatively, you can use Quick Silver to slow things down.
==============================================================================
In the next room, you will find some Abysses and Soul Eaters. Kill them and go
through the door. In the next area, there is a Divinity statue. Go through the
door and move up the path until you go through the portal. Time to confront
your own shadow.
BOSS: Doppelganger
In order to deal any damage to Doppelganger, you must stun him first. This is
accomplished by shedding some light on him; hit any of the covers on the
perimeter of room to light up the place. If Doppelganger is close enough, he
will be stunned for a second before the cover closes.
However, he is not stupid. If you open up a cover and wait beside it, he will
simply fire a ball of energy to close it. Opened covers will also close by
themselves after a short period of time if you don't open others.
The basic idea is to wait for Doppelganger next to a CLOSED cover. Weaken the
cover a little and wait for Doppelganger to run after you. When he reaches
you, jump up and attack on the way down to hit the cover and open it, which
will stun Doppelganger while he is standing right next to you. If you want to
stun him longer, you need to open all of the covers.
In order to do this, stun Doppelganger by opening a cover next to him as
described above. However, instead of hitting him, move onto the next cover and
weaken it. When Doppelganger recovers and comes after you, open that cover to
stun him, and then run to the next. Once all of the covers are open,
Doppelganger will be stunned for a much longer period of time (even longer if
you use Quick Silver).
Simply stay next to the covers and open them when Doppelganger comes after
you. He will also do a move where a column of black energy appears under your
feet, but you can simply run away to avoid it. After beating your shadow, you
will receive the Doppelganger Style. Step on the light to leave the room and
then follow the path to the end to finish the mission.
-MISSION 18: INVADING HELL [037]
You will start on a long path. As you move forwards, some rocks will fly out
and form a bridge for you. Jump through the portal at the end.
Do you like chess? This twisted game pits you against a standard chess team: 1
King, 1 Queen, 2 Bishops, 2 Knights, 2 Rooks, and 8 Pawns. You should
definitely take out the Pawns but after that, there are two ways to tackle
this chessboard. You can fight all of the pieces at once or go after the well-
protected King. Killing the King takes out all of the other pieces as well.
Once you're done, head through the portal.
Out here, there is another long pathway occupied by some Fallen. You can
ignore them if you wish but you need to head for the portal on the giant foot
statue.
==================================SECRET MISSION==============================
FINAL ASCENSION
When: Mission 18
Where: Road to Despair. There is a portal on the large foot statue. Go to the
left of the portal and follow the path to the stone. Examine it.
Objective: Get the blue orb fragment.
You will need Air Hike and Trickster for this. Go over to the cube on the
ground and watch the cube floating back forth above it. Jump on it and then
jump to the wall and Wall Hike straight up. After Dante jumps off the wall,
Air Hike to the platform jutting out nearby (you need to time your Wall Hike
correctly so that the platform is actually there when you Air Hike to it).
Once on this ledge, jump straight up against the wall and Wall Hike upwards
again. When Dante jumps off, Air Hike to the spinning cube behind you. You
have to jump up and down to keep your footing on this ledge. There should be
another spinning cube floating nearby; jump to it. From here, you should be
able to Air Hike to the final ledge with the blue orb fragment.
==============================================================================
This place is a maze of catwalks connecting several tablets with colored
lights. Examining the tablets takes you to a boss you encountered earlier in
the game. Here are the colors and what boss each one leads to:
Aqua: Cerberus
Red: Leviathan's Heartcore
Purple: Nevan
White: Beowulf
Yellow: Gigapede
Green: Agni & Rudra
Orange: Several enemies and two Hell Vanguards
Blue: Geryon
Black: Doppelganger
In the center of the area is a large tablet with all the colors; each time you
defeat a boss, the color will light up. All of the colors are also connected
by a pathway. Your objective is to defeat certain bosses in order to form a
circle. The circle can be any size or shape so if you want to get through as
quickly as possible, defeat Agni & Rudra, Cerberus, and Beowulf (or any other
combination that forms a circle). There are also three large green orbs and a
Divinity statue in the area.
If you want a blue orb, you must defeat EVERY boss. I recommend doing this on
a lower difficulty level. Once you're finished, go through the portal to
finish the mission.
MISSION 19: FORCES COLLIDE [038]
You will start in a room with several Abysses. Kill them and jump through the
portal into a room with some mirrors. The enemies in here cannot be killed by
conventional means; you must use the mirrors. Find the mirror that has a green
tint and attack it. When you break it, the enemies will die. Another wave will
show up; again, simply attack the green-tinted mirror. Also, one of the
chandeliers above you has a Vital Star L. When you're done, jump through the
portal.
In this room, you must kill all of the enemies before time runs out. If the
hourglass runs down, the enemies will reset. Quick Silver is extremely helpful
here. Once you've defeated them, get the Samsara from the ledge and go through
the portal.
