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    FAQ/Walkthrough by MHamlin

    Version: 1.50 | Updated: 06/05/07 | Printable Version | Search Guide | Bookmark Guide

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