,' ____________________________________ They will see, / | B E R S E R K E R P R E S E N T S: \ we'll fight until eternity /| | ---------------------------------------------------------------------- //| | -- ____ _______ _____ _ __ __ _ __ __ ____ ______ __ // | | \ _ \| ____\ \ / /_ _| | | \/ | / \\ \ / // ___| _ \ \ / / // | | | | | | _| \ \ / / | || | | |\/| | / _ \\ V /| | | |_) \ V /,'/___| ,__ | |_| | |___ \ V / | || |___ | | | |/ ___ \| | | |.__| _ < | | \_____ _,' /____/|_____\ \_/ |___|_____\|_| |_/_/ \_\_| \____|_| |_\|_| | | | | ---------------------------------- |\ ---------------------------------- |/ --- Come with me, \\ Through our strength, | we'll stand and fight together \\ we'll make a better day tomorrow {} DEVIL MAY CRY 4 '\ \\ FAQ/WALKTHROUGH | ', ' '., ,/ \.,_; .} VERSION 1.5 ( \,'" STARTED: 02/06/08 '. / .,' \_,. \ RELEASED: 03/03/08 \ ,. `. UPDATED: 07/14/08 / / ` ,' / / ,'/ ------------------ - ,.' '/ - ----------------- We shall never surrender --------------------------------- - D M C - ----------------------------------- X 4 X (covers Xbox 360 release) Authored by: Berserker Email: berserker_kev(at)yahoo.com Homepage: http://www.berserkersblog.blogspot.com --- Xbox LIVE Gamertag: Berserker Kev PlayStation Network username: Berserker_Kev --- This document Copyright 2008 Kevin Hall (Berserker) Devil May Cry 4 Copyright 2008 Capcom Ltd. X D M C X ----------------------------------- - 4 - ------------------------------------- =-=-=-=-=-=-=-=-=-=- - T A B L E O F C O N T E N T S - -=-=-=-=-=-=-=-=-=-=-= Section I: Introduction . . . . . . . . . . . . . . . . . . . . . . [IN00] Section II: Basics . . . . . . . . . . . . . . . . . . . . . . . . . [BS00] - Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS01] - Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS02] - Jumping . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS03] - Rolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . [BS04] - The Style Meter . . . . . . . . . . . . . . . . . . . . . . . . [BS05] - Nero Move List and Abilities . . . . . . . . . . . . . . . . . . [NE00] -- Blue Rose . . . . . . . . . . . . . . . . . . . . . . . [NE01] -- Red Queen . . . . . . . . . . . . . . . . . . . . . . . [NE02] -- Yamato . . . . . . . . . . . . . . . . . . . . . . . . [NE03] -- Devil Bringer . . . . . . . . . . . . . . . . . . . . . [NE04] -- Abilities . . . . . . . . . . . . . . . . . . . . . . . [NE05] -- Advanced Techniques . . . . . . . . . . . . . . . . . . [NE06] - Dante Move List and Abilities . . . . . . . . . . . . . . . . . [DA00] -- Rebellion . . . . . . . . . . . . . . . . . . . . . . . [DA01] -- Gilgamesh . . . . . . . . . . . . . . . . . . . . . . . [DA02] -- Lucifer . . . . . . . . . . . . . . . . . . . . . . . . [DA03] -- Yamato . . . . . . . . . . . . . . . . . . . . . . . . [DA04] -- Ebony & Ivory . . . . . . . . . . . . . . . . . . . . . [DA05] -- Coyote-A . . . . . . . . . . . . . . . . . . . . . . . [DA06] -- Pandora . . . . . . . . . . . . . . . . . . . . . . . . [DA07] -- Abilities . . . . . . . . . . . . . . . . . . . . . . . [DA08] -- Trickster Style . . . . . . . . . . . . . . . . . . . . [DA09] -- Swordmaster Style . . . . . . . . . . . . . . . . . . . [DA10] -- Gunslinger Style . . . . . . . . . . . . . . . . . . . [DA11] -- Royal Guard Style . . . . . . . . . . . . . . . . . . . [DA12] -- Dark Slayer Style . . . . . . . . . . . . . . . . . . . [DA13] -- Devil Trigger . . . . . . . . . . . . . . . . . . . . . [DA14] -- Advanced Techniques . . . . . . . . . . . . . . . . . . [DA15] Section III: Walkthrough . . . . . . . . . . . . . . . . . . . . . . . [WT00] - Mission 01 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN01] - Mission 02 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN02] - Mission 03 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN03] - Mission 04 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN04] - Mission 05 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN05] - Mission 06 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN06] - Mission 07 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN07] - Mission 08 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN08] - Mission 09 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN09] - Mission 10 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN10] - Mission 11 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN11] - Mission 12 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN12] - Mission 13 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN13] - Mission 14 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN14] - Mission 15 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN15] - Mission 16 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN16] - Mission 17 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN17] - Mission 18 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN18] - Mission 19 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN19] - Mission 20 . . . . . . . . . . . . . . . . . . . . . . . . . . . [MN20] Section IV: Blue Orb Fragment Locations . . . . . . . . . . . . . . . [BL00] Section V: Red Orb Guide . . . . . . . . . . . . . . . . . . . . . . [RE00] Section VI: Enemies . . . . . . . . . . . . . . . . . . . . . . . . . [EN00] - Normal Enemies . . . . . . . . . . . . . . . . . . . . . . . . . [EN01] - Boss Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . [EN02] Section VII: Bloody Palace Guide . . . . . . . . . . . . . . . . . . . [BP00] Section VIII: Unlockables & Extras . . . . . . . . . . . . . . . . . . [UN00] Section IX: Frequently Asked Questions . . . . . . . . . . . . . . . [FA00] Section X: Everything Else . . . . . . . . . . . . . . . . . . . . . [EE00] - Copyright . . . . . . . . . . . . . . . . . . . . . . . . [CO00] - Special Thanks . . . . . . . . . . . . . . . . . . . . . . [ST00] - Version History . . . . . . . . . . . . . . . . . . . . . [VH00] - Contact Info . . . . . . . . . . . . . . . . . . . . . . . [CI00] - About Me . . . . . . . . . . . . . . . . . . . . . . . . . [AM00] - Cheat Happens Featured Guides . . . . . . . . . . . . . . [CH00] =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [IN00] =============================================================================== ___ _ |_ _| _ __ | |_ _ __ ___ | | | '_ \ | __|| '__|/ _ \ | | | | | || |_ | | | (_) | |___||_| |_| \__||__\ \___/ I N T R O D U C T I O N =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - I N T R O - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Welcome to my Devil May Cry 4 guide, fellow Devil Hunter! - Berserker =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This Devil May Cry 4 guide marks my 27th guide for a video game, 12th guide for a Capcom game, and 2nd guide for a Devil May Cry! Got all that? Good! If you are expecting more of the same kind of writing that I previously published in my Devil May Cry 3: Special Edition guide then, well, I hate break it to you, but you will be somewhat disappointed... You see, once this Devil May Cry 4 guide is finished it is going to run circles around that previous DMC3:SE guide of mine, and thereby, completely own it! So, with that disclaimer in mind, feel free to read on. Within this guide, you will find a full detailed walkthrough that tears through every mission and boss with extreme detail. In short, if you attempt to print a copy of this document then your printer may cry from lack of ink and trees everywhere will hate you. With that said, please enjoy this guide and email me if you have any questions, comments, or anything else that you want to contact me about. Like I said at the beginning, this walkthrough is for both versions of the game. For the moment, the guide refers to PS3 controls but I may post up a separate guide with X360 controls on my blog at a later date. Feel free to still email me regarding X360 questions - I own both versions. --> For updates to this guide, visit this post on my blog: http://berserkersblog.blogspot.com/2008/03/dmc4-guide.html --> For an extra take on strategies, you can check out VampireHorde's guide: http://www.gamefaqs.com/console/ps3/file/928376/51697 --> And for Blue Orb Fragment Locations with links to videos check out Sephirosuy's Blue Orb/Secret Mission Locations guide: http://www.gamefaqs.com/console/ps3/file/928376/51685 [BS00] =============================================================================== ____ /\ | __ ) __ _ ___ \/ ___ ___ | _ \ / _` |/ __|| | / __|/ __| | |_) || (_| |\__ \| || (__ \__ \ |____/ \__,_||___/|_| \___||___/ G E T T I N G S T A R T E D =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - B A S I C S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section contains all the basic information to help a beginning player out with the basic controls for DMC4. It also contains a full move list for each character along with advanced techniques. Note: At this time, Dante's advanced section is not complete yet. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [BS01] =============================================================================== Default Control Setups =============================================================================== -- Nero X - Gun Attack Y - Melee Attack B - Devil Bringer A - Jump RB - Lock-on LB - * Devil Trigger RT - N/A LT - Exceed LS - Change target RS - Center Camera Start - Pause menu Back - Taunt Left Analog - Move character Right Analog - Rotate camera D-pad up - N/A D-pad down - N/A D-pad right - N/A D-pad left - N/A * Devil Trigger must be acquired later in the game with Nero (Mission 6) -- Dante X - Gun Attack Y - Melee Attack B - Style Action A - Jump RB - Lock-on LB - Devil Trigger RT - Switch Devil Arm LT - Switch gun LS - Change target RS - Center Camera Start - Pause menu Back - Taunt Left Analog - Move character Right Analog - Rotate camera D-pad up - Trickster D-pad down - Royal Guard D-pad right - Swordmaster D-pad left - Gunslinger NOTE: When Dark Slayer style is acquired tap in any direction twice with the D- pad to change to that style. ** To save on a few emails, LS = push in on the left analog, RS = push in on the right analog and D-pad = Directional pad. *** When an enemy is locked-on to, that enemy's health is displayed by the bluish circle that is displayed on them. [BS02] =============================================================================== Items =============================================================================== ________________ UPGRADING ITEMS \______________________________________________________________ ------- Red Orb ------- The red orb is your basic source of currency in order to buy items. Destroy breakable objects, stand in certain locations, reach a certain style rank at a combat adjudicator, look for them out in the open or defeat enemies in order to gain red orbs. The higher the style gauge when an enemy is defeated, the more red orbs your characters will receive. ----------- Proud Souls ----------- New to the Devil May Cry series, these souls filled with the pride of noble blood may be used to upgrade skills such as weapon or gun skills along with a character's normal abilities or Devil Trigger abilities. How to obtain: Proud Souls are collected based on your characters rank at the end of each mission. Exiting out of mission will cause the game to fork over the amount of proud souls that your character has earned prior to your withdrawal from that particular mission. -------- Blue Orb -------- These orbs will extend your character's life gauge by one unit. Only six of these may be bought - the rest must be found. Blue orb fragments are hidden throughout the game and four of them may be pieced together to form a blue orb in order to extend the life gauge. How to obtain: A full blue orb may be purchased before a mission or from a Divinity Statue for a certain amount of red orbs. Blue orb fragments may be hidden in the environment, can be received as a prize for a secret mission, or may be collected as a prize from a combat adjudicator once a certain style rank is reached while hitting one. Rising Prices at Divinity Statues: 3000 - 5000 - 10000 - 15000 - 30000 - 50000 ---------- Purple Orb ---------- Purple orbs will increase your character's Devil Trigger gauge. The Devil Trigger gauge starts with three units but it may be extended up to ten units. Only seven of these orbs may be bought. These may only be purchased once the Devil Trigger is gained in Mission 6. How to obtain: These orbs may be bought at the beginning of a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 2500 - 4500 - 8000 - 13000 - 20000 - 30000 - 50000 ___________________ REPLINISHING ITEMS \___________________________________________________________ --------- Green Orb --------- The green orbs will replenish any lost life to your life gauge or substitute as another red orb pickup if the life gauge is filled. These orbs can be found by destroying certain objects, lying in the environment and they can also be obtained from defeating enemies. Much like red orbs from defeated enemies, a high style gauge will lead to bigger green orb pickups from defeated enemies. --------- White Orb --------- White orbs will replenish any lost Devil Trigger power. If the Devil Trigger is completely filled then they will substitute as a red orb. White Orbs can be found in the environment, from breaking objects, and from some enemies. They are very rare! -------- Gold Orb -------- A Gold Orb will allow your characters to instantly revive himself once the character dies from too much damage. The option to use one of these will appear if one is in the current inventory. Using these will invoke a penalty (take a certain amount of points away) in your overall score at the end of the mission it is used in. How to obtain: These may be found in the environment or purchased before a mission or from any Divinity Statue for a certain price. The starting price is 10000 red orbs. Rising Prices at Divinity Statues: 10000 - 15000 - 20000 ------------ Vital Star S ------------ A Vital Star S will replenish a small amount (one quarter) of your character's overall health. How to obtain: It can be found in some environments or may be purchased before a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 1000 - 1500 - 2000 - 2500 - 3000 - 4000 - 5000 ------------ Vital Star M ------------ A Vital Star M will replenish half of your character's life gauge. How to obtain: It can be found in some environments (rarely) and may be purchased before mission or from a Divinity Statue. Rising Prices at Divinity Statues: 2000 - 3000 - 4000 - 5000 - 6000 - 8000 - 10000 ------------ Vital Star L ------------ A Vital Star L will replenish a great amount of your character's life gauge. How to obtain: It may be purchased before a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 3500 - 5000 - 7500 - 13500 - 20000 ------------ Devil Star S ------------ A Devil Star S will replenish a small amount of your character's Devil Trigger gauge. These may only be purchased once the Devil Trigger is gained in Mission 6. How to obtain: It may be found in some environments and may be purchased before a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 2000 - 2800 - 4300 - 7800 - 15000 ------------ Devil Star L ------------ A Devil Star L will greatly replenish your character's Devil Trigger gauge. These may only be purchased once the Devil Trigger is gained in Mission 6. How to obtain: It may only be purchased before a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 3500 - 5000 - 7500 - 13500 - 20000 ________________ ATTACKING ITEMS \______________________________________________________________ ---------- Holy Water ---------- When used, a Holy Water will create a flash of blue light and instantly defeat all on-screen normal enemies. It will also take a chunk of a bosses health gauge per use. How to obtain: These items may be found in some environments or may be purchased before a mission or from a Divinity Statue. Rising Prices at Divinity Statues: 10000 - 15000 - 20000 [BS03] =============================================================================== Jumping =============================================================================== Tapping the jump button will make a character leap into the air. ==> The effects of jumping Jumping will allow each character to reach high places. ==> Jumping during battles Jumping is can allow a character to avoid an oncoming attack while that characters in on the ground. If you happen to see an attack coming while you're attacking yourself then jump immediately to cancel your animation from of that attack and avoid the oncoming enemy attack. ==> Hovering in the air during a jump Certain moves will allow a character to stay up in the air a bit longer than normal. For instance, while playing with Dante, jumping and firing his handguns will allow him to hover in the air for a few brief seconds thereby allowing you to avoid ground based attacks and damage enemies while Dante is suspended in the air. ==> Jumping raises Style Perform a single jump to dodge an enemy attack that can be avoided with a jump and this act will slightly raise the style meter. [BS04] =============================================================================== Rolling =============================================================================== While holding the lock-on button, press to the character's right or left then tap the jump button to perform a roll. ==> The effects of rolling Rolling will help you to dodge attacks as you see them coming. Each enemy gives off a warning before each of their attacks whether it be sound or a specific motion. Rolling can be used to immediately end the frames of animation for a ground based attack thereby allowing you to instantly stop one of your attacks and roll from a possible incoming enemy attack. ==> The slight window of invincibility During the middle of roll Nero and Dante are both completely invincible for a split second, thereby causing any instantaneous enemy attack to pass right through them. They are only invincible during the single second they have tucked down on the ground - not before and not after. Learning to time a roll the instant that an enemy attack connects can sometimes be a crucial part of rolling. ==> Rolling raises style when timed correctly Rolling to dodge an enemy attack will raise the style meter much like an attack or other type of dodge. Learn to roll effectively from enemy attacks and this will help to increase your overall style ranking. [BS05] =============================================================================== The Style Meter =============================================================================== ==> Where does the Style Meter appear? The style meter will appear on the right side of the screen during combat once your controlled characters begins to attack enemies or dodge enemy attacks. ==> What exactly is the Style Meter? The style meter measures the actions performed by the controlled character during combat and the amount of variety in attacks or other actions that are performed in each battle. Perform attacks to increase the style meter gauge. The style meter will rise depending on the variety of attacks that are unleashed or dodges that are performed. ==> Why build the Style Meter? By increasing the style meter, enemies will begin to drop more orbs once they have been defeated and this will also help to increase your "Style" ranking at the end of each level. ==> What are the different levels of the Style Meter? +------------------------------------+ | STYLE LEVEL | RANK | |====================================| | Deadly! | --> D-rank | |------------------------------------| | Carnage! | --> C-rank | |------------------------------------| | Brutal! | --> B-rank | |------------------------------------| | Atomic! | --> A-rank | |------------------------------------| | Smokin'! | --> S-rank | |------------------------------------| | Smokin' Style! | --> SS-rank | |------------------------------------| | Smokin' Sick Style! | --> SSS-rank | +------------------------------------+ ==> How do I increase the Style Meter? Increase the style meter by mixing up your attacks and dodges as well as adding taunts in between them. ==> What happens if any enemy hits my character during my Stylish attempts? Any time that a character is hit the style meter will instantly fall by two style ranks per hit and you'll need to build it back up by performing attacks, dodges, and taunts. It doesn't fall completely like it used to, but it will fall from an A-rank back to a C-rank just from a single hit. ==> What happens if the style meter disappears? Well, the style meter is not completely gone yet even if it has disappeared fully. The style meter decreases rapidly once it disappears, though you can't actually see it. If you can manage to attack, dodge or taunt fast enough then the style meter will reappear around the style level it was on once it disappeared. ==> How does taunting increase the Style Meter? A taunt by itself is much like an attack in that it will raise the style meter some but it must be performed near an enemy for results. Taunts are best performed after a variety of attacks or dodges. Taunts will usually increase the style meter by a certain amount based on the current style meter ranking before each taunt and taunts will also increase your Devil Trigger gauge. The animation of each taunt will differ based on the current style rank and the style meter will rise during certain frames of animation per taunt. This means that some taunts must be held longer than others and cannot be interrupted if you want to get the extra style added to the style meter. Both Nero and Dante have a certain range of taunts that will occur randomly during a certain style rank range. The further the style meter rises, the longer and more flashy the taunt will be. Don't taunt too often or the taunt will become ineffective at raising the gauge much like any repeated attack or dodge. Taunts should be performed while Nero or Dante are out of harm's way (ie. after dodging an attack, after knocking down an enemy). ==> Is there any way to tell how many style points I have gained during a mission? Once a mission has been completed, the style points during a battle in that mission will be displayed below the current style rank while attacking any group of enemies during a replay of that mission. This will make a great help for an S-rank in style. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _ _ [NE00] | \ | | | \| | ___ _ __ ___ | . ` | / _ \| '__|/ _ \ M O V E L I S T | |\ || __/| | | (_) | & |_| \_| \___||__\ \___/ A B I L I T I E S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ___________________ [NE01] ____________________________/ B L U E R O S E \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Normal Shot (X) Nero fires off a shot from his double-barrel Blue Rose. -- Charge Shot (Hold X, release) Nero fires off a charged blast from his Blue Rose so powerful that he has to hold the gun with both hands to stabilize the recoil. There are three levels of charge. Nero's Devil Bringer will glow a different color for each level: Blue = Level 1 Purple = Level 2 Red = Level 3 -> Level 1 Charge Shot Level 1 is simply a more powerful Blue Rose shot that will knock some enemies down upon impact. -> Level 2 Charge Shot Level 2 is slightly more powerful than Level 1 and the fire produced from the shot can burn nearby enemies that are next to the targeted foe. -> Level 3 Charge Shot Level 3 takes off quite a bit of damage and causes another powerful explosion to go off on the enemy seconds after the first that will damage that enemy and any surrounding enemies. Comments: The potential of Nero's charge shot is not fully realized until level 3 is used. Level 3 will cause cloaks to fall from Mephistos and Faust very quickly and take quite a pleasing amount of damage from some bosses. TIP: Try changing your button setup to have LB or RT fire off Blue Rose so you can fight while charging it. It's really, really worth it! Learn to fight while charging a charge shot and, as long as you know how to deal with bosses and Blitzes, Bloody Palace will be yours for the taking with Nero - charge shot level 3 IS that powerful. ___________________ [NE02] ____________________________/ R E D Q U E E N \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Red Queen Combo A (Y, Y, Y, Y) Nero performs two downward slashes, a side slash, then finishes the combo off with an overhead slash as he pounds the ground with Red Queen. -- Red Queen Combo B (Y, pause, Y, tap Y) Nero performs a single slash then hits the ground in front of him with Red Queen. After hitting the ground the first time, he continues to hit the round rapidly then finally plunges the sword into the ground and jerks it back out while slashing the enemy with the back end of Red Queen. -- Red Queen Combo C (Y, Y, pause, Y, Y, Y, Y) Nero performs the first two slashes of Combo A then adds in two quick slashes followed by three turning slashes. The third Y press actually performs two slashes. Comments: This combo is my personal favorite since Nero goes through a bunch of slashes before reaching the end and all of these slashes except for the final can be cancelled by rolling or jumping. -- Red Queen Combo D (Y, Y, Y, pause, Y) Nero performs basically the same Red Queen Combo A except the overhead slash at the end is slightly charged for more damage. Comments: The final charged hit of this combo will knock the enemy straight to the ground unlike the Red Queen Combo A that knocks the enemy away from Nero, so you could follow the final hit up with any other attack that you wanted to, such as a Buster or High Roller. -- Aerial Combo (Jump, then Y, Y, Y) Nero performs three slashes in the air with Red Queen. -- Roulette Spin (Jump, then Y, Y, pause, Y) Nero performs two slashes then ends the combination with a spinning slash that hits multiple times. Comments: The Roulette Spin is really Nero's better air combo - it allows for more hits on any big enemy and also allows more air time. -- High Roller (Hold RB, Back + Y or Hold RB, Back + Hold Y) Nero performs an uppercut slash that sends his enemy into the air. Hold down the Y button to follow the enemy into the air. Comments: Following an enemy into the air with a High Roller is the best way to single out an enemy from a crowd and set him up for an Air Buster. -- EX High Roller (With Exceed, hold RB, Back + Y) Nero performs a more powerful version of High Roller that will hit with fire behind it and the spinning upward slashes may hit multiple times in the air depending on the current level of Exceed charged. -- Streak (Hold RB, Forward + Y) Nero dashes forward and unleashes a strong horizontal slash from Red Queen. Comments: Much like Dante with his Stinger, this is a good move for getting across the battlefield quickly and its good for knocking an enemy down. -- EX Streak (With Exceed, hold RB, Forward + Y) Nero dashes forward and spins with his Red Queen stretched outward as the propellant inside the blade ignites and spreads fire all around him. The number of spins depends on the current level of the Exceed gauge. Comments: The level 3 version of EX Streak is one of the best moves for Nero to build up his style gauge. Dash into a crowd of Scarecrows with a level 3 EX Streak and you'll likely get an SSS-rank in no time. -- Split (Jump, then hold RB, Forward + Y) Nero performs a downward slash as he falls to the ground. Comments: This is Nero's Helmet Breaker. It can hit multiple times on some fallen opponents. -- Double Down [aka. EX Split) (With Exceed, jump, then hold RB, Forward + Y) Nero performs a downward stab as the propellant inside his Red Queen ignites while he is falling. -- Calibur (Jump, then hold RB, Back, Forward + Y) Nero dashes forward while in the air then performs a powerful horizontal slash. Comments: This is a good move for reaching hard to reach places. There are a few items in the game that can be obtained with this. -- EX Calibur (With Exceed, jump, then hold RB, Back, Forward + Y) Nero dashes forward while in the air then slashes horizontally as the propellant in Red Queen ignites. -- Shuffle (Hold RB, then Back, Forward + Y) Nero dashes backward then lunges forward with a powerful upward slash. Comments: This powerful move can help Nero to step back then rush forward to knock an enemy out of an attack. It works wonder for the Mission 8 boss. -- EX Shuffle (With Exceed, hold RB, then Back, Forward + Y) Nero dashes backward then lunges forward with an upward slash while igniting Red Queen and follows this slash up with another slash that knocks the enemy away from him. The first slash of this combination will hit more depending on the current level of Exceed. _____________ [NE03] _______________________________/ Y A M A T O \_________________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Devil Trigger (LB) Nero unleashes the power of the Yamato blade and a knight familiar appears behind him that will attack along with Nero. Nero must have at least three bars of Devil Trigger power in order to Devil Trigger. Pic: http://tinyurl.com/yv477p NOTE: The moment that Nero Devil Triggers, the knight familiar will hit an enemy and pop them into the air if the enemy is close to Nero (for a normal enemy) and Nero is also completely invincible the moment that he first Devil Triggers. -- Summoned Swords (X during Devil Trigger) Energy blades form around Nero and are shot toward the enemy as Nero fires Blue Rose. TIP: These magical blades can be fired at the enemy to take off extra damage during a Devil Buster (a Buster during a Devil Trigger)! -- Maximum Bet (Hold RB, Back + Y + B during Devil Trigger) Nero leans back then steps forward with a slash from Red Queen as the familiar joins him with its own slash -- Showdown (Hold RB, Forward + Y + B during Devil Trigger) Nero charges his Red Queen then steps forward with a powerful slash. If the slash connects then Nero and his familiar perform a series of powerful slashes to the enemy. Comments: Nero is completely open to attack at the beginning of this move, so make sure there is no oncoming attack headed his way before charging this. ___________________________ [NE04] ________________________/ D E V I L B R I N G E R \__________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Buster (B near an enemy) Nero grabs the closest enemy with his Devil Arm. The actual grab animation will vary depending on the enemy type. -- Devil Buster (While Devil Trigger is activated, B near an enemy) Nero grabs the closes enemy with his Devil Arm while Devil Triggered. The actual grab animation will vary depending on the enemy type. The Devil Buster will perform a more powerful attack when compared to a normal Buster. -- Snatch (In the air or on the ground, hold RB then press B) Nero sends forth his Devil Bringer to grab an enemy then pull it toward him. -- Devil Snatch (In the air or on the ground, hold RB then press B while Devil Trigger is activated) Nero sends forth his Devil Bringer to grab an enemy then pull it toward him. -- Hell Bound (Lock-On to an unsnatchable enemy or Grim Grip then hold RB and press B) Nero grabs the distant object or enemy locked-on to then pulls himself toward it. -- Hold (During a Buster, hold B) (* requires Aegis Shield key item, obtained from Mission 8 boss battle) Nero holds the snatched enemy in his grasp as a shield. Nero is free to move while the enemy is held. This can only be performed on enemies that may be Snatched. ___________________ [NE05] ____________________________/ A B I L I T I E S \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Side Roll (RB + sideways on left analogy + A) Nero rolls to the side to avoid an enemy attack. -- Table Hopper (RB + sideways on left analog + A just before an enemy attack) Nero dashes to the side to avoid an enemy attack with lightening speed. -- Kick Jump (Jump then press A near a wall for a second jump) While in the air and near a wall, Nero will kick off the wall for an extra jump. Comments: The Kick Jump actually has a bit more height than an Air Hike. -- Speed (Hold left analog in same direction for a few seconds) Nero's footspeed increases as he breaks out into a dash while moving forward. -- MAX-Act (Press LT just before an attack. The timing must be absolutely perfect) Nero maxes out his Exceed gauge. Comments: The timing for this is much more precise than a normal instant rev. You only have a split second during an attack animation frame to press the A button to initiate a MAX-Act or the button press will be recognized as a normal Instant Rev, giving you only one level of Exceed. -- Rainbow (During a Speed, press "Back") Nero ends his run with a forward dropkick. -- Enemy Step (While in the air, press the A button while landing on an enemy) Nero kicks off of the closest enemy and performs a jump. -- Air Hike (Jump then press A again) Nero concentrates magical energy under his feet to perform a second jump while in the air. _______________________________________ [NE06] ___________________/ A D V A N C E D T E C H N I Q U E S \___________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < =============================================================================== Nero's Exceed System =============================================================================== The Exceed system allows Nero to rev up his Red Queen blade via the fuel injection system. This causes the blade to ignite as a special propellant powers up the blades next attack. The blade will glow red and the next attack will be more powerful than normal. The Exceed gauge is located in the upper left corner of the screen. As Nero powers up the Red Queen, one level (or bar) will appear as the gauge on the left side of the screen pumps up with enough power. The Red Queen starts out with only the option of using Level 1 moves even if more than one level is saved up but by purchasing Exceed 2 and Exceed 3, Nero will automatically use two or three levels respectively for even more powerful version (EX) of special moves. _______________________________ HOW TO CHARGE THE EXCEED GAUGE \_______________________________________________ There are two ways to charge the Exceed Gauge: A) Press and hold down on the LT button then tap and hold it again. A certain momentum must be used to rev up the blade while tapping and holding the button. The blade should be able to receive a 40% charge with a correct press of the LT button allowing the gauge to be fully charged with three presses of LT. This method can be used to power up the Exceed gauge to level 3. B) Use the Instant Rev or EX-Act to get one full charge per attack. Press the LT button near the end of any Red Queen attack with the correct timing and one full bar will be gained. Even a full combo (such as Red Queen Combo A) can be fully Instant Revved to make each attack hit with a stronger force. This method is what makes the Exceed system extremely useful. It is not as hard as it sounds and I will break down each attack for you below to help you understand the proper timing. ___________________ INSTANT REV TIMING \___________________________________________________________ Let's make an example of Nero's full Red Queen Combo A first of all. The full combo is: Y, Y, Y, Y While instant revving, you should enter the commands this way: (- = the amount of time in between button presses. Basically, a fraction of a second.) Y--LT, Y-LT, Y-LT, Y---LT While performing this combo the first LT command must be entered very close to the end of the first slash in order to get an instant rev. The second and third Y presses require an almost immediate - but not simultaneous - press of the LT button. The LT press is just following the press of Y but not at the same time. The final Y press causes a very delayed final hit that must be instant revved as the blade hits the ground, so the LT press is delayed like the first press in this combination but slightly more delayed. It's all about timing and becoming familiar with a certain momentum that each combination of slashes requires. Now let's look at a single attack such as High Roller. The input is: Lock-on, back + Y While instant revving, the commands should be entered as follows: Lock-on, back + Y---LT In this example, the LT press is inputted at the extreme end of the High Roller attack. Basically, you have to press the LT button right when Nero holds his blade downward as the air slash ends. I'll get more deep into the Instant Revving in a bit. ______________________________________ ATTACKS THAT ARE POWERED UP BY EXCEED \________________________________________ Every attack from Nero's Red Queen can be powered up through the use of the Exceed system but only a few of the attacks actually look more powered. For instance, the following attacks all have some very noticeable changes when performed with at least a Level 1 Exceed unit: Streak - * EX Streak High Roller - EX High Roller Shuffle - EX Shuffle Split - EX Split (Double Down) Calibur - EX Calibur (* may be charged) Just a normal slash in a combination of slashes will hit harder (more likely to knock down a powerful enemy) and slightly faster while the blade glows, but the effects are minimal for a normal slash. NOTE: While charging an EX Streak, the blade can be revved up by tapping and holding the LT button much like when standing. It sports a cool little animation with Nero laughing as the blade is revved up. _______________________________ THE DIFFERENT LEVELS OF EXCEED \_______________________________________________ Even though Nero can always build his Exceed Gauge up to level 3, he cannot use all three levels at one time with only Exceed 1, which he begins the game with. By purchasing Exceed 2 and 3 this will allow Nero to instantly unleash a Level 2 or 3 Exceed attack depending on how much the Exceed Gauge is filled. ____________________ THE MAX-ACT ABILITY \__________________________________________________________ MAX-Act will charge the Red Queen fully if the button is tapped at a precise time during an attack. MAX-Act is very similar to the Instant Rev but this requires some extremely precise - EXACT - button pressing. If the press is not timed absolutely perfect then a normal instant rev will be initiated to charge the EX gauge by only one level. Learning the Instant Rev system very well will allow one to get the timing down for a MAX-Act press sometimes. The timing is so very precise that mastering the MAX-Act is the most complicated part of mastering Nero. If the timing can be mastered then you will be able to release Level 3 Exceed attacks one after the other, especially since a MAX-Act can be initiated during a Level 3 Exceed attack! ________________________________ PRECISE TIMING FOR INSTANT REVS \______________________________________________ As already mentioned, Instant Revving an attack requires some well-placed timing with an LT press near the end of the move. The following information will help you to learn more about the instant in which to press the LT button to instant rev each of the Red Queen's attacks and combination slashes. I am not going to get EXTREMELY detailed with the precise timing since a lot of it depends on the player learning the flow of each move along with the frame of animation or exact fraction of a second in which to press the LT button. The information below should be enough to give a player an idea of how to approach each LT tap during a command. And one final thing, Instant Revving is NOT hard. You just have to learn the proper timing and practice that proper timing against an enemy. Hitting an enemy while instant revving feels a bit different than slashing normally while instant revving. Learn this technique and Nero will be much more interesting and fun to control. ----- Here's the way to read this portion: -- Name of Move Line 1 - Normal Command Input Line 2 - Command input with LT (Instant Rev) presses Line 3 - Command with LT presses broken into sections for each individual slash (letters are used so I can describe each attack below it). This line is only available for combination attacks. Rest of the Lines - Each LT button press broken down with a word explanation of when to tap it after pressing Y. ----- _______________________________________ FULL MOVE LIST WITH INSTANT REV TIMING \_______________________________________ (- = the amount of time in between button presses. Basically, a fraction of a second.) -- Red Queen Combo A Normal Input: Y, Y, Y, Y Input with Instant Rev: Y--LT, Y-LT, Y-LT, Y---LT A) Y---LT, B) Y-LT, C) Y-LT, D) Y---LT A) Press the LT button the fraction of a second before Nero's blade can be seen on the screen when he holds it downward with his left hand after swinging. B) Press the LT button the fraction of a second just before Nero's hand appears behind him while he holds the handle the sword. C) Press the LT button the fraction of a second before the slash of the third slice can be seen in front of Nero. D) Press the LT button the exact moment that Nero's blade hits the ground. -- Red Queen Combo B Normal Input: Y, pause, Y, Y, Y, Y, Y, Y, Y, Y, Y, Y Input with Instant Rev: Y--LT, pause, Y---LT, Y-LT, Y, Y, Y, Y, Y, Y, Y, Y---LT A) Y--LT, pause, B) Y---LT, C) Y-LT, D) Y---LT A) Press the LT button the fraction of a second before Nero's blade can be seen on the screen when he holds it downward with his left hand after swinging. B) Press the LT button right when Nero's blade hits the ground. C) Press the LT button right when Nero's blade hits the ground. D) Press the LT button the fraction of a second directly after Nero pulls the blade out of the ground. You should be able to see the blade behind him as it charges. Extra Notes: From what I have seen only the first three attacks and the final attack can be Instant Revved. I have tried the rapid strikes but can't ever get an Instant Rev from them. -- Red Queen Combo C Normal Input: Y, Y, pause, Y, Y, Y, Y Input with Instant Rev: Y---LT, Y-LT, pause, Y---LT, Y-LT, Y-LT, Y--LT A) Y---LT, B) Y-LT, pause, C) Y---LT, D) Y-LT, E) Y-LT, F) Y--LT A) Press the LT button the fraction of a second before Nero's blade can be seen on the screen when he holds it downward with his left hand after swinging. B) Press the LT button the fraction of a second just before Nero's hand appears behind him while he holds the handle the sword. C) Press the LT button at the very end of both slashes when Nero holds the blade behind his back with his left hand. D) Press the LT button right before Nero holds his left hand behind him after the slash. E) Nero will spin with this slash. Press the LT button right before the blade spins to his right side. F) When Nero holds the blade to his right while it is in the back of him after the final slash, press the LT button as the move ends. Extra Notes: The hardest part of instant revving this combo is the third hit. The third hit instant rev LT press is so extremely delayed that it can mess up the timing for the rest of the combo. The instant rev and timing for the next Y presses are extremely close together. Practice! -- Red Queen Combo D Normal Input: Y, Y, Y, pause, Y Input with Instant Rev: Y--LT, Y-LT, Y-LT, pause, Y---LT A) Y---LT, B) Y-LT, C) Y-LT, pause, D) Y---LT A) Press the LT button the fraction of a second before Nero's blade can be seen on the screen when he holds it downward with his left hand after swinging. B) Press the LT button the fraction of a second just before Nero's hand appears behind him while he holds the handle of the sword. C) Press the LT button the fraction of a second before the slash of the third slice can be seen in front of Nero. D) Press the LT button the exact moment that Nero's blade hits the ground. Extra Note: This combo is instant revved the exact same as Combo A, the pause at the end is the only difference, but the instant rev for the final move still has the exact same timing as Combo A. -- Aerial Combo Normal Input: (in air) Y, Y, Y Input with Instant Rev: Y--LT, Y-LT, Y---LT A) Y--LT, B) Y-LT, C) Y--LT A) Press the LT button about mid-slash. B) Press the LT button the exact moment that Nero leans his blade back after swinging. C) Press the LT button the exact moment that Nero holds his blade behind him after swinging. Extra Notes: Above all the Instant Revs, you should definitely learn this one. Being able to charge up the gauge in the air will allow you to possibly be able to charge a full gauge through the use of the MAX-Act upon hitting the ground! Also, just simply jumping into the air and instant revving only the first slash of the Aerial Combo is much faster than a constant cranking of the Exceed gauge. -- Roulette Spin Normal Input: (in air) Y, Y, pause, Y Input with Instant Rev: Y--LT, Y-LT, pause, Y---LT A) Y--LT, B) Y-LT, C) Y--LT A) Press the LT button about mid-slash. B) Press the LT button the exact moment that Nero leans his blade back after swinging. C) Press the LT button at the very end of this slash. The button press should be tapped on just about the last frame of animation. Extra Notes: Roulette Spin is an extremely useful in this game. Try to learn to Instant Rev this entire combo. Practice with the Aerial Combo then try this one. The delay for the final Y press is the hardest part to become familiar with once you've learned the timing for the Aerial Combo, but once you've mastered the final Y press then the final LT press isn't too bad. -- Streak Normal Input: Lock-on, Forward + Y Input with Instant Rev: Lock-on, Forward + Y---LT Press the LT button the fraction of a second before Nero holds his left hand behind him after the sword swing. The sword will glow when Nero's hand can be seen behind his back. Extra Notes: Much like the Aerial Combo instant rev combination, this is another move where the timing for the instant rev should be mastered. While fighting normal enemies, this move will usually knock them down and then when instant revved it will give Nero some power for his next attack while the victim is grounded. -- EX Streak (Level 1) Normal Input: Lock-on, Forward + Y Input with Instant Rev: Lock-on, Forward + Y---LT Press the LT button as Nero begins to turn to the right during his single spin at the end of this move. -- EX Streak (Level 2) Normal Input: Lock-on, Forward + Y Input with Instant Rev: Lock-on, Forward + Y----LT Press the LT button as Nero begins to turn to the right during his second spin at the end of this move. -- EX Streak (Level 3) Normal Input: Lock-on, Forward + Y Input with Instant Rev: Lock-on, Forward + Y-----LT Press the LT button as Nero begins to turn to the right during his third spin at the end of this move. (Extra Notes: All the EX Streaks are very easy to learn once Level 1 is mastered, just look for the same exact frame of animation at the end of each level then tap the LT button then.) -- High Roller (Hold) Normal Input: Lock-on, Back + Hold Y Input with Instant Rev: Lock-on, Back + Hold Y---LT Press the LT button the fraction of a second right before Nero places his blade on his back near the end of this move. -- EX High Roller (Hold - Level 1) Normal Input: Lock-on, Back + Hold Y Input with Instant Rev: Lock-on, Back + Hold Y---LT Press the LT button as Nero holds his blade downward after the air slash. -- EX High Roller (Hold - Level 2) Normal Input: Lock-on, Back + Hold Y Input with Instant Rev: Lock-on, Back + Hold Y----LT Press the LT button as Nero holds his blade downward after the second air slash. -- EX High Roller (Hold - Level 3) Normal Input: Lock-on, Back + Hold Y Input with Instant Rev: Lock-on, Back + Hold Y-----LT Press the LT button as Nero holds his blade downward after the third air slash. -- High Roller (No Hold) Normal Input: Lock-on, Back + Y Input with Instant Rev: Lock-on, Back + Y---LT Press the LT button the fraction of a second right before Nero sheathes his sword on his back after the upward slash. -- EX High Roller (No Hold - Level 1) Normal Input: Lock-on, Back + Y Input with Instant Rev: Lock-on, Back + Y---LT Press the LT button the instant before the blade hits the ground behind Nero. -- EX High Roller (No Hold - Level 2) Normal Input: Lock-on, Back + Y Input with Instant Rev: Lock-on, Back + Y----LT Press the LT button the instant before the blade hits the ground behind Nero during the end of the second slash. -- EX High Roller (No Hold - Level 3) Normal Input: Lock-on, Back + Y Input with Instant Rev: Lock-on, Back + Y-----LT Press the LT button the instant before the blade hits the ground behind Nero during the end of the third slash. -- Calibur Normal Input: (in air) Lock-on, Back, Forward + Y Input with Instant Rev: (in air) Lock-on, Back, Forward + Y---LT Press the LT button as Nero holds his blade behind him and to the right. Extra Note: Learn the timing of the normal Calibur and you will learn the timing for the EX Caliburs since they are all the same frames of animation. The EX versions only add flames. -- EX Calibur (Level 1) Normal Input: (in air) Lock-on, Back, Forward + Y Input with Instant Rev: (in air) Lock-on, Back, Forward + Y---LT Press the LT button as Nero holds his blade behind him and to the right. -- EX Calibur (Level 2) Normal Input: (in air) Lock-on, Back, Forward + Y Input with Instant Rev: (in air) Lock-on, Back, Forward + Y---LT Press the LT button as Nero holds his blade behind him and to the right. -- EX Calibur (Level 3) Normal Input: (in air) Lock-on, Back, Forward + Y Input with Instant Rev: (in air) Lock-on, Back, Forward + Y---LT Press the LT button as Nero holds his blade behind him and to the right. -- Shuffle Normal Input: Lock-on, Back, Forward + Y Input with Instant Rev: Lock-on, Back, Forward + Y---LT Press the LT button right as Nero swings the blade behind him, slightly before it reaches the right portion of his back. -- EX Shuffle (Level 1) Normal Input: Lock-on, Back, Forward + Y Input with Instant Rev: Lock-on, Back, Forward + Y-----LT Press the LT button right as Nero swings the blade behind him during the second swing, slightly before it reaches the right portion of his back. -- EX Shuffle (Level 2) Normal Input: Lock-on, Back, Forward + Y Input with Instant Rev: Lock-on, Back, Forward + Y-----LT Press the LT button right as Nero swings the blade behind him during the second swing, slightly before it reaches the right portion of his back. -- EX Shuffle (Level 3) Normal Input: Lock-on, Back, Forward + Y Input with Instant Rev: Lock-on, Back, Forward + Y-----LT Press the LT button right as Nero swings the blade behind him during the second swing, slightly before it reaches the right portion of his back. Extra Note: The timing remains the same for the EX Shuffles, but the higher levels will flame up more during the first swing, which can distract you from the instant rev LT press at the end. -- Split Normal Input: (in air) Lock-on, Forward + Y Input with Instant Rev: (in air) Lock-on, Forward + Y---LT Press the LT button the exact moment that Nero plunges the sword into the ground. -- EX Split (Level 1) Normal Input: (in air) Lock-on, Forward + Y Input with Instant Rev: (in air) Lock-on, Forward + Y---LT Press the LT button the exact moment that Nero plunges the sword into the ground. -- EX Split (Level 2) Normal Input: (in air) Lock-on, Forward + Y Input with Instant Rev: (in air) Lock-on, Forward + Y---LT Press the LT button the exact moment that Nero plunges the sword into the ground. -- EX Split (Level 3) Normal Input: (in air) Lock-on, Forward + Y Input with Instant Rev: (in air) Lock-on, Forward + Y---LT Press the LT button the exact moment that Nero plunges the sword into the ground. Extra Note: The timing for all the LT pressing in the Splits are the exact same! =============================================================================== Blue Rose Constant Charging =============================================================================== Learning to constantly charge the Blue Rose during combat is the most effective technique a player can learn for Nero. The level 3 charge blast will knock back just about any enemy (and usually cancel an attack) and it will also cause another explosion to go off on them in a few more seconds, allowing Nero to spam attacks while the explosion is about trigger. _________________________ CHANGE YOUR BUTTON SETUP \_____________________________________________________ Change your control configuration to a setup that is comfortable to you so that you can constantly be charging Blue Rose while attacking. I prefer to have LB as my gun button, RT as my Exceed button, and X as my Devil Trigger while playing Nero. ____________________________ THE EFFECTIVENESS OF EXCEED \__________________________________________________ Want to take off about a bar of a boss' life gauge continuously throughout a battle? Want to be able to stop just about any enemy attack by simply letting go of a single button? Then change your button setup and start charging today! Learn how to use this effectively and, as long as you know how to deal with a Blitz and most of the boss fights, Bloody Palace will be yours for the taking with Nero. =============================================================================== Devil Trigger Usage =============================================================================== Devil Trigger for Nero has a few techniques that can be exploited: ________________________________ A SPLIT SECOND OF INVINCIBILITY \______________________________________________ When Nero first Devil Triggers, he is completely invincible during that second in time. If you see an attack coming that you don't have time to dodge then just Devil Trigger and it will go right through Nero. Devil Triggering will also allow Nero to break out of many boss grab attacks. ____________________ HEALTH REGENERATION \__________________________________________________________ While Devil Triggered, if Nero has sustained any damage, his health will regenerate a few seconds after the Devil Trigger has been initiated. His health will continue to regenerate until Devil Trigger is turned off. This can be helpful for boss fights or especially during Bloody Palace where green orbs start to become rare at times. ____________________________ MULTIPLE HITS & EXTRA ARMOR \__________________________________________________ While Nero is Devil Triggered, he hits multiple times per slash - both Nero attacks along with the knight familiar - and he will not take as much damage from an attack. ________________________________ SUMMONED SWORDS DURING A BUSTER \______________________________________________ After Devil Triggering, Nero can grab an enemy with a Buster then the X button can be continually tapped during the Buster animation to shoot Summoned Swords at the enemy being Bustered. This is especially useful against bosses or for just raising style a bit during a Buster animation. Nero must have Devil Triggered BEFORE grabbing an enemy to shoot Summoned Swords during the Buster animation - Devil Triggering during a Buster will not allow one to shoot Summoned Swords. __________________________________________________ CANCELLING DEVIL TRIGGER DURING BUSTER ANIMATIONS \____________________________ Devil Trigger then grab an enemy with a Buster then shut off Devil Trigger by tapping the LB button during the Buster animation to save your Devil Trigger energy when Nero ends the Buster. Nero will still remained Devil Triggered during the entire Buster but this will instantly turn off the Devil Trigger when the Buster animation comes to an end. Normally, Devil Trigger power is not lost during the Buster nor is life gained during the Buster. This technique allows Nero to conserve Devil Trigger instantly after a Buster instead of having to worry about shutting off Devil Trigger immediately after a Buster. It's basically like you are initiating an auto-shutoff during the Buster animation. =============================================================================== Jump Canceling =============================================================================== With the use of Jump Canceling, Nero or Dante can perform an attack or series of attacks in the air then Enemy Step off of an enemy's head that is currently below him and hop back into the air and perform another attack. The Enemy Step and attack can be continued as long as an enemy is below Nero and as long as the player can keep up the rhythm of this technique. ______________________________ HOW TO PERFORM JUMP CANCELING \________________________________________________ Buy the "Enemy Step" Ability for Nero or Dante. Jump above an enemy and perform certain aerial attacks, such as Split or Helmet Breaker then immediately tap the jump button when Nero or Dante comes into contact with the enemy below him to kick off of it and jump again. This can be continued as long as the proper timing is used in between jumping and attacking. This is much easier on bigger enemies. In order to practice jump canceling, practice it on a boss, preferably a big boss such as Berial or Echidna. While fighting Echidna, wait until she floats in the air while propped up on her tail then run up to her and perform a Split or Helmet Breaker then Enemy Step off of her. Perform another Split or Helmet Breaker in the air then Enemy Step off of her again. Keep performing this attack as long as you can keep the rhythm up. Some gamers prefer to change their button setup while using jump canceling since the button taps must be tapped in a quick sequence. The best way to keep performing a jump cancel is to perform the attack immediately after an Enemy Step - this way Nero will remain directly above the enemy and will not move that much. ____________________________________ THE EFFECTIVENESS OF JUMP CANCELING \__________________________________________ Jump canceling allows the player to spam damage with an aerial attack without having to worry about recovery time from hitting the ground. The attacks are always as instantaneous as they are when first performing them in the air and you don't even have to hit the ground at all. ____________________________ EFFECTIVENESS OF ENEMY STEP \__________________________________________________ Just by itself, the Enemy Step ability allows a character to jump off an enemy continuously during a battle. There is no limit to the amount of times that an Enemy Step can be performed. The best way to see this is to fight Berial and Enemy Step off of his back. The character will gain another Air Hike for each Enemy Step also. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _______ _ [DA00] /_ __ \ | | | | | | __ _ _ __ | |_ ___ | | | | / _` || '_ \ | __|/ _ \ M O V E L I S T | |__| || (_| || | | || |_| __/ & /______/ \__,_||_| |_| \__|\___| A B I L I T I E S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ___________________ [DA01] ____________________________/ R E B E L L I O N \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < A memento given to Dante by his father, this large magical blade is the physical manifestation of Dante's power. -- Rebellion Combo A (Y, Y, Y) The standard three hit combo for Rebellion - quite powerful and quick with nice recovery time at the end. -- Rebellion Combo B (Y, pause, Y, *Y) (* can rapidly tap the final Y press for multiple hits) Dante performs a standard slash then a slash that hits three times along with a another slice followed by a burst of stabs that can hit many time depending on how much the Y button is tapped. -- Million Stab (During a Stinger, release the left analog and tap or hold *Y) (* Y can be tapped rapidly for more stabs) While performing a Stinger Dante will quickly pause it then step toward the enemy and unleash a stream of continuous stabs before ending the move with one final stepping thrust. This move will only hit the area directly in front of Dante so it's best not to use it when surrounded. The move can be cancelled by stopping the button tap early. -- Helmet Breaker (Jump then Y) Dante falls from the air with a quick overheard strike. This is an excellent move for interrupting and enemies attack. -- Stinger (Hold RB, then Forward + Y) Dante unleashes a high-speed thrust attack while sliding forward. Comment: Stinger is great for traveling long distances quickly during a fight. Lock-on to an enemy then Stinger toward them. Stinger is also good for pushing enemies away or for knocking them out of an attack. -- High Time (Hold RB, then Back + Y) Dante will lunge toward the enemy and perform a powerful uppercut with Rebellion. -- Round Trip (Hold Y then release when sword light up fully) Dante hurls Rebellion at an enemy and Rebellion spins in place and slashes that enemy then moves on to another enemy. Use the Y or B (during Swordmaster) to call the sword back. The blade will always stop spinning after a few seconds then automatically return to Dante if it is not called back before then. -----------------> SWORDMASTER STYLE MOVES WITH REBELLION <-------------------- Change to Swordmaster style (D-pad right) to perform the following moves while Rebellion is equipped. -- Prop (B) Dante steps toward the enemy and unleashes an upward spin of Rebellion. -- Shredder (*O during Prop) (* B can be held down to lengthen the spinning time for the Shredder) Dante unleashes another spin as he steps forward and extends his arm. Rebellion will spin in the opposite direction this time and this spin can be lengthened by holding the button. -- Aerial Rave (Jump then B, B, B, B) Dante performs four horizontal strikes with Rebellion while in the air. Comments: This is really Dante's best follow-up to a High Time. While hitting the enemy in the air, instead of performing the last B hit to an enemy, you can end this combination with a Helmet Breaker or a Dark Slayer Aerial Rave V - since Aerial Rave is so fast, you can actually switch between Swordmaster and Dark Slayer to keep your enemy up in the air longer if only the first hit of Aerial Rave V connects every time! If the Aerial Rave V is chosen and both slashes are completed, you can quickly switch to Trickster and perform a mid- air Air Trick and follow that up with a Helmet Breaker. -- Drive (Hold RB, then Back + B) Dante charges Rebellion and leans back then sends a powerful shockwave toward his enemy. -- Quick Drive (Y + B) Dante performs single slash then a slightly faster version of the Drive Shockwave. Comments: This move can be a good follow-up when an enemy is knocked far away by a Stinger. Remain locked-on to that foe then quickly perform a Quick Drive. -- Over Drive (B as Dante releases the shockwave at the end of a Drive) Dante unleashes two more shockwaves after the first shockwave. Time the button press so that it is tapped while Dante is swinging his sword to unleash the first shockwave. Comments: Drive mixed with an Over Drive can be one excellent way to boost your style while fighting a group of enemies. Stand away from a group then hit them all with a Drive followed by an Overdrive for almost instant S-ranks. -- Dance Macabre (Hold RB, then Forward + B rapidly) Dante slides toward his enemy and unleashes several slashes with Rebellion. This is basically all of Rebellion's combos in one continuous combination. Dante will end the sequence of hits with a Million Stab followed by a powerful sword swing (kind of like a bat swing with Rebellion). ___________________ [DA02] ____________________________/ G I L G A M E S H \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Made of a devilish metal that absorbs organic material and transforms it to steel, this weapon will shock and awe enemies with its brute force. Pic: http://tinyurl.com/yuszcz Any portion of a Gilgamesh ground attack may be charged for greater damage except for Real Impact and Kick 13. Air attacks such as Full House and Shocking! may not be charged either. -- Gilgamesh Combo A (Y, Y, Y, Y) Dante unleashes a straight punch, right hook, kick, then an overhead kick. Comments: The overhead kick at the end of this combo is very slow and I hardly ever use it. I like to use the first three Y hits to set an enemy up for a Kick 13. -- Gilgamesh Combo B (Y, Y, pause, Y, Y) Dante perform a straight punch, right hook, flurry of kicks, then steps forward with two kicks. -- Full House (Jump then Y) Dante dashes down from the air with a flying kick. -- Draw (Hold RB, Back + Y) Dante dashes backward to avoid enemy attacks. -- Straight (Press Y after a Draw) Dante dashes forward with a sliding straight punch. -- Kick 13 (Hold RB, Forward + Y) Dante steps forward with a flurry of four kicks then ends the sequence with a rising kick. Comments: This move will always pop a normal enemy into the air with the final kick in the combination which can be perfect for setting an enemy up for a Real Impact. Kick 13 is also an excellent move to use against a grounded foe since it will cause that enemy to stand up before knocking them into the air. -- Flush (A) Dante creates a sudden burst of energy around him with each jump (even an Air Hike) that will hit enemies. -----------------> SWORDMASTER STYLE MOVES WITH GILGAMESH <-------------------- Change to Swordmaster style (D-pad right) to perform the following moves while Gilgamesh is equipped. -- Shock! (B) Dante punches the ground below him and creates a small shockwave. Comments: While charged this move can be quite useful for getting a crowd of surrounding enemies off of Dante. -- Shocking! (Jump then B) While in the air, Dante falls and plows his fist into the ground to generate a small shockwave. -- Beast Uppercut (Hold RB, Forward then B) Dante dashes forward and performs an uppercut. -- Rising Dragon (Hold RB, Forward then hold B and release when Dante's fist flashes once) Dante dashes forward and performs a powerful upward uppercut (dragon punch) into the air. -- Divine Dragon (Hold RB, Forward then hold B and release when Dante's fist flashes twice) Dante dashes forward and performs an even more powerful upward uppercut (dragon punch) into the air. -- Real Impact (Hold RB, Back then B) Dante charges a punch then steps forward and delivers a powerful blow and follows that up (if it hits) with a rising uppercut that hits twice. Comments: If you want power then this is where it lies. As long as enemy is big enough to be hit by all three hits of this move, the damage will be immense, especially when Devil Triggered. Just to give you an idea of the power of this move, it has enough power to kill a single cloakless Faust in Devil Hunter mode while Dante is Devil Triggered. It's one of the ultimate boss killer moves as well. One method that a lot of expert players use with this move is to Devil Trigger the second as the first hit connects then shut off Devil Trigger the second as the hits stop. This will cause Real Impact to hit even more and take insane damage! _______________ [DA03] ______________________________/ L U C I F E R \________________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < This netherwordly weapon spawns countless explosive blades that hover with the oppressiveness of impending doom. Pic: http://tinyurl.com/yqt8du -- Lucifer Combo A (Y, Y, Y, Y, Y) Dante moves forward while slashing with Lucifer. The second slash leaves behind one energy sword and the fourth slash leaves two energy swords. -- Lucifer Combo B (Y, pause, Y) Dante moves forward with a slash then performs a slash that hits multiple times. -- Lucifer Combo C (Y, pause, Y, pause, Y) (NOTE: Third button press must be performed as soon as Dante crouches fully.) (EXTRA NOTE: Press Y, Y at the very end of this move to have Dante add in two extra upward slashes that will generate two more energy swords.) Dante moves forward with a slash then performs a slash that hits multiple time and then crouches and steps in with a series of multiple slashes that produces four energy swords. The move is finished off with a small side slash. Comments: Combo C is one of the better Lucifer combos to perform on a single enemy. The multi-slash portion fills the enemy full of energy swords then the added Y, Y will knock the enemy away from Dante. -- Lucifer Combo D (Y, Y, pause, Y) After tossing out the first energy sword from of the normal combo, Dante turns around and throws out a group of four energy swords behind him. Comments: This combo is best used for crowd control, especially against a group of Scarecrows. The group of energy swords thrown out behind Dante will stagger the surrounding enemies and buy Dante enough time to distance the enemy in front of him while moving on with attacks. -- Lucifer Combo E (Y, Y, Y, Y, pause, Y) (NOTE: Fifth button press must be performed as soon as Dante crouches fully.) (EXTRA NOTE: Press Y, Y at the very end of this move to have Dante add in two extra upward slashes that will generate two more energy swords.) This is similar to Lucifer Combo C except Dante crouches and performs the multi-slash portion after throwing out the two energy swords from the normal Lucifer combo. -- Splash (Jump then Y) While in the air, Dante spins and slashes to produce two energy swords horizontally then throws out his arms to send out two swords vertically. Comments: Use this move to spam the area above the battlefield with energy swords. Splash is good to use when it may be too dangerous to spread swords on the ground or if you just want to gain some airtime with Lucifer instead of a gun. Next to Pin-up this is one of the quicker ways to produce a bunch of energy swords on the battlefield at one time. -- Ecstasy (Hold RB, Back + Y) Dante puts the finishing touch on his masterpiece of bloodshed by tossing the rose from his mouth. Once the rose hits any obstacle, it will fall apart and all energy swords placed on the screen will explode in a sequence starting with the first energy sword placed. Comments: This move is best used once an enemy has been stuck with several Lucifer energy blades. The rose is mainly useful for setting off a chain explosion, but it can be thrown at some enemies for an instant pop-up. If swords hover in the air above the enemy then it will fly up directly into the energy swords as they explode. -- Pin-Up (Hold RB, Forward + Y) Dante quickly crouches then lifts his arms into the air while sending out five energy swords in a vertical row in front of him. Comments: Pin-Up is the highlight of the Lucifer Devil Arm. It's ability to immediately produce five swords in such rapid succession is extremely helpful for producing energy swords quickly. This move can be done three times in a row to produce the maximum total of fifteen energy swords within seconds. The swords can then be manipulated with Discipline, Bondage or Climax and/or they can be set off with Ecstasy. ------------------> SWORDMASTER STYLE MOVES WITH LUCIFER <--------------------- Change to Swordmaster style (D-pad right) to perform the following moves while Lucifer is equipped. * All Swordmaster Lucifer moves produce at least two energy swords even if no energy swords are currently in the area. A maximum total of fifteen can be manipulated if all fifteen are laid out on the screen. -- Discipline (Any direction + B) All unstuck swords floating in the area line up around Dante then float in the air around him for a few seconds then suddenly stab forward. -- Climax (Hold RB, Back + B) With the clap of Dante's hands, all unstuck energy swords appear around Dante then explode in a few seconds. -- Bondage (Hold RB, Forward + B) All unstuck swords floating in the area line up in front of Dante in a X shape and float in the air for a few seconds then stab forward. _____________ [DA04] _______________________________/ Y A M A T O \_________________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < A katana used by Dante's brother, it is both the key to opening the Hell Gates, and to their very destruction. Yamato may only be used with Dark Slayer style. -- Slash Dimension F (Hold RB, Forward + B) Dante steps back then slashes Yamato to produce a vortex of destruction from a long distance range. -- Slash Dimension C (Hold RB, Back + B) Dante steps back then slashes Yamato to produce a vortex of destruction from a mid distance range. -- Yamato Combo S (B, B, B) Dante steps forward with two swipes from Yamato's sheathe then slashes once with the blade. -- Aerial Rave V (Jump, then B, B) Dante performs two powerful slashes in the air with the Yamato blade. Comments: Though Vergil used the Yamato Aerial Rave with much greater results (damage), it is still extremely useful with Dante and can be used to lengthen the air time for a High Time > Aerial Rave juggle. See the Aerial Rave comments under Rebellion for more information. ___________________________ [DA05] ________________________/ E B O N Y & I V O R Y \__________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Personally designed by Dante, these pistols are weapon of choice when rapid- fire is a necessity. -- Normal Shot (X) Dante fires off shots from his handguns. Tap X for rapid fire. -- Charge Shot (Hold X, then tap X while Dante's hands glow) Dante charges his fist and empowers the handguns with energy. Tap X while Dante's hands glow to unleash more powerful shots with Ebony & Ivory. -----------------> GUNSLINGER STYLE MOVES WITH EBONY & IVORY <----------------- -- Twosome Time (B followed by pressing any direction while firing) Dante keeps his right hand pointed forward while shooting then turns his left hand and fires in whatever direction the left analog is held. Comments: Dante will instantly lock-on to the closest energy with his left hand if the player does not manually aim. -- Rain Storm (Jump then press B) Dante spins in the air while shooting Ebony & Ivory downward. -- Honeycomb Fire (During Twosome Time, while both handguns face forward tap B) (This move starts after a few shots from Twosome Time and not instantly) Dante spins both handguns then leans back a bit and fires off Ebony & Ivory even more rapidly. _________________ [DA06] _____________________________/ C O Y O T E - A \_______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < A shotgun firing buckshot, it has been modified for combat use against demonic foes. -- Normal Shot (X) Dante fires off a single shot from his trusty shotgun. -- Charge Shot (Hold X, then tap X while Dante's hands glow) Dante charges his fist and empowers the handguns with energy. Tap X while Dante's hands glow to unleash more powerful shots with Coyote-A. ------------------> GUNSLINGER STYLE MOVES WITH COYOTE-A <-------------------- -- Fireworks (B) Dante swings Coyote-A like a nunchuck and blasts the area in front of him, to his right and to his left. Comments: Really big enemies, such as bosses, get hit by all three blasts when right next to them. Such as in the Dagon fight. -- Fireworks Air (Jump then B) Dante swings Coyote-A like a nunchuck and blast the areas in front of him, to his right and to his left while in the air. -- Backslide (Hold RB, Back + B) Dante quickly swings his arm around and fires off a blast of Coyote-A behind him. -- Gun Stinger (Hold RB, Forward + B) Dante lunges forward with Coyote-A and performs a gun blast much like a Stinger with Rebellion with an added shotgun blast at the end. Comments: Gun Stinger will always stun a Chimera Seed that is attached to a Scarecrow. _______________ [DA07] ______________________________/ P A N D O R A \________________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < A demonic weapon capable of 666 calamitous forms. It spells misery and disaster for countless foes. Pic: http://tinyurl.com/2399xk Unlike other guns, Pandora has its own gauge in between the two life gauges (or below the first). This gauge is known as the Disaster Gauge and it may be filled based upon how much destruction Pandora causes. Moves such as Revenge will extend the bar quite a bit while other moves will increase it slowly. The Disaster gauge allows Dante to perform even more devastating attacks with Pandora. Argument, Grief, and Omen will last longer and be capable of taking off more damage when used with a filled Disaster Gauge. -- PF013: Epidemic (Hole X, then release X) Dante transforms Pandora into a bowgun that fires out explosive projectiles. -- PF124: Hatred (Hold X, then tap to the left and/or right in any combination three times) Dante transforms Pandora into a rocket Launcher then fires a rocket. -- PF398: Revenge (After executing Hatred, spin the left analog in any direction twice) Dante transforms Pandora into a laser cannon then fires a huge laser blast. -- PF262: Jealousy (Jump, then X) While in the air, Dante transforms Pandora into a gatling gun then fires down upon his enemies. -------------------> GUNSLINGER STYLE MOVES WITH PANDORA <--------------------- -- PF594: Argument (B) Y = Hover downward X = Fire one homing missile B = Fire several homing missiles (require some Disaster gauge) Dante transforms Pandora into a mobile missile pod that fires homing missiles. -- PF422: Grief (Hold RB, Forward + B) Dante transforms Pandora into a boomerang then