You are now back in Lost Souls Nirvana. The green orbs have returned, so take
them if needed and go back through the portal. When you arrive in the next
room, jump through the portal again to go to the mirror. Use the Samsara on
the statue and jump through the last portal.
Head across the forming bridge and make your preparations at the Divinity
statue. When you're ready, go through the door and it's time for a boss.
BOSS: Arkham
Arkham is vulnerable on any part of his body, so you just need to hack away at
him. However, he won't just sit back and take it. He has a couple of short-
range melee attacks that are very hard to see coming because he's basically a
gigantic blob. Watch his "appendages" and try to anticipate his attack. After
dealing some damage to him, he will turn yellow and use a powerful thrusting
attack, so get away quickly. He will also fire some sort of homing projectile
that can be dodged with a well-timed Air Hike but if you get hit, you'll take
a lot of damage.
Arkham will then sink into the ground and disappear. Masses of his legions
will swarm around you, so bust out the Kalina Ann and start firing. The
legions will stop and turn red before attacking but each shot from the Kalina
Ann should take out about 5 or 6 of them. Once they are all dead, Arkham will
reappear and the pattern starts over.
Once you get him down to half of his life, Vergil will show up and lend some
assistance. The fight will resume with Vergil on your side but this is
basically like having the Doppelganger Style. Your DT and Style moves are
disabled; pressing Circle will cause Vergil to teleport to your side. Vergil
will mimic your movements but when you attack, he will use some of his own
moves.
Arkham will become more aggressive and will start firing those projectiles
with no warning. He can also use a move where he grabs Dante and drains his
life. When this happens, you will gain control of Vergil; simply hit Circle to
teleport and then strike Arkham to free Dante. And don't worry about Vergil
getting hit as he can't die in this battle. You can also plug in a second
controller so that a friend can control Vergil. Even without your DT, Dante's
and Vergil's combined powers should be more than enough to defeat Arkham. When
you beat him, the mission is over.
-MISSION 20: SCREAMING SOULS [039]
BOSS: Vergil
This is the hardest battle with Vergil yet, so don't be ashamed to use Vital
Stars. The same rules for the previous battles apply here but with the Force
Edge in his possession, Vergil has gained a host of deadly moves.
At a distance, Vergil will hurl the Force Edge like a boomerang. It is nearly
impossible to dodge, but you can quickly attack and interrupt him. He will
also use those energy orbs but again, you can attack him and start a combo if
you are quick to reach him.
Vergil also has a new combo. He will start with two punches and then an
uppercut slash. Then he will teleport up, use Helm Breaker, and then hit you
with Stinger. The combo causes TONS of damage and if you get caught by any of
part of it, you will eat all the rest of the hits. However, it is also
possible to counter this. When you see him teleport up, jump up and AWAY from
him so that he misses on the way down. Now Air Hike to avoid the Stinger and
then use your own Helm Breaker; Vergil's Stinger will cause him to move right
underneath you, giving you a chance to attack.
Again, Vergil will use his DT every now and then and you must attack him
quickly to stop his health regeneration. Luckily he will be stunned for a
moment after breaking DT, so combo him quickly.
Once Vergil's life starts getting low, all hell breaks loose. He will DT and
then initiate one of two attacks. The first one causes him to disappear and
then inundate the whole area with those energy orbs. You will have to run,
jump, roll, and dive to avoid them. After the attack, though, he will sheath
his sword, giving you a free combo.
The other attack causes him to keep teleporting upwards and using Helm
Breaker; he will actually do it several times in quick succession. After the
last one, you can hit him a couple of time before he starts attacking again.
Keep up the pressure, knock him out of his DT, and attack at absolutely every
chance, and you will eventually prevail.
But Devil May Cry 3 is not the kind of game where you can sit back and watch
the credits. The enemies will keep coming, so go get them!
==============================================================================
=-=-=-=-=-=-=-=-=-
Blue Orb Fragments [040]
=-=-=-=-=-=-=-=-=-
Although I've highlighted the locations of all the blue orb fragments in the
game, this handy list can be consulted if there's a particular fragment you're
after and you don't want to skim the guide.
Mission 1:
-None.
Mission 2:
-None.
Mission 3:
-13th Avenue: On the ledge to the right near the Divinity statue.
-13th Avenue: Combat Adjudicator on a ledge on the left side of the street.
Requires Rebellion.
-Secret Mission 1: The Exorcist.
Mission 4:
-Incandescent Space: On the pipes above the door leading to the Chamber of
Echoes.
Mission 5:
-Endless Infernum: Combat Adjudicator statue next to the door where you use
the Soul of Steal. Requires Cerberus.
-Secret Mission 2: Untouchable.
Mission 6:
-The Dark Corridor: Combat Adjudicator. Requires Agni & Rudra.
Mission 7:
-Secret Mission 3: Death from Above.
-Pitch-Black Void: In the rafters above the stairs.
-Lift Room: Combat Adjudicator. Requires Rebellion.
Mission 8:
-Leviathan's Stomach: On the ship.
-Secret Mission 4: The Devil's Teeter-Totter.
