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    Enemy Strategy/Placements FAQ by The Nightmare Alpha / Vesperas

    Version: 1.6 | Updated: 04/27/04 | Printable Version | Search This Guide

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    <<---Enemy Strategies and Placements FAQ--->>
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    By: The Nightmare Alpha
    Also by: Vesperas-(iwbdk@hotmail.com)
    
    Table of Contents
    
    1. Versions
    2. Contact Us
    3. The Enemies
    4. The Mini-Bosses
    5. The Bosses
    6. DTed Enemies
    7. DTed Mini-Bosses
    8. DMD Bosses
    9. Easy - Norm - Hard - DMD! Enemy layout
    10. Enemy Orb listings
    11. Frequently Asked Questions
    12. Thanks/Credits
    13. Copyright
    
    1. Versions
    
    Version 0.9 (7/16/03): Most is done but the Mundus strat will come soon
    
    Version 1.0 (7/21/03): Changed a bit of errors
    
    Version 1.1 (8/3/03): Added a note
    
    Version 1.2 (8/28/03): Well I was moving the last 3 weeks and I havent been
    online for much time since I had to temporaraly disable my internet (damn DSL).
    Anyway i'm back and working hard to get the Mundus strategy done. (seems as
    though as I have much to do around here...). I checked some errors, erased
    some extra stuff, added stuff here and there, and decorated a bit. Vesperas...
    well I guess he is just lazy to update. (wait I forgot to give him the copy
    before I left, my bad)
    
    Version 1.3 (10/3/03): I have updated a bit to the boss section
    
    Version 1.4 (10/27/03): Added a a couple new sections for the DTed enemies.
    Also changed some of the strategies and moves a bit. Don't expect the DTed
    enemies stuff done though
    
    Version 1.5 (2/19/04): Nothing has changed but I do want to add that I haven't
    been able to get to the DTed enemies idea till May/June. Too bad for my
    viewers...
    
    Version 1.6 (4/27/04): Took some info off.
    
    2. Contact Us
    
    You can contact me at ifritowner@netcape.net and you can contact Vesperas at
    iwbdk@hotmail.com but do not send the following: spam, offensive or continous
    flaming, or anything that has nothing to with the FAQ. Now we will respond in
    a 48 hour period and if we don't get to your e-mail, we will answer as soon
    as we can. If you want, you can Instant Message me at TNAForever11 and you can
    Instant Message Vesparas at iwbdk.
    
    3. The Enemies (By The Nightmare Alpha) (Sin Scythes by Vesperas)
    
    (Note: The Bosses, Mini Bosses, and Enemies will be graded on a 1 to 10 scale
     on how hard they are)
    
    Marionettes
    
    Hardness: *
    
    Description: These puppets are the solders who are hung by the devil's strings
    with unpure faces of sorrow and despair. They are known to hunt the innocent
    with their weapons and their clothes are different colors to distinguish
    themselves.
    
    My opinion: Not hard. These guys arenít a threat and can easily defeated with
    any of your weapons. Now just as a note: they have either double daggers,
    double cleavers, or a shotgun Now when they travel in gangs they can get much
    tougher, especially when they pack Shotgun's. Now since you can battle these
    guy's with the Alastor or the Ifrit, I will separate the strategy into two.
    
    Moves
    
    Slash- Simple. The Marionette will swing its arm and slashes you with its
    weapon. The Marionette only does this if you are too close to it. Now this
    hurts pretty badly if you keep getting hit by it so to ensure that you donít
    get hit a lot there are many ways to avoid this: 1. As soon as you see him
    raise his arm, run. After getting to a safe distance, meet it with a
    Stinger/Kick13 to knock it down 2. If you have the Rolling Blaze, jump and the
    Marionette will be stunned. Once you have stunned the Marionette, you can
    Downward Kick it to knock it down 3. If you got Air Hike, do the double jump
    then Downward Slash the Marionette. This is what the Shotgun carrying
    Marionettes often use. (short range-light damage)
    
    Double Slash- Now if the Marionette has the cleavers or the daggers, they will
    do this more often. The Marionette will do a simple slash then it will do a
    much smaller one afterwards. This, of course, is much dangerous than the one
    above as it does more damage. Now if you get hit by the first slash you will
    be stunned long enough to get the other slash. Now avoid this one like the
    Slash and you'll be fine but be sure not to be near the second slash as it
    still can hit you. Other than that, you'll be fine.
    (short range-medium damage)
    
    War Cry- The Marionette will stop and yell causing a sonic wave to occur. Now
    if you are near this, you will be hung by the devil's strings. Now you will be
    close to the Marionette so he will usually hit you with a Slash but if there
    are many of them, it is a pain. Now to get out of this, shake the analog stick
    so that you can escape but if you DT it will automatically allow you to escape
    this move. (medium range-no damage)
    
    Mounted Stabbing- The Marionette also does this if you leave one side of Dante
    unattended and one is close to you. Now the Marionette will jump on Dante,
    lock its legs around him, and stab him repeatedly in the neck. Now if you
    leave the Marionette stab you, Dante will always throw them off but you will
    be left with a good amount of damage. Now if you shake the analog stick, you
    can get them off faster and it will damage them but either way will get you
    damage. Best way to avoid this, is by not leaving your back or sides alone
    to attack. Another way to avoid this is by DT-ing.
    (short range-low to high damage)
    
    Weapon Toss- Dangerous in general. Now if the Marionette has double daggers
    it will do a stance, spins it daggers, and then tosses them. Now these are
    faster than the other weapons and they travel in straight line. Now if they
    have double cleavers they stand straight, spin their blades, then toss them.
    Now these blades go in a curve path. Once they hit you, they will go back to
    the Marionette (unless the blades hit the wall). Now there are many ways to
    avoid this: 1. As soon as you see the Marionette spin the weapon, connect with
    a Stinger/Kick13 to stop him 2. If you see it spin the weapon, roll to the
    side or jump. If you have Air Hike, double jump to avoid this 3. If you have
    Rolling Blaze, jump. The flames will come in contact with the blades and they
    will not hurt you. (long range-medium to high damage)
    
    Dead Aim- Deadly move and it can only be done by the Shotgun carrying
    Marionettes. The Marionette will stand straight, spin the gun, get in a aiming
    stance, and fire. Now these guys have pretty good aim and the closer you are,
    the more damage you will get. Now to avoid this, kill the Marionette as soon
    as you see one. Connect with a Stinger/Kick13 to stop them as quick as you
    possibly can. Now if you donít see it, try to time a jump. If you jump you can
    avoid the blast and try to be far so that if you get caught in the blast, it
    wonít hurt as much as being near. (long range-medium to high damage)
    
    Death Spin- The Marionette will spin at the waist with its weapon at hand and
    will begin to move. It will move in your direction then finally crash in some
    other area. What you should note is that the Marionette travels quite a
    distance at a pretty fast speed. Now jumping or rolling wont help as they may
    hit you as you recover from the jump or roll so to avoid this: 1. Run as soon
    as soon as you see the wind up then stay a distance. If it still gets close 2.
    fire a Shotgun blast at the right distance to take it to the ground.
    (long range-low to high damage)
    
    Strategy for Marionettes
    Now these guys will be all over the place in the game so you can use the Ifrit
    or the Alastor to take them down.
    
    Strategy with Swords- Now begin with a Stinger. Stingers can take down up to 3
    Marionettes so start off with that. Then shoot with the Shotgun/E&I/Grenade
    Gun to hurt them more. Now with E&I they can still recover and the Shotgun
    keeps them on the ground but more blasts will kill them. To kill them with E&I
    just High Time the Marionette and fire as it is in the air. You will get a
    pretty good ranking as you fire. Now with the Grenade Gun, 1 to 2 shots and
    they die. So to kill them with just the Swords you can High Time 2 or 3 then
    Stinger them. Finally as they recover, slash them with a 5 or 3 hit combo to
    finish them. Use the Shotgun if your overwhelmed.
    
    Strategy with Ifrit- Easy to kill Marionettes with this. Usually a 4 hit combo
    from Ifrit can kill it. The charged combo can kill one in 2 or 3 hits. Now the
    same rules apply, do a Magma Drive then Kick13 as it/they fall and finally
    Kick13 it/them to kill it/them. Grenades and the Ifrit do well together but
    the Shotgun does well against them, especially in DT.
    
    Bloody Mari
    
    Hardness: **
    
    Description: Bloody Mari's are the same as their equally creepy members.
    Bloody Mari's tend to wear the blood of their victims that they slaughter with
    their weapons.
    
    My opinion: Now these guys are not different from the Marionettes only that
    they have the same clothes and they have raised offense plus defense. Other
    than that, they are easy.
    
    Moves
    
    Slash- Simple. The Bloody Mari will swing its arm and slashes you with its
    weapon. The Bloody Mari only does this if you are too close to it. Now this
    hurts pretty badly if you keep getting hit by it so to ensure that you donít
    get hit a lot there are many ways to avoid this: 1. As soon as you see him
    raise his arm, run. After getting to a safe distance, meet it with a
    Stinger/Kick13 to knock it down 2. If you have the Rolling Blaze, jump and the
    Bloody Mari will be stunned. Once you have stunned the Bloody Mari, you can
    Downward Kick it to knock it down 3. If you got Air Hike, do the double jump
    then Downward Slash the Bloody Mari. This is what the Shotgun carrying Bloody
    Mari's often use. (short range-light damage)
    
    Double Slash- Now if the Bloody Mari has the cleavers or the daggers, they
    will do this more often. The Mari will do a simple slash then it will do a
    much smaller one afterwards. This, of course, is much dangerous than the one
    above as it does more damage. Now if you get hit by the first slash you will
    be stunned long enough to get the other slash. Now avoid this one like the
    Slash and you'll be fine but be sure not to be near the second slash as it
    still can hit you. Other than that, you'll be fine.
    (short range-medium damage)
    
    War Cry- The Bloody Mari will stop and yell causing a sonic wave to occur. Now
    if you are near this, you will be hung by the devil's strings. Now you will be
    close to the Bloody Mari so he will usually hit you with a Slash but if there
    are many of them, it is a pain. Now to get out of this, shake the analog stick
    so that you can escape but if you DT it will automatically allow you to escape
    this move. (medium range-no damage)
    
    Mounted Stabbing- The Bloody Mari also does this if you leave one side of
    Dante unattended and one is close to you. Now the Bloody Mari will jump on
    Dante, lock its legs around him, and stab him repeatedly in the neck. Now if
    you leave the Bloody Mari stab you, Dante will always throw them off but you
    will be left with a good amount of damage. Now if you shake the analog stick,
    you can get them off faster and it will damage them but either way will get
    you damage. Best way to avoid this, is by not leaving your back or sides alone
    to attack. Another way to avoid this is by DT-ing.
    (short range-low to high damage)
    
    Weapon Toss- Dangerous in general. Now if the Bloody Mari has double daggers
    it will do a stance, spins it daggers, then tosses them. Now these are faster
    than the other weapons and they travel in straight line. Now if they have
    double cleavers they stand straight, spin their blades, then toss them. Now
    these blades go in a curve path. Once they hit you, they will go back to the
    Bloody Mari (unless the blades hit the wall). Now there are many ways to avoid
    this: 1. As soon as you see the Bloody Mari spin the weapon, connect with a
    Stinger/Kick13 to stop him 2. If you see it spin the weapon, roll to the side
    or jump. If you have Air Hike, double jump to avoid this 3. If you have
    Rolling Blaze, jump. The flames will come in contact with the blades and they
    will not hurt you. (long range-medium to high damage)
    
    Dead Aim- Deadly move and it can only be done by the Shotgun carrying
    Mari's. The Bloody Mari will stand straight, spin the gun, get in a aiming
    stance, and fire. Now these guys have pretty good aim and the closer you are,
    the more damage you will get. Now to avoid this, kill the Bloody Mari as soon
    as you see one. Connect with a Stinger/Kick13 to stop them as quick as you
    possibly can. Now if you donít see it, try to time a jump. If you jump you can
    avoid the blast and try to be far so that if you get caught in the blast, it
    wont hurt as much as being near. (long range-medium to high damage)
    
    Death Spin- The Bloody Mari will spin at the waist with its weapon at hand and
    will begin to move. It will move in your direction then finally crash in some
    other area. What you should note is that the Bloody Mari travels quite a
    distance at a pretty fast speed. Now jumping or rolling wont help as they may
    hit you as you recover from the jump or roll so to avoid this: 1. Run as soon
    as soon as you see the wind up then stay a distance. If it still gets close 2.
    fire a Shotgun blast at the right distance to take it to the ground.
    (long range-low to high damage)
    
    Weapon Shield- The Mari's will put their weapons up when they feel overwhelmed
    and will usually counter with a Slash or a Double Slash. To safely get pasted
    this, get away then come back with a Stinger/Kick13. (short range-no damage)
    
    Strategy for Bloody Mari's
    Now they are the same thing as the Marionettes so I wont explain how to beat
    them but just as a note: these guys have more stamina so they will endure
    more of a beating and they like to use their weapons as a shield so back flip
    because they will counter with a Slash or a Double Slash then Stinger/Kick13
    it to take it down.
    
    Sin Scissors
    
    Hardness: *
    
    Description: Spirits that chose ghost bodies with large scissors as their
    physical weapons. As they are ghosts, they can go through walls to escape your
    attacks.
    
    My opinion: Sins are not very hard. The only thing that is annoying is the
    fact that their scissors block their face. Now for these guys you have to be
    calm and attack when there's a opening.
    
    Scissors Snip- The Sin Scissors will do some short snipping noises with its
    scissors. Finally it will open them real wide and try to snip Dante. This move
    is pretty obvious as you can easily jump away from them but at this time you
    can do a couple things to hit the mask of the Sin: 1. At the right moment,
    jump in the air and the snip will miss. Here you can hit the Sin with a
    Downward Slash/Downward Kick 2. Position so that you will jump on the head of
    the Sin. If done right, you can jump on his head and stun him. From here you
    can Downward Slash/Downward Kick the Sins mask that will do extra damage 3.
    Smack the scissors and the Sin will have his mask wide open. At this time get
    as close as you can to the mask and fire. If you do this, you will probably
    get a critical hit and extra orbs. (short range-medium damage)
    
    Scissors Stab- The Sin will grab his scissors and back them up and finally the
    Sin will stab them in you. Now this is pretty slow on the draw so when you see
    its scissors back up, run so that this move doesnít get you. Now if you are
    close and you have no time to escape, slash at the scissors to knock it back.
    From there you can get a critical hit and finish the Sin.
    (short range-medium damage)
    
    Scissors Pin- When you have angered the Sin more than enough, they will circle
    around you then launch at you with their scissors parallel to their body. Now
    this is pretty dangerous since this CANT BE PARRIED so rolling to the side to
    avoid this move is the best way. (long range-high damage)
    
    Scissors Toss- Now when you kill the Sin, it will toss its scissors in the air
    and they will land where the Sin died. Now the power of this move all depends
    on how high the scissors go. Now if the scissors go high in the air, they will
    do pretty good damage but if it doesnít go very high, it will do less damage
    but it still does some good damage. Now to avoid this move, simply run away
    from where the mask shattered and you'll be fine. (short range-high damage)
    
    Strategy for Sin Scissors
    Now of course I will split the strategy in two since they can be defeated by
    the Swords or Ifrit.
    
    Strategy with Swords- Now to kill them with swords is pretty easy. Now when
    the Sin decides to snip you, jump and connect with a Downward Slash. Three or
    less will do just fine. Also if you want, you can critical hit the Sin. To
    critical hit him, allow it to do the Scissors Snip and smash the scissors with
    a slash from your sword and the Sin should get stunned as the scissors are
    backed up leaving the mask open to attack. Now get as close as you can to the
    face and unload a Shotgun shot in its face. If done right, it will get its
    mask shattered and extra orbs will be your reward for the hit.
    
    Strategy with Ifrit- Now with Ifrit do the Downward Kick to its head when it's
    open to attack. About 2 should deliver the death to the Sin, if not then hit
    it 1 to 2 more times to kill it. Now to critical hit the Sin, get the Sin to
    get near the ground so that you can hit the scissors a lot more better. Now as
    it goes for the hit, Kick13 the scissors. If done right, the Sin will lose its
    grip and it will be vulnerable. As soon as the mask is open, go in close and
    fire a Shotgun Blast and it should kill it quickly.
    
    Underwater Strategy- When you face them under water, have the Needle Gun and
    fire at the closest one to take it out and make sure to keep a eye out for
    them. Now if you want, you can critical hit the Sin. To do this simply fire
    one round of needles (what I mean by round is how many shots are released
    before you have to reload). So when you got to critical hit, make sure that at
    least 1 needle hits the scissors so that the Sin will lose its grip on them.
    After the Sin loses its grip, allow the rest of the round to smash it in the
    face. If done right, it will die by the last needle and will give you a rather
    big orb for doing so.
    
    Sargasso
    
    Hardness: *
    
    Description: Spirits that chose skulls to frighten humans. They live from dark
    murky waters to nightmarish areas. They solely live in the human world and
    also live in another and are able to transport to do so.
    
    My opinion: Not too hard. They are pretty fast but they can't get a advance on
    you. The small ones take 2 Stingers/Kick13 but the larger ones take about 5 of
    them.
    
    Moves
    
    Bite- The Sargasso comes in close and bites you. Now when you see this,
    back flip to get out of the way so that this doesnít get you. Jumping also can
    get you away from this. (short range-low damage)
    
    Ice Breath- The Sargasso will charge some energy in its mouth and fire several
    spray's at Dante. This is rather wide ranged but it can be avoided by running
    away from the breath attack. (medium range-low to high damage)
    
    Strategy for Sargasso's
    The Sargasso's shouldnít take you much time to defeat. Both Devil Arms are
    able to finish the job.
    
    Strategy with Swords- One Stinger and a Shotgun blast can finish a Sargasso.
    The bigger ones take about 2 or 3 Stingers followed by 1 or 2 Shotgun blasts.
    
    Strategy with Ifrit- A Kick13 with a Shotgun Blast kills the small ones. The
    bigger ones take 2 or 3 Kick13's with 1 or 2 Shotgun blasts.
    
    Beelzebub
    
    Hardness: *
    
    Description: Demons that chose insect bodies to torture and scavenge the dead
    and dying. They are very cannibalistic, eating each other for survival...
    
    My opinion: HA! these are simply the easiest enemies in the game. A couple
    shots and they fall to the ground faster than you can say Devil May Cry. The
    ground types have more stamina but are still easy to kill.
    
    Moves
    
    Insect Bite- The Beelzebub will come in close and bite you. Now this is only
    done if you stand still and can only be done by the ground types. Now this is
    pretty light attack so you shouldn't worry too much about it. Simply jumping
    out of the way will get you out of danger. (short range-low damage)
    
    Maggot Spray- This can be done by both ground and flying types. Now the flying
    types will spin around you and spray a bunch of these on you but the ground
    types will just spit it at you. Now this does little damage as well but it
    screws up your aim for a bit. Now to avoid the flying type's spray, simply
    either shoot them down or avoid the area that they are spraying. For the
    ground ones can be stopped by rolling away or attacking them. If you get
    sprayed, simply fire your gun to get some off or all of them off.
    (short to medium range-low damage)
    
    Back Breaker- The ground type will jump on your back if you leave them to
    sneak behind you. Then the Beelzebub will jump on your back and make a nasty
    re-adjustment to Dante's spine. Now to avoid getting Dante's back split, keep
    your eyes open for the ground ones. If you do see one sneaking up, kill it for
    its misery. (short range-medium to high damage)
    
    Power Up- The ground ones are only capable of doing this. If one of the flying
    Beelzebub fall to the ground dead, the ground ones will feed on it. If one
    does eat it, the ground one will gain speed and stamina. Simply attack the
    Beelzebub so that it won't feed on the remains. (any range-no damage)
    
    Maggot Throes- The Beelzebub will simply spray a bunch of maggots at you when
    they die. This is pretty short ranged so you just have to stay away when it
    dies. A Shotgun blast will clear any that are on you. (short range-low damage)
    
    Strategy for Beelzebub
    These bugs aren't much of a threat to you. The only thing that may overwhelm
    you is the fact that they come in great numbers.
    
    Strategy with Swords- Stingers can practically bring the ground ones to their
    death. High Time's flip the ground ones on their belly then you can Downward
    Slash their bellies to kill them. One single Shotgun blast kills the Flying
    Beelzebub automatically and 3 kill the ground ones. Vortex and Air Raid with
    Alastor kill the Beelzebub very quickly if you have DT to spare.
    
    Strategy with Ifrit- Kick13 also does well for killing Beelzebub's and Magma
    Drive's flip them on their backs then a Downward Kick finishes them. The
    flying Beelzebub die in one hit to the Shotgun and the ground take 3 to die.
    Meteors and Inferno's kill Beelzebub's quickly as well.
    
    Sin Scythe: (By Vesperas)
    
    Part 1: Attacks they use
    
    Scythe Swing: This is a melee attack, They swing their scythe spinning in
    front of them and it cuts you up. Best jump out of the way of this attack,
    itís not that hard to avoid.
    
    Scythe boomerang: The Sin Scythe will circle you (This will indicate that they
    are pissed) and then throw their scythes at you, hitting you a bunch of times
    (this is very damaging) and then coming back for some more. You should jump to
    the side and then jump to another side when it comes back (it doesnít go in a
    straight line-front to back..) or you can hit it back with a DTíed slash, this
    will ensure that they stay pissed. If you knock it back you can Critical hit
    them, since they get knocked off balanced, however they donít give up any
    extra orbs like the other Sins.
    
    Nucleus Umbrella: After they finish circling you after throwing their scythes,
    they will plop a stick thing in the air. This will then pop out like an
    umbrella and they will gain energy. You should never let them even get this
    ritual done, you should be able to kill an off guard Sin very easily.
    
    Steal Soul: If they gain enough energy, why not just let them pick you up and
    rip your soul out? Just wiggle out if you get caught.
    
    Falling Scythes: Just walk out of the way. This is only when they die of
    course...
    
    Part 2: Attacks you should use
    
    Use Alastor: Downward Slash them as best as possible. When you got 3 symbols
    just air raid, 2-3 three will kill any Sin scythe.
    
    Use Sparda: One Downward Slash will usually kill a Sin Scythe.
    
    Use Shotgun: Just keep shooting them with it, youíll kill them a lot easier
    than the scissors.
    
    Use Grenade Gun: Oh boy is it great blowing up a Sin with a Grenade, 2-3 shots
    and its dead.
    
    Use Nightmare B: A fully charged shot will even kill all four of the Sin
    Scythes in the courtyard...
    
    Part 3: Other stuff
    
    1. Sin Scythes are spirits with masks and Scythes. Those two things are their
    only solid damageable body parts.
    2. If you look closely they have different masks then the Scissorsí mask, but
    retain the same girlish laughter.
    3. You can jump and play on their umbrellas!
    4. When they DT, they move faster, and will hurt you with their boomerang
    toss.
    5. They give about 40 - 51 orbs.
    
    Blades
    
    Hardness: **
    
    Description: Demons that chose the body of reptilians for their speed and
    cunning attributes but they lack the necessary defense that make them
    vulnerable to attacks so they come armed with shields with magic to protect
    them. With their claws they are able to impale any enemy and they are even
    able to shoot them at you. Once you have been damaged severely, they will go
    in for the kill like a pack of wolves...
    
    My opinion: These guys are the "guards" that Mundus has put in charge. Now
    they are quick and can escape some of your moves with ease plus the fact that
    they wear armor for extra defenses makes them a superb enemy but they become
    very easy to kill once the armor is off.
    
    Moves
    
    Claw Slash- The Blade will advance at you a bit and slash. This is predictable
    so jump out of the way and counter with a Stinger/Kick13 to it. Usually this
    is done as a counter when you knock them down to the ground or when you are
    not paying attention to one so be careful. (short range-medium damage)
    
    Dashing Slash- The Blade will be far from you, then he will rush and slash you
    very quickly. Now, unlike the Claw Slash, this move is pretty hard to guess so
    be prepared as its arm sticks out when the Blade comes in for the attack. This
    does a bit more damage so when you see this, either fire a Shotgun blast or a
    Grenade Shell to bring it down. A Stinger/Kick13 can also bring it down but it
    must be timed. (long range-medium damage)
    
    Downward Slash- The Blade will jump high in the air then come down with a claw
    slash. This is much more heavier than all the other slashes but is really
    obvious so as it comes down, fire your weapon or High Time the Blade. It
    should be able to take it down pretty quickly to the ground. Now if you don't
    have enough time to attack, roll to the side so that the Blade doesn't hit
    you. (short range-high damage)
    
    Stab n' Smash- The most stunning and dangerous move that the Blade gives out.
    The Blade will stab you and carry you up. Then he will smash you down with his
    claw and shove you off. This hurts Dante pretty well and stuns him afterwards,
    just enough time to sometimes allowing another Blade to do another attack but
    it is a short range move so keep the Blades busy with a Stinger/Kick13 to keep
    them off you. (short range-high damage)
    
    Blood Claws- This move is usually done if you are far away from them and is
    the only move that the Blades underwater do. The Blade will screech at you and
    bend over a bit. Finally the Blade will send about 5 to 8 Blood Claws at you.
    Now this is pretty obvious and slow but it can stun you and set you up for a
    move. Now to avoid this move, thereís a couple things to do: 1. With Ifrit,
    use Rolling Blaze to deflect the claws 2. Time a hit so that the claws will be
    deflected 3. run away so that they donít hit you.
    (long range-low to high damage)
    
    The Scent of Blood- If Dante's life bar is on red, the Blades will get more
    fierce in attacking you. Now this means that you got to be more alert as they
    now get much more faster in execution of moves and their speed. Make sure to
    be ready and donít make mistakes. (any range-no damage)
    
    Strategy for Blades
    These guys are fast but with the right moves, they can be taken down rather
    quickly. Your first priority is to take the armor off (if they have any) then
    kill them.
    
    Strategy with Swords- Stinger is your friend with taking off the armor. So if
    there is one with armor, Stinger it to take it down and to weaken the armor.
    Keep Stingering until it breaks then begin to do a combo, back up, Stinger,
    and do another combo. Another way is to High time them and then Grenade them.
    Now to critical hit them, you have to send them on the ground so that their
    back is showing. Then quickly Downward Slash the Blade's back. You will know
    that you critical hit him when he does a screech out of pain and blood comes
    out more than normal. The Nightmare Beta is able to send them to the ground,
    showing their backs in the process so use it to your advantage.
    
    Strategy with Ifrit- Kick13 is your friend here with armor breaking. Smash the
    armor (if it has any) them begin your assault with Grenade-Kick13 the Blade,
    DT, and Kick13 auto-combo the Blade or you can: Kick13, back up, Kick13, and
    back up. Now if there's one Blade, the Ifrit 4 hit combo stuns and damages the
    Blade so use it. Now to critical hit the Blade, get it to land so that his
    back is exposed then Downward Kick the Blade to critical hit it. With Ifrit
    the critical hit does serious damage, especially when you do the kick at the
    top of your jump.
    
    Underwater Strategy
    Now you are only armed with the Needle Gun so aim at the Blade and fire at it.
    It won't take very long to kill. If it fires its Blood Claws, use the Needle
    Gun to deflect the claws away.
    
    Fetish
    
    Hardness: ***
    
    Description: The "generals" of the puppets. Known to be the masters of fire,
    they wear a head dress and carry fire embedded Yo-Yo's to attack unsuspecting
    enemies. They have odd bodies with the head of a bird and the feet of a cat
    with a blue orb in the middle of their chests.
    
    My opinion: Now the Fetishes are not as easy to hit because its defenses are
    much higher than any of the other puppets. Best thing to do is to use high
    power moves to take them down (ex: Stingers, Kick13). The Grenade Gun is
    awesome against them.
    
    Moves
    
    Slash- Simple but rarely used in close combat. The Fetish will swing his arm
    above his head and come down to strike you. This one actually does more damage
    than the ones that the other puppets use. Now under rare circumstances it will
    do this but if he does do this there are ways to avoid this: 1. as soon as the
    arm goes up, move so that it doesnít hit you and counter with a Stinger/Kick13
    2. Blast it with the Grenade Gun to knock it down 3. Rolling Blaze still works
    in stunning the Fetish so use it and counter to take it down 4. Air Hike does
    well so double jump then you can hit it with a Downward Slash.
    (short range-medium damage)
    
    Flame-Thrower Limbo- This is usually the starter in a battle. The Fetish will
    bend at the knees, like doing the limbo. Finally it will bend itself back into
    place and fire a spray of fire. This is pretty dangerous as it has a large
    range of the area. Now if you get hit by this you may fly back or if you are
    close, you will get hit several times which takes large amounts of your life
    bar and it isnít good. Now to counter this there are 2 ways to do this: 1.
    When the Fetish is bending down, smash him with a Stinger/Kick13 to bring him
    down 2. Fire a Grenade to bring it down. (medium range-high damage)
    
    Flaming Yo-Yo's- Now if you are far from the Fetish, it will do this move
    sometimes. The Fetish will spin the Yo-Yo's, toss them at you, the Yo-Yo's
    will linger in position, then go back to the Fetish. Now if you get hit by one
    of these they will knock you down and leave you with some pretty serious
    damage so be careful. Now suppose you miss it, you could still get hit by it
    when it returns which will leave you in the same predicament as if you were
    hit by the first one. Also if you miss the first pass and you touch it as it
    lingers, you will get hit so be careful. To dodge this move rolling and
    jumping over it will get you out of the way. Once again a Grenade knocks them
    down if you donít want to roll or jump. (long range-high damage)
    
    Flame Shield- Now this is what makes the Fetish annoying. Now if the Fetish
    feels overwhelmed it will block your attack with its Yo-Yo's and flame you
    pretty badly. If you get hit, usually you will get knocked with pretty good
    damage. To avoid this just donít attack the Fetish with weak hits. Now if you
    find yourself in the flames, run out as fast as you can so that you wont get
    hit badly. (short range-medium damage)
    
    War Cry- The other puppets can do it, so can the Fetish. Now the Fetish will
    stand still and yell causing a sonic wave to occur. If you get caught in the
    Cry, you will be hung by the devil's strings. Now here you will hang and be
    wide open to attack. Now you wont be very far from the Fetish so it will
    usually do one of its move but it will sometimes do its Slash to hit you. Now
    in a group of Fetishes, this is bad so to free yourself wiggle the control
    stick so that you can be free. This moment can allow you to counter back the
    Fetish. If you have DT, you can DT and it will automatically free you.
    (medium damage-no damage)
    
    Fiery Death Spin- Now just like the other puppets, the Fetish will spin at the
    waist with its Yo-Yo's at full flame. It will then start to spin faster and
    move in your direction. Now the Fetish can cover a lot of ground and gain
    speed with this move plus this move can hit you several times as well. Now
    jumping or rolling wont be good here as the Fetish can hit you when you
    recover. Now the best way of avoiding contact with this move is to fire a
    Grenade so that it will send the Fetish to the ground. The only other way to
    avoid this is by running but the Grenade does well on its own.
    (long range-low to high damage)
    
    Mounted Headbutt- The Fetish will jump on you, lock its legs around you, and
    smash you with their bird head. Now this only happens when you are close to
    one and you leave one side unattended. Now when the Fetish gets on you, he
    will smash you for sometime then Dante will shove him off but you will get
    damaged rather heavily but if you wiggle the analog stick you will still take
    damage but it wont be as much as if you left the Fetish to stab you. DT also
    rids of them rather quickly. (short range-low to high damage)
    
    Strategy for Fetishes
    Now since these guys love to use their Flame Shield to protect themselves, you
    need moves that will send them to the ground.
    
