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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