throws it forward. Hold the B button when the Disaster Gauge is filled some to make the boomerang attack an enemy more. -- PF666: Omen (Hold RB, Back + B) Dante lays down the briefcase then opens it up and a flash of bright chaos engulfs his enemies. Comments: Even though this move has a very long charge time and recovery, it will always remove the cloaks from a Mephisto or Faust, remove the electricity from a Blitz, and remove a Bianco or Alto Angelo's shield without the need for any filling of the Disaster Gauge. ___________________ [DA08] ____________________________/ A B I L I T I E S \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Side Roll (RB + sideways on left analogy + A) Dante rolls to the side to avoid an enemy attack. -- Kick Jump (Jump then press A near a wall for a second jump) While in the air and near a wall, Dante will kick off the wall for an extra jump. Comments: The Kick Jump actually has a bit more height than an Air Hike. -- Speed (Hold left analog in same direction for a few seconds) Dante's footspeed increases as he breaks out into a dash while moving forward. -- Enemy Step (While in the air, press the A button while landing on an enemy) Dante kicks off of the closest enemy and performs a jump. -- Air Hike (Jump then press A again) Dante concentrates magical energy under his feet to perform a second jump while in the air. =============================================================================== Dante's Styles =============================================================================== ___________________ [DA09] ____________________________/ T R I C K S T E R \______________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Style that allows the player to avoid enemy attacks using special evasive movements. LEVEL PROUD SOULS ABILITIES Level 2 - 300 - Mustang, Flipper Level 3 - 700 - Sky Star Level 4 - 5000 - Air Trick -- Dash (Press any direction + B) Dante quickly dashes toward the targeted area. Dante can only dash a maximum of one time in this installment. -- Sky Star (Jump then press B) Dante quickly dashes forward while in the air with a burst of speed caused by the magical energy that appears behind him. -- Mustang (During a Dash, hold B when colliding with an enemy) Dante kicks off the closest enemy and jumps into the air. -- Flipper (Press B while Dante flies back from an enemy attack) Dante kicks off a vertical sphere of magical energy that appears while he falls back from an enemy attack. Comments: This can only be performed after a move that knocks Dante down - while he falls back. -- Air Trick (Hold RB then toward an enemy + B) Dante instantly teleports toward the targeted enemy and lands slightly above him. This move can be performed while in the air. Note: Perform two Air Tricks in a row by performing a ground Air Trick followed by an air Air Trick (after first Air Trick). _______________________ [DA10] __________________________/ S W O R D M A S T E R \____________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Style in which the player can master different swords and maximize each sword's power. LEVEL PROUD SOULS ABILITIES Level 2 - 300 - Aerial Rave, Beast Uppercut, Climax Level 3 - 700 - Drive, Quick Drive, Rising Dragon, Divine Dragon Level 4 - 5000 - Over Drive, Dance Macabre, Real Impact, Bondage -----------------> SWORDMASTER STYLE MOVES WITH REBELLION <-------------------- Change to Swordmaster style (D-pad right) to perform the following moves while Rebellion is equipped. -- Prop (B) Dante steps toward the enemy and unleashes an upward spin of Rebellion. -- Shredder (*O during Prop) (* B can be held down to lengthen the spinning time for the Shredder) Dante unleashes another upward spin that looks the exact same as the first except this one can be lengthened by holding the button. -- Aerial Rave (Jump then B, B, B, B) Dante performs four horizontal strikes with Rebellion while in the air. -- Drive (Hold RB, then Back + B) Dante charges Rebellion and leans back then sends a powerful shockwave toward his enemy. -- Quick Drive (Y + B) Dante performs single slash then a slightly faster version of the Drive Shockwave. -- Over Drive (B as Dante releases the shockwave at the end of a Drive) Dante unleashes two more shockwaves after the first shockwave. Time the button press so that it is tapped while Dante is swinging his sword to unleash the first shockwave. -- Dance Macabre (Hold RB, then Forward + B rapidly) Dante slides toward his enemy and unleashes several slashes with Rebellion. This is basically all of Rebellion's combos in one continuous combination. Dante will end the sequence of hits with a Million Stab followed by a powerful sword swing (kind of like a bat swing with Rebellion). -----------------> SWORDMASTER STYLE MOVES WITH GILGAMESH <-------------------- -- Shock! (B) Dante punches the ground below him and creates a small shockwave. -- Shocking! (Jump then B) While in the air, Dante falls and plows his fist into the ground to generate a small shockwave. -- Beast Uppercut (Hold RB, Forward then B) Dante dashes forward and performs an uppercut. -- Rising Dragon (Hold RB, Forward then hold B and release when Dante's fist flashes once) Dante dashes forward and performs a powerful upward uppercut (dragon punch) into the air. -- Divine Dragon (Hold RB, Forward then hold B and release when Dante's fist flashes twice) Dante dashes forward an performs an even more powerful upward uppercut (dragon punch) into the air. -- Real Impact (Hold RB, Back then B) Dante charges a punch then steps forward and delivers a powerful blow and follows that up (if it hits) with a rising uppercut that hits twice. Comments: If you want power then this is where it lies. As long as enemy is big enough to be hit by all three hits of this move, the damage will be immense, especially when Devil Triggered. Just to give you an idea of the power of this move, it has enough power to kill a single cloakless Faust in Devil Hunter mode while Dante is Devil Triggered. It's one of the ultimate boss killer moves as well. ------------------> SWORDMASTER STYLE MOVES WITH LUCIFER <--------------------- * All Swordmaster Lucifer moves produce at least two energy swords even if no energy swords are currently in the area. A maximum total of fifteen can be manipulated if all fifteen are laid out on the screen. -- Discipline (Any direction + B) All unstuck swords floating in the area line up around Dante then float in the air around him for a few seconds then suddenly stab forward. -- Climax (Hold RB, Back + B) With the clap of Dante's hands, all unstuck energy swords appear around Dante then explode in a few seconds. -- Bondage (Hold RB, Forward + B) All unstuck swords floating in the area line up in front of Dante in a X shape and float in the air for a few seconds then stab forward. _____________________ [DA11] ___________________________/ G U N S L I N G E R \_____________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Style in which the player can master different guns and maximize each gun's technique. LEVEL PROUD SOULS ABILITIES Level 2 - 300 - Rain Storm, Fireworks Air Level 3 - 700 - Backslide, PF422: Grief Level 4 - 5000 - Honeycomb Fire, Gun Stinger, PF666: Omen -----------------> GUNSLINGER STYLE MOVES WITH EBONY & IVORY <----------------- -- Twosome Time (B followed by pressing any direction while firing) Dante keeps his right hand pointed forward while shooting then turns his left hand and fires in whatever direction the left analog is held. -- Rain Storm (Jump then press B) Dante spins in the air while shooting Ebony & Ivory downward. -- Honeycomb Fire (During Twosome Time, while both handguns face forward tap B) (This move starts after a few shots from Twosome Time and not instantly) Dante spins both handguns then leans back a bit more and fires off Ebony & Ivory even more rapidly. -------------------> GUNSLINGER STYLE MOVES WITH COYOTE-A <-------------------- -- Fireworks (B) Dante swings Coyote-A like a nunchuck and blasts the area in front of him, to his right and to his left. -- Fireworks Air (Jump then B) Dante swings Coyote-A like a nunchuck and blast the areas in front of him, to his right and to his left while in the air. -- Backslide (Hold RB, Back + B) Dante quickly swings his arm around and fires off a blast of Coyote-A behind him. -- Gun Stinger (Hold RB, Forward + B) Dante lunges forward with Coyote-A and performs a gun blast much like a Stinger with Rebellion with an added shotgun blast at the end. --------------------> GUNSLINGER STYLE MOVES WITH PANDORA <-------------------- -- PF594: Argument (B) Y = Hover downward X = Fire one homing missile B = Fire several homing missiles (require some Disaster gauge) Dante transforms Pandora into a mobile missile pod that fires homing missiles. -- PF422: Grief (Hold RB, Forward + B) Dante transforms Pandora into a boomerang then throws it forward. -- PF666: Omen (Hold RB, Back + B) Dante lays down the briefcase then opens it up and a flash of bright chaos engulfs his enemies. _______________________ [DA12] __________________________/ R O Y A L G U A R D \____________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < Minimizing the damage of an enemy attack, this style allows the player to maneuver into a more strategic position. LEVEL PROUD SOULS ABILITIES Level 2 - 300 - Air Block Level 3 - 700 - Air Release Level 4 - 5000 - Dreadnaught -- Block (Press or hold B on the ground) Dante holds up his arms to block an enemy attack. Successful blocks will charge the Royal Gauge. Dante will receive slight damage from blocking. Comments: After enough blocks while in the same spot, Dante's guard will be broken. A broken guard will take away the current Royal Gauge charge. Move to a different spot of the battleground then raise Dante's guard again if he starts to get hit too much. -- Air Block (Press or hold B while in the air) Dante holds up his arms to block an enemy attack while in the air. Successful blocks will charge the Royal Gauge. Dante will receive slight damage from blocking. -- Royal Block (Press B the second before an enemy attack connects with Dante on the ground or in the air) Dante holds up his arms and deflects the current enemy attack if timed correctly. This move will increase the Royal Gauge and Dante will take no damage from the deflected attack. -- Release (While Royal Gauge is charged, hold RB, then Forward + B) Dante releases all the built up energy from the Royal Gauge as he pushes forward with the palm of his hand. The amount of damage taken from an enemy will depend on how much the Royal Gauge is currently charged. -- Air Release (While Royal Gauge is charged, jump, hold RB, then Forward + B) Dante releases all the built up energy from the Royal Gauge as he pushes forward with the palm of his hand while in the air. The amount of damage taken from an enemy will depend on how much the Royal Gauge is currently charged. -- Royal Release (Hold RB, Forward + B before an enemy attack) If timed correctly, Dante charges right through the enemy during its attack and unleashes the built up anger from his Royal Gauge. -- Dreadnaught (While Royal Gauge is charged, hold RB, Back + B) Dante uses the built up Royal Gauge power to form an armored shell around his body that makes him impervious to damage for a few seconds. Comments: Be forewarned that Dante is wide open to attacks while charging this attack. _______________________ [DA13] __________________________/ D A R K S L A Y E R \____________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < With the power of his twin brother Vergil's sword, this style allows Dante to perform quick combos with the Yamato blade and also slash to create a vortex energy that will hit any foe within its range. -- Slash Dimension F (Hold RB, Forward + B) Dante steps back then slashes Yamato to produce a vortex of destruction from a long distance range. -- Slash Dimension C (Hold RB, Back + B) Dante steps back then slashes Yamato to produce a vortex of destruction from a mid distance range. -- Yamato Combo S (B, B, B) Dante steps forward with two swipes from Yamato's sheathe then slashes once with the blade. -- Aerial Rave V (Jump, then B, B) Dante performs two powerful slashes in the air with the Yamato blade. ___________________________ [DA14] _________________________/ D E V I L T R I G G E R \_________________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < -- Devil Trigger (LB) Pic: http://tinyurl.com/yqukzc Press LB to Devil Trigger when Dante has at least three bars of Devil Trigger power. While Devil Triggered, Dante's health will regenerate if he has lost any much like in past DMC's and also he will not take as much damage from enemy attacks. While Devil Triggered, Dante's attacks will take off more and some of his abilities will change slightly. The list of powered up abilities are described below. -- Triple Jump (While DT'ed, A, A, A) While Devil Triggered, Dante will be able to jump a total of three times if he has the Air Hike ability. -- Powered Stinger (While DT'd with Rebellion, hold RB, Forward + Y) Dante will slide forward and hit multiple times with the Stinger as he slides. Comments: This move can really pack a punch since Dante can still perform this Stinger just as fast as the normal Stinger. -- Powered Kick 13 (While DT'd with Gilgamesh, hold RB, Forward + Y) Dante will follow the enemy into the air after the knock up kick then kick the enemy twice while in the air. -- Increased Pin-Up Swords (While DT'd with Lucifer, hold RB, Forward + Y) Dante throws out the usual set of five swords and he will toss out another set of six swords making a total of eleven swords in front of him with each Pin-Up performed. -- Automatic Charged Shots (X while Devil Triggered) Dante's gunfire is automatically charged with demonic energy while he is Devil Triggered - no need to charge your shots with Ebony & Ivory or Coyote-A while Devil Triggered. Pandora's Jealousy shots (air Gatling Gun) are also charged - this is the only way to shoot charged shots with Jealousy. -- Inputs for Pandora are lowered (Equip Pandora then perform Hatred or Revenge while Devil Triggered) Normally the input for Hatred takes three left analog taps in any direction once and normally Revenge takes two full 360 rotations in any direction with the left analog but while Devil Triggered Hatred can be performed with a single tap in any direction and Revenge can be performed with a single 360 rotation in any direction. -- Infinite Dashes (While DT'd with Trickster style, tap B) Dante can perform an infinite number of dashes with no recovery animation while Devil Triggered. -- Double Sky Star (While DT'd with Trickster style, jump then tap B twice) Dante can perform two Trickster Sky Stars in the air while Devil Triggered. -- Double air Air Trick (While DT'd with Trickster style and locked-on, hold forward on the left analog and tap B twice) Dante can perform two Air Tricks in a row while Devil Triggered and while in the air. Normally Dante can perform an Air Trick followed by an air Air Trick but this will allow him to perform one more air Air Trick after the first air Air Trick. Confused yet? Basically, you can jump then perform two Air Tricks in the air. _______________________________________ [DA15] ___________________/ A D V A N C E D T E C H N I Q U E S \___________________ > > > > > > > > > > > > > > > > > > > v < < < < < < < < < < < < < < < < < < < < * NOTE: For more information on distortions and Gilgamesh Just Charges, visit this thread by Malcolm90K on the IGN DMC boards: http://boards.ign.com/Message.aspx?topic=160083112&brd=5258&start=160094606 -- Distortions A Distortion is a technique that allows Dante to perform a move then Devil Trigger or Un-Devil Trigger during the middle of it to produce a distorted extra attack animation of a Devil Triggered Dante or normal Dante. To put it simply, Devil Triggering or Un-Devil Triggering during a move will produce an extra hit that is equal to that of the move being performed if the timing for the Devil Trigger or Devil Trigger shutoff is timed with a certain frame of animation during the attack. Most melee attacks can be distorted but the timing for some of them can be extremely precise and some are less worthwhile than others. Moves with long delayed frames of animation can be distorted much more easily than others with quick frames. Here is a list of the some of the easier and more useful distortions: -> Distorted Real Impact When performing a Real Impact against an enemy, Devil Trigger the second the first hit connects then turn off Devil Trigger as the last hit connects. This will cause the Real Impact to hit more and take even more damage! If this is done correctly then Dante will pause slightly during the first hit and the final hit of the Real Impact. Comments: Learn to use this often and enemies will crumble at your feet. This move is powerful enough to instantly get rid of Berial's flames. The timing is a bit tricky. -> Distorted Dance Macabre When performing a Dance Macabre against an enemy, Devil Trigger the second the final hits connects. This will cause the final attack to hit twice. Comments: The Dance Macabre is already a helpful move for raising style thanks to the final hit, but by performing this distortion, the move will make the style gauge rise even more! -> Distorted Rising Dragon Charge a Rising Dragon with Gilgamesh then hit an enemy with it and Devil Trigger during it. The Rising Dragon has so many multiple hits that this is rather easy to pull off so long as Dante has the time to charge the full move. -> Reverse Distorted Devil Trigger Stinger Devil Trigger then perform a Stinger while Devil Triggered. During the multiple hits of the Stinger, shut off Devil Trigger to add an extra hit during the combination while shutting it off. Comments: This is an excellent way to shut off Devil Trigger when it is no longer needed and get a few extra attacks in the process. A Devil Triggered Stinger is already quite powerful and with the addition of extra hit, this distortion can make it much more effective. -- Gilgamesh Just Charge Many of Gilgamesh's attacks can be charged two levels with the exception of Full House, Kick 13, Shocking! and Real Impact. For any of Gilgamesh's attacks that may be charged, the charge can be released right as the gauntlets glow for a more damaging hit. As you already know, each of Gilgamesh's charge attack will release a burst of light from the gauntlets as Dante performs the charge attack. Normally a level 1 charge will release a yellowish-whitish flash when performed, but a level 1 Just Charge will release a bright orange-yellowish flash. Normally a level 2 charge will release a red flash, but a level 2 Just Charge will release a much brighter red flash that leaves more of a trail as Dante performs the attack. Comments: A Shock! and Rising Dragon are some of the more useful charge attacks to Just Charge. Go ahead and try for a Just Charged Distorted Rising Dragon! -- Lucifer Pin-Up Sword Spam Run up to a huge enemy, mainly a boss, and continuously use Lucifer's Pin-Up while Devil Triggered to completely spam that boss with energy swords that will begin to explode as Dante lays out more than three sets. There is no need to make them explode with Ecstasy, just keep holding forward while locked-on and tap Y. Comments: For big bosses like Dagon, this move will take tons of damage and kill them very quickly. -- Gun Charging Much like Nero's Blue Rose, a player can change the button configuration in order to constantly charge a blast for Ebony & Ivory or Coyote-A. Whether you want to do this is entirely up to you. Dante doesn't unleash as powerful of a burst of fire as Nero and his charge last for about four to five shots on level 3 with Coyote-A and about fifteen shots with Ebony & Ivory. It is effective how Dante can hold the charge throughout the battle allowing him to instantly unleash charge shots when he needs them. A full charge must wear off and another shot must be fired directly as or after the charge wears off in order to charge up another shot making Dante's gun charging slightly hectic when trying to charge a gun while fighting. -- Jump Canceling The following is copied straight from the Nero section since this technique works with Dante as well. Jump Canceling is actually more effective and easier with Dante. His Helmet Breaker is easier to perform than Nero's Split making it easier to use after an Enemy Step and he has more options of attack in the air. He can also Jump Cancel with the Full House Gilgamesh attack much like the Helmet Breaker. With the use of Jump Canceling, Nero or Dante can perform an attack or series of attacks in the air then Enemy Step off of an enemy's head that is currently below him and hop back into the air and perform another attack. The Enemy Step and attack can be continued as long as an enemy is below Nero and as long as the player can keep up the rhythm of this technique. ______________________________ HOW TO PERFORM JUMP CANCELING \________________________________________________ Buy the "Enemy Step" Ability for Nero or Dante. Jump above an enemy and perform certain aerial attacks, such as Split or Helmet Breaker then immediately tap the jump button when Nero or Dante comes into contact with the enemy below him to kick off of it and jump again. This can be continued as long as the proper timing is used in between jumping and attacking. This is much easier on bigger enemies. In order to practice jump canceling, practice it on a boss, preferably a big boss such as Berial or Echidna. While fighting Echidna, wait until she floats in the air while propped up on her tail then run up to her and perform a Split or Helmet Breaker then Enemy Step off of her. Perform another Split or Helmet Breaker in the air then Enemy Step off of her again. Keep performing this attack as long as you can keep the rhythm up. Some gamers prefer to change their button setup while using jump canceling since the button taps must be tapped in a quick sequence. The best way to keep performing a jump cancel is to perform the attack immediately after an Enemy Step - this way Nero will remain directly above the enemy and will not move that much. ____________________________________ THE EFFECTIVENESS OF JUMP CANCELING \__________________________________________ Jump canceling allows the player to spam damage with an aerial attack without having to worry about recovery time from hitting the ground. The attacks are always as instantaneous as they are when first performing them in the air and you don't even have to hit the ground at all. ____________________________ EFFECTIVENESS OF ENEMY STEP \__________________________________________________ Just by itself, the Enemy Step ability allows a character to jump off an enemy continuously during a battle. There is no limit to the amount of times that an Enemy Step can be performed. The best way to see this is to fight Berial and Enemy Step off of his back. The character will gain another Air Hike for each Enemy Step also. [WT00] =============================================================================== __ __ _ _ _ _ _ \ \ / /__ _ | \| | __| |_ | |__ _ __ ___ _ _ __ _ | |__ \ \ /\ / // _` || || |/ /| __|| '_ \ | '__|/ _ \ | | | | / _` || '_ \ \ V V /| (_| || || < | |_ | | | || | | (_) || |_| || (_| || | | | \_/\_/ \__,_||_||_|\_\ \__||_| |_||__\ \___/ \__,_| \__, ||_| |_| D E V I L H U N T E R M O D E G U I D E __/ | ============================================================= |___/ =========== =-=-=-=-=-=-=-=-=-=-=-=-= - W A L K T H R O U G H - =-=-=-=-=-=-=-=-=-=-=-=-=-= The walkthrough portion of this guide includes a full walkthrough for each mission that takes you on a full trip through each area and highlights any hidden collectables in the various missions. Every boss is broken down with a fully detailed strategy along with all of the boss' moves and the way to counter or avoid them. These boss battles have been played dozens of times in order to find the best possible way to handle each boss. Boss battles are the most enjoyable portion of just about any Capcom action game for me while writing a guide and I thrill in breaking each boss down as much as possible. Killing slow is the way I conquer! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ________________ __ _ [MN01] | MISSION /_ | \_______________________________________________________ |-----------------| |-/ ^^ BIRDS OF A FEATHER | \ NERO | | ^^ "Face off against the mysterious assassin" / \ MISSION | | ^^ --- / \--------------|_|---^^-------------------------------------------------/ | Blue Orb Fragments = 00 | Secret Missions = 00 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Opera House == The beginning of this fight is actually a forced training mission. -- Attack with your guns without letting your enemy get too close: Target Dante with RB then stand back and shoot with the X button until the 0/5 counter in the right hand corner reaches 5. -- Jump to avoid your enemy's gunfire: Jump (A) five times to avoid Dante's handgun fire. Just jump whenever he starts to fire. -- Perform a side roll to avoid your enemy's gunfire: Target Dante with RB then roll to the side by pushing to either the right or left then pressing A when he fires. Roll five times as Dante fires a trail of bullets toward Nero. A cutscene will play. Afterwards, a tutorial for attacking will be shown. -- Blast your enemy with a sword combo: Run up to Dante and perform a sword combo by tapping Y four times. This is the Red Queen Combo A. Perform this combo to Dante three times. -- Use the High Roller technique to blast your enemy into the air: Approach Dante then target him with the RB button then hold back on the left analog and press Y to perform the High Roller. You can continue to hold the Y button after pressing it to follow Dante into the air. This is Nero's main popup attack for starting an Aerial Combo. Hit Dante with the High Roller three times to move on. Trying to hit Dante with this can get annoying sometimes, but remember that he will always eventually taunt, so hit him then! Another cutscene will commence followed by the tutorial for the Devil Bringer. -- Deal big damage with the Buster: Move toward Dante then press the B button to grab him with a Devil Bringer Buster and slam his ass down the ground with Nero's Devil Bringer. Perform this three times to move on. Keep in mind that this move can be performed in the air. I will refer to this move as the "Buster" from now on. Now another cutscene will commence. NOTE: You can skip this entire tutorial next time you play by turning off the tutorial through the pause menu. Pause the game and go to "Systems" then "Game Options" and change the "Tutorial" to "No". This is extremely helpful if you are trying to get a good rank on this mission since you don't have to go through the tutorial to get to the main boss fight. The actual ranking does not start until the fight described below. Up until the actual boss fight, any hits or any red orbs collected do not count toward your overall rank. ------------------------------ - BOSS BATTLE - -------------------------------- D A N T E - - - - - - - THIS PARTY'S GETTIN' CRAZY... This fight can be won very easily. On Devil Hunter mode, Dante will rarely roll away from a grab, so Nero can run straight up to him and grab him with a Devil Buster grab. Grab him to death. Grabbing Dante on the ground will lead into a cool struggle sequence. TRYING TO HIT HIM WITH THE RED QUEEN? NO, IT'S A TRAP... Attempting to hit Dante with the Red Queen will make this fight last a hell of a lot longer. Dante will dodge just about every slash that Nero throws at him and counter him quite a bit. Don't use the Red Queen and don't stand back and fire the Blue Rose. Firing the Blue Rose will only make Dante retaliate buy firing his handguns. GO FOR SOME ORBS... Be sure to slash all the benches on the bottom floor to get an S-rank for orbs! TRICKING HIM TO BUSTER HIM... Nero can trick Dante in this fight by firing Blue Rose and he moves toward Dante then suddenly grab Dante with a Buster when Dante is close. QUICK DISPOSAL... Buster him to death. Run up to him and grab then back away. Run back into him shortly then grab again. STYLISH DISPOSAL... Grab him to death once again. Make sure he doesn't hit you to screw up the style meter while doing this - you may want to fire Blue Rose while stepping toward him. Simply run up to him and grab him then back off while he eats concrete. Run back up to him after a few seconds and grab him again. Don't just constantly try for a grab or he will perform a Stinger or jump into the air and perform a Helmet Break to ward Nero off. Once Dante falls, a cutscene will commence that will end the chapter. I have a feeling that Dante was going easy on Nero, don't you? (Answer: He was. He really was. ...and you will find this out later.) Dante's Attacks: Helmet Breaker: Dante jumps into the air and comes down with an overhead strike with Rebellion. Avoidance: Roll away from underneath Dante. Rebellion Combo A: Dante performs a three hit slash combo with Rebellion. Avoidance: Roll or jump away from Dante. Really you should just stay away from him since this move is quite fast. Stinger: Dante lunges forward with a thrusting stab from Rebellion. Avoidance: Roll, jump, or run to the side to avoid the thrust. This move is very fast! Ebony & Ivory Fire: Dante fires his handguns whenever Nero fires his Blue Rose. Avoidance: Fire Blue Rose. Dante only performs this if Nero fires the Blue Rose and will stop when Nero stops, so it is always avoided. Honeycomb Fire: Starting from his right Dante aims with both guns and fires rapidly while moving to the left. This can actually juggle you in the air. Avoidance: Roll to the side or jump. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Benches ------------------------------------------------------------------------------- ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- ______________ ___ _ [MN02] | MISSION |__ \ \________________________________________________________ |---------------- ) |/ ^^ LA PORTE DE L'ENFER | \ NERO / / ^^ "Head for Fortuna Castle!" / \ MISSION / /_ ^^ --- / \-----------|____|--^^--------------------------------------------------/ | Blue Orb Fragments = 03 | Secret Missions = 01 | Hidden Items = 02 | \----------------------------------------------------------------------/ == Opera House Plaza == --> Enemy Encounter: Scarecrows (NEW Enemy!) Nero will have to deal with a few Scarecrows at the beginning of this area - these are the most basic of enemies in DMC4. Use the Red Queen's normal ground combo or use the High Roller to knock a Scarecrow up into the air then perform an Air Combo or a mid-air Buster. Try to mix up attacks as much as possible to get a better style ranking. Break all the items around the area - breaking objects and collecting the red orbs from them will increase your Orbs rank at the end of this mission. Find the door with the red orb in front of it on the other side of the area then interact with it to move on. ------------------------------------------------------------------------------- Breakable Object(s): [ ] 6 Benches, [ ] 4 Trashcans Collectible Orbs: [ ] One red orb in front of the exit door. ------------------------------------------------------------------------------- == Storehouse == You'll get the tutorial for the Kick Jump at the start of this area. Basically jump into a wall then press back along with the jump button to Kick Jump off of any wall. Use the Kick Jump to get up to the alcove above the steps on the character's left to find a --GOLD ORB--. ------------------------------------------------------------------------------- Hidden Item(s): [ ] Gold Orb: Move up the steps on the left wall then kick jump to the alcove above to retrieve this. ------------------------------------------------------------------------------- Move up the stairs then jump across the broken section of the stairs. Enter the room down the hall for a cutscene. --> Enemy Encounter Scarecrows The doors will seal off with red seals then Scarecrows will attack. Unlike the last area, this room is a bit more cramped, so use High Rollers to take a Scarecrow to the air often and continue attacking in the air. The red seals on the door will break off once the Scarecrows have been defeated, so open the next door to continue. ------------------------------------------------------------------------------- Breakable Object(s): [ ] 5 Wine Barrels, [ ] 5 Crates, [ ] 5 Shelves ------------------------------------------------------------------------------- == Terrace/Business District == Run ahead then turn to the character's right and open the door. == Cathedral == Run down the stairs and move down the next set of stairs. Break all the chairs at the very bottom of the stairs. Pick up the ++EVIL LEGACY++ from the middle of the pillar with the blue glow. This will allow Nero to use the Devil Bringer (DB) snatch. Find the cell on the sidewall with the --VITAL STAR S-- then hold RB and tap B to snatch it through the bars while facing it. Back up the first set of stairs, step on the blue circle (Continuum Pad) in the middle of the floor. This will cause the blue circle to light up and a Grim Grip will appear up above as the camera angle changes. Hold RB then use the DB button to grapple the Grim Grip and pull Nero up to the second floor. Run to the other end of the second floor walkway and step on the blue circle then grapple once again when the Grim Grip appears. Destroy the benches along the right wall for some extra orbs. Run to the end to see a red orb across from the exit door. Face the red orb then use the DB snatch to grab it from your current side. Open the next door. ------------------------------------------------------------------------------- Key Item(s): [ ] Evil Legacy Collectable Orbs: [ ] When first entering the Cathedral move to the characters right then jump and Kick Jump off the closed gate to receive a hidden medium orb from up above, [ ] Green Orb (second cell on left wall; use DB snatch), [ ] DB snatch the red orb on the broken piece of walkway to the left of the exit door. Hidden Item(s): [ ] Vital Star S: (third cell on the right wall; use DB snatch) Breakable Object(s): [ ] 10 Chairs, [ ] 3 Benches (second floor) ------------------------------------------------------------------------------- == Terrace/Business District == Step on the blue circle and grapple the Grim Grip that appears in order to get to the walkway on the other side. As you walk down the next hall a Secret Mission tutorial will appear. Secret Missions are usually hidden and can be distinguished by glyphs with red markings. Interact with the glyphs to challenge these Secret Mission. This particular glyph will allow Nero to challenge --SECRET MISSION 1--. ============================ Secret Mission 01 ================================ ANNIHILATION Destroy all demons within the time limit! Time Limit: 1 minute =-= This mission requires that Nero destroy 8 Scarecrows within one minute. In order to do this, perform this combo on all Scarecrows as quick as possible: Y, Y, High Roller (charged), (in air), Y, Buster This will instantly defeat each Scarecrow as long as each hit connects. An alternate method to completing this mission is to simply run up and Buster each Scarecrow while on the ground. This is less stylish, but very effective. Take the time to destroy the benches and trashcans in this area when the Blue Orb Fragment appears for some extra red orbs. These red orb DO NOT count toward the orb rank requirement for this stage. Grab the --BLUE ORB FRAGMENT-- to complete the secret mission. =============================================================================== Continue down the hall then step on the next blue circle and grapple across when the Grim Grip appears on the other side. --> Enemy Encounter: Scarecrows A red seal will appear then two Scarecrows will appear. Defeat them then step on the next blue circle and grapple over to the next Grim Grip. --> Enemy Encounter: Scarecrows Upon landing in the water on the building across from the walkway, more Scarecrows will appear followed by a tutorial for the Devil Bringer snatch. You can jump in the air and use the Devil Bringer snatch (RB + B) to bring a Scarecrow up into the air with Nero. After bringing one up in the air, grab him with a mid-air Buster, then you are free to bring another Scarecrow (or the same one again) into the air then continue the fight. Each mid-air Devil Bringer snatch will cause Nero to move up into the air just a bit. Open the next door to continue. == Residential District == Fall off the walkway. While continuing down the stairs a tutorial for Nero's Exceed system will appear. Tap then hold the RT button for a few seconds in order to make Nero rev up his blade - keep tapping and holding the button in a sequence to build up the Exceed gauge. After enough revs (presses of RT), a level of the Exceed system will charge (on the top left side of the screen). For each level, Nero can perform a more powered-up version of his next Red Queen attack. Some attacks look much more powered than others. While we are discussing the Exceed system, you should know about the Instant Rev that Nero can perform during an attack. Perform any attack then press the LT button during a certain frame of animation in each attack in order to instantly charge a bar of the Exceed Gauge. Learning this is very effective in mastering Nero. In order to become familiar with the Instant Rev system, you'll need to learn the timing to rev up each individual attack. Most attacks are different. This takes much practice and you must get the timing down. Anyway, onto the battle at hand. --> Enemy Encounter: Scarecrows --> Enemy Encounter (Son of Sparda mode): Assaults Defeat the Scarecrows that appear down the stairs. There are plenty of breakable objects in this area, so be sure to break them all for some extra orbs. Walk over to the Red Orb Pillar after the battle and perform a variety of combos on it in order to collect red orbs from it. The more Nero's attacks are mixed up, the greater the amount of orbs from the pillar will be. ------------------------------------------------------------------------------- Breakable Object(s): [ ] 3 Melon Crates, [ ] 2 Peach Crates, [ ] 5 Pots, [ ] 1 Barrel, [ ] 1 Dumpster Collectable Orb(s): [ ] 3 Small Red Orbs (leading to the Blue Orb Fragment) Red Orb Pillar: [ ] Up under a rooftop near the street ------------------------------------------------------------------------------- ============================ BLUE ORB FRAGMENT ================================ Turn left on the middle of the ramp and jump on the wooden platform in the small alley. Leap to the rooftop then to the next rooftop up ahead. Jump into the alcove on the left while on the second rooftop to collect a --BLUE ORB FRAGMENT--. =============================================================================== Move down the stairs. Walk over to the tower across from the stairs. Jump against the left side or front side then kick jump up to the lookout point platform and stand there in order to collect some hidden red orbs. If you have Air Hike right now then jump away from the tower then push back and Air Hike to the roof of the tower for even more red orbs! I will not discuss these hidden orb locations in the walkthrough anymore. This mention is placed here since this is the first of the hidden red orb pickups - just read the information below the paragraphs from now on. ------------------------------------------------------------------------------- Hidden Orb(s): [ ] Jump to the lookout point platform near the top of the tower at the bottom of the ramp from either the left or front side of it. Use a Kick Jump or Air Hike to get on top. [ ] While still on the lookout point platform at the top of the tower, jump outward then Air Hike backwards and land on the roof of the tower over the lookout point platform. ------------------------------------------------------------------------------- Open the next door to continue. == Port Caerula == Make your way through the tunnel. ------------------------------------------------------------------------------- Hidden Orb(s): [ ] After exiting the tunnel, turn left then Kick Jump/Air Hike up to the medium red orb floating in the air. ------------------------------------------------------------------------------- The drawbridge is raised to the right, so walk out to the dock directly ahead. ------------------------------------------------------------------------------- Collectable Orb(s): [ ] Medium Red Orb ------------------------------------------------------------------------------- Find the blue circle then step on it and grapple to the Grim Grip on the other side. Open the door at the end of this walkway. == Customs House == The Style Rank tutorial will appear after the cutscenes in this area. Your current style rank during fights will appear on the right hand side of the screen during attacks on enemies. Mix up Nero's attacks often to raise the style meter greatly. Style can also be raised by avoiding attacks through rolls and jumps and by taunting enemies after attacking them. -- Enemy Encounter: Scarecrows Defeat the Scarecrows with the usual Red Queen attacks mixed with plenty of Devil Bringer grabs. The door up above is sealed with a blue seal indicating some sort of puzzle. After the battle, walk over to the blue circular device and hit it with normal attacks enough times to make it light up. Jump to the top of the platforms then open the door. ------------------------------------------------------------------------------- Collectable Orb(s): [ ] 2 Small Red Orbs ------------------------------------------------------------------------------- == Port Caerula (Control Area) == Approach the control panel with the red light to the side then interact with it for a cutscene. The drawbridge will lower after the cutscene, so go back through the Customs House once again and enter the Port. == Customs House == Open the door on the other side. == Port Caerula == --> Enemy Encounter: Scarecrows A few Scarecrows will stand in Nero's path. Defeat them then grapple back across to the dock. Run back across the walkway and turn to the left. The tutorial for the Taunt will appear. Press "Back" to taunt enemies - this is used for building up your style gauge for the most part. --> Enemy Encounter: Scarecrows More Scarecrows will appear. Defeat them then continue across the drawbridge and open the next door. ------------------------------------------------------------------------------- Breakable Object(s): [ ] 2 Dumpsters ------------------------------------------------------------------------------- == First Mining Area == Run down the tunnel ahead. Jump into the waterway for some extra hidden orbs. ------------------------------------------------------------------------------- Hidden Orb(s): [ ] 6 Medium Red Orbs (in waterway) ------------------------------------------------------------------------------- Target the first of the Grim Grips up above then grapple to it. While still holding the RB button, grapple to the next Grim Grip after the first. There is no need to let go of RB and press it again or press in the direction of the Grim Grip - holding the RB button and standing still while tapping the grapple button will be sufficient. Grab the green orb on the right then notice the gray statue to the side. This is a Combat Adjudicator that will measure your combat abilities based on the variety of attacks that Nero performs against it. Each Combat Adjudicator requires a certain style rank to be reached then it will be destroyed and reveal a blue orb fragment. Walk over to it and perform different combos to the statue: a) Y, Y, Y, Y b) High Roller, (in air) Y, Y, Y c) Devil Buster. Combo the --COMBAT ADJUDICATOR (requires "Brutal!" rank with Nero)-- until you reach a "Brutal!" rank (or B-rank) and the statue will explode and reveal a --BLUE ORB FRAGMENT--. Walk ahead and the tutorial for the Divinity Statue will appear beside the Divinity Statue in the left alcove. Approach the statue and interact with it in order to power up Nero's abilities and weapons as well as buy items. I would highly recommend buying the cheap Blue Orbs for right now in order to increase Nero's life bar. Open the door to continue. ------------------------------------------------------------------------------- Combat Adjudicator: [ ] To the left on the top platform; requires "Brutal" Style rank with Nero Divinity Statue: [ ] In an alcove near the stairs ------------------------------------------------------------------------------- == Ferum Hills == Walk up the stairs then continue further ahead until a cutscene triggers. ------------------------------ - BOSS BATTLE - -------------------------------- B E R I A L - - - - - - - - +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Head Smash | Jump and grab Berial's head with a Buster after his | | | flames extinguish to drive his head into the ground. | |-----------------------------------------------------------------------------| | Air Punch | Grab Berial's front half with a Buster when his flames | | | extinguish. This can be done right after the Head Smash. | |-----------------------------------------------------------------------------| | Interrupt/Block | Berial's sword attacks can be interrupted at any time | | | by performing a Buster anywhere on his body. He will | | | counter the grab with a stomp, so be ready to roll out of | | | the way of this follow-up attack. His burning ram can be | | | interrupted if timed correctly and you won't even have to | | | dodge since he will be so far from your character when he | | | counters. | +-----------------------------------------------------------------------------+ THE CONQUEROR OF THE FIRE HELL... Run toward the towering behemoth at the beginning of the battle then jump and use the Devil Bringer snatch in the air to grapple him and pull Nero toward him. Hit him with Aerial Combos while in the air. Berial will attempt to hit Nero with his sword by slashing the right or left. Stay off the ground, jump, or perform a well-timed roll and these slices will not hit Nero. The slices are tricky to avoid at first since each of the three have a different startup animation. GET BEHIND HIM... One of the best places to be while fighting him is up in the air behind him. Use the Devil Bringer snatch in mid-air to try to get behind him then continue with your Aerial Combos. With the Enemy Step ability, Nero can continually kick off of Berial's back while behind his top half and get some real good hits on him while Berial is trying to attack in vain. Berial will be destroying the buildings around the areas which will yield green orbs, so fall down and collect them if Nero begins to take too much damage. EXSTINGUISH THE FLAME FIEND... Eventually Berial's flame shield will be extinguished and he will be stunned for a few seconds. While he is stunned, grab him with the Devil Buster. It is best to jump and grab him in the air. An air grapple will cause Nero to pick up Berial then slam his head into the ground. Nero will land right beside Berial after the slam, allowing you to grab Berial with the Devil Buster while on the ground. A ground grab will make Nero pick up Berial then punch him to the other side of the screen. HIS DISTANT ATTACKS... Berial will get mad eventually and unleash his Fire Eruption attack to set himself ablaze once again. Run away from him when he starts to glow in order to avoid the deadly fire that will appear all around him. This will cause his fire shield to appear over him once again as well. Berial will be at a distance from Nero now, so he will try to perform his overhead attack most likely. You'll need to learn the timing for rolling away from this move. Roll right before Berial hits Nero and Nero will always dodge this attack. You'll have to look out for his usual horizontal slashes while close to him and he will also perform a turning slash followed by a flame stomp when Nero stands to the side of him or behind him - this is fairly easy to roll from once you get used to the startup animation for it. He will sometimes drive his right hand into the ground, which will make flame pillars shoot up from under Nero. Run to avoid the flame pillars, but be sure to keep an eye on Berial since he will be free to attack at that time. Nero may have to roll to avoid another attack while running from the flame pillars. Very rarely, he will charge his body with flames then suddenly dash toward Nero - roll away the second he charges to avoid this or jump to the side and Air Hike. He only does this attack when Nero is a great distance from him. CHEAP AS HELL, YET INCREDIBLY EFFECTIVE... If you have level 3 charge blast with Blue Rose, stand at a distance from Berial and charge shot him to death with constant level 3 blasts. The first blast will always stun him. Fire at him fast enough and you'll get a fairly good style rank too. QUICK DISPOSAL... Jump and grapple him with Devil Bringer snatches until Nero winds up behind him. Slash at Berial with Aerial Combos then use quick Devil Bringer snatches to stay up in the air and avoid his front attacks. When he is extinguished, grab him in the air with the Devil Bringer to slam his face into the ground. Grab him again with the Devil Bringer to punch him into the background. Shoot him from a distance with the Blue Rose (charge the level 3 charge shot and unleash it if you have it) and wait for him to perform an overhead attack toward Nero then roll. Use more Devil Bringer snatches mixed with Aerial Combos to quickly extinguish him again. STYLISH DISPOSAL... Stand at one of his sides then perform slashes on him. I prefer to use Red Queen Combo C so Nero doesn't have to recover that much from each slash. Stay toward the back of either of his sides and you'll only have to roll to avoid his turning slash, which you can learn the timing for rather easily. Level 3 charge blasts work very well for raising the style gauge especially if you can charge the Blue Rose while performing normal attack and dodges. When he is stunned for the first time (looses his flames) perform a air Buster then perform another Buster while he is on the ground and follow the second one up with a taunt or level 3 charge blast. Taunt him every now and then when dodging one of his attacks to boost the style gauge some more - just don't do it too often. I sometimes taunt him after dodging his turning slash. The taunting is entirely up to you - you really don't have to. The main important aspect to achieving a good style rank is to NOT get hit. You can also try this for a good stylish rank on him: Charge up shots and fire them at him from a distance until he extinguishes - you can probably throw in a taunt between shots. Run up to him when he is extinguished then jump and grab his head with a Buster while charging a shot with Blue Rose. Fire the charged shot from Blue Rose while he is on the ground recovering then grab him with a ground Buster to knock him into the background - be charging Blue Rose this entire time. While he is in the background, fire off a charge shot then taunt him. Berial's Move List Horizontal Slash 1 - Berial leans his sword to his right with both hands then swings to the left. Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll. Horizontal Slash 2 - Berial moves his sword upward then behind him and then swings to his right. There is a slight delay right before this swing. Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll. Horizontal Slash 3 - Berial holds his sword with both hand then swings it to his right then pauses and swings it back to his left. Avoidance: For both swings, jump to avoid them or you can dodge it with a well- timed roll for each swing. He usually starts performing this toward the end of the battle. One Hand Horizontal Slash - Berial quickly slashes starting from his left. This is his quickest slash. Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll. Turning Slash - While on either side of Berial, he begins to turn then slashes horizontally shortly before moving his blade upward while turning his lower half then stomps the ground making flames rise below him on all sides. Avoidance: Dodge this with a well-timed roll as he slashes or jump to avoid this move (only while close to the side he starts from). It is best to roll from this one because jumping can get you hit. Stay away from his lower body also since he stomps the ground and flames appear around his feet. Flame Summon - Berial growls then surrounds his body with flames once again. He will do this after his flames have been extinguished and sometimes when his flames have been weakened. Avoidance: Stay away from him. His flames surrounding his body can hit for a few brief seconds when he ignites. Flame Eruption - Berial's midsection begins to glow as he charges then unleashes a fire explosion everywhere around him. Avoidance: Run away from him and keep your distance. Lava Pillars - Berial charges his right hand and sends fire into the ground then four lava pillars rise in sequence below your character. Avoidance: Run and maybe roll or jump from the last one or two to escape any move he may perform during this attack. Beast Uppercut - Berial uppercuts with his right hand. Avoidance: Don't jump near his right side (your left) toward the end of the battle. He only performs this attack when your character jumps toward his right side. Long Distance Attacks: Jumping Overhead - Berial crouches and leans his sword to his right for a second then lunges forward with an overhead strike. Avoidance: Roll to the side. It is possible to escape this by running but make sure that you are not directly in front of him, otherwise roll. Burning Ram - Berial's horns light up as he surrounds his body with attacks. Berial quickly lunges in his burning state. Avoidance: Perform a well-timed roll as he lunges or run to the side. This move can be dodged by jumping and air hiking as well. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- _____________ ____ _ [MN03] | MISSION |___ \ \________________________________________________________ |-------------- __) |/ ^^ THE WHITE FANG | \ NERO |__ < ^^ "Search Fortuna Castle!" / \ MISSION ___) | ^^ ---- / \----------|____/---^^--------------------------------------------------/ | Blue Orb Fragments = 03 | Secret Missions = 00 | Hidden Items = 03 | \----------------------------------------------------------------------/ == Second Mining Area == There is a Divinity statue in the alcove to the left as Nero begins this mission. Move down the tunnel up ahead and you'll arrive at a split. --> Enemy Encounter: Scarecrows Scarecrows will attack from the right path. The left path will lead to a wooden blockade that has a red orb pillar behind it. Fight through the scarecrows and enter the cave down the right tunnel. ------------------------------------------------------------------------------- Divinity Statue: [ ] To the left at the starting Red Orb Pillar: [ ] Turn left at the split in the tunnel and destroy the board blocking this pillar ------------------------------------------------------------------------------- Jump on top of the rock platform on the left then hop up to the wooden platform with the ladder against the left side of the cave wall. Find the glowing blue Grim Grips to the side of the platform. Jump toward the first Grim Grip while holding the lock-on button then tap the B button to grapple to it. Keep holding the RB button and keep tapping the B button and Nero will grapple all the way to the top and land on a rock platform. ------------------------------------------------------------------------------- Collectable Orbs: [ ] After grappling to the top of the cave, jump to the platform on the left then fall to the next lowest platform. From the lower platform jump to the low right platform with the medium size orb. ------------------------------------------------------------------------------- ============================ BLUE ORB FRAGMENT ================================ Find the wooden platform to the left of the top ledge (past the railing). Jump to that wooden platform then jump to the next higher platform on the left. Look to the right to find a Grim Grip. This portion can be tricky. Jump toward the grim grip while holding RB then grapple to it. Quickly grapple to the next Grim Grip. After swinging from the second Grim Grip, Kick Jump off the right wooden wall and jump back to the left then hold down on the RB button and grapple the next three Grim Grips immediately. If this is done quick enough then Nero will land on a rock ledge at the top and he will be able to collect a --BLUE ORB FRAGMENT-- from this ledge. The third Grim Grip in the second series must be grappled immediately after the second swing and you must hold the left analog to the left in order to move past the railing that is on the high wooden platform. =============================================================================== ============================ BLUE ORB FRAGMENT ================================ There is yet another Blue Orb Fragment that can be collected while standing on the ledge with the exit tunnel. There is a ledge directly across from the tunnel. In order to get to it though, I would suggest waiting until you play as Dante and backtrack through this area. But if you want to try with Nero then you need to have Streak, Roulette Spin, and Air Hike. Position Nero on the wooden platform next to the first Grim Grip. I would recommend rushing into the area past the tunnel and turning the camera so you can see the platform on the other side - this is just so you can have an idea of where it is. The platform is directly across from the current platform. With Nero, hold RB on your current platform - this will lock-on to the first Grim Grip. While holding RB press forward + Y to perform the Streak. Nero will automatically perform a long jump at the end of the platform in mid- Streak. When the camera angle changes, continue to let him fly toward the other side until he gets toward the end of the far side of the camera then perform a Roulette Spin (Y, Y, pause, Y) then perform an Air Hike afterwards all while holding in the direction that Nero is leaping. Nero will land on the platform on the other side. Walk into the back of the small tunnel and grab the --BLUE ORB FRAGEMENT--. NOTE: I have done this before without using the Roulette Spin - basically perform an extended Y, Y, Y combo before the Air Hike. It is extremely hard to do that way though. Still can't get it? Then let the Sephster guide you: http://www.youtube.com/watch?v=yraTpiIR7dM =============================================================================== --> Enemy Encounter: Scarecrows Move through the tunnel ahead and Scarecrows will appear in the mining area up ahead. Defeat them then jump up to the next tunnel. There is a --VITAL STAR S-- in the alcove to the left. ------------------------------------------------------------------------------- Hidden Item(s): [ ] Vital Star S: After the second fight with the Scarecrows, hop up to the next tunnel and this will be in the left alcove off to the side. ------------------------------------------------------------------------------- Knock down the wooden blockade with an attack then run to the end and exit the tunnel. == Fortuna Castle Gate == Run down the mountain trail to the right and walk to the end of the broken bridge at the end for a cutscene. ------------------------------------------------------------------------------- Collectable Orbs: [ ] Hop up the rock ledges to the left to find a medium red orb on the top ledge. Breakable Objects: [ ] 3 Thin Pillars (Destroy the first, middle, and last thin pillars while heading along the mountain trail.) ------------------------------------------------------------------------------- --> Enemy Encounter: Frosts (NEW! Enemy) If you've played DMC1 then you might remember the Frost enemies from that game. They are not as bad as they were in DMC1 but they can still be a pain when fought in groups. The best move to use against them is an Exceeded Streak. Power up the EX gauge then perform a Streak dashing attack to instantly knock them down with heavy damage. These enemies can be knocked into the air but Nero must first hit them at least twice before performing a High Roller. Once they are in the air, slash them with the Aerial Combo then grab them. They can be grabbed at just about any time on the ground as well. Nero can also snatch them at any time with the Devil Bringer snatch - just snatch them from anywhere on the screen to pull them toward Nero. This is especially useful for pulling them into the air or canceling one of their attacks. Whenever one of them jumps into the air, it will come down with a ground pound that will make ice rise all around so make sure to jump away whenever one of them jumps. This move can be canceled though if you can hit them while they are falling. There other attacks included a very quick slash and ice pellets. They will always charge their ice shield on their arms before performing any type of ice move. Their ice shield can break after they have been damaged enough or when they perform too many ice attacks. They will try to replenish their ice shield by forming an ice crystal around them to renew the shield. Whenever they form an ice crystal around them, run up to the ice crystal and slash at it while in the air to knock off its edges then hit it with the Devil Buster a few times to destroy it. Manage to break the ice shield and they will not be able to form another ice shield (unless they encase themselves in ice again), which means that Nero will not have to dodge any of their tricky-to- dodge ice attacks. Once the Frosts have been taken care of, find the hidden orbs around the area listed below then run across the caste drawbridge past the castle gates. A cutscene will trigger near the end of the castle drawbridge. ------------------------------------------------------------------------------- Collectible Orbs: [ ] Jump back up the side of the mountain in the back of the area and there are three red orbs that lead up to an area with a secret mission on the mountain platform in between the two staircases (right wall) - this secret mission is inaccessible to Nero. Breakable Objects: [ ] 10 Thin Pillars Hidden Orbs: [ ] Jump and stand on top of each of the two closest large pillars next to the middle three arches. [ ] Jump and stand on top of each of the two closest large pillars next to the middle three arches. ------------------------------------------------------------------------------- Enter the castle once the cutscene ends. == Grand Hall == There are tons of breakable chairs in the middle of this hall so break them all for some extra red orbs. Enter the door on either the right or left side of this hall. Nothing can be done to the coffin in the middle of the room at this time. The left entrance will get you to where you want to go quicker, but both sides of the next hall must be entered in order to get all the collectibles. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Benches, [ ] 36 Chairs ------------------------------------------------------------------------------- == Large Hall == --> Enemy Encounter: Scarecrows --> Enemy Encounter (Son of Sparda): Basilisks Scarecrows will attack throughout this hall. Nero doesn't have to fight them. Destroy all the breakable objects including the mirror on the west side of the hall. You'll need to shoot the chairs on the other side of the east gate with Blue Rose in order to hit them - charge shots work best. The gate on the east side cannot be opened yet. The first door (Dining Room) on the east side can be entered for some extra breakable objects. There is a blue seal across the doorway in the middle of the hall but Nero cannot enter this doorway in this mission. Enter the first reachable door on the east side to enter the Dining Room. ------------------------------------------------------------------------------- Breakable Objects: [ ] 12 Candle Stands, [ ] 5 Chairs (some of these objects are behind a gate - in order to shoot the far chairs, use a charge shot or normal gunfire from Blue Rose). Collectable Orbs: [ ] Jump and break the mirror on the wall at the far west end of the Large Hall to reveal an alcove with two medium red orbs. Divinity Statue: In front of the blue sealed doorway to the left of where the glowing circles are. ------------------------------------------------------------------------------- == Dining Room == Break all the objects in here for some extra red orbs. Move down the hall and you will find a hall with fireballs traveling down it. Nero will need an object found at the end of this mission in order to get past this hallway in the next mission. Leave this room. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Chairs, [ ] 4 Placemats (on table) ------------------------------------------------------------------------------- == Large Hall == Enter the second doorway down the hall on the west side. == Torture Chamber == The doors will seal off when Nero begins to move into this area. --> Enemy Encounter: Scarecrows --> Enemy Encounter: Scarecrows and Gladius Fight off the Scarecrows to break the red seals. This is a good room to boost your style points. Use normal combos, High Rollers followed by Devil Busters, and Streaks to boost your style. Try to Instant Rev up the Red Queen with the last hit of an Aerial Combo then perform an EX Streak against a group of Scarecrows. Run through the doorway up ahead and move up the spiral staircase. Move out to the ledge up ahead and a cutscene will show all the Grim Grips around the area. Walk on top of the blue glowing circle on the current ledge then grapple the Grim Grip on the other side of the room. Turn and grapple the Grim Grip to the right. Nero will land on a platform on the right side. A moving Grim Grip is up ahead. Wait for the second Grim Grip to move in front of the ledge across from Nero then lock-on to the first Grim Grip and grapple to both of them to get across. Make sure that you grapple instantly to each one of the multiple Grim Grips in this area or Nero might possibly fall too far then grapple and leap upwards into the spikes on the ceiling. From the next ledge, three Grim Grips will be visible as they appear then disappear. Wait for all three of them to appear then quickly lock-on to the first one then grapple across all three of them. Two more Grim Grips will appear on the next ledge. The first Grim Grip will appear then disappear continuously, so wait for it to appear then grapple to it and quickly grapple to the next. On the final ledge, a Grim Grip will be in front of Nero and another Grim Grip will move by in the background. Wait for the second Grim Grip to line up with the hall across from the current ledge then grapple across all three of the Grim Grips up ahead. Note: On Son of Sparda mode, the first Grim Grip will move back and forth also. Run to the door at the end of the hall and open it. == Grand Hall (Second Floor) == A barrier will prevent Nero from jumping off the side of the second floor. Run along the west side of this top walkway and find the door to the left up ahead next to the painting of Sanctus (His Holiness) and open it to continue. ------------------------------------------------------------------------------- Collectable Orbs: [ ] Two small red orbs lie against the side of a high platform. Hidden Orbs: [ ] You need to have Exceed 3 in order to reach these. Find the two small orbs that lead up to a high platform. Face the high platform with the two red orbs then perform a Level 3 High Roller against the wall on the side of the high platform to jump against it then quickly Kick Jump off the wall at the peak of the jump and leap on top of the high platform. Walk to the left side of the platform and stand to receive the hidden orbs. ------------------------------------------------------------------------------- == Central Courtyard (West) == Run up the stairs and run down the walkway up ahead. --> Enemy Encounter: Frosts (two on Devil Hunter) --> Enemy Encounter: Frosts (three on Son of Sparda) Frosts enemies will appear while moving up the stairs. Run toward them and defeat them just like the ones back at the castle gates. Remember to charge the Exceed Gauge then perform a powered up streak to instantly knock them down. These enemies do not have to be fought. Open the door at the end of the walkway. == Foris Falls == Run down the stairs then collect the --VITAL STAR S-- above the pillar with the round light in the middle of the walkway below. You have to perform a jump then kick jump and then, maybe, a mid-air sword slice to gain some extra height in order to collect it. Climb the next set of stairs then open the door. ------------------------------------------------------------------------------- Hidden Item(s): [ ] Vital Star S - Up above the pillar with the round light at the top of it. Kick Jump or Air Hike up to it to retrieve it. Combat Adjudicator: [ ] near the staircase on the other side. (Requires Dante) ------------------------------------------------------------------------------- == Central Courtyard (East) == --> Enemy Encounter: Frost (two on Devil Hunter) --> Enemy Encounter: Frost (three on Son of Sparda) Run down the walkway and some more Frosts will form up ahead. Fight them off or run past them then open the next door at the bottom of the stairs. == Grand Hall (Second Floor) == Now Nero is on the other side of this hall. Run to the side and find the blue glowing device on the left wall. Perform attacks on it to light it up and remove the barrier from the around the side of the second floor and the barrier around the next door to the side. Now Nero can easily move between floors by jumping to and from the second floor from the middle area. Use a normal Kick Jump to get back to the second floor. Read below for info on how to get a -- HOLY WATER--. ------------------------------------------------------------------------------- [ ] Holy Water: You need to have Exceed 3 in order to reach this. The Holy Water is on the high platform across from the high platform with the hidden orbs that was discussed above. Face the high platform on the right side of the second floor then perform a Level 3 High Roller against the wall on the side of the high platform to jump against it then quickly Kick Jump off the wall at the peak of the jump and leap on top of the high platform. The Holy Water is in the middle portion of the platform. ------------------------------------------------------------------------------- ============================ BLUE ORB FRAGMENT ================================ Break the mirror on the side wall past the door. Jump and hit it a few times then jump inside and retrieve the --BLUE ORB FRAGMENT-- from the secret alcove behind it. =============================================================================== Open the door on the east side to continue. == Gallery == --> Enemy Encounter: Scarecrows Upon stepping into this room, red seals will form on both door and Scarecrows will appear. Defeat them and break all the objects in the room for some extra red orbs. This is the best room in the mission to boost your style points. Avoid getting hit and use a constant variety of attacks along with EX Streaks to boost your style gauge. Open the door on the other side of the room down the hall. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Suits of Armor, [ ] 6 Chairs, [ ] 5 Tables, [ ] 2 Crates ------------------------------------------------------------------------------- == Library == ------------------------------------------------------------------------------- Hidden Orbs: [ ] Notice the large pillars on the side of the walkway. Jump to the second ledge of the third pillar by jumping to the first ledge then jumping and Air Hiking to the second ledge. Stand in the middle of the second ledge to receive the hidden orbs. ------------------------------------------------------------------------------- Run to the end of the outside walkway and enter the Library for a cutscene. --> Enemy Encounter: Bianco Angelos (NEW enemy!) One Bianco Angelo will attack right after the cutscene. More Bianco Angelos will eventually appear. To easily dispose of them, get behind them and hit them from behind. It's a good idea to hit them a few times then perform a High Roller to take them into the air. Hit them a few times in the air then grab them with a Devil Buster for some major damage. Bianco Angelos will guard frontal attacks with their shields. They will eventually deflect your attack and counter after guarding a few attacks. Be sure to roll out of their way when they deflect an attack. All of their attacks can dodged by rolling or jumping. Their shield can be destroyed by hitting them enough times. Breaking a Bianco Angelo's shield leaves it very defenseless to where Nero can hit them by simply attacking from any side. After the four Bianco Angelos fall, a cutscene will play. Once the cutscene ends, run up to the newly opened room and grab the ++ANIMA MERCURY++ from the pedestal to end this mission. ------------------------------------------------------------------------------- Green Orbs: [ ] Destroy the vases on the pedestals during or after the boss fight. Breakable Objects: [ ] 2 Desks (on the second floor above the sealed door to the far right and on the first floor to the left.) [ ] 2 Desks (on the second floor to the right and left above the Gyro Blade.) [ ] 2 Pots Key Item: [ ] Anima Mercury ------------------------------------------------------------------------------- ____________ _ _ __ [MN04] | MISSION | || | \________________________________________________________ |------------| || |_ / ^^ COLD BLOODED | \ NERO |__ _| ^^ "Use your newly earned powers to gather / \ MISSION | | ^^ the four Gyro Blades!" / \------------|_|----^^--------------------------------------------------/ | Blue Orb Fragments = 01 | Secret Missions = 01 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Library == Nero will start this mission with the Anima Mercury in hand that he collected last mission. A tutorial about moving the Gyro Blades will pop up. Basically, these Gyro Blades will break any of the blue glowing walls found around the castle. Find the Gyro Blade in the library - the tall circular metal object - then walk over to it. Hit it with a Devil Buster attack (B). Hitting the Gyro Blade with the Devil Bringer will cause a blue flame to appear at the top of it. Jump and hit the Gyro Blade with a normal attack from the Red Queen. The Gyro Blade's saw blades will activate. Use another Devil Buster on the Gyro Blade to knock it across the room. Drive the Gyro Blade into the blue glowing wall over the door and this will break it. Keep in mind that Nero can hit the Gyro Blade without attacking it with the Red Queen to make it move just a bit instead of all over the place. Reenter the Gallery through the door on the outside walkway. All orbs that were in the last mission are still present in this one, so if you want an S- rank for orbs then just break all the objects and find the other orbs again. ------------------------------------------------------------------------------- Green Orbs: [ ] Destroy the vases on the pedestals. Breakable Objects: [ ] 2 Benches (on the second floor above the sealed door to the far right and on the first floor to the left.) [ ] 2 Benches (on the second floor to the right and left above the Gyro Blade.) [ ] 2 Pots Hidden Orbs: [ ] Notice the large pillars on the side of the walkway. Jump to the second ledge of the third pillar by jumping to the first ledge then jumping and Air Hiking to the second ledge. Stand in the middle of the second ledge to receive the hidden orbs. ------------------------------------------------------------------------------- == Gallery == --> Enemy Encounter: Scarecrows and Frosts --> Enemy Encounter (Son of Sparda): Scarecrows, Frosts, Blitz As Nero enters this room, the doors will seal off and groups of Scarecrows will attack. The inactive Gyro Blade that was in here during the last mission is still over to the right side of the room. Run over to the Gyro Blade and activate it while the Scarecrows move around the room. Jump to attack the Gyro Blade with the Red Queen then hit it with a Devil Buster to make it plow right through many of the Scarecrows. I find it best to hit a Gyro Blade with two attacks while jumping in order to quickly start them up - just jump into the air near them and attack with the Red Queen then immediately hit it with the Devil Buster. Reenter the Grand Hall once the doors unseal. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Suits of Armor, [ ] 6 Chairs, [ ] 5 Tables, [ ] 2 Crates ------------------------------------------------------------------------------- == Grand Hall == The camera angle will call your attention to the glowing coffin in the middle of the room below. Jump to the first floor then activate the Gyro Blade on the small raised area near the back of the room across from the coffin. Push the Gyro Blade down the small set of stairs with simple Devil Busters after activating it - it's best not to hit it with the Red Queen while it is on the staircase. Knock the Gyro Blade into the coffin and an emblem on the ground will be revealed. Nothing can be done with this emblem at the moment. Enter either the right or left door on the first floor. The right door is the best choice this time. ------------------------------------------------------------------------------- Collectable Orbs: [ ] Two small red orbs lie against the side of a high platform. Hidden Orbs: [ ] You need to have Exceed 3 in order to reach these. Find the two small orbs that lead up to a high platform. Face the high platform with the two red orbs then perform a Level 3 High Roller against the wall on the side of the high platform to jump against it then quickly Kick Jump off the wall at the peak of the jump and leap on top of the high platform. Walk to the left side of the platform and stand to receive the hidden orbs. Breakable Objects: [ ] 8 Benches, [ ] 36 Chairs ------------------------------------------------------------------------------- == Large Hall == A message about the remaining Gyro Blades found in this area will appear. Nero needs to hunt down the remaining two and place them in each of the two glowing circles in the middle of this hall. Run down the hall and enter the first door not guarded by gates on the east side of the large hall. ------------------------------------------------------------------------------- Breakable Objects: [ ] 12 Candle Stands, [ ] 5 Chairs (some of these objects are behind a gate - you'll actually get behind the gate later in this mission). Collectable Orbs: [ ] Jump and break the mirror on the wall at the far west end of the Large Hall to reveal an alcove with two medium red orbs. Divinity Statue: In front of the blue sealed doorway to the left of where the glowing circles are. ------------------------------------------------------------------------------- == Dining Room == --> Enemy Encounter: Bianco Angelo The doors will seal off and some Bianco Angelos will attack. Fight them just like you did at the end of the last chapter. Get behind them then attack and carry them up into the air with a High Roller then eventually grab them with a Devil Buster. Move through the doorway once the Angelos fall. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Chairs, [ ] 4 Placemats (on table) ------------------------------------------------------------------------------- Run to the left once Nero moves into the next room. Nero will actually be moving against the camera. Activate the Gyro Blade then knock it into the hall with fireballs shooting down it. The Gyro Blade will shield Nero from the fireballs as long as he remains behind it. Activate the blade with the Red Queen and knock the Gyro Blade further down the hall. Keep knocking it further until it eventually breaks the fireball launcher at the end of the hall. Breaking it will reveal a red glyph on the wall that can be touched to play --SECRET MISSION 02-- as well as remove the blue seal from the doorway at the end of the hall. ============================ Secret Mission 02 ================================ ALLEY - OOP Successfully execute a mid-air buster 5 times without touching the ground! Time Limit: None =-= Jump into the air and use the Devil Bringer snatch to grab a Scarecrow and pull him up toward Nero. Quickly use a Devil Buster on him while in the air. Snatch another Scarecrow and perform another mid-air Devil Buster. Each Devil Buster will carry Nero further into the air allowing for another quick snatch followed by another Devil Buster. Keep performing snatches and Devil Busters while in mid-air until Nero performs 5 Devil Busters. Nero will get more airtime depending on how fast each snatch and grab is performed. Don't add any aerial Red Queen attacks before the Devil Buster. To make this portion easier, you can use the Kick Jump or purchase Air Hike and also buy Snatch 3. Really this mission is very easily passable with Nero's standard arsenal with no upgrades. The positioning of the Scarecrows below Nero can sometimes mess up the strategy above but you'll eventually get it pretty quickly. Once Nero has grabbed 5 of them with a Devil Bringer all in one jump a --BLUE ORB FRAGMENT-- will appear in the middle of this area. Grab it to end the mission. =============================================================================== Open the door to the right further down the hall. == Large Hall == --> Enemy Encounter: Scarecrows Now Nero is behind the gate on the east end of the Large Hall. A group of Scarecrows will attack as the doors seal off. Activate the Gyro Blade on the right side of the room then plow it through the Scarecrows for some quick kills. Once the Scarecrows fall, walk over to the blue device on the left side of the room and activate it with attacks in order to open the gate that leads out into the hall. Walk back over to the Gyro Blade and knock it out into the hall. --> Enemy Encounter: Scarecrows Scarecrows will begin to line up in the hall, but just keep knocking the Gyro Blade further down the hall and they will quickly burst into a plethora of red orbs. Nero needs to knock the Gyro Blade into the center area and knock it into one of the spots there, but first he needs one more Gyro Blade. Knock the current Gyro Blade all the way to the west end of the large hall. You'll eventually see the blue glowing wall at the end. Knock the Gyro Blade into the wall to destroy it and reveal another Gyro Blade. Nero needs to get both Gyro Blades back to the middle of this hall. Pick one of them and begin to knock it back down the hall. --> Enemy Encounter: Scarecrows More Scarecrows will appear further down the hall. Just keep knocking the blade right into them until Nero reaches the middle of the hall. Knock the Gyro Blade into one of the glowing circles and a barrier will appear around the Gyro Blade. A message will pop up telling you that one more Gyro Blade is required to remove the blue seal that blocks the middle door. Run back down the hall then activate the other Gyro Blade and knock it all the way down the hall and into the remaining colored circle. The blue seal will fall once all four Gyro Blades have been placed. Collect the green orb then open the door. ------------------------------------------------------------------------------- Collectable Orbs: [ ] Green Orb (Remove the blue seal from the middle door by placing the Gyro Blades in the circles in the middle of the hall and this will be in front of the door behind the seal.) Breakable Objects: [ ] 12 Candle Stands, [ ] 5 Chairs (some of these objects are behind a gate). ------------------------------------------------------------------------------- == Central Courtyard == Move ahead for a cutscene. ------------------------------ - BOSS BATTLE - -------------------------------- B A E L - - - - - DID I JUST SEE... DID THEY JUST...? ...HOT! Nero will have to deal with two Rusalkas at the beginning of this boss fight. They very rarely get aggressive, they mainly only attack while Nero attacks. There isn't much to say here really. Pick one or alternate between both and attack them with ground combos with the Red Queen. Don't try for any air attacks or attempt to bring one of them into the air with a High Roller since they cannot be knocked upward. It is possible to snatch one of them when they float in the air, once one is snatched Nero can immediately perform a Buster for some very good damage! A slight disturbance in the force will call Nero's attention to a sudden set of teeth that appears in the background as a giant frog lunges toward him ending his voyage on Cloud 9. Be sure to roll to the right or left to avoid those jaws. +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Inside Slashes | When Bael is stunned with his tongue hanging out, Buster | | | his tongue and Nero will jump into his mouth and slash at | | | him from inside. Slash at his back icicles to stun him. | |-----------------------------------------------------------------------------| | Rusalka Tug | When a Rusalka is lying on the ground stunned (while | | | fighting both of them), grab her with a Buster and Nero | | | will pull Bael out of hiding. | +-----------------------------------------------------------------------------+ WE'RE NO LONGER AMUSED... Now Nero has to fight the true form of this boss. The Rusalkas are actually attached to the feelers of the frog demon, Bael. Bael's main attack is his lunging bite attack. He will lunge forward with his mouth open and attempt to swallow Nero. Roll to the right or left or quickly jump to avoid this attack. He likes to perform this attack twice in a row, so don't get overconfident after dodging it the first time. His other attack includes an ice shower and an ice shockwave. Run or roll to the side to avoid the ice shower and jump or run to the side to avoid the shockwave. Watch for his stomach to puff up before an ice shockwave attack. After puffing up his stomach, he will sometimes spread out a gas to make himself blend in. He can be hit while he blends - if you are charging a level 3 charge blast with Blue Rose then hit him with that blast and it will damage him greatly as he fades away. Nero will be forced to fight the Rusalkas again at that time. DEALING WITH THE RUSALKAS AGAIN... Hit the Rusalkas with ground attacks like you did during the last battle, but be sure to watch for them to suddenly hover forward with their tentacles outstretched. If Nero is caught by their tentacles then they will freeze him and Bael will lunge toward him and swallow him. During their freezing lunge they can be shot, so let loose a level 3 charge blast with Blue Rose at that time to hurt one of them badly. Devil Trigger will instantly break Nero free from the freeze or ingestion by Bael, but you don't have that yet unless this is your second playthrough. The Rulsalkas can also be snatched directly out of their freezing lunge then Bustered directly afterward - this will turn that Rusalka red instantly. Hit the Rusalka with a single slash after that to stun it. If Bael catches Nero, then tap the buttons rapidly in order to break free from his mouth. He will blend in once again and send his Rusalkas out again. In order to bring Bael back out of hiding, Nero has to weaken one of the Rusalkas enough to where it falls to the ground stunned. A Rusalka will begin to turn a bright red as it continues to sustain damage. Run over to the fallen Rusalka then perform a Devil Buster attack on it. This will pull Bael out of hiding and allow Nero to get in some quick attacks on his mouth. Nero can also use this chance to get a Rusalka in a trap. Snatch a Rusalka when it performs a freezing lunge, Buster it, shoot it with a level 3 charge blast, hit it with one single slash to stun it. While it is stunned, don't Buster it on the ground to pull Bael out of hiding, instead jump in the air and perform another snatch followed by an air Buster then shoot it with a level 3 charge blast again. Nero can continue this trap until Bael eventually appears again. ATTACKING BAEL... Try to jump and hit the icicles on Bael's back. Destroying the icicles will eventually stun him and cause him to fall down then open his mouth to reveal his tongue. Slash him a few times in the tongue then grab him with a Devil Buster at that time to really pile on the damage. YOUR MAKING BAEL ANGRY... Once Bael's life gauge is drained to the last 25% of life, he will puff up then growl and turn red. He will begin some new attacks during this phase and the Rusalkas will not attack by themselves anymore. He will freeze himself - do not get in front of him while he is frozen or he will instantly lunge and swallow Nero after he unfreezes. The Rusalkas can be hit while he is frozen to make them drop green orbs but hitting them is risky. He will also perform feeler attacks while Nero is close to him. Keep hitting him whenever he is not performing an attack to defeat him. Bael's Move List: Lunging Bite - Bael lunges forward with his mouth open in an attempt to swallow your character. Avoidance: Roll to the side or jump. Ice Shockwave - Bael's stomach expands then he breathes out a shockwave of ice directly in front of him. Avoidance: Roll to the side, jump, or run. Ice Shower - Bael shakes his back and fires ice pellets up into the air that rain down near your character. Avoidance: Run to the side or roll to the side. Blend - Bael's stomach expands then he breathes out a gas that allows him to blend into the environment. The Rusalkas will attack after he blends. Avoidance: N/A Crush - Bael leaps into the air and attempts to land on your character. His shadow will appear over the character. Avoidance: Roll or run out of his falling path. Bael's Move List (red) Full Body Freeze - Bael freezes himself and waits for your character to get in front of him so he can quickly lunge and swallow the character. Avoidance: Don't stand in front of him. Feeler Slap - Bael's feelers glow as he moves them to his right then slaps them in front of him. Avoidance: Roll the split second he slaps, jump, or stay away from him. Feeler Smash - Bael's feelers quickly glow then he smashes them against the ground in front of him. Avoidance: Roll the split second he smashes or stay away from him. Rusalkas' Move List: Freeze - A Rusalka hovers forward with her tentacles outward. She freezes your character and Bael jumps out to swallow him if the attack connects. Avoidance: Jump, roll, or run away from it. Tentacle Blade - A Rusalka forms a blade with one of her tentacles then performs an upward slash. Avoidance: Jump, roll, or move away. Blade Spin - A Rusalka turns two tentacles to blades then spins with the blades outstretched towards your character. Avoidance: Jump, roll, or move away. Upward Blade Spin - A Rusalka spins two tentacle blades then moves upwards into the air and comes down again while still spinning. Avoidance: Move away from it. Ice Pellets - While remaining invisible, Bael fires down a group of ice pellets near a Rusalka. Avoidance: Roll or move away from the Rusalka as the ice pellets begin to fall. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- Nero will gain the ++RUSALKA CORPSE++ after this battle. Open the door on the west end that unseals to complete this mission. _____________ _____ _ [MN05] | MISSION | ____| \_______________________________________________________ |-------------| |__ --/ ^^ TRISAGION | \ NERO |___ \ ^^ "Obtain the Wing Talisman!" / \ MISSION ___) | ^^ --- / \----------|____/----^^-------------------------------------------------/ | Blue Orb Fragments = 02 | Secret Missions = 02 | Hidden Items = 03 | \----------------------------------------------------------------------/ == Soldier's Graveyard == Move ahead for a cutscene. --> Enemy Encounters: Mephistos (NEW enemy!) One may have some bad memories of Hell Vanguards from DMC3 during this encounter, but Mephistos are quite easy once their weakness is exposed. Having any of the Charge Shots for the Blue Rose will help out quite a bit. First Nero has to get rid of the cape that surrounds their body. Both Busters and Snatches will damage their cape. Jump into the air and hit them with a Devil Buster then perform a Snatch while falling to hit them again. Charge a shot this whole time then unleash a charg shot with Blue Rose to finish the rest of one of their capes. A Mephisto without its cape is basically helpless. Removing its cape will expose the actual bug-like creature. Run up to it and combo it much you would with a Scarecrow. I prefer to take them into the air with a High Roller and slash them a few times then grab them and toss them down with a Devil Buster. Try to get an Instant Rev on any slashes that Nero performs in the air then perform a Streak or another High Roller when they hit the ground. You can also be charging a shot the whole time then unleash it on them as they hit the ground after a Buster. They will eventually gain their cape back if they are not disposed of quickly. Hit their cape with Devil Busters and Snatches once again and shoot at them with Charge Shots. A Charge Shot 3 will most likely instantly remove their cape for the first shot and knock them down then the remaining blast will take off some heavy damage from their weak interior. Slash through the gates that bar Nero's entry to the graveyard then destroy all the breakable objects around the area. Be sure to knock down one of the gates on either side of the stairs up ahead then run to the back of the wall below the stairs to find a glyph that will allow you to play --SECRET MISSION 03--. Otherwise, open the door at the top of the stairs. ------------------------------------------------------------------------------- Hidden Orbs: [ ] stand on the second block on the left wall at the start of this area. [ ] stand on the third block on the left wall at the start of this area. Collectible Orbs: [ ] Break the horse statue on the middle pedestal then jump to the top of the pedestal. Find the red orb on the right ledge. Jump toward it then Air Hike and then Snatch it with the Devil Bringer. Items: [ ] Gold Orb: While on the same pedestal where the horse used to be you can see this on the left platform up above. Face the middle platform - shoot the Blue Rose and watch the sparks on the wall to make sure that Nero is facing it. Jump, Air Hike then perform a Calibur in the air directly toward the middle platform to land on it. Carefully walk to the end of the platform then face the left platform with the gold orb. Perform a Streak toward it to long jump toward it then Kick Jump off the platform or when Nero hits it on the other side or Air Hike to land on the platform and collect the Gold Orb. Whew! Breakable Objects: [ ] 18 Gravestones, [ ] 9 Small Statues w/Pedestals, [ ] 8 Ice Pillars, [ ] 1 Horse Statue (center pedestal) ------------------------------------------------------------------------------- ============================ Secret Mission 03 ================================ NONVIOLENT RESISTANCE Raise your stylish ranking without using attacks! Time Limit: None =-= Location: Destroy either the right or left bars blocking the area below the stairs to the exit door then find the glyph on the wall below the stairs. This mission can be a fearsome nemesis. In order to beat it, the style meter must be raised through dodging. Rolling or jumping right before an attack will make the style meter rise and taunting will raise it even more. One way to approach this is to have the Aegis Shield that allows Nero to grab an enemy and use it as a shield. Grab one of the Scarecrows then hold it toward the Frost as it performs its attack. Taunt right after the style gauge appears to raise the style meter. The problem with this method is that the Scarecrows will be destroyed easily. Another way to approach this - and the easiest way if you ask me - is to lead a Frost into the hallway that is outside the door on the right wall. Only the Frost will follow and not the Scarecrows. The Frost likes to perform its jumping ice pillar attack quite often from close range and you can take heavy advantage of this in order to pass this mission. Stand next to the Frost and wait for it to charge its ice pillar attack. Wait for it to jump into the air. The moment that it hits the ground, perform a single jump to raise your style gauge. Land and taunt. Hopefully the Frost will jump again. If it does jump then just wait until the second it hits the ground then jump once again and taunt upon landing. Using either of these methods, Nero must get a "Carnage" rank in order to pass this mission. Once the C-rank (Carnage) is reached the --BLUE ORB FRAGMENT-- will appear in the middle of the room. Grab it to quit the secret mission. =============================================================================== == Master's Chamber == --> Enemy Encounter: Bianco Angelos A few Bianco Angelos will appear in the bedroom. Get behind them and slash at their back end like normal to finish them quickly. Destroy the mirror above the fireplace to gain access to the glyph that leads to --SECRET MISSION 10--. Break all the extra objects around the area then exit the room. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Stands, [ ] 2 Couches, [ ] 3 Tables ------------------------------------------------------------------------------- ============================ Secret Mission 10 ================================ PUPPET MASTER Manipulate the Gyro Blades and raze everything! Time Limit: 2 minutes =-= Location: Destroy the mirror above the fireplace in the Master's Chamber and jump into the alcove to find the glyph. Start up the Gyro Blade at the beginning then knock it down the hall. The objective for this mission is to destroy five glowing objects with the Gyro Blade. There's not really much I can do to help you here. The glowing pieces are as follows: 1) In the middle of the hall while moving down it. 2) In the middle of the first area where the four Gyro Blades opened the blue seal in an earlier mission. 3) In the area that used to be sealed off with bars. It's up the left set of steps. 4) In the small hallway in front of the door that leads out to the Grand Hall on the east side of this room. 5) At the very end of the east hall. Jump and attack the Gyro Blade with the Red Queen then hit it with the Devil Buster all in one jump while hurrying through this level. For a more precise push, simply hit the Gyro Blade with the Devil Buster without any Red Queen hits beforehand. The --BLUE ORB FRAGMENT-- will appear once all the glowing pieces have been destroyed. =============================================================================== == Torture Chamber (Third Floor) == Activate the blue device to Nero's left with a few attacks to open the gate that will lead across the bridge in the middle. Activate the Gyro Blade in front of the bridge then knock it across the bridge. Knock it into the next room and make it ram into the glowing pillar in that room for a cutscene. == Spiral Well == --> Enemy Encounter: Mephistos --> Enemy Encounter (Son of Sparda): Mephistos, Faust Nero will fall down into this well after the cutscene. More Mephistos will attack here, just deal with them like you did in the Soldier's Graveyard. Pick up the ++WING TALISMAN++ from the small opening in the pillar. This object will allow Nero to jump on the emblems to the side. Go ahead and bounce off of the first emblem followed by the next. To see the third emblem, you'll need to move downward with Nero (judging by the camera) in order to land on the emblem. Be sure to look below and gain all the extra pickups on the ledges to the side while bouncing on these emblems. ------------------------------------------------------------------------------- Green Orb: [ ] inside an open cell at the bottom. Key Item: [ ] Wing Talisman Collectable Orbs: While jumping off of the red seals up to the top of the well there are a total of 10 red orbs above the seals. The final red orbs is below the top red seal. Hidden Orbs: [ ] While jumping on the second emblem, land on top of the ledge to the left then stand at the back wall of the cell. Red Orb Pillar: [ ] While jumping on the third emblem, land on the nearby ledge and the orb pillar will be inside the cell to the side. Hidden Item(s): [ ] Vital Star S - While jumping on the fourth pillar, land on the next ledge then use a Devil Bringer snatch to grab the item through the cell bars. ------------------------------------------------------------------------------- == Torture Chamber == Remember the emblem that was unearthed in the Grand Hall below the coffin? Well, that is what Nero needs to journey back to. --> Enemy Encounter: Scarecrows, Mephistos --> Enemy Encounter (Son of Sparda): Frosts, Mephistos The doors will seal off as Nero enters the Torture Chamber. No matter what difficulty level is played, the Mephistos will be the main annoyance in this room since they have to be dealt with differently. Take down the ground enemies quickly then deal with the Mephistos. Open the door at the end of the room and continue back out into the Large Hall. == Large Hall == --> Enemy Encounter: Frosts Get back to the Grand Hall. Be sure to destroy all the objects in this Large Hall in order to boost your red orb rank. Frosts will attack while Nero moves down the hall. These do not have to be fought. ------------------------------------------------------------------------------- Breakable Objects: Breakable Objects: [ ] 12 Candle Stands, [ ] 5 Chairs Collectable Orbs: [ ] Jump and break the mirror on the wall at the far west end of the Large Hall to reveal an alcove with two medium red orbs. Divinity Statue: [ ] In front of the blue sealed doorway to the left of where the glowing circles are. ------------------------------------------------------------------------------- == Grand Hall == Destroy all the chairs and benches once again. Jump onto the red emblem and it will bounce Nero up into the air. Land on the big chandelier in the middle of the room. Slash the weak glowing spot in the middle of the chandelier to trigger a cutscene. ------------------------------------------------------------------------------- Collectable Orbs: [ ] Two small red orbs lie against the side of a high platform. Hidden Orbs: [ ] You need to have Exceed 3 in order to reach these. Find the two small orbs that lead up to a high platform. Face the high platform with the two red orbs then perform a Level 3 High Roller against the wall on the side of the high platform to jump against it then quickly Kick Jump off the wall at the peak of the jump and leap on top of the high platform. Walk to the left side of the platform and stand to receive the hidden orbs. Breakable Objects: [ ] 8 Benches, [ ] 36 Chairs ------------------------------------------------------------------------------- When the cutscene ends, the painting in the back will be torn up and a new opening will be in view from where the chandelier broke the wall. Be sure to scope out this whole area for red orbs like before to increase your red orb ranking. Run down the steps past the torn painting and open the door at the bottom. ------------------------------------------------------------------------------- Hidden Item(s): [ ] Vital Star S - Use a Devil Bringer snatch to grab the item through the bars on the left side of the room after moving down the stairs past the painting. ------------------------------------------------------------------------------- == Underground Laboratory == Run all the way down the hall and a cutscene will play that will end this mission shortly after the camera angle changes. ________________ __ _ [MN06] | MISSION / / \_______________________________________________________ |---------------/ /_--/ ^^ RESURRECTION | \ NERO | '_ \ ^^ "Release the true power that resides within!" / \ MISSION | (_) | ^^ --- / \------------\___/---^^-------------------------------------------------/ | Blue Orb Fragments = 03 | Secret Missions = 01 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Underground Laboratory == Check the area over for items. ------------------------------------------------------------------------------- Breakable Objects: [ ] 1 Barrel (on current floor), [ ] 6 Barrels (along the metal platforms below - it is best to get these on the way out of this area near the end of this mission). ------------------------------------------------------------------------------- ============================ BLUE ORB FRAGMENT ================================ Before jumping down below, run to the other side of the round walkway that Nero starts on and collect this --BLUE ORB FRAGMENT--. It can be seen in the cutscene at the beginning of this mission. =============================================================================== Leap into the hole and fall all the way to the bottom floor. There are barrels on some side ledges in the hole but you can destroy those while backtracking in this mission. Open the door at the bottom. ------------------------------------------------------------------------------- Combat Adjudicator: [ ] Bottom floor (requires Dante) Green Orbs: [ ] Behind some bars at the bottom ------------------------------------------------------------------------------- == R & D Access == Walk up to the big door for a cutscene. --> Enemy Encounter: Cutlass (NEW Enemy!) These enemies can get a bit annoying since they are rather hard to catch at times. These Cutlass enemies normally swim inside of the ground exposing only their fins. Charge shots from Blue Rose work wonders for hitting these enemies - hit one of them with two level 1 charge shots to make it surface. Level 3 charge blast work even better. You can also wait for one of them to attack - it will make a distortion in the floor then jump out and try to bite Nero on it's way down. When it jumps, snatch the Cutlass to make it fall to the ground helplessly. Nero can also hit it with a charge shot at that time for the same results. While it flips back and forth on the ground, combo it like you would a Scarecrow. Be on the lookout for other Cutlass that will attack from underneath Nero while he attacks one of the others. Continue down the hall and open the next door to continue. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Gate Pieces (the Cutlass will most likely break them) ------------------------------------------------------------------------------- == Game Room == This room will present Nero with a dice game. Walk over to the die and attack it and a message will pop up on the screen to tell you about the dice game. Notice the statue on the white circle at the beginning of the board in the shape of Nero. Hit the die with any sort of attack to roll it and see what you get. The object of the game is to get the statue of Nero to the white space at the very end by rolling the die. The results of the rolling die can be controlled. Whatever number is on top of the die once it is hit is the number that will be rolled. The sequence that the numbers will appear in on top of the die is: 1 - 4 - 2 - 6 - 3 - 5 So let's say you wanted to roll a 6. The way I would do that is to watch for the 4 then count two more rotations and hit the die. Hit the die with a Buster (B). An alternate method that may be used is to wait for the number that you want to pop up then label it as "1". For the next six rotations, count 2 - 3 - 4 - 5 - 6 - 1 then hit die with a Buster during the second 1. This may help if you do not want to memorize the pattern mentioned above. Here's a breakdown of the different circles with results: Blue = Prize Purple = Enemies [Boss] (Son of Sparda mode and above) Red = Enemies White = Free Space (nothing) Yellow = Skip/Backtrack to another yellow space Here are the results that you can get: BLUE SPACES Orb Storm - It rains red orbs and one green orb. Chest Row - Some chests have orbs or items when broken while one chest will make the others disappear when broken. The chest rows appear like this: X X X X X Break them in the following order to receive items: 3 4 2 X 1 = Vital Star S 3 X 2 4 1 = Holy Water The Vital Star must be received before the Holy Water. You might not receive the items that I have listed. I believe the item received is random. (thanks to Brogeta for these setups) RED SPACES -> Devil Hunter -> Son of Sparda -> Dante Must Die Scarecrows Devil Hunter enemies Son of Sparda enemies Scarecrows, 2 Frosts 3 Mega Scarecrows, Blitz 3 Frosts Bael 3 Mephistos 30 seconds of lasers YELLOW SPACES Yellow 1 = Proceed to Yellow 2 Yellow 2 = Backtrack to Yellow 1 Yellow 3 = Proceed to Yellow 4 Yellow 4 = Backtrack to Yellow 3 Yellow 5 = Proceed to Yellow 6 Yellow 6 = Backtrack to Yellow 5 PURPLE SPACES (only on SOS and higher difficulties) -> Son of Sparda -> Dante Must Die Son of Sparda enemies Son of Sparda enemies Bael Once the final white space at the end of the dice board is reached then the blue seals will break from the doorways. ------------------------------------------------------------------------------- Collectable Orbs: [ ] Red Orb (right wall) ------------------------------------------------------------------------------- == Containment Room == A cutscene will trigger upon walking into this room. ------------------------------ - BOSS BATTLE - -------------------------------- A G N U S - - - - - - Agnus will send several Gladius demons after Nero while he stands and looks on from behind the glass of the lab up above. The Gladius enemies will fly in the air then eventually form a sword while spinning then dive straight at Nero. Target one of the Gladius enemies then DB snatch it to bring it to Nero. The Gladius will fall to the ground near Nero and form a sword. Pick up the sword with a Buster attack and aim at the window that Agnus is behind and allow Nero to throw the sword at the window in order to damage the boss. This boss battle is very straightforward once you know what to do. There really isn't much strategy to it. Occasionally the floor will begin to light up then it will electrify with electric currents for a few seconds. The best way to get away from this is to hop on the small circular platform (or raised area) in the center of the room - this is the only section of the room that doesn't get electrified. Nero can also jump into the air and fire the Blue Rose until the electricity fades. The electricity stays for quite a while though so if Nero jumps to avoid the electricity then the jumps must be timed well. If you happen to have Air Hike then that will definitely help out. Nero could also kick off a wall or perform a Roulette Spin in the air to lengthen his jump. More Gladius enemies will appear throughout the battle so there will be tons to throw at Agnus. The Gladius can be grabbed with a normal Buster while in the air or they can be grabbed with a Buster right when they stick in the ground from attempting to stab Nero. A cutscene will trigger after the final blow. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- Nero will receive the ++YAMATO++ after the cutscene. The Yamato allows Nero to Devil Trigger with the tap of the LB button. His attacks become much more devastating while in this state and his life constantly recharges minimally. Find the door in the back of the lab then open it. ------------------------------------------------------------------------------- New Weapon (basically an ability): Yamato Breakable Objects: [ ] 1 Chair, [ ] 1 Stool Hidden Orbs: [ ] Stand in the middle of the blue beam. ------------------------------------------------------------------------------- == Foris Falls == Walk over to the blue device up ahead and use attacks to activate it. A cutscene will trigger afterward. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Barrels Green Orbs: [ ] middle of the first floor ------------------------------------------------------------------------------- Climb the staircase to the side and run to the top. ============================ BLUE ORB FRAGMENT ================================ Before entering the next door at the top of the staircase, walk out to the ledge with no railing to see a blue orb fragment in the distance. In order to retrieve this one, stand facing the blue orb fragment then perform a Streak toward it to make Nero long jump out toward it. While long jumping, perform a Roulette Spin or Air Hike to gain some extra air time then collect the --BLUE ORB FRAGMENT--. =============================================================================== Open the door at the top of the staircase. == Angel Creation == --> Enemy Encounter: Bianco Angelos --> Enemy Encounter (Son of Sparda): Bianco Angelos, Alto Angelo The room will seal off and Bianco Angelos will attack and possibly another type of Angelo depending on the difficulty level. Get behind the Biancos then attack them and bring them into the air then grab them with a Buster. ------------------------------------------------------------------------------- Breakable Objects: [ ] 1 Barrel (to the left of the bottom of the staircase near the machinery) ------------------------------------------------------------------------------- After the battle, walk over to the bodies inside of the cages surrounding the greenish glow. Check around the body on the left wall to find a glyph leading to --SECRET MISSON 04-- on the right side of it. ============================ Secret Mission 04 ================================ TRACKING TREASURE DOWN Find all the hidden orbs! Time Limit: 2 minutes =-= Location: Angel Creation - Walk over to the device on the left side from where you enter then touch the glyph to the right of the left caged body. This mission requires that Nero find three hidden set of orbs somewhere in the Grand Hall. Watch for Nero's arm to glow as he gets close to a hidden orbs location. The orbs are hidden randomly but they are always hiding in one of the locations listed below: - Stand in between the entrance doors and the small set of steps leading to it. - On the west side, stand to the east of the third and fourth pillar (in between them and across from them) - Stand near the far northeast corner of the first floor. Not quite in the corner but a little bit to the side to where Nero doesn't touch a wall. - Knock the Gyro Blade out of the way and stand where it was. - Stand in front of the blue device near the northeast corner of the second floor. - Destroy the mirror on the east side of the second floor and stand in the center of the alcove behind it. - Facing the door on the west side of the second floor, stand in the middle of the small ledge that extends out toward a pillar across from the door and outside of the railing. Kick Jump off the side of the ledge up above while on the first floor if Nero falls from the second floor. - Past the broken picture of Sanctus, move downstairs then stand in the middle of the floor leading up to the basement. =============================================================================== Climb up the stairs in the back of this area and move across the tunnel. --> Enemy Encounter: Bianco Angelos The doorways will seal off in the circular area and more Bianco Angelos will attack. Defeat them then jump below. ------------------------------------------------------------------------------- Hidden Orbs: [ ] After jumping down from the circular area with the caged armor in the middle (you fight Bianco Angelo's there), stand in front of the control panel to the character's left. ------------------------------------------------------------------------------- --> Enemy Encounter: Bianco Angelos Even more Bianco Angelos will attack as Nero continues toward the end of the room. Defeat them then open the door on the side wall to exit this area. ------------------------------------------------------------------------------- Breakable Objects: [ ] 1 Barrel (Near the back of the room where the Angelos exit from the containers) ------------------------------------------------------------------------------- == Underground Laboratory == Activate the control panel to Nero's left. After activating the control panel, walk toward the emblem on the floor then bounce on it to get up to the other red emblems. Bounce out of the Underground Laboratory by bouncing on each emblem until Nero reaches the top again. ------------------------------------------------------------------------------- Breakable Objects: [ ] Barrels (land on the ledge near the second emblem), [ ] Barrel (land on the ledge near the third emblem), [ ] Barrels (land on the ledge near the fifth emblem). ------------------------------------------------------------------------------- Run down the long hallway and open the door at the end. == Grand Hall == Run up the stairs then move through the hole in the wall. Once again, Nero is back in the Grand Hall. Open either the door on the right or left next to the destroyed painting - they both lead the same way. The usual orb pickups are still waiting around the area in the Grand Hall. You know the drill by now. Allow me to bore you with them once again so you may tear your eyes out from viewing them so much. ------------------------------------------------------------------------------- Collectable Orbs: [ ] Two small red orbs lie against the side of a high platform. Hidden Orbs: [ ] You need to have Exceed 3 in order to reach these. Find the two small orbs that lead up to a high platform. Face the high platform with the two red orbs then perform a Level 3 High Roller against the wall on the side of the high platform to jump against it then quickly Kick Jump off the wall at the peak of the jump and leap on top of the high platform. Walk to the left side of the platform and stand to receive the hidden orbs. Breakable Objects: [ ] 8 Benches, [ ] 36 Chairs ------------------------------------------------------------------------------- There ya go, buddy! == Central Courtyard == --> Enemy Encounter: Frosts No matter which way Nero chooses, the usual Frosts enemies will form and attack. They do not have to be fought. Just run past them if you want to and head for the door at the end of the outside walkway. == Foris Falls == Run down whichever staircase that Nero exits out to. Run across the newly available bridge in the center of the area past the pillar with the light and run toward the tunnel where the waterfall used to be. A cutscene will occur once Nero enters the tunnel. Run further ahead after the cutscene. == Forest Entrance == Move ahead until another cutscene plays that will end this mission. ____________ ______ _ [MN07] | MISSION |____ | \_______________________________________________________ |----------------/ /--/ ^^ THE SHE-VIPER | \ NERO / / ^^ "Proceed through the Forest of Ruin!" / \ MISSION / / ^^ --- / \----------/_/-------^^-------------------------------------------------/ | Blue Orb Fragments = 03 | Secret Missions = 01 | Hidden Items = 02 | \----------------------------------------------------------------------/ SPECIAL MISSION NOTE: This mission has tons of Chimera Eggs (green eggs with a slight glow) that may be destroyed for red orbs. Destroying these will increase your orb rank at the end of the mission. Keep in mind that these eggs blend into the environment very well at times, so be sure to keep an eye out for them. == Forest Entrance == Up ahead, Nero will have a choice of paths, but both paths lead the same way. The left path through the log has some Chimera Eggs that can be broken open to receive some red orbs and the right path has a red orb pillar to the side of it, so you will want to check out both paths. Continue down the path up ahead and enter the next area. ------------------------------------------------------------------------------- Breakable Objects: [ ] 12 Chimera Eggs (to the left directly at the beginning of the mission, inside log to left and in the far right corner of the right path) Items: [ ] Vital Star M - While inside the log, find the hole in the top of the log then position your character below it and jump to collect this item. Red Orb Pillar: [ ] down the right path ------------------------------------------------------------------------------- == Windswept Valley == Before hopping down the cliff, move along the ledge to the left and leap over to the --HOLY WATER-- on that ledge. ------------------------------------------------------------------------------- Breakable Objects: [ ] 1 Chimera Egg (on the way to the Holy Water) Items: [ ] Holy Water - Hop across the ledges to the left before jumping off the cliff to find this on a raised area. ------------------------------------------------------------------------------- --> Enemy Encounter: Chimera Seeds (NEW Enemy!) At the bottom of the cliff, Chimera Seeds will attack. These enemies are extremely weak and can be defeated with one simple Devil Buster. They use a very quick lunge to attack, and are quite annoying in groups so get rid of them before they gather too much. The quickest way to defeat them is to jump in the air and use the Snatch on each one then use the Devil Buster to tear them apart. Pull each one into the air then Buster it. Chimera Eggs are hidden throughout this area so search it over well. Glowing gates bar entry to the side path - Nero will have to take the path directly ahead. Move up the stairs and open the door at the top. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Chimera Eggs (one is on the mountainside) ------------------------------------------------------------------------------- == Ruined Church == --> Enemy Encounter: Chimera (NEW Enemy!) A cutscene will play as Nero enters this area. When a Chimera Seed takes over a Scarecrow you get a pretty ugly combination here. The Chimera attacks and can be hit much like the standard Scarecrow, but with the new Chimera appendages, it can form blades out of its tentacles and move them about rapidly to knock Nero away. The cheap part about this type of enemy is that it can attack with its blades at any time to knock Nero away - even during a Buster or while the Chimera is on the ground. Watch for the blades to glow then move about wildly over the Chimera's body. There is a certain timing involved with this attack - in other words, once they perform it once, they will not use it again for a certain amount of time. The Chimera Seed on the Chimeras can be damaged to where it will not attack with its blades - charge a shot and fire at the Chimera. After a few charge shots (or one level 3 charge shot) the Chimera Seed will turn a blackish color and it will be stunned temporarily so it will not attack with its blades. It is best to use quick attacks when dealing with these type of enemies since Nero runs the chance of getting hit when dealing out major strings of attacks if the Chimera Seed remains active on the Chimera. Don't grab them much since they can easily break it by slapping Nero with their blade-like appendages. Pay attention to when they attack with their blades then attack them during the time in between the next blade attack or just use a few charge shots to stun the Chimera Seed then take the Chimeras on like normal Scarecrows. Once the Chimeras fall, break the windows to the right and destroy all the Chimera Eggs for some extra orbs. There is also an egg by the pedestals to the left and another in front of the stairs in the back. The glass window (looks like a wall) in the back left can be destroyed, but nothing can be done with the tree trunk behind it at the moment. ------------------------------------------------------------------------------- Breakable Objects: [ ] 19 Chimera Eggs (Break glass on right for most of them) Combat Adjudicator: requires Dante ------------------------------------------------------------------------------- Move up the stairs and attack the blue device on the second floor. Activating it will make some tiles appear beside it. Run onto the tiles and quickly move across them as they appear then disappear. Nero must wait until a tile is fully formed before stepping onto it. Run along the tiles then open the door that they lead Nero to. == Ruined Valley == Run up the stairs and step on the blue circle then grapple to the Grim Grip on the other side. Grapple to the next Grim Grip after stepping on the next blue circle. Find the blue device up under the ledge up ahead. Hitting the blue device will activate some more tiles to the side just like the ones from earlier. These tiles will appear then disappear in certain spots of the area up ahead. --> Enemy Encounter: Mephistos As soon as Nero steps out onto the first tile, two Mephistos will appear. You can do one of two things here: A) Fight the Mephistos while standing on the first set of tiles. MAKE SURE that they fall on the tiles when their cloaks fall or they will instantly reform them! Take them down with constant slashes mixed with Buster grabs. Instant Rev every slash if possible to take them down faster. B) Step onto the first set of tiles then, when the Mephistos appear, jump right back to the ledge with the blue device. If Nero chooses to step back, the tiles will go through the normal cycle without him, but he can easily take down the Mephistos without any problems. Defeat the Mephistos then wait for the tiles to stop disappearing and reappearing then move across them normally. I would highly recommend using this method if you repeatedly fall. NOTE: If the second method is chosen, it is possible to rejoin the tiles. The tiles will eventually move back close to the current platform and at that time Nero can hop back over to them by standing near the edge and performing a Streak in order to long jump directly toward the close set of tiles. Keep in mind that the camera angle will change once Nero steps out to the edge of the platform. I would advise you to have the tiles in view before the camera angle change so Nero can easily step up close to the edge as the camera angle changes then quickly Streak to perform the long jump while facing them. Nero can also make it to the close set of tiles by performing a jump and Air Hike. If Nero falls then he will fall into the Ruined Lowlands and be forced to fight a random set of enemies each time he falls. You must fall into this area if you want to collect all the red orbs for this mission since a hidden orb pickup is down there. The Ruined Lowlands are described in the next area below. Either way, while moving across the tiles, always move or jump to the next section that appears as soon as it becomes visible. When Nero reaches the section under the mountain wall, look for the blue orb fragment near the rock ceiling. ============================ BLUE ORB FRAGMENT ================================ Air Hike up to this while on the far set of tiles below the mountain wall to retrieve this --BLUE ORB FRAGMENT--. =============================================================================== Jump to the ledge with the door then open the door to continue to Lapis River. == Ruined Lowlands == --> Enemy Encounter: Random Enemies If you happen to fall or simply jump down to collect the rest of the orbs, then Nero will have to deal with some Chimera enemies or possibly Mephistos - it's random. Defeat the enemies then break the Chimera Eggs in this area and find the hidden orbs in the west. Step onto the blue glowing circle to teleport back to the Ruined Valley up above. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Chimera Eggs Hidden Orbs: [ ] Walk to the edge of the cliff in the northwest and stand. ------------------------------------------------------------------------------- == Lapis River == No enemies will attack in this area. Find all the Chimera Eggs hidden around the trees and under the bridge and bust them open for some extra red orbs. One of the Chimera Eggs is actually on top of one of the standing pillars at the very end of the bridge (right side). ------------------------------------------------------------------------------- Breakable Objects: [ ] 12 Chimera Eggs (some are under the bridge, one is on the far right pillar on the bridge [jump at the end of the bridge to see it]). ------------------------------------------------------------------------------- Run across the bridge then turn left and move behind the tree at the very end of that path to find the glyph that will lead to --SECRET MISSION 05--. ============================ Secret Mission 05 ================================ SKY SCRAPER Reach the goal by rising to the top! Time Limit: 1 minute Location: Lapis River - Turn left after moving across the bridge and interact with the glyph behind the tree at the end of the path. a) Jump on the first red seal then hold RB and grapple to the Grim Grip at the top followed by the next Grim Grip. The second Grim Grip must be grabbed immediately following the first or Nero will not hit the next red seal. b) Bounce off the second red seal then grapple the Grim Grip across from Nero (behind him) as he reaches the peak of his bounce. You'll have to move back a little in order to grapple this Grim Grip. Quickly grapple to the next Grim Grip above the first - holding the RB button then prepare to tap B to make Nero grapple the second Grim Grip and land on the third red seal. The timing for this second Grim Grip requires you to wait just a bit before grappling to it in order to land on the next red seal. c) Bounce off the third red seal and Nero will bounce up to a red seal surrounded in bars. Slash at the bars in front of Nero without moving too far to the side to destroy a small section of the bars. Allow Nero to fall back onto the third seal then bounce upward again. Move over the fourth red seal while in the air. NOTE: Nero can also land on the nearby catwalk from the third red seal bounce and move to the raised portion of that catwalk then jump and perform a mid-air snatch to break a section of the gate. If he has Air Hike then just double jump to the forth red seal. d) Bounce off the fourth red seal and land on the catwalk up above. The catwalk is very close, so just move a little bit ahead while bouncing and Nero will fall directly on it. It kind of doesn't look like Nero could land on the catwalk be he can! Run over to the side with the metal wall then stand and face outward. Hold the RB button to make Nero lock-on to the Grim Grip above. Grapple to the Grim Grip (WITHOUT JUMPING!) and Nero will fall on the fifth and final seal. e) Bounce to the top and collect your --BLUE ORB FRAGMENT--. =============================================================================== Run down the path to the right of the bridge to enter the next area. == Ancient Plaza == --> Enemy Encounter: Chimera Seeds, Scarecrows --> Enemy Encounter (Son of Sparda): Chimera Seeds, Assaults The exits will seal off and some Chimera Seeds will attack along with some Scarecrows. The Chimera Seeds in this area can actually latch onto the Scarecrows to form Chimeras like Nero fought a while ago. Try to keep the Chimera Seeds from latching onto the Scarecrows if at all possible. Once the Scarecrows and Chimera Seeds fall, find all the Chimera Eggs around the area and bust them open for some extra orbs then leave the area through the opposite path. ------------------------------------------------------------------------------- Breakable Objects: [ ] 9 Chimera Eggs ------------------------------------------------------------------------------- == Windswept Valley == Nero will emerge behind one of the glowing gates in the Windswept Valley. Activate the Gyro Blade near the stone platform then knock it through the two glowing walls up ahead. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Chimera Eggs (in between the first set of glowing walls) ------------------------------------------------------------------------------- --> Enemy Encounter: Scarecrows, Chimera Scarecrows and Chimeras will attack in the open area outside the path that Nero exits. Knock the Gyro Blade into them to make quick work of them all. Hit the Gyro Blade and make it destroy the wall in the south portion of this area to reveal a new path. There are some Chimera Eggs on the left wall down this path. Open the door down that path. == Ruined Valley == Run ahead for a cutscene. After the cutscene, Echidna will chase Nero along the catwalks. Run to avoid getting hit. She can't knock Nero off the side, only hit him and make him bounce further ahead. There are some nicely arranged Chimera Eggs along the path that must be broken in order to gain a better orb rank for this stage. Allow Echidna to break them while Nero stands near them and you can collect the orbs from them while she chases Nero. ------------------------------------------------------------------------------- Breakable Objects: [ ] 18 Chimera Eggs ------------------------------------------------------------------------------- Run to the end and a cutscene will play then the Echidna will end her pursuit. == Forgotten Ruins == Attack the --COMBAT ADJUDICATOR ("Atomic" rank with Nero)-- for a --BLUE ORB FRAGMENT--. It's to the right when entering this area. Move through the tunnel. ------------------------------------------------------------------------------- Combat Adjudicator: [ ] to the right before moving through the tunnel (requires "Atomic!" rank with Nero) ------------------------------------------------------------------------------- --> Enemy Encounter: Scarecrows, Chimera Scarecrows and Chimeras will attack on the other side of the tunnel and on the bridge. Be sure to run back and find all the Chimera Eggs since the camera can sometimes hide some during the heat of battle. Power-up at the Divinity Statue then enter the next area. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Chimera Eggs (2 of the eggs are on top of the bridge up above. In order to get these, break the Combat Adjudicator then perform a Level 3 EX High Roller while facing the bridge and standing near the Combat Adjudicator then fire off Blue Rose while in the air (normal or charge shot). Shoot past the gate on the side of the bridge to hit the eggs. It is best to play Mission 8 before trying this so you will have a good idea of where the eggs actually are. Practice hitting the eggs on Mission 8 to prepare to hit them on this mission. Divinity Statue: [ ] To the left before exiting the area. ------------------------------------------------------------------------------- == Den of the She-Viper == Gee, I wonder what's going to happen here? Will we fight some sort of boss in this She-Viper den? Hmmm... Move up the stairs and enter the open area to trigger a cutscene. ------------------------------ - BOSS BATTLE - -------------------------------- E C H I D N A - - - - - - - - +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Impale | Grab Echidna with a Buster after stunning her with enough | | | attacks. She will lean over and stagger. | |-----------------------------------------------------------------------------| | Egg-Sac Pummel | Grab Echidna's egg sac with a Buster after she opens up | | | her snake body to reveal the egg sac. Jump and grab. | |-----------------------------------------------------------------------------| | Riding Impale | While Echidna dashes in from the background while | | | glowing, perform a Buster a few moments before she dashes | | | at Nero to make Nero plunge the Red Queen into her and | | | ride her while damaging her. Rev up the blade for more | | | damage. | +-----------------------------------------------------------------------------+ SHE'S QUICK... Yes, this boss has some extremely quick attacks that you would expect from a snake-like enemy. Her attacks mainly consist of quick lunges and sudden slaps of her tail and hair appendages. She's very random so I can't lay out a particular pattern for you, but I can tell you how she will attack. WHILE PROPPED UP ON HER TAIL... This is the main position that she will get into most of the time. The viper head will open then Echidna's female body will be exposed. During this stance she will attack by whipping her hair appendages and tail. Both attacks can be dodged by rolling toward whichever appendage she uses but the best method of avoidance is to simply jump. Jump and attack her while she is not attacking and prepare to jump or roll to avoid her attacks. It really pays to have the Air Hike during this battle so you can jump once again in the air and fire off Blue Rose while she attacks. During this phase, jump and hit her with the Roulette Spin while in the air. This move will seriously tear her ass up if you can manage to keep up the momentum of performing it in a row. Try to Instant Rev each attack. Just simply Air Hike when you see her about to attack and fire at her with Blue Rose from above - it may be best to Air Hike away, but Nero can Air Hike above her to dodge as well. WHILE BURROWED IN THE GROUND... When she stand on her tail then burrows into the ground she will attack from a distance by using her tentacles. Try to stay right up on her to dodge most of the tentacle attacks. The tentacles can still hit Nero while he is close to her body however, so you are not out of harm's way by getting close to her. Prepare to roll at times to avoid the tentacles as they slap down to the ground. Echidna's only real method of attack during this phase from her female body is to slap her hair tentacles back and forth. Just roll opposite the way she slaps the tentacles during both slaps and that will avoid them or simply jump into the air and fire Blue Rose. She will also shoot out a force blast shield all around her, but this does not damage Nero - it only stuns him for a brief second. This can be avoided by jumping. Attack her with the Red Queen Combo C. With this particular combo, Nero will not have as much delay per attack which will allow him to jump over any attack that she might perform. Try to Instant Rev each slash if possible. When the viper mouth around her (the petal-like pieces) begins to move, lock-on to her then jump directly back to avoid getting hit as she flies out of the ground. WHILE FLYING IN THE BACKGROUND... Shoot at her with Blue Rose (charge the shots then fire) while she is in the background. A Level 3 charge shot will do some serious damage. Nero will always hit her no matter where she is on the screen. Prepare to dodge her sudden lunge with a well-timed roll right before she hits Nero. She will perform a lunge sometimes more than once or twice so be ready when she begins to move toward Nero. The lunge can be cancelled with a level 3 charge blast from Blue Rose. WHILE LAYING EGGS... When she spreads out her tail to lay eggs, run and jump up to her egg-sac then Buster it with the Devil Bringer. This will immediately stop her from laying any Chimera eggs and it will take some fair damage from her. Tear apart any Chimera Seeds with the Devil Bringer upon landing. It's actually possible to jump then Air Hike to her top half during this phase and hit her top half. WHEN SHE GLOWS TOWARD THE END... She will eventually scream in place then begin to glow. The scream shockwaves cannot hit Nero. While she is glowing, she will keep her main body out the whole time and never show her viper head. Seeds will form on her body and she will shoot them out as she attacks or flies by. Roll or jump to avoid the seeds. Be very careful about getting too involved in a long combination of attacks since Nero can get hit with a seed pretty easily during this phase if he remains still for too long. Her lunge attack is a bit more quick and she will actually target Nero this time instead of simply flying by him sometimes like the viper head did. It's possible to perform a Buster on her as she flies by in her glowing state. Nero will latch onto her with the Red Queen stuck in her - Rev up the blade (LT) during this to cause more damage. REVVING HER ASS UP... After attacking her enough, she will eventually be stunned - she grabs her head and remains still without attacking. Grab her at this point for some massive damage. Nero actually sticks the blade into her chest and revs up the blade. While this grab is occurring rev up the blade yourself by pressing the LT button to increase the Exceed Gauge and damage her even more. Nero can have a full Exceed gauge by the time this grab is finished. QUICK DISPOSAL... I have to stress the Roulette Spin if you want to take her down quickly when she is propped up on her tail. Use the Devil Trigger to make this battle even faster. When she goes to lay eggs, hit her with a few Roulette Spins in her eggs sac before grabbing her. STYLISH DISPOSAL... The Roulette Spin will make that style gauge soar when she props herself up. The fact that the Roulette Spin will hit her and possibly her body will raise the gauge even more. When she lays eggs, hit her with a few Roulette Spins in the egg sac then grab her body. Tear the Chimera Seeds apart after landing then taunt her. Avoid all of her attacks and taunt after a brutal Buster. Getting a Buster grab on her body is the main key to an SSS-rank during this battle. It's not hard at all to get an S-rank in the style gauge during this battle. Echidna Attacks While propped up on her tail: Tail Slap - Echidna quickly slaps her tail across the area in front of her starting from her right. Watch for her tail to move in the back of her as she whips her tail around to her front. Avoidance: Roll toward her tail (to the left) or jump. Hair Slap - Echidna starts from her left then slaps her hair tentacles to the right then to the left while looking down. Avoidance: Roll toward each appendage slap (right then left), Air Hike above her and fire Blue Rose or Air Hike backwards then fire Blue Rose. Burrowing Stance: Burrow - Echidna stands straight up on her tail and burrows into the ground then opens her snake mouth to reveal her body. The petal-like side of the viper mouth can hit your character when she falls into the ground from above. Avoidance: Back up and stay away from her snake body. Ground Tentacles - While burrowed, Echidna sends tentacles through the ground and makes them surface and smash whatever is front of them. Avoidance: Roll or run. Tentacle Stab - Echidna waves her arms and tentacles shoot out of the ground below your character. Watch for the holes to appear below your character. Avoidance: Roll or run. Force Blast - Echidna holds up both arms and sends out a small force blast all around her. This doesn't damage but it will stun your character if it hits. Avoidance: Jump. Hair Slap - Echidna leans her head back then slaps to her right then to her left with her hair appendages. Avoidance: Roll toward each appendage slap (right then left) or jump and fire Blue Rose. Burrow Escape - Echidna's petal-like appendages (viper head) begin to shake as she quickly unearths her entire body. The petal pieces will hit if your character is anywhere near them. Avoidance: Target her when her petal-like appendages shake then jump directly backwards. Various Other Attacks from her flying state: Egg Laying Stance - Echidna opens her snake body up around the area to stand on her appendages. She begins to lay Chimera Eggs from her egg sac below the bottom section of her body. The eggs will hatch into Chimera Seeds. Avoidance: Roll to avoid the appendages or move in between them. Biting Lunge - Echidna quickly lunges toward your character and tries to bite him with her viper head. Avoidance: Perform a well-timed roll to either side as the viper head approaches. A level 3 charge blast will cancel this move. Ram - While retreating from her propped up position, her snake body coils to the side and the viper head closes and remains still for a brief second then suddenly darts straight ahead. While she is glowing, she locks on to your character's current location. Avoidance: Move away from her viper head or roll as she begins to move. While she is glowing, your character will have to roll. Seed Shots - While her body glows, seeds form on her snake body throughout the rest of the battle. Echidna shoots these seeds in waves whenever she attacks or moves by your character. Watch for her body to glow then watch for the seeds on her snake body then prepare to dodge as the seeds shoot toward your character. Avoidance: Move, roll, or jump away from the seed shots. Punching Lunge - While her body is glowing, Echidna lunges at your character with both her arms outstretched. She will not use the viper head anymore while flying around and glowing. She actually targets your character more often while glowing instead of moving by him. Avoidance: Perform a well-timed roll to either side as she approaches. Perform a Buster to her mouth before she hits Nero. A level 3 charge blast will also cancel this move. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- After the battle, run around the arena and break all the Chimera Eggs. Nero will receive the ++SEPHIROTHIC FRUIT++ after defeating Echidna. Walk over to the demonic tree trunks in this area and interact with them to make them wilt with the power of the Sephirothic Fruit. The mission will end after the tree trunks fall. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Chimera Eggs Key Item: [ ] Sephirothic Fruit ------------------------------------------------------------------------------- ______________ ___ __ [MN08] | MISSION / _ \ \_______________________________________________________ |-------------| (_) |-/ ^^ PROFESSION OF FAITH | \ NERO > _ < ^^ "Embrace the light to escape the forest!" / \ MISSION | (_) | ^^ --- / \-----------\___/----^^-------------------------------------------------/ | Blue Orb Fragments = 02 | Secret Missions = 00 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Ancient Training Ground == Continue to move down the path and be on the lookout for Chimera Eggs. ============================ BLUE ORB FRAGMENT ================================ In the tunnel, find the Chimera Egg on the ceiling. Jump and destroy it to find that it is hiding a --BLUE ORB FRAGMENT-- behind it. Jump and Air Hike or Kick Jump off one of the walls to collect it! =============================================================================== --> Enemy Encounter: Scarecrows, Chimera Seeds Chimera Seeds and Scarecrows will attack further ahead. Try not to let the Chimera Seeds attach to the Scarecrows or you'll get that annoying Chimera combination. Continue down the path after the battle or during the battle. ------------------------------------------------------------------------------- Breakable Objects: [ ] 6 Chimera Eggs ------------------------------------------------------------------------------- == Lapis River == Run across the bridge and exit this area by moving down the path on the other side. ------------------------------------------------------------------------------- Breakable Objects: [ ] 12 Chimera Eggs ------------------------------------------------------------------------------- == Ancient Plaza == A cutscene will trigger upon stepping into this area. --> Enemy Encounter: Assaults (NEW Enemy!) Assaults will attack after the cutscene. These reptilian enemies can block Nero's attacks much like the Bianco Angelos. And just like the Bianco's, an Assault's guard can be broken or Nero can move behind the Assault while it guards and attack it from the rear. An Assault cannot be knocked up into the air once it falls, so if you plan on using a High Roller on it then be sure to hit it while it is standing. Much like a Frost, an Assault will not always fly into the air instantly from a High Roller attack. Grabbing these enemies with the Devil Buster will make Nero toss it around and damage any other enemy around him then toss the poor creature. Assaults have some very fast attacks. Watch for their lunge, spike shot, and force field attacks. Never get near them when a blackish force field moves around them. Exit the area by moving down the next path after the battle. ------------------------------------------------------------------------------- Breakable Objects: [ ] 9 Chimera Eggs ------------------------------------------------------------------------------- == Windswept Valley == There is nothing special here, but be sure to break all the Chimera Eggs if you want a good red orb score at the end of this mission. Open the door of the building at the top of the stairs. ------------------------------------------------------------------------------- Breakable Objects: [ ] 13 Chimera Eggs ------------------------------------------------------------------------------- == Ruined Church == --> Enemy Encounter: Scarecrows, Assaults --> Enemy Encounter (Son of Sparda): Chimera, Chimera Assaults No matter what mode you're playing you'll have a big battle here. More Assaults will join the battle as it progresses. Be sure to break all the Chimera Eggs around the area. Walk over to the tree trunk up under the stairway and interact with it to make it wilt. Open the door behind it. ------------------------------------------------------------------------------- Breakable Objects: [ ] 19 Chimera Eggs ------------------------------------------------------------------------------- == Lost Woods == This area requires Nero to find the meanings behind some phrases in order to progress. There are a total of three ways to go from the starting and only one way is correct. Each time the wrong way is taken then Nero will be trapped in a dark pit area and be forced to face off against Chimera Seeds. Each time the wrong path is taken, a new stone tablet on the middle column will light up to provide a clue for this puzzle. The orange stone tablet will always be lit upon first stepping into this area. Here is what each one says. ----- - Orange This is a gentle forest yet those who treat her unkindly will fall into darkness. Those who do not wish for darkness should seek the light. For if not, all efforts will be in vain. Translation: Darkness = Lose. Light = Win! - Purple If you want to leave this forest, do not fall into darkness, but rather, treat her kindly to proceed. When there is light, there must be shadow, but shadow leads only to darkness. Translation: There are dark paths and a light path. Don't choose the dark paths. - Green The light of the sun which shines on all creation illuminates a clue leading to your future. Keep darkness behind you, and proceed straight ahead. Translation: The light of the sun will show the way. Move away from the darkness (the shadow). ----- Did you figure that out? SOLUTION: In order to find the correct path, look at the shadow of the middle column. Nero must take the path that is opposite that shadow. The shadow will change every time that Nero chooses the right path, so always take the opposite path away from the shadow and you will eventually leave the Lost Woods! Correct Path: Straight ahead - Right - Left Be sure to break open all the Chimera Eggs before leaving this area. Also, you will want to choose the wrong path at least once since there is a blue orb fragment waiting for Nero in that Hidden Pit as well as some extra Chimera Eggs. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Chimera Eggs ------------------------------------------------------------------------------- == Hidden Pit == Chimera Seeds will attack if the wrong path is chosen, but Nero will have access to a few goodies. See, darkness isn't all that bad. ============================ BLUE ORB FRAGMENT ================================ Look around the area to spot a blue orb fragment high above the ground on the far side from where Nero enters. Jump and Air Hike to retrieve this --BLUE ORB FRAGMENT--. =============================================================================== Step into the blue circle that appears once the Chimera Seeds have been defeated to be taken back to the Lost Woods. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Chimera Eggs ------------------------------------------------------------------------------- == Forgotten Ruins == There is nothing here of much interest. Be sure to break open the Chimera Eggs. This may sound a bit crazy, but if you want an S-rank for orbs in this mission then you're going to have to jump off of that ledge to the left of this area. You'll have to backtrack just a bit and will have to fight some extra enemies but this is the only way to collect all the red orbs for this mission. Otherwise, continue forward to reach the bridge above the Ancient Training Ground. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Chimera Eggs ------------------------------------------------------------------------------- ------------------------ BACKTRACKING FOR RED ORBS ---------------------------- After falling off the side of the bridge, Scarecrows and Assaults will enter the area below. Fight them off then break all the Chimera Eggs in the area. Take the path that leads to the Den of the She-Viper across the bridge to exit this area. ------------------------------------------------------------------------------- Breakable Objects: [ ] 5 Chimera Eggs Combat Adjudicator: [ ] Move through the tunnel and it will be to the side on the other side(requires an "Atomic!" rank with Nero). ------------------------------------------------------------------------------- == Den of the She-Viper == --> Enemy Encounter: Chimera Seeds Chimera Seeds will attack from the Chimera Eggs in the middle of this area. Run around this field and bust all the extra Chimera Eggs for more orbs then exit the area by moving through the path where the tree trunk wilted in the last mission. ------------------------------------------------------------------------------- Breakable Objects: 8 Chimera Eggs ------------------------------------------------------------------------------- == Ancient Training Ground == Oh, good god Berserker, now we're going to have to backtrack all the way- No you don't. Silence! Move along the path then jump to the flat column on the right outside the front of the tunnel. While standing on that path, jump then Kick Jump/Air Hike up to the side of the bridge above the tunnel that has no railing. See, there wasn't much backtracking involved. --------------------- END OF BACKTRACKING FOR RED ORBS ------------------------ --> Enemy Encounter: Scarecrows, Assaults A few of the usual type of enemies will attack up here. Defeat them then continue across the bridge. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Chimera Eggs Divinity Statue: To the right at the end of the bridge. ------------------------------------------------------------------------------- == Gran Album Bridge == Run up the path ahead then move up the stairs for a cutscene. ------------------------------ - BOSS BATTLE - -------------------------------- A N G E L O C R E D O - - - - - - - - - - - - - +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Normal Grab | Grab Credo with a Buster after dodging one of his series | | | of attacks. | |-----------------------------------------------------------------------------| | Beatdown | Grab Credo with a Buster after stunning him from | | | continuous hits that break his shield. He will stagger. | |-----------------------------------------------------------------------------| | Javelin Counter | While Credo tosses javelins at Nero, grab a javelin with | | | a Buster by pressing the B button while it flies at Nero | | | (not the instant before it hits, but a bit before that | | | time) then aim at Credo before Nero tosses it back to | | | impale Credo. | +-----------------------------------------------------------------------------+ BATTLING AN ANGEL... Nero cannot run up and hit Credo just any time since Credo will usually block any attack that is thrown at him with his trusty shield. Most of this battle will be spent dodging his attacks in order to get a clear shot at him. Knowing what to expect from his range of attacks is the main key to defeating him and I highly suggest reading over the moves that I listed for this particular boss. HIS JAVELIN TOSS... Credo likes to dash back a bunch during this battle in order to throw a javelin - this is his main form of escape and the main move that he does to attack. Roll to the side to dodge each javelin toss. As you become better at dodging the javelins, begin to run toward him then dodge each javelin until Nero gets fairly close then unleash a Streak to stun him then attack him. These javelins can also be thrown back at him with the proper timing - stand and press the Buster button as the javelin is in about mid-flight toward Nero to grab it then aim at Credo as Nero tosses it back to impale him. He can be hit in his stunned state while impaled. I'll go further into attacking him in just a bit. VAULT OVER HIS COMBINATION ATTACKS... During his break of javelin tossing, Credo will walk toward Nero then perform one of his sword combination attacks. The absolute best way to dodge these is to DB snatch him and vault over him. This will send Nero far enough away to where you must run up to Credo in order to counterattack. You must grab him early with the DB snatch or he will hit Nero with a slash. Always hit him while he recovers from the overhead slash at the end of his combos (see "The Best Way to Hit Him"). It is possible to interrupt the first slash of his sword slashes also. Perform a single slash and this will usually stun him. Your swords may clang together and he will try to perform an overhead slash, but you can counter that slash as well or simply roll out of the way then counter. ABOUT THAT SHIELD OF HIS... As already mentioned, he will block with his shield whenever Nero attacks him normally then he will perform a counterattack. Most of the time, the counterattack can be dodged and then Nero can hit him after this. The best part about hitting his shield is that the shield will eventually break from numerous attacks. This is why it actually is a good idea to make him block with it. If he blocks and does nothing then hit his shield again until he counters or dashes away. Once his shield is gone then he will be totally helpless for a few seconds and can be grabbed with a Buster attack at that time for some massive damage! THE BEST WAY TO HIT HIM... Credo can be hit while he recovers from a series of his attack either by taking him to the air with High Roller or performing a Buster on the ground. It is best to take Credo to the air any time that an opening is found (when his attack is dodged or deflected) and he must be taken to the air within a few slashes of a combination attack or he will begin to block with his shield. Hit him with a single slash then perform a High Roller and follow him into the air then perform an Aerial Combo, Roulette Spin, or a few slashes followed by an air Buster. This is the way that Nero will have to hit him throughout the battle. There are some openings where he will only allow one hit then go straight to guarding with his shield. For instance, after dodging his ground Energy Wave, you will have to hit him with a High Roller directly afterwards since he will always guard the second hit unless he is taken to the air immediately. ONCE HE NEARS THE 25% MARK... When he nears his last 25% of life, he will fall and be open to a Buster, so run up and Buster him. He will begin to walk toward the side with his head down then suddenly dash toward Nero with an attack. When he dashes, Nero can either dodge the attack or you could perform a Shuffle on him right before he attacks for the first time after a dash. A Shuffle will almost instantly knock him out of his second slash and stun him then you will be free to hit him. His moves can be quite hard to avoid during this portion of the battle so I suggest Devil Triggering whenever he is stunned in order to take maximum damage quickly. Using a Y, Y, Buster grab combo on the ground while Devil Triggered is about all that we will allow on him. QUICK DISPOSAL Be extremely aggressive at the start of the battle. Dash into him and attack then wait for him to counter then roll and counter him. Keep going straight for his shield in order to damage it and make him attack when he guards. When he tosses javelins, run up to him after each roll then perform a Streak directly into him when close enough and then take him into the air. Devil Trigger before grabbing him after he loses his shield. Use a Shuffle to knock him out of his dash attacks at the end of the battle. STYLISH DISPOSAL Pretty much do the same as mentioned above for the Quick Disposal, but walk up to him sometimes to make him slash then counter his first slash with a slash from Nero. This will increase the style gauge rapidly. Be sure to break that shield. A Buster grab once the shield is broken will increase the style gauge quite a bit as well. Also use the Shuffle to hit him as he dashes toward Nero for an attack toward the end of the battle. If you can get the timing down for grabbing his Javelin with a Buster then that counter will increase your style tremendously! Credo Attacks From the start of the battle: Javelin Toss - Credo dashes backwards then takes out a glowing javelin and tosses it with his right hand. He tosses two more javelins with his left hand followed by his right hand again. He will stop if any of them hit your character. Avoidance: Jump or roll the right before they reach your character. You can also run to the side from a far distance. Use a Buster as it flies toward your character to counter this and throw it back. Sword Combo 1 - While walking toward Nero, Credo readies his sword then performs a normal slash, upward slash, downward slash, then ends the combination with an overhead slash. Avoidance: Dodge the first two slashes with a roll then roll from the overhead slash. You can also jump away from him or use a DB snatch to vault over him before he starts slashing. This move can also be interrupted with a well-timed slash to counter his first slash. Sword Combo 2 - While walking toward Nero, Credo leans back then performs two quick flashes followed by an overhead slash. Avoidance: DB snatch him to vault over him or jump away from him. This move can be interrupted with a well-timed slash to counter his first slash. Counter 1 - After blocking an attack, Credo unleashes a rising slash into the air then performs a falling overhead slash. Avoidance: Roll to the side to avoid each slash - one roll for the rising slash then another for the falling overhead slash. Counter 2 - After blocking an attack, Credo hovers slightly above the floor then slashes, sending an energy wave to the ground in front of him. Avoidance: Roll right as Credo slashes or jump before he slashes. Attacks when near death: Sword Spiral - Swords appear all around your character. The swords turn inward and fly toward your character in groups of two at a time. Avoidance: Slash them all by turning different ways while performing a combo or jump, Air Hike, then roll when your character hits the ground. Light Swords - While hovering, Credo forms a vertical row of swords and shoots them toward your character then he forms a horizontal row of the swords and then shoots those. Avoidance: Run and jump to the side. Custom Combo 1 - Credo flies forward while in the air and slashes as an energy wave hits the ground. He speeds toward your characters and performs an uppercut slash followed by a downward slash. Avoidance: Jump then roll from the uppercut slash and the downward slash. Custom Combo 2 - Credo dashes forward and performs three slashes, an uppercut slash that sends him into the air, an energy wave in the air, then flies downward and points his sword and dashes at your character with a thrust. Avoidance: Roll from the first slash and keep moving to the side you roll from, jump to avoid the energy wave, then roll or jump to avoid the thrust. Energy Wave Combo - Credo flies toward your character and slashes to make an energy wave. He quickly flies into the air and performs another energy wave slash then flies back to the ground to perform one more energy wave slash. Avoidance: It is possible to roll from all three slashes with good timing but it is easier to jump to avoid them individually. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- Nero will receive the ++AEGIS SHIELD++ after this battle. This item will allow him to pick certain enemies up if the B button is held while performing a Buster. Move down the staircase to the side to end this mission. ------------------------------------------------------------------------------- Key Item: [ ] Aegis Shield ------------------------------------------------------------------------------- ______________ ___ __ [MN09] | MISSION / _ \ \_______________________________________________________ |-------------| (_) |-/ ^^ FOR YOU | \ NERO \__, | ^^ "Locate the captive Kyrie!" / \ MISSION / / ^^ --- / \------------/_/-----^^-------------------------------------------------/ | Blue Orb Fragments = 02 | Secret Missions = 00 | Hidden Items = 01 | \----------------------------------------------------------------------/ == Gran Album Bridge == Run down the steps and enter the small room. Destroy the objects in this room for some extra orbs. ------------------------------------------------------------------------------- Breakable Objects: [ ] 6 Separators, [ ] 4 Desks ------------------------------------------------------------------------------- Exit the room then continue along the bridge and a cutscene will trigger. --> Enemy Encounter: Alto Angelo (NEW Enemy!), Bianco Angelos A new Alto Angelo will lead two Bianco Angelos as the trio attacks. These new Alto Angelos are much harder than a Bianco Angelo. An Alto Angelo will not fall victim to any attack that much at all and it will constantly raise its shield to guard. The Alto Angelo leads the Bianco Angelos so that the group of enemies attack in formation. The trio will gather in the background then all dash toward Nero one at a time then attack and the Alto will sometimes send the two Biancos directly after Nero. They also line up to form a dark energy ball then shoot the ball at Nero. The exact moment that they shoot out that energy ball as they finish forming it can lead to their ultimate downfall. Charge up the Exceed meter to at least level 1 then unleash an EX Streak directly toward them as they are about to fire the energy ball and this will destroy all three of them and give you can automatic SSS-rank. It's easier to perform an EX Streak level 3 into them but a level 1 EX Streak will work with the proper timing. Any charge shot with Blue Rose will also reflect this projectile - it doesn't matter if you are locked on or not, just release the gun button when the dark energy ball moves toward Nero. Otherwise, Nero will need to take down each Bianco Angelo individually like normal by getting behind it and using slashes followed by a grab. Fight the Alto Angelo last since it will take the greatest amount of time. An Alto's shield can be broken much like a Bianco's shield but this takes too long. To defeat the Alto, perform an attack to make it raise its shield then roll behind it and knock it into the air with a High Roller. Follow it into the air then grab it with a mid-air Buster. Nero will suplex it into the ground. Right when Nero lands, run up to the grounded Alto and knock it into the air with another High Roller then Buster it again. Keep up this pattern of High Rollers and mid-air Busters until it is defeated. In order to dodge an Alto Angelo's attack, Nero will have to jump most of the time or perform some well-timed dodges. It's best to use aggression on these enemies then quickly move out of the way whenever they charge an attack. They can charge in the air or on the ground, so watch them closely! Even though it doesn't seem like it, an Alto Angelo can be knocked out of the air with enough slashes while it falls, so, while it hovers, hit it in the air with about three slashes to make it fall for some extra damage - Nero may be able to grab it with a Buster while it falls. Open the nearby door after the battle. == Grand Hall == Walk over to the right then move up the stairs and against the wall to the right to collect a --DEVIL STAR S--. There is a --COMBAT ADJUDICATOR (requires S-rank with Nero)-- up the stairs to the left. Break all the breakable objects in the area then find the hidden orb pickup. Walk through the door and approach the red switch to the right then interact with it for a cutscene. ------------------------------------------------------------------------------- Hidden Item(s): [ ] Devil Star S - After entering the Grand Hall, move up the stairs to the right then walk toward the right corner. The wall and camera hides this in that corner. Combat Adjudicator: [ ] Move up the stairs to the left in the northeast (require S-rank with Nero). Hidden Orbs: [ ] Run to the far southwest corner then move up against the wall and stay in the middle. Move away from the wall just a bit and stand to receive these. Breakable Objects: [ ] 6 Benches, [ ] 2 Pots (both sides of doorway) ------------------------------------------------------------------------------- Nero will start back in the Grand Hall after the cutscene. A new doorway is now open on the east wall. Lasers are now activated, but Nero really doesn't have to move through them. Turn to the right then jump down as the laser moves to the left then quickly hop over the railing and move through the newly opened doorway on the east wall. == Key Chamber == --> Enemy Encounter: Alto Angelo, Bianco Angelo --> Enemy Encounter (Son of Sparda) Alto Angelo, Bianco Angelos, Gladius Once Nero enters this area, more Angelos will attack as lasers appear around the doorways. Deal with these enemies much like the ones on the bridge. There are three Bianco Angelos this time along with the Alto - the third will appear once one of the first two fall. Try to knock their energy ball back at them if at all possible. After the fight, approach the pillar with the purple glow then interact with it to collect the ++KEY OF CRONUS++. This object will allow Nero to slow time in the current area by using a Buster on the pedestal in the middle of the room. Walk over to the pedestal and use a Buster on it to slow time. Run over to the side with the staircase that leads upward then move past the lasers when they both move to each of the sides to get past them unharmed. ------------------------------------------------------------------------------- Key Item: [ ] Key of Cronus Breakable Objects: [ ] 4 Separators (on the side of each doorway) ------------------------------------------------------------------------------- == The Gauntlet == Find the hidden orbs in the middle of the circular indention then walk over to the blue device on the back portion of the right wall and activate it with constant attacks to lower the left. There is a Combat Adjudicators to the side but you need to be playing as Dante to activate it. ------------------------------------------------------------------------------- Hidden Orbs: [ ] Stand in the middle of the circular indention in the floor before lowering the lift via the blue device. Combat Adjudicator: [ ] To the side of the middle structure (requires Dante). ------------------------------------------------------------------------------- --> Enemy Encounter: Scarecrows --> Enemy Encounter (Son of Sparda): Scarecrows, Mega Scarecrows Once Nero gets on the lift, Scarecrows will attack. Defeat the Scarecrows and the lift will rise to the second floor. Get off the lift and enter the middle area. Use a Buster on the pedestal to the side to slow time then quickly maneuver through the lasers before time resumes. You can actually just move through the middle portion and Nero will only have to move through one section of lasers. Get on the next lift. --> Enemy Encounter: Frosts Frosts enemies will appear once Nero steps onto the next lift. By now, you have built up Nero enough to tear right through these Frosts. Try to Instant Rev many of Nero's attacks while hitting them then take them up into the air and perform some Roulette Spins and grab them with a Buster. Remember to use the Snatch often on them and follow that up with a Buster or some air slashes. If they ever try to reform their ice shield then hammer away at the ice crystal with jumping slashes followed by a Buster. Don't left up and they will all fall fast. Once the lift stops, Nero will have a choice of where to go next. There is an opening on the side of the lift, opposite the middle area doorway that will lead to a blue orb fragment. ============================ BLUE ORB FRAGMENT ================================ Take the first lift up to the second floor (the blue orb fragment is visible through the lift walls but is blocked off here). Dodge through the lasers like normal. Get on the second lift and ride it to the top. When the door on the central area opens, don't go inside. Instead, find the opening on the west wall of the lift then fall down to the platform outside of it. Walk over to the --BLUE ORB FRAGMENT-- and jump to get it. You need to go back to the first floor anyway so don't worry about moving back into the central structure to the side - the only path in there is a tunnel that leads straight down to the first floor again. Ride the first lift back up again by activating the blue device then get back to where Nero was. =============================================================================== Move into the middle room then activate the pedestal with a Buster to slow time then quickly move through the lasers. Nero will have to move through both sets this time. The last set needs to be moved through rather carefully. Step onto the lift by moving through the doorway on the left wall after dodging the second set of lasers. --> Enemy Encounter: Assaults --> Enemy Encounter (Son of Sparda): Assaults, 1 Blitz Assaults will attack while on this lift. You should be fairly familiar with these enemies by now. Get behind them when they begins to guard and try to take them to the air then grab them with a Buster or perform a Roulette Spin or use a combination of both. When the lift stops, go through the only open doorway then move on ahead to enter the next area. ------------------------------------------------------------------------------- Divinity Statue: [ ] Near the left wall after stepping off the third lift. Collectable Orbs: [ ] Green Orb - To the right of the Divinity Statue. ------------------------------------------------------------------------------- == Agnus's Room == Break the objects listed below on the sides of the room BEFORE walking forward to trigger the cutscene. Even though they hold no orbs, they are still counted in the red orb ranking so break them. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Chairs, [ ] 1 Desk, [ ] 1 Candle Stand ------------------------------------------------------------------------------- Walk ahead for a cutscene. ------------------------------ - BOSS BATTLE - -------------------------------- A N G E L O A G N U S - - - - - - - - - - - - - +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Buster Combo | When Agnus is stunned while standing, grab him with a | | | Buster and Nero will perform a series of attacks on him. | |-----------------------------------------------------------------------------| | Sword Throw | Grab a Gladius with a Buster and Nero will toss it at the | | | targeted enemy. | |-----------------------------------------------------------------------------| | Flame Shot | While playing on a higher difficulty than Devil Hunter, | | | grab a Basilisk to use it as a fireball cannon in the air | | | or on the ground - the air Buster on these is different | | | and much better. | +-----------------------------------------------------------------------------+ THAT FIRST CHEAP HIT... At the beginning of the battle prepare to roll at the starting since Agnus will perform his sword combo right then. He always performs two slashes. The second slash is slightly delayed so both can be escaped through rolls or by jumping. HIM AND HIS HELPERS... This boss relies mainly on other help when attacking. He will most likely summon some Gladius creatures at the beginning of the battle. The Gladius swords spin in place behind Agnus then fly toward Nero - Nero can jump and perform an Aerial Combo to the spinning swords to break them. Use a Snatch to pull a Gladius toward Nero then quickly use a Buster to grab it and then target Agnus and throw it at him. This will take a fair amount of damage and also cancel some of his attacks. Toward the end of the battle he will summon Cutlass enemies. The Cutlass fly through a portal behind him then jump from the ground and slap with their tails. The Cutlass won't remain on the screen like the Gladius creatures will, so Nero doesn't have to worry about fighting them off. If you're playing on Son of Sparda, Agnus will summon Basilisks. These Basilisks can be grabbed with a devil Buster in order to launch a fireball at Agnus once he is targeted - jump into the air then snatch one and Buster it in mid-air for the best results. SCREWING UP HIS CALCULATIONS... Agnus likes to perform an energy siphon move where he will dash toward Nero then attempt to grab him. Wait for him to shout out, "Your strength will be mine!" then quickly roll or jump out of the way shortly after the "...mine!" to dodge his energy siphon dash. He will take a bar of Nero's life to replenish a bar of his own if this attack connects. He will follow Nero into the air so even while jumping, the dodge must be timed to when he begins the dash. This move can be canceled by hitting Agnus or by throwing a Gladius at him before he has time to dash. It can also be cancelled by Devil Triggering after Agnus grabs Nero. He also has one more energy siphon that he will begin to perform about mid- battle. Agnus will move toward the center of the area and say, "Time to die" then float in the air. This move must be canceled in order to stop it. Run up and hit him or throw a Gladius at him to cancel the move. If it is not canceled then he will drain three bars from Nero's life gauge in order to restore three bars of his own. HIS OTHER ATTACKS... As already mentioned, he will perform a two hit slash combo that can be dodged by rolling or jumping. This combo can hit easily since it is so delayed and there is so much going on at times during this fight. He may also form a portal behind him then shoot fireballs from it. It is best to run to the side and jump to avoid these fireballs or you can stand directly underneath the portal and they will fly overhead. He will usually shoot five fireballs but sometimes he will shoot another five. One move that you will definitely have to watch for is his blade spin. He will form two Cutlass then place them on his arms and spin toward Nero. Back away as much as possible but get ready to jump or roll to the side since he will throw both Cutlass directly at Nero at the very end of the spin. STAY AGGRESSIVE... That's right. Run up to him a bunch and hit him while he charges attacks. His attacks are rather easy to dodge, you just have to look out for them. The sword combo is probably the hardest to dodge in the middle of the battle since the first swings begins directly after he forms the sword. Throw Gladius blades whenever one is in view and don't always feel obligated to wait for his siphon attack so that Nero will be able to dodge it - snatch then throw a Gladius at him to cancel the attack. Sometimes he keeps performing a siphon attack a few times in a row when as it is cancelled and in that case, Nero can keep tossing Gladius creatures at him or keep attacking him. Only cancel a siphon with an attack if Nero is right next to him. He will eventually stand in place when he is stunned. Grab him with a Buster at that point for some major damage. Devil Trigger and fire Summoned Swords during the Buster animation (tap X) for even more damage. Keep in mind that there are some circular cages to the side of this area that can be destroyed for some extra green orbs and white orbs. These cages do count toward your red orb rank for this mission, so be sure to break them! QUICK DISPOSAL... Devil Trigger and hit him a bunch with Devil Triggered slashes. Devil Triggering before a Buster grab or Gladius throw will allow Nero to damage him more as well. Fire Summoned Swords (X) during a Devil Triggered Buster grab. STYLISH DISPOSAL... To maintain a good style your main goal will be to stay aggressive on him and get him stunned. Once a Buster is performed while he is stunned, that Buster grab will boost the style gauge quite a bit. Be careful when tossing a Gladius since Nero will be left wide open to any attack. I wouldn't advise tossing too many Gladius creatures if you're going for a stylish rank. You'll mainly want to just get rid of them quickly to get back to the battle at hand - break them with an Aerial Combo while Agnus has them hovering above him. Stay aggressive by hitting him up close instead of throwing enemies. The mission will end directly after this battle. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Cages ------------------------------------------------------------------------------- Agnus' Attacks: Sword Combo - Agnus holds his arm back while laughing as a sword forms then he perform an overhead slash followed by an upward slash. He shouts, "Take this" during the final hit. Avoidance: Roll to avoid each swing or jump away from him. Energy Siphon - Agnus holds both arms up and shouts, "Your strength will be mine" then dashes toward your character with his arm out. This will drain one bar of your health and replenish one bar of his health. Avoidance: Roll or jump the moment before he grabs Nero or cancel the attack by hitting him or tossing a Gladius at him. Devil Trigger if it grabs Nero to instantly cancel it. Mega Siphon - Agnus moves toward the center of the area while floating as a black aura appears around him. He says, "Time to die". Eventually a green aura will surround the room and he will drain three bars of Nero's life gauge to replenish three bars of his own life gauge. Avoidance: Run up and attack him to cancel this move. It must be canceled! Gladius Summon - A portal forms behind Agnus then Gladius swords will spin in place outside the portal then eventually fly at your character. Avoidance: This move can be canceled by attacking him during it. Cutlass Summon - Agnus hovers in the air as a portal appears behind him. He bows and two Cutlass enemies jump through the portal and dive into the ground. The Cutlass will jump out of the ground and perform a tail slice then fall back into the ground and disappear. Avoidance: Keep your distance. Basilisk Summon - Agnus looks upward and yells "Behold the power" as an energy blast around him forms Basilisks. He will only perform this on Son of Sparda mode or greater during this particular battle. Avoidance: This move can be cancelled by attacking him during it. Fireball Launcher - Agnus forms a circle of energy behind him that shoots five fireballs at your character. Avoidance: Run to the side and jump or stand directly underneath the portal to have the fireballs fly overhead. Blade Spin: Agnus forms two Cutlass and places them on each arm then spins toward your character. He will throw both Cutlass at your character at the end of the spin. Avoidance: Move/jump away from him and be prepared to roll or jump from the Cutlass as he throws them. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- _____________ __ ___ __ [MN10] | MISSION /_ |/ _ \ \____________________________________________________ |--------------| | | | |-/ ^^ WRAPPED IN GLORY | \ NERO | | | | | ^^ "End the ambitions of His Holiness!" / \ MISSION | | |_| | ^^ --- / \---------- |_|\___/ ---^^----------------------------------------------/ | Blue Orb Fragments = 03 | Secret Missions = 02 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Agnus's Room == Nero will start right where he fought Agnus in the last mission. The cages to the side can be broken for some extra green and white orbs just like in the boss battle from earlier. Exit the room. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Cages, [ ] 3 Chairs, [ ] 1 Desk, [ ] 1 Candle Stand ------------------------------------------------------------------------------- == The Gauntlet Walk ahead then walk out onto the lift. A cutscene will play on the lift. ------------------------------------------------------------------------------- Divinity Statue: [ ] To the right in the first hall. Collectable Orbs: [ ] Green Orb - To the left of the Divinity Statue. ------------------------------------------------------------------------------- --> Enemy Encounter: Mephistos, Faust (NEW Enemy!) Nero must fight two Mephistos along with a new Faust enemy. The Faust is a much stronger reaper-type enemy with some very deadly attacks. He will fall through the same methods used on the Mephistos but his cloak can take much more damage. I highly recommend that you fight him while Nero has the Charge Shot 3 with Blue Rose. Charge the Blue Rose while you hit him with constant jumping Busters and snatches then fire at him with a level 3 Charge Shot. The Charge will get rid of his cloak rather quickly - should take about 2 level 3 charge blasts. He will fall much like the Mephistos and reveal his insect-like form beneath. Run up to him and combo him or take him into the air with a High Roller (Instant Rev each move if possible). Grab him with Busters also. If he gets his cloak back then start charging another level 3 Charge Shot. The next set of charge shots should defeat him even if he has his cloak on depending on how much damage he sustained while grounded. ------------------------------------------------------------------------------- Hidden Orbs: [ ] Stand in the middle of the circular indention in the floor before lowering the lift via the blue device. Combat Adjudicator: [ ] To the side of the middle structure (requires Dante). ------------------------------------------------------------------------------- == Key Chamber == --> Enemy Encounter: Alto Angelo, Bianco Angelos Once again more Bianco Angelos and an Alto will attack in this chamber. Luckily the pedestal in the middle will still allow Nero to slow time in this room however. Run over to the pedestal and slow time then fight all the enemies as they move in slow motion. Be sure to watch for their counterattacks if Nero fights them from the front. Dispose of the Biancos first then go for the Alto. The Alto isn't much of a problem once Nero slows time. Move down the staircase on the other side of the room to continue. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Seperators (on the side of each doorway) ------------------------------------------------------------------------------- == Grand Hall == Nero will have to maneuver through the lasers if you want to collect all the orbs in this area. The lasers will not move in the areas where the benches are, so it isn't too hard to break them. Exit this area through the doorway up the stairs that leads to the bridge that was previously held up by a tree trunk. Move across the bridge then open the door at the end. ------------------------------------------------------------------------------- Combat Adjudicator: [ ] In the northeast up the stairs from the Hall entrance (require S-rank with Nero). Hidden Orbs: [ ] Run to the far southwest corner then move up against the wall and stay in the middle. Move away from the wall just a bit and stand to receive these. Breakable Objects: [ ] 6 Benches, [ ] 2 Pots (both sides of doorway) ------------------------------------------------------------------------------- == Security Corridor == The corridor ahead has constant rows of lasers moving down it but thankfully there is a pedestal to the side that will allow Nero to use the Key of Cronus to slow time. Walk over to the pedestal on the character's left then use a Buster on it to slow time. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Benches, [ ] 1 Fence ------------------------------------------------------------------------------- While time has been slowed down, jump and move under the lasers. They will move slow enough to where Nero can get through them without too much trouble this time. He can jump and then Air Hike over the high lasers if you happen to have Air Hike. Touch the glyph on the far right wall (hidden by a pillar) after maneuvering through the lasers to play --SECRET MISSON 06--. ============================ Secret Mission 06 ================================ VERMIFUGE Eliminate all the Chimera before the scarecrow is taken over! =-= Location: Security Corridor The glyph is on the far right wall after maneuvering through the lasers. For this secret mission, your character must protect the single Scarecrow from all the Chimera Seeds in the area. The Scarecrow will appear right next to your character and the Chimera Seeds will surround your character and the Scarecrow. At the starting, grab the Scarecrow with a hold command (using the Aegis Shield) from the Buster (walk up to him and grab him with B then hold the button). While holding the Scarecrow, run to the cliff with the low ledges then hop up the ledge. Run to the very back of the cliff and throw the Scarecrow down - don't run too far back or you'll exit the mission. Make sure that he is far away from the edge or he might drop back down the ledges. With the Scarecrow on the cliff, drop back down the ledges then defeat the Chimera Seeds. Use Busters on them to tear them apart with a single attack. Hitting them with the Red Queen will take multiple hits but boost your style gauge in return. Once all the Chimera Seeds have been defeated the --BLUE ORB FRAGMENT-- will appear. Grab it to exit the Secret Mission. =============================================================================== Bash through the wooden railing in front of the doorway then step out onto the ledge behind the doorway. Jump into the pit below the spinning blades. --> Enemy Encounter: Mephistos, Faust There is pedestal to the side where Nero can slow time through the use of a Buster but that pedestal will seal off and some troublesome Mephistos followed by a Faust will attack. Remember to use level 3 Charge Blasts for each of them, especially the Faust and perform jumping Busters on them while charging. Be sure to find the crates around the side of the pit in order to break them open for some more red orbs. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Boxes (in the pit) ------------------------------------------------------------------------------- Walk over to the pedestal and use the Buster to slow time. The spinning fan is now moving in slow motion, so hop up one of the blades then begin to leap to each of the blades as they move up in a stairway sort of row. Keep jumping until Nero reaches the top blade in that row (there is one above it but Nero doesn't have to go up that far). There are two doorways at the top, jump to the one with the visible door (not the open doorway) and open the door. == Experimental Disposal == --> Enemy Encounter: Bianco Angelos While moving down the hall up ahead, a few Bianco Angelos will appear. Just get behind them and attack then Buster them. Move into the next room with the middle torch and find the glowing pedestal up ahead. ------------------------------------------------------------------------------- Red Orb Pillar: [ ] To the right after stepping out of the hallway. Breakable Objects: [ ] 4 Statues ------------------------------------------------------------------------------- There is a blue orb fragment up above the pedestal so don't interact with the pedestal yet. Do so, and you will have to replay this whole mission again to get back to it! ============================ BLUE ORB FRAGMENT ================================ Before touching the glowing pedestal in the last room of this area, stand next to one of the sides then charge up the EX gauge to Level 3 and perform a Level 3 EX High Roller up into the air while facing the pedestal then Air Hike to the first ledge above the pedestal. Look around to spot a blue orb fragment on the second ledge up above the first. It is near the back wall of this room. Jump then Air Hike toward it to grab the --BLUE ORB FRAGMENT--. =============================================================================== Touch the pedestal once Nero has obtained the blue orb fragment to ride up to the top floor. == Experimental Disposal (Second Floor) == Open the door at the top after busting the statues in this room. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Statues, [ ] 1 Fence ------------------------------------------------------------------------------- == Meeting Room == --> Enemy Encounter: Alto Angelos --> Enemy Encounter (Son of Sparda): Alto Angelos, Basilisks Alto Angelos will appear in the room with the table and chairs. It might pay you to Devil Trigger and focus on one in this area since they can be a pain to fight normally. Focus on getting behind them then take one to the air with a High Roller and Buster him then repeat this process when he land on the ground from the Buster. There are plenty of objects that may be interacted with in the hall ahead. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Candle Stands Divinity Statue: To the left before exiting this area. ------------------------------------------------------------------------------- ============================ Secret Mission 07 ================================ FREE RUNNING Reach the goal without falling through the vanishing floor! Time Limit: None =-= Location: Meeting Chamber The glyph is on the left wall before leaving this area. In order to get to the blue orb fragment on the other side of this area, your character must strike the blue device next to him then move across the tiles that disappear and reappear in certain areas. Mephistos will form the second that your characters steps out onto the tiles. Kind of a bummer, huh? Well, actually the fact that they appear when your characters first sets foot on the tiles is one major screwup on their part. Step out onto the first set of tiles then hop back onto the ledge with the blue device when they first appear. Fight them while on the ledge by using Level 3 charge blasts along with Devil Busters to quickly defeat them. There are about six of them total. Once they have been defeated, wait for the tiles outside the ledge to finish their cycle then activate the blue device again. Your character can now navigate his way toward the --BLUE ORB FRAGMENT-- without near as much problems. The tiles can get quite tricky. They will forcibly lead your character back near the beginning ledge then quickly lead him back across, so prepare to Air Hike and run a bunch to keep up with them. =============================================================================== Open the door at the end of the hall. == Ascension Chamber == A cutscene will trigger upon entering this area. ------------------------------ - BOSS BATTLE - -------------------------------- D A N T E 2 - - - - - - - - Remember how I said that Dante was most likely going easy on Nero back in Mission 1? Well, in this fight, Nero gets to fight the full version of Dante in all of his glory. THIS IS GONNA' BE ONE HELL OF A PARTY... Dante is quite a force to be reckoned with in this fight. Shooting him with Blue Rose will do no good since he will simply fire his Handguns to counter the Blue Rose's bullets. It's not good to get near him either since he will perform a Stinger or combo with Rebellion out of nowhere. He dodges just about every attack that Nero can throw at him. The Streak will sometimes hit him but I wouldn't recommend performing this move that often since he will counter the attack by jumping into the air and performing a Helmet Breaker or he will simply dodge to the side. If Nero gets too close to him and attempts to jump Dante will usually fire off his Coyote-A shotgun to blast Nero back. Try to Air Hike when you think he might perform a shotgun blast. Dante likes to use the shotgun blast and constant Helmet Breakers whenever Nero takes to the air while near him. IS THERE A WEAKNESS...? Yeah, there is. I feel a little cheap using this method but Nero can simply jump into the air most of the time and grab Dante with a Snatch while Dante attacks to pull him into the air then hit him a few times with Red Queen and then Buster him. This is about the only method that will work against Dante most of the time. If you're good at charging Blue Rose while fighting, you can also hit him with a level 3 charge blast after slashing him a few times. There are times where he will escape from the Buster. At that time, you'll just have to snatch him and then perform an Aerial Combo to him. He will eventually begin to fall victim to the Buster once again however in due time. When he switches to Royal Guard style, he seems to always fall victim to Busters. Another real cheap way to beat him is to approach him while firing Blue Rose then suddenly Buster him while he keeps firing back. This will usually grab him no problem. Sometimes you can simply run up to him and Buster him without the need of firing Blue Rose. About the only way to defeat Dante involves the Devil Bringer. Yet another way to beat him is to stand on the very top bed platform and stand to one of the sides. Wait for Dante to jump up to the bed platform after Nero then Buster him or fire off a level 3 charge shot while he is jumping - this hit has to be done while Dante is rising or else he may perform a Helmet Breaker. This works best when he double jumps but sometimes he will only perform a single jump, so be prepared. HIS STYLE CHANGES... At about mid-life, he will begin to ramp up his attacks greatly and begin to change styles. It is advisable to know which style he is currently using. Dante will always shout out the name of each style as he changes so listen for it. While in Royal Guard he will deflect just about all sword attacks that Nero uses. In Trickster, he will dodge around Nero quite a bit. With Swordmaster, he will begins to use some extra melee attacks and with Gunslinger he will start to use a wider array of gun attacks, such as Fireworks with the Coyote-A to get Nero off of him. QUICK DISPOSAL... Grabbing him with constant Snatches from the air followed by a Buster or level 3 charge shot are about your only options in this fight. Devil Trigger with Nero to make the Busters take off more. Don't get overconfident with the Devil Trigger however since Dante will not fall victim to overpowered Devil Triggered attacks on the ground. STYLISH DISPOSAL... Nero must avoid getting hit in order to keep his style gauge up for this battle - that is about the only option. A Buster will boost the style gauge by nearly a full level for each attack. Dante has some extremely quick moves and a huge variety of attacks so it is very hard to avoid every single attack during this battle. Keep in mind that all breakable objects in the room must be broken during the boss fight since a cutscene will trigger at the end of the fight that will end the mission. ------------------------------------------------------------------------------- Breakable Objects: [ ] 6 Candle Stands, [ ] 4 Pots, [ ] 2 Desks ------------------------------------------------------------------------------- Dante Attacks: (Note: Dante has an extreme and random variety of attacks, so I am not going to list them all since knowing them in this case doesn't do you as much good since you'll likely only see some of his attacks once per battle.) Helmet Breaker: Dante jumps into the air and comes down with an overhead strike with Rebellion. Avoidance: Roll away from underneath Dante. Rebellion Combo A: Dante performs a three hit slash combo with Rebellion. Avoidance: Roll or jump away from Dante. Really you should just stay away from him since this move is quite fast. Stinger: Dante lunges forward with a thrusting stab from Rebellion. Avoidance: Roll, jump, or run to the side to avoid the thrust. This move is very fast! Ebony & Ivory Fire: Dante fires his handguns whenever Nero fires his Blue Rose. Avoidance: Fire Blue Rose. Dante only performs this if Nero fires the Blue Rose and will stop when Nero stops, so it is always avoided. Ebony & Ivory Rapid Fire: Starting from his right Dante aims with both guns and fires rapidly while moving to the left. This can actually juggle you in the air. Avoidance: Roll to the side or jump. Shotgun Blast: Dante fires off Coyote-A while jumping. Avoidance: He usually does this when you jump toward him, so quickly Air Hike to avoid the blast. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- _____________ __ __ __ [MN11] | MISSION /_ /_ | \______________________________________________________ |--------------| || |-/ ^^ THE NINTH CIRCLE | \ NERO | || | ^^ "Prevent the birth of a god!" / \ MISSION | || | ^^ --- / \---------- |_||_| --^^-------------------------------------------------/ | Blue Orb Fragments = 01 | Secret Missions = 00 | Hidden Items = 01 | \----------------------------------------------------------------------/ == Advent Chamber == Move up the right set of stairs at the beginning so Nero will pass by the -- COMBAT ADJUCIATOR (requires SSS-rank with Nero)-- in the center along the way to the blue device. ------------------------------------------------------------------------------- Combat Adjudicator: [ ] Move up the right set of stairs and this will be off to the right (requires SSS-rank with Nero) ------------------------------------------------------------------------------- Hit the blue device further ahead to make some Grim Grips appear. Grapple up to all the Grim Grips to reach the floor above. == Advent Chamer (Second Floor) == --> Enemy Encounter: 2 Mephistos, Faust Red seals will appear on both sides of Nero then some Mephistos followed by a Faust will attack. Use Charge Shot Level 3 along with air Busters to make quick work of all of their capes, especially in the case of the Faust. ------------------------------------------------------------------------------- Collectible Orbs: [ ] Green Orb - Right next to the lift. ------------------------------------------------------------------------------- Walk over to the elevator shaft and interact with the red switch to the side of it to make the elevator move down. Get in the elevator and ride it up to the next floor. == Advent Chamber (Third Floor) == The teleporter that appears off to the left will send Nero back down to the bottom floor - Nero can now teleport between the two floors. Move on ahead and read the stone tablet to the side for the following message: "Proceeding alone is strictly prohibited." Run up to the gate up ahead and step on the pressure plate in front of the door. One of the Scarecrows on the other side must step on the plate on the opposite side, so help them a bit by snatching one of them and pulling it onto the plate and this will raise the gate. --> Enemy Encounter: Scarecrows Fight off the Scarecrows as you normally would. Break the railing near the elevator and find the hidden orbs in this area by standing in the middle of the elevator shaft. Move past the Divinity Statue off to the side to continue. ------------------------------------------------------------------------------- Breakable Objects: [ ] 1 Fence (next to elevator shaft) Hidden Orbs: [ ] Stand in the middle of the elevator shaft off to the left. Divinity Statue: Beside the elevator shaft off to the left. ------------------------------------------------------------------------------- Walk to the edge of the walkway and use the Grim Grips to get across the pit below. It pays to fall into the pit since there is a red orb down there. There are also plenty of Red Orbs up above the Grim Grips. Grapple onto each Grim Grip quickly then Kick Jump off the wall at the end and leap up onto it. ------------------------------------------------------------------------------- Collectible Orbs: [ ] There are three red orbs around the pair of Grim Grips by the elevator shaft. One is in the pit and the other two are above the two Grim Grips. Grapple then Air Hike to collect the two above or you can grapple low on each Grim Grip so that Nero shoots up into the air further. ------------------------------------------------------------------------------- == Advent Chamber (Fourth Floor) == Move further ahead and Nero will come to another pit with Grim Grips up above it. Be sure to collect the red orbs up above the pit and fall into the pit to collect the --DEVIL STAR S-- at the end of it. --> Enemy Encounter: Bianco Angelos --> Enemy Encounter (Son of Sparda): Bianco Angelos, Alto Angelo You'll fight a few Bianco Angelos in the pit as the area seals off but its worth it for the extra item. ------------------------------------------------------------------------------- Item: [ ] Devil Star S - fall into the pit below the three Grim Grips to find this in the back of the pit. ------------------------------------------------------------------------------- To get across the three Grim Grips, wait for the second Grim Grip to move all the way up into the air as far as it will go then quickly grapple across all three of them and Kick Jump off the wall so that Nero lands at the top of the wall on the other side. Move to the left side of that wall for a hidden orb pickup. ------------------------------------------------------------------------------- Hidden Orbs: [ ] After swinging on the three Grim Grips, stand on the far left side of the top ledge of the wall after the Grim Grips. ------------------------------------------------------------------------------- == Advent Chamber (Fifth Floor) == --> Enemy Encounter: Alto Angelo When Nero falls on the other side of the wall, an Alto Angelo will attack. Don't try to get the hidden orbs while the Alto Angelo is in the area if you happen to fall on accident since the Alto will likely knock Nero back down into the pit. There is a blue device off to the side that needs activating, but first move further down the walkway and find the extra orbs down that path. ------------------------------------------------------------------------------- Collectable Orbs: [ ] Green Orb - Move past the blue device to find this along the walkway ahead. [ ] Red Orb - Jump to the top of the wall with the fence on top to see this up above. Jump then Air Hike/Kick Jump off the nearby pillar to the left then Snatch (Buster Snatch) the orb to retrieve it. ------------------------------------------------------------------------------- Backtrack to the blue device then attack it to make several Grim Grips appear up above. Grapple all the way to the top quickly before they disappear. == Advent Chamber (Sixth Floor) == Walk over to the red switch and interact with it to lower the elevator on the third floor of the Advent Chamber. ------------------------------------------------------------------------------- Collectible Orbs: [ ] Green Orbs - Two of these are along the top walkway with the switch. ------------------------------------------------------------------------------- --> Enemy Encounter: Alto Angelos, Bianco Angelos A group of Bianco Angelos and Alto Angelos will appear. Fight them off then head all the way back to the elevator shaft where the elevator moved down in the cutscene. Jump back down to the floor below then hop back over the wall and move past the pit then hop back over the next wall and make your way all the way back to the elevator shaft near the Divinity Statue. --> Enemy Encounter: Scarecrows, Alto Angelos, Bianco Angelos Scarecrows will appear at first then Alto Angelos followed by Bianco Angelos will teleport into the area as the Scarecrows fall. There is no need to stay here and fight them all. It's a good idea to fight some of them if you are going for a good style rank however. Get on the elevator to ride up to the top floor of the Advent Chamber. == Advent Chamber (Top Floor) == Move ahead for a cutscene. ------------------------------ - BOSS BATTLE - -------------------------------- S A N C T U S - - - - - - - - +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Not Interested | After Sanctus' shield is fully broken and he falls to the | | in your BS | floor, run up to him and Buster him or knock him into the | | | air and Buster him there. | |-----------------------------------------------------------------------------| | Savior Counter | When the Savior attempts to punch Nero, quickly Buster | | | when its arm moves to punch Nero to knock away the hand | | | and make Sanctus fly out of the Savior statue. | +-----------------------------------------------------------------------------+ THE SAVIOR IS COMING... But he has not awakened yet and Sanctus is definitely no Savior. Run up to him then jump and hit his shield at the start of the battle. His shield must be broken in order to hit him. He's always open at the beginning of the battle as he talks, so break his shield then - jump then hit him with a Roulette Spin. The probes that fly in front of him serve as a good source for getting to him quicker since you can perform a grapple off of them much like with a Grim Grip. Grapple to them whenever Nero is far away and he will pull himself close to Sanctus. Once Sanctus' main shield is broken, follow after him and break his last yellow shield - it only takes a few hits for the last shield. SANCTUS IS DOWN... Sanctus will fall to the ground and be totally helpless once Nero destroys his shield. Use this chance to Devil Trigger then hit him a few times and ultimately grab him with a Buster. If Devil Trigger is activated then constantly pump summon swords into him during the grab animation by tapping X. He will take major damage and Nero will gain quite a bit for his style gauge in the process. Nero can also knock Sanctus into the air with a High Roller then Buster him in the air. SANCTUS REGENERATES HIS SHIELD... Once Sanctus has been grabbed or has suffered enough damage, he will float in the air once again and regenerate his shield with a burst of light. Don't try to hit him at that time or he will knock Nero back to the ground. He will also regenerate his shield if Nero doesn't break his first shield down fast enough - he will simply renew the first shield. SANCTUS' ATTACKS... Most of Sanctus' attacks at the beginning of the battle can be avoided by simply grappling to his probes and staying in the air next to him. All of them can be avoided by jumping or rolling to the side as well. As he continues to get pummeled more, he will begins to summon red lightning bolts that will form around Nero and he will also start to shoot a group of three fireballs at Nero. Both of them can be avoided with properly timed rolls. Don't ever rush into him when he is about to shoot his fireballs or Nero will be knocked back by them. The lightning bolts can usually be avoided while attempting to grapple to his Probes. The Probes can also attack by rushing straight at Nero while they glow a bright orange. They can still be used to grapple at that time but be careful. All you have to do is run to the side to avoid the probes. The probes can also be shot to make them turn blue and remain in place - this way they won't be able to dash at Nero. Sanctus will constantly summon new probes throughout the battle. THE SAVIOR IS FINALLY HERE... When Sanctus has been weakened quite a bit, a cutscene will play and Sanctus will fly into the Savior statue's chest via the blue orb on his chest. Once the battle starts again immediately roll to dodge the Savior's punch as it drives its fist into the ground. This move will usually stagger Nero but if Nero rolls out of the way fast enough, it will not damage him. Nero can attack the hand but it doesn't damage the boss - it will increase your style though. The Savior's hand can be Bustered with the proper timing. Perform a Buster right when the Savior's arm moves while he holds it back and Nero will knock the hand away then Sanctus will fall out of the statue and be stunned and ready for a Buster. SANCTUS APPEARS AGAIN... Sanctus will eventually teleport out of the Savior statue again. He will go back to his normal routine of attacking while floating. He will run quite a bit during the remainder of the battle and you must catch up to him quickly and destroy that shield of his. If he is not stunned fast enough then Sanctus will float back toward the Savior statue and get back inside then the Savior will punch the walkway once again. Once Sanctus falls, a cutscene will play that will end this mission as well as our control of Nero for quite a while. Sanctus' Move List Flame Currents: Sanctus charges his hand with energy then yells "Repent" or "You will fail" and throws either one or two currents of fire along the floor and toward your character. Avoidance: Roll to dodge each current or jump. Electric Shockwave: Sanctus charges both hands then electrifies the section of the floor in front of him. Avoidance: Jump out of the way or roll very quickly out of the electricity. Probe Dash: One of the probes in front of Sanctus pauses and glows a bright orange then dashes toward your character. Avoidance: Roll or jump out of the way, or just run to the side. Shield Regenerate: After being knocked down or while his shield is nearly broken, Sanctus floats into the air then yells "The Savior is coming" then regenerates his shield with a burst of light. Avoidance: Stay away from him until the bright light fades. Lightning Bolts: Sanctus holds down his hands while charging and says "Resistance is futile" then he holds up his hands and red lightning bolts strike all around the area where your character is. Avoidance: Roll the second that the lightning strikes or jump to the side when it is about to strike. Fireballs: An aura of energy surrounds Sanctus' shield and he shoots three fireballs toward your character. Avoidance: Roll or jump to the side. Savior Ground Pound: Sanctus flies toward the Savior statue and yells "Behold the power of the savior" as he moves into the blue stone on its chest. The Savior statue leans back its right arm then pounds the ground near your character. Avoidance: Roll or jump the second right before the savior's fist hits the floor. This will sometimes stagger Nero but he will not take damage if timed well. This move can also be interrupted with a properly timed Buster right before the punch. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- _____________ __ ___ __ [MN12] | MISSION /_ |__ \ \_____________________________________________________ |--------------| | ) |-/ ^^ A NEW BEGINNING | \ DANTE | | / / ^^ "Come to grips with the power of / \ MISSION | |/ /_ ^^ the legendary Devil Hunter!" / \---------- |_|____| --^^-----------------------------------------------/ | Blue Orb Fragments = 01 | Secret Missions = 00 | Hidden Items = 01 | \----------------------------------------------------------------------/ == Ascension Chamber == The player must now switch over to Dante for a good bit of the rest of the game. Dante does not have the exceed system. He starts out with Rebellion, Ebony & Ivory, and Coyote-A (shotgun). He can switch between his four main styles by tapping the Directional pad in any of the four direction. All of his styles will change the function of the B button. --> Enemy Encounter Scarecrows Dante will start in the Ascension Chamber, where we last left him in the boss fight that Nero fought earlier. Fight them off with normal Rebellion Combos (Y, Y, Y, or Y, pause, Y, Y) or take them to the air with High Time (Hold RB, Back + Y) and unleash some air combos with Swordmaster while equipped with Rebellion. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Desks, [ ] 6 Candle Stands, [ ] 4 Pots ------------------------------------------------------------------------------- Leave the room via the door at the opposite end. == Meeting Room == Break the candles near the sidewalls and interact with the Divinity Statue off to the side to power up some of Dante's skills. Definitely buy the Stinger for the Rebellion and then you may want to level up whichever style you prefer. I prefer Swordmaster for the most part myself. Race into the room ahead to trigger a cutscene. ------------------------------------------------------------------------------- Divinity Statue: To the left immediately after entering. Breakable Objects: [ ] 4 Candle Stands ------------------------------------------------------------------------------- --> Enemy Encounter: 3 Mega Scarecrows (NEW enemy!) These Mega Scarecrows can be knocked around much like normal Scarecrows but their attacks are hard to dodge without using a jump. Be sure to jump if they ever roll toward Dante or shoot saw blades at him. Other than their more devastating attacks, they are basically just bigger versions of a normal Scarecrow. Use a Stinger to knock one of them away from the crowd then turn the camera to face the one Scarecrow so the others will be less likely to attack to attack then defeat him with Rebellion combos. It is always best to distance a Mega Scarecrow from a group and deal with it separately. Leave the room after the battle. == Experiment Disposal (Second Floor) == Break the two statues then the railing blocking the way to the next room. Run over to the pedestal of the elevator and interact with it to receive the ++WING TALISMAN++ that Nero left behind. Take the elevator down to the bottom floor. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Statues, [ ] 1 Fence Key Item: [ ] Wing Talisman ------------------------------------------------------------------------------- == Experiment Disposal == Break all the statues. A warning message will sound off and the alarm for the building will activate. Dante has 10 minutes to escape from the building before it explodes. This allows enough time to battle enemies and collect items before exiting so don't stress out. Jump into the pit up ahead. NOTE: You don't actually have to jump into the pit right here. It is possible to switch to Trickster then stand at the end of the ledge, while facing the ledge on the opposite side, then perform a Stinger to long jump, followed that up with an Air Hike, and then finally Sky Star to the ledge. The Air Hike and Sky Star have to be extended a bit to make this jump. Devil Trigger and Dante will be able to perform two Sky Stars in the air making this even easier. This will decrease your style ranking since Dante won't have to deal with the Frosts in the elevator, but you could always just reflect the dark shot back at the Alto and Biancos in the upcoming Grand Hall room to make up for the style point loss. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Statues ------------------------------------------------------------------------------- On the right side, be sure to pick up the --GOLD ORB-- then run to the other side and attack the blue device to lower the elevator. ------------------------------------------------------------------------------- Items: [ ] Gold Orb - In the far northeast corner of the pit. ------------------------------------------------------------------------------- --> Enemy Encounter: 3 Frosts --> Enemy Encounter (Son of Sparda): 4 Frosts Get on the elevator and a few Frost enemies will appear. Use a Stinger with Rebellion to knock them to the ground if they ever try to attack (this may take a few Stingers). Attack them a few times while they are on the ground then launch them into the air (while they are standing) with High Time and hit them with the Rebellion Aerial Rave while in Swordmaster Stance. Use Coyote-A to blast them while up close. Another good technique is to knock them down with a Stinger then use constant Shredders on them. ------------------------------------------------------------------------------- Red Orb Pillar: [ ] Off to Dante's left when he exits the elevator. ------------------------------------------------------------------------------- Find the --RED ORB PILLAR-- on the next floor then attack it for some orbs and then leave the room through the door down the corridor up ahead. == Security Corridor == Dante will immediately fall into the pit below upon entering this area. --> Enemy Encounter: 3 Mephistos The area with the pedestal off to the side will seal and a few Mephistos will attack. Use the Coyote-A to easily get rid of their cloaks (a close air Fireworks with Gunslinger style works wonders) then charge them with Rebellion while they lie helpless on the floor. Use a Stinger to try to work them into a corner in order to damage them much better. Make sure that Dante is close while firing Shotgun blasts to have the full effect - use Charge Shot if you have it. Find the crates along the side of the pit and break them open for some red orbs then walk over to the pedestal and interact with it to collect the ++KEY OF CRONUS++. The spinning blades in the middle will malfunction after Dante grabs the Key of Cronus, so just hop up the blades and go through the doorway at the top. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Boxes (in the pit) Key Item: Key of Cronus ------------------------------------------------------------------------------- Knock the railing out from the front of the door then interact with the pedestal to the side - Dante will use the Key of Cronus to slow time. Maneuver through the lasers in the middle of the corridor. A normal jump is all that is needed to get through the lasers without being damaged. A single jump will actually leap over the set of three lasers if timed well. ------------------------------------------------------------------------------- Breakable Objects: [ ] 1 Fence, [ ] 2 Benches ------------------------------------------------------------------------------- Open the door on the other side of the hall. == Grand Hall == Run across the bridge then enter the Grand Hall up ahead. --> Enemy Encounter: 4 Bianco Angelos, 1 Alto Angelo Four Bianco Angelos and 1 Alto Angelo will appear as all the doorways seal off. Get behind the Bianco Angelos and take them to the air with High Time and perform Aerial Raves on them. A Prop slash with Swordmaster will instantly knock the Alto Angelo into the air if Dante can manage to hit him without him guarding - it's very easy to do. Jump into the air and hit him with an Aerial Rave while he falls or continue the Prop with a Shredder - don't use a Shredder if Bianco Angelos are still in the area though. Use a Coyote-A blast to knock any of the Angelos out of the air. Check the room over for extra orbs once the battle is finished. ------------------------------------------------------------------------------- Breakable Objects: [ ] 6 Benches, [ ] 2 Pots (both sides of doorway) Hidden Orbs: [ ] Run to the far southwest corner then move up against the wall and stay in the middle. Move away from the wall just a bit and stand to receive these. ------------------------------------------------------------------------------- Dante has two options here, either go further into the castle through the east side to get some extra orbs and ultimately hunt down an extra Combat Adjudicator or Dante can exit now via the front door in the north of this room. The timer will most likely be in red by this time, but you can still run into the next two rooms and quickly grab the rest of the items. I'll describe the backtracking below. == Key Chamber == --> Enemy Encounter: Gladius --> Enemy Encounter (Son of Sparda): Gladius, Bianco Angelos, Alto Angelo Upon stepping into the Key Chamber, lasers will seal off both doorways and Gladius enemies will attack. Run over to the pedestal and interact with it to slow time with the Key of Cronus. Shoot the swords with the Coyote-A in order to knock them to the ground then perform some ground combos with Rebellion to shatter them. It is best to leave all the enemies here and enter The Gauntlet up ahead by moving in between the lasers on the other side of the room. Dante can still manage an S-rank in style without having to deal with these enemies if you were stylish enough earlier but, most importantly, fighting these enemies may take too long! Be sure to break the concrete railings on each side of the doors before exiting. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Separators (on the side of each doorway) ------------------------------------------------------------------------------- == The Gauntlet == This room is quiet and no enemies will attack here. Find the hidden orbs by standing in the middle of the circular indention in the middle of the room then walk into the back and find the --COMBAT ADJUDICATOR (requires B-rank with Dante)-- off to the left to receive a --BLUE ORB FRAGMENT--. ------------------------------------------------------------------------------- Hidden Orbs: [ ] Stand in the middle of the circular indention in the floor before lowering the lift via the blue device. Combat Adjudicator: [ ] To the side of the middle structure (requires a B-rank with Dante). ------------------------------------------------------------------------------- Leave the room once the orbs and possible blue orb fragments have been found. Get back to the Grand Hall by backtracking through the Key Chamber once again then leave the Grand Hall via the front door. == Gran Album Bridge == A cutscene will activate as Dante steps outside. Continue along the bridge up ahead then stop in the middle room to break the objects. Run to the very end of the bridge and enter the next area to complete this mission. ------------------------------------------------------------------------------- Breakable Objects: [ ] 6 Separators, [ ] 4 Desks ------------------------------------------------------------------------------- _____________ __ ____ __ [MN13] | MISSION /_ |___ \ \____________________________________________________ |--------------| | __) |-/ ^^ THE DEVIL RETURNS | \ DANTE | ||__ < ^^ "Drive down the dragon that spreads / \ MISSION | |___) | ^^ its wickedness through the forest!" / \---------- |_|____/ ---^^----------------------------------------------/ | Blue Orb Fragments = 01 | Secret Missions = 00 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Ancient Training Ground == This forest now has portals spread throughout the paths that run through it and these paths will take Dante to different areas depending on the order that each portal is entered. The portal will take Dante to a different area in a certain sequence no matter which portal is gone through. Look below the item list for the sequence. In order to get out of this portion, Dante must enter the Forgotten Ruins by stepping through the door directly ahead of him or by stepping through one of the portals until he reaches the forgotten ruins. ------------------------------------------------------------------------------- Divinity Statue: To the character's left after starting. Breakable Objects: [ ] 2 Chimera Eggs ------------------------------------------------------------------------------- * Portals lead to: Ancient Training Ground (Bridge), Ancient Training Ground (East), Forgotten Ruins (Bridge), Ancient Training Ground (West) == Ancient Training Grounds (Bottom) == You'll want to enter this area to break a few Chimera Eggs. This area can be reached by moving through a portal or by jumping off the top of the bridge in the Ancient Training Ground. ------------------------------------------------------------------------------- Breakable Objects: [ ] 6 Chimera Eggs ------------------------------------------------------------------------------- == Forgotten Ruins (Bridge) == This is where Dante needs to get to, either by stepping through the doors in the Ancient Training Ground while on the bridge or by warping here by stepping through a portal. Walk up to the ledge on the left side of the bridge (as if Dante was entering this area) then jump off the side of the bridge to continue. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Chimera Eggs ------------------------------------------------------------------------------- == Forgotten Ruins (Bottom) == --> Enemy Encounter: 3 Scarecrows, 1 Chimera Seed --> Enemy Encounter (Son of Sparda): Blitz Fight off the enemies as you normally would. The door down the path up under the bridge will only lead to the Ruined Valley, but nothing can be done there. Continue forward and move into the portal ahead to enter the Windswept Valley. Depending on how many times Dante steps through the portal, he will wind up in a different place of the valley. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Chimera Eggs ------------------------------------------------------------------------------- * Doorway leads to Ruined Valley, Portal leads to Windswept Valley (West), Windswept Valley (Southwest) == Windswept Valley == --> Enemy Encounter: 3 Chimera Assaults (NEW Enemy) Three Chimera Assaults will attack. These enemies can be a real pain because they have the normal movements of an Assault with added blade slaps every now and then. They are also more aggressive. Try to Stinger them all to one side then with Swordmaster Style, unleash a wave of Drives at them with Rebellion. It is best to get rid of these enemies fast by getting them all packed together. There Chimera Seed can be damaged much like a Chimera Scarecow's Seed - perform a Gun Buster with the Coyote-A and Gunslinger Style to stun their Chimera Seed, a few close shotgun blast will still work as well. Enter the portal in the east to continue. ------------------------------------------------------------------------------- Breakable Objects: [ ] 11 Chimera Eggs ------------------------------------------------------------------------------- * Enter Portal in East! == Ancient Plaza == --> Enemy Encounter: 5 Assaults Five Assaults will attack in this area. Fight them off with normal combos from Rebellion. Rebellion's Dance Macabre with swordmaster stance works rather well against them since Dante will turn while fighting a group. Shredders work well on grounded Assaults. The normal Assaults won't attack as aggressively as Chimera Assaults so Dante can tone down on his rampage here. Drive still works well on normal Assaults if you can group them. Open the door in the south to continue. ------------------------------------------------------------------------------- Breakable Objects: [ ] 9 Chimera Eggs ------------------------------------------------------------------------------- * South exit with door leads to Lapis River (North) == Lapis River == --> Enemy Encounter: 2 Mephistos Defeat the two Mephistos in this area and break all the eggs. Dante will have to get on both sides up under the bridge in order to break the Chimera Eggs on the sides of the bridge. Dante will need to enter the portal up under the bridge to continue further into the forest, but if you want to collect all the orbs for this chapter then open the door in the Northeast and jump off the side of the Ruined Valley ledge to enter the Ruined Lowlands. ------------------------------------------------------------------------------- Breakable Objects: [ ] 12 Chimera Eggs ------------------------------------------------------------------------------- * Northeast door in Lapis River leads to Ruined Valley where character may fall to Ruined Lowlands. * Enter portal under the bridge in Lapis River to continue to the Windswept Valley (Outside Ruined Church) == Ruined Lowlands == --> Enemy Encounter: 4 Chimera Assaults Dante will fight four Chimera Assaults down her so try to group them together with Stingers then unleash a wave of Drives upon them. Find all the orbs in the area then step into the portal to exit. Go back to Lapis River then enter the portal up under the bridge. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Chimera Eggs Hidden Orbs: [ ] Stand at the top of the ledge in the northwest corner. ------------------------------------------------------------------------------- == Windswept Valley (Outside Ruined Church) == Dante will appear in front of the Ruined Church at the top of the stairs in the Windswept Valley. Open the doors to the church. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Chimera Eggs ------------------------------------------------------------------------------- * Open the doors to enter Ruined Church. == Ruined Church == Surprisingly, no enemies will attack in this area. Be sure to destroy the -- COMBAT ADJUDICATOR (requires A-rank with Dante)-- to receive a --BLUE ORB FRAGMENT--. The door up the stairs will only lead to the Ruined Valley which is all broken up and can't be traversed with Dante, so open the door below the stairs and enter the Lost Woods. ------------------------------------------------------------------------------- Breakable Objects: [ ] 19 Chimera Eggs Combat Adjudicator: [ ] to the right among the Chimera Eggs (requires an A-rank with Dante. ------------------------------------------------------------------------------- * Top door leads to Ruined Valley, bottom door leads to Lost Woods. == Lost Woods == --> Enemy Encounter: 2 Chimera Assaults Dante will be greeted by two Chimera Assaults at they rush down the path ahead. The same type of puzzle is present here just like it was last time - go down the path opposite the shadow to get out of the Lost Woods. Here is the path list: Straight -> Back -> Right -> Right Take the paths in that order to get out. I would suggest taking the wrong way at least once if you want to collect all the red orbs for this mission. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Chimera Eggs ------------------------------------------------------------------------------- == Hidden Pit == --> Enemy Encounter: 3 Chimera Assaults If the wrong path is taken then Dante will have to face off against three Chimera Assaults but he will gain access to some more Chimera Eggs containing extra red orbs. Step into the portal after the battle to leave the area like before. Take the right path back in the Lost Woods to continue. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Chimera Eggs ------------------------------------------------------------------------------- == Forgotten Ruins (East Side) == There is no rain in this portion, revealing that the source of all of this confusion is nearby. Run into either portal to reach the Den of the She-Viper. That's right, both portals lead to different entrances of that same area. There is no escape now! Not that it matters much... ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Chimera Eggs ------------------------------------------------------------------------------- * Either portal leads to the Den of the She-Viper (west path leads to southwest end) == Den of the She-Viper == Step forward for a cutscene. ------------------------------ - BOSS BATTLE - -------------------------------- E C H I D N A - - - - - - - - SO, IS SHE STILL UP TO HER OLD TRICKS? You betcha' there, guy! She's the exact same as she was when Nero fought her except now we get to fight her with the legendary Devil Hunter. WHILE SHE PROPS UP ON HER TAIL... Jump up to her female body and hit her with Aerial Raves with Swordmaster style and Rebellion. A Helmet Breaker can be added to finish the combo off. For another option, try Fireworks with the Shotgun while in Gunslinger stance. It works surprisingly well at damaging and stunning her. Whenever she is about to whip her hair at Dante simply Air Hike away. When she whips her tail then just jump to avoid it. WHILE SHE MOVES IN THE BACKGROUND... Change to Gunslinger style so Dante's bullets will take just a bit more off. What you shoot her with is basically up to you here. Ebony & Ivory works best from a distance or you can use Coyote-A to blast her when she moves by from up close - dodge her attack then shoot her. Use charged shots when firing at her. Really Dante's guns don't work at good as a level 3 charged blast from Nero's Blue Rose, but Pandora's Edidemic can compensate for that if you have it - fire it at her when she flies at Dante to instantly stop her and cancel the flying lunge. WHEN SHE BEGINS TO LAY EGGS... Jump up to her egg sac then perform a bunch of Aerial Raves followed by a Helmet Breaker to her egg-sac. Fireworks with Gunslinger stance and Coyote-A works well for this part too, but Aerial Rave still works better. This part can really boost your style very well. When Dante lands, hit the Chimera Seed with a Gun Stinger with the Coyote-A or just hit it with Rebellion's Stinger. WHEN SHE BURROWS... Dear lord, this is where Dante can pound the hell out of her! Run up to her body and get right in front of her then perform a Drive followed by an Over Drive with Rebellion and Swordmaster style. Make sure to get out all three hits of Drive and watch that damage soar as each slash followed by each energy wave cuts right through her and takes massive damage while improving your style greatly. Try to watch out for her hair slap. It is actually possible to perform a Rebellion Combo B while next to her and this will cancel her force field during the rapid thrust portion and actually boost your style from canceling the move by hitting her during it. QUICK DISPOSAL... I have to stress the Drive followed by the Over Drive while right next to her while she is burrowed into the ground. The Aerial Rave should be used on her bottom half while her egg sac is exposed. The Aerial Rave works well for when she props herself up on her tail as well. STYLISH DISPOSAL... The Drive followed by Over Drive while up on her when she is burrowed into the ground will give a big increase in style. Using the Aerial Rave on her egg sac will increase the style gauge quite a bit as well. Avoid getting hit and you'll keep a high style ranking for the whole battle while using these attacks. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- After the cutscene, Dante will receive a new weapon, ++GILGAMESH++. Run around the area and find all the Chimera Eggs and then exit the area to end this mission. ------------------------------------------------------------------------------- New Weapon: Gilgamesh Breakable Objects: 8 Chimera Eggs ------------------------------------------------------------------------------- _____________ __ _ _ __ [MN14] | MISSION /_ | || | \____________________________________________________ |--------------| | || |_-/ ^^ FOREST OF RUIN | \ DANTE | |__ _| ^^ "Get through as quickly as possible!" / \ MISSION | | | | ^^ --- / \---------- |_| |_| ---^^-----------------------------------------------/ | Blue Orb Fragments = 01 | Secret Missions = 01 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Ancient Training Ground == For this mission, Dante must simply exit the forest by running all the way to the Foris Falls area that leads to Fortuna Castle. --> Enemy Encounter: Fault (NEW Enemy!) While moving down the path to the side a new enemy will appear. These enemies do not have to be defeated in order to move on even when they appear with other enemies. These Fault enemies will constantly keep your character in the air during battles since they appear right below your character while he fights and you need to jump to avoid getting caught in their mouth. If your character is caught in a Fault's closing mouth then you will be taken to the Ruined Lowlands and be forced to fight a group of random enemies. Enter the teleporter to exit back to the previous area - you'll have to restart whatever battle your character was engaged in at that time though. In order to defeat these enemies, jump or move out of the way whenever they appear below Dante then switch to Gilgamesh and hit them with the first two hits of the punch combo to defeat them quickly. They can be defeated with Rebellion but it takes more hits to damage them. A close Coyote-A blast works well too. --> Enemy Encounter: Scarecrows, Chimera Seeds While walking up under the bridge, Scarecrows and Chimera Seeds will attack and Faults will appear once again, so jump out of the way whenever one starts to unearth below your character. Be sure to look around the area carefully for the breakable Chimera Eggs - two of them are on top of the bridge. Enter the Lapis River area up ahead. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Chimera Eggs ------------------------------------------------------------------------------- == Lapis River == --> Enemy Encounter: 2 Mephistos, Faust Two Mephistos followed by a Faust will attack in this area and Faults will appear below your character here as well. Use Coyote-A blasts to easily bring down the Mephistos and Faust then back them into a corner and perform a Real Impact with Gilgamesh to damage them severly. Use a Distorted Real Impact to instantly defeat a grounded Faust. Be careful not to get stuck in an attack pose for too long or a Fault might catch Dante. ------------------------------------------------------------------------------- Breakable Objects: [ ] 12 Chimera Eggs ------------------------------------------------------------------------------- Be sure to enter the Ruined Lowlands by getting caught by a Fault or opening the door to the side in Lapis River and jumping off the side. The red orbs down there are needed for a better orb ranking at the end of this mission. == Ruined Lowlands == --> Enemy Encounter: random group Fight off the enemies then break all the Chimera Eggs and be sure to find the hidden orbs. ------------------------------------------------------------------------------- Hidden Orbs: [ ] Stand at the edge of the ledge in the northwest corner. Breakable Objects: [ ] 4 Chimera Eggs ------------------------------------------------------------------------------- Back in the Lapis River area, enter the path across the bridge to continue. == Ancient Plaza == --> Enemy Encounter: 5 Assaults --> Enemy Encounter (Son of Sparda): 2 Assaults, Blitz Don't get too involved in a ground fight against the Assaults in this area since Faults will continue to appear below Dante. Gigamesh's Kick 13 works rather well for keeping Dante moving while on the ground. Don't even attempt any of the powerful Swordmaster attacks unless you know for certain that a Fault is not in the current area. Enter the path on the other side of the area to leave once the enemies are defeated. ------------------------------------------------------------------------------- Breakable Objects: [ ] 9 Chimera Eggs ------------------------------------------------------------------------------- == Windswept Valley == --> Enemy Encounter: Chimeras, Chimera Assaults Faults are out in full force in this area once Dante reaches the middle. Faults will appear very close together, so you'll have to jump often. Use Stingers to knock down the Chimera infested enemies or use Kick 13 with Gilgamesh to keep moving while attacking. Make sure to find all the Chimera Eggs in this area including the ones up the stairs and along the side paths. Hop up the ledge on the cliff. ------------------------------------------------------------------------------- Breakable Objects: [ ] 13 Chimera Eggs ------------------------------------------------------------------------------- == Forest Entrance == No enemies attack here - no Faults or normal enemies. Break all the Chimera Eggs and stock up on Red Orbs from the Red Orb Pillar down the left path. ------------------------------------------------------------------------------- Breakable Objects: [ ] 12 Chimera Eggs Red Orb Pillar: [ ] Down the left path. ------------------------------------------------------------------------------- Dante can also access --SECRET MISSION 08-- under the small rooftop. This is the secret mission that Nero couldn't perform on Mission 7. ============================ Secret Mission 08 ================================ ROYAL BLOCKER Successfully execute a Royal Block 5 times! Location: Forest Entrance The glyph is located under the roof of the middle structure. Dante must deal with two Mephistos for this mission. Kill off one of them at the beginning so you'll only have one to deal with. In order to successfully complete this secret mission, switch to Royal Guard and prepare to perform a Royal Block, where you must press the B button the instant before an attack hits Dante. Five of these Royal Blocks must be performed in a row in order to complete this secret mission. Stand for a few minutes and get the timing down for the Mephisto's finger stab and foot blade. Finger Stab - One of Mephisto's fingers glows as it points then it eventually stops as the glow brightens and stabs forward with its finger. Foot Blade - Mephisto moves toward your character then leans around with its blade foot and then slices your character with it. Once you know what to look out for, it's all about timing. You have to press the B button the instant before the finger hits Dante or the instant before the blade foot hits Dante. Many gamers believe that the finger stab is the easiest move to set up for a Royal Block, but it all depends on the individual. Either way, you need to know about each attack since the Mephisto will perform both of them quite a bit. Roll or jump away from it's other moves, the lunge (when it moves away and suddenly dashes toward Dante; jump from this one) and the blade spin (when it spins in place and moves toward Dante; run away!). Perform five Royal Blocks in a row and Dante will be rewarded with a --BLUE ORB FRAGMENT--. =============================================================================== Leave the forest by running through the tunnel up ahead and enter the next area. == Foris Falls == Run down the path up ahead and cutscene will play that will end this mission. _____________ __ _____ _ [MN15] | MISSION /_ | ____| \____________________________________________________ |--------------| | |__ --/ ^^ FORTUNA CASTLE | \ DANTE | |___ \ ^^ "Exterminate the defenders of the icy plain!" / \ MISSION | |___) | ^^ --- / \---------- |_|____/ ---^^----------------------------------------------/ | Blue Orb Fragments = 02 | Secret Missions = 01 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Foris Falls == The door at the top of the right staircase is sealed off with ice, so run up the left staircase and open the door at the top. Walk over to the --COMBAT ADJUDICATOR (requires SS-rank with Dante)-- and attack it for a --BLUE ORB FRAGMENT-- before leaving. ------------------------------------------------------------------------------- Combat Adjudicator: [ ] Move up left staircase (requires SS-rank with Dante) ------------------------------------------------------------------------------- == Central Courtyard (East) == When Dante reaches the middle portion of this walkway a cutscene will trigger. --> Enemy Encounter: Blitz (NEW Enemy!) This new enemy can be a real pain if you don't know how to deal with him. In order to hit him, his electricity surrounding him must be taken away and in order to do that your character must fire at him with a gun. Equip the Coyote- A and fire at him whenever he appears. He will appear and then attack shortly afterwards, so be prepared to dodge his lunge or ground pound from the air. Charge shots work slightly better but really normal shots work just fine. When all of his electricity stops, Devil Trigger and run up to him then perform a Real Impact (Hold RB, then back + B) while in Swordmaster style with Gilgamesh equipped. Wait for him to get up from the first one then perform another. By the second Real Impact, he will begin to glow a reddish color - this means that he is almost dead and is about to rampage with his attacks. Break out the Coyote-A at that point and shoot at him as he appears and be prepared to dodge his attacks. The faster he falls at that point, the higher your rank will be. I have some much more detailed strategies for this royal ass of an enemy in the Enemies section so check it out! Run to the end of the walkway and open the door to enter the Grand Hall. == Grand Hall == The middle portion of the Grand Hall is all frozen over. Entering the door directly across from Dante will only take you to the frozen door on the other side - it's still frozen and there are no extra enemies or items that way. Search the current room over for hidden orbs then open the door on the east side of this hall. ------------------------------------------------------------------------------- Hidden Orbs: [ ] Devil Trigger then triple jump up to the ledge on the character's left. Collectible Orbs: [ ] Along the wall leading up to the ledge described above. ------------------------------------------------------------------------------- == Gallery == Surprisingly, there are no enemies here! Destroy all the objects in the room then leave through the door on the opposite side. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Suits of Armor, [ ] 6 Chairs, [ ] 5 Tables, [ ] 2 Crates ------------------------------------------------------------------------------- == Library == Move along the outside walkway then enter the library through the doorway beside the Divinity Statue. ------------------------------------------------------------------------------- Hidden Orbs: [ ] Jump then Air Hike to the middle top ledge of the third pillar off to the left on the outside walkway. Divinity Statue: To the side before entering the library. ------------------------------------------------------------------------------- --> Enemy Encounter: 3 Bianco Angelos, Alto Angelo Three Bianco Angelos and an Alto Angelo will attack. Be sure to break all the objects around the room after the battle. Find the opening along the side of the room after the battle then enter the room with the spiral staircase. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Desks (top and bottom on the sides of the room; one is on the first floor to the left of the entrance - the rest are on the second floor). [ ] 2 Pots Red Orb Pillar: [ ] On the other side of the opening in the library, at the top of the staircase. ------------------------------------------------------------------------------- You'll notice a --RED ORB PILLAR-- across from the doorway. Move down the stairs. At the bottom of the stairs, look at the wall nearly across from the door at the bottom to find the glyph leading to --SECRET MISSION 9--. ============================ Secret Mission 09 ================================ UNBREAKABLE Eliminate all enemies without taking damage and without being captured by a Fault. =-= Location: Library - touch the glyph across from the door at the bottom of the spiral staircase. You'll have a very hard time with this mission if Dante attempts it without Pandora. Pandora is highly recommended for the second group of enemies in this battle. In order to pass this secret mission, all enemies must be defeated without taking any damage. You'll face off against three Assaults and three Chimera Seeds at the beginning of this battle. Start the mission by equipping Rebellion and Coyote-A. Find each of the Chimera Seeds as they appear around the area - there are three of them and they will break out of an egg. Run up to each of the Chimera Seeds then hit them with Rebellion Combo A then Stinger them to defeat them one by one. Do not let them attach to any of the three Assaults or this next part will not work near as well. Strafe the entire area and fire at the Assaults with the Coyote-A. Do not lock-on to them - allow Dante to move around the area and auto-lock onto them normally to shoot them. Keep firing until the orbs start flying toward Dante from their defeat. There are three, so wait for three groups of orbs - be sure to count them. Directly after the final Assault falls, the second group of enemies will enter - three Chimera Assaults. Switch to Gunslinger Style and equip Pandora then jump into the air and perform the Argument attack in the air. Fire missiles constantly down at the Chimera Assault and be sure to keep moving. If Pandora's disaster gauge runs out and Dante falls then jump into the air keep performing Argument even if you can only shoot about two or three rockets - they all home in on the enemies so this will usually stop their attacks. A --BLUE ORB FRAGMENT-- will appear once the Chimera Assaults are finished. =============================================================================== == Large Hall == Who knew that that this mirror hid a secret alcove? Exit the mirror corridor then step out into the Large Hall. Many of the areas are blocked off with ice. Enter the Dining Room area down the hall through the open gates. ------------------------------------------------------------------------------- Breakable Objects: [ ] 12 Candle Stands, [ ] 5 Chairs ------------------------------------------------------------------------------- == Dining Room == Run to the end of the hall and enter the dining room with the table in the middle of it - the camera conceals the entrance to Dante's left, so just keep moving against the wall to find the entrance to the dining room. --> Enemy Encounter: [ ] 3 Mega Scarecrows, [ ] Scarecrows Scarecrows and a total of three Mega Scarecrows will appear in this room. Use a Stinger to push away the Mega Scarecrows and deal with them first since their attacks are much more brutal. Exit the room after the battle. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Chairs, [ ] 4 Placemats (on table) ------------------------------------------------------------------------------- == Large Hall == Dante will now be on the other side of the large hall. Find all the orbs in this hall then enter the only unblocked door down the hall to enter the Torture Chamber. ------------------------------------------------------------------------------- Breakable Objects: [ ] 12 Standing Candles, [ ] 5 Chairs Green Orb: [ ] In front of the icicles across the middle door. Red Orbs: [ ] Break the mirror on the right wall at the far west end near where the Gyro Blade was. ------------------------------------------------------------------------------- == Torture Chamber == --> Enemy Encounter: 5 Frosts --> Enemy Encounter (Son of Sparda): 4 Frosts, Faust Several Frosts will appear in this area. Use Rebellion and try to take them to the air so Dante won't have to put up with their freezing attacks while on the ground. Walk through the doorway up ahead and fall into the hole. == Spiral Well == Dante will fall to the very bottom. There are tons of orbs that can be collected by hopping back up the red emblems. Be sure to do so if you want a good orb rank at the end of this mission. ------------------------------------------------------------------------------- Green Orb: [ ] In an open cell at the bottom of the well Collectible Orbs: [ ] Above each red emblem. Hidden Orbs: [ ] While jumping on the second emblem, land on top of the ledge to the left then stand at the back wall of the cell. Red Orb Pillar: [ ] While jumping on the third emblem, land on the nearby ledge and the orb pillar will be inside the cell to the side. ------------------------------------------------------------------------------- Find the blue device below and activate it to turn on the blue emblem. Jump on the blue emblem and it will carry Dante to the very top above the area that Dante hopped down from. == Torture Chamber (Third Floor) == Run across the bridge up ahead and open the door at the end. == Master's Chamber == --> Enemy Encounter: Scarecrows, Blitz Scarecrows will attack in this room and a Blitz will follow. He will always show up once there are two Scarecrows left so prepare for him by weakening the last three Scarecrows equally before defeating them. When the Blitz appears, use continuous shotgun blasts to take off his electricity then perform Devil Triggered Real Impacts with Gilgamesh followed by more continuous shotgun blasts as he rages in his red state. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Tables, [ ] 2 Couches, [ ] 2 Stands ------------------------------------------------------------------------------- == Soldier's Graveyard == There are no fights here, so Dante is free to explore this area fully. Be sure to break all the objects and grab that hidden orb on the ledge up above. ------------------------------------------------------------------------------- Breakable Objects: [ ] 18 Gravestones, [ ] 9 Small Statues w/Pedestals, [ ] 8 Ice Pillars, [ ] 1 Horse Statue (center pedestal) Hidden Orbs: [ ] stand on the second block on the nearby wall near the exit doors in this area. [ ] stand on the third block on the nearby wall near the exit in this area. Collectible Orbs: [ ] Break the horse statue on the middle pedestal then jump to the top of the pedestal. Find the red orb on the right ledge. Position Dante so that he is facing the middle ledge up above then jump, Air Hike and Sky Star to land on that ledge. Face the right then perform the same maneuvers to get over on the right ledge with the red orb. Divinity Statue: Beside the exit doors. ------------------------------------------------------------------------------- Exit the area by stepping through the door that leads to the Central Courtyard. == Central Courtyard == A cutscene will trigger upon stepping into this area. ------------------------------ - BOSS BATTLE - -------------------------------- D A G O N - - - - - - - DAGON IS ONE BIG TARGET... And his size is really a disadvantage to him in this fight. The Coyote-A will take quite a bit of damage no matter what move you do. The full burst from any shot will fully hit him because of his size. Get right up on him and perform Fireworks with Gunslinger to take off quite a bit and hit him with normal shotgun blasts while Dante moves close to him. SWITCH TO GILGAMESH... Gilgamesh works extremely well when hitting Dagon for big damage. Roll out of the way of his falling attack then get right up next to him while he is staggered and perform a Real Impact on his side. This takes about a full bar normally - Devil Trigger before performing this for an even greater damage rate or Distort the Real Impact for incredible damage! Whenever he is stunned to where his tongue is hanging out, perform a Devil Triggered Real Impact on his tongue. TAKING THE RUSALKAS FOR A RIDE... When Dagon blends into the environment and sends out his Rusalkas for attack equip Rebellion and switch to Swordmaster style. Stand at a distance from them - but not too far or they will teleport next to Dante - and perform Drives followed by Over Drives directly at them. Try to hit them while they are both together. This will greatly increase the style gauge, give you a bunch of red orbs and also cancel any attacks that they might perform. Keep performing this technique and be sure to dodge any incoming attacks by rolling or jumping. Eventually Dagon will show himself once again. QUICK DISPOSAL... Gilgamesh's Real Impact will make short work of this boss if you can catch him from the side while he is recovering from an attack. Use Drive and Over Drive on the Rusalkas. Coyote-A works good from a distance, but stick with Gilgamesh while close. STYLISH DISPOSAL... Basically perform the same methods used in the Quick Disposal. Try not to get hit as much as possible. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- Dante will receive ++PANDORA++ once the battle comes to a close. == Underground Laboratory == Fall down the shaft to end this mission. ______________ __ __ _ [MN16] | MISSION /_ | / / \____________________________________________________ |---------------| |/ /_ -/ ^^ INFERNO | \ DANTE | | '_ \ ^^ "Return the conqueror of the Fire Hell / \ MISSION | | (_) | ^^ back to his domain!" / \----------- |_|\___/ --^^----------------------------------------------/ | Blue Orb Fragments = 02 | Secret Missions = 01 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Underground Laboratory == Poisonous gas will flow throughout the room as the ceiling above seals off. The upcoming enemies or boredom will kill Dante before the poisonous gas will, so don't worry about it too much. Don't grab the green orbs just yet! Hit the --COMBAT ADJUDICATOR (requires S- rank with Dante)-- to get a --BLUE ORB FRAGMENT-- then run behind the fence and grab the green orbs to replenish what the gas has taken while Dante was fetching the blue orb. Exit the area through the door in front of Dante. ------------------------------------------------------------------------------- Combat Adjudicator: [ ] To the character's right (requires S-rank with Dante) Collectible Orbs: [ ] Green Orbs - Behind the back fence. ------------------------------------------------------------------------------- == R & D Access == Green Orbs are scattered along this passage, so run ahead if Dante needs some life during the next battle. ------------------------------------------------------------------------------- Collectible Orbs: [ ] Green Orbs - Along the sides of the tunnel. ------------------------------------------------------------------------------- --> Enemy Encounter: 3 Cutlass These enemies can get a bit annoying since they are sometimes hard to catch with Dante. You can either fire at their fins with Coyote-A while on the ground to slow them down then Stinger them - this will usually stun them while they remain in the ground but sometimes not (try a Devil Triggered Stinger) - or equip Pandora and shoot them with a quick Epidemic while they are in the ground or as they fly out of the ground. Hitting them with an Epidemic shot while they are in the ground will stun them, so just Stinger the stunned Cutlass to drive it out of the ground. Props, High Times, and close Coyote-A or Pandora Epidemic blast are some of the best methods to knock them out of the air after they attack. Once they are unearthed, they are basically helpless to any attacks, but just watch out for the remaining Cutlass that still may be swimming around. Open the door at the end of the hall to continue. == Game Room == A cutscene will play upon entering. Now, why couldn't Nero just cheat like that - that ass... ------------------------------------------------------------------------------- Collectible Orbs: [ ] Red Orb - On the right side of the room. ------------------------------------------------------------------------------- --> Enemy Encounter: Gladius A swarm of Gladius swords will attack after the cutscene. Break out the Coyote-A and fire at them to ground the targeted sword immediately then Stinger toward it and combo it. Dante's shotgun blast takes off quite a bit by itself, so if a Gladius manages to get away then fire at it and it might just fall. Fireworks with Gunslinger and Coyote-A works rather well also, but you really only attack one sword at a time unless they are right by each other, so it's your call. Dark Slayer's Slash Dimension works incredibly well for dealing with these grouped enemies but you most likely don't have that yet. == Containment Room == --> Enemy Encounter: Gladius, 2 Bianco Angelos This room is a little smaller than the last room, so Dante can actually hit the Gladius swords with an Aerial Rave if a big group of them forms in one area. Don't really focus on any specific enemy, just attack whatever happens to land next to you. Use constant shotgun blasts like before to knock down the Gladius swords then Stinger toward them and attack. ------------------------------------------------------------------------------- Hidden Orbs: Stand in the blue beam in the control room. Breakable Objects: [ ] 1 Chair, [ ] 1 Stool ------------------------------------------------------------------------------- == Foris Falls == Break all the barrels on the first floor and up the stairs then open the door at the top of the stairs. ------------------------------------------------------------------------------- Collectible Orbs: [ ] Green Orb - Across from the entry door. Breakable Objects: [ ] 8 Barrels ------------------------------------------------------------------------------- == Containment Room == Enter the room and some Biancos will attack. --> Enemy Encounter: 3 Bianco Angelos Get behind one of the Bianco Angelos as he forms then start attacking him from the back and then finish the rest of them by getting behind them and taking them to the air with Rebellion's High Time or Prop. ------------------------------------------------------------------------------- Breakable Objects: [ ] 1 Barrel ------------------------------------------------------------------------------- Run up the stairs and across the catwalks then drop to the other side. Don't forget to stand in front of the control panel to collect the hidden red orbs. ------------------------------------------------------------------------------- Hidden Orbs: [ ] Stand in front of the left control panel after dropping from the circular catwalk area. ------------------------------------------------------------------------------- --> Enemy Encounter: 3 Bianco Angelos, 2 Alto Angelos Both Alto Angelos will not attack right away but the other will follow shortly. Knock the Alto Angelos into the air with a Rebellion High Time or Prop then quickly switch to Gilgamesh and have a Real Impact waiting for them as they hit them ground - it's really best to do this once the Bianco Angelos have been defeated but you can sometimes sneak in a Real Impact even while they are in the area. You can also try to reflect their big energy ball when they form it with a well-timed Prop or Coyote-A blast - don't constantly wait for it though or you'll lose time and energy. ------------------------------------------------------------------------------- Breakable Objects: [ ] 1 Barrel ------------------------------------------------------------------------------- == Underground Laboratory == Dante no longer has to worry about the poisonous gas here. Jump on the red emblems and bounce up to the top of this area. Be sure to drop to the catwalks along the side and destroy the barrels for some extra red orbs. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Barrels (land on the ledge near the second emblem), [ ] 1 Barrel (land on the ledge near the third emblem), [ ] 3 Barrels (land on the ledge near the fifth emblem). [ ] 1 Barrel (on the opposite side of the top walkway). ------------------------------------------------------------------------------- == Grand Hall == Run up the stairs and enter the Grand Hall up above. The Grand Hall has now thawed out once again, so get to collecting all the hidden red orbs that you should no doubt be able to locate by now then exit the castle through the front doors. ------------------------------------------------------------------------------- Hidden Orbs: [ ] Devil Trigger then triple jump up to the ledge on the character's left. Collectible Orbs: [ ] Red Orbs - Along the wall leading up to the ledge described above. Breakable Objects: [ ] 8 Benches, [ ] 36 Chairs ------------------------------------------------------------------------------- == Fortuna Castle Gate == Run across the bridge and a cutscene will trigger. --> Enemy Encounter: Basilisks (NEW Enemy!) New dog-like enemies will attack after the cutscene. Equip Rebellion and lock- on to one then Stinger rush it. This attack will knock it away so immediately follow it up with a Quick Drive (Y + B) while still locked-on to hit it from afar. You can also teleport after them with a Trickster's Air Trick then perform a Helmet Breaker on them while in the air. Search the area over for the hidden orbs on the pillars. Find the broken walkway on the side of the mountain wall then hop up to it and continue leaping and running along the path above. ------------------------------------------------------------------------------- Hidden Orbs: [ ] Jump and stand on top of each of the two closest large pillars next to the middle three arches. [ ] Jump and stand on top of each of the two closest large pillars next to the middle three arches. Collectible Orbs: [ ] Green Orbs (Destroy all the thin pillars. Some of them contain two small green orbs inside of them.) [ ] Red Orbs - Along the mountain walls in the middle of the two staircases leading up the mountain. Breakable Objects: 13 Thin Pillars (three are along the mountainside) ------------------------------------------------------------------------------- While moving along the path, jump when Dante reaches the section in between the two sets of stairs to find some red orbs leading up near the corner of the mountain wall. It's hard to see unless you know where it is, but there is a ledge to the right of those hidden orbs. In order to reach the ledge, Devil Trigger and triple jump up to it or run to about the middle of the top staircase then turn back around and jump, kick jump off the side of the wall by the stairs then Sky Star to get to the ledge. The ledge is right across from the top staircase. After jumping a few times, success or fail, the camera will switch to show the ledge. The ledge hides a glyph that can be touched to find --SECRET MISSION 11--. ============================ Secret Mission 11 ================================ POINT OF IMPACT Use Pandora to destroy distant objects! Time Limit: 30 seconds =-= Location: While working your way back up the mountain there will be three orbs high up on the mountain wall in between the two long staircases - these lead up to the ledge on the right (camera's right). Devil Trigger and perform a triple jump (with Air Hike) or walk up the second staircase and turn then jump and Kick Jump off the left wall (character's left) then Sky Star to the ledge on the right side of the screen (judging by the camera angle). Two horse statues will be shown at the beginning of this secret mission. Dante will start on the circular pedestal on the Gran Album Bridge that is in between the locations of the two horse statues and he has 30 seconds to destroy both horse statues. Run down either staircase until the horse statues can just barely be made out in the distance, then line up Dante so that he faces the statue. Take out Pandora and use Revenge to shoot the horse statue. Quickly run back up whichever staircase Dante came down then run down the next staircase and fire off Pandora's Revenge at the other horse statue. This secret mission is all about getting the precise aim (ie. making sure Dante faces the horse statue precisely). A --BLUE ORB FRAGMENT-- will appear right after the two horse statues are shot. =============================================================================== Continue along the mountain path when ready. --> Enemy Encounter: 3 Basilisks More Basilisks will attack along the path. These are in tighter quarters, so just Stinger them and attack them with a combo from Rebellion or just use a Quick Drive if they are knocked too far ahead. ------------------------------------------------------------------------------- Collectible Orbs: [ ] Red Orbs - Right before exiting to the next area hop up the ledges along the open area to the character's left. ------------------------------------------------------------------------------- Enter the tunnel at the end of the path. == Second Mining Area == There is one pesky red orb below that counts toward the red orbs for this stage, so be sure to grab it. ------------------------------------------------------------------------------- Collectible Orbs: [ ] Red Orbs - Fall down to the wooden ledge to the character's right after entering the tall cave with jumping pads. ------------------------------------------------------------------------------- This is also your best chance to grab that blue orb fragment directly across from the doorway up above. An easy way to get it is to bounce off the second symbol then hold toward the camera and Sky Star into the area with the blue orb fragment - the camera is the ultimate enemy for grabbing this one much like it was with Nero. Jump to the bottom then grab some red orbs from the pillar in the tunnel then power-up if needed before leaving the tunnel. ------------------------------------------------------------------------------- Red Orb Pillar: [ ] Break the wooden barricade down the tunnel and this will be behind it. Divinity Statue: To the character's right just before exiting this area. ------------------------------------------------------------------------------- == Ferrum Hills == ------------------------------ - BOSS BATTLE - -------------------------------- B E R I A L - - - - - - - THIS IS MORE THAN WAR... Berial hasn't changed that much at all. He will be a bit more aggressive in this battle but all of his attacks are the same. He may perform some attacks that you have yet to see during this fight since he will be on a higher difficulty level (Back Stomp, Explosion [from close range]). Trickster can help Dante to maneuver through his sword attacks (Dash or Air Trick) and hop over his body (Sky Star after Air Hike), but really rolls and jumps work just as well. Even though Pandora takes more damage from him during this battle, I would recommend switching to Coyote-A. Berial has some very quick attacks and Pandora has too much recovery time in between attacks. Pandora works very well from long range if you want to use Revenge - it actually cancels Berial's attacks - but again, the recovery time can cause Dante to get hit. If you build up about half of the Disaster gauge with Pandora, then Dante can use the Argument attack to launch several rockets at Berial with the tap of the B button - this is quite damaging. Only use Pandora at the beginning of the battle before Berial starts up his lunging overhead attacks if you do decide to use it. BOW DOWN OR DRAW YOUR... Rebellion Sword? No. Take out Gilgamesh. Gilgamesh will make very quick work of this boss once you catch him off guard one time. Make sure to have Real Impact with Swordmaster style and this battle will be over quick. MAKE HIM KNOW THE MEANING OF SUFFER... Stand below his front half or next to either of his sides then perform a Real Impact - preferably after dodging one of his slashes. The Real Impact must hit his head to get the most out of this move. It will take quite a bit of damage and may extinguish him with the first blow. Devil Trigger or Distort the Real Impact for some incredibly heavy damage. If it doesn't extinguish him then hit him with another, but watch for any slashes that he may be readying. Once he has been extinguished, get below his front half and perform another Real Impact. This should make him fall and expose his head to Dante. At this time, you can either hit him with more Real Impacts or take out Rebellion and perform Drives followed by Over Drives to his head. Don't get too happy with whatever move that Dante is tearing him up with however because he will eventually perform an explosion to get his flames back. QUICK DISPOSAL Use a Devil Triggered Real Impact or a Distorted Real Impact with Gilgamesh near Berial's side or in front of him then keep performing this move. He will be defeated before he has a chance to get up from his stunned state if Dante keeps it up, especially if Dante is Devil Triggered. STYLISH DISPOSAL Real Impact isn't very stylish while performing it on his burning state, so you may want to try hitting him with Drives followed by Over Drives from far away, or you could use Aerial Raves from up close. The most important part of a high style ranking on Berial is dodging his attacks like last time to avoid getting hit. Once he extinguishes or especially once he falls, feel free to use Real Impact to boost your style. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- Once the battle is over, exit the area by opening the door at the end of the tunnel down the set of stairs to finish the mission. _____________ __ ______ _ [MN17] | MISSION /_ |____ | \___________________________________________________ |--------------| | / /--/ ^^ ADAGIO FOR STRINGS | \ DANTE | | / / ^^ "Regain possession of Yamato!" / \ MISSION | | / / ^^ --- / \---------- |_|/_/ ------^^---------------------------------------------/ | Blue Orb Fragments = 02 | Secret Missions = 01 | Hidden Items = 00 | \----------------------------------------------------------------------/ == First Mining Area == There is a green orb by the Combat Adjudicator and of course the Divinity Statue in the alcove to the character's right when entering. Jump below and search around for the red orbs in the waterway then exit the area. ------------------------------------------------------------------------------- Divinity Statue: [ ] In an alcove near the stairs Collectible Orbs: [ ] Green Orb: Near the Combat Adjudicator. [ ] Red Orbs: Jump into the waterway and the orbs are in the back. ------------------------------------------------------------------------------- == Port Caerula == Destroy the dumpsters to the side then continue toward the dock. ------------------------------------------------------------------------------- Breakable Objects: [ ] 2 Dumpsters ------------------------------------------------------------------------------- --> Enemy Encounter: Scarecrows, 2 Bianco Angelos, 1 Alto Angelo In the middle of the dock, the area will seal off and some Scarecrows will attack followed by some Angelos. The Angelos will appear as the Scarecrows are defeated. Knock the Alto Angelo into the air with a Prop or Kick 13 then hit him with a Real Impact from Gilgamesh when he hits the ground. Don't forget to grab the single red orb on the blue pad in the background on the side of the dock. ------------------------------------------------------------------------------- Collectable Orb(s): [ ] Medium Red Orb ------------------------------------------------------------------------------- There is also an orb high up to the right of the tunnel entrance. Exit the area after collecting everything. ------------------------------------------------------------------------------- Hidden Orb(s): [ ] Before entering the tunnel, turn right then Kick Jump/Air Hike up to the medium red orb floating in the air. ------------------------------------------------------------------------------- == Residential District == There are breakable objects all over this area, so be sure to find them all. The hidden orbs on the tower are still there just like when you came through this area with Nero. ------------------------------------------------------------------------------- Breakable Object(s): [ ] 1 Dumpster, [ ] 1 Barrel, [ ] 5 Pots, [ ] 3 Watermelon Crates, [ ] 2 Peach Crates Collectable Orb(s): [ ] 3 Small Red Orbs Red Orb Pillar: [ ] Up under a rooftop near the street Hidden Orb(s): [ ] Jump to the lookout point platform near the top of the tower at the bottom of the ramp from either the left or front side of it. Use a Kick Jump or Air Hike to get on top. [ ] While still on the lookout point platform at the top of the tower, jump outward then Air Hike backwards and land on the roof of the tower over the lookout point platform. ------------------------------------------------------------------------------- --> Enemy Encounter: Assaults, 1 Mephisto, 1 Faust Upon stepping up the ramp several Assaults and a Mephisto will attack. A Faust will enter the area once the Mephisto is defeated. Concentrate on the Assaults first since the Mephisto is rather hard to hit with all the buildings in the way. The Faust will enter once the Mephisto is defeated. Use Rebellion combos to take down the Assaults then deal with the Mephisto and the Faust. Use Coyote-A blasts, Pandora's Epidemic or an Omen to easily bring down the Mephisto and Faust then let each of them have a taste of Real Impact with Gilgamesh when their cloakless bodies hit the ground. Devil Trigger before Real Impacting the Faust or Distort the Real Impact to make sure that he dies during that combination. Run to the end of the path up the stairs and enter the now open double doors at that end. == Business District/Terrace == Ah, a new area! Well, actually this is just the area below where Nero was in Mission 2 but at least it is something different. Nero went over the top of this area while using Grim Grips, remember. --> Enemy Encounter: Scarecrows, 2 Mega Scarecrows, Basilisks When the exits seal off Scarecrows followed by Mega Scarecrows will attack Dante. Separate the Mega Scarecrows from the bunch with a Stinger and deal with them first since they're attacks are much harder to avoid. Try to turn the camera to where only the current Mega Scarecrow victim is on the screen to keep the others from interrupting your combos. If all the Scarecrows pile up on side of the street, switch to Rebellion and swordmaster style then let loose some Drives followed by Over Drives to really increase your style. Eventually Basilisks will begin to teleport into the area as well. Stinger them then perform a Quick Drive while locked on if they bounce away or combo them if they remain close. Try to get them in the path of some Drives and Over Drives along with the Scarecrows when the Basilisks first teleport into the area. Once the battle is over be sure to check the area over for breakable objects - the benches and trashcans blend in rather well among the sides of the street. ------------------------------------------------------------------------------- Breakable Objects: [ ] 9 Trashcans, [ ] 7 Benches Collectible Orbs: [ ] A single red orb lies above an awning on the left side of the street. ------------------------------------------------------------------------------- ============================ BLUE ORB FRAGMENT ================================ Find the blue awning on the left side of the street that has a red orb above it - it is the awning on the side of the Restaurant Cafe. Jump on top of the blue awning then jump, Kick Jump off the wall and Sky Star to the high walkway up above and grab the --BLUE ORB FRAGMENT-- on that walkway. It has also been brought to my attention that you can perform a Rain Storm after a Kick Jump while pressing toward the wall to gain enough height to reach the high platform. Rain Storm requires level 2 Gunslinger style while Sky Star requires level 3 Trickster style, so this may help out for some players. =============================================================================== == Opera House Plaza == Break the trashcan beside the gate to the right to find the glyph that will lead to --SECRET MISSION 12--. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Trashcans ------------------------------------------------------------------------------- ============================ Secret Mission 12 ================================ STEEPLECHASE Reach the goal without taking damage! Time Limit: none =-= Location: Opera House Plaza Destroy the trashcan near the gate on the right side of the street to reveal the glyph on the wall behind it. For this secret mission, Dante must get through the lasers in the Security Corridor while they move at their normal speed. There is no time slowdown to help out this time. There are two ways to go about completing this secret mission: A) Follow the pattern below by jumping right when the first single bottom beam reaches Dante on his current side: 1) Jump, Air Hike, Sky Star, fall 2) Jump, Air Hike, Sky Star, fall 3) Jump, Sky Star, fall 4) Jump, Air Hike, Sky Star, fall 5) Jump, Sky Star Each jump must be performed while holding forward (toward the lasers) and Dante must fall straight down then pause for a second and then continue with the next set of maneuvers. B) Enter this secret mission with a full Disaster gauge with Pandora. Stand near the lasers then jump into the air and perform the Argument attack to make Dante get inside his missile pod, then fly to the end. Make sure to jump then air hike and then fall just a bit so Dante's head doesn't hit the ceiling - this can slow down the missile pod. A full disaster gauge is required to make it to the end of the lasers - don't accidentally shoot any missiles either since that will take away from the Disaster gauge. Grab the --BLUE ORB FRAGMENT-- on the opposite side to finish the secret mission. =============================================================================== Enter the courtyard through the tunnel up ahead and the exits will seal off as Dante steps toward the middle of the courtyard. TIP: Dante can open the blue double doors to the side and backtrack to many of the areas that Nero visited to get some extra red orbs from the breakable objects therein. The red orbs in these area do not count toward the overall orb ranking for this chapter. --> 2 Mephistos, 2 Alto Angelos, 1 Faust, Take out Pandora and blast the Mephistos with Epidemic shots or use Omen. Once one of them is defeated then two Alto Angelos will enter the area. Try to focus on the remaining Mephisto as much as possible using Rebellion combos when he is grounded then switch your attention over to the Altos and knock one of them into the air with a Prop of Kick 13 then follow that attack up with a Real Impact or Drive followed by an Over Drive. A Faust will show up after the rest of the enemies, so just shoot him with Pandora or continuous Coyote-A blast (jump and use Gunslinger's Fireworks in the center of him) then perform a Real Impact on him when he hits the ground. Break open the trashcan in front of the Opera House stairs to get a refill on life and Devil Trigger power. ------------------------------------------------------------------------------- Breakable Objects: [ ] 1 Trashcan ------------------------------------------------------------------------------- Enter the Opera House down the walkway ahead. There is a Divinity Statue to the side right before entering. ------------------------------------------------------------------------------- Divinity Statue: To the side of the Opera House doors. ------------------------------------------------------------------------------- == Opera House == A cutscene will play once Dante enters this area - another instant classic scene from our famous devil hunter. ------------------------------ - BOSS BATTLE - -------------------------------- A N G E L O A G N U S - - - - - - - - - - - - - HIS NEW MOVE... Agnus really hasn't changed at all from the time that Nero fought him several missions ago. He will summon one more type of demon however that will be new for this battle if you are playing on Devil Hunter difficulty. He will now summon Basilisks. It is really up to you whether you want to finish the Basilisks or not. They do release white orbs which will extend your Devil Trigger gauge once defeated and defeating them is fairly easy if you use Devil Triggered Stingers on them. Only attack them when Dante cannot hit Agnus since they are only a minor threat most of the time. If you have Dark Slayer style then you could switch to it and use constant Slash Dimensions to damage a whole group of Basilisks. GILGAMESH FOR THE WIN, ONCE AGAIN... Equip Gilgamesh with Swordmaster style and find openings in between his moves to set Agnus up for a Devil Triggered Real Impact. Hit him before his small life siphon move, after his two-hit sword attack or during his fireball attack. Only switch to Rebellion when he is about to perform his big energy drain from the middle of the room. Jump and hit him with a few Aerial Raves to stop the attack. DODGING HIS ATTACKS... You can get directly underneath his portal to avoid the fireballs. Roll or jump away from all of his other moves. Dante can cancel every one of Agnus' moves with Pandora's Omen, but the recovery and charge time for this move might leave you too open for any other attacks. Jump right up into the portal and hit the Gladius swords with an Aerial Rave as they spin to quickly get rid of them before they become a nuisance. Jump and run away from his spinning blade attack whenever he starts to use it - be prepared to jump the second he throws the Cutlass at Dante. Devil Trigger immediately if Agnus catches Dante with his small energy siphon attack to cancel the move. QUICK DISPOSAL... Real Impact him to death whenever he floats near the ground. He pauses during many of his attacks, so use that chance to hit him with Real Impact. Sometimes Real Impact doesn't hit him all that well, but it will eventually. STYLISH DISPOSAL... Real Impact boosts the style gauge a pretty good bit. Mainly just focus on learning his attacks and dodging his attacks to keep him from hitting Dante and ruining your current style gauge. It is best to run from his spinning blade attack. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- Walk into the glowing blue circle after the battle to trigger the cutscene that will end this chapter. _____________ __ ___ __ [MN18] | MISSION /_ |/ _ \ \____________________________________________________ |--------------| | (_) |-/ ^^ THE DESTROYER | \ DANTE | |> _ < ^^ "Confront the Savior!" / \ MISSION | | (_) | ^^ --- / \---------- |_|\___/ ---^^----------------------------------------------/ | Blue Orb Fragments = 00 | Secret Missions = 00 | Hidden Items = 00 | \----------------------------------------------------------------------/ NOTE: In order to get all the orbs on this stage, shoot a few of the blue fireballs (spheres) that the Savior tosses your way and collect the white orbs from them to get the orb requirement for this mission. Use Ebony & Ivory to shoot them. Just shoot normally without locking on and Dante will usually target them as they get closer to him. AN OVERVIEW OF THE MISSION... The Savior statue has a total of nine blue glass stones attached to different portions of his body that must be destroyed in order to defeat him: one on his forehead, one on his chest, one on his back, one on each shoulder, one on the lower part of each arm and one on the bottom portion of each leg. You'll need to shatter eight of them with guns or Devil Arms while he is stunned or while Dante is up on his arm. Shattering the blue stone on his forehead will trigger a cutscene and this cutscene will also trigger a checkpoint for this mission, so you want to make sure to have all the other blue stones destroyed before breaking the one on his forehead. Dante must jump on the blue glowing seals spread throughout this area in order to hop from platform to platform while attempting to destroy the blue stones and dodge the attacks of the Savior. The Savior will attack with platform smashes which you will need to roll or jump away from or he will fire blue or red fireballs (spheres) at Dante. The blue fireballs can be destroyed for extra white orbs and red fireballs must be avoided through rolling or jumping. Lock-on and shoot the blue fireballs with Ebony & Ivory. Sometimes moving to the side or standing behind a fallen pillar will avoid his attack - using Speed while running will almost always allow Dante to outrun his attacks. Bianco Angelos and a few Alto Angelos will appear on the platforms and try to attack. Some of them need to be defeated if you want a good style ranking for this mission - defeat them while the Savior is stunned to boost your style. Jump behind them and use Kick 13 followed by Real Impact to get rid of them rather quickly. There are a total of two lasers and two cannons lying on different platforms in this area. The lasers will stun the Savior and make him lay out his arm whenever he attempts to smash the platform that you are on. The cannons will stun his whole body and allow Dante to maneuver through a different set of platforms in order to shatter the blue stones on his body. Destroying the forehead blue stone will also stun his whole body. TIP: This is one of the hardest missions to S-rank mainly due to style. In order to S-rank the mission, run to the left at the very beginning and get to the cannon. Stun the Savior then begin to blast his blue stones with Epidemics. You MUST defeat a few Angelos in order to get an S-rank in style, so switch to Gilgamesh and perform Real Impact on the Biancos and a Distorted Real Impact on the Altos after a Kick 13. Be sure to destroy a few of the blue stones but take down some of the Angelos as well. The Savior will recover but Dante will land on the floating platform that is right next to a cannon. Jump off the first left blue seal then move to the right (and toward the camera) and find the cannon then set it off to stun him again. This time focus on destroying all the blue stones and spend any remaining time defeating Angelos with Real Impacts. The time limit for this chapter is forgiving enough to allow you stun the Savior twice, so don't worry about time too much. Be sure to hit The Savior's chest stone with Devil Triggered Lucifer Pin-Ups and this should get you an S-rank for this mission. == Sky Above Fortuna == Dante will receive ++YAMATO++ and ++DARK SLAYER STYLE++ at the beginning of this mission (they both make up the Dark Slayer style). Using Dark Slayer style will allow Dante to perform attacks with Yamato - double tap any direction on the directional pad to switch to Dark Slayer style. ------------------------------------------------------------------------------- New Weapon/Style: Dark Slayer ------------------------------------------------------------------------------- From the starting point, jump on the blue seal in front of Dante. Bianco Angelos will appear on the next platform. Ignore them then jump on the blue seal to the left. Keep heading to the left while jumping on blue seals until a cannon can be seen off to the side. When Dante gets to the platform with the stairs that move upward, the platform with the cannon will be next - wait for the Savior to start an attack then hop on the seal to bounce to the next platform. If you don't wait for him to charge an attack then he will most likely hold up his leg and destroy the platform with the cannon, thereby sending you back to the beginning of this area. Activate the blue device on the side of the cannon through a series of attacks and it will fire at the Savior and stun him. Be quick or the Savior will destroy the platform with an overhead kick. ONCE HE IS STUNNED... Dante will start out on a new platform once the Savior is stunned. Immediately, run to the left then jump on the left blue seal. Switch to Pandora while hopping. Dante will land on a platform with a red seal. Jump onto the red seal to hop up to the top of the current platform. Find the --BLUE STONE (LOWER RIGHT ARM)-- and destroy it with an Epidemic blast. Quickly run toward the background and find the upper right arm blue stone. Hold RB near the ledge then transform Pandora into its Hatred rocket launcher then shoot the --BLUE STONE (UPPER RIGHT ARM)--. Please note that these blue stones can be shot with charged Coyote-A blasts as well - two shots - or they can be hit with Dark Slayer's Slash Dimension for a slightly higher style ranking. NOTE: The lower right arm blue stone sometimes takes two shots with Epidemic - like on Son of Sparda mode. Find the blue emblem on the far left side of the platform then jump on it and Dante will land on a pillar with a blue seal and rebound off of it to bounce to the platform behind the Savior. Run down the staircase and shoot the --BLUE STONE (CENTER OF BACK)-- with Epidemic (or a Dark Slayer Aerial Rave) then continue down the steps and jump on the blue seal on the fallen pillar at the bottom. Dante will rebound off of another platform then hop back to the one he was just on. Jump on the blue seal to the right. Run up to the --BLUE STONE (RIGHT LEG)-- and shoot it with Pandora's Epidemic - you can also hit this one with a Dark Slayer Aerial Rave. Run to the right some more then jump on the next blue seal. Destroy the --BLUE STONE (LEFT LEG)-- after landing on the next platform. Altos and Biancos will try to interfere on all of these platforms - just ignore them or finish them quickly with a Kick 13 followed by a Real Impact. The Savior should recover shortly. When Dante starts on the next platform after the Savior's recovery, keep hopping on the blue seals to the right until a red seal is reached then jump on the read seal. Run over to the laser cannon at the top then activate it. Hopefully, the Savior will attempt to hit the platform with his left arm since those are the only two stones left besides the one on his forehead and chest. If the laser hits his shoulder attack then the Savior will hold out his right arm. Another method you could use to get up his left arm is to wait for him to drive his left hand into your current platform then just run up his arm as he is recovering. UP THE LEFT ARM... When he gets stunned and lays out his left arm, jump on top of his hand then quickly run over to the blue stone on his arm and then hack away at the --BLUE STONE (LOWER LEFT ARM)-- with Rebellion. He'll either summon blue fireballs to shoot at Dante or swipe at Dante with his hand - shoot the blue fireballs with Ebony and Ivory and jump then Air Hike or perform a well-timed roll to avoid his hand. Run all the way up his shoulder and destroy the --BLUE STONE (UPPER LEFT ARM--. Dante will fall after the second stone is busted. Now, all you need to do is get up on one of his arms then fire at his forehead blue stone. Wait for him to lay down his palm on a platform or stun him with a laser then climb up on either of his arms. Run up his arms while avoiding his attacks then charge the Coyote-A and jump then fire at the --BLUE STONE (FOREHEAD)--. Ebony & Ivory gunfire works just as well as Coyote-A for damaging the stone also. You can also stand on a platform and switch to Gunslinger (for a more rapid fire) then continually hit the fore head blue stone with Ebony & Ivory shots. Honeycomb Fire helps out a lot here. A cutscene will trigger as well as a checkpoint after the forehead stone is destroyed. The Savior will now start to fire off his big chest laser. His top body will completely light up. Run to the blue seal directly up ahead then run across it - there is no need to jump anymore to bounce. Keep running to the right and bouncing off of blue seals until a cutscene begins. NOW THE BOSS BATTLE BEGINS... Yeah, all the rest of that was just a warm-up. Whenever he fires his chest laser at this point, run to a seal and bounce off of it to escape the laser. You'll need to jump on about two seals to get away from it. Dante must now stun him in order to get close to him. There are two ways that I have found to do this. a) Take out Pandora and aim at his chest laser then perform a Revenge attack. This should stun him quickly on Devil Hunter mode within a few shots, but not really so on Son of Sparda. b) Switch to Rebellion and Swordmaster then perform a Drive followed by an Over Drive while locked on to his chest stone. All three energy waves together will usually stagger him, and this should stun him with enough hits. This will also clear out any blue fireballs that he may shoot toward Dante or you can continue to use Ebony & Ivory on them. There is also an optional way to hit him while he rises near a platform. Right after he fires his big blast at the beginning, jump to the first platform on the right then stay there. His beam will not reach the platform. The Savior will move toward the platform while below it then slowly rise. Use this change to perform constant Devil Triggered Lucifer Pin-Ups on him to damage him really bad. You can hit him anywhere on his body while he rises since he will be so close. Once his chest stone comes into view, spam the hell out of it with Pin- Ups. You can also use Devil Triggered Stingers at this part for some good damage. This method doesn't really stun him fast at all, it is more about simply damaging him. Once he is fully stunned, step on the blue seal in front of Dante and Dante will bounce to the Savior's chest stone. There are two ways to damage him here also. a) Devil Trigger then perform continuous Real Impacts followed by a Full House to immediately go back down to the ground after each Real Impact. Devil Trigger during the Real Impact or Distort the Real Impact for the greatest damage as usual. b) Devil Trigger then whip out Lucifer and stick in constant Pin-Ups on the blue stone. This will raise the style meter much more than Real Impact. Don't even worry about detonating the swords, just keep pinning him with them and let them explode on their own without the use of Ecstasy. Both ways take off quite a bit and should be enough to defeat him in one sequence on Devil Hunter mode. It will almost defeat him on Son of Sparda during one sequence of attacks. A cutscene will trigger after the chest blue stone shatters that will end this mission. Savior Attacks: Shoulder and Smash - The Savior charges then slams his right shoulder onto the platform then moves back and slams his left hand onto the platform and keeps it there for a few seconds. He will sometimes perform only one of these attacks instead of both in a sequence. Avoidance: Run to the side (Speed), jump, or roll from each hit. Blue Fireballs - The Savior holds up his left hand as his hand glows blue then sends out four energy spheres toward your character. Avoidance: Shoot the energy spheres, jump, or roll. Red Fireballs - The Savior holds both of his hands together and creates a portal then four red fireballs shoot from it in sequence. Avoidance: Run to the side (Speed), jump, or roll. Foot Swipe - The Savior holds up both knees as he begins to turn around then kicks toward the platform that Dante is on. Avoidance: Jump as the leg passes by or roll as it moves by. Overhead Kick - The Savior holds up his left leg then plunges it into the current pillar to break it. Avoidance: Jump whenever his leg hits the platform. Hand Smash - The Savior dashes backward and holds out an arm then quickly dashes forward with a smash that will break the current platform. Avoidance: Jump whenever his hand hits the platform. Hand Swipe - While up on his arm, the Savior holds back his other arm then swipes it at your character. Avoidance: Jump as the arm goes by or perform a well-timed roll. Chest Laser - The Savior charges a laser in front of his torso then fires it at the current platform in front of him. Avoidance: Run and bounce to another platform via the blue emblems. _____________ __ ___ __ [MN19] | MISSION /_ |/ _ \ \____________________________________________________ |--------------| | (_) |-/ ^^ THE SUCCESSOR | \ NERO | |\__, | ^^ "Surmount the stairs of tribulation!" / \ MISSION | | / / ^^ --- / \---------- |_| /_/ ----^^----------------------------------------------/ | Blue Orb Fragments = 00 | Secret Missions = 00 | Hidden Items = 00 | \----------------------------------------------------------------------/ == Machina Ex Deus == Run/jump up the stairs. == Stairway to Heaven == In Hell we played chess, in Heaven we shall play dice! Again. Nothing has changed in the terms of the way of rolling the die. Once again, here is the way that the numbers will appear on top: 1 - 4 - 2 - 6 - 3 - 5 Hit the die with a Buster the second that the desired number is on top and you'll roll that number. Here's a breakdown of the different circles with results: Blue = Red Orb rain Purple = Goal (fight boss) Red = Enemies Yellow = Go straight to goal Here are the results that you can get: BLUE SPACES Orb Storm - It rains red orbs and a few large red orbs. RED SPACES -> All Difficulties Scarecrows 3 Frosts 1 Faust 3 Mega Scarecrows 3 Bianco Angelos 2 Mephistos Scarecrows, 2 Chimera Seeds 6 Basilisks 2 Mephistos, 1 Faust 2 Assaults, 3 Chimera Seeds 4 Chimera 3 Chimera Assaults 1 Mega Scarecrow, 2 Assaults YELLOW SPACES Move directly to the purple space at the end of the current die board. PURPLE SPACE This is the main destination. Nero will fight a boss when he lands on this space then move on to the next dice board. Try to get an SSS-rank on a boss then taunt as the boss dies - nothing beats watching Nero rock out as a boss crumbles in front of him! == Heaven: Arma == Boss: Alto Angelo, 4 Bianco Angelos For the first boss fight, Nero will only have to fight normal Angelo enemies. All five of the Angelos will fight together. Try to pick out a Bianco Angelo then Devil Trigger and take him to the air with a High Roller and finish him off with an air combo followed by an air Buster while you keep tapping X to shoot Summoned Swords. When fighting the Alto, get behind him and take him to the air with a High Roller then Buster him. Run up to him while he recovers then perform another High Roller followed by another Buster. One way to take them all out at one time is to wait until they all group together to shoot a dark shot then just wait for the energy ball to fly toward then Nero then reflect it with a charged blast to defeat all five of them at once with an SSS-rank! Step into the teleporter after the battle to continue to the next board game. == Heaven: Ignus == I'm not going to go into full detail with all of these bosses again, but I will give you some basic highlights as to how to take them down quickly. Boss: Berial - A level 3 charge blast can be used from a distance to wear him down without the need of getting close to him. - Nero now has a Devil Trigger for use against Berial so be sure to take advantage of this and use it when attacking him with melee slashes. - When his flames are extinguished, jump and Buster his head then Buster his head while on the ground after the first Buster grab. Devil Trigger before both Busters and fill him full of Summoned Swords by tapping X. - Use Hellbounds (grapples) to get in the back of his torso then slash at him. - His Turning Slash is one of the most predictable and easy to dodge attacks in his arsenal, so watch for it and roll when he does it - he will always use this to turn. - If you have Showdown, extinguish his flames through constant Roulette Spins then Devil Trigger and jump into the air then perform a Buster on him while pumping him full of Summoned Swords. Right after the Buster, jump toward him then charge a Showdown and unleash it on him while you begin to charge a charge shot with Blue Rose. After the Showdown, while still Devil Triggered, Buster him on the ground then shoot a level 3 charge blast at him when he lands in the background. Step into the teleporter after the battle to continue to the next board game. == Heaven: Nix == Boss: Dagon - Slash at the icicles on his back to stun him. Slash at him while Devil Triggered to stun him quicker. - Buster his tongue while he is stunned - Devil Trigger then use Summoned Swords during the Buster. - Blast Dagon with a level 3 charge blast as he blends into the background. - Slash at the Rusalka then Buster one when it is stunned to pull Dagon out of hiding. - Fire a level 3 charge blast at a Rusalka that tries to lunge at Nero with a freeze lunge or snatch it at that time and perform a Buster. - If he freezes, don't stand in front of him since he will lunge at Nero with his mouth open. - Use the Rusalka trap method: Snatch a Rusalka when it performs a freezing lunge, Buster it, shoot it with a level 3 charge blast, hit it with one single slash to stun it. While it is stunned, don't Buster it on the ground to pull Bael out of hiding, instead jump in the air and perform another snatch followed by an air Buster then shoot it with a level 3 charge blast again followed by a slash. Nero can continue this trap until Bael eventually appears again. Step into the teleporter after the battle to continue to the next board game. == Heaven: Draco == Boss: Echidna - Buster her while she is stunned, Buster her egg sac (Roulette Spin a few times first), and Buster her while she glows and tries to lunge toward Nero. Devil Trigger and shoot Summoned Swords and also Rev up the blade when Nero plunges his Red Queen into her during a Buster animation. - Use Roulette Spins to attack her while in the air. - Use Red Queen Combo C on her while she is in the ground then prepare to jump from her hair tentacle slap. - A level 3 charge blast will stop any of her lunges from the background and damage her while she flies in the background. The three patches of Chimera Eggs around the area can be broken during this fight or afterwards for some extra health and red orbs - they count toward the red orb requirement for this mission. Step into the teleporter after the battle to continue to the next board game. ------------------------------------------------------------------------------- Breakable Objects: [ ] 8 Chimera Eggs (three patches in the area) ------------------------------------------------------------------------------- == Heaven: Vermis == Boss: Angelo Agnus - Grab Gladius swords and Basilisks then throw/shoot fireballs at him - for Basilisks, try to jump in the air, snatch one, then Buster it. - A Devil Trigger will instantly break out of his life siphon grab. - Jump and attack him whenever he rushes toward the middle for his big life siphon to cancel it. - Buster him whenever he is stunned. Devil Trigger before the Buster then fill him full of Summoned Swords during the Buster. - Have a level 3 charge blast ready to blast him directly after a Buster while he recovers. - Get up underneath the portal to avoid the string of fireballs or just roll away from them. - Jump and slash at the Gladius swords when they first form above him to try to destroy them right then. The cages in this area count toward the red orb rank so be sure to break them before leaving. Step into the teleporter after the battle to continue to the next board game. ------------------------------------------------------------------------------- Breakable Objects: [ ] 3 Cages (on the sides of the room) ------------------------------------------------------------------------------- == Stairway to Heaven == Now Nero is at the top. The four pillars near him must be broken to help satisfy the red orb requirement for this mission. Run up the stairs then slash at the cracked wall of the heart to break it then run inside to finish this mission. ------------------------------------------------------------------------------- Breakable Objects: [ ] 4 Pillars (four of them at the bottom of the stairs) ------------------------------------------------------------------------------- _____________ ___ ___ __ [MN20] | MISSION |__ \ / _ \ \__________________________________________________ |----------------) | | | |-/ ^^ LA VITA NVOVA | \ NERO / /| | | | ^^ "Destroy the evil Sanctus!" / \ MISSION / /_| |_| | ^^ --- / \--------- |____|\___/ ---^^--------------------------------------------/ | Blue Orb Fragments = 00 | Secret Missions = 00 | Hidden Items = 00 | \----------------------------------------------------------------------/ After the cutscene, Nero will be engaged in a fight against Sanctus once again. ------------------------------ - BOSS BATTLE - -------------------------------- S A N C T U S D I A B O L I C A - - - - - - - - - - - - - - - - - - This battle is structured much like the last battle with Sanctus in Mission 11 but this time his attacks are more powerful making some of them a bit harder to dodge. Sanctus still floats in the air with a shield around him and probes hovering in front of him. +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Still Not | After Sanctus' shield is fully broken and he falls to the | | Interested in | floor, run up to him and Buster him or knock him into the | | Your BS | air and Buster him there. | |-----------------------------------------------------------------------------| | Sparda Sword | When Sanctus stands and charges the Sparda blade, run to | | Counter | the opposite end then perform a Buster as he starts to | | | dash toward Nero with the blade. Buster the second he | | | moves after he leans back. He will perform this attack | | | when his sphere shield is broken while he is very low in | | | life. | +-----------------------------------------------------------------------------+ THE 'OLE "DESTROY THE SHIELD" ROUTINE... From the start of the battle, run away from him since he will always create his shield and the light will cause Nero to bounce back if he is near Sanctus. Right after he forms his shield is one of the best times to hit his shield, so run back after he forms the shield then jump into the air and slash at him with an Aerial Combo or Roulette Spin. Grapple onto his probes as he flees then slash at him when Nero is close. Devil Triggering while slashing will make quick work of his shield. If you can time a Roulette Spin to hit him right after he forms his shield then you will most likely only have to hit him one more time to break the shield. BE CAREFUL WHILE CHASING HIM THIS TIME... Grappling after him is easier said than done sometimes in this battle. Don't ever grapple toward him when he as an aura around him and is about to shoot fireballs or when he yells "Resistance is futile", in which he will make lightning bolts strike around him. Stay away from him whenever the lightning bolts strike. If he ever starts these attacks too often, wait for him to shoot flame currents along the ground after the "Repent" or "You will fail" phrases then quickly grapple toward him and hit him. Most of his attacks can be avoided by moving to the side, so while slashing at him in the air, Air Hike to the side to avoid his attacks - this doesn't always work for the lightening bolts however - you'll most likely have to run away from him then. ONCE HIS SPHERE SHIELD IS DOWN... It's a little harder to knock down his smaller shield this time after his sphere shield is gone since he will usually block with the Sparda sword. Jump and hit him in the air then, if he blocks with the Sparda sword, perform a Buster to the sword to knock it away and stun Sanctus then hit him with a few slashes to make him fall. IF HE TELEPORTS TO THE GROUND... He will sometimes teleport to the ground while his small shield is still up and slash with the Sparda sword once or twice. When he does this, perform a Streak toward him as he ends his ground attacks and this will usually hit him and knock his small shield off of him. NO SHIELD AT ALL... While Sanctus is on the ground with no shield, he is still just as helpless as before. Run up to him and combo him a bit or knock him into the air then follow that up with a Devil Triggered Buster while you pump Summoned Swords into him with the tap of the X button. You can also plan ahead for this moment and be charging a level 3 charge shot with Blue Rose then let it loose when Sanctus falls - it doesn't take that much damage but it will help raise your style while Nero slashes at Sanctus. THAT DAMN SPARDA BLADE DASH AND HOW TO DEAL WITH IT... He can be defeated before he starts this move, but if he is very low in life (around the last two bars) at the end of the battle when his sphere shield is destroyed, he will stand still and charge the Sparda blade. He will eventually perform a series of dashes back and forth throughout the arena in his attempts to hit Nero. When he does this, you have two options: 1) Run to the side and jump or roll from each dash. He will perform one final charge (more charged than the rest) dash toward Nero then pause. Perform a Streak toward him then slash at him to stun him while he recovers from the final dash - this has to be done very quickly since he will eventually teleport away and reform his shield. Nero will most likely have to hit him while he tries to reform his sphere shield in order to stun him. 2) Run to the opposite side and face him as he charges the first dash and wait for the slightest flinch in his movement after he leans back then, right when he moves, perform a Buster to counter the dash and knock his ass into the back wall as he rushes Nero. This is by far the easiest way - the timing is not hard to pull off and it will raise your style gauge quite a bit. ONCE THE FINAL HIT IS DELIVERED... The final hit will bring about a reminiscent phrase from Nero that belongs in every Devil May Cry game - "Jackpot!" Listen for it. QUICK DISPOSAL Aggressively attack that shield of his while jumping or grappling toward him - use Roulette Spins. Most of his attacks can be avoided by moving to the side, so just Air Hike away if he readies an attack while slashing him in the air. If his shield is red, take a chance while he charges an attack and hit him with a few more slashes to break the shield. Devil Trigger then slash him a few times while he is stunned or perform a High Roller then grab him and fill him full of Summoned Swords. STYLISH DISPOSAL Being stylish can be quite hard in this battle - you mainly have to avoid being hit while busting up Sanctus. A level 3 charge blast from Blue Rose will raise the style meter a bit while Sanctus is stunned but it has the potential to screw up a Buster while the second explosion goes off - grab him with a Buster before the second explosion if a charge blast is used. Be sure to Devil Trigger before the Buster and pump Summoned Swords into Sanctus during the Buster animation and this will increase the style meter a bit. Above all, Nero needs to hit the Sparda sword with a Buster at the end of the battle - this will increase the style meter greatly! Try to do this twice! The battle has to be stretched out to some decree in order to be stylish. Sanctus Diabolica's Attacks: Flame Currents: Sanctus charges his hand with energy then yells "Repent" or "You will fail" and throws either one or two currents of fire along the floor and toward your character. Avoidance: Roll to dodge each current or jump. Electric Shockwave: Sanctus charges the Sparda sword while holding it downward then electrifies the section of the floor in front of him. Avoidance: Jump out of the way or roll very quickly out of the electricity. Probe Dash: One of the probes in front of Sanctus pauses and glows a bright orange then dashes toward your character. Avoidance: Roll or jump out of the way, or just run to the side. Shield Regenerate: After being knocked down or while his shield is nearly broken, Sanctus floats into the air then yells "The Savior is coming" then regenerates his shield with a burst of light. Avoidance: Stay away from him until the bright light fades. Lightening Bolts: Sanctus holds down his hand while charging and says "Resistance is futile" then he holds up his hands and red lightning bolts strike all around the area where your character is. This move is much more deadly than it was in the last battle. Avoidance: Jump or move away from him. The lightning bolts follow Nero so he can just run along the ground - while moving away from Sanctus or around him (while far away). Fireballs: An aura of energy surrounds Sanctus' shield and he shoots three fireballs toward your character. Avoidance: Roll or jump to the side. Sparda Sword Slashes: Sanctus teleports to the ground then performs two slashes with the Sparda Blade. Avoidance: Stay away from him. Nero can perform a Streak directly into him to cancel this move most of the time - try to time it in between slashes. Probe Assault: Sanctus disappears then probes surround Nero in a circle and then collide to hit him. Avoidance: Wait a bit while on the ground then jump into the air as they collide. Sparda Sword Dashes: While Sanctus is low in life and his sphere shield is gone, Sanctus will stand back and charge the Sparda blade then perform a series of four dashes toward your character. He will charge again before the final dash. Avoidance: Roll or jump to avoid each slash. This move can be Bustered if you time the Buster so that it hits Sanctus right before the first dash. ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- A few cutscenes will play but this will not be Nero's final fight. You see... ------------------------------ - BOSS BATTLE - -------------------------------- T H E F A L S E S A V I O R - - - - - - - - - - - - - - - - - DID HE JUST DO WHAT I THINK HE DID? Yeah, to put it simply numb nuts just fused with the Savior's busted up form. Nero only has to perform three properly timed Busters here to set this False Savior up for the final nail in his coffin. FINAL BLOW #1 He will start out by yelling at the beginning of the battle, then he will lean back his left arm to smash Nero. Dodge this attack by rolling to either side then Buster his hand. It is possible to Buster his hand as he slams his fist down to make this first blow much quicker and it helps to impress your friends. FINAL BLOW #2 Still not wanting to give it all up, the False Savior will lean back his left arm and attempt to punch Nero. As the left fist comes toward Nero, perform a Buster on the fist. This has to be properly timed or you'll have to go through the whole above sequence again. FINAL BLOW #3 Buster his face when he leans over. Go ahead and taunt him first since he'll give Nero time to perform one - come on make the final Buster look climactic and act like a complete showoff in front of your friends! ------------------------- - BOSS BATTLE COMPLETE! - --------------------------- Sit back and enjoy the ending now as the ending cutscenes play. == Opera House Plaza == Oh, there is just one more little thing. As the ending credits roll, Nero will have the option to protect Kyrie from a legion of Scarecrows for a total of 1 minute and 30 seconds. If you succeed then an extra cutscene (Epilogue 02) will play after the final cutscene and it will be added to the story theater on the mission menu. SO, HOW DO WE PROTECT KYRIE? Simple. Perform Streaks and/or Blue Rose charge blasts (any level) against any Scarecrow that starts to move toward Kyrie. Don't worry about defeating them and, for the love of God, don't knock any toward her! Streaks will easily keep the Scarecrows at bay but charging Blue Rose and unleashing charge blasts will help to insure that she isn't harmed. Don't Exceed, don't Buster. Well, you could Exceed, but that is really just overdoing it. You can Devil Trigger, but it's really not needed. Just keep her from getting hit by a Scarecrow for 1 minute and 30 seconds. All that's left now is to sit back and enjoy the ending. Be sure to save your game to save all the unlockables! - > Looks like we have a winner! < - ------------------------------ - J A C K P O T - ------------------------------ [BL00] =============================================================================== ____ _ ___ _ | __ ) | | _ _ ___ / _ \ _ __ | |__ ___ | _ \ | || | | | / _ \ | | | || '__|| '_ \ / __| | |_) || || |_| || __/ | |_| || | | |_) |\__ \ |____/ |_| \__,_| \___| \___/ |__\ |_.__/ |___/ B L U E O R B F R A G M E N T S =============================================================================== =-=-=-=-=-= - B L U E O R B F R A G M E N T L O C A T I O N S - -=-=-=-=-=-= Below is a collection of all 32 blue orb fragment locations in the main game. Either the blue orb fragments are found floating in a mission, received as a reward from a secret mission, or received as a reward from achieving a high enough style rank at a Combat Adjudicator. Most of the descriptions have been reworded except for the locations that are heavily detailed. All Secret Mission info is taken directly from the walkthrough. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ===================== Blue Orb Fragment #01 ===================== Abilities Needed: None Location: Secret Mission 1 - Terrace/Business District - Mission 2 Description: After using the Grim Grip to grapple across the Business District, touch the glyph on the pillar in the room ahead to enter this secret mission. Secret Mission 01 ANNIHILATION Destroy all demons within the time limit! Time Limit: 1 minute =-= This mission requires that Nero destroy 8 Scarecrows within one minute. In order to do this, perform this combo on all Scarecrows as quick as possible: Y, Y, High Roller (charged), (in air), Y, Buster This will instantly defeat each Scarecrow as long as each hit connects. An alternate method to completing this mission is to simply run up and Buster each Scarecrow while on the ground. This is less stylish, but very effective. Take the time to destroy the benches and trashcans in this area when the Blue Orb Fragment appears for some extra red orbs. These red orb DO NOT count toward the orb rank requirement for this stage. Grab the --BLUE ORB FRAGMENT-- to complete the secret mission. ===================== Blue Orb Fragment #02 ===================== Abilities Needed: None Location: Residential District - Mission 2 Description: Find the trail of small red orbs that lead up the rooftop outside the area with the red orb pillar. Jump on top of the rooftop and follow the red orb trail to find this blue orb fragment in an alcove to the left. ===================== Blue Orb Fragment #03 ===================== Abilities Needed: None Location: Combat Adjudicator - First Mining Area - Mission 3 Description: Attack the Combat Adjudicator on the top walkway and get a B-rank to get this blue orb fragment. ===================== Blue Orb Fragment #04 ===================== Abilities Needed: None Location: Second Mining Area - Mission 3 Description: After grappling across the first set of Grim Grips to reach the ledge at the top of the mine, jump to the wooden ledge past the railing to the left then jump to the rock ledge next to it. Grapple across the two Grim Grips above then perform a Kick Jump off the wooden wall to the right and kick away from the wall. While still in the air, grapple across the next set of Grim Grips up above to reach the high ledge with this blue orb fragment. ===================== Blue Orb Fragment #05 ===================== Abilities Needed: Nero -> Air Hike, Streak, Roulette Spin Dante -> Air Hike, Sky Star, Stinger (maybe) Location: Second Mining Area - Mission 3 (Nero) or Mission 16 (Dante) Description: While standing on the ledge at the top of the tunnel, across from the doorway, there is a ledge directly across from the tunnel. In order to get to it though, I would suggest waiting until you play as Dante and backtrack through this area. But if you want to try with Nero then you need to have Streak, Roulette Spin, and Air Hike. Position Nero on the wooden platform next to the first Grim Grip. I would recommend rushing into the area past the tunnel and turning the camera so you can see the platform on the other side - this is just so you can have an idea of where it is. The platform is directly across from the current platform. With Nero, hold RB on your current platform - this will lock-on to the first Grim Grip. While holding RB press forward + Y to perform the Streak. Nero will automatically perform a long jump at the end of the platform in mid- Streak. When the camera angle changes, continue to let him fly toward the other side until he gets toward the end of the far side of the camera then perform a Roulette Spin (Y, Y, pause, Y) then perform an Air Hike afterwards all while holding in the direction that Nero is leaping. Nero will land on the platform on the other side. Walk into the back of the small tunnel and grab the blue orb fragment. NOTE: I have done this before without using the Roulette Spin - basically perform an extended Y, Y, Y combo before the Air Hike. It is extremely hard to do that way though. Still can't get it? Then let the Sephster guide you: http://www.youtube.com/watch?v=yraTpiIR7dM With Dante you need to have Air Hike, Sky Star, and maybe Stinger. There's two ways to do this with Dante: a) Stand on the platform with the doorway much like Nero then perform a Stinger to long jump toward the platform. While jumping, perform an Air Hike then Sky Star toward the platform. b) While hopping off of the second red emblem below, hold toward the platform across from the platform with the doorway and allow the camera angle to change while holding that way then Sky Star toward the platform. Keep holding in the same direction the whole time. ===================== Blue Orb Fragment #06 ===================== Abilities Needed: None Location: Grand Hall (Second Floor - East Side) - Mission 3 Description: Break the mirror on the east wall beside the door to find this is a hidden alcove behind the mirror. ===================== Blue Orb Fragment #07 ===================== Abilities Needed: None; Snatch 2 or 3 would help but they are not required. Location: Secret Mission 2 - Dining Room (Hall outside of dining room) Description: Use the Gyro Blade to destroy the fireball shooter at the end of the long hall and the glyph for this secret mission will be revealed on the wall behind the shooter. Secret Mission 02 ALLEY - OOP Successfully execute a mid-air buster 5 times without touching the ground! Time Limit: None =-= Jump into the air and use the Devil Bringer snatch to grab a Scarecrow and pull him up toward Nero. Quickly use a Devil Buster on him while in the air. Snatch another Scarecrow and perform another mid-air Devil Buster. Each Devil Buster will carry Nero further into the air allowing for another quick snatch followed by another Devil Buster. Keep performing snatches and Devil Busters while in mid-air until Nero performs 5 Devil Busters. Nero will get more airtime depending on how fast each snatch and grab is performed. Don't add any aerial Red Queen attacks before the Devil Buster. To make this portion easier, you can use the Kick Jump or purchase Air Hike and also buy Snatch 3. Really this mission is very easily passable with Nero's standard arsenal with no upgrades. The positioning of the Scarecrows below Nero can sometimes mess up the strategy above but you'll eventually get it pretty quickly. Once Nero has grabbed 5 of them with a Devil Bringer all in one jump a blue orb fragment will appear in the middle of this area. Grab it to end the mission. ===================== Blue Orb Fragment #08 ===================== Abilities Needed: Nero -> none or Aegis Shield Dante -> none or Royal Guard with Royal Block Location: Secret Mission 3 - Soldier's Graveyard - Mission 5 (Nero) or Mission 15 (Dante) Description: Destroy either fence on the side of the stairs leading to the Master's Chamber then run to the back wall up under the staircase to find the glyph for this secret mission on the wall under the staircase. Secret Mission 03 NONVIOLENT RESISTANCE Raise your stylish ranking without using attacks! Time Limit: None =-= This mission can be a fearsome nemesis. In order to beat it, the style meter must be raised through dodging. Rolling or jumping right before an attack will make the style meter rise and taunting will raise it even more. One way to approach this is to have the Aegis Shield that allows Nero to grab an enemy and use it as a shield. Grab one of the Scarecrows then hold it toward the Frost as it performs its attack. Taunt right after the style gauge appears to raise the style meter. The problem with this method is that the Scarecrows will be destroyed easily. Another way to approach this - and the easiest way if you ask me - is to lead a Frost into the hallway that is outside the door on the right wall. Only the Frost will follow and not the Scarecrows. The Frost likes to perform its jumping ice pillar attack quite often from close range and you can take heavy advantage of this in order to pass this mission. Stand next to the Frost and wait for it to charge its ice pillar attack. Wait for it to jump into the air. The moment that it hits the ground, perform a single jump to raise your style gauge. Land and taunt. Hopefully the Frost will jump again. If it does jump then just wait until the second it hits the ground then jump once again and taunt upon landing. Using either of these methods, Nero must get a "Carnage" rank in order to pass this mission. Once the C-rank (Carnage) is reached the blue orb fragment will appear in the middle of the room. Grab it to quit the secret mission. With Dante, try to use his Royal Block to parry against the Frost's ice shockwave or ice shards - this should raise it quickly but you'll have to get the proper timing for his moves down. ===================== Blue Orb Fragment #09 ===================== Abilities Needed: None Location: Secret Mission 10 - Master's Chamber - Mission 5 Description: Break the mirror above the fireplace in the Master's Chamber to reveal a hidden alcove with the glyph for this secret mission inside. Secret Mission 10 PUPPET MASTER Manipulate the Gyro Blades and raze everything! Time Limit: 2 minutes =-= Start up the Gyro Blade at the beginning then knock it down the hall. The objective for this mission is to destroy five glowing objects with the Gyro Blade. There's not really much I can do to help you here. The glowing pieces are as follows: 1) In the middle of the hall while moving down it. 2) In the middle of the first area where the four Gyro Blades opened the blue seal in an earlier mission. 3) In the area that used to be sealed off with bars. It's up the left set of steps. 4) In the small hallway in front of the door that leads out to the Grand Hall on the east side of this room. 5) At the very end of the east hall. Jump and attack the Gyro Blade with the Red Queen then hit it with the Devil Buster all in one jump while hurrying through this level. For a more precise push, simply hit the Gyro Blade with the Devil Buster without any Red Queen hits beforehand. The blue orb fragment will appear once all the glowing pieces have been destroyed. ===================== Blue Orb Fragment #10 ===================== Abilities Needed: None Location: Underground Laboratory - Mission 6 Description: After the cutscene at the start of this mission, run over to the other side of the walkway around the shaft and grab this blue orb fragment. It can be seen in the cutscene as the mission starts. ===================== Blue Orb Fragment #11 ===================== Abilities Needed: Nero -> Streak, Air Hike Dante -> Stinger, Air Hike Location: Foris Falls - Mission 6 (Nero) or Mission 16 (Dante) Description: The blue orb fragment is across from the second floor door. Face the blue orb fragment from the second floor of this area across from the portion without railing. Perform a Streak or Stinger to long jump toward it then Air Hike to collect it. Line up perfectly with it of your character will miss. Use mid-air sword slashes with Nero to help carry him a little further. ===================== Blue Orb Fragment #12 ===================== Abilities Needed: None Location: Secret Mission 4 - Angel Creation - Mission 6 (Nero) or Mission 16 (Dante) Description: After fighting the first set of Bianco Angelos, run up the steps and the glyph for this secret mission is on the wall behind the left body containment unit. Secret Mission 04 TRACKING TREASURE DOWN Find all the hidden orbs! Time Limit: 2 minutes =-= This mission requires that Nero finds three hidden sets of orbs somewhere in the Grand Hall. Watch for Nero's arms to glow as he gets close to a hidden orb location. The orbs are hidden randomly but they are always hiding in one of the locations listed below: - Stand in between the entrance doors and the small set of steps leading to it. - On the west side, stand to the east of the third and fourth pillar (in between them and across from them) - Stand near the far northeast corner of the first floor. Not quite in the corner but a little bit to the side to where Nero doesn't touch a wall. - Knock the Gyro Blade out of the way and stand where it was. - Stand in front of the blue device near the northeast corner of the second floor. - Destroy the mirror on the east side of the second floor and stand in the center of the alcove behind it. - Facing the door on the west side of the second floor, stand in the middle of the small ledge that extends out toward a pillar across from the door and outside of the railing. Kick Jump off the side of the ledge up above while on the first floor if Nero falls from the second floor. - Past the broken picture of Sanctus, move downstairs then stand in the middle of the floor leading up to the basement. ===================== Blue Orb Fragment #13 ===================== Abilities Needed: Air Hike Location: Ruined Valley - Mission 7 Description: While out on the tiles that appear then disappear, when you reach the area underneath the mountain wall on the left side, look up to spot this blue orb fragment on the mountain ceiling up above. Jump then Air Hike to it when a tile appears below it. ===================== Blue Orb Fragment #14 ===================== Abilities Needed: None Location: Secret Mission 5 - Lapis River - Mission 7 Description: Touch the glyph behind the tree in the southwest portion of Lapis River (across the bridge, turn left) to play this secret mission. Secret Mission 05 SKY SCRAPER Reach the goal by rising to the top! Time Limit: 1 minute a) Jump on the first red seal then hold RB and grapple to the Grim Grip at the top followed by the next Grim Grip. The second Grim Grip must be grabbed immediately following the first or Nero will not hit the next red seal. b) Bounce off the second red seal then grapple the Grim Grip across from Nero (behind him) as he reaches the peak of his bounce. You'll have to move back a little in order to grapple this Grim Grip. Quickly grapple to the next Grim Grip above the first - holding the RB button then prepare to tap B to make Nero grapple the second Grim Grip and land on the third red seal. The timing for this second Grim Grip requires you to wait just a bit before grappling to it in order to land on the next red seal. c) Bounce off the third red seal and Nero will bounce up to a red seal surrounded in bars. Slash at the bars in front of Nero without moving too far to the side to destroy a small section of the bars. Allow Nero to fall back onto the third seal then bounce upward again. Move over the fourth red seal while in the air. NOTE: Nero can also land on the nearby catwalk from the third red seal bounce and move to the raised portion of that catwalk then jump and perform a mid-air snatch to break a section of the gate. If he has Air Hike then just double jump to the forth red seal. d) Bounce off the fourth red seal and land on the catwalk up above. The catwalk is very close, so just move a little bit ahead while bouncing and Nero will fall directly on it. It kind of doesn't look like Nero could land on the catwalk be he can! Run over to the side with the metal wall then stand and face outward. Hold the RB button to make Nero lock-on to the Grim Grip above. Grapple to the Grim Grip (WITHOUT JUMPING!) and Nero will fall on the fifth and final seal. e) Bounce to the top and collect your blue orb fragment. ===================== Blue Orb Fragment #15 ===================== Abilities Needed: None Location: Combat Adjudicator - Forgotten Ruins - Mission 7 Description: With Nero, attack the Combat Adjudicator until you get an A-rank to get this blue orb fragment. ===================== Blue Orb Fragment #16 ===================== Abilities Needed: None Location: Ancient Training Grounds - Mission 8 or Mission 13 Description: While in the tunnel up under the bridge, jump and destroy the Chimera Egg on the ceiling to reveal this blue orb fragment. Jump then Air Hike or Kick Jump off one of the walls to collect it. ===================== Blue Orb Fragment #17 ===================== Abilities Needed: Air Hike Location: Hidden Pit (in the Lost Woods) - Mission 8 or Mission 13 Description: Purposely take the wrong path in the Lost Woods to wind up in the Hidden Pit. There is a blue orb fragment high above this area in one of the corners. Jump then Air Hike up to it. ===================== Blue Orb Fragment #18 ===================== Abilities Needed: None Location: Combat Adjudicator - Grand Hall - Mission 9 Description: When Nero first enters the grand hall, run up the stairs to his left and attack the Combat Adjudicator until an S-rank is achieved to get this blue orb fragment. ===================== Blue Orb Fragment #19 ===================== Abilities Needed: None Location: The Gauntlet - Mission 9 Description: While taking the elevator to the third floor (you'll fight Frosts on the way up), drop out from the opening in the elevator across from the doorway that leads to the middle area to fall on a platform next to the blue orb fragment that could be seen earlier. Jump out to it to collect it - no Air Hike is needed, just make sure to aim for it. Reactivate the elevator at the bottom to get back up to the third floor. ===================== Blue Orb Fragment #20 ===================== Abilities Needed: Aegis Shield (Nero will have this by now0 Location: Secret Mission 6 - Security Corridor - Mission 10 Description: The glyph for this secret mission is on the right wall after maneuvering through the lasers. Secret Mission 06 VERMIFUGE Eliminate all the Chimera before the scarecrow is taken over! =-= For this secret mission, your character must protect the single Scarecrow from all the Chimera Seeds in the area. The Scarecrow will appear right next to your character and the Chimera Seeds will surround your character and the Scarecrow. At the starting, grab the Scarecrow with a hold command (Aegis Shield) from the Buster (walk up to him and grab him with B then hold the button). While holding the Scarecrow, run to the cliff with the low ledges then hop up the ledge. Run to the very back of the cliff and throw the Scarecrow down - don't run too far back or you'll exit the mission. Make sure that he is far away from the edge or he might drop back down the ledges. With the Scarecrow on the cliff, drop back down the ledges then defeat the Chimera Seeds. Use Busters on them to tear them apart with a single attack. Hitting them with the Red Queen will take multiple hits but boost your style gauge in return. Once all the Chimera Seeds have been defeated the blue orb fragment will appear. Grab it to exit the Secret Mission. ===================== Blue Orb Fragment #21 ===================== Abilities Needed: Level 3 Exceed, Air Hike Location: Experiment Disposal - Mission 10 Description: Before taking the elevator up, stand next to one of the ledges above the elevator then perform a level 3 EX High Roller then Air Hike up to the ledge. Look for this blue orb fragment on the high ledge near the back of the room. Jump toward it then Air Hike to collect it. Nero may have to perform a few slashes to move just a bit further while jumping toward it. ===================== Blue Orb Fragment #22 ===================== Abilities Needed: Nero -> None Dante -> None or Pandora w/Argument and half disaster gauge Location: Secret Mission 7 - Meeting Room - Mission 10 or 12 Description: Find the glyph for this secret mission on the wall across from the Divinity Statue. Secret Mission 07 FREE RUNNING Reach the goal without falling through the vanishing floor! Time Limit: None =-= In order to get to the blue orb fragment on the other side of this area, your character must strike the blue device next to him then move across the tiles that disappear and reappear in certain areas. Mephistos will form the second that your characters steps out onto the tiles. Kind of a bummer, huh? Well, actually the fact that they appear when your characters first sets foot on the tiles is one major screwup on their part. Step out onto the first set of tiles then hop back onto solid ground when they first appear. Fight them while on the ledge by using Level 3 charge blasts along with Devil Busters to quickly defeat them. There are about six of them total. Once they have been defeated, wait for the tiles outside the ledge to finish their cycle then activate the blue device again. Your character can now navigate his way toward the blue orb fragment without near as much problems. The tiles can get quite tricky. They will forcibly lead your character back near the beginning ledge then quickly lead him back across, so prepare to Air Hike and run a bunch to keep up with them. With Dante, have a full Disaster Gauge with Pandora then simply activate Argument and fly over to the blue orb fragment. ===================== Blue Orb Fragment #23 ===================== Abilities Needed: None Location: Combat Adjudicator - Advent Chamber - Mission 11 Description: Run up either staircase at the beginning (left is quicker) then attack this Combat Adjudicator until Nero achieves an SSS-rank to get this blue orb fragment. ===================== Blue Orb Fragment #24 ===================== Abilities Needed: None Location: Combat Adjudicator - The Gauntlet - Mission 12 Description: This particular Combat Adjudicator is easily missed. From the Grand Hall, backtrack to the Gauntlet by moving back through the Key Chamber through the doorway on the right wall then enter The Gauntlet to find this on the back left wall. Attack the Combat Adjudicator with Dante until a B-rank is achieved for this blue orb fragment. ===================== Blue Orb Fragment #25 ===================== Abilities Needed: None Location: Combat Adjudicator - Ruined Church - Mission 13 Description: Past the broken windows off to the right after entering, attack the Combat Adjudicator with Dante until an A-rank is achieved for this blue orb fragment. ===================== Blue Orb Fragment #26 ===================== Abilities Needed: Royal Block with Royal Guard style Location: Secret Mission 8 - Forest Entrance - Mission 14 Description: The glyph for this secret mission is on a pedestal up under the gazebo near the middle of the outside area. ============================ Secret Mission 08 ================================ ROYAL BLOCKER Successfully execute a Royal Block 5 times! Dante must deal with two Mephistos for this mission. Kill off one of them at the beginning so you'll only have one to deal with. In order to successfully complete this secret mission, switch to Royal Guard and prepare to perform a Royal Block, where you must press the B button the instant before an attack hits Dante. Five of these Royal Blocks must be performed in a row in order to complete this secret mission. Stand for a few minutes and get the timing down for the Mephisto's finger stab and foot blade. Finger Stab - One of Mephisto's fingers glow as it points then it eventually stops as the glow brightens and stabs forward with its finger. Foot Blade - Mephisto moves toward your character then leans around with its blade foot and then slices your character with it. Once you know what to look out for, it's all about timing. You have to press the B button the instant before the finger hits Dante or the instant before the blade foot hits Dante. Many gamers believe that the finger stab is the easiest move to set up for a Royal Block, but it all depends on the individual. Either way, you need to know about each attack since the Mephisto will perform both of them quite a bit. Roll or jump away from it's other moves, the lunge (when it moves away and suddenly dashes toward Dante; jump from this one) and the blade spin (when it spins in place and moves toward Dante; run away!). Perform five Royal Blocks in a row and Dante will be rewarded with a blue orb fragment. =============================================================================== ===================== Blue Orb Fragment #27 ===================== Abilities Needed: None Location: Combat Adjudicator - Foris Falls - Mission 15 Description: Run up the left stairs and attack the Combat Adjudicator with Dante until an SS-rank is achieved to get this blue orb fragment. ===================== Blue Orb Fragment #28 ===================== Abilities Needed: Pandora with Argument and (preferably) full disaster gauge Location: Secret Mission 9 - Library - Mission 15 Description: The glyph for this secret mission is right across from the door at the bottom of the spiral staircase in the Library. Secret Mission 09 UNBREAKABLE Eliminate all enemies without taking damage and without being captured by a Fault. =-= You'll have a very hard time with this mission if Dante attempts it without Pandora. Pandora is highly recommended for the second group of enemies in this battle. In order to pass this secret mission, all enemies must be defeated without taking any damage. You'll face off against three Assaults and three Chimera Seeds at the beginning of this battle. Start the mission by equipping Rebellion and Coyote-A. Find each of the Chimera Seeds as they appear around the area - there are three of them and they will break out of an egg. Run up to each of the Chimera Seeds then hit them with Rebellion Combo A then Stinger them to defeat them one by one. Do not let them attach to any of the three Assaults or this next part will not work near as well. Strafe the entire area and fire at the Assaults with the Coyote-A. Do not lock-on to them - allow Dante to move around the area and auto-lock onto them normally to shoot them. Keep firing until the orbs start flying toward Dante from their defeat. There are three, so wait for three groups of orbs - be sure to count them. Directly after the final Assault falls, the second group of enemies will enter - three Chimera Assaults. Switch to Gunslinger Style and equip Pandora then jump into the air and perform the Argument attack in the air. Fire missiles constantly down at the Chimera Assault and be sure to keep moving. If Pandora's disaster gauge runs out and Dante falls then jump into the air keep performing Argument even if you can only shoot about two or three rockets - they all home in on the enemies so this will usually stop their attacks. A blue orb fragment will appear once the Chimera Assaults are finished. ===================== Blue Orb Fragment #29 ===================== Abilities Needed: None Location: Combat Adjudicator - Underground Laboratory - Mission 16 Description: This Combat Adjudicator will be to Dante's right at the beginning of this mission. Hit it with Dante and get an S-rank to receive a blue orb fragment. ===================== Blue Orb Fragment #30 ===================== Abilities Needed: Sky Star and Air Hike (to reach it), Pandora with Revenge Location: Secret Mission 11 - Fortuna Castle Gate - Mission 16 Description: While working your way back up the mountain there will be three orbs high up on the mountain wall in between the two long staircases - these lead up to the ledge on the right (camera's right). Devil Trigger and perform a triple jump (with Air Hike) or walk up the second staircase and turn then jump and Kick Jump off the left wall (character's left) then Sky Star to the ledge on the right side of the screen (judging by the camera angle). Secret Mission 11 POINT OF IMPACT Use Pandora to destroy distant objects! Time Limit: 30 seconds =-= Two horse statues will be shown at the beginning of this secret mission. Dante will start on the circular pedestal on the Gran Album Bridge that is in between the locations of the two horse statues and he has 30 seconds to destroy both horse statues. Run down either staircase until the horse statues can just barely be made out in the distance, then line up Dante so that he faces the statue. Take out Pandora and use Revenge to shoot the horse statue. Quickly run back up whichever staircase Dante came down then run down the next staircase and fire off Pandora's Revenge at the other horse statue. This secret mission is all about getting the precise aim (ie. making sure Dante faces the horse statue precisely). A blue orb fragment will appear right after the two horse statues are shot. ===================== Blue Orb Fragment #31 ===================== Abilities Needed: Sky Star Location: Business District/Terrace - Mission 17 Description: On the left side of the street, look for a dark blue awning with a single small red orb up above it - it's the awning above the Restaurant Café. Leap on top of the awning to make the camera angle change to show a platform above with a blue orb fragment. Jump then Kick Jump off the building then Sky Star right onto the platform. An Air Hike won't send Dante up far enough, so use the Kick Jump to jump higher. It has also been brought to my attention that you can perform a Rain Storm after a Kick Jump while pressing toward the wall to gain enough height to reach the high platform. Rain Storm requires level 2 Gunslinger style while Sky Star requires level 3 Trickster style, so this may help out for some players. ===================== Blue Orb Fragment #32 ===================== Abilities Needed: None or Pandora w/Argument and a full disaster gauge Location: Secret Mission 12 - Opera House Plaza - Mission 17 Description: Destroy the trashcan near the gate on the right side of the street to reveal the glyph for this secret mission on the wall behind it. Secret Mission 12 STEEPLECHASE Reach the goal without taking damage! Time Limit: none =-= For this secret mission, Dante must get through the lasers in the Security Corridor while they move at their normal speed. There is no time slowdown to help out this time. There are two ways to go about completing this secret mission: A) Follow the pattern below by jumping right when the first single bottom beam reaches Dante on his current side: 1) Jump, Air Hike, Sky Star, fall 2) Jump, Air Hike, Sky Star, fall 3) Jump, Sky Star, fall 4) Jump, Air Hike, Sky Star, fall 5) Jump, Sky Star Each jump must be performed while holding forward (toward the lasers) and Dante must fall straight down then pause for a second and then continue with the next set of maneuvers. B) Enter this secret mission with a full Disaster gauge with Pandora. Stand near the lasers then jump into the air and perform the Argument attack to make Dante get inside his missile pod, then fly to the end. Make sure to jump then air hike and then fall just a bit so Dante's head doesn't hit the ceiling - this can slow down the missile pod. A full disaster gauge is required to make it to the end of the lasers - don't accidentally shoot any missiles either since that will take away from the Disaster gauge. Grab the --BLUE ORB FRAGMENT-- on the opposite side to finish the secret mission. [RE00] =============================================================================== ____ _ ___ _ | _ \ ___ __| | / _ \ _ __ | |__ ___ | |_) |/ _ \ / _` | | | | || '__|| '_ \ / __| | _ <| __/| (_| | | |_| || | | |_) |\__ \ |_| \_\\___| \__,_| \___/ |__\ |_.__/ |___/ R E D O R B G U I D E =============================================================================== -=-=-=-=- - 1 0 0 % R E D O R B C O L L E C T I N G G U I D E - -=-=-=-=-=- This section written by: the_blood_wolf http://tinyurl.com/4e4jz5 This guide may also be found on the GameFAQs PS3 DMC4 board: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=928376&topic=41737604 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Rules of Obtaining 100% - You must break any and all objects that have ORBS in them. Proof? Do Mission 19 on Heaven or Hell, break the Eggs in Echidna's room, Shoot Agnus, and JUST leave without breaking the cages, and break the four pillars at the end, you WILL get 99% in orbs. - You must collect all Red Orbs in the stage, regardless of its size it will prevent you from getting 100% if you did not collect it. - You must break all objects in any room you enter rather it be by accident or fell (Mission 7). Leaving without breaking these objects you will not get 100% - You must collect all Red Orbs in any room you enter, this means in some missions three for example, you will have to go back up a little bit to get the Red Orbs leading to the Secret Mission in order to obtain the 100% - Green or White Orbs do NOT count towards the total unless they were in an object. - Combat Adjucators do NOT count towards the total. - Red Orb Statues do NOT count towards the total. If you have trouble with the eggs or finding the hidden spots copy and paste this link and go into my Album with pictures I've taken of all the Eggs and Hidden Red Orb locations so you can see where to go. http://tinyurl.com/3gfflq Finally here is the COMPLETE list of breakable objects to Obtain 100% to a Mission in Orbs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ------------------------> S-RANK GUIDE TO ORBS, 100% <------------------------- ------------------------------------------------------------------------------- Mission 01 ------------------------------------------------------------------------------- Opera House - Eight Benches ------------------------------------------------------------------------------- Mission 02 ------------------------------------------------------------------------------- Opera House Plaza - Six Benches, Four Trashcans, One Red Orb Store House (Lower) - Two Wine Barrels Store House (Upper) - Five Crates, Three Wine Barrels, Five Shelves Cathedral - Two Red Orbs, Ten Chairs, Three Benches Residential Distract - Three Red Orbs (leading to the Blue Orb Fragment), One Barrel, Five Pots, Three Watermelon Crates, Two Peach Crates, One Dumpster, Two Hidden Red Orb Spots on the Tower. Port Caerula - Two Red Orbs (The first one is directly outside the tunnel to your left in the Air.), Two Dumpsters. Custom's House - Two Red Orbs First Mining Area - Six Red Orbs (In the Sewer Drain) ------------------------------------------------------------------------------- Mission 03 ------------------------------------------------------------------------------- Second Mining Area - Red Orb Fortuna Castle Gate - Four Red Orbs (Three of them are leading towards a Secret Mission on the Hill back up), Thirteen Pillars, Two Hidden Red Orbs (on top of the Pillars) Grand Hall (Lower) - Eight Benches, Thirty-Six Chairs Large Hall - Twelve Candle stands, Two Red Orbs, Five Chairs (Behind the fenced in area must use Blue Rose or Devil Bringer to break them.) Dining Room - Eight Chairs, Four Placemats Grand Hall (Upper) - Two Red Orbs, Hidden Red Orb Gallery - Three Suits of Armor, Six Chairs, Five Tables, Two Crates Library - Hidden Red Orb, Four Desks, Two Pots ------------------------------------------------------------------------------- Mission 04 ------------------------------------------------------------------------------- Library - Hidden Red Orb, Four Desks, Two Pots Gallery - Three Suits of Armor, Six Chairs, Five Tables, Two Crates Grand Hall - Eight Benches, Thirty-Six Chairs, Two Red Orbs, Hidden Red Orb Large Hall - Twelve Candle stands, Two Red Orbs, Five Chairs Dining Room - Eight Chairs, Four Placemats ------------------------------------------------------------------------------- Mission 05 ------------------------------------------------------------------------------- Soldier Graveyard - Red Orb (Must jump off the horse statue and Snatch it towards you), Eighteen Tombstones, Ten Statues, Two Hidden Red Orbs, Eight Ice Pillars Master's Chamber - Three Tables, Two Couches, Two Stands Spiral Well - Ten Red Orbs, Hidden Red Orb Large Hall - Twelve Candle stands, Two Red Orbs, Five Chairs Grand Hall - Eight Benches, Thirty-Six Chairs, Two Red Orbs, Hidden Red Orb ------------------------------------------------------------------------------- Mission 06 ------------------------------------------------------------------------------- Underground Laboratory - Seven Barrels R&D Access - Three pieces of the Gate Game Room - Red Orb Containment Room - Two Chairs, Hidden Red Orb Foris Falls - Eight Barrels Angel Creation - Two Barrels, Hidden Red Orb Grand Hall - Eight Benches, Thirty-Six Chairs, Two Red Orbs, Hidden Red Orb ------------------------------------------------------------------------------- Mission 07 ------------------------------------------------------------------------------- Forest Entrance - Twelve Eggs Windswept Valley - Nine Eggs Ruined Church - Nineteen Eggs Lapis River - Twelve Eggs Ancient Plaza - Nine Eggs Windswept Valley - Four Eggs Ruined Valley - Eighteen Eggs Forgotten Ruins - Six Eggs* Den of the She-Viper - Eight Eggs * - Remember on Mission 8 you go across the platform and find two eggs up there? You must hit them on this Mission to get the 100%. Destroy the Combat Adjucators so you don't lock-on to it. Then stand by the plants in front of it, and do a Exceed 3 Highroller, Air Hike and begin shooting Blue Rose and/or Snatch to bust the eggs on the top walkway. ------------------------------------------------------------------------------- Mission 08 ------------------------------------------------------------------------------- Ancient Training Ground - Six Eggs Den of the She-Viper - Eight Eggs Forgotten Ruins - Four Eggs Lapis River - Twelve Eggs Ancient Plaza - Nine Eggs Windswept Valley - Thirteen Eggs Ruined Church - Nineteen Eggs Lost Woods - Eight Eggs Forgotten Ruins - Two Eggs Ancient Training Ground - Two Eggs ------------------------------------------------------------------------------- Mission 09 ------------------------------------------------------------------------------- Gran Album Bridge - Four Desks, Six Separators Grand Hall - Six Benches, Hidden Red Orb, Two Pots Key Chamber - Four Separators The Gauntlet - Hidden Red Orb Agnus's Room - Three Cages, Three Chairs, Desk, Candle Stand ------------------------------------------------------------------------------- Mission 10 ------------------------------------------------------------------------------- Agnus's Room - Three Cages, Three Chairs, Desk, Candle Stand The Gauntlet - Hidden Red Orb Key Chamber - Four Separators Grand Hall - Six Benches, Hidden Red Orb, Two Pots Security Corridor - Two Benches, Fence, Three Boxes Experiment Disposal (Lower) - Four Statues Experiment Disposal (Upper) - Two Statues, Fence Meeting Room - Four Candle Stands Ascension Chamber* - Six Candle Stands, Two Desks, Four Pots * - You fight with Dante in this part, so don't forgot to break the objects ------------------------------------------------------------------------------- Mission 11 ------------------------------------------------------------------------------- Advent Chamber (3rd Floor) - Two Hidden Red Orbs, Fence, Six Red Orbs ------------------------------------------------------------------------------- Mission 12 ------------------------------------------------------------------------------- Ascension Chamber - Six Candle Stands, Two Desks, Four Pots Meeting Room - Four Candle Stands Experiment Disposal (Upper) - Two Statues, Fence Experiment Disposal (Lower) - Four Statues Security Corridor - Two Benches, Fence, Three Boxes Grand Hall - Six Benches, Hidden Red Orb, Two Pots Gran Album Bridge - Four Desks, Six Separators ------------------------------------------------------------------------------- Mission 13 ------------------------------------------------------------------------------- Ancient Training Ground - Eight Eggs Forgotten Ruins - Six Eggs Windswept Valley - Eleven Eggs Ancient Plaza - Nine Eggs Lapis River - Twelve Eggs Windswept Valley - Two Eggs Ruined Church - Nineteen Eggs Lost Woods - Eight Eggs Forgotten Ruins - Two Eggs Den of the She-Viper - Eight Eggs ------------------------------------------------------------------------------- Mission 14 ------------------------------------------------------------------------------- Ancient Training Ground - Eight Eggs Lapis River - Twelve Eggs Ancient Plaza - Nine Eggs Windswept Valley - Thirteen Eggs Forest Entrance - Twelve Eggs ------------------------------------------------------------------------------- Mission 15 ------------------------------------------------------------------------------- Grand Hall - Two Red Orbs, Hidden Red Orbs Gallery - Three Suits of Armor, Six Chairs, Five Tables, Two Crates Library - Hidden Red Orb, Four Desks, Two Pots Large Hall - Twelve Candle stands, Two Red Orbs, Five Chairs Dining Room - Eight Chairs, Four Placemats Spiral Well - Ten Red Orbs, Hidden Red Orb Master's Chamber - Three Tables, Two Couches, Two Stands Soldier Graveyard - Red Orb (Must jump off the horse statue in Devil Trigger and Triple Jump and Sky Star twice towards it), Eighteen Tombstones, Ten Statues, Two Hidden Red Orbs, Eight Ice Pillars ------------------------------------------------------------------------------- Mission 16 ------------------------------------------------------------------------------- Game Room* - Red Orb Containment Room - Two Chairs, Hidden Red Orb Foris Falls - Eight Barrels Angel Creation - Two Barrels, Hidden Red Orb Underground Laboratory - Seven Barrels Grand Hall - Eight Benches, Thirty-Six Chairs, Two Red Orbs, Hidden Red Orb Fortuna Castle Gate - Four Red Orbs (Three of them are leading towards a Secret Mission on the Hill back up), Thirteen Pillars, Two Hidden Red Orbs (on top of the Pillars) Second Mining Area - Red Orb * - I only got 100% one time on this Mission, if you still get 99% repeated times after making sure you broke all objects then you must go back into the Game Room and kill all the Gladius in there again. All rooms with Poison gas in it shouldn't spawn any more enemies after you defeated them. ------------------------------------------------------------------------------- Mission 17 ------------------------------------------------------------------------------- First Mining Area - Six Red Orbs (In the Sewer Drain) Port Caerula - Two Red Orbs, Two Dumpsters. Residential Distract - Three Red, One Barrel, Five Pots, Three Watermelon Crates, Two Peach Crates, One Dumpster, Two Hidden Red Orb Spots on the Tower. Business Distract/Terrace - Red Orb, Seven Benches, Nine Trashcans Opera House Plaza - Three Trashcans ------------------------------------------------------------------------------- Mission 18 ------------------------------------------------------------------------------- - For Mission 18 I've tested this on Human twice and Dante Must Die Once, You simply just need to shoot down his Blue Orbs he throws at you. The ones that fill you Devil Trigger gauge. All three runs I never killed a single Angelo so, long as you shoot the Orbs down you'll S-rank the Mission for Orbs. ------------------------------------------------------------------------------- Mission 19 ------------------------------------------------------------------------------- Stairway to Heaven - Four Pillars ^pic - http://tinyurl.com/3on6fp Den of the She-Viper (Heaven Draco) - Eight Eggs Agnus's Room - Three Cages ------------------------------------------------------------------------------- Mission 20 ------------------------------------------------------------------------------- - There are none. ------------------------------------------------------------------------------- Forest Missions Extra Red Orbs ------------------------------------------------------------------------------- Other Areas if you go off Course Hidden Pit - Four Eggs Ruined Lowlands - Four Eggs, Hidden Red Orb ----- ** PIC NOTE If you have trouble with the eggs or finding the hidden spots copy and paste this link and go into my Album with pictures I've taken of all the Eggs and Hidden Red Orb locations so you can see where to go. http://tinyurl.com/3gfflq [EN00] =============================================================================== _____ /\ | ____| _ __ ___ _ __ ___ \/ ___ ___ | _| | '_ \ / _ \| '_ ` _ \ | | / _ \/ __| | |___ | | | || __/| | | | | || || __/\__ \ |_____\|_| |_| \___||_| |_| |_||_| \___||___/ L I S T O F N O R M A L E N E M I E S A N D B O S S E S =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-= - E N E M I E S - =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section contain each normal enemy and boss enemy along with a description of each, all of their attacks, and some good ways to defeat each of them with both characters. The rest of the enemies will be added in a later update. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Important Notes Regarding Enemies ==> An off-screen enemy will attack less frequently Any enemy that is not in view on the camera will attack less frequently that an enemy that is displayed on the immediate camera angle. While fighting a group of enemies, such as Mega Scarecrows or Frost, separate one from the crowd by using a Streak or a Stinger then rotate the camera so that the other enemies are not in view. This will allow your character to attack frequently without having to worry about most major attacks. Most of the time off-screen enemies will only perform minor attacks such as short range attacks. ==> Some enemies become more aggressive when they are the last one standing While fighting certain enemies, the last one standing will become more aggressive once his allies have been defeated. To see this, fight a group of Mephistos with a Faust then defeat the two Mephistos first. The Faust will begin to use a wider range of attacks that he will only use while by himself. ___________________________ [EN01] N O R M A L E N E M I E S \___________________________________________________ =============================================================================== SCARECROW (ARM) & (LEG) =============================================================================== A demon born with sacks of Trypoxylus. These insects are unintelligent; however, by moving as one, they bring life to their Scarecrow-like form. Scarecrow (Arm) Their bladed arms were once used as executioner's blades. Scarecrow (Leg) This Scarecrow's leg-fitted blade grants it the ability to unleash breath- taking feats of acrobatic violence. -- Overview of Scarecrow Every Devil May Cry has to have some sort of grunt enemy that a player can slap around and practice combos on. Much like the Blood Puppets in DMC and the Hell Prides in DMC3, the Scarecrow is an enemy that only has a few limited attacks and can be knocked around at basically any time. Their attacks are slow and they don't attack that often. The only time that they really put up a fight is when they are in groups. It's hard to tell when a Scarecrow is about to attack because of its constant movement, so it's easy to accidentally get hit by one while fighting off a crowd. They come in two different varieties known as arm and leg. The arm Scarecrows have a blade on their arm and the leg Scarecrows have a blade on their leg. The leg Scarecrow attacks can cover a greater distance when compared to the arm Scarecrow. -- Move Set -> Scarecrow (Arm) - Slash - Scarecrow holds its blade to the side then performs a side slash. - Overhead Slash - Scarecrow steps forward while performing an Overhead Slash. - Double Slash - Scarecrow spins forward twice while slashing and nearly loses its balance before stopping. This attack has some very delayed startup animation. - Trip Out - Scarecrow stands in place and laughs maniacally. - Block - Scarecrow stand and blocks with its blades. It will very rarely do this - usually only on higher difficulties. -> Scarecrow (Leg) - Overhead Slash - Scarecrow leans its blade leg back then spins it back around and slashes with the leg. - Spinning Leg - Scarecrow leans its leg back then jumps and spins forward with its blade leg stretched out. Very quick and annoying move here. -- Recommended Strategies -> Nero When they are in a group, take one of them to the air with a High Roller and deal with it separately with some slashes followed by a Buster. Air Busters can help to damage Scarecrows below Nero. Jump and use snatches to instantly bring one of them up to the air with Nero then slash at it in the air and perform a Buster. Rev up the Red Queen blade to level 3 then perform a level 3 EX Streak right into a big group of Scarecrows to boost your style significantly! Level 3 charge shots from Blue Rose annihilate single Scarecrows and the opening blast can damage full groups. -> Dante Like with Nero, single out one from a crowd with a High Time then slash at it in the air with an Aerial Rave followed by some sort of ender. Lucifer's Climax and Dark Slayer's Slash Dimension work well for groups of Scarecrows. Slash Dimension F is an excellent follow-up move for any of Dark Slayer's melee hits - Yamato Combo S and Aerial Rave V. When Scarecrows are grouped together, perform a Drive followed by an Over Drive to increase the style gauge greatly! Single Quick Drives work just as well - they actually serve as a good source of variety to keep the style gauge rising during Drive and Over Drives. Any of Dante's guns work well for Scarecrows but Pandora kind of overdoes it. The Epidemic blast is good for crowds but there is really no need for Revenge unless you can fire at a crowd and hit multiple Scarecrows - even then, Drive and Over Drive are better. Fireworks can be good for getting a group off of Dante and Backslide can help out for when Fireworks misses the Scarecrows behind Dante's back. =============================================================================== MEGA SCARECROWS =============================================================================== Filled to the brim with Trypoxylus, this Scarecrow has swollen dramatically in size, and possesses a power that clearly demarcates it from its other, less powerful, brethren. -- Overview of Mega Scarecrow Oh, a Mega Scarecrow is nothing - he's just an oversized punching bag that can be pummeled just as easily as his Scarecrow buddies. There is nothing to fear here, so let's just move onto the next normal Scarecrow and beat the Trypo- whatever-it-is out of them and deal with Mega Scarecrow later. Amirite? Right...? That is such a lie. These enemies should never be taken for granted in such a way. In fact, you should make it a priority to take out the Mega Scarecrow first when he is among a group of Scarecrows - knock him away with a Streak or Stinger the deal with him separately. So what's so dangerous about them? Well, from a distance, these enemies have some attacks that home in on your current location and these attacks are quite damaging. The spin move will take about three bars on Son of Sparda if it rolls over your character. While fighting multiple Mega Scarecrows it is best to turn the camera so that only one of them remains on the camera - your chosen victim. Remember that enemies will not attack as often off-screen unless they have already begun the animation for an attack that was on-screen at one point in time. If one of them has already started an attack animation then you'd best get ready to dodge it. Other than their highly damaging attacks, they can indeed be shoved around like their other Scarecrow brethren, but just don't look at them long before taking action. Oh, and don't forget to dodge that falling blade after finishing one - their arm blade will fall then stick into the ground and this can hit your character! -- Move Set -> Close - Mid Range - Slash Combo - Mega Scarecrow crouches then slashes with its right arm followed by its left arm. Their blades cover a pretty long distance! - Splash - Mega Scarecrows jumps into the air while spinning then attempts to land on your character. -> Long Range - Spin Dash - Mega Scarecrow props itself up on its arm blades and targets your character then hops slightly and lands on the ground while spinning. It spins in place for a brief second then charges toward your character. - Blade Toss - Mega Scarecrow spins its arm blades then leans forward and tosses several blades at your character. -> After Dying - Style Killer - Once a Scarecrow falls, one of its arm blades flies into the air then falls and sticks into the ground. This blade can hit your character. I like to refer to this final attack as the "Style Killer" because if it hits, it will instantly drain some of your style gauge that you worked so hard to build up along with the usual health damage. One might think that dodging this would come second nature, but directly after downing a Mega Scarecrow it is so very easy to simply forget about this falling blade in the midst of a hectic battle. It will happen eventually and then you'll think back on this explanation and hate me for jinxing you. -- Recommended Strategies -> Nero Distance them from a group with a Streak then pummel them with whatever attacks of your choosing. Perform Busters frequently on a Mega Scarecrow to wear it down. The Buster animation leaves Nero wide open and still while on the ground for a while as he kicks one, so be careful that no other attack is coming from the sides or up ahead. Snatches can be performed to bring them into the air or close much like a normal Scarecrow. Use a Level 3 EX Streak on it for some big damage. Level 3 charge shots can hit for big damage also. -> Dante Distance them from a group with a Stinger then pummel them with whatever attacks of your choosing. Gilgamesh Real Impacts can make quick work of these enemies - use a Kick 13 to knock it up and set it up for a Real Impact. Rebellion Drives followed by Over Drives work fairly well from a distance or while up close. =============================================================================== FROST =============================================================================== An elite demon sired by the emperor of demon-kind, Frosts are all-purpose soldiers used in a variety of situations. Frosts encase themselves in ice to recover their strength, but quickly destroying their icy cocoon will end this process. -- Overview of Frost: A Frost will always start each battle with an ice shield equipped to its right hand. This ice shield will allow it to perform a variety of ice attacks. Watch for it to hold up its ice shield then listen for the chime of it charging an attack to know when to react in order to dodge the ice attacks. All ice attacks have the same charging start-up animation but you can still have a good idea of what attack it will perform based on its distance from your character. All projectile attacks will be done from long or mid-range while its ice pillar attack is always done from close range. A Frost has some slight super armor depending on what it is doing. It can be knocked out of its attacks with a strong counterattack but when it moves around normally it will take a few slashes to stagger it. It can't be instantly taken to the air most of the time and it sometimes can't be instantly knocked down. Hit them a few times with normal slashes then perform a more powerful attack. Nero's snatch comes in much handy for getting them into the air or canceling an attack of theirs. Once a Frost has performed enough attacks or if is has been damaged enough then it will lose its ice shield. A Frost without its ice shield will rely only on physical attacks. These physical attacks are rather quick and instant so it is best to keep your distance. They sometimes mix in these physical attacks even while they still have an ice shield. Once a Frost is hurt enough or after its ice shield has been destroyed, it will stand still while breathing then suddenly wrap itself in an icy cocoon to recover its health and ice shield. Whenever it does this, run up to it and destroy the ice cocoon. This will greatly increase your style and also cause the Frosts to fall out of its cocoon so it can't recover. Once a Frost has been extremely damaged, it will lose its right arm. During this time, it cannot get its shield back and it cannot form an ice cocoon, so it will only attack with its left arm - ice shockwave and ice pellets. -- Move Set -> Melee Attacks - Upward Slash - Frost quickly slashes upward with its left hand. - Overhead Slash - Frost leans its right hand back then quickly performs an overhead claw slice. This is a close range attack. - Lunging Slash - Frost quickly crouches then jumps forward and slashes with its left hand. - Crouch - Frost crouches down. Sometimes the Frost will not attack from this pose. -> Long Distance - Ice Shockwave - Frost holds up its left arm then slams the ground and sends an ice shockwave directly toward your character. Jump to avoid it easily. - Freezing Teleport - Frost jumps into the air then phases in and out while moving toward the character. -> While Frost has an ice shield: - Ice Pillars - Frost charges its ice shield then jumps into the air and lands with a ground pound that makes ice pillars form around it. This is its main close range attack with its shield. - Ice Pellet Wave - Frost charges its ice shield then shoots a row of ice pellets in front of it. - Ice Pellet Blast - Frost charges its ice shield then fires several ice pellets straight at the character. They fire three pellets in a row with the left hand then three pellets in a row with their right hand. - Freezing Ice Crystals - Frost leaps into the air then quickly shoots a few ice shards toward the character. When the ice shards hit the ground, they form ice crystals. Getting hit by the ice shards while they are shot will freeze your character. The ice crystal on the ground can damage your character when the explode. Jump to the side to avoid this move. -> When Frost is damaged badly or without an ice shield: - Icy Cocoon - Frost stands and breathes heavily then quickly wraps itself in a cocoon to recover its ice shield and health. -> With One Arm - Ice Pellet Blast - Frost shoots three ice pellets from its left hand. -- Recommended Strategies: -> Nero Take a Frost to the air with a High Roller. In order to pop it up into the air, Nero must first hit the Frost a few times while it stands normally. If it happens to begin a new animation during the hits then it may not stagger with these few hits. Once the Frost has been taken to the air then slash it a few times and then Buster it. Buster the Frost often and try to aim for another enemy while tossing it. It's a good idea to grab a Frost in the middle of an enemy crowd and that way Nero will wave the Frost around him and damage the crowd before tossing the Frost. Streaks will sometimes knock down a Frost, but an EX Streak will almost always knock them down and level 3 EX Streaks will hurt them badly as it knocks them down. Perform a snatch on a Frost while on the ground or in the air to instantly pull it toward Nero. This will cancel any attack that it might be performing. Whenever the Frost jumps into the air to perform its ice pillar attack, jump into the air with it and slash it and/or Buster it. Devil Triggered slashes will make quick work of any Frost enemy. Devil Trigger if the Frost ever freezes Nero with ice to break out of the ice. To break a Frost out of its cocoon, jump and perform Aerial Combos then Buster the cocoon after the sides have been shaved off to instantly knock it out of hiding. A Buster does quite a bit of damage to the cocoon. A charge shot level 3 from Blue Rose will help to damage a Frost as Nero attacks it through the second explosion from the blast. -> Dante Like with Nero, Dante can take a Frost to the air with a High Time after the Frost has been slashed a few times with Rebellion. Use an Aerial Rave then stop it before the last slash and perform a Helmet Breaker or Shotgun blast to finish off the air combo. You could also finish up the combo with an Aerial Rave V then a Slash Dimension F from Dark Slayer style. For an even quicker disposal, a Frost can also be knocked to the air with a Kick 13 then Dante can perform a Real Impact as it hits the ground. Gun Stingers will always instantly knock them down. Props followed by Shredders work well for constant damage on any single or small group of Frosts. The Frosts fall through a Shredder instead of bouncing off the spinning the blade, which makes it to where the Shredder will hit them even more than other enemies! Whenever a Frost jumps into the air to perform its ice pillar attack, jump up after it and perform an Aerial Rave to cancel the attack. Devil Trigger if the Frost ever freezes Dante to instantly break out of the ice. Constant Devil Triggered Stingers is a good way to spam damage on a group of Frosts or any single Frost. Normal Stingers are a good way to knock the Frost down immediately or knock it out of an attack. A Stinger is not always a guaranteed knockdown. Royal Guard is a good way to block or royal block all of Frost's ice projectiles that it shoots. When it shoots them in a row, all of the ice pellets can be royal blocked with the proper timing. For a gun, use the Coyote-A or ground Pandora Epidemics to shoot Frosts. To break it out of its icy cocoon, perform Aerial Raves, Helmet Breakers, Shredders, or change to Dark Slayer style and perform constant Aerial Rave V's. =============================================================================== ASSAULT =============================================================================== An elite demon sired by the emperor of demon-kind. Able to burrow through the ground with its shard claws, Assaults have varied attack techniques. They use their shield to ward off blows, but destroying it will render them defenseless. -- Overview of Assault An Assault is an agile lizard-type demon that will usually hop around the battlefield then suddenly attack with a claw slash. Like an Angelo enemy, Assaults can stand and block, but they cannot counter and their block can be broken with enough hits to their small shield. It is best to jump behind a blocking Assault and attack it from behind - they are wide open from their backside while blocking, much like an Angelo. These enemies can be taken to the air with a single hit and they can be knocked down easily. Once an Assault is grounded, unless Nero's snatch is used, it cannot be taken to the air until it recovers, so perform ground combos at that time to damage it while it is down. It is really best to take these enemies to the air while fighting them in groups since their attacks are so sudden in some cases. They give very little warning before an attack and they constantly hop so the beginning animation for an attack can be hard to notice at times. Both of their long-distance attacks can be hard to avoid. The seed shot can become very annoying while fighting a group of them since your character will have to move out of the way of the attack as one of them begins to aim or else get hit by the seeds. Their burrow attack is one of their greatest moves that will cause your character to react quickly or suffer damage. As soon as one burrows into the ground, run to the side of the way it is burrowing then jump to avoid getting hit by the uppercut attack that it will perform upon popping out of the ground. -- Move Set -> Close and Mid-Range - Uppercut Slash - Assault runs toward your character then slashes upward with its claw. - Uppercut Slash 2 - Assault swings its arms to its front side then performs an uppercut slash forward. If this uppercut hits your character then the Assault will jump into the air and then fall down on your character with its foot claws. - Lunge - Assault leans its left arm to the side then jumps and slice with its claw. - Shield Block - Assault holds up its shield and blocks your character's attack. Break its shield through constant attacks while it guards and it will not be able to guard again. - Piercing Yell - Assault stands still then shrieks loudly. This will stagger your character when you are close but no damage will be sustained. - Dark Force Field - Assault stand still then begins to charge as a transparent black energy shield appears around it while it yells. Stay away from it. -> Long Distance - Spin Attack - Assault jumps into the air then spins in place for a few seconds then dashes straight toward your character while spinning. - Seed Shoot - Assault stands and holds its arm in front of it while aiming then fires some seeds at your character. - Dive Attack - Assault dives into the ground then burrows toward your character and surfaces with an uppercut attack. Jump to the side to avoid this. -- Recommended Strategies -> Nero Perform a few slashes then take the Assault to the air with a High Roller and slash it a few more times then Buster it. A Buster can grab an Assault at any time. If it ever guards then simply get behind it by jumping then attack it from behind. Use Streaks to knock these enemies down then attack them while they are down with a series of ground combos or perform a Buster. A Buster attack will cause Nero to beat the Assault against the ground from side to side and this can hit nearby enemies but Nero doesn't move that much or swing the Assault as wildly as a Frost. Whenever an Assault performs a spin dash from the air, it can be Bustered right before it hits Nero. Nero will grab the Assault out of the air then jump with it and slam it into the ground. A Snatch can be performed at any time to pull an Assault close to Nero - in the air or on the ground. This is especially useful for pulling a knocked down Assault off the ground. Level 3 Streaks can be good to use against a group of these enemies since it will poor constant damage on the whole crowd. As always, a level 3 charge shot will badly damage these foes. -> Dante Take this enemy to the air with a High Time after a few slashes then perform an Aerial Rave or Aerial Rave V followed by some type of finisher - Helmet Breaker, Coyote-A blast, Slash Dimension. Use a Kick 13 to launch an Assault then perform a Real Impact for some extreme damage. A Dance Macabre is a good to pummel any single Assault to death, but don't perform this while surrounded that often or at least be aware of what the other enemies are doing. When an Assault first appears from the ground, perform a Drive followed by an Over Drive to it when it lands - sometimes this doesn't work well but if it does connect then it takes some very good damage and raises the style gauge quite a bit. This is best performed for expected Assault encounters - like in Bloody Palace. A Drive and Over Drive can be performed to a group of Assaults as well but they easily hop out of the way, so it's risky - a Quick Drive works better really. Use Stingers to instantly knock down an Assault. Devil Triggered Stingers are a good way to quickly dispose of multiple Assaults, just perform it back and forth to constantly stun and damage them. When an Assault guards, get behind it then combo it from its backside. While an Assault is grounded, perform a Prop then a Shredder to spam damage on it while it recovers. =============================================================================== BLITZ =============================================================================== An elite demon sired by the emperor of demon-kind. Unable to see, it relies on its other senses to track a prey's movements, and then attacks with ferocity. However, this occasionally leads it to attack other demons. One should take caution to not fall victim to its violent blows. -- Overview of Blitz Say hello to the new asshole enemy of the Devil May Cry series. These enemies require special attention and are quite deadly if you don't know how to handle them and they can still be deadly even if you do know how to deal with them. A Blitz starts the battle by teleporting around the area. He will appear when he is about to attack or he will sometimes simply appear and stand. His yellow electric shield can only be damaged through weapon fire (with Nero). Once his shield falls, he is open to physical attacks, but he will still attack - though he will not be as aggressive. If he is not damaged enough, then he will charge back up his yellow electric shield then go back to attacking normally. If he is damaged quite a bit then he charges and then forms a red electric shield around his body. He is slowly dying during this phase but his attacks become incredibly aggressive! He wants to take your character down with him at this point so stand still on the ground and allow him to grab your character then explode with him for a whopping 10 bars worth of damage - depending on the difficulty. No, don't do that - I was joking. Blitz has two grapple attacks during his raging phase where he will explode with your character once he has grabbed ahold of you and he will teleport to the back of the battleground and unleash electric beams with extreme aggression. Blitz will eventually start to explode then die during this phase if he can't catch your character within a certain amount of time. His dying explosion will damage your character so keep your distance. A Blitz can be finished off right as he turns red if you can damage him enough then hit him with one final attack when he charges his red shield. The hard part about doing this is that he has to be weakened to a certain point then one final attack must damage him enough to where he will die instantly when he is attacked as he turns red. In other words, he must be damaged just enough to the point where one more attack will turn him red and at that time, you must perform a very powerful attack then shoot him one final time as he turns red to finish off - but the final shot will only work if he has sustained enough damage prior to turning red. Nero has a much easier time with this enemy when compared to Dante thanks to Nero's extremely damaging Busters. -- Move Set -> While electrified (yellow electricity): - Electric Beam - Blitz appears in the back of the battleground while charging a beam then shoots it out in front of him. This move will only hit the area in front of him but he will appear in the background in front of your character so be ready to move away from it. - Moving Electric Beam - After performing a normal electric beam attack, Blitz may hold his arms to the side then wave the electric beam around his front portion and to his other side then repeat. - Dashing Lunge - Blitz appears in the back of the arena then somersaults backwards shortly before lunging straight at your character. This move can easily catch your character off guard, so always watch for him to somersault when he is in the background then jump or roll to avoid the forthcoming lunge. - Uppercut - Blitz appears right next to your character then slides forward with an uppercut. - Claw Slashes - Blitz teleports right next to your character and slashes almost instantly. He will sometimes follow this slash up with another slash. - Short Dashing Lunge - Blitz appears right next to the your character then jumps and slashes at him. - Falling Stab - Blitz appears above your character then falls with his claw stretched out. - Shocking Teleport - The Blitz seems to disappear but then electricity starts to form on the ground below your character then the Blitz reappears with a blast of electricity around him. He has to recover quite a while from this move. -> From Rage Mode (red electricity): - Lunging Grab - Blitz appears near your character then dashes toward him in an attempt to grab him as the Blitz explodes. - Close Grab - Blitz appears right next to your character then grabs him and explodes with him. * He also still uses both electric beams while in Rage Mode. The Blitz will become much faster at swinging the beam back and forth and swing it more than usual. -- Recommended Strategies -> Nero Charge a level 3 charge blast with Blue Rose then fire at Blitz when he appears to attack - be up in the air while firing the charge shot. Blitz will lose his electric shield within about two level 3 charge blasts. While Blitz's shield is down, run up to him and Buster him - there is no need to Devil Trigger. Just run up to him and keep grabbing him with a Buster while you charge a level 3 charge blast with Blue Rose. When he charges his red electric shield, shoot him with a level 3 charge blast from Blue Rose to finish him off. -> Dante There are three ways to take down his electric shield quickly: 1) Jump around the area and fire at him with either normal shots or charged shots from Coyote-A. The closer the shot, the faster his armor will fall. Don't fire on the ground - ground shots are too slow and leave Dante open. 2) Equip Pandora and perform an Omen attack to instantly get rid of his electric shield. With the charge time of this attack it obviously has to be planned out. Sometimes a Blitz will stand still at the beginning of a battle allowing Dante to perform an Omen right then. One other good times to perform an Omen is right after moving out of the way of his electric beam (when he teleports to the back), move to the side to dodge the beam then perform an Omen. Another excellent time is right after dodging his shocking teleport - move out of the way of the electricity when it forms on the ground under Dante then perform an Omen as he appears. The Blitz recovers from this move for quite a while, so you can wait a bit longer. 