Devil May Cry
FAQ/Walkthrough
Version 1.00 completed 11/07/03

By MHamlin e-mail: cmhamlin@mchsi.com

Table of Contents
=================

1. Copyright Info
2. Version History
3. Intro
4. Weapons and Items
5. The Basics
   -Controls
   -Difficulty Levels
   -Basic Techniques
   -Special Skills
   -Devil Trigger
   -Orbs 
   -Mission Rankings   
   -Red Orb Cache Locations
   -Other Important Things
6. Enemies
7. Blue Orb Piece Locations
8. Secret Missions
9. Walkthrough
   -Curse of the Bloody Puppets
   -Judge of Death
   -Destroyer of Ardor
   -Black Knight
   -Guiding of the Soul
   -Evil of the Waterways
   -Holding the Key of Ardor
   -The Legendary Knight Returns
   -New Strength
   -Canyon of Mist
   -Fate
   -Ghost Ship
   -Abyss
   -Deep Darkness & Towering Mountains
   -Wheel of Destiny
   -Nightmare of Darkness
   -Parted Memento
   -Spirit Stone, "Elixir"
   -Enter the Corrupted World
   -Showdown with Nightmare
   -Living Cave
   -Legendary Battle
   -Mother's Guide
10. Extras
11. Closing and Credits
=================

1. Copyright Info

This guide is protected by copyright, Mike Hamlin 2003. There is no illegal 
reproduction or distribution of this document. This FAQ will only appear at 
gamefaqs.com. Please notify me if this guide is seen on another web site.

=============================================================================

2. Version History

v1.00 - First version complete. 11/07/03

=============================================================================

3. Intro

Capcom has once again created a magnificent game. Devil May Cry is a gaming 
experience unlike anything before. With it's dark, gothic mode and intense 
action, you won't be bored easily. After finishing this game, I had an urge 
to write a guide for it. Here, I will explain just about everything in the 
game: a full walkthrough, all of the items and weapons, enemies, secret 
missions, everything. I want this guide to be as complete as possible so 
please e-mail me if anything is missing. Above all, have fun with Devil May 
Cry and I hope my guide is a big help to you.

-Mike Hamlin

=============================================================================

4. Weapons and Items

What devil hunter is complete without weapons? Dante has a host of Devil Arms 
(magical weapons like swords) and Firearms (guns) at his disposal. Each one 
is useful in some way. The items can be found or bought at the time statues 
scattered throughout the game.

FORCE EDGE
Dante begins the game with this weapon. It has no special abilities or 
attacks and is the weakest of all Devil Arms. Once you acquire Alastor, you 
should never use this weapon again.

ALASTOR
A lightning elemental sword. This weapon is more powerful than the Force Edge 
and it offers a Devil Trigger and host of special abilities. Being lightning 
elemental, it only does half damage to Plasma, an enemy that uses 
electricity.

IFRIT
These fire gauntlets allow Dante to engage the enemy with punches and kicks. 
Compared to Alastor, Ifrit doesn't have as much range or speed but it is 
tremendously powerful. The Inferno ability is Dante's strongest attack in the 
game! Ifrit also causes double damage to Frost, an ice elemental enemy.

SPARDA
An extremely wicked looking sword, Sparda combines the speed and range of a 
sword with raw power. Sparda has the Stinger and Round Trip abilities of 
Alastor if you purchased them, thus adding to it's usefulness. When you use a 
stab type of attack, the sword becomes a halberd, and when you use Round 
Trip, it becomes a scythe. Sparda packs a tremendous punch but it's downside 
is that it has no Devil Trigger.

YAMATO
Available only in Legendary Dark Knight Mode, Yamato is exactly the same as 
Alastor except in Devil Trigger mode, it turns into Sparda and has the same 
power.

EBONY AND IVORY
These are Dante's dual handguns. Ebony and Ivory are very fast with no recoil 
time and you can also suspend yourself in the air by firing them while 
falling. They cause very little damage but they do very well against almost 
any enemy. Very versatile.

LUCE AND OMBRA
Exactly the same as Ebony and Ivory. You can only use these in Legendary Dark 
Knight Mode.

SHOTGUN
This weapon is best used at close range. It isn't nearly as fast as Ebony and 
Ivory, but it can do a ton of damage at close range. Particularly useful 
against Marionettes, Sin Scythes, and Sin Scissors.

GRENADE GUN
The most powerful firearm available, this weapon fires explosive shells that 
cause a TON of damage. It works well against almost any enemy but it has its 
downsides. One, you cannot use it in the air and two, it has a lot of recoil 
time. To minimize recoil time, jump or roll after each shot.

NEEDLE GUN
This weapon is used underwater. It fires rapidly but it pauses momentarily 
between each volley. It is automatically equipped when you go underwater.

NIGHTMARE BETA
The Nightmare Beta was developed in the under world. It fires beams of light 
that bounce off walls and seek out enemies. You can also charge it to fire 
multiple beams at once. However, the weapon consumes your Devil Trigger 
runes, so it is fairly impractical to use. The Nightmare Beta has no effect 
against Plasmas or Nightmare. You can use this weapon while using a Devil Arm 
with no Devil Trigger but you cannot charge the gun and the shots will 
ricochet only once.

VITAL STAR
Instantly refills one full life bar of health. These can only be bought at 
the Time Statues.

DEVIL STAR
Instantly fills five Devil Trigger runes.

HOLY WATER
Deals massive damage to every enemy. Usually kills lesser enemies instantly.

UNTOUCHABLE
Creates a protective barrier, making Dante totally invincible. It also 
activates your Devil Trigger and keeps it on until the Untouchable wears off.

LUMINITE
A stone that shines in the dark. When you find this, you will be able to see 
in the dark.

BANGLE OF TIME
When you equip it, it replaces your Devil Trigger with a time stopper. 
Hitting L1 will cause all enemies to freeze so can bash them without fear. 
However, it consumes your Devil Trigger runes and you can't use any special 
Devil Trigger skills. You cannot equip this if you are using a weapon that 
has no Devil Trigger.

=============================================================================

5. The Basics

Here, you will find all of the basic knowledge you need to survive this game. 
If this is your first time playing, I strongly advise familiarizing yourself 
with the information found here.

Controls
=================

Left Analog Stick: Moves Dante about. Note that the movement is 2D, so 
pressing down makes Dante move down, etc.

Circle: Devil Arm attack. There are many combos and moves you can use 
depending on your weapon.

X: Examine objects, pick up things, action. While aiming, press X to fire 
your Firearm. Note that Firearms have infinite ammo.

Square: Fires your Firearm while aiming.

Triangle: Jump. Dodge while aiming.

R1: Aim. Dante will lock onto to the closest enemy. Note that some moves 
require you to aim first. This button is not used in Easy Automatic mode.

L1: Activate/deactivate Devil Trigger.

R2: Taunt.

L2: Map.

R3 (push right analog stick in): Quick switch between Alastor and Ifrit.

Difficulty Levels
=================

There are four levels of difficulty.

Easy Automatic: When you start a new game, the first mission will let you see 
how good you are. When you finish the first mission but you had to use a 
continue, save and quit, and then load the game again. A message will come 
up, asking you if you want to switch to Easy Automatic. If you do, the game 
will always be in this mode so you can't get any hidden extras. In this mode, 
Dante will aim at enemies automatically, firearms become semi-automatic (you 
need only hold down the fire button), and Dante will automatically perform 
certain moves without additional input from you. Dante's maximum life will 
double and he gets six Devil Trigger runes. You can also buy more items from 
the Time Statue. You can buy 3 Vital Stars, infinite Devil Stars, 3 
Untouchables, and infinite Holy Waters. Switch over to this if you think you 
can't handle Normal.

Normal: The regular mode of difficulty. It is basically the same as Easy 
Automatic except that you get no life or Devil Trigger boost, and you need to 
hold R1 to aim at enemies. Special skills also require extra input to use. 
Recommended for beginner and advanced players. The number of items you can 
buy from the Time Statues will be limited to 1 Vital Star, 10 Devil Stars, 1 
Untouchable, and 5 Holy Waters.

Hard: Enemies become tougher to kill and Dante takes more damage. Also, 
enemies that appear late in the game on Normal or Easy Automatic will appear 
very early. Items at the time statues cost MUCH more. Life recovery from 
Devil Trigger is less. Recommended for advanced and expert players.

Dante Must Die: The highest difficulty level. Enemies take even longer to 
kill, and most attacks cause a ton of damage to Dante. Some are capable of 
killing him in one hit! Items cost even more to buy from the time statues and 
some enemies will use a Devil Trigger. In this state, the enemy causes more 
damage, takes less damage, and cannot be knocked around. Some rooms even have 
a timer and when time runs out, the enemies will use the Devil Trigger and 
the doors are sealed, forcing you to fight them. Life recovery from Devil 
Trigger is very, very little, barely noticeable. Recommended for die hard DMC 
players.

Basic Techniques
=================

Here the are basic techniques Dante can use:

Sword Attacks
-Sword Combo 1: Tap circle three times. Two slashes followed by a two hand 
downward slash. The last hit will knock enemies away.
-Sword Combo 2: Tap circle twice, wait a split second, and then tap circle 
twice again. Starts out the same as combo 1, except there are two uppercut 
slashes in between.
Sword Combo 3: Tap circle twice, wait almost a full second, and then tap 
circle many times repeatedly. After the first two slashes, Dante goes into s 
stabbing frenzy, ending with one final lunging stab.
-Sword Drop: While in the air, hit circle to slash downwards.
-High Time: While aiming at an enemy, press the left analog stick in the 
opposite direction Dante is facing and hit circle for an uppercut slash, 
which knocks the enemy straight up. If you hold circle, Dante will jump in 
the air, too, so you can press circle again for an aerial attack. You can 
also juggle an enemy endlessly with uppercut slashes. Note that High Time can 
be incorporated into any of the above sword combos.

Ifrit Attacks
-Punch Punch Kick Kick Combo: When using Ifrit, you can only use one combo, a 
four hit attack with two punches and two kicks. However, you can hold circle 
down to charge up any of the hits for extra damage.
-Jump Kick: While in the air, press circle to send a flaming drop kick. Dante 
automatically targets the nearest enemy.

Movement
-Roll: While aiming, press the left analog stick to the left or right of 
Dante's direction and hit jump. While rolling, Dante is invincible for a 
split second but has a second of lag after coming out of the roll.
-Back flip: While aiming, press the left analog stick in the opposite 
direction Dante is facing and hit jump.
-Kick jump: After jumping, press jump when near a wall to kick jump off. When 
you do this, you can press the analog stick in the direction you want to kick 
off to.

Special Techniques
=================

These attacks are only available when holding the appropriate weapon. Some 
require you to be in Devil Trigger.

Alastor
-Stinger Level 1: While aiming, press forward and circle. Dante lunges 
forward and stabs the enemy. It is great to use in combos. You can 
incorporate in into any part of one of the above sword combos. It also knocks 
enemies back, so you can corner an enemy and use it repeatedly. Cost: 350.
-Stinger Level 2: More powerful than the first level. Dante also dashes about 
three times further. This is extremely useful because Dante can rush across a 
room and bash an enemy in a split second. Very handy. Cost: 1400.
-Round Trip: Press and hold circle. Dante will throw the sword like a 
boomerang. The longer you hold circle, the longer the sword will fly. Dante 
automatically targets enemies and the sword will strike repeatedly. While the 
sword is in flight, you can still use your firearms or you can press circle 
repeatedly to attack with your bare hands. It is a four hit pattern, similar 
to Ifrit, but not nearly as powerful. Cost: 1550
-Air Hike: While in the air, press jump for a double jump. This is helpful 
for avoiding attacks and reaching certain ledges. However, you cannot use it 
in conjunction with a kick jump, so there is no triple jumping. Cost: 4000
-Air Raid: While in the air, press R1 to fly. Then, hit square or X to fire 
lightning bolts. Dante targets enemies automatically and you can move freely 
while using this skill. Requires Devil Trigger. Cost: 750.
-Vortex Level 1: While flying, press circle. Dante will spin his body and ram 
into the nearest enemy. It causes decent damage but it is very short. 
Requires Devil Trigger. Cost: 1150.
-Vortex Level 2: Same as level 1 only more powerful. Also, you can now hold 
circle and Dante will spin forwards infinitely. Requires Devil Trigger. Cost: 
2400

Ifrit
-Magma Drive: While aiming, press in the opposite direction Dante is facing 
and hit circle. Dante lunges forward and delivers a flaming uppercut, 
knocking enemies straight up in the air. As with High Time, you can juggle 
enemies to death with this move. It can be incorporated into any part of the 
Ifrit combo and it can also be charged for extra damage. Cost: 500.
-Kick 13 Level 1: While aiming, press forward and circle. Dante moves forward 
with a flaming roundhouse. It can knock enemies away very easily, so it quite 
useful. Cost: 700
-Kick 13 Level 2: Same as level 1 but with more power and range. This skill 
is a must when employing Ifrit because of it's great versatility. Cost: 2100
-Rolling Blaze: Another good skill, Rolling Blaze surrounds Dante's body with 
flames whenever he jumps. Not only can you damage enemies simply by jumping 
into them, but Dante is also invincible. Cost: 3450
-Meteor Level 1: While aiming, press in the opposite direction Dante is 
facing and press circle to launch a flaming meteor. You can also charge the 
meteors for extra damage. Requires Devil Trigger. Cost: 900.
-Meteor Level 2: Meteor Level 1 with more damage. A fully charged meteor here 
will cause a TON of damage but you need some time to get fully charged. 
Requires Devil Trigger. Cost: 2700
-Inferno: The most powerful skill in the game. While in the air, move the 
analog stick in any direction and hit circle. Dante slams the ground with his 
fist and wall of fire erupts in every direction. This move can hit up to the 
three times and each hit causes massive damage. Most enemies, except for 
bosses, will die with just one use. Requires Devil Trigger. Cost: 4850

Devil Trigger
=================

Once you get Alastor, you will receive three Devil Trigger runes underneath 
the life gauge. These DT runes represent your magical power. When you attack 
enemies or when enemies attack you, the runes will light up. When at least 
three runes are full, it will flash, indicating that you can DT. Hit L1 to 
switch to your devil form. In this form, new attacks and abilities become 
available to you. You will also recover life while it is active. Once 
activated, the runes will fade away. The speed at which they fade away is 
fairly slow but using special skills will use up runes. You can cancel a DT 
by hitting L1 again.