-Leviathan's Intestines: In the corridor after acquiring the Ignis Fatuus;
there is a Combat Adjudicator in a side passage. Requires Cerberus.
Mission 9:
-Subterranean Garden: In a hole above the Divinity statue.
-Secret Mission 5: Destroyer.
Mission 10:
-Subterranean Lake: Combat Adjudicator. Requires Nevan.
-Secret Mission 6: Flight of the Demon.
Mission 11:
-Secret Mission 7: Hang 10.
-Altar of Evil Pathway: On the pipes of above you right as you enter.
-Temperance Wagon: Combat Adjudicator under the stairs. Requires Agni & Rudra.
Mission 12:
-None.
Mission 13:
-Secret Mission 8: Tough Guys.
-Secret Mission 9: Target Practice.
-Obsidian Path: Combat Adjudicator. Requires Nevan.
Mission 14:
-Lair of Judgment Ruins: Combat Adjudicator. Requires Beowulf.
-Hell's Highway: Through the last gate after defeating all of the enemies.
Mission 15:
-Underground Arena: Manipulate the rune device that changes the tower
structure until the pattern shows the top-left part as red, the top-right part
as purple, and the bottom as blue. Go through the door and follow the
corridors and rooms until you get to the Underground Arena. Jump off the ledge
and circle around the room until you find the fragment.
Mission 16:
-Secret Mission 10: Guiding Light.
Mission 17:
-God-Cube Chamber: Combat Adjudicator. Requires Beowulf.
-Azure Garden: In the God-Cube Chamber, make your way up to the first door. Go
in and kill the enemies and then go through the next door. The fragment is at
the end of the path.
-Secret Mission 11: On Pins and Needles.
Mission 18:
-Secret Mission 12: Final Ascension.
-Lost Souls Nirvana: Defeat all of the bosses.
Mission 19:
-None.
Mission 20:
-None.
==============================================================================
=-=-=-=
Enemies [041]
=-=-=-=
Hell Pride: Perhaps the easiest foe to beat because of a lack of both speed
and power. His attacks are very slow and he dies very easily. Just attack him
with whatever you want.
Hell Envy: Envies are tougher than the Prides and they move much faster. They
also have an annoying attack method; they will usually stay away from you and
then lung at you and attack from off-screen. You have to keep an eye on them
and try to keep them on the screen. They also have an uppercut move to hit you
in the air.
Hell Wrath: These are the enemies that carry the huge bombs on their backs.
Only guns can hurt them, and that's a good thing. Fire from a distance to blow
them up. The blast will injure other nearby enemies.
Hell Sloth: Another annoying enemy because they can teleport right next to you
and attack. If one appears next to you, immediately jump or roll to avoid the
attack. They can also take quite a bit of abuse.
Hell Greed: These enemies carry coffins with which they summon more enemies to
the battle. You must take out the Greeds first, otherwise the enemies will
keep coming. Although they are slow, they can defend themselves by swinging
their coffins around.
Hell Gluttony: These guys are easy to deal with. They attack by shooting a
projectile but it is very slow and easy to see coming. Most of the time, you
can interrupt it and then continue attacking until it dies.
Hell Lust: Hell Lusts are similar to the Hell Prides except they are much
stronger and faster and will usually block your attacks. Try getting them from
behind or use a powerful weapon like Kalina Ann.
Enigma: Irritating. Very irritating. Enigmas stay as far away from you as
possible and rain arrows down on you like it's going out of style. On higher
difficulty levels, they also fire red arrows which cause ridiculous amounts of
damage. Luckily, these creatures die with very few hits from anything, so try
to corner them quickly.
Blood-Goyle: These red creatures attack by flying into you. You can see it
coming because they start spinning in circles very quickly. If you attack with
Devil Arms, they will split apart. You need to shoot them with guns until they
turn to stone and then attack the statues until they blow up. If there is only
one Blood-Goyle left, it will attempt to multiply itself, so kill it quickly.
Arachne: These are spider creatures that jump around a lot. They can also
parry your attacks and then counter with a charging move, signaled by a loud
screeching noise. In fact, they make a loud screeching noise whenever they
attack, so if you hear it, jump. The bigger green ones have more stamina but
only the white ones will climb on the walls. Both varieties can trap you in
webs and then attack; mash the buttons to free yourself.
Dullhan: You will only encounter of couple of these things. Although you can't
hit them from the front, the back is very weak. They don't attack unless you
are in front of them, so they are very easy to defeat.
Soul Eater: Another annoying enemy, Soul Eaters start out as a purple mist,
impervious to your attacks. When you turn your back, they will appear and
attack by ramming you. Sometimes they will grab you and drain your DT, so mash
the buttons to escape. Kalina Ann works very well against them; simply turn
your back, target, and fire.
The Fallen: These angel creatures are dangerous. They start with a barrier
that needs to be broken before you can actually damage them. Their swords have
tremendous range and they like to attack from off-screen. They can also throw
their swords into the ground and then explode them, so get away if they throw
one at you. Eventually, they will regenerate their barriers so these fights
can take a long time.