3) Hit the Blitz up close with a melee attack from any weapon then Royal Block his electric field. Basically you are hitting him then tapping the B button very quickly to royal block the electricity that would have hit Dante. This is not near as hard as it seems. Use the normal punch of Gilgamesh to very easily have time to royal block the shock afterward. 4) Utilize Lucifer's Pin-Up and place constant energy swords all over the current area while dodging a Blitz's attacks. He will eventually get them all over his body and this will damage his electric shield and give you a good style boost in the process. You may also want use style attacks to place swords since you can place them while running - you're choice. Now that his electric shield is down, Dante has to perform some very strong attacks in order to weaken him but these attacks should be well planned out so that you KNOW they will hit him. Hit him with a Real Impact, two Kick 13's, and one Devil Triggered Real Impact then shoot him with a Revenge from Pandora when he turns red. This will immediately defeat him on Son of Sparda mode. He is not always going to stand there and allow Dante to hit him with these attacks however. Wait for him to growl or stand still then run up to him and perform a Real Impact to him. Hit him with two Kick 13's as he recovers from the Real Impact. Wait until he growls again before Dante performs the final Devil Triggered Real Impact. He will likely try to reform his yellow electric shield, so quickly switch to Gunslinger style and Pandora then perform an Omen as he tries to charge his shield to immediately get rid of it again - make sure that you jump away from him before attempting the Omen or he might knock Dante away with the blast from his shield. Once his shield is gone again, plan out another Real Impact (Devil Triggered this time) as he growls or stands still. Once it hits him, jump away and ready a Revenge attack with Pandora and shoot him when he gets up and tries to charge his red shield. The only bad part about performing Omens to him with Pandora is that Dante has some long recovery animation afterward and will be left wide open to attacks. Devil Trigger if you suspect an attack is coming to decrease the damage. While his shield is down, Dante can keep the Blitz from recharging his shield every time by performing an Omen. Even if the Blitz fully forms his shield and the Omen hits him just before he teleports away, the Blitz's shield will fall within one extra attack from any weapon (if the Omen hit him slightly before he teleported away). Here's a list of attacks that always seem to damage him enough to where he dies with one hit from a gun blast when he turns red: Devil Hunter a) Real Impact, 2 Kick 13's, Devil Triggered Real Impact, Coyote-A blasts or Pandora Revenge Son of Sparda a) Real Impact, 2 Kick 13's, Devil Triggered Real Impact, Pandora Revenge b) Real Impact, Devil Triggered Real Impact, Pandora Revenge c) Real Impact, Real Impact (while Blitz is grounded from first RI - only two hits connect), Kick 13, Devil Triggered Real Impact, Pandora Revenge d) Prop + Shredder, Prop + Shredder, Prop + Shredder, Devil Triggered Real Impact, Pandora Revenge e) Devil Triggered Real Impact, Devil Triggered Real Impact, Pandora Revenge or Shotgun blast or Lucifer's Ecstasy (2 Devil Triggered Real Impacts weaken him enough to where ANYTHING will kill him when he turns red) (NOTE: When performing Real Impacts, make sure that the Blitz is standing and not on the ground or recovering unless noted otherwise. Also, DO NOT distort the Real Impact or this will not hit the Blitz properly - he will actually fall as the first hit distorts, thereby screwing Dante out of hitting him with the full move.) =============================================================================== GLADIUS =============================================================================== A man-made demon crafted by the hand of Agnus. Magically cross-bred between a sword and a reptile, Gladius is capable of transforming entire body into a bladed weapon. But one can cause great damage to other enemies by throwing Gladius in this form. -- Overview of Gladius Gladius enemies always appear in groups and sometimes appear among other enemies. They fly throughout the area then eventually change to their sword form and start to spin while hovering in the air shortly before an attack. They home in on your character's current location then fly toward him. Gladius enemies can be more annoying than they are difficult. A single shot from a powerful weapon will knock them to the ground. With Nero they can be thrown with a Buster - perform a snatch then Buster them. Target other enemies while throwing them for some good damage. Gladius enemies will stick into the ground when shot down allowing your character to move toward them and finish them off. -- Move Set - Sword Stab - Gladius blade spins in place (horizontally) then darts toward your character and attempts to impale him. - Upward Slash - Gladius blade spins in place (vertically) then perform a slice toward your character while moving toward him then upwards. -- Recommended Strategies -> Nero Snatch one out of the air with the Devil Bringer then Buster it or slash at it. Use charge shots (any level) to instantly knock a Gladius out of the air. A high level charge shot can instantly defeat a Gladius in the air. Aerial Combos in a small room can sometimes be a good offense against a group of Gladius enemies. The hits will stun them in the air then allow your character to continue slashing. While they are stuck in the ground, perform Streaks toward them then hit them with slashes to finish them off or Buster them. -> Dante Knock them out of the air with a Coyote-A blast - doesn't have to be close - or perform a Pandora Epidemic blast to instantly knock down a whole group. Air Fireworks can sometimes take down multiple Gladius enemies when used in the middle of a big group. Jump into the air and use an Aerial Rave while in a small room to slash at a group of Gladius enemies. Dark Slayer style's Slash Dimension can be excellent for taking down multiple Gladius enemies at one time. This can really work out well when they are grouped with other enemies since it will hit everything within the vortex - I'd recommend using this on Bloody Palace mode. Drive followed by Over Drive is sometimes useful for knocking down a big group - your mile may vary here though. The aim has to be good. A Shredder will usually stop a Gladius from hitting Dante when it spins toward him. When a Gladius falls, Stinger toward it then combo it with Rebellion or Gilgamesh to finish it off. =============================================================================== CUTLASS =============================================================================== -- Overview of Cutlass Cutlass enemies appear very rarely in the game and they don't show up in Bloody Palace until the later levels and even then they don't show up that often. Cutlass enemies spend most of their time in the ground where only their fin is visible as they swim through the ground like water. While they are all still in the ground, they will usually attack in a sequences - for instance, they may all suddenly have the startup animation for an attack then they will all perform it at the same time to overwhelm their foe. These enemies can be damaged while they are in the ground but it is hard to catch up with their swimming fin. If their fin can be hit while they swim then the fin will slow down and allow your character to follow up with an attack. Slash them enough times and they will surface. Certain powerful attacks (Streak, Charge Shot, or Stinger) can instantly stun them while they are in the ground and make them surface a bit - once they have surface enough, use a powerful attack (Streak or Stinger) to knock them out of the ground. I wouldn't advise chasing down their fins with Streaks or Stingers though. The best way to get them out of the ground is to attack them when they surface to hit your character. Their fin will eventually glow then they will surface for an attack. At that time, hit them with a powerful attack (charge shot level 2 or another big blast) and they will fall to the ground and limp like a fish out of water. During that time, run up to them and combo them freely. They can be taken to the air at that time as well and slashed without any problem. While they limp on the ground, they will eventually start to resurface and be half visible - they can still be hit at that time, but they can't be taken to the air. You need to hit them at that time with a powerful attack - Streak or Stinger - to knock them back out of the ground. -- Move Set - Splash - While swimming underneath the ground, the Cutlass's fin glows red as it speeds up then disappears up under the ground when it notices your character. Eventually an orange glow appears near your character then Cutlass jumps out of the ground and falls back into the ground. - Fin Slash - While swimming underneath the ground, the Cutlass's fin quickly glows red then it instantly dives under the floor. After a few seconds an orange glow appears below your character then the Cutlass jumps from the ground and performs a somersault while slashing with its fin. - Fin Charge - The Cutlass' fin glows red as it slows down and faces your character then the fin suddenly dashes toward your character. -- Recommended Strategies -> Nero Perform a charge shot on their fin to stun them while they are in the ground - level 1 will stop them long enough for Nero to Streak toward them to knock them out of the ground, level 2 will knock them out of the ground and onto the floor instantly, level 3 will knock them out of the ground then the usual follow-up explosion will occur. Grab them out of the air as they surface to attack by performing a quick snatch with the Devil Bringer. A charge shot level 2 can be used at that time as well to stun them. A High Roller can work but it's not that safe. This will make them limp on the ground. Attack them like a normal Scarecrow enemy while they limp on the ground. Take them to the air then Buster them or Buster them while they are on the ground. Be careful while Bustering when other Cutlasses are in the area since the others can easily hit Nero at that time. If they try to resurface then perform a Streak to knock them back out of the ground. -> Dante Blasting their fin with a Pandora Epidemic blast, a very close Coyote-A blast, or hitting them with a well-aimed Stinger from Rebellion will instantly stun them while they are in the ground. When they surface, shoot at them with a Pandora Epidemic or hit them with a very close Coyote-A blast to make them fall - if you use the Coyote-A blast then jump with the surfacing Cutlass and fire at him. A High Time will knock them out of the air as well, but this isn't that safe all the time. They will fall to the ground after being hit with any of these attacks. While they are on the ground, combo them like you would a Scarecrow or just perform a Real Impact to end it all right then. If the Cutlass tries to escape back into the ground, Stinger that bastard. =============================================================================== CHIMERA SEED =============================================================================== A seed of a demonic tree, Chimera Seeds are both sentient and intelligent. After their creation, Chimera Seeds seek out hosts to fulfill their parasitic desires. -- Overview of Chimera Seed Chimera Seeds are either automatically crawling around on the battlefield or they spawn from Chimera Eggs - not the breakable Chimera Eggs, these particular Chimera Eggs lie in the middle of the battlefield. Sometimes the eggs instantly bust open with a flash of light and sometimes they won't bust until your character gets next to them. A Chimera Seeds main mission is to seek out a host, so they remain stationary until any living thing gets next to them. They can attach themselves to Scarecrows (both arm and leg) and Assaults. The Chimera Seed overtakes the body of the occupant and makes that enemy much more aggressive. Chimera Seeds rush toward their victim once it is in range then they lean back and lunge forward with a bite. Chimera Seeds fall within a few hits and they always carry green orbs inside of them to replenish your character's life. These enemies are one of the main sources of sustaining health in Bloody Palace mode. -- Move Set - Chimera Bite - Chimera Seed leans back then jumps forward with its mouth open. They always begin to run toward your character shortly before this attack. -- Recommended Strategies -> Nero A Buster will instantly defeat a Chimera Seed. Jump into the air then snatch one and Buster it to instantly defeat it. Stay up in the air and snatch at a crowd of these enemies then Buster to your heart's content. This is the best tactic to use in Bloody Palace mode to avoid damage. Level 3 EX Streaks can help the style meter to rise if your character dashes right through the middle of a group of Chimera Seeds with one. -> Dante A full Rebellion Combo A followed by a Stinger will always defeat these enemies. This combo keeps Dante moving so that surrounding Chimera Seeds cannot sneak up to him and perform a bite attack very easily. Constant Stingers are also effective to use. A Chimera Seed will be defeated within three Stingers, allowing your character to stay on the constant move while hitting one. While fighting a group of these enemies, stand back and perform a Drive followed by an Over Drive to raise the style meter a bunch, much like with Scarecrow crowds. =============================================================================== CHIMERA (CHIMERA SCARECROW) =============================================================================== A demon sporting a sprouted Chimera Seed. It moves unaware that it has become host to a parasite, and attacks alongside the Chimera Seed. Thus it is advisable to weaken the Chimera Seed with small arms fire and then take down its host. -- Overview of Chimera This is the enemy that your character will have to fight if a Chimera Seed attaches itself to a Scarecrow (leg or arm) during the middle of a fight. Sometimes they simply spawn, so a Scarecrow can arrive on the battlefield overtaken by a Chimera Seed. The Chimera Seed causes the Scarecrow to be much more aggressive than it usually is. These enemies also have the annoying habit of swinging wildly with their blade appendages. The blade appendages can swing at any time, even during the middle of an air combo or Buster. There is a slight pattern in which the blades will spin - a set time pattern, like a few seconds apart. The best way to deal with this type of enemy is to stun the Chimera Seed that is attached to them. Stun the Chimera Seed with a powerful blast from a firearm and it will turn black then the Chimera will not use any more blade attacks for a few seconds allowing you to easily take it down. -- Move Set - Blade Swing - The Chimera Seed on the Chimera swings its blade appendages at anything that is currently around it. It can do this at anytime and there is a slight time pattern to when it will perform this move - every few seconds. - This enemy also has the same attacks as a Scarecrow (leg or arm). -- Recommended Strategies -> Nero Use Streaks to push these enemies away from your character until you have a chance to stun the Chimera Seed. Disable the Chimera Seed on the Chimera with a level 3 charge blast. Enough shots from any of charge shots will eventually stun the Chimera Seed. Defeat the Chimera once the attached Chimera Seed is stunned much like you would a standard Scarecrow. -> Dante Use Stingers to push these enemies away from your character until you have a chance to stun the Chimera Seed. Perform a Gun Stinger, very close Coyote-A blast (might take a few), or Pandora Hatred blast to instantly stun the Chimera Seed on the Chimera. A Pandora Epidemic will stun a Chimera Seed after two shots. Defeat the Chimera once the attached Chimera Seed is stunned much like you would a standard Scarecrow. =============================================================================== CHIMERA ASSAULT =============================================================================== A demon sporting a sprouted Chimera Seed. It moves unaware that it has become host to a parasite, and attacks alongside the Chimera Seed. Thus it is advisable to weaken the Chimera Seed with small arms fire and then take down its host. -- Overview of Chimera Assault When a Chimera Seed attaches to an Assault it becomes... an enemy that is not listed in the Library or is understood to be another "Chimera"! The more popular name for this creation is a "Chimera Assault" to differentiate it from a standard Chimera. A Chimera Assault attacks much like an ordinary Assault but it is now more aggressive - whoo, boy, is it aggressive! These enemies will run rampant on the battlefield and strike with very little warning while the Chimera Seed's blade appendages flap wildly every few seconds. They like to stay together when there is more than one and overwhelm your character with attacks and flapping blades. They sometimes back off but they almost always stay in a pack. A Chimera Assault's Chimera Seed can be stunned much like a normal Chimera's Chimera Seed but the Seed takes more hits to stun this time. Use more powerful shots or multiple powerful shots while your character stays up in the air or very cautiously fights this enemy on the ground. -- Move Set - Blade Swing - The Chimera Seed on the Chimera swings its blade appendages at anything that is currently around it. It can do this at anytime and there is a slight time pattern to when it will perform this move - every few seconds. - This enemy also has the same attacks as an Assault. -- Recommended Strategies -> Nero Use Streaks to push these enemies away from your character until you have a chance to stun the Chimera Seed. A level 3 charge blast will stun the Chimera instantly. Defeat the Chimera Assault once the attached Chimera Seed is stunned much like you would a standard Assault. -> Dante Use Stingers to push these enemies away from your character until you have a chance to stun the Chimera Seed. With the way these enemies run around the battlefield like maniacs, they can fall victims to a Drive followed by an Over Drive at times since they like to stay together or this could backfire on your character as they rush up to hit you - your miles may vary here, just a mention. If they all fall from this combination then they will be wide open to another Drive/Over Drive combination as they attempt to recover - basically they are your bitches once the first Drive/Over Drive combination hits and knocks them to the ground. Three Coyote-A blasts, one Gun Stinger and one Coyote-A blast, or two Epidemic blasts will stun the Chimera Seed on the Chimera Assaults back. Defeat the Chimera Assault once the attached Chimera Seed is stunned much like you would a standard Assault. =============================================================================== MEPHISTO =============================================================================== A floating demon wrapped in a black cape of special gas that allows it to pass through objects. Mephisto appears to its foes as a black demon of death; however, in truth it's physical form is nothing but a tiny coward. -- Overview of Mephisto Mephistos use a flowing bluish-black cloak to hover in the air and pass through obstacles such as walls while they ready an attack. There most used attack is their finger stab, which must be avoided with careful timing. These enemies are usually found in groups and they sometimes appear with the more lethal Fausts. Their main weakness is realized once their cloak falls. Use firearms or the Devil Bringer with Nero to damage their cloak and make them fall to the ground. Their cloak will start to show signs of damage when it has almost been destroyed. A cloakless Mephisto is nothing more than a bug that requires stomping. The Mephisto is completely helpless without its cloak, so it will try as much as it can to run from your character. While a Mephisto is cloakless, run up to its bug-like form and perform some powerful attacks to get rid of it before it has a chance to reform its cloak. It will always remained stunned a few seconds after its cloak falls and this is an excellent time to charge up or prepare any move that will help your character to defeat it. A Mephisto can be easily knocked back down to the ground if it tries to escape by performing a powerful attack that knocks it off balance. After a few seconds have passed while it is cloakless, a Mephisto will slash the area around it while it is on the ground as it reforms its cloak then takes to the air once again. Damage its cloak once again to be able to cause massive damage to it. A Mephisto with a cloak is still damaged every time that it is hit, so it might just fall while its cloak is around it. -- Move Set -> Close Range - Finger Stab - Mephisto quickly dashes to the side and his finger begins to glow as he slows down. He points at your character while his finger glows then his finger suddenly extends during a burst of light from his hand as it attempts to impale your character. - Foot Slice - Mephisto suddenly moans then spins and tries to slice your character with its foot blade. - Blade Dash - Mephisto moans then dashes into the background and lunges forward with an downward slice from its blade feet. -> Long Range - Blade Spin - Mephisto begins to spin in place then eventually dashes toward your character while it spins in a mini-tornado type of spin. -> While Cloakless (after a few seconds on the ground) - Blade Spin Escape - Mephisto begins to reform its cape as it slashes the area around it then flies into the air once again. -- Recommended Strategies -> Nero Buster and snatch will both weaken a Mephisto's cloak very quickly. Jump and Buster a Mephisto then perform a snatch while falling for the best results. A level 3 charge blast will cause massive damage to a Mephisto's cloak. Use this along with Buster and snatch to take down his cloak extremely quick. Use a mix of slashes, Busters, along with possible level 3 charge blasts (the explosion can do massive damage while you attack it) to get rid of a cloakless Mephisto. Chase after a running cloakless Mephisto with a Streak to knock it back to the ground and stun it for a few seconds. -> Dante Pandora's Omen will instantly take the cloak off of multiple Mephistos. Jumping close to a Mephisto (basically in the middle) then using Fireworks with Coyote-A will instantly destroy its cloak if you're close enough. The Coyote-A by itself does some good damage from close range, even more so when charged or Devil Triggered. Pandora's Epidemic, Hatred or Argument (the missile blasts) do some good damage as well, but these leave your character on the ground and have some slight recovery time. One single Real Impact will instantly defeat a Mephisto without a cloak. If it tries to run then hit it with a Kick 13 then Real Impact it as it falls. Chase after a running cloakless Mephisto with a Stinger or the already mentioned Kick 13 while still close to knock it back to the ground and stun it for a few seconds. =============================================================================== FAUST =============================================================================== While closely related to Mephisto, Faust is leagues more intelligent and cruel. While its tiny, cowardly physical form is unchanged, Faust's capacity for violence makes Mephisto seem like a mere infant. Gunfire can be effective in disrupting the effects of his magical black cloak. -- Overview of Faust A Faust begins each battle wrapped in a blackish-purple cloak much like the Mephisto's bluish-black gas cloak. These enemies are much more aggressive than a Mephisto especially when fought alone. Their claw attacks cover a wide area in front of them and they have one attack that requires precise rolling and jumping to avoid. Destroy their cloak with firearms or Nero's Devil Bringer much like a Mephisto then damage their bug-like form that is revealed. Be aggressive in both destroying their cloak and especially when their weak form is revealed. The longer these enemies linger, the more dangerous they become. A Faust that is near death is more dangerous than a full health Faust since the weaker Faust will start a new, more deadly attack at that point that is hard to dodge and also makes him invincible for a few frames. -- Move Set -> Close Range - Nail Slash - Faust quickly holds up his hands to reveal red glowing nails then slashes twice with his nails. - Nail Dive - Faust dashes forward as it shows its red nails then performs an upward slash with both hands. - Nail Stab - Faust dashes behind your character then shows its nails as it holds both hands to the side shortly before it stabs forward with each hand one after the other while making its nails extend to impale its foe. - Foot Blade - Faust moans as it spins and swipes forward with its blades on its lower half. -> While he is low in life - Dark Aura - Faust forms a purple shield in front of him and keeps it around him to avoid all attacks (even a follow-up explosion from Blue Rose level 3 charge shot). He will make many red spikes appear near your character in a certain sequence then they will fly toward your character then extend much like Faust's nails. Sometimes the spikes will appear in front of your character and sometimes they will appear in front of him, then up above him, then in front of him again. If they appear in the latter sequence then they will all dive toward your character instead of extending - to avoid the second sequence jump, roll, then jump again in that order to dodge the spikes. After he does this, a red spike will also appear during each of his follow-up attacks to stab at your character afterwards. -- Recommended Strategies -> Nero Buster, snatch and fire level 3 charge blasts at a Faust's cloak to wear it down quickly. Use a mix of slashes, Busters, along with possible level 3 charge blasts (the explosion can do massive damage while you attack it) to get rid of a cloakless Faust. Try to use instant revs during a slash to possibly receive a MAX-Act then unleash a level 3 Streak on the Faust. Chase after a running cloakless Faust with a Streak to knock it back to the ground and stun it for a few seconds. -> Dante Pandora's Omen will instantly take the cloak off of a Faust. This can be very useful when they are grouped with Mephistos. Jumping close to a Faust (basically in the middle) then using Fireworks with Coyote-A will destroy the cloak quickly if you're close enough. It takes about three. The Coyote-A by itself does some good damage from close range, even more so when charged or Devil Triggered. Pandora's Epidemic, Hatred or Argument (the missile blasts) do some good damage as well, but these leave your character on the ground and have some slight recovery time. One single Distorted Real Impact will instantly defeat a Faust without a cloak. A Devil Triggered Real Impact will take massive damage from it. If it tries to run then hit it with a Kick 13 then Real Impact it as it falls. Chase after a running cloakless Faust with a Stinger or the already mentioned Kick 13 while still close to knock it back to the ground and stun it for a few seconds. =============================================================================== BASILISK =============================================================================== A horrid demon-hunting dog abomination with gun-like attributes crafted by the hands of Agnus. Its fiery skull can be shot out from its body like a bullet. Possesses the ability to regenerate a new skull out of flame. -- Overview of Basilisk These enemies always appear in packs - at least three or more. They like to keep a distance in between them and your character so they can stand back and shoot fire skulls during a fight. You have to be careful while attacking other enemies while Basilisks are in the area since they will be constantly shooting flame skulls at your character. The best approach to take while fighting these enemies is to find a move that will hit a bunch of them at once. Dante's Slash Dimension with Dark Slayer works perfectly for doing this. With Nero, he can easily snatch one to bring it to him. Snatch one up in the air then Buster it - the slamdown that Nero performs can really hurt any enemy below him. Another way to reach them is to chase them down and stun them with a quick and powerful attack. A Stinger and Streak work great for catching up with them and then hitting them. It's good to follow this powerful attack up with some sort of quick hit such as a charge shot or Quick Drive. -- Move Set - Fire Skull - Basilisk's head glows as it homes in on your character then its tail flames up and it shoots its flaming skull at your character. The Basilisk's skull reform as it rises up on its hind legs. - Jumping Fire Skull - Basilisk's head quickly lights up then it dashes toward your character and jumps to shoot its flaming skull at him. -- Recommended Strategies -> Nero Jump into the air then snatch a Basilisk with the Devil Bringer and perform a Buster to have Nero fire down a flame skull from the Basilisk then slam into the ground below him - this slam animation can hurt other Basilisk or enemies severely. Perform a Streak toward one to stun it then follow this up with a charge shot from Blue Rose. A charge shot at any time works just as well as a Streak really. Level 3 charge shot explosion can hit a whole crowd of Basilisk during either of the blasts - first shot or delayed explosion. -> Dante Perform a Slash Dimension at a group of Basilisks to hit the whole crowd. Keep performing this move to defeat them many of them quickly then chase down the survivors. Perform a Stinger toward one to stun it then follow this up with a Quick Drive - make sure to stay locked on the entire time and Dante will have more of a change to hit the Basilisk with the Quick Drive. The Quick Drive beginning slash will hit it if it is close along with the energy wave. The Quick Drive has the potential to hit any Basilisk behind the current one. Rebellion's Million Stab during a Stinger helps Dante to easily catch up with a Basilisk and hit him multiple times before stunning him. Dance Macabre is good for hitting a close single Basilisk and it can hit any others that try to interfere from the sides early on in the attack. Gun Stinger works well against Basilisks also. This move has the potential to hit more of them during the shot with its wide blast, but Dante will have to recover from the Gun Stinger a bit not allowing you too much time to follow this up with another attack. Trickster's Air Trick can help Dante to catch up with a Basilisk instantly. Both Helmet Breaker and Full House can work well after this. =============================================================================== BIANCO ANGELO =============================================================================== A man-made soldier made from the fragment of a demon known as the "dark angel". Filled with either a human or demonic soul, it carries out its master's orders with mechanical precision. -- Overview of Bianco Angelo This heavily armored blue knight equipped with a lance will block and deflect most attacks with its shield then counter with its own attack while its foe staggers from a deflection. It sometimes hovers in the air to avoid being hit - it's actually more open to attacks at that time. Whether in the air or on the ground, the Bianco will attack with a dashing thrust while at a distance. As long as a Bianco is facing your character while on the ground, it has the advantage for the most part. Interrupt one of its attacks with an attack of your own then enter a combination of attacks and it will stagger throughout the entire combo. A dash attack is rather easy to interrupt while the Bianco charges but I recommend rolling from its other attacks. Its shield can be broken within a few attacks but be ready to dodge its counter attack with a roll to the side or jump. Once a Binaco's shield is broken, it is left wide open to attacks and will not reform its shield. Get in the back of a Bianco by rolling, jumping or moving to its backside and it will be completely open to any attack. A Bianco will try to turn slowly or it will perform an attack that will turn it around, but it is not near as aggressive once your character moves behind it. Use ground combos or take it to the air while behind it. It's best to use air combos while other Biancos are in the area. -- Move Set -> Close Range - Lance Thrust - Bianco's lance glows blue then he quickly thrusts it forward. - Shield Combo - Bianco swipes its shield in front of it then stabs forward with its lance. -> Mid-distance - Dash - Bianco suddenly performs a small dash forward. It doesn't attack during this dash. -> Long Range - Dash Attack - While standing or hovering, blue fire shoots out of the back of Bianco's lance then blue fire shoots out from its back shortly before it dashes forward with a thrust. The air dash will home in on your character while the ground dash will only move the Bianco straight ahead. -> While Behind Bianco - Shield/Fist Attack - While a character is behind the Bianco it will hold its shield sideways then slap the shield against its foe as it turns. The Bianco will attack with its left fist while turning if its shield is destroyed. -- Recommended Strategies -> Nero Nero can break a Bianco's shield rather quickly through the use of constant Busters on the shield as the Bianco blocks. While a Bianco fights with its shield, get behind it by rolling, jumping, or moving to its backside then take it to the air with a High Roller. While it remains helpless in the air, attack it then eventually perform a Buster. If a Bianco begins to hover, jump into the air and hit it with an Aerial Combo and/or a Buster. A level 3 charge shot with Blue Rose will hit a Bianco at any time and the second explosion will stagger it to where it can be hit for a few seconds. Any time that a Bianco has been grounded it can be taken to the air with a High Roller from any side. -> Dante Dante can instantly destroy a Bianco's shield through the use of Pandora's Omen attack. Use Gilgamesh while fighting a Bianco and stun it with a Kick 13 by countering its attack or by getting behind it. As the Bianco falls, ready a Real Impact to hit it and finish it off as it hits the ground. While dealing with a group of these enemies, you may want to use Rebellion then take it to the air with a High Time once Dante gets behind it. Follow it into the air then perform an Aerial Combo. End the combination early with a Helmet Breaker or a Coyote-A blast. A Drive followed by an Overdrive is good to use on a distant Bianco or a Bianco that is close - the Drive slashes will damage it badly. The Coyote-A is the better weapon to use against a Bianco since the shotgun blast will stun it from up close and knock it out of the air. Pandora's Epidemic can be used as a substitute but Dante will be left open to the ground recovery time. If a Bianco begins to hover, jump into the air and hit it with an Aerial Rave and/or a Coyote-A blast. Any time that a Bianco has been grounded it can be taken to the air with a High Time from any side. =============================================================================== ALTO ANGELO =============================================================================== A knight turned demon via the Ascension ceremony, the Alto Angelo has donned armor of a Bianco Angel to lead them into battle. It is said that an Alto Angelo can raise the abilities of the Bianco Angelos around it. -- Overview of Alto Angelo These heavily armored golden knights fight much more aggressively than their fellow brethren, the Biancos. The Alto is much more aggressive with its attacks and will not be easily hit out of its moves like a Bianco Angelo. While being attacked on the ground, it will quickly throw up its shield to block after receiving a few attacks on the ground - while in the air, it will suddenly hover away from a combination of attacks. The Alto has a charge attack that can only be cancelled by hitting it multiple times. While it is hovering in the air, it must be hit multiple times in order to bring it down as well. The best way to attack an Alto is to counter one of its normal uncharged ground hits or get behind it and attack. To easily get behind it, attack it from the front so that it raises its shield then jump or roll behind it. The single best attack to attack it with from the backside or during a counter is a pop up attack such as a High Roller or High Time. Directly after the pop up, perform the single best powerful attack that your character has. Right after the powerful attack, the Alto will be grounded, and at that time, it is completely open to another pop up followed by a powerful attack, so the above combination can be continued until it dies! Much like the Bianco, the Alto's shield can be broken, but a shieldless Alto is still just as aggressive as an Alto with a shield. It is wide open to attacks without its shield, but it will still maneuver around the arena just as fast. -- Move Set -> While Alto is on the ground: - Charge Slice - Alto glows an orange color as he charges his sword then suddenly dashes forward and slashes. - Normal Slice/Charge Slice Combination - Alto performs one, two, or three normal slices then he glows an orange color as he charges his blade. This move is random and there are many ways that he will perform it. He can perform a total of four slices altogether and some of them may be charged. For instance, he may perform a slice then three charge slices, or he may just perform four charge slices without any normal slices. He will sometimes not perform all four slices. -> While Alto is hovering: - Air Charge Slice - While hovering, Alto will hold up his blade as he glows an orange color. He will charge toward your character and perform an upward slice. This move will follow your character no matter where your character is on the screen. While the Alto is still slightly hovering (even if he is nearly touching the ground) this move can still be performed. It can be mistaken for a ground charge slice very easily, so pay attention if you jump to avoid. -- Recommended Stategies -> Nero Perform an attack to make it raise its shield then jump or roll behind it to get in the back of it. Use a High Roller from behind an Alto or during a counter attack to pop the Alto into the air then follow it into the air (hold down the button). While the Alto is in the air, grab it with a Buster. Right after any Buster, run up to the Alto and perform another High Roller followed by another Buster then repeat this combination until it dies! Jump behind an Alto and Devil Trigger to send the Alto into the air with Nero's Devil Trigger animation blast. A Buster with Summoned Swords can be used afterward. A level 3 charge blast with Blue Rose will usually interrupt an Alto attack. Constant slashes or a few Devil Triggered slashes will knock an Alto out of its charge or hovering state. Devil Triggered hits will usually hit an Alto at any time - it can be Bustered while on the ground after a few Devil Triggered attacks. -> Dante Perform an attack to make it raise its shield then jump or roll behind it to get in the back of it. Use a High Time or Kick 13 from behind an Alto or during a counter attack to knock it into the air. While an Alto falls from a High Time or Kick 13, perform a Real Impact as it falls in order to hit it when it falls to the ground. After a Real Impact, knock an Alto back into the air with a High Time or Kick 13 then follow up that attack with another Real Impact. This combination can continued until the Alto's death! Several slashes from Rebellion or one Kick 13 will knock an Alto out of its ground charge attack. A few air slashes from an Aerial Rave will knock an Alto out of its hovering state. Very close Coyote-A blast will knock an Alto out of its hovering state. Gun Stingers can be repeated on a blocking Alto to ultimately destroy its shield. It will usually not try to counterattack while performing a Gun Stinger. =============================================================================== ALTO AND BIANCO ANGELO FORMATION =============================================================================== -- Overview of Alto and Bianco Angelo Formation When an Alto is on the field with a fellow Bianco, the knights will all fight together and the Biancos will fight much more aggressively than usual. Biancos will perform commands issued by the Alto and the whole group will fight together. The most noted attack during this formation is the group's Dark Shot where they will all come together in order to channel energy into a blackish energy sphere then fire it at your character. This move can be reflected with many attacks if the dark shot is hit with precise timing. Reflecting this attack will instantly defeat the current formation and yield an instant SSS-rank! Other than reflecting their Dark Shot, the best way to defeat this formation is to defeat either the Alto first, so that the Biancos return to their normal fighting state, or defeat the Biancos first so your character can focus on the Alto. Even though the Biancos are more aggressive during the formation, they still fall victim to a series of attacks once they are hit one time. The knights can be knocked out of a formation attack but be forewarned that stopping one knight will only halt that one knight. The rest of the formation will continue with their attacks like normal. -- Move Set - Dash Formation - The Alto and Biancos dash backward then line up in their charge poses. They fly at your character one a time, stating with the Alto. - Dark Shot - The formation of knights dashes backward and the Biancos stay on the ground while the Alto hovers in the air. They place their weapons together and form an energy sphere then the Alto knocks the sphere toward your character. - Shield Formation 1 - Alto calls the Biancos in front of him. The Biancos raise their shields then step forward with a shield swipe followed by a thrust of their lance. - Shield Formation 2 - Alto calls the Biancos to the sides of him. The Biancos stand and guard while the Alto charges then rushes forward with a sword slice. -- Recommended Strategies -> Nero Use a level 3 charge blast with Blue Rose or a level 3 EX Streak to knock back a Dark Shot. Perform the level 3 charge blast as the Dark Shot flies toward Nero and perform the level 3 EX Streak as the Dark Shot is about to leave the formation's center. A different leveled EX Streak may be used but the timing for when you must perform it will change slightly. The fire aura in front of Nero is what reflects the attack. A level 3 charge blast from Blue Rose will knock any of the knights out of just about any attack. This can be used to knock one of them out of a formation attack. While they are grouped, the fire from the blast will hit them all. -> Dante Use a well-timed Prop to knock back a Dark Shot. A Coyote-A or Pandora Epidemic blast will work but the shot takes some precise timing. =============================================================================== FAULT =============================================================================== Faults are subterranean creatures that dwell in the demonic underworld. They can seek out the magical power of their prey, and once found, they appear suddenly from below wrapping their victims in darkness. The darkness within the Fault's body is often habitat to demonic denizens. -- Overview of Fault A Fault hides in the ground then surfaces to enclose your character in its mouth. Watch for the blue circular glow to appear under your character then quickly jump out of the way as the Fault surfaces and tries to catch your character in its mouth. Getting caught in its mouth will warp your character to another area (sometimes an area in that level and sometimes a dark realm) where you are forced to fight enemies in order to leave. A Fault will be open to attack right after it surfaces and closes its mouth. Use a powerful attack at that time to defeat it instantly. These enemies do not have to be defeated in an area to move on, they are simply there to keep your character on his toes and annoy you. Once defeated, they will release a few red orbs and green orbs, so they can be defeated for extra health or orbs if nothing else. -- Move Set - Mouth Trap - A blue glow appears below your character then the Fault surfaces and wraps its mouth around your character. It if catches your character then he will be sent to a new area and will have to fight the enemies present there in order to teleport back to the previous location - sometimes you must backtrack a bit. -- Recommended Strategies -> Nero Nero doesn't run into these enemies. -> Dante After jumping away from them, use a Pandora Epidemic or Gilgamesh Full House to defeat them in one hit. The first two hits of Gilgamesh's normal combo and a Prop followed by the first few hits of a Shredder with Rebellion will finish them quickly also. _______________________ [EN02] B O S S E N E M I E S \_______________________________________________________ =============================================================================== BERIAL =============================================================================== A demon hailing from a cruel circle of the underworld known as the Fire Hell. The otherworldly flames that wrap Berial's body prevent him from falling victim to magical machinations of others. However, when those flames are extinguished, Berial is at a great deal of risk. -- Overview of Berial Berial can be quite the intimidating boss when his massive form first appears in front of your character. His close attacks can be quite tricky to dodge at times since the majority of them are slashes. The best way to dodge Berial's attacks is to stand at one side of him and wait for him to perform his turning slash. The turning slash can be dodged by performing a simple roll in the direction of the slash. Make sure not to get too close to his body as he slams the ground with his feet however since the fire underneath him can hit your character. It is easy to get him in a pattern of where he will only perform a turning slash if you remain at one of his sides and attack him. Berial's flames must be extinguished through constant attacks in order to damage him. The best way to extinguish him quickly is through an extremely powerful attack (Distorted Real Impact or Level 3 Blue Rose charge blasts) or constant air slashes (Air Combo or Aerial Rave). Performing constant air attacks can be dangerous however since you will need to watch for his close slashes. All of his slashes can be dodged with a jump or by staying in the air next to him but you are constantly falling so that is easier said than done. Both Nero and Dante can perform an Enemy Step right off his back. While Enemy Stepping, you can hit him in the back with constant air slashes during the steps and if you move around as he moves, he will have quite a time reaching your character. Nero can also take advantage of his Hellbound grapple move in order to stay in the air constantly while locked on and attacking Berial. -- Move Set Horizontal Slash 1 - Berial leans his sword to his right with both hands then swings to the left. Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll. Horizontal Slash 2 - Berial moves his sword upward then behind him and then swings to his right. There is a slight delay right before this swing. Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll. Horizontal Slash 3 - Berial holds his sword with both hand then swings it to his right then pauses and swings it back to his left. Avoidance: For both swings, jump to avoid them or you can dodge it with a well- timed roll for each swing. He usually starts performing this toward the end of the battle. One Hand Horizontal Slash - Berial quickly slashes starting from his left. This is his quickest slash. Avoidance: Jump to avoid this move or you can dodge it with a well-timed roll. Turning Slash - While on either side of Berial, he begins to turn then slashes horizontally shortly before moving his blade upward while turning his lower half then stomps the ground making flames rise below him on all sides. Avoidance: Dodge this with a well-timed roll as he slashes or jump to avoid this move (only while close to the side he starts from). It is best to roll from this one because jumping can get you hit. Stay away from his lower body also since he stomps the ground and flames appear around his feet. Flame Summon - Berial growls then surrounds his body with flames once again. He will do this after his flames have been extinguished and sometimes when his flames have been weakened. Avoidance: Stay away from him. His flames surrounding his body can hit for a few brief seconds when he ignites. Flame Eruption - Berial's midsection begins to glow as he charges then unleashes a fire explosion everywhere around him. Avoidance: Run away from him and keep your distance. Lava Pillars - Berial charges his right hand and sends fire into the ground then four lava pillars rise in sequence below your character. Avoidance: Run and maybe roll or jump from the last one or two to escape any move he may perform during this attack. Beast Uppercut - Berial uppercuts with his right hand. Avoidance: Don't jump near his right side (your left) toward the end of the battle. He only performs this attack when your character jumps toward his right side. Long Distance Attacks: Jumping Overhead - Berial crouches and leans his sword to his right for a second then lunges forward with an overhead strike. Avoidance: Roll to the side. It is possible to escape this by running but make sure that you are not directly in front of him, otherwise roll. Burning Ram - Berial's horns light up as he surrounds his body with attacks. Berial quickly lunges in his burning state. Avoidance: Perform a well-timed roll as he lunges or run to the side. This move can be dodged by jumping and air hiking as well. -- Recommended Strategies -> Nero +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Head Smash | Jump and grab Berial's head with a Buster after his | | | flames extinguish to drive his head into the ground. | |-----------------------------------------------------------------------------| | Air Punch | Grab Berial's front half with a Buster when his flames | | | extinguish. This can be done right after the Head Smash. | |-----------------------------------------------------------------------------| | Interrupt/Block | Berial's sword attacks can be interrupted at any time | | | by performing a Buster anywhere on his body. He will | | | counter the grab with a stomp, so be ready to roll out of | | | the way of this follow-up attack. His burning ram can be | | | interrupted if timed correctly and you won't even have to | | | dodge since he will be so far from your character when he | | | counters. | +-----------------------------------------------------------------------------+ A level 3 charge blast can be used from a distance to wear him down without the need of getting close to him. Use constant Devil Triggered slashes from up close to extinguish his flame shield. Use air slashes or ground slashes. Make sure that you have practices rolling through his attacks if you choose to attack with ground slashes. When his flames are extinguished, jump and Buster his head then Buster his head while on the ground after the first Buster grab. Devil Trigger before both Busters and fill him full of Summoned Swords by tapping X. Use Hellbounds (grapples) to get in the back of his torso then slash at him. His Turning Slash is one of the most predictable and easy to dodge attacks in his arsenal, so watch for it and roll when he does it - he will always use this to turn. Perform Enemy Steps off his back and hit him from behind with air slashes. If you have Showdown, extinguish his flames through constant Roulette Spins then Devil Trigger and jump into the air then perform a Buster on him while pumping him full of Summoned Swords. Right after the Buster, jump toward him then charge a Showdown and unleash it on him while you begin to charge a charge shot with Blue Rose. After the Showdown, while still Devil Triggered, Buster him on the ground then shoot a level 3 charge blast at him when he lands in the background. -> Dante Distorted Real Impacts will extinguish his flames extremely quickly if you can get them off without him interrupting them with an attack. The best time to get off a Real Impact is at the beginning of the battle. Run directly up to his front side then perform the Real Impact while he walks. Use Lucifer's Pin-Up from the side of Berial to inflict some major damage. Devil Trigger and use Pin-Up for the best results. His turning slash is the easiest close attack to roll through so stay close to either of his sides while hitting him with melee attacks and prepare to dodge his blade as he turns around. It is risky to perform a Real Impact from his side since he might step away so stick with Pin-Up from the side. Besides the other melee attacks, you can perform Enemy Steps off his back and hit him from behind with air slashes from Rebellion. Jumping Aerial Raves mixed with Aerial Rave V's (Dark Slayer) can extinguish his flames rather quickly. Jump next to him and perform an Aerial Rave then quickly switch to Dark Slayer and perform the Aerial Rave V. Try to switch back to Swordmaster to perform another Aerial Rave while falling. Pandora's Revenge can be used from a distance to take off some fair damage. This will also knock him out of most moves that he tries to perform. It is easier to hit him with Pandora's Revenge at the beginning of the battle since he is less enraged. Once the Disaster Gauge of Pandora is filled enough, jump into the air and perform an Argument then launch several missiles at Berial to damage him badly. =============================================================================== BAEL =============================================================================== A family of demons that resemble toads. They use a gas to conceal their bodies and sensual bait to lure prey which they swallow up. These demons are not used to direct combat, and their huge tongues are a particularly weak spot. -- Overview of Bael There are two phases of the Bael battle. You will need to fight him at times and then your character will be forced to fight his Rusalka lures. When fighting Bael, focus on slashing his back ice pillars on his back and this will eventually stun him. With Nero, you will want to Devil Trigger often while slashing the ice pillars and with Dante, you will not really want to focus on the ice pillars since his ground attacks can take off some tremendous damage. Once he sends his Rusalkas out to attack, wait for them to perform an attack then get far away and perform an attack of your own to counter this. Nero can easily snatch and Buster a Rusalka that performs a lunging grab and Dante can simply stand back and perform constant Drives followed by Over Drives to both Rusalka at nearly any time. Damage his Rusalkas enough and Bael will eventually come back out of hiding. -- Move Set Lunging Bite - Bael lunges forward with his mouth open in an attempt to swallow your character. Avoidance: Roll to the side or jump. Ice Shockwave - Bael's stomach expands then he breathes out a shockwave of ice directly in front of him. Avoidance: Roll to the side, jump, or run. Ice Shower - Bael shakes his back and fires ice pellets up into the air that rain down near your character. Avoidance: Run to the side or roll to the side. Blend - Bael's stomach expands then he breathes out a gas that allows him to blend into the environment. The Rusalkas will attack after he blends. Avoidance: N/A Crush - Bael leaps into the air and attempts to land on your character. His shadow will appear over the character. Avoidance: Roll or run out of his falling path. Bael's Move List (red) Full Body Freeze - Bael freezes himself and waits for your character to get in front of him so he can quickly lunge and swallow the character. Avoidance: Don't stand in front of him. Feeler Slap - Bael's feelers glow as he moves them to his right then slaps them in front of him. Avoidance: Roll the split second he slaps, jump, or stay away from him. Feeler Smash - Bael's feelers quickly glow then he smashes them against the ground in front of him. Avoidance: Roll the split second he smashes or stay away from him. Rusalkas' Move List: Freeze - A Rusalka hovers forward with her tentacles outward. She freezes your character and Bael jumps out to swallow him if the attack connects. Avoidance: Jump, roll, or run away from it. Tentacle Blade - A Rusalka forms a blade with one of her tentacles then performs an upward slash. Avoidance: Jump, roll, or move away. Blade Spin - A Rusalka turns two tentacles to blades then spins with the blades outstretched towards your character. Avoidance: Jump, roll, or move away. Upward Blade Spin - A Rusalka spins two tentacle blades then moves upwards into the air and comes down again while still spinning. Avoidance: Move away from it. Ice Pellets - While remaining invisible, Bael fires down a group of ice pellets near a Rusalka. Avoidance: Roll or move away from the Rusalka as the ice pellets begin to fall. -- Recommended Strategies -> Nero +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Inside Slashes | When Bael is stunned with his tongue hanging out, Buster | | | his tongue and Nero will jump into his mouth and slash at | | | him from inside. Slash at his back icicles to stun him. | |-----------------------------------------------------------------------------| | Rusalka Tug | When a Rusalka is lying on the ground stunned (while | | | fighting both of them), grab her with a Buster and Nero | | | will pull Bael out of hiding. | +-----------------------------------------------------------------------------+ Slash at the icicles on his back to stun him. Slash at him while Devil Triggered to stun him quicker. Buster his tongue while he is stunned - Devil Trigger then use Summoned Swords during the Buster. Blast Dagon with a level 3 charge blast as he blends into the background. Slash at the Rusalka then Buster one when it is stunned to pull Dagon out of hiding. Fire a level 3 charge blast at a Rusalka that tries to lunge at Nero with a freeze lunge or snatch it at that time and perform a Buster. If he freezes, don't stand in front of him since he will lunge at Nero with his mouth open. Use the Rusalka trap method: Snatch a Rusalka when it performs a freezing lunge, Buster it, shoot it with a level 3 charge blast, hit it with one single slash to stun it. While it is stunned, don't Buster it on the ground to pull Bael out of hiding, instead jump in the air and perform another snatch followed by an air Buster then shoot it with a level 3 charge blast again followed by a slash. Nero can continue this trap until Bael eventually appears again. -> Dante Both Lucifer's Pin-Up and Real Impact will completely annihilate Bael from up close. Devil Trigger or Distort the move for some incredible damage. Jumping Aerial Raves mixed with Aerial Rave V's (Dark Slayer) can destroy his ice pillars rather quickly. Jump next to him and perform an Aerial Rave then quickly switch to while falling. Since Bael is so big, Coyote-A blasts damage him more than normal since the entire spread of gunfire hits him. =============================================================================== DAGON =============================================================================== A demon much like a Bael, adaptation has caused it (to) evolve a different body color. This proves to be the only difference between the two, including the particularly weak tongue. -- Overview of Dagon See Bael. -- Move Set See Bael. -- Recommended Strategies -> Nero See Bael. -> Dante See Bael. =============================================================================== ECHIDNA =============================================================================== Master of a forest home to many demonic mysteries, Echidna scatters its seeds to act as hosts for further demons. She aims to create a world where demons prosper through her plant-like progeny. Appearing to be a dragon, Echidna takes the shape of a woman wrapped in petals. -- Overview of Echidna Echidna has many different positions that she will attack from and just about each one requires a different strategy to hit her. She will dive at your character from the background, stand propped up on her tail, burrow into the ground, and spread her tentacles over the area and expose her egg sac. Aerial slashes are the best way to hit her while she is standing over your character. While she is burrowed in the ground, ground attacks will work fine but you will need to watch for her attacks and tentacle attacks from around her. While she dives toward your character in the background she can be hit with any type of gun blast. A heavy blast will sometimes knock her right out of a dive and cause her to land. -- Move Set While propped up on her tail: Tail Slap - Echidna quickly slaps her tail across the area in front of her starting from her right. Watch for her tail to move in the back of her as she whips her tail around to her front. Avoidance: Roll toward her tail (to the left) or jump. Hair Slap - Echidna starts from her left then slaps her hair tentacles to the right then to the left while looking down. Avoidance: Roll toward each appendage slap (right then left), Air Hike above her and fire Blue Rose or Air Hike backwards then fire Blue Rose. Burrowing Stance: Burrow - Echidna stands straight up on her tail and burrows into the ground then opens her snake mouth to reveal her body. The petal-like side of the viper mouth can hit your character when she falls into the ground from above. Avoidance: Back up and stay away from her snake body. Ground Tentacles - While burrowed, Echidna sends tentacles through the ground and makes them surface and smash whatever is front of them. Avoidance: Roll or run. Tentacle Stab - Echidna waves her arms and tentacles shoot out of the ground below your character. Watch for the holes to appear below your character. Avoidance: Roll or run. Force Blast - Echidna holds up both arms and sends out a small force blast all around her. This doesn't damage but it will stun your character if it hits. Avoidance: Jump. Hair Slap - Echidna leans her head back then slaps to her right then to her left with her hair appendages. Avoidance: Roll toward each appendage slap (right then left) or jump and fire Blue Rose. Burrow Escape - Echidna's petal-like appendages (viper head) begin to shake as she quickly unearths her entire body. The petal pieces will hit if your character is anywhere near them. Avoidance: Target her when her petal-like appendages shake then jump directly backwards. Various Other Attacks from her flying state: Egg Laying Stance - Echidna opens her snake body up around the area to stand on her appendages. She begins to lay Chimera Eggs from her egg sac below the bottom section of her body. The eggs will hatch into Chimera Seeds. Avoidance: Roll to avoid the appendages or move in between them. Biting Lunge - Echidna quickly lunges toward your character and tries to bite him with her viper head. Avoidance: Perform a well-timed roll to either side as the viper head approaches. A level 3 charge blast or Epidemic shot will cancel this move. Ram - While retreating from her propped up position, her snake body coils to the side and the viper head closes and remains still for a brief second then suddenly darts straight ahead. While she is glowing, she locks on to your character's current location. Avoidance: Move away from her viper head or roll as she begins to move. While she is glowing, your character will have to roll. Seed Shots - While her body glows, seeds form on her snake body throughout the rest of the battle. Echidna shoots these seeds in waves whenever she attacks or moves by your character. Watch for her body to glow then watch for the seeds on her snake body then prepare to dodge as the seeds shoot toward your character. Avoidance: Move, roll, or jump away from the seed shots. Punching Lunge - While her body is glowing, Echidna lunges at your character with both her arms outstretched. She will not use the viper head anymore while flying around and glowing. She actually targets your character more often while glowing instead of moving by him. Avoidance: Perform a well-timed roll to either side as she approaches. Perform a Buster to her mouth before she hits Nero. A level 3 charge blast will also cancel this move. -- Recommended Strategies -> Nero +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Impale | Grab Echidna with a Buster after stunning her with enough | | | attacks. She will lean over and stagger. | |-----------------------------------------------------------------------------| | Egg-Sac Pummel | Grab Echidna's egg sac with a Buster after she opens up | | | her snake body to reveal the egg sac. Jump and grab. | |-----------------------------------------------------------------------------| | Riding Impale | While Echidna dashes in from the background while | | | glowing, perform a Buster a few moments before she dashes | | | at Nero to make Nero plunge the Red Queen into her and | | | ride her while damaging her. Rev up the blade for more | | | damage. | +-----------------------------------------------------------------------------+ Buster her while she is stunned, Buster her egg sac (Roulette Spin a few times first), and Buster her while she glows and tries to lunge toward Nero. Devil Trigger and shoot Summoned Swords and also Rev up the blade when Nero plunges his Red Queen into her during a Buster animation. Use Roulette