Firearms also play a role in DT mode. Your shots become charged with the 
energy of the devil form you're in and become more powerful. Even if you are 
not in DT mode, you can press and hold X to charge the guns. Once charged, 
press X repeatedly to fire DT shots. It will only last about a second, so you 
will get many more DT shots from Ebony and Ivory.

The properties of a DT can differ depending on what weapon you are using.

Alastor: Dante is surrounded by purple energy. His attacks become more 
powerful and he runs twice as fast. If you press R1 after jumping, you can 
fly. When you attack with the sword, he will use Sword Combo 2 regardless of 
how fast or slow you press circle (but you can use combo 3).

Ifrit: Dante is surrounded by orange energy. Dante's attacks cause twice as 
much damage. Also, if you purchased Kick 13, use it and Dante will unleash a 
fast four hit combo. If you have level 2, the combo will have five hits, the 
last one launching the enemy. It is VERY powerful but it eats up DT runes 
quickly.

Sparda: Dante is surrounded by red energy. At one point in the game, you will 
be able to DT with Sparda. Here, you have all of the skills as Alastor except 
for Air Raid and Vortex. Your sword slashes will have tremendous range and 
you can run twice as fast. Aim and press X repeatedly to hurl meteors. Sword 
attacks cause twice as much damage.

Yamato: Exactly the same as Alastor except that the sword will turn into 
Sparda and cause four times as much damage. Only available in Legendary Dark 
Knight Mode.

Orbs
=================

Orbs play a big part in the game. There are several different colors and each 
one has a different purpose.

Red: Think of this as demonic money. These orbs can open certain doors and 
buy special skills or items from the time statues. You want to get as many of 
these as you can. Red Orbs can be found in a number of different ways. 
Killing enemies is the most common way. Killing them with Devil Arms, 
taunting, and getting high combo rankings will net you more orbs than usual. 
You can find them by destroying objects and by standing in certain areas 
which will cause a cache of Red Orbs to float down to you. Orbs come in 
several sizes: 1, 5, 100, and 1000.

Green: These orbs will restore your life when you get them. Although 
sometimes you will find them lying around, enemies will sometimes drop them 
if you are wounded during a battle. Some orbs give you a little bit of your 
life, some half of a life bar, and sometimes you will get an orb that 
restores a full life bar. If you get a Green Orb and your life is already 
full, you will get five Red Orbs instead.

Yellow: These orbs act as lives. If you are killed, a Yellow Orb is expended 
you will restart from the last room you entered. These orbs can be found in 
some places or purchased from the time statue. The prices are:

Easy/Normal: 350, 450, 550
Hard: 1000, 1500, 2000
DMD: 2000

Blue: Blue Orbs increase the maximum life limit by 10%. Mostly, they will be 
split up into fragments. For every four fragments you find, you will get one 
full Blue Orb. You can purchase some from the time statues as well. There are 
a total of 20 Blue Orbs, so Dante's life can extend to two full bars. When 
you go through the game multiple times, Yellow Orbs will replace Blue Orb 
fragments that you have already found. The prices for buying them are:

300, 550, 1000, 1800, 3200, 4300, 5500

Purple Orbs: These can only purchased from the time statues. Each one that 
you buy will add a rune to your DT gauge. You can buy up to seven, so your DT 
gauge can reach a maximum of ten runes. The prices are:

440, 830, 1560, 2920, 5440, 6340, 7740

Mission Rankings
=================

Once you complete a mission, you will get a Devil Hunter Ranking. The ranking 
ranges from D, C, B, A, and finally, S. A Red Orb bonus is given depending on 
your rank. Here are the bonuses you can get for your rank:

Missions 1-8: D=50, C=100, B=200, A=400, S=800
Missions 9-15: D=100, C=200, B=350, A=800, S=1500
Missions 16-22: D=100, C=250, B=500, A=1000, S=2000
Mission 23: D=250, C=500, B=1000, A=2000, S=3000

So what determines your rank? There are several different factors. Your rank 
is determined by a point system. The points that you receive are based on 
time taken, red orbs collected, damage taken, item usage, and secret mission 
completion. What follows is how points are scored in each category. This 
applies to Normal Mode:

TIME
Each mission has a target time:

Mission 1: 6:00
Mission 2: 7:00
Mission 3: 3:00
Mission 4: 4:00
Mission 5: 2:00
Mission 6: 3:30
Mission 7: 3:00
Mission 8: 3:00
Mission 9: 8:00
Mission 10: 4:30
Mission 11: 5:30
Mission 12: 4:00
Mission 13: 2:30
Mission 14: 5:00
Mission 15: 10:00
Mission 16: 6:00
Mission 17: 7:00
Mission 18: 6:00
Mission 19: 3:30
Mission 20: 4:30
Mission 21: 5:00
Mission 22: 5:00
Mission 23: 7:00

The number of points you get changes depending on how long you took in 
relation to the target times.

Finished under the target: 500 points
Finished 30 seconds or less above target: 300
Finished 2 minutes or less above target: 200
Finished 5 minutes or less above target: 100
Finished more than 5 minutes over target: 0

RED ORBS COLLECTED
As with the time factor, each mission has a target number of Red Orbs 
attached to it:

Mission 1: 400
Mission 2: 450
Mission 3: 550
Mission 4: 550
Mission 5: 100
Mission 6: 250
Mission 7: 650
Mission 8: 585
Mission 9: 1500
Mission 10: 600
Mission 11: 1000
Mission 12: 700
Mission 13: 200
Mission 14: 500
Mission 15: 1400
Mission 16: 1000
Mission 17: 600
Mission 18: 900
Mission 19: 500
Mission 20: 700
Mission 21: 700
Mission 22: 0
Mission 23: 600

The percentage of Red Orbs you get in relation to the targets determines how 
many ranking points you get:

Over target: 500
80% of target: 300
50% of target: 200
30% of target: 100
Under 30% of target: 0

DAMAGE TAKEN
The amount of damage you take is also a factor. The less damage you take, the 
more points you get.

No damage at all: 500
.5 life bar or less: 300
Between .5 and 1 life bar: 200
Between 1 and 1.5 life bar: 100
More than 1.5 life bar: 0

1 life bar is a complete bar, the longest it can get before it switches to 
the other life bar.

ITEM USAGE
Using items will subtract points from your score:

Vital Star: -300
Devil Star: -100
Yellow Orb: -300
Holy Water: -100
Untouchable: -500

SECRET MISSION COMPLETION
Completing secret missions will take extra time, but doing so results in 
bonus points for your ranking:

Critical Hit: 200
Phantom Baby: 100
Phantom Baby II: 100
The Three Beasts: 100
One-Eyed Evil: 200
Wandering Ghosts: 200
Water Cell: 200
Treasure of the Reaper: 200
Stairway to Tranquility: 100
Shadows in the Dark: 200
Blue Gem in the Sky: 100
Hidden Bangle: 200

Once the game totals up your points, it will determine your ranking using 
this chart:

Less than 0: D
0-499: C
500-799: B
800-999: A
1000-1500: S

If you get over 1500 points, you will receive a Special Bonus of 2000 Red 
Orbs.

There are also three other factors that can change your ranking:

-If you enter a room more than once, you will lose some points. This does not 
apply if you HAVE to enter a room multiple times.

-If you leave a room while enemies are alive, you will lose points.

-In Mission 5, if the Melancholy Soul runs out of energy before you reach the 
exit, you are docked off a whole letter grade.

Red Orb Cache Locations
=================

In a lot of the areas of the game, you can stand or jump to certain areas and 
a cache of Red Orbs will appear for you. Here are all of the known ones:

Mission 1:
In the main hall, jump on the statue of the knight and then jump to the very 
top of his spear.

In the biplane room, jump on top of the plane's propeller.

Mission 2:
Fountain room. Jump on top of the fountain.

Mission 3:
Bridge area. Jump onto the ledge just above the door.

Mission 4:
Bedroom. Jump on top of the bed.

While fighting Nelo Angelo. Go to the highest fighting area and use a kick 
jump near the cone-shaped tower to reach a high ledge with an Untouchable.

Mission 5:
None.

Mission 6:
None.

Mission 7:
None.

Mission 8:
After defeating Phantom. Jump on the head of the horse statue to the left of 
the Trident.

After defeating Phantom. Jump on the small pedestal to the right of the 
Trident in the corner of the room.

Mission 9:
Just beyond the bridge, there are some pillars. Jump on top of the ones that 
have flat tops. There are three total.

If you've already beaten the game and you are playing through again, a Red 
Orb worth 1000 can be found where Ifrit was.

Forest area. Kill the Marionettes and then jump on top of the central tree 
stump.

Mission 10:
At the beginning, jump over the piece of wood hanging on the canyon wall.

In the second area, stand in front of the stone.

Mission 11:
Just above the Sign of Chastity is a hidden ledge. Jump here and run around 
shooting the window.

Mission 12:
On the ship's upper deck. There are three caches on the tips of the masts: On 
the first mast, first level, all the way to the left; second mast, first 
level, all the way to the right; third mast, highest level, all the way to 
the right.

Mission 13:
In the room with the Blue Orb Fragment, there is a barrel you can shoot which 
releases an orb cache.

Mission 14:
In the last room. There is a ledge that runs along next to the stairs. Jump 
to it and run to the end closest to the sealed door.

Mission 15:
None.

Mission 16:
None.

Mission 17:
None.

Mission 18:
None.

Mission 19:
None.

Mission 20:
None.

Mission 21:
None.

Mission 22:
None.

Mission 23:
None.

Other Important Things
=================

Time Statues: Littered throughout the game are time statues. Accessing these 
allow you to purchase items or special skills.

Taunting: Taunting the enemy not only gives you more Red Orbs when they are 
defeated but it also raises your DT gauge. Try taunting enemies when you are 
surrounded for a huge DT boost. There are two taunts: the one-handed and two-
handed. The one-handed taunt is used by simply hitting R2. The two-handed 
taunt is used by tapping R2 sharply and quickly. The two-handed taunt takes 
longer but gives you twice as much DT.

Hidden orbs: There are orbs hidden within various objects, such as debris or 
furniture. Dante can smash stuff both with his fists or with a sword. If you 
see something suspicious, see if you can destroy it.

Sealed Doors: Some doors will seal themselves, indicated by the many skulls 
wavering around on it. Approach the door and a hand will come out to grab 
you. Usually, you must defeat all enemies in a room to unseal a door. There 
are also red sealed doors that require Red Orbs to open.

Damage Clocks: These are dial objects with rune symbols on them. Strike them 
repeatedly with a Devil Arm to activate them.

Combo ratings: When fighting enemies, you will notice words appearing next to 
your life gauge. These indicate how good your combos are. The ratings will 
increase if you attack enemies consecutively with little time in between 
hits. Even shots from Firearms count as hits in a combo. The ratings go from 
Dull, Cool, Bravo, Absolute, and Stylish. A higher rating results in more Red 
Orbs when the enemy in question is defeated.

Red Orb Fountains: There are a few of these to find in the game. When you 
strike one with a Devil Arm, it will release Red Orbs. Keep hitting it to 
gain more orbs. Eventually, the fountain will break after you start hitting 
it, so you must hit it as much as possible. I find Sword Combo 2 to be most 
lucrative.

=============================================================================

6. Enemies

The enemies in this game range from very easy to very hard. All enemies have 
some sort of attack pattern and you will be one step ahead of the battle if 
you know what attacks the enemy will throw at you and how to dodge them. Some 
weapons are more effective than others, so change weapons when the situation 
demands it.

Lesser Enemies
=================

Marionettes: These puppets are very slow to move and attack but are 
considerably toughened on higher difficulty levels. You can destroy them 
quite easily with any weapon. There are different colors of Marionettes and 
they have varying levels of stamina.