Damned Pawn: The weakest of the chess pieces, the Pawn move forward slowly and
can only hit what is in front or to the side of them. Easy to kill.
Damned Knight: Knights jump around a lot and will try to stomp you. If you are
close by, they will attack with their horns. You can see a Knight's eyes turn
red when this happens, so just roll out of the way.
Damned Bishops: Bishops use long range attacks. They spin four fireballs
around their bodies (which can hurt you) before hurling them in four
directions. If you don't attack the Bishops they will attempt to heal
themselves and others.
Damned Rook: The Rooks attack with a laser beam that goes in four directions.
However, you can see it coming as you will see a faint red line before the
beam is actually fired, so jump out of the way. The Rooks will try to move the
beam into you, though, so make sure you're out of harm's way. Rooks can also
summon other pieces to the battle.
Damned Queen: An extremely annoying piece, the Queen moves around a lot to
stay away from you. When you are occupied it will charge at you with lightning
speed. However, it emits a purple beam first and then streaks along that line,
so if you see the beam going through you, stop whatever you're doing and jump.
Damned King: The King moves slowly but his attack is a killer. He causes a
white circle to appear on the ground and then gives off a violent blast of
energy within that circle. He's very tough but killing him will destroy all
the other pieces, as well.
==============================================================================
=-=-=-=-=-=-=-=-=-
Secrets and Extras
=-=-=-=-=-=-=-=-=-
This section highlights all of the secret characters, difficulty levels, and
other extra things to unlock in Devil May Cry 3.
-Characters [042]
Coatless Dante: Dante without his coat, as he is at the beginning of the game.
Unlocked by beating Easy mode.
DMC1 Dante: Dante with his old clothes from Devil May Cry. This changes
Rebellion into Force Edge (although the two are identical) and your DT form is
that of Sparda. Unlocked by beating Normal mode.
Coatless DMC1 Dante: Dante as he appeared in Devil May Cry but without the
long red coat. Rebellion is changed to Force Edge and your DT form is that of
Sparda. Unlocked by beating Hard mode.
The Legendary Dark Knight: You will play as Sparda using the Force Edge
instead of Rebellion. Sparda's shadow is that of a winged demon. Unlocked by
beating Hard mode.
Super Dante: Allows you to play with unlimited DT. Styles like Quick Silver
and Doppelganger can be abused. You will not recover life in Super Dante mode.
Unlocked by beating Dante Must Die mode. Special Edition note: In Special
Edition, Super Dante grants infinite DT except for the use of Doppelganger and
Quick Silver styles.
===
-Gallery [043]
The Gallery is unlocked by beating the game on any difficulty. The Gallery
contains various artwork and videos for the production of DMC3. Each time you
complete a higher difficulty level, the gallery will be updated. Ultimately,
you can view concept art, high resolution CG art, and artwork of Dante's and
Vergil's devil forms by Kazuma Kaneko. The videos include a crazy game play
video, motion capture video, and video storyboards of several scenes from DMC3
performed by Japanese actors.
New to the Special Edition are the Event Promotional Video and the DMC3
Original Demo. Both of these are unlocked once you clear Very Hard mode.
===
-Mission Numbers [044]
During the opening cut scene for each mission, you can find the number for
that mission hidden somewhere. The following shows where all of the numbers
are hidden (and some are difficult to see).
Mission 1: "1" is on the pizza box.
Mission 2: On a billboard at the end of the scene.
Mission 3: The burning enemies form the number "3."
Mission 4: The flag at the beginning is shaped like a "4."
Mission 5: The pattern of blood on the wall left behind by the Blood-Goyle is
shaped like the number "5."
Mission 6: The crater left in the ground after the explosion has "6" in it.
Mission 7: When Dante wipes his blood on the wall, it forms the number "7."
Mission 8: The number can be seen on the moon in the background.
Mission 9: When Lady reloads, you can see "9mm" on the bullets.
Mission 10: The blood on the book forms "10."
Mission 11: The blood trails from Arkham's feet form "11."
Mission 12: One of the chains near the end of the scene is holding the number
"12."
Mission 13: "13" is engraved on a wall in the background at the end of the
scene.
Mission 14: As the camera looks down into the pit, "14" is etched on the wall
to the side.
Mission 15: The tree branches at the end of the scene form "15."
Mission 16: The number is lightly etched on the ground.
Mission 17: The pillar forms the number "17."
Mission 18: One of the pieces of paper that flies by has "18" on it.
Mission 19: The number "19" is etched on the ground at the beginning of the
scene.
Mission 20: The clouds in the sky form "20."
===
-Others [045]
Unlocking everything cheat: At the title screen, hold all four shoulder
buttons and rotate the left analog stick until you hear "Devil May Cry." This
will unlock EVERYTHING in the game.
Obtaining clear bonus art: In the Gallery, there is a clear bonus art section.