    Strategy with Swords- Start off with a Stinger to knock it down, then Downward
    Slash it. When it gets up, you can High Time the Fetish then either carry
    yourself with the Fetish and Downward Slash or stay on the ground and juggle
    him with E&I until he dies. Grenades do well to take the Fetish down so use it
    if you are overwhelmed. Air Raid with Alastor kills many Fetishes as well as
    Vortex.
    
    Strategy with Ifrit- Now start with a Kick13 to take it down then as it rises,
    do a fully charged Magma Drive to launch it in the air and finish with
    juggling the Fetish with E&I. Usually this can take out the Fetish but when
    you encounter many, fire a Grenade to bring them down then Kick13 them as they
    get up. Inferno automatically kills the Fetishes so feel free to do so.
    
    Plasma
    
    Hardness: ***
    
    Description: A evil spirit that is made of electric energy that takes the
    shape of his enemy to attack them. Due to this mimicking, they are able to
    face anyone without danger to itself. Although they are able to take the form
    of anything, their true form is that of a bat.
    
    My opinion: Plasmas are tough in groups but signally they are pretty easy. Now
    one note: donít use Alastor for the Plasmas or the Nightmare Beta due to the
    fact that the Alastor is electric powered so it does less damage to the
    Plasma. The Nightmare Beta doesnít hurt the Plasma because the NB beams are
    evil energy and so is the Plasma so it is able to reflect the beam. Best to
    use the Sparda or preferably the Ifrit.
    
    (the moves will be separated as it has two forms)
    
    Bat's Moves
    
    Vertical Eye Beam- The bat will make a charging noise and fires a long
    vertical beam starting from the ceiling all the way to the ground. This cuts
    pretty quickly but it still gives you time to avoid this move so when you
    see this move come out, roll to the side to get away. (long range-high damage)
    
    Blade Beam- The bat will do the same charging move as the Vertical Eye Beam
    but then it will make a horizontal blade of energy. Now this will track your
    last position but it is pretty fast and damaging so to avoid this, jump away
    from it so that you wont be sent to the ground. (long range-high damage)
    
    Transformation- The bat will simply make a flash and will turn into "Dante".
    Usually this will only happen when you get close to the Plasma but at times it
    won't. Now the Plasma will usually stay on the ground and attack with melee
    weapons more than the beams but it is still able to do beam attacks.
    (short range-no damage)
    
    Human's Moves
    
    5-Hit Combo- When the Plasma gets close, it will unleash its sword and give
    Dante a 5 Hit Combo. Now this is usually done when they get close and this can
    be rather stunning as its quick so you must be ready. To avoid this move,
    simply avoid the Plasma then come in with a Stinger/Kick13 to hurt it.
    (short range-low to high damage)
    
    3-Hit Combo- The Plasma will do the same as above but does your 3-Hit Combo
    instead. Now this is actually done more than the 5-Hit Combo so this wont be
    so rare but it does less damage than the 5-Hit Combo. When you see this, move
    away then Kick13/Stinger the Plasma. (short range-low to medium damage)
    
    4-Hit Combo- The Plasma will have "Gauntlets" on and do your 4-Hit Combo but
    much more faster and less damaging. Now this is pretty fast but sometimes the
    Plasma stalls in the combo so take advantage of this time and hit the Plasma
    with a Kick13/Stinger to stop it from continuing the combo. Now donít get
    caught in the middle of a group as this can basically mean death so try to
    move away from the group and nail one. (short range-low to high damage)
    
    High Kick- Used as a recovery move when it has been knocked away by Dante or
    when it is far away from him. Basically, the Plasma will run at you a bit then
    give you a face full of foot. Now this can be annoying as it can stun you and
    set you up for the other attacks that it can dish out. To avoid this move
    there are 2 ways to avoid this: 1. Jumping out of the way will get you out of
    trouble 2. Rolling or a Back flip will get you out of its range.
    (short range-medium damage)
    
    Electrical Interference- With the Plasma's "Gauntlets", it will punch the
    ground and create a short shockwave of electrical energy similarly to your
    Inferno. Now this move is truly poor and it does pathetic damage as it is used
    in desperation but like other moves, it does stun so you must be precautious
    and look around for others so that you donít get blindsided. Staying away is
    the best way to avoid this. (short range-low damage)
    
    Desperation Eye Beam- The most damaging move that the human Plasma does. It
    will rotate its arms in a mystic fashion and fire a long beam horizontally at
    Dante. Now this is a heavy move but it can only be done when the Plasma is
    about to die and it is pretty easy to dodge. Now when the Plasma does the
    motions to the move, prepare yourself. When he launches the beam, jump away
    from the beam and you wont get hit. Be sure to recover with a move as it will
    continue to do this until it dies. (long range-high damage)
    
    Duplication- When the Plasma feels overwhelmed or is about to die, it will
    create a duplicate of itself ranging from one to three. Usually when it is
    overwhelmed, it will create three clones of itself. When its about to die, it
    will clone one of himself. Now when you face Plasma's this is actually random
    so really you cant tell if it will do it or not. (any range-no damage)
    
    Transformation- The "Dante" will simply make a flash and will turn into a bat.
    Usually this will only happen when you get far to the Plasma but at times it
    wont. Now the Plasma will rise up and stay airborne and fire its beams.
    (long range-no damage)
    
    Strategy for Plasma's
    Plasma's arenít affected by the Alastor or NB so donít use them. Now you have
    a choice of the Sparda or the Ifrit. As a note: if you can keep them in bat
    form, they wont duplicate.
    
    Strategy with Sparda- Start with a Downward Slash for the bat ones and Stinger
    the human ones. Then continue with a thrusting combo if there is a single
    human Plasma but if there are many, do a 5-Hit Combo then repeat with a
    Stinger then High Time and another Stinger. Grenade Shells do well for the bat
    Plasma so use them when they are in bat form.
    
    Strategy with Ifrit- Better to use. Start with a Kick13 then a 4-Hit Combo.
    Magma Drive's knock the Plasma's down so use them. When you have DT, Smash it
    with a Inferno, Meteor, or a auto-combo. DT Grenade shots take the bats down
    in 3 hits or so.
    
    Nobody
    
    Hardness: ****
    
    Description: A group of "misfits" from the underworld. Although they are truly
    horrifying they are real survivors, living through many hardships of the
    Underworld.
    
    My opinion: Nobodies are hard in groups as they can do some of the most
    annoying things. When they are small, they cause no threat but can be nimble
    but once they are big, they dish out more damaging moves and annoying counters.
    
    (the moves will be separated as they have two forms)
    
    Small Nobody moves
    
    Punch- The Nobody will reel its arm back and hit you in the face. This can
    only be done when the Nobody gets in close. This move is actually pretty weak
    but stuns and can set you up for any other moves from other Nobodies so try
    not to get hit too much. To get away from this move, try not to stand still
    near a Nobody and it wont do this move. (short range-low damage)
    
    Back Hand Slap- After the initial punch, sometimes the Nobody will then slap
    Dante afterwards. Now this as well doesnít do much damage so donít be too
    worried if you get hit by this but remember to not get hit too much as it can
    set you up for other Nobodies in the area (if there are any others).
    (short range-low damage)
    
    Masking Ritual- When the Nobody has taken enough damage, it will put on a mask
    and grow 2 times its size. Now this makes the Nobodies much stronger and it
    now can do some of its annoying moves. You cant stop this from happening
    unless you kill the small Nobody quickly (which is quite rare)
    (any range-no damage)
    
    Big Nobody moves
    
    DT Ritual- The Nobody will only do this when you decide to go far away from
    him. It will start to get on its hind legs and do a jig. After doing that, it
    will turn the screen all wavy and take your DT pretty quickly. You donít want
    this so there's two ways to avoid this: 1. Donít get far away from the Nobody
    and it wont do the Ritual 2. If you go far away and it does this, quickly get
    near it and smash it with a Stinger/Kick13. (long range-no damage)
    
    Counter Kick- VERY annoying. When you knock it down with a hard hitting move,
    it will run at you a bit then kick Dante pretty far as it flips to recover
    ground. Truly annoying so to avoid this, there are a couple ways to get out of
    this: 1. Try not to hit the Nobody in the face but the back. If you hit in the
    back, it will lose his footing and fall over and it can't do this move leaving
    it quite vulnerable 2. If you have knocked it down, meet the Nobody with a
    Stinger/Kick13 as it starts to run. It may try the kick again so hit him as he
    runs 3. Rolling Blaze protects you. Now it will do very little to no damage to
    the Nobody but his move will do no damage to you. (long range-high damage)
    
    Eye Explosive- Sometimes when in battle, it will grab a eye and put it on the
    ground. This eye will not do anything if you are far but if you are close it
    will move towards you until it hits you in which it will explode. Not a
    damaging move but many of these eyes can really add the damage up so shoot at
    the eye to pop it and leave you without any damage but be sure not to be close
    as the eye can still spurt the acid inside of it. (short range-medium damage)
    
    Grab n' Smash- The Nobody, when it is big, has a arm on his back and when you
    are too close for its comfort, he will use it. He will grab you, smash you 2
    or 3 times then leave you on the ground as it laughs at you. Probably it's
    most damaging move. The best way to avoid this is not standing very close to
    the Nobody as it will trigger him to do this. (short range-high damage)
    
    Toxic Flesh- When the Nobody dies, the flesh will explode. This flesh is toxic
    so it will damage you if you are near it. Best way to avoid this is by not
    getting too close and you'll be fine. (short range-low damage)
    
    Strategy for Nobodies
    Now although they are very annoying, they are pretty easy to defeat. Using the
    Ifrit or the Swords will do well.
    
    Strategy with Swords- Now using the Swords is a good choice. When using the
    Alastor, Stinger the Nobody (or Nobodies) to get your DT up and to damage him.
    Once the Nobody grows, DT and Air Raid him. Now with the Air Raid, it will
    either kill him or damage it to the point where it will grow back to small
    size. When it turns small again, Stinger it a couple more times and it will
    die. Now with the Sparda you donít have the luxury of Air Raid so Stinger is
    now your friend in killing it. Now when the Nobody is small, Stinger it but
    when its big there is another way to Stinger that wont get you a face full of
    foot. To do this, High Time the Nobody. When you High Time a Nobody, it will
    rise in the air and slowly get back. When the Nobody does this, quickly go to
    the back of it and now you can Stinger it as much as you want without the
    Nobody countering. This also works well with Alastor if you havenít killed a
    large Nobody and you need DT.
    
    Strategy with Ifrit- Using the Ifrit is a bit harder but still works. Now
    start off with Kick13's to knock the Nobody/Nobodies out. When they grow,
    launch a Kick13 auto-combo, Inferno, or Meteor at it. This will usually shrink
    or kill the Nobody. If there any small Nobodies left, Kick13 to kill them. If
    there are any big Nobodies left, Magma Drive the Nobody. This will stun the
    Nobody so go around it and once it regains its composure, Kick13 its back as
    much as you want to kill it without the Nobody countering.
    
    4. The Mini-Bosses (By The Nightmare Alpha)
    
    Shadow
    
    Hardness: ****
    
    Description: Shadows are demons that chose a catís body to stalk on innocent
    victims and uses the shadows of its victims to shift-shape and create weapons
    to get others.
    
    My opinion: These guys arenít that hard in my opinion..... oh yea there was
    the first time I faced it when I used a vital star to pass the shadow. Cheap,
    huh. Anyway these beasts arenít as difficult as they seem once you break it
    down and learn their moves. They are fast so you use the Alastorís speed
    to counter-act. Guns are the only things that will allow you to get to the
    core.
    
    Moves
    
    Shadow Lance Thrust- This is a fast move but has some wind up before the
    thrust. The shadow will stop moving, will sit on its hind legs, and its head
    will ďcollect black energyĒ. At this time jump out of the way because a huge
    spike will come out of his face. This move although has some wind up its still
    fast and can pin you pretty badly. Make sure not to go on the balcony or any
    high area because itís a shadow so its attacks can pierce through the walls
    and hurt you. This move can also be used against the shadow because if you
    jump on the head of the shadow, you can attack its core with your guns without
    the need of lowering its defenses to attack the core. To dodge this move
    simply roll to the right or left also if you want, you can jump to evade the
    spike. (long range-high damage)
    
    Puddle oí Spikes- a unique move that can do a lot of damage if you donít move.
    The first sign of the shadow to do this move is that it turns into a puddle
    and doesnít move. The second and final sign is when a little black spot of the
    shadow appears below you. When that spot appears, dodge to the sides or back
    so that the spikes donít hit you. This tracks your last position so it isnít
    that bad. Also as a side note, this is the coreís only move so DT will help
    you if you get hit because it is your only chance to attack it and you cant be
    stalled. It will always do this move in puddle form. Oh if you donít happen to
    have DT and you have to attack the core, you can stay near it and you wont
    take damage. (any range-low to high damage)
    
    Giant Bite- This is a move that is somewhat hard to avoid but if you know what
    your doing then it will be easy. The shadow will be in puddle form when he
    does this but sometimes it will do it in cat form. Then it will back up a bit
    and it will advance at you with a giant bite. This is not a hard move to dodge
    but if you are not in view of the shadow then it will not be as easy plus it
    increases your chances of getting bitten. Simply dodge to the opposite
    direction of the bite or jump away from the Shadow and youíll be fine.
    (short range-high damage)
    
    Bite ní Smash- This is different from the Giant Bite. Instead of biting you,
    it will bite and hold you in its jaws. After getting a grip on you it will
    slam you twice then throw you. Dodge this in a similar manner of the Giant
    Bite. Itíll almost always be in puddle form when he does this.
    (short range-high damage)
    
    Sickle Smash- This is annoying. The shadow will jump, so get ready, and morphs
    its head into a sickle. After that it will spin in the air and smash with
    devastating accuracy. First rule with this move: DO NOT JUMP. This will allow
    the shadow to smash you a lot more accurately. There are two things that you
    can do: 1. When you see it in the air and it comes down, dodge to the right or
    left as soon as he comes into your range of view. There is a chance that after
    the shadow lands he will sit there but momentarily so it will give you the
    perfect chance to land a close range shotgun blast or two. 2. This can only be
    done if thereís a obstacle in the way. When the shadow moves, try to make it
    move near a pillar, rocky slab hanging down, or in the case of the Normal file
    behind the fountainís. Now when it jumps it wont be able to pass through the
    rock slabs and pillars or the fountain BUT just to be sure, be ready to dodge
    in case if it passes through some how. (any range-high damage)
    
    Phantom Lances- Now if you decide to slash the Shadow (which you shouldnít),
    the Shadow will counter act: heíll charge some energy, make some Phantom
    Lances, then releases them or stabs you with them depending on if you are far
    or not. This is a long range or a short range move depending on where you are
    and it does stun you which it then can set you up for the Shadow's heavier
    moves. Just donít slash the Shadow and you'll be fine.
    (any range-low damage)
    
    Explosive Bite- This is the most damaging move in the arsenal of the Shadow
    and he only does this when he is in his anger mode. It is similar to the
    Bite ní Smash only that it adds a explosion to the end in which it will die
    but it will damage Dante pretty badly. What sucks the most about this move is
    that the shadow does this about 3 to 5 times with the exception of him doing
    the Puddle oí Spikes or Lance Thrust but it is rare though. Remember that he
    sort of back's up then advances towards you. Heíll almost always be in puddle
    form when he decides to do the move. Dodge to the opposite direction of the
    bite or jump to the side. (short range-very high damage)
    
    Hybrid Explosion- In your first battle with the shadow in normal, you donít
    have to worry but in other battleís you have to. Anyway the shadow will chase
    you when itís red and finally its core will come out while still in its cat
    form. It will screech at Dante then implode on itself. If you get too close to
    the explosion, it will push you far along with some good damage. Just donít
    get too close to it when this happens and youíll be fine.
    (short range-high damage)
    
    Strategy for Shadows
    The best thing to do is to use is the shotgun. It likes to stalk you so shoot
    it repeatedly while moving to get you the chance of getting its core out. Also
    you can DT and fire DT shots to expose the core even faster. Air Rand is also
    a good move to do since you can hover over the shadow and fire bolts that do
    more damage. Once you run out of DT and its core is out, stinger it. If you do
    Air Raid and it hasnít shown its core yet simply shoot 1 to 3 more shotgun
    shots to expose the core. When the shadow reforms, make sure to see the color
    and stay far when it reforms. If its black, keep on going. If its red... run.
    If it gets you in the Explosive Bite, say goodbye to about half of your
    health. Be lucky if it does the Puddle oí Spikes or Lance Thrust cause it is
    rare if it does it in its anger form. Once it dies watch out because that
    explosion can still hurt you. Oh one more thing, the Nightmare Beta is a
    great weapon for Shadows especially in tight corners because of the rebounds
    and good power.
    
    Multiple Shadows
    Later on you will have to face more than one Shadow. Yes it COULD be harder
    but its not as hard as it seems. Now you will have the choice of using the
    Ifrit and Alastor.
    
    Alastor Strategy- Now you can settle with this to beat the Shadows. Simply
    gain DT and Air Raid. Now focus you're Air Raid on one Shadow while luring it
    away from the others. Once you lure it away and the orb is out, stop flying
    and Stinger the life out of the Shadow. Now you'll have it on red and it will
    chase you. Run and jump away from the Explosive Bite. It will explode and now
    you can get the orbs. Then repeat this to the others and you will win. Easy as
    that.
    
    Ifrit Strategy- With Ifrit, you can relieve yourself with the hassle of using
    a lot of DT. Start with the closest Shadow and don't attack, once the Shadow
    prepares it's Shadow Lance Thrust, get close to the Shadow. Once the Shadow
    actually does the spear, jump on the spike. Preceed to DT and then fire a
    blaze of DTed E&I shots as fast as you can. If done right, the Shadow will
    turn red. Whats the idea of getting closer? Shadow's like to stick together
    and so your aim may go to the other Shadow as you go for the one your after.
    Getting closer to the Shadow that you want to destroy gives you more chances
    of finishing the Shadow. If the Shadow doesn't turn red, then fire a couple
    more shots until it reveals it's core. if you have some DT left, do a Kick13
    Auto-Combo. It should then turn red and you must finish the rest. Another
    alternate is Meteor Lvl 2. The difference is that you must be quick with
    loading the entire Meteor or else the Shadow will return to normal and your
    Meteor will go to waste.
    
    Strategy with Nightmare Beta- Now using the Nightmare Beta is a good idea. All
    you have to do is find a good time to fully charge the Nightmare Beta then
    release it. If you charged it to its top, it will fire many beams all over the
    place and the closer the space the quicker the core will be revealed. Once the
    core is revealed, Stinger/Kick13 the core. Avoid the red Shadow and collect
    the orbs.
    
    Death Scissors
    
    Hardness: ****
    
    Description: The leader of the Sin scissors and fights with more complexity as
    well as quickness. They have a cow skull that shows their dominance. They use
    cages composed of human and animal bones that allows nothing to escape...
    including Dante.
    
    My opinion: Whoa, these guys make the Shadows look like a bunch of kitties.
    They fight a lot more better than the Sins. These guys know how to battle with
    their scissors as they are able to counter-act your moves so you cant make
    stupid mistakes in this battle. Not only that but they have their energy cages
    that donít let you go.
    
    Moves
    
    Energy Cage- This is ANNOYING, more annoying than anything else. The Death
    Scissors will seal you in a energy cage that you cant escape. You also can't
    wall jump on the cage but you can use it to your advantage to avoid the moves
    it pulls out. (no damage)
    
    Scissors Snip- Basically the Death Scissors will do short sniping noises with
    his scissors. He will then open them real wide and try to snip Dante in half.
    This is the Deathís most obvious and often done attack. To avoid it simply
    jump out of the way. Also you can counter attack after he does this move but
    you must be quick or heíll do a parry. (medium damage)
    
    Death Swing- This is another of those annoying moves that the Death does. The
    Death Scissors will hold his scissors in one hand, laugh, then swing them 2
    to 5 times in a whirling pattern. Best thing to do for this move is to stay
    far away from him. He wont be able to move from his position when he does this
    move so simply stay away and he has a moment afterward where you can hit him,
    but itís brief. (medium to high damage)
    
    Scissor Parry- This is annoying all by itself. As you know he is the
    Sin Scissors leader therefore his combat skills are much more better. If you
    try to hit him with your sword, heíll not just dodge to the side but heíll
    allow his scissors to take the hit then laugh at you. Although it does no
    damage it will probably allow him to set up for the Death Swing so try not to
    make your attacks obvious or youíll take damage from his counter-attack.
    (no damage)
    
    Death Stab- The Death Scissors will reel his scissors back, laugh, then stab
    Dante with them. This is actually pretty long ranged and dangerous but slow.
    Now the mistake that people make with this move is that they jump thinking
    that that's it but the Death scissors follows you so he can hit you as you
    land so to avoid this move, jump right before the initial attack then you can
    counter attack with a Downward Slash. (medium damage)
    
    Manta Cloak- Now if you attack the Death Scissors with Projectiles or your
    Devil Arms too much, the Death Scissors will "cloak" his head and will slink
    on the ground while using his robe to protect him then he will regain his
    composure. During this time that he is on the ground he is invincible. Now
    what's annoying about this move is that he usually does this right before a
    attack that will hurt him pretty well. This also allows him to move from one
    point to another, in the cage or out without any harm. At this time donít do
    anything to him as you're attacks will do no harm to him. (no damage)
    
    Rainbow Stab- Neat but hurts. The Death Scissors will be above you and will do
    a "back flip". After doing that he will be looking down at you and stabs you
    downwards. Pretty easy to notice but annoying. Best thing to do is to take
    advantage and hit his mask, as it is defenseless at that point of time. This
    move is actually rare so you wont have to worry about this too much but if
    you'd rather not attack it too then Rolling away will get you out of the way.
    (medium damage)
    
    Rage Boost- When you land a move like the Downward Slash from your Alastor and
    it has taken enough damage he will lose one of his horns, shake his head, and
    turn his mask red. Yes although you donít take any damage from this move,
    itíll signal something else: 1. it shows that he is invincible during this
    time period so stop what your doing and focus on staying alive 2. He is going
    to do a move that if you donít stop what your doing will probably kill you.
    (no damage)
    
    Death Twirl- Oh no I was wrong, this is THE MOST ANNOYING move it the Death
    Scissors arsenal. This is the move I was taking about that accompanies the
    Rage Boost. He will still be invincible so here we go: The Death Scissors
    will align with you, his scissors will be closed, and he will have them
    pointed at you. Once heís done that he will twirl around and drill anything
    in its path. The first pass wont be too bad but you might not notice that he
    will come for another strike... and another... and another... and another,
    eventually doing about 5 passes. This wouldnít be so bad if it wasnít that you
    were cramped in a small cage. The first time you face him in the sewers, you
    will usually see a little spray of water raise up. This could help you
    determine where the pass is going to be. Thereís also the other option of
    jumping around like crazy, hoping that the Death wont hit you. 75% of the time
    is that if you jump like crazy, you are going to take damage. Try to determine
    where its at by the water and jump or dodge out of the way as soon as you see
    it in your range. (high damage)
    
    Scissor Toss- This is pretty easy to avoid. When the Death Scissors dies, it
    will toss its scissors in the air of where it died. The best way to avoid it
    is by running far away from the Death as soon as his mask shatters into
    pieces. This will get you out of the pain of getting hit by that move. Usually
    when he tosses the scissors in the air they wont go very high in the air but
    can still hurt you significantly, so run as soon as it dies to not get pinned
    by the scissors. (high damage)
    
    Strategy for Death Scissors
    This guy is definitely the most annoying guy in the game. Well anyway it takes
    three to four rounds to get him to his death. The best way to damage him is
    to shoot the shotgun in the beginning of the fight. He will stall to attack in
    the beginning so start with some blasts. If you decide to take the fight to
    him and start with a downward slash... you will pay. He will then probably do
    the Scissors Parry in which he will counter with his Death Swing. You donít
    want that so shoot him. Take you time because with him patience is key with
    the Death Scissors. Once he goes for his Scissors Snip here are three things
    you can do: 1. counter his snip by taking a swing with the Alastor so that he
    will lose his grip on the scissors then QUICKLY jump and slash him 2. let him
    snip at you BUT at the last minute jump upwards to miss the snip and slash
    downwards with the Alastor. You should go with option 2 to damage him the best
    3. When he does this move try to position yourself so that when you jump, you
    will jump on his head. This will stun him BREFILY and his wont give you much
    time to slash downwards. If you do connect, it will do a little extra damage.
    If you donít connect he will do the Scissors Parry and counter so watch out.
    Once youíve done that he will most surely go into Rage Mode. Donít attack and
    focus on dodging his attack. Once he stops repeat the strategy above for about
    two or three more times and he will die.
    
    Kyklops
    
    Hardness: **
    
    Description: Although they look like Phantom, these miniature versions of
    Phantom are low class demons. Although they are low class, Kyklops are very
    durable as they are made of the earth below them. They are not just durable
    but they also are able to leap huge distances.
    
    My opinion: These guys are pretty easy and arenít much of a threat. This
    doesnít mean that they are not a challenge. They are pretty much like Phantom
    but weaker.
    
    Moves
    
    Pouncing- The Kyklops will lower itself down really quick then it will jump in
    the air and try to land on Dante. This is probably the most damaging move in
    the Kyklops arsenal. To dodge this move simply watch where the shadow of the
    Kyklops goes and dodge to the opposite direction of where the Kyklops was
    jumping to. Also as a side note: if you can make it land on another Kyklops,
    it will hurt it pretty badly and it could make it kill the other one.
    (any range-high damage)
    
    Rocky Swipe- If you go into non-projectile combat and you go to the face, the
    Kyklops will decide to get rid of you by swiping you and knocking you far.
    This could then set it up for its Pouncing attack. Best way to avoid this is
    by not attacking the face too much. (short range-medium damage)
    
    Rocky Stabs- This attack is much more damaging than the swipe. Once again if
    you decide to attack the face, the Kyklops will repeatedly stab you with its
    claws. Now if you stay in its face and you allow it to attack you, then you
    will suffer some pretty big damage. Simply donít attack the face too much and
    youíll be fine. (short range-medium to high damage)
    
    Charging Boulders- Similar to Phantomís Fireball. The Kyklops will turn in
    your direction if not already done. It will then stand there doing nothing.
    Donít and I mean DONíT attack his face, this can hurt you pretty badly. It
    will charge something in its mouth then it will release several boulders at
    Dante that will get a good range of the area. The good thing about this is
    that it has a medium range and doesnít go very far so its not something to
    worry about. As another side note: you can use this to hit another Kyklops to
    hurt it. (medium range-high damage)
    
    Strategy for Kyklops
    To beat these guys, there are three things you can do to kill them: 1. Take
    out your Alastor and make sure you have a full DT gauge. If you donít have a
    full DT gauge, simply take out your Grenade Gun and fire some shells at the
    Kyklops to get your gauge up. Once you have the DT gauge full, do Air Raid
    then fire electric bolts at them. It should take it out pretty easily but if
    you run out of DT, fire your Grenade Gun at it to get more DT. Then commence
    Air Raid again. Although your in DT you still have to worry about what the
    Kyklops are doing so pay attention to it and it wont take too long to kill it
    2. You can do what you did with Phantom, wait until the Kyklops exposes its
    face and slash then run. This is a bigger pain as you have to evade their
    moves much more than in Air Raid 3. equip the Ifrit and go into DT then
    do Kick13 auto-combo. This will do more than enough damage to it. Also if you
    have Inferno it will hurt the Kyklops pretty well.
    
    Death Scythe
    
    Hardness: *****
    
    Description: The undisputed leader of all the Sins and Deaths. They have a
    large array of moves and are very fast. They have the best combat techniques,
    combining speed with brute strength. Their red cloak and large mask shows just
    how dangerous they really are.
    
    My opinion: These guys will be the hardest Mini-Boss that you will face in DMC
    with good reason. They have such a array of moves that will hurt Dante pretty
    badly and when they gather their scythes... they bring their offense to a
    whole other level.
    