Attacks
-Blade Swipe: The Marionette will slash with it's blade. Very easy to see 
coming.
-Spin: The Marionette will spin around and try to crash into Dante. Counter 
this by attacking it with something that pushes it back.
-Grab: The Marionette grabs Dante and slash at his neck. Wiggle the analog 
stick to free yourself. Very rare.
-Long Range Attack: Marionettes have three different attacks. Some throw 
darts in a straight direction, some throw their blades which return to 
throwers like boomerangs, and some are equipped with shotguns. All are easy 
to dodge with a well-timed jump, though the shotgun blasts can damage or even 
kill other Marionettes. Marionettes will make a distinct twirling noise with 
their wrists when they are about to attack.
-War Cry: The Marionette will scream which causes Dante to get stuck in the 
air. Wiggle the analog stick to free yourself. If you don't, you will be hit 
hard with a blade swipe.

Bloody Mari: These are red Marionettes. They have the same attacks but they 
pack more punch and they can take a lot more abuse. Note that they can also 
block gunshots and melee attacks. In the case of the latter, they will 
counter with a Blade Swipe.

Sin Scissors: These evil spirits wear masks and use scissors as their 
weapons. Firearms are very effective against them. You need to destroy their 
masks to put them down for good. The Shotgun does this very well. Close range 
blasts will also stun the Sin Scissors, so if you run up and fire at close 
range, you will inflict a critical hit, killing the Sin Scissors instantly.
It's also possible to kick jump off their masks and unlike regular kick 
jumps, you can do it repeatedly off of multiple Sin Scissors. When you kill 
one, its scissors will fly up in the air and back down. Stay away from the 
spot where they died in order to avoid being hit.

-Cut: A simple cut with the scissors. Very frequent attack.
-Spin: They close their scissors and spin it around. If you attack with a 
melee weapon, they will block it with their scissors but they will use this 
attack if you don't give them a chance to open their scissors.

Sin Scythe: These are the same as the Sin Scissors only they use scythes.

-Swipe: A simple swipe with the scythe.
-Round Trip: The scythe is thrown like a boomerang. Whether it hits you or 
not, you have to be careful to avoid it on the return.
-Impale: Get hit this attack, and you're in for some damage! Avoid it at all 
costs.
-Umbrella: If Dante touches it, he will get stuck to the ground. They only 
use it they are high above you and you keep trying to jump at them.

Beelzebub: These are insect creatures. They are very easy to destroy; often, 
a single Shotgun blast will do the trick. The ground types and flying types 
have different properties.

-Maggot Spray: The flying types will spray some disgusting crap all over you. 
It will mess up Dante's aim, so your Firearms are temporarily useless. They 
will also do this if you kill them with a Devil Arm.
-Clobber: The ground types will rise up and attack Dante with their legs. 
Easy to avoid with a simple roll or jump.
-Spine Crush: If Dante's back is turned, the ground types will try to bend 
him backwards. Wiggle the left analog stick to free yourself.
-Power Up: When the flying types are killed, the ground types will try to 
feed on their bodies. If they do, they get more strength and vitality.

Blade: Blades are reptilian monsters that have a taste for blood. They come 
equipped with armor, so breaking it is your first priority. Jump attacks, 
Stinger, and Kick 13 work well to destroy it. After that, you can pound on 
them with whatever means necessary. They are very fast and agile so you have 
to be quick on your feet as well. The Grenade Gun works wonders against them. 
Note that the bigger black Blades have more stamina.

-Claw Swipe: The Blade will swipe with it's claws. Sometimes it hesitates for 
moment up close, other times it jumps in the air and tries to slash you. You 
can counter the close swipes but you're better off dodging the jump attacks.
-Blood Needle: The Blade will pressurize its own blood and fire needles at 
you. They almost never use this on land but it is their only attack in water.
-Power Up: If Dante's life gauge turns red, all Blades will gain an increase 
in speed and power. Very dangerous.

Fetish: These are similar to the Marionettes but much more powerful. They use 
fire as a means of attack and their attacks cause much more damage. Note that 
Fetishes have a tendency to counter your attacks more often. Firearms are 
very effective against them.

-Blade Swipe: The Fetish takes a swipe with its blade, followed by a stab 
with its other blade.
-Flamethrower: The Fetish will bend backwards before doing this attack, so if 
you see this, get out of the way quickly. When a Fetish blocks your attack, 
it will counter with Flamethrower with deceptively fast speed.
-Flame Yo-yo: The Fetish will throw out its dual yo-yos and cause them to 
return. Luckily, they only travel in one direction, so if you dodge it, you 
need only stay out of the path you were in when it returns.
-Grab: Like the Marionettes, the Fetish will grab Dante and slash at his 
neck. Wiggle the analog stick to free yourself.

Plasma: These electrical entities are a real pain. They can mimic Dante and 
split their body when they are about to die in order to spawn more Plasmas. 
It bat form, Firearms work well, but in Dante form, you should use a Devil 
Arm as they dodge firearms more often. In Dante form, you must kill them in 
rapid succession, otherwise they will split and two more Plasmas will emerge, 
fully healed. Note that Alastor only causes half damage and Nightmare Beta 
does not hurt them at all.

-Laser: The bat forms will fire lasers in a vertical pattern. Keep running to 
avoid it.
-Projectile: The bats also fire some sort of strange looking projectile. It 
travels very fast and is difficult to dodge.
-Laser 2: In Dante form, the Plasma will fire a laser horizontally. Easily 
dodged with a jump.
-Combo Attacks: Plasmas will mimic Dante's attacks. Some will use sword 
combos, others will punch and kick. Aerial attacks are effective for 
countering them.

Frost: Frosts are just like Blades except they use the power of ice. Frosts 
are very dangerous as their attacks often cause a lot of damage. The best way 
to eliminate them is with Ifrit. Ifrit causes double damage and is the only 
weapon that can knock Frosts around. Alastor and Firearms DO hurt them but 
they will not show any sings of injury.

-Claw Swipe: Same as the Blades.
-Ice Spear: Several ice spears will appear and fly towards you. Dodge them by 
jumping or rolling.
-Ice Gun: Frosts will fire ice projectiles at you rapidly. Dodge carefully as 
one hit could lead to more hits.
-Frost Nova: Similar to Dante's Inferno, the Frost will jump up and slam the 
ground, causing a wall of ice to erupt and expand in all directions. If you 
see a Frost jump straight up, get away from it quickly. Frosts tend to use 
this attack a lot.
-Frost Crawler: If you are at a distance, the Frosts will launch waves of ice 
that travel along the ground, tracking you. When they reach you, the explode 
into a wall of ice. These are hard to dodge, so you should stay near the 
Frosts.
-Ice Recover: When a Frost is severely wounded, it will encase itself in an 
ice cube and recover life. Bash it quickly to stop its recovery.
-Teleport: The Frost will break itself down and shoot to a part of the room 
in pieces where it reforms.

Nobody: They are not worthy of real names, so they are called Nobodies. These 
are actually very difficult enemies to kill. The best way to kill them is 
with repeated grenade gun shots. It takes quite a few to kill them, so be 
prepared for a long fight. When a Nobody dies, its body will explode with 
toxic flesh flying around. Stay away from the body.

-Punch: A simple punch.
-Mask: Nobodies will put on masks which increase their size and strength. If 
you break the mask with Stinger or Kick 13, they will shrink again.
-Grab: The Nobody uses its third arm to grab Dante and smash him on the 
ground.
-Dance: Drains your DT gauge.
-Eyeball: The Nobody's eyeball falls to the ground and explodes if Dante 
touches it. Sometimes, the Nobody will pick up the eyeball and throw it at 
you.
-Jump Kick: A powerful jump kick that sends Dante across the room. Nobodies 
tend to counter your sword attacks with this a lot. If you knock a Nobody to 
the ground, refrain from following up, otherwise it will dodge your next 
attack and counter with the jump kick.

Greater Enemies
=================

Shadow: The most well-known enemy in the game, it seems. Shadows are tougher 
than they look and they are quite abundant on Hard and DMD. Note that melee 
attacks do not hurt Shadows at all. You need to shoot the Shadow with a 
Firearm until its core is exposed. Attack the core with a Devil Arm to finish 
it off. However, getting the core to come out can be a real pain.

-Spin Slam: The Shadow jumps in the air, changes into an axe, and flies down 
towards Dante. Very damaging and deceptively accurate.
-Head Thrust: The Shadow's head turns into a spear and thrusts forward. If 
you can jump on the spear, the Shadow is paralyzed and you can shoot at the 
core.
-Spike Barrage: The Shadow melts into a puddle and spikes shoot up from the 
floor. Just run in any direction to avoid it.
-Devour: The Shadow becomes a huge mouth and tries to swallow Dante. Easy to 
see coming.
-Kamikaze: When a Shadow is about to die, it will use Devour. If it catches 
you, it will slam you around twice and then explode, causing tons of damage 
to you.

Shadows can be defeated by using the Handguns. Blast away and watch its 
movements. It will either use its Spin Slam or Head Thrust to attack you at 
first but sometimes it will melt into a puddle and move towards you. When 
that happens, wait until it's right next to you and then jump. The Shadow 
will try Devour but if you jump, you can avoid it and pump a ton of lead into 
the Shadow while you're in air. Once the core is revealed, it will use Spike 
Barrage to defend itself but it can't hurt you if you are close enough. Use 
Stinger to deal three hits in row with one use. A few Stingers should be 
enough to destroy it, even less if you are in DT mode. When the Shadow turns 
red, it will chase you around trying to use Kamikaze. Just avoid it until it 
explodes. For multiple Shadows, try focusing on just one at a time.

Sargasso: These skull beings are quite easy to defeat and you don't see them 
hardly at all throughout the game. Just about any weapon will work but sword 
weapons work best because of Stinger. Note that you cannot harm any Sargassos 
until you are close to them.

-Bite: Tries to bite you. Easy to dodge.
-Spray: An annoying attack used only if you let a Sargasso live too long. It 
sprays some kind of substance everywhere and it's hard to dodge. Just run 
away and wait for it to finish the attack.

When you encounter them, just run and Stinger them to death. They are very 
easy kill.

Death Scissors: A high ranked evil spirit, the Death Scissors are not seen 
often but you will hate fighting them. They close you up in a cage which 
limits your fighting space. They have some killer attacks so kill them as 
quickly as you can.

-Scissor Chop: It will close its scissors three times in quick succession. 
Just stay out of the way.
-Scissor Spin: It spins its scissors a few times. It has a wide arc, so the 
attack is difficult to dodge and hurts quite a bit.
-Drill: An annoying attack, the Death Scissors spins around, using its 
scissors as a drill. It will make a few passes, going through walls and 
floors, to try and hit you. It's best to avoid it by wall jumping or timing 
rolls.

To defeat these things, you need to jump and use an aerial attack (Alastor 
preferred). Dodge its attacks and strike whenever you can. When you deal a 
hit, its head turns red and you cannot hurt it. It will use its Drill attack 
before going back to its normal attack pattern. Again, pound on it quickly; 
don't give it a chance to attack you. If it blocks your attack, jump back up 
and try again. It takes surprisingly little damage before it dies, so press 
the attack and you should do fine.

Kyklops: These spiders are similar to Phantom but not nearly as powerful. 
They can jump long distances and their armor makes them impervious to your 
attacks.

-Jump: The Kyklops jumps up and attempts to smash Dante. Easy to avoid with a 
jump.
-Claw: If you are in front of the Kyklops or if it charges forward with its 
claws in front of its face, it will use this attack.
-Rock Throw: They will also spit rocks out in a cone shape in front of them. 
Easy to see coming because they jump to face you. A Kyklops can hurt or even 
kill another Kyklops with this attack.

The face and back are the only weak points. Its advisable to use Alastor 
because the aerial attack goes straight down, so you just need to aim for the 
top of the body. Don't go crazy with trying to bash them, though. They tend 
to jump around a lot, so be ready to avoid it at all times. Air Raid is VERY 
effective against them.

Death Scythe: The most powerful of the Sins, the Death Scythe is a dangerous 
foe. It doesn't lock you in a cage but the sheer power of its attacks means 
you still have your work cut out for you.

-Slash: A simple slash with a scythe.
-Impale: Rarely used, Dante gets impaled on a scythe for big damage.
-Round Trip: Just like the Sin Scythe's Round Trip, only more powerful.
-Tornado: You will see the Death Scythe place small circles on the ground. 
Step on one and you will be propelled straight up in the air. You can jump 
again while in the air, but the Death Scythe will rush up and slash you while 
you're stuck. Sometimes you can get hit by multiple tornados. How you use 
this altitude is up to you.
-Scythe Grab: When the Death Scythe is almost dead, it will call more 
scythes. After this it can attack with brutal combos that result in a TON of 
damage.

Again, aerial attacks with Alastor to the head are most effective. Sometimes, 
the Death Scythe will rush up and slash you. Jump away to avoid it and then 
jump back and attack for an easy hit. It's really a matter of avoiding the 
tornados and waiting for a good chance to attack. If you see it call for more 
scythes, QUICKLY hit it once more to kill it. If you fail, it will start 
using some nasty scythe combos. Avoid this at all costs.