The pictures are unlocked by clearing the game on different difficulty levels.
A few of them are exclusive to the Special Edition. Here's how to unlock all
15:
1: Beat the game on Easy.
2: Beat the game on Normal.
3: Beat the game on Hard.
4: Beat the game on Very Hard.
5: Beat the game on Dante Must Die.
6: Beat Bloody Palace with Dante.
7: Beat Bloody Palace with Vergil.
8: Beat the game on Normal with S rank for all missions.
9: Beat the game on Hard with S rank for all missions.
10: Beat the game on Very Hard with S rank for all missions.
11: Beat the game on Dante Must Die with S rank for all missions.
12: Beat the game on Normal with SS rank for all missions.
13: Beat the game on Hard with SS rank for all missions.
14: Beat the game on Very Hard with SS rank for all missions.
15: Beat the game on Dante Must Die with SS rank for all missions.
Lady's alternate outfit: Beat the game on Hard.
Extended ending: Defeat 100 enemies during the game credits.
Destroy the loading screen: When the screen says "NOW LOADING," press Triangle
to slash and Square to shoot. You can also use the left analog stick to vary
the direction of your slashes. After taking enough abuse, "NOW LOADING" will
shatter.
===
-Song Lyrics [046]
"Taste the Blood"- Heard while fighting enemies in missions 1-13.
The flinch in your eye calls your bluff
Feel free to die when you've had enough
Useless cause is breaking your back
Your life will end when you attack
Make your move
Make your stand
Make the win
Like you can
See the war
See me rule
See the mirror
You'll see a fool
To take me out you must fight like a man
You've yet to prove to me that you can
I see your might and it compares to something
That is if something is nothing
Time to figure
Time to sin
Your time is done
When you begin
Live for suffer
Live for revenge
Now your life
Comes to an end
Taste the blood
Taste your fate
Swallow your pride
With your hate
Your last breathe
Your last stance
The last of all
In your command
Knees in the blood with your crying pleas
Wade in your sorrow, bathe in your fear
Clear the mind from righteousness suffered
Witness the moment of your failures prosper
"Divine Hatred"- Heard while fighting enemies in mission 14-18.
Now you've really crossed the line
Your hate for me is divine
My love yearns your suffer
On the grave lurks my prosper
Taunt more as a lure but it's no use
Knots tight my excite I prepare the noose
Say no more it's time for you to make your move
My blackened soul lit by your fuel
Implodes your moral and drains your pride
Too late for debate or run and hide
Time to take your life it tolls the bell
To your hell I'd like to welcome you
Hail to a father of divine
To the son the light will shine
From the angst of lost memories
A just revenge to cure misery
"Suffer"- Heard while fighting Cerberus and Beowulf.
You got nothing and nothing's got you
I can see your fear it surrounds you
Built with strife and insight but it's not enough
I'll defeat and discreet your every move
Instinctual, just take your life
One step one breath you're under my knife
Killing slow is the way I conquer
It's time for torture can't wait no longer
With your first step you will burn
Can't control your hate you've learned
Killing slow is the way I conquer
Until you know the meaning of suffer
Step twice you invite and you welcome death
Pay homage to me with your last breath
Say goodbye to a life that you once knew
Along with every being that was before you
"Devils Never Cry"- Heard during the ending credits.
Bless me with your gift of light
Righteous cause on judgment night
Feel the sorrow the light has swallowed
Feel the freedom like no tomorrow
Stepping forth a cure for soul's demise
Reap the tears of the victim's cries
Yearning more to hear the suffer (of a)
Of a demon as I put it under
Killed before a time to kill them all
Passed down the righteous law
Serving justice that dwells in me
Lifeless corpse as far as the eye can see
Bless me with the
Leaf off of the tree
On it I see
The freedom reign
We are falling
The light is calling
Tears inside me
Calm me down
Midnight calling
Mist of resolving
Crown me with the
Pure green leaf
Praise to my father Life of vengeance a passive test
Blessed by the water Until the grave I shall rest
Black night, dark sky Engage the pressure till it crumbles
The devil's cry The existence of the lifeless black souls
Bless me with the Onward to the sacred battlefield
Leaf off of the tree Where justification and limits are revealed
On it I see Tools of steel in rage they conquer
The freedom reign Weed out the killer of victims stalker
We are falling The power's proven to end the madness
The light is calling Upon I take it to end the savage
Tears inside me The rays of light a truth to meaning
Calm me down To my father my blood is pleading
Midnight calling A justice rage for all to feel
Mist of resolving With innocent cries and hatred squeals
Crown me with the The gore of evil seems to satisfy
Pure green leaf When slayed, maimed, and pacified
Bless me with the My chosen torture makes me stronger
Leaf off of the tree In a life that craves the hunger
On it I see A freedom and a quest for life
The freedom reign Until the end the judgment night
Praise to my father Watch the footsteps but never follow
Blessed by the water If you want to live tomorrow
Black night, dark sky Steal a soul for a second chance
The devil's cry But you will never become a man
==============================================================================
=-=-=-=-=-=-=-=-=-=-=
DMC3: Special Edition [047]
=-=-=-=-=-=-=-=-=-=-=
Devil May Cry 3 is an excellent game, but the fans probably want more. With
Devil May Cry 4 scheduled to be released on the PS3, it will be a while before
we actually get to play it. To tide us over, the Special Edition of Devil May
Cry 3 was released. A number of new features were added to the game, most
notably, the player can now play the game as Vergil! This section covers all
aspects of the Special Edition features. First of all, here's how to unlock
them:
Vergil Mode: Beat the game as Dante. Also unlocked right from the start if
your memory card contains save data for the original Devil May Cry 3.