    Moves
    
    Scythe slash- The Death Scythe will simply slash you with his scythe. The
    Death Scythe will usually rush then slash at you. He has a pretty good mark on
    you so you must be careful that you donít lose sight of him or else he will
    get you. To avoid this move: 1. simply dodge out of the way and he wont get
    you or 2. you can equip the Ifrit and the do the Dashing-Downward Kick that
    will cancel this move out. (close range-high damage)
    
    Jack-in-the-Box Whirlwinds- The Death Scythe will fire red lasers from his
    eyes near the area that Dante is at. They will then expand and swirl around.
    If Dante steps on one of these whirlwinds, it will hurl him in the air and the
    Death Scythe will go for the move I will describe next. These Jack-in-the-Box
    Whirlwinds are meant to be used against Dante but they can actually support
    Dante in hurting the Death. If you have the Ifrit Gauntlets, it will allow you
    to hit the Death Scythe more accurately. How is this? Well if you notice how
    the Death Scythe will follow you closely after you get sprung up, well use
    this to your advantage and use you Dashing-Downward Kick to give him a
    stinging blow. If you donít want to step on this, simply move out of the way
    of the circle it creates to not get sprung up (any range-no damage)
    
    Scythe Spike- Well this is the result if you get sprung up and you do nothing.
    The Death Scythe will speed at you then smash you with his scythe and will
    send you back to the ground. This does a good amount of damage and Dante could
    get setup for another move. Try to out-prioritize this move with the Downward
    Kick so that he wont do this move. (short range-high damage)
    
    Swirling Shield- Usually you will be on the ground shooting at him since he
    will be high up in the air. So, to protect himself from your shots, the Death
    Scythe will swirl his scythe so that your shots cant hit him. There is no way
    to stop this physically as he is high in the air. The only two ways to stop
    him from doing this move are: 1. get on one of his whirlwinds and hurl
    yourself up there to stop this move 2. wait until the Death Scythe attacks you
    which shouldnít take too long. (any range-no damage)
    
    Death Strike- This is a very painful move that can kill you in a matter of
    seconds, depending on your damage. The Death Scythe will fly above you then,
    without warning, it will rush at you and he will have his scythe out. As he
    rushes, if you do nothing, he will impale you and shake you on the scythe.
    Finally he will toss you, sending you with a lot of damage. This move can also
    be done in the air when you get catapulted. The only way to dodge this
    maneuver is of three ways: 1. As soon as he rushes towards, simply jump or
    dodge out of the way to avoid it. It is quick on the draw so keep your eyes
    open for the signs 2. If you got the Rolling Blaze, simply jump into the face
    of the Death Scythe. He should automatically stop the attack and shake his
    head allowing you to attack him, but its brief 3. If you get catapulted, 25%
    of the time he will do this move. Simply Downward Kick him with Ifrit and he
    will stop. (short range-very high damage)
    
    Summoning of the Scythes- This is a move that does no damage to Dante BUT this
    move brings the Death Scytheís offense to a whole other level. It will allow
    some attacks to be altered and also he can make new moves. Usually you can
    tell if your going to battle with a Death Scythe if you see scythes all around
    the area, then you know you will go to battle. Now in the beginning of the
    battle the scythes will be inactive. If you take too long to kill the Death
    Scythe or you keep avoiding him he will bring out his arms and he will collect
    those scythes. He will usually carry three when he does this but if you take
    too long again he will carry as many as four. This will allow him to get much
    more accurate with his moves BUT at times this can also make him lower his
    defenses as well. (any range-no damage)
    
    Death Boomerang- This is the equivalent of the Sin Scythe's only that it can
    be done once he has summoned his other scythes. He has practically no wind up
    to this move as he will start throwing his scythes at you and in a way
    ďjugglesĒ them at you. Heíll continue to throw them at you until he decides to
    stop. It is hard for him to change direction as he has to get his scythes
    back. Use this to your advantage and get a attack at him. If you get caught in
    the middle of this, GET OUT by any means necessary. You are almost guaranteed
    a lot of damage from this move so evade as fast as you can. If you have
    Rolling Blaze, jump. The flames should give you coverage to get you out of
    this attack. (long range-low to very high damage)
    
    Death Combo- _The_ most insane move in the Death Scythe's arsenal. Once it
    has collected all of its scythes, it will glow a more brighter red and will
    begin to stalk you very slowly. At this time nothing happens until the Death
    Scythe gets close. Once Dante is in striking range, the Death Scythe will
    begin by doing two horizontal slashes (using a different Scythe to do so) and
    then does a Death Boomerang attack to finish the combo. This move alone does
    an insane amount of damage, even on Normal. This move is dangerous but alone
    it can be the downfall of the Death Scythe. Once it begins to slowly stalk you
    it will not do any other moves but wander around and follow you. Take the
    advantage of this and begin to, slowly but surely, damaging the Death with
    the Shotgun. DT and then fire whatever you can but keep moving away from the
    Death to keep safe. Once your DT runs out, fire normal or charged shots to
    gain DT. DT and repeat the proccess. Its safe, you can recover health, and you
    kill him. Also doing a Downward Kick can help speed the death of the Death
    Scythe but make sure to calculate where you will land because one mistake and
    you will get shredded. (short range-very high damage)
    
    Scythe Toss- This move is similar to the Scissor Toss. The Death Scythe will
    toss his scythe in the air. This is a dangerous move on its own but when he
    has collected three or more scythes this move is MUCH more dangerous. Now the
    best way to avoid this move is to simply run away as soon as you see his mask
    shatter. Now unlike the Death Scissors Scissors Toss, the power can depend.
    If it goes barely in the air it wont do as much damage but it can still do a
    good amount of damage. If all the scythes connect that can do some big damage.
    If he is a lot higher and you kill him you will notice the scythe or scythes
    dropping a lot more obviously but if you donít move fast enough it will do a
    lot more damage because of the height it gains. This will be a lot more
    painful if there are more scythes present.
    (close range-high damage to very high damage)
    
    Strategy for Death Scythes
    These guys have good offense as well as good defense. To balance this fight,
    use Ifrit. It maybe slow but its Downward Kick is a good equalizer with good
    speed and power. Once the battle begins, equip the shotgun and blast at his
    face until he does his swirling shield. Now there are two ways to beat these
    guys after they do their Swirling Shield: 1. whenever I decides to take a dive
    at you, simply jump up and Downward Kick his face to do some good damage 2.
    this is the better way to damage the Death Scythe. Simply get on his Jack-in-
    the-Box Whirlwind and get catapulted. When you go in the air quickly Downward
    Kick him. This will not only cancel his moves but sometimes you can get
    catapulted multiple times and you can probably land consecutive kicks which
    will do some major damage to him. If you DT and do the Downward Kick, it will
    do a more damage. Also do DTed Shotgun blasts to do more damage to him when
    heís not doing his Swirling Shield. When he gathers his scythes he gets more
    offensive BUT he also loses his defense in one move, the Death Combo.
    Sometimes when he wants to perform this move he will sometimes be at a little
    distant from you and he will stalk you slowly. This leaves him WIDE open for a
    attack. There is two approaches when he does this: 1. You can DT and do a
    Downward Kick or a Inferno doing some major damage to the Death Scythe but it
    will make you lose DT and it might not kill him instantly 2. Simply shoot your
    Shotgun at him. When you have enough DT use it and fire DT enhanced shots.
    When you get about halfway through your DT turn it off and fire normal shots.
    The thing is to KEEP MOVING away from the Death Scythe and shoot. Try not to
    get boxed in any obstacles and fire until it dies. You should be far away from
    the Death Scythe when he does his Scythe Toss but just in case, jump away. If
    you have the Rolling Blaze, it will aide you when you avoid attacks as it will
    cancel them or protect you from them. The Nightmare Beta is also great cause
    it will ricochet all over the place doing good damage and it can hit him many
    times. Also the Nightmare Beta shots are the only gun shots that can go
    through their Swirling Shield.
    
    The Living Fossil: Version 1
    
    Hardness: *
    
    Description: Is the creature that is described in mission 17, the creature
    that blocks your path to the Nelo Angelo. He is a huge dinosaur who is brought
    to life by the powers of Mundus.
    
    My opinion: Easier than most things.
    
    Moves
    
    Fireball- This is a weak and slow move. This would be the easiest and most
    obvious move in the game. The Living Fossil will charge energy in its mouth
    and release it in a slow, straight path. This can easily be dodged and does
    very little damage. This is its only offensive move and itís the only move
    that will kill it. Youíll see what I mean... (long range-low damage)
    
    Weapon Barrier- Basically, this barrier protects the Living Fossil from ALL
    your attacks. This barrier cant be broken so you must find a way to get past
    its defenses... (any range-no damage)
    
    Strategy for The Living Fossil: Version 1
    This is a pathetic battle but it is counted as a Mini-Boss due to the fact
    that you might not know how to beat him since his Weapon Barrier will block
    your moves and you might give up (I donít think you will though) Anyway have
    the Alastor or any sword equipped and prepare when it fires its fireball.
    When it is launched wait until it comes and time a slash. If you do it right,
    it will be returned to sender and smash The Living Fossil. Two more times in
    the face and its dead. Also if you try to jump to a higher level it will raise
    its head to attack you so be careful.
    
    The Living Fossil: Version 2
    
    Hardness: *
    
    Description: A re-incarnated version of the first one. It is put up to the
    task of protecting the Bangle of Time. It has the more wider ranged
    flame-thrower but has lost the Weapon Barrier so it is susceptible to any of
    your weapons.
    
    My opinion: This guy doesnít give up. He has a flamethrower that does a tiny
    bit more damage than the Fireball but is still a light move. Now he has no
    barrier so he is MUCH more easier to attack but is still annoying.
    
    Moves
    
    Flame-thrower- This, along with the Fireball, is a pansy move. It does light
    damage and it is easy to avoid. Simply stay far from the mouth of the Fossil
    and it will miss or if you want to play it safe simply jump to the platform on
    the left or right and wait until it is done. (short range-low damage)
    
    Strategy for The Living Fossil: Version 2
    Pathetic is what this guy is. Simply use Ifrit or Sparda and do a Kick13 along
    with a charged Punch-Punch-Kick-Kick with Ifrit or do the Thrusting Combo with
    the Sparda. These moves will do more than enough damage to take it down.
    
    Frost
    
    Hardness: ****
    
    Description: Advanced versions of the Blades. They have been covered with a
    layer of Sub-zero ice that it uses to destroy prey. Their hides are so durable
    that they are able to withstand molten lava and not wear out.
    
    My opinion: These guys are pretty hard and donít take damage like their
    counterparts easily. They can counteract pretty quickly and can do good amount
    of damage without phasing themselves. They can be a pain and leave you with
    a lot of damage but despite their durability they are susceptible to the Ifrit
    but they can also be fought with the Alastor. The Shotgun is useful when they
    do their Ice Inferno.
    
    Moves
    
    Sub-Zero Slash- The Frost will do a little leap and swipe at Dante with its
    claws and do some good damage to Dante. This will probably be its most
    frequent melee move with little wind-up for this attack. It is hard to see
    when this is coming but there are two ways to avoid this move: 1. When you see
    the Frostís arm back up for the slash, counter with a Rolling Blaze Back flip
    or a simple back flip to avoid this move and then you can Downward Kick to
    punish it or Stinger it. Make sure to react quickly because this move is a
    quick on the draw so be careful 2. Try to keep it on the ground so it canít
    do this move. Magma Drive's/High Times and Kick13ís/Stingers keep them at bay.
    (short range-high damage)
    
    Blizzard- A neat move that can do a lot of damage. The Frost will "crucify"
    itself in the air then it will shatter into ice shards. Finally it will
    launch itself at you direction. If you are in the middle of this, you will
    will get hurt. Now when there's more than one Frost this becomes a pain to
    avoid this move. Now there's a couple things you can do: 1. Simply stay near
    its range and you wont have any problem's 2. If it does happen to do this
    move, simply move away from where it is pointing at. What do I mean? Well the
    Frost can only Teleport forward towards where he is facing at. so if you stay
    out of its path this wont hit you. From there you can Magma Drive/High Time or
    Kick13/Stinger the Frost as soon as he lands (long range-low to high damage)
    
    Icicle Spearís- This is a fast move but it has wind up before it. The Frost
    will glow in a icy way, cross its arm over tis face, then wave its arm
    releasing several icicle spear's all over the place. Now this comes out in two
    ways:
    
    Scatter Shots: The Frost will make all of the Icicles head in all directions.
    You won't get too much damage if you hit one, but you have more chances of
    getting hit from this. Jumping or Rolling away helps.
    
    Lined-Up Shots: This is worse than the one above. The Frost will fire a stream
    of rather slow moving Icicle's at Dante. Now this can hit you several times
    but if you are away from the Frost, you can avoid the move easily since its
    hard for them to direct the icicle fire. Now I warn you, this version of the
    shots can be done twice. Usually the shots can be re-fired a 1/2 a second to
    a second after it reloads.
    
    Now this can be dangerous but there are ways of avoiding this: 1. Rolling or
    Jumping away from the Icicle's can help 2. Rolling Blaze allows you to jump
    and if any Icicle's come into contact, they will shatter 3. Time a hit with
    the Ifrit or the Swords. This is actually bad to use as you can only hit 1 or
    2 Icicle's. (long range-low to high damage)
    
    Ice Inferno- This is a move similar to the Inferno that Dante can purchase but
    more different. The Frost will jump swiftly in the air then it will land,
    creating a shockwave of a large assortment of Icicles that come out of the
    ground. The Ice Inferno can do a large amounts of damage if it is given the
    chance. If you are at the core of the Ice Inferno you will receive a large
    amount of damage. If you take damage from the outer edge you will take less
    damage than taking damage from the core of the Ice Inferno but its still
    pretty heavy. Now there are many ways to avoid this: 1. When he's in the air,
    blast the Frost and he will land to the ground without doing the move 2. High
    Time the Frost to stop him from doing this. Best time to do one is as heís
    coming down. As soon as you see him coming down, High Time him. Its hard but
    it can be done 3. Simply move away from him as he does this and meet him with
    a Stinger/Kick13 to knock him down. (medium range-high damage)
    
    Ice Encasement- This is a recovery move that is a defensive move as well. The
    Frost will slowly rise in the air but he wont "crucify" himself like the
    Blizzard. Then a large case of ice will cover the Frost. Not only do Gun
    projectiles render ineffective but it will allow the Frost to recover lost and
    damaged parts. Best thing to do to the Frost at this time is to smash the case
    of ice as fast as you can. Now the Frost will sometimes do this 2 to 3 times
    so attack the Frost as soon as you break the case. If he creates a new one,
    break it and keep on the attack. (any range-no damage)
    
    Ice Shockwave- The Frost will simply create a shockwave of ice at you. The
    ice has a similar look to the ones the Ice Inferno and can be done from far.
    The noise it makes is a dead giveaway to the move. Now when there are more
    than one Frost, this becomes annoying so there is one simple way to avoid
    this, jump away. If you jump it will get you out of the trouble. Now if you
    are using the Alastor, you can use Air Hike to get out of the way but a simple
    jump will do. (long range-medium damage)
    
    Sub-Zero Impale- The frost will pretty much stab you with its long claws.
    Although this does high damage, it can only be done when Dante's life bar is
    on red. Just like the slash, this is very sudden and shocking so donít be too
    surprised if this move is done. To avoid this, jump away.
    (short range-high damage)
    
    Strategy for Frosts
    Now since Frosts can be beaten both ways you can use the Ifrit or the Alastor/
    Sparda:
    
    Strategy with Ifrit- Now the Frost donít take damage easily as they can
    recover pretty quickly but despite their durability, Frosts are weak against
    the fire of the Ifrit. So the Frost will usually stalk you and unleash a move
    once in a while. Take this time to pound the Frost with Kick13's and Magma
    Drive's to keep them from attacking. DTed Shotgun shots do pretty well against
    a Frost as it will knock it off course. Inferno does the job pretty quickly.
    One Inferno is able to kill a Frost if it is at the core of it. Kick13 auto-
    combo's are also good. Usually 2 of them are able to kill a Frost.
    
    Strategy with the Swords- Now when you meet the Frost, simply Stinger it.
    When you're close, slash at it, back up and do another Stinger, then another
    combo. Rinse and Repeat. Shotgun shots do pretty well here as well so fire to
    screw up the Frost then go for the kill. High Time's work will when the Frost
    tries its Ice Inferno. When the Frost comes down for the Inferno, High Time
    him. If done right, the Frost will fly up then hit the ground and the move
    wont be done. Its hard but it can be done.
    
    5. The Bosses (By The Nightmare Alpha)
    
    Phantom 1
    
    Hardness: *****
    
    Description: One of the henchmen that Mundus has created. He is the demon that
    looks for personal glory and greed to his own self pleasure. He is a large
    arachnid/scorpion demon with the pure lava flowing through his veins and he
    isnít shy to gloat so punish him for his self-confidence.
    
    My opinion: This guy is hard your first time around. Its normal if you die so
    simply stick to the task and defeat him. He will actually be a lot more easier
    once you know what you are doing.
    
    Moves
    
    Fireball- Phantom will point himself in your direction if not already doing
    it, then he will charge a bright flame in its mouth. After a little bit of
    charging, Phantom will release a fast fireball at Dante. Now this move, as I
    said, is fast so you must be prepared. Once you see the area around Phantom
    glow and he stands there at you, thereís four things you can do: 1. as soon as
    he releases the Fireball, quickly dodge to the right or left, simple 2. as
    soon as the Fireball is released, time a slash with the Alastor. If done right
    the Fireball will be deflected and hit Phantom in the face doing some good
    damage. This is MUCH more harder to do. If you are good with the sword try it
    but I suggest not 3. while the Fireball is charging, go behind on of the weird
    pillar like obstacles and when the Fireball is released it will hit the pillar
    causing no damage to Dante 4. If you are near Phantomís face and he is
    charging a Fireball, Stinger his face and he will stop while causing damage at
    the same time. This will also leave Phantom open for a quick combo 5. Air Raid
    allows you to fly so use that to fly over this attack. Any of these ways work
    pretty well in their own way.(long range-high damage)
    
    Calling of Dead Souls- A dangerous move that is similar to the Shadowís Puddle
    oí Spikes. Phantom will put his head in the ground. At this time DO NOT ATTACK
    because this can significantly take a good amount of damage. So when Phantom
    has his head in the ground, a lava pillar will rise at Danteís last position.
    As soon as you see a little circle of lava or even a hint of lava, dodge.
    Phantom will usually do two at a time doing a total of six so be sure to dodge
    and donít get stuck in any obstacles. As a side note, if you touch a pillar of
    lava as it comes down it will still do damage so watch out and allow the
    pillar to lower down. This can be a annoying move if you arenít in focus of
    Phantom so keep a eye on Phantom. (any range-low to high damage)
    
    Phantom Stabs- If you slash at Phantomís face too much he will repeatedly stab
    you with his claws until you decide to retreat. Now if you decide to stand at
    his face and receive the blows, it can practically mean death. Now thereís two
    ways that you can deal with this move: 1. basically go for your quick combo
    but retreat as soon as you see him draw his claws upwards. This is pretty
    obvious. Anyway you can do a quick 3 hit combo then retreat without waiting
    for Phantom to attack. The time between finishing the combo and him taking a
    stabbing at you isnít far off so finish the 3 hit combo then run 2. This way
    could get you into trouble if you donít do it right. Simply DT then do a
    combo. This will hurt Phantom enough to keep him from attacking but he may
    still hit you which could then end you up with quite a bit of damage. Stay
    with option one to be safe. (short range-medium to high damage)
    
    Phantom Slap- This move can also be done if you attack Phantomís face too
    much. Phantom will simply use one of his claws and back hand slaps you which
    sends you pretty far. He will usually do this after doing the Phantom Stabs as
    a final hit. To dodge this, donít attack Phantomís face too much and you will
    be fine. This move does about the same damage as the Phantom Stabs.
    (short range-medium damage)
    
    Pounce- This is really hard to see in this battle. Phantom will lower himself
    very quickly then rises in the air finally landing on Dante if he is given the
    chance. Donít let him hit you with this move because it will do a lot of
    damage. Simply watch Phantomís shadow to see where its going then dodge in the
    opposite direction but make sure that thereís no obstacles in the way. If you
    can, you can use the pillars of this first battle to dodge this move. He wont
    be able to get past the pillar but you must be quick and be ready to dodge if
    he still makes it through. (any range-high damage)
    
    Scorpion Thrust- This will be dangerous and annoying too. Sometimes when
    Phantom gets annoyed by your attacks he will unfurl his huge scorpion tail.
    Then, sometimes, after he has unfurled his tail he will make a stab of the
    area in which he will either impale you or shove you pretty hard, either way
    it will hurt. Now there are two versions of the tail attack:
    
    Thrusting Version: Basically Phantom will stab in your direction if you are in
    front of him. Now he will do a small thrust then he does a much more farther
    ranged thrust. Usually the smaller thrust never gets you but the larger one
    will for sure impale you if you are close to him then he finally smashes and
    tosses you. This toss does more damage.
    
    Sweeping Version: Now if you are on Phantom's side or back, Phantom will make
    a sweep of the area. Chances are if you are near Phantom, you will go flying
    back. Now although this one has a much wider ranged it does less damage.
    
    Now to avoid this move simply donít get in Phantom's way. Once you see Phantom
    move his tail, get away from Phantom as soon as you can so that he doesnít get
    you. (medium range-medium to high damage)
    
    Ashes to Ashes- This move doesnít hurt Dante but it does help in damaging
    Phantom. After doing the Meteor Rain or a lot of Fireballs, Phantomís armor
    will turn grey and wear out. The armor at this time will be able to be
    attacked at all sides but its better to attack the face as it is more
    vulnerable than ever. DT and then attack Phantomís face and as soon as he
    recovers he will usually do a Fireball so simply avoid the Fireball and then
    do a quick 3 hit combo for more damage. (any range-no damage)
    
    Phantomís Fury- When Phantom has his health on red, he will get much more
    faster and swifter with his move execution. Now be careful as Phantom can do
    moves much more faster he can do several moves on you. Now attacking his face
    gets a bit riskier as he does his moves a lot more faster than before so be
    careful. (no range-no damage)
    
    Phantom Claw- When Dante's health is on red, Phantom will do a low speed sweep
    with his right claw. If you do get caught donít try to wiggle out, he does
    more than enough damage to you in which it will show a death animation of
    Dante getting eaten. To avoid this, simply jump away from the claw and you'll
    be fine. Now remember that this is a slow move so you wont have trouble
    getting away from this move and try to counter attack Phantom.
    (short range-high damage)
    
    Strategy for Phantom 1
    This will be fought in the cathedral where you get the Pride of Lion and this
    battle will prove a challenge for beginners on their skills. Now besides
    dodging all of Phantomís attacks thereís two choices of how to kill him: 1. If
    you have a DT in the beginning of the battle simply turn it on and if you have
    Air Raid, do it. This will do some good damage to Phantom and you can hover
    above him to avoid his attacks. If you run out of DT, simply use your Shotgun
    and fire at Phantom. The shots donít need to do any damage to him, this will
    simply get you DT to do Air Raid again. Just as a note, sometimes Phantom will
    get on his hind legs and cry in pain. He for some reason takes no damage so
    simply go around and face his back. From there, you can continue the Air Raid.
    It wont take that much time to kill him 2. This is a MUCH longer way of
    beating Phantom. Dodge all the attacks and whenever Phantom has his face is
    open, do a quick 3 hit combo. Sometimes when you are near Phantom and he
    charges a Fireball, do a stinger to cancel it out then do a quick combo then
    retreat or the Phantom Stabs will get you. When his back is exposed, jump on
    his back and slash away but make sure that he doesnít do the Scorpion Thrust
    or you will get hit. When he does his Ashes to Ashes, go into DT and do your
    strongest move to him. He will recover with a Fireball so simply use the
    pillars to block the Fireball or avoid Phantom's face and do another quick
    combo for more damage. When he goes into his fury make sure that you donít get
    hit and STAY moving. He will then die if you keep it up. Pat yourself on the
    back, you beat your first boss.
    
    Phantom 2
    
    Hardness: *****
    
    Description: Same as Phantom 1
    
    My opinion: No more easy escape from Phantomís Fireball as well as other moves
    that were once easy to avoid due to the obstacles but its still a bit harder.
    
    Moves
    
    Fireball- Phantom will point himself in your direction if not already doing
    it, then he will charge a bright flame in its mouth. After a little bit of
    charging, Phantom will release a fast fireball at Dante. Now this move, as I
    said, is fast so you must be prepared. Once you see the area around Phantom
    glow and he stands there at you, thereís three things you can do: 1. as soon
    as he releases the Fireball, quickly dodge to the right or left, simple 2. as
    soon as the Fireball is released, time a slash with the Alastor. If done right
    , the Fireball will be deflected and hit Phantom in the face doing some good
    damage. This is MUCH more harder to do. If you are good with the sword try it
    but I suggest not 3. If you are near Phantomís face and he is charging a
    Fireball, Stinger his face and he will stop while causing damage at the same
    time. This will also leave Phantom open for a quick combo 4. Air Raid allows
    you to fly over him so simply fly over him to avoid his moves. Any of these
    ways work pretty well in their own way. (long range-high damage)
    
    Calling of Dead Souls- A dangerous move that is similar to the Shadowís Puddle
    oí Spikes. Phantom will put his head in the ground. At this time DO NOT ATTACK
    because this can significantly take a good amount of damage. So when Phantom
    has his head in the ground, a lava pillar will rise at Danteís last position.
    As soon as you see a little circle of lava or even a hint of lava, dodge.
    Phantom will usually do two at a time doing a total of six so be sure to dodge
    and donít get stuck in any obstacles. As a side note, if you touch a pillar of
    lava as it comes down it will still do damage so watch out and allow the
    pillar to lower down. This can be a annoying move if you arenít in focus of
    Phantom so keep a eye on this move as it can catch you off guard.
    (any range-low to high damage)
    
    Phantom Stabs- If you slash at Phantomís face too much he will repeatedly stab
    you with his claws until you decide to retreat. Now if you decide to stand at
    his face and receive the blows, it can practically mean death. Now thereís two
    ways that you can deal with this move: 1. basically go for your quick combo
    but retreat as soon as you see him draw his claws upwards. This is pretty
    obvious. Anyway you can do a quick 3 hit combo then retreat without waiting
    for Phantom to attack. The time between finishing the combo and him taking a
    stabbing at you isnít far off so finish the 3 hit combo then run 2. This way
    could get you into trouble if you donít do it right. Simply DT then do a
    combo. This will hurt Phantom enough to keep him from attacking but he still
    may hit you leaving you with quite a bit of damage. Stay with option one to be
    safe. (short range-medium to high damage)
    
    Phantom Slap- This move can also be done if you attack Phantomís face too
    much. Phantom will simply use on of his claws and back hand slap you which
    sends you pretty far. He will usually do this after doing the Phantom Stabs as
    a final hit. To dodge this, donít attack Phantomís face too much and you will
    be fine. This move does about the same damage as the Phantom Stabs.
    (short range-medium damage)
    
    Pounce- Phantom will lower himself very quickly then rises in the air finally
    landing on Dante if he is given the chance. Donít let him hit you with this
    move because it will do a lot of damage. Simply watch Phantomís shadow to see
    where its going then dodge in the opposite direction but make sure that
    thereís no obstacles in the way. (any range-high damage)
    
    Scorpion Thrust- Scorpion Thrust- This will be dangerous and annoying too.
    Sometimes when Phantom gets annoyed by your attacks he will unfurl his huge
    scorpion tail. Then, sometimes, after he has unfurled his tail he will make a
    stab of the area in which he will either impale you or shove you pretty hard,
    either way it will hurt. Now there are two versions of the tail attack:
    
    Thrusting Version: Basically Phantom will stab in your direction if you are in
    front of him. Now he will do a small thrust then he does a much more farther
    ranged thrust. Usually the smaller thrust never gets you but the larger one
    will for sure impale you if you are close to him then he finally smashes you
    and tosses you. This toss does more damage.
    
    Sweeping Version: Now if you are on Phantom's side or back, Phantom will make
    a sweep of the area. Chances are if you are near Phantom, you will go flying
    back. Now although this one has a much wider ranged it does less damage.
    