=============================================================================

7. Blue Orb Piece Locations

While I've highlighted the locations of all Blue Orb Fragments in the 
walkthrough, this handy list can be consulted if there is a specific piece 
you're after and you don't want to skim through the guide. Note that your 
prize for completing a secret mission is a Blue Orb Fragment, so those are 
listed as well.

Mission 1:
As you're running up the long path at the beginning, jump to the small bridge 
above you and enter the pavilion to the left.

In the main hall, use a kick jump from the floor to reach the caged ledge to 
the left.

Smash the suits of armor in the first water room.

In the second water room, jump into the pool of water to the left of the 
Trident resceptacle.

There is a fragment sitting on the wing of the biplane in the biplane room.

Mission 2:
In the Time Statue room, smash the furniture to the left of the statue.

Mission 3:

After the bridge breaks apart, return to the far side and a fragment will 
appear in front of the stone slab.

This one requires Stinger. After the bridge breaks, jump on top of the ledge 
above the door and Stinger off the edge. Dante will leap to a high broken 
piece of the bridge and a fragment will appear.

Secret Mission: Critical Hit.

Mission 4:
Secret Mission: Phantom Baby

Secret Mission: Phantom Baby 2

Secret Mission: The Three Beasts

While fighting Nelo Angelo. Go to the highest ledge and use a kick jump near 
the base of the cone shaped tower to reach a high ledge with an Untouchable. 
From here, you can jump into the tower itself. This requires Air Raid or Air 
Hike.

Mission 5:
None.

Mission 6:
Right when the mission begins, go up to the end and jump around in the corner 
to get a fragment to come down from the ceiling.

Mission 7:
Secret Mission: One-Eyed Evil

Mission 8:
On the ledge above the horse statues where you get the Trident.

Before exiting the castle. After getting through the timed gate, jump into 
the pool of water to the right of the last door.

Mission 9:
When you enter the coliseum grounds, go to the right and follow the path to 
corner of the area where you will find a gravestone. Hit repeatedly to 
uncover the fragment.

Mission 10:
None.

Mission 11:
Secret Mission: Wandering Ghosts

Go through the tunnel in the floor and pick up the fragment from the gated 
area.

Inside the tunnel. Defeat all the Blades near the exit of the tunnel, and 
then double back and fragment will appear.

Mission 12:
On the third mast of the ship, jump to the highest level, face the rear of 
the ship and use Stinger. Dante jumps all the way to the tip and a fragment 
will appear.

Mission 13:
Go through the door that's right beneath the door leading to the deck of the 
ship.

Mission 14:
Secret Mission: Water Cell

After leaving the ship, jump into the other pool of water nearby.

After leaving the elevator, jump on top of it and then jump to the ledge to 
the right.

There is a small ledge beneath the platform with the Red Orb Fountain in the 
mountain area. Drop off the fountain ledge to reach it.

Mission 15:
Secret Mission: Treasure of the Reaper

Blue Emblem Shield area. Punch through the wall and destroy the barrels in 
the room.

Red Emblem Shield area. In the room with the Nightmare Beta, you must jump 
and make Dante's head touch the underside of the ledge with the Nightmare 
Beta on it to make the fragment appear. If you get the Nightmare Beta before 
doing this, the piece will not appear.

Before fighting Griffon, go to the upper level of the coliseum and run to the 
center of the long ledge connecting the sides of the area.

Mission 16:
There is a full Blue Orb in plain sight right when the mission begins.

Main Hall. To the right of the staircase in the corner.

Main Hall. Jump atop the statue of the horseman and use Air Raid or Air Hike 
to reach the fragment in the air.

In the long hallway, go to the door that leads to the Time Statue room. Place 
Dante beneath the carving of a head on the wall and jump straight up.

Secret Mission: Shadows in the Dark

Secret Mission: Stairway to Tranquility

After using the Staff of Hermes, jump into the right portrait which leads to 
the bedroom. The fragment is in the corner of the room next to the bed.

Mission 17:
Secret Mission: Blue Gem in the Sky

In the dragon room, jump to the upper level and hug the right wall. Move 
towards the dragon and you will go through a hidden passage leading to a 
ledge outside. Jump around some to get the fragment to come down. Do NOT kill 
the dragon before doing this.

Mission 18:
In the underwater area, go to the third cage room and shoot the lone barrel 
to reveal a fragment.

In the stair room, there is a small ledge jutting out on the wall beneath an 
area of the stairs. Fill the room with water and swim around until you find 
it. Stand on the ledge to get the fragment.

In the room where you use the Philosopher's Egg, jump to the upper level and 
go to the door to the left. Follow the path to the end to find the fragment.

Mission 19:
In the mirror world, go to the ledge that had the Untouchable. Jump off the 
edge to reach the fragment floating in the air.

After getting the previous fragment, another one will appear in the cone 
shaped tower. Requires Air Raid or Air Hike.

Mission 21:
Secret Mission: Hidden Bangle (this is a full Blue Orb)

=============================================================================

8. Secret Missions

Scattered throughout the regular 23 missions of the game are 12 secret 
missions. They are purely optional but necessary if you want all of the Blue 
Orbs. To activate them, you need to enter certain areas at certain times. 
Once the mission is activated, you will be given a special task. You can try 
the missions as many times as you like but there are a couple that can only 
be attempted once.

Critical Hit
=================

Objective: Kill the lone Sin Scissors with a single Shotgun blast.

When: Mission 3, after defeating Phantom. Return to the broken bridge and 
jump in the water.

This one is a real pain. In order to do it correctly, you need to fire a 
close range blast to stun the Sin Scissors. You'll know you've done it right 
when it pulls back and loses grip on its scissors. Here's the hard part: You 
have to rush up and deliver another close range blast. When I say close 
range, I mean CLOSE RANGE. I'm talking "shotgun sticking out the back of its 
head" close range. If it doesn't die, you will fail. I find it easier if you 
jump towards the Sin Scissors after the first blast and then fire the second 
just before you touch the ground.

Phantom Baby
=================

Objective: Kill 100 Phantom Babies within the time limit.

When: Right when Mission 4 begins, turn around and go back into the hall 
where you fought Phantom.

There are four bunches of these critters in the corners of the room. Stomp 
and shoot as many as you can. It's harder than it looks. The easiest way of 
winning is to simply use a Holy Water.

Phantom Baby II
=================

Objective: Kill 100 Phantom Babies within the time limit without using 
weapons.

When: Mission 4, after encountering Phantom in the corridor, go into the Time 
Statue room.

This time, you have stomp 100 of them. Luckily, this area is very small so 
it's easier than it seems. You can also try to DT with Alastor to take 
advantage of the speed boost.

The Three Beasts
=================

Objective: Defeat the three Shadows. YOU HAVE ONLY ONE SHOT AT THIS.

When: Mission 4 after defeating the first Shadow. Go back to the arena 
beneath the biplane room.

If you're ill-prepared, you will never win this fight. Focus on one Shadow at 
a time. Don't force yourself into a three on one situation. If you attack a 
Shadow, it will come after you but the other two will just mope around unless 
you bring any combat close to them. Once a core is exposed, get very close 
and hack away at it. You MUST get close, otherwise Dante will target the 
other Shadows. Once one goes down, the fight will get much more manageable. 
If you lose, you must reset if you want to try again. If you find yourself 
losing repeatedly, get some Red Orbs and buy Blue Orbs, Vital Stars, or even 
Untouchables if you want.

One-Eyed Evil
=================

Objective: Trick one Kyklops into killing the other.

When: Mission 7. Go into the room where you found the Rusty Key.

The rock attack is the only thing they use to hurt each other. They will jump 
around a lot and your life is still draining, so you have to be quick to coax 
them into killing each other. Try moving so that one is always behind the 
other. The word "Cool" appears if one hits the other. Avoid their jumping and 
focus on positioning yourself so that they have to hit each in other to hit 
you.

Wandering Ghosts
=================

Objective: Get the Blue Orb fragment by jumping off the Sin Scissors.

When: Right at the beginning of Mission 11, turn around and go back outside.

This isn't too hard. A gaggle of Sin Scissors will float underneath the 
fragment, so jump up into them and kick off their masks. Air Hike really 
helps here because you can use it in conjunction with kick jumps off of 
enemies.

Water Cell
=================

Objective: Kill all 8 Blades.

When: After completing Mission 13, go back inside the ship to the captain's 
cabin. Examine the skeleton to start the mission.

Here, you just need to swim around shooting all the Blades. Listen for the 
sounds they make to know when one is firing at you. After killing three or 
four, the fight becomes much easier.

Treasure of the Reaper
=================

Objective: Kill the three Shadows.

When: When Mission 15 begins go all the way back to the spike corridor in 
Mission 14. Examine the carving on the wall.

Another multiple Shadow fight. This one is in close quarters but one of the 
Shadows will not activate until you get close to it. Go down the hallway so 
you can take down two of the Shadows easily and then go after the third.

Stairway to Tranquility
=================

Objective: Get the Blue Orb piece by jumping off of the Sargassos.

When: After defeating Nightmare in Mission 16, go back to the coliseum.

Alignment is everything. The Sargassos won't hurt you so need to make a 
series of kick jumps up the "stairs" to reach the Blue Orb fragment. Again, 
Air Hike makes this MUCH easier.

Shadows in the Dark
=================

Objective: Find and defeat all four Shadows.

When: After defeating Nightmare in Mission 16, go back to the biplane room.

The biplane room has two Shadows, one of them hiding on the wing of the 
plane. The next room has a Shadow in it. The Main Hall has the last Shadow; 
he's hiding on the caged ledge to the left of the stairs. Nothing too 
difficult.

Blue Gem in the Sky
=================

Objective: Get the Blue Orb fragment floating in the sky. YOU ONLY HAVE ONE 
SHOT AT THIS.

When: At the beginning of Mission 17, go back to the broken bridge. Jump on 
the first piece of the bridge and make your way across. When you get to the 
other side, make sure you step on the last piece of the bridge before jumping 
to the other side, otherwise the mission does not start. If you fall in the 
water, you must reset.

This mission is either EXTREMELY difficult or EXTREMELY easy. You can get 
that piece floating over the bridge by using the tornados provided by the 
Death Scythe. It's very difficult simply because of the unpredictability of 
those things. The easy way requires Air Hike and Air Raid. Climb atop the 
ledge above the door and DT. Use Air Hike and jump straight up as high as 
possible. At the apex of your leap, hit R1 and fly out to the fragment.

Hidden Bangle
=================

Objective: Get the Bangle of Time.

When: Mission 21. Examine the wall opposite the Time Statue and you will slip 
into a hidden passageway.

Follow the path, killing the Nobodies and taking the full Blue Orb. Make sure 
you don't go in circles. In the next room, there is a dragon. Use the Red Orb 
fountain and climb up the ledges until you're face to face with it. It will 
breathe fire on your ledge at regular intervals. Attack it with Sparda until 
it is about to breathe fire, and then jump to a previous ledge to avoid it. 
When the dragon dies, a pair of Frosts appear on the ground below. Kill them, 
and floating platforms appear near the ceiling of the room. Climb the ledges 
and use the platforms to reach the last ledge. Take the Bangle of Time and 
the mission ends.

=============================================================================

9. Walkthrough

This is a walkthrough for Normal Mode. Hard and DMD follow the same route but 
the only difference is that stronger enemies appear earlier so I'm not going 
to write a whole walkthrough for those modes. Just keep in mind that Hard and 
DMD offer difficult challenges so make sure you're prepared before you try 
them. Let's get started!

(scene) We get some info about what's going on. Sparda, the legendary dark 
knight, has vanquished the forces of evil. However, they will return.

A street in a city. A woman flies down from the air and lands on the street. 
She heads for the "Devil May Cry" office.

Dante sits behind his desk, mumbling about bad business is. Suddenly, the 
woman bursts through the wall on a motorcycle. Completely ignoring the 
extremity of her entrance, Dante exchanges a few words with the woman. 
Suddenly, she attacks him and kicks him to the ground before throwing the 
sword and impaling Dante with it. She then tries to crush Dante with the 
motorcycle but Dante repels it with his handguns. Dante figures he's getting 
close to his revenge. The woman reveals herself as Trish. She tells Dante 
about Mundus, the emperor of the underworld, and how is going to open a gate 
on Mallet Island. Upon arriving, Dante busts the door open and Trish tell him 
to follow her up to the castle.

MISSION 1: CURSE OF THE BLOODY PUPPETS
"Break the evil spell and open the cursed door."

You begin on a long path. Run down the path, taking the Yellow Orb to the 
left as you go. You can jump onto the bridge above you and enter the pavilion 
for a Blue Orb fragment. Go to the end of the path where you find an entrance 
to the castle.

In the Main Hall, go around and find the Red Orbs. You need at least 45 to 
open the door. There are orbs on the second and third levels, so don't forget 
about them. You can trigger an Orb cache by jumping to the very tip of the 
spear held by the central horseman statue. There is also a Blue Orb fragment 
in the caged ledge to the left of the stairs. The time statue on the second 
level will not activate until you break the curse, so you go the red door on 
the first level and use 45 Red Orbs to open it.

In the water room, smash the suits of armor to get another Blue Orb fragment. 
Go through the door.