Bloody Palace: Beat the game as Dante. Also unlocked right from the start if
your memory card contains save date for the original Devil May Cry 3.
Coatless Vergil: It's Vergil but without his coat on. Unlocked by beating Easy
or Normal as Vergil.
Corrupt Vergil: If you played DMC1, you might recognize this costume as Nelo
Angelo. You cannot use Yamato while in devil form, and your move sets for
Beowulf and Force Edge are altered slightly. Unlocked by beating Hard as
Vergil.
Super Vergil: Play as Vergil with infinite DT! However, your health does not
regenerate while in devil form, and DT runes are still consumed when using
Spiral Swords. Unlocked by beating Bloody Palace.
Super Corrupt Vergil: It's the same as Corrupt Vergil but with infinite DT!
Your health WILL regenerate and no DT runes are consumed, even when using
Spiral Swords. Unlocked by beating Dante Must Die as Vergil.
Super Sparda: This is the same as Super Dante except DT runes are not
consumed, even when using Doppelganger or Quick Silver. Unlocked by beating
Dante Must Die after beating Very Hard.
Very Hard difficulty: Beat the game on Hard.
Turbo Mode: This causes the game the run 20% faster than normal. It is
available right from the start.
Demo Digest: Also available from the start, this feature allows you to view
any cut scenes you have already scene.
NOTE- If you complete DMD with Vergil BEFORE beating Bloody Palace, you will
get Super Vergil. When you complete Bloody Palace, you will then get Super
Corrupt Vergil.
===
-Playing as Vergil
The best feature about the Special Edition is that you can play as Vergil. The
control scheme is the same as Dante, but Vergil gets a completely different
set of weapons and moves. A new opening cut scene was created for Vergil, but
all other cut scenes in the game are omitted.
Vergil has three devil arms and one "gun." He carries all of his weapons with
him at once, so you never need to change equipment. You can use L2 and R2 to
cycle between his three devil arms. Like with Dante, Vergil can acquire new
skills and upgrades from the Divinity Statues.
Vergil can also use DT. It is the same as Dante's DT except Vergil begins the
game with it. Also, Vergil cannot use the Pole Play and Free Ride moves as
Dante can.
Vergil's Devil Arms
===================
YAMATO: A keepsake katana acquired from Sparda. This is the same katana you
can get in DMC1. Yamato has decent power but excellent coverage; Vergil
slashes in very wide arcs, affording this weapon some good crowd control.
Vergil's DT gauge charges the fastest while using Yamato. In fact, you'll
notice that Vergil sheathes Yamato after completing an attack. If you hit or
kill an enemy and let Vergil sheathe his sword, you will get a DT boost.
Skills:
Yamato Combo
Command: Triangle, Triangle, Triangle
Vergil strikes twice with the scabbard and then slashes horizontally. The
combo causes decent damage but the wide slash easily hits multiple enemies and
sends them flying.
Upper Slash
Command: R1 + back + Triangle, Triangle
Vergil does two vertical slashes, the first one launching the enemy upwards.
This attack can be incorporated into any other Yamato combo.
Aerial Rave
Command: Triangle, Triangle while in the air
Vergil slashes twice while in the air. This attack causes a lot of damage and
has very wide coverage.
Rapid Slash
Command: R1 + forward + Triangle
Vergil dashes forward and slashes in a very wide arc; he can even hit enemies
behind him. This move has a lot of range on it and is great for clearing out a
group of enemies. Cost: 5000
Rapid Slash Level 2
Command: R1 + forward + Triangle
The same as level 1, but more powerful. Requires Dark Slayer Level 3. Cost:
15000
Judgment Cut
Command: Hold Triangle and then release
It takes a moment to get this attack going because you have to hold Triangle
for a second or two. Once you execute it, Vergil causes an energy orb to
appear on top of the target. It does a ton of damage and quickly clears out a
crowd. Cost: 10000
Judgment Cut Level 2
Command: Hold Triangle and then release
This is the same as level 1 except you can get three energy orbs to appear.
After starting the attack, press Triangle twice more. You must time it
correctly to get more energy orbs to appear. Requires Dark Slayer level 3.