    Now to avoid this move simply donít get in Phantom's way. Once you see Phantom
    move his tail, get away from Phantom as soon as you can so that he doesnít get
    you. (medium range-medium to high damage)
    
    Ashes to Ashes- This move doesnít hurt Dante but it does benefit him. After
    doing the Meteor Rain or a lot of Fireballs, Phantomís armor will turn grey
    and wear out. The armor at this time will be able to be attacked at all sides
    but its better to attack the face as it is more vulnerable than ever. DT and
    then attack Phantomís face and as soon as he recovers he will usually do a
    Fireball so simply avoid him and then do a quick 3 hit combo for more damage.
    (any range-no damage)
    
    Phantomís Fury- When Phantom has his health on red, he will get much more
    faster and swifter with his move execution. Now be careful as Phantom can do
    moves much more faster he can do several moves on you. Now attacking his face
    gets a bit riskier as he does his moves a lot more faster than before so be
    careful. (no range-no damage)
    
    Phantom Claw- When Dante's health is on red, Phantom will do a low speed sweep
    with his right claw. If you do get caught donít try to wiggle out, he does
    more than enough damage to you in which it will show a death animation of
    Dante getting eaten. To avoid this, simply jump away from the claw and you'll
    be fine. Now remember that this is a slow move so you wont have trouble
    getting away from this move and try to counter attack Phantom.
    (short range-high damage)
    
    New moves
    
    Meteor Rain- Now for this move, Phantom will have his tail out. Now when
    Phantom's anger has gotten to its peak, he will charge a bright flame on his
    back then releases several Meteors that will land on Dante's last position.
    This move is extremely dangerous if you donít notice it. As soon as the Meteor
    is launched in the air make sure to stop attacking and FOCUS ON THE METEORS
    ATTACKING YOU. Once you see the Meteors raining down, quickly dodge them until
    they finish raining down or you can turn on the Alastorís DT and run to avoid
    all the meteors. This would probably be your best time to attack Phantom as he
    will do the Ashes to Ashes right after this attack giving you the opportunity
    to take a good portion of his health. (any range-high damage)
    
    Strategy for Phantom 2
    This is similar to the first battle but without the pillars to protect you but
    you have more space. This will make this battle a bit harder but it isnít a
    change from the first. Now as you avoid Phantomís move, thereís three ways you
    can beat Phantom: 1. You should have more than 4 DT runes so that you can
    punish Phantom even more. Simply turn it on and commence Air Raid on Phantom
    while you avoid his moves. Just make sure to turn off the DT when Phantom does
    the Meteor Rain as your DT gauge may run out and will leave you open when you
    drop down. Then commence Air Raid again and if your DT gauge runs out shoot
    Phantom to get DT then Air Raid him. Rinse and Repeat 2. The long way to beat
    Phantom if you donít have Air Raid (you should have Air Raid by now, though).
    Basically do a 3 hit combo when his face is open to attack. Dodge when he does
    any attacks. If he does a Fireball and your nearby, stinger him and he will
    not do it then hit him with a quick combo. If he does the Meteor Rain, dodge
    and he should do the Ashes to Ashes then you can turn on your DT and hit him
    with your strongest attacks. He will usually recover with a Fireball after
    doing the Ashes to Ashes so stinger him to stop him. When his back is open to
    attack get on top then slash at his back but make sure that he doesnít do his
    Scorpion Thrust. Make sure to watch out when he goes into his fury as he is
    stronger and faster so be nimble and keep on the move 3. A alternate way but
    it is more of you to keep on the defensive. Simply dodge his other attacks
    then when he does his Pounce, lure him to do it on the glass in the middle of
    the area and when he comes into view, dodge. You should see the glass shatter
    a bit. Once the glass shatters about 5 to 7 times he will instantly die. It
    should take about that many times to break the glass. Either way will get you
    a victory and finally defeat Phantom, Hooray!
    
    Griffon 1
    
    Hard: *****
    
    Description: The loyal henchmen of Mundus. Ever since he was created, he has
    been respectful to Mundus and has done all of the jobs that Mundus has given
    him with no doubts. A huge eagle with the power of electricity, he is now the
    one that must take the task of taking down Dante.
    
    My opinion: Griffon has overwhelming offense as well as defense just like any
    other boss. Also he has MANY long range moves that can get you off guard if
    you donít keep your eye on him. Later on you will learn that he is a thorn in
    your foot.
    
    Moves
    
    Energy Scissors- Probably Griffonís most obvious and most used move. Griffon
    will simply create a ball of electricity in its mouth and he will either shoot
    it down on the ground or will maintain it in his mouth but he will lower his
    head a bit. Anyway the Energy Scissors will be opened wide open and will be
    aimed at where Dante is at. Now depending on your position it will aim there.
    Then after staying open for quite a while, they will close pretty quickly. To
    dodge this move you can either: 1. jump over the scissors to avoid them 2. You
    can roll to the left or right. This is much more riskier as the scissors maybe
    close to the ground and they could make contact with you as they close. You
    could also back flip but the problem is that if you do it too soon they will
    close on you which isnít good and if you do it too late the electricity could
    still be lingering as you back flip where the electric ďbladesĒ have met and
    can still hurt you 3. If they are over your head, stay on the ground to avoid
    them. Either of these ways will get you out of trouble.
    (long range-medium damage)
    
    Electric Bomber- This is a pretty neat move but it is damaging as well.
    Griffon will be flying in the air then makes a low sweep while still being in
    the air. Finally he will drop MANY electric balls in the path that he is
    taking. This is a pretty daring move that gives you enough time to react so
    keep your eye on him if you cant see him so as soon as you see this move back
    flip away from the electric balls or simply roll away from him. This should
    get you the advantage of this move so that you can counter-attack.
    (any range-low to high damage)
    
    Electric Horizontal ďWiresĒ- A pretty fast move that can get you off guard if
    you donít keep an eye on him. He will create a ball of electricity in his
    mouth and will shoot out many electric ďwiresĒ that can home in on your last
    position. To avoid this move you can simply either stand on the ground if they
    pass over your head or you can jump over them to avoid you. He usually sends
    this out with his Energy Scissors so watch out. (long range-medium damage)
    
    Head Strike- Wow, Griffon actually has a close range move. Anyway, Griffon
    will be on the ground he will then rush at you, waving his head to the right,
    and then swinging it to the left. This could send you pretty far so you must
    be careful because it could set you up for any of his energy moves. Simply
    either back flip in the opposite direction of Griffon or roll to the side.
    (short range-high damage)
    
    Electric Vertical Wall ďWiresĒ- BAH, this is a ANNOYING move that can catch
    you in quite a predicament. Griffon will be on the ground and will create a
    ball of electricity in his mouth. After that Griffon will make a wall of
    vertical ďwiresĒ at Dante. What is truly annoying about this move is that it
    can strike you many times due to the fact that he can create 4 to 6 of these
    walls. Also that they can stun you and their speed can get you. The best
    possible way to avoid this is between: 1. Going into Alastorís DT and do Air
    Raid. You can easily strafe to the right or left while firing electric bolts
    at him to damage him at the same time 2. Simply go into DT and keep the R1
    button on him and fire at him as you go into the nearest gap to escape the
    walls. Its hard but I think the Air Raid is much more easier to avoid this
    move. (long range-light to high damage)
    
    Visible Platforms- These platforms are created as a side affect of Griffon
    using his electric attacks. They provide, at times, relief from his attacks
    and can get you out of trouble but they can also get you in some dangerous
    spots as some of his move can lock on to Danteís last position and you wont be
    able to escape as fast as you want. Use these at your choice as they have
    their good and bad uses. (any range-no damage)
    
    Multi-Formational Electric ďWiresĒ- He usually does this in the first battle
    and in the third. This can be annoying as well. Griffon will be in the air
    then he will shoot a ball of electricity on the ground that will expand and
    fire horizontal and vertical ďwiresĒ on the ground in a diamond formation,
    horizontal formation, and vertical on the ground. Now these wires will become
    inactive and they will be invisible. After sometime, the wires will activate
    and hurt you. Now this is where trial and error comes into play of how you
    want to avoid this. Either you can do Air Raid and fly over the ďwiresĒ while
    attacking Griffon but the bad thing is that if you donít have enough DT, you
    might land on a ďwireĒ and you donít want that. The other option is to stand
    on the Visible Platforms that Griffon creates. This can leave you as a
    stationary target but you will be out of the ďwiresĒ on the ground. Watch out
    though cause they might disappear and land you on the ďwiresĒ. If that happens
    quickly DT then Air Raid. (any range-light to high damage)
    
    Electric Landing- Griffon will be in the air then electricity will come out
    of his feet in a diagonal fashion. Finally, Griffon will land on the spot that
    the electricity hit on the ground, practically dropping his weight on Dante
    (ouch!). I find this easy to dodge as he takes his time in doing this. To
    dodge this simply see the ďwiresĒ as they hit the ground make sure to run
    away as fast as you can. Use Alastor's DT if you need to avoid this move a lot
    more faster but it isnít a lot of trouble to avoid.
    (medium range-medium damage)
    
    Storm of Lightning- In this battle, Griffon only does this at the end of the
    battle but in the other battles this becomes a regular move of his so get used
    to this move. Anyway, when he dies at the end of the battle he will glow a red
    color and lightning will cover all over him like a shield. This can be fatal
    so instead of doing a short range move, do a long range so that this doesnít
    hurt you. (short range-high damage)
    
    Strategy for Griffon 1
    For this battle, you can equip either E&I or the Grenade Gun. If you prefer
    speed, choose E&I. If you prefer power, choose the Grenade Gun but remember to
    cancel the recoil and reload with a roll to the side. The Devil Arm of choice
    would have to be Alastor for Air Raid and its speed for this battle as the
    Ifrit doesnít have any skills as of yet. In the beginning of the battle turn
    on your DT and use Air Raid on Griffon. It should take some good damage from
    Griffon while you dodge his moves. When you run you of DT use the gun of your
    choice to get your DT back. Rinse and Repeat. Once Griffon loses about 1/2 to
    about 1/3 of your health, he will end up on his side for quite a while. Donít
    waste your time and attack! You can DT and slash away at him or you can do non
    DT slashes, your choice. Keep avoiding his moves and use Air Raid when you
    have DT. Use your guns to get DT back. Once again, Rinse and Repeat. Once you
    run out of DT, fire more shots so that you can get DT back. Your last option
    is if you have Round Trip, charge it to its top and launch it. It will slash
    through his heart then you can DT and do Air Raid at the same time. You can
    also unleash a Holy Water on him. This can hurt Griffon pretty badly but
    thereís no need. Once you beat him, watch out for his Storm of Lightning and
    collect your bounty.
    
    Griffon 2
    
    Hardness: ******
    
    Description: Same as Griffon 1
    
    My opinion: I think this fight is the best fight with Griffon. I donít think
    any other battles with him compare. Do to the rather narrow space of the ship
    it will demand different fighting skills. You should use E&I for this battle
    cause the accuracy will give you more chances to hit it and some of the
    attacks demand it. Use Ifrit for this battle as now I bet you should have at
    least the first three which will be more than enough to take Griffon but if
    you have the Meteor Lvl 1, then it will help a lot but Alastor can still get
    the job done.
    
    Moves
    
    Energy Scissors- Probably Griffonís most obvious and most used move. Griffon
    will simply create a ball of electricity in its mouth and he will maintain it
    in his mouth. Anyway the Energy Scissors will be opened wide open and will be
    aimed at where Dante is at. Now depending on your position it will aim there.
    Then after staying open for quite a while, they will close pretty quickly. To
    dodge this move you can either: 1. jump over the scissors to avoid them 2. You
    can roll to the left or right. This is much more riskier as the scissors maybe
    close to the ground and they could make contact with you as they close. You
    could also back flip but the problem is that if you do it too soon they will
    close on you which isnít good and if you do it too late the electricity could
    still be lingering as you back flip where the electric ďbladesĒ have met and
    can still hurt you 3. If they are over your head, stay on the ground to avoid
    them. Either of these ways will get you out of trouble.
    (long range- medium damage)
    
    Electric Horizontal ďWiresĒ- A pretty fast move that can get you off guard if
    you donít keep an eye on him. He will create a ball of electricity in his
    mouth and will shoot out many electric ďwiresĒ that can home in on your last
    position. To avoid this move you can simply either stand on the ground if they
    pass over your head or you can jump over them to avoid you. He usually sends
    this out with his Energy Scissors so watch out. (long range-medium damage)
    
    Electric Vertical Wall ďWiresĒ- BAH, this is a ANNOYING move that can catch
    you in quite a predicament. Griffon will be on the ground and will create a
    ball of electricity in his mouth. After that Griffon will make a wall of
    vertical ďwiresĒ at Dante. What is truly annoying about this move is that it
    can strike you many times due to the fact that he can create 4 to 6 of these
    walls. Also that they can stun you and their speed can get you. The best
    possible way to avoid this is to simply go into DT and keep the R1 button on
    him and fire at him as you go into the nearest gap to escape the walls. Air
    Raid also works well here. Another good way is by going to the very top of the
    mast to avoid this. (long range-light to high damage)
    
    Visible Platforms- These platforms are created as a side affect of Griffon
    using his electric attacks. They provide, at times, relief from his attacks
    and can get you out of trouble but they can also get you in some dangerous
    spots as some of his move can lock on to Danteís last position and you wont
    be able to escape as fast as you want. Use these at your choice as they have
    their good and bad uses. Very rare in this battle though.
    (any range-no damage)
    
    Electric Landing-  Griffon will be in the air then electricity will come out
    of his feet in a diagonal fashion. Finally, Griffon will land on the spot that
    the electricity hit on the ground, practically dropping his weight on Dante
    (ouch!). I find this easy to dodge as he takes his time in doing this. To
    dodge this simply see the ďwiresĒ as they hit the ground make sure to run
    away as fast as you can. Use Alastor's DT if you need to avoid this move a lot
    more faster but it isnít a lot of trouble to avoid.
    (medium range-medium damage)
    
    Storm of Lightning- In this battle, guess what, NO STOPPING Griffon from doing
    this move. Griffon will land. Finally the place will get dark and lightning
    bolts will soon home on Dante while some lighting bolts protect Griffon. The
    lightning bolts donít home very well but they do some good damage when they
    make contact. This move is MUCH more fatal when he dies as he glows with the
    energy and the lightning is much larger. To avoid this move, simply stay on
    the move. If you stay in one place too long, Griffon will land and do this
    move. If he does land and does this move, keep an eye on him and dodge to the
    right or left but donít get close to Griffon as these bolts become extremely
    accurate if your too close to him. Also Air Raid does well to avoid this move.
    (long range-medium to high damage)
    
    New Moves
    
    Multi-Energy Scissors- Wow, now this move has a bit more accuracy than the
    regular one. Griffon will be flying and he will create a ball of electricity
    in his mouth, then 4 of these ďwiresĒ will come out finally closing all
    together. This is only a bit more tougher than the single one. To avoid this
    simply keep on the move and dodge under one or jump over a ďwireĒ. It wont be
    too hard to dodge but they form a different formation every time.
    (long range-medium damage)
    
    Energy Phoenix- AHHHH!!! This move is VERY annoying as he makes this one of
    his frequent moves. Anyway, Griffon will create a bird of red energy that he
    will attach to you with yellow and black ďstringsĒ of electricity that wont
    hurt you. The first time it makes contact with you it will catapult you in
    the air, after that it will either hurt you or randomly catapult you. This
    thing can not only direct your attention to the Phoenix but it will distract
    you so cant see what Griffon is doing. For these reasons I HATE this move but
    thereís ways to get rid of this: 1. Allow it to get you catapulted then fire
    E&I shots at it so that it will disappear. It will get rid of it faster if you
    DT and fire DT enhanced shots to the Phoenix. If you land on the ground use
    the Rolling Blaze so that you can go safely through it then fire E&I to finish
    it 2. Climb one of the masts and fire E&I as you jump over or jump away it
    depending on its direction. This can be harder but its better that you have
    Rolling Blaze to protect you 3. If you have Meteor Lvl 1, it is possible to
    hit the Phoenix with it but he must be over your head and he must be high in
    the air so that you can get the full Meteor on it. If you do land the Meteor
    it should finish it. If not it will need a couple shots. Just jump if you
    donít get to shoot but ROLLING BLAZE jumps will get you through it safely.
    This way is actually much harder so donít try it.
    (any range-low to high damage)
    
    Multi-Directional Electric "Wires"- Truly annoying with the Energy Phoenix.
    Now these wires are self automatic in the battle so be careful. Now these
    "wires" wont appear on the ground like the Multi-Formational "wires". Now
    these "wires" go off the ground heading vertically, horizontally, and
    diagonally. Now these will be transparent but still visible then they will
    turn solid. Now this is dangerous as you might jump and you could get hit by
    this, setting you up for a different move. To avoid this, simply get out of
    the way of these "wires" and you will be fine. (any range-low to high damage)
    
    Strategy for Griffon 2
    This is a battle that will not only test your endurance but your patience.
    First rule in this battle, KEEP MOVING. If you want Griffon to do his Storm
    of Lightning move then be my guest. I didnít want that so keep on the move or
    simply climb a mast so that he cant land there... or at least not reach you.
    Now besides dodging the moves thereís three ways you can do this. Now as a
    note, you can use Ifrit or Alastor for this battle.
    
    Ifrit Strategy- Now if you use Ifrit, It can help pretty significantly so
    these are some ways of defeating Griffon: 1. Equip E&I as it is fast and
    accurate which will shake off the Phoenix. Now keep on the move as you shoot
    and dodge Griffonís moves. Once you have a good amount of DT, Climb one of the
    low masts and then DT. Finally charge a Meteor Lvl 1 (2 does a lot of damage
    but you donít have to have it) at him then fire to take good amounts of damage
    and keep sending Meteors at him. Once your DT runs out, drop down and continue
    with moving and firing E&I shots 2. Simply fire E&I shots then when you have
    DT, fire DT enhanced shots when your on a low mast. Once you run out, drop
    down and fire E&I to get DT back 3. Allow Griffon to drop down to you and IF
    you have it, Inferno him then dodge his Vertical Wall ďWiresĒ or his Storm of
    Lightning. Once he rises fire E&I to get DT and fire Meteors at Griffon on one
    of the lower masts. Get DT back and if he lands Inferno him. Most of these are
    Rinse and Repeatís so either ways are good but some are harder to do than
    others.
    
    Alastor Strategy- Now Alastor still does the job in this battle but it just
    does less damage. Now there are some ways of doing this: 1. Start by equipping
    E&I and firing if you need DT. Once you got DT, Air Raid Griffon until your DT
    runs out. Then fire E&I to get DT back 2. Now this does a lot more damage. Now
    first, gain DT then do Air Raid but donít waste all your DT as you will need
    it. Now get more DT but allow Griffon to land. Once he lands, DT and do Vortex
    Lvl 2 (cause Lvl 1 wont make it going through Griffon). Then get far before
    your DT runs out and land in a safe place then repeat. These will easily end
    Griffon but you must be careful of where you land.
    
    Griffon 3
    
    Hardness: ********
    
    Description: Same as Griffon 1 and 2
    
    My opinion: Phew, this seems better than the ship battle since the Phoenix
    won't be here anymore but it still has many of his annoying moves. Not just
    that, but he has less affect to your weapons. He will be much more tougher
    than his other forms so be ready for quite a long battle. Ifrit will be the
    better weapon. If you have Meteor Lvl 2, that will do some major damage to
    him. Once again if you stick with Alastor it will still work.
    
    Moves
    
    Energy Scissors- Probably Griffonís most obvious and most used move. Griffon
    will simply create a ball of electricity in its mouth and he will maintain it
    in his mouth. Anyway the Energy Scissors will be opened wide open and will be
    aimed at where Dante is at. Now depending on your position it will aim there.
    Then after staying open for quite a while, they will close pretty quickly. To
    dodge this move you can either: 1. jump over the scissors to avoid them 2. You
    can roll to the left or right. This is much more riskier as the scissors maybe
    close to the ground and they could make contact with you as they close. You
    could also back flip but the problem is that if you do it too soon they will
    close on you which isnít good and if you do it too late the electricity could
    still be lingering as you back flip where the electric ďbladesĒ have met and
    can still hurt you 3. If they are over your head, stay on the ground to avoid
    them. Either of these ways will get you out of trouble.
    (long range- medium damage)
    
    Electric Horizontal ďWiresĒ- A pretty fast move that can get you off guard if
    you donít keep an eye on him. He will create a ball of electricity in his
    mouth and will shoot out many electric ďwiresĒ that can home in on your last
    position. To avoid this move you can simply either stand on the ground if they
    pass over your head or you can jump over them to avoid you. He usually sends
    this out with his Energy Scissors so watch out. (long range-medium damage)
    
    Electric Vertical Wall ďWiresĒ- BAH, this is a ANNOYING move that can catch
    you in quite a predicament. Griffon will be on the ground and will create a
    ball of electricity in his mouth. After that Griffon will make a wall of
    vertical ďwiresĒ at Dante. What is truly annoying about this move is that it
    can strike you many times due to the fact that he can create 4 to 6 of these
    walls. Also that they can stun you and their speed can get you. The best
    possible way to avoid this is to simply go into DT and keep the R1 button on
    him and fire at him as you go into the nearest gap to escape the walls. Air
    Raid also works here as well (long range-light to high damage)
    
    Visible Platforms- These platforms are created as a side affect of Griffon
    using his electric attacks. They provide, at times, relief from his attacks
    and can get you out of trouble but they can also get you in some dangerous
    spots as some of his move can lock on to Danteís last position and you wont
    be able to escape as fast as you want. Use these at your choice as they have
    their good and bad uses. (any range-no damage)
    
    Electric Landing-  Griffon will be in the air then electricity will come out
    of his feet in a diagonal fashion. Finally, Griffon will land on the spot that
    the electricity hit on the ground, practically dropping his weight on Dante
    (ouch!). I find this easy to dodge as he takes his time in doing this. To
    dodge this simply see the ďwiresĒ as they hit the ground make sure to run
    away as fast as you can. Use Alastor's DT if you need to avoid this move a lot
    more faster but it isnít a lot of trouble to avoid.
    (medium range-medium damage)
    
    Storm of Lightning- In this battle, guess what, NO STOPPING Griffon from doing
    this move. Griffon will only do this when he loses his wings. Anyway, the
    place will get dark and lightning bolts will soon home on Dante while some
    lighting bolts protect Griffon. The lightning bolts donít home very well but
    they do some good damage when they make contact. This move is MUCH more fatal
    when he dies as he glows with the energy and the lightning is much larger. To
    avoid this move, simply stay on the move. If you stay in one place too long,
    Griffon will land and do this move. If he does land and does this move, keep
    an eye on him and dodge to the right or left but donít get close to Griffon
    as these bolts become extremely accurate if your too close to him.
    (long range-medium to high damage)
    
    Multi-Energy Scissors- Wow, now this move has a bit more accuracy than the
    regular one. Griffon will be flying and he will create a ball of electricity
    in his mouth, then 4 of these ďwiresĒ will come out finally closing all
    together. This is only a bit more tougher than the single one. To avoid this
    simply keep on the move and dodge under one or jump over a ďwireĒ. It wont
    be too hard to dodge but they form a different formation every time.
    (long range-medium damage)
    
    Head Strike- Wow, Griffon actually has a close range move. Anyway, Griffon
    will be on the ground he will then rush at you, waving his head to the right,
    and then swinging it to the left. This could send you pretty far so you must
    be careful because it could set you up for any of his energy moves. Simply
    either back flip in the opposite direction of Griffon or roll to the side.
    (short range-high damage)
    
    Electric Bomber- This is a pretty neat move but it is damaging as well.
    Griffon will be flying in the air then makes a low sweep while still being in
    the air. Finally he will drop MANY electric balls in the path that he is
    taking. This is a pretty fast move that gives you enough time to react so keep
    your eye on him if you cant see him so as soon as you see this move back flip
    away from the electric balls or simply roll away from him. This should get
    you the advantage of this move so that you can counter-attack.
    (any range-low to high damage)
    
    Multi-Formational Electric ďWiresĒ- He usually does this in the first battle
    and in the third. This can be annoying as well. Griffon will be in the air
    then he will shoot a ball of electricity on the ground that will expand and
    fire horizontal and vertical ďwiresĒ on the ground in a diamond formation,
    horizontal formation, and vertical on the ground. Now these wires will become
    inactive and they will be invisible. After sometime, the wires will activate
    and hurt you. Now this is where trial and error comes into play of how you
    want to avoid this. Either you can do Air Raid and fly over the ďwiresĒ while
    attacking Griffon but the bad thing is that if you donít have enough DT, you
    might land on a ďwireĒ and you donít want that. The other option is to stand
    on the Visible Platforms that Griffon creates. This can leave you as a
    stationary target but you will be out of the ďwiresĒ on the ground. Watch out
    though cause they might disappear and land you on the ďwiresĒ. If that happens
    , quickly DT then Air Raid. (any range-light to high damage)
    
    Strategy for Griffon 3
    Hey this isnít a joke anymore, Griffon is quite mad now so you must be
    cautious. This battle will once again need the Ifrit as it will give you the
    damage factor that you will need but Alastor still works. Besides the fact
    that you will be dodging Griffonís moves you will have to find a good move
    to damage Griffon. Meteor Lvl 1 or 2 is your friend in this battle as well
    as Rolling Blaze. Anyway if you donít have Meteor Lvl 1, you can use DT
    enhanced E&I shots OR the Grenade Gun with DT. These are some ways to take
    Griffon out: 1. You can try out your Nightmare Beta in this battle. Simply
    charge it to its top, then release it. These beams will go through Griffon
    pretty well. Keep doing this until your DT runs out. Once it runs out, switch
    to the Grenade Gun and fire to get DT back. Rinse and Repeat, but this is
    more longer to do 2. Much more easier on you. Fire the weapon of your choice
    then DT and launch Meteor Lvl 1 or 2 (if you have it). To do a good Meteor
    try to do it after Griffon has done his Head Strike 3. Air Raid can still
    work in this battle but it simply does less damage so accompany it with Round
    Trip then fire bolts at him. Doing Round Trip will help you in the damage
    factor but it is hard to do Round Trip as this battle is very hectic and
    Griffon will be on the move. Now remember that Vortex helps a lot as well
    because you can drill right through Griffon while being unaffected. There are
    elevators on each side of the arena that can elevate you to the higher level
    and have green orbs on either side. You shouldnít use these though as your
    view can get off course of you watching Griffon which can pin you pretty badly
    if he can get one of his moves at you. Once you knock about 1/4 to 1/3 of his
    health, Griffon will destroy the bridge above and will knock the elevator out
    of commission. Now this battle will be taken to the ground and Griffon will
    become more offensive. This is where the Rolling Blaze comes in. You can
    Rolling Blaze Back flip so that his Head Strike becomes ineffective then you
    can counter attack with a quick Meteor, a couple DT enhanced shots, or just
    enough time to unleash a Round Trip. Now, that Griffon will be on the ground
    he will do his Storm of Lightning more often but now that you have more
    space, the Grenade Gun does excellent here. When he sends a couple of those
    lightning bolts at you, roll then fire a Grenade shell, roll, then fire
    another, then roll, once again rinse and repeat. This can get you a couple of
    shots in and damage's Griffon pretty well, especially in DT. To keep damaging
    Griffon, choose the option of your choice from above with and finish him.
    
    Nelo Angelo 1
    
    Hardness: *****
    
    Description: The closest thing that you will get to a honorable duel and the
    renegade of the group of henchmen that Mundus has created. A 9-foot character
    with a large sword, he is quite the master swordsman that does what he wants
    to do, how he wants things done but listens to Mundus. He shows respect for
    others that are better than him and wants to stop Dante at whatever costs...
    
    My opinion: This battle will of course be the closest to a battle to a human
    figure and a honorable duel in the game but it will be much tougher than a
    human. Your choice of Devil Arm of course will be the Alastor and your choice
    of gun (whichever you feel comfortable). The Nelo Angelo is tough later on but
    here, he is pretty easy. Now this battle is not like Griffon or Phantom where
    they give you a opening anytime to attack with Air Raid or any special move,
    Nelo is able to shield himself from your strongest moves so you must find
    other ways to attack and when there is a opening, use it to your advantage.
    