In this room, smash the furniture and head up the stairs to the next level. A 
Marionette sits here but it won't attack you now. You can go through the door 
here but it leads to the Trident room, a room we can't do anything in right 
now. However, there is Blue Orb fragment in the pool of water to the left of 
the Trident receptacle. There is a hole in the ceiling near the Marionette. 
Climb up into it and take the Rusty Key from the Bloody Mari. As you leave, 
it comes to life and another Marionette appears behind you. Kill them and the 
one in the room below you, and then head back to the Main Hall.

To the left of the door you came out of, is another door. Open it with the 
Rusty Key and go inside.

In here, the exit is sealed and you have to kill some Marionettes to open it. 
There is a Red Orb cache you can get by on top of the plane's propeller. 
There is also a Blue Orb fragment on the plane's upper wing. Hit the damage 
clock in the corner of the room to activate the elevator, which takes you to 
an arena.

Here, head out to the center and kill the group of Marionettes. When you do, 
the three doors open and six more Marionettes come after you. When you kill 
them, the elevator comes back. Killing the last Marionette also nets you a 
Green Orb.

Back in the plane room, more Marionettes become active. After killing them, 
the door unseals. Go through to finish the mission.

MISSION 2: JUDGE OF DEATH
"Open the door of the cathedral."

Immediately, you have fight some Marionettes in the long hallway. Kill the 
ones on your left first. You can enter the room here but it is a time statue 
room. You can smash the furniture to the left of the statue for a Blue Orb 
fragment. Continue along the hallway, killing the Marionettes. Ignore the 
first door and proceed onto the end of the hall. Examine the sword sticking 
out of the wall.

(scene) The sword flies out and impales Dante on the ground. However, he 
manages to pull himself off the sword. He grabs the sword and electricity 
shoots up and blows out the ceiling window. Alastor is now yours.

The Marionettes will become easier to fight with Alastor. Enter the door 
which leads to the library. Smash the any furniture you see, including in the 
table on the second floor, which holds the Shotgun. Examine the picture on 
the wall and take the Rusty Key. Return to the corridor.

Use the Rusty Key to go through the door you ignored earlier. In the fountain 
room, you will have to fight some Marionettes. You can also jump on top of 
the fountain for a Red Orb cache. After killing the Marionettes, go to the 
upper level and enter the door to the right of the barrier.

In here, kill the Marionettes and go to the alter object. Attack it with your 
sword to push it aside, revealing a trap door.

The trap door deposits you in a hidden room in the Library. Take the Staff of 
Judgment and a door opens, letting you back into the main library room. When 
you try to leave, the picture comes to life and several Sin Scissor appear. 
Take them out and leave.

Back out in the corridor, kill the small spiders on the ground if you want 
and examine the wall where you got Alastor, which has become a carving of the 
judge of death. Use the Staff of Judgment to finish the mission.

MISSION 3: DESTROYER OR ARDOR
"Overcome the trial and acquire the 'Pride of Lion.'"

As you enter the cathedral, the doors will seal. Run up to the Pride of Lion 
sitting on the altar and examine it. This will open the door directly 
opposite you, which leads to a bridge.

Cross the bridge and examine the stone at the end. There are some Red Orbs 
here but if you ignore them now, they will be worth much more when you return 
here later. Head back across the bridge. About halfway across, Dante is 
apparently struck by a lightning bolt and the bridge shatters into a bunch of 
pieces, sending Dante into the water below.

Down here, your life will constantly decrease (but stops short of killing 
you). Run into the center of the next chamber and you will have to fight 
several Sargassos. After killing them, pick up the Green Orb and step on the 
light column to be teleported back to the other side of the bridge. You can 
cross back over the bridge once again to get a Blue Orb piece next to the 
stone you read. You can also jump to a ledge above the door and Stinger off 
the edge. Dante will leap to a piece of the bridge suspended in the air for 
another Blue Orb piece. Head back to the cathedral when you're ready.

In the cathedral, the barrier surrounding the Pride of Lion dissipates, so 
you're free to take it. Do so and you will be attacked by the first boss, 
Phantom.

BOSS: Phantom

This giant magma spider/scorpion is the easiest boss but he quite difficult 
on higher levels. He has armor that covers just about every part of his body. 
The vulnerable spots are the front and top. Most of his attacks come from his 
front, so it is unwise to run and hack away at his face. Take the fight to 
the air by jumping using a sword attack on his back. This causes decent 
damage and if you aim correctly, you can stand there and attack with a couple 
more slashes or the Shotgun. After taking some damage, Phantom will rear up 
and be momentarily invincible. If you are standing on his back, you will 
thrown off (but unhurt). Keep attacking him with those jump attacks; they are 
very effective. Use your DT whenever possible. If you have Air Raid, you can 
kill him with it by simply shooting his armor over and over to raise your DT 
and then using Air Raid. Repeat this over and over for an easy win.

Note that Phantom will protect his face if you shoot there. He usually puts 
his claws in front of his face and rushes towards you. If he does this, 
simply move out of the way. You'll Phantom is going to attack when he quickly 
jumps to face you. Here are his attacks:

-Claw Swipe: Uses it when you are very close to him. Stay away from his face.
-Meteor: Phantom will fire a meteor from his mouth. You can easily dodge it 
with a roll but you can also use this against him. Attack his exposed mouth 
at the proper moment and the meteor will explode in his mouth. You can also 
reflect his meteor back at him with a sword slash but this requires precise 
timing.
-Lava Pillar: Phantom sticks his head in the ground and summons lava pillars. 
Simply run in any direction to avoid them.
-Jump: Phantom leaps into the air and attempts to squash Dante. Avoid by 
jumping in any direction.
-Tail Stab: Used very rarely, Phantom will only try if you continually stay 
out of his range. It's easy to see coming as Phantom pauses for several 
seconds.

After Phantom dies, you can go out the way you came in to finish the mission. 
However, you may want to try your hand at the first secret mission.

----------------------------------SECRET MISSION-----------------------------

CRITICAL HIT

Objective: Kill the lone Sin Scissors with a single Shotgun blast.

When: Mission 3, after defeating Phantom. Return to the broken bridge and 
jump in the water.

This one is a real pain. In order to do it correctly, you need to fire a 
close range blast to stun the Sin Scissors. You'll know you've done it right 
when it pulls back and loses grip on its scissors. Here's the hard part: You 
have to rush up and deliver another close range blast. When I say close 
range, I mean CLOSE RANGE. I'm talking "shotgun sticking out the back of its 
head" close range. If it doesn't die, you will fail. I find it easier if you 
jump towards the Sin Scissors after the first blast and then fire the second 
just before you touch the ground.

-----------------------------------------------------------------------------

MISSION 4: BLACK KNIGHT
"Display one's strength to the lion and open the path. Acquire the 
'Melancholy Soul.'"

Right at the beginning of the mission, you can do a secret mission.

----------------------------------SECRET MISSION-----------------------------

PHANTOM BABY

Objective: Kill 100 Phantom Babies within the time limit.

When: Right when Mission 4 begins, turn around and go back into the hall 
where you fought Phantom.

There are four bunches of these critters in the corners of the room. Stomp 
and shoot as many as you can. It's harder than it looks. The easiest way of 
winning is to simply use a Holy Water.

-----------------------------------------------------------------------------

As you head down the corridor, you are attacked by Phantom again.

BOSS: Phantom

This time, you need to run away from Phantom as he chases you, shooting 
fireballs. Jump over the fireballs and get to the end of the corridor. If you 
don't want to fight, you can simply go through any door. If you do fight, 
attack him with your sword and jump his fireballs by using a kick jump. 
Sometimes, he will use a claw swipe. If you DT with Alastor, kick jump, and 
use an aerial attack, you can knock off about one quarter of his health.

REALLY CHEAP TRICK: If you want to be about as cheap as you can get, kill 
Phantom here and collect his 500 Red Orbs. Now, save your game, quit, and 
start again. Now you can kill Phantom over and over for a TON of Red Orbs; 
you can have all of the Alastor skills at this early stage of the game!

Whether you fight Phantom or not, you can do a secret mission. You MUST enter 
the time statue room before going to any other room to activate this mission.

----------------------------------SECRET MISSION-----------------------------

PHANTOM BABY II

Objective: Kill 100 Phantom Babies within the time limit without using 
weapons.

When: Mission 4, after encountering Phantom in the corridor, go into the Time 
Statue room.

This time, you have stomp 100 of them. Luckily, this area is very small so 
it's easier than it seems. You can also try to DT with Alastor to take 
advantage of the speed boost.

-----------------------------------------------------------------------------

Head back to the fountain room and approach the barrier so you can use the 
Pride of Lion. Slash the lion statue several times and a Shadow attacks you. 
(Note: On Hard or DMD, you will fight a Death Scissors instead of a Shadow). 
Kill the Shadow, and the door above will open.

----------------------------------SECRET MISSION-----------------------------

THE THREE BEASTS

Objective: Defeat the three Shadows. YOU HAVE ONLY ONE SHOT AT THIS.

When: Mission 4 after defeating the first Shadow. Go back to the arena 
beneath the biplane room.

If you're ill-prepared, you will never win this fight. Focus on one Shadow at 
a time. Don't force yourself into a three on one situation. If you attack a 
Shadow, it will come after you but the other two will just mope around unless 
you bring any combat close to them. Once a core is exposed, get very close 
and hack away at it. You MUST get close, otherwise Dante will target the 
other Shadows. Once one goes down, the fight will get much more manageable. 
If you lose, you must reset if you want to try again. If you find yourself 
losing repeatedly, get some Red Orbs and buy Blue Orbs, Vital Stars, or even 
Untouchables if you want.

-----------------------------------------------------------------------------

Going through the door, you will be in a large vertical room. Take out the 
Marionettes and climb the stairs. Jump to the ledge jutting out from the wall 
and grab the Death Sentence. You can fall to the bottom of the chamber but 
there is nothing down the now. Hit the damage clock and step on the circular 
floor tile and a pillar will bring you back to the upper level (there is 
wreckage blocking the stairs). With the Death Sentence in hand, go into the 
door just underneath the ledge where you got it.

In the bedroom, there is a time statue for any last-minute preparations, as a 
boss is coming up. Use the Death Sentence on the female statue and you will 
get the Melancholy Soul. However, Dante's reflection steps out of the mirror 
and reveals itself as a black knight. It beckons Dante to follow it.

Head out through the doors and jump down to the courtyard to fight the boss.

BOSS: Nelo Angelo

The first fight with this guy is not very difficult. Nelo can only be hurt 
when his guard is down. You cannot simply run up and attack him. You need to 
wait for him to attack, dodge it, and then hit him while he taunts you. If 
you clash swords, he will immediately counter with a special combo. Note that 
when he places his sword in front of him, you can bash it with your own 
sword, though too many hits will cause him to counter with some nasty 
attacks. Throughout the fight, he will teleport to different areas each time 
you take a third of his health. You can also go to the highest ledge you 
fight him on and use a kick jump to reach a high ledge near a cone shaped 
tower. There is an Untouchable here. You can also DT and fly over to the 
tower to get a Blue Orb piece. Here are Nelo's attacks:

-Stinger: A longer ranged version of your Stinger. It's easy to see coming 
but sometimes he will rush up and initiate a different attack instead.
-Wide Slash: A slow move at first but it covers a VERY wide area in front of 
him. Roll to avoid it.
-4 Stroke Pattern: This combo is similar to one of yours only much slower and 
it doesn't have the last hit. He only does it when you get close to him and 
he announces it by holding his sword for a second. Beware the range.
-Fireball: He will charge up a fireball and launch it at you. If you're 
quick, you can run and jump over his fireball and use an aerial attack.
-Teleport: Nelo will teleport around the fighting area but he has an annoying 
habit of teleporting right next to you.
-High Time: Just like your High Time. He uses it rarely, though.
-Counter Upper Guard Stance: One of his counter moves, Nelo is slow to 
execute it but it causes a ton of damage.
-Counter Combo: Another countering move, Nelo makes a fast horizontal slash 
followed by High Time if you are standing too close.

Once you kill Nelo, a cool scene takes place in which Nelo literally beats 
the crap out of Dante. However, he sees Dante's pendant and for some reason, 
he screams and disappears.

MISSION 5: GUIDING OF THE SOUL
"Go to the destination before the power of the 'Melancholy Soul' fades away.

Right at the beginning, you're forced to fight a Shadow. You have a time 
limit for this mission, so you must be quick. After killing the Shadow, 
return to the long vertical chamber.

Fall down to the very bottom of the chamber and use the Melancholy Soul to 
open the door.

If the Melancholy Soul runs out of power, you need to go back to the fountain 
room and take the door to the right on the upper level. In the hallway, 
examine the object at the end to power up the soul again. However, you must 
fight another Shadow when you enter the fountain room again.

MISSION 6: EVIL OF THE WATERWAYS
"Defeat the evil guardian and acquire the 'Guiding Light.'"

As the mission gets underway, go the dead end to the right and jump around to 
get a Blue Orb fragment. Head back the other direction and go through the 
passageway opposite the door. Here, you can get some Green Orbs and bash the 
Red Orb fountain. Go through the door you passed by earlier.