Cost: 20000
Dark Aura
Command: Select
Vergil has a unique taunt while using Yamato where he sheathes his sword. If
you remain perfectly still, a dark aura surrounds Vergil and your DT gauge
rapidly recharges. This will only work when there are enemies nearby.
===
BEOWULF: This is a set of light-imbued gauntlets and greaves. This is the same
weapon Dante uses but with some slight differences. Vergil's punches and kicks
are his strongest melee attacks but they are slower and lack range. Unlike
Dante, Vergil cannot charge his attacks.
Beowulf Combo
Command: Triangle, Triangle, Triangle
Two punches followed by a double roundhouse. This is Vergil's bread and butter
attack, and all hits combined can cause a lot of damage.
Starfall
Command: Triangle while in the air
Vergil flies downward with a powerful kick. He automatically faces the enemy
you are locked onto.
Starfall level 2
Command: Triangle while in the air
This is an enhanced version of Starfall. It is faster and more powerful.
Requires Dark Slayer level 2. Cost: 7500
Rising Sun
Command: R1 + forward + Triangle
Vergil somersaults forward, kicking as he goes, and lands with a heel drop.
This attack causes a ton of damage and can strike multiple enemies. Since it
lifts Vergil into the air, you can even dodge an enemy's attack with it. Can
be incorporated into any Beowulf combo. Cost: 5000
Lunar Phase
Command: R1 + back + Triangle
Vergil does a rising double spin kick. The attack hits twice and launches the
enemy upward, allowing you to follow up in mid-air. Can be incorporated into
any Beowulf combo. Cost: 10000
Lunar Phase level 2
Command: R1 + back + Triangle
This version of Lunar Phase hits faster. Can be incorporated into any Beowulf
combo. Requires Dark Slayer level 2. Cost: 20000
===
FORCE EDGE: This is the sword of Sparda, used to drive out the demons from the
human world. Though it looks plain, it has hidden powers. Vergil uses this
along with Yamato, giving the Force Edge great versatility. While using this
weapon, Vergil can use some of the same attacks as Dante.
Force Edge Combo
Command: Triangle, Triangle, Triangle, Triangle
Vergil attacks with a series of slashes from both Yamato and Force Edge.
Overall, the combo is somewhat long but it causes a lot of damage.
High Time
Command: R1 + back + Triangle
The same as Dante's High Time. Vergil uses an uppercut slash to launch the
enemy in the air. If you hold Triangle while executing this move, Vergil will
leap up with the enemy. Can be incorporated into any Force Edge combo.
Stinger
Command: R1 + forward + Triangle
The same as Dante's Stinger. Vergil dashes forward and stabs hard. The attack
pushes enemies back as well. Can be incorporated into any Force Edge combo.
Cost: 5000
Stinger level 2
Command: R1 + forward + Triangle
The same as level 1 except Vergil dashes about three times further. Can be
incorporated into any Force Edge combo. Requires Dark Slayer level 2. Cost:
15000
Helm Breaker
Command: Triangle while in the air
The same as Dante's Helm Breaker. Vergil drives straight down and
automatically turns to face the target.
Helm Breaker level 2
Command: Triangle while in the air
Same as level 1 except it executes faster and does more damage. Requires Dark
Slayer level 3. Cost: 13000
Round Trip
Command: Hold Triangle and release
This move is from DMC1. Vergil hurls the Force Edge like a boomerang. The
sword automatically tracks enemies and damages them. While the sword is out,
you can attack freely with your other weapons. Cost: 10000
Vergil's Guns
=============
Vergil's only long range attack isn't exactly a gun. It's actually those
phantom blades you may have seen him use before. You can summon and fire them
infinitely by pressing Square; they will go after the target you're locked on
to. Another interesting thing is that you can fire them while attacking with
your melee weapon. They cause a decent amount of damage but they are much
slower than most of Dante's guns.
Vergil's summoned swords can also be upgraded at the Divinity statue. Here are
the different levels and what they can do.
SUMMONED SWORDS: Increases the rate of fire. Level 2 costs 7500 while Level 3
costs 15000.
SPIRAL SWORDS: Allows you to use special phantom blade attacks at the cost of
DT runes. It costs 20000. Once you have it, you can hold down Square and the
blades will circle around you, damaging anything that gets too close. Once you
have activated this, you can use forward + Square while locked onto the enemy
to use Sword Storm, which causes the swords to encircle the enemy and then all
attack at once. You can also use back + Square to use Blistering Swords, which
lines the blades up behind you, and then launches them rapidly at the target.
If you don't have a target, the swords circle around Vergil and fire outwards.
Remember that these attacks come from Spiral Swords, which costs you 2 DT
runes.
Vergil's Style
==============
DARK SLAYER: This style allows you to use the teleportation moves you may have
seen Vergil use before. Overall, this style is a balance of attack and
defense. Offensively, you can use it to get close to enemies to attack them.