    Moves
    
    High Time- This can be preformed in three ways 1. if you clash swords with him,
    he will do this as a counter 2. he can do this along with a combo 3. Sometimes
    he does it out of the blue but stays grounded instead. This is the counter
    version of the High Time. Any way if you clash swords, Neloís sword will be
    behind him sort of like your High Time. His sword will glow and finally he will
    do High Time followed by his Downward Slash. Boy if he greets you with this,
    it will hurt. The only to ways two counter this is by: 1. Running as soon as
    you see Neloís sword behind him like your setup of High Time. Get as far away
    as you can because the Downward Slash can still hit you at medium range. 2.
    Stinger him as soon as possible to make him stop. If you slash him with normal
    slashes, they donít stop him and will continue with his High Time. Stinger him
    but do it quick or he will get you and make sure that the Stinger actually
    MADE CONTACT so that he will stop. Either way is good but go with option 1 if
    you donít want some of your life bar to be taken away.
    (medium range-medium damage)
    
    Fireball- Whenever you are far from the Nelo Angelo, he will decide to do this
    move. He will have a set-up of his hand backed up along with a weird charging
    noise. The area around him with glow and he will have blue flames around his
    hand, similar set-up to your Meteor. Anyway, after some time the Fireball will
    be launched and it will go in a straight path of Danteís last position. Now
    thereís two things that can be done at this time: 1. You can either jump,
    roll, or run to avoid this move. Be sure to keep your eyes and ears open as
    sometimes heíll do this move 3 to 5 times so watch for him 2. He has a long
    time before he does this so simply Stinger him or combo him to make him stop.
    Once again, make sure that your move ACTUALLY MADE CONTACT so that you donít
    end up with a Fireball in the face. (long range-high damage)
    
    High Time Combo- This is the combo version with High Time in it. Nelo will
    simply do his Evil Punches then as a big surprise, finishes with your High
    Time. You will have to notice this pretty quickly or the move will catch you.
    Now from my experience you can escape from the Evil Punches well, but once
    you get caught in the High Time you have to settle in cause thereís no escape.
    Thereís only one choice to escape this, run. Run as fast as you can when Nelo
    does this move or else there goes your most of your life bar. If you DT and
    run with Alastor, it will allow you to escape much more easily. This move can
    practically take a lot of health in the later modes so watch him so that you
    can escape and the counter attack. (short range-medium to very high damage)
    
    Grounded High Time- This is usually done out of the blue. Nelo will simply do
    a High Time but instead of going up with you, he will stay grounded. Not much
    to say other than it is much quicker on the draw. Not only does it fling you
    in the air, but it does leave you quite vulnerable to Nelo's other attacks so
    donít underestimate this move. To avoid this move, keep away from Nelo and
    then counterattack after his High Time. (short range-medium damage)
    
    Dark Downward Kick- Nelo's version of your Downward Kick and it is only done
    as a final hit in the High Time. This is very abrupt and dangerous as it can
    span quite a distance so even if you miss the High Time, the kick can still
    get you. What is even worse about this move is that it is quick, damaging, and
    can take you to the ground. To avoid this move from hitting you, try to keep a
    good distance from Nelo so that right when he lands you can counterattack.
    (medium range-medium damage)
    
    Fatal Vertical Slash- This is only done as a counter if you and Nelo clash
    swords so watch out. Anyway if you and Nelo clash, his sword will be over his
    head. It looks as he is about to fall over since his sword is so heavy (hehe)
    but counters by making his sword glow then smashes his sword down on you. This
    is a pretty heavy hitting move and enough of these can downright kill you.
    Thereís two ways to counter: 1. When you see this move coming back flip, jump,
    or run to avoid this. Rolling is not the best idea as Nelo can rotate himself
    to hit you so you cant be completely safe if you roll 2. When you see him do
    this move, Stinger him so that it will knock him off balance. Only do a
    Stinger because normal slashes might not phase him allowing him to hit you
    anyway. (short range-high damage)
    
    Evilís Bane Stinger- Just like he knows your High Time, he knows your Stinger
    but it is MUCH more powerful than yours. He will make his sword glow, then he
    will lower himself down. His sword will be backed up and he will rush at you.
    When he gets to you or nearby you he will stick his sword out even deeper than
    your Stinger. This move becomes even more obvious if Nelo is farther away from
    you. If heís closer, his set-up time is shorter allowing him to get you pretty
    quickly. The only ways of getting away from this move are: 1. jump over him
    and counter with your own move on him 2. Jump over him and commence DT finally
    doing whatever you can to hit him before he teleports. Either way allows you
    to get the better hand of him but if your close to him, jump away from him so
    that he doesnít get you. (long range-high damage)
    
    Evilís Bane Stinger v2- This is much more stunning and annoying than the
    original Evilís Bane Stinger. Nelo will have the same set-up as the other
    Stinger but as soon as heís near you he will stop and slice you diagonally in
    the gut. This is much more abrupt and hard to see coming. The only ways to
    counter this is by: 1. jumping away from Nelo, although its hard to see this
    coming it will get you out of this move so it wont be as bad 2. Jump over him
    and attack his back, DT if you want to do more damage. If you are close to
    him, jump over him. Its your only choice if you are near him so be prepared.
    About 15 percent of the time he will decide to do this so you must keep an
    eye out for this. (long range-high damage)
    
    Dark Slice- Very similar to the Evil's Bane Stinger v2 but have a different
    setup. Nelo will start will a pretty short dash towards Dante's position. He
    will then finally end with a horizontal slash like the v2 Stinger. What is
    good about this move is that the set up is a dead giveaway but it gives you
    very little time to avoid it if you donít keep an eye on him. To avoid this
    move, jump away from Nelo as soon as he does the initial slash. From there you
    retaliate with a Stinger. (medium range-high damage)
    
    Teleport- This is a move that annoys many people. Anyway when he takes enough
    damage or when he feels overwhelmed, a blue flame will cover him and teleport
    Nelo to different areas of the battlefield. With this move he can escape your
    attempts to damage him, he can teleport to a different area to commence a new
    attack, or get close to you so that he can do a combo. In this battle he will
    teleport to different areas so that you will follow him but thatís only when
    you take 1/3 of his life bar. He will repeat this two more times until he
    dies. (any range-no damage)
    
    Sword Shield- Now when the Nelo Angelo decides heís taken enough damage, he
    will put his heavy sword in front of him. Once heís done this he will be
    unaffected by all your attacks, even if you are in DT. Now if you decide to
    keep hitting his shield, he will counter with a Fatal Vertical Slash or a
    High Time. Best thing to do is to NOT attack the shield and see what he does
    next. He will sometimes either Teleport or he will do a move depending on
    where your at. (any range-no damage)
    
    Evil Punches- Nelo sometimes decides to go to hand-to-hand combat. He will do
    a normal punch to the gut then he charges some blue flames around his hand
    and does a charged punch similar to your Ifrit charged punch. This will be
    done sometimes but on rare occasions. This move does so-so damage but it does
    stun you so you must not underestimate this move. To dodge this simply
    back flip in the opposite direction and you will be out of danger. This is
    usually done with the High Time combo. (short range-medium damage)
    
    Dark Kick13 combo- This does a bit more damage than the Evil Punches but takes
    a bit more time to do. First he will do a 1/2 way charged gut punch, Nelo
    waits a 1/2 a second, then does a Kick13. Now this move is also done a bit
    more often than the Evil Punches but is still rare and can send you to the
    ground. Anyway, the time between the hit from the gut punch and Nelo doing his
    Kick13 is not far off but it gives you enough time to escape. If you get hit
    by the gut punch donít worry, it does light damage and gives you plenty of
    time to either: 1. Counter-act with a move of your own or 2. Lets you run from
    his final hit. (short range-medium damage)
    
    Fatal 4 Hit Combo- This is the Nelo Angeloís most fatal attack. This will be
    done in a similar manner to your 5 hit combo but he doesnít do the final slash
    at the end. It will start off with his sword glowing with blue flames and
    taunts at you by pointing his sword at you but he may not do the taunt. Then
    he will do the first two slashes of your 3 hit combo which are a diagonal
    slash and a horizontal, heíll wait a 1/4 of a second then he will do two
    diagonal slashes (one going upward diagonally then going downward diagonally)
    similar to the 3rd and 4th slash of your 5 hit combo. This is not only pretty
    fast but EXTREMELY damaging plus the slashes allows the Nelo Angelo to advance
    a bit forward per slash. Now the first slash gives you enough time to dodge to
    the back but once you get hit by the second, run away from Nelo. You are
    almost guaranteed that you wont escape the last two hits. As soon as you see
    the first slash you can do two things: 1. You can continually back flip away
    from him as he does the combo 2. Turn on your DT with the Alastor and run
    away but you donít need Alastor DT. (short to medium range-very high damage)
    
    Strategy for Nelo Angelo 1
    The Nelo Angelo is pretty much a master of the swords so you will have to
    think twice before you attack. In the beginning of this battle he will land
    near you and does nothing for a couple of seconds so take advantage and do a
    combo. Now he will respond with shielding himself then doing a High time combo
    or the Fatal 4 Hit Combo so evade. After that smash him with a Stinger and
    another combo afterwards. Now when he does his Sword Shield after he has taken
    enough damage, thereís a couple things you can do: 1. Wait until he finishes
    his shield and his counter then smash him with your own move 2. jump or roll
    behind him and give him a quick slash or 2 but you must be quick as he will
    teleport after his shield. Now sometimes he wont teleport if you are near him
    and he decides to do a High Time or a Fatal Vertical Slash. If he does a High
    Time, thereís a real short time when you can hit him with a move before he
    does a High Time but itís a big risk if you do that so its better to evade the
    move then rush at him and do a combo until Nelo decides to shield himself. If
    he does the Fatal Vertical Slash he leaves his gut open to attack, so Stinger
    him so that he will be caught unguarded then combo him until he shields
    himself. Now when Nelo Teleports he goes to different positions of the area.
    If heís far from you, he will most likely do a Fireball in which you can
    simply run towards him and Stinger him to stop and then combo him until he
    shields himself but he also might do a Evilís Bane Stinger v1 or v2 so simply
    jump over him before he can do his Stinger and hit him in the back with a
    combo or DT and do a combo, same goes with his v2 Stinger. Now whenever he
    goes into Hand-to-Hand combat and does his Evil Punches or Dark Kick13 Combo,
    thereís a short time between the two hits so that you can hit him so strike
    him before he can do his final hit or simply evade. Now sometime during the
    battle, the Nelo Angelo will grab his gut as he is winded of welding his
    sword. Donít waste this time! Keep attacking him until he shields himself then
    see what heís going to do Now when you knock 1/3 of the Nelo Angeloís health,
    he will teleport to a higher level. He will repeat this when you knock off
    another 1/3 but before he Teleports to a higher level the first time take time
    to get DT back by shooting him. The shots will not affect him but they will
    give you DT so that you can continue but you donít have that luxury the second
    time he Teleports to a higher level as the space to shoot him is pretty narrow
    and it wont allow you to hit him very well so continue on. Now the area to
    attack him after he Teleports the two other times to higher levels is pretty
    narrow so donít take any big risks with the Nelo Angelo as he has better
    chances of hitting you but it is still pretty easy to beat him.
    
    Nelo Angelo 2
    
    Hardness: *******
    
    Description: Same as Nelo Angelo 1
    
    My opinion: This battle with Nelo is not much of a difference from the first
    battle. The only true difference about this battle from the 1st one is that
    you are confined to a smaller space during the whole battle and Nelo wont
    Teleport to different parts of the arena as the battle progresses. Now for
    this battle use the Ifrit but the Alastor is still able to finish the battle.
    I prefer the Ifrit though.
    
    Moves
    
    High Time- This can be preformed in three ways: 1. if you clash weapons with
    him, he will do this as a counter 2. he can do this along with a combo 3.
    Sometimes he does it out of the blue but stays grounded instead. This is the
    counter version of the High Time. Any way if you clash weapons, Neloís sword
    will be behind him sort of like your High Time. His sword will glow and
    finally he will do High Time followed by his Downward Slash. Boy if he greets
    you with this, it will hurt. The only two ways to counter this is by: 1.
    Running as soon as you see Neloís sword behind him like your setup of High
    Time. Get as far away as you can because the Downward slash can still hit you
    at medium range 2. Kick13/Stinger him as soon as possible to make him stop. If
    you hit him with normal hits, they donít stop him and will continue with his
    High Time. Kick13 or Stinger him but do it quick or he will get you and make
    sure that the Stinger/Kick13 actually MADE CONTACT so that he will stop.
    Either way is good but go with option 1 if you donít want some of your life
    bar to be taken. (medium range-medium damage)
    
    Fireball- Whenever you are far from the Nelo Angelo, he will decide to do this
    move. He will have a set-up of his hand backed up along with a weird charging
    noise. The area around him with glow and he will have blue flames around his
    hand, similar set-up to your Meteor. Anyway, after some time the Fireball will
    be launched and it will go in a straight path of Danteís last position. Now
    thereís two things that can be done at this time: 1. You can either jump,
    roll, or run to avoid this move. Be sure to keep your eyes and ears open as
    sometimes heíll do this move 3 to 5 times so watch for him 2. He has a long
    time before he does this so simply Stinger/Kick13 him or combo him to make him
    stop. Once again, make sure that your move ACTUALLY MADE CONTACT so that you
    donít end up with a Fireball in the face. (long range-high damage)
    
    High Time Combo- This is the combo version with High Time in it. Nelo will
    simply do his Evil Punches then as a big surprise, finishes with your High
    Time. You will have to notice this pretty quickly or the move will catch you.
    Now from my experience you can escape from the Evil Punches well, but once
    you get caught in the High Time you have to settle in cause thereís no escape.
    Thereís only one choice to escape this, run. Run as fast as you can when Nelo
    does this move or else there goes your most of your life bar. If you DT and
    run with Alastor, it will allow you to escape much more easily. This move can
    practically take a lot of health in the later modes so watch him so that you
    can escape and the counter attack. (short range-medium to very high damage)
    
    Grounded High Time- This is usually done out of the blue. Nelo will simply do
    a High Time but instead of going up with you, he will stay grounded. Not much
    to say other than it is much quicker on the draw. Not only does it fling you
    in the air, but it does leave you quite vulnerable to Nelo's other attacks so
    donít underestimate this move. To avoid this move, keep away from Nelo and
    then counterattack after his High Time. (short range-medium damage)
    
    Dark Downward Kick- Nelo's version of your Downward Kick and it is only done
    as a final hit in the High Time. This is very abrupt and dangerous as it can
    span quite a distance so even if you miss the High Time, the kick can still
    get you. What is even worse about this move is that it is quick, damaging, and
    can take you to the ground. To avoid this move from hitting you, try to keep a
    good distance from Nelo so that right when he lands you can counterattack.
    (medium range-medium damage)
    
    Fatal Vertical Slash- This is only done as a counter if you and Nelo clash
    weapons so watch out. Anyway if you and Nelo clash, his sword will be over his
    head. It looks as he is about to fall over since his sword is so heavy (hehe)
    but counters by making his sword glow then smashes his sword down on you. This
    is pretty heavy hitting move and enough of these can downright kill you.
    Thereís two ways to counter: 1. When you see this move coming back flip, jump,
    or run to avoid this. Rolling is not the best idea as Nelo can rotate himself
    to hit you so you cant be completely safe if you roll 2. When you see him do
    this move, Stinger/Kick13 him so that it will knock him off balance. Only do a
    Stinger/Kick13 because normal hits might not phase him allowing him to hit you
    anyway. (short range-high damage)
    
    Evilís Bane Stinger- Just like he knows your High Time, he knows your Stinger
    but it is MUCH more powerful than yours. He will make his sword glow, then he
    will lower himself down. His sword will be backed up and he will rush at you.
    When he gets to you or nearby you he will stick his sword out even deeper than
    your Stinger. This move becomes even more obvious if Nelo is farther away from
    you. If heís closer, his set-up time is shorter allowing him to get you pretty
    quickly. The only ways of getting away from this move are: 1. jump over him
    and counter with your own move on him 2. Jump over him and commence DT finally
    doing whatever you can to hit him before he teleports. Either way allows you
    to get the better hand of him but if your close to him, jump away from him so
    that he doesnít get you. (long range-high damage)
    
    Evilís Bane Stinger v2- This is much more stunning and annoying than the
    original Evilís Bane Stinger. Nelo will have the same set-up as the other
    Stinger but as soon as heís near you he will stop and slice you diagonally in
    the gut. This is much more abrupt and hard to see coming. The only ways to
    counter this is by: 1. jumping away from Nelo, although its hard to see this
    coming it will get you out of this move so it wont be as bad 2. Jump over him
    and attack his back, DT if you want to do more damage. If you are close to
    him, jump over him. Its your only choice if you are near him so be prepared.
    About 15 percent of the time he will decide to do this so you must keep an eye
    out for this. (long range-high damage)
    
    Dark Slice- Very similar to the Evil's Bane Stinger v2 but have a different
    setup. Nelo will start will a pretty short dash towards Dante's position. He
    will then finally end with a horizontal slash like the v2 Stinger. What is
    good about this move is that the set up is a dead giveaway but it gives you
    very little time to avoid it if you donít keep an eye on him. To avoid this
    move, jump away from Nelo as soon as he does the initial slash. From there you
    retaliate with a Stinger. (medium range-high damage)
    
    Teleport- This is a move that annoys many people. Anyway when he takes enough
    damage or when he feels overwhelmed a blue flame will cover him and teleport
    Nelo to different areas of the battlefield. With this move he can escape your
    attempts to damage him, he can teleport to a different area to commence a new
    attack, or get close to you so that he can do a combo. (any range-no damage)
    
    Sword Shield- Now when the Nelo Angelo decides heís taken enough damage, he
    will put his heavy sword in front of him. Once heís done this he will be
    unaffected by all your attacks, even if you are in DT. Now if you decide to
    keep hitting his shield, he will counter with a Fatal Vertical Slash or a High
    Time. Best thing to do is to NOT attack the shield and see what he does next.
    He will sometimes either Teleport or he will do a move depending on where your
    at. (any range-no damage)
    
    Evil Punches- Nelo sometimes decides to go to hand-to-hand combat. He will do
    a normal punch to the gut then he charges some blue flames around his hand and
    does a charged punch similar to your Ifrit charged punch. This will be done
    sometimes but on rare occasions. This move does so-so damage but it does stun
    you so you must not underestimate this move. To dodge this simply back flip in
    the opposite direction and you will be out of danger.
    (short range-medium damage)
    
    Dark Kick13 combo- This does a bit more damage than the Evil Punches but takes
    a bit more time to do. First he will do a 1/2 way charged gut punch, Nelo
    waits a 1/2 a second, then does a different variation of the Kick13. Now this
    move is also done a bit more often than the Evil Punches but is still rare and
    can send you to the ground. Anyway, the time between the hit from the gut
    punch and Nelo doing his Kick13 is not far off but it gives you enough time to
    escape. If you get hit by the gut punch donít worry, it does light damage and
    gives you plenty of time to either: 1. Counter-act with a move of your own or
    2. Lets you run from his final hit. (short range-medium damage)
    
    Fatal 4 Hit Combo- This is the Nelo Angeloís most fatal attack. This will be
    done in a similar manner to your 5 hit combo but he doesnít do the final slash
    at the end. It will start off with his sword glowing with blue flames and
    taunts at you by pointing his sword at you but he may not do the taunt. Then
    he will do the first two slashes of your 3 hit combo which are a diagonal
    slash and a horizontal, heíll wait a 1/4 of a second then he will do two
    diagonal slashes (one going upward diagonally then going downward diagonally)
    similar to the 3rd and 4th slash of your 5 hit combo. This is not only pretty
    fast but EXTREMELY damaging plus the slashes allows the Nelo Angelo to advance
    a bit forward per slash. Now the first slash gives you enough time to dodge to
    the back but once you get hit by the second, run away from Nelo. You are
    almost guaranteed that you wont escape the last two hits. As soon as you see
    the first slash you can do two things: 1. you can continually back flip away
    from him as he does the combo 2. turn on your DT with the Alastor and run away
    but you can run without DT. (short to medium range-very high damage)
    
    Strategy for Nelo Angelo 2
    The Nelo Angelo is pretty much a master of the swords so you will have to
    think twice before you attack. In the beginning of this battle he will stand
    there for some time and does nothing for a couple of seconds so take advantage
    and do a Kick13 auto-combo. Now he will respond with shielding himself then
    doing a High Time combo or the Fatal 4 Hit Combo so evade. After that smash
    him with a Stinger/Kick13 and another combo afterwards. Now when he does his
    Sword Shield after he has taken enough damage, thereís a couple things you can
    do: 1. Wait until he finishes his shield and his counter then smash him with
    your own move 2. Jump or roll behind him and give him a quick hit or 2 but you
    must be quick as he will teleport after his shield. Now sometimes he wont
    teleport if you are near him and he decides to do a High Time or a Fatal
    Vertical Slash. If he does a High Time, thereís a real short time when you can
    hit him with a move before he does a High Time but itís a big risk if you do
    that so its better to evade the move then rush at him and do a combo until
    Nelo decides to shield himself. If he does the Fatal Vertical Slash he leaves
    his gut open to attack, so Stinger/Kick13 him so that he will be caught
    unguarded or you can allow yourself to get hit but you have to jump with
    Rolling Blaze so that he will get hit back and the slash wont hurt you then
    combo or do a Downward Kick him until he shields himself. Now when Nelo
    Teleports he goes to different positions of the area. If heís far from you, he
    will most likely do a Fireball in which you can simply run towards him and
    Stinger/Kick13 him to stop and then combo him until he shields himself but he
    also might do a Evilís Bane Stinger v1 or v2 so simply jump over him before he
    can do his Stinger and hit him in the back with a combo or DT and do a combo,
    same goes with his v2 Stinger. Now whenever he goes into Hand-to-Hand combat
    and does his Evil Punches or Dark Kick13 Combo, thereís a short time between
    the two hits so that you can hit him so strike him before he can do his final
    hit or simply evade. Now sometime during the battle, the Nelo Angelo will grab
    his gut as he is winded of welding his sword. Donít waste this time! Keep
    attacking him until he shields himself then see what heís going to do. Also
    when he is winded, you can unleash a Kick13 auto-combo to hurt him more. Now
    thereís a green orb in the area below you, so grab it if you are low on health
    but watch the Nelo Angelo as the area below doesnít allow you to get a good
    view of Nelo so get the orb if needed and go back up to the main battlefield.
    
    Nelo Angelo 3
    
    Hardness: *********
    
    Description: The Nelo Angelo is a master swordsman and is of course the
    renegade of the henchmen that Mundus has created. Thatís what you know of him.
    The Nelo Angeloís history is pretty bleak to Dante but in this battle all
    becomes clear. The Nelo Angelo finally shows his face and Dante discovers that
    Nelo is none other than...Vergil Sparda! Your long lost brother that was taken
    by Mundus and turned into the Nelo Angelo but now is a threat in your path to
    Mundus and you have no choice but to eliminate him.
    
    My opinion: Man, this guy is harder than the other two times that you faced
    him. His Phantom Swords give him the edge in this battle plus his attacks are
    much more damaging. This battle demands the Ifrit. You should now have Rolling
    Blaze which will do good in this battle. Meteor Lvl 1 is nice to have but Lvl
    2 will do you better. You should also have Kick13 and Magma Drive to damage
    him.
    
    Moves
    
    High Time-  This can be preformed in two ways: 1. if you clash weapons with
    him, he will do this as a counter 2. he can do this along with a combo 3.
    Sometimes he does it out of the blue but stays grounded instead. This is the
    counter version of the High Time. Any way if you clash weapons, Neloís sword
    will be behind him sort of set up like your High Time. His sword will glow and
    finally he will do High Time followed by his Downward Slash. Boy if he greets
    you with this, it will hurt. The only two ways to counter this is by: 1.
    Running as soon as you see Neloís sword behind him like your setup of High
    Time. Get as far away as you can because the Downward slash can still hit you
    at medium range 2. Kick13 him as soon as possible to make him stop. If you hit
    him with normal hits they donít stop him and will continue with his High Time.
    Kick13 him but do it quick or he will get you and make sure that the Kick13
    actually MADE CONTACT so that he will stop. Either way is good but go with
    option 1 if you donít want some of your life bar to be taken.
    (medium range-medium damage)
    
    Fireball- Whenever you are far from the Nelo Angelo, he will decide to do this
    move. He will have a set-up of his hand backed up along with a weird charging
    noise. The area around him with glow and he will have blue flames around his
    hand, similar set-up to your Meteor. Anyway, after some time the Fireball will
    be launched and it will go in a straight path of Danteís last position. Now
    thereís two things that can be done at this time: 1. You can either jump,
    roll, or run to avoid this move. Be sure to keep your eyes and ears open as
    sometimes heíll do this move 3 to 5 times so watch for him 2. He has a long
    time before he does this so simply Kick13 him or combo him to make him stop.
    Once again, make sure that your move ACTUALLY MADE CONTACT so that you donít
    end up with a Fireball in the face. (long range-high damage)
    
    High Time Combo- This is the combo version with High Time in it. Nelo will
    simply do his Evil Punches then as a big surprise, finishes with your High
    Time. You will have to notice this pretty quickly or the move will catch you.
    Now from my experience you can escape from the Evil Punches well, but once
    you get caught in the High Time you have to settle in cause thereís no escape.
    Thereís only one choice to escape this, run. Run as fast as you can when Nelo
    does this move or else there goes your most of your life bar. If you DT and
    run with Alastor, it will allow you to escape much more easily. This move can
    practically take a lot of health in the later modes so watch him so that you
    can escape and the counter attack. (short range-medium to very high damage)
    
    Grounded High Time- This is usually done out of the blue. Nelo will simply do
    a High Time but instead of going up with you, he will stay grounded. Not much
    to say other than it is much quicker on the draw. Not only does it fling you
    in the air, but it does leave you quite vulnerable to Nelo's other attacks so
    donít underestimate this move. To avoid this move, keep away from Nelo and
    then counterattack after his High Time. (short range-medium damage)
    
    Dark Downward Kick- Nelo's version of your Downward Kick and it is only done
    as a final hit in the High Time. This is very abrupt and dangerous as it can
    span quite a distance so even if you miss the High Time, the kick can still
    get you. What is even worse about this move is that it is quick, damaging, and
    can take you to the ground. To avoid this move from hitting you, try to keep a
    good distance from Nelo so that right when he lands you can counterattack.
    (medium range-medium damage)
    
    Fatal Vertical Slash- This is only done as a counter if you and Nelo clash
    weapons so watch out. Anyway if you and Nelo clash, his sword will be over his
    head. It looks as he is about to fall over since his sword is so heavy (hehe)
    but counters by making his sword glow then smashes his sword down on you. This
    is pretty heavy hitting move and enough of these can downright kill you.
    Thereís two ways to counter: 1. When you see this move coming back flip, jump,
    or run to avoid this. Rolling is not the best idea as Nelo can rotate himself
    to hit you so you cant be completely safe if you roll 2. When you see him do
    this move, Kick13 him so that it will knock him off balance. Only do a Kick13
    because normal hits might not phase him allowing him to hit you anyway.
    (short range-high damage)
    
    Evilís Bane Stinger- Just like he knows your High Time, he knows your Stinger
    but it is MUCH more powerful than yours. He will make his sword glow, then he
    will lower himself down. His sword will be backed up and he will rush at you.
    When he gets to you or nearby you he will stick his sword out even deeper than
    your Stinger. This move becomes even more obvious if Nelo is farther away from
    you. If heís closer, his set-up time is shorter allowing him to get you pretty
    quickly. The only ways of getting away from this move are: 1. Jump over him
    and counter with your own move on him 2. Jump over him and commence DT finally
    doing whatever you can to hit him before he teleports. Either way allows you
    to get the better hand of him but if your close to him, jump away from him so
    that he doesnít get you. (long range-high damage)
    
    Evilís Bane Stinger v2- This is much more stunning and annoying than the
    original Evilís Bane Stinger. Nelo will have the same set-up as the other
    Stinger but as soon as heís near you he will stop and slice you diagonally in
    the gut. This is much more abrupt and hard to see coming. The only ways to
    counter this is by: 1. jumping away from Nelo, although its hard to see this
    coming it will get you out of this move so it wont be as bad 2. Jump over him
    and attack his back, DT if you want to do more damage. If you are close to
    him, jump over him. Its your only choice if you are near him so be prepared.
    About 15 percent of the time he will decide to do this so you must keep an eye
    out for this. (long range-high damage)
    
    Dark Slice- Very similar to the Evil's Bane Stinger v2 but have a different
    setup. Nelo will start will a pretty short dash towards Dante's position. He
    will then finally end with a horizontal slash like the v2 Stinger. What is
    good about this move is that the set up is a dead giveaway but it gives you
    very little time to avoid it if you donít keep an eye on him. To avoid this
    move, jump away from Nelo as soon as he does the initial slash. From there you
    retaliate with a Stinger. (medium range-high damage)
    
    Teleport- This is a move that annoys many people. Anyway when he takes enough
    damage or when he feels overwhelmed a blue flame will cover him and teleport
    Nelo to different areas of the battlefield. With this move he can escape your
    attempts to damage him, he can teleport to a different area to commence a new
    attack, or get close to you so that he can do a combo. (any range-no damage)
    
    Sword Shield- Now when the Nelo Angelo decides heís taken enough damage, he
    will put his heavy sword in front of him. Once heís done this he will be
    unaffected by all your attacks, even if you are in DT. Now if you decide to
    keep hitting his shield, he will counter with a Fatal Vertical Slash or a High
    Time. Best thing to do is to NOT attack the shield and see what he does next.
    He will sometimes either Teleport or he will do a move depending on where your
    at. (any range-no damage)
    
    Evil Punches- Nelo sometimes decides to go to hand-to-hand combat. He will do
    a normal punch to the gut then he charges some blue flames around his hand and
    does a charged punch similar to your Ifrit charged punch. This will be done
    sometimes but on rare occasions. This move does so-so damage but it does stun
    you so you must not underestimate this move. To dodge this simply back flip in
    the opposite direction and you will be out of danger.
    (short range-medium damage)
    
    Dark Kick13 combo- This does a bit more damage than the Evil Punches but takes
    a bit more time to do. First he will do a 1/2 way charged gut punch, Nelo
    waits a 1/2 a second, then does a different variation of the Kick13. Now this
    move is also done a bit more often than the Evil Punches but is still rare and
    can send you to the ground. Anyway, the time between the hit from the gut
    punch and Nelo doing his Kick13 is not far off but it gives you enough time to
    escape. If you get hit by the gut punch donít worry, it does light damage and
    gives you plenty of time to either: 1. Counter-act with a move of your own or
    2. Lets you run from his final hit. (short range-medium damage)
    
    Fatal 4 Hit Combo- This is the Nelo Angeloís most fatal attack. This will be
    done in a similar manner to your 5 hit combo but he doesnít do the final slash
    at the end. It will start off with his sword glowing with blue flames and
    taunts at you by pointing his sword at you but he may not do the taunt. Then
    he will do the first two slashes of your 3 hit combo which are a diagonal
    slash and a horizontal, heíll wait a 1/4 of a second then he will do two
    diagonal slashes (one going upward diagonally then going downward diagonally)
    similar to the 3rd and 4th slash of your 5 hit combo. This is not only pretty
    fast but EXTREMELY damaging plus the slashes allows the Nelo Angelo to advance
    a bit forward per slash. Now the first slash gives you enough time to dodge to
    the back but once you get hit by the second, run away from Nelo. You are
    almost guaranteed that you wont escape the last two hits. As soon as you see
    the first slash you can do two things: 1. you can continually back flip away
    from him as he does the combo 2. turn on your DT with the Alastor and run away
    but you can run without DT. (short to medium range-very high damage)
    