In here, run to the glowing the hole and take the Rusty Key. When you do, you 
are attacked by a group of Beelzebubs. Kill them and leave.

Back out in the main corridor, there are more Beelzebubs. Kill them and head 
for the door at the end, which opens when you use the Rusty Key.

In the next corridor, you can go through the side passage to get more Green 
Orbs if needed. Continue onwards and you will be trapped in an energy cage 
and forced to fight a Death Scissors. After killing it, take the Guiding 
Light from the pedestal.

MISSION 7: HOLDING THE KEY OF ARDOR
"Return to the bedroom before the 'Guiding Light' absorbs all of your 
vitality."

While holding the Guiding Light, your life will keep draining. Head back to 
the beginning of the corridor but watch out for Phantom. Like your last 
fight, he will chase you down this corridor, too. There are two Green Orbs 
for you to pick up if you are losing the fight. Or, you could simply go 
through the door and skip fighting him altogether.

In the next corridor, you must kill the trio of Sin Scythe's to open the 
door.

----------------------------------SECRET MISSION-----------------------------

ONE-EYED EVIL

Objective: Trick one Kyklops into killing the other.

When: Mission 7. Go into the room where you found the Rusty Key.

The rock attack is the only thing they use to hurt each other. They will jump 
around a lot and your life is still draining, so you have to be quick to coax 
them into killing each other. Try moving so that one is always behind the 
other. The word "Cool" appears if one hits the other. Avoid their jumping and 
focus on positioning yourself so that they have to hit each in other to hit 
you.

-----------------------------------------------------------------------------

In the vertical chamber, there are more Beelzebubs, so kill them and strike 
the damage clock to start the elevator. Ride up to the top and go into the 
bedroom. Examine the sun carving to use the Guiding Light and go through the 
door to finish the mission.

MISSION 8: THE LEDGENDARY KNIGHT RETURNS
"Activate the mechanism and escape from the rooftop."

This mission begins on a ledge high above the main hall. Jump across to the 
other ledge and go through the door. In here, jump to the upper level, take 
the Red Orbs, and go through the next door.

Out on the roof, jump up to the ledge and head for the opening. However, a 
gate slams shut and Phantom shows his ugly face. It's time for a showdown!

BOSS: Phantom

Phantom has a tendency to jump a lot more in the fight. He also has two new 
attacks.

-Meteor Shower: Phantom shoots a fireball upwards and several meteors rain 
down on you. Run in any direction to avoid it. Note that Phantom's body 
becomes a much darker color. At this point, and part of his body is 
vulnerable to attack, so bash away as much as you can. Phantom gets his wind 
back by firing a meteor.
-Tail Grab: If you stand on Phantom's back for too long, he will grab you 
with his tail and toss you away.

ALTNERNATE METHOD FOR BEATING PHANTOM:
If you lure Phantom into jumping on the glass floor several times, it will 
break, leading Phantom to his doom.

After beating Phantom, he falls through the glass floor and gets cruelly 
impaled on the horseman statue's spear in the main hall. After Dante bids him 
farewell, he dies.

The gate opens back up so go to the next area. Here, take the Trident. Also, 
jump on the horse statues and get to the ledge above the Trident for a Blue 
Orb fragment. Jump into the hole when ready.

In this room, strike the small orb object with your sword to start the 
machine. Before going down the ladder, take the Grenade Gun from the 
skeleton.

Going down the ladder, you will be back in familiar territory. Use the 
Trident to open the gate in a room below. When the gate opens, it will slowly 
close, so leave the room via the door, go down the steps and enter the room 
at the bottom. In there, rush under the gate before it closes. Before you go 
through the exit door, don't forget to take the Blue Orb fragment in the 
water to the right.

MISSION 9: NEW STRENGTH
"Use the new strength to open the door."

Cross the bridge and it will rise up by itself. Looks like you won't be in 
the castle for a while. Continue onwards and take the Devil Star from behind 
the large pointed stone. Head down the stairs and through the doors to reach 
the coliseum grounds.

Out here, you will encounter a trio of Blades. After dealing with them, go to 
the right of the entrance and follow the path to a gravestone. Attack it with 
your sword to push it aside, revealing a Blue Orb fragment. To the left of 
the entrance is a Yellow Orb. You can also check out the coliseum entrance. 
You can't go in now but you can take the Red Orbs. There are several fires 
burning on the ground that lead to the next room but if you go to the left of 
this path, you will find a sealed door. Jump atop the ledge above it to find 
a well-hidden Holy Water.

Going into the next room, climb up the ledges and take the Yellow Orb from 
the pedestal to the right and a Devil Star from the pedestal to the left. 
Follow the upper ledge around to the damage clock. Activate it and several 
floating ledges appear. Jump on the ledges and make your way around until you 
can reach the ledge floating in the air. Here, after watching a cut scene, 
you will get Ifrit, the flaming gauntlets. A group of Marionettes will appear 
below so you can test out your new weapon.

Back out on the grounds, you will meet Griffon, a huge electrical bird 
creature. He's not too happy about your presence.

BOSS: Griffon

Griffon uses a lot of long range attacks. Your best bet is to attack him with 
your Grenade Gun. It causes a lot of damage to him and it's easy to use. 
Watch out for his many electrical attacks. Sometimes he will land on the 
ground and try to peck you. If you are ever close to him on the ground, use 
your sword and attack the exposed part of chest. This will knock him down. 
Once he's down, switch to Ifrit and pound on him hard for a lot of damage. 
Here are his attacks:

-Lightning Volt: He drops a ball of lightning and two bolts start from the 
side. They quickly come together at your level jump to avoid. Sometimes, four 
bolts will come together.
-Lightning Wave: A horizontal bolt is fired directly at your level. Easy to 
dodge by jumping over them or by rolling.
-Chain Lightning: You can see the faint outline of lightning near you. After 
a few seconds, a lightning bolt will streak along this line. You have to stay 
mobile when he uses this.
-Bombs Away: Griffon flies over you while dropping a cluster of lightning 
bombs. Jump sideways at the last second to avoid it.
-Mega Volt: Griffon stands straight up and lightning bolts streak along the 
ground, tracking you. You have to move sideways and jump at the last second 
to avoid them. He does this attack in three's.
-Peck: Griffon rushes towards you and tries to peck you. Move to his side and 
jump at the last second to flank him.

Note that Griffon will flap his forward to signal an attack. If you are too 
close, this will knock you away. When Griffon dies, stay away from him to 
avoid getting hit by the lightning bolts he fires.

With Griffon gone, go to the door with the two torches. Punch the unlit torch 
with Ifrit equipped to open the door.

In the forest area, head over to the door and try to open it. It will seal 
and you will have to fight some Marionettes along with a few Fetishes. There 
is a Green Orb above the door. Also, you can reach a ledge high above the 
area but it requires some tricky jumping. Air Hike or Air Raid can help you. 
This ledge has a Holy Water on it. Once all of the enemies are dead, you can 
go through the door.

The next room has a time statue. Outside, jump to the ledge right next to the 
steps. Here, there is a Red Orb fountain and another Devil Star, the latter 
being reached by smashing a tombstone. On the ground below, you must fight a 
group of Fetishes. Don't forget to grab the Yellow Orb on the ledge jutting 
out from the wall (there is a Fetish standing on it). If you need some 
health, you can smash the nearby the barrels for a Green Orb. Once the action 
dies down, open the red door with 200 Red Orbs and go through to finish the 
mission.

MISSION 10: CANYON OF MIST
"Come out of the labyrinth canyon alive."

As you move into the canyon, you will notice a large stone with a white orb 
in front of it. Examine the stone to get it moving. You must follow the stone 
down which ever of the two paths it chooses. It will get stuck inside of the 
enemies so you have to take them out in order to release the orb. The first 
canyon has Marionettes and Fetishes. Kill the ones in the way and follow the 
orb to the next canyon. If you go the wrong way, you are sent back to the 
beginning.

The second canyon has a trio of Sin Scythes. The third canyon is populated 
with Blades. After clearing the third canyon, you will arrive in front of a 
large building guarded by two Kyklops. Kill them both and the door opens up. 
Don't forget to take the Green Orbs or the Holy Water from the corner to the 
left of the door.

MISSION 11: FATE
"Offer the 'Chalice' and open the path."

At the beginning, you can turn around and head back outside for a secret 
mission.

----------------------------------SECRET MISSION-----------------------------

WANDERING GHOSTS

Objective: Get the Blue Orb fragment by jumping off the Sin Scissors.

When: Right at the beginning of Mission 11, turn around and go back outside.

This isn't too hard. A gaggle of Sin Scissors will float underneath the 
fragment, so jump up into them and kick off their masks. Air Hike really 
helps here because you can use it in conjunction with kick jumps off of 
enemies.

-----------------------------------------------------------------------------

After dealing with the Death Scythe, take some time to explore the room. A 
ledge will form near the doors and you can use it to grab some Red Orbs 
floating in the room. Jump up to the ledge above the entrance and then jump 
onto the next highest platform. From here, you can reach a ledge with a Devil 
Star sitting on it. On the left side of the room, you can jump into the caged 
area for a Blue Orb fragment. There is also a Green Orb on top of the caged. 
When you're ready, jump into the hole.

Down here, kill the Blades and proceed forward to the time statue. Attack the 
wall to break it and kill another group of Blades. When they're dead, go back 
and collect the Blue Orb fragment. Jump out of the tunnel at the other end.

Back in the main room, you will be in the other caged section. Take the Sign 
of Chastity and go back the way you came. In the main room, go through either 
door opposite the entrance.

In this room, use the Sign of Chastity and you will get the Chalice. However, 
you will have some company.

BOSS: Nelo Angelo

Nelo is more aggressive for this fight and he has several new tricks up his 
sleeve.

-Punch combo: Similar to yours only the third hit starts with High Time and 
ends with a jump kick. The kick causes a lot of damage, so watch out for it. 
Nelo can counter with this move as well.
-Kick 13: Just like your Kick 13. Sometimes, he will use this at the end of 
his Punch Combo instead of the jump kick.

Once Nelo is dead, jump to the upper ledges and go into the room in the back. 
Use the Chalice to open the exit. Collect the Green and Red Orbs in the room 
and go through the door to finish the mission.

MISSION 12: GHOST SHIP
"Go to the deck and head to the Captain's cabin."

After getting the controls for swimming underwater, head down the passageway, 
killing the Marionettes. In the cavern, use the Red Orb fountain and jump in 
the water. Swim through the hole in the hull of the ship.

In here, avoid the Blade and take the Untouchable from the chest to your 
right. Swim to the surface and jump out of the water. Climb the steps to the 
next level.

Kill the two Blades. Pick up the Needle Gun and check the nearby chest for a 
Devil Star. Climb the next set of steps and go through the door to the deck 
of the ship.

On the deck, you can climb about the masts, collecting Red Orbs. On the last 
mast, climb to the highest level and Stinger off the edge to the back of the 
ship to get a Blue Orb fragment. When you're ready, examine the door blocked 
by two swords and a Death Scythe comes out. Kill and examine the door again 
to get the ship moving.

Alas, your journey is cut short because Griffon flies down and stops the 
ship.

BOSS: Griffon

Griffon has some new attacks he has a tendency to stay off the deck, denying 
you the ability to attack him. When he is off in the distance, you must avoid 
his attacks and wait for him to land on the deck. When he does, attack him in 
full force. When he is about to leave, next to him and he will land again, 
thus allowing you to attack him again.

-Lightning Assault: Griffon attacks you with a combination of Lightning 
Volts, Waves, and Chain Lightning. It's rare but lethal.
-Eagle: A bird shaped spirit is attached to you. It keeps swinging around you 
and if it hits you, you are shot way up in the air. Jump over it when it 
passes by and shoot with the Handguns to get rid of it. When you do, Griffon 
will either attack or land on the deck.

Once Griffon is dead, you can go through the door to finish the mission.

MISSION 13: ABYSS
"Find an exit and escape from the ship."

In the captain's cabin, take the Staff of Hermes and a cut scene will show 
the ship sinking.

You are underwater for the rest of the mission. Swim through the hole in the 
wall. In the next room, kill the two Blades to open the path. You can swim 
down into the room beneath the stairs leading to the deck. Down here, there 
is a barrel you can shoot for a Blue Orb fragment but watch out for the 
Blade.

In the last room, you can kill the two Blades if you want but all you need to 
do is swim back through the hole to finish the mission.

MISSION 14: DEEP DARKNESS & TOWERING MOUNTAINS
"Go to the surface and head for the coliseum."

When the mission begins, you can do another secret mission if you want.

----------------------------------SECRET MISSION-----------------------------

WATER CELL

Objective: Kill all 8 Blades.

When: After completing Mission 13, go back inside the ship to the captain's 
cabin. Examine the skeleton to start the mission.

Here, you just need to swim around shooting all the Blades. Listen for the 
sounds they make to know when one is firing at you. After killing three or 
four, the fight becomes much easier.

-----------------------------------------------------------------------------

As you jump out of the water, you can jump back into another nearby pool to 
grab a Blue Orb fragment. Leave the cavern and fight the Marionettes in the 
hallway. Go through the door to start the mission.