Defensively, you can use the teleportation to evade enemies (for example,
Trick Up is a useful substitute for Air Hike, as Vergil does not get Air
Hike). As with Dante's styles, Dark Slayer can level up:
LV1
Air Trick
Command: Circle
Teleports you right next to the target. The only difference between this and
Dante's Air Trick is that Vergil's Air Trick keeps his feet on the ground.
LV2
Trick Up
Command: R1 + forward + Circle
Causes Vergil to teleport directly upwards. This can be used to attack enemies
in mid-air or to reach higher platforms (it can be used in conjunction with a
wall jump).
LV3
Trick Down
Command: R1 + back + Circle
Causes Vergil to teleport directly downwards. This enables you to instantly
get your feet back on the ground, should the need arise. If you are already on
the ground, this will cause Vergil to teleport directly away from the target.
Note: The level of Dark Slayer determines what moves you can purchase for your
weapons. Even if you have enough orbs, you may not be able to buy a certain
move until Dark Slayer has leveled up.
===
-Yellow and Gold
Another new feature is your choice of Yellow and Gold modes of play. Yellow
mode is the same as the original DMC3 where you consume yellow orbs if you
die. In Gold mode, the yellow orbs are replaced with gold orbs. If you die,
you can choose to use a gold orb, which will revive you with full health right
on the spot. If you don't want to use one, you can re-start at the last room
you entered without penalty. Though you can purchase gold orbs from the
Divinity statues, you can only have a maximum of 3 gold orbs at any time.
===
-New Boss: Jester
In missions 5, 12, and 17, you will have to face Jester in a one-on-one arena.
Although Jester's comical nature makes him look like a pushover, he's got some
nasty attacks and is considerably toughened on higher difficulty levels.
FIRST FIGHT
You'll encounter Jester at the beginning of Mission 5 after defeating the
first batch of Blood-Goyles. At first, Jester is invincible. Any attack you
use will be dodged. However after he dodges a few attacks, he gets winded,
which allows you some time to wail on him. After that, he will move to the
center of the arena and release a number of energy orbs which float around the
stage. You can attack him freely while the orbs are floating but try to avoid
getting hit by them. After that, he will move to the center of arena and the
pattern will start over again.
SECOND FIGHT
This encounter starts in Mission 12 just before facing Geryon. It's basically
the same as the first fight but with a few differences. First of all, Jester
will use a different pattern for summoning the energy orbs. This time, they
will fly directly at you in volleys of three. You can jump over the first set
and let the next set go over you to dodge them. Once his health gets low, he
summons a giant ball with a face on it, and starts jumping around everywhere.
Attack him when you can but watch out for his tricks. The ball can shoot
fireballs from its mouth (it will turn to face you before firing). Also, if
you attack Jester while he's in "dodge mode," he'll disappear and the ball
will explode, so get away quickly. After it explodes, Jester reappears with a
new one. And finally, those energy orbs will be floating around the stage the
whole time. It's hectic, but if you keep up the pressure you should be able to
beat him.
THIRD FIGHT
The final fight with Jester takes place in Mission 17 just after climbing
through the God-Cube Chamber. The fight is pretty much the same thing as the
second fight except Jester is a bit tougher and pulls those annoying tricks on
you more often. He sends out more energy orbs and they also move faster. Be
patient and attack whenever you can, and you should be able to take him out
once and for all.
===
-Bloody Palace
An idea that first appeared in DMC2, Bloody Palace is a real challenge of
skill and endurance. The palace itself spans 9999 rooms, each room containing
an assortment of enemies. Your job is to climb to the top, killing all of the
enemies in each room. You can play as Dante or Vergil but your only chance to
customize is at the beginning, so choose equipment and styles you'll want to
have the whole way up. You cannot use any items, and once you die, it's over.
Every time you complete a room, three portals will open. The water portal
advances you 1 level, the lightning portal advances you 10 levels, and the
fire portal advances you 100 levels. The enemies you face on each level are in
randomized sets. Every 1000 level you advance, you will face a boss. The
bosses are determined randomly (you can even face the same boss more than
once), as is their difficulty (you could end up facing a boss with DMD
difficulty). All of the enemies starting at level 9000 have devil trigger.
Thought you cannot use items, the enemies will drop green and white orbs to
keep you alive. Sometimes, you'll enter a "freebie" room containing just a few
Hell Wraths. Simply blow them up and collect all of the green and white orbs.
The equipment and skills you have are limited to what you've purchased, so
it's a good idea to get fully powered up (full health and DT plus all skills
and upgrades purchased) before attempting the palace.
Once you reach the top of the palace, you must face Mission 20 Vergil. Again,
his difficulty is randomized. Once you beat him, you receive your final
results and some bonus features.
==============================================================================
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Closing and Credits [048]
=-=-=-=-=-=-=-=-=-=
Just a thanks section here. Obviously, I have to thank gamefaqs.com for
hosting this thing. If you have any questions, comments, or anything except
viruses, send them to me at
[email protected]. Especially send corrections
because I want this guide to be as complete as possible. I promise to reply if
I'm not too lazy.
==EOF==