    New Moves
    
    Phantom Swords- A new move that Nelo does and you wont like it. When he is
    overwhelmed in the battle, he will Teleport to a high place (being at the
    arching window or the top of the stairway) in the arena and unleash a whole
    bunch of different Phantom Sword formations and attacks. This will test your
    endurance of these several moves. This would be time that you can attack him
    but he decides to do this. Not only that but sometimes they aide him as a
    defensive maneuver. Some of the several formations will be listed here:
    
    a)Circle of Swords v1- A dangerous move here that can get you if you donít
    stay calm and you donít look at it. Nelo will be in a high place and decides
    to do this. He will summon a circle of swords to come out and aims at Dante in
    a circular fashion as they rotate, with the pointed part of the sword aimed
    down. Now these blades will expand then contrast or contract then expand as
    they keep a lock on Dante. Now, once they have been circling Dante for
    sometime they will rapidly fall to the ground. This can hurt you severely but
    it is still a easy move to dodge but this all depends on how the circle falls.
    Most of the time, it will land contracted but thereís a slight chance that it
    will land expanded practically missing Dante and landing around him. This is
    sometimes the problem. You canít see the swords (the swords in this pattern
    are in view so you can see them) as your crazily jumping you might not notice
    that they are expanded so when they land, you think you evaded them but they
    end up pinning you anyway. Rule number 1, LOOK AT THE FORMATION. If they
    expand, stand still and they will pass you. If they begin to contrast, thereís
    two things you can do: 1. when they stop rotating, roll to the side. They
    should land on the ground and they wont impale you 2. You can simply Rolling
    Blaze jump and the Swords will shatter as they hit you. The Rolling Blaze
    makes evading this move and the other Phantom Swords a lot more easily.
    (short range-low to high damage)
    
    b)Circle of Swords v2- Easier than the first one. Once again, Nelo will make
    these swords come out but they are out in a wider formation and they are put
    in a diagonal fashion but more slanted so they are closer to being horizontal
    than vertical. Once they have circled you enough, they will come at you
    diagonally. These can hurt you as much as the 1st version but are easier to
    evade. Now thereís one easy way to do this: 1. jump just before the Swords
    stop rotating and they will hit the ground instead of you. If you donít time
    it right, the Rolling Blaze will support you and they will shatter if they
    make contact. This shouldnít be annoying to avoid as this will be one of the
    easier ones to avoid. (short range-high damage)
    
    c)Pyramid of Swords- Much more annoying than the one above. Once again, Nelo
    will be high in the air or on the steps. He will send out the swords. Instead
    of being in a circle they adopt a pyramid form. This can be easy or hard to
    dodge depending on the situation. Now as these Swords adopt this fashion, they
    will finally land on you. This hurts as they impale you. Now thereís two ways
    to avoid this 1. roll to the side as soon as they decide to drop. This is much
    more harder to do than say as you must time the roll or you will get pinned
    pretty badly. Try to determine when they will fall. If you want you can DT
    with Alastor and run so that the Swords wont hit you as you dash away 2.
    Rolling Blaze is a much more easier option than the other. Simply jump in the
    air and the Swords should shatter. Jump to the side but if you jump straight
    in the air you have to time it or else you will get hurt if you time it wrong
    and end up that they get launched as soon as you land so watch it.
    (short range-high damage)
    
    d)Horizontal Wave oí Swords- This is annoying as with the others. Nelo will
    create a Horizontal line of Swords that will, instead of hovering over you,
    will line up near Nelo. They will then release one by one in a fast motion.
    This can be much more deadlier cause the swords will be pointed at you. Now
    since they are pointed at you this makes dodging a little harder. Now with
    Rolling Blaze jump towards the sword. The swords will make contact and
    shatter. Also if you continually roll the right or left you can evade the
    swords but you must be quick as if you get hit by one you will probably get
    hit by the rest. (long range-low to high damage)
    
    e)Vertical Wave oí Swords- Pretty easy to avoid. Nelo will create a Vertical
    line of Swords. After some time of aiming at you it will fire all of the
    swords out one by one in a fast motion. This is easier to do than the
    Horizontal Wave. Now thereís two things you can do: 1. Roll to the side as
    soon as the Swords are launched. Roll and extra time if there are still some
    left 2. Use the Rolling Blaze to eliminate some then jump as soon as it lets
    you to get the rest. (long range-low to high damage)
    
    h)Cross Wave o' Swords- This is what true fear signifies. Both the horizontal
    and vertical waves come out in a "crucifix" formation and they are all pointed
    in your direction. After waiting for a bit they launch at you in a rapid fire
    fashion, begining from the right to the left or left to the right. What makes
    this hard is the fact that you have to find a way to dodge both the vertical
    and horizontal waves. Now there's two ways to avoid this: 1. When they launch
    at you, use a timed Rolling Blaze jump to take some out and then jump again to
    take the rest out. This way is actually dangerous so time the jump to take
    them out 2. Rolling does well. Roll in the oppisite direction of where the
    swords are going and you'll be fine. (long range-low to high damage)
    
    g)Vertical Sword Shield- This is a defensive maneuver that Nelo can do. When
    he has finished his onslaught of Phantom Sword attacks, he will usually end
    the barrage by covering himself with the Phantom Swords. Now this will prevent
    you from attacking him so thereís two things you can do: 1. Run up to Nelo and
    attack the shield. If you Kick13 the shield you can get most of the swords but
    it leaves you open to Neloís attacks as he doesnít get phased when you attack
    the swords. This becomes a less effective way to take out the shields in the
    later modes as Nelo can hurt you more effectively and take chunks of your
    health 2. Fire a Grenade shell, roll, then fire another one. This is more
    easier but takes out less than the Devil Arms, still its safer than running
    towards Nelo and hitting them physically. (any range-no damage)
    
    h)Horizontal Sword Shield- Now THIS is much more deadlier than the other
    Swords attacks. After barraging you with Phantom Sword attacks, he will create
    a shield of Phantom Swords. This is dangerous cause the blades are positioned
    outward at you. They begin to rotate and act like a blender blade of death.
    Not only that but remember how Nelo can attack with the shield?... well he can
    do it here too. Now these blades donít do too much damage but if you get
    caught the damage adds up AND Nelo can still hit you with his sword plus the
    swords hitting you can stun you pretty badly so watch out. Best thing to do is
    get far and fire as many grenade shell into the shield. Problem is that every
    time you fire and it connects, the sword will fire outwards. How is that a
    threat? Well if you happen to be near by the Nelo Angelo, the sword that you
    just launched will probably hit you depending on where the sword is heading.
    Try to get far from Nelo then fire Grenades at him and watch out if the Swords
    head towards you. Jump away so the sword wont hit you.
    (any range-low to high damage)
    
    i)Swarming Swords- Hello! This is dangerous move that if you arenít careful
    can pretty much signify your death at that point. Sometimes Nelo will end his
    sword barrage with this. Nelo will be in the air and creates a whole mess of
    swords to be around you. These swords will then soon change position real
    quick and move around constantly to hit your position seemingly acting as if
    they are a swarm of bees protecting their much more higher one. This of course
    is dangerous due to the fact that the twitch which can make you think theyíre
    coming at you but they soon end up NOT hitting you so keep your eye on them.
    If they do launch, they will hit you either horizontally, vertically, or
    diagonally and can launch either one of them or up to 3 of the swords so keep
    any eye on them. Now thereís two ways to dodge this: 1. roll to avoid this
    move. This is probably your best bet here if you donít have Rolling Blaze.
    Roll to the side as the swords can launch pretty fast so you have to be quick
    to notice them 2. Jump crazily while activating Rolling Blaze. This is fine
    but you must remember that if you jump crazily your chances increase of
    getting hit especially when you drop to the ground but the chances donít
    increase by a lot. You can still shatter the swords. Be cautious and watch the
    swords cause they are pretty tricky to see if they launch or not.
    (long range-low to high damage)
    
    Strategy for Nelo Angelo 3
    Obviously this will probably be your hardest battle yet with Nelo so be
    prepared and try to have DT before the battle. The Nelo Angelo is pretty much
    a master of the swords so you will have to think twice before you attack. In
    the beginning of this battle he will stand there for some time and does
    nothing for a couple of seconds so take advantage and do two things: 1. Meteor
    him in the beginning then if he is still standing unguarded then charge up a
    Meteor 2. Run in and combo him until he teleports or counter-attacks. Now he
    will respond with shielding himself then doing a High Time combo or the Fatal
    4 Hit Combo so evade. After that smash him with a Kick13 and another combo
    afterwards. Now when he does his Sword Shield after he's taken enough damage,
    thereís a couple things you can do: 1. Wait until he finishes his shield and
    his counter then smash him with your own move 2. jump or roll behind him and
    give him a quick hit or 2 but you must be quick as he will teleport after his
    shield. Now sometimes he wont teleport if you are near him and he decides to
    do a High Time or a Fatal Vertical Slash. If he does a High Time, thereís a
    real short time when you can hit him with a move before he does a High Time
    but itís a big risk if you do that so its better to evade the move then rush
    at him and do a combo until Nelo decides to shield himself. If he does the
    Fatal Vertical Slash he leaves his gut open to attack, so Kick13 him so that
    he will be caught unguarded or you can allow yourself to get hit but you have
    to jump with Rolling Blaze so that he will get hit back and the slash wont
    hurt you then combo or do a Downward Kick him until he shields himself. Now
    when Nelo Teleports he goes to different positions of the area. If heís far
    from you, he will most likely do a Fireball in which you can simply run
    towards him and Kick13 him to stop and then combo him until he shields himself
    but he also might do a Evilís Bane Stinger v1 or v2 so simply jump over him
    before he can do his Stinger and hit him in the back with a combo or DT and do
    a combo, same goes with his v2 Stinger. Now whenever he goes into Hand-to-Hand
    combat and does his Evil Punches or Dark Kick13 Combo, thereís a short time
    between the two hits so that you can hit him so strike him before he can do
    his final hit or simply evade. Now sometime during the battle, the Nelo Angelo
    will grab his gut as he is winded of welding his sword. Donít waste this time!
    Keep attacking him until he shields himself then see what heís going to do.
    Also when he is winded, you can unleash a Kick13 auto-combo to hurt him more.
    Now in this battle you will witness the Phantom Swords. This is truly
    dangerous and you mustnít get hit too much. Now when Nelo appears near the big
    arching window, thereís a couple thing you can do to stop him: 1. As soon as
    heís in the air, DT with Ifrit then charge a Meteor as soon as you can. If
    done correctly, it will hit him and he will stop his aerial assault 2. As soon
    as Nelo is in the air, get Alastor and charge a Round Trip. If you do a fully
    charged one it will hit Nelo and hurt him pretty badly finally it will follow
    as he drops down. It will then saw through him like a blade of... well death
    and will continually hit him until he blocks it or Teleports 3. Fire bullets
    at him. They wont take him down but they will add up the damage so in a way it
    benefits. Unlike the battle before, there is NO GREEN ORB so you must be
    careful and donít be careless cause Nelo goes all out on you so you have to be
    sure not to make any big mistakes.
    
    Nightmare 1
    
    Hardness: ******
    
    Description: The Underworldís equal to a Bio-Mechanical machine. Since it is a
    creature of the dreams of tortured and dead souls it is both a ice elemental
    creature and is able to absorb and manipulate trauma that the person has
    experienced if it is able to get that person. When in its slime form it is a
    living creature but when exposed to light it can no longer get you in its
    ďnightmaresĒ but it uses its armor to shield itself from the light it despises
    but it allows inner cores to be released to let in air as it is a Biological
    creature. Programmed by Mundus, it only listens to him but still has the
    mentality to think on its own...
    
    My opinion: Nightmare has to be one of the most coolest but dangerous bosses
    in the game so you'll have a challenge with this guy. Now this and the other
    battles demand the Ifrit. The Ifritís Rolling Blaze and Inferno are excellent
    for the Nightmare battles but you arenít pushed to get the Inferno yet. Kick13
    also are good as well. For restoring DT, the Grenade Gun and the Shotgun are
    nice.
    
    (I will separate the moves that Nightmare has, into two different sections as
    he has two different forms)
    
    Living Nightmare Moves (Dials off)
    
    Nightmare Ice Slugs- As Nightmare is crawling slowly towards you, he will
    create some Slugs that have the appearance of Nightmare. They will then rush
    at Dante and finally they will get on you and crawl all over your body,
    finally falling on the floor in which they explode in a icy icicle blast. Now
    many of these Slugs on you will slow down your rate of movement but they also
    will hurt you with considerable damage. There are a couple of things you can
    do to shake these guys off: 1. Hit the Rune Dial so it can solidify Nightmare.
    As soon as you solidify him, he will stop using these. This is the best way to
    avoid this move 2. As soon as you see one, run. Then hit a Dial to make him
    stop. There might be some left so keep on the move and they will self-destruct
    on there own, just donít be near the explosion and you should be fine 3. When
    one or two get on you, simply jump until they drop 4. Using the Rolling Blaze
    jump until they get off. The only difference with this option and option 3 is
    that Rolling Blaze simply shakes them off you faster.
    (any range-low to high damage)
    
    Constriction- This is a simple move to avoid and easy to see. Nightmare will
    raise himself to surround Dante to his neck. Finally he will twist himself to
    hurt you. Now this doesnít do too much damage but it does stun you and
    remember that the Ice Slugs can still latch on to you so it will give it
    opportunity to latch its Ice Slugs. There is only one way to avoid this: donít
    stand on Nightmare. If you donít stand in him, he wont do this but if you do
    find yourself on Nightmare, jump away from Nightmare and you wont get hurt.
    (short range-low damage)
    
    Nightmareís Underworld- This move can only be done once every battle with
    Nightmare. If you are close to Nightmare as he is crawling, he will create a
    slime trap that will snap and surround Dante finally dragging him down into
    Nightmareís Underworld. As soon as Dante arrives, Sargassoís will appear. Use
    your Shotgun to blast them away. Finally after killing all of them you will
    meet a reincarnation of Phantom. (Refer to Phantom 2 strategy) Now it will
    show you surfacing Nightmareís Underworld, cutting right through this trap and
    taking 1/4 of Nightmareís health. Now thereís other reasons why this is
    useful: 1. Lets say your on orange or red health and you go in and beat the
    mini-boss, you can return with nearly all of your health 2. When you go in and
    come out, the lights from the Dials now become more stronger as they last
    longer and Nightmare takes more damage then before. (short range-no damage)
    
    Slime Trap- Now once you have done Nightmareís Underworld move and you try to
    go in again, the Slime Trap will come but instead it will snap and damage you.
    Thereís two ways you can avoid this: 1. Hit the Dial so that Nightmare wont do
    this move, simple as that 2. If you see this coming up, jump away from it.
    Though sometimes Nightmare is able to do this move twice so be careful and hit
    the Dial as soon as you can so that Nightmare will not attempt this move.
    (short range-low damage)
    
    Armored Nightmareís attacks (dials on)
    
    Core Lasers- Now when Nightmare has solidified and he exposes his core,
    sometimes the core uses this move to get you away from it. Anyway, Nightmare
    will bring out one of his coreís then a bunch of thin lasers will fly out of
    the core in every which direction. These lasers usually come out when
    Nightmare has a attack that either takes time to pull off or cant reach Dante.
    Good thing about these lasers is that they fire at a short range of the area
    and does little damage but it does stun you and guess what, this stunning can
    get you stuck in one of Nightmareís much more heavier moves. So the best thing
    to do to avoid this is by not getting too close to the core so that the lasers
    donít hit you, then when the lasers go out you can go to the core.
    (short range-low damage)
    
    Machine-Gun Orbs- Nightmare loves using this between the release of its
    coreís. Nightmare will release six small orbs to come out of several latches.
    These orbs then lock on Dante and fire thin bolts of white energy at Dante.
    Now this will always be the starter-up move that Nightmare uses when a Dial is
    lit as he never decides to start with the release of one of his cores. Now the
    damage by these shots arenít big, but as they get more shots into you, the
    damage adds up. If you donít move, these shots can hit you a lot eventually
    giving you some heavy damage. So the best way to avoid these shots? Well
    thereís two ways: 1. Simply run confusingly and the lock on Dante should be
    lost as the orbs try to restore it. This should confuse the orbs more than
    enough to get you through this move 2. Jump confusingly and the lock on will
    be lost as the orbs try to restore it. This should be the best option to go
    with. (medium range-low to high damage)
    
    Surging Nightmare Missiles- Nightmare will decide to release his core in the
    back and then the core will then fire its Core Lasers. Now the Missiles come
    out from the sides of the core and fire at Dante in a rapid and pretty
    accurate fashion. Now they come out in two ways:
    
    a)Lined-Up Formation: Now if you donít move or you move rarely during this
    move, the Surging Missiles will line up with four missiles per row. After
    lining up they will hit you one by one but in a rapid succession. Now many of
    these rows can hurt you pretty badly. Sometimes Nightmare decides to create
    two rows of these Missiles and fires them simultaneously. This does even more
    damage than a single row so you must be careful.
    
    b)Scatter Formation: A much more wide spread formation than the Lined-Up
    Formation but seems to do less damage. Now if you start to move around
    erratically the missiles wont be able to get a lock-on you and they will
    spread out. Due to this spreading, a irregular amount of Missiles will be shot
    at Dante ranging from one single missile to about 3 Missiles per row. This
    does less damage but can yield more hits so be careful when you encounter both
    formations.
    
    Now there are many ways to avoid this move: 1. As soon as the missiles get
    launched, roll to the side. This is pretty easy to do and you can fire your
    gun to get DT at the same time. This will probably be the best way to dodge
    this move if you donít have Rolling Blaze 2. If you do have Rolling Blaze,
    simply jump and the Missiles will rebound off of you and hit Nightmareís core
    but it will do minor damage to Nightmare. This is another good way to dodge
    this move 3. If you time a punch, you can hit the Missile back at Nightmare.
    The only problem with this, is that you can only hit 1 or 2 of the Missiles so
    the others can still hit you 4. Jump like crazy. Not the best way to do dodge
    but it still works. The only problem is that you can get pinned a lot more
    easily so watch out and jump carefully. (medium range-low to high damage)
    
    Triple Fatal Spike Stabs- Woo hoo, this is a truly dangerous attack. Nightmare
    will reveal his core on his ďmid-sectionĒ and it will fire the Core Lasers
    then it will turn swiftly so that its side is facing you. He will open a latch
    and release a huge spear-like weapon into Danteís gut then retracts it. What
    makes this move even worse is that he release three of these in a rapid
    fashion. The thing that also sucks is that if you get caught in one, you
    probably will get caught in the rest. To make things even worse, these spikes
    can home in on your last position so it can even can pin you in the air and
    can curve if you are still near its side. Thereís two good things about this,
    one being that it doesnít have a long range of the area and two it can be
    countered. Now thereís two ways to avoid this: 1. Simply get far from
    Nightmare so that the Spike Stabs donít get you 2. Like I said, this can be
    countered by means of one thing: Rolling Blaze. Now to counter using Rolling
    Blaze, simply allow Dante to get hit in the side as you jump with Rolling
    Blaze but time it right. If you time it right, the spike will hit and it will
    retract in Nightmare without causing damage to you. If you simply jump in the
    air without moving any where, chances are that you will miss the spike and as
    you land you will get hit by the other. Now Nightmare will be stun for quite a
    while and the Core Lasers are off so this gives you the opportunity to hit the
    core for major damage while Nightmare regains its composure.
    (medium range-high damage)
    
    (Note: When Nightmare is stunned, you can use Meteor Lvl 2)
    
    Ice Beam- This is Nightmareís most devastating move but it is actually easy to
    avoid at times. Nightmare will reveal his core on the very top of his barrel
    (or face call it what you want) and fires the Core Lasers. Then Nightmare will
    release the latch that covers its barrel. Once its barrel has been exposed,
    thin white beams will slink on the ground and travel into Nightmareís barrel
    and a white aurora will be shown at the barrel of Nightmareís ďfaceĒ. After
    some time charging, Nightmare will fire a thick, white beam that stretches
    quite a distance as he moves slowly to hit you with this beam. Now those white
    beams slinking into the barrel of Nightmare will hurt you but these beams
    donít do much damage unlike the initial beam itself though they do stun you.
    If you get hit by the first slinking beam you can still escape but if you get
    hit by one of the last ones before the Ice Beam, then you have no possible
    chance of escaping. Now if you get hit by the beam itself, you get frozen and
    you lose a good portion of health. Now if you get hit again, you wont freeze
    but you will take the same damage as if you were hit for your first time with
    the beam. As if the beam wasn't dangerous enough, sometimes Nightmare swivels
    to the sides to hit you with the beam. This is even worse when he DT's so
    thereís only one way to avoid this: as soon as you see Nightmare gathering
    energy and you see the white beams slinking into his barrel, jump on top of
    Nightmare and stay near the core but not too near the core as it still has its
    Core Lasers activated. Once the beam is over you can automatically run to the
    core and smash it. (long range-high to very high damage)
    
    (Note: When you are on top of Nightmare, you can use Meteor Lvl 2)
    
    DT Absorber- Nightmare isn't a full demon so he uses this move. Now after
    moves like the Ice Beam and Surging Missiles Nightmareís core will do a ďDT
    sequenceĒ in which it will absorb whatever DT you have. Even after all your DT
    is gone, Nightmare will still absorb your DT. This although benefits
    Nightmare, this will be hell for you. Best and only way to avoid this move is
    to pound the core so that it will stop absorbing DT.  (any range-no damage)
    
    Strategy for Nightmare 1
    Now this first time battle with Nightmare you have enough space to avoid it's
    moves but Nightmare is still dangerous. Now it will begin by slinking on the
    ground sending a couple Slugs and trying to send you to its Underworld. Now I
    leave Nightmareís Underworld up to you. If you want to leave this as your
    final hit be my guest but the battle will last a lot more due to the fact that
    Nightmare will take less damage per hit until you go in. I prefer to do this
    in the middle of the battle or in the beginning but its your choice I wont
    make you choose what I want so either go in the Underworld or start off by
    hitting a Dial so that Nightmare will solidify but remember that you will
    always have to keep hitting the Dial as the lights donít last very long. Now
    it will use his Machine-Gun Orbs to start this battle off so evade
    accordingly. After that Nightmare will do a move depending on where you are.
    Now lets get started: If you are in the back of Nightmare, it will trigger him
    to use his Nightmare Surging Missiles. Now thereís two things you can do: 1.
    As soon as Nightmare launches his Missiles at you, jump using Rolling Blaze so
    that the will rebound off you and they will smash Nightmareís core but it does
    minimal damage 2. Use your gun of your choice (excluding the Nightmare-B for
    obvious reasons) and fire shots at Nightmare as you roll to the side to avoid
    the Missiles. This hurts Nightmare with the same damage as if you rebounded
    the Missiles so use either. Choose your option and after Nightmare ends his
    Missile barrage, it will use its DT Absorber so Downward Kick the core then
    pound it with Kick13 and Shotgun blasts or Grenade Shells but remember to roll
    to cancel the recoil of the Grenade Gun. If you want you can DT and do a
    Inferno or Kick13 auto-combo as these will waste Nightmare with some good
    damage to him. As for Magma Driveís, donít use it. Sometimes if you charge a
    full one or you do a quick one, they will hit Nightmareís armor instead and
    they will bounce right off becoming ineffective and waste precious attack
    time. When you are on Nightmareís side he will do his Triple Fatal Spike
    Stabs. Now you could avoid this move by staying far from him, then firing your
    gun to get DT but thereís a better way. As soon as Nightmare turns abruptly to
    his side, prepare yourself. As soon as you see the first spike, jump so that
    Nightmareís spike hits your side with Rolling Blaze. If done right, the rest
    wont come. This now leaves Nightmare defense-less for some time. Downward Kick
    the core to get close and if you have no DT do a couple Kick13ís to get some,
    after that DT and do two Kick13 auto-comboís for good measure or a Inferno.
    After that get some DT back by Kick13ing the core and it should retract its
    core. When you are in front of Nightmare, he will start to charge his Ice
    Beam. As soon as you see this, run away from Nightmareís barrel area as he
    might do a sudden swivel (especially when in DT) and go on top of Nightmare.
    Now donít get near the core either as the Core Lasers will still be active.
    Once the beam has been stopped, the core will no longer be able to keep up the
    Lasers but it will start to suck your DT so smash the core with a couple
    Kick13ís and do a Kick13 auto-combo then the core should go back into
    Nightmare. Now once you get near the end of the battle, Nightmare will DT now
    this enhances his moves by a bit but the only one that gets a boost is the
    Ice Beam so be careful and treat him as if he wasn't DT-ed.  Keep the battle
    up and you should be victorious.
    
    Nightmare 2
    
    Hardness: *******
    
    Description: Same as Nightmare 1
    
    My opinion: This battle is similar to the first but there are a couple of
    changes: 1. The battlefield is smaller than the cathedral so thereís less
    space to move 2. Now the moves that were easy to avoid (Triple Fatal Spike
    Stabs) become more harder to dodge. Now you should have the Kick13 (maybe even
    Lvl 2) as well as Rolling Blaze. Inferno is great but you donít need to have
    it. Surprisingly enough, you can use Meteor Lvl 1 or 2 in this battle with
    Nightmare.
    
    Living Nightmare Moves (Dials off)
    
    Nightmare Ice Slugs- As Nightmare is crawling slowly towards you, he will
    create some Slugs that have the appearance of Nightmare. They will then rush
    at Dante and finally they will get on you and crawl all over your body,
    finally falling on the floor in which they explode in a icy icicle blast. Now
    many of these Slugs on you will slow down your rate of movement but they also
    will hurt you with considerable damage. There are a couple of things you can
    do to shake these guys off: 1. Hit the Rune Dial so it can solidify Nightmare.
    As soon as you solidify him, he will stop using these. This is the best way to
    avoid this move 2. As soon as you see one, run. Then hit a Dial to make him
    stop. There might be some left so keep on the move and they will self-destruct
    on there own, just donít be near the explosion and you should be fine 3. When
    one or two get on you, simply jump until they drop 4. Using the Rolling Blaze
    jump until they get off. The only difference with this option and option 3 is
    that Rolling Blaze simply shakes them off you faster.
    (any range-low to high damage)
    
    Constriction- This is a simple move to avoid and easy to see. Nightmare will
    raise himself to surround Dante to his neck. Finally he will twist himself to
    hurt you. Now this doesnít do too much damage but it does stun you and
    remember that the Ice Slugs can still latch on to you so it will give it
    opportunity to latch its Ice Slugs. There is only one way to avoid this: donít
    stand on Nightmare. If you donít stand in him, he wont do this but if you do
    find yourself on Nightmare, jump away from Nightmare and you wont get hurt.
    (short range-low damage)
    
    Nightmareís Underworld- This move can only be done once every battle with
    Nightmare. If you are close to Nightmare as he is crawling, he will create a
    slime trap that will snap and surround Dante finally dragging him down inside.
    As soon as Dante arrives, Sargassoís will appear. Use your Shotgun to blast
    them away. Finally after killing all of them you will be revisited by Griffon.
    (see Griffon 3 strategy) Now it will show you surfacing back to the real
    world,cutting right through this trap and taking 1/4 of Nightmareís health.
    Now thereís other reasons why this is useful: 1. Lets say your on orange or
    red health and you go in and beat the mini-boss, you can return with nearly
    all of your health 2. When you go in and come out, the lights from the Dials
    now become more stronger as they last longer and Nightmare takes more damage
    that before you went inside of Nightmare. (short range-no damage)
    
    Slime Trap- Now once you have done Nightmareís Underworld and you try to go in
    again, the Slime Trap will come but instead it will snap and damage you.
    Thereís two ways you can avoid this: 1. Hit the Dial so that Nightmare wont do
    this move, simple as that 2. If you see this coming up, jump away from it.
    Though sometimes Nightmare is able to do this move twice so be careful and hit
    the Dial as soon as you can so that Nightmare will not attempt this move.
    (short range-low damage)
    
    Armored Nightmareís attacks (dials on)
    
    Core Lasers- Now when Nightmare has solidified and he exposes his core,
    sometimes the core uses this move to get you away from it. Anyway, Nightmare
    will bring out one of his coreís then a bunch of thin lasers will fly out of
    the core in every which direction. These lasers usually come out when
    Nightmare has a attack that either takes time to pull off or cant reach Dante.
    Good thing about these lasers is that they fire at a short range of the area
    and does little damage but it does stun you and guess what, this stunning can
    get you stuck in one of Nightmareís much more heavier moves. So the best thing
    to do to avoid this is by not getting too close to the core so that the lasers
    donít hit you, then when the lasers go out you can go to the core.
    (short range-low damage)
    
    Machine-Gun Orbs- Nightmare loves using this between the release of its
    coreís. Nightmare will release six small orbs to come out of several latches
    on Nightmare. These orbs then lock on Dante and fire thin bolts of white
    energy at Dante. Now this will always be the starter-up move that Nightmare
    uses when a Dial is lit as he never decides to start with the release of one
    of his cores. Now the damage by these shots arenít big, but as they get more
    shots into you the damage adds up. If you donít move, these shots can hit you
    a lot eventually giving you some heavy damage. So the best way to avoid these
    shots? Well thereís two ways: 1. Simply run confusingly and the lock on Dante
    should be lost as the orbs try to restore it. This should confuse the orbs
    more than enough to get you through this move 2. Jump confusingly and the lock
    on will be lost as the orbs try to restore it. This should be the best option
    to go with. (medium range-low to high damage)
    
    Surging Nightmare Missiles- Nightmare will decide to release his core in the
    back and then the core will then fire its Core Lasers. Now the Missiles come
    out from the sides of the core and fire at Dante in a rapid and pretty
    accurate fashion. Now they come out in two ways:
    
    a)Lined-Up Formation: Now if you donít move or you move rarely during this
    move, the Surging Missiles will line up with four missiles per row. After
    lining up they will hit you one by one but in a rapid succession. Now many of
    these rows can hurt you pretty badly. Sometimes Nightmare decides to create
    two rows of these Missiles and fires them simultaneously. This does even more
    damage than a single row so you must be careful.
    
    b)Scatter Formation: A much more wide spread formation than the Lined-Up
    Formation but seems to do less damage. Now if you start to move around
    erratically the missiles wont be able to get a lock-on you and they will
    spread out. Due to this spreading, a irregular amount of Missiles will be shot
    at Dante ranging from one single missile to about 3 Missiles per row. This
    does less damage but can yield more hits so be careful when you encounter both
    formations.
    