In the corridor, pass by the skill mural (it will be important for a secret 
mission later) and move along the hallway, ignoring the fenced off elevator. 
At the end, go through the wall and run down the length of the next corridor 
to a spike wall with a skeleton stuck to it. Take the Emblem Shield and throw 
the switch. This opens the elevator but starts the trap; the floor moves 
against you and spikes shoot up from the holes. Tread carefully through the 
corridor and step on the elevator to be taken back to the surface.

Out here, you can jump atop the structure to reach a nearby ledge with a Blue 
Orb fragment. You can also reach a series of ledges near the waterfall. Climb 
the ledges and claim the Yellow Orb at the top. At the bottom of the falls is 
a Holy Water. When you're ready, go through the nearby cave.

In the multi-layered area, fight off the Blades (in DMD, rocks will 
constantly fall from the top). On one layer, there is a door. Go through and 
follow the cave to the end, taking the Green Orb as you go, until you emerge 
on a bridge. Cross and bash the Red Orb fountain. You can then jump off the 
right side of the ledge to land on another platform with a Blue Orb fragment. 
From here, head to the bottom of the mountain and enter the next cave. Unseal 
the door with 200 Red Orbs and go on through.

In the last area, kill the Marionettes with extreme prejudice. Take the Devil 
Star from the ledge and unseal the next door with 100 Red Orbs. Go on to the 
next room, take the Red Orbs, and go through the door to end the mission.

MISSION 15: WHEEL OF DESTINY
"Use a shield and pair of lances to conquer the coliseum."

Again, the option of a secret mission is open to you right from the start.

----------------------------------SECRET MISSION-----------------------------

TREASURE OF THE REAPER

Objective: Kill the three Shadows.

When: When Mission 15 begins go all the way back to the spike corridor in 
Mission 14. Examine the carving on the wall.

Another multiple Shadow fight. This one is in close quarters but one of the 
Shadows will not activate until you get close to it. Go down the hallway so 
you can take down two of the Shadows easily and then go after the third.

-----------------------------------------------------------------------------

On the coliseum grounds, take out the pair of Kyklops. You can go back to 
where you got Ifrit for an Untouchable, though you will have to fight a group 
of Blades and two more Kyklops for it. Heading over to the coliseum entrance, 
you will find to areas protected by shields, a red one and a blue one. You 
can go through them in any order but the red area is optional.

BLUE EMBLEM SHIELD AREA

Take the Luminite before going down the stairs and killing the Fetishes. 
Break through the wall and tear up the room. There is a Blue Orb fragment and 
a lot of Red Orbs. When breaking the barrels, a small urn will appear 
briefly. Quickly slash it to get 1000 Red Orbs. Finally, take the Holy Water 
and go through the door.

In this spike corridor, kill the Sin Scythes and make your way through the 
spike walls. In the area off to the side, you will find some Red Orbs and a 
small pad that replenishes your DT gauge. At the end of the corridor, jump 
onto the platform jutting out and then jump to the ledge on the wall. Take 
the Pair of Lances and leave. The purple liquid will drain your vitality, so 
quickly jump out if you accidentally fall in.

With the Pair of Lances, you can enter the coliseum. You do not have to go 
through the Red Emblem Shield area if you have not done so already.

RED EMBLEM SHIELD AREA

If you did not take the Luminite from the Blue Emblem Shield area, you will 
find more here, guarded by a Fetish. Downstairs, there are more Fetishes. 
Kill them and bust through the wall. In the secret room, destroy the barrels 
and collect your loot, which includes a Yellow Orb. Go through the door when 
you're done.

In the spike corridor, attack the damage clocks quickly to lower two bridges. 
Maneuver through the spikes and enter the side area for some Red Orbs and a 
small pad that recharges your DT gauge. At the end of the corridor, there is 
a room with the two bridges you lowered. If you want a Blue Orb piece, you 
must jump so that Dante's head touches the underside of the ledge on the 
wall. You can do this by jump off a bridge, falling under the ledge, and then 
kick jumping to reach the underside. Air Hike and Air Raid are also easy 
alternatives. When you do this, the fragment will appear on the ledge. There 
are Blades in the pit, so watch out for them. The ledge has the last Firearm: 
the Nightmare Beta. If you want the Blue Orb fragment, make sure you get it 
BEFORE getting the Nightmare Beta. Now you can return to the coliseum 
entrance.

THE COLISEUM

In here, avoid the center and take either of the two elevators to the upper 
level. There are two Green orbs on the sides, a Yellow Orb opposite the 
entrance, and a Blue Orb fragment if you run out to the center. After taking 
these, return to the ground and go to the center to trigger a fight with 
Griffon.

BOSS: Griffon

Griffon is even more aggressive than before but for the latter part of the 
fight, he will spend most of his time on the ground. Here are his new 
attacks:

-Lightning Grate: Griffon sends several vertical beams of lightning at you. 
You can stand in between them but it's easier to roll to the side.
-Dive Bomb: Griffon flies up and charges straight down at you. Easy to dodge 
with a well-timed jump.

After you take about a third of his life, he will fall but get back up. This 
breaks one of the upper ledges and from then on, he will stay on the ground, 
except to occasionally use his dive bomb attack.

After killing Griffon, he falls again. He tries to get back up but the center 
section of the coliseum breaks and he gets impaled on the ground (ever notice 
how everyone is getting impaled in this game?). He pleas with Mundus to give 
him the strength to finish you off. Mundus appears but kills Griffon instead. 
After a little chit chat with Trish, control is returned to you.

The piece of rock that impaled Griffon is an elevator. Jump atop it and you 
will ride down to a room. Take the Wheel of Destiny and this mission is 
history.

MISSION 16: NIGHTMARE OF DARKNESS
"Unravel the mystery of the 'Staff of Hermes.'"

Take the full Blue Orb and ride the elevator back to the surface. Exit the 
coliseum.

On the coliseum grounds, kill the Sin Scythes and head back to the drawbridge 
where you left the castle. Now you can use the Wheel of Destiny to lower the 
bridge, letting you back in.

The layout of the castle has changed somewhat. Run forwards through the door 
into the main hall.

In the main hall, you can jump atop the horse statue and use Air Raid or Air 
Hike to reach the Blue Orb fragment floating out in the open. There is 
another Blue Orb fragment beneath the right side of the stairs. Notice that 
there is now a damage clock behind the stairs. Attack it and you will face a 
Plasma. Kill it and the door leading to the biplane room opens. In you go.

There are more Plasmas in here. Kill them and proceed to the long hallway.

The hallway has a few Marionettes and Fetishes. There is a carving of a human 
head jutting out near the door leading to the time statue room. Jump 
underneath it to get a Blue Orb fragment. Go to the end of the hall and enter 
the cathedral.

In here, there are four damage clocks and a pool of some sort of dark liquid. 
Examine it and a fight ensues.

BOSS: Nightmare

Nightmare has two forms: the liquid and solid forms. In the liquid state, he 
is invulnerable. You must attack a damage clock to get him into his solid 
state. Once in his solid state, his core will show from time to time. Attack 
the core whenever possible to destroy Nightmare. Notice that the core can 
absorb your DT gauge and once it absorbs enough, it go into its own DT state 
which makes its attacks more powerful. For this fight, you want Ifrit. 
Rolling Blaze helps greatly for some of the attacks and Inferno causes a ton 
of damage to Nightmare's core.

Liquid form:
-Ice Slug: A slug will attach itself to Dante and then explode. Jump and 
wiggle the stick to throw it off.
-Swallow: If you actually stand on Nightmare, a section will rise of and 
capture Dante, sucking him into a strange world. In here, you are forced to 
fight several Sargassos and then a weakened version of a previous boss: first 
fight, Phantom; second fight, Griffon; third fight: Nelo Angelo. After 
defeating them, your DT gauge is completely restored and Nightmare loses 25% 
of its health when you break free. If Nightmare's health is already below 
25%, you will simply take damage.

Solid form:
-Gun Orb: Several orbs float near Nightmare, shooting lasers at you. They are 
easy to dodge.
-Appendage Stab: Nightmare turns in a direction quickly and three appendages 
jut out, trying to stab Dante. If you jump at the right time with Rolling 
Blaze and you hit the appendage, Nightmare will be stunned and you can pound 
on the core.
-Gem Missile: Salvos of missiles target Dante. You can shoot them to direct 
them back at the core or you can use Rolling Blaze and simply jump into them.
-Ice Beam: Nightmare charges up and fires a huge beam of ice. It will swivel 
it around, trying to hit you. It causes a lot of damage, so get away from the 
front and jump onto Nightmare's back, allowing you to attack the core with 
impunity.

Note that the Nightmare Beta does not work on Nightmare at all. Once the time 
on a damage clock expires, Nightmare will go back to its liquid state. When 
fighting the core, watch for the core to emit a gleaming light. While it's 
doing this, you will pushed back if you try to attack it, so wait for the 
light to dissipate first.

When Nightmare is dead, you can do two secret missions.

----------------------------------SECRET MISSION-----------------------------

STAIRWAY TO TRANQUILITY

Objective: Get the Blue Orb piece by jumping off of the Sargassos.

When: After defeating Nightmare in Mission 16, go back to the coliseum.

Alignment is everything. The Sargassos won't hurt you so need to make a 
series of kick jumps up the "stairs" to reach the Blue Orb fragment. Again, 
Air Hike makes this MUCH easier.

-----------------------------------------------------------------------------

----------------------------------SECRET MISSION-----------------------------

SHADOWS IN THE DARK

Objective: Find and defeat all four Shadows.

When: After defeating Nightmare in Mission 16, go back to the biplane room.

The biplane room has two Shadows, one of them hiding on the wing of the 
plane. The next room has a Shadow in it. The Main Hall has the last Shadow; 
he's hiding on the caged ledge to the left of the stairs. Nothing too 
difficult.

-----------------------------------------------------------------------------

Head out to the broken bridge and cross it again. If you left those Red Orbs 
from Mission 3 at the end of the bridge, they will be worth 20 times more. 
Use the Staff of Hermes on the statue in the back and two pictures will 
materialize. The left picture ends the mission when you jump through it. The 
right picture takes you to the bedroom, where you can get a Blue Orb fragment 
next to the bed, and an Untouchable from the top of the bed.

MISSION 17: PARTED MEMENTO
"Slash away at the dragon and enter the court with the 'Quicksilver.'"

A secret mission is available right at the beginning.

----------------------------------SECRET MISSION-----------------------------

BLUE GEM IN THE SKY

Objective: Get the Blue Orb fragment floating in the sky. YOU ONLY HAVE ONE 
SHOT AT THIS.

When: At the beginning of Mission 17, go back to the broken bridge. Jump on 
the first piece of the bridge and make your way across. When you get to the 
other side, make sure you step on the last piece of the bridge before jumping 
to the other side, otherwise the mission does not start. If you fall in the 
water, you must reset.

This mission is either EXTREMELY difficult or EXTREMELY easy. You can get 
that piece floating over the bridge by using the tornados provided by the 
Death Scythe. It's very difficult simply because of the unpredictability of 
those things. The easy way requires Air Hike and Air Raid. Climb atop the 
ledge above the door and DT. Use Air Hike and jump straight up as high as 
possible. At the apex of your leap, hit R1 and fly out to the fragment.

-----------------------------------------------------------------------------

Go along the passageway, climbing the stairs. The first room has a 
Marionettes and bunch of Red Orbs if you bash the stuff in the room. The door 
at the stop of the stairs leads to room where another portrait will 
materialize. Jump through it and you are transported to a courtyard. Try the 
door and a pair of Frosts attack. Kill them and proceed onwards.

In the hallway, kill the Marionettes and Fetishes and go to the end and 
through the door. In this room, there is a dragon who shoots fireballs at 
you. Before killing it, you may want to jump to the upper level and hug the 
right wall. Closer to the dragon, there is a path you can't see that takes 
you outside. Jump around for a Blue Orb fragment. To kill the dragon, you 
must reflect its fireballs back at it with a sword attack. Three hits, and it 
will die. Head over to the mechanism that came out of the floor and examine 
the small lever. Move the left stick in a clockwise direction to turn the 
mirror. Keep turning until a cut scene appears, in which the Quicksilver is 
formed. Head out into the room and climb to the upper level. When lightning 
strikes, you can see some invisible platforms. Jump along them until you can 
get the Quicksilver. Take it and leave.

In the hallway, kill the Marionettes again and go to the side area with the 
locked door. Open it with the Quicksilver.

In here, you will meet Nelo Angelo for the last time, only he's much more 
powerful.

BOSS: Nelo Angelo

He becomes even more aggressive and he has new attacks. Note that his 4 
Stroke Pattern attack has no warning at all.

-Phantom Blades: Nelo appears in the distance and summons several swords to 
attack you. There are many different patterns but most can avoided by jumping 
around. There is one pattern where he surrounds himself with them, so use the 
Grenade Gun to blow them away before he gets close.

When you kill Nelo Angelo, he will drop a pendant and the mission ends after 
a some startling revelations.