Spins to attack her while in the air. Use Red Queen Combo C on her while she is in the ground then prepare to jump from her hair tentacle slap. Jump straight into the air while near her and fire down at her to avoid her tentacles as they try to slap you from the ground. A level 3 charge blast will stop any of her lunges from the background and damage her while she flies in the background. -> Dante Lucifer's Pin-Up and Distorted Real Impacts work extremely well while she is burrowed into the ground. I have to recommend Lucifer's Pin-Up here over the Real Impact though since the Real Impact will not hit her fully while the Pin- Up will drown her with energy swords that can be detonated through an Ecstacy while she flies in the background. Aerial Raves mixed with Aerial Rave V's (switch to Dark Slayer in mid-air) are some of the best ways to hit her while she is propped up on her tail or exposing her egg sac overhead. A direct hit with Pandora's Epidemic will knock her directly out of her diving attacks. It is best to wait until she flies straight toward your character then shoot her with and Epidemic blast. =============================================================================== AGNUS =============================================================================== The chief alchemist of the Order of the Sword, Agnus created both the Cutlass and Gladius, and is able to control them at will. -- Overview of Agnus This boss is not that bad until begin to raise the difficulty of the game. The main foe here is not really Agnus, but his window that he stand on the other side of. The window can only be damaged by tossing a Gladius at it through a Buster grab or by shooting it with a charge blast from Blue Rose. When the floors of the room begin to light up, jump onto the middle platform in the center of the room to avoid the electricity that will engulf the surrounding floors of the room. While on this platform, snatch Gladius enemies and throw them at the window or unleash a level 3 charge blast on one to destroy it. It is best to target any spinning Gladius enemies and destroy them immediately while on this platform. You can also maintain airtime to avoid the electric floor through constant snatching, throwing, air hiking and charge blasts. -- Move Set Electrified Floor - The floor suddenly lights up a electricity sweeps across it. Avoidance: Jump on top of the middle platform or stay in the air through air hikes, snatches or Busters on Gladius enemies, or a level 3 charge blast. -- Recommended Strategies -> Nero Snatch a Gladius then Buster the enemy sword as you target the window to throw it toward the window and damage it. Use level 3 charge blasts from up close to damage the window. A level 3 charge blast will instantly destroy a Gladius while a level 1 and 2 charge blast will instantly knock it down. Keep this in mind while trying to avoid their spinning attacks. Step onto the middle platform whenever the floor electrifies then have a charge blast ready for any Gladius that tries to spin toward Nero. Use a combination of snatches, Busters, air hikes and charge blasts to maintain air time during this battle when you can't make it to the middle platform. On Hell and Hell mode, remember that Nero's Devil Trigger activation will cause him to be invincible for a few seconds the moment he activates it - enough time to allow an attacking Gladius to spin right through him harmlessly. -> Dante N/A =============================================================================== ANGELO AGNUS =============================================================================== The demon form of Agnus after his Ascension ceremony. With wing-like organs attached, Angelo Agnus can call upon the numerous demons of his pseudo-hell to do his bidding, but only at the cost of his health. -- Overview of Angelo Agnus Much like he was in his human form, Agnus still relies on the help of his creations while battling your character. There are many times when he is fully open to an attack and that is when you should take action to punish him greatly. Constant aggression with powerful attacks is the absolute best way to defeat Agnus very quickly with both characters. The only real move that your character must watch out for is his spinning blade attack since this can cause major damage and there is no way to stop it or shield your character from it. Run away whenever he performs this move and prepare to perform a well timed jump to dodge the blades at he tosses them toward your character. -- Move Set Sword Combo - Agnus holds his arm back while laughing as a sword forms then he perform an overhead slash followed by an upward slash. He shouts, "Take this" during the final hit. Avoidance: Roll to avoid each swing or jump away from him. Energy Siphon - Agnus holds both arms up and shouts, "Your strength will be mine" then dashes toward your character with his arm out. This will drain one bar of your health and replenish one bar of his health. Avoidance: Roll or jump the moment before he grabs Nero or cancel the attack by hitting him or tossing a Gladius at him. Devil Trigger if it grabs Nero to instantly cancel it. Mega Siphon - Agnus moves toward the center of the area while floating as a black aura appears around him. He says, "Time to die". Eventually a green aura will surround the room and he will drain three bars of Nero's life gauge to replenish three bars of his own life gauge. Avoidance: Run up and attack him to cancel this move. It must be canceled! Gladius Summon - A portal forms behind Agnus then Gladius swords will spin in place outside the portal then eventually fly at your character. Avoidance: This move can be canceled by attacking him during it. Cutlass Summon - Agnus hovers in the air as a portal appears behind him. He bows and two Cutlass enemies jump through the portal and dive into the ground. The Cutlass will jump out of the ground and perform a tail slice then fall back into the ground and disappear. Avoidance: Keep your distance. Basilisk Summon - Agnus looks upward and yells "Behold the power" as an energy blast around him forms Basilisks. He will only perform this on Son of Sparda mode or greater during Nero's first battle with him. Avoidance: This move can be cancelled by attacking him during it. Fireball Launcher - Agnus forms a circle of energy behind him that shoots five fireballs at your character. Avoidance: Run to the side and jump or stand directly underneath the portal to have the fireballs fly overhead. Blade Spin: Agnus forms two Cutlass and places them on each arm then spins toward your character. He will throw both Cutlass at your character at the end of the spin. Avoidance: Move/jump away from him and be prepared to roll or jump from the Cutlass as he throws them. -- Recommended Strategies -> Nero +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Buster Combo | When Agnus is stunned while standing, grab him with a | | | Buster and Nero will perform a series of attacks on him. | |-----------------------------------------------------------------------------| | Sword Throw | Grab a Gladius with a Buster and Nero will toss it at the | | | targeted enemy. | |-----------------------------------------------------------------------------| | Flame Shot | While playing on a higher difficulty than Devil Hunter, | | | grab a Basilisk to use it as a fireball cannon in the air | | | or on the ground - the air Buster on these is different | | | and much better. | +-----------------------------------------------------------------------------+ Grab Gladius swords and Basilisks then throw/shoot fireballs at him - for Basilisks, try to jump in the air, snatch one, then Buster it. A Devil Trigger will instantly break out of his life siphon grab. Jump and attack him whenever he rushes toward the middle for his big life siphon to cancel it. Buster him whenever he is stunned. Devil Trigger before the Buster then fill him full of Summoned Swords during the Buster. Have a level 3 charge blast ready to blast him directly after a Buster while he recovers. Get up underneath the portal to avoid the string of fireballs or just roll away from them. Jump and slash at the Gladius swords when they first form above him to try to destroy them right then. -> Dante Use Distorted Real Impacts to hit Agnus while he is flying low to the ground and attempting to charge one his moves or recovering from a move. Jump and slash at the Gladius swords with Rebellion when they first form above him to try to destroy them right then or you can use this time to perform a Real Impact. Switch to Rebellion and perform constant Aerial Raves whenever he moves toward the center of the area in order to perform his big life siphon attack. You can also mix in some Aerial Rave V's with Dark Slayer while performing a Rebellion Aerial Rave. Get up underneath the portal to avoid the string of fireballs or just roll away from them. Dark Slayers' Slash Dimension can be helpful for defeating the grouped Gladius and Basilisks enemies during this battle. =============================================================================== ANGELO CREDO =============================================================================== The demon form of Credo after his Ascension ceremony. The shield held in his left hand is meant to protect the Order and thus exists as a symbol of Credo's faith. The shield is also capable of repelling any sort of attack. -- Overview of Angelo Credo Credo is one of the few bosses that does not leave himself open at all times. He is more defensive than offensive at the beginning of the battle. In order to truly damage him, his shield must be broken. Your character can easily dodge (roll) to his side as he attacks then take him to the air with a launcher and perform a powerful move or air combo to him. His shield takes damage whenever he blocks and blocking also causes him to attack, to which you can respond by dodging the attack and countering, so it is good to attack him even though he will block it. His main offensive move is his javelin toss. Either dodge this by rolling to the side or counter it with Nero by perform a Buster on it at the right moment then toss it back at him. Toward the end of the battle, he will always offer a free hit as he pauses for a short break but his last 25% of life is some of the most intense gameplay that will experience on high difficulties. He will combine several waves of attack and only pause after the entire combo is fully finished, so be sure to take that chance to counter. Fortunately for Nero, he will still toss javelins at this time however. -- Move Set From the start of the battle: Javelin Toss - Credo dashes backwards then takes out a glowing javelin and tosses it with his right hand. He tosses two more javelins with his left hand followed by his right hand again. He will stop if any of them hit your character. Avoidance: Jump or roll the right before they reach your character. You can also run to the side from a far distance. Use a Buster as it flies toward your character to counter this and throw it back. Sword Combo 1 - While walking toward Nero, Credo readies his sword then performs a normal slash, upward slash, downward slash, then ends the combination with an overhead slash. Avoidance: Dodge the first two slashes with a roll then roll from the overhead slash. You can also jump away from him or use a DB snatch to vault over him before he starts slashing. This move can also be interrupted with a well-timed slash to counter his first slash. Sword Combo 2 - While walking toward Nero, Credo leans back then performs two quick flashes followed by an overhead slash. Avoidance: DB snatch him to vault over him or jump away from him. This move can be interrupted with a well-timed slash to counter his first slash. Counter 1 - After blocking an attack, Credo unleashes a rising slash into the air then performs a falling overhead slash. Avoidance: Roll to the side to avoid each slash - one roll for the rising slash then another for the falling overhead slash. Counter 2 - After blocking an attack, Credo hovers slightly above the floor then slashes, sending an energy wave to the ground in front of him. Avoidance: Roll right as Credo slashes or jump before he slashes. Attacks when near death: Sword Spiral - Swords appear all around your character. The swords turn inward and fly toward your character in groups of two at a time. Avoidance: Slash them all by turning different ways while performing a combo or jump, Air Hike, then roll when your character hits the ground. Light Swords - While hovering, Credo forms a vertical row of swords and shoots them toward your character then he forms a horizontal row of the swords and then shoots those. Avoidance: Run and jump to the side. Custom Combo 1 - Credo flies forward while in the air and slashes as an energy wave hits the ground. He speeds toward your characters and performs an uppercut slash followed by a downward slash. Avoidance: Jump then roll from the uppercut slash and the downward slash. Custom Combo 2 - Credo dashes forward and performs three slashes, an uppercut slash that sends him into the air, an energy wave in the air, then flies downward and points his sword and dashes at your character with a thrust. Avoidance: Roll from the first slash and keep moving to the side you roll from, jump to avoid the energy wave, then roll or jump to avoid the thrust. Energy Wave Combo - Credo flies toward your character and slashes to make an energy wave. He quickly flies into the air and performs another energy wave slash then flies back to the ground to perform one more energy wave slash. Avoidance: It is possible to roll from all three slashes with good timing but it is easier to jump to avoid them individually. -- Recommended Strategies -> Nero +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Normal Grab | Grab Credo with a Buster after dodging one of his series | | | of attacks. | |-----------------------------------------------------------------------------| | Beatdown | Grab Credo with a Buster after stunning him from | | | continuous hits that break his shield. He will stagger. | |-----------------------------------------------------------------------------| | Javelin Counter | While Credo tosses javelins at Nero, grab a javelin with | | | a Buster by pressing the B button while it flies at Nero | | | (not the instant before it hits, but a bit before that | | | time) then aim at Credo before Nero tosses it back to | | | impale Credo. | +-----------------------------------------------------------------------------+ Unleash constant level 3 charge blasts with Blue Rose. The damage is decent and this will put a constant hurt on him throughout the battle. Wait for him to attack or attack him then dodge his slashes and perform a High Roller to bring him into the air then Buster him after a few slashes to damage him and his shield. Whenever both of your swords clang, dodge to the side then counter him as he tries to slash. Learn the timing for grabbing his javelin with a Buster (the Devil Bringer must rise as the javelin is about to hit Nero) then aim carefully and toss the javelin back. Just because the javelin was caught doesn't guarantee a hit since you need some slight aiming to throw it back. He will be stunned and left wide open to your attacks at that time. While he is in his last 25% of life, perform a Shuffle the moment that he dashes toward Nero and this has a high tendency to knock him out of his attack. -> Dante Credo may only be fought in Bloody Palace mode with Dante and I have not made it up this far with him. I'd imagine that a High Time (don't follow him into the air) or a Kick 13 (if this will all hit him) followed by a Real Impact would damage him quite badly but I can't say since I have never had the opportunity to try. =============================================================================== THE SAVIOR =============================================================================== The most powerful demon brought forth by the Order of the Sword. Its exterior, oft-mistaken to be a god, holds a millennia of demonic matter and spirit melded together. With the blood of Sparda and his ancient sword, it will be possible to control the Savior for the first time. -- Overview of The Savior In order to actually start the boss fight with the Savior, Dante must stun him through the use of the cannons or laser beams found around the floating platforms then break each of his blue stones on his body through the use of a Pandora Epidemic, Hatred, Ebony and Ivory gunfire, or Coyote A blasts. Once he fires his big laser, Dante must still move a few platforms away by hopping on the blue seals in order to trigger the cutscene that will begin the actual boss fight. The actual boss fight will still have Dante hopping from platform to platform to avoid the Savior's moves. He must be stunned by hitting from a distance. Once he is stunned then use the nearby blue seal to leap toward him and hammer away at his chest blue stone. -- Move Set Shoulder and Smash - The Savior charges then slams his right shoulder onto the platform then moves back and slams his left hand onto the platform and keeps it there for a few seconds. He will sometimes perform only one of these attacks instead of both in a sequence. Avoidance: Run to the side (Speed), jump, or roll from each hit. Blue Fireballs - The Savior holds up his left hand as his hand glows blue then sends out four energy spheres toward your character. Avoidance: Shoot the energy spheres, jump, or roll. Red Fireballs - The Savior holds both of his hands together and creates a portal then four red fireballs shoot from it in sequence. Avoidance: Run to the side (Speed), jump, or roll. Foot Swipe - The Savior holds up both knees as he begins to turn around then kicks toward the platform that Dante is on. Avoidance: Jump as the leg passes by or roll as it moves by. Overhead Kick - The Savior holds up his left leg then plunges it into the current pillar to break it. Avoidance: Jump whenever his leg hits the platform. Hand Smash - The Savior dashes backward and holds out an arm then quickly dashes forward with a smash that will break the current platform. Avoidance: Jump whenever his hand hits the platform. Hand Swipe - While up on his arm, the Savior holds back his other arm then swipes it at your character. Avoidance: Jump as the arm goes by or perform a well-timed roll. Chest Laser - The Savior charges a laser in front of his torso then fires it at the current platform in front of him. Avoidance: Run and bounce to another platform via the blue emblems. -- Recommended Strategies -> Nero N/A -> Dante Use Epidemic, Hatred, Ebony & Ivory, or Coyote-A gunfire to destroy his blue stones after stunning him with a cannon or a laser. Once the actual boss fight begins jump one platform away from him as he fires his chest laser then wait for him to move toward your current platform. While he rises, fill him full of energy swords with Lucifer's Pin-Up or perform some Real Impacts. He will expose his chest blue stone from up close as well so Devil Trigger at that time to really pile on the damage. None of this will have any effect on stunning him however, but it sure as hell can get you a good start on damaging him. Hit him from a distance with Drives and Over Drives. The energy waves can actually cancel his moves if timed well. On lower difficulties, Revenge and work well for stunning him. While jumping in between platforms stop to shoot him with Ebony & Ivory gunfire while switched over to Gunslinger style and this will help to damage him a bit. When he is finally stunned, use the blue seal to leap over to him and hit his chest blue stone with Devil Trigged Lucifer Pin-Ups or Real Impacts. =============================================================================== THE FALSE SAVIOR =============================================================================== Completely assimilating the body of Sanctus, the False Savior may fall short of a true god's power; however, its repulsive tenacity means one must not let their eyes stray from it for too long. Bring forth final judgement upon this atrocity! -- Overview of The False Savior This is Sanctus' last attempt to kill Nero and what a petty attempt it is. Be sure to taunt him a few times while delivering the final blows and get the timing down for instantly Bustering his first slam without the need to roll. Sanctus is Nero's bitch at this point, treat him as such. -- Move Set A slam and a punch from the side, both of these punches can be Bustered before they even touch Nero with the proper timing. -- Recommended Strategies -> Nero FINAL BLOW #1 He will start out by yelling at the beginning of the battle, then he will lean back his left arm to smash Nero. Dodge this attack by rolling to either side then Buster his hand. It is possible to Buster his hand as he slams his fist down to make this first blow much quicker and it helps to impress your friends. FINAL BLOW #2 Still not wanting to give it all up, the False Savior will lean back his left arm and attempt to punch Nero. As the left fist comes toward Nero, perform a Buster on the fist. This has to be properly timed or you'll have to go through the whole above sequence again. FINAL BLOW #3 Buster his face when he leans over. Go ahead and taunt him first since he'll give Nero time to perform one - come on make the final Buster look climactic and act like a complete showoff in front of your friends! -> Dante N/A =============================================================================== SANCTUS =============================================================================== The leader of the Order of the Sword and the one behind all of its machinations. Surpassing the bounds of human power via his Ascension ceremony, unlike other knights, Sanctus's appearance has changed little. However he has gained incredible demonic power. -- Overview of Sanctus Sanctus fights with a shield around him and that shield must be broken through constant attacks in order to damage him. He will still maintain a small shield once the larger sphere shield is broken, so you must hit him a few more times after breaking his big shield to stun him. Once he is stunned, he will fall to the ground and be totally helpless. At that time, he is completely open to any attack in Nero's arsenal. His attacks are mainly projectile based. Most of his attacks can be dodged by stepping to the side or moving away from him. He leaves himself wide open during the move in which he electrifies the floor around him and the move where he sends flame currents toward Nero - at this time, jump toward him and hit him. Toward the end of the battle, he will move inside of The Savior statues and The Savior will attempt to punch Nero. At that time, a correctly timed Buster will knock away the fist and send Sanctus flying out of The Savior is a stunned state, completely open to attack. -- Move Set Flame Currents: Sanctus charges his hand with energy then yells "Repent" or "You will fail" and throws either one or two currents of fire along the floor and toward your character. Avoidance: Roll to dodge each current or jump. Electric Shockwave: Sanctus charges both hands then electrifies the section of the floor in front of him. Avoidance: Jump out of the way or roll very quickly out of the electricity. Probe Dash: One of the probes in front of Sanctus pauses and glows a bright orange then dashes toward your character. Avoidance: Roll or jump out of the way, or just run to the side. Shield Regenerate: After being knocked down or while his shield is nearly broken, Sanctus floats into the air then yells "The Savior is coming" then regenerates his shield with a burst of light. Avoidance: Stay away from him until the bright light fades. Lightning Bolts: Sanctus holds down his hands while charging and says "Resistance is futile" then he holds up his hands and red lightning bolts strike all around the area where your character is. Avoidance: Roll the second that the lightning strikes or jump to the side when it is about to strike. Fireballs: An aura of energy surrounds Sanctus' shield and he shoots three fireballs toward your character. Avoidance: Roll or jump to the side. Savior Ground Pound: Sanctus flies toward the Savior statue and yells "Behold the power of the savior" as he moves into the blue stone on its chest. The Savior statue leans back its right arm then pounds the ground near your character. Avoidance: Roll or jump the second right before the savior's fist hits the floor. This will sometimes stagger Nero but he will not take damage if timed well. This move can also be interrupted with a properly timed Buster right before the punch. -- Recommended Strategies -> Nero +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Not Interested | After Sanctus' shield is fully broken and he falls to the | | in your BS | floor, run up to him and Buster him or knock him into the | | | air and Buster him there. | |-----------------------------------------------------------------------------| | Savior Counter | When the Savior attempts to punch Nero, quickly Buster | | | when its arm moves to punch Nero to knock away the hand | | | and make Sanctus fly out of the Savior statue. | +-----------------------------------------------------------------------------+ Use Roulette Spins or Devil Triggered air slashes to quickly get rid of his shields - mainly his first sphere shield. Intentionally wait for him to perform his flame current or electrified floor attack then jump toward him and attack him while he is performing the move. Target the drones on the sides of him and use a Hellbound (grapple) to pull Nero toward him in order to keep up with him. The drones can also be shot to stun them in place. Practice the precise Buster moment for the Savior punch since knowing the precise timing is about the only way to hit him when he is low in life on DMD mode. When he is stunned, perform a few slashes (possibly a launcher and level 3 charge blast) then Buster him. A level 3 charge blast's second explosion can damage him during a Buster. -> Dante N/A =============================================================================== SANCTUS DIABOLICA =============================================================================== The demon form taken by Sanctus after his Ascension ceremony. The ability to resonate with Sparda that the ceremony gave Sanctus is amplified, giving him power far beyond that of any normal demon, and warping his body into a hellish visage. -- Overview of Sanctus Diabolica Sanctus does not change that much from the first battle with him in this upgraded form. He does gain an extra attack in which he will teleport to the ground an attempt to hit Nero with the Sparda blade but other than that he still uses the same attacks, minus the Savior punch of course. Once he is almost finished, after his first shield is broken, he will teleport to the back of the area and perform a row of blade lunges toward Nero. At that time is best to time a Buster as he rushes toward Nero in order to counter him. This is about the only way to hit him when he low in life since he will quickly reform his shield after finishing the group of dashes otherwise. -- Move Set Flame Currents: Sanctus charges his hand with energy then yells "Repent" or "You will fail" and throws either one or two currents of fire along the floor and toward your character. Avoidance: Roll to dodge each current or jump. Electric Shockwave: Sanctus charges the Sparda sword while holding it downward then electrifies the section of the floor in front of him. Avoidance: Jump out of the way or roll very quickly out of the electricity. Probe Dash: One of the probes in front of Sanctus pauses and glows a bright orange then dashes toward your character. Avoidance: Roll or jump out of the way, or just run to the side. Shield Regenerate: After being knocked down or while his shield is nearly broken, Sanctus floats into the air then yells "The Savior is coming" then regenerates his shield with a burst of light. Avoidance: Stay away from him until the bright light fades. Lightening Bolts: Sanctus holds down his hand while charging and says "Resistance is futile" then he holds up his hands and red lightning bolts strike all around the area where your character is. This move is much more deadly than it was in the last battle. Avoidance: Jump or move away from him. The lightning bolts follow Nero so he can just run along the ground - while moving away from Sanctus or around him (while far away). Fireballs: An aura of energy surrounds Sanctus' shield and he shoots three fireballs toward your character. Avoidance: Roll or jump to the side. Sparda Sword Slashes: Sanctus teleports to the ground then performs two slashes with the Sparda Blade. Avoidance: Stay away from him. Nero can perform a Streak directly into him to cancel this move most of the time - try to time it in between slashes. Probe Assault: Sanctus disappears then probes surround Nero in a circle and then collide to hit him. Avoidance: Wait a bit while on the ground then jump into the air as they collide. Sparda Sword Dashes: While Sanctus is low in life and his sphere shield is gone, Sanctus will stand back and charge the Sparda blade then perform a series of four dashes toward your character. He will charge again before the final dash. Avoidance: Roll or jump to avoid each slash. This move can be Bustered if you time the Buster so that it hits Sanctus right before the first dash. -- Recommended Strategies -> Nero +-----------------------------------------------------------------------------+ | BUSTER MOMENTS | +-----------------------------------------------------------------------------+ | Still Not | After Sanctus' shield is fully broken and he falls to the | | Interested in | floor, run up to him and Buster him or knock him into the | | Your BS | air and Buster him there. | |-----------------------------------------------------------------------------| | Sparda Sword | When Sanctus stands and charges the Sparda blade, run to | | Counter | the opposite end then perform a Buster as he starts to | | | dash toward Nero with the blade. Buster the second he | | | moves after he leans back. He will perform this attack | | | when his sphere shield is broken while he is very low in | | | life. | +-----------------------------------------------------------------------------+ Use Roulette Spins or Devil Triggered air slashes to quickly get rid of his shields - mainly his first sphere shield. Intentionally wait for him to perform his flame current or electrified floor attack then jump toward him and attack him while he is performing the move. Target the drones on the sides of him and use a Hellbound (grapple) to pull Nero toward him in order to keep up with him. The drones can also be shot to stun them in place. Practice the precise Buster moment for the Sparda blade lunge since knowing the precise timing is about the only way to hit him when he is low in life. When he is stunned, perform a few slashes (possibly a launcher and level 3 charge blast) then Buster him. A level 3 charge blast's second explosion can damage him during a Buster. -> Dante N/A =============================================================================== DANTE =============================================================================== Son of the legendary Sparda, the Devil Hunter known as Dante has become a legend in his own right. With his sword Rebellion and guns known as Ebony & Ivory by his side, many demons have come to know Dante's incredible power during his long career. -- Overview of Dante The battles with Dante start out incredibly easy on lower difficulties but Dante can still be hard to tackle without the use of the Buster. The Buster is literally his undoing since he will constantly leave himself open to a snatch followed by a mid-air Buster. On lower difficulties, Dante will simply use Rebellion in each battle and might switch styles during the second fight. On very high difficulties such as Dante Must Die, Dante will have access to his full inventory of weapons and is not afraid to unleash any move in his available move list. He will actually perform Pandora Revenges, Omens and even Just Releases with Royal Guard style on your character at times. Even with the Buster techniques, Dante can still give you one hell of a fight on high difficulties - challenge him on Mission 10 in Dante Must Die mode to see what I mean. -- Move Set (Note: Dante has an extreme and random variety of attacks, so I am not going to list them all since knowing them in this case doesn't do you as much good since you'll likely only see some of his attacks once per battle. Basically, just look at the move list for Dante and that is what you will have to look out for on high difficulties.) Helmet Breaker: Dante jumps into the air and comes down with an overhead strike with Rebellion. Avoidance: Roll away from underneath Dante. Rebellion Combo A: Dante performs a three hit slash combo with Rebellion. Avoidance: Roll or jump away from Dante. Really you should just stay away from him since this move is quite fast. Stinger: Dante lunges forward with a thrusting stab from Rebellion. Avoidance: Roll, jump, or run to the side to avoid the thrust. This move is very fast! Ebony & Ivory Fire: Dante fires his handguns whenever Nero fires his Blue Rose. Avoidance: Fire Blue Rose. Dante only performs this if Nero fires the Blue Rose and will stop when Nero stops, so it is always avoided. Ebony & Ivory Rapid Fire: Starting from his right Dante aims with both guns and fires rapidly while moving to the left. This can actually juggle you in the air. Avoidance: Roll to the side or jump. Shotgun Blast: Dante fires off Coyote-A while jumping. Avoidance: He usually does this when you jump toward him, so quickly Air Hike to avoid the blast. -- Recommended Strategies -> Nero While jumping near Dante, wait for him to perform a move then use a snatch to bring him into the air. When Dante is pulled in the air after a snatch, slash him a few times then Buster him or unleash a level 3 charge blast. On higher difficulties he is more likely to escape the Buster, but he cannot escape the level 3 charge blast. Fire off Blue Rose while stepping toward Dante and he will continue to fire while Nero steps close to him. Quickly perform a Buster on him while he tries to recover from firing. This works better on lower difficulties. On a high difficulty, he may start up his Honeycomb Fire, Stinger, fire off a Coyote-A blast, or the little ass might just walk toward Nero and allow the shots to hit him then roll to the side and counter when you try to Buster him. Constantly charge a level 3 charge blast and unleash it whenever Dante makes any sort of mistake (pauses during an attack) to hit him instantly. This is helpful for when you can't pull him into the air with a snatch. Whenever he takes out his Pandora briefcase to perform an Omen, BE SURE to snatch him or unleash a level 3 charge blast or this move will instantly hit Nero. His sword attacks (even a Stinger) can be countered with Red Queen, but I would not recommend trying to do this on higher difficulties. When he is in Royal Guard style on high difficulties, keep your distance out of fear of a Just Release. A Just Release on Dante Must Die difficulty is extremely damaging. He falls victim to a Buster more easily while in Royal Guard style but his Just Release can be so extremely unexpected while Nero attacks on a high difficulty. -> Dante He can only be fought in stage 101 of Bloody Palace mode while going through all floors with Dante. From what I understand, you will fight a shadow version. I have not fought him myself so I can't offer any tactics here. If you can make it this far with Dante in Bloody Palace then my hat's off to you and good luck fellow Devil Slayer. [BP00] =============================================================================== ____ _ _ ____ _ | __ ) | | ___ ___ __| | _ _ | _ \ __ _ | | __ _ ___ ___ | _ \ | | / _ \ / _ \ / _` || | | | | |_) |/ _` || | / _` | / __|/ _ \ | |_) || || (_) || (_) || (_| || |_| | | __/| (_| || || (_| || (__| __/ |____/ |_| \___/ \___/ \__,_| \__, | |_| \__,_||_| \__,_| \___|\___| |___/ B L O O D Y P A L A C E G U I D E =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=- - B L O O D Y P A L A C E - -=-=-=-=-=-=-=-=-=-=-=-=- This section written by: the_blood_wolf http://tinyurl.com/4e4jz5 Special thanks to: Shinso_Shikai and butterfly_2689 This guide may also be found on the GameFAQs PS3 DMC4 board: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=928376&topic=41526813 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= -- How do I unlock Bloody Palace? You must complete Devil Hunter mode and Bloody Palace will become available to select from the Mission Menu. -- What is Bloody Palace? Bloody Palace is a marathon time attack mode in which you battle through 101 floors to try and clear all of them. You can not use Items or save while doing this mode. You will need around three hours of free time in order to have a good shot at clearing it. -- How much time do I have to try and clear it? You are given two minutes (2:00:00) to clear all 101 floors. -- Only two minutes?!? How the **** is that even possible? You are given two minutes to start with, but you can earn more by defeating enemies and clearing floors. Depending on your style meter at the time of the kill on a enemy a percentage is added to their base amount, that follows this pattern. Base Amount - XX.XX DEADLY - +10% Base CARNAGE - +20% Base BRUTAL - +30% Base ATOMIC - +40% Base SMOKIN' - +50% Base SMOKIN' STYLE - +75% Base SMOKIN' SICK STYLE - +100% Base -- Below is a list of enemies and how many seconds they add to your remaining time when you defeat them. Gladius, Chimera Seeds(*) Base - 2.00 D - 2.12 C - 2.24 B - 2.36 A - 2.48 S - 3.00 SS - 3.30 SSS - 4.00 Scarecrow (Arm/Leg), Basilisk Base - 5.00 D -5.30 C - 6.00 B - 6.30 A - 7.00 S - 7.30 SS - 8.45 SSS - 10.00 Frost, Assault, Mephisto, Bianco Angelo(**) Base - 10.00 D - 11.00 C - 12.00 B - 13.00 A - 14.00 S - 15.00 SS - 17.30 SSS - 20.00 Mega Scarecrow, Cutlass Base - 15.00 D - 16.30 C - 18.00 B - 19.30 A - 21.00 S - 22.30 SS - 26.15 SSS - 30.00 Alto Angelo, Faust Base - 20.00 D - 22.00 C - 24.00 B - 26.00 A - 28.00 S - 30.00 SS - 35.00 SSS - 40.00 Blitz(***) Base - 30.00 D - 33.00 C - 36.00 B - 39.00 A - 42.00 S - 45.00 SS - 52.30 SSS - 60.00 * - If you use Nero's Buster attack to rip them apart you will get their base amount, regardless of style rank. ** - If an Alto Angelo uses them to kamikaze at you, you will get their base amount, regardless of style rank. *** - If Blitz explodes by himself you will get his base amount regardless of style rank. You only get what the style rank was on at the time of the kill for Blitz. If you break his shield at Atomic, you will get Atomic seconds added on and not SSS like it shows since he was "technically" dead at Atomic. Clearing a floor adds more seconds to your remaining time. Floors 1 - 19 adds 15 seconds for clearing, and 30 if you received no damage on it. Floors 21 - 39, 41 - 59, 61 - 79, and 81 - 99 adds 10 seconds for clearing, and 20 if you received no damage on it. Floors 20, 40, 60, 80, and 100 are boss battle floors. When you enter that floor two minutes are added to your remaining time and 30 seconds if you clear it, 60 seconds if you took no damage. Floor 101 adds five minutes to your remaining time when you enter it, 60 seconds for clearing it, and two minutes if you took no damage. All in all, you need to get your style meter high, avoid as much damage as you can, and defeat enemies quickly in order to survive or last long enough in this mode to complete it. 1 - Scarecrow (Arm) 3 2 - Scarecrow (Leg) 4 3 - Scarecrow (Arm/Leg) 3/3 4 - Frosts 2 5 - Bianco Angelo 2 6 - Mephistos 3 7 - Gladius 6 8 - Chimera Seeds 9 9 - Chimera Seeds 9, Scarecrow (Arm) 3 10 - Scarecrow (Arm/Leg) 6/6 11 - Assault 2 12 - Mega Scarecrow 2 13 - Assault 2, Bianco Angelo 2 14 - Faust 15 - Bianco Angelo 2, Alto Angelo 16 - Scarecrow (Arm/Leg) 3/3, Mega Scarecrow 17 - Alto Angelo 2 18 - Blitz 19 - Basilisks 4 20 - Berial (Mission 16/19 Fight, No Houses) 21 - Mephistos 2, Frost 22 - Frost 2, Faust 23 - Frost 2, Assault 3 24 - Assaults 3, Basilisks 4 25 - Assaults 3, Blitz 26 - Basilisks 4, Blitz 27 - Bianco Angelo 2, Frost 2 28 - Gladius 8, Assaults 2 29 - Gladius 6, Blitz 30 - Frosts 4, Assaults 6, Blitz 31 - Chimera Seeds 7, Mephistos 3 32 - Scarecrow (Arm) 3, Faust 33 - Mephistos 2, Mega Scarecrow 34 - Mephistos 6 35 - Mephistos 3, Frost 36 - Scarecrow (Leg) 2, Faust 37 - Assaults 3, Mephistos 2 38 - Mephistos 2, Blitz 39 - Chimera Seeds 9, Faust 40 - Bael Enemies Turn to Son of Sparda Movements and Difficulty 41 - Chimera Seeds 10 42 - Chimera Seeds 4, Scarecrow (Leg)2, Chimera-Scarecrow 3 43 - Chimera-Assault 4 44 - Chimera Seeds 6, Gladius 6 45 - Chimera-Assaults 2, Blitz 46 - Chimera Seeds 4, Basilisks 2 47 - Bianco Angelo 2, Alto Angelo, Chimera Seeds 5 48 - Scarecrow (Leg), Chimera Seeds 6 49 - Chimera-Assaults 3, Faust 50 - Scarecrow (Arm/Leg) 3/3, Assaults 6, Chimera Seeds 15 51 - Scarecrow (Arm) 6 52 - Scarecrow (Leg) 3, Gladius 9 53 - Mega Scarecrow 3, Frost 2 54 - Scarecrow (Arm/Leg) 2/3, Alto Angelo 55 - Mega Scarecrow, Faust 56 - Alto Angelo 2, Mega Scarecrow 57 - Scarecrow (Arm/Leg) 2/2, Mephistos 3 58 - Basilisks 5, Mega Scarecrow 59 - Chimera Seeds 4, Chimera-Scarecrow 2, Mega Scarecrow 60 - Echidna 61 - Bianco Angelo 4 62 - Bianco Angelo 3, Cutlass 2 63 - Bianco Angelo 2, Blitz 64 - Bianco Angelo, Gladius 6 65 - Bianco Angelo 7, Alto Angelo 66 - Alto Angelo, Basilisks 4 67 - Alto Angelo 2, Blitz 68 - Bianco Angelo 2, Scarecrow (Arm) 6 69 - Frost 2, Alto Angelo 70 - Alto Angelo 2, Bianco Angelo 7 71 - Gladius 17 72 - Gladius 10, Mega Scarecrow 73 - Gladius 9, Frost 74 - Basilisk 4, Cutlass 2 75 - Cutlass 3, Alto Angelo 76 - Cutlass 4, Gladius 9 77 - Basilisk 10 78 - Basilisk 4, Frost 2 79 - Basilisk 2, Cutlass 2, Gladius 4 80 - Credo Enemies Become Dante Must Die Difficulty and Devil Trigger! 81 - Scarecrow (Arm/Leg) 3/2, Mega Scarecrow 82 - Mephistos 4, Frost 83 - Frosts 4 84 - Chimera-Scarecrow 2, Chimera-Assaults 2, Chimera Seeds 12 85 - Blitz 2, Chimera Seeds 3 86 - Alto Angelo, Bianco Angelo 2 87 - Gladius 9, Basilisk 4 88 - Cutlass 3, Bianco Angelo 2 89 - Mega Scarecrow 3, Blitz 90 - Mega Scarecrow 3, Scarecrow (Arm/Leg) 14/14, Chimera Seeds 3 91 - Fausts 3 92 - Alto Angelo 3, Bianco Angelo 4 93 - Assault 8 94 - Chimera-Scarecrow 3, Chimera Seeds 6, Bianco Angelo 2 95 - Basilisk 4, Chimera Seeds 4 96 - Gladius 8, Cutlass 3, Bianco Angelo 3 97 - Mephistos, Mega Scarecrow 3 98 - Chimera-Scarecrow 2, Chimera-Assault 2, Chimera Seeds 3 99 - Alto Angelo 2, Bianco Angelo 40 100 - Angelo Agnus 101 - Dante -- Some Tips in dealing with Lesser Demons (These are for Nero) Scarecrows - They have a tendency to attack when you don't expect it, but are easily dealt with. Streak and Charge Shot level 3 to hit hordes of them for an easy time. If you are up against a horde of them run away and snatch them to grab a group of them to hit with Red Queen and repeat. Assaults - These guys are fast and very mobile, so keeping them grouped together are helpful for killing all of them at once. EX3 Streak and Double Downs work great against them. Throwing in Charge Shot Level 3's and activating Devil Trigger to break their shields is helpful for destroying their defenses and killing them before they can Devil Trigger. Frost - These guys can get annoying due to the fact that they like to not get stunned and counter attack. Charge Shot level 3's work great against them, and keeps one busy while you attack the other. EX3's really are the best things to stun them. Using High Roller is good to keep them off their feet so they are unable to counter attack. Basilisks - The best way to handle them when there's more than one, is just attacking one, while keeping the camera off the others. Without them in view of the camera they don't attack (This goes for any enemy). Gladius - The only advantage these guys have are that they attack when you're mid combo. Just dodge, or use Devil Trigger activation to avoid damage. You can Charge Shot level 3 to kill one instantly. Blitz - Dodge him when he's flying around and use Charge Shots till his shield is down, then Devil Trigger, Buster him, Streak right after the buster ends, Buster him again, Streak again, and then Buster him again, if you were charging a shot up fire that after the third buster and swing Red Queen awhile and when he is changing into his red form fire one more charge shot to kill him. Bianco Angelos - Not much to say here. Just keep attacking them from behind. If you have the chance to not be attacked by the other then use buster. Mega Scarecrows - Same as scarecrows pretty much. Just make sure to avoid their blade after killing one. Mephistos - These guys are fairly easy. They're only troubling when one attacks while you're fighting the others. Their finger jab move is the easiest to predict, (They circle you, their eyes glow, and they then make a high pitched noise). They only take 3 snatches, and 1 buster to eliminate their cloak. Using Charge Shot's also help destroy their cloak and cause a little damage in the process. Fausts - They're just a little tougher than a Mephisto. It takes longer to eliminate their cloak. Their attacks are just a little different from a Mephisto and harder to predict. Just keep an eye out for them to show their red fingers, that's when they will be attacking. They will also surround you in what can pretty much be called summoned swords. It's very easy to avoid this. Alto Angelos - Really, these guys are just a little tougher than a Bianco. It takes a little more to stun them, so be careful attacking their front while they're preparing an attack. If they keep flying away, then just shoot them down with a Charge Shot, or use grim grip to get closer and attack them with Aerial Rave. When attacking them and they put up their shield Buster it, it should severely weaken their shield, after three Busters their shield should break leaving them wide open for attacks. Cutlass - Just wait for one to launch out of the ground and drop it with a Charge Shot or lock-on when their swimming and fire a Charge Shot level 3 to knock them out of the ground. Either keep the other Cutlass out of view of the camera as best as you can, or just keep an eye on them so you'll know when to dodge their launches out of the floor. Chimera-Scarecrow and Assault - Just fight cautiously against the infected Scarecrow and Assault units. Charge Shot level 3 eliminates the blades from attacking once they come out. Maximum Bet is useful here for attacking them with needing to be close. It does a decent amount of damage and has a good range against multiple enemies. Chimera Seeds - You can Snatch and Buster them to instantly kill them or just attack normally. I don't list bosses because you need to find your own way of dealing with them, since there are a lot of things you can do to fight one and you should get your own style and tactics for them by using what you read in other posts and fighting them yourself. I would recommend using Nero first to complete Bloody Palace for two reasons: 1) He has the perfect training spots. (Mission 19 for bosses) 2) The Devil Bringer can kill some enemies easily. (Blitz, Gladius, Chimera Seeds) I would like to thank Shinso_Shikai for giving me his enemy notes so I wouldn't have to do that much more work. Lastly butterfly_2689 for helping me double check the enemy floor by floor count and making sure they were accurate. [UN00] =============================================================================== _____ _ | ____|__ __| |_ _ __ __ _ ___ | _| \ \/ /| __|| '__|/ _` |/ __| | |___ > < | |_ | | | (_| |\__ \ |_____\/_/\_\ \__||__\ \__,_||___/ U N L O C K A B L E S & E X T R A S =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - E X T R A S - -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section highlights all the secrets that may be found in the main game of Devil May Cry 4. Unlockable outfits, difficulties, achievements, - it's all here. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ===================================== Extra Ending Cutscene - "Epilogue 02" ===================================== Once the credits start to roll, protect Kyrie from the Scarecrows in the Opera House Plaza for 1 minute and 30 seconds. Use Streaks and Blue Rose Charge Blasts to knock them back when they move too close. Don't Exceed, don't Buster. Nero can Devil Trigger, but you don't really need it. An extra cutscene will play after the final cutscene and it will be added to the story theater as "Epilogue 02". ============= Bloody Palace ============= Beat all the missions of Devil Hunter mode and this mode will be selectable from the mission menu. Bloody Palace is a 101 stage survival mode where either Nero or Dante can be chosen to face off against an onslaught of enemies per level with a boss on each twentieth stage. There is a boss on Stage 101 also! ========== Super Nero ========== Beat the game on Dante Must Die mode and Super Nero will be selectable from the character select screen before Nero missions and Bloody Palace. Super Nero has infinite Devil Trigger power but cannot regain health while Devil Triggered. =========== Super Dante =========== Beat the game on Dante Must Die mode and Super Dante will be selectable from the character select screen before Dante missions and Bloody Palace. Super Dante has infinite Devil Trigger power but cannot regain health while Devil Triggered. ======================= Unlockable Difficulties ======================= -- Son of Sparda Mode -- Heaven or Hell mode Beat Devil Hunter mode Beat Son of Sparda mode -- Dante Must Die -- Hell and Hell mode Beat Son of Sparda mode Beat Dante Must Die mode -> Descriptions: - Son of Sparda is a slightly harder mode than Devil Hunter. - Dante Must Die is a harder mode than Son of Sparda where all normal enemies can actually Devil Trigger if they are not beaten within a few seconds, this will give them a super armor and make them twice as deadly. - In Heaven or Hell mode, all enemies and the player will die within one hit. - In Hell and Hell mode, the player dies in one hit while the enemies remain at Son of Sparda health and difficulty. That's right, you die in one hit and they die in several hits. ==================== Game Clear Bonus Art ==================== -- The Two Heroes -- Demon Invasion Beat Human mode Beat Dante Must Die mode http://tinyurl.com/3d8da8 http://tinyurl.com/2v2qtt -- The Cast -- The Ladies of Devil May Cry Beat Devil Hunter mode Beat Heaven or Hell mode http://tinyurl.com/2s9nqv http://tinyurl.com/3ylegw -- The Demons -- Light from the Demon Blade Beat Son of Sparda mode Beat Hell or Hell mode http://tinyurl.com/39mpn5 http://tinyurl.com/2nruar These bonus arts will randomly take the place of the title menu screen while going back to the title menu from the mission menu - they never show upon first turning the game on. All pics taken with permission from Seph's blog: http://sephirosuy.blogspot.com/2008/02/dmc4-artworks.html While the alternate images are up on the screen use the following controls to view them more fully: LT = Quickly move to left - RT = Quickly move to right LB = Slowly move to left - RB = Slowly move to left Back = Reposition to middle of picture. * These controls can also be used while viewing the picture under the game clear bonus art section. ========================= Other Gallery Unlockables ========================= -- History of DMC -- Publicity Art Beat Human or Devil Hunter mode Beat Son of Sparda mode -- Character Images Beat Human or Devil Hunter mode ===================== Xbox 360 Achievements ===================== 01 - A Comfortable Pace [10] Clear mission 11 in Human Mode. 02. - Easy Does It [10] Clear all missions in Human Mode. 03. Half Way There [10] Clear mission 11 in Devil Hunter Mode. 04 - Done and Done [20] Clear all missions in Devil Hunter Mode. 05. - A Rock and a Hard Place [10] Clear mission 11 in Son of Sparda Mode. 06 - Hardly A Simple Task [30] Clear all missions in Son of Sparda Mode. 07 - Easier Said than Done [10] Clear mission 11 in Dante Must Die Mode. 08 - All Bow Before You [40] Clear all missions in Dante Must Die Mode. 09 - Step Into the Light [10] Clear all missions in Heaven or Hell Mode. 10 - Tonight, We Dine in Hell [10] Clear all missions in Hell or Hell Mode. 11 - The Best of the Rest [20] Clear all missions in Human Mode with an S ranking. 12 - A Cut Above [30] Clear all missions in Devil Hunter Mode with an S ranking. 13 - A Stunning Feat [40] Clear all missions in Son of Sparda Mode with an S ranking. 14 - Never Say Die [50] Clear all Missions in Dante Must Die Mode with an S Ranking. 15 - A Thrown of Glory [50] Clear all Game Modes. 16 - Nothing Left Unsaid Clear all Secret Missions. [10] 17 - The First Circle [10] Clear stage 10 of Bloody Palace Mode. 18 - The Second Circle [10] Clear stage 20 of Bloody Palace Mode. 19 - The Third Circle [10] Clear stage 30 of Bloody Palace Mode. 20 - The Fourth Circle [10] Clear stage 40 of Bloody Palace Mode. 21 - The Fifth Circle [10] Clear stage 50 of Bloody Palace Mode. 22 - The Sixth Circle [10] Clear stage 60 of Bloody Palace Mode. 23 - The Seventh Circle [10] Clear stage 70 of Bloody Palace Mode. 24 - The Eighth Circle [10] Clear stage 80 of Bloody Palace Mode. 25 - The Ninth Circle [10] Clear stage 90 of Bloody Palace Mode. 26 - Covered In Blood [40] Clear All Bloody Palace Mode stages. 27 - King of the Palace [50] Clear All Bloody Palace stages with an S ranking. 28 - Speak of the Devil [20] Clear the game with Super Nero (Dante). 29 - Smokin'! [10] Complete a Stylish Rank S (Smokin') combo. 30 - Smokin' Style!! [10] Complete a Stylish Rank SS (Smokin' Style!!) combo. 31 - Smokin' Sick Style!!! [10] Complete a Stylish Rank SSS (Smokin' Sick Style!!!) combo. 32 - Simply Spectacular [10] Complete a mission with an S ranking. 33 - Modus Vivendi [10] Extend the Vitality Gauge to maximum capacity. 34 - Bat Out of Hell [10] Extend the Devil Trigger Gauge to maximum capacity. 35 - River of Red [10] Acquire 10,000 Red Orbs. 36 - Your Cup Runneth Over [20] Acquire 100,000 Red Orbs. 37 - Red Orb Millionaire [40] Acquire 1,000,000 Red Orbs. 38 - Filled With Pride [10] Acquire 10,000 Proud Souls. 39 - Brimming With Pride [20] Acquire 100,000 Proud Souls. 40 - Pride Millionaire [40] Acquire 1,000,000 Proud Souls. 41 - Rookie Devil Hunter [10] Defeat a total of 100 enemies. 42 - Skilled Devil Hunter [30] Defeat a total of 1,000 enemies. 43 - Legendary Devil Hunter [50] Defeat a total of 10,000 enemies. 44 - Item Collector [50] Acquire a maximum number of all items. 45 - Skill Collector - Nero [50] Acquire all of Nero's skills. 46 - Skill Collector - Dante [50] Acquire all of Dante's skills. =========== Song Lyrics =========== -- Out of the Darkness written by: Aubrey Ashburn vocals: Ashley Ashburn Plays during: Prologue History of DMC Listen to my voice Calling you Calling you out of darkness Hear the Devil's cry of sin Always turn your back on him... With the wind you go Still I dream of your spirit, leading you back home I will give my gifts to you Grow your garden, watch it bloom The light in your eye is an angel up high Fighting to ease the shadow side Hearts will grow though having to bend Leaving behind all things in the end Listen to my voice Calling you Calling you out of darkness Hear the Devil's cry of sin Always turn your back on him... -- Shall Never Surrender written by: Jason "Shyboy" Arnold of Hypnogaja vocals: Jason "Shyboy" Arnold of Hypnogaja Plays during: Ending Credits (full song) Nero's battle (beginning lyrics) The time has come and so have I I'll laugh last cause you came to die The damage done~the pain subsides And I can see the fear clear when I look in your eye. ~ I never kneel and I'll never rest You can tear the heart from my chest I'll make you see what I do best, I'll succeed as you breathe your very last breath. ~ Now I know how the angel fell [just kneel] I know the tale and I know it too well [just bow] I'll make you wish you had a soul to sell [soul to sell] When I strike you down and send you straight to hell ~ My army comes from deep within Beneath my soul--beneath my skin As you're ending, I'm about to begin My strength~His bane~and I will never give in. ~ I'll tell you now I'm the one to survive You never break my faith or my stride I'll have you choke on your own demise I make the angel scream, and the devil cry ~v~ My honored brethren My honored brethren ~ We come together We come together ~ To unite as one To unite as one ~ Against those that are damned Against those that are damned ~ We show no mercy We show no mercy ~ For we have none For we have none ~ Our enemy shall fall Our enemy shall fall ~ As we apprise As we apprise ~ To claim our fate To claim our fate ~ Now and forever Now and forever ~ We'll be together We'll be together ~ In love and in hate In love and in hate ~v~ They will see, we'll fight until eternity Come with me, we'll stand and fight together Through our strength, we'll make a better day tomorrow We shall never surrender. ~ We shall never surrender -- Sworn Through Swords written by: Shootie HG vocals: Shootie HG of Hostile Groove Plays during: Berial Boss Fight Draw your blade Shall mark this day You shall pay When sworn through swords ~ [X2] My chaos sphere It rules right here This is more than war Bow down or draw your sword You think you've mastered pain There are no rules in this game Cast your ritual taunt Right before the blood lust hunt I'll singe the soul, as I burn all Turning the flesh to soot as I kill them all Master the blade, it's what you strive for The bait, the lure We're sworn through swords [Give into me] Draw your blade [Heresy] Shall mark this day [Brutality] You shall pay [Face your fears] When sworn through swords ~ [X2] The more you give, the more I maim You are spirit, and I am bane Your truth strikes through, as steel guides true It's enough for pride, but not enough to survive -- Lock and Load written by: Shootie HG vocals: Shootie HG of Hostile Groove Plays during: Dante's battles First Dante boss battle Second Dante boss battle Bring the fables from thy tomb Sporadic doom as knights loom Does clergy support this passion? Pure wrath of the winged assassin A time of fate, your spite sooths Untold the stories of thy muse Hour is late as kingdoms unfold Signs in disarray, you fight in loath [More], when your [In the groove], in core [With the muse], is your [Light the fold], with torch Cues of silence spark the mastery Knights revolt to demonic treachery Can this seal be broken? Has our fate awoken? Who's this antichrist? Judgement waits on the test of time Welcome to the thoughts of a coward's disband Cuz now you're in the shadow of an angel's wingspan Choose your cradle of filth Discipline that I've instilled Turn and face your sacrifice As I revolve this lead of might Immune to your parasite, except the hourglass that grains the time Try to find the antidote, counting down towards the undertow In my world where only time is feared, single handedly I draw your first tear Sway strong to the truthful frequency, spirits swim in the wares of history [FA00] =============================================================================== _____ _ ___ | ___|/ \ / _ \ | |_ / _ \ | | | | | _|/ ___ \| |_| | |_| /_/ \_\\__\_\ F R E Q U E N T L Y A S K E D Q U E S T I O N S =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section contains a few of the more frequently asked questions that need to be addressed. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [01] Q: I notice that there is a character select before each mission. Will I be able to go back through each mission with Dante or perhaps control Nero on Dante's missions? A: No, you can only select Nero for Nero missions and Dante for Dante missions. Missions 1 - 11 and 19 - 20 can only be played with Nero and mission 12 - 18 can only be played with Dante. Only in Bloody Palace can you choose between them. [02] Q: Is there a cheat to unlock everything? A: No, or if there is then it hasn't been found yet. [03] Q: How many stages are in Bloody Palace and who is the final boss? A: 101 stages. Dante is the final boss for Nero and Shadow Dante is the final boss for Dante. [04] Q: What is the best way to rack up on red orbs? A: Play Bloody Palace. Also, you could continually hit blue spaces on the Mission 19 dice game - just keep rolling a number that keeps taking your piece to a blue space and avoid the yellow and purple spaces. Besides Bloody Palace and the dice game, your best bet for collecting red orbs is to play each stage over and over again. Play stages that have plenty of breakable objects that contain red orbs. Also try to maintain a good rank by mixing up your attacks and dodging enemy attacks while fighting a group of enemies. Another method that a reader informed me of is to play Mission 3 and break the first red orb pillar with a variety of attacks while Devil Triggered then save your game and restart that same mission. Rinse and repeat to get quite a few orbs in a few minutes. [05] Q: Is there a way to turn off the tutorial? A: Yes. Pause the game and go to "Systems" then "Game Options" and change the "Tutorial" to "No". [06] Q: What is this DB, JC, IR, and DT that I see on boards and in this guide? A: DB = Devil Bringer, sometimes Devil Buster JC = Jump Cancel IR = Instant Rev DT = Devil Trigger [07] Q: Berserker, do you happen to have any pics of the North American releases of the Collector's Edition of Devil May Cry 4? A: Yes Kev- ...I mean fellow reader. Just go to this url address here on my blog: http://berserkersblog.blogspot.com/2008/02/case-study-of-devil-may-cry-4.html [08] Q: I have done all the require task, yet I can't get a certain accomplishment to unlock on the PS3 version. What gives? A: Load the last mission on any difficulty and beat the game once again. The accomplishment will unlock right before the game gives the option to save after all the ending cutscenes. [09] Q: Is there a way to display a normal enemy's health bar? A: While locked-on to an enemy, the bluish circle that is displayed on the enemy represents that enemy's life. Hit the enemy then lock on again and the blue circle will be smaller. [EE00] =============================================================================== _____ _ | ____| ___ | |_ | _| / __|| __| | |___| (__ | |_ _ |_____|\___| \__|(_) E V E R Y T H I N G E L S E =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Alright, that just about wraps it up for this guide. But there are still a few more little things that need addressing- *shoots merchant to the side that considers selling this document on eBay* You see, I have to get to some copyright issues among other things. Basically all the extra information that no one cares to read is found below - Copyright, Special Thanks, Version History, details about me, my contact info, details about my Featured Guides at Cheat Happens. To rephrase that, warnings and threats to help protect this guide from thieves, gratitude for people that help me out, details about this guide's progress, my boring life and "website", my question box, and of course plugs. Yeah, that about wraps it up... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ******************************************************************************* COPYRIGHT [CO00] ******************************************************************************* This document Copyright 2008 Kevin Hall (Berserker) Devil May Cry 4 Copyright 2008 Capcom Ltd. This document is for private and personal use only. Do not try to sell this document for profit. This is a free document and should remain free. Do not try to reproduce this document in any way, shape, or form. Do not alter this FAQ in any way. Use of this guide on any other web site, besides the sites that have contacted me, or as a part of any public display is strictly prohibited, and a violation of copyright. If you want to use this FAQ on your site, then contact me for permission first. This FAQ can only be found on a few sites as of now and I am keeping a list of those sites. Contact me if you want to use it. ******************************************************************************* SPECIAL THANKS [ST00] ******************************************************************************* - my parents. - SBAllen and Ceej from GameFAQs, Stephen from IGN FAQs, Chris and Peter from Cheat Happens, Dennis from Supercheats and the Neoseeker FAQ staff for always accepting my guides. - Capcom for the Devil May Cry series. - All the hardcore Devil May Cry fans out there that keep the series alive. I could list some here, but you know who you are. - http://network-science.de/ascii/ for the ASCII art. - http://tinyurl.com for the tiny urls. - Because he's so cool, Seph (Sephirosuy) for helping me out with my blog. Visit his blog at: http://sephirosuy.blogspot.com/ - http://sstylish.blogspot.com for the song lyrics for "Sworn Through Swords", "Lock and Load", and "Out of the Darkness". - Malcolm90K from the IGN boards - this man has helped out a bunch on that board and helped me realize a few strategies with enemies. - the_blood_wolf for permission to use his red orb guide and Bloody Palace Guide; special thanks to Shinso_Shikai and butterfly_2689 for their contributions to the Bloody Palace Guide. - Binary and MortimerV for their extremely useful tips that are listed throughout this guide. - BrIONwosh for the Shredder correction. - Brian for the Fireworks tip for the Mephistos and Fausts and the Alto Gun Stinger shield break. - Malcolm90K and Shinso_Shikai for the information on Distortions and Gilgamesh Just Charges. - vokh from GameFAQs for telling me about the extra Devil Trigger moves. - Hamza Ishak for the plenty of extra info and corrections. - Sentox6 for the Blitz melee attack/royal block method. - Longhorn Z06 for the help with this Xbox 360 DMC4 guide version. ******************************************************************************* VERSION HISTORY [VH00] ******************************************************************************* Version 1.0 - (March 3, 2008) - Well, this guide has certainly taken a while. The walkthrough portion is complete though it still needs plenty of editing. Enemies, Characters, and possibly a Bloody Palace section will come soon. Version 1.0 - (March 4, 2008) - Added a bit more to both Berial boss fights - kicking off of his back with Nero and using Pandora's Argument with Dante. Also updated some of the red orb locations. The Enemies sections has been started, so far Frost, Blitz, and Bianco Angelo are included. Added pics to the Bonus Art section under Extras. Version 1.0 - (March 5, 2008) - Scarecrow and Mega Scarecrow are now listed up under the Enemies section. Added and edited some information about taunts and Devil Triggers for Nero and Dante in the Basics section. Version 1.0 - (March 6, 2008) - Assault, Gladius, and Cutlass was added to the Enemies section. Frost overview was updated a bit and some extra strategies were added. Distorted Real Impact timing was changed a bit and I added a url to a thread for other advanced techniques with Dante under his advanced techniques section. Version 1.0 - (March 7, 2008) - Basilisk and Fault were both added to the Enemies section. Made a correction with Dante's Shredder and added Round Trip to his move list. Version 1.0 - (March 8, 2008) - Chimera Seeds, Chimera (Chimera Scarecrows), and Chimera Assaults were all added to the Enemies section. Added a mention of using Gun Stinger on Frosts also. This is a special update since it falls on my birthday and therefore that makes it special. I'll be 28 later today! Yay...? I suppose. Version 1.0 - (March 10, 2008) - Mephisto was added to the Enemies section. Quite a few additions were made throughout the walkthrough, most notably to the Bael boss fight with Nero. Big thanks to Binary, MortimerV, and Brian for their extra info! Version 1.1 - (March 14, 2008) - Faust was added to the enemies section. Distortions and Gilgamesh Just Charge were added to Dante's advanced techniques section. Big thanks to Malcolm90K for allowing me to post these techniques in my guide! Version 1.1 - (April 9, 2008) - Alto Angelo and Alto and Bianco formation are now included in the enemy section - bosses will come at a later date. A few corrections were made here and there and more moves were added to Dante's Devil Trigger section. A much bigger update than this will come in a few days - just wanted to finish up with the normal enemies. Version 1.3 - (April 11, 2008) - The "red orb locations" section has now been changed to "red orb guide". I took out my information and replaced it with the_blood_wolf's info. There is also a Bloody Palace Guide written by the_blood_wolf now included in the main guide as well. Big thanks to the_blood_wolf, Shinso_Shikai and butterfly_2689 for allowing me to use their strategies in my guide! Since my red orb locations and the_blood_wolf's conflict with each other at some points, I'll be redoing some of the locations in the main guide in order to match his. Version 1.3 - (April 17, 2008) - Eh, not much of an update, but the walkthrough up to Mission 8 has been proofread. I also added my Xbox LIVE gamertag and PSN username at the top of the guide. Version 1.3 - April 28, 2008) - Proofread up to Mission 14. Added a bit of formatting to the Red Orb Guide to make the mission headers stand out a bit better. Also added a link to my God of War: Chains of Olympus guide on Cheat Happens below. Version 1.4 - (May 12, 2008) - The full walkthrough portion has now been proofread so it should read much better. I have a few extra bits of info that I need to add to this guide then I'll probably consider it done by then. Version 1.4 - (May 27, 2008) - Added some info to the Savior battle (see the extra paragraph underneath the ways to stun him during the actual boss fight; there is also plenty more here and there) and added some information for the third Berial fight (see the last option under Mission 19). There is a note about turning off the tutorial for the first Dante fight (right before the actual boss fight). The Blitz strategy for Dante under the enemies section has been updated with a rather interesting strategy of hitting a Blitz physically while electricity is still around him and blocking the shock with a royal block. An extra combination was added to the Rebellion High Time move section under comments - definitely worth a check if you enjoy juggles and like to show off. Added control descriptions for viewing the game clear bonus art under the extras section. And last but not least, the main walkthrough breakable objects were redone to match the_blood_wolf's red orb guide. Version 1.5 - (June 9, 2008) - Bosses are now included in the enemies section. An extra question regarding PS3 Accomplishments was added to the FAQ section and I added some information about S-ranking Mission 18 near the beginning of that section. ******************************************************************************* CONTACT INFO [CI00] ******************************************************************************* I can be reached at my email address, which is berserker_kev(at)yahoo.com, so please contact me if you have any questions, comments, etc. Replace the (at) with @. I don't mind receiving emails at all. I do have a few guidelines however: 1) Give me a subject in the email, preferably one including the name of the game. An actual subject looks damn sexy in my inbox compared to an unattractive blank subject line. 2) Read the guide over and make sure that your question is not already answered. 3) Please speak in English and attempt to use some correct grammar. This is in no way meant to offend those that cannot speak English well. I have spoken with some readers that claim they cannot speak English when, in fact, they speak better English then some Americans. So basically if you "try" to talk to me then that is good enough. :) And last, but not least, if you found this walkthrough helpful, an email would be most appreciated or you could sign the guestbook on my blog or give me a WUL on IGN. http://club.ign.com/b/about?username=berserker_kev&which=boards It is very true that I write these kind of guides as a hobby, but just that little email that lets me know that I have helped someone always makes me feel special for about five minutes. Don't worry, I won't tell anyone on the gaming boards that you used a guide. ;) ******************************************************************************* ABOUT ME [AM00] ******************************************************************************* "I AM WHAT THE GAMES HAVE MADE ME!" My name is Kevin Hall. I'm 27 years old (28 in March) and live in the US, in a small town in Mississippi. Ever since I was really young, I have been a huge fan of video games since I was first introduced to them via the Atari 2600 and NES 8-bit. My favorite gaming series is the Resident Evil series followed closely by the Castlevania series. I'm a complete horror gaming junkie - survival horrors are my main cup of tea. Capcom is my favorite video game company. They hardly ever let me down when it comes to games with plenty of replay value. I enjoy being creative and hopefully that shows in my guides, specifically this one, since I have put quite a bit of work into it. Whenever I sit down to write a guide, I truly get "in the zone" and my perfectionist nature takes over. My constant goal is to impress myself with my own work and that is one very hard task to accomplish since, well... I am never satisfied. I could easily see myself writing guides like this for years to come. If any gaming company happens to read this and needs a strategy guide writer then please contact me! My known aliases are Berserker, berserker_kev, and Berserker93, though "Berserker" or "Kev" is preferred. If you ever surf the IGN Resident Evil or Castlevania boards or the Arctic Nightfall boards then look for me! Here are a few other bits of information about me: -- IGN FAQ Writer of the Month interview: http://faqs.ign.com/articles/637/637797p1.html -- My Gaming Blog My own site with game reviews, discussions of my guides (some), and random thoughts about video games. Feel free to post up some comments on the blog. I don't bite... well not that much... and not too viciously... http://berserkersblog.blogspot.com -- My other work can be found at both IGN and GameFAQs. IGN - http://club.ign.com/b/contrib?username=berserker_kev&which=faqs GameFAQs - http://www.gamefaqs.com/features/recognition/21400.html?type=1 ******************************************************************************* CHEAT HAPPENS FEATURED GUIDES [CH00] ******************************************************************************* This is a list of HTML guides with pics that I have done for Cheat Happens. If you like my work in my FAQs found around the various gaming sites then you will find that these guides are similar. --> God of War: Chains of Olympus Before Kratos waged war on the gods, he was forced to serve them. www.cheathappens.com/features/god_of_war_chains_of_olympus/gowcoo_index.asp --> Lost Planet A frozen wasteland. An alien menace. An extreme soldier. The battlefield is set! http://www.cheathappens.com/features/lost_planet/lp_index.asp --> God Hand Have Fist Will Travel! http://www.cheathappens.com/features/god_hand/gh_index.asp --> Dead Rising Freelance photojournalist Frank West + a mall full of zombies + tons of stores where anything and everything is a weapon = the scoop of a lifetime! http://www.cheathappens.com/features/dead_rising/dr_index.asp --> Tomb Raider: Legend Lady Croft's next big adventure crosses multiple platforms and delivers on all! http://www.cheathappens.com/features/tomb_raider_legend/trl_index.asp --> Prince of Persia: The Two Thrones "Come, and I will tell you a tale like none you have ever heard..." http://www.cheathappens.com/features/two_thrones/poptt_index.asp ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ^^^ ^^^ | \ / | | \ / | | \ / | | (*\ /*) | -------- -------- ^^ ^^ / \ / \ \ | --------------- | / \| | | | | | | | | | |/ \ | | | | | | | | | / ----------------- ___ __ __ __ __ __ __ __ / __\ /__\/__\/ _\ /__\/__\ /\ /\ /__\/__\ /__\// /_\ / \//\ \ /_\ / \// / //_//_\ / \// / \/ \//__/ _ \_\ \//__/ _ \/ __ \//__/ _ \ \_____/\__/\/ \_/\___\__/\/ \_/\/ \/\__/\/ \_/ T E A R T H R O U G H T H E G A M E! ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- -------------------------------------------------------------------------------- Submitted by Berserker_Kev - Created 3/3/08 (Last Modified 6/9/08) See All Devil May Cry 4 Walkthroughs and FAQs