    Now there are many ways to avoid this move: 1. As soon as the missiles get
    launched, roll to the side. This is pretty easy to do and you can fire your
    gun to get DT at the same time. This will probably be the best way to dodge
    this move if you donít have Rolling Blaze 2. If you do have Rolling Blaze,
    simply jump and the Missiles will rebound off of you and hit Nightmareís core
    but it will do minor damage to Nightmare. This is another good way to dodge
    this move 3. If you time a punch, you can hit the Missile back at Nightmare.
    The only problem with this, is that you can only hit 1 or 2 of the Missiles so
    the others can still hit you 4. Jump like crazy. Not the best way to do dodge
    but it still works. The only problem is that you can get pinned a lot more
    easily so watch out and jump carefully. (medium range-low to high damage)
    
    Triple Fatal Spike Stabs- Woo hoo, this is a truly dangerous attack. Nightmare
    will reveal his core on his ďmid-sectionĒ and it will fire the Core Lasers
    then it will turn swiftly so that his side is facing you. He will open a latch
    and release a huge spear-like weapon into Danteís gut then retracts it. What
    makes this move even worse is that he release three of these in a rapid
    fashion. The thing that also sucks is that if you get caught in one, you
    probably will get caught in the rest. To make things even worse, these spikes
    can home in on your last position so it can even can pin you in the air and
    can curve if you are close to his side so donít think your safe if you jump on
    the balcony. Thereís a good thing about this move and it is that it can be
    countered. Now thereís two ways to avoid this: 1. Run as fast as you can to
    Nightmareís back so that this move cant get you due to the fact that the arena
    is so small compared to the cathedral 2. Like I said, this can be countered by
    means of one thing: Rolling Blaze. Now to counter using Rolling Blaze, Simply
    allow Dante to get hit in the side as you jump with Rolling Blaze but time it
    right. If you time it right, the spike will hit and it will retract in
    Nightmare without causing damage to you. If you simply jump in the air without
    moving any where, chances are that you will miss the spike and as you land you
    will get hit by the other. Now Nightmare will be stun for quite a while and
    the Core Lasers are off so this gives you the opportunity to hit the core for
    major damage while Nightmare regains its composure. (medium range-high damage)
    
    (Note: When Nightmare is stunned, you can use Meteor Lvl 2)
    
    Ice Beam- This is Nightmareís most devastating move but it is actually easy to
    avoid at times. Nightmare will reveal his core on the very top of his barrel
    (or face call it what you want) and fires the Core Lasers. Then Nightmare will
    release the latch that covers its barrel. Once its barrel has been exposed,
    thin white beams will slink on the ground and travel into Nightmareís barrel
    and a white aurora will be shown at the barrel of Nightmareís ďfaceĒ. After
    some time charging, Nightmare will fire a thick, white beam that stretches
    quite a distance as he moves slowly to hit you with this beam. Now those white
    beams slinking into the barrel of Nightmare will hurt you but these beams
    donít do much damage unlike the initial beam itself though they do stun you.
    If you get hit by the first slinking beam you can still escape but if you get
    hit by one of the last ones before the Ice Beam, then you have no possible
    chance of escaping. Now if you get hit by the beam itself, you get frozen and
    you lose a good portion of health. Now if you get hit again, you wont freeze
    but you will take the same damage as if you were hit for your first time with
    the beam. As if the beam wasn't dangerous enough, sometimes Nightmare swivels
    to the sides to hit you with the beam. This is even worse when he DT's so
    thereís only one way to avoid this: as soon as you see Nightmare gathering
    energy and you see the white beams slinking into his barrel, jump on top of
    Nightmare and stay near the core but not too near the core as it still has its
    Core Lasers activated. Once the beam is over you can automatically run to the
    core and smash it. (long range-high to very high damage)
    
    (Note: When you are on top of Nightmare, you can use Meteor Lvl 2)
    
    DT Absorber- Nightmare isn't a full demon so he uses this move. Now after
    moves like the Ice Beam, Surging Missiles, and Hovering Boomerang; Nightmareís
    core will do a ďDT sequenceĒ in which it will absorb whatever DT you have.
    Even after all your DT is gone, Nightmare will still absorb your DT. This
    although benefits Nightmare, this will be hell for you. Best and only way to
    avoid this move is to pound the core so that it will stop absorbing DT.
    (any range-no damage)
    
    New moves
    
    Armored Nightmareís moves (dial on)
    
    Hovering Boomerang- Now this is dangerous as it can yield many hits as soon as
    its released and set to its pattern but like the Spike Stabs can be countered.
    Well, Nightmare will show his core on the very top of its barrel and it will
    fire its Core Lasers but it will not prepare its Ice Beam. This should be the
    very first sign that Nightmare gives you before the preparation of the
    Boomerang. Then a latch will open on the left side of its orb and releases a
    folded blade. The blade will unfurl and lock into its set-position then
    finally it will spin around the core and certain areas of the arena for quite
    a while. When it has finished its route for a while it will go back near the
    core, fold up, and enter the latch it came out from. Now thereís two things
    you can do: 1. As soon as you see this blade come out, jump on the balcony and
    the Hovering Boomerang wont hit you. This is the only time in the battle that
    will allow you to release a couple of Meteorís at the core 2. Using the
    Rolling Blaze can counter this move. Simply note this move as soon as you can.
    Now the blade will lock into place so now as soon as the blade begins to spin,
    jump using Rolling Blaze. If done right the Boomerang will be struck by your
    Rolling Blaze, fold itself back into place, and going back via the latch it
    came from without any harm to you. It will then be stunned for sometime,
    allowing you to attack the core until it regains its composure.
    (any range-high damage)
    
    (Note: When Nightmare is stunned, you can use Meteor Lvl 2)
    
    Strategy for Nightmare 2
    Now this second battle with Nightmare is less spacious compared to the other
    battle so no easy movement. Now it will begin by slinking on the ground
    sending a couple Slugs and trying to send you to its Underworld. Now I leave
    Nightmareís Underworld up to you. If you want to leave this as your final hit
    be my guest but the battle will last a lot more due to the fact that Nightmare
    will take less damage per hit until you go in. I prefer to do this in the
    middle of the battle or in the beginning but its your choice I wont make you
    choose what I want so either go into Nightmareís Underworld or start off by
    hitting a Dial so that Nightmare will solidify but remember that you will
    always have to keep hitting the Dial as the lights donít last very long. Now
    it will use his Machine-Gun Orbs to start this battle off so evade
    accordingly. After that Nightmare will do a move depending on where you are.
    Now lets get started: If you are in the back of Nightmare, it will trigger him
    to use his Nightmare Surging Missiles. Now thereís two things you can do: 1.
    As soon as Nightmare launches his Missiles at you, jump using Rolling Blaze so
    that the missles will rebound off you and they will smash Nightmareís core but
    it does minimal damage 2. Use your gun of your choice (excluding the Nightmare
    B for obvious reasons) and fire shots at Nightmare as you roll to the side to
    avoid the Missiles. This hurts Nightmare with the same damage as if you
    rebounded the Missiles that it creates. Choose your option and after Nightmare
    ends his Missile barrage, it will use its DT Absorber so Downward Kick the
    core then pound it with Kick13 and Shotgun blasts or Grenade shots but
    remember to roll so that you arenít left in recoil. If you want you can DT and
    do a Inferno or Kick13 auto-combo as these will waste Nightmare with some good
    damage to him. As for Magma Driveís, donít use it. Sometimes if you charge a
    full one or you do a quick one, they will hit Nightmareís armor instead and
    they will bounce right off becoming ineffective and waste precious attack
    time. When you are on Nightmareís side he will do his Triple Fatal Spike
    Stabs. Now you could avoid this move by running the Nightmareís back so that
    this move doesnít get you but thereís a better way. As soon as Nightmare turns
    abruptly to his side, prepare yourself. As soon as you see the first spike,
    jump so that Nightmareís spike hits your side. If done right, the rest wont
    come. This now leaves Nightmare defense-less for some time. Downward Kick the
    core to get close and if you have no DT do a couple Kick13ís to get some,
    after that DT and do two Kick13 auto-comboís for good measure or a Inferno.
    After that get some DT back by Kick13ing the core and it should retract its
    core. When you are in front of Nightmare, he will start to charge his Ice
    Beam. As soon as you see this, run away from Nightmareís barrel area and go on
    top of Nightmare as he might swivel to get you. Now donít get near the core
    either as the Core Lasers will still be active. Once the beam has been
    stopped, the core will no longer be able to keep up the Core Lasers but it
    will start to suck your DT so smash the core with a couple Kick13ís and do a
    Kick13 auto-combo then the core should go back into Nightmare. Now sometimes
    he wont do his Ice Beam so be prepared for the Hovering Boomerang but remember
    that the Core Lasers are out so getting on Nightmareís back isnít the best
    idea and also the fact that Nightmareís Boomerang can hit you from there. Now
    it will come out and lock into place so thereís two ways to do this: 1. As
    soon as the Boomerang begins to spin, jump with the Rolling Blaze. If done
    correctly, it will get stricken and it will go back into place without
    damaging you. Now this will leave Nightmareís core open as the core turns of
    its Core Lasers. This would be the perfect opportunity DT and unleash a Kick13
    auto-combo or two to the core. You can also Inferno the core as it is
    vulnerable at this time. Finally end the barrage by ending with a couple
    Kick13ís to get DT back 2. Now lets say you donít get the chance to hit the
    Boomerang with Rolling Blaze, simply jump onto the balcony and the Boomerang
    shouldnít hit you. From there, DT and unleash some Meteorís at the core. Now
    as soon as the Boomerang retracts into Nightmare once again, the core will
    stop the Core Lasers and sucks your DT so Downward Kick towards the core and
    do a couple of Kick13ís to get the core back into Nightmare and to get DT in
    the process. Now remeber that near the end of the fight he DT's so be cautious
    of his Ice Beam that gets magnified. Keep the fight up and you should reign
    victorious once again.
    
    Nightmare 3
    
    Hardness: *********
    
    Description: Same as Nightmare 1 and 2
    
    My opinion: Ok this is the battle where most of your frustrations come out.
    Nightmare has had enough of your trespassing and goes all out. Now you will
    feel the true strength and wrath of Nightmare. Now you should have Kick13
    (or Kick13 Lvl 2 if you have had the chance to upgrade it) and Rolling Blaze
    to counter some moves. Inferno is great for this battle due to the fact that
    it does so much to Nightmare. Now you can have either the Grenade Gun or the
    Shotgun equipped to get DT at times. Not only will you have to face Nightmare
    but youíre going to have to face someone that you have trusted all this
    time...
    
    Living Nightmare Moves (Dials off)
    
    Nightmare Ice Slugs- As Nightmare is crawling slowly towards you, he will
    create some Slugs that have the appearance of Nightmare. They will then rush
    at Dante and finally they will get on you and crawl all over your body,
    finally falling on the floor in which they explode in a icy icicle blast. Now
    many of these Slugs on you will slow down your rate of movement but they also
    will hurt you with considerable damage. There are a couple of things you can
    do to shake these guys off: 1. Hit the Rune Dial so it can solidify Nightmare.
    As soon as you solidify him, he will stop using these. This is the best way to
    avoid this move 2. As soon as you see one, run. Then hit a Dial to make him
    stop. There might be some left so keep on the move and they will self-destruct
    on there own, just donít be near the explosion and you should be fine 3. When
    one or two get on you, simply jump until they drop 4. Using the Rolling Blaze
    jump until they get off. The only difference with this option and option 3 is
    that Rolling Blaze simply shakes them off you faster.
    (any range-low to high damage)
    
    Constriction- This is a simple move to avoid and easy to see. Nightmare will
    raise himself to surround Dante to his neck. Finally he will twist himself to
    hurt you. Now this doesnít do too much damage but it does stun you and
    remember that the Ice Slugs can still latch on to you so it will give it
    opportunity to latch its Ice Slugs. There is only one way to avoid this: donít
    stand on Nightmare. If you donít stand in him, he wont do this but if you do
    find yourself on Nightmare, jump away from Nightmare and you wont get hurt.
    (short range-low damage)
    
    Nightmareís Underworld- This move can only be done once every battle with
    Nightmare. If you are close to Nightmare as he is crawling, he will create a
    slime trap that will snap and surround Dante finally dragging him down. As
    soon as Dante arrives, Sargassoís will appear. Use your Shotgun to blast them
    away. Finally after killing all of them, a reincarnation of Vergil will come
    out from the shadows. Use what you need to kill him then surface via light
    portal but donít forget to get the orbs. Now it will show you surfacing the
    Underworld of Nightmare, cutting right through this trap and taking 1/4 of
    Nightmareís health. Now thereís other reasons why this is useful: 1. Lets say
    your on orange or red health and you go in and beat the mini-boss, you can
    return with nearly all of your health 2. When you go in and come out, the
    lights from the Dials now become more stronger as they last longer and
    Nightmare takes more damage that before you went inside of Nightmare.
    (short range-no damage)
    
    Slime Trap- Now once you have done Nightmareís Underworld and you try to go in
    again, the Slime Trap will come but instead it will snap and damage you.
    Thereís two ways you can avoid this: 1. Hit the Dial so that Nightmare wont do
    this move, simple as that 2. If you see this coming up, jump away from it.
    Though sometimes Nightmare is able to do this move twice so be careful and hit
    the Dial as soon as you can so that Nightmare will not attempt this move.
    (short range-low damage)
    
    Armored Nightmareís attacks (dials on)
    
    Core Lasers- Now when Nightmare has solidified and he exposes his core,
    sometimes the core uses this move to get you away from it. Anyway, Nightmare
    will bring out one of his coreís then a bunch of thin lasers will fly out of
    the core in every which direction. These lasers usually come out when
    Nightmare has a attack that either takes time to pull off or cant reach Dante.
    Good thing about these lasers is that they fire at a short range of the area
    and does little damage but it does stun you and guess what, this stunning can
    get you stuck in one of Nightmareís much more heavier moves. So the best thing
    to do to avoid this is by not getting too close to the core so that the lasers
    donít hit you, then when the lasers go out you can go to the core. Its all
    about patience with this move and many others. (short range-low damage)
    
    Machine-Gun Orbs- Nightmare loves using this between the release of its
    coreís. Nightmare will release six small orbs to come out of several latches
    on Nightmare. These orbs then lock on Dante and fire thin bolts of white
    energy at Dante. Now this will always be the starter-up move that Nightmare
    uses when a Dial is lit as he never decides to start with the release of one
    of his cores. Now the damage by these shots arenít big, but as they get more
    shots into you the damage adds up. If you donít move, these shots can hit you
    a lot eventually giving you some heavy damage. So the best way to avoid these
    shots? Well thereís two ways: 1. Simply run confusingly and the lock on Dante
    should be lost as the orbs try to restore it. This should confuse the orbs
    more than enough to get you through this move 2. Jump confusingly and the lock
    on will be lost as the orbs try to restore it. This should be the best option
    to go with. (medium range-low to high damage)
    
    Surging Nightmare Missiles- Nightmare will decide to release his core in the
    back and then the core will then fire its Core Lasers. Now the Missiles come
    out from the sides of the core and fire at Dante in a rapid and pretty
    accurate fashion. Now they come out in two ways:
    
    a)Lined-Up Formation: Now if you donít move or you move rarely during this
    move, the Surging Missiles will line up with four missiles per row. After
    lining up they will hit you one by one but in a rapid succession. Now many of
    these rows can hurt you pretty badly. Sometimes Nightmare decides to create
    two rows of these Missiles and fires them simultaneously. This does even more
    damage than a single row so you must be careful.
    
    b)Scatter Formation: A much more wide spread formation than the Lined-Up
    Formation but seems to do less damage. Now if you start to move around
    erratically the missiles wont be able to get a lock-on you and they will
    spread out. Due to this spreading, a irregular amount of Missiles will be shot
    at Dante ranging from one single missile to about 3 Missiles per row. This
    does less damage but can yield more hits so be careful when you encounter both
    formations.
    
    Now there are many ways to avoid this move: 1. As soon as the missiles get
    launched, roll to the side. This is pretty easy to do and you can fire your
    gun to get DT at the same time. This will probably be the best way to dodge
    this move if you donít have Rolling Blaze 2. If you do have Rolling Blaze,
    simply jump and the Missiles will rebound off of you and hit Nightmareís core
    but it will do minor damage to Nightmare. This is another good way to dodge
    this move 3. If you time a punch, you can hit the Missile back at Nightmare.
    The only problem with this, is that you can only hit 1 or 2 of the Missiles so
    the others can still hit you 4. Jump like crazy. Not the best way to do dodge
    but it still works. The only problem is that you can get pinned a lot more
    easily so watch out and jump carefully. (medium range-low to high damage)
    
    Triple Fatal Spike Stabs- Woo hoo, this is a truly dangerous attack. Nightmare
    will reveal his core on his ďmid-sectionĒ and will fire the Core Lasers then
    it will turn swiftly so that his side is facing you. He will open a latch and
    release a huge spear-like weapon into Danteís gut then retracts it. What makes
    this move even worse is that he release three of these in a rapid fashion.
    The thing that also sucks is that if you get caught in one, you probably will
    get caught in the rest. To make things even worse, these spikes can home in on
    your last position so it can even can pin you in the air and can curve if you
    are near Nightmare's side so donít think your safe if you are behind him.
    Thereís a good thing about this move and it is that it can be countered. Now
    thereís two ways to avoid this: 1. Run as fast as you can to Nightmareís back
    so that this move cant get you due to the fact that the arena is so small
    compared to the cathedral 2. Like I said, this can be countered by means of
    one thing: Rolling Blaze. Now to counter using Rolling Blaze, Simply allow
    Dante to get hit in the side as you jump with Rolling Blaze but time it right.
    If you time it right, the spike will hit and it will retract in Nightmare
    without causing damage to you. If you simply jump in the air without moving
    any where, chances are that you will miss the spike and as you land you will
    get hit by the other. Now Nightmare will be stun for quite a while and the
    Core Lasers are off so this gives you the opportunity to hit the core for
    major damage while Nightmare regains its composure. (medium range-high damage)
    
    (Note: When Nightmare is stunned, you can use Meteor Lvl 2)
    
    Ice Beam- This is Nightmareís most devastating move but it is actually easy to
    avoid at times. Nightmare will reveal his core on the very top of his barrel
    (or face call it what you want) and fires the Core Lasers. Then Nightmare will
    release the latch that covers its barrel. Once its barrel has been exposed,
    thin white beams will slink on the ground and travel into Nightmareís barrel
    and a white aurora will be shown at the barrel of Nightmareís ďfaceĒ. After
    some time charging, Nightmare will fire a thick, white beam that stretches
    quite a distance as he moves slowly to hit you with this beam. Now those white
    beams slinking into the barrel of Nightmare will hurt you but these beams
    donít do much damage unlike the initial beam itself though they do stun you.
    If you get hit by the first slinking beam you can still escape but if you get
    hit by one of the last ones before the Ice Beam, then you have no possible
    chance of escaping. Now if you get hit by the beam itself, you get frozen and
    you lose a good portion of health. Now if you get hit again, you wont freeze
    but you will take the same damage as if you were hit for your first time with
    the beam. As if the beam wasn't dangerous enough, sometimes Nightmare swivels
    to the sides to hit you with the beam. This is even worse when he DT's so
    thereís only one way to avoid this: as soon as you see Nightmare gathering
    energy and you see the white beams slinking into his barrel, jump on top of
    Nightmare and stay near the core but not too near the core as it still has its
    Core Lasers activated. Once the beam is over you can automatically run to the
    core and smash it. (long range-high to very high damage)
    
    (Note: When you are on top of Nightmare, you can use Meteor Lvl 2)
    
    Hovering Boomerang- Now this is dangerous as it can yield many hits as soon as
    its released and set to its pattern but like the Spike Stabs, it can be
    countered. Well, Nightmare will show his core on the very top of its barrel
    and it will fire its Core Lasers but it will not prepare its Ice Beam. This
    should be the very first sign that Nightmare gives you before the preparation
    of the Boomerang. Then a latch will open on the left side of its orb and
    releases a folded blade. The blade will unfurl and lock into its set-position
    then finally it will spin around the core and certain areas of the arena for
    quite a while. When it has finished its route for a while it will go back near
    the core, fold up, and enter the latch it came out from. Now thereís two
    things you can do: 1. If you donít get to use the method below, try to find a
    place where the Boomerang doesnít pass by and you should be fine. From the
    standing point that youíre at, you can fire your gun to get DT until the blade
    retracts back then you can run to the core and attack 2. Using the Rolling
    Blaze can counter this move. Simply note this move as soon as you can. Now the
    blade will lock into place so now as soon as the blade begins to spin, jump
    using Rolling Blaze. If done right the Boomerang will be struck by your
    Rolling Blaze, fold itself back into place, and going back via the latch it
    came from without any harm to you. It will then be stunned for sometime,
    allowing you to attack the core until it regains its composure.
    (any range-high damage)
    
    (Note: When Nightmare is stunned, you can use Meteor Lvl 2)
    
    DT Absorber- Nightmare isn't a full demon so he uses this move. Now after
    moves like the Ice Beam, Surging Missiles, and Hovering Boomerang; Nightmareís
    core will do a ďDT sequenceĒ in which it will absorb whatever DT you have.
    Even after all your DT is gone, Nightmare will still absorb your DT. This
    although benefits Nightmare, this will be hell for you. Best and only way to
    avoid this move is to pound the core so that it will stop absorbing DT. Now in
    this battle he won't use this as much due to the fact that the current room
    has DT runes on the ceiling but he might use this for support.
    (any range-no damage)
    
    New Moves
    
    Living Nightmare Moves (Dials off)
    
    Nightmare Net- Not a dangerous move that hurts you in no way but the move
    afterwards does. Now Nightmare will expand then stretch himself so that he
    sticks to the ceiling. Now after doing that, he will send some Surging
    Missiles afterward which you can counter by the Rolling Blaze. The one way of
    avoiding this move by running around the edge of the arena so that Nightmare
    wonít drop the net. Now if you end up under Nightmare, he will extend himself
    so that a mesh net covers you. Now once under here, the missiles will stop
    firing but youíre still in the net so thereís only one means of escape and that
    is to take out one of the corners of the net by using the Rolling Blaze. If
    you do take one out, quickly run out. Now if you donít run out the next move
    will take over... (medium range-no damage)
    
    Body Slam- Yes the name gives it away, Nightmare will fall on top of you if
    you donít escape the net then Nightmare will either do his constriction
    maneuver or the Slime Trap for extra damage. This move can take a lot of
    health from you due to the fact that Nightmare is dropping on you. Now to
    avoid this move, simply donít get caught in the Nightmare Net and you wonít
    run into trouble. Now although you donít get caught in the Net you can still
    get hurt by Nightmare as he returns to the ground so be careful. This is
    pretty easy to avoid but it is still very dangerous.
    (medium range-high damage)
    
    Berserked Nightmare Moves (after depleting Nightmareís first bar of health)
    
    Final Core- This is where most of that DT goes to. Nightmare will die... or so
    you think. He will then regain 1/16 of his life bar and goes crazy on you with
    a core that turns red and is high above Nightmare, as he tries to control the
    DT that is oozing through him which causes him to become a mix of the Living
    Nightmare and the Armored. He uses some old moves as well as some new ones. I
    will list the moves down below:
    
    a)Berserker Lasers- This move is the same thing as the Core Lasers. The only
    difference with this one move and the Core Lasers is that these last through
    the whole Berserker period except on the Rest Period. Not only that but they
    have a bit more range. Now if you decide to go melee on the core (which you
    shouldnít) the Berserker Lasers will hit you and send you to the ground. This
    will be more than enough time for the other moves that Nightmareís Final Core
    has to be unleashed on you. Best thing to do is by not attacking the core
    melee style. If you attack melee style, youíre practically asking for death.
    (short range-low damage)
    
    b)Nightmare Ice Slugs- As Nightmare is convulsing, he will create the Slugs.
    They will then rush at Dante and finally they will get on you and crawl all
    over your body, finally falling on the floor in which they explode in an icy
    icicle blast. Now many of these Slugs on you will slow down your rate of
    movement but they also will hurt you with considerable damage which can set
    you up for some more brutal moves of the Final Core. There are a couple of
    things you can do to shake these guys off: 1. When one or two get on you,
    simply jump until they drop 2. Using the Rolling Blaze jump until they get
    off. The only difference with this option and option 1 is that Rolling Blaze
    simply shakes them off you faster 3. If you use Air Raid on the Final Core,
    you can simply fly over them and they wonít bother you.
    (any range-low to high damage)
    
    c)Single Nightmare Surging Missile- Very annoying if you don't focus on what
    the core is doing. The Final Core will release one missle but it is very fast
    and more stunning than usual which can set you up for the Multi-Nightmare
    Lasers. So obviously thereís a couple of ways to avoid this: 1. Jump using
    Rolling Blaze and the Missile will deflect towards the core allowing it to be
    damaged by it 2. If you are using Air Raid, strafe to the right or left to
    avoid this as you damage the core. Probably the easier way to avoid this move
    3. Roll to the side to avoid this move. Dangerous yes, but it still works.
    (medium range-low to high damage)
    
    d)Multi-Nightmare Lasers- Additional protection is given by these lasers to
    protect Nightmareís final core and it is the Final Coreís most devastating
    attack. The core will be actively doing its moves and at times it will fire a
    couple long, white, light beams at you vertically. Whatís bad about this move
    is that it will start by firing at the ground then head upwards towards the
    ceiling giving you little time to notice the beams so you must be alert. Now
    every 1/2 a second to 3/4 of a second, a couple of these beams will be
    released to hit you so you must be alert. If you do get hit by the beam, as it
    will send you to the ground along with some good damage. As youíre on the
    ground, remember that the other attacks are in play so be careful. Now to
    avoid this move, there are a couple things you can do: 1. You can strafe to
    the right or left with Air Raid 2. Simply roll to the side. Just make sure not
    to back flip as the beam has a long range and can still hit you in the room.
    (long range-medium to high damage)
    
    e)Slime Trap- Now if you think you can go into Nightmareís Underworld to
    finish it, you canít. Now instead the Slime Traps come out and damage you.
    Now this only happens if you touch the slime part of Nightmare or if you get
    near Nightmare so thereís one way to avoid this: simply donít step on the
    slimy part of Nightmare and youíll be fine but remember that Nightmare can
    create 2 or 3 of these at a time so be careful.
    (short range-low to medium damage)
    
    f)Rest Period- Now when Nightmare feels he has given you a beating, he will
    start to absorb your DT and stop using attacks for a certain time. This is
    very annoying as you try to defeat Nightmare but he will absorb whatever DT
    you have left. Now this will leave you frantic for DT but all you have to do
    is either: 1. Use Round Trip in the Rest Period to gain DT and you Grenade
    Roll as support 2. Smash the core 3. Use a Holy Water at this time. It's best
    that you go with option 1 if you want to beat him the honest way or then use a
    Holy Water. (any range-no damage)
    
    Trish (only in the last part of the battle and the Berserker stage)
    
    Trishís Lightning- When Nightmare has 1/6 of his life bar left; a cut-scene
    will be triggered. At that point Trish helps Nightmare by firing a Lightning
    bolt for the rest of the battle. Now first a yellow mark will be marked on you
    then a stronger lightning bolt will hit you from Trish. This does pitiful
    damage but it stuns you. This is very bad as it will probably stun you long
    enough for Nightmare to hit you with his move. Now avoiding this move is easy.
    Usually when you stand still, she will mark you so simply jump out of the way
    and it wonít get you. Easy as pie... (medium range-low damage)
    
    Strategy for Nightmare 3
    Now you are going to feel the pain in this battle. Nightmare tries to finish
    you in this battle so teach him a lesson for being annoying and persistent.
    Now it will begin by slinking on the ground sending a couple Slugs and trying
    to send you to its Underworld. To warn you in advance: remember that Nightmare
    likes to use his net. So when you see him spring himself on the ceiling, stay
    on the move. Now if you get caught in the net, Rolling Blaze or Kick13 the
    corners so that you can be set free. Also remember that he can still hurt you
    if you avoid the Net and he falls to return to the ground. Now I leave
    Nightmareís Underworld up to you. If you want to leave this as your final hit
    be my guest but the battle will last a lot more due to the fact that Nightmare
    will take less damage per hit until you go in. I prefer to do this in the
    middle of the battle or in the beginning but its your choice I wont make you
    choose what I want so either go in or start off by hitting a Dial so that
    Nightmare will solidify but remember that you will always have to keep hitting
    the Dial as the lights donít last very long. Now it will use his Machine-Gun
    Orbs to start this battle off so evade accordingly. After that Nightmare will
    do a move depending on where you are. Now letís get started: If you are in the
    back of Nightmare, it will trigger him to use his Nightmare Surging Missiles.
    Now thereís two things you can do: 1. As soon as Nightmare launches his
    Missiles at you, jump using Rolling Blaze so that the will rebound off you and
    they will smash Nightmareís core but it does minimal damage 2. Use your gun of
    your choice (excluding the Nightmare B for obvious reasons) and fire shots at
    Nightmare as you roll to the side to avoid the Missiles. This hurts Nightmare
    with the same damage as if you rebounded the Missiles that it creates but it
    gets you DT. Choose your option and after Nightmare ends his Missile barrage,
    it will use its DT Absorber so Downward Kick the core then pound it with
    Kick13 and Shotgun Blasts or Grenade Shots but remember to cancel out the
    recoil of a Grenade Shot with a roll. If you want you can DT and do a Inferno
    or Kick13 auto-combo as these will waste Nightmare with some good damage to
    him. As for Magma Driveís, donít use it. Sometimes if you charge a full one or
    you do a quick one, they will hit Nightmareís armor instead and they will
    bounce right off becoming ineffective and waste precious attack time. When you
    are on Nightmareís side he will do his Triple Fatal Spike Stabs. Now you could
    avoid this move by running the Nightmareís back so that this move doesnít get
    you but thereís a better way. As soon as Nightmare turns abruptly to his side,
    prepare yourself. As soon as you see the first spike, jump so that Nightmareís
    spike hits your side. If done right, the rest wonít come. This now leaves
    Nightmare defense-less for some time. Downward Kick the core to get close and
    if you have no DT do a couple Kick13ís to get some, after that DT and do two
    Kick13 auto-comboís for good measure or a Inferno. After that get some DT back
    by Kick13ing the core and it should retract its core. When you are in front of
    Nightmare, he will start to charge his Ice Beam. As soon as you see this, run
    away from Nightmareís barrel area and go on top of Nightmare. Also remember
    that when he DT's, his beam gets more damaging and he spins himself to hit you
    so get on Nightmareís back as soon as you can. Now donít get near the core
    either as the Core Lasers will still be active. Once the beam has stopped,
    the core will no longer be able to keep up the Core Lasers but it will start
    to suck your DT so smash the core with a couple Kick13ís and do a Kick13
    auto-combo then the core should go back into Nightmare. Now sometimes he wonít
    do his Ice Beam so be prepared for the Hovering Boomerang but remember that
    the Core Lasers are out so getting on Nightmareís back isnít the best idea
    also the fact that Nightmareís Boomerang can hit you from there. Now it will
    come out and lock into place so thereís two ways to do this: 1. As soon as the
    Boomerang begins to spin, jump with the Rolling Blaze. If done correctly, it
    will get stricken and it will go back into place without damaging you. Now
    this will leave Nightmareís core open, as the core turns off its Core Lasers.
    This would be the perfect opportunity DT and unleash a Kick13 auto-combo or
    two to the core. You can also Inferno the core as it is vulnerable at this
    time. Finally end the barrage by ending with a couple Kick13ís to get DT back
    2. Now lets say you donít get the chance to hit the Boomerang with Rolling
    Blaze, You now must determine where the Boomerang wonít hit and stay there as
    you fire your gun. Now as soon as the Boomerang retracts into Nightmare once
    again, the core will stop the Core Lasers and sucks your DT so Downward Kick
    towards the core and do a couple of Kick13ís to get the core back into
    Nightmare and to get DT in the process. Now when you knock off about 1/6 of
    Nightmareís health, Trish will begin to help Nightmare so avoid her move as
    it is easy to see. Now keep the fight up and you should reign victorious once
    again... or so you think. Nightmare will regain 1/16 of his health and go into
    its Final Core. This is the harder part of the battle as he will do
    simultaneous moves all at once and you canít go melee on the core as the
    Berserker Lasers will be on for most of the battle so thereís three ways to
    defeat the core: 1. Get a full gauge of DT and equip the Alastor (its better
    that you have you gauge full before the battle). Finally jump to your highest
    position and commence Air Raid. Begin to fire bolts as you evade his moves. If
    that doesnít finish him, get more DT by Round Tripping the core in the Rest
    Period and do Air Raid again until he dies 2. A much easier way to finish the
    core but your rank will go down. Simply uncork a Holy Water. In Normal, one
    Holy Water wipes the core clean of its health but on the later modes, you have
    to use 2 or more and its a waste so don't do it because your just wasting
    items 3. When Nightmare is in his Rest Period, Go up to the core and smash it.
    After the core is down, the Nightmare is over.
    