MISSION 18: SPIRIT STONE, "ELIXIR."
"Throw the 'Philosopher's Egg' into the fire and transform in into a Spirit 
Stone."

(scene) The two pendants combine and Dante's Force Edge becomes the powerful 
Sparda.

Step onto the pad and you will transported back to the stairway. Another 
portrait materializes, this one taking you to an underwater area. Swim 
through, shooting barrels you see for Red Orbs. In the third chamber to the 
left, there is a lone barrel that hides a Blue Orb fragment.

In the next room, kill the three Sin Scissors and a door will open. Swim up 
to it and Dante jumps out of the water. Go through the door.

You are back in the vertical stair chamber. Striking the damage clock causes 
the chamber to be filled with water. You need to swim to the top but you may 
want to stop and touch the ledge jutting out near the stairs for a Blue Orb 
fragment. The chamber will stay filled for a limited time, so quickly swim to 
the top where you can get the Philosopher's Egg. With this, head back down 
the stairs, jumping the gaps, until you reach a door.

In the fountain room, there is a fire burning. To the left is a door on the 
upper level. You can go through it to get some Red Orbs and a Blue Orb 
fragment. When ready, use the Philosopher's Egg and a fight with Nightmare 
starts.

BOSS: Nightmare

This fight is a lot like the first only Nightmare has a new attack.

-Boomerang: Nightmare detaches a piece of itself and flings it around the 
room. It will either travel along the outside wall or hover around near 
Nightmare. If you jump with Rolling Blaze and hit it, Nightmare will be 
stunned and you can attack the core mercilessly.

Once Nightmare is dead, the egg will finish transforming and you will get the 
Elixir. A teleportation pad appears in the center of the room and the mission 
ends.

MISSION 19: ENTER THE CORRUPTED WORLD
"Open the gate to the Underworld."

Step on the pad you will be transported back to the stair room. GO back down 
the stairs and step on the pad at the end and you will arrive at the broken 
bridge. Jump though the portrait leading the bedroom. In here, examine the 
mirror to use the Elixir. Examine it again and it will suck you into the 
mirror world.

In the bedroom, go out to the courtyard. Take the Philosopher's Stone from 
the pedestal. When you do, three Nobodies attack you. Kill them and return to 
the door by climbing the ledges, jumping the gap, and climbing up to the 
ledge above the door. You can also jump to the high ledge across the cone 
shaped tower. From here, make a jump to the Blue Orb fragment floating in the 
air. When you do this, the last Blue Orb fragment appears in the tower 
itself, which you can get if you have Air Raid or Air Hike.

Return to the real world and go back to the cathedral. Step on the dark 
liquid and you will fall into an upside down version of the cathedral. Use 
the Philosopher's Stone to remove the barrier and jump down the hole to 
finish the mission.

MISSION 20: SHOWDOWN WITH NIGHTMARE
"Head to the place of sacrifice."

Jump up to the corridor and follow it to the red door. Attack it to gain 
entry to the next room, where you will meet two Frosts. Kill them and go 
through the next door.

Dante enters the room and finds Trish in trouble. Before he can save her, a 
barrier comes up and Nightmare appears again.

BOSS: Nightmare

This fight is the same as first two except there are several surprises. When 
you are about to kill Nightmare, Trish reveals herself a traitor and begins 
firing lightning at you. This can be avoided by not staying in the same place 
too long. Here are Nightmare's new attacks:

-Ceiling: In its liquid form, Nightmare will attach itself to the ceiling and 
fire gem missiles at you. Stay on the edge of the room. If you go to the 
center, Nightmare will trap you in a cage. If this happens, slash away at the 
walls to get out, otherwise, Nightmare will crush you, causing a ton of 
damage.
-Core assault: When you take all of Nightmare's life, it will regain 25% but 
this time the core will remain exposed and Nightmare will attack with 
everything it has. Jump around the room to avoid being swallowed and also to 
avoid being hit with Gem Missiles. The core will also fire beams of light at 
you. When you see beams fire in all directions, the core will stop attacking 
and start absorbing your DT gauge. Rush up to the core and hit it hard. If 
you fail to destroy it, you will have to endure another round of attacks.

When Nightmare dies, it fires beams which cut the crocks pillars down. One 
pillar is about to crush Trish but Dante saves her. After a curt exchange of 
words, Dante leaves.

MISSION 21: LIVING CAVE
"Pulsate the heart and open the last gate."

Move forward and ignore the door blocked by the claws. Pick up the Holy Water 
and go through the stone door. If you want, you try the last secret mission.

----------------------------------SECRET MISSION-----------------------------

HIDDEN BANGLE

Objective: Get the Bangle of Time.

When: Mission 21. Examine the wall opposite the Time Statue and you will slip 
into a hidden passageway.

Follow the path, killing the Nobodies and taking the full Blue Orb. Make sure 
you don't go in circles. In the next room, there is a dragon. Use the Red Orb 
fountain and climb up the ledges until you're face to face with it. It will 
breathe fire on your ledge at regular intervals. Attack it with Sparda until 
it is about to breathe fire, and then jump to a previous ledge to avoid it. 
When the dragon dies, a pair of Frosts appear on the ground below. Kill them, 
and floating platforms appear near the ceiling of the room. Climb the ledges 
and use the platforms to reach the last ledge. Take the Bangle of Time and 
the mission ends.

-----------------------------------------------------------------------------

In the room with the heart, head over to the ledges to the left. At the end, 
is a large orb object. Strike it with a Devil Arm and the claws around the 
previous door will open. Back track to that door and do inside.

In the long, twisting corridor, you will encounter some tentacles. They 
attach themselves to you and drain your life. You must jump through them, 
slashing your sword to push them back. The corridor is fairly linear and 
there are several places where you must stop and fight a Nobody. At the end, 
go through the grey door.

In the lava room, jump across the ledges and kill the two Plasmas. On the 
last ledge, strike the damage clock to summon several pillars. Climb the 
pillars to a ledge with a Red Orb fountain. Strike the next damage clock to 
summon more pillars. Jump to the first one and reach the ledge ahead. Climb 
the blocks and use the last pillar to reach the door high above the room.

This door takes you to a platform above the heart room. Jump across the gap 
and strike the last damage clock to start the heart up and unseal the last 
gate. Jump down to the gate and go inside to meet your destiny.

MISSION 22: LEGENDARY BATTLE

This is quite a change of scenery. When you're ready, move towards the 
statue.

(scene) Mundus has captured Trish. While Dante is distracted, Mundus stuns 
him with several projectiles. He prepares to finish off Dante but Trish frees 
herself and pushes Dante out of the way. She takes the beam and dies. Mundus 
prepares to fire again but Dante's devil side goes loose and deflects the 
beam. Mundus reveals his true form, that of a giant arch-angel, and somehow 
changes the place into outer space. Dante transforms into his ultimate form 
and fight ensues.

In this fight, you will be in constant motion. Use the analog stick to move, 
X to fire bolts of energy, Triangle to speed up, and Circle to use Vortex. 
Mundus has an exposed part of his chest. This is your target. Dodge his 
attacks and shoot at his chest. Remember that you can use L1 to DT. Doing so 
summons a demon dragon which will shoot out and damage Mundus. The more DT 
runes you have lit, the more damage it does. This will also protect Dante for 
a short period of time against an attack and it will destroy Mundus' shield.

-Beam: Mundus will sweep a beam either vertically or horizontally. Watch the 
beam and react quickly.
-Lightning Grate: Similar to Griffon's attack. Fly between the lightning 
bolts.
-Meteor Shower: Several meteors fly down. Easy to dodge.
-Debris: Big chunks of rock fly towards you. You can easily destroy them with 
Vortex, which gives you a good DT boost.
-Beam Fire: Several orbs float around, firing a constant salvo of beams. You 
have to stay on the move to avoid them.
-Beam Fire Assist: Mundus fires his own salvo of red beams, so it becomes 
even more important to move.
-Shield: Four orbs will surround Mundus, making him completely invincible. 
You must destroy the orbs first. Your DT can destroy them instantly.

You will do the most damage when you are up close. After a while, Mundus will 
spin and fly away. Stay at the bottom edges of the screen to avoid this. When 
you kill Mundus, he manages to shoot Dante out of the sky.

Dante lands in a lava pool and must face Mundus a second time.

In this fight, you will have Sparda DT. You have to jump on the ledges Mundus 
creates and attack him with your sword. You MUST DT to attack him because the 
extra length is needed to reach his chest cavity. Stay away from him and 
dodge his attack, building up your DT, and then attack him when ready.

-Beam Fire: Mundus sweeps the stage with several beams. Jump over them to 
avoid.
-Beam Orbs: Mundus summons several of these in random patterns. They will fly 
around shooting at you, so you might want to destroy as many as you can.
-Meteors: If there are any Beam Orbs, Mundus will call them and hurl a volley 
of meteors at you. Strike them with your sword to reflect them back at 
Mundus.
-Dragon: Mundus will call a dragon. Sometimes, the dragon will rise from the 
lava, other times it will come up beneath you and throw you around. The 
dragon will shoot fireballs at you from time to time. Killing it nets you a 
Green Orb.
-Lava Pillars: Similar to an attack Phantom used. Just run in any direction 
to avoid.
-Punch: Mundus will rush up and punch you. Easy to avoid. Sometimes, he will 
break the platforms and this could dump you in the lava, so be careful.

Notice the large dormant orbs. Destroying these will recover three DT runes, 
so destroy them whenever possible. When Mundus dies, Dante will return and 
pay his last respects to Trish. He leaves behind his pendant and Sparda, so 
you will not be able to use Sparda for the last mission.

MISSION 23:
"Escape Mallet Island before it collapses."

Run back through the underworld and return to the castle. The time statue 
rooms along the way have Frosts and there are two Nobodies in the Nightmare. 
Be sure to pick up the Untouchable in the Nightmare room.

Back in the cathedral, ignore the Marionettes and go to the long corridor. In 
here, kill the pair of Blades to unseal the door and go on through. In the 
biplane room, the floor breaks and you fall in the sewers. Mundus shows up 
again for one final round.

BOSS: Mundus

Activate Ifrit, and run up to Mundus. He will occasionally fire a beam 
horizontally but it will miss if you are close enough. Pound on him with your 
strongest attacks. If you have Inferno, this will be a short fight. When 
Mundus' life is gone, Trish will show up and give Dante her power. Now, just 
taunt Mundus until your DT gauge has three full runes. DT and fire a shot 
from your Handguns to finish Mundus.

After some chatting, the plane from above breaks through the wall. Dante and 
Trish hop aboard and fly off.

In this last section of game play, you must maneuver the plane through a 
cave. Hold down X to fire machine gun bursts to clear the debris and do your 
best to avoid hitting the walls. At the end, a cut scene takes place.

Dante flies out of the island as it explodes. Dante warns Trish that the 
underworld is still alive, so there's no time for rest. Then, the switches 
back to a scene similar to the first one, only this time, Dante has changed 
his sign from "Devil May Cry" to "Devil Never Cry." Dante and Trish rush off 
to important job and the credits roll.

CONGRATULATIONS!!!

YOU JUST BEAT DEVIL MAY CRY!!!

You are given your final rank and overall game statistics, including: combo 
rankings, mission rankings, secret missions completed, total Red Orbs, number 
of retries, and total time taken. After that, you choose the difficulty level 
and begin another game with all of the stuff you had in the previous game.

=============================================================================

10. Extras

This section outlines the extras you can get in Devil May Cry.

Extra Difficulty Levels
Complete Normal to unlock the difficulty change option and Hard Mode. When 
you start a new game, you can choose any difficulty you want. Complete Hard 
Mode to unlock Dante Must Die Mode.

Extra Characters
Complete Normal to unlock the character change option and Legendary Dark 
Knight Mode. When you begin a new game, you can choose what character you 
want to play as. Complete Dante Must Die Mode to unlock Super Dante Mode.

All-Star Group Photo
Complete a game in any difficulty level and get S rank on all missions. After 
the credits, you will get a shot of every character and monster in the game 
as well as a message calling you the "King of Hell."

LEGENDARY DARK KNIGHT MODE

Here, you get to play as Sparda. There is no change in the storyline. Dante 
is replaced with Sparda and has the same voice. People eve refer to him as 
Dante. You will have access to the Luce and Ombra handguns as well as the 
Yamato sword and there is also different battle music. What do you notice 
about Sparda's shadow?

SUPER DANTE MODE

In this very fun mode, you play as Dante with infinite DT!

=============================================================================

11. Closing and Credits

Devil May Cry is a wonderful game and I hope you had fun playing it. I have 
never played Devil May Cry 2 because I hear it doesn't live up to its 
predecessor. But hey, this game certainly occupied a lot of my time, both in 
playing it and writing this guide. If you see any mistakes in the guide, 
please contact me. As stated before, I want this to be as complete as 
possible so please report it if something is missing. My e-mail is 
cmhamlin@mcshi.com or you can contact me via AIM; my screen name is 
Ambitious203. Here is a thanks section:

The creators of Devil May Cry: For creating this awesome!
Jeff "CJayC" Veasey: For maintaining gamefaqs.com, probably the best source 
of gaming information on the net.

Until we meet again.
==EOF==