    ------------------------------------------------------------------------------
    NOTE: As of right now, I won't be able to get to the Mundus Strategy. It is
    quite a tough one to record and im also in the development of a new FAQ so
    don't expect to see it soon
    ------------------------------------------------------------------------------
    
    --------------
    Intro to DMD
    --------------
    After you get through the hardships of Normal and Hard, you get the very
    infamous, Dante Must Die mode. Here is where the enemies give no mercy to
    whoever is playing and they come by the dozens. After playing a solid 4 hours
    of DMD, I have specifically made these four sections to the DMD enemies, Mini
    Bosses, and Bosses. Now your asking "Why not do one for Hard?" Simple, it's
    the fact that Normal and Hard have basically no difference but that Hard
    mode enemies do more damage. I have discarded the idea of making that so it
    is more of a better idea to just do one for DMD. These strategies will not be
    as long as the ones above but mostly refer to specific weapons that you should
    use and what methods to beat them. Moves will not be specified on the matter
    of dodging but on which are the ones that are most familiar during combat.
    
    6. DTed Enemies (By The Nightmare Alpha)
    
    Marionettes/Bloody Mari's
    
    a)Notes
    What once used to be easy, now become dangrously hard. Be fully aware of what
    is going on in the current situation as a pack of these guys can ultimatly
    lead to a quick death.
    
    b)Most Used Moves
    
    Slash/Double Slash
    Weapon Hurl
    Dead Aim (refering to the Shotgun Marionettes/Bloody Mari's)
    Mounted Stabbing
    Death Spin
    
    c)Combat Tips
    
    Marionettes
    
    Never take your time with these guys in DMD. The more time you spend, the
    more these guys DT. You don't want to have a group of DTed Marionettes, I
    assure you want the easy way. When facing 1 or 2, Kick13's and Stinger's
    make quick work of them. Use the Shotgun when one of these guys get too close
    for your comfort. When 1 or 2 DT, it's best to start using DT. Meteor makes
    quick work of them easily as well as Inferno. If you feel more comfortable
    with the Alastor, Use Air Raid to finish them or use DTed Stinger's. Once
    you find yourself with a group of Marionette's, take the Grenade Gun out.
    Start abusing the Grenade Roll technique to gain DT and pull off quick Kick13/
    Stinger's to whatever is moving. Ifrit's 4 Hit Combo, is still effective but
    it will take more hits. Also use the Downward Kick of the Ifrit to mess the
    Mari's up if needed. With Alastor, you will probably want to stick with the
    Stinger's, Hight Time's, and 5 Hit Combo's (DO NOT DO THE STABBING COMBO TO A
    MARI. When the group DT's, get Ifrit. DT and begin to Meteor whatever is alive
    in the room. If you can get a group of Marionettes together, you can use a
    single Meteor to finish the entire group but they must be close. If you want
    leverage, play dirty and go to higher ground. From a high point, Marionettes
    won't be able to get you but they can do some other long range moves so be
    aware.
    
    7. DTed Mini-Bosses
    
    8. DMD Bosses
    
    9. Easy - Norm - Hard - DMD! Enemy layout (By Vesperas)
    
    These sections will describe the different enemy layouts and minor changes for
    all the difficulties. Hereís some general notes...
    
    1: In DMD! There is "Do or Die" in which a time limit is shown before a enemy
    could DT.
    
    2: I donít back track and find enemies (because itís mainly pointless) but if
    I do, I will write it down.
    
    3: For places with re spawning enemies, I will only go over the placed ones.
    
    4: For places with re spawning enemies when you must kill all, I go over
    everyone.
    
    5: If I donít write anything new for a place that means it didnít change.
    
    Mission 1 Staircase room
    
    Easy: 2 Mariís and 1 Bloody Mari
    
    Norm: 2 Mariís and 1 Bloody Mari
    
    Hard: 2 Bloody Mariís and 1 Fetish
    
    DMD: 2 Bloody Mariís and 1 Fetish
    
    Mission 1 Arena
    
    Easy: 11 Mariís
    
    Norm: 11 Mariís
    
    Hard: 8 Mariís and 3 Bloody Mariís
    
    DMD: 8 Mariís and 3 Bloody Mariís (40)
    
    Mission 1 Biplane Room
    
    Easy: 5 Mariís and 1 Bloody Mari
    
    Norm: 5 Mariís and 1 Bloody Mari
    
    Hard: 5 Bloody Mariís and 1 Fetish
    
    DMD: 5 Bloody Mariís and 1 Fetish
    
    Mission 2 Banana Hallway
    
    Easy: 6 Mariís then 3 Mariís and 1 Bloody Mari
    
    Norm: 6 Mariís then 4 Mariís and 1 Bloody Mari
    
    Hard: 1 Shadow or 4 Mariís
    
    DMD: 1 Shadow or 4 Mariís
    
    Mission 2 God of Time Library
    
    Easy: None
    
    Norm: None
    
    Hard: 5 Beelzebub (1 big)
    
    DMD: 5 Beelzebub (1 big)
    
    Mission 2 Fountain Room
    
    Easy: 3 Mariís and 1 Bloody Mari or 4 Mariís
    
    Norm: 3 Mariís and 1 Bloody Mari or 4 Mariís
    
    Hard: 3 Sin Scythes or 3 Blades
    
    DMD: 3 Sin Scythes or 3 Blades (40)
    
    Mission 2 Soul Recharge Room
    
    Easy: 7 Mariís
    
    Norm: 7 Mariís
    
    Hard: None
    
    DMD: None
    
    Mission 2 Shotgun Library
    
    Easy: 2 Sin Scissors
    
    Norm: 3 Sin Scissors
    
    Hard: 3 Sin Scissors
    
    DMD: 3 Sin Scissors (60)
    
    Mission 2 Banana Halfway
    
    Easy: 45 Phantom Babies
    
    Norm: 45 Phantom Babies
    
    Hard: 45 Phantom Babies
    
    DMD: 45 Phantom Babies
    
    Mission 3 Underwater
    
    Easy: 6 Sargassoís
    
    Norm: 6 Sargassoís
    
    Hard: 6 Sargassoís
    
    DMD: 6 Sargassoís (25)
    
    Mission 3 Alter Room
    
    Easy: Phantom
    
    Norm: Phantom
    
    Hard: Phantom
    
    DMD: Phantom
    
    Secret Mission 1 Underwater
    
    Easy: 1 Sin Scissors
    
    Norm: 1 Sin Scissors
    
    Hard: 1 Sin Scissors
    
    DMD: 1 Sin Scissors
    
    Secret Mission 2 Alter Room
    
    Easy: 150 Phantom Babies
    
    Norm: 150 Phantom Babies
    
    Hard: 150 Phantom Babies
    
    DMD: 150 Phantom Babies
    
    Mission 4 Banana Hallway
    
    Easy: Phantom then 2 Sin Scythes
    
    Norm: Phantom then 2 Sin Scythes
    
    Hard: Phantom
    
    DMD: Phantom
    
    Secret Mission 3 God of Time Library
    
    Easy: 120 Phantom Babies
    
    Norm: 120 Phantom Babies
    
    Hard: 120 Phantom Babies
    
    DMD: 120 Phantom Babies
    
    Mission 4 Fountain Room
    
    Easy: 2 Sin Scythes
    
    Norm: 1 Shadow
    
    Hard: 1 Death Scissors
    
    DMD: 1 Death Scissors (60)
    
    Secret Mission 4 Arena
    
    Easy: 3 Shadows
    
    Norm: 3 Shadows
    
    Hard: 3 Shadows
    
    DMD: 3 Shadows
    
    Mission 4 Fountain Room
    
    Easy: 3 Sin Scythes
    
    Norm: 3 Sin Scythes
    
    Hard: 1 Shadow
    
    DMD: 1 Shadow
    
    Mission 4 Lift Room
    
    Easy: 2 Mariís and 1 Bloody Mari
    
    Norm: 2 Mariís and 1 Bloody Mari
    
    Hard: 4 Mariís
    
    DMD: 4 Mariís
    
    Mission 4 Out Doors
    
    Easy: Nelo Angelo
    
    Norm: Nelo Angelo
    
    Hard: Nelo Angelo
    
    DMD: Nelo Angelo
    
    Mission 5 Out Doors
    
    Easy: 3 Sin Scythes
    
    Norm: 1 Shadow
    
    Hard: 2 Shadows
    
    DMD: 2 Shadows
    
    Mission 5 Lift Room
    
    Easy: 2 Sin Scythes
    
    Norm: 2 Sin Scythes
    
    Hard: 1 Death Scythe
    
    DMD: 1 Death Scythe
    
    Mission 5 Fountain Room
    
    Easy: 3 Mariís and 1 Bloody Mari then 3 Sin Scythes
    
    Norm: 3 Sin Scythes then 1 Shadow
    
    Hard: 1 Phantom
    
    DMD: 1 Phantom
    
    Mission 6 Sewer Key Room
    
    Easy: 12 Beelzebub (2 big)
    
    Norm: 12 Beelzebub (2 big)
    
    Hard: 3 Plasmas
    
    DMD: 3 Plasmas (30)
    
    Mission 6 Sewer Hallway 1
    
    Easy: 8 Beelzebub (1 big)
    
    Norm: 8 Beelzebub (1 big)
    
    Hard: 3 Plasmas
    
    DMD: 3 Plasmas
    
    Mission 6 Sewer Hallway 2
    
    Easy: 1 Death Scissors
    
    Norm: 1 Death Scissors
    
    Hard: 1 Death Scissors
    
    DMD: 1 Death Scissors
    
    Mission 7 Sewer Hallway 2
    
    Easy: 5 Mariís and 1Bloody Mari
    
    Norm: Phantom then 8 Beelzebub (1 big)
    
    Hard: Phantom then 8 Beelzebub (1 big)
    
    DMD: Phantom then 8 Beelzebub (1 big)
    
    Mission 7 Sewer Hallway 1
    
    Easy: 8 Beelzebub (1 big)
    
    Norm: 3 Sin Scythes
    
    Hard: 2 Frosts
    
    DMD: 2 Frosts
    
    Secret Mission 5 Sewer Key Room
    
    Easy: 2 Kyklops
    
    Norm: 2 Kyklops
    
    Hard: 2 Kyklops
    
    DMD: 2 Kyklops
    
    Mission 7 Lift Room
    
    Easy: 8 Beelzebub (1 big)
    
    Norm: 8 Beelzebub (1 big)
    
    Hard: 4 Mariís
    
    DMD: 4 Mariís
    
    Mission 8 Roof Top
    
    Easy: Phantom
    
    Norm: Phantom
    
    Hard: Phantom
    
    DMD: Phantom
    
    Mission 9 Court Yard
    
    Easy: 3 Blades
    
    Norm: 3 Blades
    
    Hard: 3 Blades
    
    DMD: 3 Blades (1:30)
    
    Mission 9 Ifrit Room
    
    Easy: 3 Blades
    
    Norm: 3 Blades
    
    Hard: 3 Blades
    
    DMD: 3 Blades
    
    Mission 9 Court Yard
    
    Easy: Griffon
    
    Norm: Griffon
    
    Hard: Griffon
    
    DMD: Griffon
    
    Mission 9 Forested Area
    
    Easy: 5 Mariís
    
    Norm: 11 Mariís and 4 Fetishes
    
    Hard: 7 Mariís, 3 Bloody Mariís, and 5 Fetishes
    
    DMD: 7 Mariís, 3 Bloody Mariís, and 5 Fetishes
    
    Mission 9 Last Room
    
    Easy: 5 Mariís and 1 Bloody Mari
    
    Norm: 3 Fetishes
    
    Hard: 3 Fetishes
    
    DMD: 3 Fetishes
    
    Mission 10 Canyon 1
    
    Easy: 5 Mariís
    
    Norm: 5 Mariís and 1 Fetish
    
    Hard: 3 Fetishes
    
    DMD: 3 Fetishes
    
    Mission 10 Canyon 2
    
    Easy: 3 Sin Scythes
    
    Norm: 3 Sin Scythes
    
    Hard: 3 Blades
    
    DMD: 3 Blades
    
    Mission 10 Canyon 3
    
    Easy: 3 Blades
    
    Norm: 3 Blades
    
    Hard: 2 Shadows
    
    DMD: 2 Shadows
    
    Mission 10 Green House Entrance
    
    Easy: 1 Kyklops
    
    Norm: 2 Kyklops
    
    Hard: 2 Kyklops
    
    DMD: 2 Kyklops
    
    Mission 11 Green House
    
    Easy: 1 Death Scythe
    
    Norm: 1 Death Scythe
    
    Hard: 1 Death Scythe
    
    DMD: 1 Death Scythe
    
    Secret Mission 6 Green house Entrance
    
    Easy: 5 Sin Scissors
    
    Norm: 5 Sin Scissors
    
    Hard: 5 Sin Scissors
    
    DMD: 5 Sin Scissors
    
    Mission 11 Underground
    
    Easy: 3 Blades
    
    Norm: 5 Blades
    
    Hard: 9 Blades
    
    DMD: 9 Blades
    
    Mission 11 Chalice Room
    
    Easy: Nelo Angelo
    
    Norm: Nelo Angelo
    
    Hard: Nelo Angelo
    
    DMD: Nelo Angelo
    
    Mission 12 Stair Room
    
    Easy: 3 Mariís and 1 Bloody Mari
    
    Norm: 3 Mariís and 1 Bloody Mari
    
    Hard: 3 Mariís and 1 Bloody Mari
    
    DMD: 3 Mariís and 1 Bloody Mari (15)
    
    Mission 12 Underwater Room 1
    
    Easy: 1 Blade
    
    Norm: 1 Blade
    
    Hard: 1 Blade
    
    DMD: 1 Blade
    
    Mission 12 Ship
    
    Easy: 2 Blades
    
    Norm: 2 Blades
    
    Hard: 2 Frosts
    
    DMD: 2 Frosts (60)
    
    Mission 12 Underwater Room 2
    
    Easy: 1 Blade
    
    Norm: 1 Blade
    
    Hard: 1 Blade
    
    DMD: 1 Blade
    
    Mission 12 Deck
    
    Easy: 1 Death Scythe
    
    Norm: 1 Death Scythe
    
    Hard: 1 Death Scythe
    
    DMD: 1 Death Scythe
    
    Mission 12 Deck (While Sailing)
    
    Easy: Griffon
    
    Norm: Griffon
    
    Hard: Griffon
    
    DMD: Griffon
    
    Mission 13 Ship
    
    Easy: 2 Blades
    
    Norm: 2 Blades
    
    Hard: 2 Blades
    
    DMD: 2 Blades
    
    Mission 13 Underwater Room 2
    
    Easy: 3 Blades
    
    Norm: 3 Blades
    
    Hard: 3 Blades
    
    DMD: 3 Blades
    
    Mission 13 Underwater Room 1
    
    Easy: 2 Blades
    
    Norm: 2 Blades
    
    Hard: 2 Blades
    
    DMD: 2 Blades
    
    Secret Mission 7 Captainís Room
    
    Easy: 8 Blades
    
    Norm: 8 Blades
    
    Hard: 8 Blades
    
    DMD: 8 Blades
    
    Intermission 3 Shipís Crash Site
    
    Easy: 2 Mariís and 2 Bloody Mariís
    
    Norm: 2 Mariís and 2 Bloody Mariís
    
    Hard: 2 Mariís and 2 Bloody Mariís
    
    DMD: 2 Mariís and 2 Bloody Mariís
    
    Mission 14 Doughnut Spike Room
    
    Easy: None
    
    Norm: None
    
    Hard: 3 Sin Scissors
    
    DMD: 3 Sin Scissors
    
    Mission 14 Cliffs
    
    Easy: 1 Death Scythe or 3 Blades (1 Big),
    
    Norm: 1 Death Scythe, 3 Blades (1 Big), or 2 Shadows
    
    Hard: 1 Death Scythe, 4 Blades (1 Big), or 3 Shadows
    
    DMD: 1 Death Scythe, 4 Blades (1 Big), or 3 Shadows
    
    Mission 14 Room with Tree Branches
    
    Easy: 5 Mariís
    
    Norm: 5 Mariís and 1 Fetish
    
    Hard: 1 Death Scythe
    
    DMD: 1 Death Scythe (60)
    
    Mission 15 Courtyard
    
    Easy: 2 Kyklops or 3 Blades (1 big)
    
    Norm: 2 Kyklops or 3 Blades (1 big)
    
    Hard: 2 Kyklops or 3 Blades (1 big)
    
    DMD: 2 Kyklops or 3 Blades (1 big)
    
    Secret Mission 8 Doughnut Spike Room
    
    Easy: 3 Shadows
    
    Norm: 3 Shadows
    
    Hard: 3 Shadows
    
    DMD: 3 Shadows
    
    Mission 15 Ifrit Room
    
    Easy: 1 Death Scythe or 3 Blades
    
    Norm: 1 Death Scythe or 3 Blades
    
    Hard: 1 Death Scythe or 3 Blades
    
    DMD: 1 Death Scythe or 3 Blades
    
    Mission 15 Blue Shield Room
    
    Easy: 3 Mariís and 1 Bloody Mari
    
    Norm: 3 Fetishes
    
    Hard: 3 Fetishes
    
    DMD: 3 Fetishes
    
    Mission 15 Blue Shield Trap Room
    
    Easy: 3 Sin Scythes
    
    Norm: 3 Sin Scythes
    
    Hard: 1 Death Scythe
    
    DMD: 1 Death Scythe
    
    Mission 15 Courtyard
    
    Easy: 4 Sin Scythes
    
    Norm: 4 Sin Scythes
    
    Hard: 1 Death Scythe
    
    DMD: 1 Death Scythe
    
    Mission 15 Red Shield Room
    
    Easy: 3 Mariís and 1 Bloody Mari
    
    Norm: 3 Fetishes
    
    Hard: 3 Fetishes
    
    DMD: 3 Fetishes
    
    Mission 15 Red Shield Trap Room
    
    Easy: 2 Blades
    
    Norm: 2 Blades
    
    Hard: 2 Shadows
    
    DMD: 2 Shadows
    
    Mission 15 Coloseum
    
    Easy: Griffon
    
    Norm: Griffon
    
    Hard: Griffon
    
    DMD: Griffon
    
    Secret Mission 9 Coloseum
    
    Easy: 13 Sargassoís
    
    Norm: 13 Sargassoís
    
    Hard: 13 Sargassoís
    
    DMD: 13 Sargassoís
    
    Mission 16 Main Hall
    
    Easy: 1 Plasma
    
    Norm: 1 Plasma
    
    Hard: 1 Plasma
    
    DMD: 1 Plasma
    
    Mission 16 Biplane Room
    
    Easy: 2 Blades
    
    Norm: 1 Plasma
    
    Hard: 1 Plasma
    
    DMD: 1 Plasma
    
    Mission 16 Banana Hallway
    
    Easy: 5 Mariís
    
    Norm: 3 Mariís, 1 Bloody Mari, and 1 Fetish or 4 Mariís and 1 Fetish
    
    Hard: 1 Shadow or 5 Fetishes
    
    DMD: 1 Shadow or 11 Fetishes (60)
    
    Mission 16 Alter Room
    
    Easy: Nightmare
    
    Norm: Nightmare
    
    Hard: Nightmare
    
    DMD: Nightmare
    
    Mission 16 Nightmare
    
    Easy: 6 Sargassoís (1 big) and Phantom
    
    Norm: 6 Sargassoís (1 big) and Phantom
    
    Hard: 6 Sargassoís (1 big) and Phantom
    
    DMD: 6 Sargassoís (1 big) and Phantom
    
    Secret Mission 10 Biplane Room
    
    Easy: 2 Shadows
    
    Norm: 2 Shadows
    
    Hard: 2 Shadows
    
    DMD: 2 Shadows
    
    Secret Mission 10 Main Hall
    
    Easy: 1 Shadow
    
    Norm: 1 Shadow
    
    Hard: 1 Shadow
    
    DMD: 1 Shadow
    
    Secret Mission 10 Main Gate
    
    Easy: 1 Shadow
    
    Norm: 1 Shadow
    
    Hard: 1 Shadow
    
    DMD: 1 Shadow
    
    Secret Mission 11 Broken Bridge
    
    Easy: 1 Death Scythe
    
    Norm: 1 Death Scythe
    
    Hard: 1 Death Scythe
    
    DMD: 1 Death Scythe
    
    Mission 17 Stair Room
    
    Easy: 1 Mari
    
    Norm: 1 Mari
    
    Hard: 2 Fetishes
    
    DMD: 2 Fetishes
    
    Mission 17 Outside Arena
    
    Easy: 3 Plasmaís
    
    Norm: 2 Frosts
    
    Hard: 4 Frosts
    
    DMD: 4 Frosts (2:00)
    
    Mission 17 Banana Hallway 2
    
    Easy: 5 Mariís
    
    Norm: 4 Mariís and 1 Fetish
    
    Hard: 2 Nobodies or 5 Fetishes
    
    DMD: 2 Nobodies or 9 Fetishes (60)
    
    Mission 17 Gallery
    
    Easy: 1 Hit to kill Dino
    
    Norm: 3 Hits to kill Dino
    
    Hard: 3 Hits to kill Dino
    
    DMD: 3 Hits to kill Dino
    
    Mission 17 Throne Room
    
    Easy: Nelo Angelo
    
    Norm: Nelo Angelo
    
    Hard: Nelo Angelo
    
    DMD: Nelo Angelo
    
    Mission 18 Underwater
    
    Easy: 3 Sin Scissors
    
    Norm: 3 Sin Scissors
    
    Hard: 3 Sin Scissors
    
    DMD: 3 Sin Scissors
    
    Mission 18 Fountain Room
    
    Easy: Nightmare
    
    Norm: Nightmare
    
    Hard: Nightmare
    
    DMD: Nightmare
    
    Mission 18 Nightmare
    
    Easy: 6 Sargassoís (1 big) and Giffon
    
    Norm: 6 Sargassoís (1 big) and Giffon
    
    Hard: 6 Sargassoís (1 big) and Giffon
    
    DMD: 6 Sargassoís (1 big) and Giffon
    
    Mission 19 Out Doors
    
    Easy: 3 Nobodies
    
    Norm: 3 Nobodies
    
    Hard: 3 Nobodies
    
    DMD: 3 Nobodies
    
    Mission 20 God of Time Entrance Room
    
    Easy: 2 Nobodies
    
    Norm: 2 Frosts
    
    Hard: 2 Frosts
    
    DMD: 2 Frosts
    
    Mission 20 Runic Room
    
    Easy: Nightmare
    
    Norm: Nightmare
    
    Hard: Nightmare
    
    DMD: Nightmare
    
    Mission 20 Nightmare
    
    Easy: 6 Sargassoís (1 big) and Nelo Angelo
    
    Norm: 6 Sargassoís (1 big) and Nelo Angelo
    
    Hard: 6 Sargassoís (1 big) and Nelo Angelo
    
    DMD: 6 Sargassoís (1 big) and Nelo Angelo
    
    Secret Mission 12 Maze 2
    
    Easy: 3 Nobodies
    
    Norm: 3 Nobodies
    
    Hard: 3 Nobodies
    
    DMD: 3 Nobodies
    
    Secret Mission 12 Dino Room
    
    Easy: 1 Dino and
    
    Norm: 1 Dino and 2 Frosts
    
    Hard: 1 Dino and 4 Frosts
    
    DMD: 1 Dino and 4 Frosts (15)
    
    Mission 21 Maze 1
    
    Easy: 3 Nobodies
    
    Norm: 3 Nobodies
    
    Hard: 3 Nobodies
    
    DMD: 3 Nobodies
    
    Mission 21 Lava\Pillar Room
    
    Easy: 2 Plasmaís
    
    Norm: 2 Plasmaís
    
    Hard: 2 Plasmaís
    
    DMD: 2 Plasmaís
    
    Mission 22 Mundusís Throne
    
    Easy: Mundus
    
    Norm: Mundus
    
    Hard: Mundus
    
    DMD: Mundus
    
    Mission 23 Circle Room with 3 Doors
    
    Easy: 2 Plasmaís
    
    Norm: 1 Frost
    
    Hard: 1 Frost
    
    DMD: 1 Frost
    
    Mission 23 Runic Room
    
    Easy: 2 Nobodies
    
    Norm: 2 Nobodies
    
    Hard: 2 Nobodies
    
    DMD: 2 Nobodies
    
    Mission 23 God of Time Entrance Room
    
    Easy: 1 Nobody
    
    Norm: 1 Frost
    
    Hard: 1 Frost
    
    DMD: 1 Frost
    
    Mission 23 Alter Room
    
    Easy: 4 Mariís and 1 Bloody Mari
    
    Norm: 4 Mariís and 1 Bloody Mari
    
    Hard: 3 Mariís and 2 Bloody Mariís
    
    DMD: 3 Mariís and 2 Bloody Mariís
    
    Mission 23 Banana Hallway
    
    Easy: 7 Beelzebub
    
    Norm: 2 Blades
    
    Hard: 1 Shadow
    
    DMD: 1 Shadow
    
    Mission 23 Sewer Key Room
    
    Easy: Mundus
    
    Norm: Mundus
    
    Hard: Mundus
    
    DMD: Mundus
    
    10. Enemy orb listings (By Vesperas)
    
    Some notes
    
    a) Most enemies will drop more orbs when you kill them with more stylish,
    here they are.
    
    b) Iíll be giving just the range from Dull to Stylish they may not be exact
    but they will by close.
    
    c) Remember some enemies can be Critical hit which is why they list twice.
    
    d) Iím pretty sure itís mostly random, but Iíll give you lows and highs that
    I get
    
    e) Iím also sure you get more and more, the more you go, I will stop at
    Stylish. (I got 68 one time from Sin Scissors from just shooting him with DT
    E+I shotsÖ)
    
    Marionettes 1 - 15
    
    Bloody Mari 1 - 25
    
    Sin Scissors 20 - 34 (46 - 54 CH)
    
    Sin Scythe 40 - 51
    
    Death Scissors 51 - 75
    
    Death Scythe 51 - 75
    
    Shadow 40 - 67 (284 - 307 CH)
    
    Little Beelzebub 2
    
    Beelzebub 15 - 33
    
    Phantom 500
    
    Phantom Babies 1
    
    Kyklops 71 - 75
    
    Nelo Angelo 500, 800
    
    Blade 31- 49 (50 - 51 CH)
    
    Big Blade 43 - 87 (62 - 63 CH)
    
    Griffon 500
    
    Griffonís Wing 20
    
    Sargasso 1 - 3
    
    Nobody 150 - 175
    
    Fetish 40 - 61
    
    Frost 102 - 131
    
    Nightmare 500 - 525, 800
    
    Plasma 71 - 88
    
    Mundus 1000
    
    11. Frequently Asked Questions
    
    Here we will answer all of your questions about the FAQ or the game
    
    (we haven't gotten any questions so e-mail us and send them in)
    
    12. Credits/Thanks
    
    Thanks to:
    CJayC- for making a great site.
    
    Skyrax- For all his help in the making of the FAQ. Thanks!!
    
    Vesperas- For his neat strategies and for doing this FAQ with me.
    
    Me- For actually doing this and not wasting my time by sitting on my butt.
    
    Bobby Mattern- For encouraging me to do this FAQ.
    
    TV- For not exploding in a matter of seconds.
    
    PS2- For not shootiing the disc back out at me.
    
    Komplete Club- For very low but acceptable support. (Damn they just don't care)
    
    Solid Dante- For giving me his new Mundus 2 Strategy.
    
    13. Copyright
    
    This FAQ is owned by The Nightmare Alpha a.k.a Kevin Nunez and Vesperas a.k.a
    Brian David Kacaba. No one can use this FAQ with out our permission. E-mail
    us then we will make our choice. If we say no, it ends there and you may no
    longer ask us. Also, look at GameFAQ's for the latest version.
    
                                     Copyright 2003